DEMONANCE
DEMONANCE
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- DEMONANCE
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sure, right after they balance the maps, nerf toolboxes and prove thyself.
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i agree, i think 9k shards is way too much grind for a character.
it'd be nice if they made it 7k instead so it's a reasonable grind but also not so fast that it becomes the better option.
personally even with that reduced cost I'd just buy the chapter cuz i don't like waiting.
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yeah why not
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lmfao
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@[Deleted User] said:
Billy a “budget Leatherface”. Excuse me?
feelsbillyman Sadge
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there are a bunch of weird takes on killers and perks in this post
especially wraith being one of the strongest while oni being weak lmao
with more hours put into the game tho you'll get a better perspective on where everything stands.
however some points are pretty accurate.
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they should just reduce the cooldown again tbh so it becomes an actual threat if the killer just rather not to break pallets.
your idea is good if we actually had balanced maps but when you spawn on a map like cowshed or the game or the million other busted maps you don't need to deal with pallets respawning as well.
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weaker is fine and balanced, last two killers were a disappointment wesker is refreshing and we needed that.
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@Raccoon said:
Something witty like 'earning your wings' or something, but with a DBD flair.
"killer main now"
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it's already a pretty good perk?
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yes, i don't think we ever got word on what happened to those, they used to be so strict but a while ago hits through pallets have been made possible again.
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i can see that, unfortunately the devs don't do exciting events or gameplay changes or different game modes to keep things interesting just new skins every 3 months.
i actually enjoy midchapters more than new chapters cuz at least those sometimes have some interesting stuff like perk changes, killer/map reworks, balance changes, bug fixes...etc
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191476#Comment_3191476
I never said that SC is the best healing perk, just that it has times where it is situationally better than the others, even the absurdly versatile CoH. As it does have situations that it is best suited for, it makes a valid choice based on how people weigh them vs disadvantages that come with the others. If you're nowhere near a totem or the only one available is in an area directly next to the killer's pressure, CoH would still be less desirable than self care, even with how many positives it carries otherwise.
understandable
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3191455#Comment_3191455
Self Care is actually nowhere near as bad of a perk as its average user's game sense on when and how to use it. Thats kinda the point they were making, as perks can have a variety of value based on how they are utilized. Some will use it well, others will use it poorly, but at the end of the day none of that has anything to do with the perk's inherent balance.
in SC's case there are cetainly more universally efficient solutions, but they all have conditions that go with them. Using them in a way that their conditions impact their performance is the same issue as it is with people self caring in a corner or right next to a huntress who has nurse's calling. They are allowed to choose because there is no perfect solution that covers all situations, and its a matter of determining how those variables will impact your value from the perk.
I'll take someone who uses self care well to properly go for saves or bait the killer away from the hook over someone who keeps chain cleansing dulls to keep inner strength up at all times vs a killer with pentimento any day.
if it was pre nerf self care i might have agreed but now if you only use self care without at least botany you're throwing but then you would be limiting your build greatly when you can just bring a strong medkit and heal whenever you like twice as fast, or inner strength (yes you have to do a totem first but you can still use it whenever you like after and it ignores any anti healing/ aura reading perks)
that's ignoring the god of healing perks "coh". just in case you don't wanna pay/grind for it.
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@HugTheHag said:
Just because a perk is popular doesn't mean it should be nerfed. Perks are made to be used. This perk is now really hard to place, so any successful DH is well deserved.
If it gets popular again, then it's the players' agency that they choose to use it. Let's respect that.
just like we should respect self care being the most popular survivor perk even after its nerf even tho it destroys solo q? it is the player's agency after all, yet we do complain about it.
but we're not gonna complain about dead hard cuz it actually helps survivor so even tho the point of the midchapter is to change the meta we're ok with it coming back like nothing has happened.
i wish dead hard really took half the skill people claiming it does but personally i don't feel outplayed by a lucky click of a button on react compared to a well used lithe or a 99 sprint burst.
not every popular perk deserves a nerf yes but dh has been popular for 6 years and people would like to see something different in their games you know? however you still have to wait a few seconds afraid to lunge cuz survivors may have a button to outplay you haha exhilarating gameplay.
