Carth
Carth
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Boons shouldn't be one time use unless they are map wide. A far better solution imo is give totem breaking some kind of cost to killer and if a killer wants to break dull totems they can choose to do so.
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There is no wipe animation that occurs, or if there is could you post it? So far I haven't seen any proof of a miss causing a wipe. It DOES still trigger a cooldown but just for a missed hit
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Power Creep. Old Undying arguably made all hex perks more viable and could diversify the perk pool for killers, but it was a huge jump in power.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2593575#Comment_2593575
It's equally painful when you get hit five or more times because the interaction was handled on the killer's end.
I don't want them to do anything; no game guarantees you will have access to play in perpetuity. They are not entitled to a refund. Do you think laggy killers' have a greater urgency for fairness than others? You're being selfish and entitled here. The server isn't perfect, no such solution exists, but it is the fairest of them all. It's either killer, survivor, or server-based. Killers should no longer have a competitive advantage on any basis.
It isn't fair though. I would agree with you if DBD wasn't a formulaic game. There is literally nothing I can do to change that a fact that 115% M1 killer moves at a certain rate compared to a survivor. There is no way for me to 'hit' before I am in range. Because I move at a static rate you can reason(if you are familiar with the games mechanics) 'Oh, I have 3 more loops before this killer will even be in range to hit me'. I cannot change that, there is nothing in this game that can change that and 'muh mindgames' apply to a tiny insignificant fraction of loops. Make Coup De Grau function as a dash for killers on a 45 second cooldown and zero requirements to get tokens and I'll agree with you, I can actually do something to force your hand at a loop as a killer without a chase power, without that a killer is forced into a static 'uh oh! You better watch out...in 3 more loops!". The first action is favored most in this setup and survivors will always be the ones to fire off the first action in this case. Unless the survivors ping is SO bad(1k+) their action will ALWAYS beat yours to the server ergo you will always lose the exchange outside of a survivor messing up. The only killers who break the pattern described above are also the most heavily complained about killers and decried as 'not fun' for survivors.
EDIT: We should also immediately make grabs server sided as well. Survivors can enjoy teleporting back from vault points/running away from gens into the killers arms.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2593903#Comment_2593903
Being "overused" is not the only reason to ban it. And I am pretty sure they never said it like that, can you link me that statement please? Otherwise, where is the BBQ-Nerf? I guess no Perk is used more often than BBQ, on both sides.
And I could not care less about DH, I am not using it as Survivor and I have no problem with it as Killer. However, I see that Killers complain about Survivors all running the same Perks while doing an effort to get Boon-Perks nerfed ASAP, which shows me that Killers only want weak Perks (or even non-functional Perks, like DH before this Patch...). If they really nerf DH at some point, there will be even less Survivor Perks to choose from, so the problem that "everyone runs the same" will just increase.
The number of DHs only was bigger after they nerfed Balanced Landing to the point that you almost never see it anymore.
You mean when they nerfed balanced landing to not make legitimate infinites out of drops? What exactly do you expect, if the killer enters a loop with a drop with a survivor and they have balanced landing they should auto-lose?
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Why hasn't BHVR made grabs server sided yet? I can't wait to see survivors yoinked back in time to get put on a killers shoulder RE the pallet and dead hard changes
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Taking a break from killer after seeing this in action. This is from the same team who thought that that stunning a killer in any point of their pickup animation was fair to drop. They'll change this when survivor queue times skyrocket.
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This thread should be titled "Massive dead hard buff". I don't know of anyone who dead hards to avoid anything other than a trapper trap. Most people who complain about dead hard specifically complain about it being used for distance, this thread argues a 30% buff in that category.
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The problem here is BHVR has never taken a stand on what a 'game' should be... Is 4 hooks & 4 kills a game? Is 8 hooks and 0 kills a game? Is 0 hooks until EGC and then 4 kills a game? Until BHVR decides what a good game is (2 kills 2 escapes is far too nebulous and abstract to derive anything from) and defines that to us and then tells us why we should do that(Seriously, play a game as killer where you make it a point to spread hooks out, the games are usually miserable feeling) we will have this problem.
