Cypherius
Cypherius
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MFT is busted and Adrenaline can be problematic in metas with fast gen times but Windows is fine. Its a learning tool that also helps solo players figure out which pallets have been used. How is that problematic?
@Kius said:
How come ultimate weapon gets instantly targetted at because it's an info perk that does "too much" but windows that literally gives you a mini wall hack without even doing anything is considered "fine"?
Crazy.. isn't it?
Finding survivors is much stronger than finding pallets, as far as perk effects go. Are we really making this comparison?
Also Ultimate Weapon power creeps other Killer info perks and has synergy with Dead Man's switch making it a good slow down combo.
Windows on the other hand just tells where unused pallets are.
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I get that Sloppy Butcher is not fun to play against but its not that strong, nor is it used by top tier killers.
If you want to heal you can still do it quickly. We''ll make it and Botany help a lot with altruistic heals and Botany can still be good for self healing. The medkit addon that grants +10 charges allows you to get a normal heal and still have enough charges to use a Syringe while using Botany.
Inner Healing is also pretty good if you know totem placements. Even Desperate Measures is good right now considering the amount of players that refuse to heal. Plot Twist is not that fast for a heal but makes up for it in versatility. You can counter quite a few killer perks with it.
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If healing was this big waste of time some people pretend it is then Oni would be dominating the meta right now. And if staying injured was actually dangerous then Plague would be dominating the meta.
Sloppy is a pubstomper perk and i would not mind a redesign for it but solo play is bad regardless of this perk. Having perks like Reactive Healing and Resurgence be affected by the regression is pretty dumb too.
If you want your solo play experience to improve then a better matchmaking or a ping system for communication would be better for solo than a Sloppy nerf.
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Even if sloppy were to be nuked tomorrow the stay injured meta would stay strong because staying injured is usually the most effective way to play. There are multiple survivor perks that encourage you to stay injured and focus on gens.
Why heal up when you can pre run with MFT or Sprint Burst and still waste a lot of time from the killer before the chase even starts? Its even worse if its a MFT + DH combo.
Why heal when instead you can blitz through generators with a strong toolbox? And then recharge it with Built to Last.
Why heal when the mid and low tier killers can't down people in a timely manner? The average killer is not that threatening.
Why heal when multiple users of Adrenaline is about to erase all pressure the killer has once the final gen pops?
I am not advocating that you play like this, just pointing out why many people do it regardless of Sloppy Butcher.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554865#Comment_3554865
That post was deleted from the developers's logs, and it's the only source of that. According to the wiki, what 6.4.0 introduced was for SWF, meaning that if you are in a SWF you would have those conditions, not on SoloQ as I already said. In fact, the patch notes for 6.4.0 don't even mention any changes to MMR at all, so either it was completely scratched and the Wiki is wrong on that point, or the Wiki got it from data mining the game's code.
Just because they did not repeat mention of the feature does not mean they did no implement it, this would not be the first time an change is added without the patch notes mentioning it.
What logs, if you don't mind me asking? I did find an article here in the forums as well that mentions team based ratings at least.
As for your math argument: It is an inherently flawed. As you are oversimplifying the matter and assuming that a 60% kill rate is always a result of 2ks and ocasional 3ks. This is a snowball game where 0/1 kills and 4 kills are also quite common .
Your argument also fails to account for the different skill levels and the gap between Swf and Solo and how skill floors can affect kill rates. And most importantly it fails to account how bad and inefficient the average solo survivor player is.
We don't have any recent data from the devs when it comes to kill rates. The last one we got is outdated and from a very different meta. Nightlight' data may not be ideal but at least its recent. it shows a kill rate of 52% (as of writing this post) despite how bad the average solo player is. Killer is getting a 52% kill rate on average. This indicates that the role is underpowered at the higher levels of play while not being strong on the average level of play.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554848#Comment_3554848
There are no "team" escapes. There has being never team escapes in this game. You don't get or gain anything for any survivor other than you escaping. That's what people seems to not understand. You don't win or lose as a team, you either escape or get killed.
Your team's performance does affect your gain/loss of mmr tough. As the dev's pointed out if you are the only one to die you barely lose mmr or you get more mmr if all escape, for example. You do in fact gain something from your team mates escaping.
This news article was posted on November 3, 2022.
Dead by Daylight is constantly changing, so it only makes sense for the matchmaking system to follow suit and continually evolve. We often make small tweaks behind the scenes to strike the right balance between wait times and match quality, but we’ve also been working on some bigger improvements to the matchmaking system thanks to your feedback. In this post, we’ll discuss two changes we’ll be making to the matchmaking system in the 6.4.0 update. -
MFT, DH and WOO are already popular. I see MFT and DH in most of my matches.
DS might rise in pick rate a little but i don't think it will be very popular overall. To get value out of DS you need some map awareness and looping skill. If you get downed in a dead zone or can't loop then DS won't really help much. And if you don't get hard tunneled the perk is mostly useless. Not the most enticing perk to equip.
Its not all bad tough. If you fall in a good spot (in a a Pallet/Vault) and are ready to use an exhaustion perk to get to a good loop you do get some safety from DS (It also gives time for team mates to try and help).
You can waste a decent amount of time from the killer by doing this. DS is honestly pretty underrated when used correctly. Not a top tier perk but not weak either.
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Aside from Borgo or maps with really tall grass i can see scratch marks fine most of the time. But their placement and spacing has become a bit inconsistent lately. Sometimes the marks make it look like the survivor is going in a different direction than they really are. Its not that common though.
My solution is to try and rely on sound more than visuals when possible. Thankfully Ripley's Light-Footed perk is not common.
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@Ayodam said:
I always wonder where those killer mains who complain ad nauseam about how ‘OP’ survivors are when threads like this pop up. They say jack all about this very common phenomenon you’re facing, OP. 🤷🏽♀️
Despite the game's questionable matchmaking you can rise to an mmr range where you are more often than not matched with and against decent players. It requires a lot more skill and patience to do this as a solo survivor than it does as a Swf or when playing killer but it can be done.
those "killer mains" are just playing Killer at a higher mmr range than OP is playing survivor.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544399#Comment_3544399
Honestly we not disagreeing on much here other than where nemmy is on a tier list. We both agree that Xeno isn't C tier. Personality difficulty is a huge part when ranking a killer since that debates how much time someone has to spend to get good at the killer and the results they will get. Nurse is hard to play but I still say she an S tier killer bc when you do get good at her its well worth the time you put in, meanwhile, I feel Xeno isn't worth the time bc the result is close to a high b to a. As I said in a lot of my posts Xeno is the first killer I have ever played that has given me the hardest time. Ever since she came out I have lost most of my matches, I think my win rate on her is around 20% at best. In the hours I put in also I feel I haven't gotten any better at her and I'm starting even regret buying her and even putting so many hours into her. Xeno is the first killer also that I had to firm myself and ask for advice on this forum and ask Otzs(who still hasn't replied but he is a busy man). When I compared Nemmy and Xeno I learned Nemmy so much faster and got good at him in little of a week while Xeno has taken a much longer time.
