Crowman
Crowman
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- Crowman
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My problem with Artist is that she's deceptively hard to use effectively and the reward for getting good with her doesn't feel worth the effort.
Like I really want to play her more, but she's just not appealing killer to play as.
I'm not even sure how you could tweak her either.
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The blocker isn't long enough that a healthy survivor can't escape if they were grabbed by Wesker. It has a niche purpose of allowing Wesker to throw injured survivors into the exit gate and be able to pick them up without them just escaping.
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Is there an issue with killers dragging out the game by slugging the survivors for the 4K? Sure.
Is gutting the ability for a killer to slug the right solution? Probably not.
Besides I don't think anyone has said slugging is great as much as slugging is sometimes necessary.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/348437/is-the-meme-dead
is it really a nerf to no mither though? the pick up part is now base kit and the recovery speed does still speed up that process
It is a nerf.
No Mither has 25% increase recovery speed, but recovery got nerfed from ~30 seconds to 45 seconds. Meaning that No Mither now takes longer to pick yourself off the ground
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@HagAdamMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3207037#Comment_3207037
I almost forgot that Charlotte got the buff where she can recall Victor, that Twin player must have been new and didn't know, I still think Mangled would be better than Broken since it does gradually reduce how much you can see on the screen. I thought Incapacitated mean unable to do vault or drop pallets like Doctor's Shock Therapy.
Mangled does not do anything to your screen. You are likely thinking of Deep Wounds.
Doctor's Shock Therapy doesn't inflict incapacitated and is it's own thing.
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Survivors are incapacitated while victor is on them. Incapacitated doesn't prevent throwing pallets or vaulting. Honestly it would be awful if the status did that. If someone is holding victor hostage you can just ignore them (or take victor back).
Also don't know why change from Broken to Mangled when Broken means they will always be 1 shot while holding victory.
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I'm not sure why the comparsion to luck offerings.
They are straight up worse than just bringing in a Survivor Pudding.
A 4K game can easily gain you 20-30K BP which is more than you get with a more costly addon.
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Survivors not needing to get off gens to go pick up their teammate on the ground is a huge nerf to using slugging as a means to generate pressure. And some killers have powers that make a lot of sense to slug with.
Not to mention if you ever down a survivor under a pallet and there's another survivor around you almost have to surrender to the fact that the person you just downed is getting back up.
It's a huge change with a lot of ramifications that people are justifiably worried about.
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There's a couple things.
SWF group could mean 2 people or it could mean 4 people. We also don't know what average means in this context.
While SWF is likely not as big as an issue as people make and solo might not be as bad as people act like it is, doesn't mean solos don't need help and SWF can't be too strong to deal with.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205702#Comment_3205702
Nurse shouldn't be able to one-shot down a survivor. Deathslinger and Billy takes skill. Leatherface takes tile knowledge. Myers and Ghostface have enough limitations to allow for one-shot abilities. Wesker should not be helping himself to the most powerful parts of these killer's designs. Just for comparison, why doesn't Nemesis have that one-shot ability? He's bigger and more of a corrupted mutant than Wesker? How did Wesker become more powerful than some horrible abomination like Nemesis? I don't play Resident Evil, so I don't know the lore but I doubt Wesker is designed to be stronger than Nemesis.
There's no way you seriously think Myers and Ghostface have more limitations on their instant down than Wesker.
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You don't have to be a twitch streamer for anon mode to valuable to you. I personally turned it on because I was fed up with people harassing me on my profile. I like having my profile public so I can show off my achievements and stuff, but when people dig around to find some random screenshot just so they can write how they disliked how I played, I don't really want to deal with that.
Plus reporting via support ticket doesn't require Steam ID anymore.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205675#Comment_3205675
More or less, DBD is balanced around the killer getting two hits for a down. As far as Wesker goes, he has a shotgun where he doesn't need to aim for the head. He shouldn't have a one-shot ability, period. His built-in Compound 33 is enough.
And yet killers who can instant down survivors exists and aren't just dominating the game.
You need to stop thinking of DBD as a shooter.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205639#Comment_3205639
He has a one-shot ability, that makes him like Myers, to an extent. He's a bit like Legion and Nurse, too. He also has mobility, anti-loop, built-in slowdown, built-in information, etc. He's a little bit of this killer, a little bit of that killer.
LOL
If having a one shot ability is all that is needed to make a killer like myers than every killer can be like myers with perks like haunted grounds, devour hope, and starstruck.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205616#Comment_3205616
The real problem, I think, is that newer killers are getting a bit of this power from here and a bit that power from there. People say that Wesker is "the fair Nurse", right? But, he's also a little bit bit of Myers, also. It creates gameplay scenarios where the BS becomes very apparent. Wesker on Midwich is an example.
