Crowman
Crowman
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/2848800#Comment_2848800
Blight sprints across the map tho so that lower camera felt really fucky and hard to control. Onryo doesn't suffer that.
I wouldn't say sprinting across map was the main issue for the low camera. It was more the fact that blight couldn't see survivor over many low wall objects, but survivors could still see blight. Meant that any mindgame he could try to do at those tiles would never work, because the survivor has more information about blight than blight has on the survivor.
Then there was the fact that there was the bug when loading into match that showed the killer model used for the killer pov camera and everyone got to see that blight's model was loading halfway into the floor.
If blight was the same size as Onyro while rushing on some maps like swamp would be annoying since you can literally be blinded by the tall grass on the map, it would more be the downside of the size of the killer rather than being a camera issue.
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The devs did killswitch Dead Dawg when that one breakable was bugged and created an infinite. So it's bizarre they haven't kill switched Badham.
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Dream World is largely a joke since it has no real threat against good survivors. His snares got nerfed so he loses distances trying to use them so survivors can just freely run to a new tile.
He just doesn't really do anything well. So he just sits in an awkward place where there's no real reason to play him.
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I'm pretty sure hook spawn logic does not factor in vertical distance, just horizontal distance. Midwich also only spawns hooks in hallways with one room being an exception. So if all the hooks spawn in the hallway below, then the hallway above does not get any. It's not common, but it can lead to situations where hooks are spread really far apart because of it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2842701#Comment_2842701
I find her to be rather similar to MoM, Trickster and Legion, actually. Not quite in the same tier, but still in the category of "extremely powerful effect".
Allow me to explain. Trickster, Legion and MoM all offer very powerful (or potentially powerful) abilities. Being able to Mori someone without hooking them once is exceedingly powerful and as such, must be balanced appropriately. I feel that this puts Sadako in a very tricky spot balance-wise. She is undeniably weak, but I don't think we'll see any changes to Condemned due to the above reasons.
I'd rather they give her something to help in chase. She's horrid in chase, better than maybe Legion.
If condemnation had a timer where eventually survivors would be fully condemned once Sadako has inflicted condemnation on them, it wouldn't be so bad. The problem is there's no urgency to it. Majority of the build is up to the survivors interacting with tvs to gain it. And as we've seen since Plague's chapters. If survivors can completely deny a killer's power they will.
Now Pig has issues and she's still a weak killer, but she has pretty effective slowdown rng pending since survivors can't just do gens first and then deal with the trap on their head without the real possibility of dying to the trap.
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I would say he has all the right things going for him to be fun to play. I just really don't like how it feels to try to set up torment fields due to all the slowdown you suffer since it was nerfed to faking. It's not a problem in chase at least.
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@Pulsar said:
Maybe give Boons a timer?
I haven't seen that idea thrown around yet. They automatically deactivate after X seconds so you can either kick them or let them expire, if they're too far out of the way.
I don't think a timer really fixes the issue. I don't particularly see much reason survivors would spend time to boon a totem if there's no reason for a killer to either leave it up or waste time snuffing it out. Since now boons become practically ignoreable due to a timer unless the timer is long enough that it doesn't matter.
I would say the core issue just arises in killers having no way to really remove boons. Like survivors can remove hexes from the game and yet boons can just be reapplied as the killer has no way to remove dull totems (outside a few perks, but they don't override boons if they are already placed). Like Shadow Step isn't a problem, because at it's core it always has to be placed in an area a killer will likely be able to easily snuff it (though some maps like RPD are exceptions due to multiple levels). CoH does not have to be placed in an area a killer can easily access giving it far more value than other boons ontop of already being a strong effect. Like if CoH was a 1% healing increase, it would still have no real counterplay but no one would use it.
I would much rather see killers able to destroy the totem instead of turning the boon off and buffing some of the weaker boons to adjust to the fact they can't be infinitely placed. Now boons at least have the consideration of where and when you light. Survivors can still boon multiple times in a match, they just have to be smarter about it.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2845535#Comment_2845535
Then how did they manage to not have a single Badham generation intact. I haven't gotten all 5 badhams yet but every time Ive gotten badham its missing the doors.
Because it's an issue with the school tile which is reused on each variation.
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@[Deleted User] said:
Probably not because they are breakable walls. The map is still playable if you broke the walls at the beginning of the match.
They literally did disable Dead Dawg over the missing breakable wall.
https://twitter.com/DeadByBHVR/status/1425475867489280001Now will they be consistent and disabled Badham? Who knows. Coldwind had an unbreakable totem many times and wasn't disabled everytime it happened, whereas Dead Dawg Saloon got disabled over it the first time it happened. It's random what the devs decide is a big enough problem to killswitch that there's really no way to know.
