Dr_doom_j2
Dr_doom_j2
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@belief said:
No I don't mean it like that I just don't want people complaining putting false thoughts into someone else saying that things such as DS and/or BT are OP because they don't understand how to counter it I understand that it was hard back then and playing killer was frustrating but it's not impossible to get a 4k if you're good enough not saying that I am especially now
Well I do agree with you that they aren't really OP, I think most people are frustrated while looking at these things in a vacuum. Survivors do need to have perks that break up killer momentum and prolong the snowball, so to speak. It can just get overwhelming at times when they are stacked, but honestly I rarely if ever advocate for nerfs.
I just wish killer wasn't as frustrating as it is at this current time, I can get my 4k's occasionally and I'm not heavily de-piping when I do, but it's kind of bonkers and not helped by the fact that my ELO was toward red rank before but after getting back into the game after months, I'm rank 10 and I'm only going against red rank survivors, so being that's my average level of play, of course now I can't get back so easily because I'm playing against folks who should be competitive for me to play against at red ranks.
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@belief said:
https://forum.deadbydaylight.com/en/discussion/comment/1060561#Comment_1060561
Lol don't get mad that I told you how to play the game if I wanted to I could have easily joked about how you couldn't even spell "get" but I don't do that I like to dish out the information and take it in if you don't have anything useful to tell me just don't say it at all😉😉 I'm not here to right essays I'm here to teach baby killers how to be good
This wasn't meant for me, my bad
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1060546#Comment_1060546
You just showed you have no idea of what "skill ceiling" is.
A skill ceiling is the maximum potential for which player input can be translated to skill expression. I don't think YOU get that concept, as you seem to think any killer in this game doesn't operate mostly on fundamentals in the way you assert Spirit does.
Which is a laughable statement in itself considered she has one of the most unique mechanics in this game that requires she plays with a different game sense, but it's all "FuNdAmEnTaLLs" like how are fundamentals factoring into using whispers to sneak up on a survivor for that early game pressure, or factored into predicting survivor tendencies to determine without sight, not only which direction they go, but where exactly they are (since her lung nerf made correcting yourself mid apperance not a thing).
You know what I think? I think you realised what you said was stupid, so in order to maintain some sense of boyancy, you tried to tilt the conversation. Nice try brother, I play fighting games, you aren't going to just throw terminology out there as a safeguard to bad arguments.
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@belief said:
https://forum.deadbydaylight.com/en/discussion/comment/1060351#Comment_1060351
Lol how about you get real, you and everyone here knows that all you have to do is leave especially if you're a stealthy killer and come back even if you're revealed or if your stealth is blown just make it into a chase in your favor killers have abilities to make the game unfair in the first place hence the reason survivors have second chance perk (to make it balanced) and exhaustion perks to go a little faster than the killer because they are already way faster so how about you get real and stop tunneling the simple solution for a locker DS is to leave chase a different survivor when you finish with that come back and boom no more DS or BT and if it's endgame put yourself in a position where the survivors can't make a play based off of said perks and you'll be fine stop acting like a dut or the victim when you know the game is killer based every move you make determines the game especially if you have the knowledge and hours to understand
Lol you're joking right? I know people who've played since Beta that quit killer, not even because it's worse or something (infs are gone at least, but there also weren't stealth killers back then and nurse had 3 blinks at bad + regular movement speed, so...) But because killer is such a cucked role at this point. Don't go throwing around your hours like that means something, cuz you have no idea whose been here longer than you and disagrees
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/1060414#Comment_1060414
She's the epitome of bad design: high-ish floor, low ceiling.
The difference between a mediocre Spirit and a good Spirit is game fundamentals (and good headphones), that's all.
Compare that to Billy who has an okay floor and a very high ceiling, or Huntress who's the same, or Nurse who has an absurdly high floor AND ceiling which is what a hard character should be about. Lack of depth is never a good thing. Low effort granting big results is also never a good thing.
I'm not saying she's the only one who suffers from this problem. This game is full of characters with little to no depth. But imo Spirit and Freddy are the biggest offenders of low effort, very high reward.
I'm sorry to say man, cuz I'm not trying to be rude, But that is talking out your ass 101.Again, not trying to be a dick, but all that just sounds like BS to me. So you mean to tell me every spirit you play doesn't mind game themselves at pallets? That Iron will isn't a meta perk that basically counters the best tool Spirit has? That prediction alongside with no collision and 110 movement speed doesn't inherently take good skill play? On top of that, you say she has a highish barrier for entry at the very beginning, you just admitted you have to learn her to do well with her, that's bad game design to you? This is all theory crafting BS anyway, so let's take a real look at this.
