Faulds
Faulds
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/2656063#Comment_2656063
I'm just saying it wouldn't be the end of the world. Getting only one dead is harder, but its pretty damn easy to end up with only 2 dead from a killer like this. Again, up to the team to not throw it.
I saw a video where a youtuber facecamped with bubba... and won like this most of his matches in a row. Without perks (ds/ bt) anykiller would be able to do that much. Thats why they implemented those perks in the first place: cause it is not easy to deal with even if the team is good.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/2656021#Comment_2656021
Eh? A good team would let one die, maybe swap a few times for extra time with a camper. It's not hard to demolish a camper without those perks. They just have to be smart and not throw the game themselves.
Its not that easy since they don't allow it in tournaments.
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@Ssajbambusa said:
@Faulds I really don't care about people who can't win against campers, dude :). FearMonger does not affect DS nor BT... so where are you going with this? This is topic about Fearmonger.
You say that survivors doesn't need perks to win... when its as much false as saying you can win as killer without slowdowns.
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@Ssajbambusa said:
Personally I hate it with a passion, because I never take off Kindred from my survivor.
Balance-wise it's pretty good, but not broken. It just counters the most broken perks and survivors don't need perks to win.
I beg to differ, deactivate ds and bt for a weekend... and see how survivors can do against camping and tunneling. They'd get demolished.
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@GoshJosh said:
Yeah, 10 seconds at least would make it shine a lot brighter. 15 maybe.
I think so too. They could even make the exhausted add-ons come back with the same duration.
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@BeanLag said:
https://forum.deadbydaylight.com/en/discussion/comment/2655891#Comment_2655891
Man, this problem is way too far to even be about wining or losing. For me personally is about gameplay. Since sbmm i stopped playing killer because im bored of having to play incredibly tryhard in all games, having to proxy camp or tunnel if i want to win without nurse or blight. It is just not enjoyable at all. However, playing survivor is fun because you know, there are 3 other guys on your side and everything is incredibly more "chill". As surv some games are going to suck (getting face camped) but at least im not going to get bald in 2 months due to stress. You just need to watch steam charts and queue times. Killer mains are switching to surv and ocassionally play some games as killer or some of them are just leaving the game. If you cant see it i dont know, maybe im the one living in another dimension but i think the charts and queue times speaks for themselves.
Otzdarva made an experiment with mmr: how many times does he win as killer without perks and add-ons... he won (3 kills or more) 70% of the time. Yes, we are not all otzdarva level... and yes, the killer gameplay got more frustrating since mmr. But, in my experience, i hate solo q even more cause my teammates always get demolished regardless of the killer's skill... and killers play dirtier than even before; so i don't think that survivor experience is that much better either.
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@BeanLag said:
I find funny how 80% daily posts of this forum is survivors asking for nerfs and nerfs to already useless killers and perks, and asking for buffs to them while the survivor queues are getting longer and longer while killer queues are getting shorter and shorter, also in steam charts you can see that the game is getting less and less player base. The game is not worth playing as killer main since sbmm and still you can see dozens of daily posts of surv mains asking for totally crazy things. I dont know what direction is going to take this game, but i can see killer bots in the game in one year if the game and the community keeps like this 😂
Ah yes... and what about killer mains? Who win most of their games, but complain cause they lose some... and can't accept it since they always have to 4k.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/2655602#Comment_2655602
I cannot disagree more. I’ve been playing for what must be two years off-meta and Survivor is disjointedly easy to play without Dead Hard. If you have a basic understanding of generic map tiles and the layouts of the main buildings, staying alive in chase is a walk in the park. You can run whatever perks you want and still win super easily, even if your teammates are all running nothing but No Mither.
…contrary to Killer where you have to manage possibly 4 people who all know how to chain tiles and waste your time, often denying you the very regression perks you rely on to even stand a chance (Pop, Surge, etc.). AND EVEN IF they don’t know how to loop, there’s still four of them who know how to hold M1 at any chance they get. Without regression perks, that damage can’t be undone. Your power can’t help you regress gens, and gens are what win Survivors the game.
