Crowman
Crowman
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- Crowman
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It's impossible to prevent the same killer back to back without making matchmaking times unbearable. Some killers are just more popular than others and that itself isn't a problem.
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The patch notes mentioned at the bottom that some of his addons text hadn't been updated
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466466#Comment_3466466
That's just not true. For example, Head On and Wiretap are perks that are fun to use that are easily counterable
Yet you'll never see people say Head On and Wiretap shouldn't be changed, because they are "fun to use".
The fact is, the only time people bring up "fun to use" when talking about perks is when the perk is in question very strong and people don't want it to be nerfed.
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@LobbyDodgerLeonidas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466439#Comment_3466439
Are they running it because it's broken or because it's fun to use?
"Fun to use" is just a dogwhistle for strong perks that people can't actually defend.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466317#Comment_3466317
The counterplay to him is a baked in mechanic that fully denies his power. For as good as Ball glove seems to have been it wasn't wasn't removing that basically in any meaningful way. Hard to see the reason in nerfing a duration add on when it's so difficult to actually get Overclock to begin with.
Not to mention that base Overclock duration is super short. It's 5.7 seconds (4.7 base + 1 second for a single slipstream survivor) and 1.7 of those seconds is waking up. So you only have 4 seconds of Overclock.
What the 25% did was make it 7.125 seconds or 5.425 effective seconds of overclock.
The 15% nerf makes it 6.555 seconds or 4.855 effective seconds.
In theory you could get 8.7 seconds if all 4 survivors are slipstreamed, which would be ~11 (@ 25%) or ~10 seconds (@15%) before factoring the wake up cooldown, but that's very unlikely outside of Denied Requisition Form.
His Overclock is simply too short for what it does alongside the emps.
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@Iron_Cutlass said:
I seriously wonder why they did this, their addons were good as they were and nothing needed to be changed further (IMO).
Likewise, how did Made For This not even get changed?
Soma Family Photo getting buffed and knocked down to rare at the cost of Denied Requisition Form becoming Iri is fine. Probably the only two that could be justified.
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Killers that primarily use their power for damage such as Nurse and Huntress don't really want to use a perk slot on Sloppy.
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I wish I would get teammates that actually did gens. But most of teammates just die in 10 seconds and never touch a gen.
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Tunneling is always fine. Some survivors just want the killer to go easy on them while they rush out gens with kitted out toolboxes.
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I don't think reworking Skull Merchant to be a chase oriented killer is the right move. I think it's fine if her power is more suited for area denial.
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Because the killer's job is to remove survivors from the game which means fundamentally any survivor at any time has to be able to be killed. Not to mention there's 4 survivors on the team, so you have people who can take hits for you and try to block the killer at chokepoints.
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Emps are still quite plentiful, you just now might have to spend some time interacting with a create to get one compared to before.
You can't use emps as aggressively but you still can if you play smart.
Overcharge is still a bit underwhelming for the setup. It's short duration a combined with the initial cd after the teleport mean you still have time to play around tiles.
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Killers can't pre-break pallets. Survivor get to abuse pallets by throwing them down without counterplay. We must remove that if we're going to prevent legion from cancelling his own power.
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If only we can also stop survivors from abusing using pallets.
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People have a tendency to remember the bad games more than the good ones and people also rarely talk about the good games they had.
Basically it's easy for the game to seem worse than it actually is, because people tend to remember being camped or tunneled out of a game and then talk about those games over the ones where they didn't.
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It's a nessicary evil.
With the devs putting up an anti facecamp mechanic that allows survivors to unhook themselves if the Killer stays too close to the hook for an extended period of time, survives that unhook themselves need the protection so that the anti camp mechanic does something.
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@ClownGuy5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462077#Comment_3462077
I mean there is doctor and calm spirit doctor can't find anyone or know if they hit them if they dont scream
Calm Spirit doesn't prevent the madness build up nor stop the prevention of using pallets and windows. Also Doctor still gets the score event for hitting survivors regardless if you hear the scream or not. So it's not quite a hard counter.
A better example is Adrenaline and waking up survivors in Dream World when it triggers. Which really shouldn't be the case and was part of the perk as a flavor example back when having perk hard counters was a thing. It's certainly outdated and I expect it to get changed when the devs revisit Freddy in the future.
Ultimately there's no reason to add a perk hard counter to a killer, because some old examples are still around.
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Singularity is not really great at tunneling, because trying to teleport to a recently unhooked survivor with the bipods takes forever. Not to mention that hooking a survivor breaks the slipstream so you can't even use his gun to teleport a recently unhooked survivor either. Practically any killer in the game can tunnel just as well as Singularity.
