Devil_hit11
Devil_hit11
About
- Username
- Devil_hit11
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3049575#Comment_3049575
Those two things seem acceptable to me compared to one-shotting.
Also, we already have instances of Killer being unable to to certain things near the Hook that are not against the rules (Dredge to a nearby locker, set Victor too close as examples), so restricting Killer tools around hooked Survivors is fair game.
I don't think its fair game, why are some killer getting punished and others not?
you either punish everyone or punish no one.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3048571#Comment_3048571
I'm only trying to solve one-shotting while camping.
the people who want facecamp will just play trickster and utilize his zero cooldown blades. they're not 1 shooting you, but they are preventing you from getting unhook.
alternative is picking huntress and running her oak shaft yellow add-on. I think trying to punish the killer for camping is wrong approach to the problem.
better solution to make camping not rewarding. think of like slugging, how often do you get slugged as survivor and die? Not often right? why? Its because it takes 4 minutes to die on the floor. this is long time. If hook regression is worse, than killer are less likely to camp because it leads to them losing, instead of winning.
a camping killer with 1 shots is not breaking the rules of dbd hence the killer has no reason to be punished though his strategy doesn't have to be game-winning.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3047773#Comment_3047773
This is kind of a catch-all reply to everyone with killer aura reading concerns.
It's not an issue at 8 meter if the killer is camping in a good spot at a good time. It forces the survivors to make the choice: send 1 for a trade, send 2 for the unhook, or leave them and slam gens.
That's the final skill curve on survivor and it separates average/good survivors from great ones. Assessing the gen layout/map, hook stages, and basing your aggressiveness off of it is all part of the survivor skill cap.
It's genuinely not an issue for the killer if you're being smart about it. Yes, I'm camping inside of this 3 gen. What are you going to do about it? If a killer is camping in a dumb spot, survivors should be able to see it and punish it.
i am more concerned about the killer aura being read in loops around a hooked survivor. its kinda weird for the killer to get "punished" for hooking the survivor. your suppose to empower the survivor to make smart decisions, not punish the killer for hooking through aura reading.
the weird thing about information in video games is that even when your given information, players might not use it properly. survivors can misplay the situation despite having information about a particular event. For example, suppose a fellow teammate survivor is getting chased by the killer and you have a flashlight, you might stay on the generator despite having the information that a teammate is nearby and could potentially go down. they end up going down and your not in position to go for a flashlight save because you didn't think they would go down. so despite having information on the event, you end up making the wrong play.
all that goes to show is that there is certain skill-cap to using information correctly. I would describe it as game-sense. I would class killer camping as game sense as well. Through survivor experience, you will end up figuring when the killer is camping without the need for information. for stuff related to killer, you should need to use game-sense to make correct play.
You can argue that you can use game-sense to figure out how your team is playing, but your on same team as survivor, there isn't suppose to be guessing about your teammates. your suppose to be making reads on the killer, not your teammates. that's just my 2 cent on it.
Personally, I don't think solo is that much weaker than SWF, but I think that solo does everything slower. As a result, solo on average loses more often because of its inefficiency. in solo, to me, it always feels like you have to do twice the chases to win, where as doing like 3 minute in like swf is probably like 5 gen chase.
-
@edgarpoop i agree your post. I think Bond would be better for base-kit. blindness status effect is one of status effects that affects soloq, but has no effect on voice chat swfs. Knock out is another perk that only works vs SWF but harms solo.
base-kit bond would help soloq do better teamplay, they'd be more efficient at healing, more efficient at doing generators and more efficient at staying away from teammates doing generators(if they're playing to win and not sandbag) during the chase.
the blindness status effect should be reworked to only work on the floor and unlike current knock out, the knock out should literally knock you out. the survivor affected by knock out/blindness will be knocked out and unable to see anyone around them. Just black screen with stars similar to current flashlights effects that happen for killer. they'll also be unable to crawl or move.
main concern with kindred is that kindred gives killer aura reading. I don't think killer would like their aura to be read every time they hook a survivor. I don't think they'll do that though.
current plans are to add icons for soloq survivor. its better than nothing but at least its progress in correct direction for bridging soloq and voice chat swf.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3044591#Comment_3044591
Well, yeah, but you can do that through different reasons. Right now you can do it through Ruin alone as Ruin grants 200% regression. Call of Brine sucks right now because of Pop, Ruin and Pain Resonance literally doing everything Call of Brine can do, except better. Pentimento is quite good, but you'd have to get rid of totems through some means. But even with all the current perks, because gens "only" take 80 seconds, you could work on 2 at the same time if 1 survivor is dead, then have one at 80% after Pain Res, unhook the hooked surv asap while another is being chased, go back to the gen that is now at 70% and finish it before the killer can pull another Pain Res, even if you have current Thana or Pentimento applied.
After the changes, you would be at 70%, then have that drop to about 66% if Ruin is still active, and Thana or Pentimento is powerful enough on its own to prevent that generator from reaching 100%, because it has 10 charges more.
As for Legion, well, he's not really weak, especially not after his rework. There are some maps that he currently underperforms on, but that's more a map issue than his design issue. Most veteran players actually tend to put Legion on the top of C-tier(which by any means, cant be called weak) or the bottom of B-tier. "weak" killers are killers who are stuck in D-tier. C-tier and up are more than viable enough to not need any buffs.
in 3 generator strategies, the way survivors counter-play 3 generator strategies go on 2 further generators and progress the generator until the killer comes close to the survivor. if they hit the survivor, survivors can sprint burst away and heal. the killer cannot follow because the other survivors would be able to progress the other generator. the chase for the killer takes too long.
overall gameplay loop for survivor in 3 generator is progress gens->get hit->heal, repeat till all generator are done. this works because when survivor progress a generator, say even 25%, in 80 sec gen, these 20 seconds of progress take 80 seconds to regress. 80 sec is eternity in dbd terms. survivor can keep progressing the generator while the killer at base-kit regress at 400% speed.
conclusively, you can progress like 25% of generator, get hit, heal and even if the killer kicks a generator, the generator will not regress very much, maybe it will be at 20%(as said this is 400% slower regress than 1 survivor progressing generators). you can just keep doing this until you get to 100% generator progression. it doesn't matter for how long generator take, just that the killer does not regress them faster than the survivor progresses them.
i'm not sure how thano or hex:penti have anything to do with 3 gens. the generator could take 100 seconds and this dynamic for 3 gens would not change. it would just take longer break 3 gen, but 3 gen would be broken just by progression vs regression values. Pop also does not matter because pop requires hooks and there are no hooks in this gameplay. Ruin matters, but its hex totem, meaning it can be broken. Ruin is dying anyway next patch so you won't have to worry about it.
new overcharge and call of brine are over-time regression perks and these perks unlike pop do not require a hook, so yes these perks might create 3 gen scenarios where killer regress faster than survivor progress. call of brine is pretty slow regression and I don't really see this perk at all currently. Overcharge is only perk I'm worried about in new chapter patch for killer. it does take 30 seconds for regress to reach 400% but its still 400% regression which is a lot in regards to 3 gen killer gameplay. I guess we'll just have to see effectiveness of this. if 3 gen overcharge is as effective as I imagine it to be, than the perk will just get nerfed probably. Likely to take say 45-60 seconds to get 400% regression.
this gameplay for survivor in regards 3 gens is incredibly boring. its not effective at all for killer. the killer will lose. it just that it takes a while for killer to lose. Just extends the game for no reason at all. I'm not sure how a killer could play matches like this because its also very boring for the killer. Hostage 3 generator gameplay as killer is almost as boring as insidious basement bubba for me personally.
