Crowman
Crowman
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- Crowman
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So the killer is running Distressing, Coulrophobia, Unnerving, and Sloppy to make healing difficult, what is the issue exactly? The killer has nothing to stop gens from getting done. You don't need to brute force a heal through an anti heal build.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3174534#Comment_3174534
MDR and alch ring need nerfs too. This goes both ways.
Iri tape is fine for now only because sadako is bad. When they buff her (which they should) that addon could get a nerf as well.
Idk why people forget about C33. In fact I would say C33 is far stronger than Alch Ring. Alch Ring doesn't make it easier to hit survivors with lethal and you still have to be somewhat good at Blight for it to be impactful.
C33 not only hinders survivors making it easier to land lethal rushes, but also completely invalidates pallets. As an added bonus, you can't hide around a C33 blight because the blight also gets a score event for hindering you.
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Except you aren't stating a game balance issue. You are stating a player griefing issue which the devs said is bannable.
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I think he makes a good point.
I've accepted that trying to spread damage is basically impossible as survivors have too many tools to allow them to out heal the rate in which I can damage survivors. Even if I dedicate a full build to anti-healing, it's still difficult to keep more than 2 survivors injured at a time simply because outside of sloppy other anti-heal perks are too conditional to get their full value.
Gens really don't feel much slower than before while having much weaker tools at defending gens which just feels bad.
Reassurance counters trying to pressure hooks and burn an extra health state which has certainly hurt a few games I've played.
It's really just come to the point that if you are playing to win as a killer, your best option is to tunnel someone out of the game as fast as possible. Nothing slows down the game as reliably as removing a survivor.
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@Darkwraith13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3174306#Comment_3174306
I guess. Still feel like they should revert it to the 40's CD and allow us to reuse it. How else can we punish the facecamping? Thats just my opinion though.
An extra 30 seconds per a hook still punishes facecamping.
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If you are just going to spend the entire time complaining about every little thing killers get, then just leave and stop playing.
Majority of the patch notes is simply bug fixes for the new killer with a slight increase to his collision detection on his power when he was literally going through survivors. Hardly a big deal.
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The lockers door open and close since you are faking jumping into the locker.
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You can drop the survivor and leave them slugged.
Don't waste your time carrying them if you know they are just going to break free anyways.
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With his issues of not hitting survivors or even not dealing damage when he should, he's pretty bad.
If those got fixed, it's tough to say since it's hard to judge how effective his power is when it's often a non-factor.
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3172759#Comment_3172759
MMR also affected survivors.
Exactly, CoH got nerfed. Noed for example, is strong since years and they dont want to nerf it.
Both sides had changes, but the recent changes nerfed survivors, made a meta shake up (also only for survivors) and honestly? Right now the kill rates are higher than they should. I loose 80% of my games in soloq.
Something should be done right now. Solo Q needs it and most SWFs who are 2 stack or 3 stack too.
You personally losing 80% of your games does not mean that as a whole survivors are losing 80% of the games.
Not saying that solo q doesn't need help, but you struggling to win games does not show there is an issue.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3172735#Comment_3172735
With no significant game changes between the release of the most recent kill rate data (an aggregate of games from July 21-Jan 22 as the devs collect & release six months worth of data at a time, correct?) and the release of patch 6.1.0, it is unlikely that rates unpredictably dipped below a rate of 50%. Kill rates have been consistently around this 53% for what appears to be several cycles of patching. The stats released on January 16 of this year are not just a snapshot of how killers did for a few months; they speak to a broader trend of performance that presumably spans at least a year into the past. Developer comments on kill rates being slightly lower than preferable doesn't mean the kill rates are less than 50%, and we should not assume that it does. Their ambiguous statement could mean that they envision a kill rate of 60 or 65%. I personally suspect the intent is to boost kill rates so that things settle around 50% percent when survivors receive their upcoming buffs.
MMR was a pretty significant change to the game. Let's not pretend that MMR didn't give killer harder games than they were getting with ranks based matchmaking.
