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EmpireCity830

EmpireCity830

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EmpireCity830
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  • @MarbleThrone said:

    It looks like they're forgetting to keep us updated on the main/English twitter page. If you want to know the current progress, head over to their Japanese page!

    Four hours ago we were at 24+ million points.

    What's the link to the Japanese page? And what is the points at now?

  • I had the same thing. Her field of view seems to be messed up. I felt like I was running shadowborn but I didn't have it equipped.

  • I'm in the same boat. Gens are too easy to do and too quick as a result. I play 50/50 survivor/killer or close to it. I think most games as survivor 5 gens pop before the killer has secured more than 1 kill. For killer, I feel like if I don't have a very quick first 3 chases than the game is lost. The first 2 gens always go by instantly and the game is won or lost depending on if you can slow survivors enough for gens 3, 4 and 5 to take some time to do.

    MMR has completely killed this game. The player base now has a mindset similar to that of a comp team. Are players as skilled as those from a comp team no. But I can see how similar the games are in terms of style. Gens go by very fast, killers are forced to tunnel 1 person, and it comes down to if the killer can win the game late.

    If I bought this game today and played it for a week I would quit after a week. This game is not beginner friendly. I miss old DBD. I started near the end of the Pre-MMR era so I don't remember much about how those games went but they were so much better than the sweat infested games we have now. I want to play with meme builds and try goofy strategies to get kills. But you can't do that anymore. Now it's end chases in 20 sec or less and play as sweaty as possible or you will get destroyed.

    Very sad to see what this game has become when it was so fun to start out.

  • I haven't played much of the new update but I think that gen rushing will need to be looked at. Gen regression perks are dead and gen rush has not been touched. Toolboxes need to be nerfed and Prove needs a nerf. The only way to keep up is to end chases quickly. But since maps are broken and most M1 killers are weak chases will take forever. Gen rush and maps need to be priority in a future update.

  • @AykDanroyd said:

    Lethal needs to be removed from the game or changed. It was never intended for a game like this or else there wouldn't be 2 stinking offerings that start multiple survivors at the same spot just to screw them over with that perk. Had Lethal existed when the game was created I can guarantee you those 2 shrouds would've never been added. This game in its inception intended killers TO SEARCH FOR AND FIND survivors, not be fed free info on where they are at the start which throws off the entire match and has lasting effects. I could care less about distortion being available to use---many of the teammates in my solo queue matches or even in my SWF matches don't bring it and even though I do (and thus waste a perk slot unnecessarily) I have to expose myself to the killer sooner when they get caught & I have to run in for an unhook than I would have had this bullshit perk not existed like in the good days before the first damn Resident Evil DLC was added (screw the RE killers and the unbalanced ######### perks, terror radii & powers they have). Also, there are plenty of times where even though I have Distortion on, I start near another survivor who doesn't and I get caught as a result as well when the killer finds them and sees my scratch marks as I start running from the others when I lose a token.

    DBD has a hunting category. Hunting in its very definition is looking for the survivors and using a process of elimination to find them. A lazy killer who doesn't bother looking for them getting free info on where they are from the start IS NOT HUNTING, no matter what anyone thinks. I main Myers and it makes it ridiculously easy to get a 3K minimum when bringing the Judith's Tombstone & Fragrant Tuft of Hair add-ons, which was never intended. I remember how hard it was to get a 4K when I got his Evil Incarnate achievement before that perk existed and as much as it would help me as a Myers main, it just should not be allowed.

    Its primary function of showing auras at the start should be changed to something else (maybe showing auras when bloodlust is gained since that would live up to the name Lethal Pursuer). Keep the secondary function of extending the auras, but the primary function is just bullshit and should've never been allowed. Or add a penalty of giving survivors faster gen repair speed for the rest of the match as a counterbalance if that perk is used. I'm really sick of the lazy killer's build of Lethal-Nowhere to Hide, BBQ and other aura perks. You want to play killer, do your damn job and hunt for survivors by searching for them. It's bullshit that survivors should have to waste a perk slot for Distortion for every match just to avoid something that never existed in the good days before the adding of Nemesis (one of the most broken killers with his terror radius, speed, zombies who appear at the worst spots, add-ons, and his damn perks). The zombies should have been added as a double edged sword where they could help him by downing survivors or they could hit him when he carries a survivor, causing him to drop them. But why should anything in this game be remotely close to balanced. Just imagine what BHVR would do to Distortion if every survivor ran it. They would screw it over like they did DH because in their stupid minds survivors should have to sit & take it up the ass and be found early. Yeah that's their logic for you.

