Coffeecrashing
Coffeecrashing
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916019#Comment_3916019
That's the opposite though. If the point was that say otz has 2100, or something which is rumored to be the cap. And if they have the matchmaking super strict on making sure its only similar MMR players, and it takes 30 minutes for him to find a game. Then when they turn it off it takes 1-2 minutes. That means that its matching him with far lower players most of the time, for example.
If an incredibly small percent of players, spends most of their games with giant leaps of MMR matchmaking, it still only affects an incredibly small percent of public games.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915893#Comment_3915893
We do know that though, they did an experiment a while ago where the made matchmaking more restrictive and force more fair matches. And the result was streamersl ike otz, and scott and true and so on took 30+ minutes to get into a match.
That implies that when the current MMR system places an 1,800 MMR player with an extremely high MMR player, it's an EXTREMELY RARE event.
So I really don't see the problem here. Ok, so you say there's a big MMR bracket. Why is that a problem if it's an extremely rare event for an 1,800 MMR player to really be affected by giant leaps? And for the players with extremely high MMR, there really isn't a better solution unless you want them to be stuck in extremely long queue times.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915843#Comment_3915843
I thought you were gonna say something like “swfs should be in a separate que” or something like that. Not against nerfing shoulder of the burden but I’m curious to know what else you think needs needs
There are other things that can be nerfed…
- Remove Vigil from stacking. Honestly, I only ever see multiple Vigil perks in SWFs that are clearly using voice comms to coordinate things like excessive head-on plays or excessive body-blocking plays.
- Change the conspicuous action rules, so that if a survivor is healed by someone else in their SWF, and gains a health state, that it counts as a conspicuous action. This is to nerf the SWFs that purposely heal someone with an endurance perk, so that person can aggressively bodyblock. ….And if someone's endurance perks keep getting messed up by a SWF friend using an instant heal, then just send them a text message in real life, asking them to stop using instant heals on them when they have endurance.
- Nerf the sabo speed stacking. Let's be honest here. How often do we really think solo q survivors get saved from a hook, because a random teammate sabotaged a hook in the killer's face? This is another thing that happens way more often in voice comm SWFs than solo q.
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@elscardo said:
It's the top 10% as per their latest reddit comment.
https://www.reddit.com/r/deadbydaylight/comments/1k58ik7/stats_january_march_2025/mogwazx/
Thank you! Found the comment!
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915846#Comment_3915846
It was confirmed a while ago by some people that matchmaking has basically 4 brackets. And the top bracket is at 1700 MMR.
While the game does try to match you close in MMR, if you are 1700 you are still technically in the same pool as otz who is probably like 2500+ for example.
This is why a lot of streamers have such wild swings in play often. Where 1 game they are playing against a SWF comp team and the next is a bunch of randos, because there are so few people at that high MMR that the matchmaking has to quickly expand its search bringing in people that are way worse than you.
For context, even just 100 points of difference leads to a big skill disparity. For example, if one player is say 1800, and another is 1900, the probability that the 1900 player wins is 52%, the probability of a draw is 24% and the probability of the 1800 winning is 25% (these are rounded btw so don't add up to 100).
Realistically you'd want to match people within 50 points at most of each other. But in a game like DBD that is extremely difficult when there are so few players at the highest levels, so you are seeing big differences in matchmaking quality.
The point is, that the game has to balance around waiting a long time and fair matches. There was a point a while ago where they had a matchmaking test for example, and you saw streamers waiting legit like 30+ minutes to find a match. Which really isn't acceptable.
Knowing how wide the top bracket is, doesn't matter much if we don't know how often matchmaking makes giant leaps. If the giant leaps are rare for the majority of players, then it shouldn't matter much.
Ideally, the only people that should be affected a lot by an MMR soft cap, are the people at extremely high MMR numbers, that have way less people around their MMR number.
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@Reinami said:
MMR is a derivation of Elo. While its not always 1 for 1. The calculations, formulas and such are the same.
The only real difference between MMR and elo, is that there is a lot of secret sauce that goes into calculating what the k-value should be (for those who are familiar with elo and kvalue)
Based on that knowledge, we can look at the chess elo distribution on a site like lichess.
Bear in mind ignore the "Your rating" field there, i have only played 1 game of classical chess on lichess and lost it, and lost like 400 points since it was my first game.
https://us.v-cdn.net/6030815/uploads/C61ONJOM5J4O/image.png
Based on this you can see that 1800+ is around the top 30% of a players.
And now you see the problem with DBD in general. If DBDs distribution is even somewhat similar to this, this means that someone who is 1800 is part of the top bracket, the same bracket that current best in the world magnus carlsen is in chess.
The big problem is that with the official BHVR stats that were released today, the killer stats said "MMR 1,800 and above", but the survivor stats said "HIGH MMR". Is high MMR the same thing as 1,800+?
And if we're making the cutoff point the top 30%, then 30% of 4-SWFs are overperforming?
And why did the previous stats say TOP 5% MMR, as if that was the cutoff point? Is TOP 5% MMR the same thing as 1,800+ MMR?
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915828#Comment_3915828
- no killers need nerfs
- They cant nerf swf (that will kill the game)
BHVR absolutely can nerf stuff that 4-SWFs at high MMR get value from, without affecting the majority of survivors.
For example, if a survivor perk gets used way more often in high MMR 4-SWFs, than at other survivor groups, then nerfs can happen there. For example, if Shoulder the Burden performs very well in high MMR 4-SWFs, but barely gets value in solo q, then that perk can be nerfed.
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If people want killers nerfed at high MMR because their kill rates are much higher than 60%, then we should also nerf 4-SWFs at high MMR because their escape rates are much higher than 40%
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@Rokku_Rorru said:
Why are the S-tiers untouched when they are over achieving? And clearly High mobility is gamebreaking and needs brough inline with the rest of the kill rates. I'm guessing we are waiting to see how the Anti-Slug and Anti-Tunnel QoL will affect them, as I feel they are the targets for these changes mainly.
But Nurse/Spirit/Blight/Wesker and I imagine Kaneki too when his stats get released in July/August, among others need changes and soon, why are these never discussed?
It's either that or force said killers to play against the 4-man premades if that is their designed purpose, rather than forcing solo Q to deal with the one-sided matches.
Bare in mind we are also only looking at averages across the board, so lower tiers could be cancelling that number out to make it 40 percent survive rate rather than where it should be.