Take what you just said and apply it to Freddy. Freddy is an M1 killer who is passively invisible from a distance(intermittently so with add ons), has automatic action and gen speeds debuff without touching you, gets to spam traps with pretty much no slowdown and basically gets to cancel loops, gets to teleport halfway across the map or fake out the tele with major synergy with some strong perks, etc. etc. Kill rate higher than Spirit btw. What does that say about your "low skill ceiling"?
Also Billy does not have a High skill ceiling, he's just learning the tiles well enough to chainsaw across the map. Oni technically has a higher ceiling because you have to be judicious with when and where to use his power. Nurse is the only one to really claim a high skill ceiling though.
And tbh, no killer needs that high of a skill ceiling anyway. If anything Nurse is busted difficult to get into, to the point once the old mains get bored/frustrated with her, she basically won't exist anymore. Meanwhile with the recent ruin nerf, the barrier of entry as survivor has never been lower, while the skill ceiling is at an all time medium!
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1059887#Comment_1059887
No, they shouldn't. They need to balance for top level play: https://www.youtube.com/watch?v=X1p42KtZOCw
Ruin nerf/change was actually good based on this philosophy, but they need to fix gen speeds, or give survivors another objective.
I wish people would stop bringing up gen speeds to placate killers on the idea this was anything more than a thoughtless nerf. They have said IDK how many times they won't touch gen speeds so that point is moot, and two to 3 streams ago said at this point in the game, they will not be adding more objectives as survivor.
The guys who took almost 2 years to consider "Hmm.. bright lights constantly flashing in the killers face might not be so good for epilepsy, we should probably do something about these". You think they have a mind to bring this game to proper balance?
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It is kind of BS, anyone who says she's amongst the easiest and has a low skill floor don't really understand the concept. Legion has a low skill floor, Billy has a low skill floor. BUBBA has a low skill floor. Clown has a low skill floor.
Now, I'm not saying Spirit is particularly taxing to play, but she can be very add on reliant for one, requires headphones to be played at full potential as two. Honestly, here skill floor isn't as high as someone like Oni or Nurse, or maybe even the trap characters (because tile layout+trap knowledge requires prediction and other skills no other killer relies on),but her power literally works on prediction and paying attention to environmental clues, and to say a 110 killer at loops is braindead is just, well, braindead. It doesn't matter that you can mindgame pallets if you mindgame yourself, and good survivors can loop still escape against her.
Now I will say she definitely gets a disproportionate amount of value vs the skill and time it takes to play her well, but honestly, she isn't doing anything too crazy and at the end of the day She's only 1 out of 3-4 strong killers that doesn't need buffs or nerfs.
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@Only2Megabytes said:
https://forum.deadbydaylight.com/en/discussion/comment/1059734#Comment_1059734
Noed is the biggest second chance perk of all as its meant to allow you to easily down survivors when you fail to prevent the exit gates from being powered.
Blood warden blocks the gates allowing you a second chance to get survivors.
Adrenaline basically counters NOED, and inner strength is a direct counter to it (as well as maps). The difference between supposed Second chance killer perks vs. Survivors are A. There are far less of them B. Most of the ones that arguably exist are useless C. Any that exist are countered in the most straightforward, simple ways that if gen rushing wasn't always the meta, they would almost never come into play.
I say this because I remember a time when survivors still played well yet 7-8/10 they destroyed every totem and NOED wouldn't even spawn. It was pretty much a guaranteed slot waste against SWF (especially if you had the nerve to bring any hex perk, they would end your game pretty quick) and I was part several different SWF teams who made sure at least one person prioritized destroying totems.
Now I get it, this was closer to the times when pallets were wormholes and EGC was me collapsing my controller in half over my knee when survivors were waiting to teabag me at exit gates for 30 mins or more (Yes, I'm one of the lucky ones that literally got those games) times are tough as survivor now-a-days with the ruin and nurse nerf and what not, but if you're gonna sit here and tell me that same type of play just isn't viable anymore, well at least add some sugar to that "Yellow kool-aid" if you're gonna ask me to drink it..
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@GamerCustard said:
No, killers don't have second chance perks, which can be considered unfair in the sense that, comparing the abundance to lack of second chance perks looking at Survivor v. Killer, that a single mistake can cost the killer the entire match while survs can mess up until they get into a patch they can't crawl out of..
But the problem Is, if they were to create second chance perks to killers, how would this be implemented? What is the basis for the second chance perk? How does it work?
There would be a few problems with balancing these perks, and I say this, because the survivor second chance perks have a various number of ways as to ensure a lesser likelihood of abuse. E.g. there would have to be something similar to an exhausted status, or have a limited use, like exhaustion on dead hard or the one use on decisive..
I don't know.. sorry -_-'
Almost half the killers already have an exhaustion like mechanic with their powers
And that's rich, lesser likelihood of abuse like perks like DS, BT, MoM and OoO aren't straight up abuse perks. Hell, even the useless perks like that one that lets you pick up dropped pallets cannot be described as anything but a useless abuse perk.
