Crowman
Crowman
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- Crowman
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I think we all know that survivors literally have nothing better to do than to be toxic because they are largely favored by the balance changes bhvr does.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2827979#Comment_2827979
Isn't the counterplay to Deathslinger to try and make it hard for him to hit you in the first place? Why should you expect to be able to easily break the chain?
Making it so Deathslinger walking backwards prevents survivors from even sliding around to attempt to get caught on things wouldn't make breaking out his chain easy in many situations. The whole chain mechanic existed, because Deathslinger unlike Huntress did not have a wind up and it would be unfair if Deathslinger could instant deal damage that way.
But the devs made it so survivors could react to his shot so now they can sidestep his very precision projectile while he can't really readjust his aim quickly due to the ADS destroying his sensitivity. I would have much preferred to lose the backwards walking tech than to lose quickscoping while also making his cancel ADS longer to make faking less effective.
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It's because the devs never adjusted the fact that slinger moving backwards while reeling basically ignores all counterplay to the chain when they decided to they nerf positive aspect of his power.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2827944#Comment_2827944
https://forum.deadbydaylight.com/en/discussion/comment/2827950#Comment_2827950
I think you guys are seriously underestimating how much money motivates.
Money can be a very good motivator, but the devs themselves have not shown they at all care.
If we look at the responses the devs have had towards new games coming out that may compete with DBD, it has been bloodpoint events. We get minor adjustments every 3 months with sometimes getting extra minor adjustments on chapter patches which is far too slow for any meaningful changes that people want.
The devs are far too careful with making changes to the game when it desperately needs it and money isn't changing that.
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@ohheyitsbobcat said:
While I agree MMR is a reason for some of the decrease it's certainly not the only reason.
A bunch of new games have come out, covid has settled down, cheater issue, CoH, Grind, new player retention being bad, burnout, etc.
The new chapter also wasn't very hyped up so it's unlikely to bring in a lot of new people.
Even if they removed MMR I don't think you'd see that number go up all that much and I feel that initial 11k loss was the majority of the MMR quitters. The rest of the losses I feel leaned more towards the above reasons.
I think a lot of people have an easier time blaming SBMM when SBMM is just bringing to light the balance issues in the game rather than itself being a problem.
Doesn't mean SBMM isn't without fault since kill/escape based MMR still has it's own problems, but if the game was better balanced at a high level I don't think there would be nearly as many complaints about it.
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If you unhook another survivor, DS should not be active.
It was annoying when survivors would just unhook chain each other due to DS and there wasn't much you could do besides slug everyone. Don't go for unsafe rescues if you don't want to risk being hooked.
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Yup. As long as CoH (and boons in general) can be placed infinite amount of times boons will have to be made too weak or too niche to justify using. Any other nerf to CoH that doesn't gut the perk will effectively be useless.
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@chimera3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2824383#Comment_2824383
Wouldn't say giving him the worst add ons is the game is "minor"
Also even if individually the changes were minor. They add up. It wasn't like freddy got one nerf and that was it. The devs hit everything he had.
Samething happened with Deathslinger.
Killer players want killers to feel strong so when a killer gets everything strong about them hit they just don't get played.
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@Gamedozer7 said:
Why do people complain about seen the same addon and go on its boring? Most addons don't change the actual gameplay they just reduce cooldown or add a effect you can get from a perk. The addons that change gameplay normally come with so crazy downside or activation requirements where you have to play bad.
Boring is just an excuse to nerf something. It doesn't actually mean anything nor should balance changes be made based on something being "boring".
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Snuffing just needs to break the totem. That way boons can be replaced but it'll be limited and would require more thought into when to put down a boon.
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There's plently of killers that need help but this change really only helps a handful killers while leaving many killers still in the same state before.
Like Ghostface can now being all 3 of his cooldown addons which is like only another second.
Or killers like Pyramid Head and Freddy who just have overall really useless addons so an extra slot doesn't do anything for them.
People already listed combos that are too strong so I don't feel the need to repeat them.
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You at least do have the undetectable status effect which shows you the duration of the perk.
It's been a while since I played with Dark Devotion, but if the perk doesn't have a cooldown (meaning you can hit the obsession within the 30 seconds and retrigger the effect) then that is probably why it doesn't show the duration. Otherwise I have no idea.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2824440#Comment_2824440
The Dream World is laughably underutilized - I'd prefer they remove it :-/
I don't want the devs to remove Dream World. I just want the Dream World to be something that survivors don't want to be in.
