Crowman
Crowman
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The devs haven't said anything and I wouldn't expect them to say anything.
If they are working on a solution to the hacker problem, telling everyone (which includes the hackers) what they are going to do is just going to give hackers find something around that before it even gets put out. Would still be nice to hear them acknowledge the issue.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2565052#Comment_2565052
I equipped OoO the other day and I wasn’t the obsession. I don’t recall seeing the killers aura. Maybe they were a stealth killer idk.
They could also be running no aura reading perks or addons. I don't think any killer has survivor aura reading basekit.
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I like the new OoO better as both a survivor and killer. New OoO doesn't feel completely unfair as it did before although it makes playing some killers with aura reading addons or perks much harder since you can't outplay someone who can also see your movement as well.
As a survivor you can figure out what the killer is running while being able to counter strong aura reading addons and perks in chase such as I'm All Ears, Compound 21, and Black Incense
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@BenZ0 said:
I think they are gonna do something like they did with Clown. A addon pass and also some changes or adjustments to his base power.
I hope they are gonna do something about the hit where you remove the stalk progress on the survivors cuz this can be easily exploited by bodyblocking while you carry someone on a hook, therefore you just reset your progress which is huge and takes away alot of pressure to the survivors. Atleast make it that they lose 50% of the stalk progress or something else.
That's not an exploit. People need to stop calling anything smart survivors do to counter a killer's power an exploit.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2564818#Comment_2564818
Trickster is THAT bad, huh? I am really surprised to hear you say that.
If you saw the stats posted on the Q&A, Trickster had a 47% Kill Rate. Considering that every other killer except Nurse had at least a 50% Kill Rate, it does kind of show that Trickster is on the weaker side.
I imagine a lot of it is that he's one of the most map dependent killers in the game. You get a nice open map where survivors don't have much options to avoid your knives and he'll down you quickly. Get a map where you can constantly break line of sight and now he takes forever to down you.
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It's likely going to be an addon pass, because Ghostface largely still has unuseful addons besides a few addons, and adjustments to the reveal mechanic since both sides have complaints about it.
I don't see anything else happening to him.
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Tier lists are all about relative power to other killers. There will always be a strongest killer and there will always be a weakest killer.
The problem is the difference in strength from strongest to weakest is huge and there should be a much smaller gap in power difference.
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@feffrey said:
The problem with deathslinger was he was able to point and click without aiming to land a shot. He also created free hit choices where no matter what survivors do they got to take a hit.
You do not have to 4k every match to win
His gun is not hit scan. Even when quickscoping he still had to aim and predict where you'll be when the small hitbox spear will reach you.
Deathslinger in no way was a free 4k either.
Maybe you should actually play Deathslinger before you decide how easy he is.
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People were using mods that gave an inherent advantage in the game. Let's not pretend they had no effect.
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Because the trade off that survivor hook based not working off cage rescues is that hook related perks don't work with his cages either.
Meaning BBQ and Pop are less useful on a Pyramid Head who is caging survivors.
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I doubt we'll see any new license content involving the scream franchise. We already got both licensed content we've been told we'll get in a single year meaning the rest of the content we'll get is original. And by the time the next year comes around Scream movie will be old news.
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Ranks became Grades. Ranks no longer exist.
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A big problem I have with the emblem system that would have to be addressed if the devs ported it to the mmr calculations is how the game determines chases.
Being chased by Victor doesn't count as being chased. Being followed by a cloaked Wraith doesn't count as being chased.
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I know it can be frustrating if you are waiting for the hatch to open and the killer finds you and can just close it on you. But this should be less of an issue with the ptb changes since the hatch won't spawn until there is only one survivor left.
Otherwise I don't see a problem with the killer having priority because at the point where hatch is the option to escape (without key) then your team has already lost.
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The thing is the killer needs to be stronger than an individual survivor otherwise there is no way for a single killer to win against 4 survivors (assuming equal skill).
Trying to make so that a single survivor can perfectly match the killer is going to create a game where killers have little reason to actually play.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2560405#Comment_2560405
I cringe when people argue like this. The automatic assumption that anyone against something broken in advantage of killer MUST be a survivor main.
I have around 7,000 sacrifices on DBD. I play both roles.
Why is DS a problem for you again? Quit tunneling. They can't do ANYTHING or else they void their DS. Not a big deal. Borrowed Time same thing.
