Crowman
Crowman
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- Crowman
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Idk why anyone is excited for Skull Merchant changes. She's gotten 3 reworks and people still find things to complain about her. At the end of the day she's still going to have Drones which is ultimately what people don't like.
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Hooking survivors around objectives is a form of pressure. Removing that will njust result in hooks being ignored
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If you truly believe people are playing simply to spite other players then I think you just need to stop playing
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789546#Comment_3789546
the 4th slot is open so use a perk for early pressure?
Wretched Fate only triggers once so 99% of the time it activates after the first gen. Then if the obsession cleanses it you get 1 pentimento stack which can be easily cleansed again because the obsession knows where Wretched Fate spawns (it shows its aura to the obsession) and you generally aren't trying to go after the obsession with dying light.
Dying Light also scales very slowly so you need a lot of early hooks in which case you would have gotten more value from Pain Res or Pop.
Pentimento needs a full hex build of high priority hexes or Plaything to be effective as in close games the slowdown from doing totems multiple times and slowed repair speed can make a difference to closing out the game.
So while you have a 4th slot for another perk, I don't see this 4th perk carrying the rest of the build.
Personally I think Wretched Fate is a trap perk. It seems strong, but it only effects 1 survivor who has an easier time finding the totem affecting them. And since it only works once, it's just worse than comboing Pentimento with Plaything.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789888#Comment_3789888
I am not making a 1:1 comparison (besides the point that I must have missed the Head On, Blastmine and Unbreakable nerfs), it was just a reminder that stuff for both sides exist that instantly makes you want to hate the game. I am only a 1/3 survivor player, so I don't get any attachment to my items, but I guess that Franklin can really throw a wrench into your game plan, though losing an item is IMHO not comperable to losing all pressure or a chase being extended by another 30+s due to the power of E ^_- Nothing ever sucked as much fun out of the game as DH, with the possible exeption of MFT.
BTW, Franklin GOT nerfed2 times in recent history. For most of its existence a dropped item was on a timer and when the timer expired, the item would get completely consumed by The Entity. Survivor hated this a lot, because it circumvented white wards completely. When limited items got introduced this got changed to charges being lost constantly and limited items being just slapped out of survivors hands, without them being consumed.
Then later, limited items even got placed in the second hand, where they were safe from any slapping. Also, I think it was during the change that brought back the losing of charges, items no longer disappear when they lose all charges.
Here's the history of Franklin's Demise:
Release: Hit survivor drops items and it loses 10% of it's charges. Really only hurt Med-kits that were optimized to contain exactly X heals. Overall a bad perk.
4.1.0 change: Hit survivor drops items and if it stays on ground for 90 seconds, the item is gone. This was an improvement as now keys could be dealt with since keys could be used with 0 charges. Still overall a pretty bad perk.
5.0.0 change: The current iteration. Was a straight nerf until keys got nerfs to not allow opening hatch at 0 charges. Still not a great perk.
Franklin's honestly was never good and still isn't. It's annoying to face as survivor, but it's impact is pretty low unless survivors greed for the items.
Honestly I don't think Weave Attunement itself is even a real issue, because as a standalone perk it's terrible. Without any way to force survivors to drop items all that happens is an item gets used up, it drops, survivor picks up item and gets oblivious for 30 seconds. Really easy to deal with.
I don't have much hope that Weave will get changed in a way to make it a better perk and likely just end up with a quick change like Ultimate Weapon. Ultimate Weapon isn't bad, but the change makes it a good camping perk rather than a good info perk.
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Nowhere to Hide shows the aura of survivors around you not the kicked gen.
Oppression recently got it's CD significantly buffed and it's a perk that can get around the 8 regression event limit. So I think the perk is already in a pretty good spot.
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Being oblivious means that Legion can't track you with Feral Frenzy. So you can just not cleanse the plaything totems.
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This build has no early pressure. For the build to be a threat the killer needs to be getting quick downs in which case you likely could have won without these perks.
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I don't see the Nemesis buffs as being so strong power budget wise to remove dragging his power during the damage frames.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789312#Comment_3789312
You need two hits with Marvin's Blood to get Tier 2, which is a massive step up from before.
