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Gandor

Gandor

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  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179614#Comment_3179614

    Why would I be joking. People real deal be saying that kind of stuff.

    You can't tunnel when lethal is active by definition. It works only a few seconds at the beginning. There is no way you will manage to down, hook and somebody unhook at that time and lethal being still active.

    And I am pretty sure nobody in this game complains about lethal allowing tunnel.

    However - there is a thing called having tunnel-vision. That is something different though. If somebody "complains" about that one, he is more likely just laughing at you for throwing the game and ignoring all your objectives just to catch that 1 elusive survivor you should have left long ago (to pressure gens so that survivors do not "genrush" - but this in fact is no genrushing. If you totally ignore everything but 1 survivorsl, then what other thing should the other 3 be doing?)

  • @Akumakaji said:

    I most often try to get a hit onto the unhooked survivor asap, even when I have no intentions of tunneling them, just to get rid of any endurance. Some will try to bodyblock their friend and expect you to do some gymnastics to get around them and aren't ready for the consequences of being "robbed" of their protection immediately. Also, in my personal rule book if you body block you aren't protected by any moral obligations to not go after you, ie YOU yourself put you back on the menu and I am ready to eat up.

    What is also interesting is how hellbend some survivors are to get value out of their endurance. Even when both could get away they will linger around and sometimes on purpose let you hit them before vaulting away, as if they wanna see "fufufu see, you fool? You can't hurt me! Fufufu", but in situations like these I think "jokes on you, fool" and keep pressuring them.

    Totally fair. I would love to have killers like you in my lobbies

  • Because you created post to remove 2 anti-tunneling perks that don't do anything more.

    Anyway sure. Remove OTR and base BT. But remove also DS and DH nerf, revert killer hit CD reduction, add after-hit speedup to what it was.

    It's not totally healthy from the point of how the game will be played, but it would get us closer to fair 50% killrate (over full MMR spectrum) like it used to be. But I presume that's not what OP wants. He probably wants even easier games.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178213#Comment_3178213

    It used to change hook number and it was changed for being disgustingly busted.

    I agree that would be the case in Midwitch (that map is huge issue on it's own) and it might be the case also for old DBD where you could permanently delete hook. But no other map hungers for hooks and hooks now always respawn (if we don't count full sacrifices outside of basement).

    Basically all we need is for the game to apply this offering AFTER it generates hook positions (before scourge hooks are created) - and delete hooks closest to each other/spawn new hook in biggest hook vacuum.

  • Hook distance offerings don't do anything ever (might be a bug?). It would be more sensible to adjust number of hooks with this offering (-1 for survivors, +2 for killer).

  • @darksouls3600 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3174769#Comment_3174769

    I never see a survs complaining about playing injured against a plague or legion, why other killers are different? Just be cause they use a build with nothing to slow down gens?

    because both of those need to be M1 killers (or it's survivor's fault that they cleansed) to actually down you. Wesker is FAR from M1 killer.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3178169#Comment_3178169

    Stunning and being hit isn’t exclusive. It means you dropped late.

    You dropped late because there is a ping. You can drop at the EXACTLY the same moment and it will work on 1 killer (with better internet) and get you down with another. That my friend... Is Bullshit. If anything, it should work the other way around (fix your network to play the game - don't let us suffer - and shred the incentives for using VPN)

  • If all the hits/pallets/actions were being validated by server, the game would not allow to both drop pallet and getting hit (and oh yes. It can do some pretty weird things in extreme cases - like getting hit 0.5s after dropping pallet and stunning killer). Right now it's clearly done on client and just sent to server the way that user-doing-action sees it.

    That's actually THE reason why having laggy internet will help you brutally when playing killer. It's also the reason why 2 mutually exclusive things can happen at the same time (stunning with pallet and getting hit).

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177808#Comment_3177808

    How can you get in range for Reassurance without being chainsawed?

    I have done that multiple times. Mind you - it's not always possible. If you die on open at the edge of the map and there are no floors (think dead dawg saloon at the end of the road by gallows), then RIP. It's the same if you die in basement. BUT. Everywhere else you can cheese it - especially if you don't go alone (or if you are able to hide). Keep in mind, reassurance works thru walls. It works way more often then it does not (but you will probably get 1 M1 hit)

  • @ByeByeQ said:

    I'm glad that old keys are gone. There wasn't any real counterplay for the killer if they didn't bring old Franklin's and made the key dissolve on the ground early on in the game. The counterplay they did have was to slug or otherwise be supernasty.

    agreed. Same for bubba facecamp post patch 6.1. Like old hatch/key were bad - don't take me wrong. It was unfair. So is this camping.

    But to be constructive... Please remove keys from game altogether. After this nerf, they are practically worse then if they were not in game (they are basically blocking chests).

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/345683/decisive-strike-stun-should-be-back-5-seconds-change-my-mind

    https://forum.deadbydaylight.com/en/discussion/comment/3177813#Comment_3177813

    While I agree it should be 5 seconds again. Just food for thought, because it's not completely useless. People are just used to running them for as long as they can. Right before the timer runs out. Some even run them after. Then using the 5 seconds to get somewhere safe again.

