Crowman
Crowman
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The speed at which survivors grab emps is hardly the problem.
The real problem is that once an emp is picked up the box automatically starts to print a new one. This effectively means that survivors have access to 5-9 emps at any given time. Add on the fact they are AoE meaning coordinated groups can easily force you to have to place bipods and shoot survivors 10 times before that survivor stays slipstreamed. And while the effects of being overcharged are good, due to the delay after teleport and the lack of speed buff from being overcharged, it's not that difficult to outplay an overcharged Singularity after forcing them to spend so much effort just to mark you.
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Jolt when it was released would cause survivors to scream when it triggered on a gen they were working on. Then it was stealth removed a couple patches later.
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I honestly don't get removing Hoarder from detecting picking up killer items.
Hoarder now has no niche use case and is a killer perk that buffs survivors by giving them more items to access.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454261#Comment_3454261
Where did I say it was wrong?
I'm just explaining why people are being so loud with their hate of this chapter. Its hardly reflective of reality imo.
Anyone who is truly enjoying this chapter is likely not spending time online to talk about the chapter and rather playing the chapter.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453158#Comment_3453158
Ah yes, the good old "me screwing up was actually helping me all along" that only survivors get...
Can you begin to imagine what such a second chance perk would look like on killer's side?
"Y'all pop that gen real good over there eh!?, let me press E real quick to INSTANTLY bring it back to 0% and make the gen counter tick back to 5.... much better! Shame for that BNP tho..."
Actually Killers do have 2nd chance perks. We literally got one in Machine Learning (lose a gen and get a buff). There's also Fire Up (lose gens, do actions faster). Very strong perks, obviously.
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454176#Comment_3454176
The only chapter I can recall that did not have much in the way of complaints was the "Cursed Legacy" chapter. Everyone was excited for Oni and Yui was quickly a favourite survivor. The perks were alright, but they had good balance by offering something different to playstyles, with Yui using unique abilities with pallets and affecting a killer's carrying power, whilst Oni brought in it's own "Windows of Opportunity" and perks which created a more planned and clever approach.
Other than that one, I can't recall another. Even "Silent Hill" had a lot of nay-sayers and that was also a good one!
I would say both Nemesis and Wesker were well received on their release.
Nemesis being the most popular chapter of all time. And Wesker being a pretty good killer out of the box.
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The killer perks really aren't that interesting.
Machine Learning is just really bad.
Forced Hesitation is mainly good at camping hooks or slugging strats, which didn't really need more help.
The exhaustion on healing is okay, but it's hard to know if it's doing anything.
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He's far from needing a complete rework. EMPs just need to be heavily toned down.
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@IamFran said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453804#Comment_3453804
The people kidnapping Victor when the twins were released is another example, haha.
At least they gave the killer to option to recall victor after 45 seconds going live. Later this got buffed to 30 seconds.
The problematic parts of the EMP were basically left unchanged.
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BHVR was just too cautious. Plus they also barely touched Machine Learning.
Machine Learning is still a bad perk and a 3% haste buff doesn't change the fact you might get it to trigger once and it only lasts 30 seconds at the cost of losing gens.
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@GannTM said:
It’s such a shame because Hux has so much potential to be fun but is just not quite there yet. They need to make EMPs way more limited or just make their use weaker overall because it is too frustrating to play him at the moment.
Honestly this reminds me a bit of release Plague where survivors could completely block her ability to get corrupt fountains by not cleansing. There were addons to start with corrupt fountains, so it was possible to still get a corrupt purge and win the game. But it didn't feel great to not have access to your whole power without addons.
Also Plague at least got something out of survivors not cleansing to not give her corrupt fountains. Survivors are just capable of firing off EMPs with no downside to it and they are still quite plentiful being auto charging and 5 boxes.
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Pretty sure it just enters cooldown regardless if any survivor is hit by the effect. Ran it with infectious fright fit the singularity achievement to hit hindered survivors and most of the time no one is within 16m.
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It's a nice looking map.
As for how it plays, I'm not too sure how I feel about it yet. Still need to play survivor.
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Dredge. I really want to like Singularity. But I also like having control over whether or not I can even use my own power.
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The cam scanning is also wack. Lost out on do many hits because despite most of the survivor being visible, their left leg is not in view so no nor scanning. Sucks especially when you are about to mark then.
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Trying to use his power is a detriment 90% of the time. He's really frustrating to to to play effective compared to any other killer.
