Avatar

Crowman

Crowman

About

Username
Crowman
Joined
Visits
20,113
Last Active

Comments

  • What flashlight buff?

  • @Hex_TunnelBait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379644#Comment_3379644

    They said that you're competing with other survivors now for getting unhooks to activate the perk, so there's a good chance you'll never get it activated in the first place.

    And I agree that this will encourage tunneling, especially for the first person hooked in a match. That person cannot use DH in their first chase. If the killer comes back to hook, their options are between the injured person with no DH or a healthy unhooker that potentially now has an active DH. It's a no-brainer choice. And as someone who has experienced A LOT of tunneling off-hook at 5 gens the past few weeks, I have less than zero faith that killers will not take advantage of knowing that an injured person can't have DH.

    I think it's fine if there's a chance you may compete with other survivors. Deliverance has the same condition and it's a very impactful perk. This tones down Dead Hard in a way that it's strength is still there, but it's more restricted.

  • @MegaFreeman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379606#Comment_3379606

    Personally I think they should've buffed lightburn on Nurse instead, not completely remove it. It was an angle they could work from on future balance updates for her.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379626#Comment_3379626

    Solo queue will be a nightmare honestly lol. Just earlier today I had a team that just refused to heal me. I hope they decide to go back on this update and release it way later when its better balanced

    So survivors should be required to bring flashlights into every match just in case they face nurse?

    I see it far better to remove flashlight interactions with killer powers as a whole and then adjust killers afterwards.

  • @foodie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379570#Comment_3379570

    But she is not getting any buff right now, is she?

    And knowing that her last change was in 2018, are we going to wait 5 years for her buff?

    The flashlight interaction changes are a blanket change for multiple killers to make it so flashlights don't serve as any direct counters to any specific killer. It would be different if the flashlight changes were solely for Hag.

  • @Alen_Starkly said:

    Dead Hard has indeed been very strong and arguably problematic, but this nerf is awful imo. Good luck getting that unhook. When I do tome unhooking challenges, other people swat over to hooks and I don't get to unhook. Again, good luck getting Dead Hard activated.... And then again it can fail due to latency.

    This is an overkill imo.

    Dead Hard doesn't deactivate until it actually blocks a hit. So messing up a dead hard doesn't prevent you from using dead hard later.

  • @BenSanderson55 said:

    If a survivor can get value from DH several times in a match you're just a bad killer. All the killer crybabies in this forum killing the game. DH was popular because it was fun, had more interaction/skill than sprint burst, lithe etc.

    So since it's fun it must be nerfed AGAIN. They just nerfed many other meta survivor perks and buffed all of killer basekit. Killers have just became lazy crybabies since the meta shakeup. And healing now no thanks, time to switch games RIP DBD.

    There's nothing a killer can do to stop a survivor from having access to Dead Hard at least twice in a match. Since in the absolute best case scenario where you are an instant down killer you put them into dying state first time, hook them, they get unhook, they are injured so they can dead hard, they get hooked again and unhooked, then they can dead hard again as the hook resets exhaustion and they are still injured. And if the killer doesn't have the ability to instant down a survivor, then the survivor has access to dead hard 3 times.

    Multiple by this by 4 times for each survivor in the trial. So a killer can easily face 8-12 dead hards in a match if every survivor brings the perk.

    So no, killers aren't bad because dead hard gets used multiple times against them in a match. As dead hard currently works that's just inevitable.

  • I don't get why people are acting like removing the lightburn on nurse is the thing making her unstoppable. No one was really lightburn nurse out of blinks, because the timing on it was really precise compared to wraith.

  • An extra health state that could be used more than once in a game with no other restriction to it was always going to be strong. At least now, it's an extra health state with a condition. So while you can use it multiple times in a trial, it requires more effort to pull. Which is fair for what the perk does.

  • Making Hag not hard countered by an item that survivors may not have and giving survivors a basekit way to remove the traps means that it's easier to buff Hag in the future.