S-tiers need brought down, Low Tiers need brought up.If we are nerfing stuff that is too far away from the 60% kill rate, then we should also nerf 4 SWFs at high MMR, because they are 8.2% above the intended escape rate.
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@Spirit_IsTheBest said:
This killer is the reason why I'm so burnt out of the game right now, and it's every match. All it takes to win with this killer is to jump to a survivor and insta-cancel with your power, and there's no chance for the survivor to make any distance, if you have no resources available you might as well just give up.
The nerfs did absolutely nothing, Ghoul can still traverse the map at an insane rate, easily injure survivors, and destroy any chances at making distance, it's not fair, and it's flat out boring, I'm tired of versing the same thing every match.
I'm trying to also farm blood points, but all these Ghoul's are doing are jumping right back to the hook to tunnel me out, one moment they are across the map, then the moment they hear the unhook notification they are right back at the hook, how is this fun?
If you're on a small map, consider it done, no one's escaping, if you're on a big map like Mother's Dwelling maybe, but still very annoying to deal with considering he can just traverse the map in a blink of an eye, with such a short cooldown.
Wanna try to loop also? Ghoul can also vault pallets, or just close in the distance, including body blocking a pallet or window by jumping to it so the survivor has no chance, very fun and engaging.
And Ghoul has a base speed of 4.6 which is so stupid, why does the Ghoul need that when they also have a stupidly insane map traverse power, as if they weren't strong enough, they need to nerf it down to 4.4.
But in all seriousness, how in the world are you supposed to counter Ghoul? I'm in serious need of help with versing Ghoul; actual tips are appreciated rather than troll comments. I'm not the best looper I'm going to admit, so some other players will be better at versing Ghoul than players like me, so any experienced loopers that have any tips please share!
Ghoul's map traversal is worse than Blight, and around the same as Dracula. And I think Houndmaster making a long distance traversal to a generator is around the same speed as Ghoul's long distance map traversal.
Ghoul's leaps are short ranged, and his power recharge is slow. Yes, it has good burst speed, but it's not really overperforming for long distance map traversals. It's the same error that many people make with Nurse, where they assume she has good map traversal because of her burst speed, but Nurse doesn't really have good long distance map traversal.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915223#Comment_3915223
And what if he would have around 75% Killrate? Then you would say that the Data is not accurate. 62% fits your narrative, this is why you are saying it is accurate. And nightlights data will always be below BHVRs data when it comes to quality, simply because it is limited by what people want to upload.
@Topic:
The community is not ready for stats. They just dont understand it or dont want to understand it. I remember back then Stats were released and the first complaint was that it does not differ between high Ranks and low Ranks. Next time the stats differ between high and low Ranks and then suddenly they were bad because they dont show PC and Console.
Then people are twisting narratives - people were parotting that Nurse has the lowest Killrate, despite everyone knowing that she is the strongest Killer and just pulled down by her steep learning curve and the fact that she is a free character, so people who dont even know what Items, Perks or Add Ons are (BHVR confirmed this that it happens a lot with new players) drag it down.
Then with the latest stats BHVR even had chase time included in those stats. The total average Chase time was around 60 second PER Survivor PER game. Not per Chase, per Survivor. This means that one chase (assuming 3 chases for every survivor) is 20 seconds. And the number for high MMR was not much higher, I think around 10 seconds higher or so. And despite having the Data that even at high MMR Chase Times on average were really not long, there are still people here who claim that it is not true and they play on a special Survivor with only godlike Survivors.
Stats are nice. But only if the community has the ability to comprehend those. And the DBD-Community does not have this ability.
The reality is Nurse’s kill rate is accurate because she doesn’t over perform on average, and she doesn’t over perform at the top 5%.
In fact, she only over performs at such a tiny small percentage of the players, that it doesn’t affect her kill rate.
Remember that most tier lists are based on the top 0.00001% of the players, where people try to theorize what would happen if the absolute best people in the entire world played the killers. Those tier lists aren’t relevant at all to public games.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914689#Comment_3914689
And Duty of Care isn't fun for killers, even if it means there is an extra survivor that isn't repairing generators.Serious question: how is it not fun?
Because the survivor/being camped example is easy to see how its not fun. No one, including the killer, is doing anything engaging. That's why I brought up examples like survivors hiding out. You also have things like survivors sitting by the exit gate. The reason its not fun and instead boring is very clear.
What about the idea of survivors being able to take a body block to protect another survivor and help them out isn't fun? It seems to create engagement, tension, adds more drama and options to the chase.
Because if the idea is that killers should be able to just chase down survivors 1 on 1 without any interference, that's not a viable model for a multiplayer game.
I can tell you right now, from the many dramatic post-game chats I've gotten from survivors, that camping survivors absolutely adds more drama to the game.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914181#Comment_3914181
The problem with camping first hook, especially if we go back to the days when before AFC when Bubba could just stand in front, was its just boring. I've been in plenty of games where the killer camped first hook, we all did gens, and left. It's not a fun game for anyone.
Kind of comparable to two survivors just hiding for hatch. The killer is going to win if they want, but no one is having fun.
And Duty of Care isn't fun for killers, even if it means there is an extra survivor that isn't repairing generators.
Do you see how that works? The number of survivors repairing generators doesn't actually mean anything, because things can be frustrating for survivors even if they can repair generators uninterrupted, and things can be frustrating for killers even if an extra survivor isn't repairing a generator.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914181#Comment_3914181
I’m not really sure why you think that’s a point against the argument, because it’s 100% true, a killer not pressuring gens in favour of trying to secure a hook state means that 3 people can do gens uninterrupted, letting the survivors complete their objective, which is pretty much the entire point of Survivor
There are forums posts happening right now, where people are complaining the Ghoul is good at camping. You should go to those forum posts, and gladly remind them that survivors should be happy the killer is camping, because it means more people can repair generators without being interrupted.
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@DragonMasterDarren said:
This isn't feedback on the perk, because I'm not playing the PTB on account of there not being any content that interests me that won't inevitably be changed from PTB to Live. But I have been seeing a good number of people going "Duty Of Care is abusable and OP", and quite honestly? I don't really see it.
