Avatar

Carth

Carth

About

Username
Carth
Joined
Visits
6,275
Last Active

Comments

  • To answer your question BHVR stated there was no evidence of heavy DDOS attacks present. Source :

    https://twitter.com/DeadbyDaylight/status/1638631791111319553

    That said, Unless you win the lottery of bad luck or play with top players regularly you will be fine. How many tens of thousands of players play and stream this game daily? If the DDOS issues were as bad/prevalent as certain streamers are trying to make it seem then DBD would be in a much more dire situation. I still have yet to see any logs from anyone showing their routers getting flooded by packets. Am I saying it's not happening? Not at all, but the average player will most likely not experience a DDOS attack. People are acting like every other game their internet explodes/ISPs don't have at least some tooling in place to attempt to mitigate this.

  • @leowt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383669#Comment_3383669

    I think if we keep tinkerer to proc once per gen, it'll be fine. Also, that's why survivors made it a priority to cleanse the totems immediately before committing to gens.

    Nobody runs tinkerer at 5 procs per game. The effect is weak for such a low number of uses

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383264#Comment_3383264

    I'm sorry, what? Coulrophobia reduces heal speeds by 50%. Bite the bullet doesn't even completely negate missing a skill check because of the increased speed.

    Anyone running Coulrophobia is 1000% bringing sloppy butcher, or some other add-on variant for mangled/hemmhorage. So missing a skill check still regresses your heal progress.

    Your only option is to heal outside the terror radius. Even assuming you start outside, and know to avoid the anti heal, and already know the killer is camping, AND the killer forgot to equip sloppy butcher...

    Healing both survivors from OP's scenario takes 48 seconds, and since you're at least 32m away from the killer at hook, getting to the hook takes a minimum of 8 more seconds. You have 4 seconds to secure the save in the killer's face before they hit the next hook stage.

    If the killer has half a brain cell and brings both Coulrophobia and sloppy, it's 68 seconds instead. And that's playing around Coulrophobia perfectly, with kindred knowledge that they're camping at all.

    Edit: spelling

    So is this a problem of anti heal perks stacking too strong or the hook timer being too short or a combination of the two? In this example the killer is bringing 50% of their loadout to anti heal(additionally if hemorrhage/mangled is too strong on add-ons they can do a pass like they did for exhaustion add-ons where many of them had their functionality changed). This goes for both sides but if a player dedicates 50,75,100% of their loadout to 'x' how powerful should that be?

  • If the killer is camping and not moving you know exactly where they are and can run in a straight line away from them out of the 32 meter radius. You can also run bite the bullet to essentially negate the perk entirely and remain inside of the terror radius

  • Removing dead hard and then buffing mom to immediately take it's place sounds like a bad idea. Aura reading buff ? Sure. Less protection hits? No

  • That's exactly my point. If the argument is "it's fun!" Then all the other fun to use perks should be just as high in popularity as dead hard right? But they're not, pebble and head on both have abysmal pick rates because they aren't that strong. This is more so a point against the "dead hards used so much because it's fun! Not because it's strong" argument.

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382311#Comment_3382311

    Where did I say eruption still wasn’t bad? Why are y’all so insistent on turning this into an us vs them post? I’m literally defending the nerfs to killer gen perks in my OP, and after everything I said all you thought to do was defend eruption. 🤦🏾‍♀️🤦🏾‍♀️

    My point is this "walk back" implies the state of the thing getting touched goes from dumpster to non-dumpster status. If the walk back results in it still being trash what exactly is the point of this bluff? Hence why I asked if they said ok we won't nerf healing as bad and gave back 1 second would you have a sigh of relief and say healing is saved or would you still consider the changes overkill?

  • I mean..the core of the game is really built on melee rather than ranged. There are ranged killers but the majority are one and done shots that either damage or miss with some cooldown in between. The only ranged killer who is not that style is extremely unpopular and is derided as being extremely weak in many loops and oppressively strong in the open/dead zones. I don't see how you don't just make trickster 2.0 where he needs X bullet hits to deal a health state and his gun fires at rate R. Which is basically just a re-skinned trickster or I'd love to hear how this potential power could work and not be busted.

  • Remove hook grabs and do what they did to exhaustion add-ons for mangled(remove them).

  • @Mondhirsch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379900#Comment_3379900

    For fun! It gives Survivors an additional button to press. Technically "Pebble" is also a bad perk, but people run it for fun.

    Pebble is also not the number 1 most picked survivor perk in the game. Do you know what that perk happens to be?