I know you said she is stronger bc of her map pressure thanks to her map travel but here's my thing, what good is the pressure I get from traveling the map fast when I can't get hits and downs with her? All the fast traveling equals nothing if her tail is so hard to land. I honestly would trade some of her map travel for an easier tail attack to use. At the end of the day, it's just my personality exp. I'm just really upset bc I WANTED to main her so bad bc I'm a huge Alien fan but right now I dont think I even can since I'm losing so much that I can't even pip up and rank up in grades for my BP every month....
Yeah. We do agree on most aspects. And your personal experience with her is not something i can disagree with. But as i said before: maybe give her another chance once the hit box bug gets fixed/improved.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544044#Comment_3544044
That's not even how the whip attack works. The Nemesis whip is multiple hitboxes, stacked in a vertical line, that all move perfectly horizontal. Crouching at a window can block the whip, because the whip doesn't move downward like a whip, and instead the horizontally traveling hitboxes hit the window because they are moving horizontally.
Fair enough. I checked the Otz demonstration and you are right. What a mess of a hit box. The hit boxes in the top move faster which gave me my wrong impression about the attack moving downwards.
With the right timing you can hit people through the gap bellow a dropped pallet lol. Not a very useful tech tough.
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544044#Comment_3544044
"That does happen with Nemesis. Its why crouching on most windows protects you from the tentacle. The hitbox starts above you and goes down. If it hits something on the environment (like the window that the survivor is crouching behind) it won't hurt/infect the survivor."
As @Coffeecrashing said that is not how Nemmy Whip hitbox works. The whip hitbox is like a bunch of lines stacked on each other vertically and moving horizontally. If any of these lines hit an object that object only stops those hitboxes while the other lines continue to move horizontally. Meanwhile with Xeno's tail if any part of the tail hitbox hits an object it competely stops all the hitboxes and the game considers that a missed attack. For example, I have tried the up and down drag of xeno hitbox a couple of times and a lot of times the tail hitbox hits an object as I drag it down before it's the survivor and it cancels the attack altogether. The best place I have seen this was the truck outside GoJ where the survivor always crouched behind the bed of the truck and I threw my tail over the bed and dragged it down. Every single time I did that it game said I hit the bed first and canceled my attack leaving the survivor unharmed.
On top of that, I find dragging nemmy hitbox left or right a lot more forgiving and easier to do than xeno, making it more consistent around the counter of loops. Last night I played nemmy on RPD and was chasing a Dwight in the Libarty around the desks. As we were around the long wall of desk I used my whip as I was rounding the desk and was able to drag and hit the dwight at the pallet before he even got to drop it. Now if I did that with xeno I would most likely hit the desk and competely miss giving Dwight the chance to drop the pallet and get away unharmed.
I'll will also quote Coffeecrashing again with something they said in another thread about xeno getting "free hits" at pallets which I agree with and saw when I was playing her all these weeks:
"Many windows, pallets, and other animation locks aren't free hits, because many of those scenarios involve a sharp turn. Xeno's M2 camera lock (for turning on the X-axis) is so bad that it can't handle sharp turns, and the M2 tries so hard to collide with the environment, that many of the sharp angles won't be reliable."
This is what I was getting at about nemmy around those desks, I was able to hit Dwight around a sharp turn since his hitbox is easier to drag and his camera lock isn't as punishing as Xenos. It's fine you think Nemmy is weaker than Xeno but I personally think they are fair close to each other. I prefer Nemmy over Xeno and find Nemmy just slightly better since his whip is more reliable to me. This is why I say Nemmy is B-tier and is above Xeno only slightly.
As i said above i got the hit box wrong. Fair enough. That makes the tentacle more forgiving to use as you argued.
RPD is one one of the few maps i would say is good for Nemesis. The collisions in the mape are good for his whip and the tight corridors help his zombies. In this Map i would say he performs at a B tier level. But he is pretty lackluster in most maps, especially the larger ones.
Not going to say the Xeno is better in every regard. But a few scenarios where the tentacle is better than the tail don't really close the gap between them all that much. My other comparisons between the two killers still stand.
The tail is still more reliable and time efficient in most scenarios and Xeno still has better map pressure, tracking, unpredictability and a much better early game. Needing to hit your M2 3 times is a big weakness for Nemmy as well.
Sounds like you are pretty good with Nemy and more skilled with him than with Xeno. That's fine but i am discussing their overall strength, rather than difficulty. If difficulty mattered for tier lists Nurse would not be S tier.
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543830#Comment_3543830
What you say may all be true but I can tell you my exp with both of these killers after their release. For Nemmy it took me maybe a week to get his whip down and after that week I was hitting survivors reliably with it. Even now I can easily hit ppl with my whip as nemmy and tier up just as fine as always. Now I tell you my exp with xeno, its been more than two weeks now since she was put in the game and I still have issues with reliable hitting ppl. I feel like I'm not even getting better at her tail at all and I've been playing her non-stop all this time. I have lost more matches these last few weeks on xeno than I have any other killer in the game and I'm not a beginner(I have over 1k hours purely on killer).
Also, I like you left out the biggest plus to nemmy's power and that is breaking pallets very quickly when you are in tier two. In a pallet loop even if you miss the survivor on the other side of a pallet at least you going to get rid of that pallet and easily continue chasing without losing that much ground. With xeno tho if you are in that same position you punish heavy for missing bc not only do you have the slowdown for missing you leaving the pallet up to be used again later.
I'll also add the fact that at least with nemmy hitbox it doesnt just stop when you hit an object while with xeno tail if any part of the hitbox hits an object the attack just gets canceled. I hit more survivors with nemmy over loops than Xeno bc of that and I find learning to drag his hitbox a lot easier. Also, that map travel Xeno means nothing if you not getting downs and hits with your tail. Yeah, I can get one end of the map to the next faster as Xeno but if it takes me a while to just down one person what good is that?
Is Xeno a C tier killer? No, I even dont think that but I dont think she A tier either. I think she more a higher B now if anything. As for Nemmy I also put him in B tier tho I personally think he only slightly easier play and is better than Xeno. Overall I said is my personal issue but I'm sure I'm not the only one who thinks these things. As I said I dont think Xeno is a C-tier killer but she isn't A-tier either, not now. I also think she isn't worth the hours of learning either. I honestly wish I could have gotten all those hours back that I have put into Xeno and maybe I could have pipped up past Irl 4 last month if I didnt just play her.