Now, to be fair, I do agree that the perk can be really obnoxious against a 4 man with comms. But the problem I have with that is that it runs under the assumption that a 4 man with Comms is particularly common, which, contrary to what people who have never played Survivor in their life might think, is just fundamentally untrue, SWF, especially the 4man comp boogeymen, are not that common, and quite honestly I don't think I've actually gone against a 4man SWF that had the express intent of winning and humiliating me in actual years, most SWF are just 2 dudes chilling in a Discord call, not a 4 man goof troop intent on ruining people's days.
The second point I have is just asking you to really think on it, how frequently do you, as Killer, get body-blocked by a survivor, or how frequently do you see people taking protection hits? At most I see it happen like once, maybe twice, and I end up downing the body-blocker like 20 seconds later anyway. Body-blocks really do not happen that often, and sure a perk that requires protection hits might encourage more people to go for them, but if we really want to go by that logic, why don't more people run Mettle of Man? Why don't people run more perks that enable repeat body blocks? Simple reason, it ain't worth it.
Like lets really think about this critically for a second, lets say someone runs Duty Of Care in place of one of their existing perks and gets value from it, the killer in that case is just going to chase them. If that's the user's intention then great, the perk's done its job, but what if the user is running a build designed to make the perk as obnoxious as possible? Quite frankly that's a indirect buff to the Killer, because that's one less person running a Meta build, and, more importantly, one less person actively doing gens. Like really think about that, if you're running a build designed to get you healed up quickly and get repeated protection hits, you're probably not going to be on gens, you're going to be in a corner healing, running to teammates for heals, or be in the killer's face going for a body-block. You're not doing the objective, you're not really helping the team progress the state of the match, you're being a annoyance, an effective annoyance probably, but still a annoyance, and honestly I don't really have much issue with that, I'd rather play against a goober not doing gens then a team that wants to do the gens as fast as possible. Interactions between both sides are fun, and this perk means more interactions, which is fine by me.
And the final reason I don't really see the perk being a issue is that a good chunk of killers and perks can either completely ignore it, or render it completely ineffectual, Mobility killers are not going to care if you give someone 6 seconds of Dramaturgy speed, and every killer with a insta-down power or a Exposed perk is just never going to notice it, hell even Legion to a degree can completely negate Duty Of Care by virtue of keeping survivors injured most of the match. Even in a 4-man squad this perk has plenty of counterplay, and that's why I don't feel it will be a issue, you as a Killer have options to counteract it, it forces Survivors to interact with the killer to get value out of it, and the majority of players simply don't play in a way that would make the perk particularly obnoxious. Annoying in a 4-man when you're playing a killer with no insta-down or Exposed perks? Sure, but we shouldn't be concerned or cry foul about perks that might be obnoxious in a literal 1 in a thousand scenario, we should be looking at how something is used by the majority of the player base, and if the majority of the player base either doesn't use it or only uses it in a couple of scenarios, it'll probably be fine.
I said this when Shoulder The Burden released and consequently fell into near irrelevancy less then a month later, don't overhype Niche perks and act like they'll lead to some new insane strategy that'll make killer incredibly unfun and therefore needs to be nerfed immediately, it's 6 seconds of Dramaturgy speed, I think most killers will be fine.
G'night
With your logic, survivors should be super happy if a killer camps their first hook, because it means 3 survivors are repairing generators uninterrupted. Because if the killer didn't camp, and found someone else to chase instead, that means less than 3 survivors would be repairing generators.
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@ChurchofPig said:
I want to start by saying I know why killers do it in this event, it's the nature of how fast gens can fly. This is more about bloodpoint offerings.
https://us.v-cdn.net/6030815/uploads/ZDJBSZAW2IBN/screenshot-28215-29.png
In this event, I've asked myself quite a few times, and have seen others ask "Why aren't people bringing bps or some sort of anniversary offering for the blood moon over the bloodshot eye? It gives more bloodpoints!" This is why. This screenshot. It seems like as the event goes on it's more common for killers to tunnel out a survivor or 2 and then farm with the remaining survivors. I don't want to sit here and offer something that I can't take advantage of because I've been dead the entire time, but I sit here and watch the other 2 survivors get to play with my bps and reap the benefits of the offering someone brought who died within 2 seconds of the round starting. I feel like this event could be amazing and not need an event offering to make way for more bp offerings others can take advantage of, but we need to bring it to a healthier state so killers don't feel they need to play this way just to backtrack after 2 minutes and be nice to everyone else. 60k only in a match with a cobbler, bps, and 375% bloodpoint bonus is honestly crazy work when I switch to killer and I'm getting like 200-300k a round.
Also before someone says "If you died that early why'd you stay" as an off topic comment, as you've maybe seen for the last few months, I take data on kill rates of the killers I face, can't take data I don't know the outcome of. Also doing stuff while playing so it's nice to have a moment where I can get a lot done prior to the next round. Doesn't make what I said earlier any less annoying though.
"Why aren't people bringing bps or some sort of anniversary offering for the blood moon over the bloodshot eye? It gives more bloodpoints!"
…Because my survivors have stacks of bloodshot eye offerings, but zero cakes because the last anniversary was almost a year ago.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912217#Comment_3912217
Where is the changes for the bugged Mask add-on?
Why is there screaming and aura reading built into the add-on on a highly mobile killer that creates fundamental game breaking issues with a built in Face The Darkness and BBQ on Hex builds?
You do realize not all people played the PTB (many saying that they couldn't play due to the many issues with loading into a game) - WHILE me, a Playstation player cannot play the PTB to give feedback?
Edit: regardless, my point still stands. Why does a famous and not at all "indie" company not have better internal QA testing? Why focus on a PTB and then not address problems that people had within the context of the PTB? Many people saying that he was buffed after the PTB (I cannot fact check that nor desire to) as it doesn't defeat the purpose that the killer is inherently overtuned and busted. It is NOT the job of consumers to tell you how to BALANCE your game, it is the job of the developers to create BALANCE in the game that they CREATE.
The Mask addon is being changed to be more like BBQ, where it has a minimum range requirement like BBQ has.
The actual big question is "Why aren't these nerfs clearly listed in the PTB patch notes"????? So many people were waiting for these nerfs, and they are secretly hidden inside the PTB? And they are so secret that the community managers weren't told about them? How on earth did this happen?
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911869#Comment_3911869
Mandy, if Behavior releases a killer that has a low tier skill ceiling, alongside problematic issues (the Mask being bugged working on survivors in lockers for weeks now).
Then sometimes you have to wonder does Behavior release broken things on purpose? Look at Chucky and their release, along with old MFT and the problems that it had when it arose in the past as prime examples.
