Coffeecrashing
Coffeecrashing
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471832#Comment_3471832
What do you want survivors to do? Everyone complains that gens get done too fast. Blame survivors for having perks, toolboxes, etc. when that’s our objective and you aren’t applying pressure. We can’t hide now? Are we supposed to just run around the map screaming here I am? What’s next? You want to take stuns away? No defense whatsoever?
Let me help you with your issue: if someone is performing a hook rescue that’s 2 survivors off of gens. When they’re healing that’s at least 1 person off of a gen. If the other survivors are hiding they’re not on gens either. Patrol your gens! Kick your gens! Run regression perks! If a generator is noisy a survivor is likely nearby. I can tell you when I play survivor I often won’t leave the area if a killer comes looking for the gen I was working on. And if you want to stop gen progress even more then focus on finding those survivors, chasing, and eliminating them rather than standing idly while one dies. Start using perks that requires survivors to complete secondary objectives like hexes, perks that affect item usage, and healing. Use information perks that trigger loud noises or aura reading. You don’t have to camp to be effective and I’m sorry to tell you this but if it’s a SWF camping becomes an even less effective strategy.
I want BHVR to admit that “refusing to interact with everyone in the game” is a problem on both sides.
Yes, it is a problem if killers are camping and tunneling, instead of interacting with all the survivors…. But it is also a problem when survivors are hiding, and purposely avoiding interaction with the killer.
Instead of always making the interaction problem 100% the responsibility of the killer, I want mechanics to also be in place to punish survivors that don’t want to interact with the killer.
If killers are expected to leave a hooked survivor to patrol the map, they should have a reasonable chance of finding someone, as an incentive of leaving the hooked survivor.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471800#Comment_3471800
If you don’t camp you will have a better time defending gens.
Unless it’s a SWF, and if the killer gets too far away from the hook, then all the survivors on generators will hide, the hooked survivor will get saved for free while the killer is away, then that survivor will get healed, and now the killer has zero pressure, and the survivors got rewarded for using voice comms.
This game gives zero help or incentives for leaving a hooked survivor. BHVR only gives killers nerf after nerf for camping, and thinks it’s completely fine for survivors to excessively hide.
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How many people are going to admit they want the cooldown change so that if the killer hits them during a sabo, they could sabo the hook while the killer is in attack cooldown?
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None of these are meta now, and they won’t be meta with the changes. These buffs are a waste.
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@Sharby said:
Y'all are not happy about the nerfs huh?
I wonder if Blight will be like this too when he gets his pass.
Would you rather killers just waste all their MDRs? The MDR builds won’t be worth using after the nerfs, so it’s best to just get rid of all our MDRs now.
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@Sharby said:
Basekit nerfs are far more impactful than perk nerfs. PTS encouraged bad play outside of SWFs anyways, I'm glad its gone.
Killers def lost this patch cycle. Camping is dead, tunneling is hard if the survivor is good.
Expect killer buffs to follow soon.
Yeah. Getting rid of hook grabs is a way bigger nerf than all the survivor nerfs combined.
And the killer perk buffs were a joke. Does anyone at BHVR honestly think those changes could affect the meta? What was the point?
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Are killers ever going to get basekit help finding a new survivor to chase, after a killer hooks a survivor?
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@Kaitsja said:
TVs being disabled for 90 seconds when a survivor removes a tape from a tv is a little too weighted in favor of the survivor. Seeing as Survivors will be able to place tapes in any tv, I'd look at reducing this cooldown to about 45 seconds and seeing how things go from there.
It’s going to be so easy to remove the killer’s power, for such a long time, that I’m going to start calling them EMPs.
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@CakeDuty said:
Seriously? Why does the devs refuse to touch him? Lets make it clear that I don't want his basekit nerfed, but this guy has so many strong add ons that need tuning down. He's been running rampage as the second strongest killer in the game almost since release, due to certain add ons and they just won't give them any adjustments.
Blight is now the #1 killer, because of the Nurse nerfs. Her sustained map traversal speed is now garbage, and she has to guess too much when the newer maps have way too many line of sight blockers stacked near each other.
And the main reason some people kept Spirit high in the tier list was because of MDR builds, which are getting a huge nerf. So congrats everyone, Blight is now #1.
