DBDVulture
DBDVulture
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@Mr_K said:
Purely Speculation
1-50 is 62 perk levels. You can gain two perk levels per web.
Killer thats 109 webs/levels past 50
Survivor thats 125 webs/levels past 50
If the Devs still view 50 as being the prestige threshold, then ever 50 would be a prestige.
So a P0-50 with all perks would be P3-9 killer and P3-25 survivor.
You can adjust the numbers for how many perks available to you.
if you wanted to prestige characters now : you can level up faster by not buying so many perks - depending on web shape. When I played on test I got to 50 on the dredge in about 1.5M points. This was far less than I expected. In the past usually It takes 2M to get to that point.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2958769#Comment_2958769
You said hexes and boons should get the same rules. If Hexes are global, then boons should be too, right?
Hexes and boons should have the same rules for removal.This is the constant I suggest. Two can plays this game; Imagine if Hexes needed a specialized survivor perk to remove them. Would that be worth a survivor slot if you had to choose if you want to be able to break hexes? The answer is no. That would require one person in a SWF to be the totem breaker. The killer would tunnel anyone who had a totem removing perk. That would be a terrible slippery slope to go down.
Boons wouldn't be a balance problem if the killer had a base kit interaction where they could either snuff the totem instantly or take ~3 to 5 seconds seconds and break the bones completely. The key words here are : base kit. If boons could be destroyed forever with 1 kick then people would be very strategic about how they use them.
Boons are fun because you can use them over and over with the base kit. Hexes are not fun because they are once and done. Most of them are far weaker than Boon Exponential and CoH.
For 6 years the majority of game decisions have revolved around : that wouldn't be fun for survivors. There needs to be a change real quick where we start considering both sides of the game.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2955892#Comment_2955892
You want boons to be global and automatically planted?
Most of the killer hexes would be stronger if the killer had to go to a totem and manually place them.
Imagine a trapper that traps his strongest totem at the killer shack along with all the entry points. You could place devour hope on your favorite 3 gen after someone has been hooked. so it's nearly impossible to destroy.
No one suggested boons be mapwide. Also the killer interaction is less than a second and survivors have to place theirs because it takes lots of time.
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@Dead_Harder said:
Bad take, perks shouldnt be this much of a nuclear option, taking some power away from the blatantly broken perks will be good for the health of the game
Some of the meta things are broken. Blight Nurse and 3-4 man SWF groups are broken. DH is broken.
Pretty much everything else in the 'meta' category is "ok".
"We're not looking to make things boring. We're looking to shake things up and make the old meta not such an obvious choice. In its place, we'll be buffing a bunch of other perks to give you a heaps of new options to pick from."
Looking at the available options you have perks like Pebble that do basically nothing and Deliverance on the same character. The obvious solution is to make all the perks as worthless as pebble, red herring, and many others.
Then it doesn't matter what perks anyone takes because nothing has any real effect. The second you do that and you don't change the core game mechanics there is no point in playing killer.
Why? Because the killer objective takes about twice as long as the survivor objective.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2955892#Comment_2955892
You do realize that boons are not placed at the start of the match? As a killer, you dont need to go around lighting up Ruin, Blood Favor or Undying to get the effect.
If you don't mind, you don't take the perk and snuff the boons, it you do mind, you take the perk and destroy the totems.
For survivors, the mirror perk would be:
Killers now have to spend time lighting their hexes, but killers can relight their hexes
Letting a killer place the totem on their terms would be a buff in many cases. Also in case you didn't notice killers instantly light totems.
The hex itself would let you place the totem where you wish.
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@Peanits said:
As you've mentioned, you could just as easily not down them if you want to let them escape. If you insist on 'establishing dominance', getting close enough to down them and choosing not to still sends the same message.
So you're going to "buyback" all our moris right?
Also this will make DS even better than it is currently. The reason to use a Mori right now is to eat one fewer DS to kill survivors mid game on 3rd hook. I assume this was the intention.
This is just another +1 bad change for the game.
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Unbreakable comes in a "once per game" form if you bring it from Bill and a "use as often as you like" form with a boon.
This is a perfect example of why boons and hexes should follow the same rules : Either they are break once and gone forever or they can always be lit again.
Blood Fervor would be a balanced perk if you could just keep lighting it over and over again. Then again it would be a balanced perk if it were not a boon but instead it just had a 45 second cooldown after you down a survivor.
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@Marcavecunc said:
Ah yes. Creating a new perk that's otherwise totally useless in every other situation to fix the boon problem, rather than giving boons a cooldown or tokens to make them less abusable. Good job.