Behavior needs better internal QA testing if the idea that you tout that they do not focus on creating strong things for clicks and revenue.
They are a business at the end of the day in a marketplace where the game promotes add-ons, perks, and map offerings to be used for an innate advantage over their opponent.
So, introducing two killers, alongside MFT isn't a good look for a company to create strong aspects, having people buy up the content, and then having it nerfed in less than a year to more niche playstyles. Literally Behavior wanted to nerfed Xenomorph, in the same update of creating an oppressive killer such as Kaneki — if that is not a textbook case of introducing new mechanics (an auto aim on a highly mobile killer while not addressing his bugs during a major event) is a disgusting approach to keep customers from wanting to interact or continually play the game that they pay for.
People boycotting the game and queue times were never an issue with any prior killer, only with this killer - yet you cannot provide a date for a HF2? Edit: I don't understand why Behavior still has not communicated on the issues that Kaneki has, yet we have an allusion that he will be fixed in Hotfix 2 - yet no details, no date, nothing. No wonder the queue times are so long, when a company refuses to communicate with their bottom line -- the consumers.
He's already has nerfs on the PTB.
As in BHVR already thought of multiple nerfs, and placed them on the PTB for people to test.
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@Iron_Cutlass said:
Kaneki was pretty damn strong and honestly needed some adjustment, but ONE single change has thrown me through a loop because I really do not understand why this change was made and why specifically for Kaneki.
If you don’t know, breaking a pallet with Kaneki (on the PTB) puts their power on cooldown and they must recover a single token. I’m not opposed to the change itself since it gives Survivors the opportunity to reposition. My confusion is why this change was only made to Kaneki where there are plenty of other Killers that can accomplish the same.
Take a Killer like Blight for example. Similar power recovery speed, insane map mobility, insane anti-loop, and can play tiles in a way to always get a hit/down. You would think that if Kaneki got this change, they would do it to Blight as well, but they didn’t? Blight can break a pallet, instantly use their power, and down a Survivor… but Kaneki can’t.
Again, before people get their pitchforks and torches ready, I’m not opposed to the idea of a Killer having restrictions for the power to allow for more counterplay, I’m just confused as to why they did not implement this on other Killers that can accomplish similar things.
A lot of people are complaining about the Ghoul being too strong, and BHVR is experimenting with different ways of nerfing him, without taking away from his action-packed gameplay.
The other dash killers don't need this because their kill rates have already been adjusted, and their game balance has already stabilized.
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@OneGoodBoyDemo said:
Since haste can no longer stack, I wonder if it would be possible to apply this concept to other mechanics and I would like to hear your opinion on this.
Would it be really bad if this concept applied to generators for both survivors and killers?
With this change many perks could be improved, for example: Thanatophobia, Dying light, Overzealous, Friendly competition, Resilience etc.
It won't do much, because most of the gen speed stacking really revolves around toolboxes, the number of charges the toolboxes have, and how quickly the toolbox charges get used.
It would be way more useful to just nerf the 32 charge toolboxes to only have 16 charges instead.
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@Aven_Fallen said:
"Solo Queue Killers"? This is a thing now?
It is more like an Anti-Tunnel Perk than anything else. And even there I would say it can be even buffed a little (but deactivate when being unhooked so that the unhooked Survivor cannot use this).
A perk that works on survivors that have never been hooked, is anti-tunnel?????
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@Mandy said:
I'm going to step in on this one right away - a killers power has nothing to do with sales first of all, two completely separate departments that work independent of each other!
The feedback about The Ghoul on PTB was incredibly mixed, with some saying buffs were needed and some saying nerfs were needed, in fact more were saying "D tier killler" than there were saying that he was a strong killer. So whilst the feedback is useful to us, its not set in stone at how players would react once the Chapter hit live.
Bugfix Patch 2 is the earliest one to get any changes into after content has gone live, the first patch is normally addressing things found in the PTB or internal testing. It's why there's no changes in this PTB to The Ghoul, as the PTB is based on the current Live game.
Some of his perks look nerfed on the PTB….
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@ThatRyanB said:
I'm seeing a lot of theorizing about the value of the new perks here ahead of going hands-on with them. To be clear, that is appreciated because it gives us a first look at what folks think. BUT! Please do give them a try on the PTB.
If you're not vibing with any of them after trying them out, we'd love to know what's not feeling great to you - the more specific, the better! Does it feel like it's a simple value change standing in the way of this becoming a viable pick for you? Or is the Perk simply not something that interests you? Specifics like these help us direct the feedback to the right folks on the team.
Duty of Care is going to be way stronger in SWF's with voice comms, than in solo. Survivors should be not rewarded for using voice comms.
People keep saying "bridge the gap between SWF and solo", and then BHVR releases perks that will barely get used in solo, but will be really obnoxious when coordinated SWFs use them.
I honestly don't understand this game balance decision, that it's ok to release perks that are clearly targeted for SWFs with voice comms.
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I don't think SWFs should have immunity for being nerfed. If it's ok to nerf the strongest killers, then it should be ok to nerf the strongest survivors.
Nerfing SWFs is not the same thing as "punishing people for playing with their friends". And BHVR can certainly nerf SWFs by targeting stuff that disproportionally reward SWFs.
A much better approach would be for BHVR to review perk stats, to figure out which ones perform much better in SWFs than in solo, and nerf those perks so that SWFs won't get as much value from them.
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@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910484#Comment_3910484
she had a 70% kill rate because crybaby survivors would stop playing as soon as they saw her. What is this absolute dishonest bullshit you are spewing?
BHVR literally told us it was only like a few % that were ragequitting, so she was still massively over performing regardless.
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- There should be a new event called Bodyblock, that activates when a survivor is hit, and the survivor is closer to the killer (and at least somewhat in the same direction) as a 2nd survivor. And it doesn’t matter if the 2nd survivor is healthy, injured, or in deeps wounds.
- If a survivor is unhooked, they lose collision with OTHER SURVIVORS for 10 seconds, and the Bodyblock event can’t activate in the first 5 seconds after being unhooked. This allows a recently unhooked survivor enough time to reposition themselves so they aren’t accidentally body blocking the killer.
- There should be a new event called Bodyblock, that activates when a survivor is hit, and the survivor is closer to the killer (and at least somewhat in the same direction) as a 2nd survivor. And it doesn’t matter if the 2nd survivor is healthy, injured, or in deeps wounds.