He is nothing like Myers.
Myers has to stalk and build up his own meter to make the entire team exposed.
Wesker has to bound grab a survivor to initially infect them, has to either catch and throw the survivor 4-5 times just to fully infect that single survivor or chase them without doing any damage for almost 2 minutes just to get a single instant down with his power as it doesn't inflict expose status by default.
Also you keep bringing up a single map as somehow a killer should be nerfed, because they have a good map. It would be like nerfing Trapper, because there's a map where he can most easily hide his traps.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205596#Comment_3205596
If you're going to give Killer information (aura-reading), you have to limit the power (one-shot abilities). There's a problem with hitboxes in this game. Huntress does not have to get a headshot, she throws a beachball. That's why Iri Head plus Infantry Belt was incredibly broken. If you want one-shot downs, it's got to be pin-point accurate aim.
All killers can see the aura of gens. This is just how the game is. Wesker isn't special in this regards.
You keep complaining about his one-shot, but compared to actual one shot killers like Billy, Bubba, Ghostface, and Myers his instant down is insanely weak and that's because the main point of his power isn't to instant down.
You want things in DbD to have pinpoint aim, but this isn't a PvP shooter. Having pinpoint accuracy isn't important. The killer is a single player and hitboxes do favor the killers, because otherwise playing many killers would feel awful where you see your power literally go through survivors.
Just play Wesker.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205563#Comment_3205563
It's a skill issue that allowed Wesker to have both a forgiving ranged attack and a one-shot ability. Either make him difficult to use or get rid of his one-shot ability. As it is right now, it's a body shot with a shotgun to injure/down the survivor with the tentacle, compared with PvP shooter games.
DBD isn't a PvP shooter.
The one shot ability hardly matters in 99% of games.
Wesker isn't an easy killer to play as is.
All the issues you are listing come across as someone who hasn't even touched Wesker and is having a hard time playing against him due to a skill issue.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205547#Comment_3205547
Killers have basekit aura-reading. They can see the auras of gens. The killer needs either game sense or mechanical skill to justify one-shot downs. Wesker needs neither. Myers and Ghostface have no mobility and there's a lore aspect to their power. Billy needs mechanical skill and Leatherface needs to play tiles. Wesker is like none of these examples.
You want to take away the ability to see gens just because Wesker has an extremely limited ability to instant down a survivor?
If this ain't a bait post then it's a literal skill issue.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205535#Comment_3205535
I'm talking about all aura-reading, not just killer instinct. Killer needs either high gamesense or high mechanical skill to justify one-shot downs. If the power is easy-to-use and one-shot, no aura-reading. If it's mechanically difficult, the aura-reading and killer instinct can stay.
Wesker has no base-kit aura reading.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205525#Comment_3205525
You have to use the spray. And he still gets aura-reading which leads to a one-shot ability.
It's not aura reading, it's killer instinct.
And so what if he knows where you are when you spray? You are no longer instant downable.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3205504#Comment_3205504
Not at endgame on Midwich after recently being hooked.
You're describing a relatively niche situation. You get unhook have adrenaline and Wesker chases you until your infection turns red for the instant down.
In the meantime your teammates can open the exit gate and worst case you die and they leave. Hardly a big deal.
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I've seen a handful of survivors go from healthy to dying due to infection. It's not common, because survivors largely have control over the infection meter.
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I'm fine with any horror license honestly.
For non-horror licenses, I don't mind if there are collab cosmetics. I personally don't really want to see an entire chapter around a non-horror license.
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While Myers certainly needs adjustment, I don't see making it so his power only exposes the person he stalk a better change as then the difference between Ghostface and Myers becomes which kit is actually stronger instead of Team Expose vs Individual Expose.
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DS can be used to reset deep wounds as a psuedo way to endurance stack
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Imo Clown and Wesker. Both have powers that are good at dealing with survivors who try to leave the loop meaning you force them into a lose-lose situation of either play the pallet and die or leave the pallet and die.
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The Game and Shelter Woods are largely maps with no windows and just pallets
Lerys is the closest thing we have to a map with no pallets and just windows. Technically you can get closer with the bug on MacMillian maps where the new only window jungle gym counts as a pallet spawn so less pallets spawn as a result.
I dislike Shelter Woods so much because it doesn't even have strong pallets like The Game to make up for the lack of windows. The Game is just an annoying map for M1 killers since you have to break through so many strong pallets.