Quite a few users have claimed that Xeno's hit box is currently bugged and is hitting objects incorrectly instead of the survivor. Maybe that's why you are having difficulties with her. Maybe give her another try after this is changed.
"Also, I like you left out the biggest plus to nemmy's power and that is breaking pallets very quickly when you are in tier two"
Yeah i did forget to mention the pallet break. Fair point. Breaking pallets with the tentacle is a nice bonus but you won't have it at the beginning. That's actually a big deal against good survivors that know how to delay you from tiering up.
Xeno's ability to use her M2 on demand and not being tied to a infection mechanic for damage makes her a lot more dangerous near pallets. She can hit her tail reliably on most pallets. Tiles/Pallets that would normally be a 50/50 are pretty much a guaranteed down for a good Xeno. You have time to use the tail as reaction to a survivor dropping or vaulting.
On these same situations Nemesis has to predict and outplay the survivors tough. I don't think they are on the same level.
'I'll also add the fact that at least with nemmy hitbox it doesn't just stop when you hit an object while with xeno tail if any part of the hitbox hits an object the attack just gets canceled"
That does happen with Nemesis. Its why crouching on most windows protects you from the tentacle. The hitbox starts above you and goes down. If it hits something on the environment (like the window that the survivor is crouching behind) it won't hurt/infect the survivor.
"Is Xeno a C tier killer? No, I even dont think that but I dont think she A tier either. I think she more a higher B now if anything. As for Nemmy I also put him in B tier tho I personally think he only slightly easier play and is better than Xeno"
I would place Xeno at the bottom of A personally but i see why you would place her in B ( Xeno in C tier is absurd though). She has the tools to keep up with coordinated Swfs. Nemesis can't keep up with that kind of efficiency and has part of his power tied to randomness. Top of C is where i would rank him.
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@dbdthegame said:
You now have a killer that has a very difficult attack to hit with one of the skinniest hitboxes in the game, that is VERY punishing to miss, that can be kicked out of his power, that is forced to lose distance to break the turrets that kick him out of his power. He's basically a worse version of Nemesis, and a much worse version of Pyramid Head.
Just delete the killer from the game at this point.
Only big nerf Xeno got was to her ridiculously fast recovery when missing. Now survivors have some meaningful counter play. This is not even a big deal to good Xeno players.
Now lets compare Xeno and Nemy:
Xeno: A strong and fast M2 that can be predicted but not reliably reacted to. Its useful from the beginning and makes a lot of loops unsafe. You don't even need to ready it up. It takes only a few seconds to ""unlock"" the runner mode. Also due to how the hitbox works you can aim slightly up and angle id downwards to get some really dumb looking hits where the survivor is on the other side of an obstacle.
Flamethrowers are very easy to outplay and can be made trivial with the right addons. Xeno is smaller and more silent than Nemesis making mind games a lot easier. The tunnels grant map wide mobility and pressure and can track survivors far better than the Zombies can. Xeno actually has good addons.
Nemesis: Unreliable weak killer with no map pressure and a pitiful early game. His M2 is only good at tier 3 and good survivors wont let you tier up quickly (since his m2 is easy to counter). His tentacle is slow to ready up (and can be reacted to), slow to retract and slow to recover from and it requires 3 hits to actually down someone. The tentacle can be countered by CROUCHING in certain loops due to its clunky hit box.
Zombies require perks that generate sound notifications (they react to those) or really tight in door maps like RPD in order to be slightly useful against experienced survivors. Zombie's attacks can literally be baited and dodged in the unlikely event they get close to you or they can be used as a free speed boost for the survivors.
Only C tier killer here is Nemesis.
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@xYakone said:
Up until the Xenomorph chapter, the game had an option for resolution scale to be set to 50%, which is the only way I could get decent fps on my toaster laptop. After the chapter came out, the minimum option was increased to 65%, which doesn't give me a framerate as good 50% did. I don't see any reason as to why they did it. Did they want to scare off the low end pc players?
At first, I managed to set it back to 50% through the config file and it worked, but as of a few days ago, the game completely ignores the config file and gives me a higher resolution scale which pretty much tanks my FPS. I can't play the game like this. Anyone got an idea as to why the config file won't work anymore, and why in the world did they remove the 50-60% res scale options from the game?
My guess is either they want to stop people from messing with the config file or its not an intended change. Hopefully they revert it.
I also noticed that the minimum quality for other settings was also raised. For exemplo prior to this patch i could get rid of basic physic effects for a little performance boost, but that is no longer the case no matter what settings i use.
Don't know how bad your pc is but here are a few things that could help, in case you have not tried them yet. You could try reducing the game's resolution size to be a bit lower than your own monitor's (You can do that while in game now) Game is going to look weird but it helps with frame rate quite a lot. Don't decrease it too much or your visibility is going to become awful.
Be sure to check if your power settings and nvidia control panel are set to prioritize performance as well. See if the game is running in real Fullscreen (windowed fullscreen is much more resource intensive).
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542186#Comment_3542186
"Ironic thing to say given that good survivors can already counter camping just fine without this feature. This is meant to help or rather "hand hold" the more casual/average side of the survivor player base."
The thing is not that camping can be countered. It can be countered - somewhat - even tho it might not even be effective. But if the Killer is camping they will at least get a trade out of this, because even with Hook Grabs removed, a Killer will manage to down the Unhooker and will at least have a Trade.
To amke a safe Unhook which does not result in a trade, you will need two Survivors who go for the Unhook. And at this point you can ask, if standing in front of the Hook should be so powerful that you can occupy 50% of the team with Unhooks and keep 75% of the team off Gens by...Just standing there.
Face camping is not that strong even if the survivors are forced to trade. You can get a lot of gen progress while the killer is camping since they have zero pressure.
Face camping usually crumbles bad survivor teams tough. And its those teams that will benefit the most from this new feature. Hence why i said your comment was ironic.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542186#Comment_3542186
So survivors will be happy that is how camping is dealt with? That they get facee camped and then hard tunneled back onto the hook? That will make the game more fun for them?
Being able to fight back and actually get chased again is definitely better than just waiting on the hook with the killer. Not ideal but a big improvement.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542186#Comment_3542186
Also i'll draw a diagram showing exactly how SWF will abuse this on several maps, and very easily too.
https://us.v-cdn.net/6030815/uploads/OJPWU96HX61G/image.png
The blue is the big 16 meter "you are camping" cone.
The map is midwich. All a survivor has to do, is run the chase underneath the survivor on the hook and the killer will be deemed "camping" meaning that eventually the person can unhook themselves. You can slow it down, or do w/e you want, the point is, SWF will abuse this, they'll be able to pop back in and out of the radius to make the killer "camp" while communicating the current status of this mechanic.