-
i remember watching video by coconut. Trickster on controller apparently has no recoil, so if you plug a controller into your computer, you can play trickster with no recoil knifes. No recoil knifes is easier than on PC with recoil knifes.
-------------
His kill-rate is combination of being hard to play while having trash-tier rewards even if your good. most tricksters just hard-face camp hooks within 5-15 meters making him not an enjoyable experience as survivor. that's because you can down people in 30-40 seconds entire game through with showstopper(power) and survivor will still finish all 5 generators even if your aim is awesome.
towards trickster player, its like: what is the point in going for the chases when your going to get to same end game anyway from having no gen slowdown/4vs1 potential. He's amazing at facecamping because he has no cooldown/blade wipe animation when throwing his knifes, so he has like base-kit stbfl 20 stacks. basically insidious bubba 2.0.
His only solution to acquire 4vs1 is to slug, but since his 1vs1 is counterable by high-wall loop design of the game(in relationship to gen speed x chase time), slugging isn't too effective for him.
-
@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3045977#Comment_3045977
Retribution is actually a decent perk in hex builds.
in my opinion, I think only hex perks that are worth hex perk status in term game-changing powerful is Ruin and NOED. nothing else is remotely even game-changing. that's only hex perks I'd ever run globally on every killer.
The dev stats just confirm exactly what I already knew about hex totems anyway.
All other hex perks are meme-tier. even devour hope and haunted grounds. I wouldn't even class those as game-changing. people consider them game-changing because you can run these perks on Nurse, like undying+haunted ground+devour hope, killers also ran this build on Spirit before Spirit eventually got her gutted nerfs.
-
@Blueberry said:
Agreed. Way too weak to exist as a hex totem in its new state.
If it releases like it is on the PTB no one's going to be running this perk anymore and you want hex perks to be relevant as it gives the survivors extra objectives.
hey, at least the perk is going on par with other hex perks, hex:lullaby, third seal, blood favor, thrill of hunt,hex:retribution, look at all these game-changing hex perks that nobody uses.
-
@OniWantsYourMacaroni said:
And people still don't play him :(
yep, nobody still plays him even with bugs.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3042349#Comment_3042349
You literally ignored half of the comment. You force a 3 gen by patrolling the area, having Thana makes survivors want to cleanse it asap, which is a good thing, because then you can place Pentimento in its place. Since it's a 3 gen region, they would have to come to you. Thana slows them down even further and since you're patrolling the gens, they can't afford to keep healing. The more they heal, the more time you have to chase. If they stop healing, it takes 18 seconds to cleanse the totem. But since everyone is injured, your chases are going to be significantly shorter.
And creating a 3-gen isn't about losing 4 gens. It's about ensuring 3 specific gens do not get fixed. You can create a 3-gen when there are 5 gens remaining.
I mean you can do that currently in current live servers. Am I missing something? I never seen anyone really use hex:pento or call of brine outside of meme streamer youtube videos. thano is pretty much only used on legion, so its more of legion buff rather than anything else. he's apparently perceived as weak or something.
-
I think DS still grants extra-health states, so it might still get used. its just that its end game use is worse. the main reason why I don't value DS as much as other people value DS is because if a killer wants to tunnel you,
they're going to tunnel you through DS and killers like blight can catch-up almost instantly post DS stun.
with 5-.>3 second nerf, its just showcasing the weakness of decisive strike further. I don't think DS is over-nerfed, more so that its weakness are more in the spotlight.
@Aven_Fallen said:
Yes, some Perks were overnerfed just to make them not worth picking at all.
DS, Iron Will, Self Care, Spine Chill, Ruin, PGTW are examples. You could have nerfed all the Perks a bit and they would still be playable:
I think that neither of those Perks needed a Nerf, but this would have been enough:
DS-->Deactivate in Endgame
Iron Will-->No Noise Reduction when exhausted
Spine Chill-->Remove Vault Speed-Bonus
Ruin-->Disable it when a Survivor is dead is enough. And would have been quite a fair nerf, since the Killer is in a really good position anyway when it is a 3v1 and Ruin is still up. The reduction of Speed is what killed the Perk.
PGTW-->Probably nerf to 20% of overall progress instead of current progress, basically just to remove the Buff it would have gained when increasing Gen-Time.
And all of those Perks would have been weaker (except for Self-Care, but come on, it did not need a Nerf at all...), but still playable. Now those Perks are just out of the Meta, they are dead. No point in running them.
And the worst thing is - yes, the Devs have shaken up the Meta with it. But what is the Meta? For Survivors it is running the best Second-Chance Perks available, so they run Off the Record instead of DS. Yaaaaay.
And for Killers? 4 Slowdown-Perks. Just different ones than before. Yaaaaay².
I would have understood to nuke the Perks when they would have introduced basegame-changes. Because they said they keep in mind WHY people are running them. But this did not really happen.
i think change is aimed at encouraging survivor/killers to utilize different perks because they want to encourage variety. Its just that for example, they nerfed self-care in this patch, but buffed pharmacy in same patch. the issue is that changes to pharmacy doesn't change fact for why is the perk sucks. If they didn't nerf self-care and still buffed pharmacy, nobody would care because they'd still just keep using unchanged self-care.
I mean issues in my opinion for why nobody uses pharmacy as healing is
-Reward for healing is not worth it(It is not time efficiency to search for crate, than open a crate, than heal)
-Too high skill-cap(Most survivors do not know location of crates in the game on maps)
-Healing is limited and not reliable, requires survivor to travel far distances when few crates are on the map. Cannot be used if all crates are opened already.
So the question is how do you resolve these problems to make the perk more valuable alternative to self-care?
point 1 ->Increase opening speed by 50% and item rarity from green med kit->purple med-kit.
point 2 -> while this perk is active, show the aura of crates in 32 meter, When a crate is opened, this perk deactivates.
point 3 -> spawns 1 additional crate on the map.
Look how this perk now becomes so much better. You get a purple med-kit every time you open a crate, so 2 heals. You can find the crate easily with aura reading making it far more time efficient. Survivors are more likely to be next to a crate when they need healing. wow survivors might now be pharmacy main players, but now the perk might be too good because now the perk has no real weakness and just provides massive positive. perk that might need to be dialed down in the future.
