BubbleBuster
BubbleBuster
About
- Username
- BubbleBuster
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
no
gens literally already give no BP. 1250 BP for doing a gen solo the MAIN OBJECTIVE. 1 unhook is worth more than 1 gen...
what we need is a communication system so all 3 other survivors dont think "someone else will go for the save" and then nobody goes.
-
I like the first change
No to the 2nd change. Wiggling does not need a buff imo.
Kindred base-kit is not enough, even the complete perk.
yes to the hook stage time increase, screw camping
please yes, let me leave a lobby with a hyperslugging toxic killer without waiting 4 minutes.
not too sure if that is a good solution to tunneling but i take what i can lmao; this might be really OP in swf
good ideas, but we need more methods of communicating with teammates in soloQ so there s less of a gap between solo and swf; then we can add more stuff to survivors kits because it wont buff swf way more than soloQ. Right now there are 3 roles in the game, soloQ, swf and killer. we need to fuse swf and SoloQ together first before changing more of the game.
Maybe the game rn is perfectly balanced as swf but absolutely horrible as soloQ just because lack of communication?
i dunno
-
challenges are difficult
imo this is not really a problem as you can complete the tome without doing that challenge
-
so this is too long for me to read.
I am just going to drop what I think about hug-tech.
Hug-Tech is not a problem as of right now as Blight has way bigger issues balance wise.
Look at the add-ons:
- Compound 33 literally deletes pallets
- alchemist's ring makes blight near uncounterable in some situations; good blights turn into gods
- Adrenaline Vial hyperbuffs blight; it is 3 add-ons in one
- Compound 21 gives free aura reading
- even the weaker add-ons are actually really good
so blight does not need to be crippled base-kit wise, he needs add-on nerfs. IMO blight is good but not hyperbroken like nurse at least basekit wise.
also i think he should be a 110% killer like spirit.
He has an ability that gives him hypermobility + is good in chase. he should be punished for not using it, not be unphased by not using it.
Hug-Tech can stay as I personally think there are way more broken things about him that should be addressed first.
-
@Laluzi said:
There's already a healing speed cap, IIRC - just one that's the same for self-healing and regular healing. While the cap on self-healing could stand to be less insane than it currently is, you're basically eviscerating green medkits with 15s - I'd think something like 8s or 10s is more fair. (And then we can unfuck Botany.)
I'd love to see that concept applied to gen slowdown. First off, stacked slowdown games are just 100% miserable experiences and I see no reason to incentivize them, but it'd also allow them to create more slowdown perks without the fear of "this would be OP with Thana, so we can't do it." Or slowdown addons, for that matter. Looking at you, Freddy.
I don't like the idea of capping how much a gen can be regressed, though. If there's a hotly contested gen, the killer should be allowed to fight for it instead of automatically losing at some point. All instant regression perks have the prerequisite of a survivor being downed, which makes them inherently counterable. It won't feel like that in solo queue when potatoes are dropping left and right, but I think the earn condition on those perks is fair and stuff like stealthing or throwing pallets like confetti will make it easier to last long enough so that the gen gets completed. So does having the whole team pile on a single gen.
Gen speed-up is tricky, because how do you measure that against multiple survivors contributing to the same gen? Multiple survivors contributing multiple addons? And BNPs are in their own weird category with the instant 10% progress.
yep, the self-healing cap exists to absolutely ######### over green medkits since they are currently the most broken survivor item. they are the reason I think self-healing speeds should be capped. Maybe you re right and self-healing could be capped at 10 seconds. (imo this is still too fast). also botany knowledge should ve gotten something like "botany knowledge does not work when self-healing with a medkit" instead of the minus efficiency when using a medkit in general
yep that was the reason I think slowdowns should be capped, just so some killers, like freddy, can get their old power back while not making everything infinitely more miserable. also allows for current and future perks to be buffed without all stacking with each other making games impossible to win.
imo the gen regression aspect is solely there for scenarios where the killer did not do a good job but is hyper stalling the last few gens with perks. for example with this you can "only" use the old pop on the same gen 3-4 times before it simply does nothing to it anymore. sure there are countermeasures against it, like playing well, however matches that get dragged out usually lack pallets and sometimes gens are in dead zones and completely impossible to do against stacking gen regression. This change allows a killer to stall to get some more hooks. If they did well before the hyperstalling, they'll win since survivors are dying and nobody is able to do gens anymore since they are dead. If they played badly before, they are not able to make a comeback just because they picked a regression perk. That is why the cap is so high at 75%-100%.
gen speed-up is tricky just because multiple survivors can work on the same gen. I think this cap should only apply to doing gens solo? maybe doing them as 2 people? i dont know. all i want is there to be some cap so you cant spam use BNPs on one gen.