If it took longer to get Tier 2, Id understand, but you can leave your first chase with an actual power if you play well enough.
You can chase the first survivor, hit T2 and then continue to tunnel them out with a stronger power and needing less hits since they are already injured and contaminated. Otherwise that survivor gets a chance to reset and vaccinate.
At the core of the killer's power, just there's more benefit in tunneling out a survivor rather than starting a new chase that needs 3 hits.
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His power against a new survivor is 3 hits. A recently unhooked survivor is 1 out 2 hits depending if they wait out endurance.
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Honestly, there's not much reason to buy a killer on release unless you really like the license. Given that practically every new killer is expected to see some adjustments within the year of release, it's better to wait and see.
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@Halloulle said:
… and asking paying customers for such a roundabout way of making the game playable is plain unreasonable.
It works, yes - and I appreciate you trying to help. - It doesn't make it any less unreasonable though. Sadly, I also don't think it will be not necessary any time soon, looking at how many years it took to implement an AA-switch…
BVHR doesn't own reshade. They are under no obligation to make sure new updates work with reshade.
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I don't think a perk that can't work by itself really needs a nerf.
Plus frankly the kind of build that Pentimento is on is one where the killer the killers needs to be playing well for Pentimento to give value.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786906#Comment_3786906
And yet Killers have all the comeback mechanics in the world. Less gens to patrol, fewer pallets to get stunned with, bloodlust to move faster despite their base speed already being faster than Survivors. And that doesn't even go into the perks like NOED, No Way Out, Blood Warden, Remember Me, etc…
If Killers had an ability to ragequit that bypassed the DC penalty, we wouldn't see more ragequitting from them. With tactics like tunneling and camping at their disposal 24/7, they have no need to ragequit.
Having less gens to patrol is helpful, but if all 4 survivors are still alive at that point in the game, it's very difficult to turn that into anything more than a 1K unless survivors throw.
I've also experienced games where the killer gets an early kill, but struggles to turn that early 1K into anything more, because they threw taking bad chases due to the early kill.
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No.
I don't really want every game to be vs or with bots.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786452#Comment_3786452
When enough Survivors stop playing the game and que times go up enough Bhvr will eventually do something about it.
People have been saying this for years and yet there's still a healthy amount of survivor players to keep the queue times stable.
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Everytime this gets brought up the same excuses get pushed out about how survivors need to be able to rage quit at a whim. Honestly the devs really just need to remove the ability to let yourself die on hook and then improve reporting so survivors going AFK or throwing the match get banned without players needing to record every match for support tickets.
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@k3ijus said:
”grrr I’ve absolutely destroyed the surviviors and they have no other way to win, so they play for a stallmate, nerf hiding in a stealth horror game🤬🤬”
It's one thing to hide from the killer in that situation and another to not even attempt to progress the game state.
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Idk why the community is so obsessed with reworking everything they don't like.
It's fine if you don't vibe with Xenomorph, because you can't just play a different killer.
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We can nerf Vecna's skulls if we also nerf survivors ability to crouch.
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Artist has a rather high skill ceiling not helped by parts of her kit being a bit clunky (place crow, let go of power button, press different button to release).
With over 30 killers in the game, killers who have a high barrier to entry are just not going to see as much play as ones who are easy to pick up.
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There's a couple things at play.
First, there's a soft cap. To reduce queue times for people in the top % of MMR BHVR designed a soft cap so that these players can be matched with players in a timely fashion. Ultimately this means games are tilted towards unbalanced matches rather than balanced ones.
Second, SWF. People often SWF with their friends when they introduce them to the game. Unfornately it often just means throwing noobs at vets.
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@VantablackPharaoh91 said:
I think in light of how it actually gets used that either a 20 second cooldown and it activates only in chase, or it's off when you are in chase but active whenever you're not (with a slight range reduction) would be appropriate. This would encourage Survivors to plan routes out better, and train them to ACTUALLY loop tiles, while breaking up some of its synergy with very pallet and window dense maps. Plus with a nerf, maps could once again get more resources added back. The issue with WoO IS that on pallet dense maps it creates situations where it's trivial to properly chain, but it's balanced on maps with weaker loops since it only shows you how to chain resources.