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The slowdown is for being too close to a hook. But I think so the power punishments for being too close to a hook are largely unnecessary and are more frustrating when you aren't trying to camp.
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@Blinckx said:
What is sad is, everything people are saying now has been said in the PTB but, as usual, BHVR don't listen player's feedback
They did listen to feedback. The problem was they were too cautious with the changes they made.
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I don't see this being very viable given each side gets 12+ perks a year and about 4 killers a year. Coding all these exceptions would just be nightmarish to upkeep when allowing combinations and nerfing things if they get out of a hand is much simpler.
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I don't see why this needs to be a 1 or the other kind of thing.
New Realms/Maps are nice to help keep things more interesting, but there's less of a need for every chapter to come with a new map given how many maps we currently have. Not to mention mid-chapters can release reworked maps.
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@Science_Guy said:
Does anyone know what the specific issue is?
There was a bug where he just goes invisible.
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@Chocolate_Cosmos said:
Well I saw some people saying he is really strong but I don't see it so far. He feels not so easy to play, his cameras are cool but sometimes makes you dizzy and confused, when you switching between them you can easily get lost. There were many times allready that I wanted to watch a different camera but instead I switched to totaly different one.
I think he is okay so far. He is cool, but I don't see such power in him as many people see. I don't think he is weak tho.
I get where the people saying he's strong are coming from. If you were the remove EMPs from the picture, his power effectively means survivors can't Hold W against him, while making play around pallets and windows much harder due to the speed increase at breaking and vaulting.
The problem is you can't really isolate his power from EMPs and EMPs in their current state are just effective at shutting down the killer's power with very little breathing room. Singularity can be a monster if survivors fail to utilize EMPs properly, but it's misleading to judge the power based on facing survivors who don't use EMPs.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452308#Comment_3452308
Is the 4k really worth wasting 4 minutes of your and other peoples time? If it’s for a challenge I get it, but if not than just move on.
This is under the assumption that the survivor won't wiggle if there are no nearby hooks.
Not many killers want to deal with survivors that force wiggle outs despite being the last survivor left and make it as difficult as possible to hook them despite them already having lost. A 4 minute slug is just the better option when there's no immediate hook in the area.
And if I've gotten to the point where I have a 4K and the last survivor wants to make it difficult for the final hook, then I will let them bleed out. I've earned that 4K and waiting 4 minutes where I can check my messages or browse the forums is nothing.
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@Boons123 said:
Making it limited or weak would make the killer very oppressive
The problem was that it was scattered around the map in abundance, wherever you go, you will get it
Also, the killer infection spreads easily among the survivors, and the killer can keep shooting at you and teleport to you without restrictions
So you need to counter play
It's good for a survivor to waste his time getting one, use it once, and then destroy it
It's a balanced killer. Don't ruin it
EMPs shouldn't be limited, but the EMPs are too much. They AoE cleanse all slipstreamed survivors and due to the passive generations means it's not difficult for teams of survivors to chain cleanse your slipstream to the point that you might as well not have a power.
The spreading of his power means very little when the EMPs AoE pop them.
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There's 5 EMP boxes on live.
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The emps got a really light nerf if we're being honest.
They got 2 less cases, the cases charge up passively in 10 seconds, and survivors holding an emp can no longer see the aura of cases.
The aura reading is a non-issue since you see the aura after using the emp anyways.
2 less cases and increased charge time don't matter, because the EMPs hit an AoE meaning well coordinated survivors can use 1 EMP to completely reset your power. Not to mention survivors can use the EMP while running/in chase. AFAIK, once an emp is taken from a case, that case starts printing a new one so it's not like the 90 seconds charge matters when you can carry an EMP at all times.
If for some reason survivors don't have an emp available, they can speed up the printing by interacting with it.
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452156#Comment_3452156
The hatch is closed and the gate is at one bar, there’s a zero percent chance the dude escapes. People need to ego check themselves and realize that wasting 4 minutes of your and other peoples time is not worth that 4k that means so much to them.
Whether or not the survivor in this situation or any other situation was not likely to escape, the killer has no ability to know if the survivor isn't going to try to wiggle out and continue to run them. In the end, you might save more time just letting the survivor bleed out then extending the game because you knew there was no way to make it to a hook without the survivor wiggling out.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452128#Comment_3452128
I've had someone bleed me out and in the end they wrote "Hook spawns are so bad" I was like well if you picked me up I wouldn't struggle. I just wanted out. Let's be real, if you are the last survivor left, injured, and the hatch is closed if you wiggle free you're extremely unlikely to escape.
