Carth
Carth
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- Carth
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It's an unknown until it hits(or you can tell the speed boost has kicked in, which is hard and dependent on multiple things) and it auto activates regardless of how the killer did. I think that's where most people don't like it. Combine solo queue and "well I did 2 totems, I hope my team did the rest" and it gets very hard to reason about quickly.
I personally think since it's nerf to reveal itself over time it's fine(I don't run it, I think it's worse than other perks and would much rather have something consistent all game vs something that has limited activation and even if that is met its not guaranteed value)
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This was a thing before MMR too though. Tons of posts complaining about "rainbow ranks" and screenshots of green rank killers vs all red survivors and vice versa, survivors green/purple vs rank 1 killers.
In both systems BHVR prioritizes making queue times as short as possible vs getting you into a good match but having to wait for it.
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This logic can be used to justify any perk combos. Machine gun build, old undying + ruin, DS + DH + UB, CoB + Eruption, Some things are genuinely too strong and need to be toned down. Or how do you decide when something is truly a problem vs "everyone needs to just get better"
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616973#Comment_3616973
I don't see why it is a problem to save it until the end game. Like, it is a valid strategy to save a powerful tool until the very last second because it is still part of the game.
And I'm honestly seeing A LOT of camping and tunneling recently, far more than I saw in the past. Obviously, it is entirely possible that our experiences are just completely different, but on the Forums there are many complaints that reinforce this fact.
I think it would help a lot. The current DBD needs it.
Powerful perks that work once/a few times but result in "auto wins" will always be complained about. Old noed, adrenaline, old ds at endgame, old undying, old dead hard, etc.
I'm not necessarily saying I agree with that viewpoint but there's lots of examples where "well I played with -1 perk all game so i deserve x in exchange for it/well this thing only works one time so it better be strong and I just happened to save it until end game" has ended up with x getting nerfed/watered down.
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SB and lithe are fine, what exactly do you think they should do OP that would still make them worthy of being run? Also Survivors have gotten plenty of nerfs recently(healing, mft, 6.1.0, dead hard)
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It would be fun but it opens up problems like you already point out. Would coul and other TR perks balanced on the global perk or not? If you do choose to balance around it they are all bad without distressing and if you balance around 'standard' TR then it will be broken at the global scale.
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The DS buff would be ok if it comes with the caveat that you have no collision while its active. I don't like the idea of body blocks getting even stronger.
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Nooo how will I make funny content like "S key only trapper only 4k at 5 gens" if I'm not vsing 200 hour players compared to my years of experience playing the game nearly daily?!
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a small buff to altruistic base healing
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557750#Comment_3557750
both of these examples are not true.
They specifically introduced changes for the above scenarios due to complaints from the playerbase over time though. Or do you think the changes should not have been made/were non-issues?
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Killer powers that are in the survivors hands completely to turn off/take away are always miserable to play against. I'm not sure why BHVR keeps treading this path when we have examples of it in the past
* plague starting off with no corrupt fountains
* twins letting survivors steal victor with no way to pull him back
Emps are one of the worst feeling things in the game to play against.
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So the killer has 4 hooks and no one is dead/someone will die earliest at hook #5? I'm not sure what else you want short of shared hook states or mandatory "you must hook A,B,C,D,A,B,C,D,A,B,C,D", or like can you explain to me what an ideal world or fix you'd like to see for this is?
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If the knight is doing this it should be very obvious it's coming, you hard commit to either the guard hitting you or the knight hitting you if you cannot escape vs looping into both of them smacking you.
Putting that aside though, what do you think should be done to prevent it? Knight already loses collision to specifically not let him body block you into the guard.
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So 2 survivors can get out with keys? Old hatch was comparable to old ebony mori in terms of unfun. Bringing in a key and putting it down in shack or anywhere and letting your team know to counter franklins and on first kill all 3 getting out was awful. This sounds the same but instead of 3 getting out it's 2.
I'm very confused because your wording seems to imply this will be a buff for killers but I promise you it won't be. Unless you also have some rework for how hatch functions it will result in 2 escapes easily. Just like old hatch resulted in multiple escapes easily.