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381920#Comment_3381920

    Exactly, healing is integral. So why should I have to run perks so it isn’t a ######### chore to heal someone and don’t even get me started on healing myself or someone else through sloppy butcher.

    Because if the killer is investing a perk to reduce healing you either need to pay for it by taking longer to heal or bring a healing perk of your own to mitigate/reduce the effect of the killers perk.

  • But eruption is still very very bad. Would you be happy/ok if they said "alright instead of 24 seconds it's 23'?

  • Accessibility is good. Accessibility that breaks the games balance is bad. If the end result is normal people who do not need a feature turn it only because it's stronger then it's a questionable inclusion into the game, here's some other examples that could arguably be included but probably shouldn't

    * Being able to make blood and scratch marks a color of your choosing due to a hard time seeing the red colors due to color blindness or any visual problems

    * Subtitles and arrows of any sound source for hard of hearing players. Seeing "ghostface leather flapping noise" would kill his stealth entirely as well as "Bill breathing", "survivor steps", "spirit phase", etc.

    * Being able to change nightfall due to the darkness hurting people's eyes

    And many more. Again, accessibility is good but it is most definitely still going to be a feature that people use to better their info/gameplay/etc at the end of the day.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380461#Comment_3380461

    I mean, self care is now in a comically ridiculous state, but the thing about anything that directly affects healing time and is repeatable is, well... they probably shouldn't change if the desire was to universally alter healing times.

    Yeah they shouldn't be changed to completely invalidate the longer times but moreso to kill any comically ridiculous outliers like self-care

  • BHVR is trying to incentivize survivors to group up and heal each other more, which is arguably a bad play(in terms of pounding out gens asap) as many people here have pointed out but they are trying to slow down game speeds in ways that don't involve touching gen times.

  • For sure. All the healing perks honestly need to be re-evaluated both buffs, debuffs, and heal times if the perk opens up a new avenue to see if they're ok with the new baseline or need tweaks to reflect the added time

  • Why not just run lethal? Costs 25% of perk loadout space and still serves another purpose mid and late game vs taking up 50% of your addon space and it serves no purpose past that early game zoom

  • Sure, if killer hexs can be rebooned in the same manner to bring it back.

  • Healing nerf is huge for twins. No longer will there be injure with Viktor -> begin walking to survivor -> survivor heals back to full by the time you arrive due to a stacked medkit in under 10 seconds.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380225#Comment_3380225

    Well I never said anything about the medkit changes. They are good because they were too opressive. All I'm asking for is to make a big meta instead of stale ones. We are having a stale meta because we have few perks that are just opressive while the others are far too weak. You can nerf the meta a bit to remove it's opressiveness and on the other hand buffing new perks to make them line up in the meta as well. But no, we rather kill perks for no good reason

    I think we are all arguing the same thing but different roads to get there

    Option A) nerf outliers and get everything on the same base level

    Pros : minimize power creep

    Cons : feels very bad becoming weaker over time for players

    Option B) buff weaker perks to outlier level

    Pros : feels great, minimizes feeling weaker for players

    Cons: begins to introduce some very fluctuating situations, has the potential to push certain things into "broken" territory


    Everyone wants a meta where many many perks are viable but there are many paths that can be taken to get there. I personally argue against embracing power creep because at a certain point it can become very very hard to address without huge fundamental changes like the ones we are seeing now to the entire healing system. That said I 100% agree with you that the "kill it to deal with it" style of balance is very frustrating

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380169#Comment_3380169

    What I want is a bigger meta. A meta with more variety. Right now, we only have a handful of perks viable. If we just buff more perks to make them meta guess what? It's going to be more interesting

    That's also called power creep. How do you make a perk that can compete with dead hard? It would have to be as equally broken or more so, which then means the next perk has to be even more broken and so on and so forth.

    Healing is a prime example. The baseline is a 16 second heal that requires a teammate to accomplish. Over time perk and item changes have led to a world where survivors except to be able to heal themselves in sub 15 seconds with one perk out of 16 and no other items included. Throw in items and you get sub 10 second timers. How on earth do you balance against that unless you just play a shell game and introduce "nu-sloppy" - reduces healing by 75%.

  • @Yffriium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379556#Comment_3379556

    You have to balance the game around any potential setup that someone could bring. If something is oppressive in only one build, it's still a problem.

    And yet the argument against doing the same to swf is typically something alone the lines of not every swf is top tier and we cannot balance around them. You can't have it "killers need to balanced around the top end but not survivors just..because!!"