Maybe just a cap that you can only use 1 BNP per generator? it is the same part so logically speaking you probably wouldnt just replace the same part with a new version over and over and then suddenly the gen works.
-
If you never get hooked and nobody else gets hooked and you all escape and live, escaping and surviving flawlessly will grant you 10k BP at most.
absolutely horrible, you gain more BP by surviving badly than surviving flawlessly.
-
@Reshy said:
https://forum.deadbydaylight.com/en/discussion/336233/noed
Why isn't the killer allowed to have a second chance perk, but survivors are?
what about - arguments do not defend any point. logical fallacy and such
If a perk is frustrating to play against it is frustrating to play against.
If a survivor perk is really frustrating to play against it should be addressed (Dead Hard)
same with a killer perk
-
@Risky_Biscuit said:
NOED should go back to how it was before this patch. It was never a problem before, and the entire point of it was to surprise survivors at the end game. Giving them the ability to see it is honestly stupid. Half the challenge was locating NOED during end game so you don't risk losing. It was meant to be risky for survivors and force them to leave. It needs to go back to that.
"it was not a problem"
true in terms of balance, it is a balanced perk
wrong in the community aspect. Ever since this perk existed, which was this game s launch people have complained about it.
Maybe a perk that ruins fun or is just really unfun to play against shouldn't exist?
in a game about fun deleting something unfun yet balanced might be a good idea :) Hope one day there ll be a poll about this so we can have actual statistics about people disliking/liking perks.
also the name is super unfitting still. the name implies that it would be an anti-hatch perk yet it is just a mistake fixer that gives undeserved unconditional wins when it works.
-
what should instead be done is let the gen time stay at 90 seconds and instead adjust all slowdown perks to only do the same as before.
that way gen slowdown perks dont get indirectly buffed + perk reliance on them gets decreased.
we ll see what the devs do because soloQ is absolutely even more miserable than ever before
-
@YOURFRIEND said:
Thanatophobia is not sitting at max stacks all game unless you're hard throwing.
Legion and Plague
also Pentimento exists
also a lot more slowdown perks exist than before that all stack with each other quite well.
while i disagree that this is a forever freddy situation (he not only had thana and swings, he had pop ruin and tinkerer plus a free instant teleport to the exact place where you d those perks.) it is still kinda awful to play against 4 slowdowns, especially since gift of pain exists now.
-
- Nurse's Blink attacks should count as special attacks
- Increase the time it takes for survivors to die on hook by 10-20 seconds
- add a communication wheel for survivors to send short preset messages to each other to communicate
- give out the new legacy portrait as soon as you hit lv 100 with a character; reward not impactful enough to be considered a reward
- devotion level increases bloodpoint gain after each match
- hitting lv 10 prestige with a character unlocks a random generic perk as a charm
- generic perks should appear in the shrine of secrets; there should be more than 4 perks in the shrine of secrets, more like 8
- add Bloodpoints into every empty slot in the free Rift Pass
- convert unneeded Rift Fragments once you re done with the Rift into BP
- add searchbars to bother perks and charms
- remove some charms only being equippable in one role; i want to use a Noed charm as Meg
- change Clown's red head's pinky finger add-on to only work on the last bottle
- rework shape's tombstone piece and tombstone add-on
- add glyphs into normal matches as a way to get extra BP + make perks that have effects with them
- give survivors a complete BP scoring rework; it is unacceptible that you gain no BP for avoiding the killer and escaping flawlessly as a team
- add firecrackers into bloodwebs of survivors; they should not be event only or need a perk
- the hatch no longer spawns if less than 2 gens have been done; instead instantly start the EGC
- buff all keys with more duration or maybe basekit abilities that dont affect the hatch
- give every survivor a unique small passive that does not affect normal gameplay too much but that distinguishes them at least a little gameplay wise
- remove the ability of survivors to kill themselves on hook
-
@Nos37 said:
90 seconds to repair a gen was warranted, but it also made camping and tunneling stronger (this has been said 100x over already).
A better approach might be to make gens 12.5% slower while the killer is in chase, and 12.5% faster if the killer is camping the hook. (Same rules as the "Hook Proximity" emblem penalty: t seconds after hooking, if the killer is within x meters of the hook and no other survivors are.)
- This means 90 second gens for the killer IF they are in long chases.
- If they're getting quick downs then they won't be getting the bonus constantly; only in drawn out chases.
- If they're losing survivors, this motivates them to quickly find and resume the chase or move on and patrol other gens.
- This means 70 second gens if the killer is camping.
- This also means that neither side gets penalized if survivor(s) try to loop the killer at the camping threshold to force the camp to exploit the speed boost (the boosts cancel each other out).
