FreshCoal
FreshCoal
About
- Username
- FreshCoal
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@zarr said:
Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.
I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.
One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.
In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.
https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png
So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).
Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.
Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.
In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.
The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.
I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).
Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.
I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).
The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.
Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.
Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.
A killer getting 2 kills is not a win buddy...
I also had a great laugh when you said that killers were overpowered in public matchmaking.
-
@lethargicsauce said:
(Based on the scrapped concept for a teacher killer)
Time in-game when I started this concept: 273 hours
Time in-game when I finished this concept: 337 hours
Chapter #??: Suspension
The Teacher:
Name: Edith Holsburry
Terror Radius: 32 meters
Speed: 4.6 m/s (115%)
Height: Average (5 foot 8 inches)
Difficulty: Easy
Weapon: Razor Ruler (a crude, yet effect way to punish mistakes made)
Successful Basic Hit Animation: The Teacher daintily wipes the razor clean
Mori: The Teacher riddles the survivor with multiple slashes from the Razor Ruler, ultimately summoning a mini-Impeding Wall, splitting the survivor down the middle.
--------
Power: Detention;
Allows The Teacher to summon murky, orange and brown Impeding Walls. Each Impeding Wall is 24 meters long and reaches 20 meters upwards. A maximum of 5 walls may exist at any time. The walls have collision and cannot be passed through by survivors, although The Teacher can move through them freely. Said walls will fade away after 40 seconds, or will shatter if a survivor is hit with a basic attack during these 40 seconds.
--------
Special Map Element: Time-Out Chair;
Up to 8 Time-Out Chairs spawn on the map. You can place survivors into these chairs while carrying them, which counts as a hook state. Upon being rescued from the chairs, survivors suffer from the Oblivious and Blindness status effects for 16 seconds. The auras of the chairs are shown in dark orange.
--------
The Teacher‘s Teachable Perks:
Actions Have Consequences: Every time you’re stunned, the generator with the most progress explodes and regresses by 12%/15%/18%. After exploding, it becomes blocked for 7/13/19 seconds.
Teach Them a Lesson: Every time a generator is completed, Teach Them a Lesson activates. While active, all attacks inflict Deep Wound on healthy survivors. If a hit survivor is already deeply wounded, they will be put into the Dying state. This perk lasts for 40/50/60 seconds.
Underperform: When a survivor fails a skill-check while repairing, the generator they’re working on will explode and regress by 15%/20%/25%. If a survivor fails a skill-check while healing, they will lose 50%/60%/70% of their healing progress. Increases the frequency of skill-checks by 20%/30%/40%.
--------
New Survivor: Haddie Kaur (from the tomes)
Character Model: Average
General Noise Volume: Low
--------
Haddie’s Teachable Perks:
Boon: Mind’s Eye: Anything that can show an aura within the range of a totem with this boon applied will have it’s aura shown to all survivors. If the killer passes through the range of this boon, their aura will be revealed for 2/4/6 seconds.
Boon: Dreamcatcher: While in the range of a totem with this boon, any and all auras that a survivor can see will be revealed to all other survivors. This effect ends 10/11/12 seconds after the survivor leaves the range of the boon totem.
Sixth Sense: When the killer is within 30/37/44 meters of you, Sixth Sense activates. During this time, the killer will leave bright orange scratch marks and the sounds they make will be louder by 30%/50%/70%.
--------
Second New Survivor: Benedict Baker (from his journals)
Character Model: Average
General Noise Volume: Average
--------
Benedict’s Teachable Perks:
Seasoned Survivor: After being injured or Deep Wounded, reveal the killer’s aura to all survivors until the killer either stops chasing you or downs you. Upon being downed, reveal the killer’s aura to all survivors for 5/6/7 seconds.
Careful Observation: When within 40/50/60 meters of a Dull or Hex totem, the totem’s aura will be revealed to you for 3/6/9 seconds. Only one totem can have its aura revealed at a time. Careful Observation then goes on a 80/70/60 second cooldown.
Documentation: Every object that you interact with will have its aura highlighted to you until it cannot be interacted with anymore (for example, an exit gate until it’s opened). The objects’ auras will also be visible to all other survivors in a 10/14/18 meter range.
--------
New General Killer Perks:
Thinning Their Options: Every time you hook a survivor, gain 1/1/2 token(s). Consume a token to destroy a standing pallet. After destroying a pallet, you gain the Undetectable status effect for 4/6/8 seconds.
Hex: Dead in Their Tracks: After hooking a survivor, any and all healing, cleansing, or blessing actions are interrupted, causing the ones performing said actions to scream and become Incapacitated for 10/12/14 seconds.
Fill Them With Fear: Every time you hook a survivor, gain a token. For every token you have, your terror radius is increased by 1/3/5 meters. Additionally, any time a survivor reads your aura, they will scream.
