DBDVulture
DBDVulture
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3167953#Comment_3167953
Hence why I said that this game has never been good for new or casual players. If a game requires you to have thousands of hours to be able to play and not loose every single match then there is a fundamental problem with the game. Dead hard is now one of those perks that if you don't have thousands of hours in the game you will probably miss the activation therefore the devs are further alienating new and casual players.
I get that SWF is op but SWF is only a small portion of the games that any normal killer runs into. Even in high MMR I would be surprised if a killer was running into SWF in 50% of their games, its probably a lot less than that. So I guess you haven't been on the forums that much since the update and seen the massive outcry of people saying how soloq is terrible? Saying that people losing all their games in soloq is the common denominator is a farce because I've seen streamers with 6k hours lose on soloq because either MMR pairings are garbage or the killers are just too op that they can't manage.
-"I get that SWF is op but SWF is only a small portion of the games that any normal killer runs into."
I played about 10 games last night as killer and with the exception of one game where I didn't know every other game featured SWF. You can look at the player profiles and see they are on each other's friends lists. The last game was against a streamer and I could hear their friends voices in their stream (I don't watch just listen to counter balance SWF).
There's also just a manner of playing where they always go for the same gens and don't waste any time on the "wrong" gens. Solo players don't do that.
Throwing my personal experiences out the window : the devs said years ago that at that point in time more 50% of the player base were playing SWF games. I suspect that number has gone up given the state of solo queue.
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@Yepitsme72 said:
I don't understand the idea that Sadako is placed as the worst killer in some tier lists, I don't even understand how she's the worst stealth killer, I think Myers is worse than Sadako because he literally needs set up that if he can't get he loses a lot of gens and he can't traverse large maps as quickly, obviously this is my opinion so why do people think she is the worst?
MM can have inifnite T3 with his best addon. If you are good with him at being sneaky you can often get to T3 before you lose one gen.
The Ring can never have that. She has mobility but no power. She is literally one of the worst killers in a chase. What is there to not understand?
Michael has two built in tools to help him during a chase as he has a fast vault in T3 and he has extra lunge range. What does the Ring get? She can phase through people with her manifest. Guess who has the same trick while stalking? Also nobody can take protection hits from MM when he's in t3 because you instantly go down.
@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3167937#Comment_3167937
Well I have been going against good survivors. I can't avoid that after playing her quite a while
Actually the new awful RPD map was quite good on her, having a smaller multilevel area where she has no problem moving around, and because of the TV-s being closer grouped up since the size of the map is smaller, I was able to remove her TR quite a bit making her a quite scary killer
She's especially good on smaller maps like RPD and Midwitch, but I have no problems on others either.
-"She's especially good on smaller maps like RPD and Midwitch"
All the "bad" killers are good on small maps.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3167866#Comment_3167866
Damn how's it feel being so salty? This game has never been good for new survivors or casual players. Before the last update it wasn't as bad now if you are casual you might as well not play and if you play soloq its hot garbage. Which btw we have all known that soloq has been bad for about 6 years so yea I think its you that needs to understand the fundamentals of the game bud. Please though continue to be salty.
I'm not upset but it seems you are. Solo que has been fine if you are a red rank player. Before we had the emblem system it was very easy to run the killer for a long time never touch a gen and still pip. The game lost something when it started looking at escapes as wins and everything else was a loss.
If you are constantly losing all your games while playing solo queue then you are the common denominator there. Yes sometimes you will get crap teams but you should expect you will get carried by good players just as often. Simply put most people can't carry. It takes a long time to get to the point where you are comfortable in chases much less being able to lead the killer on long chases where two to three gens pop.
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What is the killer supposed to do at the end game? Go kick gates? Lol.
You strand right by the hook. It's a fundamental error with game design.
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@ImNotBobDylan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167866#Comment_3167866
For the past years, sure, but now? Any source for your claim that "every big killer streamer who also plays survivor well agrees that the game favors survivors." ?
Can you explain why the escape rate of top survivor streamers like Probzz, Angrypug is below 50% if the game is still survivor sided?
Can you explain why a survivor main like me can get a consistent >80% killrate with almost every killer, and yet I don't think I've EVER managed to escape 5 times in a row as survivor ? The first time I played Nurse, I won 36 times in a row, and I recorded the streak (can share link). Since you're saying the game favors survivors, would you mind recording your survivor gameplay and show us your best streak too so we can compare?
-"Can you explain why a survivor main like me can get a consistent >80% killrate with almost every killer"
Every survivor main I know gets matches that may as well be against 3 players compared to what I play against as killer. I watched a friend of mine play the other day and I probably could have won vs that team with my favorite killer after giving them a 60 second afk start.
DBD changed with the 40 perk rework so that solo queue vs killer is fair if everyone is efficient on gens and can loop moderately well. The problem is that most people don't loop well or they don't focus on slamming gens. It's not the fault of survviors that many of the tome challenges require them to do things that can throw the game like loot chests or break hooks (neither of which is usually good for the team).
Nothing changed when you play vs very strong teams that are 3 or 4 man SWFs. Strong survivor players can easily still dominate the game. If anything the 40 perk rework made killer weaker against them because instant regression got nerfed. Before the rework killer was being carried hard by Pop Goes the Weasel.
I often play DBD with one or two people who are not the strongest loopers and it is common to get three players out unless someone got tunneled early.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3167772#Comment_3167772
That's because the devs only care about killer mains. They dont give a ######### about survivors.
Ah yes for 6 years they have bowed to the whim of all the killer mains. No wait actually scratch that reverse it. DBD has favored survivor for six years. If you don't think that's true then you need to take a good look at your fundamental understanding of the game. Literally every big killer streamer who also plays survivor well agrees that the game favors survivors.
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@EvieSimpsForCrowLady said:
minus the haddonfield rework that one is well balanced in my opinion
Haddonfield has too many windows to be balanced. Most of the buildings should have one loop or the other not two or even three. If you need to bring Bamboozle to make a map fair that's not fair to the killer.
Garden of Joy and Haddonfield are perfect examples of maps that are "kind" of fair if you have bamboozle. That's stupid.
@Hito420 said:
"well balanced" ok, your opinion of well balanced is mostly unsafe pallets, lots of open space, and in said open space vehicles where you can be seen clearly through the windows? at least in other maps you have vision moderately blocked both ways to make it harder for both sides to see while looping, and this was the ONE "survivor sided" map at the time of the rework (in quotes because good killers could play around any map, block loops with perk builds, etc)
bigger issue imo is why are they making every map so tiny? there used to be a reason to go to certain maps as killers than others due to it being better for certain terror radius builds, now its starting to be every map, and on that note, if every map is shrinking, why is there a need to keep the new oak offering changes? on survivor side you have to worry about which gen you pop so not to create a 3 gen, thats if the killer isnt trying to force it, yet on killer side, with the exception of maybe one or two maps? you can down a whole group and get everyone to a hook, with that in mind i think we should be able to revert the offering change to perma remove 1 hook (survivor) and add hook (killer) because its not like it used to be where hooks dont respawn, or even that you have to run a perk for them to respawn (though imo if there was a perk for it, they shouldnt of made it basekit just so "players arent forced to run a perk" its a perk based game, what do they expect? some perks will undoubtedly be better than others on both sides)
-"bigger issue imo is why are they making every map so tiny?"
