Devil_hit11
Devil_hit11
About
- Username
- Devil_hit11
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
he got buffed. he is decently strong. some player don't rate him as highly because they don't optimize his kit correctly. to be fair, his kit is pretty high skill-ceiling as far as killer go. demands a lot of mechanical and knowledge understanding to use his kit.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810122#Comment_3810122
I mean for sure iri vial is better but it requires a little more longterm bloodpoint investment to use every game. I'm more saying the generic low-rarity combo would be those few mentioned add-ons. The other passive ones aren't very noticeable and while something like Jewel Beetle is fun, it can backfire or otherwise get little value depending on the map. UM + whatever with no penalty on UM sounds a little too good. Although honestly the penalty can be an upside if you miss the followup dash, which is another reason I don't think it needs changed.
I just think being able to cycle through dash types would be neat.
sure, you can increase add-on rarity for his grey add-on and take any of his trash-tier purple add-on's and put them as grey. i forgot what they are. one of them is that sunglasses add-on that turns you undetectable. that is easily grey add-on that does exactly nothing. the other one i can remember is virus needle add-on that shows you the aura when someone goes full infected. another trash-tier add-on that can go into grey territory. i think he also has helicopter stick and green herb or red herb as purple add-on's. in essence, any of those add-on can turn to grey add-on and his grey add-on can be buffed to purple rarity.
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810091#Comment_3810091
play chaos shuffle or light out, modes that killer has no perks.
Surprisingly we do well in those. And technically we want to point out two things there. One is that chaos shuffle both sides still have perks, just not chosen. Second, lights out no one has perks and both sides are at a mild disadvantage and the latest one has a big ol target that survivors kept putting on themselves so that goes down fast in the killer's favor.
that means that for every hook you get as killer, you lose -1 gen. 5 hooks = 5 gens done. that's loss for killer. that is not counting the time it takes for killer
A) move away from hook
B) find another survivor to chase
C) hook survivor.
Strange how when we get a hook we dont immediately lose a gen. There are no clean numbers in the trials. For a simple example: you down someone at a hook and see another survivor who has a toolbox. You quickly hook the first and can almost immediately start a chase with the second one. Sure, maybe on occasion that happens but its just as likely to go the other way in the killers favor.
4 player running med-kits, med-kit heal > faster than killer doing all these actions + strong teams OFTEN DON'T HEAL and just rush gens while injured
We see more toolboxes with people trying to rush gens. You seem to think that survivors are always doing this or that but then don't factor in the killer. They leave the sod on the hook while your harrassing another, if they're healthy they last longer, if injured trying to burn through gens they get caught quicker and now you got 2. The killer is in fact a factor on survivors as mentioned below.
The killer being efficient has no impact on survivor being efficient.
Yes. Yes it absolutely does. An efficient killer will always have a majority of survivors occupied till someone is dead. This reduces the survivors efficiency as theres less on the gens. Thats just basic logic. Think of it this way, whats that guy on hook doing?
Survivor efficiency trumps killers. … Killer can only attempt combat survivor efficiency through perks
Also false. Its easier sure, but killers are perfectly able to combat survivor efficiency through sheer brutality [theres probably a better word but we like this one].
that is why they buff base regression which at least buff killer base-kit to defend gens
we're pretty sure they buffed base regression kicks due to implementing the anti-3-gen thing so it would be more fair (unless your thinking about something else that we glossed over).
Also false. Its easier sure, but killers are perfectly able to combat survivor efficiency through sheer brutality [theres probably a better word but we like this one].
I have had literal games as killer where i walk up to the survivor, hit them, catch-up, hit them. down every survivor in sub 45 seconds and I have still lost all 5 gens after 5-6 hooks. None of survivor are ANY good at looping and yet i am still losing as demogorgon. Some of these team have almost no gen perks either. you really don't understand how strong survivor gen efficiency really is vs killer hook efficiency. Killer have no chance against super efficient teams to hook enough times to win and this only becomes less and less likely with gen perks or items.
They leave the sod on the hook while your harrassing another, if they're healthy they last longer, if injured trying to burn through gens they get caught quicker and now you got 2. The killer is in fact a factor on survivors as mentioned below.
Killer can't be in two places at once. your either chasing survivor B or camping near survivor A. In both cases, you lose vs efficiency at base-kit because survivor can finish 3 gens in the time that survivor A goes to 2nd stage. After, they can bodyblock save the hook and if you tunnel, you risk decisive strike, dead hard, sprint burst+blood rush. In that time, survivor can finish last 2 gens. trading 1 survivor dead for all 5 gen completion is loss for killer if survivor plays correctly.
in order avoid the above problem, your expected as killer to leave hooks and play aggressively to put more pressure on the board but the problem is that you hooking survivors is slower then them doing gens. as i said, math is that if you just co-op every gen for 52 seconds and killer downs every survivor in 45-60 seconds, 5 hook = 5 gens. you lose. while increase gen regression will increase killer gen pressure if they kick gens, many killer do not have time to kick gens in fast-paced games but at least it will improve killer's base-kit in terms of defending gens.
in practice, killer will still need perks to begin regression like pain res and surge which is unlikely to be base-kit but killer buffs are baby-steps at this point.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810114#Comment_3810114
I think it'll just be Unicorn Medallion and Egg/Gloves every game if it's changed that way.
ehh, i think glove is overrated. His iri vial add-on is better because it gives him strong early game, fast recovery early game and potencial allows him to spread infection early on setting survivor on backfoot, they might even run out of vaccines in mid-late game. i wasn't aiming to do this but it has happened in some games that i would remove all 12 vaccines. iri vial is better imo.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809885#Comment_3809885
Haunted by daylight was so sick last year. I loved the portals and everything. I hope they don’t change too much.
