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Faulds
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@Avilgus said:
To begin with it: Comms are an unfair advantage.
Kindred, Bond, empathy, maps, stealth killer, setup killer...The whole game is based around the lack of communications.
The problem is that there is swf that use external help to have comms. So its a bit strange to ignore that and balance the game only towards solo q survivor with no comms. (Even if i do agree that adding a vocal chat wouldn't be a good thing for this game in my opinion).
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@premiumRICE said:
I don't think PH has any issue, bubba is much worse.
Well i guess i'm the only one seeing a problem anyway.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2677300#Comment_2677300
Being skilled means you can deal with more difficult situations, if you just want it to easy then you just lost your argument of that the skill of survivors should allow for counterplay.
It is fair, as both survivors and killers can use their skill. Fun is a subjective matter, it has nothing to do with fairness.
You can say all what you want... the fact is that Pyramid Head tunneling ability is really unfun/ boring/ unfair as a solo q survivor. People complain about weaker tunneling when there is perks that deal with it. Here nothing does.
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Come on... at least we can agree that gen speed is unfair. No?
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@Labrac said:
There's nothing unfair about tunneling. It's part of the game.
There's nothing unfair about survivors doing gens fast... its part of the game.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2677238#Comment_2677238
He can partially ignore those abilities, but given they are tied out to torment, a power that isnt the easiest to land given its nature, its fair he can bypass certain things, its quite literally the reward from playing it in a smart way. Borrowed time its not even a problem considering the cage its moved as far away as posible from him, the rescue its as safe as it can be, its rate for a dorito head to actually be close to a cage mid rescue. Desisive strike just like the previous its situational, you might or night not ignore it depending on the situation. IF whe were talking about dorito head being able to send people to cages 100% of the time, yea, i might concede to you that it would be very strong, but given its not the case i dont se why his power should be changed to any random debuff, and if anything, doing that change the way you want it it would make him an absolute nightmare for the perks you just mentioned, he wouldnt have ANY need to use hooks at all and he would make BT and DS completly meaningles againts him. On the other hand if the trialls added diferent efects they could go from me to overly opresive:
Blind would be kind of meh, his terror radious its big so it wouldnt make that much of a diference
Oblivious could potentially be to opresive as he has range making him tremendously strong
Mangled doesnt make much sense and would end being redundant as plenty of people run sloopy butcher
Exausted would be absurdly strong on him as torment last forever untill hooked.
Sorry but quite honestly cant get behind this changes at all, he needs small QoL changes, that much its true, but those are minnor things just to make him more fun to play with, at his core hes perfectly fine where he is, as i mentioned, his add ons are the ones that need a serious look at them
You know what? Just get me back my iri hatchets... and i'd be happy too. They weren't op after all; since you have to aim well.
Edit: anyway, i just feel he is not fun to go against with a strong tunnel ability like that as a solo q player.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2677286#Comment_2677286
Isn't that a showcase of a good killer though? You complain that the survivors must be able to counter the killer with skill, but shouldn't the killer be able to do the same?
The reason why you couldn't avoid it is most likely based on a mistake you made previously or the killer plating extremely well.
You say like it is so easy to not get tormented and then not tunneled... when i have a different experience.
Edit: anyway, i just feel he is not fun to go against with a strong tunnel ability like that as a solo q player.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2677238#Comment_2677238
To circumvent those perks, the survivor will need to torment themselves and that can be extremely difficult based on the skill of the survivor. Showcasing their ability to do just as you requested.
Additionally the cage creates distance to allow time and the option for survivors to get a safe rescue and at that point the person saving and the rest of the team can provide backup. You should be able to reach a safe area and your skill once again will be the determining factor on whether you go down.
His ability also reduces his own synergy with many strong perks of killers.
Your question is whether it is fair, the answer is yes. Is it different than your standard M1 killer, most definitely. Acting like the skill of a survivor is inconsequential is false, it just makes you seem less skilled. Go try playing PH at a decent level and see how others counter you, maybe you can learn.
You cannot always avoid the torment even if you're a good survivor.
