Crowman
Crowman
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2756184#Comment_2756184
That's the same with every build or meta tho lol if that's your argument you could say the same thing about anti slugging builds or gen rush builds that's not really a reason to nerf boons
DS and Unbreakable can be played around without bringing a specific build to deal with it.
Boons cannot and if you don't bring an anti-boon build you have to tunnel and/or camp survivors out. There's nothing wrong with perks being good enough that they are meta. There's something wrong when a meta perk limits what options your opponent has. It's the same thing that happened with old MoM. It forced killers to play non-M1 killers, because it basically destroyed any killer who could not deal damage without an M1.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2756179#Comment_2756179
Thrill of the hunt and totem builds that's how you do it
Because dedicating an anti-boon totem build to every game is what I want to run.
Boons just limit your option as killer and that's why they need change.
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You likely aren't the only one who thinks they are fine.
They still have no real counterplay on the killer side which is my main issue with them.
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I doubt the decaying MMR is going to decay very fast and there's likely going to be a period of time before it even starts to decay. At least if the devs have any sense about implementing it. It could take at least a few months to see the decay start matching you with lower mmr survivors and even then a few wins will likely put you back where you were anyways.
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Offerings as a whole need to be reworked. Too many of them are pointless.
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Because BHVR has a very poor understanding of the game when it comes to things like Killer addons.
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@Flawless_ said:
While I do agree that Boons need to be adjusted, I think CoH is the main issue here. Destroying totes for killers creates too many issues with other perks and game mechanics. It's not realistic to think they'll do that.
What they realistically could do is make it similar to waking someone up from the dream state where it takes a little bit longer every time to bless the same totem, but if you take the time to rotate to a different area and find/bless a different dull then it goes back to 14 seconds.
Killers destroying boons would be fair counterplay something that boons lack. It would allow the devs to buff the weaker boons in the same way undying was buffed to work better with token hexes since killers would have an actual answer to boons.
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It's an easy quick kill at the start of the game and a 3v1 is much easier to win. It's an addon that should be changed.
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If you spent more time learning to play against camping and tunneling, you would be better at the game. Instead you just want to avoid challenging matches for the sake of not having to lose.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2754678#Comment_2754678
6,25% wiggle time is not equal to 6,25% generator time.
You need to compare things that are comparable.
https://forum.deadbydaylight.com/en/discussion/comment/2754675#Comment_2754675
Why? Where does this add anything benefitcial to the game? Wiggled changes add more interaction and skill to the game. Where does a flat time reduction do such a thing?
https://forum.deadbydaylight.com/en/discussion/305565/what-is-the-rationale-behind-the-wiggle-buff
To rewards a skillful player over an unskillful one. Mashing buttons was never an expression of skill. Hitting checks aka quick-time events is an option to do this. Think about quick-time events in Mortal Combat, God of War and other games.
It is not a buff to survivors per se, it is a buff to skillful survivors and there should be a difference between them...
I would like to add that a penalty for missing wiggle Skill Checks should also be in place. As when you miss one and can not even score a "good" skill-check your should not get any wiggle progress for 1 seconds or so...
It doesn't add anything to game, just like buffing the wiggling time doesn't add anything to the game. I'm all for QoL changes, but not when QoL changes bring about unnecessary buffs.
Wiggling time should be consistent.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2754660#Comment_2754660
It's like 1 second. 🙄
Then let's buff hook states so each hook state is 1 second less.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754626#Comment_2754626
It helps Survivors with accessibility issues.
You have an issue with that?
They could add the skill checks to wiggling without buffing the time to wiggle out in the process.
The great skill checks are just unnecessary.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2754510#Comment_2754510
I agree that it was problematic and rightfully got nerfed. I just hate to see it in its current state where no one is running it anymore. I guess it's doomed to be a relic of the past.
The silent fall that got added to the perk is underrated imo.
Honestly it's still a good perk itself. Just there's a bunch of stronger exhaustion perks and I don't think the issue is that BL is weak, but other options are too strong.
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The only issue I have is that just because the game is more balanced than it was years ago, doesn't mean the game's current balance isn't an issue.
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I mean it's a colored opaque gas. It not impairing your vision wouldn't make sense.