  • It's just removing the item hard counter. Let's be honest, flashlights were the best way to counter hag traps as it took barely any time to remove traps with them. It's healthier for the game if killer powers don't get hard countered by survivors bringing a perk or item. Same reason Trapper's traps lost the hard counter to toolboxes a couple years ago.

  • @HeyItsQuiet said:

    Can't wait to have 20 minute queues when I want to play killer because nobody wants to play survivor anymore. Just another example of coddling baby killers who can't secure a W without camping and tunneling feeling entitled to remove survivors' ability to heal.

    Killer queues didn't hit 20 minutes after the 6.1.0 which was also a patch people cried made survivor unplayable. Plus it's not like Killers didn't get any nerfs here either as several popular regression perks got hit.

  • I disagree that it wasn't problematic, but I do think think they went a bit too hard on a perk that already suffers from rng spawns of scourge hooks.

  • @HoodedWildKard said:

    Interesting. I like the DH nerf. Successfully triggering it once in a match is a very balanced way to make it less frustrating for killers, feel like they coulda made it easier to trigger since you only get it once a match but hey 🤷‍♂️

    Nice to see the big regression perks taking another hit. I'm genuinely interested to see what this will do to the meta. I just hope it doesn't exacerbate the divide between low and high mmr. Lack of regression will be hard to deal with for high mmr killers and not having the CoH/medkit safety nets will cause big issues for low mmr survs.

    Sidenote: got real excited when i saw pig/freddy on the list for a buff and then real disappointed when I saw they're just tweaking a couple add ons.

    Edit: every killer and their mum is going to start running sloppy butcher now.

    It's not one per a match though. It would be once per a match if the perk disabled itself after use, but it only deactivates. Meaning if you can meet the condition to activate it (unhooking another survivor), you can use it again.

    Also it only deactivates if you successfully use it to take an extra hit.

  • Jolt has been favorite regression perk since they added it. Helps my favorite killers to play are mainly M1 killers. I hope they don't touch it in the future.

  • It's not even just a CoH nerf. It's a healing nerf in general. Healing will take longer, med-kits at most can provide 2 full heals with addons. Overall, damaging survivors is becoming more meaningful and killers will feel less pressured to have to commit to every chase.

    Also Idk if I would call Gearhead a buff. Gearhead currently is guarantee to trigger and reveal a survivors aura. New Gearhead can reveal multiple survivor auras, but it's also possible it reveals absolutely nothing. It's still a bad perk, it's a bad perk in a slightly different way. But it still fundamentally suffers from the same issues of being tied to rng.

  • It would be cool, but it would lead to a problem of some survivors being objectively better picks than other survivors. And I don't think the devs want to create a meta for survivors. They've already talked about how they plan to normalize survivor volume.

  • @HugTheHag said:

    True.

    As the game is right now, plenty of killers complaining about games being too difficult and who feel forced to tunnel to keep their winrate up are just... above their comfort zone mmr-wise. They would do excellent without tunneling if they accepted a few losses and to remain in their comfort bracket.

    Slowing down the game more, I fear, won't change anything. Those players will rise in mmr again as their current opponents get hit with the nerf and struggle a little bit in the first few weeks, now killer hits uncomfy zone again, and feel like they need to tunnel to keep their winrate high again.

    Back to square 1, except now survivors feel like they need to bring busted stuff to have a chance, which in turns makes tunneling feel even more necessary.

    Like it happened before with the 90s gens.

    There's quite a bit difference in ending the game with 0 kills and having a game end in a 2K.

    The major problem right now is that if you try to play nice and spread out hooks, you are far more likely to end with 0 kills assuming the skill level of everyone is roughly equal. This is because even if you start a chase after hooking a survivor, there's still going to be at least 1 survivor working on a gen, because there's still a free survivor to go for the unhook and heal. Meaning that by spreading hooks, gens will still get done.

    It isn't until you kill a survivor where the scales get tipped in the favor of the killer where it's easier to keep survivors off gens since there's no free survivor who can just stay on a gen.