    The way you should be using it now. Is using your BT to get somewhere safe and making sure you go down there. Like near a god window or pallet. They now have to let you sit or pick you up. You DS them and now you have a pallet or god window to work with to continue the chase. It still offers value and is very good

    calling it very good... Well. Why I can't see anybody using it then? What I can see is actual campers and tunnelers all over the fog

  • All we need is buffed reassurance and this problem will be solved. It would be too risky for bubba's to commit to this strat

  • @6yXJI0 said:

    I would remove 2 chests with sprays. In all my time playing as Whiskas and against Whiskas, survivors never ran out of sprays.

    Because it's intended as a slowdown and not actually to run out (which works perfectly - time to get to chest, open it, spray yourself AND HIDE/make sure to not go down + going back to your objective is HUGE). The killer is unloopable when you are fully infected. It's the same as trying to loop killer at bloodlust 2 or 3, but killer can use his abilities and break pallets. It's totally unreasonable to reduce number of chests.

    @Xord said:

    buff???

    I think Wesker needs his buff reverted, it was really not needed. He is definitely among the higher S tiers in the game. His loop power is insane, his power is insane, the virus is extremely strong and is a huge slowdown because you can't not cure yourself.

    I think he was still S tier on release but at least manageable.

    He is strong, but definitelly NOT S-tier. S-tier is currently reserved for blight and nurse. Those 2 are way better then wesker. I am pretty sure even artist and spirit are better then wesker. He is in a good spot at the moment.

    @Dstorv said:

    yea i agree with his power taking too long to charge. if you look at demogorgon the only reason he's better than wesker most of the time is because he can basically instant shred. they really need to make wesker's power charge faster.

    Demogorgon can't chase someone as quickly as wesker does. If you see survivor in a distance and he sees you, you are guaranteed it's going to take quite some time to down him (if you are not lucky on portals that is). For wesker - you use your ability 2x to cover the distance and the chase immediately begins. He also has 2 jumps instead of demo's 1 jump.

    Wesker is stronger then demo. No questions about it.

    @fake said:

    I am not ready to make a decision about adjustments to Wesker, but what about the idea of adding a SPECIAL ENEMY? This system has not been added at all since Nemesis.

    I'm not saying it should definitely be added, but I think it's time for a new killer with SPECIAL ENEMY.

    Or is he still not well-liked by the zombies, unlike Nemesis?

    The problem with special enemy is artificial intelligence. The most frustrating part about Nemesis is inconsistency of his zombies. They can win the game for you (if they block critical parts of the map or perfectly block 3gen or camp hooked survivor to death) in one instance and do LITERALLY absolutely nothing after being stuck the other game (And I have seen zombie being stuck less then 1m from generator - while 2 survivors were working on it. And the zombie ignoring it). I don't really want any new killer ability that is so dependent on pure luck.

  • @ryokoryu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176150#Comment_3176150

    Not accurate. Tons of places to hide, those safe window vaults and most of the pallets are safe with long arounds. Usually only 1 or 2 have short arounds to be exploited.

    I will not argue with you on this one. You clearly don't play survivors enough to know which maps are real pain. So to sum up... There were devs statistics (prior to 6.1 patch - which definitelly skewed it way more towards killers) that clearly marked this map with highest killrate.

    If you don't believe me, here you go: https://forum.deadbydaylight.com/en/discussion/306027/latest-stats-for-killer-pick-rates-and-kill-rates-and-maps-with-highest-and-lowest-kill-rate

  • How delusional can 1 person be. Devs are survivor mains so they changed the game so much, that killer queues take minutes and as a survivor I get nervous if it takes more then 10 seconds. Clearly devs support survivors way more. Especially with 6.1 changes

  • @psionic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176914#Comment_3176914

    I'd say boring is making gens 90 seconds, going for 12 hooks, being tunneled and camped.

    Killers need different ways to apply pressure and survivors need more team work. Team work should be encouraged.

    And slugging discouraged. I see no good point in this. Just yet another survivor nerf for 0 reasons

  • @SuzuKR said:

    "My teammates are bad at staying up against a brand-new killer people are still learning to play against who was recently buffed to not have a practically useless hitbox. Please make gens take shorter at their level of play."

    And right now there is an active thread trying to buff him even more...

    He is OK now. Please don't touch him now.

  • Agreed. I also see no reason to nerf thana any more.

    Actually I would turn around last thana nerf (somebody already suggested it before me) to slow gen progress slower by any additional wounded survivor (like 6% for 1, 11% for 2, 15% for 3 and 18% for 4 injured). That way it's usable on more killers then just plague (and maybe legion).

  • @GravelordNito99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176382#Comment_3176382

    I play him quite a lot. That kind of attack is not viable against good survivors. It does not only work on hugging Weskers, it works anywhere. Even a simple tree completely shuts down his power, ad survivors can just rotate around it and force him to m1. In no way does he even come close to Blight's level on any tile whatsoever.

