Caiman
Caiman
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The video game functioning as intended is not abuse. You may not enjoy it, but it is valid. There are many things in this game that are unfun for one side but are still valid, because this is a competitive game where both sides are trying to win and therefore must impede the other side to make them lose.
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@hatchetChugger said:
This single healing change indirectly buffed Sloppy Butcher, Thanatophobia, Forced Penance, Dying Light, Coulrophobia, Pentimento, Ruin, Leverage, Face the Darkness, Forced Penance, Blood Echo, and Gift of Pain. As well as add-ons that inflict mangled like Wraith and Huntress, and the hit-and-run playstyle as a whole. No need to buff anything directly when 13 relatively weak perks were just made stronger.
Don't forget Hysteria and Leverage! I'm hoping Hysteria and Blood Echo become the new meta, due to all the survivors claiming they'll genrush and never heal all game. Well, here's some perks that punish exactly that.
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I'd rather nerf Hemorrhage itself a little. 7% a second is brutal, even moreso with Sloppy Butcher.
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Change it.
Change all of it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383661#Comment_3383661
No other Exhaustion perk, other than Smash Hit and Adrenaline, have a hard cap on their amount of uses. I do not believe that should be a limiting factor for DH. You would already be giving up a health state in a meta where healing is going to be very difficult.
We disagree on that then. I'll also mention that Mettle of Man is already a perk that negates hits in exchange for protection hits, having both perks working off protection hits would be highly redundant. Would synergize really well though.
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Adding 30 seconds seems like too much, but 15 seconds could be okay.
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If Dead Hard activated after being unhooked, why would I choose it over Off the Record?
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I guess protection hits activating Dead Hard suits David just as fine as unhooks. It does mean every survivor you bop while carrying a survivor will have Dead Hard activated by it, so bodyblocking will be just as annoying as ever if not more so in the event of survivors descending on you like locusts to get hits for their DH. That sounds ridiculous, I know, but people can be ridiculous. Encouraging protection hits mid-chase is fine though.
However, the downside of switching from unhooks to protection hits is that unhooks have a hard cap, protection hits don't, and I prefer there being a hard limit to the number of Dead Hards in a match. It also means Adept David will be borderline impossible because you'll be taking protection hits with a single health state. That ain't gonna work.
As for Pain Res, I agree that the upcoming update will weaken it to the point it no longer warrants being a Scourge Hook perk. Either remove the Scourge Hook requirement, or revert its earlier nerfs and bring back its information function by revealing screaming survivors now that it can only happen 4 times a match. This will encourage leaving the hook to attack the generator with the most progress, but will be much less oppressive with a hard limit of 4.
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@ad19970 said:
I agree very much with this post. These changes might be not be perfect, but a good start.
I do think they will reduce the healing time to 20 seconds, but I sure don't hope and also doubt that they will revert the healing nerf completely. I think 20 seconds would be a perfect sweet spot. They are probably testing 24 seconds to really see how far they can push the healing times, but I expect them to end up with 20 seconds.
I'll take 18 seconds at a minimum, working in intervals of 6 instead of 8.
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If they're going to treat this like a F2P game, they may as well create daily log-in bonuses like one. I like daily rituals though because it nudges me to do something other than the usual. They can stay, but spice them up with more kinds of challenges, and maybe increase their number to 4 or 5 at a time.
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Autodidact becoming a good perk would be an interesting shake-up. I'm also wondering if people will start using Solidarity, Resurgence, and Reactive Healing because those perks will be shaving off significant chunks of time now.
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My problem with Dead Hard was the fact it was everywhere, all the time. This nerf guarantees that the first chases in the match will have no Dead Hard, which will make the early game a little more comfortable for killers. Now survivors will have to use those pallets, meaning those pallets won't be there later in the game when they may be needed. This helps reduce survivors' resources, which reduces pressure on the killer.
Dead Hard will still be around. Just not always, forever, constantly, on everyone. And that's all that really matters.
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Why would I pay for something I don't like?
If you think BHVR needs more support, how about you buy the chapter for me?
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@Blueberry said:
Honestly yeah make it silence you healing, you being healed, as well as all others involved in the action in general. It needs to cover all the other random reveals that can happen while healing as well like screaming, aura revealing ect.
