Freudentrauma
Freudentrauma
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- Freudentrauma
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- Hillbilly - A good billy can pressure you quite hard and disturb your loops.
- Anna - Dodging hatchets and predicting her moves, is quite challening
- Nurse - Sadly she is barely played right now, because of her bugs and bad game feel, but I still really love to face a good Nurse.
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@darktrix said:
That's a rookie mistake - everyone knows you should not play this game when you're in a good mood.
Or when you are in a bad mood.
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It's more a speculation. People are afraid that the killer gets nerfed when the time comes to rework his AddOns.If I think about it, it's actually fearmongering...
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@LiunUK said:
it's more the fact that they knew we expected the patch today as it has mostly always been 2 weeks after the ptb went live and did not tell us until less than 24 hrs and also the fact metacritic leaked the march 10 date and the devs still waited until the last second before confirming it some people have busy lives and schedule things around it i mean i would not be surprised if all the streamers and youtubers set there plans aside to get footage of the patch.
its nice that they have given us a date but they could have been a bit more punctual about it. we want them to communicate and tell us these things not give us nothing but silence, i miss the days when they would do a dev stream every week not once a month even if there was not much to talk about it made it feel like they were actually engaging with us
Yep, BHVR current communication strategy is just frustrating lately. I won't say it's bad. But they really build up much more distance towards the community, which in some cases are good considering how the communtiy puts every word on a scale. On the other hand it's frustrating in situations like this, were you wonder, why they just didn't time to tell us that they are trying to put more time between PTB and release to temper expectations. They didn't had to be specific.
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@List_of_concerns said:
https://forum.deadbydaylight.com/en/discussion/comment/1121111#Comment_1121111
I'm pleased that you agree with the first change. I'm aware the other changes may seem like a nerf, but I'd be willing to make that sacrifice if it meant that we could witness the Memento Mori Kills more often. I tried to establish a middle ground or a series of changes that wouldn't frustrate either role.
Also, I'm not sure if I'm interpreting your suggestion correctly. Are you suggesting that the Ebony Memento Mori could function similar to Hex: Devour Hope?
Yes similar. The idea would be to make it a complete game changer. Each hook or hook state gives the Mori a token, after x Tokens killer can mori one survivor, after gaining Y Tokens they can kill the second and after X, the last two could be killed. Basicly an offering which gives killers a linear progression instead one per survivor.
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@TAG said:
Yes. Why it hasn't been removed by now is beyond me.
I think back in the day, it was argued, that it needs to be there as an immersive element. Something I heavily disagree with. Games went away from QTE for a good reason. It might be immersive in the beginning, but becomes an annoyance after quite some time, when it becomes repetitive. Not comparable with the heartbeat e.g., which is fun and immersive at first and becomes just an usefull information with experience.
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@leyzyman said:
Okay @Peanits, let me give an example of how these perks can stack...
Let's say that there is 1 survivor with ds, adrenaline, unbreakable and dead hard. They also have a bottled time medkit, and a 2nd survivor bas borrowed time.
So, here is a perfect scenario for the survivor:
1st chase: the survivor is decent enough. He is able to take a hit, use his dead hard to avoid a hit, use his bottled time to take a 2nd extra hit, and go down with hit 4. (4 hits total. 1 hook state).
Now, survivor 2 hook bombs, and the killer goes for a hit, and activates borrowed (1 hit)
2nd chase: uses dead hard again to avoid a hit. And then goes down. The killer think he has DS, and leaves him on the ground. He now uses unbreakable to get up. (2 more hit, 1st hook state). The killer probably wont find him for a little, as he probably went for another survivor. He will go heal up to a healthy state.
2 chases in and he has already taken 7 hits (2 avoided hits) and only gone 1 health state.
3rd chase: killer will go and hit the survivor. At this point, the killer wont fall for the dead hard, but the survivor can use it to get to a pallet. Now he has the survivor cornered, and will take them down. (3 hits total, 2nd hook state)
The 2nd survivor will, again, go bomb the hook, and have borrowed time activate. The killer swings, and goes after you again. (1 hit, 2nd hook state)
4th chase: the survivor uses dead hard to avoid hit one, as they go into a locker. The killer, because they are bloodthirsty for a kill, grabs the survivor out of said locker, but it's only been 25 seconds or so. So they get hit with DS. (2 hits, 2nd hook state).