This is the DBD dev way. Instead of fixing a problem by reworking mechanics : they create new perks that act as bandaids.
Bamboozle is a bandaid for when the game makes absolutely unfair RNG. The game shouldn't allow survivors to link window vaults back to back in a chase (father campbell's chapel is potentially really bad about this). Scott Jund's dream patch notes asked for tiles to be weighted and spread out - it's a really good idea.
No we dont get that; instead we get bandaids. Use this perk or you have the potential to suffer.
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@VadenOve said:
https://forum.deadbydaylight.com/en/discussion/comment/2956178#Comment_2956178
How can you think blight will be more fun without hug tech. Hug tech is literally the funniest and also the hardest part to masterise of blight.
I assume you need to check your reading comprehension. Blight isn't fun to play against because hug tech lets his power work on every loop in the game. The removal of extra bounces means you can hit people no matter what they do; this is the effective removal of counterplay.
Allowing Nurse to have "floor blink cancels" does exactly the same thing. You can charge a long blink and change your mind. If you couldn't change your mind and were forced into a long blink at normal distance you would get punished for making the wrong read.
Being punished for making the wrong read is an essential part of healthy DBD counterplay.
"He needs to hold less rush tokens"
I agree completely with this statement in that his really crazy addons should reduce the number of bounces you can have. Like the Alchemist ring and Adrenaline vial should be -2 max bounces.
Overall he gets his power back so fast and it just seems odd when you compare his base power recharge to say Ghostface. Blight power recharge should be more like freddy waiting for a full teleport charge.
Imagine a game where you had a pistol with 10 attack power and it had a 20 second cooldown. And then there was an option for a machine gun with 30 attack power and only an 8 second cooldown. Why would you pick the pistol? You wouldn't.
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@Adjatha said:
Losing a perk slot just in case somebody brings a boon? What an embarrassing band-aid.
That perk isn't even particularly good at what it's supposed to do. How about adding an 16m aura reading for the boon when the killer gets close to it? How about getting a speed boost after snuffing one? How about being able to destroy dull totems for the effect as if they were Boons (so it's not a complete waste of a slot on the distant chance nobody in the survivor team brought a boon)?
It's decisions like this that made 20,000 people quit playing DBD on steam since last year.
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Blight is losing "hug tech". That will make him a lot more fun to play against.
Blight will still be a strong killer with lots of options in chase.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2955803#Comment_2955803
We wanted to keep the choice for folks who like the time wasting aspect of boons. If you'd rather snuff them and force Survivors to re-bless the totem, you can. Otherwise, you can toss this on and destroy the totem outright.
Where's the survivor version of this perk? Make Hexes jump to dull totems automatically.
This is just another unfair mechanic that makes the game rules favor survivor over killer.
Hexes and boons need the same rules.
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How about you make people not want to stop playing DBD before you make some spin off comedy?
There was no announcement for SWF balance. (it's real simple : dont let items or perks repeat.)
There was no announcement for DH changes. (It's real simple : add 5 second action interrupt)
DBD will lose another 20k players on steam by next year.
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@jamba said:
https://forum.deadbydaylight.com/en/discussion/comment/2954638#Comment_2954638
I think the best choice is to limit what Nurse can do, not making harder what she already does. Just making her playstyle more difficult wouldn't decrease her max potential, just restrict it (based on skill, thus not reducing her skill cap), and I don't think that is the healthiest way.
I don't think limiting perks (to one per team) in SWF would be an interest mechanic. People wouldn't get to run perks they're comfortable with, such as spine chill, kindred, etc. But now that I think about it, only teachable perks could be limited, but not for their respective character (4 Megs could have 4 Sprint Bursts, for example). I'm still waiting for that info mechanic that shows what your teammates are doing in the match, that will be a very nice addition as well.
Anyway, I think you agree with me that, in the game current state, there's no possible way to perfectly balance everything having a killer like Nurse and killers like Pig and Myers playing the same role.
The first step for DBD balance is remove the S tier killers that are miles ahead. The changes I suggested for Nurse would put her in a place where a skilled survivor could make her miss quite often. She would still be strong but her limits would be a lot more fun to play around.
With just the change to charge blink cancel I could probably make most nurse players give up. Most nurses resort to hitting me with point blank blinks. If we had the weapon cooldown you could get a ton of distance on the killer while they "reset: This means they have to blink once for distance before they can even consider attacking. That's a huge change over how Nurse plays right now.
