Elan
Elan
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945897#Comment_3945897
idk but a killer using M2-into-M1* to bypass basekit bt doesn't strike me as a skill issue on the side of the unhooked survivor….
*I realise not all killers can do that - but that's beside the point; there are set ups where a killer can do that and that it's possible at all is all that matters in this context.
If you die so fast that you get penalty then I don't know. I played survivors, was tunneled a lot and didnt get a single one. And it was hard tunnel.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946069#Comment_3946069
What, "just injury and some mobility"????
He can injure AND apply deep wound, with no condition, from range, with an auto aim. It's insanely stronger than Legion, and can't be counter in any way shape or form. Arguably, Legion is better at injuring all survivors at once, but that's not better, that's a different play styles, while legion injures 3 survivors, Ghoul has had one hook.
"some mobility" might be the understatement of the century, he currently has the best chase and map mobility in the entire game. He can make the distance between the 2 furthest gens with only one power on most maps. AND that mobility is strong both in chase and in map mobility. Most killers can only have one. Dredge can teleport but not in chase. Wesker has strong chase mobility but has too many cooldowns and down time to use it as map mobility.
The pallet cooldown nerf, while welcome, is VERY small, it's just a bit less ridiculous. In most cases he's still able to break a pallet and then use his power to reach the survivor before they reach a pallet or window.
He can also effectively use his M2 to down, contrary to legion, by canceling his power and pressing M1. His leap being very fast he can plac e himself in front of any potential pallet or window, leaving no counterplay.
And on top of that he has an enraged mode that makes EVERYTHING I said miles better…Don't agree on that, he is so insanely overrated, because he used to be good on release. People just want to nerf him because hitscan power.
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@IrisLP said:
This is the second time this story has happened to me.The randoms are letting themselves die anyway, bringing a lucky offering (or using slippery meat) and killing themselves on the hook. What happened? I'll narrate one of the games.
Situation: We were 3 left with 2 gens. The map: Forgotten Ruins.I finished a gen (1 gen left to repair). There's a survivor hanging below, but he's already giving up the game, so he uses his attempts in the first phase (he put a lucky offering and starts using his attempts to reach the second phase, and he succeeds). I see through Empathy that my other teammate is going to rescue him, so I proceed to look for another gen, but surprise, my teammate is right in front of the killer, so I CANT touch another gen. I have to go down to my teammate on the hook, but I have to go around because the chase is on the tower stairs, so I have to use the portal behind the tower to go down because there's no other way. I go down as fast as I can, because it obviously takes a long time, and the teammate still lets themselves die (the teammate failed all the skill checks in the second phase). What happened then? Not only did the teammate let themselves die, but I ALSO got a crow on my head because the game thinks I haven't done anything in 10 seconds of gameplay. I mean, running around the map, evading chase at the only entrance to the place, going through a portal to reach a teammate who let themselves die, and then a crow pops up because they think I just stood there doing nothing in 10 seconds... So... either devs extend the time it takes for the AFK Crow to appear or they add to the game that it NOTICES when a player is doing more actions (including running, which leaves scratch marks; running isn't free).
Long story short, something similar happened in the basement of Gideon Meat Plant.
I don't think it's fair that a player trying to get through the game should be punished, while the player who let himself die should be fine anyway (and even if they if they punish them, it doesn't help me at all, because I'll find more teammates like this, and that doesn't make the games any more enjoyable).
And for the record, I've said it before, those kinds of people don't care about losing BPs or ranks, they don't care about that, that's not a punishment for them.
*As a note, I did report this teammate, so I hope to see some feedback soon. But like I said, this isn't going to do any good.
Regarding the latest developments in the title, I'll simply say that I've already seen people leaving others on the hook for failing skill checks or simply not doing something they consider "appropriate" for the game. They do this because they know those on the hook can't even try to free themselves. In fact, when I took someone off the hook who the others didn't want to be taken off, it was my turn to stay on the hook because I "dared" to take down an "unwelcome" companion that previously failed a gen skill check.