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@Ghoste said:
Lotta people defending quick-scoping in here. It was absolutely a problem and 100% a deserved nerf, and I say that as someone who played Deathslinger a ton. The only problem is they didn't buff him in other areas to compensate. Give him some mobility and/or map pressure and he would be fine (Also increase his ADS sensitivity for pete's sake).
It absolutely wasn't. It was a unique strength attached with plently of downsides and even a built in counter mechanic.
Quickscoping rewarded you for getting good with his power and in a 1v4 game it's fine if the Killer with skill is capable of having more sway in a 1v1 chase.
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It's less mmr and more the balance of the game.
All mmr did was force people to having to play in the most optimal way where as before the skill in ranks where so variable that it was easier to just play whatever and do well.
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Blight powerwise is what other killers should be like. He doesn't need any changes.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2843572#Comment_2843572
This
In almost 3k hours, i´ve met exactly 1 tournament tier nurse. Yes, they exist. Yes, they are powerful. But also so rare, that you should probably play the lottery once you´ve seen one.
Most of the nurses i´ve played against are okayish and can be run for a very long time IF you don´t try to run them like a normal killer. Means lose the line of sight as often as possible. Erratic movements and a pebble work wonders against her.
@OP yeah, many mains don´t even want to try to lean playing against her and just want her gone. Nurse takes a huge amount of time to learn. If survivors would take just a fraktion of time, to learn to play against her. Then no one would complain about her.
Tbf it's not just nurse.
Any killer that requires a bit of extra effort to counter gets complained about.
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Some people just want easier games.
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She could use some, but she'll probably end with over 50% kill rate due to bad survivors and get nothing.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2842600#Comment_2842600
Keep in mind that she'd be sharing B tier with Cenobite, Wraith (maybe), Demogorgon and Nemesis - all of which are objectively stronger than she is.
I think mid 'C' tier is about appropriate. She's about on par with post-nerf Freddy - and actually feels quite a bit like him.
I think Wraith is currently C tier. Largely since CoH really hurt his one major strength and the lunge nerf just made him harder against good survivors.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2842592#Comment_2842592
Against the better survivors I've faced today:
- TVs are totally ignored until much later in the game, if at all.
- If someone gets max stacks, they do a single tape then and only then.
- If you teleport to a TV, smart survivors just hide and then leg it - because there is a lengthy moment where she can't see anything on emerging.
- Going in demanifested doesn't feel much sneakier than going in manifested most of the time, unless you are on an indoor map or the very odd occasion where there's an easy concealed approach - and even then, the lullaby alerts them well in advance.
Also if you do hit max condemnation, there's almost no reason to not turn off as many TVs as you can before turning in the tape. Since it's not like gaining an extra stack when you are already at max stacks hurts you.
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@dezzmont said:
https://forum.deadbydaylight.com/en/discussion/comment/2842576#Comment_2842576
The buff didn't affect the problem part of her power.
It is totally fine to have a 'ticking clock' mechanic that forces you to do something with the threat of a punishment that is unlikely to ever happen. But the buff of making buildup faster with a tape doesn't address that you never ever have to care about the buildup in the first place to make you go DO a tape. So it didn't affect the reason why the mechanic fails as a ticking clock.
Honestly the only good "1v4" power that we have is Pinhead's box. Requires no set up from Pinhead. Survivors can't ignore it, because it will stall the game out. And it does remove at least a single survivor from doing gens for a moment since they have to go to the box and solve it.
Pig is in theory strong, but the combination of needing to down survivors before gen pops and rng with the boxes. It's not reliable slowdown. It can be very effective. But this is more what Sadako's condemnation should be like rather than how it is atm.
Sadako's condemnation is really similiar to Freddy Dream World in threat level. There's not much reason to go out of your way to wake yourself up at clocks, because there's no immediate threat to being asleep. Sure if you get chased Freddy has an advantage in chase and it does make his tp faster, but it's not hard enough to back off a gen he's teleporting to. At least though Freddy's dream world is passive. Sadako has to be somewhat active to get survivors condemn in the first place.
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@Hannacia said:
Condemn is weak. So far i've only gotten 1 condemn kill and ive been playing her for multiple hours. As a survivor you don't even really need to worry about the tapes and condemn, its mostly a joke if you know what you are doing.
She's basically your typical M1 killer with small spooky factor. The lullaby should be removed.
