GrimReaperJr1232
GrimReaperJr1232
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823597#Comment_3823597
That has been established nowhere, only by the community.
They could just, ya know, balance her well.
No, it was established by a dev statement on reddit outright stating her nerfs are in place as a temp measure until she gets a proper rework.
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TO an extent, I agree.
I don't want them activating perks on either side, but survs absolutely need to 10 secs of endurance. It's absurd they don't.
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20 seconds is a bit too long. 10-15, sure. But 20 is too much.
Torment on M2 is cool, BUT there needs to be a 10-15 sec "immunity" period for a surv freshly unhooked/uncaged. As it stands, I can m2 when an unhook/uncage occurs, down/cage the rescuer, then go tunnel the saved surv with little fear of repercussions.
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"A survivor can be killed by this toxic method even if he was never hooked. I get that you guys like killers and all that, but the game needs to smell a little bit of balance, right?"
You have to be the last survivor. Not last one standing or not on hook, but last survivor period. Hook stages are irrelevant; you wouldn't even get a chance to 4%. You're dead. Case closed.
"You, the developers, if by some miracle you are reading this post, which I highly doubt, are literally cultivating bad sportsmanship by offering to kill the last survivor for free. Instead of encouraging a "hatch for the last surv standing" culture you're literally telling killers "dude we love that you tryhard and slug players for 4K"."
If you wanna give hatch, go ahead. But you're the killer. You cannot expect the devs to balance the game around NOT accomplishing their goal.
And then there's this discussion about a mori being hatred? I... no. I'm not going to bother.
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Distortion was nerfed because people were using it to hide all game, to the point it was a detriment to their team at times.
Buckle Up was nerfed because, especially when combined with For the People, created lose-lose scenarios with little (if any) counterplay for the killer.
They made Sabo easier so it could come to play more often; it's less risky trying to save a surv about to get hooked while still rewarding when it works. Hooks respawning was to prevent instances where the surv was in a hook dead zone and the killer's remaining option is bleeding them out (sucks for both sides)
It's basekit Cypress Mori. As in, last survivor in the match. If you went down, you lost. Nothing has changed.
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I don't play Spirit anymore. But when I did, I played a high volume but nothing excessive, and I did not use any programs to filter out any sounds (not that I could as a console player).
Much of it is knowing survivor pathing, then letting your ears figure out the rest. I know there are some that really can track you off sounds alone, but that's not me.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796040#Comment_3796040
I encourage you to look at old gameplay because back then you could have definitely used OLD DS the second time if you missed the first skill check. 😊
I should know given that I've been playing the game since 2019/2020.
If that's indeed how it always worked because I'm not a DS user, DS is a fundamentally weak perk by consuming it you missed the first skill check. 💀
I used the perk during that time. I don't need footage. I know you lost the perk if you tried to hit it but missed it—you only saved it if you didn't press the button.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794257#Comment_3794257
Let's not forget the nerf where if you miss the skill check, you no longer have the perk anymore.
Old DS would allow you to pocket it for your next to last hook stage if you missed the first difficult skill check. Most people swapped DS out for more viable perks that give more value.
That... is not true.
If you missed old (pre-6.1.0) DS, you lost it. Period. If you gave an input, you lost it.
The only way to save is/was not pressing the button. I know this because I tested the perk when I was still new.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794966#Comment_3794966
Of course, anti tunnel is indeed there for insurance. In this scenario you describe what is preventing me from hitting Adam and continuing with my chase on Meg? If i know Adam was just unhooked and hasn't healed or touched a gen then of course he has anti-tunnel perks
You're missing the point. You can down Adam, but you can't really capitalize on it outside of leaving him on the floor. Meanwhile, the entire time, Meg is running away, possibly finding a strong pallet or window, or even just w-keying--- either way, the chase has been lengthened.
Yes, you can slug Adam and someone will eventually have to pick him up. That's why DS-UB used to be meta and is still extremely strong.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794604#Comment_3794604
And I'm making the point that this perk is terrible if all the killer doesn't do tunnel
I-Isn't that the whole point? It's insurance. It's there in case you need it, while also serving as a deterrent for killers to tunnel.
@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794920#Comment_3794920
Why would the killer be required to go for the person that used Deliverance? Half the time deliverance is used the killer is already patrolling gens and found another target. You keep saying "aggressive use" of anti- tunneling. If a killer isn't gonna tunnel they aren't gonna tunnel
You misunderstood the point entirely. Adam unhooks with Deli while Trapper is chasing Meg. Adam runs to Meg and Trapper, and starts bodyblocking/tanking hits because he is perfectly fine; he still has his anti tunnel defenses that allow him to play aggressively and help his team.
THAT is aggressive use of anti tunnel perks.