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@Adriana_ghoul said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910472#Comment_3910472
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910484#Comment_3910484
Using killrates in the big 2025 is crazy work.
How is anyone supposed to reach any logical conclusion when yall unironically think shes stronger than Nurse 😭
Nurse doesn't overperform in public games, which is what people should care about, since those are the games that 99.9999% of the players are playing.
People should care about how well a killer performs IN THE GAMES THEY PLAY, and not how well a killer performs in 7,000+ hour comp games. Yes, there should be multiple tier lists, based on different MMR levels. Skull Merchant was severely overperforming in the majority of games she was playing.
If someone is average MMR, and they asked "which killer should I pick, that gives me the maximum chances to win the game", then the answer was Skull Merchant.
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@Marzipan210 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910340#Comment_3910340
It was never too strong. People just didn't bother to learn how to play against it. a common issue of survivor laziness.
Skull Merchant was an actual S-tier killer, because she had like a 70% kill rate. In actual public games, she was the most S-tier in the entire game.
Compare this to the fake tier lists that people like to make, based on the top 0.0001% of the players, that isn't relevant at all to public DBD games. Those tier lists are fake, because discussing how killers perform when 7,000+ hour players play 7,000+ hour players in custom games, isn't relevant at all to public DBD games, and like 99.9999% of the players are playing public games.
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@PixelBush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910198#Comment_3910198
"When has BHVR ever brought a previous version of a Killer back?"
They've done it before. Sadako and Billy have both had problematic reworks wound back because their mains yelled about it. Sadako 3.0 is basically a rebuild of her original version with a lot of the problems ironed out, and Billy mains were overjoyed with Billy going back to a non-Overheat state.
Why do Sadako and Billy mains get to have what they want but not us?
Billy as able to be buffed because the maps were changed so much that he was no problematic on them. Remember that the old maps were filled with smooth vertical walls at 90 degree angles, and pretty much everything was 90 degree angles that were super easy to curve around. The maps have changed A LOT since then. Maps are now filled with irregularly shaped loops, that are purposely designed to stop dash killers from getting guaranteed hits.
Billy's rework reverse had nothing to do with killer complaints.
Sadako had a partial rework reversal, because her rework was super problematic. Sadako having global condemned meant that if a survivor didn't pick up a tape early, then Sadako would spam teleports, and the survivors would gain a bunch of condemned stacks, and not have any TVs to grab a tape from, and therefore would just run around in a panic, because they couldn't get rid of their condemned stacks.
Sadako's rework reverse had nothing to do with killer complaints.
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I really wish the jelly arms thing was a bug. In the newer videos, when she holds a hatchet, she constantly dislocates all the bones in her forearm, so it can shake like jelly.
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@ThatRyanB said:
Two weeks ago, we shared a Design Preview focused on a proposed rework for Skull Merchant. We saw so much amazingly in-depth discussion come out of this and your participation in the survey helped us dig deeper into how you felt about the specifics of the preview!
Looking at these survey results, 51% of respondents were satisfied with the changes and 24% had a more neutral outlook. That’s a great starting point! It shows we’re on the right track, but that there’s room for adjustments. First, let’s look at some of the interesting points we saw come up:
- There was a lot of love for her drones! The two most positively received mechanics were the ability to control drones and the Drone Propulsion action.
- While the concept of drone hacking was well-liked, we also heard your concerns that the value of this action felt like it could skew towards Survivors, specifically because it would reveal the Killer.
- The global detection power sparked a lot of interest, but its practical value wasn’t totally clear. We’re taking these points into account!
So, what’s next? Drawing on your feedback, the team is taking this rework back into the workshop to make some adjustments. In a couple weeks, we’ll be back with an updated preview and look forward to hearing your thoughts! Specifically, a few of the key topics we’re investigating are:
- Focusing on Skull Merchant’s identity as a crafty Killer who meticulously tracks her prey with high-tech tools.
- Balancing her map pressure so she has (and can benefit from) wide awareness via her drones, without the playstyle feeling like it supports camping, slugging, or 3-gening.
See you in The Fog!
The Dead by Daylight Team
Good luck! It’s a challenge because survivors hate passive traps more than anything else in the game, which is why killers with passive traps are usually balanced to be really garbage in chases.
The actual problem with Skull Merchant was her passive traps gave haste and hinder, which are actually useful in chase, so it broke this unspoken rule that passive trap killers should be garbage in chase.
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People gave up on Huntress because of the map changes. Maps used to be much bigger, with way less line of sight breakers, which means that survivors would often be within line of sight of Huntress, and in danger of being hit by a hatchet.
There is a huntress achievement revolving around hitting survivors with hatchets that are at least 24 meters away. Back with the old maps, this was much easier to do, as Huntress very often had line of sight of survivors at 24+ meters away. And many of the loops had short walls that Huntress could easily throw a hatchet over, which meant that were a lot of loops where the survivors weren't safe. Huntress streamers would spend large portions of their games trying to make long ranged shots.
But now there are so many line of sight breakers, that Huntress very rarely gets a chance to do long range shots anymore. Huntress now spends way more time chasing a survivor that is looping around a high-walled object, just so they can eventually break a pallet and loop around another high-walled object. And when Huntress does get to throw a hatchet, the survivor is often within like 10 yards, which isn't very exciting at all.
So yeah, the killer still performs ok, because she still has 1 projectile = 1 health state, but it's definitely not as fun as it used to be, which is why some people stopped playing her.
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The anti Go Next and anti Hiding changes are being delayed again? Are these really the lowest priority items on the QoL list?
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@GoodBoyKaru said:
I don't think that's how it works.
Sticky Soda Bottle says it increases Invigoration by 2%. That doesn't mean it's 10% + 2%, it just makes Invigoration 12%. This will still work just as normal. However, let's say you've got NOED equipped, and then you use a yellow bottle. Previously, this would get you a +14% boost (10% + 4%), however now will probably only give 10% because this is a stacking buff. It comes from 2 different sources, while the Invigoration buff is still just one source.
What I am interested about is Bloodlust. I'm almost certain this will work the same as current, because Bloodlust and Haste are technically two different status ailments, but I'm not sure I trust the spaghetti code to realise this, especially as both have been in the game so long that any changes will probably turn Nea's hair bright pink and allow Nurse to be pallet stunned mid blink.
@Coffeecrashing said:
Do the new haste stacking rules mean that Clown’s haste addon won’t work anymore?