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@NerfedFreddy said:
Buff other exhaustion perks and players will use them instead of dh
lithe , sprint burst and arguably (overcome/smash hit) are pretty good alternatives and time wasting perks.
they give you decent distance and extra time in chase which what exaustion perks are supposed to do.
but you can't use them whenever you like to get a second chance at will you have to actually think and use them correctly the "skill" that a person running dead hard and just pressing it on react to get a second chance doesn't have.
sometimes there isn't any other way around making perks more appealing than nerfing the ones that are already heavily used, otr wouldn't have been used much if it wasn't for the ds nerf, aura perks wouldn't have been used much if bbq still had that bp bonus.
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it was entertaining thank you.
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@Krazzik said:
To be fair even if they nerfed Self-care down to 5% a large amount of people would still run it :p
And you'd still have people chiming in with "But it's so flexible and underrated"
problem is with new players, they'll look wt claudette's perks and be like OH MY GOD I CAN HEAL MYSELF AT WILL!!!!! and they'll use it without knowing how horrible it and they just might stick with it from that point.
that's why the perk should do something else entirely (pls devs just rework it and give it another purpose please :(
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@Piruluk said:
True killrates above 80%, well have a fun playing survivor, especially solo, so killer mains, can feel very powerful, after a power role meant to have extremely unfair advantage, playing survivor means to be a loser prey for killer to have fun with.
what extremely unfair advantage to killers have over you now? what did some actions being sped up slightly and +10 sec on gens change so much so that you think these very minor changes are an "extremely unfair advantage" lmao
tunneling and camping have been nerfed greatly, the biggest slowdown perks got gutted and the stupidly survivor sided maps still exist so apart from some minor soloq buffs which will probably happen eventually survivors are in a good position and until maps are balanced killers are still in a huge disadvantages.
and a lot of people seem to be playing survivor just fine and will continue to do so.
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@BrightWolf said:
I'm pretty new to playing killer, little yellow baby budding Trickster main. And I was in a lobby yesterday, where all of the survivors not only took the same character with the same outfit, which made tracking them very hard but they all had rank three dead hard. I was so annoyed like I don't have issues with SWFs, it's how I got into the game. But do you really need to sweat that much against someone who is very obviously new?
trickster is a tough choice for a new player he's my main and the killer i enjoy the most next to nurse but i would recommend using other killers first or alongside him, for ex (myers and legion) they also deal with dead hard better.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3186813#Comment_3186813
I mean there's always at least one person complaining about anything. That's like if I said "in a couple of hours, the sun will go down."
Shocking.
this isn't a one person's issue.
the reason i complain about it now is that we had enough time after the midchapter to test the new stuff and form opinions and the way i see it now dead hard is becoming an issue again and the rework for it wasn't the best solution in mid-high mmr dh is making an often appearance at least one time in every other lobbies and killers yet again have to deal with the frustrations resulting from it ( being afraid to swing for a few seconds to bait it out and being forced to lose lose situations around pallets)
what's the point of a meta shake up if old perks like dead hard and pain res + dead man's are gonna be back again???
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@Zeidoktor said:
When I play Killer I like to play around with my builds, nothing too sweaty, prefer to avoid the combos everyone uses and/or complains about, but one thing I tend to get stuck on is just how much slowdown should I be using on a given killer?
I don't want to fill all four slots with slowdown, but I also don't want games to end before I have much opportunity to do much because I didn't use any.
So for me the question is one of finding that sweet spot of enough slowdown to keep from getting rolled but not so much it's all I've got. Especially since I consider tracking survivors a weak point of mine.
I imagine this varies a bit by killer, some need less, others need more, and I don't currently have a main I play over all others except possibly Onryô. Still, I hope by asking the question maybe I can nail down some guidelines for myself to follow.
Thank you in advance.
before the perk changes corrupt was the perfect perk to use for this.
you could just slap it on any killer and get a bit of a breathing room but now i am not really sure.
i guess you could use deadlock it pretty much has the same idea it gives you a bit of a breathing room so gens don't fly too fast
you could also use pain res or pain res + dead man's as that combo is still effective on any killer
but don't be afraid to not run any slowdowns if you have a certain build in mind you would like to use that's what i do doesn't matter if i get gen rushed i have more fun changing builds than running the same thing always.