As for slugging, he's both good and not good at it. Bipods do allow him to pressure a slugged survivor, but they can also be taken out with an emp and he gets no notification that his bipods were even emp'd til he checks them manually. I would say there's far better killers that can slug, but he's slightly better at it than the average killer.
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A single perk shouldn't hard counter a killer's power like this.
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@Iron_Cutlass said:
Well, the Survivor ones, in my opinion, are either mediocre or just situational.
The Window Blocking can be helpful, but on most loops it is useless. Unless it is Shack or Haddonfield, there are barely any reasons for Killers to vault windows outside of Bamboozle and mindgaming.
The Party Pallets are alright, but they are easily countered, since you need to stun with them to get any use. Enduring also just completely undoes anything they do as well.
I love the Killer ones though, they are really damn good, and fun to toy around with.
But do the party pallets trigger Smash Hit? Because I could see a niche with Smash Hit and Parental Guidance.
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@drakolyr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461185#Comment_3461185
You get everything eventually anyway. The event should be casual and fun and not be forced to do something.
@topic
Dont think it was a good idea to have the interactions. Frustrating more than anything
Having teammates who are just grinding out the collectibles when the event lasts multiple weeks isn't fun. Besides no one is forcing you to get all the collectibles on survivor. If you really must get all the collectibles in a single day, just play killer.
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Because when it wasn't tied to escape, the event was filled with survivors who rush the event objective and kill themselves on hook.
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@gilgamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460394#Comment_3460394
I swear people blame all their problems on swf
I'm not blaming my problems on anything. Just that if we were to disable a killer due to the perceived amount of fun it is to face them. Then we should do the same and disable things that are perceived to be unfun to face as killer. Only fair.
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Let's disable SWF matchmaking, disable survivor perks like Adrenaline and Made for This. Since if we want to make this "fun for everyone" we should make sure both sides don't have to face things that are unfun.
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@fulltonon said:
how blastmine works with enduring? if blind and stun is a two separate effect I think enduring should work with blastmine.
Enduring only works on pallet stuns. It did use to affect all stuns but balancing DS and Head On at the time around Enduring was a pain point.
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Losing Franklins on Pinhead really isn't that big of a deal as Franklins was never strictly better than just downing the survivor with the box.
What really hurts is losing Hoarder which is now a useless perk with no niche.
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@Frogsplosion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459741#Comment_3459741
The problem is that lightborn is supposed to counter blinding effects, if you're stunned then countering the blind basically doesn't matter at all because you can't do anything with the fact that you're not blinded, it's an interaction that makes no sense logically, lightborn may as well do nothing in that circumstance.
The blind is countered. Lightborn doesn't countered stuns.
Besides, no one is seriously bringing lightborn to counter blastmine. If they are bringing lightborn, it's because they saw flashlight in the lobby.
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@Neamy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459138#Comment_3459138
Disabled pods have a yellow aura instead of a white one when you look at the with singularity
The yellow aura is just the last pod you were at and it goes away after a few seconds.
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Sounds like a skill issue and not a killer issue.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459632#Comment_3459632
Oh right, my bad.
Why then write he has kill rate they are happy with?
Doesn't seem right, it will probably be just some small addon changes.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459616#Comment_3459616
The image is not meant to support the argument, it just highlighted the issue for me. That issue being, People are asking for change but since balance is fine, they feel things could be kept the way they are. Not the best solution imo.
To both of you, they wrote that trapper is meant to be a beginner killer. A killer with a simple power meant to be easy to pick up. They don't just want to turn Trapper into a complex killer. His killrate being fine means he doesn't need drastic changes, but they still are looking to give him a bit of love to make him feel better to play.
A couple of anniversaries ago we got a trapper QoL patch, included a full addon overhaul alongside Trapper getting a basekit +1 trap. It didn't break Trapper in anyway and overall just improved the experience for playing that killer. I doubt we'll see a full addon overhaul again for him, but things they could do are touch some of his least used addons to make them more appealing or messing with trap spawn logic so you don't need to walk to the otherside of the map to grab traps.
Trapper is just never going to compete with Nurse and that's fine.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459616#Comment_3459616
He is not getting an update. I don't know about it at least.
I know he is getting bear skin, that's it.
Then reread the post, because this is right at the end.
This [Trapper Cosmetic with new Mori] will ship later in the year, along with a killer update.
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WoO isn't what is unbalanced.
Maps are the problem.
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Doctor has tome challenges
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The last thing this game needs is a way for survivor to immediately exit any game they don't like for whatever reason they come up with no penalty.
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I think his overall set of addons are not that bad. He had a few good options and not that many terrible ones.
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It's the first sci-fi based killer in the game.
As for power I'm not sure. His power seems designed for defending areas but it can also be used in chased due to Overclock. Emps seemed designed to prevent him from just being a skill merchant or knight defending 3 gens, but they too really shut down his power that he really struggles to find a niche.