5th chase: the final chase. For this perfect example, they will be able to use dead hard again to avoid a hit. Then, with the luck of the timing, adrenaline pops. The killer not only misses the swing with the sprint burst, but the survivor is now healthy and gaining a decent distance. But the survivor is out of options. Unless they get to the gates, they will take 2 more hits and finally die out. (4 hits total, death hook).
Now we talley the max amount of hits a survivor can take in 1 game, assuming they get to heal once after a slug....
17 hits. This is a perfect example with everything going right, but the idea of how much this can stack.
Will the perfect game happen... maybe a .001%
But, because of how often these perks are run, you will probably get at least 4-5 extra hits with this setup on the norm. This means that, with a setup like this, you will basically have an extra set of survivor lives.
This means, when a killer goes against a team like that, you will face between 7-8 survivors worth of lives.
How often do you see these perks in a game? Quite often honestly.
Between this, the gen speeds that are done nowadays, and the older large maps, it is hell for killer right now.
In your example a hook bomb should end with a quick down for the unhooker instead of a focus on the first chased. Besides that in general you are ignoring that a killer has control/counters against those perks. Also equal a DH avoidance with a hit is unfair. A survivor gains much less distance for it.
I personally think most "second chance" perks are fine, even if stacked or with their synergy in mind. DS & Unbreakable have quite synergy, but a limited one, because of their one time use and the fact that it's doing what it's meant to do, counter slugging and tunneling. No problem per se. There is only one problem with DS in general, with it's 60s immunity, but that takes less a role in that synergy. BT can be annoying, when the unhooked blocks you. But that it's map dependend. DH is an exhaustion perk like SB, Lithe etc. It gives you distance in a chase, like those and isn't a second chance by my opinion.
So from all second chance perks I think only DS is in a bad spot right now and needs an additional deactivation state, to discourage dumb annoying plays during the 60s immunity.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1124013#Comment_1124013
I imagine it has something to do with the fact that the bubba carried distressing and an ash got hit twice by the same chainsaw. I don't understand why the other half defends potato survivors that should have lost the game ages ago due to ######### up after ######### up but they can still recover from it and even finish all gens.
Are you saying survivors should not lose a game no matter how bad they ######### up unless the killer brings only meta?
Ash decided for stealth instead of running. A risky unreliable play, which he performed badly, yes. But the second speed limiter hit is quite understandable, because he probably expected to go down after the first hit. That mistake was punished with a quick first hook. But doesn't automaticly mean that he should 4k.
His three people slugging situation wasn't caused by Ash's mistakes. It was because they rushed too fast for the hook and failed a palett safe, attempted from the wrong side. Problem was, like said, that he was a little bit too greedy and kept people slugged for too long and didn't pay intention on a potential unbreakable, missed seeing Nancy and later, when he had to choose between picking up Dwight or Ash for the second time he choose the one who was recently unhooked instead of the Ash who definitively shouldn't had DS anymore etc. But tbh. Dwight's DS was kinda unlucky.
After that situations the survivors played less risky didn't rush and tried to do their best to spread out doing gens etc. And at that situation Otz was playing a crippled version of an already weak killer and was understandably salty. He even risked another DS when he picked up Ash for the death hook etc. At that point it was understandable they managed to fire all gens after even two died. So he even managed to 4k at the end.
It's really not a good example for calling out second chance perks, because they all did, what they should actually do here. And the survivors weren't complete potatatoes, like you claim throughout the whole match.
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/1123902#Comment_1123902
why are half the people in this thread ignoring the speed limiter leatherface with basically no perkss
Because it doesn't help proving their point.
Honestly the video is a bad example. Otz is playing suboptimal, doing risky plays (slugging), a couple mistakes and the survs are bad as well. In the end he managed to 4k while they managed to did gens. Yeah, it obvious that Otz is the better player and it pays off for him in the end.
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I agree with part 1. Making the Cypress Memento Mori kill base kit would shortened games that are already over and reward killers. Would be a good change.
But I have to disagree with the the other suggestions. It would work, but I think it's kinda a waste of potential and I would rather see Moris reworked in a fun way than just basicly removed/nerfed. And I think there is a lot potential considering that there is only one Killer offering per game, which should allow it to even change the rules of the game? Why not make the Ebony Memento Mori disable sacrifice and keep each survivor in hook state 1, but give the killer tokens foreach hook state, which grand him kills at one point e.g.?