Coms allow survivors to abuse the hell out of it.
Solo queue won't change, because the killer still facecamps, and leatherface still saws you twice in one sweep right after you unhook yourself, and right back to the hook you go.
Camping itself, is a BAD strategy, you will LOSE the game by just flat out camping. The problem is it is BORING, so the fix here, is to discourage the BORING gameplay. But will survivors have any more fun unhooking themselves, then getting hard tunneled right back onto the hook? I sincerely doubt it.
Fair point on the multiple floor argument. But camping against this kind of efficient sweaty Swf is throwing the game regardless of whether or not they abuse this mechanic. However this anti-face camp will still plenty helpful for average survivors playing solo.
I know you want to balance around the high levels but this feature won't really matter at the higher levels all that much while being very helpful for the average survivor.
Furthermore any feature that discourages and weakens camping will reduce how often it is used and thus lower the frustration and boredom factor.
"Or my always proposed favorite, tackle tunneling and camping in 1 go, make survivors share the 1st hook state. Now in order to tunnel or camp someone out, you need 6 hooks before you can kill someone"
That will shrink the amount of viable killers by a lot. And that is not something the game can afford right now.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542048#Comment_3542048
So the worse the Killer is at the game the more should they benefit from hand-holding?
Ironic thing to say given that good survivors can already counter camping just fine without this feature. This is meant to help or rather "hand hold" the more casual/average side of the survivor player base.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/391425/anti-camp-mechanic-teased
Ugh, i can't believe they are actually going through with this.
- Get hooked
- Get camped
- Unhook yourself
- Killer downs you 15 seconds later because they are camping you
- Get hooked
- Why am i on the hook still? This anti camping mechanic was supposed to fix it!?
Meanwhile, SWF abusing the hell out of the mechanic to allow people to unhook themselves.
You are being very dismissive of this.
Even assuming its just 15 seconds as you say and the survivor can't reach a pallet or tile and has no perks to help them like SB, DS, DH or off the record ( forces them to hit you and grant you a speed boost instead of just waiting 10 seconds) that's still 15 seconds that each of your team mates can use to do generators or try to help.
As for the SWF abuse comment: survivors near the hooked person will slow or outright stop this feature.
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@JonOzzie16 said:
This is for the devs. So all of the toxic player base can comment on this and it will NOT be read, so get started typing away.
1. Broken window hits. There is no way that Bubba should down me with his chainsaw on Haddonfield when I have vaulted and am halfway through the room. Bad ping favoring killers is complete garbage.
2. Survivor nerfs. Basically all survivors can do now is generators. Which is boring AF. Healing nerfed. Boons nerfed. Sabo nerfed. Flashlights nerfed. This game is becoming a generator simulator.
3. Hackers. I'm on console and I've taken all the necessary steps to report someone for hacking and simply received an email saying that I will never know the outcome of the report. Really? That's quite lazy and pathetic.
4. Maps. The new map is horrible, barely any pallets. Open dead space with nothing but opportunity to get slapped with Hatchets or whatever. "Reworking maps" to favor killers. The farm maps have been ruined with ######### tiles.
5. Skull merchant and Knight. This has to be the worst thing the devs have ever come up with. Both killers are terrible to go against. Promote 3 genning and are just annoying as all get out. I'd rather face pinhead and wesker on repeat than encounter either of those. Great job.
6. 3 genning, tunneling, camping and slugging. These are all very utilized strategies by killers. They take a lot of fun out of the game. Tunneling I will say is the least of my worries. But hanging on a hook and laying on the ground is totally aggravating. I am certain the anti camping mechanic will never see the live servers. Prove me wrong.
7. Catering to killer mains. We all know this forum is like 75% killer mains crying and begging devs to nerf this or that. And for some reason I suspect most of the devs are killer mains, because they love coddling killers and doing the bare minimum for survivors.
8. TCSM is just a better game. Very balanced. And I'm very excited to see what they do with it. I hope it doesn't get the DBD treatment with nerfs and buffs every single patch until the game is just an unbalanced mess.
9. Rifts, events, and cosmetics. There are rarely any good looking cosmetics. Most of them have blood splatter, rips and tears, look like they've been dragged through the mud. The rifts are FULL of ugly recolors, ugly charms, pathetically low bloodpoints. Etc.
10. Daily rituals. They are not worth my time. I can't remember the last time I completed one. They are all killer sided. The rewards are far too low.
11. Bugs. The PTB should include console platforms as well. Every single patch it seems console players are riddled with game breaking bugs that could have easily been prevented.
12. DC penalties because your servers are #########. Can't count how many times I've been force kicked from games and got penalties because your servers suck. I've tested my connection and it's solid. This is the only game I'm getting issues from. Fix your servers or remove the DC penalty.
If you are frustrated with the game then go ahead and take a break or quit the game. That's fine.
I disagree with most of your points tough.
- The game has issues with hit boxes but most "wrong/unfair" looking hits in vaults are the result of latency issues. These are difficult to work around and cant be removed entirely. Also the devs have recently changed vaults. Does not seem like they are ignoring this issue.
- Aside from bottom mmr, survivors are pretty strong right now. Most are focusing on Generators because of how easy it is to quickly finish them while neglecting other parts of the game. But med kits are still viable and strong. Flashlights and sabo can still come in clutch. Just because something is not the best option does not make it non viable or weak. You don't really need to run the strongest builds to do well as survivor.
- The report system is awful. No excuses here. But can't you check the results of your reports on the forums? Also the game now informs you if action has been taken on the main menu. Rather odd e-mail.
- The new map is balanced. It feels unfair because you are used to the fact that most maps in this game favor survivors.
- I fully agree with this point tbh, aside from the Wesker slander. Its made even worse by the fact that Skull Merchant and Knight were released back to back.
- 3 Genning is being looked at by the devs. The other strats you mentioned already have counterplay. They feel oppressive because the average player does not know how to handle these situations. That's more of a matchmaking issue.
- Please show me an update in which killer mains were unjustly catered to. Preferably a recent one.
- TCM devs see the game as a casual game to chill in. That exactly the sort of mentality that leads to bad balancing. Its a versus game tough. People will optimize it and find a meta. The game is already easy to cheese. But if you like it feel free to play it.
- That is a subjective point. But the devs have data on what sells. Its a shame these skins don't appeal to you, but they would not be designed this way if it was not profitable.
- ....how is a daily "killer sided" ? Most just require you to use powers or do basic things like heal/rescue. The rate at which you get blood points is bad for new accounts though. Takes a while to unlock and prestige multiple characters.
- Can't really comment on this. What console specific bugs have you faced?