But snares/pallets are a joke compared to other powers that are "Anti-loop" and there's no other penalization for staying in dream world meaning there's no reason to stop doing gens to wake up. It would be his one redeeming factor if he could passively push survivors off gens, but sadly most 1v4 powers are lackluster. The only decent one is Pinhead's box since that is something survivors must deal with and doesn't require set up on Pinhead's part.
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The addon did get a change. They removed the faster charge the addon was providing despite not being listed on the addon.
But honestly I don't get the hate for this addon. It's only good if the blight is good. And with how many killers have trash addons, it's nice to see some killers have good ones.
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The snare slowdown is unnecessary. The power doesn't deal damage nor does it actually affect the survivor immediately when placed so also losing distance while trying to set up a snare doesn't really accomplish anything balance wise.
On top of that, Freddy has no good addons and Dream World/Clocks aren't really good slowdown so he's just a M1 killer who can deal with loops slightly better than a normal M1 killer in a meta where survivors don't loop.
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BHVR does buff obviously bad perks. Just 99% of the time they give them a meaningless buff that doesn't fix why they are bad perks in the first place.
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Boons are ultimately going to be problematic perks, because killers don't have fair counterplay to them. Meaning any boon that is strong enough to warrant using every game is problematic since it's 1 survivor using a perk slot to give everyone else that perk as well.
The only reason the other boon perks aren't problematic is they are either really niche or their value is too low to worth the cost of blessing.
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@mad_hatter said:
I don't agree with the OP, so I'm not here to defend them.on that point, but...
I do wish you people would read. OPs statement about the strongest killer is referring to the second picture - the killer was Blight. Please, please, please read what people post, and make sure you understand before replying. Not doing so just makes you look stupid. Then to insult somebody when actually you didn't understand just strikes me as being more toxic than most players of this game.
But again, I don't agree with the OP.
He said killers (plural) and posted only 2 pictures.
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Clown with brown addons and no offering is your idea of strong killer with strong addons and offering?
Also survivors will also blame everyone but themselves for their losses. So I hope you have never complained about the killer tunneling or camping.
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Myes also has pretty bad deviousness gain since he's limited in how much he can stalk and he doesn't have any other ways to gain it outside of stalking.
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Imagine defending an exploit to gain an unfair advantage in a game.
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@SensualPotato said:
https://forum.deadbydaylight.com/en/discussion/comment/2821275#Comment_2821275
The DC'ers are DC'ing anyway. It's a bad system and the current one is not preventing DC's from occurring, and punishes anyone who is left in the game. Also, if you're not even really playing the game it doesn't really sound like any of this affects you either way.
And they get put in timeout where they have wait long times before they can d/c again and ruin someone's game.
The system isn't there to prevent DCs from happening, it's to punish people who frequently d/c.
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@DemonDaddy said:
I blame the 1v1 potential that some survivors continue to push. Instead of avoidance or going for a quick escape in chase we get demand for longer chases with predictable/easy counters built in. With so much focus on 1v1 its leaving little else that can be done. Either your stomping new player where the tactics are unnecessary or struggling to hold ground against competency.
The devs themselves basically designed the entire system around the 1v1 despite it being a 1v4 game. Then the devs continue to nerf killer's 1v1. Then survivors wonder why killers end up camping and tunneling.
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So you think the game was better when it practically unplayable.
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@cutiekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2819079#Comment_2819079
I agree with this, but still requiring 32 seconds to heal on your own if no one is here to help you heal is still helpful for the killer, this would balance it out for a while being like this
Making CoH 50% healng speed wouldn't put CoH's self care to 32 seconds. By default self caring takes 32 seconds to heal, then CoH boosts your healing speed by 50%. So you would end up at 24 second healing (if my math is right).
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You can literally just run away from her power.
Survivors love to call everything "no counteplay".
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I don't see a reason to make change over making d/cs count. That frustrates me more than someone getting a hatch escape while doing a challenge or achievement that involves killing survivors.
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It's because bhvr is balancing for the average bad survivor to make sure they can escape half of their matches.
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It would be one thing if the Killer's ability was unique that it wouldn't be easy to figure out their effectiveness.
But Sadako is a mix up of different low tier killer powers and 1v4 slowdown that is basically a non factor so it's really easy to see that without changes she'll have a hard time.
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If you've ever played Trickster you would know that 44 knives is a lot less than it seems.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2815549#Comment_2815549
You need a healthy population which is 4 survivors for every 1 killer. Queue times are already bad enough as survivor and if more stop playing well then it will just be a snowball of a loss of population. If you're claiming that you don't care about the game losing players that's fine lmao, I see where your priorities are at.
Survivor having long queue times means there aren't enough killers not survivors.
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I would love to live in the world you live in where killers are actually getting buffed.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815221#Comment_2815221
You literally just said you wanted COH to be useless...