    Blight is ofcourse stronger. Blight is stronger then anything but nurse in this game. We don't need more blights either. But he needs to bounce at least once and slides on things. This can be (rarely) abused to make blight run to nowhere. Weskers don't suffer from this.

    Also for a tree... All he needs is position himself in front of where survivor needs to run for very easy M1. And even if he had CD after using his ability, he does not have such a strong movement slowdown as blight. So he more often then not make that next hit... It's just 5s later then blight.

    But I agree with OP's point 4. That feels like a bug.

    Overall I don't think those buffs are good idea. Wesker is already stronger then e.g. Nemesis. It makes more sense to talk about buffing onrio/pig/ghostface at this point rather then making Wesker compete with blight or nurse.

  • @Crowman said:

    I think if there's anything Wesker really needs, it's for his cooldown after vault (more specifically the pallet vault) to be reduced. The fact that survivors can step away to avoid getting hit after your vault and still have enough time to go around you to vault over the pallet before you can do anything about it is really dumb.

    That only works if you let it. If you don't move after vault, you will just see "stupid survivor trying to be hit by you"

  • @GravelordNito99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3176302#Comment_3176302

    There is so much you can do about it. To beat Wesker, put any object between yourself and him, and he is reduced to an m1 killer. He's like Blight with only 2 rushes that can't be drifted and bumps into things more easily. If he tunnels, just do the gens and you're guaranteed to win because times are so broken. He does not counter those exhaustions if the survivor uses literally any terrain to their advantage. His slow cooldowns and how hard he is punished for not landing a bound is so severe that it's unlosable for a competent group of survivors at high mmr.

    If you think Wesker is good right now then you either don't play him, or you're a low-mid mmr survivor.

    The counterplay of putting terrain of any kind between you and him is so ridiculously powerful that as soon as a team starts doing it, he will kill nobody. He isn't even comparable to the top tier killers.

    Good weskers already use V-shaped attacka very well. I presume you still don't play him that much, because what you wrote works only on weskers that "hug" obstackles (same way as M1 killers chase). For quite a few situations/tiles he is better then blight when played correctly - which is unique to him (and worse in others).

    No. This killer already has quite huge potential. I see 0 reasons to buff him any more.

  • No. Right now he is good.

    He is able to chase, he is able to hit, but if he doesn't, he gets punished for it.

    He has quite a substantial slowdown after unhook - your first priority is quick heal and cleanse. The problem is, that if he decides to tunnel, he will get survivor latest in about 40s after infection fully develops and there is nothing you can do to counter it (the slowdown is way too strong).

    He counters all sprint-based exhaustions with his power, so there is also no loosing him.

    The way he is now is actually Ok. He is definitelly stronger killer from all of them. All the other buffs would make him new nurse

  • DS should be 7 seconds. Most of the killers (by numbers and bell curve - so "avarage" MMR) win at 2 gens left anyway. A lot of them because they are able to tunnel 1 person out. 7s stun would make that much harder and make the game actually way more balanced.

  • Take midwitch with it while we are at it

  • @_kostas_pap_207 said:

    I think I dint need to right much but everybody knows what I mean

    Hooks in this game is rng and everything that's rng in this game needs to be burnt to hell

    2 roof maps are the kings of the bad hook rng because the basement will only spawn at one location all the time because there is no shack or main building or anything else. This k about it. Have you seen the game or midwich or rpd basement be somewhere than usual? No

    And usually when there is a basement nearby the game will not spawn hooks around it or it will spawn 1 hook but the chance is kinda medium because rng is stupid

    The game hooks are kinda ok because the map is big and it's shape is also good

    BUT

    midwich. Oh man

    The shape of this map is awful plus that is also the smallest map ever

    So with the lack of space and the 2 roof ######### this map is a sug map.

    You cant imagine how many times I cant hook survivors because there are no hooks because of previous sacrifices. The survivors for my good are potatoes and instead if running in the same place they were so I cant hook them they just run for their life. Thank god

    Plus that sometimes the garden has 0 hooks or 1 or 2

    2 hooks in this small garden is pointless because then the game will think because the hooks are close to the hallways it won't spawn any hooks to the hallways so you have to go all the way around. You get what I mean?

    So I suggest

    1. Basement hooks FOR MIDWICH ONLY should not affect any hooks around it so the hooks can spawn very normal

    2. Because of the lack of size the 2 roof ######### should not affect the up and down hooks . So they will spawn individually from the floor they are.

    3. The garden will always have 1 hook no matter what but it will spawn neither too close to the hallways nor in the middle (think sth) or make it also individual.

    4. And lastly increase the rng hook by 1 or either 2

    These are some pretty good suggestions I think

    I think I might overkill it because of the individual hooks but let me know

    These suggestions are only for midwich

    I agree midwitch hooks are just HORRIBLE for killers. Still. I think it's good.