-
@scoser said:
Even beyond the perk grind, getting rid of BBQ is just going to result in killers running fewer good add-ons because they simply can't afford them, which means killer kill rates will drop even further, meaning gen times will have to get EVEN LONGER to compensate to get those kill rates back up. Hope you enjoy 120 sec gens when the devs finally decide to do something about this in about 2 years.
BBQ change and bloodweb changes are specifically looking to nerf killers and their add-on economy. they don't like how killers can use same add-ons every single and play same killer 24/7. that's why they're nerfing bloodwebs and BBQ. sometimes you'll get this comment as killer that goes along lines of "Mr, killer main, stop using crutch add-on's"
survivor mains comments, Big Ouch.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3035947#Comment_3035947
Oh no, you are not aware of the killrates. Look back on the introduction of the SBMM: "survivors will escape roughly 50% of their games, killers, well, a bit different, but they should be killing a bit more than half". The killrates posted were 2.2 kills on average. That killrate is lower than they expected, but still higher than 2. On average, since most killers can basically guarantee 1 kill, their average is 2.5(10/4) where survivors range from everyone dying and everyone escaping, so 2 on average (10/5). Also note that they didn't mention that the escaperates for individual survivors were higher than expected. Which means that on a large scale, survivors were dying half the time on average. Normally you'd expect that number to be the same, but that is assuming both sides are being played equally. It's perfectly possible for the escaperates to be fine while killrates are not due to having disproportionate players.
As for Otz's builds, well, they weren't meta. I'd say that you should look at Dowsey this time, as Dowsey has been experimenting more with the new meta, where Otz has been trying out perks that would benefit from the speed changes in theory, but don't really.
Forced Penance with Thanatophobia alone slows down games massively. Add Pentimento to it, then Ruin or Call of Brine, and it's quite easy to guarantee kills. Just force a 3-gen around Ruin, Thana makes them want to cleanse it very early on, giving space for Pentimento, which slows the game down to 160 seconds for solo gens.
It's gonna be a bit of a boring meta if endurance remains stackable and the slowdown perks aren't adjusted
it's gonna be a bit of a boring meta if endurance remains stackable and the slowdown perks aren't adjusted
second chances and slowdown perks. sounds like something about dbd that never changes. I'm just saying base-kit wise, the game hasn't changed for either side.
-
lullaby as mechanic is designed to make terror radius perks not work on said killers. For all intensive purposes, all lullaby can be convert into normal heartbeat+chase music, huntress chase music being the song.
with that being said, is huntress with 0 terror radius unfair? I mean she has that purple add-on called wooden fox. it gives you 30 seconds of undetectable. it seems bvhr maybe want huntress to be able to use terror radius perks with such an add-on.
I'd say huntress lullaby is as outdated as all other killers with lullaby despite huntress being pretty good killer. Freddy, Trickster and Sadako having lullaby just actively hurt their perk variety. I would agree with the mechanic being outdated.
-
if you take definite integral from 30 to 1 of the function y = 0.025x+0.25.
Using rules of integration, you will get a function equal to x/40+1/4
Taking bounds from 30-1. you can also do 31-1, depends if this works 1 second or at 0 seconds(for overcharge). you will get a number equal to 18.4875.
the generator should regress by 18.4875 seconds in 30 seconds. the remainder duration that it should take is 71 seconds. so in total. a generator from 0-99 should take 101 seconds to regress.
the overcharge is correct, since killer get 2.5% base total regression on generators, -2 seconds. so 1:40-2 = 1:38.
The call of brine+overcharge looks bugged.
call of brine regress 30% of generator within 60 seconds, so it should take -27 seconds off total regression.
1:38-27 = 1:11, not 1:23
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3035684#Comment_3035684
I dont think that Legion has ever been the worst Killer. But they have never been a strong Killer either (even in their first version, you were just good at downing one Survivor while losing the game) and IMO they cannot be a strong Killer with their current power.
However, they are good at slowing down the game. And fun to play as well.
But I am really concerned that their Slowdown will be too much with the new changes. If you can prolong games that much, this means that there will be less ressources which means that Downs will be easier. And it will be very annoying to go against Legion, as I have written above, Gens will take 110 seconds with Thana alone...
I think legion with old frank mixtape was #2 killer in the game. He got downs in 15 seconds that have zero counter-play on survivor part. a completely unmatched 1vs1. He also had 4vs1 gameplay slowdown. I think people didn't know it at the time because of no MMR+being bad at the game.
You have a killer that gets downs in 15 seconds, but you can still lose with a killer because survivors can push generators and win.
they basically gutted his 1vs1, but his slowdown was never gutted. generator slowdown by any means(it doesn't matter if its regression, secondary objectives, gen block) is meta and is undeniably extremely important irregardless of the killer.
in reality, m1 killers are not able to contest loops in this game. they never were able to do so. as a result, they contest objective instead because by making objective slower, they can break more pallets without getting punished for it. by doing so, they can drain all of the pallet resources on the map while your objective as survivor is incomplete, so while they suck at loops, it doesn't matter if there is no loops to go to. that's how legion wins, its how all other killers win as well.
well except for killer that actually have anti-loop. in their case, they destroy survivors in the chase by having legit good ability and they get to run same slowdown perks to further reinforce/solidity their victory. Like blight, you know? he dominate chase and than also just has same slowdown perks so that he can sabotage your objective while giving himself more time to kill you with his ability. that logic to applies to any every perceived strong killer, you know, nurse, spirit, it doesn't matter.
back to topic on legion, I'd say they're trying to exaggerate further reinforce his strengths as killer rather improving his obvious weaknesses as killer. At the same time, I don't know how you make an ability like feral frenzy fair toward survivor without giving survivor's a massive base-kit change to counter-play his ability.
The only way I can ever see feral frenzy being fair for survivor(chase-wise) is by giving survivor base-kit current dead hard every time legion uses his feral frenzy ability. at that point, the game wouldn't be about looping feral frenzy, it would be more about having good dead hard iframe timing to outplay legion.
I'd say Legion if his feral frenzy could down is 2nd strongest killer power in the game. Luckily, it can't, so it doesn't matter.
-
@IamFran said:
https://forum.deadbydaylight.com/en/discussion/comment/3035764#Comment_3035764
Because the endgame is the last chance for the killer to achieve one more kill and sometimes his single kill. If we turn your argument and put it in the survivor side is like saying "I'm not exactly sure why survivors believe that they should be getting free hatch escapes." If the killer last kill in EGC is denied by perks the EGC is almost pointless for the killer.
the game is 4vs1. the 4 are suppose outclass the one. This is DBD where everything is backwards for some reason, so it sounds alien. If the 4 do not outclass the one, than the 3 survivors are simply not going try to save their teammate, they'll just leave because there is no point in trying go for the save.
If the only way for you to kill is by tunneling in EGC, than maybe you should just accept the L 0 kill and play better the next game to prevent getting into same situation in first place. This is also why when there is only 1 survivor left, the killer can close hatch and often camp exit gates. The 1 survivor remaining has low probability to escape because the killer is rightfully power-role in position and is suppose to get the kill, once again reinforcing that the killer in 1vs1 is unmatched.
