FFirebrandd
FFirebrandd
About
- Username
- FFirebrandd
- Joined
- Visits
- 8,028
- Last Active
Comments
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601343#Comment_3601343
.....can i ask WHY tools is one of the best chapters in dbd?
I'm not the one you're asking but I can answer the question.
Original: The concept behind Skull Merchant was excellent. A killer who is a jack of all trades but a smidge underwhelming at base who then chooses a specialization via addons sounds really really cool to me. The options and flexibility were super appealing to me. Yes, 3 gen Merchant was a problem and needed changed, but outside of that admittedly big problem, she had a lot of potential to be interesting and fun.
Rework: She seems much less of a jack of all trades now because her addon effects got moved behind claw traps and lost exposed... but in exchange she got much stronger stealth and "traps" with the drones directly injuring. I like both stealth killers and trap killers, so I personally am still 100% here for playing SM.
-
I personally would want Chocolate #1. From reading the description,that's what I thought it did and thought it would be decent. It's still a little crazy to me that it's 4 times stronger than I thought.
-
So, release Legion got changed because there was borderline nothing a survivor could do to last longer in chase vs them. So they got reworked to focus on stabbing everyone instead of one person repeatedly.
That's also why you get stunned if you double stab someone. You're not supposed to do that anymore and don't get anything out of doing that unless that is your 5th hit in the current use of Frenzy... at which point you'd down them.
The no scratch marks and blood is an artifact from a previous version of Legion/Deep Wound. From what I've heard, Deep Wound used to go down unless you were in chase, so Legion players would Frenzy stab and chase the survivor backwards to get an easy down. So the Devs made Frenzy hide those. Eventually they changed Deep Wound to not go down while running so I don't really know why Frenzy still hides scratch marks and blood.
The point of Legion is to be a control focused killer. They waste the survivors time with constant injuries and mending while they (usually) get their downs through M1 gameplay. I personally find that gameplan quite fun, but it is a vast difference from what I understand release Legion did.
I didn't spend money on them, but I did get and main them for a while. I've actually never played their release state.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600524#Comment_3600524
Bvhr tried standard him as ranged killer with huntress. since huntress has lullaby, they put one for him. I think lullaby in general are bad design because they discourage the player from using terror radius perks. It is just another mechanic to over-balance killers and restrict their gameplay choices.
I'm sure this is the reason but that reasoning is stupid. Huntress has a lullaby because surprise hatchet from 35m away getting an injury or down is a thing. I suppose a surprise knife from 35m can happen... but it won't accomplish anything unless 5/7 more land... at which point it isn't a surprise.
-
The game needs more aura colors in general. In theory Eruption and Surveillance would work well together, but Eruption's gen marking overrides Surveillance's gen marking. It's annoying.
Overall full agree and the problem goes deeper than just deja vu.
-
@D0NN1ED4RK0 said:
Honestly they should’ve buffed perks only and they could try to find better alternatives to lowering a perks pickrates rather than nerfing it
I’m still worried if any unnecessary nerfs happen to unproblematic perks just because they have a high pickrates
and on top of that the update was flawed but they did a few good things but maybe buffing perks only could make people start using different perks
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598865#Comment_3598865
Isn’t new pop like 30% progress removed from a gen (original pop was 25%)
New Pop removes 30% of current progress which varies a lot in strength. Og Pop was 25% of maximum progress which always removed 20s worth of progress. New Pop needs the gen to be at 2/3 progress or more to match Old Pop.
-
DS deactivating when survivors interact with things is just about the best change they ever made.
-
Left Behind, Clarivoyance, and Maps can already do this. We don't need an offering for this as well.
-
So...
Bit of backstory. I loved release Trickster. He felt like a very interesting and fun hybrid killer who would do a mix of damage with his knives and bat. I actually really liked how unrelenting Trickster could be in comparison to Huntress or Slinger. I actually dropped him completely when his post launch changes happened because I didn't like how the changes pushed him far more towards knives and also made him worse in high wall loops.
I was actually very excited for these Trickster changes because it looked like he was returning to being more of a hybrid killer like he used to be.
He isn't. His M1 game is better than ever with the speed boost which I do honestly like. Love even. But you've made his knives even worse than they were on release. I thought that some of the people posting here were exaggerating that he was basically just an M1 killer now... but... yeah he kinda is.