    DBD loves living on its roots and the reputation it built for itself back when it was released and the 3-4 years following when it attracted a great player base, but does everything to trash those same roots at the same time by forgetting what its original intentions were. The best thing this game could've done is split itself into a classic module and a modern module where Trapper through the Twins (and Dwight through Elodie on the survivor side) and all their perks would make up the Classic Module and everyone from Trickster through Skull Merchant (or Yun Jin through Thalita & Renato on the survivor side) and their perks would make up the modern side and there would be no intermixing of any elements between the 2 modules where the classic module would retain the state of the game as it was when the Twins/Elodie DLC was released. Then let players choose which side of the game they'd play. They'd actually be able to manage the modern side of the game much better that way. And they would make older players happy for one damn time.

    Meta today is genrush and leave. So the sooner you find people the better. Time is not on your side as a killer. You can choose to not run lethal that's fine. To me lethal and discordance are the best early game info perks. Also, I'm sure the offering to spawn people together was in the game before lethal was.

  • I just faced one today. First time in a few weeks. She is just boring to play as and play against. There isn't much appeal to her.

  • Ok? We'll see that actually happens. But in the meantime find a new perk to use. That's the whole point of nerfing perks so that some new ones come up. DH has been top 3 for years now. It's time to see something new.

  • As a Blight main there are only 2 parts of Blight that need reworking. His add-ons number 1. Ring, C33, Adrenaline Vile, speed add-ons. These add-ons need some reworks or maybe a number tweak for speed. Ring I would just delete. I don't see how you rework that and still have it be useful in some capacity. C33, remove the hindered effect and increase the stun duration by 2 sec. AV remove the 2 sec recharge time. The speed add-ons remove the ability to stack them. Double speed Blight is not very common (I think) but is very strong.

    The only thing from basekit I would change is the recharge rate of the tokens. I think it's 3 sec per charge or 2? I don't know off the top of my head. I'm a blight main and I don't the base recharge rate off the top of my head. I'm pretty sure it's 2 sec per charge. Feel free to correct if I'm wrong on that.

    Otherwise I think he is fine. Basekit is good and hugtech is easy to counter. Removing hugtech will just make him stronger. Every streamer and Blight Main on the planet has said this.

  • What was the deal with the cosmetic questions? Does anyone actually care a lot about that?

  • I got the stars Wesker skin, already had the Blighted Wesker


  • @Skill_issue said:

    the proposed healing changes doesn't affect your ability to genrush...heck even overzealous is getting a buff and you don't have to waste time healing...i guarantee your matches are going to be much shorter with the new changes and the nerfing of gen regression perks on the killer side. slap on a resilience/overzealous/stake out/fogwise with a good toolbox and you will still be able to listen to music and chill

    the medkit and circle of healing changes are also needed...it was always ridiculous that survivors could heal mid chase (and very easy to do all you need is to predrop pallets and heal quickly)

    as for killers you still are going to need more chase and aura reading perks than gen regression and try to get those downs as quickly as possible

    your thoughts?

    I agree with this. I think this is going to be a big issue and make killer even more annoying than before. This community loves to adapt to new changes. I think the survivors are going to run this build: Resilience, PT, Adrenaline, some 4th perk with strong toolboxes. This is just going to make gen speeds even worse than they are now. PT has been meta for the last few months, why hasn't BHVR even mentioned it?

    For me, I feel most of my games get to end game regardless of what role I play. I'm a blight/spirit main but have played more of the other killers lately and can see how weak they are. They just don't have the kit to keep up with gen speeds. I worry about how long the killer playerbase will be around for.