It has to be made useless as long as it can be infinitely blessed.
You can't balance infinite healing without making the values low.
But hey keep ignoring the whole make boons stronger by allowing the killer to destroy them. There's no point in explaining further to someone who just wants broken survivor perks.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815206#Comment_2815206
If it’s gonna be useless than why bother using the perk?? The survivor meta is not gonna change if the devs constantly keep nerfing survivor perks.
I get you want broken tools for survivor, but I've already explained I want devs to make boons destroyable and have counterplay and make effects of boons stronger rather than have boon perks be forced into uselessness because they are effectively uncounterable.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2815185#Comment_2815185
why do you want COH to be useless like the other boon perks??
As long as survivors can infinitely place coh, it has to be useless.
If you want coh and other boon perks to not be useless then they need to be more like hexes where the killer destroys the totem with the boon.
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Scourge hooks are the best new addition we've gotten. Only minor issue is the rng for selecting hooks can completely ignore an entire side of the map.
Boons are fundamentally problematic perks as long as the devs insist of not letting the killer being able to destroy them. It'll just lead to every boon perk having low numbers or niche effects that no one will run them instead of being more like survivor hexes.
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Idk why people are so insistent on keeping the unhealthy mechanic of boons being infinitely relightable just because currently only coh is a problem.
The fact that boons can be reapplied is why weaker boons cannot be buffed and why coh will remain a problem until it's useless. You can't just give survivors teamwide perks with no real counterplay and call it fine.
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In a world where DBD had better balance, a C tier killer would be able to win games it would just be much harder.
But in a world where DBD balance caters towards lower skill survivors, C tier is basically a death sentence.
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@Kira4Evr said:
This reminds me of Blight's PTB. Everyone said he was garbage, but then he turned out to be a top tier killer xd
After several buffs.
If blight was never touched from his ptb, he wouldn't be as good as he is now.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2812388#Comment_2812388
The difference is that Blight works entirely different from any other killer. The only hypothetical way for Sadako's early impressions to be wrong is if the condemned mechanic was actually consistently killing people. But given the power is a tool for the survivor to manage, like???
Sometimes early assumptions are just going to be the way it is. Not everything is so nuanced that we need weeks to understand something we have already had years to understand...
That's not even the only difference with Blight.
Blight's ptb was an old build with messed up collision detection that was adjusted for the live build. Not only that, but Blight didn't even have the ability to break pallets base kit as that was added to him later and his own PoV was so low it caused him to struggle at many loops, because he couldn't see over them but survivors could see him. They've also adjusted his turn rate a few times as well.
Today's Blight is significantly different than PTB Blight that using it as a comparison of people being wrong about killer strength on the ptb just shows how out of touch the person is.
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I find it weird people who get upset at people not liking when other people are gaining an unfair advantage against them.
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She reminds me a lot of Ghostface. A killer whose main strength lies in being able to sneak up on survivors, but cannot afford to chase survivors.
She gives up the ability to instant down for better stealth (can't be broken out of it, no cooldown, has some invisibility) and map presence.
Both can't compete with the meta and both will have the same issues with open maps that offer little LoS blocking.
Good if the star align giving you a good map and a weak team, but ultimately will struggle against any good team.
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She also has an addon that gives everyone video tapes at the start of trail. Which would override a survivor's item if they brought one in if the video tape wasn't it's own slot.
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I don't think they syngerize. I watched Otz Pain Resonance a gen and it didn't highlight yellow.
Really sad, because perks like Eruption and Call of Brine could open up new builds if they worked with surge or oppression.
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The endurance change happened, because enduring basically became a must run perk when it worked on all stuns. It made Head On useless and DS gave barely any distance. If enduring didn't get nerfed, then those stun durations would get buffed which would still lead to enduring being a must run perk, because now the base stun is longer so now you get punished for running enduring.
Ultimately there's no way to balance enduring if it works on all stuns.
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Not really.
While they can be strong, the rng nature of them makes them very unreliable at best and people would rather have reliable tools that are weaker than stronger ones that aren't. Not to mention there are still hex perks that are hardly worth the risk of losing in the first place.
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The way boon perks are going it's either going to be stupidly broken or niche that no one will run it.
There's really no middle ground for boons since bhvr doesn't want to give the perks actual counterplay.
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In my experience, I've encountered far more survivor hackers than I have killers. So probably not that common.
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I feel that. Devs seem to choose to not balance killers around a fun factor so many killers just feel awful to play in many situations.
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I'm always skeptical when people start of saying how they are a killer or survivor main and then proceed talking about how x on the same side needs to be nerfed hard.