    Why do I think it's good even though it's clearly worst hook-spawn map in whole game? And sometimes (if you have exceptionally bad RNG) you literally cannot hook someone in some specific spot?

    Because apart from hooks - this map has EVERYTHING going for a killer. It's small. Has loooong hallways that are quite narrow, bad visibility, low amount of loopable objects (and no strong objects ever) and only a few good pallets (yes there are 2 guaranteed god pallets) and most of the drops are free hit for killer. The map has statistically highest kill-rate out of all the maps in whole game. There are very good reasons for this. It's absolute nightmare to play as survivor.

    The best thing that could happen to this map would actually be to scrap it altogether. Remake it to something more sensible - same way as headonfield.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175060#Comment_3175060

    What the heck is starbreeze?

    How are you getting downed in the first 10 seconds?

    The only thing I can imagine is lethal+ranged killer (namely huntress). To be frank. I don't want basekit thing that counters killer's perk. It's totally stupid on every level.

  • @unused_nick said:

    I don't know what devs are thinking, but at certain maps advantage of using it is much too much strong, when you have to go outside buildings etc.I couldn't go out through door in front of me no matter what. It was that Shape map, you know which

    Also... You got tricked by the only marginally useful thing on the perk - hiding the aura of hook. There was a hook in that building on top floor

  • @unused_nick said:

    I don't agree with you guys. I can always escape when I use Boil Over when I'm inside buildings with that perk. After some updates struggling is much stronger and on top of that this perk. In open spaces I agree, it is annoying but not so much. But in narrow places it is overpowered.

    I use mouse on Xbox, but still it is overpowered. I gain much of control with K&M but it still sucks

    I am surv main and play sabo builds. Believe me. Boil over is the wakest one of the sort. Saboteur is better because killers sometimes use scourge without agitation/grasp and carry long distance (if you have position). Flip flop (+unbreak) takes much more wiggle time if someone can pretend flashsave threat. Breakout takes much more time then going to doorway on 2nd try once every 50 games. Also killers never need to drop now (like on crows main top are always 2 hooks) so forget about dropping bonus - which is useless anyway, because if killers drop they do it immediatelly and it grants bonus from current wiggle = no bonus.

    The only reason to ever use boil over is to blok aura of nearest hook. And even below-avarage killers will notice it these days (also killers don't need single hook so it does not matter anyway if there isn't someone ready to capitalize on this oversight).

    On the contrary I have seen this perk destroy chance to wiggle out by allowing killer to block breakouting survivor to run in front of killer and taking a single hit to wiggle free.


    Overall. Yes I am for nerfing this perk. It's already so bad, that no survivor should be tricked into equiping it in hopes it does something useful. Sabo playes are already pretty hard/niche (considering absurd hook density lately (with exception to midwitch)) even without this perk taking up a perk slot.

  • @SuzuKR said:

    Too abusable.

    Already being abused 90% of games to some degree by killers. We need to balance the abuse

  • @Fnatic47 said:

    https://forum.deadbydaylight.com/en/discussion/345088/my-suggestions-regarding-camping-and-tunneling

    I think you don t have any idea what you are talking about... What are you even playing seriously... What about just buff the slow down perks for Killers... Killers camp because of the gen rush nothing more... Congrats they increase 2 more seconds to make a generator... Whoaw... I said Before and i say it again, drinking while making changes or even reworks is not a good combo.... Survivors brain works like this (Killer is camping what a noob, thats not cool or fun at all). Well for Killer its not fun most of the trials after the game start 1 or 2 minutes passed and the Killer is still in a Middle of the first Chase and 2 generators pop up just like that... And please survivor mains don t come here with things like "Ho thats a skill problem) or (Just get better)... Because i have alot names to describe those survivor mains answers but BHVR don t allow it here since they are survivor mains too so... Stay with non sense survivor mains.

    yes devs are survivor mains. That's the reason why we get 6.1 killer's dream patch. Also why maps slowly loose pallet or two every 2 weeks. Or why haddonfield needed to be reworked, but midwitch is cool the way it is. Or why for last 2 years straight almost all patches (but boon) gave something to killers and very little to survivors. Or why incentives need to be on survivors all the time.

    Sure. Devs are clearly survivor mains...

  • @VaporLion said:

    na im right. its not an opportunity to see a closed doorway. only open doorways are.

    Saloon main and shack. Crows map both top-of-main and bottom main doors, fathers chappel main doors, gas geaven main doors - those are only a few examples of spots you can effectively loop only if breakable doors are not broken. There are many many more

  • I think most killers don't realise how huge time sink the boons (CoH included) are. You should go to game and stopwatch how long it takes to find totem, boon it, and then heal it - with risk of - killer having hexes (extra time to boon and being found/everyone destroying totem spots for you to find), teammate wanting some extra points/doing challenge/having inner healing or overzelaous, chase coming close to you (reset booning time) or killer directly finding you (a lot of totems face open space and are very visible from mid-ish of map). And then killer just snuffs it and you have to repeat this all over again (and most likely you want to find new spot).