I suppose this is also reportable...Apart from getting DC penalties from being tunneled, those changes are fine. They needed to be done and will result in healthier game for both sides.
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@MauriceMaverick said:
1. Give his teleport a starting cooldown. Now he can from the start of a match straight up teleport to the other side of the map and find 4 survivors. He doesnt even need deadly pursuer to do so. Bhvr has made that specific change previously with sadako, so if he wont get a general cooldown for the teleport, at least give him a starting cooldown.
2. [Removed]
3. Make him visible during his exit of a door. Im not asking that he has an entire animation for the full duration of the teleport, like demo has. Obviously bhvr went with more of a dredge approach on that. But the fact that he comes out invisible and can hit people right infront of a door while invisible for 2 seconds after exiting is weird.
4. Either nerf or remove his undetectable. This is more of a personal opinion because i main demogorgon but the fact that this killer with no teleport cooldown can teleport and have 20 seconds undetectable while also being able to have an insta grab during teleport is just too much. And unfair for the puppy.
Of course they should also fix the god damn headset audio for his doors but thats a know issue.
Imagine asking for nerfing D tier killer.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946051#Comment_3946051
By F you mean SSS right? He's still the best killer in the game by a VERY LARGE margin above Nurse (only exception would be a god nurse who does not miss a single teleport the entire game)
How he's S? He has free injury and some mobility and that's it. He can't catch up anymore due to pallet cooldown nerf. So he is basically Legion with movement bursts. Legion is D, but he can at least down survivors with his power and use some sort of antiloop.
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@TubaDooter said:
I've been a casual survivor main for years. I love using online "random perk generators" and playing janky fun builds (Dramaturgy for the win). This is by far the worst the game has ever been for survivors though, and it really sucks. Considering that I'm guessing ~4/5 people playing the game are survivors, this feels really bad, and I anticipate you're going to lose more of your player base quickly if things aren't fixed. Why is this the worst? Let me explain.
New killer: Difficult to hear, invisible coming out of portals, impossible to loop, undetectable for way too long. If you are working on a gen, you could literally have ZERO time to see the killer coming. And by zero, I mean the killer is LITERALLY INVISIBLE for the 4-5 steps from the portal to the gen. Then, the second the killer starts the swing animation is when you can physically see the killer. How is that interactive at all? Basically, Springtrap has a guaranteed hit every time he teleports. At least Wraith has to uncloak before being able to swing. He is also undetectable for WAY too long after leaving a teleporter. I don't know how the killer is able to walk out of killer shack portal and all the way to the main building portal and still be undetectable. 20 seconds is WAY too long. Comparatively, Demogorgon traversing portals is only undetectable for FIVE SECONDS afterwards. Additionally, the 24m terror radius is way too small for a 4.4 m/s killer that makes little to no sound. Other killers in similar spaces (Hag, Spirit, Onryo) all have a distinct and rather loud sound you can hear from a mile away that helps players notice when the killer is coming, before the terror radius even reaches them. If that isn't bad enough, the impossible stealth + free hit killer has a ranged attack too! Every chase I've been in so far has been over in about two seconds from getting immediately hit from an invisible thing, then having a hatchet thrown at me from the resulting animatronic that seemingly spawns in after the short recovery from the hit.
New killer map mechanics: They aren't intuitive and kind of just suck - why would any survivor ever use cameras? The second you hop on cams the killer will just grab you giving a free hook. At least the counterplay with Dredge's teleport/grab is that there are many, many more lockers on the map to teleport to, so the likelihood of it being the one you're in is much lower and more luck based.New "go next" function: I now can't play the game for 15 minutes because I was repeatedly tunneled out. It's like you, the devs, are telling me "We're sorry you like to have fun and play random builds, but because the killer found you immediately with the Scene Partner perk, and your fellow survivors hot unhooked you every game without a plan, you now have to sit in timeout for having a skill issue." How am I supposed to be incentivized to continue playing the game when literally playing the game has gotten me banned. I'm now afraid to play, I don't want to get tunneled again and end up with a bigger ban. At least the smaller bans I can wait out by watching the match or watching some short YouTube videos. Is this supposed to encourage people to continue to play your game?