Clown’s haste addon makes his invigoration speed faster, but that is technically haste stacking with his killer power.
I don't understand why the change isn't just limited to haste perk stacking.
Because that would mean if a survivor Sprint Bursts immediately after being unhooked, that the basekit "recently unhooked" haste won't stack with the Sprint Burst haste.
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Flashbangs don't need to be reworked just to give 4-6 more frames to locker flashbangs and Wesker grab flashbangs. It's something that barely anyone does, and it's like 0.001% of the flashbang saves.
The benefits of fixing the other 99.999% of the flashbangs saves, is way more important than that.
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@ThatRyanB said:
Howdy folks! I wanted to pop in here with a lil update. We haven't forgotten about this - I may have just been a little bold with my estimation on when we'd have an update to share.
We've had some great chats behind the scenes about the next stage of this Design Preview and will have more to share about it shortly, so stay tuned!
I was hoping the design preview process would eventually contain a PTB with the changes, but unlike normal PTBs, the changes won’t go live in 3 weeks.
This would allow people to give feedback (and maybe complete another survey), and BHVR could take the feedback, and would have time to make further changes if needed.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908510#Comment_3908510
Flashbangs drop silently in the actual re 2 and re 3 remakes and in re 5 aster a two second delay while in re 6 it was buff to instant blind with no delay without warning in said games. Else the lickers one of the most annoying re enemies be even more op than they are.
They buff lickers in the remakes 2 and 3 that even the stand still trick don't even work as much like it did in og.
So if they had make flashbang make a cling when drop, they would easily dodge it even though they are blind their hearing is insane.
Point is ofc as I said a few times Capcom and most player who never touched an RE game wouldn't know this.
BHVR made official statements on how flashbangs are supposed to work in DBD, so that is how they are intended to work in DBD.
It doesn’t matter how things worked in Resident Evil. -
@SlowLoris said:
Man, this conversation is so frustrating, because people can't seem to understand not everyone wants bangs to be BROKEN. A lot of us just want them to work properly. The new "angles" you can get bangs are almost impossible to get consistent value out of. I'm not even talking about for grasp saves, I'm talking about in chase. The audio was also over corrected (it's super loud, even when properly muffled), so it's impossible to drop them in chase and have them blind, even if tactically done, because the sound is always the same volume. Not to mention dropping them when hopping out of a locker with head on is almost impossible to blind them with now. Not enough time to move far enough away, and even if you could, the angle is almost impossible….but you know what I COULD do that with? A beamer.
The goal was to make the angles = to beamers, but that is not the case of what has happened. The angle was over corrected. As for people saying "he looked up". Do you think killers don't look up the second a beamer finishes? Of course they try to, and often times it'll show them flicking their head upwards right as the pick up ends, but it's too late, because they did indeed get saved. The same as it should be doing with bangs, but because the angles are so over corrected, they aren't working. The buffer unfortunately makes it VERY hard to be early, and the bang in the video wasn't LATE.
The angle that the bang was dropped I easily get a beamer save with that, so there is no reason a bang should not work.
The only way this change is even remotely acceptable is reducing detonation from 3—>2 seconds, so it's the same amount of time to get in place as a beamer, but EVEN THEN, it still isn't the same possible angle. Beamers can blind through cracks that are high, etc..bangs can't, so you can't do them as far away as a beamer (especially due to their range in general, which also wasn't buffed to compensate for removing the ability to be even remotely close - not asking for this, just saying, that's the only way it could even be partially comparable). Beamers are able to be much more versatile in their angles/locations/cracks, etc…so they can be further away, especially with lenses. Flash Bang cannot do this, so there has to be some sort of leeway to allow them to be at least as close as the bang in the video (ESPECIALLY SINCE I COULD GET THAT WITH A BEAMER).
I'm not begging for locker saves to be consistent, or to blind killers facing a wall. I just want bangs to work in chase again, and saves to not be a 100% trade attempting to go for them / impossible & I waste my bang.
Flashbangs having a reliable noise is intended, and literally is the flashbangs working properly. They aren’t intended to be muffled.
Also, BHVR never said the goal was to make flashbangs equal to flashlights, and I’m not sure how you made that conclusion. They aren’t required to work the same.
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Do you know what is worst than a 3-gen in the normal DBD mode???? How about a 3-gen in RPD, where the lobby has 2 blood generators, and right next to the lobby is a regular generator in the library.
There really needs to be better spawning rules for these blood generators. People keep burning RPD map offerings, because they know just how bad this map is in the event.
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@HeyBlakee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907729#Comment_3907729
There used to be a bug that made them completely silent, that was fixed. Throwing bangs around walls is a mechanic. Especially by starting chase first to add in chase music. The noise is loud and can be heard so it was a strategy called “pre-banging”. Using chase music and physical walls paired with pre dropping the bang around a corner was a glod way to mitigate the noise so that when killers turned a corner, they would eat a “pre bang” blind. This was mostly done in basement at the stairs where you could basically use 2 walls and chase music to make it extremely hard to hear.
That is not a bug though. Its just using game sense and mechanics to make a play.
It is intended for killers to be able to hear the flashbang, which is why the audio was made more reliable.
Therefore, it was an UNINTENDED mechanic to purposely muffle the flashbang noises so that many killers can't hear them.
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@HeyBlakee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907660#Comment_3907660
i’m completely with tensa here.
There’s no point in further discussion though. While I appreciate Mandy responding to this post. I’d like to say that was probably the most lackluster official response I have ever seen. I am genuinely disappointed in the team if that is your final decision and all you have to say in a very-detailed post that highlights an issue, provides data and proof to mechanics of an item being bugged, offers suggestions for balance and addresses counter arguments. You will address wall bangs, blinding outside of LOS, and clipping through killers (which was patched over a month ago btw! Nobody brought this up because it is not an issue!!) as an exploit and unintended mechanic.
An unintended mechanic? That was in the game for nearly a decade? Why was it not changed like 7 years ago? All you guys did was change a tunable value which is like 6-7 keypresses LMFAO
Anyways, I digress. Besides giving an absolute absolute donut of a response. The team somehow also managed to not even mention the inconsistencies and bugs that I gave data for and made clear in the post. So we will write this off as an unintended mechanic or exploit because its frustrating to the killer side, for nearly a decade, and within the same post we won’t mention fixes coming to the flashbang mechanics that would benefit survivors and make the item feel less ######### to use?