    Then once it's set up, you get the benefit from it only if you are within range. This is especially problematic for CoH, because 40s self-care in first corner is much safer then going 20s around the map and healing for another 20 - especially if killer suspects boons location.

    Overall I don't get the hate against CoH. It's much worse then good medkit (especially when combined with built to last). For solo it's very likely worse then current SC (that you can pair with botany) and better then inner healing just because pentimento exists.

    Quite frankly - I don't get why so many people bring it. If they gave the time to boon into gens, they would get much better value.

    The only reason to bring it is lack of ways how to self heal in soloQ (you can't expect randoms will heal you when you need it) and the fact that maybe someone else will get some value out of it.

  • @Relix_Fichter said:

    Just an idea to maybe combat the tendency many killers have to focus and kill a survivor as early as possible. One dead at 4 or 5 gens is basically game over and the rest of the match is just a bloodpoint farm for the killer. Additionally, 2 survivors alive in a 3-gen situation very often leads to boring games that refuse to end. A boost to repair speed for every dead survivor could help alleviate these issues and give survivors a fighting chance even after a weak beginning.

    Agreed on proposed part (to make the game still at least a little interesting).

    But this will destroy standard game. If you get rid of a person at 4 completed gens and killer is trying to secure his 3-gen, then this change would basically give unfair advantage to the rest of survivors.

    If I have to choose between the 2, I would rather give killer advantage (current state) for a job well done.

  • @zgameboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170524#Comment_3170524

    See no it's foolish to not consider the aspect of a 4v1. It takes time for a survivor to find a totem and light it sure but there is 4 survivors for 1 perk to allow all of them to save immense time being able to heal themselves. Or boosted healing on others. You simply cannot ignore the fact that survivors get 16 perks. You are starting to sound like a finger sucker who throws bottles.

    16 perk comparison is nonsense.

    You could compare them by sheer numbers if there were perks like e.g. "recreate hope" perk, that when 2 gens are completed survivors get speed boost, 3 gens are completed all survivors get 1 extra endurance without deep wound effect and at 5 gens all hook counts on all survivors get canceled (with option to snuff the totem by doing it for 14 seconds and it giving no sound).

    Somehow there are no such a strong perks. I wonder why that is the case. Might be that killer is 1 so he needs clearly stronger perks to even it out (and yes - it is even that way. So your 16v4 argument is moot point)

  • @allMadhere said:

    The idea works in theory if you think about it on an individual basis, like 'oh I'm tired of Wesker so I'm going to opt out of his matches for a bit.' But when you think of the entire DbD community as a whole - then you have 40,000 people avoiding Nurse, and anyone who wants to play Nurse is sitting in queue for an hour. In reality it does not work, and will not be implemented. It would essentially allow the community to vote killers out of the game.

    Or rebalance them.

    I think there should be 0 S-tear killers (and I would add 0 D-tear and probably just very few meme/learning/other niche C-tear killers)

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170881#Comment_3170881

    While that's true, I was thinking more about adepts or kill challenges. It'd get annoying to do those if everyone could reliably say "nah, I'm out" on matches they don't like.

    But otherwise, yeah, it'd be a good thing to have. My thought on a surrender mechanic is that it should be gated by a long period of nothing progressing - like no gens being done in 10 minutes, or no health state loss occurring in 10 minutes. Ideally BHVR could get their act together and handle cheaters by actually baking in game recognition that something's gone wrong (people moving at 400%, people flying above or beneath the map, survivor health states changing several times per second, the killer having a power that doesn't match that killer, a player having 40 perks active, action bars moving at 1000% percent speed or 0.01% speed) and letting players vote to end the game once something wacky has been detected.

    https://forum.deadbydaylight.com/en/discussion/comment/3170921#Comment_3170921

    No worries, that happens all the time. I'm not the greatest with explaining stuff either. And the stuff you listed is all annoying behavior I've been asking BHVR to discourage for just about as long as I've been here. A system like this would definitely help, it just needs to be carefully thought out so it can't be abused.

    For players quitting maliciously, I'm not actually sure what BHVR's current stance is? I hope it's reportable, but BHVR's report system is a dysfunctional mess that some platforms can't even access, and I know some of the terms on the endgame report screen are outdated. For instance, they say disconnecting is reportable, but separately say not to report disconnects because the DC system handles it.

    While I mostly agree with you, I don't think this would be an issue.


    A stomp will always be stomp and you will never get much points/achievements in such a game even now (surrender system will just make it a little shorter).


    And on closer games people will not surrender until it does not matter (say last surrender sirrenders after hatch got closed and gates are next to each other). Killer should get that kill no matter what (survivor's only chance is lucky chest key or killer DC's by net problems). So why not count that immediatelly as killer's kill (say mori)?

  • @jaerthebear said:

    • All numbers referencing killer powers taken from the Wiki
    • There are many comparisons Of The Mastermind to Both The Nurse and The Blight in this post, the purpose of which is to Illuminate how, despite being much stronger killers, they often have Much Lower Cooldown/Charge up periods on their powers, and generally much more forgiving Gameplay when compared to Wesker, Whos power is worse in both chase and mobility than either killers, yet is marred with Longer Cooldown times and Charge up Periods.
    • There is a lot of personal opinion in this post.