Other "fun" new things: I also have had my agency removed of unhooking myself, all to prevent survivors giving up. Now another critical part of the endgame has been removed. I can't kill myself anymore to speed up the hatch spawning. I also can't kill myself to the missed skill checks anymore. I can't try to Yahtzee and get off randomly after looping a killer all game only to find they have NOED. I feel like you're fixing things that didn't need to be fixed or catering to the loud 1% and not the silent 99%. The endgame collapse used to have some really interesting tech/counterplay that has been entirely stripped from the game. Killers now can just not care where they hook players and hooks will respawn. You used to be able to evade getting hooked if the killer wasn't skilled enough to spread out hooks. Killers can close the hatch before survivors can get a chance to jump in it. Additionally, the survivor who is on second hook now can't die faster so that the killer has ample time to make it over to where the hatch spawns so they can close it immediately. And in case that wasn't enough, now I get CROWS from trying to lay low or camp the hatch spawn location when the last survivor is getting hooked. What's next, removing keys or just the whole hatch altogether?
These recent changes initially had me furious, but now I'm just disappointed. I don't really want to play anymore for fear of being punished. And all before the anniversary event I was looking forward to…Springtrap is literally one of weakest killers ever. He's bottom D at best for now.
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@PetTheDoggo said:
Springtrap is hard to hear? How that happen… Isn't he like loudest killer in DBD? I would say only Nemesis gets close to him.
I feel he meant when the portal spawn on the gen, he wont appear for few seconds so you dont know where to go. Which is good and fun mechanic from my side. The 50/50 grab and 50/50 hit.
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@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946041#Comment_3946041
"It's unfair that a survivor who dedicates his whole 4 perk slots to healing perks ends up healing really fast" 🤡
Yes, because survivors can fill 16 slots, killer can do that only with 4 slots.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946041#Comment_3946041
"Healing perks shouldn't stack" says the killer while hitting a gen with surge, followed by pain res, followed by pop.
I'm a killer main. And as always I will say the same, they can completely gutt slowdown perks if they balance base game, so you are not forced to tunnel, slug or run 4 slowdown perks every game.
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@ButThatBootyTho said:
Why does this killer have such a short recovery after cancelling his leap? He can cancel it and immediately hit you right after. There should be a 5 second window before he can use his m1. That's the only problem I have with him.
He's already F tier killer. Leave him alone, he got gutted enough.
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@CammyChameleon said:
One thing I have noticed the most while playing as and against Springtrap is the axe hit box. There are countless times where the axe brushes my hair and lands right next to me as survivor and I'm like "How did that not hit me?"
It seems because of this small hitbox it is incredibly unreliable to hit the orbital shots mid chase, and as I have tried probably 100-200 times now I have only hit about 6-7 of them. Now that I am a lot better at it, I I will say the shots land INCHES from the survivors and I see the killer instinct on every single shot. I even asked some of them and they say it "hit their pinky toe".
It seems the axe hitbox could use a small size increase at least for survivor hitbox detection if you want these fun trickshots to be reliable instead of nearly impossible and mainly for clip farming instead.
Kind like how Houndmaster's dog Snug got a hitbox increase from 0.5 meters to 0.65 meters and she became much better. (Not saying to increase the axe hitbox by that much though at all).
Secondly the other small QOL buff and the main ask, is for the axe retrieval be reduced down from 1.5s cooldown to 1s. (This is not his cooldown after throwing or hitting a survivor, it's simply the axe returning to his hand from calling it back from the ground).
With him being a 110 killer made into a 115, it seems the intended playstyle is to keep the axe off of you and only use it for when you need it. However with the retrieval being so long it makes is so you can't grab it and then pull it up and then launch it as it simply takes to much time in loops where you only have a 1 or 2 of line of sight.