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@emptyCups said:
It's funny how much speed is the main factor for how good a killer is
Not totally. Look at Huntress compared to Clown
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@TracKeR39 said:
https://forum.deadbydaylight.com/en/discussion/comment/1058027#Comment_1058027
Well ok the first buff maybe is too op for swf... but survivors really need a decent perk to farm bp too just like the killers use BBQ and they do what they are supposed to.. they down a survivor they hook him and they see the auras of the rest survivors...WGLF should be something similar for survivors... a way to help them farm bp by doing coop actions too not just unhooking or taking a hit.. because if everytime someone is hooked everyone leave the gens for the unhook in the end they will all die because the gens were too slow... Maybe when a survivor rescues a hooked survivor everyone with WGLF should get a stack or when a survivor rescues the hooked survivor both the hooked and the rescuer should take a stack I don't know.. I am just saying ideas..but one thing for sure... WGLF needs a buff/rework
I don't disagree, I think it should absolutely get a bonus of so e kind, but I don't think it should be a change that affects killer. Better if it provides a temp buff to surv, there can be a few ways to do that possibly
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@TracKeR39 said:
https://forum.deadbydaylight.com/en/discussion/comment/1057115#Comment_1057115
Well what if the guy you rescue from the hook could see the killer’s aura for a few secs so he won’t get tunneled or if all survivors can see the aura of the rescued survivor so they can go heal him? That wouldn’t make the perk too strong..
Not bad! I was just thinking to myself "how could a perk be made to punish killers for hooking survivors?"
Seriously tho, That first buff would be cancer with SWF. It's like getting a one way OoO with no downside just for being unhooked, and would just incentivize hook rushing. Throw BT, DS, and dead hard in there and you might as well call the game WGLF.
That would be way stronger than BBQ, and benefits the survivor for losing the chase.
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@inferjus said:
https://forum.deadbydaylight.com/en/discussion/comment/1053272#Comment_1053272
Self-Care makes you waste time on healing every time you get injured. It takes over 30 seconds to heal yourself with that perk. It's better to go and do gen or really anything else than heal yourself with this perk. Also medkits exist and are way better than Self-Care.
People keep totting this as if it's that bad or SC loses games. You know, you don't have to waste all your time healing to full, you can use it to build up your heal meter in between actions, and it can especially be useful for shenanigans with SWF if you play it right. It. Just depends on how you think to use it.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1036573#Comment_1036573
I'm just copying and pasting this, but there have been many MANY more killer nerfs than survivor nerfs. Now, I want to be very clear- how many nerfs a side gets is not a valid example of unfairness, and should never be used as a measurement. If it were however....
General killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Forgot the biggest nerf to doc: removing his donut beam
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@LetsPlayTogether said:
Using a key doesnt end the game much quicker than using moris. Moris are much worse in this comparison.
It depends on what point the killer can use the Mori though. It takes at least two full chase's to get a Mori. It's not hard to imagine at least 2 gens are done by then, although to be fair if you Mori the guy with a key it zeros out I guess
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@LordGlint said:
I always thought it at least odd that getting out through hatch awarded 7k points while you only get 5k for leaving thought the gate, even though hatch is the easier option.
Yea, it's just so constricting in killer side. You are punished in points AND emblem. At the very least for key you get a decent amount of points.
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@Waffleyumboy said:
If you leave too early or kill too early you will not pip
But the problem in my eyes as I said is that the survivor goal for escaping early can only really happen when their has either been enough kills on the killers part (survivors should have plenty of points from gens and running the killer/saving by this point if they're decent) Or if enough gens are done ( meaning they mostly got points).
The one who uses the key gets points for opening the hatch and everyone gets 1000 for hatch escape.
It's almost impossible to depip with hatch escape
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@goat10em said:
Thrilling tremors. I didn't use it at all until a couple weeks ago. Now it's in most of my builds lol.
After I reread the description earlier, I've been thinking of throwing it on. Did it change your life?
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@dyingwaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1027709#Comment_1027709
You know theres a set speed on wiggling right? You dont need to destroy your joystick. As long as you're moving the joystick you're wiggling. Doesnt matter about speed
I know that, but it doesn't need to exist in that way in the first place. What it my lil cousin is playing? I can't do anything about her or others wiggling it like that if the game tells them to wiggle.
Also, what does that have to do with it being a stupid mechanic? It's exclusive to console in the first place, why not just make it a button or two button rapid action?
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Is this even a nerf? The only way you could logically nerf adrenaline is to remove the insta heal from downed. It's goofy to instantly pop up and punishes killers for trying to pressure gens with slugging. It's like saying if 4 people survived to the last gen you might as well just surrender the game because it's pretty unlikely that you'll be able to pressure enough people off that one of those gens won't pop in 1 min, and if you slug, well, Adrenaline is probably the most meta perk besides Lithe or SB.
