DBDVulture
DBDVulture
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There's already a 4 v1 predator game.
DBD isn't about gunplay.
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The shape should be one of the easiest killers to modernize.
- Remove the tier 1 penalty speed unless you want to give him permanent +5% speed for T2/T3 later. Remove the "mini" lunge.
- Put multistalking back in the game. It was such a mistake to remove this feature. If you can see several people you should drain them at the same time.
- Make his power activation be like Oni's where you have to charge the meter to full and then press the button again to activate the power.
- Since Ghostface got his expose timer increased the Shape should probably have his numbers adjusted. It should be far easier than it is now to get out of T1 (50% faster). It is completely unacceptable that you just need to "give up one generator" to get out of your initial weak state.
- Let The shape break pallets by swinging at them when he has tier 3 active. Alternatively why not go with the more loreful idea "that he cannot be stopped" and have pallets that hit him while in T3 automatically break as if he had spirit fury.
Note: Since MM is unique in that the number of survivors on game start determine how much power they each get when a player d/cs from the game it should distribute that player's "stalk" potential to all remaining players.
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Why don't you let us hold more blood points? The data is server side so we can't use notepad to raise or bloodpoints (yes by the way that was a possibility when the game launched).
I got killer & survivor to rank 1 so now I'm sitting on 3M BP.
It would be nice if each level of devotion let us have an extra 200k BP cap.
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The devs nerfed nurse by making her need recharge addons unless your blinks are absolutely perfect. Most people are actually pretty easy to beat as nurse when they have no addons (if you know her limits). The addons in Tofu's video are broken because they make her move faster in less time and require her to charge for less time to move more distance.
Omega blink nurse is broken and should not exist. What ends up happening with the broken addons is you charge for less time to go the normal distance. That makes it so that once the nurse gets within a certain distance they literally cannot miss. As a survivor you have no reaction time and there is zero counterplay.
No addon should change the travel time of a nurse's blink as a function of: move more distance with less charge time. It would be fine if you could charge for 20% longer and get 20% more distance. Furthermore no addon should make the nurse move a greater distance faster than the normal travel time. One of the reasons Nurse was reworked was due to the fact that so many of her addons changed her blink mechanic and required constant "remembering" of how a specifc addon changed her mechanics.
While we are on the subject I still believe every killer should have a weapon cooldown animation whenever they damage a player (with the exception of the trapper). Nurse should be forced to wipe her weapon and then have fatigue on a hit. Huntress should have a delay after hitting with a hatchet equal to an M1 swing unless using STBFL). Yes that would nerf these killers but it is a required step to make all killers be on the same footing (and the next step would be making all maps be as close to the size of Coal Tower as possible).
And yes I will also be the first to say that DH should be nerfed into oblivion. If using DH gave the survivor an action interrupt (doctor's power effect is normally 2.5 seconds) for 5 seconds then it would allow you do dodge a hit but not reposition to continue looping. The most common use of DH is to avoid a hit and then vault a window or drop a pallet. A 5 second action interrupt would prevent tile chaining. This would make DH viable but not broken.
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"Blight is no where near nurse? Nurse ignores all walls and levels, I guess you can remove al but even still blight has so much counter play providing people learn what they are"
I did say " depending on map" as obviously nurse has an advantage on split level maps. Since I specifically mentioned that caveat I don't know why you would bother mentioning it.
Nurse can be "looped" on literally nothing; if you have a misshaped tile piece that is "blink resistant" and a few trees you can make nurse miss a few blink sets . A skilled blight requires a pallet or a window. If you are massively ahead of a blight but are running to a dead end he can just run next to and end his power if he misses in the worst case scenario. Against a nurse you can make a play where you make her whiff as you move around a tree.
It's not exactly fair to say nurse ignores pallets as the very highest skilled survivors can use them to stun her. What they cannot do is just throw it down to waste time.
"They arent strong anti loop? it's the same as doctor."