I can’t wait for 2vs8 to return and to play it with my friend again, but the wie times 😳 Freddy will hopefully join.
for survivor, it was sick, yes but for killer, it was really hard to do the objectives to get bonuses because while your feeding shades at same speed, survivor is doing gens. so it was like negative gen pressure for killer to get haste and undetectable.
Hopefully they just buff shades for killer so that killer can actually benefit from event….. and not ignore entire event because throwing games. I played skull merchant through out entire event it was a blast.
Unfortunately since SM is dead, this year, i'll be playing clown for entire event. super speed clown is going to be awesome.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810063#Comment_3810063
I think just straight up giving him more overall dash distance is a dangerous idea.
why? it would give wesker more map mobility to pressure the map. Increase his add-on variety then just running urobus vial and egg every game.
-
Onryo isn't schedule anywhere in the change-list. so i have no comments on the killer other than i think buffing her condemn radius from 16 →24 meter will make her even stronger on Gideon's and Midwich.
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810041#Comment_3810041
If the game is over in 5 minutes someone was doing something wrong. You say efficient survivors but was that killer efficient? Or just even effective? Killers currently are rewarded via those regression perks and the pressure a survivor on hook generated and the breathing room it can bring.
play chaos shuffle or light out, modes that killer has no perks. the game is too fast REGARDLESS if you down 1 surivivor every 60 seconds. a co-op gen only takes 52 seconds. that means that for every hook you get as killer, you lose -1 gen. 5 hooks = 5 gens done. that's loss for killer. that is not counting the time it takes for killer
A) move away from hook
B) find another survivor to chase
C) hook survivor.
All this stuff is like 30 second itself. Yes some of this accounted for in healing time for survivor but given that a lot of these modes have 4 player running med-kits, med-kit heal > faster than killer doing all these actions + strong teams OFTEN DON'T HEAL and just rush gens while injured. they leave survivors on hooks sometimes for 2 minutes and that is 2 minutes of leaving survivor on hooks is free gen-rushing. when a killer picks a surivvor up to hook them than they unhook other survivor in time your carrying the survivor to the hook. this allows survivor to maximize gen efficiency and weaponize hook stages against the killer, even when killer is applying pressure. that is how you get these extremely fast game. this is large topic in itself to talk about which can be describe by the following TL:DR.
You say efficient survivors but was that killer efficient?
The killer being efficient has no impact on survivor being efficient. Survivor efficiency trumps killers. Killer can only attempt combat survivor efficiency through perks but perk are perk, they're not base game. that is the problem. that is why they buff base regression which at least buff killer base-kit to defend gens. unfortunately, the problem will still persist that gen-rushing will be too effective because the killer has no time to kick gens but at least reward for kicking gens will be there even if low impact. right now, it is no impact or so little that it doesn't matter.
-
as i said, it would not help for camping, it only promotes gen-rushing harder as survivor. it is strict buff to gen-rushing by rushing gens and leave teammates on hook. it really should be reverted and if they need nerf proxy camping, buff AC mechanic.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809864#Comment_3809864
Gloves sure, Unicorn Medallion nah. The original dash has its uses and a lot of users.
…but hear me out, and no one boo me for this because of Vecna/Dracula/Knight fatigue…
What if instead of having add-ons that change how bounds work, what if we could cycle between the 3 different types of bounds (normal, RPD Shoulder Walkie, and Unicorn Medallion) with the press of a button? Would that be too confusing on the survivor side without further audio/visual cues? And what audio/visual cues could be implemented if so?
i think they should just remove negative of each add-on and just make Unicorn increase range of first dash by 20% and Shoulder Walkie by 20%. if you use both add-on, you gain 20% range on both dashes.
they put this negative because old Nurse range add-on's but i don't think he needs them. Wesker add-on list is pretty bad so buffing his add-on would also be nice.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809913#Comment_3809913
Because MFT was available instantly and indefinitely as long as you were injured and Wesker's Infection takes like 2 minutes to kick in.
Anyway the on-hook reduction nerf was absolutely needed but the Hindered % nerf makes Infection far less threatening, which it should be for how easy it is to get rid of now.
by nerfing on-hook reduction to 1%, they essentially deleted his infection mechanic making it never come into play. the problem isn't 4%, it is the fact you can't activate -4% at any point in time.
-
BVHR already has base-kit anti-tunnel mechanic. the mechanic is called borrow time. it grants 10% haste and endurence for 10 seconds. All they need to do is buff it to 60 seconds of haste and 60 seconds of endurance like Light out. You'll see a lot less tunneling. they also have AFC which will be renamed to AC which only work for 16 meters. they only need buff it to 32 meters similar to light out. the base-kit anti-tunneling and base-kit anti-camp is already in the game. it is just very weak … until it get buffed.
-
@Rulebreaker said:
Thinking you forgot about the myriad of perks that regress large chunks of progress. Besides, your focus should be killing survivors not killing gens.
you can't kill survivors if the game is over 5-6 minutes vs efficient teams. killer need to be rewarded for kicking gens and downing survivors.
@k3ijus said:
Yes, it takes 6 minutes default for the generator to fully regress, and it takes 1 1/2 minutes to complete it, but
-it passively regresses and loses a automatic 5%?,compared to the fact a survivior has to be on the generator for the entirety of it
-killers can scan the area and remove survivors from the area,in most games if a killer wants to deny a nearly completed generator, they can
-perks automatically regress generators without the need of even being near the generator.
-surviviors can no longer instantly stop Regression ,meaning once you get a survivor off a generator they wont get back on,unless your oblivious to them.