    • - The Survivor hitboxes of The Masterminds power are too small (this had been acknowledged by the dev team and they are looking to increase them)
    • - The environmental collision hitboxes feel inconsistent and too large (In my opinion) For a killer whos power consists of two dashes with no turning or course correction capability
    • - The Mastermind's infection mechanic feels too forgiving, with an Abundance of first aid sprays on the map *In addition* to decreasing by half when hooked And taking almost two minutes (1 Minute and 40 seconds) to reach critical infection stage.
    • - His Terror Radius is Un-necessarily large, presumably because his power inflicts an 8% hindered penalty, however, It takes a long time to reach critical infection state, and, as mentioned, the abundance of First aid sprays on the map make it trivial to cure, making the increased terror radius a strange design choice. I would mention The Masterminds "Mobility" While using his power here, except that it is objectively less than any other Mobility Killer Like Nurse, Blight, Or Hillbilly, and they all have the standard 32 meter terror radius, so I assume his mobility is the less likely factor in his terror radius being so large when compared to other killers.
    • - His power cooldowns are Un-necessarily long, With his "Fatigue" state after using his power being three seconds long. Comparing him to other killers, with much more potent powers, Like Blight, who has a flat 2.5 second fatigue state after using his power, and Nurse, who has a 2 second fatigue state after blinking, 2.5 seconds after using two blinks, or 3 seconds after Three blinks, I think its very odd for The mastermind to have such a punishing fatigue state despite his power being objectively worse in chase And mobility then either blight or nurse, both of whom have much more potent powers And shorter cooldowns.
    • - The masterminds Cooldown after Vaulting is 1.5 Seconds, this might not sound too bad, however, a normal killer vault is 1.7 seconds. This means you save a whopping 0.2 seconds on a vault when using his power, which in my experience is often not enough to make any difference in a chase. It looks cool to do, but its very much form over function. In fact, just using bamboozle and basic vaulting will allow you to vault a window Faster than using The Masterminds Power vault. A Vault with bamboozle 1.44 Seconds Long, which means The Masterminds Power vault is Less than 15% faster, which is very, very underwhelming and unfortunately, is often borderline, if not entirely, useless.
    • - Using his power at most loops and tiles is just not possible. Loops and tiles have too many turns and corners to make any use out of his power whatsoever, as he can only dash in a straight line, twice before he is forced to enter a cooldown state. Tiles where you May be able to Use his power are often marred by terrain collision, which completely stops him in his tracks and forces him into his cooldown state. Vaulting anything with his power takes too long to confirm any hit or damage, aside from a few specific "God Pallets" on maps like RPD or Lerys, forcing the Killer player to often just break the pallet and continue the chase from there. This may not seem like a problem, but at that point why play Wesker? Any killer can break a pallet, what sets Wesker apart? You can vault the pallet till the cows come home, but why would you if breaking it is more efficient? At that point what is Wesker doing that another killer cant?
    • -Wesker is forced to use his second token on his power within a specific time frame, or else he is forced into his cooldown state. This feels like an odd design choice because again, His power cant go through terrain like Nurse, and he cant bounce off of walls or course correct like Blight, so being forced to use your power within a specific time frame or be punished with a cooldown just feels silly, considering how Precise you have to be with it; You need time to aim it, but you're forced to make the calculations within 2 seconds, as that's how long his chain bound window is. It leaves no window for mind gaming or baiting, and then you have to go through a 3 second cooldown, which is again, Longer than both Blight and Nurse, Despite their powers being Stronger.
    • -Wesker's power takes too long to regain tokens. Blight regains tokens at 2 seconds per token, which takes 10 seconds for completely refill his power. Nurse takes 3 seconds to recharge a blink, which means it only takes 6 seconds to fully recharge her power, 9 if she is using triple blink. In contrast, Wesker takes 6 Seconds Per token, leading to a 12 Second Recharge period to fully replenish his power, Once again, More than Blight and Vastly more than Nurse, who are considered the two Best killers in the game at large.
    • -The Period of time it takes for Wesker to charge his Virulent bound is too long, at 1.5 seconds, this is only .5 seconds faster than Nurse, who can go through terrain with her power. Again, Wesker cant do any form of course correction or phase through terrain at all, so the long charge period seems silly.
    • -Wesker's move speed during his chain bound window, is far, far too slow to make any post dash adjustments in preparation to line up another dash when playing around any kind of structure, be it a short half wall, a table, a couch, etc.
    • -Wesker's move speed while charging his power is also quite slow, at 67.5% (This number may be wrong however, it feels too slow regardless of the accuracy of this number) this combined with his long charge up makes using his power around loops unreasonably tight at best, borderline impossible at worst.
    • - Far too often, his power just Doesn't Work. Weather he is just dropping survivors mid bound with no damage, not hitting vaulting survivors with his tentacle and instead simply slamming into the wall while doing no damage or performing a vault himself, not damaging survivors who are standing too close to a vaultable object as hes vaulting it, or slamming into a vault location and simply not vaulting it, his power often fails to have any effect whatsoever, leading to a frustrating experience and lengthy cooldown.
    • - Any change in elevation whatsoever while using his power, weather it be trying to use it from the top of a hill on autohaven to accidently bounding over a pebble, will completely stop him, wasting a bound token and potentially triggering a cooldown.