Is that what you think? I've watched the very best survivors against a doctor and they can force a hit after 6 shocks around an incredibly simple tile. This happens because when the doctor misses a shock or the shock lands as the action occurs then it does not interrupt.
Clown can force slow vaults when you are gassed and the gas persists; if he throws a bottle at the right spot and you attempt to vault anyway you will get hit. Nemesis has the whip attack which forces infection/damage and can zone you out around pre dropped pallets. In the same situation doctor has to shock 6 times, and nemesis just breaks the pallet and gets a free hit in seconds. Nemesis has a range attack that is very easy to sling around pallets. Once you get used to the frame animations you can force a hit very quickly.
Clown and doctor are both low tier killers but clown actually has the better antiloop tool kit. Lest you forget clown also has the ability to one hit survivors with the pinky finger. Why is doctor worse? He slows himself down to shock and if he times it wrong he gets nothing (loses distance). Clown also slows himself down but hitting you with a bottle slows you down so you automatically lose distance.
Unlike doctor and clown Nemesis has access to the instant pallet break option which puts him in a much higher tier of killer. If playing with STBFL Nemesis becomes something else as you recover so quickly when attacking. At this point you only whip people when you would otherwise get nothing because punching and building stacks is far more rewarding.
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"i still dont get why hillbilly got an overheat function"
- Mid/low tier killers were 99% revving the saw at hooks making unhooks impossible (this was the dev reasoning)
- Nerfing Billy is a way to make people buy Leatherface
- Much like Nurse before the nerf Billy was an incredibly strong free killer. Why buy unwieldy and crappy killers like doctor when Billy was super strong?
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Bight with certain addons is just as powerful as nurse depending on map.
DBD has a number of problems regarding balance. Generally speaking only the smallest maps are fair for killers that do not "Zoom". You can rush the generators and shift+w against most killers to cause chases to be long enough. What makes small maps fair however is that if someone is "shifting" then there is a high chance you will run past a generator being repaired.
Nurse/Blight are probably too strong but almost ever other killer is generally way too weak. Also SWF is just straight up broken in that being able to talk gives you the value of many extra perks.
Most survivor don't bother trying to loop killers like PH, Nemesis or Clown (not that clown is in the same tier but just for example sake). When a killer has strong anti loop powers the survivors just run away. This is super boring for the killer. The survivors feel this is the only counterplay for strong anti loop.
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Spirit already had a ton of nerfs and didn't deserve the last wave.
You could always listen for footsteps - like killer mains do.
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"It would make bigger maps more balanced for slower killers."
Any map larger than 9000m is not fair for most killers.
On a small map if you shift+w you run a very large risk of running the killer to a generator being repaired. This mechanic is what helps keep small maps balanced.
Having a massive deadzone that lets you run for 20+ seconds changes a map so that only Nurse/Blight have a chance to win.
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"Someone who did gens, unhooked, won some chases, healed, etc but died at the end, should have higher MMR than someone who just hid in a corner and escaped"
That's what most people I talk to seem to want. Unfortunately having a system like that takes effort.
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Pop+Brine is an amazing combination when you have a 3 gen setup. I can't wait for Brine to hit the shrine next April.
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Oppression is not a viable perk if nothing else because it has a stupidly long cooldown (which would only make sense if it did a lot more). The survivors win the game if they can trade 1 hook state for 1 generator.
Oppression would immediately be a viable perk if it transferred any "kick effect" like Pop or Brine to affected generators. If Oppression+Pop worked with synergy it would go a long way to countering SWF groups being able to communicate and stack up on key generators while one member of the team is in a chase.
Almost any serious killer build starts with Corrupt Intervention because otherwise the survivors can start on a generator and in many cases it finish it before ever interacting with the killer.
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I feel bad for the people I am playing against. Several times I get someone or multiple someones who have 100 hours and end up in my lobby.