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Any on demand info perk could be argued encourages slugging for 4k. I don't think that's necessarily a problem, but darkness revealed, nowhere to hide, whispers, etc. All give you a tool to help try to find the final survivor. Unless you do something drastic though that's just the nature of those style of perks.
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It's for sure a power crept perk. If it was a typical BHVR perk it would only reveal on locker open, have no blindness,without a consistent TR follow effect and have a 180 second cooldown(aka trash, but most of the perks for both sides are).
It's power crept in the same nature that MFT is clearly a superior option in almost all scenarios. Yes there are specific ones we can draw up where they aren't consistently the best but in the majority of cases it's always going to be a top pick.
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It's not super fair but needed.
That said it's so, so much better than the old world 4 man swf key + hatch groups though. Nothing quite as frustrating as comms + dropping a key so there's no counter and 1 kill = 3 man escape with 1 gen left
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They don't typically touch anything this soon, that said just based on the amount of feedback I would be shocked if they didn't touch up several things about him(tail cd, more heads up attack is incoming, turret effectiveness, power recovery rate, etc.)
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@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521754#Comment_3521754
The self-unhook provides no benefit with competent teammates. I don't see how that's a relevant comparison in any way.
with competent teammates why would I not roll the RNG wheel with the reward of being completely negating the travel time of a teammate to to the hook + travel time back to their gen(assuming they were working on one and had to get off it to come unnhook me)? It makes efficient players even better. I can easily say "hold on, let me try the 25% chance to unhook so you can stay on your gen and you don't have to get me"
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I mean, that's a slippery slope argument. Should I also be able to repair at 4.0 charges per second because in one game I got 3 teammates who refused to touch gens? How would that work when you don't have a team of potatos? Do you think it would be too strong?
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It's a hard problem to solve. Good survivors know that splitting up is the best way to win. BHVR is trying to incentivize grouping up to slow the game down. However if they don't make the effect strong enough why would you pay the price of inefficiency for a meh effect? On the flip side though if the effect is too strong it's game breaking.
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Same reason they don't nerf SWF, For the people + buckle up, took many many months to tone down CoH and heals, allowed machine gun build, original mettle of man, Decisive Strike in its original and remade forms, nurse, spirit prayer beads, orginal undying and many other egregious balance decisions in the past. BHVR implements wacky ideas and makes changes after years of feedback or blatant info from the stats. Love it or hate it that's how they balance and unless Blight is winning in the majority of cases it will take years of feedback based on BHVRS track record before they finally address an issue the community complains about.
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I think it's strong and especially annoying with comms maximizing it's potential but I don't think it's unfair/problematic.
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Why would it be banable? Holding a survivor in place after EGC is not banable since there is a definitive end coming. This is a similar vein in that you can repair the gen and open more doors and leave OR killer has to hit you. The survivors are not being locked in a room with literally zero options except dcing to get out.
The killer cannot accomplish both keeping survivors locked in that room and also stop them from repairing the gen. The killer just played smart and took advantage of survivors putting the entire up and moving team members into a room with one exit and low gen progress.
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You might want to do some minor diagnostic work on your PC if DBD is causing the game to crash(mem issue, SSD issue, etc.). If DBD is reliably causing your windows to crash/entire PC to lock up then something is definitely off.
I would start with minor easy to do things if possible(run windows memory diagnostic tool, install DBD on another device other than your SSD) and see if crashes continue to occur.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506018#Comment_3506018
Then... what's the point of having the servers if the serves themselves don't make the calls?
DBD was originally a peer to peer game. At some point they introduced host servers but did not re-write all of the code to take server existence into account. Originally killers were the hosts of games and so most of the code was written to respect the hosts view of the world. Some things have been moved to the server but not all actions.
"Why don't they re-write all actions to use the server as the arbiter of truth?"
Lots of answers - money, balance, potentially introducing new bugs for no new features, etc.
There's not going to be a super satisfying single answer here unfortunately.
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They haven't touched dredge because weakening his nightfall/making it "pleasant" to be in would defeat the purpose of it entirely. It was weaker in the PTB and considered a joke.