You cannot win easily as survivor solo q since your gameplay depends on the quality of your teammates... what you have no control on. I main killer and win most of my games even with mmr on. I enjoy more playing killer since my teammates are idiots who always get demolished no matter the killer's skill. At least, when i play killer... i mostly have control on my gameplay; and i get demolished only when survivors are really stronger than me.
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When you don't bring slowdown perks its like playing survivor without bt/ ds and dead hard. Don't expect to do exceptionally well consistently if you don't bring the best perks against people that does. And i don't understand anyone complaining about killers having to bring the same perks: contrary to survivors, killer's powers is what make the essence of your gameplay (it isn't your perks that differentiate your gameplay from one killer to another).
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@psionic said:
I know vast majority of the community thinks she doesn't need any form of buff, but it's not a buff in itself, it's more a quality of life change.
She's a 4.4 killer and relies all the time on her power to be succesful. Having to wait 15 seconds for power recover it's too much, almost all loops it's necessary power usage and I have to wait too much just for its recovery (people still think I'm faking phase, but I'm just standing still waiting to use the power) and God have mercy if I miss a phase, it's incredible penalizing. I know there are recharge addons, but believe me, even with the addons it seems too much time.
I don't mind she loses all the power after phasing (like after a short burst), for example.
If she needs any buff, i think that making her phase override "iron will" is the only one she really needs. Plague counters iron will, Nemesis also... i'm sure they'd be able to do something.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2655380#Comment_2655380
Exhausted works on every exhaustion perk, except that every other perk is used midway through a chase, so there's often points where you can stop to recover from 5 seconds of exhaustion. Nearly every basic tile has somewhere you can stop sprinting while you mindgame the killer. Sprint Burst is the only one where you're guaranteed to have a moment where they expect the perk to go off and it doesn't, and even then it will go off later in the chase.
Yes, so your problem with the perk is the duration of the exhausted effect... this is why i said it would be good to increase the exhausted status duration.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2655340#Comment_2655340
I'm just of the opinion that if you're going to bring 1/4 of your build with no purpose except to counter exhaustion perks, it should be a reliable method that doesn't suck against all but one of the exhaustion perks.
As much as survivors whine when they don't get their Dead Hard, at most they lose the same amount of their perks as you're using.
Exhausted works on every exhaustion perk... not only sprintburst.
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@Coffe_e said:
Coup de Grace in it's current state sees very limited use on Killer. It's most commonly run on Michael Myers, but even then he'd rather have other perks to fill the slot it takes up.
I feel that Coup de Grace is incredibly weak, and deserves a buff of some kind. It's current method of gaining tokens (Survivors completing a Generator) limits the maximum uses of this perk to 5 at any point in the trial. It may even see no use at all, if Generators aren't repaired.
This would be fine for a token-requirement, if the effect could make up for it's cost, but 60% Lunge range at best isn't something you'd actively trade a Generator for. Other perks like Bitter Murmur, Fire Up, Rancor, and even Claustrophobia give better value, while having the same condition for activation.
Most of the time, it's more worth closing in for a Non-Lunge basic attack, as it has better tracking than Lunges do. On top of this, Killers have little to no way of detecting when a Generator is going to be finished, often causing scenarios where a token is wasted during a chase, due to Coup de Grace gaining a token right before the Killer lunges.
But in spite of this, I feel with a few potential changes, this perk could see wider use. I've had a few ideas for how it could be changed that i'll put below, but no matter what BHVR decides to do I think they should consider taking a look at it.
One idea could be to axe the token requirement wholly, and just have it increase your Lunge by default. Extending Lunge range isn't that strong of an effect, so the numbers would likely not have to be changed.
Another idea that I saw while browsing discussions was to change the Token requirement to Hooks instead of Gens, which would allow the Killer to know when they were going to get a stack, and overall control when they would use the token.
