Crowman
Crowman
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399115#Comment_3399115
It's not broken though? Tombstone Piece is but that's not what the OP is talking about.
It is a broken addon. Being able to bypass all hook states for an instant kill is just not healthy for the game. There's a reason old Moris don't exist anymore.
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It's weird people keep trying to blame survivors for trying to live against a broken addon
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399019#Comment_3399019
While I understand the logic behind the change, I think the opposite would be a better solution. Adding in Light Vulnerability for Killer Powers would make Flashlights less useless. It could also be used by all skill levels of players, which I think is important. Maybe flashing the light on an ally's active Pig's trap would pause the active timer for 15s, stop Wesker from Dashing for a short bit (similar to Nurse), put Blight into Fatigue, burn Oni blood orbs, burn Plague infection off of static objects, reveal Ghostface even if you are marked, and more. It would be more thematic in how the entity is giving the Killers their powers, and the entity's weakness being brought into play.
While I think there should be basekit methods of dealing with Killer's kits (and often are in most cases), this would give a consumable resource to potentially 'standardize' Killers more along M1 lines. Nurse styled power prevention might be the most common usage across Killers, but I think there is a great range of possible uses that could be explored. To be fair this might empower Bully squads to swarm the Killer. Although then they aren't on gens and would have to give free hits, so I think it would still weigh in on the Killer's favor in those cases.
Killer powers already largely can't be used while the killer is blinded. Flashlights don't need to be a stun against every killer. Instead of having an item solution to killer powers, a killer power that is too oppressive should just be nerfed instead.
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Nurse still can't blink while being blinded so it doesn't change much besides not being stunned.
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The killer's objective is to kill you. There's nothing unfair about the killer choosing to tunnel or camp someone out, because it is within the games rules and to an extend even rewarded by the game.
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People love to keep claiming DBD is going to die.
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I actually see vigil pretty often in games. The exhaustion reduction is pretty huge for Sprint Burst
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Residual manifest does not need to be a stunning perk. Just up the duration of blindness to 45-60 seconds and it'll be in a decent spot.
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@Star99er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398418#Comment_3398418
The difference is you can teleport to those one’s and potentially punish, that’s not the case when you wipe them away.
Wiping them away takes a few seconds, not to mention the survivor has to crouch first. It's really not going to hurt Hag anymore than it does now as coordinated survivors can already make her traps useless.
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You follow a hag and remove her traps on live. You can just keep triggering them so she can never set up.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398376#Comment_3398376
That isn't any different than the matchmaker giving priority to a Survivor who is closer in MMR to the Killer than you are.
The server wouldn't be auctioning you to multiple lobbies with the possibility of not being placed in a lobby at all.
At the point in which Killer Repeat Prevention kicks in, the server has already decided you're going into a lobby--it just wants to know which.
That's not how matchmakers work. Once the system determines you are going into the lobby, there is only 1 option. Having the check after the matchmaker puts you into a lobby does nothing.
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If the killer can easily tunnel the first survivor out of the game, why wouldn't they? A 3v1 is a much better game state than a 4v1 where no one is on death hook.
If tunneling were to be addressed, then you have to make spreading hooks that don't lead to kills actually mean something.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398352#Comment_3398352
When a Survivor queues up for a game, the server searches for a Killer of equal or approximate MMR to match with the survivor. If multiple Killers of approximate MMR are available, the server needs to decide which Killer to match with the Survivor.
When this happens, Killer Repeat Prevention steps in and says "has this Survivor played against either of these Killers before?" If the answer is no, it queues the Survivor normally. If the answer is yes, it chooses chooses the Killer the Survivor has not faced.
There are no more steps the matchmaker needs to go through--it's just replacing the last mile matchmaking when the server needs to choose between multiple viable options.
Except you aren't the only survivor in queue. This breaks down once you realize that other survivors can fill those spots before the system decides to throw you in whatever options are available, because it'll still prioritize other survivors getting lobbies against killers they haven't faced yet.
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There's really not much that is unfair. A lot of things suck to face, but that's different from being unfair. The only thing that is really unfair are the few things a player can do to hold the other side hostage (or very close to it).
Pinhead AFK on the box is unfair (at least being addressed in upcoming patch)
Body Blocking a survivor in a corner so they have no option to do anything is unfair.