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a lot of people started using vpns because appearntly there's an ip leak problem going on rn so this could be a reason.
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the perk should just stay dead it's so boring and they tried many times to make it useful and failed and unless they can think of another objective for it changing some numbers on it will never work.
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that's sadako without the hair
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lightweight, shadowstep and lucky break do a much better job than poised it maybe should get another purpose entirely.
and solidarity should be made 100% so it's actually worth using.
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garden of absolute pain, the game, eyrie of cringe, badham, haddonfield, mother's dwelling, cowshed should be a priority
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ghosty can't catch a break, his music bugs out almost every update since his rework.
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being a fog whisperer shouldn't hold streamers back tbh, they gain nothing from being a fog whisperer except some auric cells to promote new content , some dlc or skin giveaways and sometimes they might get early news on what's about to come.
so i don't understand why would anyone care about being a fog whisperer lol if someone like otz would get removed from it for some reason he'd still be kicking ass with thousands of viewers every stream (that he made and not bhvr) making a lot of money he and others like him couldn't care less.
a lot of those fog whisperers are not even widely known so it's not like it helped them much.
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myers is better in power and in stealth
you rarely ever use your crouch as pig cuz you move so slow with it but myers can sneak up on people pretty well without being that slow cuz he has a 16m terror radius especially if you use monitor or dead rabbit or both which is dangerous considering he can one shot you.
while pig doesn't gain much from her stealth the important side of her kit is the traps stealth can help sometimes so cand the dash but they're not reliable.
with that said tho both are terrible killers lol.
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tho i made a post complaining about current dead hard i would still take 4 of it every lobby if i have to as long as dead hard for distance never comes back.
the perk should just get another purpose entirely and the idea if pressing a button to dodge a hit should never be taken into consideration ever again in dbd.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3186827#Comment_3186827
it...does, though. You basically have to use it like a parry now, which like parries, tends to rely more on conditioning and forcing 50/50s than it does reaction. Disregarding people using cheats or similar outliers, the skill floor is considerably higher than it used to be, while its skill ceiling is slightly higher. That means that it takes more skill than it used to.
contrary to popular belief in this game, mindgames and reads are events involving skill, not blind guesswork.
In a weird way its actually one of the best balanced perks in the game right now.
people waaaaaaay over exaggerate the supposed "skill" required to use dead hard
it's a game of who reacts faster, see killer lunge or use power? ---> press E or force a killer to lunge at a pallet and ---> press E if you can do it in time you win if you can't then oh well
it's very rarely where you actually feel a survivor outplayed you with it. its increasing popularity is probably due to survivors knowing how to force it imo plus it's good to know that you have a possible safety tool when you lost a chase, however it's not guaranteed to give you value as before.
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boons are ok except for coh and shattered hope shouldn't be basekit as it hurts the already not very good boons
i think the devs should focus on making hexes better by giving them better spawns that are not next to gens or out in the open and also either blocking them for 10 seconds at the beginning of the match or only making them light up after a certain amount of seconds so they're not revealed immediately.
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@ByeByeQ said:
Dead Hard is still the chase exhaustion perk. If you want the killer to keep chasing you after you use it and make the chase last longer there is no better alternative.
All other exhaustion perks are getaway perks. They can generally be used to give you enough distance that the killer often reconsiders whether or not they want to keep chasing you, especially if there's no generators over there.
When they nerfed Dead Hard I knew it would still be a meta exhaustion perk. None of this surprises me.
it's definitely the most fun pick out of all of them followed only by a well 99 sprint burst and then using it mid chase.
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@legacycolt said:
Dead hard is balanced more than ever! It makes meta killers like nurse and blight better to deal with as survivor while killers like clown or ghostface can easily bait it out.
If you have a problem with dead even after all it’s nerfs and general killer buffs, then you’re simply not good as killer.
it's balanced more than its earlier version that's for sure but it's not 100% a balanced perk
the nerf removed some frustrations with the perks but kept others, 1- you're still forced to breath down a survivor's neck for a few seconds before you swing just so they press the e key. 2- survivors can pretty much greed a pallet and you either have to take a chance and lunge and get dead harded or wait and get a pallet on your head.