This ask is much smaller but I think would help a lot.To be honest he needs more. He is extremely weak, and only gets kills because he's bugged atm (invisible when leaving door, sounds misdirections).
I'd like to see:
→ Make him 115 % base
→ AOE of the axe will cause damage
→ Remove option to self-remove axe for survivors, there is no point why he can't choose whether the axe is removed or not. Aura of axe might give jhim some decent antiloop.
→ Massively reduce time he stays shown to other players (This is seriously bad, giving free long lasting wallhacks mid chase for price of one person not doing gens)
HIS PERKS:
→ Haywire - make it so gate starts regressing always and always regresses to 0
→ Help - make cooldown 40 % to being alternative to STBFL
→ Phantom - aura is revealed for 6s (Scene partner is 6s, no reason for this perk to be 2s)
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@Sully21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944786#Comment_3944786
yeah killer sided.
This will prevent survivors from avoiding killer, which is good. Untill Nowhere To Hide killers couldn't waste time earching around gen and finally now they don't need to run this perk as much. Along with it will prevent people from following with flashlight saves or bully killer with head on.
Killer sided? Now, just healthy for game. Survivors got massive buffs this patch - less teammates will give up, meaning much higher escape rate. Absurd buff to healing builds. Healing perks should not stack! You want to heal yourself? Ok you have self care and take 50s to do so, you want to heal others faster? Bring We'll make it, do no harm or something. Don't understand how it's fair that survivors can heal others in 6s and themselves in 20s. It's absolutely unfair and need to be removed so only highest boost value is applied.
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@Alexwolf44 said:
At this point, we can argue anyone trying to self unhook is not trying to grief or go next.
Here is a clip, to showcase what I mean by that :
https://streamable.com/rtdx43
Even as a killer main survivors should be able to self unhook attempt:
→ They are on hook for 60s within first phase (if teammates simply can't or don't rescue, why shouldnt take a single chance)
→ If EGC is active
→ If 2 survivors are alive
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Agree!
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@dramafinesseXD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944876#Comment_3944876
sorry but this is just a self report at being bad at the game and none of these changes are wanted or will ever happen survivors perks are mainly balanced theses days same with items kill rates are where they should have you ever thought maybes you need to just improve at the game other than wanting everything nerfed ? Maybes just maybes everything isn’t busted and you just aren’t as good as you think you are just a though tho
Well, your name says one of the most busted combo. :D So I get it. Say whatever you want, the game is not balance even remotely.
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@idi_007 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944393#Comment_3944393
I think >these< changes were a bit overboard. Especially the iri button base kit, but several others. With these, Legion would just turn into a closer version to Kaneki, don't you think?
Which would make him low A tier at best, he rests in F tier for a while.
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@RoyalRipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944853#Comment_3944853
Literally today played against an actual comp team as my Xeno (a middle B tier killer at most) and got Toba, and it was just hopeless, i managed to get good downs but it didn't matter because of all the exhaustion and endurance they had and gens being so fast. I WANT to just play the killers i paid for, DbD is nothing without it's licenses, yet playing them is becoming impossible as only killers viable in high MMR are nurse , blight and billy running 4 slowdown / regression, and even then it's not guaranteed win, it's just playing on an equal field with the survivors (while needing far more skill and effort to use)
True. They should at least do this:
→ Gen time up to 120s
→ Heal up to 45s
→ Gate opening up to 60s
→ recover from dying state 90s
→ all generators are blocked for 60s at the start of the game
→ each time generator is compelted all other generators are blocked for 60s
→ increase miss skillcheck penalty to 20 %
→ Nerf numerous perks: (Decisive strike, Dead Hard, Babysitter, Blast mine, Chemical Trap, all exhaustion perks, all gen progression perks,…)
→ Nerf items: Medkits
→ Remove items: flashlights
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@RoyalRipper said:
While that is true, it's also not a good idea
Both Evil Dead and Killer Klowns had games that became so Survivor sided that the killer players just quit and the games died, DbD is on that path rn, and honestly only getting carried by licenses
Indeed. While Nurse and Blight need no or minor buffs, all other killer need big or massive buffs. I listed my ideas and it was accepted positively.