- The killer can commit to the chase and slow gens down.
- The survivor can leave or trade hooks and speed gens up.
Am I missing something??
any idea to punich camping and reward fun gameplay is a good idea
- This means 90 second gens for the killer IF they are in long chases.
-
@Crowman said:
A lot of the gen slowdown perks were nerfed so they aren't as effective as they were before.
The other thing is that many people don't read patch notes. So there's plenty of players who don't realize some perks have been changed and haven't swapped off their old builds yet either.
"a lot of gen slowdown perks were nerfed"
Ruin was deleted
Pop goes the Weasel got deleted
overcharge is still not good
corrupt is literally the same as before
tinkerer got nerfed but is still really good on high mobility characters
pain resonance is unchanged regression wise
eruption got hyperbuffed
jolt got buffed
gift of pain got buffed
thana got buffed
2 meta slowdowns got deleted, overcharge was good only on the ptb; all the other perks are either unchanged or buffed. not buffing or nerfing a perk is also a buff since gen times have gone up.
4 slowdowns is still the meta, because it is now way better than before.
meta for killers is completely unchanged, they just take pop 2.0 and ruin 2.0 instead of the old ones.
before killers were forced to run slowdowns, now killers run slowdowns because they are the best options. The longer a match lasts the easier it is for killers to win since less pallets, less hook states before a survivor dies, less item charges, less time against certain killers before they hit their next power spike (stuff like shape or nemesis).
-
I agree with all of these except PR.
the info that perk gave literally carried round.
knowing what gen is the most progressed gives you the following info:
- if no gen regressed, that means nobody is working on gens so camping is good right now since people might be nearby
- if a gen regressed but it is not the gen you saw survivors working on before, you know that gen got abandoned
- knowing which gen has the most progress basically tells you were 1 survivor is; it is a better bbq&chilli
- a gen that recently had no progress exploded? that means there are 2 survivors there or nobody is doing gens
just knowing which gen has the most progress + regressing it is extremely beneficial if you apply context
surge explosion is just all gens with progress around you. not much info to gather from that
eruption explosions are all gens you kicked. not much info to gather from that
dead man's switch? it gives you info, sure but only if a survivor actually lets go of the gen so the survivor can decide to give that info to you or pop the gen
-
Ruin should not have that condition, break the totem and if someone dies before it is broken well you probably lost by that point anyways
Call of Brine 100% should not have that condition.
- killer needs to kick a gen
- only active for 60 seconds
- can be countered by tapping the gen
it is perfectly balanced, as all things should be
-
@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3078438#Comment_3078438
If they added this to Haddonfield, I'd be less inclined to push for it. It'd still be a headache, but not an infinite headache.
a predropped pallet is better than an infinite.
some breakable walls are literally that alread. nearly every wall in the dead dwag's saloon main building is basically a predropped pallet.
a more straightforward variant of a breakable wall seems nice
-
@SekiSeki said:
https://forum.deadbydaylight.com/en/discussion/comment/3078483#Comment_3078483
Ties of Light maybe affects all actions then? Example, highlighting a totem, or healing survivors.
Being healed as a conspicuous action is necessary to prevent exponential or no mither abuse. Also, OTR should disable on being fully healed anyway.
I can agree to that blight change, that sounds like a good change. I was on the fence about it before. I took away his ability to break pallets with his rush, but that might have been too much.
exponential and no mither abuse exists?
imo those dont exist.
No Mither gives you a big enough downside to be okay to be "abused" and exponential you can kick the totem. I see no reason to add healing to conspicuous actions
I think OtR should instead deactivate on protection hits. That way you can get healed, profit from the anti-tunneling benefits and not take 2 hits for a teammate.
the problem with Ties of Light is that it gives too little info, even with other actions added to it. While it is an organic idea that could be put in the game today without any new things that need to be added, it just does not do a good enough job to decrease the gap between swf and soloQ.
A system that would show what your teammates are doing at all times + some sort of callout system like sending short preset messages (Stuff like "I am unhooking", "Killer Nearby", "Gen nearly done") or a ping system would be lovely.
It would be a good solution before a more in-depth system is implemented.
I think it s fine if Blight breaks pallets with his ability. If he couldnt do that he'd drop B or C-Tier since simply dropping a pallet while he s using his power would make it so he could not reach the survivor at all + has to go through the cooldown of his rushes + has to break the pallet.
Imo he needs add-on nerfs + base movement speed decrease. If it worked to tone down spirit, it should work on blight as well
-
funnily enough this is not the only perk that received a huge nerf from a buff
pharmacy got the same treatment. It is even less usable now than before because guess what you arent doing when injured? thats right, searching chests.