I'm against disabling perks when they create broken gameplay that the devs obviously didn't think of when they made the perk. This isn't the first time this has happened it won't be the last.
As if the devs who routinely nerf killer were like. We should give Pinhead a perk that specifically makes Pigs active trap scenarios infinitely easier to make oppressive. Gee were nerfing Deathslinger for all these counterplay complaints and we're fixing Pigs timer add ons. Lets give her something that ACTUALLY doesn't have counterplay on top of it.
You are doing the thing you are claiming I'm doing. Assuming that I have an issue with DS just because I brought it up.
But hey I guess anything to remove the possibility of seeing other non-meta perks see play. Can't have killers mess with fun perks.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2560383#Comment_2560383
What an outstanding argument. You really pleaded your case reasonably.
Are you against disabling perks now, because it's not to your own advantage?
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If we're going to be disabling perks because a survivor has an active RBT on their head we should be fair and have it deactivate all perks. No BT, No DS, No UB.
Now you don't have to deal with plaything and the pig doesn't have to deal with your perks.
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@DarkbeastPaarl said:
That's still way too short. 4 seconds isn't very long.
It's 4 seconds per a charge (3 max at base). And a single charge chainsaw isn't downing anybody unless Leatherface is already on top of you and you are in the middle of nowhere.
This is a case of you need to learn to play around the killer, because Leatherface's chainsaw in a chase is perfectly fine. You do have windows to get away from him while he is chasing you.
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Leatherface's chainsaw has a cooldown. It takes 4 seconds to replenish a charge so he can use his chainsaw. Leatherface using the chainsaw to break a pallet or breakable wall eats all his charges btw.
Not to mention he has a cooldown upon ending the chainsaw sweep that is 1.5 seconds (+1 second for each charge used).
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It's funny, the game was a lot more fun overall back when I started playing and things like instant heals that could fully heal a downed survivor still existed. Sure they were still frustrating, but overall I enjoyed the game a lot despite it.
The game is getting more balanced, but the devs are making it more balanced by removing a lot of the fun aspects instead of trying to balance the fun parts.
Like killers can easily get a 2K every game if they camp/tunnel every match, but that's no fun for anyone really. But 2K/2E is balanced.
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Plague was never in the worst killer tier. I don't think anyone was putting her below B tier.
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558638#Comment_2558638
I don't think it's just about winning or losing. It's about how easily one side can win. How easily they can render their opponents to nothing more than a slight annoyance. They're showing S and A tier killers with META perks and add-ons being played by players with thousands of hours in the game putting in maximum effort to get a couple of hooks or if they're very lucky ONE whole kill.
As a killer, I'd find the game way more fun even with a 60% loss rate as long as those losses weren't complete shutouts. I mean good chase, lots of downs, lots of hooks, the game could be won by either side at any moment. I feel the same about survivor too. It just isn't fun when I barely have any interaction with the killer before the gens are finished and I did have a chance to get any unhooks, heals, bodyblocks, etc.
The thing is the devs clearly don't care how the game is played. Hence why MMR is based on kills/escapes.
Killers get rewarded for camping and focusing on getting 1 survivor at a time, because there's no benefit for a killer to try to play a 1v4 when the system is basically checking to see how many 1v1s you win.
Survivors get rewarded for escaping regardless of how well they played. There's no reason for you to interact with the killer as being the first caught is bound to get your camped or tunneled to death now.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556611#Comment_2556611
It's weird how people don't know this yet despite it being common knowledge now
The devs should just remove grades from being shown on end game screen. It's clear that no matter how many times it gets repeated people will still complain about grades on the end game screen as why they lost the match.
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@Trwth said:
The same reason Trickster's knives don't interrupt actions. It's just another one of the many impossible things Survivors can do.
The knives are a bit understandable. Trickster is already good at camping since he has no CD between knife throws. It would be literally impossible to ever save a survivor against a Trickster since as long as he hit 1 knife he would interrupt the save. Plus the knives themselves don't give survivors a speed boost like Nemesis Tentacle does.
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I think survivors being able to solved the box while pinhead is carrying another survivor is fine.
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@Anara said:
Agree with you, the speed boost is not a problem, but the inexistant interruption is.
I played a lot of Nemesis recently, I had a lot of fun, I want to make him my new main killer. But Ive seen too many times survivors finish a generator or unhook infront of me because first tentacul hit do not interrupt them.
However at the beginning everybody said Nemesis was a weaker Pyramid Head, after playing both a lot I think Nemesis is better.