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@UnavailableName said:
This sentence resume why Sadako will now be totally useless against coordinated players :)
Cursed Tapes can now be placed in any TV other than the one they were retrieved from.
BHVR has just done the mistake with The Singularity, giving survivors a way too strong counter against its power : EMPs are everywhere and there are so many of them that they can pretty much deny your power the whole trial.
And BHVR does the exact same mistake with Sadako now : take a tape, go to a TV to disable it, do the gen next to this TV - all 4 survivors doing it = No power Sadako for the whole trial or at least 3/4 of the trial (when there are 2 gens left, disabling TV won't be usefull as there won't be enough time left to condemned any survivor).
I know the game so much that just by reading the notes i can say that it is an insane nerf to one of the weakest killer in the game.
GJ BHVR.
This whole rework was designed to nerf her iri condemned slugging build, and to give survivors more control over her power. Grabbing tapes out of a TV is such a low risk, when you only need to go to the next closest TV to drop the tape off.
Be prepared for coordinated teams going around turning TVs off, just so the killer feels terrible to play.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470878#Comment_3470878
Okay then if people are still upset no matter what let's just revert it to what it used to be before so at least some people will be happier since there is no winning or satisfaction for the rest anyways.
We should revert it back to what it was at the start of the 2nd meta shakeup PTB, where survivors actually had to earn activations, and the perk actually had a good enough nerf to it.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470859#Comment_3470859
The perk is meant to do that but lost its early down prevention potential, which is what pretty much needed to allow killers to have a better and safer early game/chase against an untouched before survivor, and turn it also in some sort of anti tunneling perk. Again, the perk is just fine as it is and keeps the essence of its origins and it's way tuned down. I have had like one or two games ever since the last nerf where it was an actual game changer for the trial. No big complains at all about it.
It was a change players weren’t asking for, and it didn’t fix any of the top complaints about the perk.
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@adaw0ng said:
The main complain about the perk was that it made the first chase way longer, and now it can not be used anymore until unhooked + can only be used twice in the whole match in total. I don't mind it anymore, because I still respect it and play around it just in case. The "damage" it does to killers is incredible way less than it used to because how limited its usage has gotten, and the perk is in a way healthier spot than it's ever been. We all just need to acceptat that this perk will forever be present in the game in some shape or form and it's meant to be a strong one. It's not that big of a deal anymore. At the end of the day, ironically, the weaker killers have more counter to this perk than stronger killers such as Nurse, Blight or even Wesker since you can tell when their power is going to hit you and have enough time to react.
The perk used to be a problem, now it's fine.
That was never the main complaint about the perk. The main complaints was it eating certain killer powers, that it creates lose/lose situations near pallets, and that it prevents killers from using their lunge attack because some people could dead hard on reaction to a killer lunge.
Seriously, those were the top complaints.
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@nars said:
Yeah they just killed it instead of balancing it. But honestly not much could really be done... make it shorter? ping. Make it wind up? ping again. Only work on basic attacks except nurse and blight? perk is much weaker while still destroying low tiers. Buffer period where you cant drop pallets after usage? Wont stop it from being uncounterable at pallets, because if you swing they'd still just dh and not drop and if you dont they just drop. It was just kind of bad game design, in a game designed around tight timings and predictions an instantaneous 0.5 health state just doesnt work.
I loved playing around the perk anywhere except at pallets as killer. everywhere else was fun and counterable but pallets made it unbearable.
MfT is increasing the popularity of dead hard, and dead hard is just as frustrating as it used to be, because the effect itself is exactly the same as it was before the 2nd meta shakeup.
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The killer completely fails its class design. You can’t have "with his power survivors may not want to get close and work together to prevent spread the virus", when it’s so powerful for survivors to run up to each other for altruistic EMPs.
Many of the maps are also poorly balanced for its power. Even if a killer had psychic powers in real life, and knew exactly where a survivor was going to run too, they often wouldn’t be able to tag a survivor via a bipod, because of a combination of too many line of sight blockers, and the inability to launch bio pods ahead of the killer.