Does it need this? IDK. Maybe. It is really problematic that my SoloQ teammates will DC or give up on hook because the Killer countered this with Mindbreaker.
Maybe on that note, buff Mindbreaker quite heavily, as a counter to this perk, instead of outright nerfing WoO. That would make it incredibly useful and an amazing pick.
Being forced to run a perk to deal with a problematic perk is not a good balance.
Look at Shattered Hope. A free perk literally added as a hard counter to boons when CoH was broken that didn't solve the problem of CoH being too strong.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781742#Comment_3781742
Distortion is receiving a nerf before Weave. What else ya got?
Distortion wasn't mention in the post I replied too. It's also not an aura reading perk.
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@Orionbash said:
Killers have Frankenweave but heaven forbid we have one perk that lets us see pallets.
Weave is already getting changed in a future update. Guess this means we need to nerf Woo.
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Because nothing was more strategic then standing over a slugged survivor's body, because they ran into the corner of the map with a now hook deadzone.
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Congrats for the player being good enough at Trapper to win consistently like this, but it's hardly reflective as an average Trapper match.
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@RenoPro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780361#Comment_3780361
Who would hard close the game or turn off the modem just for quit a game? Suicide on hook is much more faster and easy.
I think you are creating problem where it dosen't exist. Like i play on Xbox, by your logic i would turn off the console and then turn it on and then starting the game again just for quitting a game? No i would run to the killer and suicide on hook, much more faster and not boring.
penalities for connecting issue are frustrating and not excusable.
Force closing the game can be done immediately instead of waiting to be hooked and going through all the animations til death.
Ultimately since it's impossible for the game to tell the intent of the d/c, they all must be treated equally. Now BHVR just needs to remove hook suicides.
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@RenoPro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780340#Comment_3780340
Sorry, but i can't believe this. The game can't tell if I press start and select quit? Sound like a no-sense.
Using the "Leave Match" button isn't the only way someone could quit out of a match. You can force close the program, you can manually turn off the router. Checking only the "leave match" button for penalty would solve nothing and would only cause people using alternatives ways to quit to avoid a penalty as we already see with the how common survivors suiciding on hook is.
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@RenoPro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780336#Comment_3780336
What means?
How can someone have a internet issue on purpose just when he encounter a killer he don't like?
Penalities for connection issue are just lame and injust.
The game can't determine that you disconnected due to internet issues. You turning off your router or your routing turning off due to a power outage is the exact same thing as far as code can tell.
The game can't determine intent and thus all d/cs must be treated the same.
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@RenoPro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779556#Comment_3779556
We already have penalties that don't even distinguish between connection issue and actually rege quits
What do you want more than this? lol.
DC penalties have to affect all forms of D/Cs, otherwise you just create a means to bypass the penalty like hook suicides currently do.
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It was dumb to nerf the slowdown in the same patch where fixing the bug that caused no slowdown to be applied was the issue. Should have fixed the bug and see if the tail slowdown was still an issue.
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You're already getting Weave Attunement nerfed after Distortion. If we're playing the "every nerf on one side needs an equal nerf on the other side" game, then you're already getting that.
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People keep making excuses for rage quitting and BHVR refuses to address it, so it's just going to keep getting worse until BHVR actually does something.
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I don't think they are really that similiar, because Weave Attunement requires 2 perks to even be remotely usable where CoH was usable by itself and affected the entire team of survivors.
The aura reading range is not that big outside of certain maps with multiple floor levels so unless someone is farming items from chests, you only have to worry about weave attunement in certain spots. Your aura being shown doesn't do much if the killer is preoccupied in chase and if the killer is constantly dropping chase to go after auras, they will ultimately lose by not turning any chase into downs.
Really Weave Attunement is just annoying, but more so because it's dependent on Franklin's rather than anything about the perk itself. CoH was simply game warping and it completely killed a viable playstyle in spreading damage and to some extent is partially to blame for killers resorting to tunneling as much as they do.
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The problem is the few people you know who won't return due to tunneling is not the same as the overall trend that DBD has experienced over the past few years.