Also, how come so many survivor nerfs aren't really nerfs but things to be circumvented? Like the insta heals.... So many situations where it is instantly better. Say you slugged someone and are engaged with a toolbox wielding Jake, then with nurse's calling see someone going to heal the guy in the ground, so you go to pursue them.
With old insta heal, that guy would be off the ground and you could pick and choose who to pursue, of you want to make that insta heal basically a waste, you go for the injured party. Now you can see that guy healing, go chase him, and be completely unaware of the fact the guy on the ground has a timer on to rise. Now of course you can pick the guy up and just hook him, but the point of slugging is to make an inconvenient healing situation that wastes to survivors time.
Once you place them on the hook, you further your objective at the cost of risking that guy running off hook with a health state he can recover from, because camping is bad and discouraged so it's not like you can defend them to well, but somehow circling around a slug is different 🤔
Anyway, that's only one instance. Another situation (which I don't know if this is for the syringe or the purple insta add-on, but either way) is where a David with a health kit basically gets a free extra health state in a chase, which is ridiculous. They will have you chase them, get hit, get chased, use dead hard, use insta, get hit and now they have a mend health state.... Now you have to at some point pursue them, to say otherwise is to say you basically cannot chase that survivor all game until he's the last... But then it comes back to the slug situation where you have to know there is an insta heal in play, you have to know it was used on the slug, and now your only way of overcoming this scenario is to either put the slug the hook like survivors want, or chase that David until you exhausted his instacrutch.
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@Waffleyumboy said:
If slowdown perks are harder to stack then devs will have room to increase their power.
If there were any concrete reworks in the talks, then that's a fine assumption. But they only addressed survivor issues while downplaying killer concerns last stream. This isn't even about killer vs. survivor anymore, this is game health that developers of this game are not addressing.
Killer is the skilled role, survivor is only ever skilled in relation to killer interaction. But it is always on the killer to initiate and control the game. It's very easy to make that feel like a chore, especially when survivors think you are responsible for their fun.
Developers need to balance against this by making all killers FUN to play. That means balancing exciting powers with the frustration of dealing with loops. Make killers deeper, not necessarily more powerful, but give them something in each kit at base that addresses something the main part of the killer lacks without making it too powerful, so they are on more even footing with each other. Stop making so many perks with stupid effects, take those effects and combine some of the more situational ones into additional powers for killers... Or hell, even just modify how a power works so that it covers more than one single dimension.. They did it with Freddy, Billy kind of has it in the fact he has mobility and oneshit potential, new doc almost had it although he's still fairly one dimensional.
Honestly if they did that, they wouldn't really need to address gen speeds. I feel like of killer tilted in favor of fun engagement over frustration, this game would be in a muuuuch better spot even without direct buffs. It would be more fun and challenging as a survivor to have to deal with a more potent, unique threat with each killer, and it would give killers more tools of engagement, lending it self to the sense that a killer has more control in their hands.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1028218#Comment_1028218
Well, yes. Because A) I'm on Xbox, so I can't get my recordings. Or have commentary to go with it B) Matchmaking is broken as and I haven't played killer for a full reset after it happened and C) I don't have an account to upload to.
All I will say is this, you don't have to believe me, but know that I am telling the truth here. I played a game as Billy on Yamaoka Estate. I got done badly. No kills. I had zero clue about Hillbilly's power and my perks were all chase. I know I had Enduring/Fury, but I forget what else. They were also higher purple, to my then low green. SWF. And super toxic.
I played another game, a day later. Coldwind Farm, aka Cornfield City. Small perk swaps for limited tracking to lead to a chase. I dominated, and I dominated HARD. Baiting pallets, that lead into chainsaws, one lucky sprint down, better curving. Easy 4k, and they were all my rank and randoms. They didn't play bad. I had zero tunnelling or camping.
What mechanical differences were there? I curved better because I had a slightly better understanding of his power. Same sprints for ground cover. Same basic attacks in jungle gyms. Same chainsaw bait.
Just better mind-games. THAT was the biggest part. And not versing sweaty SWF. If I can pick up a killer and start doing well after one bad game, and please note, I'm a STEALTH killer main, with limited Spirit play, then Hillbilly is a very easy killer to play.
I played a few more games, just to make sure. Same thing at my ranks. Easy 4k. Very little mechanical play. Sprint and hit.
I'm sorry man, but give it up. You kind of lost the point here a while ago.
And that coldwind farms example isn't exactly a good one... Did you know those are actually his levels? Like they were designed with his power in mind, years before Legion even came out. The map is pretty wide open, it doesn't require skill to run. Now if you've ever gotten 4K on lery's with that little experience, you'd almost have a point.