The inability to launch bio pods ahead of the killer can happen a lot in indoor maps, but there are also outdoor maps that don’t have enough trees, or other structures that are noticeably higher up than the surrounding objects. For example, if there are jungle gyms near each other that are all the same height, but no nearby trees, then there really isn’t a good place to attach a bipod to, that can oversee that area.
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@bornagain234 said:
Its the only perk in the game that is making people not run exhaustion perks.
Would have been interesting to see this in its current state and old DH, which would get picked more.
It would be great if MfT couldn’t combo with exhaustion perks, but I see a lot of MfT + dead hard players.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468897#Comment_3468897
I do think Nurse is fine right now, honestly.
She's still undeniably OP in chase, but I think without her Range add-ons being busted, she's lost her ability to have good map pressure
I think Nurse's chase music volume getting fixed was a big sign that BHVR thinks Nurse is fine now too, because they could have just sat on that bug for another few years if they wanted to.
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I've been wanting this change ever since the PTB. Altruistic EMPs benefit SWFs way more than solo, and we shouldn't be rewarding players for using voice comms.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468885#Comment_3468885
You did not need to consistently down Survivors in order to get massive value from Eruption, you just needed one or two to get 50+ seconds of time waste.
Thinking the average player can utilize 3% Haste is ridiculous, just like thinking the average player can knock out 6 Hyperfocus skill checks
Not even going to dignify the Nurse comment wirh a real response.
Perks can still be broken, even if they aren't as good for the average player. Because if we are balancing for the average player, then Nurse is completely fine because she's definitely not overperforming at the average MMR level.
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@Senses said:
I did noticed it too and it's really bad on indoor maps it makes tracking really difficult, I took the wrong turn several times thinking they went through a different door. If this is intended I hope it gets reverted and maybe allow to change scratch mark colors if they want to release maps with color schemes like Borgo.
I think tracking was super unfair before the change. Before the change, if a survivor runs through a narrow doorway, and makes a sharp turn, there would often be scratchmarks leading to the doorway, but the killer could see 0 scratchmarks beyond the doorway, so the killer has to go through the door, GUESS if the survivor went left or right, turn their camera that direction, and if they guess wrong, do a 180 and continue the chase. And this could happen multiple times in the same chase, which can waste a lot of time.
How is it fun or fair that the killer has to make 50/50 guesses just to follow scratchmarks, because the game wasn't spawning enough scratchmarks to make a proper trail? And this was happening all the time in the new map, because there are so many line of sight blockers all over the place, that the killer often saw zero scratchmarks when the survivor made a sharp turn, and the killer had to start guess directions. This scratchmark change is the only thing making the new map tolerable.
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I wanted Trapper to be reworked. The whole concept of needing to walk around the map to pick up traps is outdated, and is way too slow in the current meta. I don't care what the stats say, the character is very boring to play, and he's supposed to be the main advertising character of the game.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467263#Comment_3467263
Why? I am not saying nerf Blight into ground. Just asking make him fair. He is pretty busted atm.
Your idea of "fair" would drive away many Blight players, and cause them to play Wesker instead.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467231#Comment_3467231
Sprint Burst is still very much more value than MfT, as strong as MfT is. Lithe I'll grant you, I think MfT is probably a little stronger than that- but even then Lithe is more high-impact bursts of value, which is pretty likely to end up more useful more often than MfT.
Assuming we're looking purely at the haste, anyway. If you can manage to consistently use the Endurance then MfT does rate above Sprint Burst, but only then and that's not exactly consistently doable.
Sprint Burst is by far the least annoying of the popular exhaustion perks, because 99% of the time, it's used at the beginning of the chase, and then it's gone, and the killer knows they don't need to worry about exhaustion perks again that chase. There's also the whole problem with Sprint Burst management, where survivors need to move a far distance, they have Sprint Burst ready, the killer isn't near them, and they have to decide to walk all the way to their destination or lose their Sprint Burst, and in reality, the killer does catch survivors when their Sprint Burst isn't ready.