Also when has Bhvr ever "sprung into action" around accessibility? It took them years of requests to add color blind options, years of requests/a mobile feature being made to add visual TR, and years of complaints to do anything about flashlight clicking
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As Rakim said your only hope is wide door spawns and doing 20% to avoid any giveaways and then remaining 80%. You could also lean into that and go slightly above 20 and sneak to the other gate and gamble that the killer will be scanning the red lit gate for a bit.
But mobile killers and close door spawns kill that strat. But I think that's ok, the final survivor has up to two chances baseline. You could always (I don't actually think this is worth it for what you give up) bring a key or run a hatch/door perk as well if you regularly find yourself in the situation of being last survivor and hatch shut.
I do think putting gates guaranteed on opposite sides will end up with a much worse outcome of bringing hatch standoffs back. Killers who find the hatch first won't shut it as opposite side gates will almost assuredly mean the survivor gets out if you don't have a info perk/power that blocks the gate/high mobility. Similar to slugging for 4k killers just won't allow that situation to happen and will just stand on the hatch and wait for the survivor to make a move.
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You can face away, bring perks to help you be more aware of nearby survivors, and bring some perks that make it outright dangerous to be near a survivor you pick up.
Is it frustrating getting pallet slammed/blinded/flash banged? Oh for sure, but I really disagree with the idea that hooking is worse than slugging. I would think the only time that is true is either you are fast enough to down the survivors back to back to back or the survivors misplay/don't focus gens and spend 15 minutes just getting each other up and healing or in other words survivor misplays. Good teams will react properly and punish you if you exclusively slug I would think.
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Devour is pretty bad vs competent survivors unless you go all in or dedicate at least 50% of your build to devour(devour + undying at minimum).
Good survivors know totem spawns and there are many awful totem spawns on all the realms. It's just too much RNG and basically only serves to make "funny lol montage" clips of killing survivors or catching them as they are just about to break the totem in 1 out of every 10 games
It could be nerfed and it would just join the pile with basically every other hex perk outside of plaything + pentimento. Most hexs are high risk/low reward at this point.
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In what world was thanatophobia meta prior to 6.1.0? Most public opinion was that it was good on legion and plague exclusively.
6.1.0 hit and the perk got double buffed(a direct numbers buff as well as an indirect buff via gen time getting increased). People started shifting opinion and it was seen on more killers. However due to the original problem of it being garbage on everyone not plague and legion the fact that it was now good for everyone else meant it was ridiculously strong for those two.
It was quickly kicked down to be even worse than it's pre 6.1.0 state and remains (just like it has for 99% of its lifetime) been a garbage pick for all killers who are not plague and legion
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Main building is far too strong and the rest of the map is far too weak.
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Ideally prestige and profile names should be hidden on both sides until post game. I think it's fine killers get to see items though
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Lots of killers have broken powers if you are running under the assumption you have 3 potatoes on your team. On the other end of the spectrum you had 4 man swf on comms making this killer have basically no power with a little bit of teamwork.
I know it's frustrating, but they can't balance down to the lowest skill games without absolutely making the killer a joke in mid skill games/high skill swfs(see knight prior to buffs, singularity ptb, singularity post ptb).
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Bug = not intended by the author. We can split hairs and semantics if the word definitions accurately described the events occuring (e.g. does the health status loss occur before healing the friendly survivor or does it occur after?) correctly but if the author did not intend/think about that interaction and did not want it to occur then it's defined as a bug.
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Pop is still bad
Old pop value in charges = .25 * 80 = 20 charges removed.
What % does the gen need to be at to equal old pop value in charges removed?
We have to include the base 2.5 % on kick as well to be fair so.
Kick val = .025 * 90 = 2.25 charges
2.25 + .3n = 20
.3n = 17.75
n = 59 charges
Well what Is 59 charges of a 90 charge gen?
59/90 = ~65% of the gen needs to be done just to be equal to old pop, anything lower drops off heavily and even a "best case" world of hitting the gen at 89/90 charges would net you 26.7 charges from the kick itself plus the standard 2.25 for a grand total of ~29ish charges.