-
@JakeCannon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596492#Comment_3596492
Nope, just complaining.
Ight. Fair enough.
-
Are you new? This is pretty normal for the first few days after a good killer release. Especially for a licensed one.
It'll calm down in about a week.
-
This seems like another good reason to make yellow Mori basekit.
-
@DeVyre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595801#Comment_3595801
nurse has an heavy penalty to her teleport
blight has to bounce and some maps are pretty nasty with obstacles
chucky? no terror radius + footsteps deception + anti-pallet + charge to cover distance, has he some drawbacks for all those powers? I can't see any, so you get all bonus and no malus
He is 110%. That's a drawback.
-
Then there's me...
The weirdo who loved release Trickster enough to P3 him under the old system and pilot exclusively him to my first Iri 1 rank (pre mmr). Who instantly dropped him when his post launch changes came out. Who is also now super excited about these new changes because they seem like a return to release but better... except the laceration decay.
-
For context for the unaware: OP's definition of cheating includes people's attempts to deal with bad eyes or bad monitors and get themselves back on an even playing field.
-
Ghosts.
Someone who's tunneled out of the game isn't fully out. Instead they become a ghost who can do objectives at half speed (except exit gates), move at 80% speed, can't body block, and if struck by the killer they are "banished" for 30 seconds, after which they respawn.
Along with that, add a "Serious Wound" status effect. It gets applied when a Survivor is hooked and reduces their repair speed by 10% and can stack.
The idea is to drastically reduce the reward for tunneling. Currently successfully tunneling someone out of the game reduces the survivor team's total output by 25%. This cuts that in half to only 12.5% but also removes the requirement of fully killing a survivor to get it.
-
Iron Grasp does need some love, but that'd be too much. I've always wanted it to buff the pick up and hooking speed by by like... 20%.
An anti pallet save perk should be it's own thing.
-
@NewPlayer100102 said:
You have two counters.
You can Calm Spirit and not be bothered at all by the perk.
You can scream and pre-run, which puts you running at a min of 24 meters, which is too much for a normal killer to chase.
The killers that work around the pre-run issue, have other preexisting issues, and have always been complained about. Changes to UW won't address those killer specific complaints.
I find the perk nicely adapted to the issues the game presents.
I'm assuming this was to me.
Firstly, I said mid match for a reason. Equipping calm spirit is a pre match counter. If you choose to run it, you run the risk of having a dead perk in your load out if the killer isn't capable of forcing screams. Actually a worse than dead perk because it has that action penalty for... reasons. You can’t just realize the killer has UE and then swap out your perks. That's not how the game works. So Calm Spirit falls flat as a counter to UE for the same reason that Shattered Hope did to counter CoH.
Secondly, pre running isn't a counter for two simple reasons. First, the killer still knows where you are and you're still blinded. The perk still had its full effect on you. Second, the perk can hit all 4 survivors and it is pretty easy to do that. Say every survivor pre runs. The 3 that don't get chased take a pretty short 5s to get back to what they were doing. That's 15s of survivor time the killer wasted with next to no effort on their part. If they take a bit longer? Say 10s? You're looking at the killer eating a third of a gen nearly for free.
Thirdly, sure mobility killers have issues beyond just UE, but UE makes them much worse. The devs have to balance the game around the fact that Nurse, Blight and Wesker exist. Not doing so would be beyond stupid. Sure, starstruck getting nerfed a while ago because of Nurse wasn't a fun time, but it needed to happen.
-
The answer lies in the question "How is a survivor supposed to counter this perk mid match, and is it strong enough to for them to need to?"
The answer of course is they can't counter it, and yes it is.
The survivors have no real way of knowing when a killer has opened a locker to activate the perk and for most killers, their Terror Radius hitting the survivor is their first warning that the killer is nearby so they can't preemptively get in a locker to try and prevent the scream AND even if they could, UE has a 30s duration so hiding from its entire duration would be throwing even if it were possible.
Now... is it strong enough to require countering? Yes. Yes it is. Sure, screams aren't as good as aura reading, but they are far stronger than the info one would get from Whispers... another uncounterable tracking perk. Also the fact that Mobility Killers capable of traversing 32m in incredibly short amounts of time are incredibly common, incredibly strong, and can effectively mitigate the difference between screams and aura reading is just the cherry on top.
To be honest, when I first read the perk I thought it would only make 1 survivor scream per activation and thought that that would be a decent perk. The fact that it's 4x stronger than that is nutty.