MfT is far more awful for killers, because in turns many pallet loops into a terrible guessing game, because if the killer hesitates at all near an undropped pallet, the survivor might be able to get another full loop, but if the killer doesn't hesitate, then the killer might get slapped with a pallet. And even if the survivor ends up losing the guessing game, they still have dead hard to give them an extra health state, because the killer has to lunge at the loop because they'll never be able to reach point blank range with the survivor because of the pallet, which means the survivor can just dead hard on reaction to the lunge.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467213#Comment_3467213
But like. It's still just Dead Hard. Your worst case scenario is, what, hitting Endurance twice...? Even per survivor that's a lot less value than they'd be getting from just bringing Sprint Burst or Lithe.
Made For This has problems, but it being paired with one of the weakest Exhaustion perks is not one of them. If they just removed Dead Hard from the game entirely, the problems Made For This has won't be affected at all.
MfT brings more value than Sprint Burst or Lithe, so the ideal perk setup would involve perks that can combo well with MfT.
MfT + dead hard is more value than MfT by itself. And MfT + Sprint burst or MfT + Lithe are both terrible combos, so we shouldn’t even be playing Sprint Burst or Lithe anymore.
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@Zeidoktor said:
I can't figure out if this thread is forgetting that Made For This doesn't work when Exhausted. While this doesn't remove combo potential, it is, at least, a trade-off.
Re: Made For This, my own ideas were either "Made For This activates when injured and stays active for the remainder of the chase in which they were injured, and can't activate again until healed", which offers counterplay (break chase to disable it) or to give it a "Bloodlust" mechanic, where it starts low but ramps up as the chase gets longer, turning it into a tool to punish tunneling rather than "get hit, go zoom", which, if I'm understanding correctly, is part of the issue people have with the perk.
I also thought of adding "provide the boost of injured and w/ endurance" but that might exacerbate issues with Dead Hard, OTR, and possibly Mettle of Man.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467124#Comment_3467124
Agreed. I've wondered if there shouldn't be a cap on how much you can stack certain effects.
There’s zero trade off when used with Dead Hard. The survivor gets full value out of their MfT, then right before getting hit, activated Dead Hard for an additional health state.
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467100#Comment_3467100
Another nerf? I don't think you can nerf Dead Hard any more than this, it's already barely useful. Even before, swinging into a single Dead Hard wasn't exactly game-losing, and that is now literally all that is going to happen because it only activates twice and you're gonna be looking out for it the second time.
I really don't think the Dead Hard combo is a problem. It's frankly the most fair and balanced combo MfT has right now.
I think we must be in wildly different MMR ranges, because survivors aren’t picking Dead Hard in my games because it’s “barely useful”.
And killers often can’t just look out for Dead Hard when the survivors are forcing lose/lose situations with looping to pallets, which is made easier with the additional speed from MfT. And yes, many of the MfT survivors are also using WoO, to ensure they can find all the pallets in the area.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467066#Comment_3467066
Oh, I see, you mean changing the entire Exhaustion interaction. I could maybe see that working, but I'm not sure it's really the best fix for the perk's actual problems. There are only, what, two Exhaustion perks you can really pair it with? Dead Hard and Head On, anything else and you're actively hamstringing your attempts at using both perks in any given chase. Neither of those are huge deals, paired with MfT.
I'd sooner look at its Haste stacking, personally, and probably just removing its Endurance entirely- it never needed that secondary effect.
Dead Hard is becoming a big deal with MfT. The lose/lose situations where the killer has to lunge because the survivor is getting close to a pallet, can be forced much easier when the survivor has the extra MfT speed. And I’m often dealing with 1-2 dead hards per game now.
Either MfT needs to be nerfed so it doesn’t combo with dead hard, or dead hard needs another nerf. It was so refreshing having a small period of time where I wasn’t constantly dealing with dead hard, but that’s gone now, because I’m seeing dead hard way too often now.
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@jesterkind said:
Dead Hard barely does anything anymore, so seeing it every match is hardly problematic. In fact, that's a good thing, because it means survivors aren't bringing Exhaustion perks that'll actually do something for them more than once a match.
As for your first suggestion- how do you mean, when MfT successfully triggers? It triggers when you're injured, wouldn't that make the perk just not do anything?
The effect would be something like “If the survivor is injured and not exhausted, then MfT activates, and remains active as long as the survivor stays injured. MfT causes exhaustion when activated, and MfT cannot activate if the survivor is already exhausted. The exhaustion timer does not count down when MfT is active.