Essentially since it’s active only while healing it needs to hide “everything” during that healing. You are basically undetectable during any healing actions you’re involved in other than visually being seen.
That does turn it into a hard counter to Nurse's Calling, though.
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I'm fine with toning down Mangled and Hemorrhage a little.
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@feffrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381982#Comment_3381982
If you didn't spend your time camping you'd be better at chases and nobody is telling you to respect pallets just break them and move on you're too worried about what ifs than just playing a 60s chase in the killers fault get better play better it isn't hard to hold W and press M1
I do not understand the issue except that bad killers don't want to better themselves but bring others down with them so they can feel superior or like they've gotten better.
It is time to the crutches away and learn to play.. survivors have nothing left .. it would be alright if each survivor had their own unique ability
It is time to the crutches away and learn to play
Nobody defending Dead Hard gets to say this.
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@jamally093 said:
I would say possibly not as Leon technically has an RE4 outfit but still that doesn't mean it wouldn't happen I think it's more they would need to figure out which survivor would match the outfit well or something.
If not Leon, then give it to Jonah, he's a federal agent too. Don't know why they gave Felix the RE5 outfit, it looks goofy on him.
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So long as it's not ultra-precise in its visuals like Spine Chill currently is, I have no problem with it.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382314#Comment_3382314
You forgot "pressing E at the right time"
*pressing E at a pallet or before a telegraphed attack
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I don't feel any urge to buy her. I don't like her design, her perks, her character, or her lore. Her power isn't that interesting either, tracking survivors sounds fun but her methods aren't that interesting.
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Killer mains I feel don't understand that the fun factor is why people use it.
Really tired of this "DH isn't good, I only use it for fun" lie. The more I see it, the less sympathy I feel over its nerf, and I had very little sympathy to begin with.
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They tested it. Results were somewhere near "disastrous". So the answer is they don't know how to implement it yet.
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I made a suggestion thread in the other forum for Ashley and Luis skins. I'd like it if they gave Ada her RE4make outfit as well, it's pretty nice. I'm hearing and seeing nothing but great things about the remake so no reason not to capitalize on it.
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I was going to get Arist just for Pain Resonance, but now, I think I'll feel better buying a character I actually want to play instead.
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@Akumakaji said:
These here are all sooo cool and were done by the reddit user u/Kimjdav (twit/instagram @ Kimjdav_artsu). I love all of them, but obviously, Rin Yamaoka is a no-brainer. I would love to see the Stranger Things upside-down chapter, though!
https://us.v-cdn.net/6030815/uploads/FHZ4J3C9WC9G/rdt-20230212-1550527789336156531903202.jpg
https://us.v-cdn.net/6030815/uploads/RZ5C23CECSLZ/rdt-20230212-1549396631264571006940654.jpg
https://us.v-cdn.net/6030815/uploads/O4LQ3D2QS8JW/m67drka2xrha1.png
I'd like to see this done for Knight and Vittorio. Turn Vittorio into an evil medieval wizard lord and Tarhos into a noble knight errant who was tricked into serving his wicked plans.
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@yauniqua said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381929#Comment_3381929
you can do math - AMAZING.
Stay on topic or I will report you for derailing my thread.
If you wanna do math, make your own thread.
No need to get angry over basic arithmetic, I'm only trying to help.
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Not much else to say other than... lol
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@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381020#Comment_3381020
Stress? Dude, it's a video game lmao.
Video games can be stressful. Otherwise no one on this forum would be so mad all the time.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381848#Comment_3381848
It takes 16 seconds for healing now. In the next patch it takes 24 seconds to heal. 16x1.5=24. You give up one perk slot to remove the healing increase.
I think it'll actually be 18 seconds with the +50% speed. It shaves off a quarter of the time, not half. Still, it almost negates it.
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@yauniqua said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381883#Comment_3381883
Uh no...
The only time I saw this was the exhaustion rework July 2018 (i was a baby DBDer) and then again in August 2022.
Every other time was people crying about end game, the Pig (which is now an official meme so GG KiLLaH MaiNz), etc.
2018 was 5 years ago. That's half a decade.
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@feffrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381678#Comment_3381678
60s is fair it isn't the survivors fault for the killer not being able to adapt or get any better. They played it bad and have to own up to their mistake not get a free handout if a chase is lasting 60s additional then that's on the killers for not pivoting where it was needed.