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The game is driven by math so no, nothing is scary that is formulaic/baseline. There are the occasional jump scares but as far as real 'fear' that comes from unpredictability and the unknown. Watching a scary movie for the first time might make you jump a few times but once you know everything I doubt you will still get jump scared at every moment. DBD is the same. Killers are locked into certain rules for balance purposes and as a result you won't really ever have a 'truly scary' killer except perhaps the first few times you vs them.
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Yes. Boons beat out hexs in almost every department that matters with the exception of perhaps ruin and devour hope. They can be placed infinitely with no way to stop this/remove them from the trial via the killer side. Their effects are tremendously strong(seriously, give me a 20 second timer to interact with a hex and put down super ruin that regresses gens in a 28m radius by 500% and I will gladly take that over the current hex). Boons require no strategy or forethought in terms of you have unlimited placements, you can move it at will, and the killer snuffing it incurs no cooldown or penalty at all. Finally they are designed in such a way that it is framed from a solo point of view, obviously circle of healing isn't that bad if just one survivor is running it and is not communicating with the team via discord. If 4 survivors are running it and create a web that covers 50-80% of any map in a free +100% heal and free eternal brown medkit it is significantly more powerful, or find a good stack location for +200%/+x00% healing. Not that it matters for game reasoning/lore shouldn't be a balance reason but the fact that totems are this creepy killer themed thing that now benefit survivors more is hilarious to me as well. Might as well model them to be tiny little generators instead.
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@adam1233467 said:
Well, that is why the survivor meta never change
Power creep is bad for the game. Just as if they added a perk "hex: exposed". All survivors start the trial exposed and remain exposed until this hex is cleansed. It's dumb. Boon totems are a terrible idea in execution. It's the most ham fisted way of "we want survivors to do something other than gens, how do we do it?" and the answer they came up with was to make perks so disgustingly strong you would have to be an idiot to not have 1-2 survivors run them on your team. Circle of healing is well worth the 40 second investment to have a 28 meter radius * 2 on the map that gives survivors a 6 second heal.
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I would take keys and hatch as they are on live over a 5 second heal with a green medkit anyday. Survivors healing mid-chase is going to be a nightmare far far worse than the rare 3 man escape at 1 gen left.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2528887#Comment_2528887
No. The two Boon Perks aren't nearly as strong as people were making them out to be (who would'a thought).
The first one gives you double healing speed when within 28 meters of your Boon totem, and lets you heal without a Medkit.
The second hides your scratch marks and auras when within 28 meters of your Boon totem, and lasts for four seconds after leaving that range.
Neither are that great, because they're heavily restricted by having to be near your Boon totem. I do like the idea of being able to 'set up camp' per se, by moving your blessed totem to a new area to give yourself an opportunity to heal in peace.
The fact that people are dismissing being able to heal from injured to full in 5 seconds with 2 perks and a green medkit is wild.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/2528057#Comment_2528057
Yeah like For the People, Counterforce, Power Struggle, Fast Track...
Some things are OP on paper and sound OP but aren't. Look at the limitations surrounding it and apply them to how you think a real match will play out.
Let's take the new perks that use Boons, Shadow Step and Circle of Healing.
No scratchmarks and 2x healing speed sounds good right? Issue is it's an AOE effect. You don't get these throughout the entire map. Do you seriously want to run to that specific area of the map all the time to get the AOE healing as well as no scratchmarks? You can't place Shadow Step in a different place to Circle of Healing, they have to be in the same spot.
This, in my opinion, makes them less appealing to use over other perks since the AOE isn't large enough to justify running these perks over something else that can immediately help you anywhere.
I would agree with you if games weren't over in sub 6 minute times vs good survivors against M1 killers. Being able to pull off a heal on the order of 4-6 seconds with a green medkit at a strong tile with the new circle of healing can totally be a game changing moment. Get chased -> get hit -> go to jungle gym/strong tile loop that is in circle of healings effect -> throw pallet down -> heal yourself before kicking animation ends -> reset chase at full health.
What is the killer supposed to do? Abandon the chase to kick the boon? Continue to chase the survivor? Give up instantly when he hears the chime of the boon and sees the pallet still up? The game does not last long enough for these kinds of interactions to be good.
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Breakable walls are terrible because of their binary "break this 100% of the time or you will waste too much time here" or "never break this, it turns into a stronger loop for survivors if you do". I feel terrible for new killers who have no map experience and have to learn this weird style of some breakable walls help the killer, some help the survivors. Why? Just BHVR things.