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Unlike PH cages, the killer has to take time and select the hook the survivor is on. I don't like this idea, because hook placement is important for building pressure. And in cases that survivors force you to stay by the hook, I don't see it fair to punish the killer by teleporting the hook away.
I'm fine with removing hook grabbing as it'll remove the ######### game of try to bait the killer to hit you so you can rescue.
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You can do whatever you want. If you want to farm with survivors over 2 DCs, go ahead. Personally I don't like farming games and rather just move on to the next game. So I'll just kill them or let someone go via hatch.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398316#Comment_3398316
How does that add longer queues for everyone if it's conditional to having multiple Killers available for a lobby?
Because there's never a balanced amount of survivors and killers in queue at once. Not to mention killers have their own mmr pool as well. Regardless of the priority, it wouldn't be unheard of for a player who had played against a popular killer having trouble finding a match in a normal amount of time, because the system gives out matches they could have been matched in to other players due to the priority of not playing the same killer twice.
This also hurts solo players more, because now you have 4 killers you are less likely to get matched with.
On the killer end, new chapter drops and everyone is playing the new killer. Have fun waiting for the system to eventually sort of 4 survivors for you.
This idea will never work, because killers queue up as the killer whereas the map can be selected after everyone has matched with each other.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366440#Comment_3366440
Why is it okay to take away a pardon for survivors who got “outplayed” (even when Dead Hard does require actual timing skill to use) yet killers get perks like NoeD which can completely alter the outcome of the game when they’ve been “outplayed” and the only defense against is having blessed and/or cleansed every totem on the map. That requires no skill on the killers part, and it feels like a free pass. In fact, plenty of killer perks and powers cause Exposed which completely removes a health state. But survivors can’t benefit from a chance at avoiding losing one?
Not that I like NOED, but the killer is in a 1v4. When survivors have really strong perks, it's often not just 1 survivor who has it. So when survivors have a single strong perk, it compounds into a problem when multiple survivors bring it.
Not to mention NOED only activates in the end game and reveals it's aura to nearby survivors. It's not uncommon for a killer to pick up a single kill, because survivors either cleanse the totem or just leave. Sucks to be the person caught by NOED.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398250#Comment_3398250
You can't force Killers to play killers that they don't want to play.
Obviously.
It wouldn't effect queue times if it was implemented as a low priority feature.
Whenever the system identifies multiple Killers it could match a survivor against, it should take a quick look at that survivor's match history, then put it in the lobby that gives it the most gameplay variety (within a certain MMR range).
Presently, it seldom feels like I'm being matched with anyone close to my MMR. If the game is going to open up the search to a larger MMR pool, it should also be looking at play history.
You're adding another condition to the matchmaking. It's going to cause longer queues for everyone.
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Because things like slugging, tunneling, and camping are the byproducts of a game focus around the killer killing survivors. These strategies have to exist otherwise the survivors have a way to become invincible which is not good.
Ultimately unless the game sees a massive overhaul to the core of the game, We all just have to deal with people being toxic with the game mechanics as the devs don't really punish toxic bhvr by itself.
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The trade off is survivors don't automatically teactivate her drones so she has to manually reactivate them.
I don't see a reason to change it. It makes her rather weak power on most maps somewhat good on a few select maps.
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Overall, the killer is a bit killer sided. The official stats (though not fully accurate) show that overall killers have 50%-60% kill rate.
However, the game can often be straight up unfair to the killer in terms of coordinated survivors, maps, and even rng spawns of tiles. At the very worst of power inbalance it sides with the survivor.
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It takes 2.34 seconds to break a pallet currently. 1/3 is 0.78 and 1/2 is 1.17. You can reduce breaking speed to 1.87 seconds with brutal.
You save 1 to 1.5 seconds in order to have the pallet be usable against you again. I don't really see the point. It would still be better to break the pallet so there's no possibility of the pallet being used again. Besides brutal, Spirit Fury instant breaks pallets upon being stunned. Dissolution can force survivors off of pallet tiles. Blood Favour just blocks pallets.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396861#Comment_3396861
"DBD is doing just fine as is". Actually it's not. You do not speak for the entire player base.
Just take a look at the forums before you post drivel.
The forums are not representative of the player base as a whole. Even steam charts don't show the full picture, but given that the playerbase has been stable for months on steam, it's unlikely other consoles are seeing anything extremely different.
The fact of the matter is that despite how insistent a minority is that the game is dying, it's not.