It doesn't last that long unless you stay in the gas and you should already have a good idea how you were going to path the tile before getting hit by the gas. It doesn't mess with your camera angle so it's not like it's that disorienting.
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Haddonfield was just the most notorious. There were other maps that had strong main buildings that also featured drops that weren't much better to deal with. Like Old Disturbed Ward, Grim Pantry (before the open area next to the window), Pale Rose.
Old BL was just never going to be healthy, because passive stagger reduction from falls was never going to be balanced. The devs would have to design every possible drop around BL existing. It's a similar issue when enduring working on DS and Head On stuns.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754454#Comment_2754454
He was the first (other than the Killer) in the lobby. I could share some clips, but idk if it would be naming and shaming.
I've joined into lobbies with 2 survivors in it and if no one joined within the next minute it wasn't uncommon to see the survivors leave (leaving only the killer remaining) and then shortly survivors start populating the lobby again.
It's still possible it was a lobby that the game was trying to fill due to people leaving.
The fact that there is a situation where the game ignores mmr just to fill lobbies ultimately makes mmr a useless tool.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754443#Comment_2754443
I understand it expands, but my friends who have 4K hours shouldn't be getting sub-50 hour teammates while playing against extremely good Killers.
Likewise, my 4K hour friends shouldn't be getting literal 10 hour Killers.
The system apparently just ignores mmr if people quit out of a lobby and the lobby tries to find a replacement. At least that's the impression I got from reading the dev blog.
What is likely happening is your 4K hour friend is filling in a spot that someone dodged or someone is filling in a spot that someone else dodged.
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This is literally the only thing Pinhead has going for him and you want to remove it.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2753697#Comment_2753697
Not really. They keep taking and taking from killers. And giving and giving to survivors. Within the last year-ish ? They buffed and nerfed wraith. Nerfed slinger. Nerfed twins. Nerfed Freddy. Added dead hard and pallet validation.
What nerfs have survivors recieved in that time ? None that comes to mind. They got boons. Validation. More maps that are survivor sided
To say it's a stretch. Isnt really
Keys got nerfed. Really the only thing survivors got nerfed
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killers don't need more nerfs right now. Unless you really just want to alienate the killer base and make survivor queues longer.
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If people are going for end game saves, they will almost always 99% the exit gate. Meaning that even in trades bloodwarden is not likely to proc.
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Honestly new content wouldn't be a problem if it didn't feel like BHVR was picking new content over balance changes.
Like Riot with LoL manages to push out multiple champions over the course of a year and manages to maintain biweekly patches for balance changes. I know Riot is likely largely, but it shows that you can manage to both balance changes and add in new content.
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@gammatsunami said:
https://forum.deadbydaylight.com/en/discussion/comment/2752823#Comment_2752823
youtube
https://forum.deadbydaylight.com/en/discussion/comment/2752819#Comment_2752819
why reward anything then, some of these challenges are real tough
You already get bloodpoints for completing the challenge. I won't deny that some of the challenges are harder than they are worth, but it's not like you'll miss out if you don't complete the tome before the rift ends.
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Considering Tomes never expire and you can complete any tome at any time you want, I don't see a need for there to be a bonus for 100% them.
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Also let's not forget that Deathslinger gives survivors a chance to prevent a down from a successful hit with the chain mechanic. The whole "quickscoping is unhealthy" only matters if you look solely at a single part of Deathslinger's kit and completely ignore everything else about his kit.
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@Elcopollo said:
His Iri addons are busted, but it's not fair to judge killer for his Iri addons solely - the idea that killers use Iri addons every single match is unrealistic at best. Tombstone is a tool, not a basekit, its existence doesn't make Myers strong by default - and even Tombstone can be played around thanks to using lockers and throwing all pallets instantly.
Michael has the worst early game to date and unlike Oni, despite having oneshot once powered up, he still lacks any mobility - outside of being much more of a menace in chase, he's still the same M1 killer with nothing to back him up. He's not bad in chase, but outside of that he has nothing going for him at all - no 4v1, no map pressure, no mobility, no nothing. M&A and DR combo doesn't make you "know where survivors are" and efficient survivors won't be healing against him unless in stage 2. There are also these things, called "holding W" and "short-wall loops", which counter any Vanity Mirrors extremely well, if survivor is not a total potato. Good survivors are able to give Myers almost zero value out of his power. As soon as you get to bully-squads or simply solos who know what they are doing - Michael will be the one on hook.
