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HP150

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  • Hi. Long time listener, first time caller here.

    These forums look awful. This is the definition of trying to fix what isn't broken and making it substantially worst in the process. Why does 3/4th of the screen need to be taken up by blank margins? It's like I'm on a mobile website while actually being at my desktop. I know, I know, some corporate genius might mistake that as a compliment. I assure you, it is not.

    These forums should revert themselves. NOW.

  • It's pathetic.

    Sadako adjustments skipped the previously established "new Killer" update schedule because apparently the perk overhaul needed to be tested. Ok. Guess it'll be there next update? No?

    Now it's time to test out a base-kit Unbreakable that no one asked for and a 'Meh' Mori system that excites no one, couldn't possibly look at more than two things at the same time.

    Sadako came out in March. We're now pushing into October. There hasn't been a peep about her current state since. Just took the quick cash for a weak, lazy killer design that would sell nothing without brand marketing and dashed. Thanks.

  • ...and the purpose of Knock Out and Deerstalker now is??


    Slugging was always meant to be a valid strategy. Many perks were designed with this in mind. The base game mechanics were designed with this in mind.

    Hell, at this point just make it so that survivors appear in your arms if you put them in the dying state and they completely wiggle out if you try to drop them, because if you don't immediately pick up any more you are griefing yourself.

    Not sure if I agree with the direction these new developer's are sending the game down, of eliminating game mechanics instead of expanding.

  • Nemesis + Huntress.

    Hand Nemesis a Rocket Launcher. Decrease the size of Huntress' hatchet hitbox. Combine together, stir... and voilà , Resident Evil 3: Nemesis.

  • This is, by far, the worst chat filter I've ever seen in any video game ever.

    I'm not exaggerating and I'm not some blind BHVR hater. Just saying, it is impressively bad how they managed to screw it up this much. Please just give us an option to turn off the chat filter.

  • Yeah man, Killers totally didn't have any strong perk that were turned into garbage. *laughs in Hex: Ruin*

    It's almost like Patch 6.1 wasn't meant to balance every single Killer and Survivor perk to the same strength but to change the meta. Yet that didn't really happen with Dead Hard, now did it? It is still among the most popular Exhaustion perks. Crazy, huh?

    Maybe we should write a letter to BHVR? "We want 3 health states every single chase!". That should bring the old DH back.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3165597#Comment_3165597

    30 meters around 1 gen is not broken, 30 meters around 3-4 gens is 50-90% of the map covered(depending on realm and gen spawn) in perma wall hacks with the killer having to abandon all chases and invest in a 1.8 second animation to get rid of it(per gen) and the killer has no way of knowing if wiretap is in play or not. Do you think old OOO was perfectly balanced too? this is basically that but requiring 4 survivors to run 2 perk each or 50% investment instead of 1/16. 30 meters is almost the size of the standard killer TR(32)

    1. It is not "perma wall hacks". The perk has a duration. After the duration expires or the gen is kicked, the survivor has to complete 33% of another generator. I thought this would be obvious from the perk description "which stays active for 60/70/80 seconds" but I guess not.
    2. There is no reason why I would abandon a chase to kick a gen even if I knew Wiretap was actively tracking me. Survivors get minimal use of Killer aura reading while in chase. It just means that I wouldn't really be able to mindgame many loops.
    3. Are we just going to pretend that gen kicking isn't the strongest it's ever been and with several gen kicking perks that are meta? Kicking random gens I wonder across while not in chase is almost second nature by now.
    4. Fearmonger isn't completely uncommon nowadays and is a strong counter if the possibility of a usable Wiretap really bothers you that much.

    As it stands now, with a 14 meter radius, the only reason I run this perk is (as a solo survivor) to tell my teammates that I'm about to be in chase. Something SWF get for free.

  • @Mandy said:

    Wiretap and Open Handed are not meant to work together.

    Really wish there was some kind of indication of this before I spent a solid hour pumping 2.8 mil BP into Ada (seriously need take away the bloodweb animations and let us purchase with one simple click to speed it up).

    I was excited to finally have another viable perk to pair with Open Hand, along with Kindred (there are very, very few meta Aura reading perks for Survivor and I don't feel like I'm getting much bang-for-my-buck only taking one Aura perk with OH).

    By the logic of the game and the text of the perks they very much should work together, yet they arbitrarily don't with no in-game clarification of this.

  • Eh? I'll queue up for whichever gives me the BP bonuses. Actually, this is the first chapter in a long, long time that actually made me more excited for the survivor perks than the killer+killer perks, so there's that.