Whatever they are trying with MMR is a complete failure because kills do not reflect skill. Skill as a survivor is how well you can loop the killer and how much generator progress you can make while not being chased by the killer (as well as saves, breaking hexes and healing others).
If you finish a generator in 80 seconds and I finish mine in 74 seconds then I am "better" at fixing generators than you because I made several great checks (obviously ignoring perks & items).
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There is no need to delete Dead Hard. Imagine for example if we added a 5 second action interrupt when you use the perk (note: the doctor's shock is a 2.5 second action interrupt).
This would mean you can use DH to avoid an attack but can't use it to make a vault so you can loop back around to a pallet. And then if you stunned the killer you cant run to a new tile and vault, and run around the loop 2-3 times before potentially doing that again.
The problem is that DH creates the opportunity to make a mistake as a survivor and then make that mistake not matter. You can chain tile elements together when the chase should have been over 30-60 seconds ago.
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@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2880497#Comment_2880497
Sprint Burst takes more brain power to use even decently.
Having Sprint burst was always a 100% counter to the first attack of Spirit/Nurse.
Imagine if you did this 4 times per game. Imagine if everyone else did the same. That's at least 2 minutes of killer time wasted.
There's a very simple way to nerf DH. The doctor's shock effect adds a 2.5 second interrupt to all survivor actions. What if we added a 5 second action interrupt to DH. That would mean you can't DH to make a vault or pallet. That would greatly reduce the value of DH because it would prevent you from chaining extra tile elements in a chase. This would make it almost identical to Sprint Burst in that you can guarantee one attack to miss - instead of being able to loop for an extra 30 to 60 seconds because you can chain extra map tiles together.
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High MMR play is very boring when you see the same killers with the same addons.
Nurse with faster blink options or Blight with two of four offering choices.
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@Marc_123 said:
I face a lot of strong Myers in my games.
I can say the same for Hillbilly. Anyone who is still playing the killer is probably very skilled at using what is honestly a "poor platform".
@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/316708/wow-the-shape-is-painfully-weak
He needs to be updated next. He needed an update more then Legion and GF in my opinion. His strong add ons inflate his kill rate making the devs think he's ok, AND HES NOT. His basekit is weak and old.
Mikey could be very easily fixed.
- Change his power activation to like Oni where you would stalk to fill and have to stop and tap the button again to turn the power on (instead of a bar filling and then the power starts).
- Either remove the speed penalty in tier 1, or give him the same speed bonus in T2/T3 that lasts forever. Make him be the first 120% killer. Also the time needed to stalk to get to T2 needs to be examined becuase the amount you need is far too much (unless we are going to give him 120% speed in t2 and then it's fine). This would also make him full speed when using tombstone /gasp (or close enough).
- Now that ghostface has 60 seconds of stalk it only makes sense for this character's stalk to be stronger. How about we add an extra 30 seconds duration to the power (base). Then add the ability to break pallets by swinging into them while in his power with a lunge attack.
This character effectively has 4 useful addons. Potential addons reworks:
purple (lock of hair) : getting hit by a pallet builds 25 evil within (affected by stalk bonus addons). When your power is active you cannot be stunned or blinded.
green (hairbow): start the game in T2 with no warning jingle.
purple: remove your terror radius while your power is active.
Rework both mirrors so that the lower tier mirror lets you go to T2 and the higher tier mirror lets you go to T3. Reduce the range by half for both.
Change green mirror shard to the old T1 mirror.
change yellow mirror shard to : survivors who have no aura left are revealed within 32m (this is mostly useless but more interesting than the current useless addon).
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CoH should be something like 25% boost. Why? It's a team effect. The killer has a penalty effect that is 25% so for countepay purposes they should be opposing and equal forces.
Then again I still believe a killer should break the bones when they snuff a totem.
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@Aven_Fallen said:
Just love it that they just dropped another Dev-Notes full of Killer-Buffs and STILL people say that the Devs cater to Survivors.