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No one should use this perk. In arguably almost every situation another perk would serve you better. On paper it is ok but let's consider a few things
- RNG aspect - 3 gens at random are effected, this means early/mid you could regress a critical gen that is almost done with no survivors on it or it will fire off on a gen at 3% progress.
- Base regression speed - This means for every 1 second a survivor(solo) worked on the gen, it would need to be left alone for 4 seconds in order to remove the 1 second of progress the survivor made. Additionally gen tapping exists to completely delete the effect even if you are nearby and the gen is effected
- Massive cooldown - With the above facts you would think this perk would either not have a cooldown or be extremely generous with it, instead it is the exact opposite. 80 seconds for a generally 'meh' effect
- Communication kills any advantage of this perk - The ideal scenario would be you start regression on another gen that has decent progress and nobody comes along to tap it or resume progress but anyone can say in a swf "hey man, killer made the gen I was on start regressing, it's near killer shack and he is chasing me now if someone can go tap it/finish it"
If you really want to use off-meta regression perks try surge and then maybe eruption. All of the off-meta regression perks aren't great/really bad compared to the value of ruin/pop though.
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These ideas are exactly why I think boon totems are either going to be an abomination of an overpowered idea or so limited in power they will be ineffective. I can't tell if some of you are ironically trolling or serious.
A perk that is old mettle of man for free and instant, a reverse bamboozle that turns any strong vault loop into an infinite, turning off hex totems(lol). Reducing exhaustion timer by 50%(does this stack with new vigil @ 30%??), literal immunity to exposed, reducing healing timers by 50% so self care now becomes a legit thread and basically brings back insta healing during chase with a green medkit with appropriate healing perks(a heal with a medkit now takes 8 seconds solo. Imagine a green medkit with stacked addons and botany knowledge). I don't care that it's three perks being able to force a killer into a chase, wasting 40-50 seconds, getting to a strong loop and being able to either heal yourself if injured or being 1-2 seconds away max is way too strong. It's why it was nerfed in the first place.
Let's go over the benefits of boons over hexes that can be pretty safely assumed without knowing the finer details of the system
- Survivor team has 100% control of what boon totem goes where and can easily call out where on the map boon totems are in a swf if they are area based or so they can minimize time spent for the team setting up boons. A killer has no idea what hex is what if they bring more than one and they have zero control of where the hex spawns
- A killer can only be on in one place at a time, this means 3 survivors can set up 3 perks that would give basically the ability to win any chase no matter what even if you have a literal monkey playing at the keyboard until the killer finds a boon totem if we were to go and implement some of yall's ideas.
- A killer looking around for a boon totem is n * number of seconds of survivor team progress on gens where n is the number of survivors left alive. One killer second is worth 4 survivor seconds early game.
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The problem with your argument is you can apply it to literally any game/competitive environment.
"Bro, why are people trying to be so efficient at MOBAS? Who cares if I want to play support mid"
"why even balance shooters, of course there will always be a meta gun and loadout!"
"Why do people try to devise the best strategy in chess?? who even cares, it's just a game"
"Why do teams analyze their opponents plays and strategies and try to come up with counters? It's not even a big deal, let's just play"
People generally don't play bad on purpose in most mediums/games that have any sort of competitive edge to them. Sure, they might not play on the most cutting edge/meta of things but they don't go out of their way to purposefully lose.
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It is the most effective tactic in terms of negating interaction and increasing the time where a killer is not doing anything. Loops can be mind gamed, lag can happen, bugs can occur. However if you are 40 meters and running away from me and I am chasing after you and neither of us do anything except hold w there is nothing that can change the fact that an M1 killer without a mobility power is only gaining .6 meters per second on the survivor.
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The cooldown is the largest reason. Like you said, it is actually better than spine chill for identifying a potential path to run from the killer that will maximize either you running further or picking a good spot to hide in. If there was no cooldown on it I would probably prefer it over spine chill, or if spine chill had a comparable cooldown. However, you can intuit the direction a good amount of times via spine chill + map knowledge and spine chill also provides other bonuses that can help outside of info only.