Are there perks that go against this idea for both sides? Yes. Noed for killer. New Sole survivor+Wake up for survivor.
At the same time, killer in this patch is also suppose to be stronger during 5 generator phase of the game. Clown doesn't look that much stronger, than again It is Clown ~shrug~.
-
https://www.youtube.com/watch?v=xnPu298VlY0@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3033189#Comment_3033189
Except the reverse is true.
The 2.5% was added to counter gentapping. Demanding a compensation for survivors working on multiple generators at the same time is ridiculous. Survivors do not win once the last generator is finished. The 2.5%(+increased kicking speed) is plenty to not only counter gentapping, but punish it. Over the course of 5 gens, yeah, kicking a gen isnt gonna be worth it, but when there is 1 gen left, that 2.5% instantly removes 2 seconds of progression. Excluding any secondary effects.
Then the kicking speed, while also making the kicking of generators faster, getting rid of pallets 10% faster might not sound like much, but on the grand scale, you'd remove 10% of the pallets for free compared to now. Then the 10% animation reduction, might not sound like much on every single instance, but over the course of 10 hits, that's an entire hit saved in terms of wasted time. Same for survivors gaining distance, that 10% might easily be the difference between reaching a pallet and dropping it, or being downed. 10% is not "safe". It's a huge amount.
Then you have survivors, well, the expected BT basekit was 12 seconds Endurance. Survivors only got 5. That's nothing. That 7% speedboost? Over the course of 15 seconds is barely noticeable, but noticeable enough so killers don't need to count. A survivor suddenly slowing down in speed out of nowhere? Endurance is over. For a patch that is supposed to counteract tunneling and camping, that's a very safe basekit mechanic. Off The Record is only unsafe in the EGC, the rest of the game, it's basically the "don't tunnel me, you'll regret it"-perk. And since gens were upped with 10 seconds, perks like Gift of Pain and Thana having their effects buffed very significantly (20% on 80 seconds makes a gen last 100 seconds. 22% on 90 seconds makes a gen last 115 seconds, that's a big difference).
Let alone that there is nothing done to combat camping, even though that was promised. Heck, with the longer generator speeds, but perks like deadlock significantly reducing the ability to actually finish generators, especially when not on Comms, makes camping quite powerful.
The only reason that makes me think that you think the changes for killers are safe and survivor changes are not, is because you expect the "balance" of the game to be 3 kills before gens are finished. If you go with the perspective that the game is supposed to end with 2 alive, 2 dead, on average, then you can see that your perspective is quite twisted. You would want survivors to have the capability of finishing 1 generator each before one of them dies. And you would want the killer to kill 1 survivor before gens are finished, preferably with 6 hooks total, 3 on 1(dead) and the remaining 3 spread out as 1-1-1 or 2-1-0. Since, for the sake of survivor gameplay, you're not supposed to tunnel whenever you can, they have implemented measures that make it easy for you to pick up chase with someone else. This is also the reason why DS was reduced to 3 seconds for no real reason, because that way you can pick up chase with someone else faster. That's not what it's going to be used for, but that is the intent.
So really, claiming it's amazing for survivors, when they get a huge nerf in terms of cooperation, and meh for killers when they are receiving the biggest buff in dbd history is pretty entitled.
Just not reality. Otz tested killer changes with perks.
well, the expected BT basekit was 12 seconds Endurance. Survivors only got 5. That's nothing. That 7% speedboost? Over the course of 15 seconds is barely noticeable, but noticeable enough so killers don't need to count. A survivor suddenly slowing down in speed out of nowhere? Endurance is over. For a patch that is supposed to counteract tunneling and camping, that's a very safe basekit mechanic. Off The Record is only unsafe in the EGC, the rest of the game, it's basically the "don't tunnel me, you'll regret it
As I said, the changes on survivor to discourage camping and tunneling are really effective. BT is objectively stronger post-patch. Off the record grants endurance effect which discourages the killer to go after the survivor as they have to hit the survivor twice to down them as opposed to going after the unhooker who is injured.
Survivors only received two notable changes, but their changes are spot on.
The killer changes on other hand were suppose to increase their potency in the chase. Otz played pinhead and clown to test changes. He got like 5 hooks with pinhead. With clown, he got 2 hooks(9:46) within 5 generators. 2.5% generator regression is great. 10% on pallet breaks, recovery and speed boost loss are correct changes. but the numbers are too low, too safe numbers.
Maybe if the numbers were like all doubled, it would help more. At least they acknowledge the killers having poor chases and generator being a problem. silver lining i guess?
The most scary aspect of their dev update was that apparently, they said kill-rates are lower than expected. in case you aren't aware, The dev balance this game on 50% kill-rate, you know, 2 kills. lower than expected means that killer get less than two kills.
I assume they're talking about high MMR killer vs high MMR Survivor. it doesn't make too much sense for low MMR/weak survivors to be thrashing high MMR killer players.
Conclusively, as I said in my opening post. I was more concerned about the changes doing too little. I guess I was more correct than I wanted to be.
-
@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3035764#Comment_3035764
Probably because this thing is contradicting with a nerf they've done in exact same patch and nothing more.
dunno, seems pretty consistent with dev update.
-
I'm not exactly sure why killer believe that they should be getting free kills in end game by hard-camp hooks and tunneling survivors in the end game.
the patch notes clearly states that they're improving anti-camp and anti-tunnel measures, BT got buffed to improve anti-camp measures and Off the record is new meta anti-tunnel perk. the survivor changes are very effective as one would expect.
The killer changes on other hand are not significant enough. Otz was playing clown in PTB. The clown across 5 generators got 2 HOOKS. 2 hooks in 5 generators. so about the killer being more deadly in the chase. it doesn't seem like much changed as I expected.
-
@Aven_Fallen said:
Yes. The Meta for Killers will still be 4 Slowdowns - just different Slowdowns.
Thana alone pushes a Gen to 110 seconds against Legion. And this is without any time spent on Mending or other Slowdowns. Games will be dragged out a lot against Legion, even more than they are currently dragged out.
I have seen posts, people say that legion is worst killer in the entire game post rework. what's wrong? he''s getting buffed for being worst killer in the game. apparently.
i don't know what planet these killer play on, but generator slowdown is complete meta for killers and legion uses them like a champ. not my opinion, but whatever.
-
I'm more concern of the changes not doing enough really for killer.
Killer changes are very safe. 2.5% for generator kicking is laughable. its too little of a number to make much difference. when a killer goes to kick a generator, they're at 0% efficiency in term of killing survivors. across 3 other survivors working on generators, its still net-negative to kick a generator.
tier 1 brutal strength is ineffective. 10% will not punish survivors for using pallets at all. they'll still link every pallet on the map with ease. 10% speed down and 10% cooldown is also really safe numbers that are unlikely to make killers more deadly in a chase.