    I know we have to wait until the PTB hits to actually see how this will work but I just feel in my soul that what I've said is going to be a reality and I worry about it.

  • I get where you're coming from. I was like this a couple weeks ago. Idk if my MMR went down or if it's because of playing late at night but my games have gotten better. The game is favored towards survivors imo because a competent group that does gens efficiently will win most games against the bulk of the killer roster.

    I have noticed some things in the 2 weeks. (This only applies to M1 killers)

    First, maps are too big and/or gens are too spread out to really do anything.

    Second, survivor spawns are actually ridiculous.

    Third, having 1 gen slowdown perk of some sort is a must.

    Map sizes need to be reduced. That is the #1 thing.

    Another thing is that you can't let Nurse, Bight and Spirit dictate how stuff is designed when it comes to maps, perks, and anything else. These killers are the strongest in the game and will stay there for a long time. That doesn't mean that the rest of the roster has to suffer cause of these 3.

    Changes need to come quickly otherwise killers are going to quit this game and the bulk of the killer roster will be too weak to do anything.

  • I think the reason is that survivors have been using the "solo gen" strat a lot more often. I use it in survivor games even without a gen rush build. Basically for those who don't know, if survivors work on a gens individually meaning 4 survivors each work on one gen by themselves at the same time gens will fly. By the time the killer finds, downs and hooks 1 survivor 2-3 gens should be done or really close to done.

    It's really annoying to deal with as killer and very boring as survivor. They need to give survivors something else to do.

    I know deadlock and corrupt exist but there are times where these perks do basically nothing.

    Something has to change soon cause survivor is boring af at the moment and killer is really stressful.

  • @Jace233 said:

    It seems like this game has become more frustrating over time with all the heavy nerfs and changes that incentivize boring gameplay. I will list everything wrong with DBD and my proposed solution, in order of importance.

    1) The map design is frankly awful and probably the worst thing about DBD overall. Some of them all but guarantee a killer win while most are full of god pallets/loops that cannot be anything other than a pallet breaking simulator from the killers POV. It seems the original maps are the most balanced, and the newer ones are straight up terrible.

    The solution is to remove long-hall/elevated areas with CLEAR LINE OF SIGHT that just take too long for the killer to apprehend a survivor. Like RPD, the 2 story area in grave of glenvale main building, ormund 2nd floor of main building, garden of joy window vaults (remove all of them from the houses or make them connect far closer to an exit from the house), etc.

    Unfortunately the one map that did multiple floors very well was the old Demogorgon map, because you had no line of sight to where the killer was coming from, or if he was coming at all before he catches up to you. DBD devs, you really have to remove line of sight if you make difficult to access areas, otherwise its just a scooby doo chasing simulator.

    2) Generator and healing speeds - You cannot keep making perks that boost these speeds, because they are already too fast as is.

    Prove thyself is like a reverse hex-pentimento with no other condition except you are next to someone. It needs a massive nerf because it is frankly busted whether you believe it or not. It should grant a 5% (down from 15%) speed boost to each person.

    Boon COH and medkits need to be changed entirely. Both medkits and COH should no longer allow self-healing in any form. They should only increase the speed of healing others, while COH can grant the 50% speed boost and broadcast your aura to every other survivor so they can come and heal you.

    Commodius toolbox should be toned down a bit in its long-term efficiency. Just by the numbers change along with prove thyself will help quite a bit.

    3) Killer Nerfs/Killer Design - This is maybe not the worst decision you have made regarding DBD balance, but it IS the most unfun one, and really made the game overall lame and miserable to play. You keep doing nerfs to killers/addons that completely limit creative expression in the killer roster. Deathslinger can't insta-fire, Hillbilly cant use saw to mindgame, etc.

    And pretty much every new killer you have designed since Artist has zero skill ceiling whatsoever. She is probably your best designed killer by far, because she has an even balance of counterplay and skillful plays. The matches against or as her, are pretty much always fair. The new killers you design are so incredibly lame and rely entirely on survivor ignorance to capitalize on anything. Even Wesker, as fun as he is, is so badly designed that when good survivors refuse to get hit by his easily dodgeable M2, they have the game all but won.