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@RoyalRipper said:
The survivor role has gotten far too powerful for killers to stand a chance in high MMR. PLEASE take some time and actually look at how the game is in high MMR. Because it's basically unplayable for the killer role.
If only a single survivor was to work on generators at a time, without any speed increase, it would give the killer only 37.5 seconds to: find survivor, hit them, catch up, down and then get them to a hook and repeat. Just this is almost impossible without Nurse or Hillbilly.
But in mid or high MMR you'll have 3 survivors glued to gens, while the 4th takes chase, all 4 survivors have second chances and exhaustion that give them completely free extra time. All the while the killer slowdown and regression were gutted over the years, which is what resulted in the massive number of people relying on slugging and tunneling.
Completely agree. Survivors are power-role in the game and insanely unfair and unfun at higher MMR.
The main problem is that most players play as survivors.
If you do the math, for every 1,000 killers, there are 4,000 survivors.
That’s why the game is so incredibly survivor-sided.
You're right — gen regression perks were destroyed under the pressure of survivor complaints.
Unfortunately, it takes a lot of balancing to make the game fair, but BHVR has to listen to the majority of players,
because otherwise the game could lose popularity. -
@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944807#Comment_3944807
That’s not what you wrote.
You wrote “not meant to be entertaining”. That means that means that devs did not intend for survivor gameplay to be fun. That’s different from players having differing opinions.
That was about killer "fun to go against" potential. Fun of the game doesn't rely only on killer that you face, does it?
Killers objective is to eliminate survivors, therefore they need good enough kit to do so. And balancing fun element of the power with strenght of the power doesn't work as you wish.
EXAMPLES:
Skull merchant was always pretty bad killer, D tier at best. But she was so insanely unfun and boring to go against that they nuked her. (Being weak x being unfun to verse)
Nurse was always top killer and only Blight, Billy and maybe Kaneki can see her spot from pretty afar. (strong x unfun to verse)
Pig (insanely weak x fun to verse)
Onryo (weak x unfun to verse)
Wesker (strong x fun to verse)
Unknown (strong x fun to verse)
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@LemonMan said:
"I came back after years and found the same ######### problem. I played a match where there were 3 generators on opposite sides of the map and the last 2 survivors hid whenever they heard my terror radius and it was impossible to catch them and the situation lasted for almost 10 min. To fix that make it so that after some time if you have 3 generators far apart the generators cannot be repaired and if the killer is chasing someone they should get a haste bonus and hooks should progress 10% faster."
Luckily new system is implemented. No more needs for Nowhere to hide or Ultimate weapon.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944786#Comment_3944786
I am not against preventing excessive hiding, but this new system detects everything as "excessive hiding".
Survivors gain afk points and crows too quickly. For example, you can't cleanse thrill of the hunt without getting a crow and even in justified situations (e.g. hiding from oni in power) the system will give you crows too fast.
There is a difference between employing stealth as a legitimate short term strategy and excessively hiding to bm or drag out games, but this new system doesn't differentiate at all.
Again, this is good step towards healthier game. If there are issues (like Thrill), they might adjust it afterwards.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943421#Comment_3943421
So… half of the game isn’t meant to be fun? Why would the devs even bother then?
Game is fun to me and all people that play it. If anyone doesn't enjoy the game then why bothering playing it? Just go play something else.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/447938/the-unbound-nerf-was-unnecessery
BHVR has a bad habit of nerfing perks that weaker killers use a lot. Even the regression nerfs, like do you really think Blight or Nurse cares at all about 5% less Pain Res and Pop value? Meanwhile killers like Trapper, Wraith, Skull Merchant etc feel it hard.
Again, it's why they wanted to remove haste stacking.