As for SWF there's 3 realistic options that I've seen proposed over the years.
- Make SWF inefficient based on how many people are in the party. This would be a 5% debuff for all interactions (healing, gens, totems, chests, unhooking, etc.) so that a 4 man swf has a 20% debuff which would persist the entire game (no matter who is left alive) and could stack with thanataphobia. This punishes people who are not in a swf playing with people who are.
- Give solo players 4 extra information perks if in a game with a swf. This will balance out the swf's ability to talk. Give killers against a swf 4 extra perks of their choice that are chosen before the game. In both cases the perks are chosen ahead of time and only activate if the game features SWF. This nerfs SWF by proxy and makes killer and solo survivors better than killer.
- Limit perks and items so there are no repeats. This is the most simple fix. SWF is potentially weaker than 4x solo survivors because the 4 solos can have 4x DH's, unbreakables, BTs, etc. Meanwhile SWF has to plan out perks. This is fine because there are plenty of healing, exhaustion and aura information perks to go around.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2954565#Comment_2954565
I think you didn't read my posts entirely. I don't get your complaint about BP cap as you obviously have no reason to get BP anymore.
Regarding everyone else: there is enough to spend BP on and there shouldn't be an issue with the cap, as you can spend BP. It makes no sense to store BP in any way or to keep them at 900k. The only reason for storing BP is instant character maxout on new releases, and you can play 11 of 12 weeks without having to store anything.
And I don't get why losing BP is discouraging you to play. If you don't need them, then I would guess you play for the fun or not? Is the only reason to play to get more BP? For what reason if you don't spend them anyway?
All the argumentation makes 0 sense to me. Like seriously. From any of you. Just to point out again: a higher BP cap is ONLY vauluable to instant character maxout on new releases, there is literally no other issue.
This is false: "a higher BP cap is ONLY vauluable to instant character maxout on new releases".
When playing in a SWF group it's easy to have everyone bring cakes and you can earn 100k per game with a score of 20k points. Playing killer with BBQ in the same situation and you're likely to get ~30k points x6 = 180k per game.
The 1M BP cap was imposed in 2016 to slow cheaters down. This system is more than a little outdated as BP rewards are tallied server side.
What possible reason do you have where you want the cap to stay low? Most people will try a new killer when underleveled but dont bother playing them regularly until they have every perk for their build unlocked. You act as if you were forced to play a new character to earn xp that could only be spent on that new character. DBD has never worked that way.
In fact you can go back to some killer releases in the past on the steam forum and you'll see threads like : why is no one playing the new killer? The answer is because they are farming all the BP to max out the new character on a killer that has everything unlocked.
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@jamba said:
https://forum.deadbydaylight.com/en/discussion/comment/2954550#Comment_2954550
I think 2 and 3 would only make her harder to play for beginners, not skill-capping for good players. Good nurses will still do a lot with her. I think the only way to properly balance her is redesigning the blink mechanic. The very essence of it is literally breaking the game physics.
Canceling a long blink allows for catch 22 scenarios. In the time you recover they cant get beyond your blink range so it becomes a free hit with the next set of blinks.
Making her have a hit cooldown before fatigue would make her chases a lot longer becuase survivors would have about 8 seconds (including blink charge time) to run. This has a lot of potential to be very confusing because they are well out of sound range and you might even lose some of the tracks.
As a basis of comparison I notice a huge difference between STBFL on a normal mobility killer when I have 8 stacks vs 0 stacks. The chase savings on a hit with 8 stacks is only 1.2 seconds but it feels like an eternity due to the distancing of map terrain. I think you would find expert nurses having far more difficult chases overall if they changed her like I described.
She would still be very strong but her power would have more strict limits that survivors could use to their advantage.
As an overall plan for DBD I support nerfing Nurse and Blight down to "A ranks" with the understanding that SWF would likewise get nerfed to oblivion. The nurse changes I am proposing are not minor.
How should SWF change? Quite simply you should not be able to repeat any perks or items (all firecrackers would block any other variety). That would instantly increase the value of solo play to a point where many people might find SWF too limiting.
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@playhard said:
I mean with SBBM , whats the point of killer gameplay, your game as killer will only lasted on 5 minute and the gen rushing is incredible.
No wonder killer leaving this game.
It's almost like survivors have literally been the favorite child for 6 years in a row. There's no surprise DBD lost 20k steam users last year. I log in almost every week to check the shrine but most of the time I never bother to play.