Imagine if killers that move at 115% or slower did not play maps larger than 9000m². That means only Nurse and Blight would play Sheltered woods, Crow map and many others. That would be pretty fair to killer because those two killers do fine on big maps.
The more fair thing to do is make all maps be about 9000m² or smaller. Take a look for example at the farm maps. Realms can be found here if you didn't know : https://deadbydaylight.fandom.com/wiki/Realms .
Abattoir is 8704m² and you absolutely feel how much smaller it is compared to every other corn map (9728, 9984, 10,240, 10,752). What is gross is that these maps used to be smaller. Small maps with little exception are more fair to the killer (pig with AGI carrying people away from the boxes they need is one example).
Imagine if a survivor used a corn map offering and the killer got to pick which tileset he wanted to play. Killers would always choose Abattoir because it is the least bad map from the tile set.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3166367#Comment_3166367
? In my original comment that you replied to, there is documented evidence of someone getting 12-hook wins on almost all killers without camping and tunnelling at MMR cap. Nothing mythical about it.
https://forum.deadbydaylight.com/en/discussion/comment/3166741#Comment_3166741
I feel like you are being obtuse. Sure, sometimes you need to camp/slug/tunnel to win, I never argued otherwise and even outright said that I think those things necessary to a degree to be able to consistently compete at the top level (so against an actually good, coordinated team of players). Doesn't mean that it's impossible to win without them, let alone in public matches. There it is possible to win most of the time without them. I haven't watched Otz in a while, but from what I remember he doesn't generally camp or tunnel all that much or hard, and still comfortably wins most of his matches, despite often using memey or gimmicky builds and whatnot.
Beyond that, it's not only weird to take a random example like that of two games you watched, but Otz is not really the streamer you want to be using if your point is "killer so difficult!" I'm afraid. You are aware that he started the challenge of being AFK as killer for the most crucial seconds of a match and still averaging more than 3 kills? His opinion definitely is more so leaning toward it being totally possible to do well most of the time as killer in pubs if you are good enough at the game.
He didn't even follow his own rules on the AFK challenge. If you look at the series he did of that challenge he had the survivors throw at least 7 games. Compare when Truetalent did the same challenge and there was 1 throw. Needless to say when True did the challenge the level of competition was a lot more fierce. Otz often plays late into the night when the competition gets weak. Truetalent makes a note of this all the time when he streams. Most of Otz's show is pretty late at night and there are a number of people that take note about how he gets overall much easier games. I'm not saying one is better than the other it's just a reflection of a notable fact.
The point about Otz was that the last two times I watched him were two games of tunneling/camping each time. When he wants to win he will engage try hard mode. He will be the first to tell you that camping/slugging/tunneling accomplish that and are often necessary against good teams. You even agree on this point.
I think a more honest representation of DBD is when playing DBD it becomes more necessary to camp against a SWF team. The only problem with that is that Every game I played tonight with perhaps one exception was a 3 or 4 man swf. I don't want to play against that every game because I have to camp/slug/tunnel against it or I lose hard.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3166743#Comment_3166743
Another RE map would have been nice, but a big change to a current map is just as good as a new map. Even still, people are calling the game boring when we've got 3 new characters, 3 additional characters through cosmetics, and 9 new perks. How is that a bad turnout?
-"How is that a bad turnout?"
VHS has three maps. I stopped playing after a few days but I will give it credit because I never played the same map 5 times in a row.
Thanks to this patch I have played RPD five times in a row. There are more than 20 realms so holy cow can we not have literally 95% of my games on RPD? I am not exaggerating when I say that almost every game I have played has been on RPD.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/3166269#Comment_3166269
I'm not entirely sure what you are trying to say, but again, good killer players can and do win the vast majority of their matches even without camping and tunnelling. I'm not saying this is true in tournaments, but it is provably true in the actual game mode that 99+% of players actually play. Even at the upper end of MMR, it is possible to win most of your killer matches even without camping and tunnelling. Even without playing Nurse! If you do camp and tunnel, you can even win most of your matches perkless (as you'll see in the vods here https://www.twitch.tv/kaiizoru/videos for just one random example).
The solution to a real extent really is "gitting gut". But again, that doesn't mean I am ignorant of the fact that in high-level matchups against competitive teams on voice comms, camping and tunnelling to a degree are necessary to be able to consistently compete, and that therefore nerfs to those strategies have to go alongside with buffs to other aspects of killer gameplay. I also am for SWF nerfs. And various lower-tier killers deserve buffs anyway.
-"good killer players can and do win the vast majority of their matches even without camping and tunnelling"
I don't see that as true. Again the last time I watched Otz two games in a row he needed to tunnel to win.
And the time before that I watched Otz play the game he went against a crack team on Lerry's where he camped someone for all their health states in the basement.
Otz has 9000 hours of playtime and he regularly tells his audience that sometimes you need to camp/slug/tunnel to win. I feel like as a "professional paid" player he has a better informed opinion than you.
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Is there a source for that? Do we have open kill rate data on maps - especially newly released versions?
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@danielmaster87 said:
So it's boring because we got a new map and a new killer?
DBD is boring because of the last 20 games I have played 17 have been on RPD.
May as well call Dead by RPD light.
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@SgtMittens said:
"The killer objective moves because it is played by a person. Crocodiles and lions hunt at watering holes because that is where the game is most vulnerable. Unhooking events put survivors in the same dilemma." -@DBDVulture
I can't believe you unironically compared apex predators in nature to someone sitting on their ass for 5 hours playing a video game 🤣
This point is also incorrect. It's only 50% of said objective. It's only an issue if it's a bunch of SWF dunces trying to save each other and all 4 show up. However, I will concede that laziness is also a tactic and if works, someone is going to keep doing it. It's up to the survivors to keep working on generators and just get out and move on to the next game and hopefully find a player more skilled.
-"I can't believe you unironically compared apex predators in nature to someone sitting on their ass"
Maybe you should take a look into ecology friend. DBD has many parallels to the hunting pattern of animals. Is it easier to chase someone when you know they must go for a hook or when they can be hiding around a jungle gym?
@Archvile said:
Tunneling will exist as long as the choice is between "Hook three distinct people for no benefit" and "Hook the same person thrice and instantly vaporize 25% of the enemy workforce".
This is mostly true but not entirely a perfect analysis of the situation. Part of the reason killers tunnel is to make the game 3v1 so that their 1/4 gen regression speed becomes more likely to be able to be used. I will say again that tunneling is needed when you play killer because your "undo" speed is so slow compared to survivor repair speed.
@Sumnox said:
https://forum.deadbydaylight.com/en/discussion/comment/3163669#Comment_3163669
99% of the killers would stay, and play around that, that is it. I can see the sweatiest tryhardest players struggling with this (Super Sweaty bully SWF Squad that represents 0,0000000000000000001% of the player base) versus the 8k hours Nurse who can't sleep at night if they don't get a 4k games 400 matches in a row. Those I agree, that would benefit the SWF more. But this is about choosing: Do you balance around the 0,1% of the players punishing the absurdly overwhelming majority, or the other way around? I say let's balance the game around the vast majority of the player base, that 8k Nurse will survive occasionally losing 1 game every 500 matches. They'll be fine.