Hex: Payback: Once this perk’s associated totem is cleansed by any survivor, it activates. Any time you extinguish a Boon totem, the person who applied the Boon is injured if healthy or Deeply Wounded if injured. Said survivor’s aura is revealed for 1/3/5 seconds.
Unstoppable: All fatigues are reduced in length by 0.6/1.2/1.8 seconds.
Follow Their Tracks: Every time a generator is completed, reveal the auras of all survivors who worked on that generator for 1/3/5 seconds.
--------
New General Survivor Perks:
Practice Makes Perfect: For every great skill-check you hit, increase the great skill-check zone by 5%/10%/15% (with a cap of +105% size) and gain an extra 1%/2%/3% progression on great skill checks (the amount of extra progression gained is flat and doesn’t increase).
Brace Yourself: After cleansing a totem, Brace Yourself becomes active. While active, press the Active Ability Key to gain the Endurance status effect for 4/5/6 seconds. After activation, this perk inflicts Deep Wound and 60/50/40 seconds of Exhaustion.
--------
The Teacher’s Add-ons:
Brown Add-ons:
Crumbly Chalk:
Impeding Walls fade away considerably faster (-12 seconds duration).
Gain 100% more Blood Points for usage of Detention.
Shredded Textbook:
After summoning an Impeding Wall, your terror radius is map-wide for 10 seconds (and is played as if the killer were approaching the survivor)
Faded Globe:
Survivors within 16 meters of Time-Out Chairs suffer from the Blindness and Oblivious status effects for 20 seconds
Jagged Letter-Opener:
Survivors who walk within 5 meters of Impeding Walls are inflicted with the Deep Wound status effect
Yellow Add-ons:
‘Missing Person’ Posters:
When you put a survivor into a Time-Out Chair, gain the Haste status effect (+5% speed) for 6 seconds. For every additional survivor in a Time-Out Chair, gain an extra +5% speed with Haste for an additional 6 seconds.
Clay’s Bloody Tooth:
Survivors hit within 32 meters of an Impeding Wall are inflicted with the Mangled status effect
Charred Evidence:
After a survivor is freed from a Time-Out Chair, they suffer the Mangled status effect
Stained Shackles:
Detention no longer summons wall, and instead blocks downed pallets and windows
Elias’ Ear:
Survivors within 16 meters of an Impeding Wall suffer from an 80% reduction in volume of all sounds
Green Add-ons:
Nolan’s Eyes:
Survivors within 16 meters of an Impeding Wall suffer from the Intoxicated status effect
Gnarled Awl:
After a survivor is rescued from a Time-Out Chair, they are inflicted with the Deep Wound status effect
Funeral R.S.V.P.:
When a survivor dies in a Time-Out Chair, gain a permanent 4% increase to your movement speed
Class Photo: 1957:
For every survivor within 20 meters of an Impeding Wall, gain the Haste status effect (+5% per survivor) for 10 seconds (10 more seconds are added per survivor)
Clipped Headline:
When a survivor reveals the aura of something through an Impeding Wall, they become Oblivious and are afflicted with Blindness for 50 seconds
Purple Add-ons:
Aria’s Severed Foot:
After being freed from a Time-Out Chair, survivors suffer from the Exhausted status effect for 16 seconds
Deceasement Notice:
Survivors put into the Dying state within 8 meters of an Impeding Wall lose a considerable amount of their Dying timer the first time they’re downed (-50%)
Crematorium Bill:
Survivors progress through their hook states tremendously quicker (+150%) when in a Time-Out Chair
Battery Charges:
For 6 seconds after spawning an Impeding Wall, your attacks put survivors into the Dying state
Iridescent Add-ons:
Discharge Letter:
After an Impeding Wall disappears, all survivors in your terror radius suffer from the Exposed status effect for 25 seconds
Apple From Naomi:
If your obsession is in a Time-Out Chair, the repair speeds of all other survivors are decreased by 25%. However, the obsession’s hook-timer is paused and they will be granted a fourth hook state.
Lore: (Might write later)
Im not a big fan of the killers power. If I understand it correctly, he can just place walls to block off vaults and pallets that only he can walk through, which just forces survivors hold w and not loop. And his secondary power is pretty much just a built-in scourge hook.
The killer perks are also terribly designed;
Actions Have Consequences: Every time you’re stunned, the generator with the most progress explodes and regresses by 12%/15%/18%. After exploding, it becomes blocked for 7/13/19 seconds.
The problem with this perk is that it will exacerbate the pre-dropping pallets issue, since survivors no longer want to stun the killer if they have this perk.
Teach Them a Lesson: Every time a generator is completed, Teach Them a Lesson activates. While active, all attacks inflict Deep Wound on healthy survivors. If a hit survivor is already deeply wounded, they will be put into the Dying state. This perk lasts for 40/50/60 seconds.
