Crowman
Crowman
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- Crowman
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@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2797494#Comment_2797494
People want killers like Blight nerfed because they are the type of killers that were designed without considering the solo survivor aspect of the game.
I hope you know, you've proven my point exactly.
Also I've escaped plenty of blight as solo survivor.
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I fundamentally hate the design aspect of boons. Despite using totems, killers have no answer to remove the perks from the trial. Meaning you'll either get extremely situational perks no one uses, extremely bad perks no one uses, or extremely busted perks everyone uses.
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The devs seem pretty adamant that having boons have little counterplay on the killer side is the fair thing to do even though they nerf killers for the same reason.
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Because the only killers that are still playing are the killers who play everyday and have reached Iri 1 by now.
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@Lightdestroyer said:
Nah there's way to many hooks they had to add in more hooks then before for the cry baby killers
Don't cry if you bleed out every game.
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The whole point of killer is they hook survivors. If there wasn't a lot of hooks on the map you would just be slugged to death every single game.
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This is what happens when killers constantly get hit with unnecessary nerfs due to survivor complaints.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2798254#Comment_2798254
Why does a killer's power or add-ons need penalties? Why can't they just be good?
That's just the state of the game. Killers get anything remotely good nerfed so the stats say the game is "balanced".
Yet despite that killer feels awful to play at times and survivors have been complaining about queue times almost as if killers are quiting.
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People just seem to want every killer nerfed, because they died to them.
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A survivor perk entirely contingent on the opponent bringing in certain perks would be useless. At least with the endurance effect, there is a reason to run the perk. And honestly most games the endurance effect never comes into play and you would have been better off running a different perk.
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@[Deleted User] said:
I see a lot of people say that judith's tombstone is fair because it's only good with fragrant tuft of hair.
Since 5.3.0 i disagree. The speed penalty now only applies in tier 3 which actually makes Judith's Tombstone and j.myers memorial more optimal. Once you get to tier 3 with this add-on it's easy to get it again and sometimes you can get mutliple kills at once with it.
The problem with Judith speed penalty was never that it applied when it other tiers. It literally hurts your ability to get close enough for the instant kill.
Also the main strength of judiths is that unlike piece you don't go back to t2 when killing someone but myers t3 is fairly short and with the mori animation and speed penalty you need survivors to throw to hand you multiple moris in 60 seconds. Which is why you only ever see it ran with tuft of fur to make the most use out of that aspect.
You basically might as well play piece instead because there's less drawbacks to it.
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From what I know there's a general consensus that Tomestone Piece is busted and should be changed.
The reason Judith's doesn't get the same thing is because it essentially requires another iri addon to function and both increase the time to stalk by a large amount and it makes Myers slower so you essentially need Play With Your Food stacks to do anything with it.
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@Azshhh said:
Killers: we need ways to stop survivors slamming gens
Devs: adds a new mechanic that preys on survivors overly altruistic behaviour
Killers: nerf that
Boons are not stopping survivors from doing gens.
What killer want is something in-game that isn't a perk that survivors would be required to do to help slow down gen speed, not survivors having optional perks that give them strong bonuses they can't do anything about.
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@ad19970 said:
I don't think killers should even really need counters in form of perks for Boon perks, the Boon perks should just be balanced on their own.
To be fair, the only Boon perk I really have a problem with is Circle of Healing. If they just balanced the perk probably, it wouldn't be a problem.
The nerf to 75% healing was nice I guess, but not enough in my opinion. It should at the very most be 50%.
Boons are ultimately going to be problematic as long as the devs want to make sure the killer has no answer to removing them from the game. Since it means the only way boons aren't strong is if they are too situational or too weak.
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@NinjatheeClumsy said:
https://forum.deadbydaylight.com/en/discussion/comment/2793982#Comment_2793982
It shouldn't happen every game by default cause that can give the advantage to a killer, but an offering is much more reasonable
Majority of killers don't have much going for them at the start of the game. Having the slight advantage of survivors not spawning spread out across the map wouldn't be that game changing.
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Thrill of the Hunt + Hexes makes blessing time really long that it becomes not worth blessing the totem.
That's really the only option killers have.
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It's hard to get excited for the next chapter when there's plenty of issues currently existing in the game that make it hard to even want to play it.
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The times I've tunneled out survivors were times when I needed to get someone out to slow down gens so I could actually play.
It's simply easier dealing with the person already injured.