Don't forget that Pyramid Head has been bugged recently.
But the main difference between them is Nemesis has a better 1v4 as his zombies help annoying and pressure the other survivors that aren't being chased.
Whereas Pyramid Head can just quickly remove a survivor from the game with his cages since they do ignore perks like BT and DS that other killers would otherwise have to play around.
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@landromat said:
From A to B. His changes gives a lot of opportunities for new builds. But still not fun to play and weaker than he was
I wouldn't consider live Deathslinger A tier. He's currently B tier. I don't think the changes are going to significantly weaken him to the point he'll drop tiers. Funny how BHVR trying to tackle his zoning wwith fake ADS managed to buff that aspect. At absolute worst, he might be C tier now.
He's not going to be fun to play and will end up another Billy.
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Honestly I would expect to see more of it after the devs basically said that tunneling/camping a survivor out grants you MMR.
There's no incentive to try to multiple hook survivors if you just want to get higher MMR and as long as you get a 2K in a game you can go up in MMR.
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Why would there be? The devs had made it clear that survivor fun is more important than killer fun.
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@jesterkind said:
I'd agree with that- this is a good example of it screwing over Killers, but Survivors sometimes have to deal with ridiculous totem spawns like that one brutal "round a corner in a box at the edge of the map" totem on Lery's.
They need looking at in general.
The thing is as difficult as some spawns are, it's not hard to remember those and check them in the future.
If you play enough survivor, you'll notice there are a ton of guaranteed totem spawns on several maps which really make the killer running hexes pointless.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2555525#Comment_2555525
What? Every Pinhead I've ever encountered with that build chases the box. There's no other reason to run that build. Yeah, I'll just pick it up out of Hoarder range on The Game or Midwich.
https://forum.deadbydaylight.com/en/discussion/comment/2555529#Comment_2555529
Being interrupted by a chain every two seconds is the unfun part.
If the pinhead gets the notification and can stop what he is doing to go after you, he will. But that's not something that is possible 100% of the time.
A survivor picking up the box and trying to solve it when pinhead is nearby will still get the killer to chase after them without hoarder, because solving the box reveals your location as well. It's only when the survivor tries to run with the box that hoarder has given any real value to the killer.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2555331#Comment_2555331
Do you genuinely think it's fun for survivors to constantly deal with a chain hunt? Honestly ask yourself that question. Something can be fun for one side but unhealthy overall.
You can still solve the box against a hoarder pinhead. The only thing hoarder does that pinhead can't do without it is chase down a survivor who picks up the box near the killer and doesn't try to solve it instantly. In any other situation, survivor picks up the box outside of hoarder range or survivor picks up the box and immediately starts to solve it, hoarder does nothing.
Not to mention Pinhead still needs to be able to stop whatever they are currently doing in order to chase after the box holder. Smart survivors generally wait til pinhead is stuck in an action (such as carrying another survivor) before going for the box.
I swear the people who complain about the perk syngery have never actually played many games with it, because I can tell you from experience you will not get hoarder value every single game you play as pinhead.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2555442#Comment_2555442
Found the survivor main
I think you missed the sarcasm in the post.
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@RaSavage42 said:
So... you are mad that 3 players found something that works
Not that I would use it though
But looking at the situation you've been put in... That isn't my way of playing the Pig... but does make her Traps better
Killers aren't allowed to use other perks besides the meta perks that survivors will complain about as well.
Really killers aren't suppose to run perks or do anything that helps them kill survivors.
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Do you really want more killer perks that incentive killers to slug rather than hook survivors?
Also you are forgetting perks like Infectious Fright which let killers know other survivors are nearby helps with slugging decisions. Hex: Third Seal making all other survivors blind is functionally the same thing as Knock Out hiding the aura.
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A killer being rank 1 (well grade 1) doesn't mean anything as it's not used to matchmaking so you shouldn't be making judgement based on the end game screen grades.
Also it's your own fault for intentionally slowing down your objective and you gave the killer a good reason to keep camping the basement. 2 people hooked and the other 2 not doing gens.
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@[Deleted User] said:
Pinhead isn't going to get changed regarding Hoarder/Franklin's due to its strength. It's going to get changed (hopefully) because it's the most insanely unfun thing in the game.
