Crowman
Crowman
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/2923898#Comment_2923898
So you hear a boon and decide to ruin someone’s game and be toxic. Ok.
The killer killing you is not toxic nor is your game being ruined.
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Just because CoH got a nerf, doesn't mean the perk still isn't problematic.
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@DyingWish92 said:
To anyone saying Judith's Tombstone needs a nerf, no it doesn't. Tombstone Piece does. Judith's Tombstone you have to use PWYF or your not killing anyone who knows how to play survivor.
Judith's deserves a change just as much as tombstone piece, because any addon where the killer can just remove you from the game without ever having to interact with you is bad design.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2921745#Comment_2921745
Because since BHVR has gotten more of their act together, there’s a general awareness that busted add-ons for either side aren’t good game design. All survivor iris have been nerfed, and many killer ones nerfed or reworked. Walking up to a survivor who you haven’t seen or interacted with all match, and deleting them from the game with 1% stalk and one touch ‘because add-on’, is an unbalanced, antiquated feature of Myers that needs to go.
He certainly needs help, but at the very least Tombstone Piece needs to be the cost of a rework and/or buff.
Also the fact that Tombstone Piece exists limits how BHVR can buff Myers. They can't give him back multi-stalk since any buff to how fast he can get to T3 will make Tombstone Piece too easy to get an early kill before any gens have been done.
They can't remove or adjust the limit on Myers stalking ability since being able to drain the same survivor to T3 to just mow down everyone else with an instant kill wouldn't be fair.
@[Deleted User] said:
Why? Myers has the most versatile mix of addons that compliment multiple different playstyles. It also makes him one of the scariest killers to go against since you don't know right away if it's scratched mirror, tombstone, or anything in between. If anything, I wish more killers could "change" their power like Myers can now.
I wouldn't really call Myers addons versatile. Your options are:
Tombstone Piece + Faster Stalk
Infinite T3 + Faster Stalk
Duration + Faster Stalk or Double Faster Stalk.
Scratched Mirrors is his only alt playstyle that is highly map dependent so it's often pair with one of few indoor map offerings.
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@ShadowsVale said:
I think I saw someone say it was supposed to be Wednesday. Not sure how accurate that is though.
The dev blog they put out last week stated it was to come out this Wednesday.
And usually updates are 11am EST.
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Nemesis tentacle is 6m at T3 basically the length of a lunge. That's hardly "long range".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2920649#Comment_2920649
Honestly same, but I just had a match with great teammates
That's the thing. I'll still get matches with good teammates. They are just much less than before and the bad games feel even worse.
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Dc penalties need an increase. Having to deal with 3 back to back games where a survivor d/c'd on first down, the penalty is clearly not doing enough.
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Since the update to mmr the quality of survivor games for me has dropped significantly. Still long queues but now it feels like I'm fighting my teammates rather than the killer.
I ran a billy on lerys for minutes and not a single gen got done because my teammates are crouching around and going in and out of lockers, I just want to know what elo hell I've been sent to.
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@ThiccBudhha said:
Please leave him alone, I do not want them to accidentally nerf him...
If he gets the level of that legion and Ghostface got he'll be fine.
Both addon passes after the feedback give them an overall more useful set of addons and the basekit changes kept their powers the same.
Myers really needs an addon pass as his addons range from terrible to why is this still in the game? Plus getting rid of some of the problematic addons like tombstone piece opens up buffing his stalk mechanic.
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Honestly MacMillan and Autohaven realms could probably be revisited. They were the first reworks and I feel they didn't age very well.
Suffocation Pit and any map in general should never spawn jungle gym tiles that close to each other. It's good for survivors to have vaults to use but it's ridiculous when they can chain them do easily. On the other hand maps with little to no vaults are also bad like Shelter Woods because once the resources are up you don't really have any other options and I don't think that's good either.
Shelter woods just needs more than jungle gym and rocks for tiles. Preferably a unique structure around the tree but even having some on par as the tractors on the farm maps would give something to use when resources thin out.
Wretched Shop tends to spawn a really large dead zone behind the shop and the shop tile isn't even that strong. And it's not like the rest of the map is packed with resources either compared to most other maps. Resting place also does something similar where one side of the map tends to be lacking. Would like to see those maps be more normalized.