That's something I would rather see.
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You can read it on the official DbD site.
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@Haku said:
On paper it sounds as a cool idea but when you think about it it is really not that great. Basically we will have a wall that killers can break and I just can't find a reason in notes why you can't do that right away when you see the wall. I mean they add notes where perks affect the speed like these walls will be something unexpected you get to do while in chase but in end these walls will be predetermined and they are nothing like pallets where you have to drop it first. So you can just break the wall at any time if you pass by such wall and just not waste any time in chase. I don't see where the fun in that is. If the devs want a hole is some random place just add it ....
Well, maybe the killer sometimes benefits with the wall beeing there and sometimes doesn't. So it makes sense not to break them immediatly or just to avoid a time waste.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1100690#Comment_1100690
You can't vault a wall, so it wouldn't affect them.
Then it's time for Legion to visit the Super Mario Bros. academy and learn the walljump!
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@Boss said:
It's an exciting idea to me, but i'll hold my breath until i at least see the placements of these, and the animation duration.
I expect something around pallet destruction speed.
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@Bard said:
https://forum.deadbydaylight.com/en/discussion/comment/1098849#Comment_1098849
Perks and maps can be broken at the same time.
Maps are definitely broken. Nobody questions that.
Dead Hard for distance is effectively a third health state, which is just plain busted.
True, both can be broken. But I disagree, because if Maps wouldn't be an issue, then DH for distance wouldn't be much of a problem. Yeah, then they can reach that one vault/pallet, but such structures aren't comparable to the distance an additional hit/health state gives you e.g.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1098617#Comment_1098617
That’s it. People that say it takes skill or to bait it out.....are they playing against green ranks?
You run towards a window. Killer is going to get a hit. You tap E to give you that small boost forward, just enough distance so that now the killer can’t get a hit and now you have the upper hand in a safe loop. Run the loop, drop the pallet safely and then move on to the next.
It takes no skill and buys so much time. It’s too strong for how easy it is to use. They should just have i-frames and remove the distance.
Thing is in situations like these the problem is more with the map design than with the actual perk. And it takes skill to realize and plan your path optimal to use DH like that. Good survivors are capable of combining several loops to a maximum use, instead of playing from loop to loop like a bot. Countering that would require the killer to realize such combinations and try to break them as a killer, if possible. But still it's more of a map design issue which is less relevant on some maps than others.
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Both need a rework. Keys, I think would be fine, by either changing the hatch spawning rules or not making them instand escape, when arriving at the hatch etc.
Moris on the other hand need a total rework to be still fun, game changing but not pushing the balance too much.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1094532#Comment_1094532
Germany bans gore? Huh. No rating system in place?
There is (USK) and DbD has an 18 rating (only sellable to 18+, so adults), the same as Doom(2016) e.g. So I wouldn't say that gore itself isn't problem anymore in Germany.
But back before the USK was legally binding Games were more likely getting banned by a Federal Department, which can put games on a list of harmful media for young people, which doesn't completely ban them, but gives such media the same status like porn e.g. So, no public advertising, sold only when asked etc. A pseudoban.
Back in the 90s and early 2000s Germany was very sensitive towards violence in video games and a lot landed on the list or got special releases, when characters had to be changed for humans to robots e.g. etc. That's why people still think of Germany when thinking of a country which bans Games for Gore/Violence, even though times have quite changed now.
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Bots would probably eat too much ressources for something, which people rarely use. Having bots would mean to design AI behaviour that somehow manages to deal with all new Stuff that gets added with each chapter like Killer abilities, perks etc.
I wouldn't say that Behaviour would be incapable to design Bots for the game, but it's most likely not worth it.
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Hard to guess. My take would be
The Headhunter
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I don't mind if DbD will get some more "comedic Horror" elements like the Ashy Slashy puppet hand or Mr. Puddles. We don't have much of it and at this point it actually quite fits into the style of the game.
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Insidious is a perk from the early days like Monstrous Shrine and it's just dated.
I'm honestly surprised that the Devs didn't rework/changed it back, when they updated killer stealth perks with the undetectable status effect. But hopefully it will changed one day.