This perk not only rewards the killer for losing the game, it will also lead to a very boring legion type gameplay where they force survivors to hold m1 and mend.
Underperform: When a survivor fails a skill-check while repairing, the generator they’re working on will explode and regress by 15%/20%/25%. If a survivor fails a skill-check while healing, they will lose 50%/60%/70% of their healing progress. Increases the frequency of skill-checks by 20%/30%/40%.
For the last time, NO GOOD SURVIVORS ARE MISSING SKILLCHECKS. This perk would be worthless.
-
@IrishLuv said:
Yay y'all fixed it! Appreciate it so much. Had xbox gamers dming me, mad that i gave up struggling, when really my hands just stopped working.
The new method is doable. Thank you.
Props to you for sticking to this thread for so long
-
@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2672146#Comment_2672146
Then you went agains better than average twins that rarely use charlotte for interesting plays.
So I went against 99% of the twins players? What twins player even prefers to use Charlotte?
-
@PixelBush said:
We warned you from PTB, that Exponential would make Twins unplayable if neither the perk nor the power were changed. And now the newest Boon perk makes it so that Twins can't pick a Survivor up because their fatigues are so long that Survivors can pick themselves up faster than you can.
This is something you should be testing for in the perk design stage. If a perk makes a Killer power that's only useful against injured Survivors incapable of downing and hooking them, then that's a problem with either the Killer or the perk and something needs to be addressed before the perk goes live.
The fact that Exponential went live in this state without changes to it, or to Twins to allow them to handle Exponential, proves that the developers have literally forgotten this Killer existed.
They came out a year ago today and the developers didn't even tweet about their birthday like they did with Blight a few months ago.
If you don't want me to play my favourite Killer any more, just come on out and say it. Don't leave me with the hope that you might actually sort them out someday because it's been exactly a year and every single set of patch notes with some shadownerf or new bug or new super-recovery perk feels like a punch in the mouth.
Just buff their fatigue times so we can pick up Survivors without taking 5-7 working days to get to the down, okay? That's all we need, that's all we EVER needed. And now it's gone beyond an irritation to "you can't play the game any more if a single Survivor brought a single perk."
Bon anniversaire, my wonderful French children.
Im very glad this perk destroys twins. Twins is the most unfun killer to go against, they just slug and face camp someone with victor. Incredibly annoying.
-
@Nun_So_Vile said:
Interesting, but Jason gets kinda OD with his powers. I also feel like "teleporting" as it already is in this game gets complained about with the limited number of killers that do have some type of TP in their kit (i.e. nurse, hag, Ceno, and spirit).
I was thinking it being more like a demo teleport, where it takes some time to travel, and not just an instant teleport.
-
@ThanksForDaily said:
https://forum.deadbydaylight.com/en/discussion/comment/2670498#Comment_2670498
120% speed is not gonna happen ever because it's ridiculously strong. So there is no point to discuss further.
It is not even close to that strong. Are you out of your mind?
-
@Toxicboii said:
*Sees*
https://us.v-cdn.net/6030815/uploads/RCRWI5I56PHB/image.png
*Remembers that the game is being poorly treated, only getting worse with each subsequent chapter update, almost every time breaking the game until they take literal months to fix it. And most of the content came out poorly balanced. Then sees that the developers think they're actually doing a good job to warrant a nomination. Meanwhile here I am, NOT playing it, and actually being really happy because of the infuriation and stress of the poorly-made game no longer getting to me.*
https://www.youtube.com/watch?v=lhckuhUxcgA&ab_channel=AzusaNakano
Literally had the same reaction when I saw that. I laughed and then just nominated RUST for the achievement.
-
@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/2669964#Comment_2669964
He does have a 'built-in' one-tap, as that is his power where other killers such as Huntress and Blight need add ons. I don't know who you have played against or how hard it is for you to play gf but the ones I go against get stalks off left and right, even multiple survivors at the same time. Now, securing the down against a good looper is a different story. At 120% movement speed after a stalk, he would be all but certain to get a down every time. Also, I never said Wraith was harder to play than GF. I was pointing out his movement speed was balanced. He can't expose you, then zoom across the map to down you with ONE hit.
The only way for ghostface to stalk a good player is to constantly crouch spam and get .5 seconds of stalk around a corner each time they run around a loop, which takes forever and isn't worth it. So yeah he does "technically" have a built in lethality, but nowhere near the level of bubba, billy, and myers. Also, a 5% haste effect doesn't turn you into a nurse and get you 100 free hits like your making it out to be, it really only lets a survivor get 1 less loop around a pallet.