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I do not understand this meme about blight at all. He received several massive changes from the PTB/day one drop including
- considerably better collision logic. Previously he would bounce off literal door frames or the air near geometric objects.
- base power breaking pallets
- Field of view height change from significantly lower to higher
The only nerfs he has gotten has been to his stupid DPI flicking exploit, otherwise he has gotten considerable buffs from day one on. It was not that 'people slept on blight'. He was pretty terrible on the PTB/release.
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I feel like such a perk would only be good in bully builds/bully squad so no.
Get unhooked -> Run to locker with DS -> killer pulls you out of locker -> DS killer -> jump back into locker -> head on killer after DS -> jump back into locker -> block locker for 25 seconds. Minimum wasted at least 5 + 3 + 25 = ~ 35ish seconds I imagine. Add in chase time on top of that. Is it the most effective thing in the world, no. But that would be extremely annoying to deal with, especially on multiple survivors in a bully squad.
The above is also asssuming you're just on your own, if you weave in other survivors head ons it can only get even worse. Throw in some flashbangs for bonus fun too.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2495478#Comment_2495478
There's no way in hell that would be OP. The killer would be able to ignore that completely and the survivors still wouldn't have an advantage.
Boon totems will have to be bearable for the killer of course, but there's no reason why they can't be so.
If I were designing Boon totems, I'd make them proximity based, so that the survivors perk only works within x meters of the Boon totem itself. This gives survivors more strategic avenues to use the perk, and allows the killer a tool to hone in on the blessed totem.
Something like; Blessing a dull totem turns it into a boon totem (takes 16 seconds to bless). When within 32 meters of the Boon totem, you leave no scratch marks. The Killer can snuff out the Boon totem (takes 2 seconds).
This would be super easy for the killer to hone in on and locate the totem, as they would literally see the radius as the survivor runs over it. Plus if you have the survivor in your sights, then you could just ignore it all together. It would still be a useful perk to run for the survivor however, because it would function like Lucky Break, but instead of being time limited, it's location limited.
Other possible uses could be:
- Can recover from the dying state when within 16 meters of your boon totem.
- Wiggle 25% faster when within 32 meters of your boon totem.
- Repair 20% faster within 24 meters of your boon totem. (basically good for maybe one gen)
These might be stronger than their non-Boon counterparts (e.g. Unbreakable, Boil Over, Prove Thyself) but they require time to activate (like Inner Strength) and are limited in scope, AND can be disabled by the Killer IF the killer gets lucky and finds it.
I really am nervous about boon totems, the fact that people think things like 20% repair speed are fair and balanced is wild to me. Imagine the start of a game.
killer starts heading to opposite end of map, smart survivors are already spreading out across gens, smart survivors also already know totem spawns and gen spawns. Killer intercepts one survivor and starts chasing. Other 3 survivors are on totems and spend X(?) seconds converting a totem to a boon totem(lets pretend its 14 seconds). Survivors repair gens at 1.0 Charge per second and a gen requires 80 charges to complete. 1.0 * 1.2 = 1.2, 80 /1.2 = ~66.67 seconds. You basically don't save any time you might argue but if you start to combine things and have overlaps this will get even sillier. 2 survivors repairing @ 1.2 with leader would complete a gen in ~33 seconds base. That's ridiculous, throw in toolboxes and if a gen is near 2 boon totems it will be done before a killer even has a reasonable chance to address the gen at all. All it takes to do this is 3 perks. There's just not enough time in the game vs good survivors for a killer to patrol gens, regress gens, get into chases, get 8-12 hooks, and then also hunt down boon totems.
At the start of a game when the killer can only chase 1 person, 3 survivors have total freedom to set up boon totems as needed and prioritize placing boon totems in critical spots. That is going to be insane and have huge implications vs good survivors.
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Because without this build the chain hunt mechanic is perhaps the most non-threatening and in survivor control mechanic in the game. A map wide revealed item(BEFORE IT EVEN ACTIVATES) that can be picked up by the survivor team at their own leisure and that takes 6 seconds baseline to solve. He can't bring his iri and both slowdown perks.
- when you pick up the box, you should know where pinhead is, feel free to pre-drop a pallet and begin solving the box.