Perks like jolt and hex ruin would absolutely destroy generator progress, a charge per second would mean 3 genning would be effective again, just imagine scanning a area and denying anyone from stopping the regression, and on the rare chance they do and get any good progress, itd be instsntly lost whether it be from pop,jolt, pain res, or literally any other passive regression. By the time the 8 regression limit hits, soloq surviviors would be dead and maybe swf survivors could counter it
Your objective is to kill survivors,not generators
Old ruin used to be 200% regression. changing c/s back to 200% soft-revert ruin without changing anything about the perks. Jolt is 8% regression and it spends 1 regression event. it is a perk that only trigger from m1 downs therefore it helps weakest killer automatically kick gens in a certain radius. often those with lack of mobility to kick gens. It is not particular good right now because regression is laughably bad. So if it does get buffed, it is buffing m1 killer more then m2 killer which is killer that need it most.
-
@vBlossom_ said:
Didn't killers got buff to gen kicking
- reducing time to kick gens,
- inflicting insta -5%
- and disabling gen-tapping mid chase?
Are we just ignoring that and demanding more? 🤨
because killer ALSO got nerfed by having 8 regression limit for these changes which does in fact come into play because 3 gen was one of strongest strategy for killer to prologue game+ it also comes many nerf that occured to perks like overcharge and call of brine as well as wide variety of other gen defence perk nerfs.
those buffs for killer weren't free.
===
While adding 10 seconds to generator repair greatly improved killer early game, the generator defence perk changes has greatly reduced their capacity to pressure generator and the map. So now, killer need more generator defence put into their base-kit. What is good way to do that? Increase generator charges per second from 0.25 c/s which laughably bad to 0.5 c/s per second. This will give killer more incentive to kick gens at base-kit and they will be more rewarded for their pressure if they manage to pressure survivors from touching regressed generators.
-
@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809573#Comment_3809573
If she has to bloodlust then that already proves Wesker is stronger lol. Pretty much all the high MMR streamers and comp players rate Wesker above Huntress cause they know too well what good loopers do to a Huntress.
well of course, i am not going by popular opinion. this is my opinion. wesker can't use his power on jagged rock wall loops either. he often needs straight type loop where he can slide over to perform his hug tech. He doesn't end up bloodlusting the loop but he is at best 115% m/s on said loop which isn't very much better. rock loops is often 1 or 2 loops at best that waste 10 extra seconds. You can save ton of time on other loops that wesker isn't efficient on but huntress is.
i am sure this is subjective opinion for whose is stronger.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809021#Comment_3809021
thats less an issue with the game mode, and more with said killers base kit needing improved though, that's like saying solo Q survivors need a medkit with addons to stay alive.
yeah but for some killer the add-on is like iri, like iridescent stone for trapper. the thing is, depending on player, different people have different opinion for what they want base-kit in said killer because different player uses different add-on for killer. ]
that's like saying solo Q survivors need a medkit with addons to stay alive.
That is like soloq coordination issues. one idea i had was that if you are within 4 meter of another survivor, you can self-care at 66% speed of a normal heal. It was an idea i had to improve soloq
Sometimes two survivor disagree on correct action to win the game where one survivor says you should rush gen and other wants healing, this fixes that problem.
The only aspect i was not sure about is whether survivor on a generator should receive -15% action penalty on the generator because in technical terms, self-caring is more efficient time-wise then healing other survivors.
-
@Backmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809537#Comment_3809537
But i prefer so you can instagrab full infected survivor without bump him into something
i think you should lose a health-state on initially grab if your infected fully. so if you hit an object, you lose 1 from regular hit and 1 from object you got slammed into but that is like QOL change for him. Overall i still wish wesker didn't go on cooldown after vaulting a pallet or a window. he should also be able to vault and use 2nd bound but….Chucky got nerfed on his scamper for exactly this gameplay. Ideally, he wouldn't really need his infection to be good if such a change was implementing but that is whole other topic.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809583#Comment_3809583
Well it is true for all of those except of Billy and Sadako. Billy was nerfed and most people disliked the change before the first rework and Sadako might be true with the second rework, but the first one was majorly a buff even tho I disliked the rework. Sadako was also not majorly played with slugging. Skull merchant on the other hand needed changes. The sad thing is this Sadako is only good against people who have no clue what’s going on now.
well in my opinion, SM didn't need any changes. that is a lot of other killer mains opinion as well. even those that play survivor agree that skull merchant is not an issue but survivor complain enough to get her nerfed just like all these other killers. the good news is that unlike these other killers that have no scheduling for any changes, bvhr said that there might be some rework at some point, so perhaps there is light at the end of the tunnel. Unfortunately for these other killers like Sadako, there is no light at the end of the tunnel for her as no changes have been schedule for her. At least none that we know of.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805933#Comment_3805933
One of my friends once said "They're winning 90% of their games and think the other 10% is a balance issue", which I thought was a pretty apt description of that mindset.
because those 10% of matches are actual matches that both sides survivor and killer are playing well. if your losing specific on the 10% of the matches more often than winning then you'd see those 10% matches as imbalanced.
the 90% of matches killer are winning are matches where the survivor is playing poorly with many mistakes. it is like your expecting the survivor to be able to win by failing vs a killer that plays better than them. the reason why they're making said mistakes is…. well the soloq vs swf issue in my opinion. Unfortunately the dev don't have much interesting in improving cohesion for soloq so killer dbd winning 90% of the time vs soloq is acceptable for average win-rate.
-
ask freddy. i just miss the old thana for -4% healing %. i feel like thana could be revert have anti-heal back since mangled only lasts a short period of time.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809206#Comment_3809206
Incapacitation needed to go and doesn't need to ever come back. I don't think eruption itself needs a buff, but it should NOT count as a regression event since you have to kick a gen to activate it. That way, it'd still only count as one regression event when triggered.
in my opinion, incap needs to go back and eruption is considered fairely weak in current state. i still use it because there is not much else in term of game-delay perks left or impact perks for killer for that matter.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809616#Comment_3809616
I really hope Freddy gets a dework before the next 2v8. Finally I would have the chance to test something I've always wanted to test:
Old Freddy applied a 50% action speed penalty to every survivor in the Dream World, right? Well, technically, searching a Jigsaw Box is an action.