Yikes³
Remember when Hex+Undying was the only killer perk combo you saw in games? Remember when you could pop a gen with those perks?
BHVR said hey everyone is using that combo and it overperforms - let's nerf it. DH should have been buried into the ground a long time ago for the same logic.
After 5 years we got an admission that SWF gives you a 15% increased chance to escape. This goes against the rhetoric the devs gave us in year 1 : "SWF offers no advantage."
These two elements are probably the most broken and upsetting aspects of DBD right now (aside from EAC making it easy for h's to C).
I will give the devs credit because they saw Haddonfield was an abusive map and completely disabled it during the rework. I will remove any credit given if the map is not approximately 9000m². Why that size? Because most maps beyond that size make the game nearly impossible to play with any killer besides Nurse/Blight.
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@camden_cowboy_emoji said:
The base kit changes are too much imo, just nerf the Addons
Look how quickly Blight gets his power back compared to every other killer. Look what Blight can do with his power : he can nearly run across the entire map.
So you're ok with Blight's power being better than 23/25 killers? You're ok with his power coming back faster than killers like Legion?
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Since you continue to derail the thread : there is no reason to suggest that boon totems are prohibited from affecting only one person. What are the benefits of such a change?
- DH can stay just as powerful as it is now
- DH requires preparation to use - so you risk saving time later by preparing it now
- You can't touch a totem if you are worried about your DS. So if the killer breaks your totem while you are on the hook you have to lose one perk of the other.
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Doctor was a killer made to get new players interested in DBD.
HIs power was to be able to find people before it later was adjusted to include very weak antiloop.
If you can already find people than any killer with medium/high antiloop is way better. Therefore you rarely ever see anyone play doctor.
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@RakNieborakYT said:
https://forum.deadbydaylight.com/en/discussion/comment/2864091#Comment_2864091
I personally don't like the DH being boon perk, cuz even with range nerf, 2 are enough to give 2 others a free perk slot.
My suggestion is to make DH require you to have a boon active to make the perk function. In short DH would become a boon totem that only works for you that allows your perk to function. It would not give other survivors access to the perk. DH would work like so : If you want to use dead hard then you must be hurt, you must not be exhausted, you must have a boon totem active, and you must press the button. If you do not have an active boon totem then you cannot activate Dead Hard.
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Survivors already body block hooks. They already know which hooks are scourge hooks because of the effects that happen when killers use them. Making them unbreakable is a buff - not a nerf.
Attaching a perk to a physical location was in some was almost like a second attempt at totems by localizing a perk to an object. There is a very dangerous idea that suggests killer perks should be used up but survivor perks should last forever. Hex totems are great until they get removed. Corrupt Intervention really slows down the game but then you only have three perks.
I didn't make a post about how to adjust DH - but Dead Hard should probably be a boon totem. This would make it so that in order to use it you had to have wasted time putting up a boon so you can save time in a chase. It would still require you to be hurt and have the exhaustion mechanic. This would make it far riskier to use if other people are using it because that would require the survivors to keep multiple totems lit.
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Scourge hooks can be destroyed - which is dumb. It would be one thing if they were not able to be broken and that made them special. That might make it worth taking the perk to have 4 hooks that can never be broken.
I mentioned DH to highlight how stupid it would be if the perk were tied to an object over which you have no control.
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There's an easier solution : Make basement hokos be scourge hooks.
What if we changed Dead Hard so that it could only be used within 8m of 4 pallets on a map (cannot be used if destroyed)? Sound completely ridiculous right? Scourge hooks are a bad perk investment because the RNG spacing can make them be too far to be useful.
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For survivor skill in game is not measured at all by how well you escape. Survivor skill is a measure of how well you pressure generators while not being chased and how well you waste the killer's time while being chased.
In what world is one player who runs a killer for 3-4 generators a "bad" player because they got face camped by a killer who didn't like being run around for multiple generators? DBD says they are a bad player because they died. It's archaic, simplistic and honestly quite stupid.