I like playing her but if i go against survivors that do more than urban evase at bushes yeah...she's not great
Well I don't think it should be common for you to pick up condemn kills. But condemn certainly isn't very pressuring as it stands. Survivors don't really need to interact with tvs except to remove condemn because Sadako teleporting to a tv puts it on a longer and is very telegraphed that it's easy enough to get distance while she's in animation.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2841701#Comment_2841701
No substance. Unreasonable. Irrational. "Git gud" is not the norm for many if not most players who are just trying to play a scary game with their friends. The more skill focused DBD gets the less fun its going to be for a lot of people.
Why does being casual to you mean not even attempting to be decent at the game.
Like hitting skill checks are not hard and a very simple mechanic to get used to. But somehow you want to turn this into a refusal to even learn to hit skill checks, because you are a casual.
I think your ideal of what a casual player is, is completely warped. Casual players can certainly learn how to engage in simple mechanics that a game has. What you are trying to define is a bad player who refuses to even try to learn how to play a game, because it would bruise their own ego if they admitted they weren't good at a game.
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@TWiXT said:
Huntress Lullaby doesn't affect the skill checks from merciless storm, As Tested in one of Pebsie's latest Dbd Myths videos on YT, so It's highly unlikely that Unnerving Presence will affect it either, and Doctors madness probably doesn't change the direction the dial turns. Same goes for Toolbox add-on's and perks on survivors, Honestly though, it might be worth just getting together with a friend and testing things to see if there's any change.
It's because the devs have been explicitly listing what kind of skill checks perk like Huntress Lullaby and Unnerving Presence effect and skill checks from perks do not count as healing or gen skill checks. Which is kinda sad because things like the Freddy addons that increase penalties from failed skill checks do not work with oppression or overcharge which can usually catch survivors off guard once in a match so it removes minor synergy that could be fun to play around with.
That said I do not know if Doctor is updated to only work on default skill checks like every other perk. But I doubt it does.
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Idk if I would call her map traversal great. Like it's a solid option, but with survivors capable of turning it off and the long cooldown at specfic locations. It has its issues.
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The issue isn't really shift+w itself as much as the game itself doesn't offer much outside of chases.
DBD desperately needs a survivor objective update. Like as it stands survivors are either being chased, sitting in one spot holding a single button, or moving to the next spot. There's not much room for interactions without forcing it such as flashlight saves or camping survivors who need to be rescued.
Personally I would like to see something like survivors need to collect parts around the map (close to the center) in order to repair 1/4th of a gen then the survivor needs to collect another part in order to do the next part. This way survivors have to constantly be moving around the map to get their objective done. Now a survivor running to the otherside of the map can be dropped more easily, because there's a better a chance the survivor might just encounter a survivor trying to grab another part.
Of course this would require overhauling a lot of perks and bhvr seems to be wanting to do the least amount of work possible so I doubt we'll see anything drastic.
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Call of Brine only lasts for 60 seconds when you kick a gen and requires you to kick a gen to get it's effect. No extra regression if you damage a gen with Surge or Pain Resonance.
Ruin can synergize with Surge and Pain Resonance since they damage gens even if they are regressing and doesn't require you to waste time kicking gens. Of course it can be removed if survivors find the hex which isn't hard most of the time. But permanent 200% regression with no kicking condition tied to a single hex totem doesn't really need a buff. Call of Brine honestly won't see much use since it doesn't particularly work well with other slowdown perks and still requires you to kick gens.
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@sizzlingmario4 said:
His quickscoping was a problem. His terror radius wasn't though.
Tbh if they reverted his TR and left alone everything else they changed about him (higher ADS speed + shorter stun on chain break) I think he'd probably be fine.
Quickscoping was never a problem, Survivors can literally not go down despite being shoot if they are able to break the chain. Obviously if you are out in the open with nothing to latch on it doesn't do anything, but then you got caught out of position.
People's real issues were faking his power which was effective, because there was practically no cooldown on ending ADS so he lost no distance faking. Now it takes slightly longer to fake, but you move faster so it's basically the same and is even better since there's far less risk in faking than attempting a shot survivors can easily sidestep because they move faster than you can adjust your aim.
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The perk really isn't that weak though it could probably use a buff to the healing speed. But a perk like this isn't going to get run when coh exists which has been an issue of trivilizing healing since it's release.
Let's also not forget that survivors are a team of 4. Survivors shouldn't be needing such strong meta perks in the first place and as a whole the strongest survivor perks could be tone down.
You can call them weak perks but they are far more balanced and fair in a 1v4 game.