    And lets not even talk about the Knight or the new killer coming up. You just keep designing killers that have zero power in and of themselves; too reliant on survivors being birdbrains. You really need to refer to the Artist in designing killer powers, because you did really nail it with her.

    All of this is the reason that turning the match into a 3v1 early on is the only way for a killer to win against a good team if he isnt the right killer pick. Address these issues and the game will improve itself as tunneling is just symptomatic of imbalanced design.

    Wesker is a strong killer. Probably the best released by BHVR this year. If you think he is weak you either haven't played him to his full potential or you haven't seen him be played at full potential.

    I do agree with the 3 points overall that you made. Map design is awful, gens are too fast b/c of perks as well as spread of generators. Survivor items need a fat nerf yesterday. The weaker killers need to be buffed in some way. They just can't keep up with speeds.

  • @AmpersandUnderscore said:

    I try not to care about 'winning' as killer. I want to have fun chases and moments where I can feel like I played well. I play for hooks, and consider that my personal win condition. 9 hooks and 1 kill is a great game.

    You don't seem to be playing as if a 4k is the only thing that matters in the world. Keep in mind that there's no reward for 4k ing every match. In fact, I'd argue the 'reward' for winning all the time is higher MMR, and sweatier games.

    But the last thing the game needs is slower gens base kit. That only puts more pressure on survivors to 'push gens as hard as possible or die' and the gen speed arms race continues. It also means tunneling and camping become even more optimal strategies, but they aren't more fun just because gens are slow.

    If anything, the game needs a rebalance so gen speeds have less variance. Two survivors with BNP can finish a single gen in something like 30s, but the other end of the spectrum is dying light + Pentimento which makes a gen almost 3 minutes to complete. Imagine if every game had closer to 90s gens instead of the other extremes.

    Let me clarify "winning" and my frustration. I consider a "win" 3-4k, 2k = tie, 1-0k loss. Sometimes I count 2k as win if it was a late comeback. Do I need to "win" every game to have fun no. Obviously, killers are not meant to win every game and survivors are not meant to win every game. But when getting 1 kill let alone 4 is much harder to do now than before the HUD update, it can get frustrating. Survivors are much better at looping, make little to no mistakes which makes chases longer, gens quicker, and 3-4 escapes more common. Deal with this everyday for 7 days a week. Combine that with IRL college courses you can get a bit annoyed.

    The 9 hook thing was just me being annoyed that it resulted in only 1 kill. Usually 9 hooks is 2-3k for me, but whatever.

    I'm going on vacation for a week which is nice. I get to relax and get away from this game. But when I get back it won't be much different.

  • That is too complicated. Most people who are new or have some kind of disability would struggle with this. Also it would make generators WAY to long. Killers would have an unfair advantage. I agree that the gen repair system needs to be changed in some way but it needs to be in way that won't give the killer a crazy OP advantage in the game.

  • I agree with this. I'm at this point too. I think most of the player base has quit killer. Queues for survivor are longer and the bonus BP is on killer most of the day for me. I think survivor is a lot more chill whereas killer is a stressful mess. I've noticed in my survivor games 3 gens get popped before the killer has downed someone or hooked more than 1 person. The time it takes for a killer to find, chase and hook a survivor has gone up a lot. Survivors hide a lot more now and can loop killers much better than before. For killer, if I don't get a down with 45 sec of starting a chase then it's a problem. I get that whatever role is being played isn't supposed to win every game but for me in my games survivor has a better "win" rate than killer. I feel that I escape trials more often than getting 3-4 kills. And in most of the games that I play (both roles) I say that 4-5 gens are popped before 3-4 kills are secured better than 90% of the time. This is a problem. I get that survivor needed a buff for solo-queue but it's clear that solo-queue as it was before was the reason that kill rates were around the 60% mark or whatever the devs wanted it to be.

    One last thing that I notice is that, for me, I feel like I get 3-4 kills as killer because the survivors played bad rather than me being good. There was an occasional time where I played well and there was nothing the survivors could do. But that is rare for me. Same thing on survivor side. I rarely go against a killer who actually plays well and there is nothing we could do. Most of the time if we just stick to gens and not goof around then we get to end game.