Looks like it's time for you to adapt and get better now that your free handout is no longer free.
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@BougieBlackChick said:
My issue is why should I have to run 1-2 perk slots JUST to be able to heal? That’s such a waste all because BHVR decided to nerf all forms of healing across the board and for what? Nobody asked for all that
Because healing is an integral part of the game? Along with running around and doing generators, but I don't see you complaining about picking perks for those.
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@Chocolate_Cosmos said:
How many times we saw "this will kill DbD" or "This side of the game is dead", etc. Nah, we will all adapt, same as previous meta shake up where most of Survivors were saying the same thing how terrible it is including me in the begging as well... And see? We are all fine and allready got used to it.
It's the same things on repeat, over and over and over.
DbD is dying, players will leave the game, this will create hour-long killer queue times, BHVR is biased and only listens to people I disagree with, this hurts soloQ, this makes SWFs worse, this buffs Nurse and Blight, this encourages tunneling, and camping, and genrushing, and a hundred other things.
If there's legitimate criticisms to be had, it's hard to find in this mess of outrage and hysteria.
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It's a disservice if you ask me. Adam, Jeff, Zarina, Oni, and Deathslinger are all really cool characters that deserve their own tomes. Haddie and Elodie too since they're supposed to be paranormal investigators, come on, that's so easy to work with!
And I have little faith that Skull Merchant's tome will do much to improve her character.
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@SpaghettiYOLO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381082#Comment_3381082
Just waste time that you don't have much of. That's basically what you're saying. That's the issue people have with it. The fact they always have to assume DH is in play and they have to respect it or try to bait it our every time they chase and injure somebody. That's a ton of wasted time in a match due to just a POSSIBILITY that they may be running it. When a perk is able to affect a game when it hasn't even been confirmed to be in play yet (and some games no one has it, yet that killer ALWAYS loses time in most chases due to waiting it out or trying to bait jt), that's a problem. No perk should be so strong that it has an impact in every single game played, regardless if it's actually there or not.
And honestly... people crying about the sky falling and 'IT'S REALLY DEAD NOW' despite the last change made to it was a good healthy one and now this is another good healthy one. Oh no, you have to safely unhook someone. Oh no, if you don't get hit when you use it, you get to keep it instead of becoming exhausted. Oh no, it's still going to be one of the most popular perks guaranteed. One safe unhook. That's all you need. It's not an impossible task, people. It's part of the normal gameplay you already do. No need to pretend survivors never have anything good, like most survivor perks and maps and items haven't been insanely strong for years. It's about time that everyone in the match has to put in a little work instead of the majority just coasting on autopilot.
Correction: whiffing your Dead Hard still exhausts you, but you can use it again when the Exhaustion wears off, just like always. It only truly deactivates once it successfully defends you from a hit, then you have to unhook another survivor again to reactivate it.
Dead Hard functions exactly like it does now. It just requires rescuing a survivor from a hook for each successful use.
Other than that, I agree with your post.
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Or just work on all the healing perks that already exist so that people will actually use them. Let's go over the list:
- Autodidact
- Better than New
- Botany Knowledge
- Circle of Healing
- Desperate Measures
- Empathic Connection
- For the People
- Hyperfocus
- Inner Healing
- Leader
- No One Left Behind
- Reactive Healing
- Renewal
- Resurgence
- Self-Care
- Solidarity
- We'll Make It
- We're Gonna Live Forever
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I exclusively play SoloQ survivor and I think I'll be fine. It'll be harder before, probably, but I'll adapt. Do I lose a lot? Yeah, but I try not to stress over it. That's just what happens when you play a team elimination game: sometimes you get eliminated.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380012#Comment_3380012
I agree.
DH, while still being the most used survivor perk, was actually in a good spot. Devs should have buffed the lesser used exhaustion perks instead.
The healing nerf will lead to 2 things, survivors repairing gens while injured and high mobility killers increasing their kill rate. The lower tier killers are still left in the dust and whats worse, they have now even less stuff to deal with gen rushes.
Dark times ahead.