On other hand, the survivor changes are extremely very impactful. Base-kit BT is pretty powerful effect. The meta perk BT grants 7% haste for 15 seconds after an unhook is pretty big as well. They also got off the record, a perk that grants 80 seconds of endurence. The perk as bonus also grants additional benefits in form of immunity to aura reading and Iron will for 80 seconds. Nothing in killer perk changes have as much impact as this.
Killer changes are extremely safe... while survivor changes are.... well... not safe at all.
-
@Mister_xD said:
To clarify what I mean with that:
The main strength of Dead Hard, at least in my opinion, did not lie in Dead Harding for distance, but rather in the fact that it was usable at any time without having an actual activation requirement that needed to be fulfilled.
In fact, the oh so hated "Dead Hard for distance" was but a symptom of this issue.
And the new Dead Hard I fear won't change this. While DH for distance is technically speaking gone, the gameplay around the Perk and its main strength remain completely untouched.
Instead of just DHing for distance before the Killer can get into range when greeding a loop, Survivors will now simply DH as soon as the Killer starts a swing attack to tank the hit, which means Survivors can still greed loops just like before and Killers can still not attack Survivors unless they are animation locked.
You don't need to DH for distance around a loop when you know the Killer can't attack you anyway - and if they do they get punished a lot more now, as they enter a wipe off animation while you get the on hit speed burst, allowing you to even save the loop and go to a different one alltogether.
The Perk feels even more like a third healthstate now, as any time the Killer tries to go for an attack, the Survivor will simply hit E and tank the hit.
I think one of two things needs to happen:
- Add an actual activation requirement that doesn't allow Survivors to simply use DHs effects any time they feel like it
- Change the Perk to be a predictive action taken by the Survivors rather than an reactive action. If Survivors were the ones who had to predict when the Killer attacks them and use DH accordingly, then the gameplay around the Perk would feel a lot more fair IMO. But for as long as Survivors are the ones reacting to the Killers actions with the Perk, it stays problematic because Killers will have to continuously "respect the possible Dead Hard" just like they have to now.
To me the changes thie Perk is about to get just don't really feel like they are going to actually change up the way the Perk is used and instead just make it even more obvious that the Perk is what it is: a third healthstate for free.
Then again, those are some Day 1(ish) thoughts. Maybe I'm wrong, maybe I'm right - only time will be able to tell.
But those are my predictions for the Perk: I don't think it is going to be any weaker than it currently is, it might even be stronger, due to the punishment being a lot harsher for the Killer.
Also just to clarify: I haven't seen any of the big content creators videos on it yet (but I have heard that a few of them do view this as a potential buff to the Perk as well), meaning in this post are 100% my own thoughts on the matter - so it is entirely possible that I might have missed something that they addressed and vice versa.
So let me know your thoughts! Do you see this similarly or do you think I'm wrong?
Thanks for reading and I'll see you in the fog!
dead hard will grant sprint bursts like every other exhaustion perk(excluding head on which only grants 3 second, the time it takes for killer recover from a hit).
Dead hard in theory is still best exhaustion perk, but its skill-cap is way way higher now. not many survivors will be able to use dead hard for guaranteed value like it was previously.
The other exhaustion perks like sprint burst, lithe etc. have a much easier trigger condition. I would imagine most of the player's playing survivor will move to these way easier exhaustion perks.
Veteran players that are good at looping don't really need exhaustion perks to loop m1 killers with basic tile design. the basic pallet design for survivor is already survivor-sided as is. The main threats for survivor at higher-levels of play is anti-loop killer powers.
Killers like Nurse's blink, Blight's lethal rush, Trickster's blades, huntress hatchets, Artist crows etc. etc. are main threats/difficult for playing survivor and dead hard will still be strongest second chance perk against killer powers.
so for people that say: "Oh yeah, dead hard, its just dead perk, nobody will use it". think again.
I think the better survivor players will still use it, but pick-rate of the perk will go drastically down, especially at lower-levels of MMR.
--
One thing that I'm little bit concerned about is that although current deathslinger is trash killer in current iteration of the game, His redeemer does counter new dead hard.
I'm fairly certain that there will be killer posts about deathslinger is weak and eventually. I do see them changing deathslinger. It won't happen any time soon, I mean it took 2 years for them to revert the very basic legion changes, but I'm fairly certain that say in 2024 or whatever, there will be a mid-chapter patch regarding his add-ons, and you'll see something like "Changed Tin-Oil can to decrease scope time by 0.2 seconds" and changed "Gold Creek Whiskey no longer requires aim down sight to reduce terror radius by 8 meters".
I might fear slinger without old dead hard in the very distant future of DBD. that's going to be an interesting experience in 2 years time.
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3031961#Comment_3031961
Aka early Mori Boi
I like pinky finger clown. his skill-ceiling rises a lot more with pinky finger since hitting bottles requires accuracy. I think negative of less bottles is not good negative.
I think a better negative would be removed hindered effect from pink bottles. when clown first came out, this used to be negative to that add-on, i think it reduced hindered effect by 5% and green add-on (flask of bleach) used to have negative of reducing hindered duration by 1 second.
his negatives were likely removed because BVHR balances off general kill-rate statistics and I believe clown was 3rd worst killer in the game at 50% kill-rate.
when they announced clown rework, you would think the extra yellow bottles... would be like super strong given their balance philosophy but I guess not.
I do agree with Myers add-on. his add-ons just jack-up rewards for stalking survivors because realistically speaking, stalking survivors at base-kit is total waste of time for the killer. i'd say main issue is that his add-on do not really add much to myer's skill-cap. they just add rewards that are not there in base-kit on a power that already has among lowest skill-floors in the game. Mori survivors by stalking doesn't take too much effort on killer's part and having very fast vault speed diminishes the survivor's fun factor in greeding window loops while simultaneously providing very little help in the chase in survivor-sided maps towards safe pallet design.
-
@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3032538#Comment_3032538
You need to ask -why- people run an exhaustion perk 90% of the time. Yes there are a couple of alright perks and a couple of decent addons that can help counter them, but even with those things existing, almost everyone runs one. I don't think it's healthy balance for any archtype of perk to have such a high pickrate.
And I'm not asking for exhaustion to be something to avoid, I'd not want harsh penalties, simply something to make -not- running an exhausting perk feel slightly relevant. But yes nerfing most fo the exhaustion perks would also work.
i'd say you would need give an base-kit advantage for not using exhaustion that is related to the chase.
an example would be increasing survivor's movement speed by 2% and vaulting 10% faster. you have more of an opportunity to weight your options between using an exhaustion perk or having better chase statistics.
Punishing survivor using a perk will result in the survivor not using the perk at all if drawback out weights the positives. See No Mither for details for how to not design perks.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3025589#Comment_3025589
The interesting part is, it may actually be beneficial to have longer scratch mark durations.. provided they are distorted. Which is what Lightweight will now do.
the way scratch marks work is they fade after 10 seconds.
old lightweight used to make scratch marks disappear 1/2/3 seconds faster for total 9/8/7 seconds. this is completely useless in most cases.
new one makes scratch marks disappear 7/6/5 seconds faster. not amazing but an improvement i guess?