But Semantics aside, it just seems like you have a hard time against this killer. He is one of those killers you actually have to have somewhat of a mental engagement with. You can't bargin bin loop or stealth 5 feet from a gen. You have to listen for the chainsaw, if you hear it more than likely it's coming your way, so until you know that isn't the case, you GTFO for a sec.. Or risk having to loop like your life depends on it
Also, a skill floor isn't something you should take into account in most games balance. It may make sense for something like League, but it's not a strong justification for nerfs in most games, because the skill floor doesn't always relate to the skill ceiling 1:1. Billy still has a cap on his rewards/ability, it comes down to the skill of the player no matter what. Because at the end of the day, Billy is a killer who can only respond to survivor mistakes, he can't take the initiative like Spirit and nurse who can pop up on you. And Billy is absolutely not better than nurse after nerf, there will never be a more powerful killer than her by design because her skill ceiling is just literally above every other killer.
If something is well within your ability to counter, why would that thing need to be adjusted?
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/1027655#Comment_1027655
Did I say "smaller maps" or global changes?
There've been countless discussions about secondary objective and such that would globally give killers more breathing room, which would give slower setup killers a bit more time work with, but would push Billy even further ahead if his mobility still allowed him to pressure both objectives. If Billy is brought in line with the same form of balance as every other killer, it makes universal changes much less polarising between the killer cast.
People complained about Ruin on high pressure killers so it got nerfed. Who does it hurt? The lower tier killers.
The devs literally said on stream they won't do a secondary objective at this point in he games life so I don't think we need to worry about that.
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This game..... Is gonna die. I probably should have stayed gone when everyone else who played around my begining time left. It's not even the toxicity, it's my inability to punish that toxicity with any regularity now that makes this game feel .. unrewarding.
Also, the devs could care less about us console players anyway. It's obvious in the fact they refuse to remove the stupid stick wiggle motion from the survivor side of the game. I either have to never play survivor, or by a new controller every 3 months for this damn game because after a while, the joystick degrades and it ######### up your ability to run forward in a straight line. You start jittering back and fourth like a meth addled chipmunk
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@SpaceCoconut said:
Question "Are you looking to improve some of the weaker perks"
Answer "Yes, I have a list here"
Small game
Cruel Limits
Any means necessary
Slippery Meat
Vigil
This is not happening
Technician
How many survivor perks and how many killer perks were on his list?
Yes, there is a Survivor bias.
Like what would they even do to all those perks, anyway?
Small Game - Unlocks potential in ones aura reading ability. Whenever a hex perk is used, all survivors within a 72 meter radius can see it for 2/3/4 hours. This perk has a cool down of 20 seconds
Cruel Limits - Your ties to the otherworldly manifest when your prey attempts to get away. Each time a generator is repaired, all windows and vault locations within a radius of 24 meters away from the completed gen get HIGHLIGHTED for all survivors for the next 20/25/30 seconds.
*Editors note
We wanted to removed the ability of this perk to block off vaults and windows as it was pretty frustrating for the lower ranks, and we found it an unfun mechanic when you wanted to complete a gen in a killers face and then Sprint burst and vault a window to Nut Dunk them on the other side. We wanted to encourage more action on the killers part. If he wants to block off windows and vaults, just play legion with bamboozle, I don't give a #########.
By any means necessary - You stand up for yourself, using whatever's on ha... You know what? ######### it. Yes, we already hear you bitching in the back killers, oh what are you gonna do cry? Huh? You gonna leave? Yea, fat ######### chance, you belong to us #########. You don't like getting hit and looped by pallets? Tough titty, now pallets respawn on a timer, they ######### piece back together like sandman every 2 mins. THAT'S FAIR, IT'S JUST LIKE THE HOOKS, WE'LL BRING IT BACK! WE NEED A REASON TO BUFF SABO AGAIN ANYWAY! Also the buff for this perk is the cool down is gone.
Slippery Meat - Ummmm... They just get off the hook for free I guess? Yea, that's a worthy and fair perk, and I can't see it being abused with DS either, nope.
Everything Else - yup, you can stop reading now, it's all buffed. Just not any perk that begins with the letter "Killer"
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Imagine coming into this game just now as a new killer/survivor..
As survivor you wouldn't get the full crash course training in having to hit great skill checks or having to learn totem placements, or even planning out which gens to complete first (since 3 gen doc is gone. Anyone who had to Wade through that knows how important this is)
As killer, they won't get to start the game of fin a fair state, as they'll be placed against rank 2's at rank 20. They'll play against players who know the tiles and God loops and will finish gens in 5 mins while they take their first chase, wondering what they did wrong and what hey could have done differently. Worse, without ruin there to act as a crutch for new killers to catch up to speed on the mechanical skill/power specific skills required to win, they will only ever take what they think is the best and most immediately effective strategy from what they can actually observe; Camping and "Tunneling".