So... if Old Freddy and Pig were together in a match, could he make it so that survivors would search Jigsaw Boxes at half the speed? I need to know if that would be possible.
his penalty is only towards exit gates, healing and generator repair. in the rework version, they removed exit gates. it is not global penalty to all actions. if it was, it would make freddy super strong at protecting totems like with thrill of the hunt and he'd have base-kit anti-sabotage.
Doctor+Pig is probably the better combination for pig. if they buff doctor static blast to be global radius in 2vs8 mode, that would be hilarious with pig boxes.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809606#Comment_3809606
I made sure to vote for Freddy in the latest survey when they asked us which killer we wanna see in 2v8.
Really hopes he makes it, having him excluded twice from Lights Out was awful.
next set of killers are really interesting. leatherface, pig, freddy, clown for 2vs8. my vote is for pig but i definitely would not mind a freddy as an ally.
-
@GeneralV said:
No ETA yet, but it will definitely come back at some point.
hopefully with freddy. Maybe freddy in 2vs8 mode will be really good. He grants oblivious to entire team.
-
At least skull merchant allows you to stay at the loop for a trapping killer. Trapper and Hag when they have a trap in a loop is near guaranteed hit or down. skull merchant rework will just revert her nerfs. probably. to what extend remains to be seen. toon in 6 months or whenever this rework is scheduled.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809595#Comment_3809595
It does, though?
Its job is to keep you updated on which generators are being regressed, and it does that pretty well. It's an info perk first and foremost.
that is worthless function. my impression is that this perk is suppose prevent survivors from suffering over-time regression. its current form does that by giving information on the regressing generators but it is wildly time inefficient for survivor to stop regression.
that is why i said my version would turbo buff the perk and i still don't think anyone would use it. Maybe it would become super meta if they ever buffed over-time regression for killer to 150% or 200% but that has not happened yet.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809374#Comment_3809374
I mean both her iris were already nerfed enough imo.
I suspect they'll nerf them further. Like i bet the iri add-on that gives you a corrupt puke on gen completion will be 1 fountain filled automatically on gen completion and idk what they'll nerf for black incense. probably make it that it only gives aura reading when you are NOT fully infected.
-
@jesterkind said:
I don't know about your idea, but I do question the idea that Rookie Spirit is bad because it doesn't show you where the killer is. It isn't supposed to do that, at least by my estimation, it's to help you know which generators are being targeted by regression perks.
It also has the nice side effect of helping newer players know where the generators are, which was very important at the time of its release because Resident Evil was going to draw in a lot of new players.
I think Rookie Spirit is fine. If anything, it's underrated.
underrated? it doesn't do its job well. you could legit buff this perk to stop over-time regression globally across entire map as active ability with 40/30/20 seconds when you work on a gen. this would be an extremely over-tuned version of rookie spirit and people still wouldn't use it.
It is niche counter-pick perk to Oppression.
-
@GeneralV said:
The Freddy rework is, by far, the worst of them.
First of all it was completely unnecessary, reverting the nerfs from patch 1.8.1 and adding something similar to the Incapacitated status effect or Madness 3 during the Dream Transition would have fixed him. The rework quite literally deleted my favorite character from the game, and replaced him with a killer that was boring, uninspired, bereft of his unique identity and extremely unhealthy for the game.
And none of that has been fixed. Over five years without my favorite character in the game and Freddy is still in a terrible state. Yes, he can be deadly in the right hands, but those high kill rates are meaningless if you aren't having fun when getting them. And if his upcoming rework isn't a "dework" as I like to call it, if we don't move away from his post-rework mess, then nothing will be fixed. Because the rework was just THAT bad.
Freddy's rework is one of the worst changes ever made in DBD's history.
Freddy rework got nerfed for same reason. "Forever freddy is unfun, killer is stacking anti-heal+game delay, nerf please". Old freddy had forever build as his base-kit. I suspect the entire reason why freddy is still unchanged is because they don't want to buff his "unfun" play-style perceived by survivors.
every part of freddy was perceived as unfun by survivor mains
→ Snares slowing you down at loops, continuously with no drawback → see skull merchant drones that just received said nerfs
→ waking up clock as secondary objective, wake up using teammates, failing skill-checks
→ Unlimited wall-hack reading.
→ Undetectable+invisibility
→-50% repair penalty or 20%+ -repair and heal in iteration #2.
When every single part of killer kit is complained about, there isn't anything for bvhr to buff. So we have freddy for 2 years with crap ability because what his abilities are suppose to be are lock-in vault with a key.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809150#Comment_3809150
The Twins rework was a massive failure, because the main point was supposed to be making the killer MORE FUN TO PLAY AS. Instead BHVR made the killer feel even worse, by raising the amount of time survivors can hold their power hostage… and then later they added more nerfs that made Twins feel even more clunky to play.
The Twins rework was a massive failure, because a team of game developers took over a year to come up with that PTB, and honestly they thought they did a good job, and that PTB Twins weren't going to be a problem. The entire new theme of PTB Twins had to be completely reverted… that's a failure.
And still…. years later, Twins still feels bad to play as, because BHVR can't figure out how to make them fun to play as, without making them massively overpowered. That is a game design failure. Some of the Twins streamers don't even want to play them anymore because they are so unenjoyable to play as. And that's how you know the Twins rework was 1000 times worse than the Trickster rework. We often see people complain about the Trickster rework….. but they are still playing Trickster a lot! So we know the Trickster rework really wasn't "that bad" or they would stop playing Trickster, just like how some of the Twins streamers have switched to barely ever playing Twins anymore.
they're even nerfing twins further by increasing cooldown for getting kicked. old twins had like 8 second kick punishment or something. like one of the reason why twins is unpopular is because she is extremely anti-newbie friendly. new killer player have no chance to pick up twins as killer because she is way hard. No killer get punished so hard for failing their ability. Like yeah they receive a cooldown but they don't teleport -30 meters away from target for dying with victor.