    Wesker is a killer who, in my opinion, needs a lot of work. This is understandable as, Wekser is a very unique killer in terms of power mechanics, The Developers really Picked up the Gauntlet with him and have clearly tried very hard to make a faithful rendition of him for the game, which is very, very respectable considering just how much has clearly gone into him as a character in the game. Understandably, they have a very tight schedule, releasing a new killer every 3 and a half months, on top of new tomes, events, cosmetics, balance changes, New games, etc.

    For the most part, Wesker is all there, hes just very, very rough right now, and needs a considerable amount of Polish. That being said, I'm very thankful that hes in the game and has had such a faithful re-creation. I'm hoping That he gets the polish he deserves, as I think it would be very silly for them work so hard on him to only leave him Partly finished. It'd be like running a marathon and then calling it complete 75% of the way there, and leaving it at that, which is my biggest fear here because, As a Resident Evil Fan since I could basically Walk, I want Wesker to be Competitive, Fair, Balanced, and Fun.

    Meow Meow

    From what I read so far (and it's too long to read whole in 1 sitting). All you need to do to fix blight&nurse is to give them longer cooldowns. Sure. Let's do that. Agreed.

    In the meantime... Why do you compare killer to most broken killers in game? I could do the same in reverse and compare his strength to sadako - showing how OP Wesker is. Do not create yet another nurse please. We need to do something with current nurse - not make more of that stuff.

    But there is 1 thing I agree with you. Wesker should have bigger survivor hitbox.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170728#Comment_3170728

    Obviously, there will be people who don’t care who are the minority. The above changes help with the pain of being screwed out of BP, pips, and teammates just doing nothing instead of gens.

    Well don't you think you are "treating" symptoms instead of cause at this moment? Maybe that fun thing isn't always so subjective after all.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170712#Comment_3170712

    In those situations, yes, it benefits the game to have the ability to unilaterally agree to end the match. That's just not what you framed in your OP - you made it sound more like it was a way survivors could get around BMing killers and killers could get around BMing survivors (but only in the endgame, and not the actual scenarios where the killer is being held hostage.)

    A way to bail from a match that had a DC or a hacker would be a great addition to the game, but at the same time, you'd need ways to prevent it from being used inappropriately (like a SWF deciding to surrender as soon as they start losing, which denies the killer points and challenges.)

    SWF can do that regardless. Just go to hook, jump into/over nearest locker/window/pallet and point at hook. Killer has no choise but to down/hook them or stay in a game where nobody does anything. Killer can't make SWF suddenly play out the match.

    And yes - surrender should give hooks-worth of BP to killers/escape's worth BP to survivors.

  • You want to force people to play. That will not work. People will find creative ways how to not play. Or sandbag other people in match they don't like.

  • Yes. Another map that is bad for both sides I guess 😂 (I heared killers don't like it and me as survivor also don't enjoy it one bit)

  • @Laluzi said:

    The issue with voting to end the match is that this is an asymmetrical game and survivors will always out-vote the killer when it comes to their interests. Sure, in this situation where the killer is more or less taking the game hostage, survivors can vote to get it over with. But on the other side of the coin, where a bully SWF is refusing to complete generators so they can dunk on the killer? The killer can't pass a vote through them.

    The only time this could properly function and players won't vote as blocs is if there was a cheater in the match. Overall, I think there are better ways to deal with stalled matches.

    It shouldn't be majority vote.

    Survivors as (whole) team would be able to surrender.

    Killer (as 1-man) team would be able to surrender.

    Give it correct condition to start and it's good.

  • @ThatOneDemoPlayer said:

    Like, honestly. Who thought putting 3 Pallets right next to each other was fine? RPD wasn't apparently bad enough, they had to put 3 Pallets (1 of which being a God Pallet) right next to each other.

    BHVR, fire everyone who works on Map balancing and hire new people, pretty please?

    If you don't know what I'm talking about, it's the 3 Pallets tqht spawn at the helicopter crash

    The map is messed up for both sides. You will probably get nasty 3gen in main. Also there are not many loops in map so pallets are your only choise.

    Overall I don't really like the new version

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170594#Comment_3170594

    Then those people can waste their own time. The rest of the community will just play even if they aren’t thrilled about it. The amount of people that quit/suicide aren’t going to kill the game. Besides, any online versus game has stuff of the sort.