If you get unhooked, you get healed.
If you lose the killer after getting hit once, you either get healed or do a gen, not run around to search a chest.
you search a chest when you find it in order to not waste too much time, yet it got changed to have a condition to its only use.
2 bad perks, gutted. amazing
-
@SekiSeki said:
First off, I absolutely love the patch and I am hyped that there will be more changes like these in the future to create an everchanging meta. I think that is the best thing for the game.
This post will cover the topics that seem to be most problematic within the game: mechanics, perks, killers. I probably missed something so don't shoot me.
By no means do I think these will solve all the potential problems or make everyone happy, I only hope to spark your mind and inspire new solutions, it can be fun to speculate on game balance as long as it is done in healthy way. Now on to it.
------------------------------------------------------------------
New Status Effects:
Perseverance
Upon being unhooked, the survivor will gain the Perseverance status effect for 60 seconds. While this effect is active, when being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 3 seconds. This effect will continue for the entire duration, affecting multiple pickups. Perseverance will disable when performing a conspicuous action, taking a protection hit for another survivor, or if another survivor is hooked.
Ties of Blood:
When a survivor is hooked, all survivors gain the Ties of Blood status effect. Ties of Blood grant aura reading of other survivors for 4 seconds every 12 seconds (4 seconds on, 8 seconds off).
------------------------------------------------------------------
New Mechanic:
Upon a survivor being downed, the Relic spawns within the map, everyone will see the Relic's aura. The Relic has three potential spawning locations: near one of the two exit gates or where basement did not spawn -- it will prefer the furthest location from the current downed or hooked survivor.
Upon interacting with the Relic, the hook progression and bleed-out timer of the current survivor will be paused for as long as that survivor interacts with the Relic. While interacting with the Relic, the entity becomes enraged, causing all generators to give continuous skill checks (like 'Merciless Storm' without the blocking). If the survivor misses a skill check, normal regression will be applied along with a loud noise notification for the killer, and the continuous skill checks will pause for 3 seconds.
The Relic will remain within the map so long as one and only one survivor is hooked or downed.
------------------------------------------------------------------
Perks:
Killer:
Eruption:
Generator regression from 10% to 8%. Incapacitated affect from 25 s to 8 s.
Hex: Pentimento"
Generator repair speed penalty from 30% to 15%.
Scourge Hook: Gift of Pain:
Generator repair speed penalty from 16% to 8%.
Scourge Hook: Pain Resonance:
Generator regression penalty from 15% to 8%.
Thanatophobia:
Reduces the current penalty from 5.5% to 3%. Maximum of 12%
Survivor:
Decisive Strike:
When under the effect of Perseverance, strike with greater might and add an addition 5 seconds to the stunning of the killer (Total 8 second stun).
------------------------------------------------------------------
Killer Balance:
Nurse:
Blink attacks are now considered special attacks and will not trigger basic attack effects from perks.
Increased fatigue duration by 0.5 s and increased the time required to gain a blink token by 0.5 s.
Add on's:
Kavanagh's Last Breath:
Reduced blink range and charge time from 30% to 16%.
Heavy Panting:
Reduced blink range and charge time from 20% to 8%.
Blight:
Removed the ability to break pallets with a rush.
Add on's:
Compound Thirty-Three:
Increased stun duration from 1.5 s to 2.5 s.
Alchemist's Ring:
Upon hitting a survivor with a rush attack, instantly recover half of your rush tokens.
Spirit:
Add on's:
Mother-Daughter Ring:
Reduced movement speed gains from 40% to 30%.
Kaiun Talisman:
Reduced phasing duration increase from 20% to 12%.
---------------------------------------------------------------------------
I'll add more when I get further perspective. I know this is heavily survivor sided but to be fair, the patch pushed heavily in favor of the killer, which was definitely needed. I love how the patch helped lower tier killers, but unfortunately, it did the same for higher tier. I can play low end killers without needing to bring 4 slowdown and still have a game last longer than 5 minutes, it's wonderful. I feel like that is how the game should go. Slowdown perks should not be necessary, nor should they be oppressive.
Please give input, whichever side of the fence you are on, let me hear it. I'd appreciate if you gave feedback, but I know where I am asking so I don't expect much of it.
a lot of good balance changes in the perk section
not too sure I like the relic mechanic but it looks like a nice way to counter camping
i like DS basekit, always wanted that; I'd also take any solution to tunneling that isnt DS basekit but whatever
breakable windows sound like a better version of breakable walls because there is never any situation where NOT breaking the wall is better than breaking it since vaults favor survivors
Ties of Light sounds neat but not enough. There needs to be more communication in order to lift up soloQ to swf or else balancing this game will be impossible.
not too sure about being healed being a conspicuous action
i like the killer changes; missing that blight should only be a 110% killer though. extremely high mobility and versatility with no downside but a cooldown needs to be weaker imo
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3076359#Comment_3076359
No it's more of a the player is very skilled and has a full aura reading build.