The killer has no way to know if you won't wiggle in these situations. Safe bet is to just slug unless the slug survivor crawls themselves to a hook.
It sucks, but you can't really blame the killer in situations where getting a survivor to a hook seems unlikely. At least this is a problem the devs are looking at trying to solve with the basekit mori.
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If having your aura read is a big concern for you, there's already a perk solution. Distortion.
No need to nerf Lethal Pursuer when an option to deal with it is already available to you.
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It's a minute per a hook state. 2 minutes total to die on a fresh hook.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449858#Comment_3449858
Yes, they were referring to the new bear cosmetic with an updated mori.
It says right at the end:
This [Naughty Bear Cosmetic + Mori] will ship later in the year, ALONG WITH A KILLER UPDATE.
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You do know the post says that there's a small trapper update coming in the future.
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Removing the change was the quicker option considering the ptb is going live next tuesday.
It'll take more than a week or two to do a full addon pass for PH. The best solution for now was to revert the changes and come back to it later.
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Distortion also blocks scratch marks for 10 seconds. If you see it go off and you've spawn next to teammates, you can just run away.
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Killers needs animations, sound effects, unique chase music, and a power. Taking a year to develop that from scratch is not unreasonable, considering that they also likely try multiple attempts with the power ideas and seeing what they like best. The devs missing with map or killers is not one more time would fix. Internal test games are much different than live matchmaking games.
Development takes time and not everything ends up being perfect on the first release. Wesker a killer people rave on being a well designed killer, saw changes going live from ptb and even got an update in the next hotfix.
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All the devs confirmed is that there's no plans for unlimited always active ability for survivors to pick themselves up since that was what the question was asking. This does not rule out the possibility the devs adding a conditional way such as when there's only 1 survivor last standing.
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You cut off the question which provides context. The question was specifically asking about an update where survivors can ALWAYS recover from dying state.
Doesn't mean survivors couldn't get a way to pick themselves up. It just won't be free and unlimited.
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The last thing we really need is killers being able to bypass the endurance protection off hook.
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It's likely BHVR is already rewriting their code as they implement new features. There's just no reason for BHVR to devote months of work to solely rewrite the entire game when they can do so as needed as it would mean no updates which is a death sentence for a solely multiplayer game.
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@betelgeuseyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448403#Comment_3448403
Forget about grades & rank, we're talking MMR.
It takes the least skill to bleed out survivors. Skill is sacrificing survivors. The consensus is intentionally bleeding out survivors is just a way of trolling survivors. With current MMR, they get to troll the best survivors instead of them being matched with the best killers.
The MMR should be adjusted or make bleeding out more difficult ie via add-ons or basekit.
Hooking isn't more skilled than slugging. Any slugged survivor could easily be hooked. The idea that killers have to play a specific way to be skilled is a toxic mindset.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448301#Comment_3448301
Nobody frees themselves from the hook without Deliverance. Self unhook has a 4% chance to succeed, so nobody does it until it's too late, and 96% of the time they kill themselves in the process. It's certainly not something killers worry about, and on the rare occasion it succeeds, the survivor is likely still going to end up dead anyway because it only happens in a dire situation.
It's really not easier to kill all survivors by bleeding them out. It only works with a select few builds, namely Sadako's Condemned build in which she eliminates survivors through her Stare, or Nurse/Blight who can down survivors quick enough to keep up the pressure required. Any other killer (and even with Nurse/Blight depending on how the survivors play) will struggle to keep all survivors down, you slug one, and someone else will pick them up.
This is also all completely besides the point. MMR is not a reward. You do not gain anything from being at a higher MMR, not even bragging rights, because there's no way to determine what MMR you're at. All you're doing is making it more likely to be paired with sweatier players who camp/tunnel, and cheaters, because cheaters dominate the top MMR bracket.
So no, it's not 'unfair', because the premise is faulty. It's not easier and there's no reward anyway.
It's only a 4% chance if the survivor makes only 1 attempt.
It's an around an 11% chance when you factor survivors can attempt 3 times.
(.96)^3 = 0.884736. ~88.5% to fail all 3 attempts
1 - 0.884736 = 0.115264. ~11.5% to self unhook over 3 attempts.
Then if you do the math for what the chance any survivor manages a self unhook, it's around a 39%.