I ran battery included, machine learning, play with your food and furtive chase.
I was so fast that i just got free downs without them being able to do anything even at shack. I'd much rather see perks themselves being good but don't stack.
BI = 10 %
FCH = 15 %
etc.
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@Seeayzee said:
New changes should only be restricted to the first few minutes of the match, why am i wasting time on hook when multiple teammates are hiding and no gens are being done?
It's purpose is to prevent people from dying. I suggested three exeptions that I would understand as killer.
→ You are hooked for 60s (means 10s are left and no one comes for you, so you have 4 % to unhook yourself at cost of 1 attempt)
→ EGC, there will most likely be less players and killers need to defend hooks, if survivor not been hooked entire game, I'd give him option to do standard 3 attempts during EGC
→ Only two survivors are left and there is minimal chance to change outcome of game, same with skillchecks.
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@Hex_Ignored said:
I agree. It is way too easy to trigger it. I get that excessive hiding is a genuine issue that needed to be fixed, but this new system is too aggressive.
It is a step that had to be done and people will get used to. It will create a lot of positives for killer players that might help them through the game. I like it!
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Feel that as when Pig rift skin was shown in the trailer and then we got the actual skin…
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@Hexbadboy23 said:
They did good with Fnaf so far with the jump scares and the stealth mobility I’m bet impressed. We need more license killers like Vecna from Stranger Things, The Thing, The Grudge Kayako, A Spider Killer. A lot more to go tbh. Where is the ICONIC HORROR
There are lot of SW fans that would like to see DV in DBD. I can imagine him fit pretty well and be super cool.
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Ez buffs:
→ When he has undetectable, his footsteps are muffled (I would do that to any killer)
→ His undetectable lasts 40s up from 30s
→ His axe velocity is increased to be more of hitscan from close
→ Axe takes twice as long to be removed by either option
→ When the axe is attached, he gets 10 % haste
→ 115 % at all time, 105 % when aiming axe
→ Door battery depletes way faster
→ There will be icon on the HUD whenever someone is using door (like in Void event), making the doors more of risky to use
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Let me explain the core issue of Head on.
- Two survivors run head on, vigil
- They die at the locker so they get saved and you can't open locker because of it
So now, after 60s Head on will be anusable, therefore killer can wait for the crow to spawn and prevent such a unhealthy gameplay
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@UGhostiiU said:
I'm sorry, but this is the first time I have been frustrated over an update. I understand why they were implemented, but the way you get scored for crows is way too fast. There have been times where the kill and I been at a stand still when trying to unhook (when other survivors are alive) but I get crows? This is unfair and a big disadvantage.
For the hook, are you telling me I can't move one when MY teammates leave me there to die? You might as well remove all hook based perks then since they're almost useless now. For the love of all gaming, please BHVR, you have to see that Solo Q also exists. This is horrible for Solo Q and for people who want to help but get crowd anyway because they don't touch a gen. Now you'll have killers saying survivors are gen rushing when we can't even stop that because we get crows.
These mechanics need to be reversed and taken into another test. Please fix this.
This update is pretty healthy for the game. Why?
→ It helps new players to find hiding survivors
→ It helps prevent stealth play where survivors would hide close to gen and you can't find them, not at least you don't have to pick perk for it
→ It prevents some long-lasting unhealthy combos (lucky break + iron will, shadowstep + iron will…)
→ It resolves the head on saves and overall lower down the opressivness of head on
→ It allows killers to find survivors more frequently in the late game without needing aura perks
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@TripleStryke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944598#Comment_3944598
shoulder the burden is absolutely overpowered, it’s the strongest perk in the game by far at the highest level, but you’re obv not running into it every game. This offering is not that strong but it is just strong for no reason, and having an offering that reverses a qol of life change doesn’t make sense. Imagine if killer had an offering that just enabled hook grabs or something.
as for your clown build you could always run coup or rapid brutality insteadShoulder teh burden is probably most overrated perk and as killer I always get use of it more than them. :-)
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@AdamZ said:
Why bhvr? no one complained abt the perk, so why revert it to being useless?