There are at least 4 more 4v1 games coming out this year. DBD might hit a player base problem if they don't "shape up". I have a really strong feeling that people won't be entertained looping bots if they ever become a "filler" mechanic because there aren't enough killers.
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@Deadeye said:
@DBDVulture btw "If you can normally hold 1M points and you can get seasonal rewards for +2M points it stands to reason the bloodpoint cap should be 3M points. People who want to power level the new killer are going to do that."
That argumentation makes no sense. So if you set it to 3M BP, it would be 3M base +2M season rewards, right? So base should be at 5M. I mean 7M. I mean...
Also Im pretty sure that the BP cap is not the reason for the player base drop xD
And again, if you can't spend BP and that keeps you from playing DBD, then you are asking for something else to spend BP on, and not rising the BP cap, that wouldn't solve your problem
Do you think it is logical to offer a monthly reward that is greater than the player can hold? I think it is not.
I realize most people are still in the grind. but I don't think a 3-5M bloodpoint cap is unreasonable. If the cap were 5M then at most people could hold without other sources would be 7M. That's really not a lot of points when you consider unlocking a new character to P3 status.
A 5M point cap would let you collect the 2M from last month and still have some "wiggle room" before you cant hold any more points.
Normally when I play I just spend points to be around 800k. This gets tedious to routinely have to stop playing to prevent being capped.
I like the game enough to still consider it. But when I can sit on a huge point stack like this that overflows well beyond the normal point limit AND there is an upcoming limited event where spending more points in a short period of time is heavily rewarded then I am encouraged not to play right now.
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@tofurkey_jerky said:
Why is Nurse the only killer with a higher skill cap than survivor?
Excuse me? You think the skill cap for survivor is high? Survivors can win the game if everyone rushes the objectives and is a terrible looper.
Anyway here is the way to fairly nerf Nurse and keep her skill cap high but not "oppressive".
- Remove Omega Blink addons (See tofu's video on the topic). In general addons to make her blink more distance or make her blink the same distance in less time just need to go unless you charge for more time and in response you get more distance.
- Remove the ability to "cancel" a long blink by looking at the floor. If she's on "ground level" she goes zooming off to the distance because she misjudged the blink.
- Make all killers have a "3 second delay cooldown" when they score a hit no matter what. This would cause Nurse to have a weapon wipe cooldown and then fatigue. This would force her to blink a time or two to get in range of a blink before she could score a hit. This would end the : "blink blink hit, blink blink hit" problem.
She would require more skill than she does now and have extremely fair counterplay. She would be vulnerable to mind games where survivors double back. This would turn her from an S rank killer into an A rank killer.
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@TeabaggingGhostface said:
Killers should be able to just push past survivors
Because bodyblocking exists I really think it's important when you play killer to only play a killer who either:
- Can teleport through people (Nurse not Ringo)
- Has instant downs all the time (not Ghostface)
- Can easily keep 8 stacks of STBFL (Nemesis, Demo, Pig - but dont try Pig unless you are CMWinter).
Generally speaking the game would be better if there were no bodyblocking at all. It encourages cheap plays (killer pins you in place for free hit or instant down) or survivors force you to attack them by blocking paths.
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@brokedownpalace said:
The bp cap should be raised but I don't understand why you can't simply spend like 50k BP on whatever, play until you get close to the cap again, and then spend 50k more, etc. Like I understand that shouldn't be necessary but you said you're literally refusing to play the game because you're capped. If you really wanted to play I'm sure you'd just do what I'm suggesting.
You dont seem to understand. When I'm actively playing DBD I normally stay around 900k points and spend them when I get close to the cap. There's really nothing to buy or unlock. This is the "newest" killer I own and he has 260 cakes and over 100 black wards.
The time where I needed to spend Bloodpoints to unlock perks is long since gone. I have every perk I want that has been introduced into the shrine (waiting for some of the newer stuff).
If I spend these points now they are "lost" on stuff I already have plenty of anyways. If I spend them during the event I get cakes - not that I really have much of a reason to spend cakes anyway.
nothing to buy.pngThe last game I played I killed all four survivors out of habit but the main goal was to unlock the first tome milestone for killer. In short I got zero points for my efforts so after kicking 8 generators or whatever I quit and logged out.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2952786#Comment_2952786
They do not want us to max the new killer in one day. That is pretty much it. You have to save up hella codes and tome challenges as well as time a grade reset and very likely waste more than you saved.
People already do that anyway. I dont claim my tome challenges whenever possible. It literally becomes an XP bank. If I buy the new killer with 9k shards I can drop somewhere around 4.5M instantly.