-
@Slickstyles said:
Because it is survivor sided as is every new map that has come out in the past year and a half.
https://forum.deadbydaylight.com/en/discussion/comment/2669914#Comment_2669914
If they're going to make these large thematic maps, they need to give killers more mobility. For example, Let the artist teleport to disturbed crows and doctor teleport to his clones. Trapper can teleport to his traps and pig can teleport to her boxes. Maybe Ghostface can move between lockers? Give the teleport like a 45-90 sec cd. It might not make sense lorewise but it does make sense mechanically.
I wish killers would have the same teleport ability that Jason has in Friday the 13th. Just let the killer open a map GUI of the map and choose a place to teleport with a hefty cooldown.
-
@feechima said:
Uh, how about no. So he has a built in one-tap, and now he gets to go faster to gurantee to hit you with it, unlike Wraith who has to position himself to still reach you after coming out of cloak and has to hit you twice. I agree he needs a pass over to buff him, especially against skilled swfs but this ain't it.
He doesn't have a built in one-tap, it is almost impossible to fully stalk survivors unless they just aren't paying attention. Also being 120% isn't even close to guaranteeing a hit. I also like how you think that Wraith takes more skill to play than Ghostface ??
-
@throwaway79465468797 said:
I guess it depends on where you are when you proc your power...
I think most of the time getting too close to a survivor they will at least hear you and be cautious. Not a good idea in my experience to be too close to survivors when stalking.
Also if all the M1 killers were good enough to run around and M1 without fear then there would be no need for their powers. They would all have very similar gameplay. That gets repetitive and old very fast at least for me
I don't think every m1 killer needs to be 120%, just ghostface. Legion already gets a free hit with his power, clown gets slowdown and a 10% haste.
-
@Dino7281 said:
All the time, no?
Chasing exposed survivor? That might be interesting.
It's weird compare him to Wraith, Wraith has quite massive drawback for that. I doubt you want that on Ghostface.
Chasing an exposed survivor is enough of an advantage since they go down immediately and can't hold w to the other side of the map. I think he should just have 120% movement speed
-
Players were way worse back then
-
@dspaceman20 said:
It's such a great and fun perk to use that I don't think I can take it off. I just love the distance I can get from it. I used it in Mettle Of Man build and it's not bad. I swear it and circle of healing makes it viable.
But thank you so much for Overcome devs
Terribly designed perk with no counterplay that encourages holding w. Hope is gets removed along with dead hard soon.
-
@jinx3d said:
This is gonna be the first part to a series im gonna do whenever a killer drops. I want to hear both sides perspective on the killer.
SO
Whats your opinion so far on the Artist?
When playing against her, she is easily one of the most boring AND frustrating killer to go against. Since she just places birds at all vaults and pallets in a loop, you are FORCED to hold w to the other side of the map, and yell at your teammates to slam out the gens. Same ######### design as pyramid head, I hate her.
-
@jesterkind said:
To be fair, the teammate who farmed you is the one to be blamed for that. Should the killer really be punished for taking the obviously best option when it's presented to them by bad plays from the survivor team?
Granted, it's still a problem, but it's important to understand why, and where it comes from.
Or atleast let me hold shift when on a hook so I can't get unhooked by idiot teammates. I hate that I can NEVER solo-queue, I HAVE to play with 3 other sweaty players with meta perks so the killer doesn't just just turbo-tunnel 1 poor soul.
-
@Cancan71 said:
- The cooldown only starts if you complete the sabotage interaction.
- Lower the cooldown to 45 seconds (hooks stay broken for 30 seconds, so it would give the killer time to hook a survivor).
- After rescuing a survivor from the hook, the healing action takes priority over the sabotage action.
- Change the hooks' auras from white to red.
- If the killer is using any Scourge Hook perk, Sabotage shows the affected hooks in white, not red (Maps would be changed to do the same thing).
Sabotage is a fun perk to use, but it is full of annoyances and design flaws, like putting your perk on cooldown because you wanted to heal your teammate but you accidentally sabotaged the hook instead. So these changes should make the perk better to use.
I also added functionality to make this perk counter Scourge Hooks, since I predict they will be popular with Pain Resonance coming out soon. Survivors currently have no way to know which hook is a Scourge Hook, so I thought it would be suitable to give Sabotage this ability.
Fully agree with these changes
-
Now you get to see your totems get cleansed in 20 seconds even better than before
https://youtu.be/FA8mBkAdR6Y -
@xEmoGirlxAlexisx said:
Dead Hard Dead Hard Dead Hard... im done seeing this Busted Mess 24 / 7
Dead Hard is broken and get use as a free 3rd Health State or to get to a Pallet save its even more broken as the old MoM
In a Game that is already Survivor sided and where Gens can be done in 10 seconds Why does Survivor needs a 3rd Heal State that can Even Block Killer Power when they have so many God pallets and Windows ? Why can a broken perk like this be used more than 1 Time in a Match ?