Before the buffs literally no one used it, and now that its an actual good perk u make it almost useless once again.
Whats bothering me the most is that it was mosty used on m1 killers, u know, the ones that actually need it.
Like i bet my kidneys on it that u never seen it on blight/nurse/hillbilly/spirit/drac etc. at most singularity which i can understand, but cmon, at least make it 7/8 %.
edit: never mind they made it 7%, tho i still wish they didnt nerf it
Again. People cried about haste stacking removal. I played haste build and move at 130 % most of the time. Which is just completely overtuning the base movement balance. If they didn't listen to the community we could get maybe more buffs to haste perks.
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Springtrap himself feels actually pretty weak. The only thing that shines for him is that everyone keeps running the two haste add ons along with some decent slowdown or tunnel, which is understandable.
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@TripleStryke said:
Anything I don't mention below I am totally okay with and think you guys did a great job on.
The Animatronic's Perks:
- Help Wanted: There is no reason to really ever run this perk. I get it is made to have some sort of synergy, but it does not even slightly stand well on its own.
- Phantom Fear: Probably the most useful of the 3 perks, but the cooldown is a bit long.
- Haywire: I liked the PTB version more, but I need to test it more
Spawn Rules:
- Shroud of Separation: This just replaces map offerings as the meta survivor offering? This should be reworked to something else because having the same situation where the killer is encouraged to use their one offering slot to counter one survivor's 4 to have a good experience is not fun.
The Lich:
- Lifting Dropped Pallets: It seems like as survivor I can always drop the pallet before the Lich player can swing after lifting it up, so what is the point of even having that as a mechanic?
Killer Perks:
- Unbound: I don't think this perk needed a nerf. It was only good with some additional vault speed modifier and required an injured precondition. I don't understand nerfing Unbound, but keeping Lithe as it is (Lithe nets 6M of distance to 10% unbounds 4.6M/4.4M over the duration with no precondition)
Spawn rules - It won't be meta as maps, don't even worry about that. I haven't got it a single time and there were multiple "catastrophic prophecies" about new broken stuffs like Shoulder the burden, lucky break,… and they lie somewhere forgotten.
Unbound - big agree. The perk was finally good, but at least it's 7 % and not 5 %. I expected that to happen, because with buffs to multiple haste perks i ran haste builds and it was straight unfair. My main build was Battery included, Unbound, Machine learning and either game afoot or play with your food. Anyone who understand numbers know that Clown = - 15 % movement speed (with those perks you could move at + 30 % speed for quite some time) which made so huge different that i outplayed every single loop along with shack just by holding w and got the old skull merchant treatment of "you get hit in every loop, accepit it". -
Seems like feedback from PTB was overlooked at all.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943421#Comment_3943421
So what's the point of surviviors playing the GAME? Games are supposed to be fun.
Indeed. So if someone is not having fun, then they don't have to play it.
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@AdamZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943461#Comment_3943461
wdym old descriptions? also im fairly certain it is serious since they also nerfed batteries included.
Those perks were buffed recently and on early access it is more than obvious that it was older build where the perks value were not corrected.
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@AdamZ said:
Why bhvr? no one complained abt the perk, so why revert it to being useless?
Before the buffs literally no one used it, and now that its an actual good perk u make it almost useless once again.
Whats bothering me the most is that it was mosty used on m1 killers, u know, the ones that actually need it.
Like i bet my kidneys on it that u never seen it on blight/nurse/hillbilly/spirit/drac etc. at most singularity which i can understand, but cmon, at least make it 7/8 %.
It's info from early access. I wouldn't take that serious as there were multiple "old descriptions"
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Pure example here is Skull Merchant, while she was never strong she was so insanely unfun to go against that she ended with 90 % kill rate and was top kill rate killer for quite a while.
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When Houndmaster dropped: "This perk will change the game forever, you will see it very oftern."