Kills likewise does not represent player skill well. If you get 2 hooks that lead to 2 kills you are not as skillful as someone who has 9 hooks and 2 kills.
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Boons and hexes should have been given the same treatment. Either let hexes be ignited again by the killer or make boons be gone forever if removed.
The least the devs could have done is let killers destroy the bones (removing them from the game) when they kick a boon. This would make it so that breaking a boon actually matters.
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Other : Devs do not read steam forum.
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@randonly said:
Just as boom: Circle of Healing is a problem for stacking with medkits, killers that completely ignore a health state are unhealthy for the game.
There are 24/26 killers not able to play well in high MMR. Most of the people in this thread seem to be just fine with that.
Instant down killers are better overall than many of their counterparts in part because they can avoid the sprint that survivors get when hit as well as dead hard.
All that I have asked for is to make every damage state from the killer to matter - but most people do not even bother to read that. They just assume I mean to want DBD to copy some element of VHS.
As for boons/totems they should overall follow the same pattern ; If boons can be relit then hexes should follow suit but if hexes are destroyed forever when snuffed then so should boons. People who only play survivor do not want this because then they would not use boons because there would be an associated risk with using them.
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Gwinty: As a survivor you can "wast" the time of a Killer without even being in a chase. I often wasted a huge amount of a Killers time by stealthing away with "Fixated". Most Killers do not think that I could make so much distance without leaving scratches. The Game is not able to register this.
Which is why I am suggesting we change how the game can measure your skill as a survivor. If nobody is in a chase and the killer is in proximity to you then you are wasting the killers time without being in a chase. This is useful to your team and should be rewarded. I used to play DBD via stealth and no looping so I understand the value of wasting 30 seconds of the killers time before starting a 30 second chase.
Gwinty: As a Killer I juggle survivors (imagine a time before Cycle of Healing) as Wraith. I injure them, I run...
However as it is currently implicated the game gives me a point penalty for "losing" a chase.
I could mention that the hit and run playstyle is dead thanks to boons, strong healing perks and medkits but lets ignore that for a second. Once again the game is not really understanding what is happening nor rewarding you for doing something right. You are getting a quick damaging hit and then trying to repeat that process when a survivor is not ready instead of chasing on a very strong tile.
I am suggesting we redefine the game's understanding of skill so that players who play well advance to play better players.
Gwinty: Also an important question: What is the goal of this system?
The goal of this system is to make the MMR better suited to place good survivors against good killers. If survivors are judged based on how well they pressure generators and can loop the killer then it will be a very easy way to separate true skill.
Survivors that can loop well and pressure generators will be the top MMR. Survivors that can pressure generators quickly but not loop well will be in the middle MMR. Survivors that neither loop well nor pressure generators well are placed in low MMR. This would create a system so that if you play well as survivor you will play more games with people on your skill level. At the same time you will play with better skilled killers better able to handle that pressure. This would prevent you from being in games as a skilled survivor that can loop and pressure generators with survivors who cannot do these things. It is beyond frustrating when you are playing at a high skill level and the team has 3 players that are up to par and 1 who is playing like someone with under 100 hours of skill.
The system I am proposing would also over time remove the need to balance the "lesser 24 killers". Over time they would be sorted and you would see them at low skill level where they are viable. You would not see them at high skill levels where they are not viable. Every now and then you would see a Pig that climbed to a decent level of MMR but you would not see them at the top competing with Nurses and Blights. Even if you were amazing at Pig you would eventually hit a skill ceiling cap where the survivors are just too efficient because your powerset can only do so much.
I hope you can understand that as an idea this would be much better than the current system: I see you won 4 games in a row with 3 or more kills. How about you face a tournament team now and test your luck?
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@Alphasoul05 said:
They tried to do this for 2 years, but after countless failed attempts they did exactly what they admitted doesn't work and is a bad system: they went with kills/deaths. The amount of times you hook people is far more relevant to your skill as a killer than kills. It might even reduce camping/tunneling if you did it correctly and even benefit survivors, too.