- Servers seen mostly fine to me. I rarely DC and rarely see people DC randomly (usually its a very obvious rage quit). There is a weird and rare bug right now where everyone gets disconnected after a hook (no idea what causes it) but i don't get a penalty when this happens.
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Gen explosions cause screams. Pain Res does this as well (and is often paired with Dead Man's Switch because of this interaction) . Eruption (even the old version) did this as well. Why would Jolt be any different?
Only issue is that the description of Jolt does not mention the scream. But i think the perk itself is fine like this. It has counter play and is limited to M1 downs.
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It feels like Xeno was designed with higher level survivors in mind. But i think they went overboard with how little she is slowed down while recovering from the M2 (That might be a bug tough) .
There is not a whole lot of meaningful interaction between the survivors and Xeno. You are supposed to be efficient with gens and use the small amount of time bought by turrets to get somewhere safer or pre drop a pallet.
If all the survivors are efficient and do this then Xeno is mostly fine. Would be nice if she was actually slowed down while recovering from the tail attack tough.
I have been using Overcome + Lucky Break (underrated combo tbh) builds to deal with Xeno. You get to actually escape chases and heal up pretty fast afterwards. Not very good against 1 shot killers but Xeno is super popular right now so it works out.
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You can use data to make informed decisions of course, but I still think there should be a proper analysis of why its used a lot or has a high kill rate as the deciding factor before nerfing or buffing something. And on that topic i still see no good reason to nerf Windows of Opportunity. This change in description is likely unintended anyway as the devs responded.
Matchmaker treats the match as a series of 1v1s and then adjusts mmr lost or gained by the amount of survs that escaped. From the perspective of survivors being a team: a 3k is considered a win. And the player that escaped alone will barely get an increase in mmr. You could argue he won as an individual but lost as a team. Asymmetrical games are weird like that.
MFT can be used with most exhaustion perks. You use it at the end when you are finally about to be downed, extending the chase even further. Not working with Sprint Burst and Overcome is not a downside since mft is stronger overall. You don't need a swf for this. You just need to be good at looping.
The Buckle up FtP combo is a Swf issue indeed. I agree. But that does not make it balanced.
I have used the new CoH in solo queue and my team mates did use the boon to heal each other. I honestly think people are exaggerating how bad the perk is. Definitely weaker but far from dead.
This issue of over nerfing perks affects both sides. Just look at Eruption/Call of Brine/Overcharge/Ruin. None of these perks are worth using right now aside from very specific scenarios like 3Gen Merchant + Overcharge. I doubt these changes are done to screw with one specific side.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530186#Comment_3530186
I don't either but what other metric could they go by? How often killers/survivors "win" with certain perks? The devs can't even decide what constitutes a win, they flop on it constantly. I don't even think I can name a single survivor perk I would consider overpowered. All overpowered survivor interactions require you to be in a party IMO. I think overpowered assumes there is no conterplay, but I can't name a single thing a survivor can do, that a killer can't just counter.
For NoED, I would have used a token system, for each unique hook during the game you get 1 token. When the gates are powered you get an exposed hit for each token. Keep the totem, remove the aura. Survivors would have the choice between trying to tank through the tokens or to cleanse the totem. The perk also loses the free win value, because the killer actually needs to play the gen half of the game now.
For CoH, I would have made it allow for self healing but at a reduced speed. Maybe 70% and have it not increase healing actions for other people. It would just be a self healing totem with reduced speed. Personally I think boon totems should be stronger, but if they get stomped out, the totem should get broken baseline. In a world where that existed, I would have the totem be normal self heal speed, knowing that boon totems are limited.
For Dead hard, I would have made it only a distance perk. Remove the endurance/invisibility frame and just make it so you dash forward a short distance to make something you normally wouldn't. The problem with DH is you now only get 1 use out of it (if the killer is good), they will remember you had DH and just wait it out. Also, if you mess up your first DH, well now you just got zero value out of it. I consider myself a pretty decent video game player, just about every game I play I end up in the top 5-1%. Dead hard is an extremely unreliable perk, I don't care how good you are. It is not physically possible to consistently get value from DH, those people are literally just cheating. If 1 possible DH a game is enough for you to run it though, more power to you. I prefer the bagilllion uses of Lithe and Sprint burst I get every game.
Do the devs not consider a 3k a win? Kill rates don't tell the whole story either (remember old Object of Obsession?) but are more reliable than pick rate.
When i say "overpowered" i mean something that brings to much value or is very strong while having very little meaningful counter play. Like Blight/Nurse/Made For this or the For the People + Buckle Up Combo.
A token system would make NoeD less frustrating without changing its strength much. No objections here.
Being able to Dead Hard for distance was the reason DH was so problematic in the past tough . Fair enough about Lithe and Sprint Burst being usable more times per match. But there are situations where the killer can't afford to wait DH, like when the surv is barely reaching a pallet. Its not that bad/unreliable.
The issue with old CoH was that allowing the whole team to self heal (with one perk slot only and no limit to how many times you could do it) made it too easy to reset and erase the killer's pressure. If the healing penalty is heavy enough it could be fair i suppose. Current med kits have a -33% reduction to self heal speed and are still viable despite limited uses.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530035#Comment_3530035
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530038#Comment_3530038
now less killers will play ahah. I hope you will wait for the match for hours
This feature will reduce lobby shopping which will result in a better matchmaking. In the long run this will make the game better. I doubt it will make a lot of killer players leave.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529656#Comment_3529656
I'd love Self-Care to get buffed back to 50%....I use it in my main build @_@
I don't mind a Self Care buff. But the ability to self heal (at a good speed) is pretty strong. Going back to 50% might be too much.
@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529656#Comment_3529656
I keep hearing about these killers that play for fun or intentionally try to not kill anyone. I would love to play against one.
I'd like to clarify that I am okay with windows getting nerfed, they said they would do this. Nerf overused perks that is, and buff underused ones. I have just noticed that the survivor perk nerfs are much more drastic than killer perk nerfs. There are many ways they could have nerfed dead hard to make it less strong, they picked the one change that makes it only good for cheaters. There are many ways self care and CoH could have been nerfed, they picked the one way that make the perks not worth using.
There are many ways they could have nerfed NoED, they picked the one way that makes it nearly identical in strength. Because the same thing is true, if the totem spawned away from the killer you are fine. If it spawned anywhere near him, sucks to be you.
I don't like the notion of nerfing something due to popularity. Truly overpowered perks have strengths that can be described and argued. And i haven't seem a good argument as to why Windows of Opportunity is too strong
I am curious about how you would have nerfed those perks (NoeD, CoH, DH) . Also, how is DH only good for cheaters? Aside from the ocasional latency issue DH is very reliable to use in my experience.
Noed spawning close to a hooked survivor is pretty awful. You got a point there. I think its fine otherwise tough.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529079#Comment_3529079
The drawback on STBFL can be ignored by many killers.