Today: "100 games and see one STB, not used anyway."
I'll explain why STB is very bad perk…
→ To use it you have to have 0 hooks, otherwise you force yourself to be instadowable and dead on hook
→ If killer see that you are removing hook stage, the best they can do is swap you as new target and tunnel you instead with 1 hook ahead
That's mainly why no one runs STB, because they realize that the perk is really good on paper, while it's not as good in practice.
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Ghoul is fine now, it's not 4k effortlesly every game which means that the nerfs were enough to open enough space for counterplay. If you say that he is boring to go against, yes… along with Knight he is my least favorite killer on the roaster.
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I'm afraid generators are risky take and defienetly should not be done faster. I was more of make that gen takes 150s to finish and flat nerf the slowdown gen blocking and regression perks so the game are not as different between no slowdown and full slowdown while opening paths for fun builds too.
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Things that you could do as survivor but were LUCKILY removed:
→ Fast vault window at any distance
→ Vault window in chase 3x while no breakable wall was close to it, meaning that there were god windows that killer had to vault 3x ti get a hit
→ You could instaheal yourself mid chase
→ YOu could insta pick up someone from dying state to healthy
→ You could heal yourself before killer broke the pallet
→ There was no hit registration when vaulting pallet or window, meaning that even when you were not already standing on the other side, it was a miss
→ You could bully Wraith with flashlight, giving him infinite stuns
→ You could burn Artist crow, Hag trap
→ You could sabo trappers traps
→ You could presabo hook, then just instaclick to delete it for 8min
→ You could use no stagger from balance landing to create infinite loops
→ You could recover from exhaustion while running
→ You could dead hard to get to window or pallet for free
→ You could work on gen or heal with 60s immunity while being unhooked
→ You could heal yourself from purple medkit 3x
And so much more… so sorry if the game is not absolute survivor paradise for you anymore. A lot of balance been done to make game more fun for both sides while closing the gap between high and low lvl. The game is still pretty survivor sided and offer various mechanics to use and abuse.
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It will alllow you to heal once from medkit if you have this perk (it will still have the speed and effeciency penalty from medkit itself)
→ with any healing perk will not result in any difference
What scares me more is the buff to desperate measures, because 80 % faster heal when everyone is injured is kinda cracked. Imagine running botany and desperate measures give you more speed then well make it. Luckily there is 200 % healing speed cap that can't be exceed.
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Killer isn't meant to be entertainment for survivors. And there is limitation of how fun he can be to go against while strong at the same time.
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The one thing that it has as a negative though is "takeaway" of possible builds that someone favors. Let's say you like to run full aura build on killer (floods, lethal, bbq, darkness) or full gen build (deja vu, bardic, scavenger, stake out). SO it would disable some perk combos which again, isn't as good path to go.
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If it doesn't change the limit, then it's not as reasonable. I had same idea a long ago
Lets say, survivor can have 12 points spent:
Decisive strike - 5 points.
Off the record - 5 points.
Low profile - 1 point
Friendly competition - 1 point
= 12 points spent
Another one, killer can deploy 15 points
Corrupt - 5 points
Pain resonance: 5 points
Pop: 5 points
no more room for 4th perk unless they swap pop for perks like eruption or grim embrace that would both be 2 points.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/447934/touch-gen-tech-abuse
If I am not wrong, it only takes into consideration if a gen got completed, not if it got worked on.
Correct. Generator must be finished in 10min widnow to prevent killer from abandoning.
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@GeneralV said:
it's not acceptable to leave a Killer this bad for this long
Sure gives off Freddy vibes, doesn't it?
But yes, I agree. And I would go as far as to support a full reversion of her kit, back to what we had prior to her nerfs.
Because that kit was fine. The problem had been fixed, the 3-gen madness was gone. It is absolutely ridiculous that players still continued to DC and suicide on hook against a killer that no longer caused any problems for the game.
Agree. They should give us SM 2.0 back as she was.