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@smartemarte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397183#Comment_3397183
survivors MESSING UP DH ? you seriously don't use it .... 0.5 of a second is extremely easy to bait out and if you're getting hit by dead hards then you're either a new killer or you just refuse to admit that the survivor outplayed you therefor its imbalanced, there is nothing else to to it. you're acting as if it is a GUARANTEED health state, it is only a guaranteed health state as i mentioned if you're a new killer and you don't know how to wait an extra 0.5 seconds to bait it out...
I don't really get what you get out of showing that you can't use DH effectively and downplaying the fact that endurance is a 3rd health state.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396861#Comment_3396861
This continues to be the worst argument I see. This "killer has to kill" stuff. You do realize you can kill survivors without tunneling right? No doubt it's less effective but in a perfect world it would be most effective. Can killers not have weapons because survivors need to have the threat of surviving? There's literally never been any drop of reasoning to this "killer has to kill" point when used to defend tunneling as a game mechanic. It's a result of bad game design and needs to be changed, because dbd is NOT doing just fine as it is. Except maybe for some of you lazy killers that don't want the game to improve and just want to get easy kills
You're ignoring the point so you can make an attack against me despite the fact I play far more survivor.
The game itself rewards tunneling and camping and does not reward not doing so.
@smartemarte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396873#Comment_3396873
tell me you dont use DH without saying you dont use DH ..... it gives you a third health state IF the killer is bad and does not bait a 0.5 ability out, it only also works half the time because of the server latency.
Survivors messing up DH does not change the fact it's a 3rd health state perk. Stop downing playing a perk because you are bad with it.
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Cut Loose doesn't apply on the first vault, the first vault is just the trigger for all vaults after the first within the 6 seconds of the last vault to be quiet. This can be useful on say Lery's or revaulting at a jungle gym. But a lot of the time you won't get a chance to make a lot of value silent vaults.
Quick and Quiet also works on lockers and being a perk only restricted by the cooldown (and not even a long one) means that it's far easier to get consistent value from the silent vaults.
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Honestly I would rather wait 5-10 minutes if it meant games were more equally balanced. A big problem is still how unbalanced matchmaking can be.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397084#Comment_3397084
So what about me saying that they should balance the current state of Camping and Tunneling is telling you that killers wont be able to kill survivors? Also, never used the words "remove".
DBD is not doing fine, I mean if you're only looking at the numbers consider that maybe there isn't an Asymm game strong enough to compete.... yet. It's reviews are not reflective of it doing "just fine":
https://i.gyazo.com/e798fcf8e30b84f41f419bfdc47f22e8.png
Point is, I want DBD to do well and I think giving feedback is important. Balance is important and if we're only here saying "Well the survivors are there to survive" and that had they not changed stuff... you should accept everything that they have already changed... I don't think that is a good mindset to have considering that a lot of the things they changed on survivor HELPED killers.
Steam charts show a stable player base. Not to mention those negative reviews were a reaction from people disliking the ptb.
It's clear you'll never accept DBD for what it actually is and there's no point in continuing any discussion with you.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396909#Comment_3396909
I am looking at the game as what it is... A GAME.
Your only excuse so far boils down to "The Killer Exists To Kill" .... but who cares about the rest right? Like the fact that this is a game and they should be conscious of the design choices they make when it affects overall balance right?
I'm not here saying "Survivor's job is to survive" so they should get 10 health states. Cuz that would be a ridiculous statement just as yours sounds. I do play BOTH sides and understands the different tactics that exist and corners you can cut, and as I already said Camping and Tunneling in their current form do not provide a balanced back and forth between the killer and survivor considering that all they have to do is pretty much just stand there and other survivors just hold M1 on a generator.
It's not like once this person is unhooked all of a sudden they have a fair chance at running the killer again when you consider the context like which part of the map where they hooked at. Then you're gonna say bring OTR, right? Well people have, in fact people have in every match because this playstyle is as present as the old DH was. As present as the old Ruin was. As present as the old PGTW was.... all of which were bad for the health of the game.
SO whether you think they (Camping/Tunneling) are a 'byproduct' of the game or not, they are broken in many situations. That is bad for an asymmetrical game, when there is no great deal of 'work" to achieve a kill when using this easy/cheap tactic.
The killer needs to be able to kill survivors since that is the core objective of the killer. As a result this allows camping and tunneling to be effective strategies. You can't remove these strategies, because you have to take away the killer's ability to kill in order to do so.