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@dugman said:
The devs have said a few times they don’t want to add local chat because they don’t want players who dislike chat to have them feel it’s forced on them.
We could always have options to mute people if we are realistic. Its rather the screaming at each other that would be the problem.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/298155/is-pyramid-head-tunneling-power-really-fair
I dont get whats your problem with dorito head, hes a strong killer, but hes neather OP nor a tunnelling machine.
Torment isnt OP or opresive by itself, its a step before being able to use the cage OR if you are lucky, his mini mori.
If anything he needs some small QoL changes to improve his gameplay, hes a bit slugish and stiff on the way he plays, just like other killers they did some unecesary nerfs againts him on the past. His addons NEED a serious check, most are terrible or useless.
Quite honestly your changes dont make sense to me, hes one of the most unique killers on the rooster, strong but not overly OP, unique and fun to play with and overall a fair killer, not just everyone can pick him up and get the best out of him, in unexperienced hands hes very easy to counter
His ability to circumvent any bt/ ds is a problem in the right hands... since those perks were designed to give a chance to survivors to get back into the game.
@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2676753#Comment_2676753
Survivors are part of a team, their strength should be measured as a team. If a survivor at an individual level is to measure up against a killer, how are they ever going to be able to handle a team.
The cage spawns as far as possible from PH, if the survivors play well together and yes teamwork is part of survivors skill. Then they should be able to prevent you from being tunneled, even by a PH or make sure it costs him the game.
A survivor always should have a chance to counter a killer with his skill... with bubba and ph, their camping and tunneling powers really doesn't give much counterplay. Those problems shouldn't be be put aside with "be efficient on gens".
@dugman said:
There’s nothing unfair about tunneling.
With your reasoning, there is nothing wrong with gen speed and nothing should be done about it then.
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It would definitely be more interesting like that. I think it'd be even better than just gaining stacks through hooks.
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I must say that i'm a bit surprised, i thought i would be in the minority not wanting a vocal chat to be added. That is definitely interesting.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2676745#Comment_2676745
DS is a thing, BT is a thing and DH IS also a thing. Tunneling isn't hard to counter, even if it's a PH
You're only talking on a team level, not on a singular player level. As i said, its better to enhance killers chasing abilities (and reward skilled killers) rather than making stupid camping and tunneling abilities where a good survivor can't do much about.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2676739#Comment_2676739
There's a big difference between an insta Gen, skipping the objective completely and killing someone as quickly as possible, which can still take a while
Not that much sometimes; especially with those powers and good perks.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2676731#Comment_2676731
But they're not problematic, they're just using their Power effectively (aside from basement Bubba, that's just funny not effective)
Its like saying that old brand new parts/ old insta-heals/ old iridescents hatchets weren't problematic either. Its like saying the nerfs to pig add-ons weren't necessary... when they were bullshit if the survivor had bad RNG.
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@DBD78 said:
It's fair because PH is not OP. While it's not "fun" to get tunneled you face a whole team so even if he tunnels 1-2 survivors he still might only get 1-2 kills. Same with facecamping Bubba even if he facecamp he might only get 1 kill so it's not unfair. You can't be selfish thinking "what about me?" when you died but your teammates escaped.
That said I do want MMR to give equal points or point reduction for the whole team in terms of number of escapes or deaths per game. Teamwork teamwork!
I don't think its smart "gameplay wise" to allow some killers to be able to negate any gameplay for one survivor; especially since you can tweak any killer chase power on a certain extent and they can become nurse level threat in terms of chase (and i think that giving good chase power is better gameplay wise).
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2676720#Comment_2676720
Thank you! But in all honesty, it's fair. Tunneling is fair as it's one of the few ways a Killer can get pressure. People on the forums need to remember that boring doesn't mean unbalanced and should be changed
Surely, camping and tunneling is a necessary strategy for killers... i don't have a problem with it "as soon as it is done"; but there is some form of it i find problematic (like bubba camping and pyramid head tunneling).
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@TacitusKilgore said:
Is it pyramid heads turn to be whined about? Or is this not a popular trendy "necessary nerf" yet?