    This is why tunneling is becoming more common. There's no advantage to spreading hooks and ending the game with no kills feel bad. Even if you don't want to hardcore tunnel someone out of the game, you are still best focusing your early hooks between no more than 2 survivors. Which still results in forcing someone out early.

    If tunneling were to be addressed, you have to first target the core issue and that is spreading hooks is objectively the worst play. Give some base-kit reward to killers who hook multiple different survivors in a row. This won't end tunneling, but it'll allow you to make changes that target tunneling as there's a valid alternative to tunneling a survivor out of the game.

  • The mid chapter will likely be 6.7 based on how BHVR has done version numbers and I doubt we'll get 4 more hotfixes between now and the mid-chapter.

    It would be cool if they made a 6.6.6 patch and didn't care about the patch numbering system, but I doubt it.

  • As annoying as it is for someone to rage quit out of a perfectly winnable game, this is only going to cause more trolling in games than anything else. At least if someone rage quits on hook, I also have the option to move on to the next game. But many survivors when they get rescued when trying to rage quit, will just go on to troll because they have already mentally checked out of the game. Which is a worse situation to be in than being a teammate down.

    Not to mention that you can still get around this by getting unhooked and running at the killer. And how this could inadvertently punish survivors whose teammates don't rescue them.

  • You have reassurance as a perk and a few perks that increase unhooking speeds. You have options to counter camping already.

    Not to mention that most killers a team of survivors can body block and perform a hook trade against.

  • @BenOfMilam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377305#Comment_3377305

    so, the only players that lose to campers are the ones that are bad, yes? The ones that give up or make every mistake possible?

    You can still get matched up with bad players and bad players can throw the game for you since it's a team game. Matchmaking isn't perfect.

    To say that people only lose to camping because they are bad is ignoring that sometimes you just get bad teammates. I've had games where my teammates understand how to play against a facecamping leatherface and we get a 3 man escape. I've also had games where people instantly give up, because the killer is still around the hook. You just learn to know when to cut your losses as solo survivor.

  • Unless you are playing in a full 4 man, you either get teammates who swarm the hook and not doing gens or teammates who just instantly attempt to escape in order to die quicker to move on to the next game. Because honestly, there's very little value in playing out a game where the killer camps.

  • Accessibility changes don't require that both sides get equal treatment. We got colorblind mode last year which helps colorblind people not lose trackmarks.

    This time we're getting an addition that already existed in the dbd mobile game that helps survivors with hard of hearing know they are in the TR without needing a perk.

    Leave feedback on the FoV slider. There's no point in complaining about why survivors got x and killers didn't get y, because there's no reason for the devs to do equal changes to both sides at the same time.

  • @Ἥφαιστος said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376641#Comment_3376641

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376644#Comment_3376644

    What saddens me is that you are missing the point. Survivors getting attention but killers aren't getting any changes to improve their quality of gameplay. Why aren't both getting the same treatment?

    The devs don't have to update both sides equally. Not to mention this visual heartbeat already exists in dbd mobile.

    If you have ideas for killer accessibility features, leave feedback on the the feedback & suggestions forums with what accessibility features you want to see.

  • The visual terror radius for hearing impaired players is not new information and getting upset that people with disabilities are getting updates so they can have the same information as someone without a disability is weird.

  • Until the devs give killers an actual reason to spread hooks over forcing an early kill.

  • @sweetjumps said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376027#Comment_3376027

    No, its not Custom Matches. Custom matches do not put you against 4 random people.

    I didn't say I wanted a mode that gives no bloodpoints, I'm saying even if it didnt people would still play it. Nothing gained, nothing lost, cant argue with that.

    With the new survivor UI survivors get more than enough information to work together without having to SWF and everyone is on the same page.

    And yes, this would help at discouraging bully squad game play because its pulling 4 random survivors that probably all have their own personal objectives rather than the team collective objective to bully the killer.

    Hell, just call it Practice Mode but you get to play with real people instead of the lifeless bots.

    You said "no progression". Bloodpoints are a form of progression.

  • @sweetjumps said:

    Ok, so since you're against having another game mode.

    How would this overall negatively impact the game to add a quick play mode other than people complaining about imbalance in a game that was made to be imbalanced.