Plz nerf or rework that broken Mess playing Killer is more unfun to play singe the vacation fix u cant even bait it anymore
Still waiting for a Boon Perk called Boon : Dead Hard so Survivor can play Dead Hard and the Boon Perk at the same Time and have 4 Heal State
Its time to just delete dead hard from the game. Terribly designed, as it adds a 3rd layer to chasing. First you have to injure the survivor, then catch again to force them to dead hard to a pallet, and then finally get the hit. All the other exhaustion perks have requirements that can be played around, and sprint burst has a trade off of not being able to run anywhere. Its time to dead hard to go.
-
@Johnagon_Infinity said:
Title pretty much says it all. As a killer, anytime I spawn into The Game, Haddonfield, Cowshed, Ormond, Springwood -- I know I've lost the game. And then other maps like Crotus Penn, Mother's Dwelling, Coldwind, Backwater, I have to wait and see how hard I've been screwed with RNG. If DbD is a competitive game and MMR is here to stay then there needs to be a serious overhaul to the maps. Generator spread, pallet spawns, tile strength and totem placement all need significant changes.
Its time to finally remove map rng and make the all preset. That's the only way they can actually be balanced. It would also stop having ridiculous tiles being chained together.
-
@Leatherface1990 said:
Fun times eh guyz?
Thank god that its not only me. My games are literally unplayable now and I cant play.
https://youtu.be/65p4S9OQXAA -
@ShErMaDeRmA said:
https://forum.deadbydaylight.com/en/discussion/comment/2660597#Comment_2660597
BHVR address/fix a glaring game issue? HA, GOOD ONE
Good point. It did take them 5 years to give trapper a second trap.
-
@ShErMaDeRmA said:
All that into a hit val. Just seeing it lit one of my neurons ablaze, and its not just you I've dealt with the rubberbanding and lag too at least. Console, at least now PC and Console can suffer together, welcome to the sodom brother. Another showcase of BHVR has no clue how to make a game
Yeah this is starting to get ridiculous and needs to be addressed.
-
@Shenlong1904 said:
https://forum.deadbydaylight.com/en/discussion/296290/please-give-mommy-plague-a-custom-chase-music
Not before mommy nurse
Nurse doesnt even chase people she just appears infront of them immediately.
-
@GuyFawx said:
What does babalonian music even sound like
Better than the default music
-
@Aurelle said:
So I'm starting a sort of mini series on my ideas on how to make weaker killers better. I'm starting with Trapper since he is one of the older killers. Here are my ideas to make him stronger:
- REMOVE HIS ABILITY TO GET STUCK IN HIS OWN TRAPS: I don't understand why this is still present in the game. This can slow him down and completely undo all progress in a chase if he is carrying a downed survivor.
- MAKE INJURED SURVIVORS GO INTO THE BROKEN OR DYING STATE WHEN FREED FROM A TRAP: This will make his traps more of a threat, which can provide much needed pressure.
- INCREASE THE TIME IT TAKES TO FREE A SURVIVOR FROM A BEAR TRAP: A survivor freeing another survivor from a bear trap is a guaranteed escape, so increasing the time it takes to free a survivor from a bear trap will make it more risky to do.
- DECREASE THE TIME IT TAKES TO SET A BEAR TRAP: Trapper lacks early game pressure because he needs to set up his traps. Decreasing the time it takes to set up a trap might help with that.
Feel free to post your thoughts/opinions/ideas below.
I agree that he should have make-shift wrap as basekit and it should take longer to escape a bear trap. A good start would be to make it impossible to escape a bear trap on your first try.
-
- "updated survivor movement. yes some of it looked bad I'll admit that but again people complained had to switch it back."
Personally I don't really care about the locomotion changes.
- "people complained about too many infinite loops. they added breakable doors, people complained about that."
The issue is that they swapped one bad map design principle for another. Instead of having infinite windows vaults, the maps now spawn with what is essentially a pre-dropped god pallet. Both of those are bad map design and your damn right I'm going to complain about it.
- "they've changed how keys work because killers complained about how they worked. Now some people have quit playing the game because they don't like how the keys and hatch work now. and others don't believe it when you tell them about the change."
I'm glad keys were changed they used to be so stupid and just held the survivor's hand even more by giving them a free escape even if they lost. Not to mention they could t-bag in the killer's face and then instantly jump in. And who are these people that quit the game after the hatch nerf? I certainly haven't talked to any of them.
- "they changed moris twice. first it was one hook now it's two yet people still complain about killers bringing them at least what I've seen anyway"
I don't know anyone who complains about moris, they are pretty much just cosmetics now.
- "The change to DS took forever to die down and we knew it was coming for months."
The only people who complained about the DS change were bad players who either didn't read the patch notes or couldn't rely on having 4 hook states per match.