People don't generally run bad perks. Overcharge shows up in a large number of my games.
NoED just gave a wraith 2k when he was on track for 0k.
Again people don't generally run "Dead perks" every game.
People generally use perks they think are strong (or fun).
According to the Dev's stats Noed and STBFL both have a pick rate of 11%. On the other hand Self-Care has a bigger pick rate of 13% and Windows of Opportunity has 29%. Do you think Self-Care is strong? I would rather not nerf any of these perks as pick rate alone does not tell the whole story.
Noed can be cleansed before it even does anything and after its revealed it becomes a lot easier to find. Its popular right now as a small and not very effective counter to Adrenaline and MfT+Hope.
The killers that can deal with the obsession drawback are not even meta. Demo or Slinger being able to bypass this drawback does not change the fact that they are not over performing even with STBFL. The actual meta killers either do not get good results from this perk or have to deal with the Obsession down side.
Don't get me wrong: Windows/Noed/STFL are not weak or "dead". But they are not strong enough to justify a nerf.
Overcharge is terrible on anyone not named Skull Merchant tough.
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@Krazzik said:
I hope this is an intentional change as Windows is by far the most used survivor perk in the game. It isn't only used by newer players or even only solo players, it's a strong perk in any situation.
A lot of people saying the perk isn't even that strong but clearly it is or it wouldn't be so widely used. Just because it isn't a perk that makes you faster or lets you do gens quicker, doesn't mean it's not a great perk.
Yes it wont fix awful maps but until they finally get around to doing that, if they ever will, it'll at least make it less braindead to chain vaults and pallets.
The same stats that show windows as the most popular also show Self Care and Spine Chill in the top 10. Do you want to nerf those too? Those stats include all levels of play and as such do not necessarily reflect which perks are the best.
Windows is popular because it compensates for lack of map knowledge and lack of communication with you team (nice to know which pallets have been used already). I don't think it needs a nerf.
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@jesterkind said:
We know from the Reddit AMA a little while back that Trapper has some small changes coming alongside the Naughty Bear skin, albeit nothing huge as they don't want to make big fundamental changes to his kit. There's a lot of things this could be, but there's two that I'm especially crossing my fingers for:
- Adjusting the trap spawn logic. Nothing too crazy, but it'd be really nice if Trapper's traps spawned either closer towards him, or in locations that are more likely to be actually useful (EG, in loops and at windows already) so they can just be armed instead of picked up and carried somewhere else. A little bit to help him with his early game without really changing him drastically.
- Widening trap hitboxes. The amount of times I mess up placing a trap by what feels like a few pixels and survivors can just walk around it in otherwise really tight loops is maddening, and I'd love if that could be changed. It wouldn't harm newer players too much since they already step in traps without even noticing them, so this'd just help those of us who've been around a bit longer and want to at least lock down a singular loop ahead of time without worrying about pixel-perfect placements.
Beyond that, I think any other changes would probably be outside the scope of a small killer update, so those are what I'm really hoping for. What about you guys?
I do like these changes but would also increase the time it takes to disarm traps and maybe adjust the Iri add-on that rearms them as compensation for the buff.
@rvzrvzrvz said:
Do you think trapper sack add-on basekit is too strong ? That's what I want honestly, Hag doesn't have to go pick up her traps around the map at the beginning and she has unlimited amount
I don't think it would op at the higher levels. But the inability to pick traps from the ground is not something that should be basekit. Trapper is supposed to be easy to play and the Trapper Sack requires some planning ahead and map knowledge.
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@KaTo1337 said:
https://us.v-cdn.net/6030815/uploads/BBQK079M3QUE/1.png
https://us.v-cdn.net/6030815/uploads/PW085V1N3JWX/2.png
https://us.v-cdn.net/6030815/uploads/F9GHIHQTOIYH/3.png
https://us.v-cdn.net/6030815/uploads/M9CRWI9MVSEB/4.png
"Spread pressure" - on Disturbed Ward where gens are miles away from each other
"skill issue" - Yep, playing around 3 god pallets, need to break a stupid breakable wall next to the god window and outplay a junglegym is clearly a skill issue
"I main Nurse" - Yepp, clearly a skill-issue on my part. I havent figured out how to teleport through walls with Wesker. Need to improve and to get good, I guess. Unfortunately, I just run around walls.
"play a better killer, he is overplayed, idiot" - I assume there are more than 2 killers viable against these SWFs, aye? Or are 30 killers just sacrifices when you face these kind of teams?
While all 5 gens were powered after 5:03min. - I assume this is a long time and I just have to get good
Clearly skill-issue, right, community?
You can easily tell which survivors only play Blight/Nurse or barely play killer at all even when they don't admiti it like this Feng. Game is pretty easy for survivor right now and she throws the skill issue line lol.
But to be fair Wesker is also pretty strong right now. Third strongest in my opinion now that spirit has been nerfed.
I don't recommend Save the Best on him. You do build, and spread pressure, on him by infecting people with his M2. Hysteria is pretty bad too. If you want a stealth Wesker Tinkerer or Trail of Torment are better.
Your can do some advanced dashes where you slide or bounce off certain loops/tiles. It takes practice but is very strong.
Hens made a video with most of Wesker's techs in it and added links to tutorials from other players in the video's description. if you want to learn them:
https://www.youtube.com/watch?v=HJRBciai0EQ&t=116s&ab_channel=Hens -
@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517475#Comment_3517475
They make up for not being as good as actual comp by being able to meta perk and item stack. You don't need to be a comp level SWF when you can just run 4 MFT+Hope+Resi ect. and have your perks carry you.
End result is the same: most killers can't compete if the survivors aren't bad at the game. It's not as bad as actual comp but its still too much for most of the killer cast.
The main thing keeping most killers "playable" is that the majority of survivors are bad. It falls apart as soon as you encounter a decent-good team.
Whether that's balanced or not is dependent on viewpoint, but if we're using "the average survivor" as a balance point we also need to use "the average Blight" which is not getting amazing results due to difficulty to play. So he would be fine under that model.
If we're using "good Blights" we need to use "good survivors" which would mean 80-90% of the killers need buffs.
I don't think perks and item stacking can close the gap between Comp and regular Swfs. Regardless, i do think The MfT meta and the Commodious toolboxes should be nerfed alongside Blight and Nurse. A tier killers are perfectly viable outside of comp play tough.
Pretty sure we mostly agree on the other points.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525147#Comment_3525147
Look, i disagree with the concept that we should balance around average players. But just read around the forums sometime and people will say that. So the devs are doing what you all want.
I do wish they balanced around the high levels more often. But its understandable that they focus on the average player.