- make use of lockers to prevent chains from spawning
- if in a swf with at least one person, person A rummages through a box/comes in with item. Person B goes to get box. person A sets their item on the ground and picks it up at the same time person B picks up the box. Now pinhead doesn't know what way to go to get to the box if nobody solves it. Survivor team can call out and react based on what pinhead does. If there are more survivors feel free to rope in more. Goes from a 50% of being right to only a 25% chance of being right
- Pinhead moves at 115% movespeed or 4.6 meters. In 6 seconds he can only travel 27.6 meters. If you solve the box at a strong loop/tile with a pre-dropped pallet he is going to have a very hard time. Additionally he can only do one of three things at a time and HAS to commit to any of those 3. Attempt to walk up and melee the person solving the box, shoot a chain out at the survivor solving the box, or teleport
Pinhead cannot be in multiple places. He can't be chasing the survivor with a box/hooking people/pressuring other gens/doing multiple things.
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It's boring if I can't loop you 4 times, drop the pallet, loop 2 more times and get hit, then either chain it into an insane tile next to me or greed and dead hard to the nearest pallet after. All killer powers should be replaced with " WAVE - Press M2 to slow speed down to 15% movespeedd and begin a wave animation at survivors, all survivors who are in LOS who do not have at least 50% of their model obscured begin to tbag uncontrollably".
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Because the "fun meme" is driving current killer design. Probably starting with nemesis and for the next few killers I imagine "survivor fun" is going to be a major bullet point to most killer power designs. Why is it that since nemesis has been introduced killers powers either A) Require huge ramp up time to be good or B) are absolute ######### tier/do nothing, ala pinheads chains that only slow, can be broken by the environment, and do nothing to stop a survivor form vaulting/throwing down a pallet?
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A massive buff to the survivor team for meh at best results. It's a snowball perk akin to devour and lullaby, but like most killer snowball perks it is absolutely trash in practice. Early game a survivor healing 33% faster + slugs can mean the difference between a win and a loss.
Can you imagine if unbreakable had a side-effect like 'makes the killer recover from melee swings 25% faster, does not stack'. It's ridiculous that a perk strengthens the other team.
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Because the grab mechanic shouldn't be a flawed 'lol survivors know how to break it so in a 2man+ swf the killer always loses at certain lockers'.
Now if it was a well explained mechanic that made sense functionally I'd have no problem with it. This is akin to crying that they patched out that stupid 'drop an item off a ledge' bug to teleport back up but on the killers screen drop off.
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Except they haven't been ramped up at all. Pinhead, Trickster, Nemesis, Twins have all been recent(1 yearish ago) kiillers who are low/mid tier and are doomed to be that tier forever. Nemesis walking faster at tier 3?? Is that really going to help his abysmal kill rate vs good survivors? Absolutely not. Same thing with all of the above, their powers are inherently flawed. There is a reason every A tier/S tier killer has a power that functions in a way that can directtly reduce the amount of time spent traversing the map/ignore terrain/ignore normal chase mechanics. BHVR can't release killers that aren't variants of 'run in a straight line fast'/'move very very fast'/'ignore terrain' that are good and that don't get complained about by survivors. I would love to hear an example of them ramping up a killer released in the last couple of years that has been good who isn't Blight.
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@UnknownKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2474367#Comment_2474367
Its a perk for newbies I mean is somehow easy to know on which gens will be the survivor like as technician reduce the chance of explosion (another newbie perk) If they wish to make it useful make it.Reveal the aura of a random survivol for 3 secs each 30 secs.
It also helps with early game totem defense, if you see a survivor at the start heading in the direction of a totem you can head in their direction to either push them away from it or defend it if they manage to find it.
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Arguably everything outside of base mechanics for both killer and survivor carry. 8 stacks of STBFL might mean the difference between a game wining vault or not. A toolbox with BNP can mean completing the last gen before the killer with pop active comes over and removes 25% of it. I guess it really boils down to would you consider things like the above in need of a nerf? What do you personally feel the strength level of addons and perks should be
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2473289#Comment_2473289
The perks changed don't need to be better then the current meta. They don't need to be bonkers. Just good, actually worth picking
Therein lies the problem though. If they aren't better than the current meta then nobody will run them. "Worth picking" usually means you want to swap it out with a perk from your current loadout. Can you spitball an idea of a perk off the top of your head that isn't meta breaking but is "worth picking"? Undying is a perfect example of a perk that had good intentions(slowing down gen times by forcing survivors to do all dull totems) but in execution was completely busted, and you could still argue that it's insanely strong even after its nerf as it is one of the most picked perks killer side I would imagine.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2473244#Comment_2473244
I agree with this. Let's not throw the nerf bat at everything and start making perks better. The meta mostly exists because there's like 10 good perks in each side
The problem with this is power creep. Games at high level already go way too fast, how would you make a perk better than BT or old DS? Or any of the meta perks. The only way you could do so would be to make ridiculous perks that are even stronger which in turn would shorten games even more
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Unique as in good or unique as in memey?