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In their current states, I agree.
Though with the right adjustments Singularity will be the better killer, but right now he's just too easy to completely shut down.
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457551#Comment_3457551
Did you know the killer is also just pushing buttons. I guess there's no learning curves for anything.
i just will pretend that this is not meant for real and hope i am right with my believe
Singularity is the least threatening killer to face right now because emps are such a huge hard counter to his power than any Singularity that tries to use their power will just lose.
yes, but this does not mean the killer is bad, his counter is just to strong. Thats a huge difference.
He's currently very bad because survivors can easily punish him for trying to use how own power and his own power is hardly strong enough to warrant such a hard counter in the first place.
Overclock really isn't that hard to stall out if you mistime an emp. It's duration is very short.
And saying survivors can't get more optimal with emps because it's just pressing buttons can be said for killers and their power.
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@uganda_calm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457529#Comment_3457529
I paid for this Killer what the F do you mean.
i meant just because survivors get strong perks, does not mean that you get a strong killer
That is just a bad game experience and bHVR really needs to take care of their new player Experience.
new player experience? there are labels showing you how hard it is to play the killer. If a killer is hard to play, "new player" is not an argument. It takes time to learn the killer and play him properly.
I expect bHVR to have some sensitivity to me as I learn the new Killer, it certainly isnt fun to play against the best anti-singularity players and as a game it certainly should try to provide a good time.
the survivors are literally just pushing a button, there is no learning curve. As the killer you can get better over time.
I expect bHVR to have some sensitivity to me as I learn the new Killer
Did you just say for real that bhvr should buff there killer just because you dont know how to play him?
Did you know the killer is also just pushing buttons. I guess there's no learning curves for anything.
Singularity is the least threatening killer to face right now because emps are such a huge hard counter to his power than any Singularity that tries to use their power will just lose.
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He's very unthreatening atm. EMP's are way too easy to access and it's far too easy to pop EMPs right as he tries to teleport on you.
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Dead Hard not activating out of cage is intended, because cages are not hooks.
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Overclock does two things.
First it allows you to catch up regardless of the distance to the survivor. Useful against Holding W after a hit.
Second it makes pallets and windows much weaker.
The reason Overclocking can feel like it's not doing anything is because using it in a situation where it doesn't provide help against Windows/Pallets or to gain distance, then you were better off just continuing to chase the survivor.
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@Milo said:
The easiest fix is to remove haste stacking. Atm that would only hurt Dark Theory, but eh, it's not good anyways.
For now I assume people will start running NOED on M1 killers for that extra boost of speed (which will get destroyed in 30 seconds)
This would hurt Guardian. Guardian gives 7% haste on unhook when survivors basekit get 10%.
I don't think we need to go straight for no haste stacking, we can nerf it by making it stack multiplicatively so that multiple effects together are not as strong.
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@Tsulan said:
At this point i´m honestly surprised that no one has thought about bringing Dark Theory to the party.
I've seen a Dark Theory in one survivor game I played. The problem ultimately is Dark Theory is confined to a specific area and you can't always guarantee the killer chases you around it.
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@blackfoxx_x said:
I don't think they should be able to be used while running. To my knowledge, you can't use any item while moving besides maps. Either survivors are slowed when they begin to activate the EMP, or they have to stand still for a moment. This would make using them mid-chase much riskier since the killer can close the distance in the interim.
Keys
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Crates need to be looked at. Right now they just passively build new EMPs when they don't have an EMP inside.
This means there's little reason to not take and hold an EMP, because it starts the process of making a new EMP immediately.
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The earliest the first hotfix will be is next Tuesday. And there's no guarantee that Wesker will be fixed on the first hotfix. He's very likely going to be killswitched for a good 2-3 weeks.
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Scavenger was broken on the PTB, because it was effectively a perk that doubled your toolbox with no downside.
It got heavily nerfed going live.
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455008#Comment_3455008
I've seen a single Survivor use 3 EMPs in a single chase.
One thing you learn as a Killer main is that Survivors not doing gens is always good. It doesn't matter how you get them off, if Survivors are not doing gens, you are not losing. And time spent collecting EMPs and running to the Killer to use them is time not spent doing gens. And going through so much effort to disable the Singularity's power ignores the fact that Singularity is still a 115% Killer who is perfectly capable of getting hits regardless.
Using an EMP doesn't take a lot of time (plus they can be charged while running) and coordinated squads will plan routes so they can cleanse each other with little interference to working on gens. It's a huge problem that there are so many available EMPs at once given their AoE nature.
The time you "buy" from survivors cleansing each other with EMPs is less than the time you lose by survivors chaining EMPs against you.