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@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517240#Comment_3517240
"The scenario you describe only applies to actual comp play"
Wrong. You have a misconception about comp DBD.
Survivors aren't allowed to bring strong items or matching perks in comp, because tournament organizers see this game as being very survivor-sided and place harsh restrictions on what survivors can do.
In comp, survivors cannot have any repeating perks, any duplicate items, and any items/addons above yellow quality. They must also use different characters to make it easier for the killer to tunnel (tunneling is recognized as the staple strategy in comp). On top of that, they aren't allowed to open chests or try to unhook themselves without deliverance.
They also aren't allowed to bring any map/hook offerings and they must bring a hatch offering to make it easier for the killer to secure a 4k, if he can. Many survivor-sided maps, like Garden of Joy and Badham, are banned in comp. But killer-sided maps, such as Midwich and Dead Dawg, are usually allowed (depending on the killers).
You can, however, encounter full meta map offering SWF squads in public matches. They are almost as rare as hardcore Blight mains with strongest addons, but they do exist.
If anything, comp rules prove that the game is more survivor sided than most people think.
I agree with most of what you said and know about the comp restrictions. And i do think that this game heavily favors Swfs at the highest levels.
But most tryhard swfs you encounter in matchmaking are nowhere near the level of a comp Swf in terms of skill level. Non Comp swfs can be beaten by A tier killers. At B tier and bellow you are going to struggle against good survivors though.
My point is that outside of Comp play you don't need Blight or Nurse to do well as killer, even against experienced survivors. So i don't agree with the notion that they need to stay as strong as they are to deal with Swfs.
Both sides have overpowered/unfair things. Instead of justifying one Op thing (Blight/Nurse) with another (Buckle up + FtP /MfT) i would rather nerf both things. Neither are healthy for the game.
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While i agree that he is overpowered and should be nerfed. I can guess i few reasons why the devs are reluctant:
Devs balance around stats and the average level of play and Blight is very hard to play. His controls are also harder on console. I imagine the average Blight player is not winning that often compared to other killers.
A lot of his power comes from addons, and reworking them all would take time.There might also be some technical reasons related to how his bumps and charges work.
He is probably being looked at but is not at the top of the priority list. 3 Gens and Sleep Merchant might be higher priorities.
@BillToLast said:
Blight is a perfectly balanced killer.
If a Blight main with best addons plays against an equally skilled coordinated SWF bringing best items, there is a 50/50 chance of either side winning.
If Blight and Nurse were to be nerfed, the game would become too survivor sided. These two killers make the game more balanced.
One side having busted things does not justify the other side having busted things. Efficient survivors are very strong but that does not justify how strong Blight is.
The scenario you describe only applies to actual comp play. In regular high level matches you have a few more viable killers. Artist, Wesker, Singularity (Also hard to play but quite strong), Spirit, Huntress, and Oni. Plague too if she uses her best addons. These killers can do well in matchmaking despite being significantly weaker than Blight/Nurse.
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Adrenaline's worth is dependent on the level of play its being used on. For the average survivor its not that strong , maybe even a risky perk to pick. But at higher levels of play (especially if ts a swf) where survivors are efficient end know how to loop the perk is very reliable and easily one of the best perks in the game.
If gen focused builds with Commodious were not so strong or if regression was stronger then Adrenaline would be fine. But we are currently in a meta where good survivors can get to endgame while safely neglecting healing for most of the match only to erase all pressure with adrenaline once the final gen pops. This is not something that most killers are equipped to handle.
Ever wonder why tunneling and strong killers like Wesker and Blight are more popular lately? This current meta that Adrenaline enables is partially responsible.
Also: Terminus costs 1 out of 4 perk slots to counter 1 effect of Adren. Its not effective as a counterpick.
Healing was not "overnerfed" or nerfed to the ground. It was changed from overtuned to balanced. I still use Med Kits in most of my surv matches and escape more often than not.
My suggestion is that the heal should only trigger if: You are actively being chased/ Near the killer /Being carried or on the hook when the perk triggers. If you are safely away from the killer you don't get the heal. The injured survivors doing the final gen will have to heal manually.
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@MikaelaWantsYourBoon said:
This perk gets a lot hate. And if we trust complains, it's everywhere.
But now we got official perk usestats. And MfT is not on list.
Nerfed Self-Care is here.
Butchered Dead Hard is here.
But guess what? MfT is not! It was so obvious tho, Lithe and SB are much petter perks and i am not surprised both perks has high pickrates.
Aside from the fact that MFT was released in the middle of this data set there is another big reason why Mft does not seem that popular/strong for some players.
Its the same reason why Lithe is used more than Sprint Burst despite SB being much stronger and why Self-Care/Windows and Spine Chill are in this top 10 list at all: The average survivor player is not very good at the game , and these stats include matches from all levels of play.
Made for this is only powerful in the hands of a decent/intermediate looper . Its also even better now that the devs randomly buffed fast faults (no it was not a bug fix). Combo Mft with resilience and you can extend the amount of loops/laps you get in a tile before you have to drop a pallet or use an Exhaustion perk.
The type of survivors that just pre drop or camp pallets, don't bother to mind game and have poor pathing won't get much use out of this perk, but that is not the perk's fault.
Besides , data without context is meaningless. This hyper focus on pick rate almost got the Hillbilly nerfed recently.
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@CountOfTheFog said:
What is stbfl?
Save the Best for Last - Perk from Myers.
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@Zokenay said:
More specifically, Commodious, this toolbox has an excessive amount of charges, made worse by Wire Spool which for whatever reason is still a yellow addon.
We can also add "Built to Last" which further increases the uses out of the toolbox, which goes without mentioning other gen related perks to boost repairs.
Then we can also add "Brand New Part", yeah it got reworked recently, but it needs another change that should have gotten long ago, destroy the toolbox, same way the Syringe does for Medkits, being able to apply a permanent 10% progression while keeping the strong toolbox which once again, can even be refilled with BTL and last forever with Wire Spool (i even forgot Streetwise that makes this even worse) is too much.
Streetwise + Built to Last on a Commodious/Event Toolbox with charge add-ons or Wire Spool + BNP (The BNP nerf barely did anything) is too strong. And you still have 2 perk slots for chase/info/altruism.
Simply reducing the amount of charges would make it too similar to the Mechanic's Tool Box. I would rather rework it and make it give a much smaller bonus to speed but reduces the effectiveness of regression by a large amount , the more charges used the longer the protection lasts.
Would be a nice tool to use against 3 genning killers while the devs work on a more permanent solution to the 3Gen issue.
Alex's Toolbox in kinda weak for its rarity but the other toolboxes are fine.
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STBFL is not weak but its far from unfair. The only killers that make good use of it are mid tier or downright weak. This nerf will do nothing for the high tiers but will weaken Demo and Slinger.