Huntress Blight and Nurse would be more fair with these changes.
blight is OP because his add-ons are way too good + he s a 115% killer
nurse is broken because her add-ons are way too good + she just ignores everything + she abuses certain perks in a way that should not be legal
huntress is not OP
if huntress hits 3 people within 10 seconds, it is the survivor's fault; there is plenty of cover and counterplay
if huntress uses a melee hatchet into a normal attack, it is the survivors' fault to let a 110% killer get close enough for that
huntress is nearly completely perfectly balanced, only thing that might need changing is iri head but i dont even know if it really needs a change
-
@roundpitt said:
All survivors now have borrowed time by default. What more do you want.
an effect that actually does something
-
yes
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3076196#Comment_3076196
Nurse and Blight move so fast that the extra cooldown time would make them "about the same" as a regular move speed killer's cooldown.
Go watch CoconutRTS play huntress. He will often hit 3 people in a 10 second time period (if you count the time starting at the first hit). Sorry but that can't be fun to play against. And by his own admission he could play huntress with that change.
nurse and blight need nerfs, that is out of the question
again, if that happens, the team messed up.
it is very hard for huntress to do that + she literally just cant do it if survivors dont mess up
not an issue
-
IMO this update ruined the fun for me completely.
Killer feels nicer to play since Dead Hard is gone but so far there was not a single round where i didnt win and 5 gens werent done. all 3k -4k with no real effort. Absolutely boring. I did the dumbest things on purpose such as just running after a survivor in shack vaulting the window and such and i still won. Killer is way too easy now for me to enjoy it.
Survivor soloQ is miserable. They made getting chased worse since the killer has an easier time just catching up to you. Absolutely lovely that they killed DH, ######### hated that perk but imo that was the only thing in a chase that should ve gotten changed. the rest was fine. m1 simulator was never fun, now it s longer. funny thing though: increasing gen times buffed all regression perks since they are all % based and thats how % works. Now they did not only do that but also buff certain % based perks. lovely. a double buff to the most boring thing in this game.
Needless to say, 6 hours of soloQ and i m done with it for as long as it s not changed.
killing DS was not needed. that perk was a healthy perk for the game, the devs even admitted that.
pharmacy's and calm spirit's "buffs" actually made both perks unusable, great
the "nerfs" to most meta perks should ve been called "removal" as they didnt get nerfed, they got gutted
the game has problems but making the fun parts less fun and the boring parts more boring was not the way to go.
all killers needed was the removal of DH and the increase of gen times, not a buff to literally every single aspect of their gameplay.
also p3 reward sucks and is a punch to the face, promising one thing and delivering something completely different.
again, 0 communication, 0 transparency, 0 feedback taken, and again no fast patches
this game will stay broken for at least a month like always when it starts being broken because time is needed to collect "data" aka opening the forum once and seeing that people really dont like it
-
@GrimReaperJr1232 said:
Okay. A couple things.
1. Nurse and Blight both fatigue after a power hit. Blight for 3 seconds (unchanged in patch), and Nurse for 3 ~ 4 seconds (depending on number of blinks used) AND THEN recharge her blinks when she's slower than survivors. Both of which are longer than the default weapon wipe (2.7 seconds)
"Is it good for balance that a killer can damage three or four survivors in a 10-12 second period without using a chainsaw? No it really isn't"
2) Unless the killer is Legion, that should not even be physically possible. If that happened, the team as a whole has screwed up.
"Huntress for example is very overtuned when you can be 5 feet from a survivor and hit them with a hatchet and hit them again literally 2 seconds later. The Huntress main CoconutRTS said huntress would still be a strong killer with this change."
3) I hate Huntress but I'm defending her here. You eat a 2 second cooldown (without add-ons, granted] and then AT MINIMUM a 1.5 second windup, but realistically a 3 second one to fully charge your hatchet. That's 3.5 - 5 seconds to run away and/or dodge.
If you mean melee hatchets, then you let a 4.4 killer get within melee range. You screwed up. Period.
this
@BasementDweller said:
Sometimes I'm glad the devs ignore certain ideas from the community.
this too
-
6 hours of 0 wins as survivor and 2 hours of absolutely stomping every killer game tells me that i think this is probably the most unbalanced and unfun patch and i have played since launch and experienced forever freddy.