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I know mechanically Springtrap and Freddy have different mechanics in their own game, but I can't really picture how you would flesh out 2 different killer powers for them in DBD.
Likely we'll get something like Legion where different cosmetics equal different killers but use the same base killer power/perks and maybe we'll get a toggle like the DND survivors.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775114#Comment_3775114
There's 30+ years worth of Castlevania stuff. As an OG spooky game franchise, I think it's earned a place in DBD.
Even though I'd much prefer the cowboy / punk vampires from Near Dark or The Lost Boys, I'm just glad to see a vampire making it into the fog.
I didn't say it didn't earn it's place. I also don't think there's a problem with FNAF either.
But Castlevania is a property that was targeted at kids and if there's a problem with horror properties being targeted at kids, then Castlevania is just as much an issue as FNAF is.
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@Sngfun said:
I really dont get the hate against the game, nearly every single horror franchise got mismanaged into realising ######### media, yet people remember what made said media so good. Are we going to pretend that every halloween movie is good? that the freedy we got isn't the worst? that all scream movies are masterpieces? that all saw movies are splendid?
I really feel like people treat it unfairly for it's "childish fanbase" when that was what made classics just like freddy and myers so ######### profitable
Castlevania was released on the NES and that console was marketed as a toy for children. The whole "it's franchise for children" really falls apart when people are hyped about Castlevania coming as well.
But I've noticed in general that some people in the DBD community really want to play gatekeeper when it comes to which kinds of horror is fine.
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@Hoodied said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774795#Comment_3774795
To answer your question, its still a horror franchise thats left its roots of being for little kids awhile ago
I don't think it was ever really intended as a "little kid franchise". The lore while a mess is pretty dark.
Plus "object made for children turns evil" is a trope we've seen with Child's Play and that movie is rated R and is certainly not aimed at kids.
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The guard AI is easy to exploit if you know the weaknesses of them.
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Killer powers are buffed when they are near each other so the more is designed around both killers hunting together
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There's a limit the addons and perks that can be brought into a match. It doesn't really matter how many tracking perks/addons there are when there's a hard cap to what can be brought into a match.
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I remember when Moris got nerfed and we waited a year for key nerfs.You can wait a few months for weave attunement nerf after distortion changes.
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@Pizzaman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772729#Comment_3772729
Balancing is not a zero sum game. Someone with 9k (!) posts should know that.
people were calling for stbfl to be nerfed after the basekit buff to hit cd and it did eventually get nerfed.
The community constantly asks for compensation nerfs/buffs and that's what we get.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772729#Comment_3772729
Here we go again with killer main logic: "If something gets nerfed on killer side i want compensation" or "an eye for an eye". Its getting so old. With all those aura reading perks theyre eating faster through the tokens than you can recover them. If they change Distortion and you have not even a kind-of-immunity anymore, whats the point in using it? Stealth have become unviable, just another attempt to remove gameplay-variety from dbd just to cover for bad killer players.
If killer tracking is too strong and needs nerf, then strong perks that counter tracking need to also be nerfed.
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Survivors complained about Weave Attunement and Ultimate Weapon being too good of tracking perks and UW got nerfed and Weave Attunement is on the chopping board, then it's only fair that killers who have been complaining about Distortion being too good as a stealth perk got it nerfed as well.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772708#Comment_3772708
So you'd make her even more obnoxious then her release version during the 3-gen era, then overnerf her to the point of irrelevancy, then give her minor, completely insignificant buffs that will change nothing, and then leave her to rot for god knows how long?
How about we just don't touch her at all, let the Twitter tantrum-throwers mald about her continued existence, and put the resources SM would hog up into a killer that actually needs it, yeah?
I do think disabling drones should at the very least remove a stack of lock on that way when not in chase you can get rid of lock on without getting a claw trap.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772616#Comment_3772616
But it is only a killer tweak, which means the will only adjust some numbers.
That's not quite true. Doctor got a lower CD when using blast without hitting any survivor. That's not quite a purely number change. I don't expect we'll see Victor, but Twins presence makes sense if you consider the original update fell flat.