Than you also have victor get PUNISHED for being successful. Twin is currently punished for successfully using the power and punished for failing the power. poor combination that needs to be re-visited. there is no chance that holding victor hostage for 30 second for hitting healthy survivor is good. literally only survivor bias player will ever defend that mechanic and same is true for having large cooldown for kicking victor.
these two mechanic are only there to repress slugging. a fundamental play-style for Twins. they're hard trying to make slugging as unviable as possible dbd so they're nerfing twins as hard as possible to suppress twins gameplay and slugging as hard as possible. as a result, it makes killer feel like trash to play because win condition as unfriendly as possible as well as the killer itself.
@Langweilig said:
I don‘t consider Knight a rework, he only got some nerfs and buffs.
Twins thankfully didn‘t get reworked and I think they should focus on the current version.
Skull merchant needed to get changed, because of how miserable she made the game.
I really dislike the Sadako reworks and they should have kept the first version, which was a lot more fun for everyone. They only needed to give that version some buffs. Alone the buffs from the reworks would have made her first version great. Sadly I will never be able to play my favorite killer again.
Hillbilly will be fine and the last rework was good. He is only a bit overtuned right now. Depending on how much of an impact the nerfs will have, I will call this rework a success.
Trickster wasn‘t in need of a rework and they ruined the character for those who enjoyed him like they did for me with Sadako. He went from quite common in my matches to never be seen again like Sadako.
I would add legion to the list who was probably a good rework, but I have no idea what they exactly changed. I only know the majority of people found his first version extremely bad.
I haven‘t played when Freddy released, but I think his rework wasn‘t good. I would love to play as and against his first version, because in concept it sounded a lot more interesting than what we have now.
I really hope they focus on buffs and nerfs instead of reworks in the future. They just ruin said character for those who liked them after they reworked them. I hope Myers gets some buffs instead of a rework and the Freddy one will hopefully be good or a revert. Same with Sadako hopefully she will get her Orginal mechanics back.
most of these rework weren't reworks. they were nerf's appease survivors for survivor excuse of unfun play-style. I
Twins → Slugging
Skull merchant rework is successful for killer but the survivor disconnects/entitlement survivor problem got her nerfed. Now she's taking a break for 6 months.
Knight initially got buffed to be more focused on Assassin and less on Zoning/Pincer. now they nerfed assassin and kept all his other nerfs making him weaker. This is not talking about distraction deleting his ability.
Sadako also got nerfed. hard-nerfed. the irony for sadako is that Sadako is like freddy where…. even when killer is baby spoon fed for survivor, the killer has high kill-rate and high win-rate…
in summary, Survivor said. "These killer are unfun to play against, Please nerf all these killer to the ground." Bvhr: ok.
-
@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809559#Comment_3809559
The only thing Huntress is vastly superior to Wesker is getting looped around a rock multiple times lmao. She has no strong 1v1 as her anti-loop is outdated and even average survivors have an idea of what to do against her with lullaby allowing pre-running in maps full of clutter and getting spoonfed 3 audio notifications before she throws a hatchet.
eh bloodlust kinda deletes that problem for huntress. admittedly she is prone to pre-running.
She has no strong 1v1 as her anti-loop is outdated
I don't agree. good survivors wreck wesker a lot harder then Huntress. Huntress usually has this problem. She wrecks every survivor in the chase but loses to gen speed. if i lose as huntress, it is because i didn't snowball effectively enough due to survivor not giving many opportunities to do so or I snowballed too late and the lost. I suppose that is the entire skill-cielling of huntress. Knowing how to create an early lead on top of her mechanical skill-ceiling of landing 60-80%+ hatchets.
-
@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809395#Comment_3809395
Ain't no way Huntress is better than Wesker, good survivors wreck her hard.
her 1vs1 is vastly superior to wesker. Wesker's infection means nothing when you can go to the start of the game to a chest and hold a infection spray for entire match. you won't get infected and the slowdown his spray has is minimal when it is done at the start of the match.
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809021#Comment_3809021
What about limiting rarity for both sides? Basically noone can use anything purple, or iri.
There are killers who need addons to be viable, but except Myers it's usually green or lower addons.the dev make it scattered for what rarity the killer's good add-on are. You'll have killers where their best add-on is purple rarity like Medusa's hair on dracula or Clown's Cigar box and than you'll have add-on like Rat poison for chucky that does something similar as cigar box at green rarity. I don't think it is fair to nerf killers randomly by add-on selection.
i'd say limiting rarity works for survivor except for commodus toolbox+wire spool+scrap is grey/yellow add-on combination. it is like consistent for flashlight, blood amber key, and medic kit. Maybe if they switched rarity of commodus to purple rarity and wire spool into purple rarity.
-
@PetTheDoggo said:
Just make him 115% and that's it. Don't try to do Trickster situation again…
they'll never make him 115% m/s before buffing his gun. Maybe as iri add-on.
-
i think the problem with wesker's infection is that it has no middle ground. it is 0 or 1 value. there is no middle ground to infection helping wesker inside chase.
In my opinion, i would change hindered to apply in set increments.
first 25% → 2%
50% infection → 4%
75% infection → 5%
100% infection → instant down.
Alternative buff. reduce number of doses on his vaccine from 2 →1.
-
i think it needs a different negative that relates to making user bleed out faster if they spam use unbreakable effect.