Oh here we go. "Killer has fun thing that survivors can play around but it's 'unfun' to survivors so it must be nerfed"
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@Haddix said:
https://forum.deadbydaylight.com/en/discussion/comment/2551065#Comment_2551065
good response
The main problem with designing addons for him is that his power is incredibly simple and pretty bland when you compare it to others.
There is no movement speed boost that you can make stronger, no duration you can buff, no charge time you can buff, no fatigue you can buff, no successful/missed cooldown you can buff, no pallet break you can buff, projectile speed you can buff, attack range you can buff, attack delay you can buff, actions that you can make longer to perform, ammo count you can buff, reload speeds you can buff, etc.
The only things you can numerically change are crouch move speed, power recovery, the time it takes to reveal, the distance required to reveal him, the killer instinct, the marked duration, the lean stalk, the non lean stalk, the movement speed while stalking.
Changing the numbers on ANY of those things does very little when compared to addons for other killers. Ghostface needs a lot of addons replaced, but their new effects have to be a lot more creative and unique than your typical "x thing is x% faster," so I understand how it could be a daunting task to give him new addons.
Ghostface has a score event for hitting survivors while crouched and a score event for hitting survivors while in Night Shroud. Meaning the game is tracking those situations so the devs could make addons around those. Like inflicting mangled upon hitting a survivor from Night Shroud.
They could also do addons around downing marked survivors too. Thrilling Tremors is a ghostface perk so maybe a gen blocking addon when you down a marked survivor.
A potential new iri addon could be having Ghostface go into Night Shroud upon downing a marked survivor. The addon would need to make it so the just downed survivor can't reveal out of Night Shroud for at least a small duration.
Also stalk range addons would be okay on Ghostface. At least far more useful than a lot of his current ones.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2552126#Comment_2552126
It's 12:57AM in Montreal and it's the weekend. They're not going to be putting out any statements for quite a few hours.
We probably won't get an official statement until Monday.
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@[Deleted User] said:
Killer's been unviable since MMR lmfao! You think it matters?
which si the funny thing here is that deathslinger is balanced according to kill rates shown last Q&a IIRC. so this nerf makes no sense, EXCEPT TO APPEASE SURVIVORS! I want to love that!
We already knew the changes were solely to please survivors. Just read the wording on the dev blog for Deathslinger. It's all about the perspective of the survivor and none from the perspective of the killer.
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Might be the stupidest thing I've heard if true.
Crypto and NFTs infesting video games have all been scams and it's awful trend to see.
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@Guest1567432 said:
Pig at 57%....yeah I call bull ######### on these stats.
Pig's power can easily get her free kills if a pig plays scummy enough or brings the right addons and map offering. Part of the reason Pig is so bad is because of how potentially game changing her power can be.
Imagine if Myers had a tomestone addon basekit. His kill rate would be very high as well even if he was a bad killer.
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Well that's the risk you have for running OoO.
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@Miles said:
Most likely what i thought, the base kit buff so people can try out some add ons rather than go pen and adress book every single game.
Also almost everyone here is acting as if that one second of extra cd is an actual nerf.
Let's review his other addons then.
Philly, Telephoto Lens, Knife Belt Clip, Night vision Monocular (Reduce Stalk time when stalking and not leaning): So the base not leaning stalk time is 5 seconds. Running the Night Vision Monocular and Knife Belt Clip you reduce it to 3.75 seconds. Lean Stalk is 2.5 seconds. Ghostface should be spending most of their time stalking survivors while leaning. The only time you would not lean stalk is to pop a 99% stalk'd survivor or the game decides you can't actually lean. Not terrible addons, but largely useless when lean stalk to 99% is how you play Ghostface effectively.
Headlines Cut-outs, Olsen's Journal, Olsen's Wallet (Increased Movement Speed while Stalking): So as I said previously the effective way to play Ghostface is to lean stalk to 99%. While leaning you can't move so extra movement speed while leaning is worthless. At least the reduce stalk time while not leaning can help if a survivor isn't quite 99%.
Cheap Cologne, Telephoto Lens, Last Perfume (Increased Marked Duration): You can get +15 extra marked duration hitting 60 second marked duration on survivors. It's okay, but since you can 99% stalk survivors and pop them when you are close enough to hit you don't need extra marked duration. It can help if you accidentally fully stalked due to latency, but if you are already commiting to a marked survivor for over 45 seconds you are kind of throwing. It can help if you fully stalk two survivors at once since you can down 1 and chase the other, but it would be better to try to 99% both and pop 1 leaving the other to be popped later. No real reason to run this since unlike Myers you are picking a single survivor at a time to expose instead of an entire time.
