Cancan71
Cancan71
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- Cancan71
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Revert Remember Me change, and make so that's it's disabled when there's only one survivor left.
They really need to do something about the perk. They nerfed it because of the ECG without giving it a suitable buff in return.
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@Chordyceps said:
https://forum.deadbydaylight.com/en/discussion/comment/1976953#Comment_1976953
Can you elaborate some more on how those results were obtained?
Check the dbd twitter and look at the comments under the teaser video it should be there among the first few.
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Well in the music teaser if you put the song through a music program you get the words "Crazy" and "Scream". So that leads me to believe that the video is teasing the killer.
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Poised should only be used when you are running. I have a soft spot for this perk but it's depressing when a gen is completed while you're on the hook and you see the perk counting down while you can't do anything. If the 10 seconds were only used when running it would be a good perk without it being overpowered.
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@Mooks said:
They can already monitor matches where those features are not present vs those where they are present.
Bloodlust was different because every single match always has it enabled.
This. If the devs want to see SWF win rates compared to solo players then they can pull up stats from those two groups. Same thing with perks, maps and loads of other things in the game.
Bloodlust needed the test because every game has bloodlust by default, so they can't find out how much of an impact bloodlust has unless they can compare games with or without bloodlust.
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@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/1928952#Comment_1928952
Nah, I'm just joking with you. Glad to see I'm not the only one who appreciates Wraith.
He is quite fun. Now if he could have a base yellow windstorm he'll be perfect.
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@NomiNomad said:
Just thought I share with everyone, as no one made a post about these changes yet.
Oh.
:(
You made your post while I was writing mine so I didn't see it.
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Lol I just made a post about this. I'm surprised no one was talking about this when I looked at the forum. Guess everyone is complaining about the UI and didn't notice this.
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I think the devs main concern is that people will still badger them about these changes for months to come. I remember ages ago when they said Kindred would be base kit they got so many questions about when it's coming even though they decided against it.
I'm glad they shared their perk designs with us though as I like both of them. Object is still strong in SWF as you can tell the entire team what perks the killer has but it's less annoying.
I just hope that they'll keep their word about changing perks more often. I don't mind if they make a mistake sometimes with perk changes I just want more than 5 perks changed in 3 months.
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@maderr said:
https://forum.deadbydaylight.com/en/discussion/224438/not-queens-call-for-civil-discussions
Too late.
It is too late to ask civil discussion to fix the game. The core players, the ones who are here since 2016/2017 have asked for this for years, YEARS. Most of them have left now (just check the skill level of red rank players nowadays, they are terrible... so unexperienced).
There have been thousand of complains thread on many forums, developpers didn't really care about what we were complaining about. Now that they smell the game has never been in such a terrible state, playerbase wise, they come asking for help and "civil discussion".
It's over, DbD is dying and will continue to do so; there is no way back. The game is unplayable, clearly, it's 100% frustration, even if you win lol... impossible to explain. Last 3 weeks, i have only played 2 hours and i didn't miss it. During those 2 hours as a survivor, i went out almost every games but still, i was frustrated cause this game is boring; it became a generator simulator for the most part when you play as a survivor and frustration accumulator when you play as a killer.
It's disingenuous to point to the steam charts and say the game is dying when:
1) The pandemic happened, which inflated the numbers drastically. Look at the figures from March onwards. Of course there will be a drop off after that.
2) The average number of players is around 34,000 according to steam charts, which is higher than the figures in May 2020, two months into the pandemic. The average before March was in the 20,000s.
We all have our criticisms about the game but to say the game is dying is false.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1884271#Comment_1884271
So we're agreeing? lol
Yep. Even if there's a lot of perks that need total reworks there's still plenty of perks that can be buff by changing the numbers. Perks that need reworks can be done in the numbered patches.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1883891#Comment_1883891
There are a lot of bad perks that actually need function reworks yes.
However there are a ton of perks that could be fixed with number changes, that is a true statement. I never said it was the majority.
Do i need to really start listing all the perks out?
I've been looking at the perks and I been listing the ones that would benefit from a numbers increase. I'll only list survivor perks now because there are a lot of perks. I'm also not listing perks that require a full rework.