So while him being "the weakest one" is debatable, Otz is nowhere near wrong that he IS, in fact, a D-tier killer. Currently, at the very least.
Judith's Tombstone isn't really that strong. You have to remember the addon requires you to fully stalk 2 survivors to be able to kill as many survivors as you can catch within 60 seconds while also reducing your movement by 9% in T3. Practically requires you to run Play With Your Food and Tuft of Fur (add another fully stalked survivor) just to get value from the addon. In which case you'll likely lose the gens as Myers will struggle to build up Play WIth Your Food, stalk 3 survivors fully, and defend gens. Especially on bigger maps.
Tomestone Piece on the other hand only adds 75% stalk of another survivor, does not require you run other addons or perks to be most effective, and you can throw on faster stalk to T3 faster to build the stalk faster for the early kill. And the early kill can basically instant snowball to victory.
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Pretty sure they already do have general validation that was a while back.
https://mobile.twitter.com/deadbybhvr/status/1334166291331080193The hitboxes of her hatchets are just big.
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The problem is sometimes survivors just d/c when they didn't get down and just triggering a killer's on hook perk over it seems a little much. And creating a system that judges whether or not you would have gotten a hook is not something I really think the devs should spend time on over other things.
The only thing is that d/cs don't often count as kills for challenges and that really needs to be changed.
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@IlliterateGenocide said:
okay when he had his lose-lose bs when he first came out. yes he was sorta (not really) op.
now hes just a medicore killer with the most wortheless addons in the game. twins and ghostface are close
Well, I think most worthless addons goes to Freddy. At least PH has his range addons. Freddy doesn't really have any useful addons. There's a couple of freddy addons you could make arguments for, but most of the benefits are so minor that there's no a huge difference if you went without them.
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I understand you like Myers, but he honestly does not have much going for him.
While being able to instant down survivors is strong, he does not have mobility to help him control the map nor does he really have much else to help him end chases faster. The larger lunge and faster vault simply force survivors to drop pallets earlier rather than end chases at that moment.
Vanity Mirror is a fun addon, but I wouldn't say it makes Myers better.
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I think you are forgetting that the game is a 1v4. It's fine for the killer (the 1) to have things that bypass survivor tools (the 4).
Besides Killer powers (and addons) are not comparable to survivor items (and addons). There's no reason for survivors to have a perk to disable killer addons, because they are fundamentally different.
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Typically none.
Most of his addons do so little or are practically useless that I find it better to run nothing.
But of his addons the few I would run are:
Dream Pallets (mostly just for meme builds), Dream Projection Cooldown, Paint Brush.
I haven't tried Black Box since the change, but I've been hit by it a few times as survivor so it's okay.
I wouldn't recommend it, but you can run Z Block and Bloodhound. I've done it a few times and it kind of works.
I used to run the blindness blocks as a counter for OoO, but haven't since OoO was reworked.
Lastly I have done some meme games with the dress addons (extra regression on failed skill checks) and red brush to see if it works with perks like oppression. And from my limited testing, it does not appear perk influenced skill checks count for the dress addons so there's no point to them existing since you can't synergize them with anything.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2751121#Comment_2751121
If survivor fails at attempted escape just have the second state go immediately to death as it does now. The only reason to keep second state going is for BP.
I can't take "survivors drag out game for 2 minutes on hook" seriously as an excuse when killers will slug survivors for longer and drag out their games. Remove killers ability to slug last survivor - either pick them up or lose the sacrifice - and I'll believe the killer complaints of having to wait a hook state for survivor to attempt escape.
I'll be fine if survivors bleed out faster on the ground when they are the last survivor left in the trail. I don't think they should instantly die, because sometimes as killer the best play is to slug 1 survivor and go after the other survivor. Then if the killer kills one of the 2 survivors left, they should still have a chance to find and hook the last survivor.
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Because it was intentionally changed to be this way so that games end instead of being drawn out.
Same reason why egc was added.
Honestly if you are consistently getting to the end of the game with 0 hooks you really should be taking hooks for the team. Try to force the killer to spread out hook states instead of leaving your teammates to die.