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3024293#Comment_3024293
I don't think STBFL needs a buff tho personally
They made part of it a basekit thing so it's only fair if the perk is adjusted slightly IMO.
current stbfl with new reduced weapon wipe cooldown would shorten it by 50% and I think that might be a bit too much.
i'd say one leading frustrations in playing weaker killers is lack of lethality to be honest. I'm not really sure how to describe it really.
I know this is going to sound really weird, but I feel like a vast majority of the killers in this game cannot "punish" you from playing badly as survivor. Basically, you can get hits immediately in an opening chase, run forward in a perfectly straight line for 21 seconds and not even loop correctly any of the tiles and the killer's total chase will be like a minimum of 40 seconds. than once you down a survivor, you need to pick them up and walk to a hook, that is like 50 seconds. 2 survivors on a generator in current iteration of the game can finish 1 generator in 47 seconds, so even if you have 5 sequential chases that are as fast as they could be, you'd still lose the game.
that's survivor playing at their worst. At their best, its a lot more one-sided. from playing survivor, a lot of killers seem to get like 0-4 hooks on average before 5 generators are done.
They made part of it a basekit thing so it's only fair if the perk is adjusted slightly IMO.
A long time ago, there used to be a perk called Unrelenting and one of the bonus of unrelenting used to be that it gave you 20% bonus basic successful attack cooldown. When Myer's came out with his save the best for last perk, Unrelenting+STBFL was called the machine gun build.
at the current time, people thought it was too strong. with upcoming changes, they basically gave killers old unrelenting in their base-kit. 10% cooldown reduction and 10% less speed boost amounting to a total of 20% catch-up. I think back than, survivors were..... not as experienced at playing survivor compare to now. I feel like survivors are more efficient at the objective and at utilizing health-states/loops that it might not be as powerful as it was perceived 4 years ago.
-
@Brokenbones said:
reduce max STBFL stacks to 6 and it'll be the same as current version (I think this is how BHVR will handle it but we'll see)
Brutal Strength being better is fine tho bc it's a weak perk and not great on half the cast.
wouldn't that just further divide the best killers from weakest killers. Its not like Pig is suddenly going to be S-tier because she can use stbfl. Nurse and Blight never needed stbfl, they've always had that largely in their base-kit with their ability.
Its same with brutal strength. weaker killers are forced to break safe pallets insuring that the survivor will get to next loop where as stronger killers either don't have to break pallets and can use their anti-loop either at the pallet itself or between loops.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3021729#Comment_3021729
I guess I'm viewing this more from a swf perspective as that's most my games. So while yes that's one more off the gens, the objective times between the sides is already so ridiculously lopsided that they can afford to do it. Also if you're using stbfl you're probably on an m1 killer and if that's the case getting stbfl stacks isn't really gonna matter much anyway because you're probably getting destroyed since you're an m1 killer in the first place. (speaking in general, not you specifically)
I agree a lot of this needs to be seen in PTB first.
sure that is the case currently, but you have to remember that generator times have been increased from 80->90. fun fact, they used to be 60 seconds in very old days of DBD, so its been long time since a change like this has occurred. what of these extra 50 seconds is difference between winning and losing just because your teammate decided to clown around in bodyblocking the killer?
personally, I think survivor are going to need to play better/more efficiently in comparison to pre-patch where you can throw yourself at killer because of how fast your objective was previously.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3020852#Comment_3020852
"2 stacks is enough with the changes tho"
While also using a perk slot for STBFL, that's not an issue and not really different from what we currently have when people run the perk. Also basically only ran on m1 killers who are already weak in the meta to begin with.
I would comment on the specific people you mention as there are flaws in it but that can be construed as naming and shaming which is against ToS here. As a general rule it's better to avoid ever mentioning people specifically by name.
I probably have more hours in the game than you and all your friends combined..and then doubled a couple times. I don't like roasting on hours played but I can tell by the things you think that you are newer to the game and that's fine, but you have very aggressive opinions that will change after you get more hours into the game. You should be more open minded on things and less confrontational.
in defense of the survivor, they're not doing generators if they're bodyblocking and by hitting them, they're basically exposing themselves to get tunneled. Also the killer can run stbfl and farm stacks because the survivor is decided to bodyblock, so the killer can also equip a perk to punish this behaviour.
this is one of those changes that we need PTB to see how it plays out.
-
@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3021089#Comment_3021089
It doesn't really de-incentivize tapping as he's spending 2 seconds to kick in order to take 2 seconds of, plus what little the survivor adds tapping it, and the time the killer wastes walk to and away from it as well...
So really it just makes it net neutral if even slightly still better for the survivor. That is until you take into account that it means the other 3 are still sitting on other gens during all this.
2.5% is pretty irrelevant over all.
i don't think kicking gens was pointless because of gen tapping.
It was pointless because a gen that is say 80% complete would take 240 seconds to fully regress. 240 seconds is 4 MINUTES. that is an insane amount of time in DBD terms for 80 second gens
thanks to overcharge, generators after 30 seconds will regress 1:1 ratio and overcharge can punish gen tapping if the survivor fails skill-check.
kicking generators at base is still pointless but with perks, you can make generator kicking very rewarding. Its just another case of use perks if you value fixing generator kicking part of the game.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3019846#Comment_3019846
10 seconds wont make much difference though since every regression was nerfed which is why the gens was increased. That 10 seconds is a killer walking to a few gens and that doesnt stop X progression on 3odd generators
https://forum.deadbydaylight.com/en/discussion/comment/3019850#Comment_3019850
Well nurse and blight never needed, and when they get nerfed which they will gens will still lose too much progress at the start of a match
Corrupt intervention is dam type perk. it doesn't stop generators from being completed, it just delays early gen in general from being completed.
the extra 10 seconds on every generator is an extra 10 seconds of the dam effect in the base-game. Its little bit like base-kit corrupt intervention. I'd say its about half-power because I'd say that corrupt on average prevents 1 generator being powered per game, so for example if you are going lose 3 generators without it in first chase, you'll lose 2 generators instead. so its slightly worse but still base-kit corrupt
This is why Hex:Ruin was heavily nerfed because extra seconds on generators will make ruin exponentially more powerful as likelihood for a survivor to complete a generator from 0-100 is decreased, which means ruin has more chances to regress generators. Again this perk is heavily targeting nurse/blight and so is tinkerer nerf.
this is also why pop goes weasel was heavily nerfed because..... it provides a lot of regression per hook and generators being at 90 means that killer with high mobility(Like blight and Nurse) were able to utilize the perk way too often, nerfing pop is nerf to these hyper mobile killer with strong chases.
The perk that they did not "nerf" enough was pain resonance and I think I know why. Its because unlike ruin and pop, Pain resonance is not reliable regression and hyper mobile killers do not exploit the perk any better than your average trapper player.
So I would say corrupt, ruin and pop goes weasel are dead perks. they were meta before, but they're weaker now. Pain resonance will still be meta, so nothing change there.