-
@fussy said:
People who ask random addons on killers obviously don't even plan to play killer on Chaos Shuffle. There are so many addons which simply ruin your power almost on every killer, that no killer player in their right mind would suggest this.
surely, they want killer to play Scratch mirror Myer's on Badham preschool. current mode isn't hard enough.
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809103#Comment_3809103
Slugging isn't Nurses USP or what she's best at. She's insanely good at slugging, that's true - and some weird people actually find it insanely fun to do that and those matches are just as miserable. - But contrary to Twins, it's not what Nurse is primarily geared towards.
@Halloulle said:
Personally, I think there's a core aspect of the Twins mechanic that is, no matter how you look at it, making the game experience miserable. Namely, how insanely easy it is to make a comeback at virtually any point during the match via slugging - the sheer amount of time it takes to continuously reset makes this a win for twins by attrition, even if the survs know how to generally go against her. We had several in Chaos Shuffle yesterday - and at least the first two we tried. Without specific builds to deal with them, it just ended with all of us bleeding out at one gen and exit gates powered respectively, just because you have to continuously reset and that eats away at the bleedout.[edit-add: one person on the ground, one person keeping victor/charlotte busy, one person trying to get the pick-up leaves one person to go reset the person who got victor and do gens - and that's not a speed dbd is meant for]
At least in pubs where survs don't know which killer and map they get and generally don't have a comp-sweat-mindset, treating every match like a scrim, Twins has not just the potential but the incentive to be about as unhealthy as it can get. If the USP of something is unhealthy and detrimental to the overall experience… it maybe shouldn't be a USP.
nurse is geared towards tunneling. Hard-tunneling. Tunnelling off-hook. In practice, Nurse is ultimate tunneler. second only to wesker but wesker got nerfed for "tunneling" since his passive doesn't work anymore.
The killer that are geared towards slugging are killer that
- Have a strong version base-kit Machine gun
- Have limited time power-up
- Have secondary form of killing survivors
These killer are Huntress, Trickster, Leatherface, Oni, Twins, Plague, Singularity*, Onryo *, Myers **, and Pig *
Nurse used to be strong at slugging because she technically has "Machine gun" effect due to her Blinks but Slugging nurse has been nerfed multiple times from Add-on nerfs such as removing ranges add-on's, adding blink cooldown and removing instant down perks. These days, Nurse is strong because of hard-tunneling from her unrivalled chase capacity. nothing else.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/428371/improve-the-3gen-system
Doesn't help that you are instantly punished for using eruption since it takes 2 out of your allotted 8 regression events allowed per gen.
I mean they could buff eruption to be 20% regression +12 seconds of incapacitate. we'll be back in eruption meta in no time.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809001#Comment_3809001
Gens being longer does nothing with Hyperfocus Stakeout etc. if people want to gen rushm they will co-ordinate a way
So you agree smaller maps are making the game more imbalanced then, that's what I'm getting from this.
Also they need further adjustments, pallet breaking ability/palletvaulting + High mobility + Short cooldowns is incredibly overtuned, I'm not saying to lose all 3, but something needs to be brought down.
It'd be better if killers with no mobility could gain the mobility the S tiers have, with a global mechanic like portals… which you glossed over. It solves a lot of problems without needing to rework every gd map.
Map size does matter, and distance does matter, Shift W is one of the most complained about things.Gens being longer does nothing with Hyperfocus Stakeout etc. if people want to gen rushm they will co-ordinate a way
that is not what i am talking about. the perk have nothing to do with 3 survivors being efficiently on generator entire game.
So you agree smaller maps are making the game more imbalanced then, that's what I'm getting from this.
I disagree with said statement. Smaller map are bridge gap between higher mobility killers and non-mobility killer. The problem is that by bridge gap, it is creating unfun gameplay-style's. One of which is Proxy camping being more effective. High mobility killer already excel at proxy camping but you only face that level of strong proxy camping vs said killers but by making maps smaller, now every single killer is proxy camping at similar or closer strengths as each other. With proxy camping also incurs more tunneling. Just for reference, generator spawning closer because map is smaller also creates more 3 gens more often because killer is able patrol those gens that much more effectively. As a result, dev are nerfing killers on 3 gens, proxy camping and eventually… tunneling(Base-Kit BT haste).
Also they need further adjustments, pallet breaking ability/palletvaulting + High mobility + Short cooldowns is incredibly overtuned, I'm not saying to lose all 3, but something needs to be brought down.
again, i don't agree. Pallet breaking is still extremely slow. in fact, i'd almost argue that pallet breaking change did nothing other than buff brtual strength. They could just buffed brutal strength by 10%. High mobility is becoming less and less of factor and will continue thread downwards as long as dev keep shrinking maps. if i was guess next map that they will shrink, it will likely be disturbed ward because it is very big map. The type of high mobility that is relevant is catch-up health-state mobility. Mobility in the chase is good, mobility outside of chase is becoming not really important. it is still important on some maps but less so than before. Most killer power are ranging below 55% kill-rate and even worse win-rate that @ad19970 made a post about. so no, i don't think low cooldowns are over-tuned. high cooldown for killer power is plain unfun. No one like being an m1 killer longer than they have to be.
It'd be better if killers with no mobility could gain the mobility the S tiers have, with a global mechanic like portals… which you glossed over. It solves a lot of problems without needing to rework every gd map.
They're not going redesign maps to have portals. furthermore, homogenizing killer is generally unfun because it removes variety and choice. if everything is the same, does my choice really matter? Shrinking maps reduces severity of having low mobility. having low mobility shouldn't be auto-loss. it should be minor advantage for some killers and minor disadvantage for other killers. With giant maps, minor advantage becomes giant advantage and giant disadvantage.
-
Zoning
I do not like this aspect of him as a Survivor, nor as the Killer. Currently if you want to zone you just tap m2 and slow down a tiny bit. This was the main reason why he got nerfed in the first place, yet even with the nerf, he's still a zoning machine to this day.