You just need to accept that the current game design allows these to be as strong as they are and a massive overhaul to the game that likely won't happen, because DBD is doing just fine as it is would be needed to change that.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396861#Comment_3396861
The ultimate goal of Halo/Call of Duty/Smash Bros. is to kill the opposite team, but even they all learned the basic lesson that you need some form of spawn invulnerability, or killing people out of spawn will be abused. It is no different with unhooks. Spawn invuln can be abused, but killing someone out of 'spawn' is far more egregious. 2 seconds wouldn't destroy the game, especially since killers can still easily hit the unhooker in that timeframe.
You have base kit bt for your "spawn protection"
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@blmpride5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396873#Comment_3396873
Yeah on demand 3rd health state. It's funny when people say this stuff how obvious it is what their mmr is. I'd say 1/10 dhs work on me when I play killer.
It literally is an on demand 3rd health state. Just because survivors you face fail to use it properly does not change what it is. The survivor can press e for endurance whenever they want with the upcoming condition of having been hooked.
There's a reason it's a popular perk so there's no reason to downplay it's strength.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396892#Comment_3396892
No it doesn't. It doesn't "excuse" it, it doesn't make it any less frustrating to deal with and it certainly does not mean that it will stay that way, unless the devs want to see this game die.
The keyword you are choosing to ignore is "balance", it is not "balanced" around killing survivors, it is catering to the masses who want easy pressure. Because if there was balance around it, we would have something that would actually work rather than the bandaids like (mini BT) and Haste which does nothing against killers who understand timing and pressure.
We can beat this dead horse until the game shuts down, Camping and Tunneling in their current form is the worst thing that could possibly happen to this game. Especially when MMR is not consistant, when a perk has to be brought in to semi counter something that at the end of the day we know means nothing when the killer doesn't magically divert to another survivor thus preventing them to tunnel. It is still a problem in 2023.
You aren't looking at the game objectively. The killer exists to kill survivors. Hooking is simply a means to do so. Tunneling and camping are byproducts of the game allowing the killer to remove players from the game. As long as the killer has the ability to remove other players from the game, then tunneling and camping will exist.
And despite claiming that tunneling and camping is the worst thing to happen to the game, DBD has been fine throughout the 6 coming on 7 years despite tunneling and camping complaints existing since the game's start.
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396861#Comment_3396861
Newsflash, just because the goal of the killer is to "Kill" has NOTHING to do with how stupidly broken Camping/Tunneling are as playstyles.
What's next? Don't nerf healing AT ALL because the goal of the survivor is to heal, not to survive? At least make it make sense man. Stop trying to excuse this stupid playstyle that isn't healthy for the state of the game nor its longevity.
It does actually. The game could be balanced around hooking survivors where survivors don't die and the killer has to get X number of hooks before the survivors escape. However, the game is not that.
As long as the primary goal of the killer is to kill the survivors, the game has to balanced around the killer always being able to kill a survivor. Meaning that tunneling and camping have to be allowed as not allowing them would directly go against the killer's ability to kill survivors. The devs have put forward things such as Basekit BT and Haste to help combat tunneling and survivors have access to perks to help against tunneling and even a couple to help against camping. But at the end of the day those things can only help against those tactics, not completely prevent them.
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@blmpride5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396861#Comment_3396861
Someone who thinks dead hard is barely getting touched is probably someone who doesnt even use dh because they fail at it all the time.
Dead Hard will drop usage for a few weeks then people will start bringing it again, because it's still a perk that provides on demand access to a 3rd health state. People are really fooling themselves if they believe this is a heavy nerf to the perk.
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Dead Hard is barely getting touched.
The reason why camping and tunneling are still in the game, is because the ultimate goal for the killer is to kill survivors. Survivors cannot be allowed to have invincibility states as the killer should always have the threat of killing a survivor. Not to mention any sort of invincibility is going to end up being abused. The only way camping/tunneling would be removed would is to completely rework the game which there is really no need to do, because DBD is doing just fine as it is.
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The PTB that is coming out in a little over a week already address this.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396524#Comment_3396524
You can use whatever you want, but this isn't about using something that is already in the game.