- "boon totems gave survivors and advantage and now they're adding a killer that can relight a hex totem or any broken one as part of their power, how much complaining is going to come from that????"
Boon totems are ridiculous since survivors can relight them as many times as they want, and Hex: Pentimento doesn't let the killer "relight their hex totem", it lets them rekindle a broken totem for a minor healing speed debuff.
-
The statement is kind of ridiculous to be fair.
I also realized that my other message I sent isn't on here, apparently it needs to be "reviewed" before it can be posted. What the hell?
-
I would rather not give survivor's passive abilities because each survivor is just supposed to differ cosmetically.
-
@VentingSylar said:
To me the best way to balance boons perks is to make them work like Hex Pentimento. Basically instead of "snuffing" boons, killers outright destroy them. But survivors can rekindle each totem 1 time. If its destroyed by the killer a 2nd time its gone for good. That's how you balance boons.
As for a full list of every idea I've seen suggested, here's this:
- A 60 second cooldown after your totem is snuffed before being able to bless again
- Giving killers the ability to choose between snuffing or destroying boon totems
- A token system like distortion in which you can only bless totems a certain amount of times.
If you have any feedback on my idea let me know and if you have any further ideas to balance boons feel free to list them.
I just think that totems need to break when a killer kicks it. It so annoying to constantly have to kick a boon in some random ass corner of the map only to have the survivor's re-bless it 20 seconds later.
-
Borrowed time is a case where the perk is very strong, but it doesn't need a nerf. It severely discourages tunneling, even when its not used because most killers just assume that the survivors have it.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2654932#Comment_2654932
Yeah.
I guess I'm just tired of taking one chase as a Killer and seeing 3 gens pop. I'm also tired of seeing the same 3-4 teams for most of the night.
I'm also tired of seeing facecamping Bubba's, hard-tunneling Killers and people who target me when I play Survivor. Like, I get it, you need to camp and tunnel as Killer when Survivors are good. Trust me, I get it. It sure isn't fun though.
I just need to know if the team plans to do anything about higher-level play in the near future.
Personally I also think that all 4 survivors should spawn together and the killer would get a killer instinct notification where the survivors spawn at the beginning of the match. I also think that either decisive strike or some other anti-tunnel perk needs to be basekit, along with Kindred.
-
@V1Verna said:
The fact that hackers have the ability to hold the game hostage and force a DC is annoying in itself and I think we should have the DC penalty turned off until BHVR manages to address the situation or there's some relaxation to it.
I know the hacker problem will most likely never go away, but it can be helped a little bit, and leaving DC penalties on is just making the situation worse than it can be.
DC Penalties should always be turned off for killers because the hacker problem is never going to be fixed.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2654924#Comment_2654924
Walking sideways, so difficult. If only I had a dedicated key for strafing... /s
Enforcing bizarre and awkward ways of moving around is not good perk design.
Its not enforced at all you can easily win games by not doing it.
-
I would say to either make it a passive 30% extra lunge range for all attacks or gain a token when you hook a survivor instead of losing a generator.
-
@Pulsar said:
I'd like to get some form of official response, so, I'm sorry for the tag but do you think you could see if there's an answer @MandyTalk?
I'd just like to know because I'm pretty damn close to quitting. If there's hope that the team is aware of things and are working on a solution to make the game more fun and enjoyable for everyone at high MMR, I can tough it out.
If the team has no plans to change anything there though, I'd like to be made aware so that I can quit for my own mental health's sake. 95% of matches are totally miserable.
I think I've only been playing because I believed that the game was going to get better. Whether it be promises of 60 FPS or improved gameplay, I stuck around. Now though? 60 FPS obviously isn't coming and the gameplay is worse than ever.
I'd just like to know if it's worth sticking around. Thank you.
I think a good thing to add to the game is to reduce the time it takes to m1 a generator but survivors have to run around the map and search for gas cans before they can start repairing the generators. The game is a lot more fun if you are running around and doing things instead of holding the m1 button.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2654795#Comment_2654795
If you think it's a particularly fun or desirable side effect of a perk to have to walk everywhere going sideways.
It separates the good killers from the master killers. And if you play it correctly, having spine chill is actually a downgrade since it makes those who use it lazy at detection.
-
@nostrada96ass said:
I couldn't detect the undetectable killer with ooo, but the spine chill detects everything
and its all one sided effects, killer can't even know who using spine chill
also this perk directly helps your chase for increasing users vaulting speed
how ooo not rollbacked while spine chill existing
this perk is too good i can't try another build
You can easily counter spine chill by looking at a 90 degree angle which won't light up a survivor's spine chill. In fact, in that case it is actually a good thing for a survivor to have spine chill because most survivors with spine chill don't even look around for a killer until their spine chill lights up, which means that you can completely catch them off-guard if you are good enough.