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@SunsetSherbet said:
All this fiasco taught me is that perks based on escaping from the killers grasp are a terrible idea and we probably shouldn't mess with that aspect of the game. I'd personally just say delete the perk and replace it with an entirely new perk named Boil Over. Just like what happened to Tinkerer. It just feels like a design failure of a perk. If it's strong, then it's too strong. If it isn't strong enough, it's useless. I don't see a happy medium with such a perk.
There are perks that do currently exist to improve your ability to escape the killer's grasp that aren't problematic. I wouldn't even say they are weak, because they are situational. Flip Flop and Power Struggle aren't broken and aid in helping the survivor escape the killer's grasp and for the most part killers can play around both perks. There's like one situation where the killer can't do anything about it, but that requires at least 1 other survivor to be around in which it is free pressure to the killer if he plays it right.
The other perk is breakout which requires a survivor to not progress gens and put themself at risk to help the carried survivor wiggle out faster.
Boil Over was a problem because there was no real effective way to play around it and there was no trade off to getting it to work. Other survivors can just stay on gens as you were effectively unhookable in certain spots.
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Then if blight gets nerfed you'll move on to the next killer.
At some point you just need to get better.
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Survivors really don't want killers to have anything
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Have you ever considered the game doesn't revolve around you?
All your problems stem from thinking that you deserve to have your challenge completed on that specfic match.
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@ChristinaPirog said:
https://forum.deadbydaylight.com/en/discussion/comment/2785788#Comment_2785788
I mean the game is literally about escaping the killer.
I forgot this game was called "Escape by Daylight".
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@dugman said:
You should have said "I want a good perk that prevents survivors in the dying state from going through the exits", because like everybody above said there's already a bad perk that does it (Bloodwarden).
Even if there was a perk that just prevented survivors in the dying state from leaving out of the trial with no condition or duration, it wouldn't be ran.
The situation in which a survivor in the dying state is escaping out of the exit gate is not common. It's rare enough that survivors will actually give you hits at the exit gate as it is. You might as well just be running 3 perks since the situation wouldn't come up often enough for it to be justified.
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If you pay attention to where a killer hooks a survivor you can figure out where his scourge hooks are. I don't see why survivors need this informative innately.
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@SuzuKR said:
Even if this happened, people would just Alt-F4 any hidden offering instead lol.
I remember that was common before the mori nerf.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2782157#Comment_2782157
I mean just going another side of rock is pretty much enough counterplay to blight most of time, and if you do so he has to act like usual m1 killer which gets stunned by palette anyway.
I don't get where those "blight no counter" gang came from.
Claiming a killer has "no counerplay" is just what survivors say when they want a killer to get nerfed for no actual reason.
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Unfornately, MoM can't really be made easier to activate because of how strong survivors having a free health state is.
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I'm pretty sure console players can quit the game during loading as well.
But also don't be surprised other players don't feel like dealing with your map offering. Since generally people aren't throwing map offerings unless they plan to take advantage of an aspect of that map.
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@Tsulan said:
Maybe it's just me, but as survivor i haven't noticed a difference from before the nerf.
There's a very clear difference. The bar is now red.
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No. It didn't change much of anything. A few extra seconds on a heal is nothing.
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I don't mind having to try hard to win. But the path to victory as killer has become filled so many unfun things that it's hard to get motivated to want to play killer at all.
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@MikaKim said:
https://forum.deadbydaylight.com/en/discussion/comment/2780631#Comment_2780631
Is that based off these stats?:
https://forum.deadbydaylight.com/en/discussion/comment/2780597#Comment_2780597
Because even between 2019 and 2020 stats you had the hex ruin nerf which still didn't affect kill numbers. If anything numbers went higher with EGC and Hatch close. There's nothing to indicate a change to 2 kills unless the stats I just mentioned have been smoothed over, given that they're more diluted now and give us less information.
So basically you are only looking at information that confirms the belief you already held.
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@MikaKim said:
Survivors have been nerfed more than killers.
If you've played this game since release you'd see this, know this and understand why were at 3+ survivor kills per game for some time now:
https://forum.deadbydaylight.com/en/discussion/comment/1779709#Comment_1779709
https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019
The problem is socialisation and tribalism. The devs have created an entire genre of killers that know if they complain and whine, will have their thoughts heard. The killer dominated forums just compound this issue.
There is absolutely no space for survivors to push back. Hell, even the marketing for the game is all around killers, survivors are just a reskinned foot note.
The problem is the devs have allowed a community that is heavily biased. So OP like this will ALWAYS get shot down.