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@ImLeslieKetamine said:
The Game in a nutshell: Run to safe pallet. Camp safe pallet. Drop safe pallet. Run to another safe pallet. Camp safe pallet. Drop safe pallet.
Repeat.
(Still think Haddonfield is way more boring).
Yeah, the most boring pallets in DbD. Most of the time the survivor has to throw them. And the Killer has to destroy it. It's basicly an automaton, that plays itself.
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Like many said. Survivors early game is the problem. Three survivors working on Gens while one gets chased is quite too strong. What adds to the problem is that even survivor defenses are maximum in the early game.
That's why I think focusing on map design and how to address early game might be the best way to do it. I personally still think, that it would be more interesting, if some survivor defenses(vaults and pallets) start locked in the early game and need to be unlocked by others to be useable. That might shift some of the strength to the midgame and add an additional objective which survivors have to consider for their strategy while it still can be ignored when camping. But that's my opinion.
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Are you still considering to add specific survivor hitboxes for projectiles? You've talked about it a while ago after reversing the Huntress' hatchet hitbox changes.
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Doubt that would work that well like many said we would either run into the moonwalking problem, having to deal with the requirement and consider how this influences terror radius or perks like spine chill, which distances are meant to give survivors a specific reaction time for the approaching killer.
I honestly could only see it pulled off well enough if Maps would have something like the Entity's tunnels instead, parts of the map that can only be entered as a killer for shortcuts and faster movement speed within it. But that would mean a complete overhaul of all maps etc. and be a huge change to the core gameplay.
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@Pulsar said:
BBQ is a Killer perk, therefore, it needs to be stronger than it's Survivor counterpart.
That's a weak argument. Yeah, BBQ needs it's additional effect and survivor perks shouldn't be as strong as killer perks.
But WGLF basicly is a non-effect perk for the actual gameplay. So asking for actual giving it some makes sense. Especially considering another argument other give here, that BBQs aura reading walks hand in hand with the idea to incentive a "healthier" playstyle. WGLF has a long history for doing the opposite. Even after the "safe unhook" it didn't got completely rid of it.
That's why I wouldn't mind another change or rework, which like BBQ helps survivors to play "healthier". The big question is what would that be and how we achieve that, without it beeing too strong, because OPs suggestions are not fitting/too strong.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1052082#Comment_1052082
Well my fun when playing Nurse comes from teleporting and never being an m1 killer. That's what was fun about her, you used your power for everything or you were going to fail. Having it turned off, even if sometimes effective, is not the reason I was playing her.
https://forum.deadbydaylight.com/en/discussion/comment/1053055#Comment_1053055
I don't want a buff, I just want the dumb hat on hat cooldown removed or changed into something that actually rewards playing differently instead of forcing you to play specific ways.
https://forum.deadbydaylight.com/en/discussion/comment/1052179#Comment_1052179
I think the biggest take away is you don't even need perks on the survivor side, just SWF, and you still stand a good chance if not dominating chance against most killers who have FULL loadouts. In what world is the power role a power role if the weak side can go perkless/addonless and still be a challenge for you? It makes sense for a killer to be able to go addonless/perkless like old Nurse because it took a lot of skill to play and you were the power role, and survivors could still escape if they played good.
https://forum.deadbydaylight.com/en/discussion/comment/1051801#Comment_1051801
I mean it is though? Range was pretty much the only thin Omega blink gave you. I believe it made you appear faster? But that seems to be directly related to the distance you traveled and the time it takes for that animation to finish regardless of the distance so... Yeah range was the absolute main benefit of it. We still have the range addons but now they actually come with a downside of charge time (still affects muscle memory and that was something they wanted to get rid of btw)
I'd also argue you aren't 100% in control anymore because of the numerous bugs she has and map bugs with deadzones, and also dedicated servers.
Range AddOns indirectly influenced charge time as well. By raising the distance for a maximal charged blink, you technical shorten the time for shorter range blinks. Giving survivor less time to react and judge a nurse charge. I can tell for experience. An Omega Blink Nurse was much harder to outplay than basic nurse, not because of the distance, but because of those shortened charge time for close blinks. The new Charge time debuff is probably meant to fix that issue and tries to keep it consistent, so that you only have to charge longer for that extra range as well.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1046908#Comment_1046908
I wasn't around that early on, but from the videos I've seen it looked like a majority of players didn't understand how to play Nurse and saved her blinks only for chases (a lot like now actually, but they had the freedom to choose to do that,) so was there actually a lot of Nurses back in the day able to play her right? I'd love to see any old videos like that, just for nostalgia.