Lerys still has good pallets so it's hard to judge, but honestly the MacMillian bug looks so awful to play though. You would need some really strong windows to make up for no pallets and that just sounds worse for more than just M1 killers.
I guess overall I would take all pallets and no windows.
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3204362#Comment_3204362
but that's part of the game, it's always been that way, I don't see a problem with that
I had this idea based on Adam's deliverence perk, this works perfectly in the perk, it would work here
there will always be people who don't understand or criticize ideas, even the idea of the devs themselves, people are dividing opinions, it's normal for this to happen
The issue is that Deliverence has another restriction, you have to get a safe unhook. Meaning it's impossible for more than 3 survivors to use the perk in a trial. And it's still a one use perk due to it only working on first hook.
If Deliverence lost that restriction and everyone could just unhook themselves for free with the trade off of being broken, everyone would run the perk. Being broken is not a big deal as the trade off is you completely erased the pressure the killer had just built up.
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@Trickstom said:
https://forum.deadbydaylight.com/en/discussion/comment/3202120#Comment_3202120
Well, they didn't say anything today.
Maybe next week.
We did get a blog post on the cheater stuff so I wasn't that off. Although my post wasn't a guarantee they would either.
PTB is next week since they posted earlier that the ptb was delayed this week. PTBs are generally on Tuesday so we'll likely know on Tuesday.
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The perk isn't weak per say, but it's a win more kind of perk. Honestly the devs couldn't really buff this perk in a meaningful way anyways since it's borderline on being useless and being good.
First you need survivors to actually cleanse totems and the easiest way to do that is with Plaything. You could also use Shattered Hope on the chance you encounter CoH, but that's less reliable.
Second you need to be a position where you have time to drop all pressure to go rebuild the totem. The action itself doesn't take long, but going out of your way to rebuild a totem on some maps can be considered throwing.
Thirdly, survivors can just break the totem. If you aren't in a winning position, survivors will just end up breaking the totem and continue to get gens done. Broken hexes give a noise notification so all survivors know where the hex was cleansed so unless someone is doing dulls, survivors who have been paying attention will know where to look for the totem.
30% Slowdown looks good, but it's attached with so many additional hoops that it's actually kind of a balanced perk. Killers will not win the game by simply having the perk.
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I imagine the 2 hour limit has existed since the move to servers
They likely set it to 2 hour as more of a fail safe against a rogue game staying alive in the server when the match has already ended.
Nice to see them reducing it as 1 hour is more reasonable of a limit for dbd match.
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The thing is I doubt BHVR actually were intending on getting slugging as a strategy. They just don't really understand the game at a level where they would realize the full impact of the changes.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3202516#Comment_3202516
I remember when people said this about boons when they first got on the PTB. I wish I could trust that BHVR would balance it but history has shown they don't like to touch things on the PTB in significant ways.
There's a difference between boons going on a ptb and releasing immediately for that chapter and the devs putting changes on the ptb asking for feedback saying how these changes are not going live this midchapter.
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I think it's fine that people are giving feedback on what was revealed. People just need to keep in mind these changes aren't going live in 6.3.0 so there's time for BHVR to make adjustments.
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@Ghost_Face_Main said:
It boils down to Cenobite having either Lethal Pursuer or his very-rare add-on, Chatterer's Tooth. Nothing wrong here.
Chatter's Tooth prevents the chain hunt
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3202384#Comment_3202384
I guess, is it really worth that much effort though...
Reporting cheaters is certainly not worth the effort. If you happen to streaming on say twitch it's a lot easier to highlight the game and send it in a report ticket. But for the average player it's certainly a lot of extra steps to go through.
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I find that trying to upload the video file doesn't work. It's better to just upload it to youtube and post the youtube link in the comment.
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Since DS nerf, I've seen far less slugging outside of the last 2 survivors remaining or if the entire team messes up and surrounds the downed survivor for a save.
I don't think the change itself will decimate killer population, but it does lead the possibility for survivor squads to force killers into lose-lose situations. Sabo is getting quite the buff with this change.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202120#Comment_3202120
Time for Twins, Sadako and Freddy to receive massive love.
Sadako and Twins I can see, but sadly I don't see Freddy being touched this time around. Dredge is more likely to be touched than Freddy since Dredge would be up this mid-chapter if it wasn't for Sadako getting pushed back.
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@BlueMittens said:
That will probably be announced next week just before the PTB. These experimental changes are just things they also wanted to test in the upcoming PTB.