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The perk should cause exhaustion when it’s successfully triggered, so it can’t be combined with exhaustion perks like Dead Hard.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466921#Comment_3466921
You could use it infinetly before. Killers did in fact drop chase a lot after DH, same as they do now if they hit your OTR. If you just keep following the same surv to the next strong loop again and again no wonder you think these perks are busted. No one forces you to chase the same surv for 10min if they are in an area with strong loops and pallets.
These pure calculations of how much longer it takes to catch up are complete BS because the killer can follow in a way more efficient line than the surv runs ahead, you can take shortcuts and you can mindgame. If you keep following the survivor in the exact line he runs away from you than you're just inefficient with you chase.
And yes, commiting your entire perk build to chase perks makes chases take longer, thats the entire point of those perks, crazy concept right? Thats like saying Enduring, Spirit Fury and Hurbis is broken because they get so much better when used together.
And stop this hope cope, you gotta reach endgame first, like with rancor or noed, endgame perks are stronger because they're NOT ACTIVE for 90% of the match.
”And yes, commuting your entire perk build to gen defense perks makes chases take longer, thats the entire point of those perks”
”Thats like saying Call of Brine, Eruption, and Overcharge is broken because they get so much better when used together”
Do you see the double standard? Gen defense perks got nerfed, even though they defended gens… which was the entire point of those perks.
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I'm hoping this is intended, because today was the first time I could actually see red scratchmarks on the new red map. If BHVR wants red maps, then we need scratchmarks to be like this.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466408#Comment_3466408
I thought the only survivor perks that block aura reading are Shadow Step and Distortion. One of them doesn’t fully block auras because one has to be in its AoE to trigger the effect (Shadow Step).
Edit: I forgot Sole Survivor does it too.
Distortion and Off The Record can block auras, and they are both popular perks right now.
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I’d rather have a 100% reliable killer instinct, instead of an iri addon that sometimes just completely fails because the survivor has distortion, off the record, or some other aura blocking perk.
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@Chocolate_Cosmos said:
Kid's Ball Glove (brown) - Nerfed by 10%. Considering it gave him whole 25% extra time for such a cheap add-on, yea that was too much imo. Also, extending Overload is not always a good thing, in some cases you would rather teleport or use biopod. I think for a brown add-on, +15% extra is pretty good still.
Foreign Plant Fibres (very rare) - Nerfed by one extra rarity. That add-on sounds good so I don't really mind this one, it is just more rare to get it, but the power level is the same.
Foreign Plant Fibres (uncommon) - Good buff. No longe reguires you to be within a biopod. Not a super helpfull add-on mind you, but good buff for what it does.
Nanomachine Gel (rare) - While it was nerfed overall I would say, because the effect itself metters more than rarity of the add-on itself, the add-on still on it's own is not that good imo. You will usualy hit Survivors that you will then chase anyway, so the whole Broken Status probably doesn't do much in most cases. This add-on is just not great before this change and after this change as well.
Denied Requisition Form (Ultra Rare) - I didn't even know it makes it longer for the first EMPs to charge up. That's very good add-on. I understand why you want to put it into the most rare cathegory since it is one of his best add-ons.
Soma Family Photo (Very Rare) - Great buff. Not only this add-on is cheaper but also MUCH better and usable now. Before the change this add-on was the worst and it was worse than his base kit. Now this make you catch up faster and you don't lose as much Overload effect, great.
Iridescent Crystal Shard (Ultra Rare) - Tiny buff. I would say seeing the aura directly is better than just killer instint, while technicaly it does the same thing, it is more accurate now.
Overall: I understand why nerfing Kid's Ball, Plant Fibres and Danied Form, since these add-ons were too cheap for their effect. Nanomachine is the most strange one, since this add-on is just bad and now is bad (worse) than before? Strange change. The rest is buffs and these are good and needed.
This isn't some "omg they nuked his add-ons." No, they just balanced them more. Wish the Gell is reworked tho, is just strange add-on.
Iri shard was a major nerf, because nothing in the game blocks killer instinct. But there are multiple survivor perks that can block the killer from seeing auras.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466293#Comment_3466293
Soma Family Photo getting buffed and knocked down to rare at the cost of Denied Requisition Form becoming Iri is fine. Probably the only two that could be justified.