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@Blueberry said:
I feel like a lot of peoples "hate" of solo queue comes from a lack of accountability. I play solo queue for literally hours and hours every single day, way more than most and solo queue is totally fine. We win the vast majority of our matches. Even 1 good player can carry a team. I think this is more people playing badly and blaming "bad teammates" instead. I would even go as far as to say that even in solo queue you still have a massive advantage vs the killer with the games balancing. For people to even go as far as to call solo queue unplayable is just completely ridiculous and I think people should rewatch their game play.
I had 3 back to back instant dcs tonight, several survivors being afks over the pass few days. Then I had a match tonight where I looped a billy around lerys for a few minutes and 0 gens got done and when I did go down the survivors were just crouching around and hoping in and out of lockers.
I won't call it unplayable as I do get good teammates every once in a while, but the pass couple of days has been the most frustrating case of having consistently bad teammates.
Also it's really farfetch to say 1 good player can carry match. You can only carry teammates so far and none of it matters if they actively sabotage it. Like the billy game I mentioned. Doesn't matter if I bring the killer on an infinite chase if my teammates don't touch gens.
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All the sacrificial ward does is prevent the odds of going to that realm to be increased by the offering. It doesn't actually prevent you from going to that realm.
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Ranks were okay for judging killer skill because the killer emblems didn't have to worry about another player fighting or screwing you over.
Survivor emblems require competing with other survivors and you have to hope the killer also provides opportunities to build up emblem score. You get a hefty penalty to altruism if survivors kill themselves on hook. Sometimes you don't get the opportunity to do any unhooks if your teammates instantly unhook. Some killers don't engage in chases and make it harder to build up evader. Like victor and a cloak wraith don't contribute towards evade.
Not to mention farming was a big problem with the rank system where you could often get back to back games of people forcing farming matches.
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Survivors have access to perks that can help locate totems and have maps which can locate them as well. Killers do not.
The survivors are a team of 4 who have time to spare to search for totems whereas killers do not.
Also hexes do have a distinct noise and I've found a few hexes by hearing then on the otherside of a wall.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2919134#Comment_2919134
Dead by daylight, as killer. Lol
You aren't selecting your opponent queueing as killer. Regardless if you lobby dodge or not, you have no control over what perks or characters the people you are facing are playing as.
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What PvP game exists where you can select who your opponent is?
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@GoshJosh said:
No. There’s a perk for that. Really, multiple.
There's only 1 perk that directly increases the time to wiggle out. Iron Grasp.
Agitation and Starstruck do not increase the wiggle timer by any means, but Starstruck can keep survivors from body blocking (or give you a free down if they do) and Agitation helps you reach farther hooks.
Mad Grit technically doesn't increase the wiggle timer, but pausing the duration upon hitting another survivor does kind of do the same thing.
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Queue times will sky rocket since people at least duoing up are about if not more common than solos.
Which is why this will never get implemented
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/2918531#Comment_2918531
So buy a bunch of killers I don't want or wait till those perks show up in the shrine. No thanks.
Iron Grasp is a generic perk and Agitation is from Trapper who everyone has by default.
Only Mad Grit and Starstruck would requiring purchasing a killer for and since both are not licensed can be done with iri shards.
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Nothing needs to be nerfed here. Wiggling and Body Blocking are fine and as a killer you have perk options specifically for dealing with body blocking (Mad Grit, Starstruck, Agitation, Iron Grasp).
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I don't see reducing the distance solve the issue. If the distance is too short, then it'll be useless for dodging hits since you'll still be too close to the killer. Otherwise if not cut enough that it wouldn't nerf the use of dead hard to extend loops.
My suggestion I've posted a few times has been we cut the distance really short so there is visually feedback for the killer that the survivor used dead hard and give dead hard a sprint burst effect if the killer swings during the dash. This way the perk rewards using it to dodge hits and remains useful while making the distance not useful for extending loops. Since as it stands dodging a hit is useless if you can't make it to a window or pallet anyways.
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I partially disagree, because I think the killer meta only seems balanced due to how unbalanced the survivor objective is given the strength of most maps. As it currently stands, sure the killer meta is much more balanced than the survivor meta.
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Sprint Burst.
Overcome has many situations where it doesn't do anything.
Sprint Burst I would say it already the best exhaustion perk in general, because no matter where you are and what health state you are in, it'll always get you to safety. Other exhaustion perks (yes even dead hard) are reliant on being at the right tile to use it.