    1 dc in soloQ means wasted game. Get 3 games like this in a row and I get why you have temper and DC out of spite because killer was e.g. nurse (I am not saying that's right). Now take into account that survivors Q are instant so suicides are basically rewarded (you can do so again in a minute to spoil another 4 players lobby).

    I don't know about you, but I see the game being boring/broken.

  • @SuzuKR said:

    Punishing people for playing a specific killer makes zero sense. There’s a variety of reasons they might be playing that killer. Maybe it’s for a Daily. Maybe it’s for a Tome challenge. Maybe it’s for Adept/killer-specific challenge. Maybe it’s cause they want to play that specific character in general. So on and so forth.

    This is like advocating for letting killers opt to avoid SWF, which itself also boils down to just people playing with friends. Neither makes sense. If you don’t like facing a part of the game, that’s fine, but you need to either get over it or not queue up.

    Or some people will solve it by DC/suicide. You can't force people to play.

    But if you don't want to liten to it, so be it. Devs will work it out if/when people stop playing the game (or don't if I am wrong).

  • @zgameboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126382#Comment_3126382

    Well yeah survivor perks better not be as strong as a killer perk they get 16 of them

    Stop with this nonsense comparison already pls. Killers have abilities that survivors don't and are quicker. Their perks are generally stronger in 1v1 sense. You can make this statement once you make the game symmetrical. Also survivors needs to mostly use same perk (and everyone at that) to partially counter something killers do for free (e.g. 4x OTR to REDUCE tunnel that doesn't need any perk).

    To the original topic:

    I would even argue boons CoH included are usually bad, because - medkits heal is better. Time to find totem + boon it + heal + all the risks of being found at any stage of this/time wasted (that could be in gens) + killers find it easy by sound/possibly already knew where they are.

    Frankly I would never use boons as CoH is the only one barely worth it - and it's still inferior to old SC (running injured around the map and wasting 2mins to heal is not worth it) and that is the actual state.

    The only saving grace are maps like ironworks (top of main) that waste also a lot of killers time. But that is just exception to rule.

    Make shattered hope basekit and boons are dead. Boons are killers perk at that point.

  • @ByeByeQ said:

    I haven't been here long but I have enjoyed interacting with (in no particular order):

    @Wowie

    @AVoiceOfReason

    @Reinami

    @Dead_Harder

    @C3Tooth

    @MikaelaWantsYourBoon

    @GoodBoyKaru

    @Buily09

    @RatbasterdJr

    @OrangeBear

    @ThatOneDemoPlayer

    @Gandor

    @kizuati

    @DredgeyEdgey

    @SuzuKR

    I hope to see many more posts from you guys. 🙋‍♂️

    Thank you 🙂 I appreciate the feedback.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170402#Comment_3170402

    Most Survivors already adapted to 6.1.0. The patch didn't even change that much.

    The game is no longer fun for casuals in soloQ.

    That has nothing to do with 6.1.0, it's because of bad players that can't take losses.

    Cheaters are rare. I haven't seen one in a while, and you probably haven't aswell.

    Game crashes don't happen anymore. I've yet to see anyone complain about crashing and then getting a DC penalty.

    Game-breaking bugs are really rare, if they even exist anymore. Wesker is really buggy but I've yet to get a game where I've had to DC.

    Stop making up excuses for bad players. They either grow up, or get a DC penalty (and should probably get a van aswell if they DC too often)

    Most survivors didn't adapt. They just swapped to less stressful role which for a first time in dbd is killer. Hence incentives and insta-survivor lobbies.

    Also you can't change people. So "grow a pair" means you are long-term satisfied with current state. I for one am not. But all I need to be happy is "vote surrender" button (requirement to be unanimous) to be not forced to play lost game (which I presume would not be to the liking of most camping/slugging/hard-tunneling killers)

  • @ThatOneDemoPlayer said:

    Hell no. Grow a pair and stop DCing

    Revert 6.1 killer buffs and DC will be gone.

    You can't change everyone. The game is no longer fun for casuals in soloQ. You need to mitigate this somehow and harsher punishments for DC (because cheaters, game crashes, bugs and stuff like steam maintenance) would only mean you need 200%+ BP bonuses for survivors at this point.

    I think ban system would be still very soft "killer nerf" that would actually make DC's way better - even for "crybabies". Just a little longer wait time for much higher quality game. I call that win/win

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170259#Comment_3170259

    If the survivors get to dictate what killers they get to face, then killers should be able to dictate what items are allowed.

    Survivors block potentially 4 killers with a multitude of addons, lets say some people have the same and average it at 2 blocked killers.

    Killers should get to block 2 item types then. No medkits or tool boxes for me thanks.

    You might still get lucky and find them in chests

    And you take lightborn.

    That means survivors are not allowed to take any item into lobby. Keys are useless after hatch nerf (good riddance) to the point that removing the item from the game would actually buff survivors and maps give very little value as stealth/hatch tracking got obsolete. But to be fair, they still help locate hexes so some minor value is still present.

    If we include like at least 3 new USABLE item types, then sure. Ban system for item types would be viable.

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