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Ultimately since you can't degrade, if you play enough you should eventually hit iri 1.
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Ultimately I don't really think it says a lot. Streamers put a lot of hours into the game because it's a job. So they are certainly going to be better than the average player.
Then it's such a small sample size overall that it's hard to draw any sort of real conclusion from it.
If you really need a take away then perks and addons are not the main contributing factor to winning or losing.
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@ShinobuSK said:
Yet some people will tell you new game mode would split playerbase and make queue times worse....right.
Lets just continue to play same one game mode for another 5 years, shall we?
I don't think bhvr needs to create a new mode as much as improving the current one. Like the survivor objective could be more than just sit and hold m1 for an extended period of time.
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I'm pretty sure you can cancel the action of someone healing you by pressing the "run" button.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2749869#Comment_2749869
Huntress has also bigger hitbox and can actually flick, which he can't because of slower turn rate during ADS.
Huntress also doesn't have to worry about survivors just reaching out of range of his shot. I've seen it happen so many times on both sides where a well aimed shot misses solely because the survivor is just out of range.
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@Chilli_man2400 said:
Not to point fingers at anyone here but there is one YouTuber who I hate now because of this change. The devs finally address the grind reduce it by making you get 2 million points and then this guy complains the players are leaving and there still supporting a ######### match making system(which is has flaws) and says giving us more points won’t help. Are you ######### kidding me they address a problem and you bring up ######### so stupid
TBF, while 2 million bloodpoints will help the grind, it's only a bandaid on the problem. A monthly 2 million bloodpoints if you spend the time to reach iri 1 is nice, but if you ever take a break to play other games you'll just encounter the same issue.
I am concerned that bvhr will only do this as their solution to alleviate the grind.
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I would rather see Iron Will nerfed to not be a unconditional 100% silence while injured.
BHVR has added perks that do silence your sounds to 100% + other benefits for a duration, but they just don't compete against Iron Will since Iron Will already silence your sounds to 100% and the other benefits while nice aren't important enough.
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Killers just need something. Between MMR really showcasing how strong survivors are at a higher level, CoH completely destroying playstyles while boons in generally have no real counterplay on the killer side, and a lot of recent unnecessary killer nerfs. Killer is really at an all time low in terms of fun.
Unfornately it doesn't seem like BHVR is going to do anything about the legit complaints killers have and their only tactic to improving the playerbase is license content (hence The Ringu Chapter revealed last year) which only provide a temporary influx.
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It's fine to not like playing against certain killers. As long as you aren't rage quitting games because of the killer you are facing or demanding unnecessary changes, because you don't like them. I don't see an issue.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2747750#Comment_2747750
The thing is Hex Pent is strong....if it was released before Boons became a thing....but now in the era of "DONT DO BONES BECAUSE OF MY BOON" mentality no one breaks totems anymore......that's why NOED arguments have started up again.
But at least survivors can still cleanse NOED at the end of the game and remove it from the game.
Killers still don't have any way to permanently remove boons from the game without just killing the survivor placing them. Which isn't always easy to figure out and not much you can do if more than 1 one person is placing boons.
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@KnotEnthusiast said:
https://forum.deadbydaylight.com/en/discussion/comment/2748876#Comment_2748876
That's what I was thinking at first, but it specifically says "deactivates after successful use". Why would it specify successful use if it deactivates on any outcome that resets wiggle progress?
Because you can throw a pallet down while being carried and miss stunning the killer. So if that happens, you can use it again if the killer somehow didn't notice the pallet threw itself and walks through another pallet.
It also doesn't deactivate if you throw dream pallets either.
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You are mistaken a perk becoming "disabled" with "deactivated".
DS is activated when you are unhooked for 60 seconds and then deactivates if the time wears out or you touch a gen, rescue another survivor, heal, etc. Even though the perk deactivated, it can be activated again.
However, upon successfully stunning the killer with DS the perk becomes disabled meaning it can't be used again.
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It's 2 million BP for hitting iri 1 from ash 5. You have to be putting in a lot hours in the month to his iri 1. I really don't see an issue with this.
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Killers who don't have a good way to get survivors into dying state quickly are simply not good enough with how efficient survivors are with their only objective.