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Let's see. We got a killer with a power similar to other existing killers who is on the weak side. Both new killer and survivor perks are meh overall.
It's not really hard to see why the chapter isn't that exciting.
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Would it be too strong? No.
Does it really make sense for the perk to buff your own self healing speed? Debateable.
The perk seems designed to make yourself a dedicated healer for the team. Everyone else knows where you are when injured and you heal them slightly faster.
Honestly I would much prefer if survivor perks were more like this than the current meta.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840445#Comment_2840445
Which they should, because theres without a doubt way more casual lower skill survivors than elite ones. Why do you have a problem with this? Video games aren't a job and most people don't want to devote endless hours of focus and practice to get better at something that is supposed to be entertainment and a distraction from the real world.
You can't just ignore high skill play completely unless you want the game to burn out players because there's no reason to actually get good at the game if it's unbalanced at the top.
Just because you don't want to improve doesn't mean no one does.
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Best mobility is very questionable. Long CD on the teleport to specific locations around the map so a bit rng based and survivors can just shut off your mobility too.
Her mobility is good, but it's not really the best when other killers with mobility have less restrictions or cooldowns on their mobility.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2840677#Comment_2840677
Hackers, I understand.
I don't think it's MMR.
MMR is something that feels like a forum/streamer thing - as it definitely means that veteran players are going to have a somewhat ossified meta and be playing against opponents less varied than they are used to, which places pressure on them to play sweaty. But...that's high MMR in every game, and under ranks - while the vets and the pros had a blast, it also meant that newer or more intermediate players got destroyed.
Right now, Matchmaking Failed errors aside, I'm finding that the general quality of my matches has improved substantially. Before SBMM, I'd say maybe 1/3 of my games felt decently matched. Now it's...maybe 3/5? Not perfect, but certainly better.
If we want to be extremely accurate. It's not really MMR as much as the idea that kills/escapes is all that matters and the poor balancing at higher mmr turning the game into a really stale mess.
It's simpler to say MMR, but it's more the symptoms of the problem rather than being the direct issue. The only reason why people remember the game being better before MMR is because old matchmaking was more random than putting people of equal skill together. It was easy for someone with a ton of hours to go on high win streaks, because often they weren't getting matched of people at their own skill level.
But there's also the issue of the devs adding MMR than ignoring the complaints of players who aren't enjoying mmr games due how the most efficient way to play is not engaging. Killers can't afford to commit to chases survivors so they either resort to tunneling/camping or play killers who practically ignore loops. This leads to survivors complaining how unfun the game is and in return they rush gens out so they can move onto the next game and killers complain the game is unfun because they have no time to do much. You have both sides playing aggressively to complete their objective as quickly as possible and no one is really enjoying themselves anymore.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2840429#Comment_2840429
But its almost a guarantee punish for survivors for working on a generator. Again you're going to see a lot of gens worked up to 70% and left alone because no one is going to want to deal with those skill checks. Its too much. The perk should be redesigned.
It sounds like you just need to get better at the game.
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@Voodoo_Thirsty said:
I heard she's pretty underwhelming tbh.
What's up with BHVR and underwhelming killers?
Because the devs are catering their balance towards lower skill casual survivors.
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There's really no reason for a perk like this to be a hard once per a gen.
Considering 90% is already almost done the survivors would either need to fail a skill check to drop it below 90% or get interrupted by killer and the regressed back down which can't happen immediately unless it's from pain resonance due to how blocked gens prevent all regression.
Honestly it seems like a case where the devs are trying to cater towards inexperienced survivors as to prevent them from completing the gen if they never manage to successfully break through the skill checks. Which just leaves another overall useless perk.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2836969#Comment_2836969
Dead Hard is meant to be in competition for the perk slot with all other exhaustion perks. Sprint Burst, Lithe, Balanced Landing and Smash Hit all exist to give you distance between you and the killer if that's what you want. Dead Hard is meant to be a skill-based perk where you dodge a hit from the killer and use that to extend the chase, but poor design has led it to be used mostly as "gain distance on demand." I agree that locking interaction for a time after Dead Hard would be a poor change, however forcing you to use the perk as intended, rather than it being a solution to every single chase situation in the game is a good change.
If you're unhappy that Dead Hard is letting you dodge an attack but then not also handing you 2 more minutes of chase for free, use a different exhaustion perk.
You could make a point without resorting to attacking how you think I play the game.
My thoughts were solely from the perspective of a killer chasing a survivor and the survivor timing the dead hard right and then the survivor getting punished because now they either get no distance since the killer is still on top of them or can't use pallets or windows as the killer depending on which common suggested nerfed it is.