DBD has never had a good measure of skill to sort players. This is in part because they expect the game to be 2/2 for a balanced game. Looking at kills and escapes has never told the full picture of what happened in a match.
It matters when hooks happen before/after the gens are completed.
They do not count hook events. I had a conversation with their statistics person in ~2018. Do they track hooks? Nope.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2754571#Comment_2754571
But he's also not getting more difficult opponents either. The LF is already at the level where he can get 4k with 4 hooks. So the effect is the same. Killer A also should get higher tier survivors in that case.
I don't think hooks for mmr will ever work unless you start working around all the edge cases to the point of it just not being worth it.
I also don't understand why people so desperately want the hidden mmr number to represent skill. It's not that you can compare it with anyone. Not even yourself.
Mmr is doing an adequite job. The problem isn't really mmr, it just highlighted the problems that were already in the game
He would most definitely be getting better opponents if he is getting 4 hooks and 4 kills. So the entire argument after that makes no sense.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2753862#Comment_2753862
You can definitely 2 hook 90% of public match games too if you're a highly skilled killer. The issue with adding something like that to MMR is that the number of available killers for higher brackets would shrink even further. Making something too nuanced/accurate would be just as problematic as what we have now.
Most survivors are upset that they keep seeing Nurse and Blight when they get to top tier MMR. This is just how the current game works. The people playing those killers want to win so they are not playing Ghostface.
What this would do is make all killers viable. Over time you would get so high with any particular killer and your MMR would plateau. Say for example you were a really good Billy. You won't climb as high as a Nurse or Blight but this is fine. You won't ever be facing the opponents that can only be beat by Nurse/Blight (unless of course they have not been put into their proper MMR bracket).
A low skill potential killer like Ghostface is only going to get so far and they will hit the limits of what is possible with that killer. They won't see the same groups that the Billy in the previous example sees. Overall they will see much lower tier play. This would make Ghostface viable. The killer is bad but the max mmr of opponents you will face is low so it "balances out" in the end.
Compare this to the current system. You play Ghostface and play a swat SWF and get stomped. So you go down in rank and play against some average players who are solo. You stomp them with a 4k so you go back up and fight against a really tough 3 man SWF with good items. You struggle really hard and get a 2k from 3 hooks. Is that really where you belong in MMR? No - but that is where the game places you because the mechanics have failed.
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@Sonzaishinai said:
Look at it this way.
A bubba 4k with only 4 hooks. Just camping and the survivors took the bait.
Does this need to get a decrease in mmr so they face even less experienced survivors or does their mmr need to increase so they start facing survivors that know how to deal with this.
You're making an assumption here that is false. You assume the LF gets 4 kills and 4 hooks and therefore does not advance his MMR.
I said let's make a skill system where 4 hooks -> 4 kills is less skillful than 12 hooks -> 4 kills.
In this case we have to imagine Killer A is LF, and Killer B is someone else. Killer B will be getting higher tier survivors than Killer A. Leatherface will NOT be getting easier opponents for getting 4 kills from 4 hooks.
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My post was about reforming the definition of what makes a killer good or bad. The example is to show how ridiculous the markers are for what the developers are saying is the marker of "high skill".
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You can make it work with other killers as well. The Shape with infinite T3 is another example but that's not the point. You can do it with any killer if you have the hook in the middle of a close 3 gen setup.
Do you not see these as an improvement as a measure for skill for both killer and survivor?
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I assume you forgot that : Boon: Exponential exists.
Boons are low risk/high reward. Totems are high risk/low reward. IF hexes are destroyed forever when the bones are touched then boons should get the same treatment. If the killer could rekindle an extinguished hex on a dull totem then hexes would not be so horrible,
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All I was suggesting is that DBD make every hit matter.