On the topic of Token-gain conditions, requiring a Non-Lunge basic attack to gain a token could be nice as well, allowing the Killer much more control over how they decide to use it, potentially letting them secure a hit the survivor thought they couldn't during a chase.
I think, with coup de grace, that you should be rewarded for hooks. You could even make that getting one hook grants two tokens if you want.
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@anarchy753 said:
I think it still really sucks.
It only realistically punishes 1 perk reliably, and that's Sprint Burst, which is far from the most popular exhuastion perk. Hell I see Head On more than I see Sprint Burst any more since anyone actually wanting to be a meta slave brings Dead Hard every match.
5 seconds simply isn't good enough. The only time the perk has a decent impact is when you pair it with something else that inflict exhaustion, and the only thing that really exists like that is Blood Echo which in itself is a pretty mediocre perk, especially in a "let's all heal in 5 seconds flat" meta.
It shouldn't take 2 perk slots of weak perks to make a single effect function. The killer is already bringing 1/4-1/2 their perks JUST to counter exhuastion perks which at most are 1/4 of the survivors' perks, and even then it's unreliable.
Getting rid of exhaustion perks really messes with survivors pretty badly. I do agree that the exhausted effects is too short, thats why i proposed to increase the exhausted effect to 10/ 15 seconds. The old huntress add-ons and clown add-ons inflicted exhausted for 30 seconds and were boosted (thats why they got removed).
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What about an equivalent of Make Your Choice, but making the killer undetectable for 30 seconds?
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@Avilgus said:
It would be "op" for beginners.
Remember when they changed Doctor's skillcheck to no longer interact the huntress lullaby, a "meme" build who terrorize noobs.
Yeah, it would be the same issue as old ruin skillchecks kinda. But, whether you make it fullpower as a hex... or you rework the perk to do something else entirely. Cause, to be honest, there is some wasted potential here.
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@IWFreak said:
And make it work again with all skill checks, instead of only those of healing and repairing gens...
I think Huntress' Lullaby can do with needing less stacks. On 3 or 4 it will be full power. Devour Hope has the same amount of max stacks, but on 3 it can already cripple survivors if they don't cleanse it on time...
The fact Lullaby is at full strength after 5 hooks, and the effect is arguably not as good as Devour, makes it just not viable...
If you wanna get rid of the stacks: another way of doing it could be, you don't hear skillcheck warnings while a survivor is on hook.
Ruin is stronger than Lullaby and doesn't need stacks. This is why i don't understand the current situation.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653302#Comment_2653302
I would be careful with making things basekit.
The game have fundamental flaws that the devs choose to deal with perks (gen speed/ camping-tunneling). I'd rather rework the core of the game slightly, than deal with those issues with perks.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653249#Comment_2653249
I´d prefer to have additional objectives for survivors that take pressure away from killers. Sadly, right now, NOED is this additional objective.
In that case, i'd rather prefer them to be coherent and make it base kit (so that survivors know they always have to deal with it).
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653234#Comment_2653234
When i try to play during prime time, survivor queues are usually between 5-10 minutes. While killer is instant. There even started to pop up threads about long survivor queues. But some people don´t seem to see the issue.
Yes, the killer's experience is currently miserable. But, as a killer main, i'd rather have better gen slowdown perks and a nerf to noed anyday. I'm never using that perk cause i hate it as a solo q player... and its not that effective either.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653221#Comment_2653221
NOED will probably get a nerf like Undying. Because people are simply to lazy to do bones.
Meanwhile, survivor queues are getting longer and longer. The reason remains a mistery.
I dont have any issues with queues as far as i'm concerned. I play survivor in the late afternoon and killer in the evening (since queues are longer for the other roles in that specific time).
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2652697#Comment_2652697
But killers adopted their playstyle accordingly to old DS. They started dribbling survivors to the hook until this was first nerfed and then completely removed.
They reworked DS twice because it was unfair. They reworked moris and keys. What do you think gonna happen next? No killer complains about ds anymore/ no killer complains about keys anymore... no survivor complains about moris anymore. But survivors complain about NOED for a good reason... its just a matter of time probably.