Autodidact
Babysitter
Boil Over
Breakdown
Buckle Up
Built to Last (Maybe, might be too overpowered then)
Camaraderie
Dark Sense
Distortion
Flip Flop (cap at 50% wiggle, also be mindful of Power Struggle)
For the People (slightly reduce broken duration)
Leader
Left Behind
Lucky Break
No Mither
Off the Record (be careful of OoO)
Open Handed (confirmed)
Poised
Premonition
Repressed Alliance
Saboteur
Slippery Meat
Solidarity
Stake Out
Streetwise
Wake Up
Even taking away all the perks that need reworks, there are tons of perks that could use some tweaking. Even if you don't agree with this list 100%, you can agree that there are a lot of perks that just need numbers changed to be useful. This is only survivor perks, I didn't even look at the killers' perks.
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@Chchchcheryl said:
I'm so desperate for a Monstrous Shrine rework, it has so much potential and for a perk that's meant to help a basement killer it sure does ######### all
Monstrous Shrine would need a full on rework so it would be in a numbered patch. My weekly perk idea would be for perks that don't need their design changed but their numbers need changing.
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@Kirkylad said:
It's a great idea but currently within 3 months of a new chapter they have to
- come up with new ideas for killers
- new perks for them and survivors
- design the new killer and survivor
- design new cosmetics for both of them
- fix existing bugs
- fix new bugs brought in from the new chapter
- redesign maps
- creating new rifts and all the rewards
- create a new tome and challenges
- buff or nerf a killer or even both
- Nerf and buff perks
- nerf or buff survivor items and/or add ons
And there is probably more stuff tbh so believing they could do that each week could kind of be wishful thinking at this point. At the minute we get changes every 1.5 months with mid and new chapters so it's not to bad but I don't think it would be possible to do more without considering things properly and making the right decisions on the changes they are making.
I understand that they have to do a lot of things, but the rate at which they are reworking perks is too slow.
If you include the last two patches and ignore the new perks, only 5 perks got changed, 3 of which were simple number changes. 5 perks out of 164. That's a perk change almost every 17 days of work. I don't believe it takes 17 days to decide to increase Iron Maiden's exposed time by 15 seconds.
My suggestion is for perks like those, where they can change the numbers a little and see how it performs. In the chance that it's too strong they can revert the change quickly by returning the perk to its previous version.
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@gatsby said:
It could work but as a delayed thing. Every week, a perk change goes live but its already in the code just being unlocked so they don't have to download a new patch every week.
That's a great idea. They could change some numbers on 6 perks for the 6 weeks and then release them week by week. It gives the devs some time to work on the new buffs as well.
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Autodidact
They changed Ruin because of the RNG of skill checks but left this perk alone for so long. It's such an unique perk but it's been terrible for years now.
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One use I could think of is while you're at a loop you can throw the antidote at the pallet with you standing there and then throw the tonic at the end of the loop. Then you can force the survivor to go through the tonic and hit them with the increased movement speed before they get to the pallet.
I say we have to wait until the PTB to see the full potential of the bottles.
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Quick and Quiet tiers 1 and 2. It's weird how the devs did so much work reducing the difference between the tiers of all the perks but then left the Quick and Quiet tiers at 20 second intervals. It makes this perk the odd one out compared to the rest of the perks in the game.
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I'm happy with them not revealing the mori change because of the reasons you already said.
I'm not happy however with how they nerfed Hoarder without any warning though.
I think that the devs should only hide a change if it will cause a change in the game like moris and keys.
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@Science_Guy said:
AFAIK, the perk never actually decreased item rarity. The effect never matched the description.
Presumably, they never got the rarity effect work and just buffed the other half of the perk instead.
Making it a much worse perk.
I know about that but it was a bug like how Hoarder didn't spawn extra chests.
I don't believe that they struggled with the rarity effect seeing how other perks increase item rarity like Plunderers so I don't see how they had trouble with decreasing item rarity unless they was some bug with how they interacted.
I'm just mad that they advertised the perk as decreasing rarities of items for over a month now and now they just changed it without warning. Feel really sorry for the people for brought the chapter because they were interested in using that perk.