3- some killer powers can not bait out dead hard like i said wesker's bound or even a pig's dash both get hurt the same with no way around it yet nurse and blight don't even get hurt by dead hard even if they fell for it cuz they'll be right on top of you in a second plus they have means to bait it out.
the perk is still very usable against m1 killers as long as a pallet or a good window is nearby imo.
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@MrsGhostface said:
Killer main moment (from a fellow killer main)
not a killer main not a survivor main nor do i main one killer or one survivor i play whatever this game has to offer and i post about problems on both sides <3.
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@Crowman said:
Part of it is cheaters using a script to auto dead hard.
with the hackers being common right now auto dead hard is indeed a big issue
and concerns about this were raised ever since the ptb
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@dugman said:
Dead Hard is popular but not even close to its old usage. It used to have 40-50% usage, now it's around 20-23%. So yeah, on average maybe one person a match is using it, but it's not typically multiple people using it and more people are using other Endurance perks instead than before the rework.
yes i totally agree it's not used as much as it used to be but it's slowly getting there.
it's funny that the people who said the new one was so bad and they'll never use it are using it in every build now
for reference tho nightlight for example tracks the usage rate for perks and dead hard seems to be the most popular perk rn followed by windows
Dead by Daylight Perk & Build statistics and info gathered from thousands of community submitted matches. -
@AntiJelly said:
https://forum.deadbydaylight.com/en/discussion/comment/3186237#Comment_3186237
What is the spirit bug you're referring to, if you don't mind me asking?
if i remember correctly when she starts phasing she's slow at the start of it and doesn't benefit from the full speed until after a couple seconds and to avoid this you have to swing immediately after you gain control of her at the beginning of the game otherwise your phasing will be slower the whole match.
and there are some bug reports about it here on the forums like this https://forum.deadbydaylight.com/en/discussion/278963/spirit-phasing-bug
and appearntly hag is bugged too according to a hag thread that's going on rn.
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@K139K05 said:
He just needs a better basekit and some of his strongest add-ons (tombstones) changes, but most of his add-ons should stay in my opinion.
his browns , yellows and greens are pretty boring addons tbh he should get some new ones imo.
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@Sluzzy said:
I thought I would play a game real quick and this is what happened. It was a train wreck from the very beginning. It was Legion, an oppressive legion, that was stacking so many perks we couldn't heal. The Clown perk, Thanatophobia, Sloppy Butcher, and I can't remember the 4th perk but it was very strong.
I feel like there should be serious discussions at this point about the constant survivor nerfing because I have no idea how stats can tell the devs something that does not match reality. The kill stat target is not healthy for the game. MMR is also not working because survivor having to survive is too out of reach. Killers are winning with ease and there are numerous complaints about how easy killer is now.
We need to stop catering to bad killers, neither should we be balancing around 4 survivors playing perfectly. The following screenshot is reminiscent of what happens most of the time. The buffs to killer have been too much and the nerfs to survivor have been disastrous. There is a reason survivors are leaving because nobody wants to play an unwinnable role. It should be the highest priority at this point to revert some bad changes. Make survivor more fun. The changes to perks lately seems to make me believe that people are playing the game like a job and not for entertainment. As someone else said about Dead Hard, "how is it fun to have to hit a 0.5 second Dead Hard, we are not robots".
The skill floor (the skill required to play) is way too high for survivor and it is too low for killers.
https://us.v-cdn.net/6030815/uploads/WVF43KJHI2A6/bad-start.png
a few things sluzzy
1- you're not supposed to heal against legion anyway and he'd be just an m1 killer except maybe if you're going for a save so a legion using an anti healing perk is pretty much hurting themselves as they want survivors to heal but if they're gonna stack heal slowdowns no one would bother which what you do against legion anyway they're not even using gen slowdowns
2- thana got nerfed and ever since legion haven't been that common as they all crutched on it so much.
3- the killer buffs are just +10 seconds on gens and some actions being slightly sped up how does this make killer oppressive exactly? it's a laughable change plus most killer meta perks are nuked same as survivors but survivors already got a lot of good perks to compensate (reassurance - otr - hyperfocus - dh (which is even better than the old one btw and timing it isn't hard) - basekit bt ..etc)
soloq could use some changes but survivor is not changed much than before just some nerfed perks they're still the power role.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3184123#Comment_3184123
I have been telling people for years that BBQ was not that great of an aura reading perk, and the only reason people always ran it was for the bloodpoints. But i was always told i was using a "crutch meta perk" even though thrilling is by far a better perk. When they take the bloodpoints away, what happens? Nobody runs BBQ.