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2651531#Comment_2651531
Current meta for survivor, Dead hard I agree they should take away the immunity. DS, only activates if tunnelled, stop tunnelling and survivors will get no value. Unbreakable to stop slugging, don't slug no value and borrowed time to stop camping/ tunnelling, don't tunnel and camp. Yeah such consistent value. I know COH is going to be part of the new meta but that an issue with boon totems in general. I explained the current meta only exits to counter killers main playstyle. if killers played fairly and committed to chases none of these perks would get any value.
Corrupt blocks half the gens for the first 2 minutes, that is more then enough time to get your first down and start applying pressure. ruin and undying is RNG based however the fact that people would willingly rely on luck shows just how op they are. Killers would choose to risk 2 perks for one strategy shows just how op it is. Tinker is just broken and if you don't think so you just don't know how to use it.
Corrupt is a good perk that prevents losing 3 gens in 2 minutes (that is OP)... since downing someone can take more than a minute. Corrupt is an example of what every killer perk should be. Tinkerer is also a good example, since you can't just defend all gens that procs tinkerer (even with mobility); but it gives reliable info. I don't want every hex to be reworked into basic perks, but i think that gens slowdown should be more like corrupt/ pop (even though pop has too much restrictions in my opinion).
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2652110#Comment_2652110
You know you don’t have to equip DS and BT every match right??
DS i never use it. But BT, if you want to be a dick to your team, definitely don't bring it. So that the 99,99% killers that camp/ tunnel have no counter.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2652059#Comment_2652059
I repeat, what's so hard for 4 survivors to each spend 14 seconds on a totem? Just 1 of them needs to do 2 totems and NOED isn't an issue.
Take Small Game or Detective's Hunch. You'll find the totems before they are a problem.
What is hard is that 4 solo q players need to verify themselves that 5 totem has been cleansed since they can't communicate. So yeah, bring BT/ DS every match... and bring a perk to find totems every match. So much diversity in builds...
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NOED should be a one minute haunted ground when the fifth gen pops. It would make the perk usable as killer, and fair to survivors.
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651467#Comment_2651467
The pig could do that, yes, but he wouldn't camp 1 box to let 4 survivors freely do gens.
Orrr, another idea would be to make the boxes become "buttons" that you just walk up to and press, no need for the progress bar. Then you scatter like 10-15 buttons and the surv has to hit them all to get it off.
You increase the RNG in her kit, i want to delete it.
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Pig's ambush definitely needs a buff. The crouch speed is too slow/ the dash barely has any reach etc. In my opinion, you have two ways of reworking the ambush: make the dash break pallets (and increase her crouching speed and dash speed)... or you could make her dash an insta-down and keep the current stats (i'm a fan of the first suggestion way more: since the latter looks very toxic).
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/2651484#Comment_2651484
I'm not going to respond to every perk. Survivor has as many bad perks as killers. boil over, buckle up, sole survivor, de ja vu, So lets just address meta. The current meta for killer is corrupt, which is way to strong for how easy it is to use. tinker, which is broken on high mobile killer, ruin/ undying. The issue is these perks are insane on high mobile killers, spirit, nurse blight, but have nowhere near the same effect on weaker killers. Ruin/Undying is op. Honestly if ruin was a bad perk, you wouldn't use 2 perk slots for it. You are right that it is RNG based, but considering it still used as meta, shows just how op the perk is. People would risk 2 perks just for this one combo. Now lets look at survivor. Dead hard, which I agree they should take away the immune to damage just make it a distance closer. unbreakable to stop slugging, D strike to stop tunnelling, BT to stop camping and now circle of healing to stop the hit and run. The survivor build is 100% designed in a way to counter the killer playstyle, most of which is unfun to go against. Killers have full control over DBD even if they don't want to admit. Every killer runs the same strategy so survivors build there around countering it.
So lets talk about maps.
Badham- I agree needs a rework
Haddonfield- agree
As for coldwind farm, that's on you, you should not be losing track of the survivor, that's your own fault.