It would not cause the apocalypse you're talking about here, because most players are caual.
Casual gamers don't keep playing the game for years after constant abuse. The nature of a casual gamer is that they play a game for a while and move on. Everyone on my friends list who could play killer at a better than competent level was not casual.
Would you keep playing DBD if all you ever got as killer were try hard Nurses and Blights for 90% of your games? I think the answer is no.
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It's really simple so I'll explain it to you.
- The survivor objective is shorter than the killer objective. The survivor objective does not move and there should be for the majority of the game be three survivors working on this objective at any given moment during the majority of the time played.
- The killer objective moves because it is played by a person. Crocodiles and lions hunt at watering holes because that is where the game is most vulnerable. Unhooking events put survivors in the same dilemma.
- The AI doesn't get mad when generators are tunneled but survivors do. The killer however is very likely to get upset if they lose 3 gens in the first chase. If survivors don't want to give you an easy chase you can just guard the hook. The easiest way to punish survivors who are gen rushing is to make the unhooks not be "Free". Survivors could choose friends before gens to stop camping but they almost always choose gens before friends.
- Completed generators cannot be turned off and killed survivors cannot come back until the next trial. Therefore survivors should try to finish a gen before starting a new one. Killers should remove the survivors from the game one by one.
- Putting all of this together it becomes clear that killer tunneling is a result of survivors rushing their objective. You really can't blame the killer for tunneling/camping if the survivors are rushing gens. If you want to make the game fair to both sides then you need to change many of the game rules so that killers do not feel camping is the only way to "catch up". Killers need to feel that going for lots of hooks on different survivors is a viable option.
@Sumnox said:
The issue is they didn't punish camping and tunnelling enough. Simple as that. If they made it truly uneffective, I can assure you people would just stop doing it consistently, and you'd only have the occasional Bubba meme build or the usual griefers who always play toxic, doing it. Had they just made Reassurance basekit and increase it to 60 seconds, I can assure you killers would just give up on camping altogether and would leave the hook IMMEDIATELY to chase someone.
Since they're scared of the 3 or 4 very loud killer mains in this forum (they're always the same ones, as I say very often) that like to promote this kind of playstyle, they always tiptoe around these things. They should stop being afraid and act.
-"Had they just made Reassurance basekit and increase it to 60 seconds, I can assure you killers would just give up on camping altogether and would leave the hook IMMEDIATELY to chase someone."
And most of the remaining killers would immediately quit playing the game. Why you ask? Because killer streamers with 9k hours often can't win the game unless they camp/tunnel/slug. I watched two games today on Otz's stream and he tunneled to win both games. Once was on purpose and the other was an intentional camp as "punishment" for being forced to play the Badham map.
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@OniWantsUrLocation said:
I would rather play as Nemesis as he is less frustrating and overall the better killer. I've been playing against Wesker a lot lately. Not really surprising, since he is new. At the moment, it's pretty fun to play against him. We've laughed a lot in the last two days. He is an object of amusement for swf groups. But tbf most of the killers are.
Edit: I am so broken by the fact that Wesker has become absolute garbage that you can now find me under every Wesker post.
-"I would rather play as Nemesis as he is less frustrating and overall the better killer."
This post rings so true. I had a chase today vs a baby Nemesis who has not played DBD months. I also had a chase today against a not so new Wesker. I felt as if the baby Nemesis actually had the edge in the chase when compared to Wesker even though he definitely had the wrong build and was very rusty with his whip.
Wesker needs addons to make his power good in chases where Nemesis already has a stronger power with no addons. That is the pinnacle of exactly what survivors want : killers that are extremely easy to loop and are popular for people to play.
I will say again that Wesker's power is weak because it is a "preset" dash with almost no variability or room to improvise. On short loops it doesn't work well at all. In many vault scenarios you still will not get a hit either. Wesker is good with a pink addon - well so is clown. To be honest that is all wesker can ever be because his power has almost no room for innovation.
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@Alen_Starkly said:
It is ridiculously unfun being tunneled out of the game within first few minutes, just because the killer can and fears nothing. 3 vs 1 is automatic killer win in most scenarios. Reducing the DS stun from 5 to 3 seconds was a green light from BHVR (who mentioned they wanted to counter tunneling btw) to killers to tunnel rampantly. I've seen and experienced 3 second DS stuns, they don't give the survivors time to gain distance.
There is nothing to incentivize many killers to go for someone else, since that requires them to take 2 health states away from someone. Why do that when you can just take 1 from the person who just got unhooked (unless ofc they're running Off the Record, but most killers don't seem to care). If you want to curb tunneling, make it a high risk for killers, since successful tunneling is a high reward.
Some people say that a 30 second stun would be ridiculous. I'd say make DS active for 40 seconds (down from 60), so the killers don't get DS-ed by simply forgetting that the survivor was hooked a little bit before the another one they just hooked. The DS will have expired by then, but in case of intentionally tunnelling killers, it will punish them.
So, what do you guys think? Are you tunelers who hate this idea (ofc you would)? Or do you have other suggestions for disincentivizing killers from tunneling? The killers got huge buffs in the last Midchapter, and then surely hasn't helped against tunneling/camping. Making the game easier for killers don't seem to matter, tunneling is still the easier route.
When survivors tunnel gens they force the killer to tunnel someone out of the game.
What you need to ask for is for the killer objective to take less time or the survivor objective to take more time.
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@Pyrosorc said:
His power is basically nurse - practically no recharge and covers the same distance just as fast. It can't go through walls, but with the buff it still hurts you over pallets and vaults, and he doesn't even have to have the skill to land it on you, you just need to be in its path.
In addition to this insane power, he's a full 4.6ms killer. On indoor maps it's nearly impossible to locate him due to his insane terror radius so he gets quasi-stealth on those maps, nullifying his disadvantage over nurse's ability to go through walls on those maps. And he gets a fun little minigame with infection too, adding a little bit of inbuilt slowdown on top.
You won't see sweats playing Blight anymore, that's for sure, Wesker vastly outclasses him.
See you guys in a week when hopefully this killer is being played less because facing him is utterly unbearable. Plus I have noone left to play with because my whole friends list already just dropped the game from this update.
-"His power is basically nurse - practically no recharge and covers the same distance just as fast."
Watch some streamer like Otz, Dowsey, Bronx, Truetalent, Hens, or whomever is your killer of choice. Wesker's power is very difficult to hit with in live compared to the PTB. His power is a pre set distance meaning it is infinitely weaker than nurse who can make her blinks vary depending on how long you charge.
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@jesterkind said:
Never failing to hit a Great seems implausible, but it is possible- skill checks aren't really that hard for people with a lot of practice or who are naturally gifted at timing-based stuff.
Overcharge hits that kind of player more than you'd think, too. Especially when it takes them off guard.
If someone never used to run DS then Overcharge was a difficult check because it was one you never see regularly. Let's be honest too in that literally nobody ran Overcharge except before Doc's rework when he could forever stall the game.