First version of nurse had a much faster movement speed and like said three blinks. Probably because of that. When I started playing (Sept 2017), Nurse had already the current movement speed two blinks, but a less controllable blink mechanic. (Vertical control came only with the introducation of The Game.) By my experience good Nurse players were already using her blinks for movement at the time. So people got her play probably when they changed her Speed and Blinks.
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I remember back then survivor queue time in red ranks was quite long and you had much less killer variety. Mostly Billy and Nurses and sometimes Huntress.
To all fairness survivors were less used dealing with Ruin, hadn't developed the No-Heal-Meta, etc. and because the map tended to give them so much security, were probably more sloppy and bold. It was though, but doable and very frustrating. Did my Rank 1 killer achievement back then and it was a nightmare to pull that off. And probably required extrem play and a couple of Iridiscent Heads.
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I think, it's a combination of recent bugs/issues and how unfun it is to play to deal with two Cooldowns now.
What also plays a role is the huge amount of killers we now have. So a variety killer player will have less opportunity to pick nurse over others especially because she is is hard to master.
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@Endstille said:
Just wave your arms constantly which also tells people, killer is camping.
Problem is that these days the meaning of waving your arms has been muddled by people who think it means "unhook me now". Don't know when it started, but I experience it quite often, that Randoms do it.
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@Kuramas_revenge said:
https://forum.deadbydaylight.com/en/discussion/comment/1044497#Comment_1044497
Please tell me a time when the devs said If a surivor does this exploit the will get banned
There was a time where survivor could exploit points on the map which were completely unreachable for the killer to take the whole game hostage. I'v experienced it myself.
Back then it was well known, that survivors who used such exploits would receive bans.
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@Smeagol said:
QUESTION: is this MMR system already in place for testing as we speak?
Good question. Understanding the official announcement they only started to test the tracking of the skill rating, while still using the current matchmaking system first and do more tests gradually over time, until the final implemention. Will probably take iquite some time.
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Short answer No. Long answer: Nö
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@konchok said:
No, nerfing things is generally healthier than buffing things for a games overall health. Especially when there are modular interactive components. The reason for this is that anytime you add a new component there are going to be synergies with existing modular components. If you try to balance by simply buffing everything than each new addition has the potential to be game breaking. Where if things are fairly normalized, then even when there are synergies, those will be strong but not overpowered.
Now you bring up, bringing back 5 blink nurse and so let's talk about nurse a bit. Nurse is a character that ignores structures like windows and pallets. And 5 blink nurse could ignore them 5 times in a row. Nurse is a poorly designed character that only is "balanced" if you nerf her so badly that only the people who mastered her can play her. Does that stop her from breaking the game, not really but what it does is reduce the number of people that can play with her. Nurse requires a full rework. I personally think that Nurse would be way more fun as a 110 percent speed killer with 1 blink and increased range and remove the exhaustion and change the recharge to 5 seconds as base would be an interesting direction to move her. She'd be much easier to play but it would change her blink from an offensive tool to a mobility based tool and to help her against some loops.
Nurse in her core has the most interesting design as a killer. She is a complete Game changer, which breaks the base formular of te game. The combination of a killer, who moves completely differently and survivor defenses working different as well, is what makes her actually quite good and refreshing. The only problem with her is AddOn design, which is hard to do with her base ability.
@TOPIC
I agree, there is more nerfing than buffing going on recently. But keep in mind that buffing too much can also easily cause a power creep problem. There is a fine line when stuff is too strong.
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It's strange. I've spend over 2.5k hours in this game, but for over a year I would answer this question with a clear "No, I wouldn't recommend it".
I think, it's the hate-love relationship we build up over time with this game. It has such a good core game experience. Truelly one of it's kind. But besides that, I think it's way to addictive and kinda a bad game.
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Because SC is still a good perk, when you play it smart. Yeah, it's a time waste when you completely rely on it. But there are situations where it's more important to have that health state compared to the time it takes you to get there. Endgame situations e.g. when a killer is guarding an open gate or when you have to safe somebody from the hook alone etc.
Besides that the perks you mentioned aren't a SC replacement. Actually you can even play them in combo with SC and use it to complete a 99% healing progress midchase, after you used resilence.