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Wraith's add-ons should be incorporated into his base kit as a lesser effect while nerfing the add-ons to compensate. Wraith has a great set of add-ons like Windstorm and Shadow Dance that make him very fun with add-ons, but highlights how lacking his base kit is. Those add-ons in particular should be made base as a lesser effect, like how old Windstorm was made base kit.
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I also put up a poll in the polls subforum if you want to vote there.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/1761394#Comment_1761394
I mean, unless people just refuse to play during that time. That would also not only skew the results as well, but be ignored as it could be explained away.
People can also refuse to play the PTB so I don't see your point.
I also doubt that there are enough people that will stop playing this weekend in order to cause a skew in the data. Most people, including streamers, will still be playing this weekend. Bloodlust doesn't activate that often anyways during chases nowadays so most people wouldn't notice a difference if they weren't told.
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DS can just be changed in a PTB so people can test it out there before coming to live.
Bloodlust is different because if you put the changes into a PTB, it could be affected or overshadowed by other changes. That's why it's better to test the change on live servers so people can give better feedback on it.
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This change is just a front for the true change. Now no one will be able to use moris.
Beast of Prey is a S+ perk not only due to its amazing chase potential, but also the fact that it gives 50% bonus hunter points. Now that the perk is useless killers will have to burn bloodpoints offerings for the hunter category, taking away the spot for moris.
With this big brain move, BHVR will stop moris being used without facing backlash from killer mains, all according to survivor mains' plans.
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I don't get the point of Incapacitated preventing you from leaving through the exit gates. With the Twins, when Charlotte hits you next to the exit gate with Victor on your back, you can just crawl out during the weapon cool down. That part of Incapacitated just seems useless, on the Twins at least.
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Just a reminder that Blight was considered by many to be low tier with his PTB. We can't rank the Twins without the changes that will come after the PTB.
It's more important that the killer's design is good and not their actual strength for a PTB. The Twin's design is quite good except for one or two things like lockers and survivors keeping Victor.
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Recent chapters have come out 3 weeks after the PTB on a Tuesday. So my guess would the 1st of December, although BHVR doesn't confirm release dates until the day it comes out on live servers.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/1740723#Comment_1740723
Or if a survivor crawls to/under a nearby pallet, which is one of the things smart survivors do.
The perk still needs 25% wiggle progression. So unless the survivor has Flip Flop the killer can walk away from the pallet after picking up the survivor without fear.
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No one has said this yet, but I feel that Hoarder would be great with Franklin's Demise. They either have to pick up their item and reveal their location to the killer or let their item be destroyed. It could take the place of other tracking perks if there's a lobby with a lot of items. We also might see more people searching chests with Appraisal coming out as well.
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One thing to note is that there is a low percentage of Pig players. So it's more than likely that Pig mains would be very good with her and play her despite not being top tier, which would skew the kill rate upwards. Meanwhile, Spirit is considered top tier, which would attract those who want to be powerful despite not bringing the best out of the killer, which skews kill rate downwards. You can see that Spirit has twice the pick rate as Pig.
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Just a reminder to everyone that stats alone do not provide a full picture.
For example, Pig has a higher kill rate than Spirit, even though Spirit is considered a top tier killer while Pig is usually around mid tier. However Spirit is played twice as much as Pig, so we must consider the fact that there would be a lot of bad Spirits would bring down the kill rate, while people who would play Pig are usually very good with her since they are not picking her based on tier lists.
There's various other examples of this, but you should keep in mind the other variables that influence these stats before drawing conclusions.
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I don't think that this is as big of a nerf as people make it out to be as 96 meters covers most maps. However, I don't understand why they didn't make the aura last 10/9/8 seconds for the different tiers and leave the range unchanged. Putting a range on it is unnecessary, especially since the tier 3 range is so big it might as well be infinite.
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It seems like a solid change, although I have no idea why the devs are omitting the part about removing the 50% gen progression requirement in the patch notes. A person who is looking at the notes will think Mindbreaker still sucks, without knowing about a big buff to it.
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I can't believe no one mentioned this, but that first post was made February 5th. It's been 8 months since that post was made. Surely it's more likely that they changed their mind since February rather than them lying about no licensed characters in tomes for 8 months for no reason at all.