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@Thusly_Boned said:
Stakeout will continue to gain stacks if you are repairing within the terror radius. I had a few games last night where I essentially pounded out gens with hyperfocus and never ran out of Stakeout stacks.
Granted that only works if the killer is chasing someone nearby, but when it happens, it is dirty. Multifloor maps offer more opportunities for this. Add a toolbox, built to last, and maybe overzealous/resilience, and yikes.
When Ruin used to be : hit great checks or lose progress my personal best was 70 checks in a row. There were people who hit them that often among old red rank players.
The simple solution is to make hyperfocus not chain with stake out. You hit a great manually or you get nothing.
Combine that with make Hyperfocus cancel out a toolbox's natural bonus for "more checks".
That won't make the perk "ok" but it will make it less broken.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3159243#Comment_3159243
I agree, it would be tricky and the game would have to distinguish between someone who just hooked the survivor and is blatantly just standing nearby without starting a chase with anyone else and a killer who just happened to see a survivor nearby trying to farm.
https://forum.deadbydaylight.com/en/discussion/comment/3159249#Comment_3159249
It's because a few patches ago you might have been able to pull something off while being able to complete your objective as survivor. Now not so much.
If the killer had a 1x Gen Regression base speed instead of 1/4th then camping would likely not be a "needed" aspect of DBD.
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@Biscuits said:
There are a couple of middle of the road streamers that I watch, and I am pretty convinced they wall hack. You would never be able to prove it though.
In reference to a game like Rainbow Six Siege I can confirm that people can have an overlay that is NOT displayed on their stream but they see on their screen.
You can see people reviewing the replays where people pre-aim for heads before they should have ever know to do that.
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@MikaelaWantsYourBoon said:
https://us.v-cdn.net/6030815/uploads/L8OXVF0B10EI/20220830001441-1.jpg
Her power is so op. Click m2 and targeted survivor's game will crashed and they will DC.
Alright, it is so obvious. It is sarcasm. But seriously, i really so bored to play against Nurse. Not because Nurse mains, reason is my solo teammates. Both of them dc'ed immediately when they heared Nurse's scream.
David and i tried but ofcourse it is impossible to finish task. 5 gens, killer is Nurse and 2 v 1 lmao.
I don't know how to address this issue without hurting people who seriously crashing but it started to be annoying. Because this is my average Nurse game on solo. And she is damn so popular.
SWF has been OP since it was proven by the Marth experiment. Do you know what one of the devs said at the time?
"So what ; we weren't trying to make a balanced game".
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@DemonDaddy said:
Every match I've had today against him and the killers dc. I've noticed some miss the power when it looks spot on, does he feel clunky or something?
Bronx encountered bugs in 2/3 his three first games last night.
I watched Oz today and saw about one bug every other game if not higher.
Wesker's power is "janky". Unlike with say nurse you have fixed rush lengths that are the wrong distance for most loops. This makes Wesker a M1 killer on many loops. Some loops also make the ability to vault a downed pallet completely useless - which adds insult to injury.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3162353#Comment_3162353
Agreed. Killers don’t deserve to lost any gen
Stop with the nonsense.
I watched Otz play two games today where he camped to win. The first game was on Badham and he camped the first person to death because the survivors picked that map to "ruin" his fun. They blasted 3 gens across the map while he patrolled a 3 gen. This was literal cause and effect.
If you blast gens and expect to make easy saves at the last second you need to realize that the killer is human - not some bot. They want to win too so you should expect them to make the optimal play which is making that person who is hooked go to second hook phase to punish you for not prioritizing gens.
This is the cause/effect when you choose gens before friends.
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@TheLastHook said:
https://us.v-cdn.net/6030815/uploads/HM9MBQCNNIFZ/meme.png
The Killer which is not in the picture was already attacked by flashbangs from Survivors and is retreating.
A balanced view of the game would show you which killers you play depending on your choice. If you play 3-4 man SWF you only play vs Blight and Nurse.
If you play 2 man SWf you still might play Blight/Nurse but you will never see the killers below rank "A".
If you play solo queue then you can play against every killer. If you see Blight/Nurse rest assured they are being controled by a noobie survivor main that sucks.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3161845#Comment_3161845
No it was not just would kill camping so that why it was nerfed so campers don't get punished. I did my last basement bubba thinking it would not be viable anymore before update but barely no-one uses it so facecamping bubba is still easy 4K and if survivors know what they're doing still easy 2K.
It has not even been 24 hours. Most people didn't have 2.1 million BP saved like I did to dump into the game immediately. Some people are waiting to get paid to buy the DLC too.
@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/3161845#Comment_3161845
All I can say is that you're super entitled to think that survivors are not allowed to play optimally. I'm a killer main, look through my history if you don't believe me. All I did was explain why it was a strong perk and in your view I committed a cardinal sin for assuming that survivors shouldn't play efficiently.
Survivors are allowed to play in any manner they can "get away with". But what they are not allowed to do is make a decision to finish gens before rescuing friends and then get mad at the killer that just lost 1-2 gens and is now defending a hook instead of giving away a free unhook. In the instance of gens before friends - you made your choice.
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@Mandy said:
Any alteration of game files is done at your own risk. If EAC does trigger an automatic ban for these things, we will not be able to unban you.
I have never had any concerns with EAC because I don't touch the files.
But I have had some false positives over the years because DBD is not without bugs. Has EAC ever banned anyone for false positives? Can you unban someone who was not cheating but EAC said was cheating?
@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/3161842#Comment_3161842
Custom icons have been in the game for at least 5 years. They are EXTREMELY popular, with even many BIG content creators having used/using them. Not a SINGLE person is known to have been banned for that.
If that was bannable, in 5 years, at least 1 person would've been banned.
At least one person got banned for modifying those icons so use them at your own risk.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3159805#Comment_3159805
But that bandaid could worked but they overnerfed it they should increase the range and timer but instead it was made useless.
Sorry but being able to use it more than once per hook state is abusive.
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3160975#Comment_3160975
It's not 1/16th except at the very start of the match. If the killer does their job right, it's going to be 1/4th because one survivor will be rescuing/healing, one will be getting rescued/healed, one will be in chase, leaving only one on the generators.
What's with these doom scenarios where people work off the assumption that the killer is AFK?
How long does unhooking and healing take? Does it take 90 seconds? It does not. You need to remember that most of the game as killer is you chase one person while everyone else can do whatever they want. Mathematically during the first five minutes of any game you can expect a killer to be keeping one person busy during the majority of that time. This is a fact based on the idea that chases take a long time.
Killer's speed is X/4 compared to one survivor. If two people are still on generators that is 2x relative to the killer. If we consider that one person is always on the hook and one person is always being chased ( which is a false premise) then the killer needs a multiple of 8 to "catch up" to two survivors.
It doesn't take a math genius to prove that base regression speed for killers is too slow.
@konchok said:
Alright, I want to stop all of this non-sense. This perk is legitimately a strong perk and I'll explain why.