With BBQ you can get a minimum of 60k per game with no cakes or anything.
Most of the time I keep my xp at 90% full. Every hour or so I have to leave party if in a SWF and spend points on killer. It's really disruptive to have the caps so low.
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Afk crows are granted because : you stayed in one place too long.
They should not be made less strict. They should be changed so that if you are hiding from the killer and not doing anything then you can get an AFK crow.
That's pretty much the same idea as it is now but this would make it slightly more strict so that you have to "do stuff" or you get crows. Currently there is a bit of an exploit with avoiding crows in that you can just walk a circular path. Walk just the right size circle and you never get crows.
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@Huge_Bush said:
No reason not to be unlimited at this point. At the minimum it should be one billion.
That seems a but much.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2952641#Comment_2952641
No one is acting like that. It’s okay to get proven wrong. The post literally addresses it as much as well, which you’d know if you bothered reading it at all. Also the busted addons should be removed or reworked anyways, which is also addressed in the post you didn’t bother reading. Admitting you’re wrong is the first step to you learning.
There's no need to try and be smug other than for your own Ego - which is obviously hurting because your favorite toy is about to lose something very dear to you.
I read your post and I disagree with you. No killer power should be as such that it always has a counter for every little thing the survivors do. Consider the idea of counterplay. A power should be fun when you use it and it should be fun when it is used against you. Blight in his current Omni form isn't fun to play against. Remove Hug tech and suddenly Blight is a lot more fun to play against. As a killer I know how killers like to run loops. And when the Blight can't hug tech you can make them miss in a number of really fun ways (besides pressing E).
I think you need to go spend some time playing some of the really limited killers this game has to offer. Go play a nice game of trapper with no addons. Send yourself to the crow map and remind yourself how easy your gameplay has been : in part thanks to hug tech.
Most of the time I get called "killer main". But sometimes I get called "survivor main" too. In truth I am a centrist. I would like the game to be fun and balanced for both sides. Generally speaking this means nerfing things that people enjoy because they are too strong or severely impact the fun of the opposing side.
There was an exploit somewhere around 2016 where Billy could clip through certain walls with the chainsaw. It was fun while it lasted. It even made the old suffocation pit with an actual infinite loop "fair". The devs were very quick to remove the exploit even though they didn't have a solution to infinite loops for 3-5 months later.
As for the argument ,"this was supposed to be in the game", I will remind you that the devs are not always aware of what they put in the game. The release version of DBD had an infinite loop so strong that it often took people 20 minutes of chasing to get a survivor off unless they had NOED. At the time NOED lasted forever, gave you 9% movement speed, was not a hex and could not be removed. Even with 9% movement speed it still usually took a minute or two to get survivors away from the "cow tree". Truetalent showed some old footage last night from this era on his stream. M. Cote was quoted as saying : there is nothing resembling an infinite loop in our game.
Despite the best of intentions sometimes what ends up being in a game needs to go away. Hug tech needs to go away. The devs decided it needs to go away. You should learn to adapt because this isn't some save the whales campaign. This isn't some bottom tier killer that sucks and is getting worse. This is the second best killer in the game changing to A+ rank instead of being S rank.
If you want to have the discussion, "but nurse is unfair to play against too" - we most certainly can. Nurse would be quite balanced if she:
- lost her omega blink addons
- Lost the abilty to cancel a long blink by looking into the ground
- Was forced to wipe her weapon before going into fatigue
Those three changes would make her harder to play but change her into an A tier killer that is still very viable, very strong and hard to play against.
As much as it sucks as an idea for someone who mains Blght; the beginning of DBD balance probably starts with no S tier killers.
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@AGM said:
https://forum.deadbydaylight.com/en/discussion/comment/2952578#Comment_2952578
If unintended sliding is such an issue, that means they're going to fix all the parts of maps that can't be bounced off of for no reason, right? ...Right?
Of course not. It's been over a year and a half since release and they haven't done anything to fix all the things Blight slides off of, with Ormond, Swamp, and many new killer shacks on redone old maps being some of the biggest offenders.
Make that aspect of Blight work correctly, THEN remove the bug that makes up for it. Not the other way around.
I'm all for Blight not sliding all over terrain - but that might take a lot of work to fix all the terrain in the game because one killer slides (sometimes). It's likely not a priority.
You guys are acting like Blight is losing a core mechanic or as if he were losing his super strong addons. Neither is the case.
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Blight is supposed to bounce off walls and use that to hit people. Sliding is an unintended mechanic. Abusing the slide to hit people in ways your power was not designed for is just nuts.