Reusable Cinch Straps, Leather Knife Sheath, Drop-Leg Knife Steath (Movement speed when crouched): One of his only addons that gives him benefit when not in night shroud. Crouching is useful at some tiles since you can break LoS and get a hit you otherwise couldn't get. These addons do help for those situations. Drop-Leg is an 8.4% increase and Leather Sheath is 5.6% so together you get a 14% boost and his base crouch movement is 90% so you can move faster than survivors while crouched. The situations these addons are useful in are niche but at least can be worth running.
Marked Map, Victim's Detailed Routine (Increase Killer Instinct duration when revealed): Useless. You have enough time to figure out where the survivor that revealed you is at base. Granted sometimes Killer Instinct be buggy and you don't actually see the notification because the survivor is too close to you.
Victim's Detailed Routine, Driver's License (Reduce Range survivors can reavel Ghostface): Together you can turn the 32m range that survivors can reveal Ghostface into 20m range. Not an insignificant reduction, but you should be trying to reduce the ability for survivors to even reveal you by not standing out in the open in first place. Ultimately good ghostfaces don't need these addons, because they are putting themselves into situations where they can be revealed.
Ghostface Caught on Tape (Faster Lean Stalk, Slower Non Lean Stalk): Lean stalking goes from 2.5 to 1.5 seconds, Non Lean Stalking goes from 5 to 5.75. It's better than the faster non lean stalking addons since you want to lean stalk survivors to 99% and almost halfing the time it takes to lean stalk is certainly good. I don't think I've ever been in a situation where I thought "man I wish I lean stalked a bit faster". I would say it's okay, certainly better than his other addons.
Outdoor Security Camera (Aura reveal when you down a marked survivor): Probably his next best addon after power recovery. Ghostface can struggle to make good use of Infectious Fright since if he downs a survivor while undetectable no one will scream. This addon allows him to get a sense of where survivors are after downing a marked survivor. Now it is all survivors outside of his TR so if you down a marked survivor while not undetectable you won't see the auras of nearby survivors. But since survivors aren't going to jump in lockers to avoid Security Cam aura reading if you see 2 auras and not 3 then you can assume the last survivor is nearby.
So basically half of his addons are absolutely useless from the start. This leaves us his two iri addons, movement speed when crouched, and faster non leaning stalk as other addon options you would want to run. Of the remaining options only crouched movement and his iri addons are viable options to replace recovery time since they actually do something useful to how you play Ghostface.
At best you might see some Ghostface use an iri addon with chewed pen or Ghostface with double crouch addons, but most Ghostfaces are still going to use double recovery, because it's simply far better than the alternatives.
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The downside is that it's unlikely the devs will ever look at objective time in dbd and make changes to base mechanics. So killers are just going to keep running slowdown perks.
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@Canas said:
Pinhead is borderline unplayable without Hoarder and I haven't been able to get it even once on my bloodweb so far. So yeah, he plays like utter trash. He needs serious buffs to his gameplay, making him rely entirely on a single perk cannot be healthy at all. His chase potential is terrible (chains don't slow down enough, survivors still can interact with their environment, he has to stand still, etc.) and the reward for hitting his power is absolutely not worth the effort. You might as well pick up Nurse who requires the same amount of skill but will at least reward you with actual damage done to survivors.
I wouldn't say hoarder is necessary. The only situation where hoarder is useful is if a survivor picks up the box near you and tries to run somewhere else with it. If a survivor picks up the box and immediately tries to solve it then a hoarder notification didn't do anything. Plus you still have to be able to go after the survivor upon getting the notification which is not always the best move.
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Honestly it's funny when survivors don't respect end game perks on killers.
No Way Out has been pretty fun because a lot of survivors don't touch exit gates immediately and it screws them over.
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@Zozzy said:
It was based of the complaining more than anything. Survivors want to run a killer for 5 gens and make youtube videos of it and the devs seem to agree.
I just wanted all seeing blood toned down. Touching the basekit was too far and uncalled for.
Basically. Look at Deathslinger who is sitting at 52%.
These were killers who weren't dominating overall and get nerfed because how dare a killer have 1 strong thing going for them.
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Likely addon overhaul and adjustments to his reveal mechanic.
I don't see them touching anything else as crouching is fine as it is and there's nothing wrong with his power on a functional level.