With all due respect, the game balance/design team is lazy as ######### and caters way too much to one side. These changes are god awful without fixing the issues I highlighted in the post.Yall lost a few of your most dedicated players yet again. Congratulations.
Did you just admit to purposely dropping flashbangs in places that would muffle the sound?
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@HeyBlakee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907112#Comment_3907112
Was wall bangs unintended though? The blind angle for firecrackers has been 90 degrees since they were added into the game.
Also the mechanics of flashlights and flashbangs are incomparable. They are two separate items with entirely different mechanics and timings behind them.
I didnt want this post to be twice as long as it should be so I kept this barebones and only relating to the pure mechanics of the bangs rather than diving into every single problematic situation or perk combo. We’d be here forever if we did that.
flashlight saves have a gradual buildup to the blind where the beam needs to cover the face. Bangs have a 2 second delay before being an instant blind, there is no build up.
lockers received blind immunity because once streamers started abusing double lockers with them, their viewers wanted to be like the streamer sitting in two side by side lockers for an hour, forcing killers to open one, while the other flashlight saves and hops right back in abusing perks like streetwise and built to last for more charges. One god beam gave about 22 grasp rescues before applying perk buffs. This was an unhealthy mechanic and was a valid nerfThis is why locker flashbangs work but not flashlights. Because flashbangs are instant after the 2 seconds is over. Youre blinding the killer instantly on the first few frames that they have control of their character. This type of save has no buffer to it. Its not handed to you for free. If you read the mechanics section, it explains the factors that affect the timing.
For example, lets say we are playing at 60 fps
A locker pull animation is 5 seconds
5 x 60 = 300 frames
The bang would need to be thrown at Frame 181 to blind at frame 301 IF we assume the ping on both sides is 0ms
However, in real games this is not the case. There is ping on both sides so you need to adjust your timing for varying amounts of ping on both survivor and killer side which is where skill expression comes into play. It requires a lot of game knowledge and experience with hitting these saves on different amounts of ping.
However, this is an issue as well. The time between when the player presses the input to throw the bang and the frame that the bang explodes is not consistent. It should be 120 frames (at 60fps) however, it varies inconsistently. Making frame perfect saves with the new blind angle pure LUCK.
As for wall saves, I am all for these being gutted ONCE they fix the other issues with bangs being inconsistent. Besides, wall bangs are only problematic because of background player. If there is no BGP in play, then its 100% a misplay on the killers behalf because the surv has to be within about 3 meters of the killer to actually throw the bang in time because they have to be there at the BEGINNING of the animation, not like flashlights where you have to blind towards the END of the animation. Its far riskier to have a bang.Background player is problematic even without bangs. It just needs to be reworked entirely.
Also another for wall bangs. Its a flat 90 degree angle to the left and the right of the killer camera. If you chase someone off who is close, just make them run a few steps, go back to your slug, and just ever so slightly turn your cam the opposite direction of where the surv was last seen, I promise you they wont get the save. They simply wont have time and thats why im trying to say its a misplay on the killers behalf unless exhaustion is in play.
As I said though, we’d be here all day if we try to yap about perk combos that are broken. It makes zero sense to nerf flashbang instead of the perks that are actually the issue such as BGP.
The flashbang is dropped beneath the survivor, so it shouldn’t be infinitely close to the wall, so it shouldn’t be within 90 degrees of the killer.
Players were bypassing this with flashbang hug techs, where they would hug the killer’s model so closely that they overlapped with them.
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It was unintended for flashbangs to work on killers that are looking directly at a wall. What you were doing with flashbangs, was bypassing intended mechanics.
And flashlight hug techs were unintended, so they needed to be nerfed.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906468#Comment_3906468
I have seen a streamer get hit blatantly all the way through corners of walls, when both he and the killer had around only 30 ping. There's no way this should happen, and just saying "it's a hitscan!" doesn't really mean much.
It never should have been a hitscan attack in the first place. That gives way too much power to hackers.
I’m wondering if the attack isn’t stunning the survivor immediately, and is waiting for the tentacles to grab them before stunning them. If that is true, then the game needs to stun the survivor earlier, or pull them backwards for the sake of aim dressing.
On the killer’s side, I’ve started a grab when the survivor was 100% visible, and by the time the deep wound hit happens, the survivor is behind a wall.
Aim dressing currently forcibly yanks the killer's camera and character, and I don’t see survivors asking for that to get fixed, so it should be fine if aim dressing forcibly yanks the survivor.
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@YamamuraVideoRentals said:
They could do something like, if the survivor's hitbox is more than 50% concealed by all the hitscan area, then the attack doesn't work. Especially if they also do a little projection to guess what way the survivor would be going to compensate for ping. And they could just remove the delay on the attack so it looks more realistic on both ends. Right now it is way too generous and no skill to use.
It’s a hitscan attack, which means it literally has a 0 second travel time. There isn’t any projections needed.
The grab attack is separated into 2 parts, and the first part instantly stuns the survivor and latches tentacles to them. The killer’s screen often shows the survivor as 0% concealed when they start the grab attack.Even though the grab attack contains a long animation to leap at the survivor, the survivor is stunned the entire time, so it’s not really a leap attack, and instead it’s an instant hitscan attack
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906281#Comment_3906281
I mean sure, but what confidence do we have that they can or would fix server validation? I've been getting hit when at least mostly behind a wall by Wesker grabs and Huntress hatchets for years now.
Ghoul's grab attack is a hitscan attack, which means it instantly hits, which is completely different from a Huntress hatchet, which is a projectile attack.
It doesn't make sense to punish the killer on a hitscan attack. If BHVR can't figure out how to server validation the grab correctly, then they should aim dressing the attack better, even if it means yanking the survivor back a bit. BHVR is 100% fine with forcibly yanking the killer's camera during aim dressing, so they should be fine with forcibly yanking a survivor during aim dressing.
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Ghoul’s grab attack is a hitscan attack, so there shouldn’t ever be a scenario where the server acknowledges the grab attack, but then cancels it because a wall is in the way. That would mean the server validation messed up, and is coded wrong.
The most balanced change would be to fix the server validation, so it checks if a survivor is behind an object, and if so, then the grab animation doesn’t start.
But it would be preferable if BHVR could just aim dressing the grab attack better, so it doesn’t look like it went through an object.