    Though, they really should add new mechanics for survivors; playing a new killer is almost always a new experience, whereas (balance aside), Survivors still fundamentally feel the same as when the game released. M1 Generator, drop pallets / vault windows in chase, do hook rescues, etc, etc...

    I'm not saying the game needs to become F13 / VHS / Evil Dead where you actually fight killers, but we definitely need a new mechanic similar to pallets / vaults to spice things up.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154062#Comment_3154062

    There's a difference between solo-queue and SWF. Reassurance is a good perk in a coordinated team. The nerf only affects solo-queue, which does not have coordination to effectively use it. And solo-queue is where all the face-camping and tunneling at gen 5 is so prevalent.

    Solo-queue is asking that the perk be useful there.

    I don't see it being much weaker in solo-queue vs SWF, at least not relative to how everything is weaker as solo-queue vs SWF.

    Kindred and/or Bond never leave my loadout as a solo q survivor. With Kindred/Bond I can see that someone is closer to the hook and running towards it; So I can hop on a gen instead of going for the Reassurance. Minimal time wasted, no issue.


    Again, I don't think the issue is with the perk itself. The issue is that some form of Kindred or Bond isn't part of basekit. That is what people should be advocating for, not some revert of a single perk that was nerfed for a reason.


    PS: PBE Reassurance is definitely more abusable as SWF and would only widen the gap between Solo Q vs SWF, not decrease it.

  • Some people can't comprehend the difference between a perk countering camping / tunneling / slugging / excessive hooking / whatever tf the survivor wants to whine about on any given day and a perk completely eliminating said tactic. Some won't be satisfied unless they're handed the latter.

    As it is right now, if survivors don't dick around the hook after they recognize that someone is being facecamped and instead burn through gens, the killer will almost always lose unless the other 3 survivors play horrifically bad.

    With 1 Reassurance, you get an extra 30 second leeway after realizing someone is being facecamped, making facecamping even weaker. 30 Seconds is a lot time in DBD and most definitely a loss for the killer. If survivors just do the gens.

    1. Give him a Classic Nemesis (OG RE3) skin.
    2. Change the VFX of infected survivors from blue to purple, as purple is more directly related to "Poison" and "Infection" throughout the RE series, whereas blue is more related to curing poison. And infected survivors running around covered in baby-blue spray paint just looks goofy.


    This will improve Nemesis gameplay 100%. Trust.

  • @GoshJosh said:

    Rebuff to five seconds, remove the skill check, make it worth for both hook states, and make it also disable killer powers for 10 seconds. Then we would have a scary anti-tunneling perk again.

    Yeah? You sure the game shouldn't just uninstall itself too if the killer picks up the same survivor twice in a row?

  • Decent changes overall. I do think they prematurely hit Awakened Awareness. Can't see this perk taking up a slot now that the aura reading doesn't last through the forced directional hooking animation.

    I mean, yeah, Lethal Pursuer + Awakened Awareness could be strong. That's 2 entire killer perk slots dedicated to nothing but aura reading. It should be strong. Now AA just doesn't look useful at all, Lethal Pursuer or not; Survivors can run all the way to Narnia by the time you finish finding a hook + the hooking animation so the tiny glimpse of aura reading you get before hand does not matter for much.

  • Top tier shitpost. Would be even better if BHVR actually made it happen.

    Her mori could be her stomping on my face then sitting on me idgaf.

  • The face is OK (and I mean "just" ok). But I think the biggest issue is that they went out of their way to skinny-afy her (both in her face and her model in general).


    It might not seem like much nowadays but back when SH3 released I feel like she had a unique body type that wasn't very common in gaming back then. Now, I'm not asking for BHVR to Jane Romero' her, but just compare the thighs (and face cheeks) of DBD Cheryl to her SH3 self. Very noticeable.

  • Nemesis

    Love: Zombies (thematically), the build up of his power and making choices between keeping a well placed zombie alive or consooming to level up my power (spoilers, the well placed zombie will end up stuck in a tree/rock anyways, just consoom it), feeling powerful at Tier 3 if the survivors aren't properly utilizing the vaccines.

    Hate: Zombies (AI), spending time to level up my power only to still have hit survivors 3 times because lol 4 crates of vaccines, not having a classic RE3 Nemesis skin, the fact that BHVR chose Blue for the VFX as opposed to Purple (which in the RE series and specifically Nemesis, has been linked to "Poison" and "Infected" status effects, blue is associated with CURING the poison / virus), the fact that survivors look like they just got covered in some blue spray paint when they're infected.

  • To change the meta, as they stated very clearly.