  • Mad grit, agitation, awakened awareness, franklins

  • 3 genning is beyond perks. If the idea is "Killer stalls game for as long as possible" you can run perkless, burn certain offerings, and defend your 3 gen hard with 115% movespeed and make the game move at a glacial pace.

  • Unless we see logs showing that their routers are getting overflown with packets it could be a billion reasons for a crash. Hardware failures, software failures, bad configurations of things, networking problems in a particular geographic area, etc. People see a single crash happen and scream "omg DDOS!!"

    Am I saying it's not happening? No not at all, but at this point people can have a software crash and it's instantly "tch yup, knew I was gonna get ddosd when I tbagd the killer/mind gamed the survivor". It doesn't help when big time streamers(who truly are targets of this) are going out of their way to convince little Timmy that DDOSers are coming for him and every crash/error is a pointed attack.

  • people don't like matches stacked against them before the first second of the game even begins, who'd have thought it. 4 survivors with medkits and toolboxes could be 4 silly dudes with brown stuff or it could be a swf on comms running green+ items and add-ons and bnps/styptics/etc.

  • On its own it's fine but could be very painful combod with things. Pentimento + dying light + gift of pain sounds very annoying. Perhaps giving it a duration in some form like if injured it remains indefinitely but if healed by a non obsession the effects linger for 60 seconds and if the obsession heals anywhere from instantly removing the debuff to making it last 30 seconds.

  • It's only good vs players not on comms and inexperienced players. As your game knowledge and skills increase not being able to see auras matters less and less and becomes more of an extremely minor annoyance "omg my X perk got blocked..ugh...can anyone find that totem please?"

  • Agree, there should be some sort of "focused" bonus if you find yourself in a game where you are the one doing the majority of x(gens, unhooking + healing, getting chased, etc.) That is a BP multiplier or just some flat bonus. Sometimes you end up being the gen jockey or the killer is tunneling you and you don't have a chance to do much of anything else.

    I do like the idea floated above about certain events giving the entire team blood points. Each X that happens, all survivors not directly involved in X get Y% blood points(unhooking, gens completed, idk what else)

  • @Rovend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374969#Comment_3374969

    To be fair the survivor perks that were buffed in 6.1.0 are also trash. When was the last time you saw someone use Pharmacy, Calm Spirit, Deja Vu...

    The only one that got a real buff was OTR and it was because it was meant to replace DS after the 3sec stun nerf.

    This is a very good point, the shakeup did impact a few perks but the majority of stuff has either been rolled back or low impact overall since that patch for both sides. DS is a perk like ruin,thanat, pop, that was trashed for no good reason. Or rather, it was nerfed/changed in a very bland way that instead of making it more of a horizontal move it made it garbage. As an example DS could have been nerfed to 3 seconds of stun but disabled killer powers for 5-7 seconds.

  • Unless the killer physically traps you into a corner or is doing something like downing you then spam dropping to artificially extend the bleed out timer you are not being hold hostage.

    You waiting for him to close hatch to try a door escape and him refusing to close the hatch to not risk you getting out is just a standoff situation where both of you are trying to make the safest play.

  • And what exactly would the buff be? Everyone has loved to parrot this line around of "buff solo to swf then buff killers!"

    Let's take a look at the more popular 6.1.0 perk buffs for killers...thana, eruption, overcharge 2 of those 3 perks have been absolutely dumpstered, pre 6.1.0 regression was also dumpstered and so the only major buffs still around are .2 seconds off pallet breaks/gen kicks, .2 seconds off survivor sprint burst, and .3 seconds off blade wipe. Changes that are beyond minimal and yet survivors extoll these as huge changes(sub 10 meter deltas in the best cases).

    How exactly would killers be buffed? Another .1 second here and there? Who here has ever said "oh wow,I really felt that .2 change there".

  • She has a meme play style that's basically moonwalking legion 2.0 that is strong against unprepared players and has a high kill rate as a result.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371176#Comment_3371176

    that is already the case though in current rank queue. most soloq's get decimated while SWF generally has good winning chances against all of the killer cast although I would say that SWF win chances are more skewed towards them then killer. I am not sure what your point is.

    I still think gap between soloq and swf is too large even though its slightly improvement with UI. I am not sure how much I would say it has improved. Like if kill-rate difference was 15%, The UI improves it by 2%. Overall I would like gap to be around ~5%. I think SWF is always going to have an advantage because they can often get better perk synergy then soloq and they often know their teammates weakness & strengths better then soloq teammates, so I think that SWF will always escape more then solo. SWF and Solo is like solving poverty in the world. You never really remove poverty in the world. you lessen it to less noticeable degree.