-
I see zero upsides to doing this. I've got to ask, what even are your goals with this change?
-
@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582413#Comment_3582413
I personally just hope the stun duration is strong enough for the survivor to create distance from the killer
Fair.
I just have a very distinct memory of a game where old DS 5s stun basically didn't matter because I was on Huntress and the survivor didn't manage to get behind something in time.
-
@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582148#Comment_3582148
Decisive strike back to 5 second stun
I personally would prefer a 4s stun into a 4s power lockout to make its effects more even vs m1 killers and nurse/blight/spirit/Huntress etc, but basically yes.
-
The... I want to say 1.6... meta shakeup was a massive mistake. Sure... it did shake up the meta, but both sides ended up with metas that made the game worse. They've sort of fixed it on killer side by reviving Pop, but for Survivor... we'll have to see what's meta after MFT gets nerfed.
Also I'm still salty about what they did to Botany Knowledge and Self Care.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578120#Comment_3578120
Again...
Shes a secondary objective killer. They always do extremely well because soloq struggles hard against those type of killers.
Also. Do you think a 4m difference in terror radius would have that much of an impact?
I actually do think a 4m TR reduction would help Pig immensely. However I also think she needs it.
One of the best ways to make Pig's stealth actually useable is to run Whispers and M&A. So you know 32m out from a gen that there's someone there and 8m wiggle room for your TR to fade before they could hear you.
Being able to do that with only Whispers and freeing up 25% of her perk slots would be pretty amazing.
-
They're probably stalling it because reworking Twins is going to end up being much more involved, akin to Doctor or Freddy reworks.
Contrast that to the upcoming Trickster changes, which are all essentially number changes. Big number changes, but still just number changes. Depending on how well their data files are set up, that could theoretically have taken 1 dev only 1 hour once they'd decided what they were going to do.
-
I'm super excited.
I'm a weird one who strongly preferred release Trickster to the one we have now. This announced set of changes seem like their going to bring back a lot of the feel release Trickster had that current Trickster lost.
-
Way back when it was first reworked I thought it should have been all hooks within 20m of you give a 16m aura read range while carrying. I still think it should be something like that.
-
Thought of another one.
Legion + Wraith/Pig.
Normally you counter Legion by not healing so Frenzy can't get free injuries. Normally you counter stealth by being healthy so their first free hit isn't a down. What exactly do you do when you're against both?
This could also work with builds for Myers or GF who don't bother going for exposed.
-
Legion + Oni
Legion gets easy injuries everywhere and creates tons of blood pools by forcing injured survivors to mend, then Oni does Oni things to everyone. And Legion can hook the slugs for Oni.
-
It used to be way worse to be honest.
-
@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546133#Comment_3546133
In the middle at least there are incentive (like you said, plus an achievement for Ormond if I recall) . But it also happens on the corners.
If survivors are doing this on corner gens, this might just be them falling victim to Sunk Cost fallacy. They've already spent X amount of time repairing that gen. They don't want to lose that progress to your regression, so they try to force it. Even if they shouldn't.
-
@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546126#Comment_3546126
I forgot to mention it was at 5 gens.
Doesn't mean that's not what they're doing.
In fact, it's easier to break a potential 3 gen before the killer digs in to try and defend one. I'll actively go after middle gens on Ormond and Sanctum of Wrath and similar just to reduce the chances of getting in a 3 gen even though those gens are more risky.
-
They are probably attempting to prevent you from setting up a 3 gen.
-
Firstly, unless they fixed them, crow spawns are pretty garbage. Not gonna lie.
Secondly, Spies does a pretty terrible job of being an info perk. It almost never goes off on a Survivor you didn't already know was there.
UW on the other hand very much looks like it would enable Nurse or Blight to just buzz gens and instantly know if somebody's there because it's reliable in a way that Spies simply isn't.
-
Mid chapters have a better chance of fixing some of the terrible decisions behavior has done.
-
The devs have actively removed perks that give bonuse blood points. I can't see them adding a new one.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524547#Comment_3524547
Why Trickster?
Freddy I understand, and Doctor was at least mechanically different so there'd be some novelty in going back, but Trickster was only ever directly buffed. There wasn't a rework to go back to, you'd just be playing a numerically worse version of the killer you selected.