I want pig buffed/ i want deathslinger buffed/ i want oni iri add-ons buffed (etc.) so stop pretending like i want to nerf all killers. I'm just giving feedback towards something i feel is not right.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2675765#Comment_2675765
Even with my good blight, I still get genrushed to high heaven.
And some people somehow do well with a weak killer at high mmr... it doesn't necessary means anything absolute.
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I played clown a lot and could never really choose to use the antidote over the tonic at anytime to be honest.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2675504#Comment_2675504
It is never the case at high mmr. It's the very reason why I stopped playing it for a while. Only time I play it is to force my mmr to go down and meme if possible.
Nurse/ Blight/ Spirit definitely have the strength (and the add-ons) to do it in my opinion. There could even be an argument with Huntress/ Plague/ Oni/ Pyramid Head...
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@Elcopollo said:
At least as a killer you control your side. If you mess up - it's on you, if you play perfectly - you good.
But it's just not the case for a solo queue survivor. You can be a looping god, who saves all his teammates, destroys all the totems and constantly sits on gens - if your teammates are dumbos, who do nothing but die on hooks, you aren't gonna escape unless killer is dumbo too.
I agree with the statement that solo is harder since you don't have control on randoms and their level. But, even if there is strong killers that allows to do well consistently with good perks and good add-ons... it might not be the case for all of them either.
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@PlayTwink said:
BHVR why do you punish killer for using well a power? Perks like jolt only makes a waste for killer's that M2 attacks rewards players very good. That shouldn't even be a case. Besides status effects like mangled etc except exposed should also be triggered by M2 attacks. Make perks like jolit to trigger with M2 as well.
Yes please.
Edit: No, the exposed status effect is fine as it is.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2675160#Comment_2675160
He was injured as I said and still didn't count. Why are you keep saying this perk is working when it's bugged as hell? Play with this perk and tell me more.
Its a problem on your end, cause i don't have any bug with it.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2675154#Comment_2675154
On the contrary: organized SWF can just make sure the designated looper has BT and the others are free to use gen run perks exclusively. That way, if the looper DOES get caught, they get to eat the BT and dash off to start the loop all over again. And if somebody else gets caught, they become designed savior, with BT to protect the Gen team. You've effectively freed up 3 per slots on the SWF team for CoH, item recharging, Adrenaline, whatever.
Would it be super strong for Solo? Yeah, sure. Would it be way better for SWF? Of course. Everything is better with SWF. The game is fundamentally not balanced around organized groups with comms.
Ah yes, when you play swf and have four BTS... what doesn't that change? Nothing. When they bring 2 BTS... what does it change? Nothing, since they're bringing two BTS just to make sure that someone can make the save safely. Its not just because SWF have better coms and players, that you shouldn't do anything about solo q who are half of the f**king players.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2675129#Comment_2675129
There's no need to be injured (the protected survivor) so you can gain stacks by protecting someone. And even so, if that survivor is injured and you are taking protection hits by a special attack you gain 0 stacks as well. If you are not playing with this perk at all you have no idea. Please play with this perk and see what I'm talking about, then come back here and tell me your conclusion.
You don't gain protection hit if the survivor you protect is not injured; thats how it works. If you want protection hit to proc when your teammate isn't injured... its not a bug, its a rework that you're talking about.
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@Adjatha said:
There is nothing you can do to 'buff solo Q experience' that will not also buff SWF an equal or greater amount.
They explicitly stated that they are not interested in different game modes, which means that SWF will never get its own queue. They've specifically said that any buff to solo that does not also buff SWF will be seen as a SWF nerf and will not be done.
The game, as it stands currently, will ALWAYS be harder for survivors who do not form groups before queuing up. If you want SoloQ to improve, you have to push for a change to the game's core design dogma - not wishlist for some new buff that may help solo but will ultimately only make SWF an even more trivial experience than it already is.
Organised SWF already use BT, rework BT so the user of the perk is protected won't change their gameplay that much anyway then.
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@Laluzi said:
Echoing others that Renrijo's Bloody Glove is a great addon and it shouldn't be changed - it sacrifices some power potential for an extremely strong information game. But the Family Crest is awful and needs a rework.