You're asking for a direct counter to a perk that you can easily counter with existing tools within in the game. Trying to frame it as "If I get this counter then I won't use something stronger" is weird. If you don't want to run sweaty perks then don't, but direct hard counters are by their very definition sweaty considering you only counter things to either gain a competitive edge or remove a competitive edge from your opponent. You're already not even running a sweaty build so it's really just as simple as "get better at the game".
People have been self countering Franklin's for literal years at this point. Why can you not do the same?
Even if this perk existed, survivors still wouldn't use it and complain about the 1 out of 100+ games they play where they didn't encounter franklins. The perk would have no value if the killer didn't bring franklins unlike franklins which can always have value, because survivors can loot items.
This counter perk would only make sense, if killers had some innate way to knock items out of their hands or if there were a lot of perks that interacted with items like aura reading perks. But it's a single perk and building an entire perk to counter a single perk is just a bad idea.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396630#Comment_3396630
Aloe me to introduce you to: deadlock, a perk that has been in the game for 1.5 years
Deadlock isn't that strong of a counter. If you have 3 survivors spread out on gens as you chase the 4 survivors. 1 Gen is blocked that is almost finished and 1 Gen is blocked that has no progress now despite having 2 gens done, you've only gotten 30 seconds of stall instead of 1 minute.
Deadlock doesn't do a lot if survivors split and only becomes effective when survivors are working on 2 gens at a time.
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As long as the perk is a 3rd health state, it's going to be a perk people complain about. The only way it wouldn't be complained about is if it was on the level of MoM where a survivor really has to go out of their way to get the extra health state.
Personally, as the devs try to balance the game there's no way Dead Hard is ever going to be fine as long as it's easy to get the 3rd health state.
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If he didn't have tantrum he could slide against walls after you which would leave his power with little counterplay. So it is needed. The problem is some objects have bigger hitboxes than they should.
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Are you actually filing a support ticket as well? The support tickets I've filled out have had comments by bhvr thanking me for the report and that they will look into it. Their policy is not to give details about reports and their outcome.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395954#Comment_3395954
I doubt it is good for breaking 3 gen because you are losing all tokens when you get hit. I think it is pretty useless perk at moment but i understood idea of behind it.
The biggest issue the perk suffers is that gen regression on live is so strong so the 20% doesn't really do a lot. With the upcoming mid chapter nuking CoB and Overcharge and making Pain Res much more limited in uses, that 20% boost will accomplish a lot more.
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The idea is that for a slight efficiency cost, you can transfer repair progress from 1 gen to another gen. This can be useful for breaking a 3 gen assuming there's another gen around.
For example, let's say you are about to finish a gen and the killer is busying chasing another survivor. You can repair that gen for another 30 seconds using Potential Energy and then immediately add 20 charges to the next gen you work on afterwards.
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Not reworked, just given an additional functionality. Have blindness also remove the survivor's ability to see the red stain. Will make playing at some tiles much more dangerous as many killers can inflict blindness with their power.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395939#Comment_3395939
But that's exactly it, there is no taboo on any aspect of the game that cannot be tweaked or linked to some perk
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395944#Comment_3395944
you are just going by the literality of what was said, when it was pointed out that what is most used does not always mean broken, so, of course there are absurd things that needed/need to be nerfed, which does not delegitimize buffing weak perks as a correct way to shake up the game meta perks, to make at least some weak perks enter in the pool of medium-picked perks.
If you only buff "weak" perks and never nerf "strong" perks, you'll end up with a game where everything is on the power level of Old Moris and Old MoM. That is not a fun game for anyone.
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If the devs only buffed and never nerfed, then killers would have all their stuff on the same power level of OG Moris (can straight up kill a survivor in dying state without needing to hook them once). And I don't think survivors would find that fun.
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60% is slightly less than 2.5 kills per a game. Meaning that most games end with 2-3 kills. Considering the fact a killer should easily be able to pick up a single kill at the end of the game, this would also mean that 0 kills are less common unless severely outskilled.
To me this puts killers in a spot of being stronger than survivors as a whole, but not oppressively so.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395826#Comment_3395826
We can't ignore the fact that there shouldn't be a perk that extracts 5-10k BP from another player's account by design without any opportunity for a countermeasure.
You can still recover the item and escape with it keeping the item. You can even loot items during the match.
It's hardly unfair for the killer to have franklins when items don't have to be purchased before heading into every match
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Unhooking yourself is a huge blow to the killer pressure. If your teammates know to not to rescue you then it puts the killer into a very difficult position.