-
quite possibly the most unbased take i have seen
-
imo this update was way waaaay too hard on survivors.
i played 6 hours of survivor, not a single escape through the gates. I didnt escape, nor did my teammates (i spectated them just to see if someone made it)
not a single game did all 5 gens get done.
also not 1 single game where the first guy didnt get tunneled to death because base kit bt does not protect against tunneling, it protects against farming from your teammates.
not a single change in the patch notes has addressed the core 3 issues i had with the game since launch.
- survivors can suicide themselves on hook
- camping and tunneling ruining the fun for 1 survivor
- swf being 1 billion times stronger than soloQ
with 1.3k hours i d say i m fairly experienced at playing both roles so no, it is not being a noob that lead to nobody escaping.
I wish they would ve just deleted dead hard and only increase gen time to 90 seconds while NOT buffing regression perks at all (surge buff is kinda lit though so maybe let that stay)
gradual approach is always better than dropping a bombshell because now the game is imo very killer favored and an m1 simulator for survivors
-
while I personally would not mind voice chat, i can see why people are against it. Even in competetive games like Valorant and Cs:GO people dont even use it so I am fine with alternatives.
Things that I would like to see from a communication system:
- icons showing what that survivor is doing (repairing, healing themselves, healing someone else, running, getting chased etc.)
- like a communication wheel were you can choose different things to tell people ("I am going to unhook", "generator nearly done", "killer is near", "help", "i am healing", "i am in a locker")
- pinging perks so you can tell your teammates what perks you have; this should not be shown before the round cuz tryhard lobby dodging;
- pinging killer perks; stuff like "he has rancor", "killer has ruin", "killer has abc" would be nice
- an actual ping system where you can briefly show the aura of an object to survivors
- a ping were you can ping your location
there are a lot of things you could do and even just implementing a few of these would decrease the gap between solo and swf immensely
cant wait for this to get released year 9 lmao
-
@toxik_survivor said:
Calm Spirit, Botany, and prob some more perks should not have debuffs. Perks in general shouldn't have debuffs because they are a PERK, something that helps you through the match, only addons should have debuffs and nothing else. I hope future perks don't come with debuffs because its just not healthy.
I do not completely agree with this.
some effects dont need a downside though. For example altruistic healing with a medkit + botany knowledge seems completely fine to me so i dont know why botany knowledge applies a debuff there.
i dont know why calm spirit has a debuff at all.
some perks just dont need them and in general i like risk vd reward more than "this is better, that is worse" type of perks
imo perks shouldnt give debuffs but instead just not work in some circumstances. I think they are trying new ideas with perks in this patch and how the community reacts which is why 2 perks have debuffs now.
we ll see if they stop doing it
-
this looks decent but the idea of making calm spirit stop killer instinct also seemed nice until you really thought about it.
some killers really suffer under that while most wouldnt be affected.
also visual indication would be weird. Is it Mettle of Man? Is it a bug? was that dead hard?
i am against it
also no mither is a meme perk so... no
-
that would honestly be dope if devotion made prestiging cost less.
i d take anything to make devotion actually do anything.
from bloodpoint multiplier, to cost reduction, to shard gain increased, to special perks for your account, to granting a special currency to buy stuff
literally anything than being useless please
-
another comment here saying that a lot of changes have been weird:
- gen times are absolutely unfun
- tunneling and camping are better than before
- some perks have been deleting when all they needed were slight nerfs (DS, IW, Pop, Ruin)
- some perk "buffs" have been complete nerfs (Calm Spirit, Pharmacy)
- some perk "nerfs" have been buffs (Spine Chill)
- some perk adjustments just nerf the perk in the wrong way (Botany Knowledge)
-
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074045#Comment_3074045
I'm with ya on just about everything there except iron will mute 100 %.
I'll go for the 100% while crouching and not moving. This makes it more realistic because in reality if your hurt it would take some concentration to actually be completely silent.
i mean with what i wrote you wouldnt be silent, you just would wail in pain.
before the nerf iron will made you 100% silent
imo it should ve just made the painful groaning into normal breathing. you can track sound easily with just normal breathing but it would still be less effective than before the nerf.
-
@Xkinglee27 said:
I understand disabling a perk for end game to avoid a “free escape”.
however, if you’re running something like decisive strike, and are good enough in the game to avoid needing to use it, why are we then punished at the end?
you can just not use it.
also sometimes you only chase 2 or 3 survivors and hook them 2 times because the 4th guy is hyper stealthing.
this is once again one of those situations:
- sometimes it s skill that you still have it in end game
- sometimes it s just luck
but it always feels frustrating to play against
a game about fun should be balanced around fun
also BT still exists so i dont know why you d need more than bt to escape
-
@BugReporterOnly said:
This is temporary until they add an accessibility feature.
i hope it is
-
@VRREADY said:
I had most survivors lv 50, if I prestiged them the day before the update they're prestige 3 with all perks lv 3 everywhere. However if I prestige now they're prestige 1 and only lv 1 perks on other survivors that don't have the perks meaning I need to prestige all of them 3 times.