Boons have put killer in a very unfortunate state where getting injured really does not matter.
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@Clevite said:
But doesn't the stress come from your own expectations and win conditions.?
It's wanting that 4k, every game, then failing to get it that brings on a stress reaction.
If we all could really accept any result and enjoy just playing, wouldn't that make the game less stressful?
The stress comes from the gap between maximum survivor skill vs the maximum possible survivor skill. There are only two out of twenty six killers who can consider handling high mmr play : Nurse/Blight.
The current balancing suggests a game with two hooks is the same as a game with 6 or more hooks if both end with two kills.
Maybe every killer should just play insidious leatherface and camp the survivor they catch to death without exception. You camp the first survivor and then do the same to the second.
Everyone has a nice chill game, right? wrong.
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Do you know the story about the sun and the wind who both tried to take a man's coat off? No matter how hard he blew the wind could not force the man to take his coat off as blowing harder made the man clench his coat tighter. The sun just made the day hotter and the man chose to take his coat off.
If you want killers to not tunnel and camp you need to give them hope. Give every killer except blight/nurse some buffs. Make killers feel like they do not need to tunnel and camp to win.
But that's not what you want. I dont think you want killers to have a fair game; you want killers to give you a nice chase experience in which you always feel in control.
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@GHOSTfaceP3 said:
I'm just so tired of it lol I just wanna disconnect every time I see a anti loop killer now
Why don't you become a ghost face main (who has no anti loop) and see how much fun it is in general playing killer. Get to the point where every survivor has an item every game and you are playing against nothing but SWF teams.
At that point I want to encourage you to have fun playing as ghost face getting utterly destroyed.
Why am I picking on Ghost Face? With addons as a consideration he is the weakest killer in the game.
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@[Deleted User] said:
Your emblems/ranks are not the same as your MMR.
You have no indication that you're at "high MMR". Nobody does. It's one of the major flaws of the system and it has made the community much worse overall IMO.
If you watch streamers you can see when they have high MMR opponents vs not. There are also cheaters who stream dbd who can see their MMR.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2723748#Comment_2723748
There's been nothing but killer buffs since then. All of the killers like Pinhead, Artist, and Trickster and perks like Pentimento have come out.
Those stats are super old as trickster, nemesis and twins are not on the list.
As for the killer buffs this year :
boons give +90% heal rate
pallet/DH rollback hit detection
Wraith & Billy got massive nerfs
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Every killer that isnt blight/nurse is unbalanced.
Only 2/26 killers are viable in the current setup to play across a wide variety of maps when you consider the perks, items, map size and the fact that SWF exists.
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I suspect the developers do not care.
It is essentially a high mmr problem so it's not something they devote a lot of time or resources to address.
FIlters are completely different from seeing more screen. Anybody who has been revealed over a wall as ghostface knows this. You can actually tease out if someone is using stretched res by the way they move. If someone is easiest to catch by following their path exactly then they are most likely a stretch resolution user. If you use every mind game possible and no matter what they do not fall for it then that's a pretty clear indication they can see more than they should.
There is a guy who works for the ATF who can recognize more than 200 distinct shades of green. He can identify plants containing THC by just looking at their color while flying overhead. This is a crazy example but it goes to show that there is a great deal of difference between how good your eyes might be when compared to mine.
One of the things filters do is equalize how well you see certain colors vs how well I see certain colors. In other words filters allow the user to customize the experience so the scene is easy on the eyes and allows them to stay competitive with people who otherwise have a natural sight advantage.
Imagine for example if you wanted to play a new basketball game that looked up your information from a registry. Imagine being limited in height by your real world max height. In a sense having variable color filters allows users to equalize their height so our eyes can all be seven feet tall and on an equal playing field.
What would be the difference then if everyone had stretch resolution by default? Many killers cant really make use of stretched resolution. It would benefit all survivors and only a few select few killers. That does not create a level playing field.