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@The_Grim_Reaper99 said:
I’d say no mostly because it gave him free zoning just by existing.
Thing is though devs really needed to give him a lot more to compensate than move faster while ADS. Something like one of the reload add ons base kit or giving him stealth would’ve gone a long way to make him somewhat good.
Deathslinger has free zoning currently. The quickscope was never the thing that allowed him to zone.
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The problem is devs think variety issues can be solved by changing mmr. When the issue lies with their balance that they take forever to address.
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Deathslinger is the only killer in the game where his power gives survivors the ability to avoid going down to it. So the fact that some people think it's unfair for him to be able to quickscope is so hilarious to me.
Every other killer power that can down survivors, if the Killer lands the hit that is it.
All the devs needed to do was increase the cooldown when cancelling ads and make walking backwards when reeling not completely remove the survivors ability to move around. That's it. Deathslinger was close to balance before since his power was pretty punishing when missing.
And about m&a and his old tr. So what? He still has limited range and requires los. If you let a tall killer sneak up to you when you can see him coming, that's kind of your fault for not paying attention.
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Honestly I'm glad she isn't played more, because I always get teammates who don't understand how to play around her traps and throw the game.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913104#Comment_2913104
I didn't. I was on the last gen when the killer found the other survivor. They slugged them and came to my gen. If I had no scratch marks, I could've gone and picked them up.
https://forum.deadbydaylight.com/en/discussion/comment/2913103#Comment_2913103
I'm playing solo with other solos at mid MMR, but I guess only SWFs deserve wins then...
Solo can absolutely suck and there's not much you can do about that, but solos can still escape. It's just harder.
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/2913070#Comment_2913070
Oh, so killers deserve a pity 4k after camping and tunneling out one survivor at a time, applying 0 pressure to gens, until two survivors have been sacrificed, and then slugging the 3rd until they find the 4th..?
It takes 2 minutes for a survivor to die on hook. A first chase can easily last over a minute.
If 3 survivors are incapable of getting 5 gens done In the first 3-4 minutes of the game while not even being pressured by the killer then you deserve the loss.
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Of course. It was that made Deathslinger Deathslinger.
What needed to be done is removing the fact that walking backwards basically removes all control survivors have when chained. There's no reason for intended counterplay to being speared to have a situation to remove said counterplay.
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So the killer is running two perks out of 4 to know where you are outside of 40m after downing a survivor and hooking them.
If you really are bothered by this combo existing, run calm spirit. It'll block the scream notification.
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He's a M1 killer reliant on maps with LoS blockers and has no way to end loops faster once a survivor reaches a loop.
Your options are to 99% stalk and pop when the survivor is out of position for a quick down or to try and do a hit and run approach, but of the stealth killers in the game Ghostface is easily the worst at hit and run due to his lack of mobility and his stealth having a cooldown.
On a favorable map he can be a lot of fun assuming the survivors aren't on comms and can give away where you are to the others. But there are simply just better killers who can either stealth or instant down survivors.
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The issue that got boil over nerf was how boil over affected controller movement.
This is just a swf squad taking advantage of tools to deny you hooks.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2911431#Comment_2911431
Of course killer mains need 4k all the time, maybe 3k if they pity hatch the last one
Killers want to have the ability to be able to get a 4K, not get a 4K every game. It's why at high mmr some killers are basically non-existent.
But you really shouldn't be throwing stones like that since this topic you made screams "I want my 4e every game".
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Generally when you nerf something you still want to have a reason to use it. And I honestly don't see how self-caring to 50% progress is useful.
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Being able to get a 2K is not a measure of viability. Since with camping you can basically guarantee a 2K.
Viability is a killer being capable of getting the 4K. If a killer is unable to get a 4K at their best performance, there's no real reason to play them. And if I want to camp survivors for a free 2K, I'll just play Leatherface, because he's by far the easiest killer to do that with.
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I don't think the addon should be basekit. I think the tv CD just need to be lowered for ones she teleported too.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2909576#Comment_2909576
I have a problem with people comparing hexes to boons at all. Take Ruin for instance, a generator regressing at 200% the normal regresdion rate automatically whenever a gen isn't being worked on cannot be compared to a perk that makes your recovery rate 200% or gives you a 2% haste bonus. CoH is an outlier, every other boon perk is too situational to really be considered any use in an average match, boons dint need nerfed, CoH does.