Release Trickster vs Current Trickster is not nearly as cut and dried as that.
- Release Trickster could be packing 70 knives for the low price of a brown. That means that Release Trickster was both more forgiving and more flexible than current. Release Trickster could actually use his knives for zoning without needing to worry about running out half way through a chase.
- Release Trickster's laceration stacks lasted longer. That means that if you did manage to land a knife or two while zoning or looping around a tall wall structure, it'd be a lot more possible to capitalize on those hits. Again... making him more flexible than current. Especially on indoor maps where Huntress struggles.
- Release Trickster's Terror Radius was 24m and he had a 24-32m lullaby. This had an odd but fantastic side effect of Trickster being able to use Monitor and Abuse to create an 8m doughnut of silence between the two, making him far more stealthy than Huntress could ever be. And seeing as he didn't get a health state until he got 8 knives into somebody, I didn't have a problem with that despite him having range.
For losing all that, he now needs one less knife to injure/down. Which is a very very powerful buff... but in my opinion, was not worth it.
So... in short, they took a killer who was exceptional in the open or at short loops but struggled some on tall ones and made him even worse at tall loops and even more oppressive at short ones. Which makes literally zero sense to me.
To be honest, half the reason I played release Trickster over Huntress was because loading onto Lerys, the Game, or Hawkins when that still existed, didn't make me want to instantly give up like those maps did on Huntress. But... his mini rework broke that so now I touch neither. Which is pretty sad, because I enjoyed him so much that he was either the first or second killer I P3'd under the old system and actually played enough to get to old Iri 1.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525328#Comment_3525328
Possible, though I'd be wary of it. I think the Lock On might be workable but it's already kind of incongruous with the rest of her kit and it's one of the things that makes it so problematic now, so I think removing it is probably safer.
I don't think it's required, though, the devs could definitely think of some ways to make it work. Yours seems like it's doable, though it'd naturally have to be tested.
If they were to remove Lock On, they should replace it with some other sort of lethality and Addons to go with it.
She currently has some info, some lethality, some stealth, and some slowdown. Flat removing nearly all her lethality is a no go for me personally. Though I could see it getting replaced by a new buff like active drones giving her 15s of essentially 2-4 stacks of STBFL.
-
I agree with you. To be honest I was super excited when I saw SM's kit. A killer who puts down AoE buff/debuff zones that are customizable sounded absolutely fantastic to me.
I don't think they need to remove Lock On entirely to fix things. For example, if it were changed to stack up if the Survivor is running and instantly go off if the Survivor does something that causes a loud noise. That would nerf its interaction with people on gens, but make it stronger in chase.
-
There's so much that its hard to pick.
But I think I have one. Every killer that's been given a rework is given a brown addon that reverts them to pre rework status. That includes but is not limited to Freddy, Doctor, and Trickster.
-
The meta shakeup patch.
Sure, second chance meta and BBQ + Pop were starting to get stale, but they were way healthier than any meta we've had since.
I also personally absolutely hate what they did to self care and Botany Knowledge.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522134#Comment_3522134
How is survivors disconnecting or suiciding on first hook a dev issue, instead of a playerbase issue?
Simple. Getting camped and tunneled has literally never been fun. However a killer running old BBQ and Pop or Ruin wasn't nearly as likely to do it. Which means that any given survivor is much less likely to have it happen *again*, get fed up, and then DC or kill themselves on hook.
Also they had a much stronger version of DS which did an OK job of forcing it to stop temporarily.
-
This isn’t a playerbase issue, it actually is a Dev issue.
Behavior has done a good job of butchering any perk that is capable of slowing down or stopping a quick loss for both sides. So... both sides are trying to get their quick win before the other side can. Is it fun? No, but expecting either side to not play as efficiently as they can isn’t going to work.
-
External brightness and a smidge of contrast. Had one too many games on Autohaven after its graphical update where I couldn't see a running survivor ~8m away from me.
However other things have indicated to me that my laptop was just displaying *everything* as darker than it should have been, so... *shrug*.
-
Kill switching is for game breaking bugs. It is not for strategies that people hate playing against.
-
Well, when he was released PHead could pretty reliably force lose/lose situations on survivors. Either they vault and get hit with Punishment, or don't and get sword slapped. The Devs nerfed his recovery when pulling his sword out of the ground which did fix the problem mostly but did so at the cost of making him clunky and annoying to play as. Other than tunneling a condemned person, I don't really know of anything he does better than Huntress or Nurse.