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@Thusly_Boned said:
I would leave reduce the leap speed nerf from 5m/s to 2.5m/s (so 12.5)
I totally agree with reducing the lock-on detection range by at least half, maybe more. It needs to stay, but not in its current absurd state.
I disagree with the rest to varying degrees.
I would add reducing the range of the leap (when grappling to a survivor only) by 40-50%. I would leave the leap when grappling to objects (for traversal) largely alone. That's a big part of what make him fun.
I would limit the infliction of deep wounds to leap attacks only when enraged
So if we drastically cut down the auto aim and halve the distance at which he can leap to a survivor, I feel like that would greatly reduce the around/through objects hits and hits from obscene distances. I think those two changes are the most important, and would make him feel a lot more fair.
And the deep wounds on every kagune leap hit is too much. Limiting that to enraged mode hits makes more sense. Or even remove the deep wounds altogether.
I think he can be nerfed to a place that makes him feel fair without relegating him to B/C tier; I think having another A/S tier killer who isn't Blight/Nurse/Billy/Wesker would be a good thing long term, even if it's hard to see that in this moment where we're all just sick to death of him.
Ghoul’s grab attack is a hitscan attack, so there shouldn’t ever be a scenario where the server acknowledges the grab attack, but then cancels it because a wall is in the way. That would mean the server validation messed up, and is coded wrong.The most balanced change would be to fix the server validation, so it checks if a survivor is behind an object, and if so, then the grab animation doesn’t start.
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@DragonMasterDarren said:
I've been enjoying Kaneki a lot, and I was very thankful that BHVR didn't change him outside of making the slide addon basekit when the Chapter went live. But while I personally haven't really seen any issues with him outside of general jank and hitbox problems, it's not exactly much of a secret that Kaneki is highkey one of the strongest killers in the game. I don't really have a issue with this, except for the other fact that Kaneki is incredibly easy to pick up and get good results with.
Let's just quickly compare Kaneki's ease of use to the other big top-tier strongest killers.
Hillbilly has to play around the existence of objects, understand what he can and can't curve around, play around loops in a much different way to a standard m1 chase if he wants a chainsaw down at a loop, can be juked in areas with elevation by ducking under him when he's above you, and has to get used to the Chainsaw's turning.
Nurse is very overrated in terms of how "difficult" she is since you can just slap on the Flannel addon and some aura reading perks and let them take care of 90% of the work for her, but she still has to learn the distance of her blinks, what the best ways of blinking in chase are to actually get a hit, and how to handle survivor mind-games when they break line of sight.
Blight has to learn what he can and can't bump into, how best to line himself up to get a hit at loops, what loops he can and can't use his power at, and can also learn things like bump logic or whatever nonsense "tech" the community finds. I do hate Blight a lot ever since they made his power extremely sticky and clunky but I can't deny that his skill ceiling is pretty high.
Wesker has to learn how to line up and use his bounds at loops to get hits, hitboxes of objects to actually slam survivors against, when vaulting with his power is worth it, and how to use his power in areas with low amounts of objects so that he doesn't just throw a survivor and waste his time.
Kaneki, in contrast, is able to get around the map almost as well if not better then Blight or Hillbilly, gets the first hit practically for free because of his incredibly generous lock on, can cut survivors off from resources at the push of a button with minimal effort required, gets a faster Bamboozle for free because of the Red Centipede addon, can vault over pallets and windows faster then Manual Scamper Chucky when Enraged, and doesn't even need to care about Endurance perks because he inflicts Deep Wound for free, at the cost of having to deal with MFT in every chase.
While I do think people overblow exactly how strong Kaneki is, one thing that is definitely not overblown is how easy he is to play and how little effort is required to actually get good results. I still say that Kaneki is weaker then Nurse and Blight and probably on par with Hillbilly, but there is no denying that he is way, way easier. Which poses a bit of a problem, Kaneki has both a high skill ceiling, and a low skill floor, which is fine, however he suffers from the SM 2.0 problem of being able to get good results with minimal need to actually get good.
I don't think this means we should just make Kaneki much weaker, a strong killer that's easy to pick up is not a bad thing, but he should have to actually work for that strength just like everybody else does. So with that idea in mind, here's how I'd change Kaneki.
- Remove the auto Deep Wound and make it something that only happens to already injured survivors that aren't Kagune Marked. This gets rid of 2 problems, Kaneki's ability to ignore Endurance perks, and his weakness to MFT. I'm not a fan of how easily Kaneki can tunnel, nor am I a fan of the idea of picking a perk specifically to counter one killer, so getting rid of the instant Deep Wound would solve both of those issues and make him need to chew through two health states normally like everybody else
- Make it so that Kaneki can't cancel Kagune Leap in mid-air. I feel like Kaneki currently is able to negate a lot of his intended slowdown by cancelling Kagune Leap while he's still jumping, so just making it so that he can only cancel it when he's done leaping and his feet are back on the ground would give Survivors a bit more room to breathe.
- Increase the cooldown of Kagune Leap, currently Kagune Leap's cooldown is either 8 seconds outside of Enraged, or 7.5 seconds when Enraged, I'd change this to 10 seconds outside of Enraged and 12 seconds while Enraged, just to give Survivors more breathing room.
- Make the lock on less egregious. I completely get wanting to make a power like this easier to use on Console, but currently Kaneki can hit people he isn't even looking at after getting across the map in 10 seconds. Plus there are so many instances already both online and that I've seen personally of a Kaneki accidentally grabbing a survivor when he meant to grab something next to them to cut them off, making this less forgiving would not only make Kaneki less annoying to play against, it would also promote actual skill expression and let good Kaneki's not accidentally grab survivors they don't want to.
So yeah, that's how I'd change Kaneki, like I said, I think he's fun and don't think him being strong is a bad thing, but I do definitely agree that he should be harder to play in exchange for that strength, and these given nerfs would be how I'd make that happen.
G'night
0) Blight USED TO need to worry about the collision of every angle of every object… but his secondary collision detection was completely removed, and now he just bounces off of like 99% of the objects in the game. Current Blight is way easier to learn than pre-nerfed Blight.
2) Ghoul already waits until he hits the ground before cancelling. Yes, the game allows him to press the cancel button in mid-air, but it doesn't actually start the cooldown until he reaches the ground.
4) If his leap turns into a skill shot, then people will expect to be able to use it to knock people to the ground, since at that point, it would be very similar to Blight or Wesker.