This perk isn't just strong against campers, even though it's that too. But it's especially good at one very common scenario. You're nearly finished with a gen but someone's on hook, you finish your gen and the killer comes back to the hook. (very common because the killer is going to want to punish you for prioritizing the generator) At which point the killer can force a trade or get a grab or even force death. In this situation you activate the perk and someone else can get the save while you're getting chased. That situation would have been game ending before and that's no longer the case.
Do you know the problem with the scenario you listed? You decided to finish the gen before you rescued your friend. If you always rescue the friend first then camping becomes far less likely.
The problem is that you know that finishing the gen first and getting the rescue right before the next stage is a better outcome. What you fail to realize is that when hook timers were increased it was so you have more time to rescue against a camper. It was not intended as "more time for you to finish gens before making a rescue".
The problem is that is exactly what most people want.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160987#Comment_3160987
Great skillchecks on gens were nerfed from 2% to 1% in 2020. This used to be 0.8 seconds since gens were 80 seconds but now they're 90 so it's 0.9.
They're still 5% on heals, which is 0.8.
Can you tell me which patch?
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@TheDarkTyrant said:
There's nothing real!y special about this chapter. I played a few matches and I'm just tired already. The killer just isn't fun. I mean what makes these chapters special is paying respect to the licensed characters but you don't get that or fun gameplay here really. At minimum Nemesis was fun. At least for me he was. Wesker is just clunky and may look cool in a video or something but it gets old quickly.
The maps are cool. I enjoy the maps a lot. So yeah. End of the map section.
One of my favorite parts is actually the music and it's just bland here again. I just do not care for the music. Nemesis had some phenomenal music. With Wesker I feel like I'm facing a boss but not iconic final boss material. Like Krauser level boss is how I feel I'm playing as.
I'm gonna be honest the skins are too much. I think there is too many skins. I would've just made it only the new characters and release the rest far later by themselves.
The special thing about this chapter is that you get some nice new survivor skins.
Wesker in terms of power level sucks. His anti loop is bad because it's the wrong shape for 90% of the loops we have in game. This makes him super "Janky".
He lacks enough tools to be a viable killer.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160944#Comment_3160944
Honestly I don't know if stakeout would be a problem if hyperfocus didn't work with toolboxes because of how random skill checks are you could get 2 a whole gen.
Go into a practice game with some friends.
Survivor 1: Prove Thyself, Streetwise, Built to last, Hyperfocus
Survivor 2: Hyperfocus, Fast Strack, Stakeout, ___________
Survivor 3: We'll make it, BT, Exhaustion perk, ___________
Survivor 4: Boon CoH, Exhaustion perk, 2x __________
If you have survivor #1 and #2 on gens the game is just stupid. You can tun a gen into something like a 30 second project which is 1/3 the listed time.
Before the 40 perk rework we had Dead Hard break the game because you could make sure every chase lasted a minute. Hyperfocus allows for nonsense with Prove Thyself where you can turn every gen into a 40 second event.
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160800#Comment_3160800
https://forum.deadbydaylight.com/en/discussion/comment/3160944#Comment_3160944
https://forum.deadbydaylight.com/en/discussion/comment/3160922#Comment_3160922
So just to shed some light on how the stakeout + hyperfocus combo currently works, here's an example from one of my custom games earlier:
I completed a total of 8 skillchecks while doing a gen from 0 to 100. It took just short of 58 seconds to finish that gen by myself and with no toolbox or any other perk that affects repair speed. Meaning, I got a bit more than 32 seconds of bonus progress from great skill checks (specifically, 32.22).
Normal great skill check bonus is 1% or 0.9 seconds, so with no perks, 8 great skillchecks is 7.2 seconds saved. However, we can't really use this as a perfect benchmark because hyperfocus increases the skillcheck trigger odds, so it's unlikely I would've actually gotten 8 skillchecks without the perk.
If hyperfocus bases its bonus progression off 30% of 2% with stakeout (which it does, and shouldn't do imo), then the total great skill check bonuses are 2.6% at 1 token (30% of 2% is 0.6%), 3.2% at 2 tokens, 3.8%, 4.4%, 5%, and 5.6% at 6 tokens (and then 5.6% for each successive great skillcheck after that). So adding up those first 6, and then 5.6% 2 more times for the 7th and 8th skillchecks, gives us 35.8%. 35.8% of a gen normally takes 32.22 seconds, which exactly matches the time I saved from earlier.
If it was calculated based off 1% and then adding stakeout as a 1% bonus at the end, then each hyperfocus token would only be worth 0.3%. So then it would be 2.3%, 2.6%, 2.9%, 3.2%, 3.5%, and 3.8%. Had this been the case, it would've been a total of 25.9% bonus progress after 8 skillchecks. 25.9% of a gen is 23.31 seconds, around 9 seconds short of what I actually got, but would still be incredibly strong.
Now, had I done the same gen with JUST hyperfocus alone (and actually hit all 8 great skillchecks unassisted), then it's 1.3%, 1.6%, 1.9%, 2.2%, 2.5%, and then 2.8% for 6 and above. Then it would've gotten me only 17.9%, saving me 16.11 seconds. So, you can see how much of a difference stakeout makes right now.
Before they changed it in 2021 Great checks were 2.4 seconds per event (and they applied to heals as well). Great checks were halved in power to 1.2 seconds. Did they lower them again?
When were they changed to 0.9 seconds per event?
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@Sumnox said:
Title. Reassurance was supposed to be this magic solution to camping, finally Behaviour was acknowledging the issue and doing something about it. Now that Reassurance has been released, people are realising that it literally does nothing to help what it's supposed to help, and it's not worth bringing.
So, anyway, after 6 years of not only not punishing camping, but actually buffing it and encouraging it, when are we getting the tools to address this?
When are you going to do anything for solo Q survivors while we're at it?
We get it, you can release pretty cosmetics. I get it, you've got a good artistic team. What about the actual balance of the game?
Survivors camp gens so killers have to respond by camping if the gen pressure is high. The game needs a full redesign. Let's take a quick peek at gen regression. There are 4 survivors and the killer's default regression speed is 1/4th of one survivor. No offense but giving the killer 1/16th the gen speed of the survivors by default is a complete joke. There is no wonder that killers have been forced to stack multiple gen slowdown perks for years.
Killer regression should be 1:1 if all 4 survivors are alive. That still gives survivors an approximate 3x advantage most of the time assuming someone is either on the hook or being chased. Whenever you kill someone you lose half your regression speed. In other words with two people dead you would have the base kit 25% regression speed. For anyone who is not good at math this is the current regression speed with no perks.
@Flawless_ said:
This is what happens when you try to bandaid core issues of the game with perks.
Welcome to DBD killer balance for the last 6 years. Maps RNG is broken and sometimes generates infinite or near infinite loops. Instead of weighting tiles they made the Bamboozle perk. The only problem is that you have four perks as killer and you already have the problem of 1/16th regression to repair speed. We can down the list and shrug off a huge number of perks that are bandaids that "fix" a problem most of the time if you use that perk. The only problem is you can't bring all the perks necessary to fix the problems.