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@Firellius said:
DS just got nerfed down to the point of being useless. It's highly conditional in its application, and then people got mad that in the very specific situation for which it is designed, it was a bit of a pain to deal with.
So rather than telling people to not tunnel, they just nerfed DS.
Why pick a perk that only works under one uncommon situation (Keep in mind, the killer needs to not just be tunnelling, they need ot be tunnelling you, specifically), and then isn't even allowed to be good in that one situation?
I'm going to contest this point.
You said nerfed to uselessness. I was around pre-6.1.0 when it did have deactivation conditions (just didn't have the Conspicuous Action umbrella term), and that perk was almost ubiquitous.
The only difference between now (regarding the perk itself) is that it has a 1 sec shorter stun. 4 seconds is not useless. And if you bring up the likes of Nurse, then quite frankly, 5 wasn't enough against them, but that's a killer specific issue.
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Welp it's been answered, not in this thread but on reddit by the devs: it's getting removed.
I expected this, but now there's 0 defense to it. I won't judge you if you use it while it's still here, but don't get used to it.
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@ZamasuManzon said:
It's another stupid bug that people will exploit and call it "tech" to justify their wins exploiting that.
Just to be clear, I do agree with you. But some people are pulling the "it's the 3rd time, it has to be intended" card. I just thought this would be a quick and easy way to have an official indisputable answer.
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Blight, Wesker, Dracula—how does this keep happening is my question.
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Considering this perk is challenging to activate already, the fact that its progress is wholly reset on a down makes it downright awful.
I know they want to play it safe regarding healing perks, but this is a healing perk that asks you to waste your time first.
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I don't care for P100's, so this is my guess.
When you P100 a killer, it implies you put a lot of time into playing and mastering that killer to grind up enough BP. It shows your dedication to a killer you like. You could P100 a killer without touching, but that's rare.
Survivors are… skins. P100 a survivor, you P100 any of them. It has a lot less "oomph," so to speak.
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Because they're also very different
- Dracula keeps freedom of movement. PH loses his ability to strafe and has reduced turning (and can only go so far while holding his M2).
- PH's M2 is a shockwave that needs to travel. Dracula's Hellfire does not.
- PH's power can't even go up elevated surfaces—Dracula's can.
So in essence, PH is battling several basekit restrictions/limitations, while Dracula has more freedom and ease of use.
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Oh, the game is better—objectively. Despite what doomposters might tell you, it has steadily improved, with a bump in the road here or there.
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You mean like Plague? Artist? Unknown?
2/3 of those need to hit you twice. He needs to hit you 8 times.
I'm not saying you're wrong, but when you claim something like "X need Y," it should have an argument attached.
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Because there was a bug that made it so Xeno has no movement speed penality at all, so people complained. BHVR took that as them going too far and completely reverted the buff AND fixed the bug, so we don't know how much was the bug and how much was the buff is too much.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768815#Comment_3768815
If you don't want the game to be more fun for survivors, then the queues won't improve. Actually the killers queues are about to get much, much longer when they release more killers in the 2v8 mode.
I… didn't say anything like that? You claimed something as fact. This fact was wrong.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768626#Comment_3768626
My point is that if 2v8 becomes permanent the days of catering to killers are over. BHVR will want to make survivor as appealing as possible to alleviate the long killer queue, and that means lowering the kill rate back to 50%.
There is no "again." The stated goal was always around 60%.
Furthermore, you're using killrates/goals of a 1v4 mode vs a 2v8 mode with a completely different ruleset. Everything is different there.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768625#Comment_3768625
If everyone already knows Nurse is and always has been a problem, then why wouldn't a supercharged Nurse be an even greater problem in 2v8? The 5s reveal on chase alone prevents all chance of mindgaming (which is pretty much the only counterplay to Nurse), and allows the Nurse to leave and re-enter chase to reveal again immediately.
Well, if you're curious…
- She has no map presence beyond her immediate vicinity. Her long-distance mobility is pretty average, so while her chase game is still unmatched, her ability to keep pressure on multiple survivors is lacking.
- She only helps herself. Again, she is the strongest killer. However, the new mode requires some teamwork from the killer side, and she doesn't help her teammate except by being a nurse.
- Why wouldn't she be a greater problem? There are 8 survivors on a map the size of Luxemburg, and her killer skills are completely self-centered so her teammate is pretty much operating without any support unless she's nearby. And if she is nearby, then a big chunk of the map is unguarded.
You don't need to agree with me. My only gripe is: just say you hate Nurse. Her buffs aren't meaningless, but reading this thread makes it clear: you (you and OP) just don't like Nurse. That's fine but just say that.
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"The main reason the kill rate was ever increased to 60% from 50% is to help reduce queue times for survivors."
This is... wrong. You are factually incorrect. What logic even is that?
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She only gets a third blink when within 16m of her teammate. That is a nonfactor.