Exiting the ADS will now slow you down heavily for the duration of the animation.
The slow down should feel smooth yet it should also feel impactful, so if a Survivor tries to dodge your ADS they won't loose the enormous amount of distance they do now.
I feel like this is just big misplay on survivor part. if your further 12 meters away, there is no reason to not just run forward vs deathslinger because by the time he fires his harpoon gun, the shot has so much travel time you can side-step his harpoon gun on reaction. Your suppose just run forward and go left → or ← right as shot is fired out of redeemer. This whole idea where deathslinger zones is survivor playing poorly.
By the time deathslinger can zone where you need respect his shot because travel time is approach like less than 0.3 seconds which is too fast for human raw reaction time, he is already 10 meter or less closer to you. in these situations, you should be within pallet loop or use line of sight.
I honestly do not think you can zone strong survivor players with his gun because they either do respect your shot and dodge on reaction OR they're in position where you can't zone them because of pallet loops and wall-blockers. In my opinion, i just want his ADS to be faster so that survivor have harder time to respect my shot.
I just want his ADS to go back to 0.2 second so that survivor have harder timing to reacting to my shots and respect my gun more.
Stealth
His base stealth got hit hard with his changes, only due to one Perk (Monitor & Abuse), which to be fair didn't give Survivors much chance to react when in play, but nowadays there are so many oblivious and undetectable Perks that this change feels a bit meaningless.
Decreased Deathslinger's Terror Radius to 28 metres. (from 32 metres)
I think Deathslinger is a perfect fit for a 28 metre Terror Radius, with Monitor & Abuse, his Terror Radius would be 20 metres, which with his 18 metre harpoon range would be enough to react I think.
Good thing you can run Trail of torment and ultimately ignore said changes as deathslinger. Monitor&abuse would be nice quality of life for him because it doesn't have cooldown like ToT and Unforeseen do. As long they don't give him a lullaby, any buff to his TR would be nice.
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808986#Comment_3808986
"free information" with a downside… isn't free information. Saying the duration of a perk is a downside is… questionable, in my opinion. Deadline is about as relevant as fire up. First you have to be injured, then you have to be on a gen while injured and then you also have to hit great skillchecks — and for that you first need skill checks to appear. How is 1% progression 0-3 times per gen (provided you're injured and on a gen in the first place…) useful in any way shape or form? … Or more relevant than fire-up?
Final note: Random perk mode for survivor really is just 0 perks mode for survivor while also facing strong add-ons.
The first hald is literally the point of the game mode; no one can expect strong - or even just useful - stuff. That's the fun of it. Which is precisely why I think the same should be true for items and add-ons.3 times? more like 10 times, deadline increases odds of skill-checks by 10%. if you hit all 10 for example, that is 10% progression. it is high skill type perk. being injured happens all the time. I am not saying that this is good perk but in comparison, the killer perk is near blank perk slot.
Most killer perks have downsides. survivor downsides to perk is infrequent. typically the downsides are only put most powerful perks such as exhaustion perks or anti-tunnel perks, unlimited anti-slug in case of no mither.
Final note: Random perk mode for survivor really is just 0 perks mode for survivor while also facing strong add-ons.
OP post is complaining that survivor are using strong add-on that have higher impact than killer add-on. the mode is survivor sided both in items vs add-on and perks vs perks.
-
@Rokku_Rorru said:
I honestly would prefer the mode if no items/addons honestly
some killers rely on add-on to have an effective kit.
-
@UndeddJester said:
Starts getting real interesting at that middle of the pack… Actually helps make a lot of sense of the 60% killrate, since it results in approximately a 50% win rate.
Ghost Face only winning 42% of the time on a 50% kill rate 💀
so ghostface buffs when? shrug?
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808980#Comment_3808980
Thats not true at all, Nurse can teleport to anywhere on the map with a single teleport, always being in chase with information perks. Large maps are the only thing keeping these killers in check atm, hyper mobility needs looked at regardless, or more skill experession to counter them needs put in (Blight pallet break removed, Nurse/Spirit lightburn readded). It's harder to get hook saves as there is no way to take the killer away. Smaller maps still make high mobility killer pressure very strong, limited resources to fight back… it becomes a lost cause quickly. it's also harder to hold W to get distance on mobility killers or use the fog to get away when they make a mistake.
Gens taking longer did make camping stronger, that's why the hook timers were increased as one mistake was very unforgiving, and that change has helped ease up the pressure a little, why do you think reassurance is so good….?
Perks like surge gain more value, aura reading gets more value, there is just a lot which is more miserable in closer quarters.
if the smaller maps are to become the new norm, I feel killers need a wide range of reversions to the 6.1.0 ontop of S tier killers being adjusted.
I still do not agree 60-80 percent kill rate should ever be the goal, the game was more fun as killer and survivor pre 6.1.0 in ways, though changes have made the game better, a lot of it has made it very unforgiving for both sides when a mistake is made.
Small maps are awful for the game, low mobility killers just need help in ways like the portals from the dungeon map after hooks etc to allow them to reposition and the like or the halloween event.Gens taking longer did make camping stronger, that's why the hook timers were increased as one mistake was very unforgiving, and that change has helped ease up the pressure a little, why do you think reassurance is so good….?
Gen taking longer makes gen-rushing less effective. Like i said in my post, the map being smaller is what is making camping more effective.
if the smaller maps are to become the new norm, I feel killers need a wide range of reversions to the 6.1.0 ontop of S tier killers being adjusted.
They already are being adjusted. Blight is weaker, Billy is weaker in next patch. the stronger killer have continuously been nerfed however the killer buffs don't necessary buff weaker killer to be any closer to stronger killer.
it's also harder to hold W to get distance on mobility killers or use the fog to get away when they make a mistake.
it doesn't matter that map size is small or big for mobile killer. it will be hard to get distance on said killer regardless of map size. Like i said, the map size is buff to immobile killers because smaller maps make mobility a less valuable asset.