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@TheDarkTyrant said:
It's out. It's finally out. And it's just sad to see. It's a waste of a license just like the first time. I hope it flops but obviously it won't because gaming's BIGGEST horror game franchise's name on it. People shouldn't spend money on it though. It tell them we want more of this just... Badness.
I saw the skins. They look bad. Wesker's looks weird, Leon's looks terrible, Ada's looks good, Rebecca's looks fine, and Jill's looks fine. Carlos and Sheva look fine. So does Hunk. But then we get trash like Feng and Felix? Why would you make those? It's insulting because first off, absolutely no one is buying Feng's because you made the genius move of also releasing it on Jill at the same time, and second, Felix's is insulting because why is that just not on Chris himself? You spent precious time making crap instead of something that makes sense. I don't think anyone is buying those. The look bad. Especially Felix's.
Hunk shouldn't have been a killer skin. This is just stupid. Sure he's not a "good" person. Sure he works for Umbrella. Ada also worked with Wesker though and obviously she shouldn't be a killer. Hunk doesn't fit the killer DBD role. He's not the same as a Wesker or a Nemesis. He should've been a survivor skin. It's just dumb. Looks cool, but makes no sense to me.
Obviously, finally, Wesker's power eats toe nails.
The skins are fine.
-"Wesker's power eats toe nails."
This I agree with as Wekser is buggy and weak. He's a B tier killer and I'm not gonna buy a B tier killer when we have 2 S tier killers in the game.
Here's an idea : make every killer into an A tier killer. If you release a B tier killer then I'm not even going to consider buying them.
@Peanits said:
Friend, we're gonna need some more constructive feedback than that if you want any chance of it being addressed. Eat less toenails is not enough to go on.
Wesker should be breaking walls and pallets with his power by default. All the old Gen 0-1 killers cant do this with the exception of the nurse and as a result they suck.
Killers need to have at least 3/5 of the following options to be worth considering buying:
1) fast movement power
2) strong antiloop
3) one hit downs / very fast downs (the ability to keep 8 stacks from STBFL qualifies : see Demo, Pig, Nemesis)
4) nearly instant pallet breaks
5) the ability to pressure multiple survivors at once (Pinhead's cube and Nemesis Zombies are an example)
Something to consider when we look at a killer like Billy is that he only has options #1 and #3 and as a resut he sucks. He kind of has number 4 but not really so in the end he has 2.5 of the 3 requirements to be worth using.
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@sizzlingmario4 said:
Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster.
It does still seem to be bugged with stakeout though as it's basing the 30% bonus of the base value off 2% (including stakeout bonus) instead of basing it off the normal 1% and adding stakeout's 1% as an additional bonus. But even if they fix that I'm not sure it won't still be too strong.
-"Yeah I changed my mind, it's completely busted. I was testing it out with stakeout in customs and was consistently finishing gens in 55-60 seconds WITHOUT a toolbox. With a toolbox it would've been even faster."
When we look at killer perks you notice most of them have the synergy purposefully disabled. Pop doesn't work with Oppression. I hate to be that person but allowing Stake out to turn Great checks from Good checks is just too good.
Take that away and the perk will require absolute perfection to be almost balanced. The last thing that needs to change is that you should not get "more checks" from using a toolbox while using Hyperfocus.
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@DrKnockers05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160326#Comment_3160326
Honestly I find him to be pretty decent once you get to level 2. Definitely not on the same level as Nurse or Blight, and Huntress can do what he does at pallets and vaults but without any buildup.
But these days he seems like a killer that's not only fun to play as (and against), but one that can get results with very little difficulty. Maybe that's how I personally interpret balance on a killer, so in my eyes he's damn near perfect.
His add-ons still suck, though 😂
-"Definitely not on the same level as Nurse or Blight, and Huntress can do what he does at pallets and vaults but without any buildup."
That's exactly my point. He could stand to be improved by removing the buildup requirement with the T1 whip. Let him break pallets with T1 whip and that would make a huge difference.
-"His add-ons still suck, though"
To add insult to injury Blight and Nurse have some of the best addons in the entire game. The level of addons you see on Blight are what I expect on Trapper or Clown. Remember when pig had some addons that added like a 2% bonus to crouching? That's the kind of thing you expect on Blight.
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@DrKnockers05 said:
https://forum.deadbydaylight.com/en/discussion/comment/3159690#Comment_3159690
Credit where it's due, you're not wrong. Infection level 1 Nemi is rough to play as.
Fortunately, it only takes a couple of tentacle smacks to get you into level 2 which is where the 'damn near perfect' part comes into play. Sure, if they're good enough, they can avoid the whips and make your job harder. But you can more often than not get to level 2 by the time a gen's been completed, at least in my experience.
There's no world in which Nurse/Blight should not be a build up killer but Nemesis should be a build up killer. That's exactly my point. If Nemesis got downs with 2 whips when in Tier 3 then sure keep the buildup as it is right now.
Just like with Michael - if you keep him terrible in T1, then give him a 5% speed boost in T2 and T3. With the tombstone it would level out so he would be the same speed as normal, but without it he would be horrifying with instant downs.
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@DrKnockers05 said:
I honestly think Nemesis is damn near perfect in his current form. Not ridiculously strong but certainly not someone (something?) to underestimate.
The two areas he needs improvement on in my personal opinion are his add-ons and, to a lesser extent, the zombies.
The problem with his add-ons is there are too many of them that influence the zombies (his secondary 'power') and not his tentacle (his primary), and the ones that do influence his tentacle are pretty underwhelming, outside of Marvin's Blood.
As for the zombies themselves, so long as you treat them as solely a secondary rather than the main power of Nemi, they're honestly fine. They provide a little map and gen pressure, help you locate survivors, even cause a little damage in the right circumstances. I just wish they were a bit consistent in their behaviour, rather than getting stuck at random trees and rock formations or reaching out to a survivor that's long since Sprint Bursted to the other side of the map. This is more so on a technical level considering it involves AI, so it's hardly a quick fix. But it would be nice to have your undead buddies actually be constantly on the move and causing panic rather than having them standing in the corner or seeing one dry humping a random boulder 100m away from any survivors.
-"Nemesis is damn near perfect in his current form"
Hard disagree as a result of the required build up mechanic. It might seem counterintuitive but "build up" killers that start weaker and become stronger just end up being weaker then those that always have their power. Imagine if we changed Nurse and Blight so that they didn't have 100% of their power suite until they got multiple downs/hits with their power. Say for example Nurse only gets 1 blink until you get 4 hits. That would make her a lot more balanced. Say Blight only gets 3 bounces and doesn't get the full speed until he gets 4 hits with his power. Both of those killers would be better balanced with such a rework. They start weaker and end stronger.
Likewise you remove "T1" from Michael and then he would be a much better option to play as killer. If you insist on making him keep 3 tiers then give him 5% move speed in T2 "to balance out the slowness in T1". Nemesis for example could start the game at survivor speed and then when he gets T3 get full speed while the tentacle is out with no slowdown. He could start the game being able to break pallets at T1 as a reflection that no killer should be weak at the start. Things would be different if he got to 2 hit down survivors with T3 whip.