    I still think that soloq should be better at

    A) Dealing with killers injure pressure in the game. I think big issue in soloq in that average soloq player deals very poorly with injure pressure from the killer. Basically healing is harder to come by on average in soloq without med-kits or COH because its difficult to find teammates in timely manner. This does not mean soloq cannot heal. I am just saying that they will heal slower on average when Med-kit or COH is not present in their game compare to SWF.

    B) Knowing where their teammates are getting chased. This is important for many reasons but two major reasons why its important is that when killer chase survivors, they break pallets. Running into dead zones when pallet are broken is common misplay for soloq survivors. Window of opportunity is very popular perk as result. The other reason is that knowing where killer makes it easier to go for hook saves which leads to my next point.

    C) Dealing with hook camping. Although it is less common to have multiple survivors in soloq to go for hook saves thanks to new generator UI, I still think hooking might be an issue for low-mmr to mid-mmr survivors.

    D) Knowing which generators specifically are being worked on when a survivor is in chase. This is important because a lot of teammate often accidentally bring killers to generators which can often make it more difficult for teammates to repair generators.

    I think if they fixed these 4 issues, SoloQ and SWF will be much closer in escape rate. Currently these 4 issues are fixed in soloq, but they fixed in soloq through perks which is not ideal because it means that soloq has minus perk slots else they're at disadvantage.

    -med-kit and coh should not be mandatory to heal in timely manner in soloq, in fact these two are often complained about by killers for being too strong.

    -Window of opportunity should be less of necessity in soloq. One particular aspect that I think should be base-kit is what pallet has been dropped on the map. Killers already receive loud noise notification when a pallet is dropped but there no indication for survivor that a pallet has been dropped.

    -Kindred is often perk referenced when talking about hook-saving. No clue what could be done on this front for how this could be base-kit because survivor aura is what helps survivor know which survivor is going for save.

    -Bond is perk associated to knowing where to loop as survivor. this perk allows you to figure what generators your teammate are working on in the chase. Again I am not sure how this could be implemented in the survivor base-kit.

    Currently too much of soloq is balanced around perks. Because of this fact, it is difficult to improve killers power to be more relevant vs SWF when soloq relies so much on perks to be competitive and play at closer aligned level to SWF coordination.

    And how exactly would you balance giving Windows for free, kindred for free,bond for free, and I'm assuming you're asking for a sub 10 second self care solo at any time?

    Between the already base BT that's 5 free perks plus completely breaking the healing economy of dbd( bringing the total number of survivor perks = (5 + 4)4 = 36 perks vs the killer 4)

  • It is really bad though, RNG on top of RNG on top of being in the right place at the right time. It's not "garbage" per say, but why on earth would you run it when things like BBQ, Darkness revealed, nurses, I'm all Ears, Nowhere to Hide, Discordance, Lethal to make those others even better, etc. all exist and have nowhere near the amount of constraints plus counters that gearhead has.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370677#Comment_3370677

    In a 3 gen situation it's a problem. Because the killer is on top of all the gens all the time.

    What's your proposal then? You think .43 -.5 with 2 regression perks is too strong? What do you think the base regression rate should be and the max you can take it with perks?

  • Ruin will never be brought back as long as it keeps its dual deactivation design. Even if you made it 200%/300%, etc. the two deactivation conditions are beyond awful. You would need to "fix" that or put an absolutely busted additional effect or number on the perk ala 6.1.0 eruption.

  • How exactly would you do anything about it? Nerf CoB and OC? Lets pretend they are outright deleted and no regression perks exist, I can still easily pick a 3 gen drop drones around it(honestly any killer can do this, let's just pick skull merchant for this example). And use my 115% move speed to defend the gens and draw the game out for a very long time.

    Change gen spawns? I would love to see a diagram/map of each map where you pick potential spawn points that won't just end up with the 3 gen getting moved around but still possible

    Enlarge the maps? This is the exact opposite of what every map re-design has been trying to do(shrink most maps).

    3 genning is just part of the games nature and the only way I can see you "fixing" it is by removing spawn rng logic and forcing spawns to always be in the same spot so there is no RNG element that can lead to some funky spawns, thats a pretty large conceptual change though as RNG has been a core part of DBDs design from day 1.

  • Dredge has always had invis bugs. In the past it had to do with teleporting to a locker when a survivor was just stepping in/out. They supposedly fixed it in the past but seems to still exist in some form if you ran into it. As far as nightfall it hasn't been touched that I know of.