All the blank ones are lv 50.
Why is there no grace period and warning in game for people that haven't seen the dbd news?
My suggestion is the characters that are lv50 should be treated as prestige 3 as well as the characters that were just prestige 1.
Or at least for a week post update lv50 characters should be allowed to prestige 3.
yes please
-
while i am not opposed to death note coming into dead by daylight in some way shape or form i am not too sure this should be an actual chapter.
Skins i'd like but I dont know how to implement the death note without either making it look like a joke, feeling too similar to executioner or being OP.
also ryuk looks more goofy than scary... at least to me
-
i would ve liked to see that
-
@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3074038#Comment_3074038
OK so what if instead of a totem, you have a 60s exposed effect on everyone ?
thats has the same issues
1 hook stage is 60 seconds so it still buffs camping
good killers (nurse and spirit especially) can abuse it
it still activates when you tunnel as you can kill one guy quickly and then play against 3 survivors and randomly get exposed for 60 seconds
I think the idea is neat but there needs to be 1 billion restrictions that make this mechanic unintuitive to balance it. stuff like "you cant stay near the hook" "there need to be at least 4 survivors alive" "you cant hook the same person twice" "you are allowed to camp unless a survivor is nearby though" etc. etc.
neat idea but this looks too complicated to implement with exposed since exposed is really REALLY powerful.
maybe another effect? maybe something completely different?
or maybe scrap this idea. some ideas are sadly not meant to be. this might be a good buff for Grim Embrace though!
ideas to address tunneling and camping need to be intuitive, reward fun play while not punishing those strategies when they are totally valid. It is really difficult.
-
What I think they should do to these perks
Decisive Strike:
- revert the stun duration to 5 seconds
- it should be disabled in the end game
Iron Will:
- it should mute your grunts of pain by 100%
- it should not work when exhausted
- it should not render you completely silent; normal breathing should still be a thing. Before the nerf it just completely muted your breathing which is dumb. why was an injured survivor quieter than a healthy one? probably bad coding again.
-
i like that this idea rewards not tunneling.
i dont like that this doesnt deactivate when you tunnel anyways.
this makes facecamping the 4th guy you hook way too effective.
this looks like it s gonna make S-Tier killers a lot better AGAIN.
i think the reward is way too much.
conclusion: ######### no
-
@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3073955#Comment_3073955
- if the killer facecamp, you continue to repair gens then you trade hooks at the last moment. With the new basekit BT it’s easy to do. Doing so, you have way enough time to get 3 man escape, and maybe 4 if you don’t fk it up.
- it’s your opinion to think killer is easy and takes no skill. For some reason, there is lack of killers at peek hours for years, it is considered stressful and hard by a lot of players.
- if you don’t have fun holding m1, don’t play survivor. Play killer. Because if you want to become a good survivor, you have to genrush at some point, and if you refuse to do it because you think it’s more fun to point your finger at the killer, tbag, get chased ect…you won’t escape often against good killers.
- I am sorry but no, the solution is to get friends. It’s a PVP game. If you want to play with randoms, don’t expect anything but random results. You are supposed to play as a team and coordinate. Did you know that in some PVP games you cannot queue as a group in competitive (or with limitations) and you are forced to play with randoms so the MMR can test your skill and see if you can carry ? In DBD it’s not the case, you have NO LIMITATIONS, most players can play with others, duo, 3 or a full squad. You make the choice to queue with randoms, meanwhile the official DBD discord server is full of players ready to queue with you with voicechat. So it’s your choice, accept the consequences. The game should not be balanced around random uncoordinated potatoes, because that how we end up with perks like old dead hard.
- you don’t need any reason to camp and tunnel. Do you need any reason to genrush ? No, that’s your objective. It’s the same for the killer, if that’s smart, then he should do it, despite all the insults and death threats in the end game chat.
you did not address a single argument a made
i said a game about fun is supposed to be balanced around fun
getting camped in not fun
holding m1 is not fun
getting tunneled after getting camped is not fun
playing soloQ is not fun because random is random
"do i need a reason to camp and tunnel"
you should. because why should you make an objectvely bad play yet get rewarded for it and ruin the fun for 4 people. 1 dies and nothing gets done and 3 have to hold m1. great gameplay...
also i am a killer player so dont tell me to "just play killer" which is also a weird argument because weirdly enough a lobby needs 4 survivors and 1 killer, not just killers.
making the game fun and removing bad and unfun gameplay strategies is required for both sides.
was Dead Hard fun? no? removed
was getting genrushed fun? no? it s nerfed and harder to do
is getting facecamped for no reason fun? no? it s not nerfed yet
i m not saying you should just take away killer's tools to win a game. camping and tunneling are both valid strategies if there are good reasons for them. if the survivors mess up, the killer should not be punished for that.
also not saying that if you take these tools away you cant just buff something else.