-
I think a good change for pig would be to simply make it impossible to remove a bear trap on the first box, because that only buys you like 20 seconds of slowdown in some cases which is practically nothing.
-
The devs have known this since 2017 but they don't care, nothing will ever change.
-
@RainehDaze said:
See, the Deathslinger thread earlier made me wonder. Aside from Nurse showing up in someone's face, it doesn't seem like any killer that has an aim or timing requirement to their power is allowed to have it work at a speed that doesn't allow for reactions--the closest is if a survivor is standing right where Pinhead's chains are going to fire.
But why? Especially someone like Deathslinger, who has one chance in a chase or it's blown; is there any good reason that a successful power use needs two survivor mistakes (the first obviously being in a position to be targeted) on top of the killer's skill to succeed?
It seems to be an undercurrent to suggestions for how Spirit/Blight should be nerfed: control of the outcome must rest on the survivor mistake side after they're aware its coming.
Because if a killer doesnt have counterplay then survivors dont even have a game to play. They either do QTE simulator on generators or just hold w and pray that the killer is bad at the game.
-
@WishIcouldmain said:
Let’s see 5 gens done under 5 minutes on Thompson House. Uet still got a 4K in the end god I love the potential of Hag. What other killer can still score a 4K with 5 gens done and no survivor sacrificed
Oni is good at snowballing at the end of the game
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2642225#Comment_2642225
The problem is the same as on the survivor side: the perks are mandatory due to inherent game flaws.
DS/BT/UB will continue to be used due to how strong camping/tunnelling/slugging are. The only way to break that is by releasing new perks that are way stronger, or, preferably, to remove the need for them.
Slowdown perks are used so much because base gen speed is high to compensate for camping/tunnelling/slugging.
A ton, a -ton- of killer perks are actually pretty damn solid already, but they won't get picked because you require slowdown.
It's just not a good idea to mess things up further and further while failing to address the underlying issues.
A lot of killer perks are actually terrible. You did watch my video, right?
-
@enormous_bruh_moment said:
Being able to bind one command to multiple keys is the first and most important way to make a game more accessible. DBD currently restricts all commands to a single keybind.
- Are there any plans on implementing multiple keybinds in the future?
- Are there any plans on allowing Killer-specific keybinds/controls that override the default?
- Are there any plans to allow players to split certain commands that govern multiple concepts into their individual components?
For example, vaulting, dropping pallets, entering lockers, and skillchecks, all ride on the same command. Healing others, self healing, unhooking, gen repair, doing totems, etc are also all bound to a single button. I know controllers may be limited in this regard, but most controllers have more than enough buttons for all the commands DBD requires.
Also, since the majority of commands are context specific, many can easily share a single hotkey should one wish to bind multiple of these sub-commands to the same key.
I'm just curious if anything like this is in the pipeline, or even up for consideration.
Thanks
I wish, but the devs never get around to doing anything in a timely manner so I wouldn't expect this for the next 3-4 years.
-
I have a few suggestions
1) In the lobby, you should see what perks your teammates have.
2) A survivor's icon should glow red when they are getting chased by the killer (similar to how the tentacles move for the obsession)
3) Being able to see your teammates auras when someone is hooked
4) Having some pings or a few callout lines, such as: "I found a hex totem!", "I'm going for the unhook!", and "My generator is almost complete!"
-
Nurse
-
@CrowVortex said:
Here's a couple i'd like to see be changed or improved.
Coupe De Grace - I would perhaps make it into a scourge hook perk, upon hooking someone on a scourge hook, Gain a token from that survivor (can only get the scourge hook effect on them once), whenever that survivor is unhooked gain 2 stacks of Coupe De Grace, Your Coupe De Grace hits apply a Deep Wound that when mended, leaves that survivor broken for 30 seconds. When you have 4 different survivor tokens, Broken is a permanent effect.
Dying Light - No longer an obsession based perk, increase the percentages from 3/6/9/12/15/20 ect to 6/12/18/24/30%, now 5 tokens, must be a new survivor hooked each time instead of the previous survivor.
Hangman's Trick - A survivor that sabotages a hook in your Terror Radius while carrying a survivor has a 50% chance of being dealt a health state, anyone else in the sabotaged hook's vicinity of 12/14/16m receives the exposed effect for 30 seconds.
Dark Devotion - Hitting the Obsession with any for of attack now causes them to emit your terror radius for 60 seconds while within the vicinity of others, the timer pauses when not within 20m of others. You gain Undetectable for 60 seconds.
Furtive chase - Hooking a survivor now masks your red stain and suppresses your terror radius in a chase for 60 seconds, Your footsteps and vocal audio are muffled increasingly per token until completely silent at 4 tokens.
Let's hear some of yours.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/294979/all-killer-perks-balanced
Just picking out the ones I consider an issue...