The perk already has plenty of counter play as it is. Don't give free hits. Loop well and delay hits in chase as much as possible.Go in to a locker if you are about to be downed (if possible) or try to force a grab. Down yourself with Plot Twist. And take aggro/hits as the obsession if you notice the perk.
Side note but seeing people in these forums defend Adrenaline recently but ask for a B tier Killer perk to be nerfed is pretty funny.
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When i was new i would rarely escape . Survivor is very hard to play at the beginning.
But it does get better. After putting some effort into learning the game and getting decent amount of hours i started winning more and eventually got to an mmr range where my team mates are decent on average. Recently i escape more often than not even when playing solo.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490999#Comment_3490999
If they remove the wake up effect then cool. But he needs a lot of buffs because he sucks as a killer. What i dont want removed is adrenaline working when unhook. I dont like that idea at all
i do agree that he needs some buffs beyond the wake up effect being removed.
Adrenaline's heal off the hook is not problematic either. No disagreements here. You can drop a surv with adren on the ground before hooking them and still have time to down them after the adren picks them up. Assuming the last gen pops while you are carrying them.
I don't have issues with it working mid chase either. But having several survs get insta healed after finishing a gen away from the killer is a bit overkill.
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@MikaelaWantsYourBoon said:
Adrenaline is fine as it is.
End game perk, one time use and if gen's won't finish survivor can't get value from it.
I don't think any change needed.
Doing all gens and getting to endgame is not hard or rare if the survivors are decent. Being an endgame perk is not much of a downside in the current meta.
Adrenaline can Heal, counter slugging, grant speed and wake survivors up. 3 (4 if its a Freddy match) powerful effects and you don't even have to go out of your way to trigger them. Just do your main objective.
Multiple survivors running Adrenaline (not rare either) heavily counters killers that spread pressure or are low tier. COH and Medkits had the same issue before being nerfed.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490812#Comment_3490812
You had this nature slowdown.
CoH gave reason to survivors for healing. They blessed totem, run to boon area for healing and a lot time wasted. Game was longer because healing meta.
But killers hated it. Now healing nerfed. Survivors are not healing. And now, killers are complaining about this too lol. What do you want seriously?
Healing is bad, not healing is bad. So?
COH (and old medkits) recovered Health states faster than low tier killers could damage survivors. Lets not pretend they were balanced. The time efficiency of the heals more than made up for the time to bless a totem.
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490819#Comment_3490819
And now CoH nerfed to ground, it's worthless to bring. And med-kits are very limited, so survivors are leaving charges for end game or death hook. Which means we are in no heal meta.
Killers asked it and now you hate this too?
If you really hate Adrenaline that much, you can use Terminus btw. It's very decent end game perk
Not the first time you disregard something balanced or even strong as not worth using, you even did it with the new DH in a different thread. I can understand not using Coh in solo que but med kits are still strong regardless if you are in a swf or solo.
Terminus counters only one effect of Adrenaline. And you call it decent? While 3 powerful effects in one perk is fine? Not to mention how killers have less perks than the survivor team. These 2 perks are in completely different tiers of effectiveness.
@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490877#Comment_3490877
Freddy needs buffs thats the issue. Adrenaline is fine
Freddy is weak sure. But the devs removed specific flashlight interactions from some killers, including strong ones like Nurse and Artist because its "unfair" that an item has extra usefulness against them.
Adrenaline is not an item but the same logic applies. It should lose the wake up effect for the same reason.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475337#Comment_3475337
Here we go again…. Healing was nerfed to the point that medkits are near useless which in turn nerfed Pharmacy and Botany Kbowledge, CoH was nerfed, they just nerfed Prove Thyself and BNP… Hag got her add-ons buffed, the last update buffed every featured killer perk minus one. But I’m not surprised given your post history….
Medikts, BNPs and Circle of Healing where overpowered. Entirely deserved nerfs.
Post nerf Medkits are not bad at all. Far from being "near useless" .Styptics and syringes are still very powerful. With addons you get fast heals or 2 selfheals, which is fair. You are either using them wrong or got too used to their overpowered pre nerf state.
Pharmacy is a weak perk but Botany/Healing builds still work well. They are simply overshadowed by "stay injured, blitz though generators, and get healed by adrenaline" builds.
Prove thy Self was fair and did not need a nerf however nefing it will indirectly help bad/intermediate survivors just like the medkit changes.
With busted medkits people were healing too often even when there was no need. Prove is encouraging people to group up even when its a bad idea. Now survivors will spread out more often and it will be much harder to pressure gens.
Every killer that got buffs recently is mid tier/weak or had some bad addons buffed. Nothing wrong with that.
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Did he have one of the Tombstone addons?
I had this happen to me when playing Tombstone Piece Myers a few times.
It happened when i clicked the "kill" button near a pallet thinking i got the timing right . The UI disappeared and it seemed like the animation for the kill was starting but it got canceled and the survivor stunned me with the pallet instead.
The ui only came back after i successfully killed with the tombstone piece.
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@Merudo said:
Here is a recent video of a casual Wraith main destroying a competitive "pro" SWF:
https://www.youtube.com/watch?v=xVffK6eNhC4
His strategy was the one I recommended: basically an early 3-gen, with Jolt + Eruption + Call of Brine to control & regress them. Really long and boring playstyle, but eventually the map was cleared of pallets and the Wraith won.
The play style used in the video is definitely efficient in regular matches. It requires a decent amount of coordination from the survivors (too much for the average solo queue team) and a lot of players don't have the patience to play against such a boring strategy. Personally, i would rather be hard tunneled than have a long match against this build.
However there is a bit of context missing from your post:
- The team on the first 2 matches had high ping . Good survivor gameplay relies on good timing and moment to moment decision making that you can't do reliably with ping that awful. The Wraith got easy hits that would not have happened without the ping issue.
- The Killer got some good maps/gen spread for their play style of defending a 3 Gen all game long.
- He did not "destroy" the survivors. You make it sound like it was a stomp.
- The final match was against a team with no restrictions and good ping on the best map for that strategy and the wraith lost it pretty badly.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457811#Comment_3457811
DH and CoH are dead perks. They have no use anymore.
While DH is not as good as Sprint Burst in its current state it is still powerful if used by good players and has great synergy with Made for This.
Also Hens has recently showcased in his channel that a DH + Balanced landing build is strong.
DH is not even close to "having no use anymore"
https://www.youtube.com/watch?v=1NIVA90QCRs -
Hex: Ruin deactivates and its totem becomes dull once a survivor is killed/sacrificed.
Undying's transfer only triggers if the other Hex is cleansed or blessed by a survivor.
Did you lose Ruin before or after the first sacrifice? If it was after, it i s working as intended.