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@ClickyClicky said:
That’s a lot of it yeah.
The thing is no other kill has the mobility Billy has. Freddy needs to wait 45 seconds to teleport, Spirit can only make it so far before she runs out of juice and needs to go on a 15 second cooldown. Wraith simply doesn’t move anywhere near as fast and then he’s limited in that he has to bing bong before he can even attack. Demogorgan is the only killer who comes close to that mobility but he needs to plant a portal first, open it up, still has a 14 second cooldown and then on top of that his portals can be destroyed. Billy can go anywhere he wants right from the very start of the game and there’s no stopping him and no cooldown, map permitting.
Also not one of those killers has an instadown. Billy has all that mobility and instadowns on top.
He doesn’t need to delay the chase unlike Ghostface or Myers, nor is his ability on a time limit. Bubba has a chainsaw too but he suffers a larger movement penalty and a bigger penalty for missed attacks, he doesn’t have the mobility like Billy either.
So Billy seems like such out of place design. They normally give killers either strength or mobility. Not only does Billy get both but he gets arguably the best mobility and instadowns in the game.
Only Oni comes close but then he only has access to this half of the time.
My guy, Spirit gets surprise hits all the time, nurse can warp through pallets, and wraith can always sneak up to be close to you. Why are you only looking at what their power Doesn't do that his does? Does Billy turn invisible? Does he ignore pallets and loops?
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I bet the stats for DS usage are super high. I haven't gone into a game in the last 15 where DS wasn't in at least one survivors perk slot
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010672#Comment_1010672
Again...you’re making assumptions. Point out when I said “Billy needs a cooldown nerf.” I never said that. You’re putting words in my words.
I stated that Billy and Leatherface were the only killers who do NOT have a power cooldown or have to recharge their power which is a fact. The word “nerf” never came from me.
Yeah...not every killer needs the same limitations but that doesn’t stop people from complaining. People complained about Spirit having zero feedback during a chase. People complained about Nurse ignoring all survivor defenses. People complain about Billy having no power recharge. Guess what? Nurse still ignores all survivor defenses and Spirit still provides zero feedback in a chase. Billy will most likely still have no power recharge when they rework his add-ons.
Oh, alright then. My bad
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010653#Comment_1010653
Battleguy? Scott Jund? Zubatlel? Umbra? All of those players have played Billy against skilled survivors.
If you aren't saying he's broken, why do you think he needs a cool down nerf? Not every killer had to be the same or have the same limitations. It's like you said, you have to be good with him in order to do well, sounds like balance to me
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1010594#Comment_1010594
The difference between Billy and Spirit is that Spirit has a cooldown on her power and Billy can chainsaw whenever he pleases. Billy is the only killer in the game (besides Leatherface) that doesn’t have a cooldown or has to recharge their power.
I agree that sometimes it is easier to just get the M1 hit but most players who are good at Billy go strictly for chainsaw hits and it’s not that hard if you’re good with him.
Psssh don't even talk about Billy, it's obvious you touched him 2 or 3 times and never again if you think hillbilly can literally chainsaw good survivors all game. He's pretty easy to loop if that's all he does
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@Aven_Fallen said:
Introducing a challenge where a Killer is made as weak as possible to prove something is really stupid. Sure nearly nobody will perform good with that. That is like talking about playing Nurse without blinking or playing Spirit without phasewalking. Or Huntress without throwing Hatchets.
Clearly every Killer would perform bad when limited like this.
And well, the most things about Billy are not his Basekit, but his Add Ons, mainly Instasaw. Because it is indeed a big difference in Chargetime, and really quite easy to play him with Primer Bulb and Tuning Guide.
What? That's the opposite of what he was saying.... In fact, you're being disingenuous because you know if you were to say to only use nurse blink attacks or Spirit Phase walk attack, you'd actually just be playing Nurse or Spirit, so to continue making your argument of false equivalency without making it look like you have no idea what you're talking about you turned it the other way.
This guy's idea is flawed, but I get where it comes from. Billy doesn't really need a nerf, he's not that far out of spectrum according to stats from where he should be (and y'all love bringing in the stats that support your argument when looked at in a vacuum)
If anything, Freddy should be nerfed, maybe the spirit again too... But that's just according to Y'alls rules, I'm just a killer main living in you're world at this point so ######### do I know.
Imagine being a nurse player that doesn't almost always use Blink attack 🙄
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@deeziebaby said:
I got a 4k in literally 2 minutes and I don't even play him like that 😭😂 he deff is broken needs to have a cool down on that good ole chainsaw running..
That doesn't mean ######### my dude, I've had 4K games with hag end in 3 minutes, on old Haddonfield, not mint rag. He doesn't need a nerf just because you played him that one time.