Overcharge+Call of brine is new undying ruin. Surge is new corrupt intervention and Eruption is the new pop goes weasel. out with old, in with the new, as they say in term of gen defense.
the only thing i'm curious about for killer is how effective is brutal strength+fire up? Is this perk combo even worth anything? is stbfl needed vs endurence or can you play without it? from current pick-rates, I want to say no because generator defense is dominate, but we'll see.
I don't want the text to extend longer, but I think survivor meta is largely unchanged. I think DS/Iron will/Spine chill/Self-care are dead with Decisive strike maybe surviving. Keeping survivor part short and sweet, Dead hard+BT+Off the record+COH will be new meta with prove thyself+Overzealous being side-meta to the Iron will/Spine chill gameplay that will partly counter the 10 second gen increases. I also predict that people will complain about off the record bodyblocking which is going to be similar to old decisive strike+unbreakable, so I think BVHR will weaken off the record to 60 seconds and than your going get classic sluzzy post though this will likely happen 3 months post-update, give or take.
-
@Blueberry said:
I'm fine with Endurance for not being tunneled, however currently and with this upcoming change even more Endurance is instead used for body blocking. They intentionally force you to tunnel them to use it as a 3rd health state.
They need to somehow make it usable to prevent tunneling but not body blocking.
personally for me, I tend to run stbfl on most of my m1 killers, so if survivor insist on bodyblocking me, they're just going raise my stbfl stacks to 8 quickly. I hate bodyblocking with passion when I play killer, so I won't have any issues with it as I run a perk to punish this type of gameplay.
-
@AetherBytes the % change is not that big. old is 40% of 3 seconds which is 1.8 seconds. The new is 40% of 2.7 which is 1.62. its +2 base-kit and +2 max in relation to old numbers. m1 killers aren't that hard to loop and I'm pretty sure that survivor's speed boost and killer recovery is so significant that you will still make it to next pallet. its more of feel good-change rather something significant.
survivors are getting base-kit borrow time and the actual meta perk borrow time... well its getting stronger. it will 15 second longer and it applies 7% haste effect for full 15 second. in their case, they get free perk in their base-kit and the meta perk is.... just stronger. no negatives, no drawbacks, nothing. no anti-camp measures... they say.
-
@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3015636#Comment_3015636
It's confirmed there will be an animation.
by animation, they mean that the survivor glows in white when dead hard is active, kinda like when you hit the survivor during borrow time. it will be similar to how white appearance that survivors showcase when in dredge's nightfall ability.
-
@jesterkind said:
Killer action speed increases, that's gonna feel soooo good- I already run Brutal Strength on a few killers, that might increase if this all hits live.
yeah base-kit 10% stbfl and 0.2 second loss on survivor's sprint burst from health-states will reduce power-lvl of shift-w for survivor. mini-brutal strength will also help.
-
@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015919#Comment_3015919
i think you interpreted the debuff wrong. it's a nerf from 50% of normal healingspeed to 35%, so a 15% extra penalty on top of the already 50% healing debuff. so its 16 sec / 0.35 (after nerf) = 45 sec
I think we have to see this in PTB for how it works.
-
@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015837#Comment_3015837
what do you mean with that last sentence?
i think the user who did 30 second math is wrong. my current math is described as following.
Self-care healing speed.
16/(1-0.35)= 24.61 seconds
Self-care with botany knowledge
24.61/(1+0.5) = 10.66 seconds
circle of healing:
24.61/(1+0.5) = 10.66
self-care was buffed. not nerfed. as a result. circle of healing was buffed as well. self-care aspect is 5.4 seconds faster than its previous iteration which was 100%(16 second healing)
I have to double-check my math to make sure everything is correct though.
-
@Babadook83 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015649#Comment_3015649
wait... are you sure circle of healing is affect by this nerf too???
if it is slower, yes, but something doesn't add up. 35% from 50% reduction sounds more like a buff.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3015725#Comment_3015725
The normal regression speed is 0.25 charges per second. The percentages are based on that, not how fast a Survivor repairs a generator.
does this work with call of brine? 400%x200% is what, 800%? or 600%?. Are we playing 3 gen meta now. Overcharge+Unnerving presence+Stbfl+call of brine....
-
@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3015338#Comment_3015338
If you vault with DH and get hit the killer will just grab you since you need to be injured. Dead Hard at vaults wont work anymore.
that depends on distance. yes at pointblank, he can grab an injure survivor. this is counter-play, but at max distances. if you swing into window blindly there will be cases where dead hard will ignore hit.
so killer will now be paranoid at hitting injured survivors during risky window vaults. big mindgames.
-
I like nobody talking about Circle of healing nerf. 30 seconds to self-heal with circle of healing. everyone talking about how self-care is slower, but self-care aspect applies to circle of healing as it unlocks ability to self-care in its radius.
I didn't wanna say anything because once i saw self-care on list of perk changes. I knew it was coming.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3015338#Comment_3015338
I don't care that DH got nerfed, I'm jumping for joy
I just don't like how the devs give survivors anti-camping tools and there's a killer who straight up ignores them bc you can't unhook against him when he's camping
he was always ignoring the anti-camp measures of the game. its just that his anti-camp measures are slightly worse thanks to base-kit BT which will soon be base-kit off-record every game and dead hard change. Trickster also counter anti-camp measures.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3015260#Comment_3015260
1) To get endurance, you need to be unhooked which against Bubba won't happen. Even if it does, it's a completely lose lose scenario
2) Not every survivor will be running DH anymore
There's no 2 ways about it, Cannibal's not healthy for the game in his current state
he was less healthy in his old state in term of facecamping. I'd say he's an improvement.
Also dead hard is still kinda strong. while it doesn't allow you to dead hard for distance. it can still be used proactively
Here's what I mean. Suppose you know your about to get hit at window vault. you can press dead hard and vault the window and the killer hitting you during the window will not down you. He will eat endurance effect.
This also works for pallet drops, for example, you do not in distance to make it to a pallet and drop it in time, you can press dead hard, gain 1 second of endurence and drop pallet. if the killer swings into the pallet, His hit will be ignored.
So while dead hard for distance no longer works(well it works for 1 second of distance), it is still pretty powerful of a perk.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3015110#Comment_3015110
He will ignore endurance even more now because survivor post-hit speed is shorter
The 2 seconds wasn't enough to evade a chainsaw sprint, but 1.8 seconds is nowhere close to enough.
He needs to be changed.
not really. Off the record provides 80 second endurence effect. I don't think you realize how long.... 80 seconds of endurance is and dead hard provides 1 second endurance. it means you can tank 2 hits. bubba finally doesn't ignore dead hard.
gen speed needed to be reduced. technically survivor can bring it back to "old" speeds by equipping overzealous perk which might be really strong counter to bubba camping.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3013126#Comment_3013126
It wasn't a proper game, we were just getting screen captures so doing various things.
Peanut is running monstrous shrine and overcharge.....i don't think i've seen anyone run overcharge as a perk in like forever. I wonder if knock out works with victor.