Let's not forget boons got added to the game and CoH had to get nerfed twice, because of how strong of a perk it is.
You can act like nothing had changed since Jan 2022 and that kill rates were just the same the entire time, but you would be living in a fantasy world.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3172512#Comment_3172512
Killers shouldn't be ignored, but their importance shouldn't be spuriously inflated either. The median kill rate has been around 53% for at least the last year. That means, despite so many killer mains claiming to face these 4-man SEAL team six SWF squads, most of them have consistently managed to 3-4K in their matches. It also means most survivors were not escaping trials.
The last time we were given stats it was the start of the year around the time mmr went live. We do know whether or not the kill rate stayed the same and it likely didn't since the devs specifically mention that the kill rate was lower than they would like.
There's no way anyone can say conclusively that the kill rate was around 53% before 6.1.0
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@AnnoyingNarrator said:
https://forum.deadbydaylight.com/en/discussion/comment/3172504#Comment_3172504
But then you are giving up free distance. I don't like the idea of changing perks just to prevent one group of players from abusing it, but I don't really see any other option.
Dead Hard doesn't give any distance and they are locked out of interactions. I can tell you from experience that the killer missing the swing when you dead hard gets you killed.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/3172450#Comment_3172450
Idk how BHVR didn’t notice it was “bugged” all this time.
That would require bhvr to play their own game.
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@Toaster427 said:
The above raises even more questions to BHVRs actions lately. You need 4 survivors for every 1 person playing killer. Yet they buff the heck out of killer and make solo queue just straight up awful.
Solo queue players make up the large majority of BHVRs playerbase. I'm not saying things should be changed to make survivors more powerful than killer, but they've especially made solo queue survivor just so overwhelmingly awful over the years.
Before the killer buffs and survivor nerfs the entire community was already in agreement that solo queue was the worst compared to swf and killer experiences. Seems strange to me that they would completely ignore solo queue even after all of that feedback, then actively make it even worse to appease the minority of people playing killer...
Talk about shooting yourself in the foot BHVR...
You still need that 1 killer player. You can't just ignore the killer role because solo q is difficult.
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I don't think the solution to fixing a problem with cheaters is to change the perk.
If running into auto dead harders is a problem for you, you can bait out the dead hard by missing your swing. The script as far as I can tell only checks if the Killer is close enough to hit you and if they swing. Swing at nothing they dead hard and get no where.
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The problem is these addons aren't regular moris. So no the devs shouldn't remove the only counterplay these addons have. These addons already need to be changed as the ability to mori survivors from healthy without ever hooking them is unhealthy.
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Camping isn't innately unhealthy. There's many reasons why a killer should be able to defend the hook from unhooks.
Also highly doubt you face actual facecampers every game.
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@SkeletalElite said:
The numbers are seemingly random but it is anonymous mode. You could be the only Dwight and be Dwight Fairfield 06
Pretty sure the number represents the order people arrived in the lobby. So if you are 01, then you were the first survivor who joined the lobby.
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Fun Interesting Perks
Self-Care
Pick 1.
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@Grum said:
https://forum.deadbydaylight.com/en/discussion/comment/3170073#Comment_3170073
Please don't describe a killer that can harass nearly every gen on the map from anywhere, attack from four different directions at once, attack through walls, and immediately shut down every loop, as "fair but strong".
I can't imagine what would possess them to design a killer where every interaction that survivors could possibly have with them is "I guess I'll just crank out gens in between getting harassed by birds every five seconds; until I hear their terror radius, then it's time to start holding W and predropping pallets until I inevitably die, because she's impossible to loop."
Artist doesn't need to be nerfed. She needs to be deleted and redesigned from scratch. What a god awful way to design a killer.
She can injure you from across the map, if she manages to land her crow attacks on you twice before you manage to repel the crows which you have more than enough time to do if she fired more than 1 crow.
Also she only has 3 crows, so she can't attack from 4 directions at once.