Imagine if instead of cleansing hex totems, survivors can only snuff them out leaving the dull totem and the killer at any point in the game could go up to a dull totem and turn it into a hex totem. And with how pentimento works we know that action time would be a second and survivors would spend 14 seconds snuffing them out.
That's the problem with boons. Killers do not have fair counterplay to deal with them. CoH being strong and an outlier to other boon totems does not change that boons are fundamentally problematic.
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The gap between killer strength is really large that at a certain point you just don't have the tools to deal with what survivors are capable of with some killers.
There's a very good reason tournament play doesn't see a lot of killer variety. You can make the argument that for average skill level this doesn't matter, but you would be completely missing the point of unviable complaints.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2907504#Comment_2907504
Yeah, if you need a 4% Speedboost and Instadown to get Kills and cannot prevent 5 Gens from being done...Yep, you failed.
By what metric? And no 'Because Survivors say so' is not valid. Neither is 'My opinion'. Neither of those actually impact the game.
According to the game; The Killer got kills. Therefore; he did not fail.
You're wrong.
Survivors complain if a killer runs NOED and get kills in end game, but also complain if the killer slugs all 4 survivors out and wins at 5 gens. There's no real winning here, no matter what you do you suck if you get the 4K.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2907619#Comment_2907619
Yeah but how hard is it to change that one thing about an older killer? They just recently changed her traps so they get triggered by downed survivors.
I expect if Hag were to ever get changes on a mid-chapter they would make her traps disappear if too close to hook. But BHVR doesn't really make single adjustments like that. If they are going to touch Hag, they are going to make multiple adjustments to her traps.
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Hag is an older killer. BHVR's design choices of making killer powers not work around hooks didn't really start until the last couple of years.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2906956#Comment_2906956
I thought that, since i didn't have that much difficulty getting evil incarnate, that i could do it after a few attempts. But getting a 4k mori rancor is way harder... even if the problem to getting them are of the same nature.
Evil Incarnate at least can be done before gens are finished. Which helps keep survivors from just leaving while you are moring a survivor. It's still difficult but at least if you mori a survivor with a gen or two left you can snowball into the 4k. There's no snowball potential with rancor since the gens are already done.
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I don't think the perk really needs a buff. It's more an issue that many killers just don't have a way to use it effectively. Since dealing damage removes a stack regardless if it's 1 health state or 2. And some killers can't really use it all due to using their powers removes a stack even if it doesn't deal damage.
So if the perk were to get changes, it would have to be a rework changing how it functions.
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@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2905559#Comment_2905559
Zoning you in a dead zone with crows?
Nothing else to go? Are you understanding now...? Or should I explain more.
So you ran to a dead zone, an area of the map that is favorable to any killer, and are complaining that a specific killer's power is too strong because of it.
Maybe avoid dead zones the best you can.
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I'm going to say that it's basically never going to happen unless the survivors give it to you.
Rancor is only active when the exit gates are powered and since in order to mori survivors with rancor you need to switch obsession with a perk and currently there's no way to switch obsession to a survivor in dying state, you basically can't slug. So once you start to mori one survivor the rest will just open the exit gate and leave because you are stuck in the mori animation.
Even if you try to stall the exit gates being opened with perks like remember me and no way out, you still have to deal with the hatch too since unlike the hook dying animation you are stuck in place until the mori animation finishes and then the hatch immediately opens giving you no time to locate the last survivor.
Not to mention with Nemesis you need to be pallet stunned so if survivors drain pallets early into the game or start pre-dropping once they realize you are doing Nemesis + Rancor, you'll have a harder time getting that 4K rancor mori.
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@YOURFRIEND said:
He changed the criteria for a win heavily.
This was also done during one of the mmr tests and iirc it was one of the most lax ones.
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It does take almost twice as long to bless a hex than it does to bless a dull totem. Of all the issues with boons, blessing hexes are the least problematic part.
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The buffs are nice, but most of them shouldn't matter.
15 seconds of extra mark duration is unnecessary for general stalking use.
Marked survivors not able to reveal you is nice to get those bloodpoint events, but functionally shouldn't matter.
Having more than 4 good addons is nice, but the ones making dying and hooked survivors take longer to reveal you feel like they should be made basekit or at the very least just merge them into the same addon.
I'm happy that Ghostface has better addons, but he's not really getting much else besides that. Legion is getting some well needed basekit changes which is why people are more excited about his.