  • While it would be fun I worry it would be extremely oppressive only vs newer players and a detriment vs experienced players. We both know you'd combo it with lethal and watch to get a guaranteed grab off at the start if a player locks a locker/hides in one.

    Let's pretend it does exist, I imagine many new players would feel extremely overwhelmed by going to lock a locker at the start of the game and getting insta grabbed. At the same time experienced players would know don't go touch a locker for the first 13 seconds of the game. In that regard it would actively hurt you outside of getting into your first chase very fast, which dredge can already do anyways.

  • Oh boy is the next deathslinger picked? "Not op but unfun to vs! Pls gut!"

  • Because 90% of the time things truly due need to be toned down, but BHVR takes a sledgehammer to the thing to fix it. The only anomaly is CoH and DH. Both of those were baby stepped down over multiple patches.

  • I'd agree. Chests are a weird mechanic in general that don't make much sense. Why not just bring in the item you want/not waste 14 seconds for garbage. That said tweaking chests away from RNG does get rid of some of the "fun". Perhaps an offering you can burn that guarantees the next chest you open will have x type of item of at least y quality with n add-ons? I'm not really sure

    Regardless of all that I'd agree with you OP that removing items you can't do anything with makes sense

  • * place item in easily accessible location, preferably middle or near middle of map

    * Call out location to swf so anyone can grab medkit/toolbox as needed

    * Only pick up the item when it is required and then put it down

    * Laugh at franklin's users as they cannot do anything about this unless you mess up/get ambushed.

  • It's from an era where sabo would also Perma destroy a hook and you could also permanently destroy trappers traps(literally turn his power off). As you can imagine survivor teams abused this and destroyed every hook possible(minus basement as you cannot sabo basement hooks). When BHVR tweaked that behavior they left the perma destroy mechanic in place for survivor deaths but removed it off of sabo.


    It is almost assuredly not some big brain design choice on Bhvrs part but just laziness when they tweaked the behavior for sabo and never bothered touching the logic for hook deaths. It's a very rarely complained about mechanic that really has just come up due to swf + boil over and a few select maps

  • 6.1.0 - we are nerfing meta on both sides, oh except BT it's actually getting a buff and going base kit.

    Survivors : "also buff ds and make it basekit too pls. Killers got .2 seconds off gen kick time!!"

  • No, it's not garbage tier anymore but there's much better options for almost any play style. Kind of like it's original pre 6.1.0 implementation

    Slugging? Run IF and a better gen regression perk for more consistent results and better regression values with less investment.

    Regression? There's better options than a perk that requires travel time + a 1.8 second investment per gen kicked to get 9 charges off each kicked gen on a down.

    Info? Hard countered by swf on coms still and unless you're a hyper mobility killer or slugging you likely won't be able to do anything with the info.

  • The killer swung on his screen and hit you. A message goes from his computer to the server saying he hit you.

    You dead harded and avoided the hit on your screen. A message goes from your computer to the server saying you dodged.

    Whosever message gets to the server first "wins" and their version of what happened wins out over the other.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353489#Comment_3353489

    You have 3 hooks already and still 3 gens left that is far from death sentence... That can mean 1 survivor on death hook and other one hooked once so just take that 1 survivor out if you need to. Death sentence is when you have 1 hook or none in that situation.

    And be accused of tunneling since you just killed a survivor on hook #4?

  • This was one of the most complained about things with killer prior to the 6.1.0 "buff" that lengethed gen times by 10 seconds, nuked most of the meta regression perks into the ground(ruin, pop, CI unless you're a setup killer), and gave killers fractions of seconds off of actions that amount to deltas of sub 5 meter chase impacts. The buffs to regression perks that were given have mostly been made even worse than their pre-6.1.0 state(thana is worse than before, eruption is worse than before, overcharge actually gives you worse than .25 regression until 13 seconds in). Both ends of the spectrums are way too swingy/snowbally. Having 4 survivors alive at 3 gens left with 1-3 hooks is basically a death sentence, in a similar vein killing a survivor at 4-5 gens is basically a death sentence for the survivor team. I think in an ideal world, both situations should have the impacts lessened.

    If you are trapper and 3 gens pop before you get your first hook or as you get your first hook, you are going to have an awful game, even if you win it is going to be extremely stressful and probably involve hard camping a 3 gen which even though people in this thread are saying it's a tactic that enables you to win, it is probably one of the most complained about things outside of camping and tunneling, "why can a killer sit in a 3 gen and auto-win or delay the game by x minutes".

1 … 3 4 5 6 7 … 24