If someone is hosting a Million Dollar DBD tournament the answer shouldn't be Killer #1 or Killer #2 as the only viable options because they are head and shoulders above every other killer in the game.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3155091#Comment_3155091
Is nemesis weaker then blight/nurse? Ofcourse. Does that make him weak? No. Because nurse/blight are actually OP. You can't take strongest part of the game as standard (same way as you can't compare strength of all perks to just old DH).
Also if they make better AI for zombies, then nemesis has 0 issues. His addons will suddenly also be ok as he has some concerning zombies - which is bad now, but suddenly they would be good.
Or ok. Let's make everyone nurse level. But make survivors 4,6m/s as a compensation. Is it broken/game breaking? Sure is. It would be awful. Same as making everyone nurse-level strong
-"Is nemesis weaker then blight/nurse? Ofcourse. Does that make him weak? No. Because nurse/blight are actually OP. You can't take strongest part of the game as standard (same way as you can't compare strength of all perks to just old DH)."
This is a trap. Nurse and Blight are so far ahead of the other killers that they are part of the reason why certain perks get nerfed or are set with low limits in the first place. Wesker's aura reading perk got nerfed before hitting live because nurse could be way to strong when using it. By definition Nemesis is weak - defined by you comparatively to Nurse and Blight. Given that you could play Nurse or Blight every round you are implying that people should choose to play other killers instead. Why would they do that?
Let's consider an alternate DBD reality. When playing Nurse/Blight your gen speed is 90 seconds. When playing Nemesis your gen speed is 110 seconds. Would that be more fair? Yes it would. Would that be more fun to everyone involved? Most likely it would not.
What I am suggesting is that all the killers in the game need to be elevated to a level where they have the level of control you see as Blight/Nurse or those two killers need to be nerfed (along with SWF, and maybe map design too).
At the end of the day the answer to the question is yes that Nemesis needs to become stronger. Why? Because Nurse and Blight are way better.
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Leatherface or Michael (infinite t3) + any killer with good antiloop would always win.
Why? One killer's entire existence is to hold a 3 gen and do literally nothing else.
The other killer chases people and wears them down.
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@jjb985 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156008#Comment_3156008
I just got my infinite tombstone at 4 gens left after first kill last 3 all jumped in lockers. There's no answer to it.
If you want this achievement now you need to pick a map with as few lockers as possible or areas with huge deadzones of "no lockers"
You need to bring AGI+IG. Release someone in a corner when you find the perfect spot.
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If you have two children the fair method to split a "single" desert is a very simple rule. One child cuts the desert in half and the other picks which half they want. You will guarantee the split is always even.
Change offerings so that they are either all of the same tileset or a "similar" tileset.
Example : RPD, Lerys and midwitch are all the "indoor" tileset. If you use a RPD, Lerys or miwditch offering the other side gets to pick which map they want to play. Therefore when you use RPD as a survivor you would always be going to Midwitch - so you would not use the offering to gain an advantage. It would just be because you want to force an indoor map.
Likewise if you use a farm map offering then the killer will always pick Abattoir as it is the smallest and "least bad" farm map.
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@CodeDB said:
"All three of these ideas would punish SWF efficiency without really putting pressure on solo players."
How do these ideas actually hurt SWF more than solo queue?
- 1. Make deadlock base kit. Change deadlock to adds +30 seconds to the lock out and the gen regresses while it is locked out (if you have a perk that always regresses gens on kick then it activates).
- - SWFs can 99 gens. Deadlock is a very effective perk in general but once a SWF knows its in play, they can leave one gen to be 99ed while completing other gens. Solo queue doesn't have that information so they will be hit by Deadlock much more. Plus you're asking for free 200% regression for 30 seconds with no counterplay just by bringing 2 perks.
- 2. Make Discordance Base kit for the explosion noise/yellow aura. Make DIscordance be a "Prove thyself" in reverse so that more people on a generator makes it take longer than solo unless you have PT in which case they completely cancel out.
- - Discordance is already a near meta level perk because of how it can give good information at nearly any point of the game. SWFs can call out gens and spread out appropriately, using Prove Thyself/working on a gen together when another is in chase away from that gen if needed. Solo queue would never be able to trust working on a gen with another person, giving the 3 gen strat even more power.
- 3. Make Corrupt Intervention Base kit. Since the protection goes away when someone goes down it isn't oppressive anymore. Change base timer from 120 seconds to : 120 seconds starting only after the first chase.
- - So if the killer is AFK, the game can literally never end. Neat. Otherwise, once again, SWFs can call out when a chase starts, solo queue can't. So SWF survivors can know when to head back to the corrupted gens to get a head start.
I know you're really struggling to play killer right now, but not only do I think these changes are unnecessary, I don't think you are correct in that it would equally punish solo queue and SWFs alike.
-"SWFs can 99 gens"
Since we got rollback for hits at pallets (for literally no reason) it should be possible to do a "gen cheese" rollback. If one finishes 1/100th of a second before the other you block the other one. People just aren't that precise.
"Solo queue would never be able to trust working on a gen with another person, giving the 3 gen strat even more power."
What I would expect to see from a change like this is heavily encouraging everyone to work on one generator until it gets finished with a 90 second timer. Prove and SWF promote stupid time savings and there is no killer perk that does the opposite. This game had moments where the perks were in interesting levels of equilibrium.
Do did you play with the old Iron Grasp? The old first rank was more powerful than the current level three perk. When combined with AGI it allowed you to be able to hook survivors even if all the hooks were broken. When you dropped someone in that era it was a very short stun (maybe 1.5 seconds) so they got about 8 steps and you hit them again. This allowed you to carry against the wall a few times then you could hook them in the basement even on a map like Azarov's. This nearly perfectly countered the sabotage perk that let survivors break all your hooks forever.
Overall survivors absolutely hated Old IG+AGI. The old perk was strong enough to counter Boil Over (the current one is not). The fact that Boil Over has so much wiggle points one to think that survivors want supremacy not equality.
The old calm spirit was at one point an S tier perk because Spies from the Shadows was super oppressive. Crows have had a triple nerf since that time (they can be ducked past, no longer have a 9+m trigger radius and are not "literally everywhere"). If a killer was running spies and you didn't have calm you were kinda boned. Survivors said that's not fair that I need to "gamble" if the killer is running spies.
It's funny people don't remember that now with Boon totems. Why should a killer gamble that a survivor will bring a boon totem and potentially waste 1/4 of their perks?
-"So if the killer is AFK, the game can literally never end. Neat."
The simple fix here is that once two gens are completed start a 120 second timer if there have been no chases. If the killer doesn't wake up at that point let the corrupt end. The survivors can just break totems and loot the basement in the meantime.
-"I know you're really struggling to play killer right now"
No you don't. DBD was moving to a point where you played Blight or Nurse and nothing else. It finally made some room for the other killers.
I camp slug and tunnel until I realize I don't need to do that to win (if the team is a bunch of noobs or chill I will lighten up mid game). Whoever gets caught first you hook them again next. This is what DBD is pushing right now. It's fun for survivors and it's not fun for the killer.
Nothing has changed to reduce the 2-3 minute gap between expected survivor objective and killer objective time respectively.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/343163/wild-idea-for-nemesis
Nemesis is already strong enough (I think he is in exactly right spot - not too strong or too weak).