Hide and Seek
- Hex: Undying, Hex: Third Seal, Knockout, Lethal Pursuer
Goal isn't to kill anyone but to distribute the blindness effect and slug. Usually let everyone go at the end, can also swap out undying for deerstalker if you want to keep track of slugs.
I like running the above on nemi just because of the extra map info of zombies. Yeah SWF can ruin the fun of this but in my experience having some super elite swf is very rare and instead some fun with auras being gone occurs.
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@AgentTalon said:
https://forum.deadbydaylight.com/en/discussion/comment/2469776#Comment_2469776
I wasn't playing when Legion was released but hear they got gutted pretty hard. What was old Legion actually like?
He could continue to chase and stab you multiple times in feral frenzy until you went down. It was basically throwing the game as the other survivors would be able to bang out gens while you did this and it took awhile but for that one survivor it was absolutely zero fun. You had an extremely mobile killer who could vault pallets who just stabbed you over and over again until you deep wound's to the dying state with no way to deal with it.
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@ShinobuSK said:
https://forum.deadbydaylight.com/en/discussion/comment/2470205#Comment_2470205
My region would take it, queue times are in seconds now. Also didnt they boasted how many people are playing now since RE chapter? Do we really need million players to have 2 game modes?
Not really sure, it could be perfectly fine as you say. The drawbacks of being wrong are pretty big though, if a x man swf takes y+ minutes to find a game and it causes player numbers to take a hit I'm sure it would cause a big panic at BHVR and at that point could they really roll-back adding modes?
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@ShinobuSK said:
Every game with sbmm has multiple modes, I really dont understand why dbd is keeping just one
There are already bad queue wait problems in current DBD world with cross play and prime time hours. Splitting up the player base with multiple modes in addition to tighter matchmaking via SBMM would make it worse.
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I feel like people who are against it just want the stomp or be stomped match style. If you are afraid of 'sweats' or 'not running the meta' you will lose games until you get put against players that are in the same boat as you. The only kind of playstyle that loses out with a SBMM model is the kind where players want to play sub-optimally/run non-meta perks and still 'win' at the end of the game. The only way that is possible though is if you play other players significantly under your skill-level or who are also playing sub-optimally.
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Strong then get nerfs. Behavior has a pretty bad track record for buffing weak killers(trickster, nemesis).
Trickster has had almost 6 months of being terrible and has absolutely zero prospects of being good in the future. Nemesis is in the same boat, his buff that he is receiving next week will do absolutely nothing to help his lower than average kills in red ranks. Pinhead is another killer who is looking terrible as well. We will see how his changes shake out from the PTB to what we get Tuesday but his chains where laughably bad on the PTB to the point that his power could actively hurt you. Name one killer released in the past year that has been good outside of Blight. By good I mean can stand a decent chance against high skilled red rank solo players / swf.
My question to the people who propose weak then get buffs to strong...how long should that take? years? I would love to hear of an example of Bhvr doing a good job of buffing a weak killer and how long it took them to put those changes in place.
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This is impossible to fix. I'm not sure where the rumor that it wasn't intended/it can be fixed came from. Online gaming as asynchronous in nature which means that all of our clients are playing a game of predication of what other players are doing when we play. We are not waiting for everyone's input to get to the server and then for each client to acknowledge that and then wait for the next cycle of inputs. The only way to fix this would be for the killer hit to transmit to the server, the killers screen then literally freezes and nothing moves while the client waits for the server to tell it if it got the hit or not and then finally the killer can move around and the correct behavior will be displayed.
Obviously that is a very jarring and awful fix so they will probably keep it as is, where your client will attempt to see the future and render what it thinks should happen on your screen and then if the server disagrees a few seconds later you get your action erased.