-
@Murgleïs said:
Camping and tunneling are perfectly good and valid strategies. Get over it.
Also, forcing the killer to be 16m away will just promote proxy camping, don’t worry I will still be able to rush at you with my Blight, or teleport in your face with my Nurse after the unhook to slice your throat and put you back on the hook. Ain’t going to solve anything.
- stop unhooking in front the killer, wait for him to leave the area. I said leave the area, not just walking 10m.
- stop expecting killers to play nice and easy. They want to catch you, kill you, and win. Don’t expect mercy. Of course they are going to tunnel if that’s smart.
- use prove thyself to repair gens faster if your team is too slow
- get friends and play SWF to coordinate better.
"stop unhooking in front of the killer"
what choice do you have against a killer that literally just facecamps? also not an argument that dumb camping just completely removes the fun for 1 survivor
"stop expecting killers to play nice"
true, killers should not be expected to play nice. However there shouldnt be a playstyle that gives no advantage to the killer, takes 0 skill but still is very effective at ruining the fun of 1 or 2 survivors.
"use prove thyself if gens are slow"
using perks to fix gameplay issues is not a solution, it never should be; sure perks help alleviate situations, but they should not be a bandaid; DS is a bandaid for unfun gameplay such as tunneling, unbreakable is one for slugging etc. Why not just make unfun scenarios less viable for killers? this is a game where both sides are supposed to have fun. holding m1 is not fun. getting tunnelled is not fun. getting camped is not fun.
"get friends"
not an argument. this is the same as "just win" "just play better" "just dont get tunneled or camped". for some people this is not something they want to do. this is something some CANT do just because their friends arent interested in dbd. A way better solution is buffing SoloQ to be as good as swf and then change survivor as a whole so it is balanced. Any nerf to survivor is going to doubly nerf SoloQ because they lack coordination + information
camping and tunneling without any reason should not be a gameplay mechanic.
If a killer camps a survivor and no other survivor is nearby, the sacrifice bar slows down gradually until stopping completely.
I dont really know what to do against tunneling as that looks rather fair in a lot of situations unless it is complimented with camping.
A game about fun should be balanced around fun for ALL players.
-
@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3072425#Comment_3072425
If not running into a wall is the bar for something being skillful, I am the best survivor on the planet.
it was the only thing needed to use dead hard so congrats. you are more skillfull than a handful of dead hard users that managed to fail in that.
-
@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3072403#Comment_3072403
That is the point of my thread... but don't forget... "i am glad it's dead"...
i am glad it is dead indeed
it was only funny in a sad way
-
same on EU
probably bugged, lets be honest
-
@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3072348#Comment_3072348
I loved reading "it requires 0 skill", while remembering all the times I watched survivors dead hard into walls just before I smacked them :')
those are my fondest memories, seeing people use a perk that should just get them to the next loop and even messing something as simple as pressing E up.
-
@SlowLoris said:
I feel that since killers now have 2 stacks by default, STBFL should be nerfed, but in a fair way.
Perhaps STBFL can only go to 6 stacks (accounting for the new basekit stacks), and if you hit the obsession you only lose ONE stack instead of TWO. This is a nerf and a buff, so you don't have to hardcore avoid your obsession.
If you don't agree something should be done, you haven't went against a 10stack killer, yet. It is absolutely miserable. Nemesis literally punched me, and I couldn't move 5 feet before I was hit again. It's absolutely miserable.
you cant even get to 10 stacks... what?
if you mean that all killers got 2 free stacks of stbfl base kit i have to tell you something that that is not how the math works
since the base cooldown is now shorter, that means every stack of stbfl reduces the coldown less than before since that is how % works.
however once you reach max tokens (6-8 i m too lazy to calc it rn) it should reduce the cooldown more than before.
-
@Babalonkie said:
https://forum.deadbydaylight.com/en/discussion/comment/3072379#Comment_3072379
No perk should be nerfed to near useless... None... Especially old long existing perks.
then it should ve gotten reworked and gotten a complete overhaul.
it was a bad design always. it was never NEVER smart decision to even make the perk. even if it were balanced, in a game that is about fun, a perk that makes the game less fun for one side just by simply existing is not a good design. period.