(0.884736)^4 = 0.612709757329767363772416. ~61% for all 4 survivors to fail all 3 attempts.
1 - 0.612709757329767363772416= 0.387290242670232636227584. ~39% for at least 1 survivor to succeed a self unhook if all 4 make 3 attempts.
This isn't to change your point.. I just wanted to do the math.
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Huntress mostly certainly does not need this nerf.
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@betelgeuseyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448118#Comment_3448118
But you don't even need to hook them at all. You can go up by simply downing and letting them bleed out. How can you honestly not see the imbalance of that?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3448119#Comment_3448119
Right, so once the last gen is done, the game should just end?
If a team of survivors group up for the killer to slug them all and bleed them out, then the killer likely was significantly better than the survivors.
Slugging has the most counterplay as it's much harder for killers to just camp a slugged body to death and a fully recovered survivor is quick to pick up. As long as survivors aren't just grouping up and attempting to pick up a non-recovered survivor, there's no reason for the entire team to be all slugged. Especially with the HUD changes that show you the recovery status of the slugged survivor.
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If the killer is able to slug all 4 survivors and have them bleed out, they shouldn't still be at that mmr and having them go up is fine.
There's honestly nothing inheritably more skilled about using hooks and generally the best play is to kill survivors with the least amount of hooks you can.
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Some people just aren't mature enough to handle playing out a pvp game when it doesn't go the exact way they want it to.
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June 2021 was Nemesis release, a massive ip released at the start of summer. If course dbd looks bad when you remove context and compare it to the absolute peak.
However If you look at April/May 2022 and April/May 2023 you see the player base is around the same amount. The game is doing just fine.
There's nothing that needs to be addressed for rage quitters. They're only going to find new reasons to be babies. They just need grow up and accept that not every pvp game will go their way out find single player games to enjoy instead.
Anyways I'm done humoring you. I got far better things to do than to engage someone who wants to defend baby behavior.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447434#Comment_3447434
Safe to assume you've no substantial rebuttle to my earlier comment then? Okay.
Let me just provide the nth argument to this discussion real quick, so you can totally ignore all the other valid points brought forth, and take another shot at invalidating an attempt to help you understand a point of view you seem willfully ignorant towards.
The longer BHVR leaves core issues in the game, the more likely the following two actions are to take place:
1) Players leave DBD for other things.
2) Players continue to rage quit in protest of features they disagree with/do not enjoy.
If the former occurs, well what do you know, the game dies. If the latter occurs, it results in an increase of player frustration AND eventually those players leave.
Right, so tell me again how the game ISN'T dying if these issues continue to go unchecked?
Players leaving the game does LESS for game health than players rage quitting. Why? Because ragequitters tell the developers WHERE the problem is. When people leave, the developers have no data to indicate why people are not enjoying their game. At least rage quitters are pointing BHVR straight towards the problem.
The game isn't dying, because the daily active playerbase is stable. If the game was truly dying, the player base would be falling but it is not.
People who throw a fit because things don't go the way they want in a pvp game, simply need to find a different game. Ruining matches for people who actually want to play isn't the statement you think it is.
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I had a 3 map escape against a 3-genning Skull Merchant. It's most certainly possible.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447393#Comment_3447393
Ada is the symptom of a bigger problem.
If you contracted a deadly disease, for which doctors believed there to be a cure, you're telling me you would prefer they just treat your symptoms?
That is what this conversation boils down to. I'm sure someone here will be more than thrilled to remark on what an over-dramatic analogy I'm making, but that is 1:1 what is going on right now in DBD. The game is dying because of a few core flaws, and up until now BHVR has only attempted to treat it's symptoms.
The game is hardly dying and people being babies and rage quitting while playing the game are doing nothing but hurting people just trying to play the game.
If people really believe that the game has some fundamental issue the devs aren't addressing, then stop playing. Rage quitting matches still counts for active player count. Not playing reduces the player count.
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@Slurpin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447217#Comment_3447217
??? Are you trying to bait??? Is this also a discussion about universal healthcare too? Or the right to strike and unionize? (since I've given that example too)
It's like you stopped at the very first sentence I wrote and are acting purposely daft to the actual argument being made.
Did you not read the post I responded to? Because that's the only you can pretend to not know that I was responding specifically about him comparing rage quitting in a video game to the civils right movement.
At this point, I'm not responding any further because it's clear you aren't interested in defending the point, just making attacks.