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I don't think they should change Billy at all, but if he were to get nerfed, I think it should come at the expense of his map pressure over his one shot down.
The instadown is the whole package, it's what makes him a threat in the first place. If he were to lose instadown on chainsaw he'd basically be a pointless m1 killer with a speed boost. His power would basically be worse than legions because it wouldn't build the small amount of time like deep wounds, and he would get less use as it's not built around looping like legions power is.
Billy would have even less mindgame potential at certain T-walls and pallets. If they don't fear the insta down, most will just plant at a palette and smack you for approaching with your chainsaw because it's barely a risk.
Anyways, I don't know why you're all so suddenly gung ho to nerf one of the only killers to provide a more exciting experience on both sides than "M1, Just don't heal"
Obviously if there's any killer that needs a nerf right now... It's Freddy
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1010366#Comment_1010366
I would compare plague to legion, honestly. They see you, you are injured. Then you run around M1ing people because your power does nothing after that.
She is super strong but also just really boring to play. Legion is way more satisfying to run around stabbing people like crazy.
Disagree, he is super boring and perk synergies aren't even that effective because there aren't enough ways to make use of alot of them since he's slower than normal when not using his power.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1007429#Comment_1007429
Healing nerf and a big nerf to pallet density are the biggest buffs to killer that come to mind. Now I only started playing DBD in August of the same year, so I'm not quite sure, but I believe pallet vacuum was also removed afterwards.
Then there were some tiny buffs like faster killer pickup and hooking animation. Nerf to DS was a big one on the other hand. Freddy rework buffed Freddy, and we've been getting some very well balanced maps lately. Plus some fairly good reworks to Badham and now Lerys.
I'm probably forgetting some other minor buffs to killers but by far the biggest ones were the healing nerf, pallet density nerf and removal of pallet vacuum.
Some of those nerfs are being looked at in a vacuum. Pallet density was reduced, then brought back up later (which is fair because their were far too few pallets at that point)
healing nerfs were impactful for SC, but that perk was absolutely OP as much as survivors hated to admit it. I think it wasn't nerfed the right way because it was a perk that helped solo ques balance out with Optimal SWF, but it definitely needed looked at
Same goes for DS, it literally only punished the killer for doing their objective and they couldn't claim this game is healthy without having nerfed it to it's STILL arguably too powerful state. Also, just remember how long this perk is active and think about all the killer perks in this game. Corrupt intervention is literally the only perk killers have that deny a survivor objective for as long as DS denies the killer objective, and that doesn't include the chase after DS hits.
In general look at how survivor perks are nerfed to be still very useful in most situations, while killers are given situational perks that must be built upon to make them powerful... And then they may still get nerfed/reworked to remove synergy. But if you have SC and BK, you basically self heal at the same speed as before (not meta, I know, but can make a hell of a difference when playing in solo ques).
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@Hex_KillerMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/1007354#Comment_1007354
You seem to miss out that a small portion of the game is actually a full stack SWF.
That is definitely not true in PS4, where the only high ranks still playing seem to have at least a 3 man and the world's most competent solo q (which we must remember not ALL solo ques are potatoes)
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@Drewstar said:
I have unlocked every killer but I am unsure which one I should now put time and points into, and was wandering if the community had any ideas which I should focus on. So, which 3 killers should I focus on and why cuz I really love the game but can't decide.
Oh and btw I am a doctor and legion main lel
Your in for a few long nights, son
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@EZ5k said:
It's a garbage change that from what I can tell is universally hated by everybody with a deeper understanding of the game. Get ready for those survival rates to either skyrocket and for queue times to skyrocket, as killer goes from being tolerable back to being the biggest joke since Adam Sandler's career.
He's actually a very good actor when he plays more serious roles.. plus he has classics, and Transylvania is a major franchise
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I..................Disagree
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@Johnble said:
https://forum.deadbydaylight.com/en/discussion/comment/986176#Comment_986176
Yet we have killers that will lobby dodge based on seeing flashlights, toolboxes, keys, and even certain characters. So again, applying that logic, why do killers lobby dodge when they face items and survivors that they don't like when they're part of the game?
What? Killers haven't lobby dodged as a general rule since flashlights were changed, BNP's and instaheals were nerfed. Survivors DC all the time to this day for stupid reasons. I had 2 different groups of survivors DC against me as the plague... Because I was using Thana...
The Slug meta is inevitable again. It's not a bad thing, many of us weren't even playing before the hag came out so many don't know that back in the days when infinites were everywhere and the shack had two windows, that's basically how you HAD to play killer. Honestly I've always said since the beginning this fan service to survivors killers insist on upholding is killing their gains.