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This was always the case. A blocked generator doesn't regress if say Ruin was active. When the gen becomes unblocked then regression starts again.
Nothing has changed generator speeds in this update.
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I don't see why there's a penalty. The people who will be using this perk are people who miss skill checks a lot. This perk will have a negative impact on the entire team. Normal regression is already applied so I don't see why they feel the need to add the penalty. I thought they learned their lesson on being too cautious from Trails of Torment.
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@GoshJosh said:
Repressed Alliance needs to be brought down to 60/50/40 at the very least, to be a more valuable perk.
I also think that your proposed aura reading to Small Game is too strong. I think if they instead just keep the current function and noise notification, but also show the aura of the totem for five seconds, it will be fine. Along with a counter for totems destroyed or remaining.
I kept the original timer to Repressed Alliance as with this new effect it might be too strong if survivors could consistently block gens to prevent gen progress since the gen can be blocked indefinitely, so the 60 second timer balances that out. Of course it could turn out different in gameplay but I'll just err on the side of caution.
As for your second point I don't think it's too powerful considering Detective's Hunch shows totems within a 64 meter radius along with generators and chests. Maybe the range could be reduced slightly but I don't think it would be too op considering it only locates totems. Plus I don't like using spinning my camera around all the time to see if the perk activates. No other perk works like Small Game and I say it's for good reason.
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As MrLimonka said, the older maps have terrible totem spawns while every map since Badham has great totem spawns, especially Midwich. Good luck trying to find all the totems there.
With Undying and Ruin now entering the meta, a lot of time will be wasted looking for totems, even if you know the locations off by heart. I forsee more map items being used in the future along with Detective's Hunch.
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@arcnkd said:
Eh, I'm more on the side that I don't think the traps should be avoidable personally.... same with Pyramid's trench... think the concept of crouching around to bypass all these mechanics is just silly.
If you couldn't bypass hag traps, then the hag would just set up one at the hook and be able to easily camp/get downs. It would make her the best killer in the game and would be very frustrating for survivors as there would be no way to unhook without at least one survivor getting downed.
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@Milo said:
Those little hints before the game don't already mention that?
Not everyone reads those. If they did we wouldn't have new survivors killing themselves on hooks or activating hag traps when unhooking. Plus those killer specific tips only appear in the loading screen for the first several times you face a killer so if you didn't read them the first time you miss out.
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@[Deleted User] said:
How about my idea?
- You can see the auras of survivors that are working on the generators within the power's effective range.
Seeing repair progress is also a super nice idea. But how would you determine the intensity ? Add a new color? Since white and yellow are reserved and red is the default generator aura.
Wraith and Legion have add-ons that reveal gen progress by the gens auras so I assume it would work like that.
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There are some in the main house on family residence. I don't know about sanctum of wrath.
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@Cutiaddu said:
https://forum.deadbydaylight.com/en/discussion/comment/1606150#Comment_1606150
Sometimes I teleport meters away, like I hope that this is because servers are full...
I don't think that's the case because this hasn't happened with Silent Hill or any other chapter release. I say that something's wrong with the servers.
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I don't see why you mention €8 without a new map when maps were free in the first place. It has always been €8 for the killer and survivor while the map was free for everyone.
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Yeah it feels like I'm jumping all over the place and when I go to swing it jumps me back and makes me hit a wall. I'm also having trouble with hooking and breaking pallets.
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I haven't played Blight yet so I can't really tell, but when watching videos of him it seems that his power is not anti loop, but anti transitioning. He excels at catching survivors moving from one pallet to the next but can have difficulty at certain loops.
If this add-on was base kit, his one weakness is gone and he would be great at catching survivors at loops and between tiles, which might be overbearing in conjunction with his very high movement speed.
Him having an add-on like that is fine but I don't think it fits with his base kit. Of course we have yet to play him.
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One of the forum rules is that leaked content is not allowed.
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He does have add-ons which decrease his terror radius while aiming so maybe you went against a Deathslinger running those.
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@brittney169 said:
I tried this and its working now. Thank you!!!
No problem! Glad I could help.