I dislike this rarity swap. Denied Req Form is way more interesting than Soma Photo, and the killer has the option to create an early game pressure build around it… But Soma Photo is just a boring +speed addon.
Im not even sure if this is intended to be a buff or a nerf, because I’ve seen streamers use Soma Photo way more than Req Form, so they are probably going to consider this swap a buff.
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1) The most fun is when the survivors aren't hiding, so the tempo of the game has constant movement.
2) The biggest imbalance in this game, is that killers are expected to leave a hooked survivor to patrol the maps for other survivors, but it's totally cool for survivors to hide when the killer is patrolling the map. In fact, it's considered totally cool for survivors to avoid the killer as much as they possibly can, and it's 100% the responsibility of the killer to constantly find all the survivors instead of camping and tunneling.
3) The most awful thing in this game is if I leave a hooked survivor to patrol the map "like I'm supposed to", and I find zero people because they are hiding, and the survivors get a free unhook while I'm away. How is that fun or fair to the killer? Is this honestly what BHVR expects killers to do?
4) To continue on point #3, I often feel like it's the best choice to camp a hooked survivor, because even though it wastes a bunch of time and it's very boring, in some games it's the only way I can reliably find another survivor. I know for a fact that in some games, it's a complete waste of time to leave a hooked survivor, because I have zero chances of finding anyone else when they are hiding. And if BHVR adds an anti-camping mechanic, but doesn't help killers find a new target to chase, then I'm still going to feel like I should just stick by a hooked survivor anyway, regardless of the consequences, because I'm still going to feel like it's a hopeless cause to leave a hooked survivor to find people that are hiding.
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Invitation effects are horribly unbalanced, because SWFs can use voice comms to altruistically use them to help their teammates in a chase. The only reason why the invitation effects are tolerable as killer, is because there's a massive bloodpoint boost during this event.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464502#Comment_3464502
It’s more likely that survivors lose in solo queue which is known even to the devs as having a low success rate than all killers everywhere always lose to 4-man SWF. The percentage rate of a 4-man SWF is like 3-5% of all matches. Competitive SWF teams are realistically a fraction of that. There’s just no statistical pathway where killers only face 4-man SWF.
Actually, the devs have stated multiple times that average solo q and average SWFs are only off by a few kill rate %. This means that most of the people complaining about solo q wouldn’t actually do much better if they were in a SWF.
And besides, SWFs don’t need to be 6,000+ hour comp players, in order to gain massive game advantages from voice comms. Survivors can still use voice comms to warn each other where the killer is, and they can use voice comms to coordinate stuff….. even if they aren’t comp enough to say things like “I’m working on the 11 generator”.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464433#Comment_3464433
That is more believable than the attitude all killers constantly lose to 4-man comp SWF.
“Survivors constantly losing because of solo q” and “killers constantly losing because of SWF” are both equally unbelievable.
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Both sides does this. There are also a lot of survivors that blame their losses on solo q.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/380721/the-devs-destroyed-toba-landing
Scratch marks are orange, Toba landing is also orange. One of the things needed to change and it wasn't gonna be scratch marks. Toba Landing is also jam packed with enough audiovisual stimulation to be a cognitohazard. Scaling colors back a little helped greatly for those who play killer or don't enjoy being overstimulated to the point of sickness.
Me? I run reshade so Toba landing for me is already set to look EVEN MORE COLORFUL than what originally looked like. It's so tacky and disgusting bright, I love what reshade did for it and I love the way Skull Merchant drone fields are basically invisible on that map.
The map still gives headaches and nausea. Scaling back the colors doesn't change the fact that killers are still straining their eyes to see red scratchmarks, red pools of blood, and red auras... on a red map. It's still eyestrain to see red on red.
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It's still too difficult to track, as it's still a red map. They should have changed the color temperature, so the map could be primarily ANY COLOR EXCEPT RED.