That said, I do think the pallet hitboxes should be looked at since this change has been a pretty big buff for survivors and in the past hitboxes were widened specifically to try to help mitigate this issue. I think reverse pallet stuns are stupid and should never be a thing.
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No. Between feeling like an early game perk(lethal/corrupt). An info perk. A chase perk, A regression perk, and usually one other wildcard perk I feel like it would be way too much reliance on a single perk. By this I mean, I hate the idea of something like (new perk) + Undying + ruin. That's 3/4 perks with 2 dedicated solely to protecting the one. We don't need more reliance on making ruin permeant, which lets be honest. That's what this really boils down to. Ruin is the clear outlier of 'best hex perk' in terms of raw numbers & efficiency and we keep trying to make it last longer and longer and be guaranteed.
This is my core problem with hex totems in general. The spawn system is so bad and uncontrollable and band aid fixing it by adding perks like undying/retribution/etc isn't really fun or engaging gameplay you are just praying it helps that one really good perk stay around. I think the entire hex system should be scrapped and re-designed into something that can still keep the totem mechanic and flavor but isn't so binary of 'it carried' or 'it got cleansed in 2 seconds of the game starting'.
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I agree with OP but only insofar as it's vs good survivor teams that this is a problem. Many people have shown you can play as a perkless/powerless M1 115% killer and still manage to 4k at 5 gens against survivors who are not good at the game/not maximizing gen efficiency. In fact I would argue most teams do not maximize gens properly and so you don't really get exposed to this.
A huge, huge caveat to this though is that there is no MMR yet in this game and red ranks are filled up with tons of boosted survivors. It's shocking how many survivors don't know how to loop/prioritize doing dulls/open chests/dont know how to take advantage of on hit speed bosts/dont run meta perks. I think that once MMR is added and they have actual data(because god knows the DBD devs will refuse to touch anything unless they have an excel spreadsheet chock full of metrics and stats) they will probably have to do something about high skill survivors vs high skill killers.
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@[Deleted User] said:
I think it's good. Only issue i have with it is that the cooldown starts even if you cancel the sabotage action.
The reason they did was probably for extreme swf efficiency. E.G. I start to sabo a hook, the killer sees me saboing and leavs to another hook. My buddy body blocks the hook. I sabo it in time and get a free unhook. Arguably this can be done today with multiple sabos but I imagine that is why they put the cooldown up front vs on success sabo action.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/275358/4-vaccines-is-too-much-free-hits-for-survivors
Im also a nemesis main, and really this isn't a problem to me. 4 Tentacle hits is EXTREMELY easy to achieve. Nemesis isn't meant to have an extremely powerful early game. Spend the early game like plague, getting as many hits as you can. 4 vaccines isn't a lot, and towards the end of the game you should be tier 3 and they can't protect themselves. Nemesis is in a spot where he isn't really that weak, but he can't be buffed without getting even more oppressive and annoying. Right now his gameplay is just m1 or if they perform an action you m2, that's it. If he is gonna get buffed, it should honestly just he a rework
Mettle of Man was one of the quickest nerfed perks to be introduced and was arguably one of the most OP survivor perks in the game due to the free third health state. Playing nemi is giving old MoM to each survivor twice. It is a HUGE problem no matter how many anecdotal 'its fine for me, I get 8 infections in the first chase 100 games in a row'. As to your 'Nemesis isn't really that weak' the devs disagree, they specifically called out he has a low kill rate in red ranks.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2451311#Comment_2451311
Ah so I will need to get back into tweaking his kit alot more then, goal here was to try and make him more fun to face while not making him too weak, I did have a feeling that I did over do a few changes so I’ll need to go back into working on it, I was thinking about reverting a few things back when I was concepting but needed more people to tell me if it was more of a nerf or not, the goal yet again was not to straight up nerf him but to make him not a hated killer as he can create lose lose situations with his power, might need to find new ways to encourage cage usage and not neuter him
Apologies for being so harsh in my tone before. PH has two major blockers to ever being 'fun'. One) When his cage is nearby/he can see it PH becomes too good at camping. This means that if you deal with this problem by making his cage go far far away or be hidden to PH he basically has no map pressure. So you, as a power designer, have two terrible choices. One is to make him amazing at camping/tunneling. Two is to make it a free unhook for survs early game. The same binary good or bad choice exists for POTD as well. A extremely short range burst that can go through walls with large cds and movespeed penalties and travels in a wave pattern. There is no simple numbers change you can do here that doesn't feel awful for either the survivors in chase or the killer in chase. He needs drastic changes in terms of design if you want to accomplish your goal. At least in my opinion. His power design is too binary to ever be in a 'good' place for both sides to enjoy.