Go back to 2016 and we had the ability with billy to make your chainsaw attack players at 90 degree angles from the direction of your chainsaw sprint. Many people wanted this to stay forever - because it made Billy WAY too strong.
I'm all for keeping strong killers Strong. You will be fine with the removal of Hug Tech. I feel certain you will learn new bounce methods to beat the very best loopers. And if you can't well you're still playing a killer better than every other killer in the game aside from Nurse.
Blight will still have:
- Very high mobility
- Very strong Anti Loop
- Very high chase Lethality
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950248#Comment_2950248
How is the conclusion you reach "Nerf the killers performing at the level they're supposed to be able to" instead of "Help the underperforming killers"?
Fun fact, bump logic is much stronger and much more reliable than hug tech. Just because it's unintended doesn't mean it needs to be removed. It adds mindgame interactivity to chase, and is simple to mindgame.
There are two S tier killers. Blight losing hug tech will still be strong but not longer have an answer to every single little terrain element. He will have to "chase normally" sometimes. That is good for the game balance.
The quickest way to balance DBD is to :
- Nerf Blight and Nurse down to A tier. Note : (If nurse lost the ability to cancel long blinks by blinking into the floor, lost her "omega" addons, lose the ability to "look up" to get more blink, and one more minor thing I cant remember - and Nurse would have a LOT of ways to get countered).
- Nerf SWF ( example : you cant repeat any perk or item in a swf)
- Buff the 16/25 killers that are absolute trash.
- Give every killer some mobility option to move around the map or make maps smaller. In Monster Hunter world there were "holes in the wall" that only the monsters could use. Add these to certain map elements and bam all killers have "mobility". Or we could chop up all maps to be 9000m².
- Add server side checks to stop or highly limit the cheating. Had they done this two years ago the cheaters would likely not even be messing with DBD. Then again if they had thought about building the game with security in mind 6 years ago they wouldn't be in this mess either. (the game launched with the ability to edit your bloodpoints with : notepad.)
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2949476#Comment_2949476
Removing hug tech reduces interactivity of mindgaming as and against the Blight though. There's nothing wrong with being an S tier killer, Blight himself is balanced outside of stuff like Alchemist Ring/C33.
There are absolutely problems with killers being S tier. On the other end of the spectrum we have C and D tier killers. Things would be different if we had A tier and B tier killers and no S or C tier.
You can't really hope to balance the game when there are two viable killers able to compete on all maps while most of the others are completely ruined on many tile sets (like playing trapper with no grass).
Also Blight will be just fine without Hug Tech. Sometimes you will just have to chase a survivor down without using your power (/gasp).
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2949472#Comment_2949472
Lmfao y'all are funny
Killers overall are in a very weak state. The only way to win is to camp and tunnel.
This is a result of :
- Map Sizes being too large overall.
- the bottom 16/25 killers are just bad
- SWF gives too much of an advantage
- The game rules favor survivor way too much (objective time as killer is nearly twice that of survivor).
- Killers overall have very little power in the game until one person dies. There are too many second chances.
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@kaskader said:
They are part of his skill ceiling
People said the same thing about Billy in 2016 when you could chainsaw and then at the end of a saw sprint you could make your saw hit left or right 90 degrees from the direction of your initial charge.
Blight will still be an A+ killer after this change. He will no longer be an S tier killer. This is good for the long term health of the game.
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There was a big ban wave recently around the middle/end of the last "season" before April 13th.
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You can be the leader of change. Ask for gens to take longer. Ask for perks like Dead hard to be nerfed to oblivion.
Ask for corrupt to be base kit.
In case you don't follow the logic here : Killers camp and tunnel because it is the only way to win in the current meta. Camp near a 3 gen or lose.
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Fire up is viable on one killer so far as I can tell : Michael Myers.
You never play him without Bamboozle and with 3-4 tokens you vault insanely fast in T3.
Fire up helps several things : Break pallet, vault, pickup animation. This last one is interesting because it changes the blind timing on flashlights and almost nobody gets it right.
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@deKlaw_04 said:
He’s only boring because everyone is playing him. It’s the same reason I hate huntress. I play against to many of them it get really stale. Earlier today I played vs deathslinger pyramid demogorgon pinhead and it was cool until I got 4 legion matches and 2 huntress matches. Does he need a nerf? Absolutely not. But he was boring before and it’s even more boring since he’s being played more.
Legion is boring to play against because he does not follow the mechanic of : hit, hit down, hook.