Funny how dude with sole survivor+light weight, complete F-tier meme perks on live server escapes.
-
the term safe pallet and unsafe pallet is hard to define because safe pallet are just pallets that the killer cannot get hits on if the survivor utilizes the pallet correctly thus forcing killer to break the pallet where as unsafe pallet are pallets that killer can get hits on WITHOUT breaking the pallet.
these terms do not define how unsafe or how safe the pallet is. its just blanket term to a property of the pallet.
For example, in red forest, The temple of purgation bottom cellar has unsafe pallet near gen. This pallet is so unsafe to the point that it might as well not even exist. Likewise, the pallet outside badham school car is also an unsafe pallet but its not as unsafe as temple pallet.
One of the pallets in midwich spawns near staircase and this pallet is safe pallet. Shack pallet and all jungle gym pallets are safe pallets. The cow loop on farm maps are also safe pallets.
I'd say no killer really complains about unsafe pallets because they are not a problem for the killer player where as safe pallets are all equally as problematic as one another.
@[Deleted User] said:
It's a tough thing. A pallet is pretty much safe until it's not, and then it's a guaranteed hit vs a good killer. There's not a whole lot of in-between to work with. I think they should pay closer attention to how tiles are oriented and how they combine together, because that's when things really start to break down.
I don't have screenshots handy, but there are instances where tiles spawn in such a way that they create mega tiles if the survivor knows what they're doing. Wreckers Yard for example can spawn a pretty strong pallet next to shack window and another pallet on the opposite side of shack. You end up in a situation with many killers where the survivor is able to play window no matter which way you rotate them, and they can play the opposite side pallet no matter which way you play the shack window. And the survivor can probably make it to bus/crane/jungle gym too if they really wanted to from there. And all the devs would have to do is rotate shack 90 degrees to prevent that situation. It can't spawn in that orientation in high level play.
Jungle gyms and L/T walls do the same thing at times. The filler pallets face the windows of the adjacent tiles and you have 1.5 jungle gyms to work with. Again, one of them needs to rotate 90 degrees so you don't get a free fast vault at the window just from running the adjacent pallet naturally from any direction. It's not a high percentage of survivors who know to path that way, but it's devastating when they do.
I'd say since rework on the maps, the tiles are less likely to be connected compare to before. they still occur every now and again. Like for example. I was playing wrecker yard and I got long-wall jungle gym into those truck loops. so with single window. i had basically 2 jungle gym pallets from a single window. its more that most survivor aren't that good at looping to capitalize off such rng.
I'd say map that has most problematic case of linking tiles is suffocation pit. Its very likely that you can link T-L into T-L wall in middle part of the map, so most of the time, you can loop killer until bloodlust 3 than just go to one of those jungle gym or long-wall tiles with safe pallet and break their bloodlust.
in term of loop design and map design, most of the maps are not powerful because of rng-linked tilesets, they're usually powerful because of imbalanced buildings like... Garden of joy main building and series of isolated safe pallets that can be dropped for what could be 5 gen chase.
-
@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/3011282#Comment_3011282
Exactly. Iridescent add-ons change drastically how a killer is played, and they're iridescent for a reason.
Not saying I wouldn't love for Amanda to have the letter as basekit, but damn that would make her broken as hell, unless they make her even slower while crouched, but she's slow enough as it is I don't want her to move at a slug's pace either for the added aura read.
But yeah with the right perk combination, paired with the letter.. so fun but so broken haha
i think strong survivors would still clap amanda even with amanda letter aura-reading base-kit. I don't think they will ever add any aura reading base-kit to killer since through out dbd's entire lifespan, there was only a single killer to have aura-reading base-kit and that killer was old freddy. New players whined about him when he first got released so he got nerfed.
I would love to play a killer that has aura-reading base-kit as an ability though I have no clue what they could do so that new players don't complain about playing against a base-kit aura reading killer.
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3009076#Comment_3009076
I don't think you've played some of the Killers I mentioned. Victor cannot "miss" a pounce without becoming kickable. Artist has a limited amount of time to place her crows and a cooldown once she uses them. Huntress, Deathslinger, Plague and Trickster all rely on getting angles for shots; there might only be span of 0.5 seconds where a Survivor is vulnerable before reaching an extremely strong loop and they can pre-dead hard it for the i-frames to 100% guarantee safety.
If Dead Hard didn't have i-frames, Survivors would always have a potential chance to go down against ranged Killers. Sure it be difficult for a Killer to time the hit right due to the movement speed of the dash, but it wouldn't be impossible anymore.
I think Dead Hard deserves to be viable, but Killers should have characters they can play to counter it. If the perk was able to be countered by all Killers, I don't think Survivors would bother equipping it anymore. That is the reason I think the dash should stay and the "i frames" should go. Also, the perk art and description kinda doesn't make sense anymore if there's no dash.
I think if you want killers that counter dead hard for Iframes, a better solution is to grant these killers proper exhaustion add-ons. When I say proper exhaustion add-ons, I don't mean the meme 5 second exhaust hatchets. Set proper timer like 15 seconds. Unfortunately the dev do not really make good modern day add-ons. It would give killer player some choice in countering dead hard if you think dead hard for iframes is overpowered for x killers.
I don't think pick-rate for dead hard would change much if dead hard lost its iframes. The iframe aspect of the perk was bugged for a couple of years from the servers. I'd probably still run dead hard every trial over all other exhaustion perks even without iframe aspect. Dead hard's strength is the distance on command that most killer lack counter-play towards. I'd say Iframe attacks is just sort of a bonus, cherry on top if you will.
-
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3008115#Comment_3008115
The strongest part of the perk is forcing Killers to waste their power by reactively Dead Harding.
Ever since Dead Hard validation. Killers like Nurse, Blight, Huntress, TWINS, Trickster, Nemesis, Pyramid Head, Deathslinger and Artist basically have to use their power to get rid of Dead Hard there’s no real way to “outplay” it.
well these powers are all reactionary powers. most of these killer can walk to the survivor as 115% m/s and the survivor cannot vault windows because they cannot dead hard during window vault and they cannot put pallet down because the killer can swing into the pallet and hit them during pallet drop animation. Apart from say nurse, most of these killer do not need to use their power to down the survivor and can counter-play dead hard for iframes.
In nurses case, She doesn't need to "counter-play" dead hard because she gets so many chances to hit the survivor, like every blink can potentially require a dead hard. in many ways, she counters dead hard by blinking more... aka wasting dead hard.
with other killers, they don't get 2 blinks every 6 seconds to waste dead hard. they get very few chances to hit the survivor in first place, so the single dead hard for distance described by Nick post can extend chases for minutes on end. Luckily, most of survivor that utilize dead hard are not very good loopers, so they typically go down pretty quickly from personal experience.
I would say both iframes and the distance are powerful but I would say that distance is universal useful across all killers where as the iframes is more situational if the killer is competent at playing killer.
The 1% increase on movement speed for lethal pursuer and the 2.5% movement speed increase on survivor for hope made me smile a bit.