    There were a lot of common survivor perks that weren't necessarily "OP" but got nerfed. There were a lot of common killer perks that weren't necessarily "OP" but got nerfed.

    For now, I'd say they BHVR succeeded in their goal. I'm having a lot more fun trying out various builds than before for both sides (minus the fact that I still feel constrained to Kindred and/or Bond as a Solo Survivor).

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3072120#Comment_3072120

    I have a 100% survivor bonus and the qs are 4+ minutes but my killer qs are instant. The insensitives aren't working

    Same thing for me.

    But onto the subject matter, this patch in general is pretty enjoyable for me. The forum animals crying "DBD is dead!!" happens after every single balance patch. I will say, however, I really really really wish that BHVR had chose to give some form of Kindred and maybe Bond as base kit as opposed to base-Borrowed Time.

    As a Solo Q player Kindred+Bond never leave my bar (or at least when they do I immediately regret it). Prove Thyself is still free BP with a bonus, so.... I have maybe one perk slot to experiment with in my Survivor build. And that is likely going to Off The Record when the dust settles because, well, that perks ridiculous.

    Would love to run some fun perks like Blast Mine or Flashbang, etc but just not much room.

  • @ShakeyGames said:

    https://forum.deadbydaylight.com/en/discussion/comment/2434309#Comment_2434309

    They will 100% be replacing Hawkins with a new map, either part of chapter 21 (which is releasing tomorrow), or in the near future.

    I do not think "100%" means what you think it means.

  • God. This brings me back to YEEEAAARS ago when BHVR hinted at being able to "sell" unwanted offerings and add-ons. I mean, that along with actual Rank Rewards. Man, I love this company.

  • Because things were absolute trash in the past for killers, things can not possibly be trash for killers now? Am I reading you line of argument correctly, good sir?

  • I've only recently gotten into the main-line Resident Evil games. But I've played enough to know that none of the characters we have in dbd sound correct.

    Nice. Welcome to the series. The voice actors and character appearances / models notoriously change from game to game (Leon is probably the most consistent appearance wise and even he has had 5 different English voice actors portray him throughout the series).

    Just recently, Chris Redfield's voice in the latest entry "Resident Evil Village" used the exact same voice actor of the secondary-protagonist of Resident Evil 3 Remake (which he does not appear in), which was released just a year earlier. Same vocal inflection / mannerism and everything. Very noticeable.

    Like I said, voices and appearances aren't very consistent throughout the series. Hell, if you want a real trip take at look at how Chris Redfield basically bodymorphs between games:

    q4yebxvqsme21.jpg

    And that doesn't even include his latest appearance, spin-offs, or movie appearances.

  • @[Deleted User] said:

    One has to wonder: if this were a higher profile game, would it get pulled from the Playstation Store like Cyberpunk did? It's actually ridiculous how poor the quality control is. And even after this hotfix they still haven't enabled the map that people paid for in the DLC.

    Who is out here buying DLC for a map that does not require you to buy DLC for, as is the case for every new map before it?

    The DBD playerbase is so melodramatic.

  • No perk should passively 100% negate another perk, killer power, or item. That's just bad design.

  • @Dabihwow said:

    I thought the fact PH was better then Nemesis was already established since day 1

    Been that way since 2001, tbh.

  • Not really sure what you're trying to say this video proves?

    The survivors in the PH match played absolutely horribly (as noted by Otz himself). The sheer amount of point blank M2s they let him hit is ridiculous and I think that I saw them attempt to juke the M2 maybe twice the entire match. Despite this, 2 still escaped.

    Obviously Otz had a rougher time in the Nemesis match despite getting more kills as him. A couple things here. The survivors were clearly much better in this match, well, at least until they fumbled at the end. Despite this, Otz was able to stall out the game much longer as Nemesis (8~ min match vs 12~ min match). Secondly, Otz was clearly frustrated because he wasn't quite familiar with the range of the M2. There are plenty of hits he could have got in the match had he waited like half a second longer to catch up to the W key holding survivor instead of shooting prematurely.

    Now personally, I think it's pretty obvious that PH is a stronger killer in general. This video just doesn't exhibit that.




    PS: BHVR pls remove speed boost when infecting survivors. They should only get the speed boost when changing health states, just like how it works on every single other killer.

  • Zombie cosmetics will probably come around the same time as new cosmetics for Huntress' thrown hatchets...


    :(

  • If a killer is having a bad match, he still has to stay in the match until it's over.

    If a survivor is having a bad match, they die and can move onto to the next match immediately and start earning BP again.