There's a chance we might get a blog post tomorrow detailing the mid chapter changes. We had a multiday blog post for the midchapter with spirit, deathslinger, trapper, and wraith (?) changes.
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/3201975#Comment_3201975
It isn't. If you hug the wall and keep going straight into the exit, you will escape. Twins can do it because it's intentionally designed that way to complement Victor. It isn't for Wesker.
The mechanic basically only exists if Wesker throws you at the exit gate so he could actually pick you up. The situation basically never happens because it almost always results in a slam into the grab.
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@Reinami said:
Swap the buffs. Make the boon do 100% and unbreakable is 30%
Unbreakable live is 35% iirc.
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First, the blog post was only about experimental changes going on the ptb that aren't part of the midchapter.
Second, STBFL may not actually be a problem
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I think while conceptually there's some good stuff here. A lot of it doesn't feel well thought out.
I do like that BHVR is trying putting experimental changes on the ptb for feedback. Hopefully we see more of that and this isn't a 1 time deal.
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Prove Thyself is 15%
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Some clarification information
https://twitter.com/almo2001/status/1573018448145387523 -
@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3201434#Comment_3201434
The issue is, no new feature has ever been tested in a PTB and not made it to the live game before. Tweaks here and there sure, but never just scrapped completely, which is what needs to happen here.
Nobody has asked for forced Mori's, it robs killers of agency and prevents you from scoring your final hook.
Basekit Unbreakable is only necessary because of the forced Mori's.
All of the perks that interact with the dying state need to be changed because the dying state will no longer effectively exist.
It's a snowballing of heavy handed fixes to account for a new Mori system nobody wants, yet the amount of dev time that's going into it will likely result in a sunk cost fallacy forcing it into the live game anyway.
Except that the dev blog literally states these changes aren't going into 6.3.0. This is literally the time where bvhr is putting changes on the ptb that aren't going directly live.
Will BHVR likely completely can the system, probably not. But there's a bigger chance that we'll see more drastic adjustment to the system based on feedback since it's not going immediately live.
People should leave feedback, but I think calling this the worst ptb when the devs are trying something new with the ptb is a bit much. I would enjoy the devs using the ptb to experiment with more changes. Imagine if Billy rework (especially those release addons) went through multiple iterations before going live.
Though we'll have to see what actual adjustments get made to these systems in the future. I would rather the devs do more of this experimentation as long as it means they are going to make more iterative changes.
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@Canas said:
Rancor is going to be one of the worst perks in the game if this update really goes through. Merely exposing your obsession while gaining aura reading for measly 5 seconds is insufficient. NOED is superior in every way since it exposes the entire survivor team. Either give it back its mori ability or add permanent aura reading to the permanent exposure.
Rancor isn't aura reading. It's more like a sound notification except Calm Spirit doesn't block as survivors don't literally scream and just reveal their current position at the time of gen getting finished.
If it was aura reading it would actually be a better perk, because Bitter Murmurs is aura reading for survivors around the completed except if the gen completed was the last one. And Bitter Murmurs has it's uses.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3201378#Comment_3201378
This one does exist for gathering feedback... but people here surely remember how DBD's PTBs typically don't address PTB feedback given, yes? (Key word: typically. They've been addressing things somewhat in recent ones like nerfing endurance meta, but they didn't adjust the anti-tunneling unhook buffs until later, and still didn't revert Bloodlust)
The flipping out is expected by this point imo, PTBs typically go live with what they have or only make minor changes... or only address some things, but not all.
People have a misconception that if the devs don't make changes based on feedback they aren't being considered. You also have to remember the ptb is generally ran for a week with a smaller playerbase size than live with content coming out 2 weeks after the ptb ends. Not a lot of time to make drastic changes to stuff and even then the devs do make adjustment to perks and killer powers based on ptb feedback.
The difference here with the mori/slugging changes is that these are not slanted to go live in 6.3.0. Meaning the devs have much more time to gather feedback from the ptb and make adjustments for a future ptb. Since this is something the devs generally don't do, I would be shocked if we saw 0 changes from this ptb to the future ptb regarding the mori/slugging changes.
It's pretty refreshing to see the ptb be used to experiment with changes.
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I mean the whole point of the devs posting this blog and hosting the ptb is for feedback. People are posting feedback to what has been shown.
Ultimately these changes aren't going through in 6.3.0 and I doubt the devs are going to change anything solely based on day 0 reactions before the ptb has gone live. Besides as the day ends people will slowly have less to talk about and we'll start seeing normal topics again.