In a sense he kind of "slugs" health states. Legion ends up being similar to twins in that he is very unfun to play against.
Legion would be a lot more interesting if there were a survivor perk that ignored mending. I kind of understand why boons are in the game : to counteract the feeling of always needing to mend vs legion. It makes sense they were working on that when they were reworking legion in the process.
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@Malkhrim said:
I still remember how the previous Developer Update said the devs wanted to be "as transparent as possible" when it came to SBMM. Well, if the devs truely value transparency, they should reveal player MMR. How can you say you want to be transparent if you don't even allow the players to see how their MMR compares to the others? When you go against very skilled players, how can you know if your MMR is that high or if the matchmaking just messed it up? And then, when you go against way too unsnkilled players on the next match, how can you know the reason? Was their MMR higher than it seems? Is yours lower than it seems? So how did you go against such good players on the previous match? Is SBMM working? How can we know if it's working if you don't allow us to SEE?!
Just like everything else they could add an option to hide your MMR on by default so the info isn't revealed to you by accident. Let it be something that shows after the game in the white circle if the correct box is checked. You can keep chat off so people dont mock your MMR value or reveal it to you.
I have so many bad experiences with bad developers. The best games tell you everything with full transparency - and players often help catch exploits/bugs as a result.
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@espooked said:
Please or buff balance so it removes it
The reason a survivor staggers is to prevent infinite loops.
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Dead Hard needs to be reworked in a way to prevent you from using it mid chase to chain tiles together. What makes DH broken is that everyone uses to avoid a hit and in so doing they use the distance gained to get to a window or vault. Now they can loop a pallet for 20 seconds before needing to use it. Then they can loop the tile until the killer breaks the pallet and run to the next tile.
The simplest rework for deadhard is to give the skill an action interrupt for 5 seconds (doctor power is a 2.5 second action interrupt). This means you can use DH to avoid a hit and gain distance but you cant then throw a pallet or vault a window unless you are 5 seconds ahead of the killer.
That would put this perk in the same place as every other exhaustion perk where you gain a little bit of distance but cant really chain tile elements together.
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Play solo queue with no voice coms and bring whatever perks you want.
If you pick 4 perks and get 12-16 more perks via info sharing then that is always worse for the killer.
The most underrated perk that is still really useful has to be Spine Chill. It nerfs every stealth killer, gives you faster vault potential and lets you know what the killer is doing in a chase.
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In the day and age where Nurse and Blight reign supreme I have to say Billy was fine pre nerf.
Instant saw addons while scary were just a fact of life. Now he has no addons worth using.
Bring back 2016 Billy (without "flick").
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@_AdamFrancis_ said:
Seriously. How was this allowed.
When you combine Dad Boots with Spiked Boots, it creates a really uncounterable combo. There is nothing you can do again this because if you end up avoiding his chainsaw, guess what?
He can instantly turn around and down you. There is no way to strafe or anything to avoid his chainsaw with this combo.
And before you say to hold W, on most open maps that won't matter because he can catch up in seconds.
Even on indoor maps, with this combo you have so much control over your chainsaw it's unfair.
And I understand that it's one of the only things Billy has going for him, but that doesn't mean it should be allowed.
I've played Billy since the time when you could "flick". You probably dont know what that means but what I can tell you now is that Billy post flick removal but before the most recent nerf had more "turning power" than he has now with best addons. How? Because in the past you could alter the steering sensitivity in the config and this was 100% allowed.
It was actually possible back in the day to play Billy on PC and turn better with the controller while in a saw sprint than you could with the mouse. The mouse creates imaginary drift while the controller does not.
What you encountered was almost certainly a cheater or a fluke bug that can't be repeated.
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Depends what you call minor.
Plague would be top tier if she had one of her brown addons changed so that there were no pools. You cant ever heal and I can't ever use damaging spit (except maybe with the addon that gives her power when a generator is completed).
Every killer that isn't Nurse/Blight would be a lot more viable if every map were no larger than 9,000m² but that would require a lot of "chopping" from map elements.
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@Valik said:
If there's ever a ranked system, the rank MUST be displayed.
Even if the numbers themselves are not shown in precise detail, at least have emblems or banners that say 'Hey, this person is Diamond II' or 'This person is Bronze IV'
Literally anything.
This would be fine too. For all we know players can alter their MMR or have found exploits to match in unexpected ways.
My experiences in video games where things are kept secret are always bad. The devs likely have good intentions but hiding MMR will only serve to protect anyone that is trying to abuse or succeeding to abuse the system.