His problem is, that he is most dependant on RNG (or better yet luck) with regards to zombies AI/position. They can on one hand harass all the gens slowing them down very significantly, or shutting down loops making chases very easy, or on the other hand get stuck in a corner of the map making 0 contribution what-so-ever. That makes huge difference - especially considering how many addons are about zombies.
Making more consistent (maybe even predictable, or contrillable to some degree) AI for zombies would be all this killer needs.
-"Nemesis is already strong enough"
Not really. You would be foolish to Pick Nemesis over say Blight or Nurse. As you mention Nemesis is far to dependent on his zombies that quite frankly are not good enough for him to be considered "good enough".
Almost all of the addons you have to choose from on Nemesis are "meh". Let's consider for example Nemesis should have some kind of base stat reduction when he infects you. Maybe it's you do everything 2% slower except movement speed. When you look at some killers like Blight they have addons that give a 40% buff or more - which is nuts.
Make the licker addon give survivors 2% movement speed penalty. With the base 2% change that would be significant and it would make people want to cleanse ASAP. That is what the base power lacks right now which is dumb.
Change Jill's sandwich so that you become injured when you use the vaccine and become broken for 60 seconds - that would be decent. Nemesis is one of the few killers that doesn't really need the KI info thanks to zombies. If you are already injured then using the vaccine would give you deep wounds and broken.
The broken coin should probably have one more additional effect : you can only cure yourself with the vaccine once per game. If you use it more then that you become broken for the rest of the match. This would make survivors have "2 health states" again.
The NE-a Parasite should read : you are oblivious while infected - infinite duration.
The shattered stars badge should be a stacking +20% movement speed that lasts forever whenever a generator is completed. So +5 gens = +100% movespeed forever.
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@babayagasaga said:
https://forum.deadbydaylight.com/en/discussion/comment/3153421#Comment_3153421
see, but a good swf probably don't even need the 10 seconds of bt basekit. I'm not saying it should be nerfed depending on whether you queue up together, I'm just confused as to how it helps someone getting hard camped.
Would killer be easier if you got corrupt intervention base kit? The answer is yes. BT base kit makes survivor stronger.
Any resource you get for free that comes with no penalty has a chance to help you.
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@Seraphor said:
Here's the thing; if you're not camping, the 10s of BT and 10% haste the survivor gets are inconsequential to you.
But in the larger picture survivors are getting +1 perk.
Like Imagine if all killers got corrupt to start the game. IT would be fine now after the nerf.
What makes things bad is that when you take SWF and give them 10 seconds of BT that is really stupid in terms of balance.
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@jamally093 said:
Just because I escaped or I got three kills doesn't mean I did good it should certain things
How long were chases until the first hit, how many times did you hook the survivor, ect
For survivors how long were chases till the first hit, did you repair with a team, did you try saving, ect most games with matchmaking go by the performance of previous matches why doesn't dbd follow it.
We cant have nice things because one of the Devs decided DBD should be like Hockey.
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@Sonzaishinai said:
That is what the problem is.
Tunneling is by far the best strategy cause a 3v1 is a lost cause most of the time.
We need to stop trying to punish tunneling but try to make the strategy overall less effective.
Survivors need a boost when another dies so a 3v1 isn't completely hopeless anymore
-Tunneling is by far the best strategy cause a 3v1 is a lost cause most of the time. We need to stop trying to punish tunneling but try to make the strategy overall less effective.
Tunneling out survivors and tunneling out generators both need to be less effective. You should not be able to trade 1 generator for 1 hook if you want the killer to do anything besides tunnel every game.
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@Chaellooo said:
https://forum.deadbydaylight.com/en/discussion/comment/3139189#Comment_3139189
Streamers like Otzdarva and Dowsey think he is bottom A tier and I agree with them. When his bugs get fixed he will be even better. If you are talking about 4 man Swf thats coordinated vs Wesker then yes he isnt A tier. His infection actually does something to you unlike Nemesis, you are hindered and can be downed even when healthy. I'm assuming the devs will buff him as I don't see any posts to nerf Wesker. Regardless of his position on the tier list, I will probably main him. Never had so much fun with a killer on the PTB.
Don't forget that while Wesker is charging his power he is 92% speed. That's a pretty big liability. His hitbox is completely gross as mentioned by Hens.
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@ByeByeQ said:
The solution is really simple. If a survivor does nothing to try to advance the game for some period of time they start getting crows. Maybe 1 at 90s, 2 at 105s & 3 at 120s. Any time they are spotted by the killer this timer is reset. If they cleanse a totem it resets the timer and can remove 1 crow. If they work on a generator their timer resets after working on it for 15s and they lose crows at a rate of 1 per 15 seconds worked or chased.
Crows should not be just for not moving.
"The solution is really simple. If a survivor does nothing to try to advance the game for some period of time they start getting crows."
Survivors should be required to get points from chests, totems, heals or generators or they are considered stalling.
As game time increases make the stall timer get shorter and shorter before they get crows.
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@dollidahlia said:
I’m more addressing tunneling rather than camping. Camping itself is a boring play style for BOTH parties.
on the other hand, tunneling is ABSOLUTELY valid, and I don’t see why it shouldn’t be.
unless the killer you’re playing is nurse or blight (high mobility) why should the killer ignore the injured one that came off the hook?? That’s outrageous.
and enough with the “you must play by how I feel” rules. That’s ridiculous, there are plenty of counters to tunneling.
~DS: although nerfed, if you make sure you go down near a pallet or window can give you more distance to extend the chase
~ BORROWED TIME: it was buffed you guys, use it! It’s really good
oh and the best perk of all
kindred:
EVERY SOLO should run this perk. Not only does it tell you if the killer is patrolling so people can do gens or go for save. But it shows who’s closer so who.can go for save. WHY WOULD NOBODY RUN THIS?
-I’m more addressing tunneling rather than camping. Camping itself is a boring play style for BOTH parties. on the other hand, tunneling is ABSOLUTELY valid, and I don’t see why it shouldn’t be.
If you tunnel the gens then you should expect the killer to tunnel you out of the game. DBD is at a point where everyone knows the score and it is up to the devs to change things so that gens don't get finished too fast and tunneling becomes unnecessary.
I watched Otz play one game today and he had two gens pop tinkerer before he even scored a single hit. He went back to those gens and downed a survivor and camped them to death guarding over the basement. The team could have easily traded but they refused. At the end game screen they called him a noob camper. There is literally nothing he could have done different to win. The survivors set the tone of the game and Otz responded very appropriately to how they played against him.
@GiveMeTheBox said:
Sadly the game is designed so that the best tactic for both sides makes the game incredibly unfun for the other. Gen rush as survivors, tunnel and proxy camp as killer. That's the game.
-"Sadly the game is designed so that the best tactic for both sides makes the game incredibly unfun for the other. Gen rush as survivors, tunnel and proxy camp as killer. That's the game."
It would be pretty easy to make a few changes and have that not be the case anymore. If the killers could turn generators off again they would always focus on the gens. I'm not saying that is the change we need in the game right now but just showing that one small change could revolutionize the game.