I disagree, the other Exhaustion perks are fine, healthy, and balanced, they shouldn't be touched (except Smash Hit). Dead Hard was the standout problem and needed to be hammered down. Now it can't be used repeatedly forever, but good survivors will still use it the same as before. The fact its omnipresence has been revoked means that it will eventually become easier to surprise killers with it, when they will have less reason to expect it every time.
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I don't think survivors killing Nemmy's zombies a little more often is going to significantly affect his kill rates.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381372#Comment_3381372
I think a good idea for Pharmacy would be to give it a Rummage token that lets you get 1 Green Medkit, but the token goes away if you open a chest while injured. You'd always be guaranteed at least one medkit then.
It'd be a good QOL change for the current iteration of the perk, but not really enough if these healing changes go through as-is, however.
I wouldn't mind making it more like Residual Manifest. Nerf it down to a yellow or brown medkit if necessary since the medkit rarity doesn't matter so much anymore.
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A lot of killers need add-on passes, but Pyramid Head is definitely near the top of that list if not #1. When I look at his add-ons, all I can think is, "none of these do anything fun." He has three mechanics to work with: Rites of Judgment ranged attack, the trails he leaves, and the Tormented status effect. Surely BHVR can think of fun things to do with all three of these.
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Yeah, that's why the in-game medkits, and most medkits in games nowadays, are red with a white cross instead. Red Cross is trademarked and the organization will come down on you with lawsuits if you use it without permission.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381472#Comment_3381472
I know it's a joke but I'd argue she should get a buff to ambush since her stealth is negligible
Yeah I wish her ambush had shorter wind-up, that's what makes it hard to use. I'll take longer cooldown on misses in exchange, because usually I have no reason to not simply uncrouch and hit the survivor normally -- hell, it's superior to do that if I'm running Sloppy Butcher or other perks that rely on basic attacks.
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@AverageKateMain said:
I'm only annoyed at Billy's nerf and the slap in face addon buffs they did while actively not buffing Pig
But +10% crouched movement speed! PIggy will scoot faster than she's ever scooted before!
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@Beatricks said:
Normally, I would be all out cheering and eating popcorn, but yet another bunch of nerfs to SoloQ after the escape rate dropped below 20% just reminds me how much more miserable this game is going to be in the future, so I can't quite enjoy the drama.
Every nerf to survivor is a nerf to SoloQ.
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Telling the DbD community to stop overreacting is like telling a fish to stop swimming.
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Sprint Burst and Lithe are fine. Balanced Landing is fine. Overcome is fine. Background Player is fine. Smash Hit needs a buff. Head On is a meme.
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381195#Comment_3381195
Dead hard went from a skill based perk with unlimited use to a perk that is now only useable up to 6 times if lucky
Not only is it 6 times max if lucky you also get exhausted when using it so if the killer missed you it is still activatable but now you have to wait 30-45 seconds without running for the perk to be usable again while being chased by the killer
And now that it is an exhaust ability again it can now be hit by fearmonger again
dead hard is pretty much worthless and it is better to use the other exhaustion perks now
And now that it is an exhaust ability again it can now be hit by fearmonger again
What do you mean "exhaust ability again"? It was always an Exhaustion perk. It could always be affected by Fearmonger. Do you not even know how Dead Hard works?
Dead Hard works exactly the same as it always did, it's just going to have an additional activation condition so it can't be used all match from start to finish. But apparently having to earn your second chance is far beyond the abilities of the average DH user.
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The hysteria is hilarious. Everyone is shrieking and sobbing and begging to keep their meta perks and they're using every dirty argument they can to justify it. I just hope the devs are wise enough to ignore the drama queens here and on Twitter. No one should ever listen to Twitter complaints anyway.
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@Dreamnomad said:
Inner Strength, Autodidact, Bite the Bullet, Botany Knowledge, Renewal, and We'll Make It will all have increased value/usage after the next patch. I also have a sneaking suspicion that smart survivors will start running more perks and attempt to play sneaky gameplay to avoid getting hit in the first place. So stuff like spine chill will increase. Alternatively, I could see players just adapting to always being injured and never bothering with healing.
Longer healing times means more chances for skillchecks. More chances for skillchecks means more tokens for Autodidact. I think I'll start running it, see what happens when I can pull 50% of a heal like a rabbit out of a hat.
Hell, people might start running No One Left Behind as a part of endgame builds now.