Assuming my math is right, when the gen is below 65% you get worse to significantly worse results and in a best case scenario you get an extra 9 seconds. It's still awful compared to it's old state of a flat 20 charge removal regardless of gen progress
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It should be at least 4-5 seconds again. It does have a good combo with dead hard/endurance but I don't think that justifies it being so bad on its own. Plus if the survivor is going all in to make a otr -> hit -> hit -> ds -> dead hard combo it's sort of risky and requires 75% of their load out to do so.
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Edit : can't read. It's number 3 on nightlight at the moment. It's more popular than I would have thought.
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It's a game that in its current design allows you to escape in ~2 minutes with a very high chance of not even seeing/interacting with the killers. People would be losing their minds in DBD if you could escape in 2 minutes/get a 4k in 2 minutes.
The only reason you didn't see more of that is that there's nobody putting those strategies online yet.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440605#Comment_3440605
It experienced a surge following the healing nerfs, and I think that’s largely because… well, survivors aren’t healing as often now. And why would they? It’s a long process & the smart play is to invest that time in completing gens. Killers wanted healing nerfed—what did they expect survivors would do? Stand around waiting to get downed?
My point is the idea that "buff x and players will stop doing y" is flawed. It's the exact same argument as "killers will stop tunneling and camping if gen regression is buffed". If you do not remove the tool from the toolbox or alter it heavily players will continue to use it.
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Genrushing is prominent because it is the smartest way to "win" as the survivor team. Much like tunneling and camping is the smartest way to "win" under the assumption the survivor team will make more mistakes and reduce their efficiency on gens to try and save the person on hook.
The idea people will stop camping/tunneling/genrushing if x happens is silly unless x is so massive in scope it renders a new strat more effective.
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It's another episode of "saving 30-40 seconds on a gen is actually fine and not that strong, regression taking off more than 7.2 seconds? That's kinda wild and needs nerfs"
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Some of those perks have never been complained about that much, additionally it's due to BHVR typically putting ridiculously strong one time effects into the game survivor side that have huge game swinging implications(something like blood rush) while killers get beyond mediocre perks that have nowhere near that capability(leverage).
Survivor players bemoan every patch if there's not a perk on the level of dead hard, old ds, old mom, old CoH, unbreakable, bt before becoming baseline. Or they say something akin to "yeah it's broken but a solo guy playing Spotify and talking to his friends while petting his dog can't pull it off so it's actually weak". Reassurance is a great example of a perk that is still plenty strong but because it didn't literally turn off hook stages like in PTB survivors call it worthless/bad. Meanwhile killers get perks like leverage, septic touch, terminus, etc.
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It's so crazy that survivors expect killers to have bot tier behavior.
* Brainlessly chase survivor a until down
* Always hook on down no matter what
* Brainlessly chase survivor B, if running into survivor A ignore no matter what
* Rinse and reapeat for survivor C and D
* First death can only occur on hook # 9
* End the game happy you got 3-5 hooks and some blood points!
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Until we know the range it's all speculation.
Is it 8m? 16? 24? 32? Some other value? The range will determine a LOT of things. It could even break proxy camping/be as bad for the game as insta blinds/insta heals/stun at any part of pickup = drop OR it could be completely worthless and not even deter camping at all.
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We need to know the range, timer length, build up rate, and rate decrease based on nearby survivors and what that range is too.
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That's way too heavy of a ban list. 4 players in a swf each banning 2 killers a piece is 8 total bans. 8/31 = banning over 25% of the roster. That's way way too much.
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It sounds chaotic and fun on paper but a part of me worries it would become body block simulator with people on comms working well together to shut down loops/bodyblock the other team into spots. You could create some extremely unfun edge cases like 2 survivors get body blocked and the killer slugs/hooks your other two teammates. The two people bodyblocking won't let the survivors out to save until the people on hook are dead forcing people to stand around in corners unable to move. "Holding the game hostage" becomes a little murkier than the standard definition in this proposed game mode I'd think.
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The power spike on both ends at their "peak". Survivors are too strong when all 4 are up and all resources are available/start of the game and on the flip side as soon as 1 is dead the teams power drops drastically
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Was regression getting nuked, base BT, the visual terror radius, HUD updates, and recent killers lacking anti loop not them attempting to address survivor issues?