    I personally think people would flock to this mode to try new builds and to just have fun with not having to worry about losing any hidden MMR, losing PIPs or having to go against a bully squad in the few minutes a day you get to play this game.

    Take away all progression tied to this mode and guarantee people would still flock to this mode to play.

    You want a mode that gives no bloodpoints and no pips. That's Kill Your Friends/Customs.

    The Hidden MMR means nothing. Worrying about losing MMR is pointless as the entire point is for the game to have something to match people based on. You can't show off your mmr to other people so losing/gaining MMR does not matter.

    Even if this game mode exists, there's nothing stopping bully squads queueing up in it and matching with you.

  • @BenOfMilam said:

    y'all are really out here justifying survivors running faster than the killer.

    This should not be in the game.

    It takes multiple perks for a survivor to move faster than a killer's base movement for a significant amount of time and these perks have very specific triggers that combining them is not an easy task. It's hardly a problem.

    No one complains about Guardian which makes an unhook survivor move at 117% speed for a few seconds off hook. Which you can stack with Hope and No One Left Behind in the end game for an insane 131% speed.

  • @sweetjumps said:

    How about we dont called it "Ranked" we just call it normal play.

    But, theres quickplay mode. No SWF, No MMR, no pipping. Just Quickplay for 5 random people who want to have fun or to practice a new build because lets be honest, the bots suck and dont act like real people.

    And people will 100% queue intending to run strong stuff for people "just trying to have fun". MMR and stuff got added, because the old system of ranks and emblems caused uneven skill level and people didn't like that.

  • A non ranked mode would only make sense if there was a ranked mode, but DBD does not have a ranked mode. Most games with a quick play system still have an mmr system to try to create fair games for "casual" modes. Ultimately you'll never escape the meta as people still try hard in casual modes in other games.

  • There is a cooldown on kicking gens. It's how long it takes for the survivor to touch the gen again.

  • @Seraphor said:

    Even if individual node clicking speed isn't increased, instant bloodweb completion even if random is still a huge bonus. I can manually fill the webs where I want something specific, and when I get a web that doesn't offer any significantly enticing options I can 'skip' it quickly.

    It's psuedo-random. The auto-buy focuses on buying the nearest items to the center prioritizing the cheapest cost. If you want to stack up on green or above addons, this won't help you that much.

  • @EvilSerje said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375591#Comment_3375591

    If it will increase their queue time, it's their personal responsibility. But I don't see any problem to block someone you don't like to play with. It's not a job where you have to, it's a computer game, on which we spend our free time deliberately.

    People who block you increase your queue times as well. Not to mention since survivors need a group of 4, anyone in that group of 4 can't have you block if the devs were to implement this. And if you play survivor and each survivor in the lobby has a different set of people blocked and you have no one blocked, then you are still going to have long queue time.

    This isn't about personal responsibility. Blocking affecting matchmaking will hurt everyone including people who don't block others.

  • 6.7 PTB is likely a couple weeks out. We usually get the midchapter ptb around the time the rift closes.

  • The devs mentioned last month about working on a way to speed up spending BP in the bloodwebs. I imagine this is related to that and something we'll likely get next midchapter.

  • It's a very conditional build that requires you to heal the obsession and stay within 12m of them. Not to mention you are playing a killer who has poor chase and works better "getting the jump on people".

  • Only if killers can then kick fully repaired gens and reset them back to 0.

  • It's not that tunneling needs cons. It's that not tunneling needs to actually reward the killer.

    Having 3 survivors with 1 hook each means nothing compared to 1 survivor with 3 hooks. There's no reason for killers to spread hooks, because there's no benefit to it.

    No matter what changes get made to tunneling, it is still better to make the game a 3v1 than to spread hooks out.

  • "You're not responsible for other people's fun" is not the same as "my fun is the only one that matters".

    People on both sides get upset at using valid tactics or stuff in-game against them. Which is fine, because it is a pvp game and sometimes you'll have bad games. It's a problem when there's an expectation that your opponent avoids doing X or using Y perks, because they need to cater to your fun.