Oh also... one of his main upsides was being able to tunnel in spite of DS + unbreakable that people used to play constantly. But people don't run DS anymore really so the ability to ignore it is kinda irrelevant.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487043#Comment_3487043
The problem is that Bloodlust (and many other bandaids BHVR introduced over time) are used for things where it is not needed. If you have an unsafe Pallet, this is usually a fair Loop because both players can outplay each other. However, with Bloodlust, this is not the case anymore since the Killer will get the Hit once reaching Bloodlust 1.
There are not really any structures in the game anymore where Bloodlust is needed. Because you would either need to break the Pallet (resetting Bloodlust anyway) OR you have a fair chance of outplaying the Survivor. And if this does not work, there should be no handholding so that the Killer can catch the player who is better than them.
(Bamboozle is another example - introduced to combat strong Windows which lead to long Loops. Nowadays people use it for simple T/L-Walls which, when played correctly by the Killer, should grant a Hit anyway)
You might be correct about single structures. However chained structures are a whole other matter. I've had shack window lined up with a long wall window. I've had a window on main on Father Cambel's chapel line up with a TL window. Those busted chained windows don't happen every game, but when they do it's pretty miserable.
That's the sort of edge case that BL is still in the game to deal with.
-
They don't buff them so they don't start absolutely wrecking newbie survivors more than they already do. Fun fact, most killers are only weak against people who know how to counter their power. Let me illustrate via some examples.
I used to main Legion prior to their buff. Nobody would claim that pre buff Legion was strong, but the amount of people who would actively make mistakes against me because they didn't understand Legion was astounding. I had so many people give me a free pallet and save me time because I'd stab then hug them in Frenzy and they'd drop the pallet on me before I'd ended Frenzy which actually helps Legion. I had Survivors use old I Frame Dead Hard while I was still in Frenzy. I've had survivors try to hide from me mid Frenzy. The most baffling was the handful of games where for my first chase, the whole crew let me Frenzy through the lot of them and the last Survivor thought a locker would block Frenzy's killer instinct. Left the Survivors with 3 injured and needing to mend with 1 on hook. Those games were over almost before they started. All those mistakes added up to make Legion perform way better against those Survivors than they had any right to.
For a more intense example... once a bit ago, when Epic had DBD for free, I got myself a smurf account. I was intending to play on it, record all the results of the match to test out their MMR system to see how quickly it would notice I wasn't new and start giving me people who were better and had full loadouts. I played exactly one Trapper match on that account then couldn't bring myself to play on it anymore. This is about how the match went.
It started off pretty average. Not particularly good or bad for either side. At one point I ended up near shack so I was like "Hey, I'm going to quick trap the god pallet. Might help me later." Well... later, I came upon a gen with a few people on it. Spooked all of them and started chasing one. One of the ones I hadn't started chasing fled towards shack... right into the trap. So I went and grabbed him. Basement was in Shack, so I put him down there, reset the one trap, then started to leave. I happened to spot a Survivor trying to get a sneaky save, and hit them. Instead of running away from shack and the hook, they ran towards it... right into the trap. Second Survivor in the basement. Retrap again, leave. During this, somebody missed a skill check so I start heading that way. I end up accidentally running into another survivor coming for the rescue. Give em a smack and they do the exact same thing as the last one. They run towards shack, through the god pallet into the trap and the 3rd Survivor is in the basement. Due to timing and placement, I didn't figure that 3rd survivor had caused the skillcheck fail, so I head that way again. I poke around for a bit, then find an AFK crow on a locker. Pull the 4th survivor out for a complete one sided shut out as the weakest killer in the game. All because they didn't know how to deal with a trap at shack.
They don't want to buff the simpler killers to the point where they can handle really strong survivors because then they'll hard steam roll newbies.
-
If they're going to keep it they need to be on top of fixing places where losing one hook can create a dead zone. Looking at you, Lerys exit gates.
They aren't, so I think it should go.
-
Yes...
Goodbye hook grabs.
Too bad they didn't fix the entire reason why camping almost always happened during the end game. That being that gates are impossible to defend if more than 1 person is still alive, so the Killer's gonna defend the hooked survivor because they can actually do that.
I'm pretty sure killers will start playing in even more unplesant ways now that that safety net of camping in the end game is gone.