That's really it. (Besides RPD) Most maps are fairly balanced, RNG plays a role sure, but besides the shack there really isn't many maps where the survivor can get more then one loop around. Most killers have ways of getting around this. In fact the biggest issues with killers is not their inability to down survivors, but rather the inability to pleasure 4 survivors at once. How long are your chases lasting, because honestly you should be getting a down typically every minute, which would mean maybe one- two loops. As I said there are tones of killers that can break down pallets incredibly fast.. You should watch high MMR killers, they can down survivors typically around 40-50 seconds. The problem that you and the original post don't seem to understand is the issue with DBD at the moment is not that killers are weak. They are not, it is the devs are failing to strike a balance between the killers 1V1 and 4V1. Pinhead, good 4V1, bad 1V1, trickster, good 1V1, bad 4V1. nemesis good 1V1, bad 4V1. The only killers that are considered viable by killers, spirit, nurse blight have both strong 1V1 and 4V1. Look at the new killer the artist. Her power is uncountable. used properly there is no way for any survivor to counter it. She is till losing cause she has no 4V1 abilities. If the survivor is looping your for minutes that is 100% on you, if not and they are only looping you for a minute but 3 gens are still going then maps aren't the issue, it's game design.
As for your point on flashlights, I provided 3 solutions to counter it, but honestly you should not be getting flashlight blinded, it really is not hard to counter them. I can assure you they are not coming from thin air, they are somewhere near you, if you fail to find them, then that's not the game, that's you.
From your post I get the impression that you watch high MMR killer videos and assume that the game is so anti-killer but it really isn't. As I said in my earlier post, Meta killers, with meta perks are near unbeatable unless in a team. The problem is not that killers are failing to win but rather what is needed to win is simply requiring them to run the same build with the same killer every match. Survivor is no different, as I explained why the current survivor meta exists. I see no difference between you and the original post, and everything I said to him applies to you. You should play more killer, reach the point that you down a survivor in 40 seconds, then 3 gens go. then I think you might come to a different understanding as to why killers are struggling.
Corrupt OP? When survivors can stealth out the 2 minutes? Definitely no. Ruin/ Undying OP? When both of your perks can get done in 2 minutes? I never run ruin (with or without undying) without pop... cause i need consistency. You know the difference between killer and survivors? Survivor best perks are consistent... but killers best perks aren't (most of them are hexes, and the ones that aren't are designed weak "because only hexes should be strong").
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Instead of nerfing survivors, just buff the killers that needs it (pig/ wraith/ legion/ clown etc.). You also could rework a lot of killer perks to make them more reliable.
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651464#Comment_2651464
In that case, another suggestion would be to reduce the number of boxes and make it so that you need to clear all in order to remove it. Wouldn't that be better?
If you make survivors go through 3 boxes scattered on the map, but they have to do them all... the pig could camp one and take the game hostage easily (i think). That's why i'd rather make the survivors go through 4 boxes out of 5 (of their own choice).
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651445#Comment_2651445
I'm not sure about previous versions but so far all my games with the current version of pig has been fair. I think it's 5 boxes now.
I don't really have a problem with her tho, I'm only suggesting the change because someone else(you) is facing an issue and I always try my best to provide balanced solutions.
Currently, the maximum number of boxes is 4 (add-ons don't change it anymore; since the add-on pass). And pig's problem is inconsistency. Some games, i can down survivors easily and someone dies with a head pop... an other game, i'm barely able to down people and they get their traps off really quick. Her current power is like playing with a power one game, and with no power the other... that shouldn't be a thing since your "skill" has no part in it.
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/295862/pig-needs-a-rework
As much as this game is generally surv sided, pig is already fair in my opinion. The trap massively slows down gen progress because the survs have to move around the map just to take the trap off. The fact that she can squat and hide her terror radius makes her very hard to detect already. On top of that she has a super long lunge when she uses ambush. IF you really want to change pig... Here's my suggestion:
I won't touch the crouch, stealth, lunge kit.