As for shutting down loops, you can just run away to the next tile. She's slowed down quite a bit placing crows on top of having sound effects for doing so. It's not that difficult to just run away and not play a tile she's trapped unless she zoned you into that position.
If you want to complain about a killer, at least understand what their kit is actually capable of.
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@Legionair11111 said:
https://forum.deadbydaylight.com/en/discussion/comment/3171399#Comment_3171399
If they made wesker a pink addon to allow his power to break pallets instead of vaulting them I think it would be fair but your sentence doesnt make much sense to me as blight cannot vault pallets with his power and does great. Wesker has basically 2 blight dashes with his power so i dont see it as a bad thing to consider making it more similar to blights
Wesker has an addon to break pallets instead of vaulting and it's an iri.
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There's a pretty sizeable cooldown after vaulting so it's not like you just instantly stick on the survivor after a vault.
If he didn't have the vaulting ability he might as well just be a M1 killer, because his power would be largely useless at majority of tiles in the game.
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Myer's Tombstone addons are simply not healthy with how the devs have been balancing the game around. It doesn't really matter if they "take a long time" to reach T3, there's many gen blocking perks Myers can take advantage to stall out the game to reach that point and survivors have no ability to prevent the Mori.
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@[Deleted User] said:
I’m still mad they completely skipped over changing Sadako in the midchapter.
Pretty sure the devs said Sadako is getting looked at this midchapter. They had to skip her last midchapter, because the perk changes took their development time from being able to focus on her.
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You should try playing survivor and go for flashlight saves and see how difficult it can be to pull it off on a consistent basis.
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In order for it to reach 60m on Wesker, Wesker would have to be running multiple perks to increase his TR size. Distressing only increases it to around 50m. Either need to be in chase with M&A or carrying someone with Agitation for it to extend to 60m.
Also this is hardly an issue as an entire build is being dedicated to a single perk.
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I don't really get why you want to remove the notification that someone got unhook outside of being spiteful towards killers.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3167294#Comment_3167294
Most Weskers I go against have it
Seems like a v popular pick for him
You have a long cooldown after a vault and bamboozle increases your vault speeds. Finishing the vault quicker means you enter cooldown sooner and lose less overall distance.
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The time it takes to spray yourself isn't instant and long enough that you wouldn't be able to finish mid chase at a pallet or vault.
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So because a perk is no longer abuseable, it's a killer perk. Lol.
I guess this means every survivor perk is a killer perk now.
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While retribution is up, whenever survivors cleanse (and I think on bless as well) survivors are oblivious. This is an applied status effect of a duration so it should still be active until the duration is up after retribution is removed.
Retribution also shows the auras of all survivors when any hex (including itself) is cleaned.
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I don't see the issue. The perk counters healing in the end game and Andrenaline is a form of healing. You do still get the speed boost so it doesn't fully counter it.
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@Peppa_Pigsaw said:
https://forum.deadbydaylight.com/en/discussion/comment/3166562#Comment_3166562
I think Blight is fairly different of a beast. Blight was much the opposite, being nearly unplayable on PTB but instead was MOSTLY fine on launch. The main thing people really asked about for Blight if memory serves was his FOV being a lot better. I think quite a few of us remember Goblin mode Blight.
Wesker was somewhat functional on PTB but now is completely nonfunctional on Live. There is a distinct difference in that. People expect PTB content to be a bit busted, live releases are another story entirely.
Blight also got the ability to break pallets in 4.2.2 hotfix (not on release) which was a pretty huge change as well.
4.6.0 was the PoV change along with some additional collision detection changes.
4.7.1 changed the turn rate and sensitivity for controllers which was important for making blight playable on console.
It wouldn't be fair to say he was fine on release as he was largely unplayable on console for the longest time. He got a lot of needed work going live from ptb, but his ptb was also an older version of blight so we don't actually know what got changed due to feedback or things that were already changed that just weren't put on the ptb.