@Jean_Cobra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767951#Comment_3767951
No, she is not fine. It's the Nurse and she will always been the Nurse.
And here you make your actual stance clear. This isn't a "I think Nurse breaks the mode," you just hate Nurse. Which is fair, you can hate Nurse. But that's not much of an argument besides Nurse being herself, something everyone already knows.
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For one, Xeno has mobility and some information (via footsteps). Furthermore, unlike Nemi, she doesn't have that terrible early game and can start using her power right away if you crawl into a tunnel.
Assuming they're both powered up, the biggest chase difference is how the tail vs whip is used. Yes, they can both hit over pallets. Xeno can get cheeky hits overwalls and specific rock formations Neme cannot thanks to being able to control the vertical movement of her hitbox. Neme compensates by shredding pallets. Xeno can outright lose her power, true. But Neme has to hit you three times.
There's a lot of nuance even if the general idea remains the same.
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Nothing on the 60 seconds of Oblivious after a teleport?
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This? Worst patch in terms of bugs? Were you around for Twins? 1st RE chapter?
Yeah, no. This isn't there.
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I mean, they have completely different niches here. Legion's strengths is his information, ability to rapidly injure, and leaving the option to heal as a trap.
Plague's entire dynamic is working towards Corrupt purge to slaughter the team.
Plague is definitely the better killer, but they're so similar one is X but worse.
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"The survivor is completely useless whilst those perks are active, if he wants to keep them. In other words, you and your entire team are getting punished, if you were to prevent yourself being tunneled."
If you're doing a gen, healing, and so on, then you are saying, "I'm safe and can contribute to the game again" and are therefore not being tunneled. End of discussion.
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Funnily enough, I actually did an entire write up on something like this. It was years ago and never posted but I definitely endorse the idea. Doubly so if it's coded without its current bugs.
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- Considering I know how the ms is actually coded (4.6x0.8 for 3.68), I think it's more likely they make him 3.86 like Trickster. Still a fine change and largely me being pedantic.
- Current Boat Keys make you 15m/s, which I think would be fine instead of 18. Add-on could be lowered to 20% so that then you'll get 18m/s.
- I think the better route would be making it 2.5 seconds while nerfing Calendar for a 0.5 sec reduction. Make the base better while keeping the add-on result the same so it's not necessary.
- That's fine, although, you might need to look at Malthinker's skull which would become A LOT nastier.
"Some add-ons would have to be nerfed because their effect would be put into base kit."
I'm a blind oaf and didn't see that line until I typed all that, so... ignore anything I said about add-ons..
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Here's the difference between Plague and other killers.
- You have to give her the red puke in most cases
- Even if survivors instantly cleanse, she still has to work for it by infecting and then moving to the red fountain
- She has a means of instantly losing it (get stunned by a pallet) despite all the effort involved.
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It was nerfed because it was the best healing perk in the game, enabling a survivor to heal themselves without encumbering their teammates AND only one person needed the perk for everyone to benefit, effectively giving survivors an extra perk slot and making injuries inconsequential.
I'll play devil's advocate and say CoH is simply a perk you grew attached to, similar to what many did with the meta perks before 6.1.0 (even if those perks are making a comeback). But I'm sorry, that perk was nerfed because it broke the game severely.
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"Every chase with Wesker boils down to:
- Loop for a bit.
- Eventually get hit with their power.
- Loop for a bit.
- Become 8% slower.
- Die because of Hindered."
It takes 100 seconds for hindered to kick in. Even with add-ons, it'll still take around 60 seconds.
If that's how your matches are going, I think your team is the biggest problem here.
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Have a turret close enough that you can hear the beeping so you know it's near when in the tunnels. But ideally, it should be positioned to burn a xeno while you're running in the direction of some resource (window or pallet).
If she chases, she gets burnt out. If she breaks the turret, you make it.
There. That's how you anti-alien.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684075#Comment_3684075
Wasn’t that also removed when the devs removed the lightburn mechanic entirely?
Blinding her out her power? No, still a thing. If she's blind, her power doesn't work. Ditto for Legion and even Wesker.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683669#Comment_3683669
pyramid head also does that on loops
it’s called “M2 faking” and it’s just basic mind games you have to play around
and bringing back light burn on wraith isn’t gonna stop him from tunneling
But it should be back for nurse and spirit
Spirit? You... could never burn a Spirit. You mean burning away her husk? Pretty situational, not to mention has a high chance of getting you killed since Spirit will hear the clicking. If you mean burning her out of her power, that... was never a thing, unless you mean blinding her out of it (which is still a thing).
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Things I think are OP? Alrighty...
Iri Head needs no introduction. Just rework the thing entirely. Let them ricochet once or something. It'll be dumb, but at least it'll be fun.
Pinky FInger - REWORK THE ADD-ON! Please! Stop with this Insta-down craze! Here, anyone who's Invigorated gets a 30% action speed boost (vaulting, breaking, etc.) for the duration.