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@Lord_Antonius said:
Even if you somehow infect survivors and they don't EMP.
his power is countered by pre-dropping and windows and holding W
Doesn't matter if you can consistently overclock you still have to eat 20 pallets on gideon before you get a hit
I've noticed this too. Even if I perfectly time the teleports, and break pallets with the overclock speed, survivors can very often make it to another pallet or window anyway. And if the killer teleports into a pallet stun, he gets delayed so much that survivors can very often make it to another pallet or window anyway.
If I wanted the ability to travel the map quickly, and break pallets quickly, I could just pick Wraith instead.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461269#Comment_3461269
I thought that the devs confirmed the finisher mori feature was still coming to the game but with basekit unbreakable scrapped?
The combination of "everyone slugged = mori" and "basekit unbreakable" was scrapped. I don't think the devs ever said basekit mori would never be in the game, because there's still a chance it might be in the game from some other trigger.
For example, maybe the mori feature will unlock if the killer hooks survivors 6 (or 7 or 8) separate times. This would encourage killers to go for hooks instead of kills, and if it unlocks on 6 or 7 separate hooks, they would be rewarded for playing for hooks, which is what everyone should want, right?
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@NovaKane said:
Wow, I thought we had a new killer and anniversary to celebrate. Nope. Thanks to Wesker being brought back all we get us the Wesker anniversary instead. I've seen the new killer once and Wesker non stop. Fun.
Why would people want to play the new killer? The new killer is still miserable to play, when the survivors are using voice comms to coordinate altruistic EMPs on whoever the killer is chasing. It's like BHVR made EMP nerfs that affect solo q more than SWFs... instead of nerfing altruistic EMPs, which would target voice comm SWFs more than solo q.
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He's still miserable to play when coordinated SWFs use voice comms to altruistically use EMPs when you are chasing someone.
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@jesterkind said:
I'm actually a little curious to hear an explanation on that too.
If I had to hazard a guess, I'd say the idea is to limit how much rich detail is actually relevant at any given moment, to prevent the amount of visual clutter from becoming overwhelming, but I'd have no frame of reference for if that would like... work, or if it's an accepted tactic in visual design in general.
It's not an accepted tactic, but BHVR is trying it anyway. Meanwhile, they didn't fix the red saturation problem, so it's still giving some people headaches and nausea...
The map needs to be way smaller if it is going to be super cluttered and foggy. The hide and seek part of the game isn't fun at all, if survivors get to hide for free, just because there's thousands of objects blocking line of sight, and fog to hide them if for some reason they aren't behind an object.
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It means the map is still way too cluttered, so they added fog to give the illusion that it's not as bad. So now killer get to deal with too much clutter AND survivors are more difficult to see because of the fog. So now the map is worse than it was before.
And we're supposed to have faith that BHVR cares about map balance, when they do this to us? If the map is too cluttered, the solution is to remove some of the clutter!
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This perk should be nerfed because maps currently are a problem. The idea of “BHVR could just fix all the maps” is unrealistic, and this perk should be nerfed now.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458709#Comment_3458709
Running a perk is only a short term solution for the 3 gen issue, we are looking for a longer term one.
The comment that you are replying to is quite correct in their assessment.
I hope that both sides of the problem are being looked into.
It is bad when killers pick a 3-gen at the start of the game. But it's also bad when a generator is so far away, or in such a survivor-safe area, that it's not worth defending.
Also, it is bad when killers refuse to commit to chases if they are going too far away from a 3-gen. But it's also bad when survivors are pre-leaving generators, and creating situations where they are so far away when the killer finds them, that it's a game loss if the killer chases after them. This is made worse when survivors use voice communication to help each other pre-leave generators. And
And I've had long 3-gen games, where I patrol patrol patrol, and the survivors are excessively hiding to the point where I can't find any of them. The tempo in this game is broken. The major problems of this game (camping, tunneling, 3-gen) are all due to tempo issues, where it takes so long for killers to get into chases with a new survivor, that it's often seen as more valuable to just camp/tunnel/3-gen instead, and bypass the hide-and-seek part of the game as much as possible.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458480#Comment_3458480
Congrats, it's looks decent win.
And i still don't think any killer can do that much. Because most of Blights are not using strong perks but yet, they are winning most of games. This is just not possible for most of killers.
If a killer is constantly using bad perks, then MMR will still try to give them at least a 50% kill rate, even with the bad perks. That's how MMR works.