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@VirtuaTyKing said:
I don't need to see this to know if players are decent.
Yes anyone who has been playing a long time knows what to look for.
But the reason you hide something from your players is to keep it secret. Why would they keep it secret?
The only way to see your MMR requires doing something "outside of allowed normal play".
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What is the benefit of hiding MMR?
It creates distrust and your player base can't spot glaring mismatch errors.
There are games I played in the past where developers hid data so they could manipulate things behind the scenes. Imagine for example if DBD gave fog whisperers lowered MMR values to make them "look good" to sell the game better.
I"m not accusing the devs of doing this but other games have done things like that.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2917105#Comment_2917105
Rather than think of it as "giving up tombstone", think of it as "making Scratch Mirror Meyers able to move 115% speed", making him a full speed killer with permanent Undetectability plus he can sense the auras of survivors within 32 meters any time he wants and still have another add-on slot plus all his perk slots.
P.S. I love playing Scratch Mirror Meyers, if they actually did this buff I'd be perfectly happy playing him even more. 😄 I just think it's probably a bit much.
But that is exactly what you're doing. Scratched mirror MM gives up infinite T3 / Purple Tombstone. That's an insane trade so what you gain needs to be high for what you lose. As a trade off reduce the vision radius on the mirror because the current wallhacks are to reflect how slow and pathetic you are.
There are 0 viable stealth killers currently. The changes that I suggested would put The Shape into a Low A/High B position. That's the bare minimum of where any DBD killer should be.
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Op makes a post that doesn't comment about:
- Nerfing SWF
- Reducing Map sizes
- Nerfing Blight/Nurse but massively buff all other killers
- Obliterating DH (by giving it a 5 second interrupt effect - double doctor shock)
- Removing map offerings/OP addons (for survivor/killer).
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What needs to happen is several rooms need to become optional.
This map is way too big and it shows. There need to be 3 variations of this map and each version loses 2-3 rooms.
Reduce the overall area to 9000m and it will be "ok".
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2916559#Comment_2916559
I couldn't care less about who is or isn't convinced. I do play at high MMR, I do use the perks, and it works. Simple.
If you don't believe it then don't use it.
Put my money where my mouth is? How about you do the same? What's your Steam profile? Let's inspect the books.
As if MMR matters with SBMM and queues to begin with. I'd have to dodge 12-20 games in a row just to get one that isn't a SWF stuck in queue pawned off on the first killer that hits ready.
The fact you actually said a miss is 1 second lost tells me everything I need to know to begin with. A miss can translate into making a pallet or a vault. That's not 1 second more.
The fact you think getting 8 stacks on STBFL means trying to down the survivors in chase while watching gens pop in 2 mins tells me everything I need to know. It's a simple concept, basically, find a survivor, hit a survivor, kick the gen, move on; with some nuance depending on the situation. You don't find a survivor, hit the survivor and go on a 1 minute chase trying to down that survivor. As you are doing this and gaining stacks the delay between swings is constantly decreasing to where the down comes easily.
You're not an experienced killer, you don't understand the concept, and you speak in memes while parroting what you heard from other people. Why on earth would I prove you wrong? You aren't even on my radar.
Bringing Unrelenting to gain time when you miss allows for a very specific mind game. Is it worth a perk slot? Absolutely not.
Bamboozle is 10x more effective. I spent a year or two playing only Michael and I can tell you the only time Unrelenting had any value was after it's first change (right now it is on its second change).
Generally speaking I play Mikey with Bamboozle, Corrupt, Pop and ______. Fire up can be interesting for the last spot when you know you are going against a SWF. Tinkerer is pretty good on him as well because that can cover your T3; this extra value is really interesting and powerful but falls flat against a SWF.
Brine or scourge for extra gen regression would be really good for the last spot. But you're a madman thinking Unrelenting is "amazing",
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2915736#Comment_2915736
A permanently undetectable 115% speed killer is probably a bit too good. I could maybe see him moving at 110% or even 108% though.
I've been saying for a very long time DBD needs to have one killer that moves at full speed and has no red light. That would be amazing. It would make level 1 MM very scary in loops but not "OP".
Make stealth mean something. Also consider he would be giving up infinite tier 3/tombstone potential just so he has no red light.
"oh god I was joking but I just realised you actually did recommend unrelenting!!!"
Most of you probably never played DBD back then but there was a time that Unrelenting had a STBFL effect with no requirement. STBFL required the obsession to be alive. Together these two perks gave you 50% recovery from attacks. It was known as the "machine gun" build.