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@SpideyDude3 said:
But what about the tutorial. A ai survivor is smart enough to run away from you and drop pallets
On a predefined path. For DbD you have to consider the RNG aspect of the maps e.g. And then comes the complicated thing. Dealing with chases and actual interaction with the killer. Reacting to their movement, actions, especially the killer powers, which is also complicated. With each new Killer and their power they would have to constantly update Survivor AI behaviour as well.
Designing and support bots on an acceptable level, probably takes way too much ressources to be worth it, considering the niche use they would have.
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Well they said that the Chainsaw Brothers are on their list. And the way they've talked about it, it seems like Bubba and Hillbilly will receive changes together. I just hope they will distinguish both more and fix the kinda rushed job LF seemed to be...
I think they've also mentioned Myers. But I have no clue what changes they would plan for him. I think he is mostly balanced. Maybe one or two AddOns need small changes like. But that's it.
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The speed boost is fine as it is. It's actually a giveaway for a survivor after gen popped to judge a killers speed. Besides seeing a hex or dull totem etc.
@KuromiStarwind said:
So you're argument is that you can't count on potato teammates? In a team game? You realize that 4% speed boost or not, at least 1 person IS going to go down with the killer having NOED, right? Removing the speed boost would be pretty irrelevant.
DbD is designed as a team optional game. A survivors goal is just to escape for themselves. It's up to you how much you want to work as a team or not to achieve that goal.
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Let's see. I could see them replacing window vaults with more unsafe pallets on it. And most likely trying to make orientation on it better. Most stuff on Lery's looks so much the same that you sometimes can't tell where to went to reach a specific spot.
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@humanbeing1704 said:
if I'm honest I don't know why they even made a new status effect could have just made all stealth killers immune to aura reading
The status effect makes it probably easier to include it in new perks/abilities. And it also helps to keep things more consistent for players but probably also in the code.
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It's not a strong killer, but the amount of sfx an vfx arund him make him annoying. It's e.g. the only killer, which make me to turn game volume down, when facing. It's more QoL issues than balance related things, which cause him to be a pain to play against.
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It's a quite boring map, when it comes to pallets. They are all safe and most of them have to be thrown when beeing chased through. So there is barely any play choices for both sides. No mind games or movement predictions.
But it's still hard to say, if it's survivor sided. Pallets are strong, but when they are gone, they fall quick and you create complete deadzones from one chase to another. The endgame situation is heavy survivor sided though. Both gates spawn at the opposite side and the hatch is always downstairs.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/934745#Comment_934745
As someone else said.
https://forum.deadbydaylight.com/en/discussion/comment/934539#Comment_934539
It wouldn't be to that extreme but it would feel like 100% ######### for Killers to land a hit and have that taken away. It doesn't take much either for Killers to lose the game. A single missed attack means that Survivor likely gets another loop or reaches a pallet/window. A single mistake can cost the Killer the entire game. That isn't hyperbole. One mistake is all that's needed for a game to snowball against the Killer.
Iv seen it countless times in my gameplay and others. If you make it so a Survivor can 1v1 the Killer then what chance does a Killer have against 4 Survivors? That's what you have to remember. That's why Killer was made host in P2P and why Killer has priority for dealing damage, it's kinda required for Killer gameplay to function.
And no. Most games don't make defensive skills have priority. They tend to require you to time them with an attack in order for those skills to work. Blocking only works if you are blocking before the attack hits. Parring/counters only work if you time it well. Predict and react to your opponent. This is why fighter games NEVER have servers! To reduce latency as much as possible in order to allow you to react and predict someone with reasonable timings.
But no. P2P wasn't good enough for this community. We demanded servers even with the warnings of some players, the devs, and the freaking laws of physics all saying it would cause problems. This community just had to have servers and we got exactly what we asked for. Double latency for everyone causing problem after problem. Are the more stable? Yeah. Are they giving better quality gameplay. Nope!
DbD is not a fighting game.
The servers might lengthened latency (lengthened, not necessarly doubled). That's true. But before that I run on a regular basis into games with a green lobby, but a complete laggy game experienced, where using windows e.g. took visually a significant longer, etc. And the killer turned out to be from certain countries. It was unplayable, because a killer host was able to harm everybodys movement entirely. Now, I might have laggy hits and non-working DH, but such games are still playable to some degree and those killers aren't automaticly winning anymore because of their bad connection. Etc.