If you want dead hard to be a "dodge the hit" perk then it should reward survivors for doing so. Right now dead hard simply rewards distance or dodging the same which is the problem and the solution isn't to just blanket nerf the perk so it's worse in both situations.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2836899#Comment_2836899
I mean gimmicks are supposed to be worthless most of the time. Nothing good should ever come out of the gimmick if you miscalculated the distance against someone that has a brain.
There's a difference between a niche use and making a perk's main use too weak.
Like MoM is hard to pull off, but the effect you get for it is at least worth it. Imagine if they made it so MoM only protects you against exposed hits while injured. It would be absolutely useless as a perk even though there is technically a situation where it is useful.
Ultimately if the goal is to "fix" dead hard and make it so dead harding for distance isn't strong, then the perk needs more a rework rather than a straight nerf. Since you need to buff dodging a swing aspect in order to nerf the distance aspect when not dodging a swing. Like you could nerf the distance given to you by the dash and then give Dead Hard a mini sprint burst if the killer swings within a small time frame of dashing. There were some challenges around having the kill whiff a swing iirc so it's already possible for the devs to track that.
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People keep saying this, but it would be literally useless. I've seen survivors dead hard and get no distance and they just go down the next second, because they haven't gotten anywhere.
@Veinslay said:
The best suggestion to fix Dead Hard has been said countless times at this point. After using the perk, you can't vault or throw a pallet for 3 seconds. Done
3 seconds is a long time and would also kill the perk as that's twice as long as the missed swing CD. If you dead hard a swing and were in the middle of nowhere, that dead hard was already not doing anything for you. Now dead harding a swing turns everywhere into nowhere land and now the perk saves you a second from going down.
You guys should just be honest and just request they delete dead hard.
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I don't think it would break the game the way coh did, but I don't see it being a good change either.
It means that 1 survivor spending 16 seconds heals two people which is the same speed of 2 survivors healing under release coh.
It still has the same issues coh brought out just slightly more restricted since both survivors need to be injured.
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The only change that needs to be made is not going on cooldown if you don't sabo the hook. Sometimes you accidentally start saboing the hook after a hook rescue, because of the delay before you can start healing. And that's kind of unfair.
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@darkshadows8326 said:
I would suggest these commenters go play the game because they seem to not understand that not only is Trickster one of the strongest killer being able to down multiple survivors within seconds of each other but also that he loses almost no speed when using his knives and you don't get the necessary speed boost to evade the second barrage of knives. But due to BHVR not understanding intelligent points I will say have fun thinking your opinions and let the facts show themselves before you spew nonsense.(BHVR(MandyTalks) cannot give me anything relating to a ban because it was a mere suggestion and not directed towards anyone with disconcern as there are far more distasteful comments here but you are going to because you are right and won't let facts be told. Gotta keep those truths from getting out.)
He is slower than survivors while throwing knives
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2829936#Comment_2829936
Nah....just Ghostface is just....not scary lol
Being scary or not doesn't change the fact he can attack out of his stealth.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2830761#Comment_2830761
disagree, its all about how you make your message and intent behind it.
Complaining about how your opponent played in a game is just being salty.
You can claim you don't intend to be salty but if you truly weren't you would have no reason to ######### in end game chat in the first place.
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I don't think you understand what "holding the game" hostage means.
A killer forcing 1 survivor to die does not prevent survivors from finishing gens and escaping.
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Anyone who complains in end game chat about how the killer played is almost always salty.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2830030#Comment_2830030
Please, explain, how could this be an "Us vs Them" thread?
TC's last thread was about how all killers are so toxic in end game chat and his two pictures didn't even show that much.
It's reasonable to believe TC isn't being accurate with how he's retelling the story to try to paint the blight (a killer he's also notoriously hates) as toxic.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2829727#Comment_2829727
Again it goes back to completely losing the TR. None of the stealth killers, besides Myers but he is a different kind of stealth, can attack while stealthed. Sadoko is fully invisible and didn't lose her TR while "stealthed".
Are we really forgetting Ghostface exists
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Why is reaching iri 1, an overall meaningless accomplishment, a problem?
They aren't used for matchmaking and only reward you bp every month.
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The devs say a lot of things. They don't often actually give us what they say they are planning on doing.
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Now survivors get to deal with the random perk gets nerfs from ptb despite no one really complaining about it.
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She's certainly in a better spot but I don't see her really improving much.
It's just really hard for a stealth killer to become higher than c in current meta.