I hesitate with permanent Blood Fury for a few reasons. One, you activate Blood Fury via normal gameplay as opposed to Myers wasting time stalking - you get big chunks of Blood Fury for hitting people and the rest from injured survivors existing. Two, Blood Fury Oni is stronger than T3 Myers. You have a slightly finickier to hit instadown, but you also get multi-down capabilities (which turns into mega camping potential if picking up a survivor no longer ends Blood Fury), and you have mega speed for the rest of the match. That's really oppressive.
An addon that increased the charge-up time and doubled Blood Fury's duration and/or removed the part where picking up a survivor ends it would be nice, but permanent Blood Fury is a bit nutty.
Another iri idea could be something that greatly improves his steering in Blood Fury, or the AOE range of his Demon Strike ability.
Yeah that might be too much after some thoughts. I also like your idea of increasing a bunch the timer, and increasing the charge up time to compensate. I feel that ONI's power really is too short (it feels so good to zoom around; but it doesn't last long).
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2675093#Comment_2675093
Ah okay now I get.
You mean you have the perk and either
you unhook someone and they are protected
or
you yourself get unhooked and protect yourself.
Okay that seems like a good change. But maybe but should make the unhooked lose collision so protecting the unhooker with the endurance effect is no longer viable.
Yeah, sorry... was trying my best to explain myself.
I'd be fine with that too (collision remove), since it would greatly help against bubba.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2675099#Comment_2675099
I was in his fk ass... If it's a bug, that's what I'm asking here. To make it works properly.
It could be a bug since the wiki says special attacks applies protection hits:
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2675065#Comment_2675065
No, it doesn't. I have played some matches. I protected a survivor against huntress. She was pretty nearby to us, but she used hatchets. She hits me with a hatchet, no stack. She hits me again with a hatchet, again 0 stacks. Only when she attacked with a basic attack it counted. See how stupid is this mechanism. Taking protection hits for nothing.
It was a bug, or you were too far from the survivor. Protection hits work with special attacks.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2675080#Comment_2675080
Yeah I know and I want to tell you that was done and somewhere along the way the devs thought it would be too strong to leave the killer only with lose lose options and nerfed bt.
Survivor still Bodyblock with the endurance effect instead of trying to reach safety most of the time.
Old BT was protecting the rescuer when he rescued someone... i'm just saying that BT should protect yourself when you are getting unhooked. When you play against good survivors, they always use BT anyway... it doesn't change anything.
Edit: Patch 1.9.2 doesn't protect yourself when you are unhooked... it only protected the survivor you unhooked for 20 seconds.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2675059#Comment_2675059
You play around it by not hitting the person pulled off the hook but you can still hit the person rescuing them. That’s a major, major difference if you can’t hit the rescuer.
I'm not talking about protecting the rescuer. I'm saying that BT should protect the user of the perk when he is being unhooked: so that he doesn't depend on his teammate to have BT to protect him.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2674986#Comment_2674986
For your information that is how the perk originally worked but only once per trial iirc.
I missworded what i was trying to say. Sorry. I was saying that BT should also protect the user of the perk when he is being unhooked; rather than creating another perk for it.
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@ReverseVelocity said:
Bloody Glove is a very underrated addon, I love it. It gives you so much information. Iridescent Family Crest is useless though, I'll give you that.
I don't think having an infinite blood fury addon would be a good idea given how powerful Oni is in that state, the time limit is what helps to balance it out.
I'm liking the other idea of giving him his power fully charged at the start. But, to defend my idea, you could always work on the amount of blood you need to get to make sure you don't get it too quickly.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2675015#Comment_2675015
You don’t think making both the person rescued AND the person rescuing them immune to damage isn’t a huge buff? Basically you’re saying the killer can do nothing to defend against a rescue at all for 12 seconds after it happens, that’s a massive buff.
When i play killer i always have to play around it already. This is why i think that making it work for the user of the perk doesn't change anything when i play killer... but improve my solo q gameplay on another hand. So i'm all for it.