Beast of Prey: A permanent 4% movespeed boost is -huge-. The difference between a 110 and 115 killer is massive when you loop with them, so being able to bump a 115 up to 119 would be really excessive.
Bloodhound: Just removing mindgaming completely is also pretty excessive.
Claustrophobia: Very map dependent, but likely ruinous on Lery's.
Coulrophobia: Passive 50% heal speed debuff on EVERYONE, PERMANENTLY is really, really, REALLY excessive. I think Coulrophobia is already underestimated in terms of value, but this would skyrocket it to mandatory pick in all cases. Just passively costing the survivors an extra 32 seconds baseline (16 additional seconds for BOTH the healer and the injured) would be extremely high value for no input.
Coup de Grace: 20% is a lot, and passively being able to lung that much extra distance is pretty extreme, not to mention that when the killer has the most pressure, when there's only one gen left, it's at a whopping 40%. Passively. You might actually be able to move faster by just whiffing lunges at that point.
Deadlock: Already a solid slowdown perk, it doesn't need a buff. This would make it the de facto pick for slow-downs, most likely, especially with the automatic regression, coupled with intel on its location.
Deathbound: If they're that close, you're either hearing them, or they counterbuilt for the specific purpose of sneak healing. So this is either irrelevant, or a kick in the shins for Bite the Bullet, which doesn't deserve it.
Deerstalker: Getting a heads-up when a slugged survivor gets assistance is a slugger's tool, and slugging is not a good playstyle to encourage.
Dragon's Grip: No cooldown would be excessive, considering there's no real counterplay to this thing. Without CD, this'd just be permanent exposure all over the place.
Eruption: No. This would make some gens almost permanently untouchable. Imagine a three-gen set-up with this perk, it'd be unbeatable. And it'd be way more of an actual set-up, since the killer can just pick these gens to be incredibly hard to work on.
Forced Penance: 80 second incapacitated is EXTREMELY excessive. That survivor literally can't contribute for almost a minute and a half with this, all for trying to help someone.
Furtive Chase: 60 second undetectable for just hooking someone is also extremely excessive. We don't need perma-stealth Bubba.
Huntress' Lullaby: Either make it not a hex or make it grant oblivious, not both.
NOED: Not a problematic change by any stretch, but not enough to fix the many problems with NOED.
Pentimento: Too harsh a counter. Turns all survivor boon perks into killer perks.
Thrill of the Hunt: Also too harsh a counter. Makes boon perks fully unusable.
Undying: I don't think this should be on Undying, I think this should either be on a different perk, or a new one. Or, with reduced range, baseline.
Iron Grasp: The wiggle reduction is fine, but doubling the wiggle progression penalty is excessive. Killers don't need to be 100% able to put everyone in the basement at all times. If there was no basement, this'd be fine, but this is just going to get used for camping.
Surge/Jolt: Maybe a shorter CD, but not no CD.
Monstrous Shrine: No broken status effect. That'd help basement camping too much and remove possibly the only counterplays to it, which are already weak, niche perks.
Predator: Not keen on the 'when a chase starts' aura reveal, because sometimes the game will detect a chase when the killer misses it.
Gift of Pain: This is not a good change because it makes the perk significantly less interesting. It's a cool idea to give the survivor the choice: Either play injured or repair slower. Removing that risk/reward thing in favour of 'you're just permanently screwed' isn't good.
Starstruck: Already has no downtime and is pretty strong, doesn't need buffs.
Territorial Imperative: Aside from this completely invalidating the use of Lethal Pursuer, there's no reason to give the killer a heads-up when someone's about to be unhooked. That's just going to be used for tunnelling and camping, and those strats need to be made weaker, not stronger.
Unnerving Presence: Ye olde Ruin. Really harsh punishment for new players.
I agree that some of the perks might be a little overtuned, but I want these perks to actually be used by most killers, instead of having them just slap on 3 slowdown perks. I actually made a short video on YouTube explaining why I made each change for each perk:
https://youtu.be/C29E4GpH9ew -
@Chocolate_Cosmos said:
I am sorry I will not read this all but just reading some of these changes allready tells me this wouldn't be balanced at all.
Some of the changes would be broken on some killers (example your Starstruck + Nurse lol) and other changes bad (Nurse Calling is OP?? NOED ??).
Some changes sounds nice (Brutal for example).
Starstruck was barely even buffed, and starstruck is already broken on nurse because nurse is a broken killer. Nurses's calling is not even close to overpowered I have no idea where you got that from, and NOED pretty much stayed the same as long as the killer actually played a legit game of killer and didnt just facecamp 1 guy in the basement.
@Jeromy137 said:
Um no most of these perks don't even need to be touched but a lot of these fan reworks would make the game extremely unbalanced
A lot of killer perks aren't even used. I only buffed the perks that most experienced killers don't use. (With some exceptions)