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So a 'I want PH nerfed into the ground, but if I phrase it as a rework maybe nobody will notice' thread?
To realistically address some of your changes.
"POWER ADJUSTMENTS
Torment will always be removed on when entering the second phase on hook
-This encourages Pyramid Head to eventually cage survivors instead of storing Torment the whole game"
A massive nerf to his mori because....why? The reason no PH uses the cage is because the cage is -BAD- at any point outside of a mid-late game scenario because odds are, if you are playing against good survivors the opposite area of the map from you will probably have survivors working on gens....and where does the cage send the survivor to? Oh yeah, the opposite corner of the map, basically negating any pressure you would have if you choose to use it.
"Cages will now give survivors the mangled status effect until healed
-This also encourages the usage of Cages"
This is.....bad. This and oblivious are bad status effects. Nobody uses these addons and nobody uses the perks that apply those things. Never have I ever, in my hundreds of hours of playing this game thought to myself "dangit if I hadn't been running meta addons and perks but instead had predator I would have won the game! DANGIT!".
"When initially being tormented for the first time, you will be unable to sprint until you are outside of the trail’s range
- Pinhead's chains gave me an idea, when being tormented for the first time you cannot run through his trails, the second time you are tormented will not apply this effect, this prevents pyramid head ruling every single chase. If you are tormented it will also not occur"
So walk into a trail ASAP when you aren't being chased and then walk out of it and this does...what exactly?
And now we get into the real meat of what you are trying to do
"Trail time limit is unaffected, however when using your ranged attack the red meter will go down to 50%, when it’s back to 100%. If the meter is below 50% it will use up the remainder but you will have less range and the recovery is much longer. This prevents situations where pyramid head can just spam his ability without punishment. The recovery of his ranged attack begins after he leaves the recovery of using POTD. It takes 7 seconds to recover from 50% to 100%.
-Pyramid Head has a mechanic that is a problem, his POTD attack feels almost like he is unpunished for spamming it besides the cooldown and it damaging a mechanic that helps mainly with info, this is why I decided to do this, now trails can be used separately from POTD, and POTD punishes people who spam it. This will only affect Pyramid Head players who spam it, making them have to choose when it is a good time to use the attack"
So a huge nerf to his POTD because you are yet another survivor who does not like his M1/M2 style of hitting at vaults/pallets. Here's the thing though, his power is 100% garbage outside of that. Why don't you ever see a PH just shoot out a beam randomly at max range or freely chasing a surv?? Oh yeah, because it's BAD when you aren't locked into a single point. This is a massive, massive nerf to PH with zero meaningful buffs given back. The core of your rework is basically neuter POTD and delete his mini-mori and give him...idk...stuff back so people don't think this is just a blanket nerf to his kit.
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This is kind of just old undying with more steps. You can tell they really, really want to force survivors to have reasons to do dull totems but every idea they have had so far pans out into "its not fun for solos"
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Healing is one of the best time extenders in the game. It's much more valuable than a flashlight for sure and arguable with a toolbox. If you are a good looper, being able to heal without going down can mean the next chase is at least 20+ seconds or more depending on tile RNG and resources left on the map. If a killer uses hit and run tactics or is not hooking rapidly then they will very quickly find themselves with low/no hooks and many gens popping.
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@Brhoom said:
This isn't insane nor should it be endorsed, this is simply broken on good Nurse mains.
Nurse and Hag players are the worst of this community and it is baffling how they are still ignored balance wise.
Both sides have ridiculous things available at top tier. 4 x BNPs on a good swf, 4 x medkits, 4 x any item really. Tile chains that are at least 30+ seconds if a survivor is decent vs an m1 killer. We already got a lop-sided mori, key nerf where moris have been terrible for almost a year now and keys remain untouched.