I still do not agree 60-80 percent kill rate
No killer are remotely close to 80% kill-rate on average and barely any of them are 60%. On average, the dev goals are way off, not even remotely hitting the target.
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808843#Comment_3808843
Most of survivor perks are all positives? - Excuse me? How is Scene Partner a positive? How is that Alan Wake perk that gives you Doctor-flashbacks a positive? How is OoO not a negative in the vast majority of cases?
It's literally the same for killer and survivor: usually two or more perks have to be used alongside each other to actually make something work. - Yes, there are a handful that work by themselves - but that's just as true for killer. No killer will complain about getting Deadlock or another slowdown/stalling perk. No killer will complain about Lethal or other easy-to-access aura read. - Just like no player will complain about getting heal speed in some form or gen speed in some form.
Actually, the monitor + distressing combo sounds like a fun shits-n-giggles thing - especially in chase. Sure, outside chase you don't have much of a change to your terror radius - but in chase you gonna throw survs so much with TR being way louder than it should be. Useful? If they're not jumpy probably limited use. - Funny? Heck yea. —— And that's what Chaos Shuffle is about? Shits n giggles, no?yes… because deadlock is one of the more viable killer perks. it is like saying, a survivor won't complain when they get lithe.
Excuse me? How is Scene Partner a positive? How is that Alan Wake perk that gives you Doctor-flashbacks a positive? How is OoO not a negative in the vast majority of cases?
scene partner is free information. it comes with downside, yes but it is still information. OoO is also free information, again at cost of downside. Most killer perk have downsides like dark devotion only works on obsession, Lethal pursuer only works for first 8 seconds of the game and than perk kills itself. Deadline gives more frequent skill-checks giving survivor free 1% progression if they hit great skill-checks. All those perks actually do something in gameplay.
the perk that i listed are super irrelevant. 4% fire-up, so when i lose the game, i finally get bamboozle to mindgame windows….but it is end game so exit gates are open. random perk mode for killer really is just 0 perks mode for killer while also facing strong items.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808871#Comment_3808871
I don‘t think this is the right solution and it’s a pretty bad one in many aspects. I would much more prefer helping those killer who struggle specifically instead of making it for all killers easier. (Be it the Map mobility or other aspects)
I would much more prefer having longer matches so killer can deal with better and more loops, but therefore behavior would have to change gens or add something new to the objective. Simply making gens 100 or more seconds would be a terrible solution.
You can‘t really say all teams are that way. The majority of survivors does not play in the most optimal way.
For the big maps being a free win, disagree. Might be true for some killers, but those should be buffed. On the other hand making maps smaller gives stronger killer free wins as well and makes them too strong on those maps. Then in the end they will need hard nerfs as well even tho they might be fine. I‘m not a fan of balancing maps around weak killers and then giving strong killers even more advantages. You can‘t balance around weak and slow killers and leave the strong and fast ones untouched.
You can‘t balance around weak and slow killers and leave the strong and fast ones untouched.
the thing is, it doesn't matter that a map is smaller for fast killers because the killer that are fast cross the map regardless of what size is. Like billy doesn't care that eyrie of crow or rotten fields became smaller. Making maps smaller only benefits killer that are immobile. Like suddenly, the mobility between Billy and Cannibal become smaller therefore map mobility is less relevant.
Something that dev have recently said is, "Due to longer gens, camping has become stronger". It is not gens taking longer that have made camping stronger. it is the map size. one of strength of mobility killers is that mobility killer are able to proxy camp more effectively at larget distances because they're able to return to the hook easier, often with intent to tunnel. The map size is why camping is stronger. Smaller maps allow weaker killers and all killer for that matter to camp hooks much easier because time it takes to return to the hook is significantly decreased. Hovering around hooks will be common the smaller map is. When a killer is immobile, like trapper, a trapper that is 50 meters away as opposed to 30 meters away has to evaluate returning to hook vs continuing a chase. The closer hook is, the less evaluation has to be given.
personally, from playing a lot of non-mobility killers, map size for me as killer has never been the issue in most cases. for me, biggest issue is often god pallets/pallet with no mindgame and god windows, windows that survivor can loop and you cannot do anything vs said window. when you play immobile killers, dropping chase is a lot more time expensive so 0 mindgame type loops are a lot more hurtful for those killers because a mobile killer can drop chases in poor positions where as immobile loses a lot of time regardless of what action they take in a lot of situations.
-
i think removing cooldown would be a start.
-
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807930#Comment_3807930
Things that are easy should never be the meta. We've seen this time and time again - MDR/Yakuyoke Spirit, MDR/DCB Spirit, Forever Freddy, Alch Blight, 5 Blink Nurse, etc. Slugging being much easier than hooking should therefore make it weaker, because hooking should be the more rewarding of the two.
easier /= better. a killer that efficiently hook 2 survivors 3 times is still better than a killer that slugs. 6 hooks to win is fastest way to win but it is also not that easy to do because you need track hooks, understand survivor positions and than there is always stealth survivor to deal with. I think that is why in part, for why they nerfing distortion because distortion makes efficient hooking/aka soft-tunnel much harder. By nerfing distortion, wall-hack perks will rain supreme making is very easy to efficiently soft-tunnel survivors out of the game.
i am sure you can debate whether tunneling or slugging have higher skill-caps.
-
@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808857#Comment_3808857
it’s like playing at a disadvantage loading into the match majority of the perks are not useful at all lol
chaos shuffle means that dev get a ton of stats on terrible perks. at the same time, the perk that were bad 7 years ago are still bad to this day. so i don't really have any faith for much improvement.