Put more boxes to interact with for survivors to disarm reverse bear traps on the map. maybe 7 or 8 of them.
Chance to remove trap: 10-15% + 5% for each fail attempt
Traps always come off on the last possible try.
Sound fair?
i thought they reduced the number of boxes from 6 (with add-ons) to 4 specifically because bad rng would prevent a survivor from being able to remove the trap. So i don't think that they will back-track on that. About her ambush and her stealth, compare it to wraith and demo... you'll see how lackluster it is in game.
@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/295862/pig-needs-a-rework
There only should be a 80% chance to remove the RBT so there is a fairness and all traps set in the head should not be reliant on gens so they should automatically activate.
I thought about an add-on iridescent that would do that... but on second thought, if you can pair it with current video tape: it might be too oppressive.
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I'm a pig main, and i'm more of a killer main than a survivor main. I don't have any problem with BT since i also play solo q a lot. The game is terrible right now.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2650150#Comment_2650150
Do you know me? I've been complaining about Boon CoH since it came out lmao, also BT being base-kit would be atrocious. It would be a free unhook no matter what which is bs
BT base kit is the only fair solution against camping and tunneling that ruins survivor games. BT allows a chance at being unhooked... it is not a guaranteed escape.
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@ThatOneDemoPlayer said:
Self Care at 100%? No way
Bt for the unhooked and unhooker? How busted do you want this Perk to be
Self care at 100% OP? What about the boon that allows you to self care at 100% and self care at 200% normal speed with a medkit? So no, you can't just say its OP when a boon allows that for multiple players (especially when what i suggest is to get everything in line). And, honestly, BT should be base kit anyway.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649480#Comment_2649480
making perks basekit would be overkill. Like there would be no point in having perks in this game.
I'm not saying all perks should be base kit. But i'm saying that killers and survivors gameplay have two flaws that make the game insufferable sometimes: camping-tunneling (for survivors), and gen speed (for killers). BT could definitely be base-kit, since it gives to the survivor a chance to get back into the game (what they don't have without the right perks).
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649475#Comment_2649475
It does not to be a basekit, this is a perk for a reason.
Like i previously said: "perks shouldn't be band-aid fixes for fundamental game design flaws".
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The perk is already in the game and used by most of the players that knows what they are doing... what do you even complain about?
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In my opinion, killers should get a fifth perk also... if you put bt base kit. You need a mechanic that slow down the gen "early and throughout the game": but i'm a bit clueless on that one to be honest.
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i can't do anything for my teammates perk slot, and its really so fun to bring ds/ bt on every build... so much diversity. Perks shouldn't be band-aid fixes to fundamental game design flaws anyway.
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What is survivor's gameplay main difficulty? What is killer's gameplay main difficulty? Survivors have a hard time with camping and tunneling, killers have a hard time with gen speed. The people who developed this game choosed to deal with this fundamental flaws with perks: that already exists and already affects the game. I'm thinking that you could rather do it with base kit mechanics: and make the game balanced "base kit wise". Here i'm only talking about the survivor side.
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I dont want to offend you, but you clearly don't play survivor and killer that much if you think like that. I have 3k hour on this game (50% survivor/ 50% killer), i know what i'm talking about. BT should be basekit to have a better survivor experience, and NOED should work like haunted grounds (one minute noed on fifth gen pop). What killers need is reliable gen slowdown, because good killers will be rewarded and not unskilled ones... noed doesn't care about killer's skill, only about your luck.
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Did you played with the tier II or I iron will? Cause i did and it just made it useless. So, you saying that you should have grunts of pain every two seconds might just make the perk unusable (thats just what i was trying to say).
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I think thats a good idea if you transform the "bad meme add-ons" (the ones that reduce your power and give extra-bloodpoints) into this: beginner add-ons that allows the killer to farm abloodpoints.
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I'm afraid that would just disable iron will to be honest. Like, when grunts of pain are reduced by 50% or 75%... do you see any difference from when a survivor is at 100% grunts of pain? Cause i don't.