Besides that the servers came with a bunch of stuff, which is healthier for the game like better DC detection, improved SWF lobby system etc. It was the right move.
About defensive skills having priority: Of course for a defensive skill to be efficient it requires the user to time it right. But that's also the case, when the servers gives the defensive skill priority over the killer hit detection, because it still requires the skill to be used at the right time.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/934075#Comment_934075
Again, you arent understanding it.
Thanks to people demanding dedicated servers without understanding what that brings everyone now has to deal with double latency when interacting with another player.
Your input of using DH needs to reach the Killer. That only happens after you send it to the server THEN the server sends it to the Killer. Dealing with both your ping and the Killers ping fir double the latency. You have to use DH a LOT sooner now or if you intend to dodge or bait an attack.
Back when it was P2P you could simply react to the Killer easy enough thanks to only a single ping. But we got what you all asked for in dedicated servers, even though people (like myself) warned you about this EXACT problem of double latency.
Both a case of git gud, and getting what you asked for.
That's one way to handle it. But it's not uncommon for defensive moves to give them a higher priority handled by the server. So in situations when the survivor client triggers DH and the input reached the server, it can negate hits during the iframes. In such scenario the bigger latency by having a middleman doesn't play much a role for the survivor, because their defensive action is priotized in that case.
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That is a good thought, but would be too much, I think. As much as I like midchase stealth, it can easily become frustrating, when it's too much. I mean Q&Q is also a cooldown perk for reasons.
And it doesn't fix the actual issue with the perk. Balanced Landing is kinda bloated in it's current form. It's a conditional exhaustion perk, with a speed boost combined with stagger reduction and the new stealth aspect. It's also heavily situational/map dependend; That's why you saw it mostly be taken combined with another conditional exhaustion perk like DH e.g. It's hard to rely on it to be your only chase tool.
The thing which needs to be questioned. Does BL need to be a heights related exhaustion perk? And my answer is "no". Focus more on Reduced Stagger and it's surpressed sound and balance around it, by giving it it's own cooldown. Unlimited use is too much and gamebreaking. But having another nice but not too strong chase perk ala Q&Q would enhance the game much better or be much healthier than what we got.
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Now with the necessary changes to Balanced Landing, it has returned to it's very situational/map dependend high risk low reward state compared to other exhaustion perks. Do you plan to adjust maps, to make the perk usable on every map?
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@StarMoral said:
I have never seen so much drama over a change that brings a perk down to all the others within its category.
Because it isn't completely.
SB requires you to sprint to trigger. You can always do that. It comes with the downside, of less mobility, but if used well, more of the map becomes safe for you, for reaching loops etc.
Dead Hard requires you to be injured. But besides that it's the most controlled exhaustion perk. A state you can easily get in evry trial. It's weakness are instadowns and exhaustion AddOns. But the last thing counts for other perks as well.
Lithe requires a vault. Every map has pallets and vaults to trigger. So the perk is semi-situational. But it's a given that you get what you need in every trial. Problem is though to make use out of it, it kinda forces you to leave looping spots behind earlier. That's probably why the perk is less popular. It might be usefull, but compared to DH and SB, the other two are better.
Now we come to BL. That perk used to be quite unpopular as well, back before they removed the invisible 40s cooldown of the stagger effect. Mostly because you can't trigger it on every map and even then only on specific spots. It's unreliable and was actually only popular because it's passive stagger made it possible to combine it with other more reliable exhaustion perks. And sadly was broken on strong high ground loops.
So something needed to be changed. But even when they brought in in line with the conditions of others exhaustion perks it's worther. They either have to come up with a new element in the game, which spawns on every map and makes it possible to trigger BL everywhere, rework old maps or otherwise it's just worse than the others. And the only reason to pick it is for fun outside of the Meta. (And one Meta perk means less perk diversity not more)
And yes it got the silent drop now. That's an interesting idea in theory, but that doesn't work well with a sprint related exhaustion perk which causes stretch marks. Besides that it require you to be out of sight of the killer. For me it feels like the perk now has an identity crisis. It's not on a good spot. It fixes the abuse of strong high ground loops and make some of them even unsafe. That's good. But it's just a question of time, when the perk will need another change.