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@Peppa_Pigsaw said:
First impressions is drastically important for a lot of people. In fact when it comes to games there was some sort of study that showed that about twoish hours into a game, if you aren't hooked, most people stop playing. I imagine for Wesker it's exactly that. He hit PTB, was praised and spread around as being this very strong or at least solid killer. Launch day arrives and most people are in uproar about his bugs and how bad he feels to play.
A lot of people played him launch day, said "wow this feels awful" and now it's likely that Wesker will become a lesser played killer even when he inevitably gets changed.
Depends. Blight became really popular after he got several changes nearly back to back that put him in a much better spot.
People will play Wesker if his issues get resolved and he ends up being a fun to play killer.
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@Chocolate_Cosmos said:
Next week first hotfix, then another one.
I think they will buff him the second one. But in each hopefully will be bug fixes.
I would say... give him like 2 weeks and he will be playable hopefully.
Not always. A couple times we didn't get the first hotfix til 2 weeks later.
But I wouldn't expect much if we get a hotfix next week.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3166224#Comment_3166224
Even more than that, Overcharge only works on a single generator at a time and requires the killer to kick 5e generator to activate it. Ruin works on all generators all the time with no killer action required.
Pretty sure you can have as many overcharges active as possible, but you still have to go out and kick all 7 gens to do so
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If body blocking is really getting to you, you have anti-body blocking perks you can take advantage of. You can also drop the person you are carrying and go after the body blocker.
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Overcharge requires the killer to manually be kicking the gens while ruin was completely passive and global
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It seems like you have to hit the vault or pallet very precisely for it to register because if the survivor is mid vault you should just hit them with your bound instead
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/3165390#Comment_3165390
On some loops it is kinda necessary, now you are an m1 killer basicly on these kind of loops. Call it fair or not its just boring especially if you want to main a killer like this.
If you want to bloodlust a loop, don't use your power.
If you try to use your power to out mindgame the survivor and lose, then you get set back.
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Honestly this should have never been a thing Dredge could do.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3164816#Comment_3164816
Huntress literally doesn't know any better. She doesn't count.
He only asked for a female killer killing out of their own will. Huntress kills people on her own will.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3164824#Comment_3164824
When are you killer mains going to admit that things are bad right now? 15 minute queues? 20? 30? What is it going to take for you to realize that playing survivor isn't fun right now.
My queues on Tuesday as killer were no longer than 5 minutes. Most of them being 1 or 2 minutes. Just because you personally are having trouble finding fun with the game does not actually mean there's a widespread issue.
Frankly, I don't blame killers running multiple slowdown perks. I tried playing Wesker with some fun builds and just faced squads that split up and crank out gens as I was trying to mess around with the new killer. Survivors want to hard focus gens, then don't be upset that killers respond by running slowdown perks.
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@OrangeBear said:
Both Artist and Spirit are described as a "vessel of vengeance". Never killed anyone in their life but their life was so tragic that they take revenge out on random people in the entity's realm.
I hope we actually get a female killer some day that kills people out of their own will. Pig is great at that but she's licensed.
Huntress
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While the map is still big, it is smaller in the sense that going from 1 side of the map to the other side of the map is shorter. So it's less likely someone will die on hook if you don't immediately hop off the gen and head towards them. Which was a huge problem on the old rpd variant.
But that's probably as much as I can really praise the map.
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I don't see why. The scenario you are talking about is the killing running a build dedicated around making it difficult for survivors to heal inside their TR. Healing outside of the TR ignores 2 of the 3 perks.
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I think the core issue isn't that there is too many sprays. Having survivors permanently hindered is a lot meaner than Nemesis' infection so it's fine there's more for survivors to cleanse it.
I think it's a bit too easy for survivors to remove it though. They don't even need to be fully infected which means you often get no value from survivors being fully infected since that never happens. If a change were to happen, I think it would be better to make it so survivors can't use the spray unless the target is fully infected.
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So you just want killers to slug everyone so they can't be hit with a 30 second ds?
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I don't want to say he's weak, because his power is largely buggy right now.
He might still need buffs if they fix the buggy aspects of his power, but I would rather they fix those issues first and then buff him if he still is weak.