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@Flock_of_Crows said:
If we talk about iridescent addons needing a change Pyramid head is needing an addon change urgently imo
@landromat said:
Glove is very strong but crest yeah. It needs buffs. better complete rework
There's a bunch of iridescents that needs work yeah (amanda's letter for pig makes the killer even weaker for an other example).
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2675004#Comment_2675004
Ok, but there are other ways to buff solo survivors than buffing a perk that is already probably overused relative to everything else.
On the contrary, i think buffing it a bit wouldn't change much for killers who plays against good survivors... but would improve solo q experience a bunch.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2674986#Comment_2674986
Isn’t Borrowed Time one of the most effective, popular perks already? Why would you want to dramatically buff it?
For solo q quality of life... the game is hell currently; way more than the killer's gameplay from my experience.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2674986#Comment_2674986
This is for the ones who get farmed without BT tho. Idc if the person who unhooked me gets endurance or not, I just dont want to get farmed and then not being able to do anything about it.
Instead of creating a reverse BT: just make it so BT protects someone that you unhook but also YOURSELF when you are being unhooked.
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@Sakurra said:
Rework mettle of man. If the killer is using his power the protection hit it doesn't count!!! It's not enough you have to take 3 protection hits to make it work, you are forced to take 3 M1 hits. Stupid af.
@GeneralV said:
Due to its original version being one of the most overpowered perks in the game's history, MoM is difficult to change.
I think that there is a way to make it work while not being busted: safe unhooks count as a stack... but the perk can only be activated once; no other drawbacks.
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@Marigoria said:
When you get farmed from the hook, the perk activates and gives you the BT status.
Could we get something like this for solo Q? Pretty sure it would become meta with all the farming team mates who don't even know how to take a hit.
They could just make so BT also protect the user of the said perk.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674714#Comment_2674714
Didn't we argue about that before? I think we did...
and my opinion is still same:
just 115% wouldn't save him. They need to make him fun to play and unique / interesting again.
I have played him yesterday, because of challenge and it's just pain for me...
Can you read more than half of my comment please? I said i would take a revert back to his aiming over him being a 115%.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674683#Comment_2674683
I don't think everything should be reverted and there are alternative options how to make him interesting again, but he does need changes.
If you read it, I didn't talk about anything specific, I just asked if there should be changes.
Yes he definitely needs a change, i totally agree. They should revert back what they done to his aiming. But if they don't, they really need to make him a 115% at least.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2631600#Comment_2631600
Do you think he is fine? No changes needed?
You can't say what you want reverted back exactly. I don't want the terror radius to go back to 24 meters, even if deathslinger's quickscopes were funnier to play as.
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@vacaman said:
It's an insult to Pig. The "big buff" to pig they were saying and every content creator was excited about was utterly garbage and an actual nerf to her best addons. Pig was nerfed once again.
Some add-on combinations were bullshit with bad RNG, so i understand the nerf to those add-ons.
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@Aurelle said:
It's not even worth bringing. Pig's ambush attack isn't even good enough for the aura reading to lose 3 traps.
If the add-on did not remove traps, he'd be pretty good (a real iridescent in my opinion).
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@Devil_hit11 said:
I thought of gaming change add-on for Oni. Oni starts with his ability fully charged as Iri add-on.
If you want to make it super game changing, Make it charge his power fully every time he hooks someone, though this part might be too powerful.
I think ability fully charged at the start of the match might be more fair.
I once thought about this too (having the power right at the start). But would you make it instantly activate or would you let the killer decide when to pop it?
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I think brand new parts should be reworked but not removed. For example, i think that we could make brand new parts an add-on that increase by 2/ 3% the amount of progress on a gen for every great skillcheck the survivor do; and increase by 100%/ 150% the bloodpoints earned for every great skillchecks.
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@DBD78 said:
It's a bit strange that devs think it's so strong it's worth taking away 3 traps. With this addon you are probably just as good as Pig without addons so it just makes her different not stronger or weaker.
In indoor maps it might make her stronger. But in outdoor maps she's definitely weaker than base kit pig.