    Do other people notice this or is it just me?

  • I agree. It's annoying how with MMR the more kills you get the harder the games are. I know that is the point of MMR and you should face tougher opponents as you "win" more. But there comes a point where the lower tier killers cannot keep up. At high MMR you get survivors who take longer to down, gens get done faster as a result, and maps dictate results more with the increased offerings. The higher the MMR the more map offerings you see.

    It's just pain when as a killer main I have to basically be laser focused from start to finish in order to do well. I also think that luck is a big factor in games, probably a little more than skill. It is stressful and makes killer less fun for me than before. I don't need to 4k every game to have fun but I don't want to deal with survivors who are really good at looping and do gens effectively every game either.

    Also I think gens have become an even bigger problem now. I think most games 5 gens are popped before 3 kills are secured unless there is a DC. To me the difference in a match is whether you can create enough pressure to stop gens 3, 4 and 5 from popping to quickly because gens 1 and 2 always get done fast.

  • I rarely use map offerings. I haven't used one on survivor in ages. I really only use an offering for killer if I have a playstyle that I want to use (mirror Myers), have a pallet challenge to do (Gideon), or need an adept achievement for a weak killer (Midwitch). Other than those rare occurrences I don't touch map offerings. They are too busted and maps have honestly been horribly designed the last couple years. I can't remember the last time a map was created that was fair from the start. Latest maps have something about them that makes it busted for one side. It is one of the big flaws of this game.

  • @HugTechLover said:

    Borgo

    garden

    ormond

    coldwinds

    SWAMP

    -Blight main

    I agree with most of those but Ormond for me is pretty fun. I am also a Blight main. Every other map on that list is complete crap for most killers.

    I had a game the other day with Spirit on Garden of Garbage. I felt like every loop had a god pallet and they connected too well together. There was nothing I could do. Got 2 hooks that game. It was bad.

  • I wish BHVR gave us a way to trade in event offerings for BP after the event is over. You can keep a couple of them for next year but you don't need 300 just sitting there doing nothing for you. Those BP would be helpful to upgrade characters and give us another way to get some BP.

  • putting it in now, hit enter by mistake

  • This just happened to me today. I think I also got it a few weeks ago when I got her daily.

  • Had this happen with a Ghost Face yesterday on Meat Plant

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/357834/instead-of-making-new-content-focus-on-fixing-some-of-the-current-core-issues-with-the-game

    You can't talk about items and mention just blight and nurse addons to compensate. In good hands there is nothing. And I stress literally nothing more unfair then amulet MDR spirit. Best medkits and best toolboxes don't even come close. Thankfully people don't play those that often for some strange reason.

    Then we have tombstone piece, engeneering's fang and maaany other unfair addons (they are fine when paired with best medkits and toolboxes. But without those they are unfair)

    Obviously there are other killers who have add-ons that are problematic. I wasn't trying to hide that. I was just using Blight/Nurse as examples. BHVR needs to look at all the killers and buff killers who need buffs, nerf killers who need nerfs. Do the same thing with add-ons. Buff the ones that suck and nerf the OP ones.

  • Could it be possible that you had BT level 2 prior to the conversion? Otherwise, I'm not sure.

  • The MMR calculation system needs to be reworked. I think that looping length and length of match should be the main drivers for calculating MMR. If the match is over quickly then MMR should not change very much and if it takes longer then that means the skill level between survivor and killer is more balanced and MMR should go up or down depending on kill/escape. The reason I think that this system works is it will force the game to put you against people who are not newbies but also not crazy good/toxic (hopefully). Only reason I want this is because my killer matches have gotten tougher and some of them ridiculously tough to point where I don't have a fair chance to win the game. Just because you get a 4k or escape does not mean that you are good at the game and played well. The survivors might not be good or you got lucky. The MMR does not account for that. I also think that the number of hooks and when your kills occur should be a factor for MMR. Basically if they change the MMR to have conditions (weights) for kills and escapes then I think the system will be more fair.

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