Additionally OTR is a meta perk and it counters BBQ. They should really make it so once the endurance buff goes away on OTR you also lose the aura stuff as well. The point of the perk is an anti-tunnel perk, it shouldn't keep it's effects.
bbq is literally still one of the most used killer perks lol
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credit where credit's due.
there's still a long way to go and problems to fix but the devs have really been doing a wonderful job the past couple years.
i wish they would just cut down the number of chapters every year and focus on making the game better but other than that good job devs.
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how is it possible to leave a character in your game bugged for years????
spirit also has a bug with her power that hasn't been dealt with and god knows what other killers have bugged powers and addons.
bhvr's decision makers are so focused on releasing new content that they're willing to leave their game in a buggy state for such a long time.
i swear bhvr don't deserve their own game this is embarrassing.
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@xni6_ said:
4.4s have 24m terror radiuses. imagine a blight moving at 9.2m/s (as he does) but youre only just getting warned when hes 24m away. youd be complaining about that 100%
also the fact that devs have stated criteria for 4.4s before, i remember they said all ranged killers would be made 4.4s, however i dont remember what the other criteria was nor can i be bothered finding where they said it, but blight clearly didnt meet it
someone forgot slinger exists!!
a 4.4 ranged killer with a 32m terror radius
sadako, a 4.6 killer with a reduced tr of 24m for some reason and she also gets a lullaby even tho she's not a ranged killer.
and wesker having a whopping 40m terror radius just cus he does a couple dashes but blight having 5 dashes and moving at a speed of light is gonna be a 24m terror radius if they reduced his base speed???
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@Marik1987 said:
!title
When Pentimento is active, Survivors who works on gens getting a notification in the bottom right like Dead Mans Switch etc.
Dont sure what I think about it. Maybe just reveal every Perk from the beginning to survivors?
that's alright that doesn't really hurt the perk it was just really confusing if you missed the notification when it first activated and you wouldn't know what hex was in play.
however a perk like dissolution shouldn't have a notification it hurts the perk a lot.
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i wanted to make a post about this at some point.
every dlc brings nothing new to the survivors just a skin with 3 (90% probably bad) perks.
they're counting on new chapters for this game survivability they don't do interesting events (every one if them is a copy paste from the other) no new game modes no gameplay changes ( 6 years and it's still the pallet/window looping simulator.
they gotta run out of ideas for perks and killers that can fit with this gameplay loop at some point what will they do then?
after like a couple thousand hours this game gets dull but people stick to it cuz there's no other one like it however if they refuse to change and make things interesting for existing players the game will die out eventually.
in a perfect world bhvr would realize that releasing new chapter every 3 month is not it and would instead make it only 2-3 a year and then focus on balancing the game and adding new content to it (game modes - gameplay changes) they should especially focus on giving the survivor side something that keeps them interested and work on buffing existing killers instead of releasing new ones to keep the killers interested.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3172101#Comment_3172101
A dev did say that Blast Mine was bugged since it came out. They only realized it when coding Wiretap. They also mentioned in the same post, they do need to look at it.
he wasn't aware??? the perk has been around for more than a year and a half and he wasn't aware how it worked??
dbd devs never stop surprising me.
however i hope they revert it or lower the repair percentage needed.
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3167753#Comment_3167753
Because she is fun lmao.
i am glad you're having fun with her, i just hope bhvr gives her some love in the future so she's accessible to more people.
idk how tho it'd be a difficult task and just changing some numbers would be lame.
plus idk if her mains even think she needs anything haha.
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bhvr scammed you people with a killer with no chase power and a useless side mecanic, a useless stealth, useless addons.
and then the very next chapter they designed a killer with probably the best tp ability in the game, a chase power, good addons, unique and scary design, a side mecanic that actually helps (nightfall) but you guys still wanna argue that she is good WOW.
the question should be, why play sadako over dredge or wraith or freddy i even think trapper might be stronger than her but that's debatable.