  • Meh. It does just seems kinda goofy. I'll be walking around with a survivor on my shoulder, completely blinded and no clue where I'm going, and still not drop the survivor. I don't really feel like I outplayed the survivor when they miss-time a flashlight save or pallet drop; I feel like I should have checked my surrounding better but just got lucky.

    It also makes the concept of flashlight / pallet saves difficult to explain to new players. I would be okay with removing the timing so long as there are compensation killer buffs / survivor nerfs to balance it out. Perhaps make flashlights realistically carry only enough charges to get 1 blind per match (even with add-ons)? Maybe a much lower stun duration when a survivor is saved through a pallet drop?

  • With Chris shapeshifting between every game, I'd say RE1 Chris was the right call, as it's his most iconic / consistent appearance. Though personally, I'm partial to ultra roided-out, boulder punching Chad Chris (aka RE5 Chris).

  • Survivors got 4 cosmetics, including 2 Legendaries. And here I was just hoping for Classic OG RE3 Nemesis... or any Nemmy cosmetic, really :(

  • I appreciate those that know Nemesis is balanced. This forum is full of complaints about game balance, killers like Nemesis are part of creating that balance.

    Destroyed your credibility there. To pretend that a new killer that's been out a day is perfectly, empirically balanced in absurd and bias.

    Yes, there are a lot of suggestions out there. However, the same people asking for longer reach may not necessarily be the same ones asking for more aggressive zombies. I have seen no individual ask for every single thing that you've listed in your original post. Yes, shocking I know, different individuals can have different suggestions.

  • 1) He should have had a cosmetic at release. Leon and Claire have a total of 4 (2 of which are Legendary). They couldn't even throw killers classic OG RE3 Nemesis?

    2) Blue was an awful choice to go with for Nemesis VFX. Infected survivors look like they just got done with a really intense paintball match. Kinda comical. The color Purple is generally associated with both the poison status affect in the Resident Evil series and is with Nemesis (atleast in the original RE3). Blue is generally associated with Antidotes in the RE series.

    3) Survivors should not receive a speed boost when being infected; only when changing health state. Just like how it works with Plague.

  • The virus covers the survivor in blue paint. I guess that's kinda spooky if you had a traumatic childhood experience with paintball guns?

  • Hear me out; nearly every killer that's playing "serious" will have a gen slowdown perk. Just like how nearly every "serious" survivor will have an Exhaustion perk. In the past, Devs said that the reason why so many of the gen slowdown perks were weak was because of the possibility of stacking multiple ones.


    Why not add an Exhaustion-like status affect (shared cooldown) to Slowdown perks to deter stacking them, then buff the really crappy slowdown perks to be on par with Ruin, Pop, etc?

  • Too little, too late. Actual great changes to DS (clearly taking community feedback to heart, finally). But it took far too many years before devs picked up the phone on this one. The survivor bias is already 100% apparent and a lot of us have already long since moved on.


    I'm just here for the (occasional) #########-show, though I guess it means a few of the DBD streamers I still watch will be more entertaining.

  • Right. Why stop at 5 seconds? If DS is activated then the Killer should be forced to stand a corner of the map while facing the wall for the entirety of the match so that he can think about what he has done wrong. How dare a Killer even think to pick up a survivor who might have DS (never mind that there is no way of knowing if you are picking up someone who has DS active outside of shear memory; no hook stage indicator for unhooked survivors. And god help you if the survivors have similar names / cosmetics).

  • This is it. Here we are, we've peaked.

    EVERYTHING needs counter-play. You've put yourself in a bad position and made a terrible decision to take a bad window vault, but nah, you shouldn't be punished. But why stop there? If a killer is right on your butt, where is the counterplay to getting M1'd? I propose that all survivors should have Dead Hard as their base kit, it shouldn't incur exhaustion, and it shouldn't require the survivor to be injured to use. Because, you know, "COUNTERPLAY!!1!".

  • @TWiXT said:

    The core concept of the perk is to reward you for saving your teammate from being sacrificed, not finishing gens, and there are 4 ways to do this: safely rescue the survivor from the hook, blind the killer while they are carrying a survivor or pallet stun them, and body blocking the killer so they can't hook a carried survivor or down an injured one.

    WGLF never rewarded you any tokens for Pallet stun and Flashlight saves, it only awarded tokens for safe unhooks and protection hits. Essentially they've given survivors 2 more ways to earn tokens so that if the survivors miss a chance to unhook a teammate or don't want to be the resident meat shield for their team, they have alternatives. On top of that, they've made healing a survivor in the dying state take a maximum of 8 seconds instead of 16 while you have WGLF equipped, and if the downed survivor even recovered half of the progress bar on their own before you get to them, it'll take even less time, which makes it great for anti-slugging.