Camp, Tunnel, Slug, these are terms made up by beta tryhards who get upset you won't let them win. I. Their mind they deserve a chance to have a fair and fun balanced game, at the expense of the player on the other side... This game is not balanced and it never will be. It can gravitate as close as it wants to the center of the balance, but by it's very nature it will never quite achieve it.
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@Exxodus21 said:
Look, you have people that play this game for a living, meaning more than40 hours per week that tell you Ruin is needed because maps and gen speed are BS, and you can see on VOD what they are talking about. Then you have random forum posters that claim to 4k every trial with no-addon Clown who say Ruin is a garbage crutch. Even Scott Jund who is normally survivor sided said that this change is bad because you can't get 12 hooks, exacerbated by perks and addons, in most matches especially on large maps. That's all you need to know.
When I saw Scott Jund had to comment on a poorly handled killer nerf, I said this must be horrible, that man basically shills for survivor side
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@brokedownpalace said:
I'm not a killer main but I play fairly often. I only use Ruin when I have very few perks on either a new killer or a prestiged killer. There are so many better, more consistent and funner perks to choose from like PGTW, CI, Whispers, STBFL, BBQ, Nurse's, etc, etc
Did this man just say whispers??? Who the ######### is this thread for?
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I mean, do any of you even play hag? Because without ruin, she has much less time to set up in the early game and so this is basically a nerf to her gameplay. It is her perk, after all.
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@liarcy said:
https://forum.deadbydaylight.com/en/discussion/comment/974667#Comment_974667
They have said that they won’t change the gen times before this change,maybe they will now, and I doubt that the dumbest person on this earth would go through with this change without further improvements to the killer gameplay , it doesn’t sound right .
also I’ve played this game back when it was first released on console for a month or 2 then started playing it again with the plague release, so I know what goes on in this game, I’m not what you call new
But you just said you haven't played for that whole time, so basically yes, you are very new because the game today and since plague release is different from that period in 2016 when alot of OTHER ######### was broken but eventually got fixed. Hell this game wasn't even owned by BHVR back then, the game literally changed ownership since then.
And you weren't here for that period where flashlights were broken, infinites existed for too long, endgame wasn't even a thing and survivors could prolong their exit as much as they wanted while the killer was at the mercy of their boredom. You missed a whole lot of ######### to be acting like you were here going through it with us all, again it belies your knowledge and experience
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This was my favorite part:
"if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. "
So let me get this straight, @Almo @Peanits
Is this saying that level 1 ruin does nothing? Like buying level 1 ruin is just a waste of BP until it's tier'd up? Because I'll tell you, as long as I've been playing, I still have level 1 ruin on some of my newer/prestiged killers, and I thought you guys addressed useless level 1 perks a long time ago, so why did you make level 1 ruin absolutely pointless?
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@liarcy said:
https://forum.deadbydaylight.com/en/discussion/comment/974505#Comment_974505
And that’s exactly what I said in a previous comment ,100 Would’ve been a nice start to test along side the ruin nerf.
Look bud, we get what you're saying, and it's sound logic all around. But if you've been dealing with this company for over two years, you know what's up. They aren't going to adjust gen times, they already said this in the past and I doubt they go back on it if they didn't have the forethought to include increased gen times or some other stall factor into the game.
I mean I don't know how long you've been around, but, and don't take this the wrong way, you seem very naive to the indifferent nature to the relationship the devs have with killer play. I hate to bring up old #########, but there is a video of Matheu Cote playing as hag against survivors where he is literally trolled for half an hour and has bright white light flashed into his eyes for at least 15 of those minutes.
This was about a year and a half into the games lifecycle and only after that game, was a very openly and publicly discussed issue addressed... An issue that existed for 1 1/2 a year that caused some killers to stop playing because of epilepsy and it took over a ######### year to address it.
So no, we don't have much faith in the devs to fix major issues like one this will present. We can't even reliably count on future investigations on gen speeds as they adamantly spoke against adding time to gens because on so many words it would make the survivor experience less enjoyable
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@HauntedMandalorian said:
I'm completely against the idea that Killers need to have Hex: Ruin to have a good match. I don't understand the complaints; I feel like the only people complaining are literal weak gamers who lack the ability to apply map pressure and play skillfully.
I never, ever run Hex: Ruin. The Hag is still Level 1, and I never bothered unlocking it. They could remove it from the game for all I care. 🤪
Weak donkey players.
INTERESTING! So your hag, a killer that moves at 110% movement speed, yea, you don't even use her, she's at level 1. Let me guess, you only use Billy, Nurse, Freddy, and Spirit? Yes, no ######### you don't get why Ruin is needed, you have no knowledge of the game.
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@darktrix said:
https://forum.deadbydaylight.com/en/discussion/comment/968477#Comment_968477
Then you open the gate. You can do that now.
Not if the hatch isn't open, we're talking end game scenario here
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Is this just a list of nerfs? Looking at your name this feels like a troll.