  • @Kius said:

    The game design as whole is falling apart. 12 hooks isnt realistic vs good survivors let alone efficient survivors.

    The devs aren't designing around 12 hook fantasy. The whole mmr is based on number of kills and not number of hooks.

    People just need to accept that # of hooks just don't matter.

  • The devs tested on a ptb a while back of a system where if all other survivors are slugged or hooked, then downing the last survivor will automatically end the game. So to say the devs don't care about wasting time in game is not fair.

  • @Dogma_loki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370129#Comment_3370129

    Killers seem to have the same issue BHVR does. You fail to understand people don't log onto DBD to get tunneled, camped and slugged just so killers can achieve their 4k every match. That is the exact opposite of playing the game, you are actively removing someones ability to properly play the game just for your pixel dominance.

    And people wonder why the game is in the state it is.

    Tunneled - The killer is chasing you AKA playing the game.

    Camped - The survivor is on a hook which has it's own mechanics for attempting to self unhook and the skillchecks to prevent death on 2nd state AKA playing the game.

    Slugged - The survivor can recover and crawl towards teammates to get picked up. You even have perks to allow you to pick yourself up. AKA playing the game.

    Being chased, being hooked, and being in dying state are all parts of the game. You can't pick and chose which parts of the game you consider to be "playing the game".

  • I can't think of a reason to use Gearhead over other aura reading perks. Even if you ignore how you can miss gearhead activating or how the survivor red aura is hard to see against the gen's red aura, there's plenty of aura reading perks that are useful for specific situations.

    Gearhead being a random aura reading on a random survivor is just not that useful.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371140#Comment_3371140

    The loading screen is also part of the game. If something quadrupled the amount of time I spent on the loading screen I'd be pretty upset.

    People with poor pcs can significantly increase the loading screen time, so go complain about that.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370129#Comment_3370129

    I mean if the game was called hook hanging simulator or watch the killer from a distance I'd see your point, but the game is hide and/or chase.

    If you want to argue this way you could say the servers could shut down, but its okay if we can still get to the loading screen because we're still playing the game.

    On the other side, I understand why killers get upset at 4 person SWF's with BNP, it doesn't really give any killer to actually play the game in a way that is fun or fair.

    Literally part of survivor gameplay is being on hook. Being on hook is still being in the game and still playing it.

  • It just need a range buff. It doesn't need any other buffs.

  • @Xendritch said:

    I don't mind Gas Haven getting a rework it's on the list of maps that need one I just dunno how I feel about it while BHVR memes about how bad they know cowshed is and giving up an opportunity to shrink red forest while they were giving it a visual overhaul. I mean it's obviously a good thing if true just their priorities seem a bit odd to me.

    BHVR stated at one point that the visual updates weren't meant to be balance changes and that maps that need balance changes are a separate focus. Still considering how long it took for them to put out red forest rework, it's a shame they couldn't bundle a balance change with it.

  • @BougieBlackChick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370129#Comment_3370129

    Yes it does. When you’re the one getting tunneled out at 5 gens or face camped to death at 5 gens you don’t get to play the game.

    You still got to play the game. You just didn't play it in the way you wanted to. But that's just how pvp games go.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367600/what-strategies-do-survivors-want-killers-to-use

    Crazy that survivors want game play that actually allow them to play the game.

    Camping: Stealth camping or coming back to check on a hook, not a problem. Just standing there freezes a survivor out of the game.

    3 Genning: With some killers fine, but others can drag the game on as an infinite stalemate.

    Tunneling: This one survivors do tend to be overly paranoid about, but it should be harder. The obvious play is to focus on the weakest survivor which makes the game brutal for newer players.

    -

    The game should be a combination of chase and stealth as strategies - things that allow both sides to do something. Does a game style focus on those? If not, nerf.

    A killer using a strategy you don't like to win doesn't prevent you from playing the game. People need to stop expecting very specific gameplay from the killer to consider the survivor as "playing the game".

1 … 61 62 63 64 65 … 171