Buckle Up - The healer should not be protected with Endurance. Or shouldn't work with FtP. Or both.
@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683407#Comment_3683407
Frenzy shouldn't last that long though. Maybe there should be a longer cooldown. I don't think they should vault faster than survivors, either. At least with Plague all you have to deal with is broken status and basic chase speed. With Legion it's a one hit down and he can outrun you.
It did have a longer cooldown. People (survs and killers) collectively hated it and said it was too much. They also don't vault faster than survivors; 0.9 seconds vs 0.5 seconds. And what are you talking about? Legion gets a hit on you, then fatigues, and then has to chase normally, just like Plague. Only exception is if they chained 4 hits, meaning the entire team screwed up.
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@fussy said:
https://clips.twitch.tv/FrailDrabHamburgerUncleNox-NyQCfmSdRpewSU1u
I am personally tired of seeing complaints from the same people who completely ignore drones and run into them for no reason. People asked to make it more chase oriented, they did. Her hate is completely unjustified, she's hardly worse than some other killer in terms of annoyance, and she's not stronger than mid B tier when you don't ignore her drones.
My main gripe is that she can recall currently disabled drones. So she can instantly undo her main counter.
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That... isn't gamebreaking.
Gamebreaking means it's a bug so severe it effectively makes the game unplayable. An Oni lunging while carrying someone? Hardly an issue. A bit dumb with Mad Grit since you get a super form of Agi, but the game can still be played fine and this'll only last 16 seconds (if the person is wiggling) as they can't break pallets, use their power, or anything.
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Shattered Hope
It's a perk meant to counter another perk type that doesn't exist in the base game. One that you have 0 way of knowing if it'll do anything until you load into a game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679885#Comment_3679885
that is because enduring was buffed to be multiplicative.
https://us.v-cdn.net/6030815/uploads/XEI5GDQB4567/image.png
https://us.v-cdn.net/6030815/uploads/0S0KEJLT7G50/image.png
These two perk statement are NOT equivalent.
Enduring #1 boosts your recovery speed towards stuns. In other words, stun duration / 1+recovery rate. For example if you took decisive strike at 4 seconds, 4/1.75 = 2.21 second decisive strike stun.
Enduring #2 only works on pallets. 2*1/2 = 1 second.
https://us.v-cdn.net/6030815/uploads/UD0IU3ME0UF3/image.png
The ingame description of the perk is following. The description does not state that pallet durability is reduced by 10/15/20%. It states that your action speed is 20% faster.
positive values are additive in dbd. negative values are multiplicative.
Welp, the only way to settle this is to see it in action with a stopwatch.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679125#Comment_3679125
1.4976 is smaller number then 1.521. The math for pallet breaking is different. i remember having to look at some formula long time ago in regards to it. Unfortunately, i lost the precise formula for it.
What I remember is that pallet break is additive bonus that is multiplicative. It works like survivor healing bonuses where biggest instance makes most impact but stacking pallet break has diminishing returns.
Brutal strength should be 1.95 ->0.4 difference
5 stack of fire up+brutal strength should be 1.625 -> 0.325 difference
Personally I think fire-up could use a buff. Maybe rework to work like Coup the grace where you gain 2 tokens, each token increases pallet break by 80%.
You're the charge formula.
2.34/1.2 for 1.95
That is not the case when it comes to break speeds. Break speed, similar to stun speeds, are as simple as they look: 50% reduction on a 2 sec stun is 1 second, and a 20% buff to 2.34 break time is 1.872
What you are correct about is how break buffs are multiplicative. For example, Fire Up (5 stacks) + Brutal would be: 2.34x0.8x0.8
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For those curious...
Basekit break: 2.34 seconds
Brutal break: 1.872 seconds (0.468 difference)
Brutal + Fire Up: 1.4976 seconds
If Brutal was 35%: 1.521
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How to counter a guard camping
Step 1. Get detected
Step 2. TAP unhook button
Guard stops hunting immediately. Don't even need to commit to the unhook.
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This is proxy camping, the act of camping by remaining within the proximity of the hook without being in the survivor's face. This is the form of camping the devs have repeatedly stated is completely valid and endorsed, hence why AFC does little to punish it.
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"Biggest issue"
I'm not one to call someone's opinion wrong, but I feel that your priorities differ drastically from the general consensus.
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Technically speaking, we did. First rework was just after release, even if it was a mini rework. Then she got her 2nd major rework.
So changing her again would be a re-re-rework.
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1. Spirit literally turns invisible.
2. Spirit has freedom of movement while phasing.
3. Spirit's power does not rely on her environment.
4. While she has to charge her power, she doesn't have any fatigue when it ends.
5. No one expected Blight to be the powerhouse he ended up being.