This is so far off base, it's sad the reality you think you are living in.
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I like the wiggle skillchecks, but I have an issue with the great skill checks increasing wiggle speed.
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Boil Over is a perk that helps survivor wiggle out of the killer's grasp. That alone is already a problem perk, because denying killer hooks is a strong effect and to have that effect as something a solo survivor can pull off without the help of teammates means the killer loses pressure while stuff is getting done.
I like perks like Breakout, because at least the faster wiggle puts another survivor at risk and they aren't currently doing anything else as a trade off.
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Deathslinger is a joke compared to Spirit.
Even before Deathslinger nerfs, I had no issues going against him.
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As long as boons can be infinitely used, CoH will never be balanced unless it's absolutely gutted.
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Power Struggle was always good and the 15% threshold certainly helps as it's far easier to pull it off without being slugged for a bit with flip flop.
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Since killer queue times are basically instant, there's little incentive for killers to not dodge lobbies that look like they will a nightmare to play against. And atm if you are picked to fill in a lobby due to someone leaving it then the game ignores mmr.
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@Sonzaishinai said:
The double standert on "great height" saddens me.
For the archive achievement you need to drop 1,5 floors for it to count while boil over triggers on the smallest drop
BL is also suppose to trigger on a great height, but often you can drop a tiny bit and have it trigger.
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The whole "killers just want easy 4Ks" is just nonsense.
Many killers have gotten nerfs that straight up make their powers clunky and less fun to play as. Not to mention the various of recent killer nerfs that were very questionable. Newer maps keep coming with strong tiles while also being large making it such a time sink to down good survivors that you almost need survivors to throw in order to get more than 1K.
There's a lot of valid complaints killer haves that keep getting washed by "but the game is balanced, average 2K. You need to stop playing for 4K, learn how to have fun!". Killers can still 4K against higher mmr survivors, but survivors almost always complain about how they win because killers don't have any other option.
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@anarchy753 said:
It's because oblivious survivors aren't considered to be within your terror radius, and that's what applies killer instinct. It's a bit weird seeing as there's add ons to extend the killer instinct range that don't extend your terror radius, but that's just how spaghetti code goes I guess.
There's one exception (kinda). Doctor's static blast will remove Obliviousness from survivors so it will still hit them.
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If you do get better stuff from prestige, the increase is so low that it's really not noticeable.
Right now it's just for the cosmetic or if you want to be a completionist. BHVR has said they plan to add more prestige rewards, but who knows if that will ever happen.
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The perks are fine as they are. We don't need to give unnecessary changes to perks that are solid.
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Functionally, this is the same thing as what the perk is already doing since dropping a survivor grants them wiggle progress.
Ultimately changing the state to being carried to dying doesn't really matter unless the killer leaves you on the ground and you have other perks to help you get up. Boil Over just needs a number nerf, because 25% is a huge chunk to gain when basically any drop counts.
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@FixtionuL said:
https://forum.deadbydaylight.com/en/discussion/comment/2776460#Comment_2776460
At low to mid mmr that would be a problem but at high mmr it probably wouldn't make a difference
Both Deadlock and DMS force survivors working on the gen off. Add in other perks like Pain Resonance (also knocks survivors off for DMS) or Surge to knock off more progress and even high mmr players would struggle to get gens done through constantly blocked gens that are regressing. The level of play that could deal with it would be tournament squads and even then I expect some part of that combo would get banned if blocked ever worked like that.
I think the block mechanic is fair as it is.
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I noticed ruin has a delay because before you could tap a gen and know ruin is up. Now you have to wait a second before the gen gets ruined.
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Calling it the best patch is a bit of a stretch. A lot of the changes range from meaningless (furtive chase and coh) to questionable (Nemesis and Twin addon nerfs).
The skill check wiggle is nice but the boost speed is unnecessary. Unless you intentionally go out of your way to hit only good skill checks you'll wiggle out faster than 16 seconds which is not a buff survivors need.
Pinhead VO is nice but not really enough to carry a patch either.
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@chargernick85 said:
I enjoy it but wish you got more than the few seconds to get your envelope at beginning. I have missed out on a few because they spawned on opposite side of map and disappeared before I could get there. Finding them after is a royal pain in the ass. Highest BP I got from an envelope was 8,888 anyone get higher on one open? Really curious what the max is @MandyTalk do you know?
What happened is someone happened to find your envelope before you revealed it and opened it. You still get the rewards but lose out on the extra bp for revealing.
Otherwise they don't despawn ever.