    Giving tokens for healing a survivor from the dying state is flawed, because at what point would you earn the token? Completely recovering a survivor for a total of 1 dying state? if that were so, then it would take healing a maximum of 20 downed teammates to earn a token, because the majority of the time you run in to heal a downed survivor, they've already recovered 95% of their progress bar. Likewise if it simply rewarded you a token for bringing them from the dying state to injured regardless of their progress, that would create competition wherein everyone runs to the recently downed survivor and swarms the killer, which as you know, is a really stupid tactic that typically ends up with more than one of you downed.

    However, now we're going to have more survivors competing to get those sweet flashlight and pallet saves as well as unhooks and protection hits, but since there are 2 more ways to get tokens, gaining them will be easier and more likely overall. This is a good buff to WGLF, tokens are more easily earned than before, and it discourages killers from slugging, so while it will likely increase competition between survivors going after tokens, I don't see why this is such a disappointment.

    Your argument falls apart once you realize that flashlight saves and pallet saves already rewarded tokens. Literally just go back to live servers and see for youself. Nothing has changed regarding token awards.

    Also, you act as if the technology to track healing the equivalent of one full health-state isn't in the game already, it does not necessarily need to be a downed survivor.

  • THIS is a perfect example of the harassment and personal attacks that @ToxicMyers is talking about. It's obsessive and does not belong on these forums.

    Almo generally comes on here, explains the reasoning behind some of the design decisions / nerfs / buffs, then leaves. That is not "trolling". Do I agree with most of the design decisions he discusses? Absolutely not, in this case it's blatantly a double-standard between PGTW and DS and the decision is open to criticism.

    However, these balance decisions likely don't come from any one single developer. You're basically shooting the messenger at this point, so no, I don't think "deserves the [BAD WORD] that gets flung his way" as you put it.


    Bottom line is this; Criticize the design decisions all you want, but singling out one specific developer (or any member of the forum for that matter) and attacking them is the definition of harassment and not allowed on the forums. I've seen people make entire threads to attack Almo and that is not acceptable.

  • You're far too kind with your words, OP.

    Pyramid Head controls like complete garbage. I have no idea why or how the devs assumed it was OK to balance PH's power around him being clunky. They could give him no penalty for launching the ranged attack. They could take away all the telegraphs. It still wouldn't be a fun power to use because he controls like a semi-truck that's missing a few wheels. Compare that to Hillbilly and Blight who are also limited by their ability to control their power but are still fun despite this. They straight up just missed the mark with Pyramid Head.

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/1646973#Comment_1646973

    One issue with that is that killers can camp me, down me, down the unhooker, hooks them, and now he is free to hook me.

    Sounds like you want DS to be both an anti-tunnel perk and an anti-camping perk. Borrowed Time already fills the niche of being anti-camp. If the unhooker is carrying Borrowed Time and the killer manages to down the unhooker as well as the unhooked through Borrowed Time........ that sounds like a case of, dare I say, being outplayed!? Legitimately, in that circumstance, MAYBE both survivors deserve to be punished for bad teamwork through hooking?

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1644813#Comment_1644813

    Pretty much the Devs screwed themselves the moment Almo came out with that quote.

    Now the Devs have 2 logical choices, and 1 illogical choice. They could either 1. revert the PGTW nerf, or 2. nerf DS to 45 sec, which are the logical choices. OR they will go with 3. nerfing PGTW, and not touching DS, which will cause more killers to leave the game, which is the illogical choice.

    Though knowing the devs, they will most likely go with option 3, as their history literally shows they will go with the worst option.

    I think option 3 is pretty obvious. Extremely doubtful they'll even acknowledge concerns over the quote given how bad it makes them look, let alone act on it. Though I also very much doubt there will be some great exodus of killers leaving the game. It never pans out that way.

  • "baby killer"

    "baby survivor"

    "small pp build"

    etc


    Can we just take a moment to acknowledge how obnoxious and cringe-worthy current DBD slang is?

  • The word "nerf" wasn't specifically used.

    There are a lot of complaints about PH from the killer side too; His M2 is very clunky to control and too easy to dodge, which is why it is very rarely used outside of locked animations. He's advertised as a "a map-manipulation Killer, able to torment Survivors with the hazards he creates", yet being Tormented isn't all that threatening; Cages are extremely situational and the "mini-mori" only happens when the survivor would be dead anyways. This is why you don't see PHs using his trail on CD to "shape" the map.

    I already lost faith in BHVR with the PH "hotfix" that addressed no killer-side issues and only nerfed his cages, but I'm willing to wait and see what his next changes are.

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