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@bibibib8 said:
https://forum.deadbydaylight.com/en/discussion/268806/regression-seriously-needs-to-be-looked-at
Kicking gen is worthless you should stop doing that
Kicking a generator should not be worthless. The reason we even have kicking as a mechanic is because once upon a time we had 99% generators.
There is an obvious game balance issue when the killer deactivates a generator and it takes 2 seconds; meanwhile a survivor can undo that action in 0.1 seconds. Kicking a generator should therefore give the generator a regression effect. Because DBD is a 1 vs 4 game the effect should not be a 1:1 time event.
Something like 5% should be the base regression for kicking a generator which would of course stack with a perk Like Pop. Generator regression speed probably also needs an adjustment and should likely be 50% of survivor repair speed base.
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"Then if zombies are affected by perks the killer run, it is the same way as if the killer runs NOED, zombies should too, exactly the same way you are saying lightborn should affect zombies."
Except that's not the suggestion. The suggestion was Lightorn and only lightborn should transfer light immunity to zombies. See the difference?
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@PatWesker said:
If we follow your reasoning, Zombies should be able to 1 hit survs with noed...
No one is saying the zombies should have Noed.
@McFALLENONE said:
Playing ring around the rosy with zombies constantly is the most annoying thing about the nemesis, if there was literally no way to stop that then he would be extremely annoying to fight.
It would be befitting actually if survivors took a dose of their own medicine. You know how people say : oh maybe you should just chase someone else? Maybe you should go do a different generator that has no zombies on it.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/2362636#Comment_2362636
We had it without the infection boost during early testing. It was really unfun to play against, so it had to change. Having played both versions, honestly the live version is far better.
I totally sympathize with feelings that it makes the tentacle less useful than it could be. But having seen what it's like in the more powerful state, we know it was too much.
Could we make it so that you only get a speed boost from whip attacks after the initial infection? There is no other killer in the game that gives you a speed boost when they use a non damaging power successfully. Imagine if stalking with ghost face immediately gave the survivor a speed boost. Imagine if non damaging vomit from plague gave a speed boost. See the problem?
Alternatively could we maybe change it so that being infected makes the survivor permanently hindered. There is no real downside to being infected. This would make survivors want to fight over the vaccine and that would be decent. As an example a 3% slowdown for moement/repairing/totems healing would make up for giving survivors a speed boost.
Looking at his addons almost every addon is pointless. The only addons worth using are his brown/yellow addons for movement speed/ detection range for zombies. Everything else does nothing to help you win.
The licker tongue green addon does nothing. This addon should make the hindered status permanent (if having that by default with no addon is too strong). There is no point to giving survivors a 150% speed boost from a whip with a miniscule hindering effect. Make this addon inflict the hindering effect until removed with a vaccine.
The green plant addon for the cases does nothing. This addon should hide the auras of the vaccine chests so the survivors also have to find them manually.
The pink addon that exposes the survivor does nothing. This addon should injure a healthy survivor and inflict broken status on a wounded survivor. Furthermore the infection is only healed on a wounded survivor after the broken effect ends.
The pink addon that makes zombies move faster for 30 seconds when a generator is completed does nothing. This addon should say : zombies move moderately faster every time a generator is completed. This addon is cumulative with itself and other addons.
The purple ribbon addon that reduces the vaccine count should reduce it by 2 cases. Again though without a change for infection to have a base detrimental effect there is no point.
The purple ribbon addon that makes zombies spawn inside the gate are pointless. The exit area is huge and even if 3 zombies spawned per exit the survivors could still get past with ease. Zombies are worth more outside the gate than inside the gate. This addon could simply be a rework of the movement addon for detection range.
There is no point to using any addon that increases mutation rates for the whip. You get level 2 whip by hitting 2 unique surviovrs. These addon should do something else.
While we are here: why does nemesis get zero mutation increase when a zombie attacks a survivor? No that should not be an addon as it happens so rarely it should be standard base kit.