HolyDarky
HolyDarky
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I like the new map because it feels really balanced overall: the map is more open but also has decent line of sight blockers which is good for both sides, it has a good mix of pallets and nothing feels too strong or weak, the map has a good size (big but not too big). The map feels really balanced but also unique: Nostromo and Tobalanding are balanced map too but have a similar structur than old maps. The new one feels more really unique due to its little underground, tubes, and holes that makes the map more intresting. The only thing I don't like is that scratch marks a bit difficult to see but the other Ormond has a similar issue because bright red on white snow is sometimes difficult to track - but accessibility has always a low priority, I guess.
But overall, a very good balanced and unique map. Hope we will see more of them and whatever team created it, deserve a big thumbs up.
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@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856148#Comment_3856148
FFS so even the offering wont work?
Dude I've played like 15 total matches in 2days and haven't gotten it yet.
BHVR come on and increase the chances by like 20% at least.
The offering works but it is a 50/50 (the two variants for Ski Resort should be included in the 50% for Ski resort in general and not have individual percentage) if you get the new map or the old one, which is the funny.
I hope they will increase it!
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@ASurvkillivorer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856124#Comment_3856124
I've noticed that too. WHen a new DLC used to come out they would obviously tweak the percentages heavily for the first 2 days and slightly the first week.
A few DLCs back I feel like they entirely quit doing that which is stupid.
Now here its just dumb. Im 10 or so matches I haven't gotten to play it one time. Does a cold wind offering give you a chance of getting it?
Year, the chances for the map are not increased. I got the map twice in all of my matches. The survivors also used map offerings for it six times and every map offering resulted in Ski resort Ormond.
It is kinda sad not only because the map umis completely new but also this map quite unique and good balanced overall - one of their best maps.
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It's not only chucky. They also did this with some perks like Machine Learning or more recent TotH that they just nerf/buff things without a PTB or a proper feedback. They just make these changes in a random Bugfix patch and call it a day which feels so awful.
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No, the issue are the servers. I usually have a really good ping and never had any problems with my ping but today I had really awful ping in the event between 70 - 180. Only my first match was good, the next two were also okay (some warning) but then the disaster happened. In the first match there was so much replacing, lags, rubberbanding, and fake hits that it just felt awful. The survivors had the same issue so it wasn't just me - I also checked some profil and they were from EU like me. In the next match I had a high ping of 70 but three survivors of 130 - only the fourth one had a normal ping (couldnot check the profil due to different platforms). The third match was the same and so awful that I had to dc because this drove me crazy to have the same issue three times in a row. I stopped playing after this because it makes no fun and I get headache from it. There is also not the crazy possibility that one map creates high ping (everything in dbd is possible) because I played in three different realms.
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@VadersRage6 said:
This is ridiculous you said in this screenshot you have the no plans what are you talking about you completely ruined this character for the entire chucky community and are gonna leave him like this great Job thanks alot have you not seen the poor reception like you gotta revert those changes this is insane and absolutely ridiculous
https://us.v-cdn.net/6030815/uploads/O15JYXA9MTJX/screenshot-20241212-112625-reddit.jpg
see it positively, they say "in the upcoming year" and not "in the upcoming years".
But, for real; This is really sad. Yes, Chucky is a difficult killer to balance but overnerfing him is not the right way. I really hope they will buff him back because the PTB version was overall nearly perfect.
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@Mandy said:
This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.
DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.
Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.
The general problem with dbd is that you have so much to learn which makes the game complicated by its own. As a beginner, you have to learn all of the maps (and to understand that some of them have variants or can have a big RNG factor), many perks (not every Perk but at least the important ones), the killer and their addons, and much more. Average players sometimes struggle to call out perks or to know the map right. I would say it is not only the problem of we have many killers and survivors have a more difficult time to understand them all but also they have to learn more. However, I think you are aware of it(?), so I want to give some suggestions of how survivors can get more experiences against killers. Thus, I guess we have to be realistic that the average player won't learn everything about every killer because some of them are so uncommen. For example, how often will you face Twins, Artist, or Hag in 100 games? You will meet them one time and then forget everything till the next time. So they rather focus on the more common ones like Blight, Huntress, Nurse, or Wesker. Beyond that, more "complex" features will take their time and easy ones are faster to implement than difficult ones - also keep in mind that there are other things that have higher priority. But here are some ideas/suggestions:
One good step should be to give players a free card for every killer. Let the players test a character for three games in public matches so they get a better understanding of the power, cooldown, addons, and pov. This would also help players who are unsure if the killer fits them. I guess it will be difficult for license characters but easier for the original ones.
Or allow players to play survivor with a AI Killer in custom games. So the player has more time and less stress to understand the killer. Sure, an AI players completly different than a real player but having the option will be helpful for many players.
Tips don't need to be very complicated because even the simple ones will help: for example if I play Hag or watch someone playing Hag, one survivor will always do the mistake to go down next to basement or run into the area where the Hag came from. Trapper: all you have to do is look at the ground and don't go down next to basement. Nurse: use line of sight blockers and stay around it. Xenomorph: don't put turrets next to the station, put them in a safe area where you want to run when the Xenomorph comes out of the station. You can put simple tips like these in the killer description. Make an extra section of "tips against this killer".
During the loading screen, there are very basic tips for survivors that will be useless once they have like 30 - 100h. It would be cool if you could add more tips for survivors. Not about the killers they will face, but about how to be a good teammate because this would already help to focus more on the game and not to worry about your mates. If you have zero hooks and the doh survivor is in chase, maybe protect them; if you see the killer is camping and your two teammates are near the hook, sit on gens so the killer gets less value from their camping; think about which generator you want to repair, sometimes it is better to leave a gen for later that is easier to do or try to avoid a 3gen, One trick that I like sometimes to do is not to look behind me and listen to the audio of the killer - every killer makes a sound when using the power - with this trick, I was able to let Wesker players vault a window so many times and avoid the hit. So, a general tip is to listen to important audio informations.
Keep killers free from bugs and exploits. For example Wesker still has a hug tech exploit in the game and facing this, makes it impossible to react because it is unpredictable and you cannot tell if the Wesker you face can do these tricks. The hitbox of Artist's birds is bugged and smaller than intended, which makes it sometimes confusing why a bird hits and another one not.
A replay feature would be great to see what went wrong. But you already said that a replay feature is not possible. So, is it possible to send the player the full result of the match once it is over? For example when I play soloq and I die before the game is over, I will go next and won't see the killer's build but when I play SWF then I wait till the match is over, so I can see the killers build and can make some conclusions like "had this perk that cut me off guard" or "I was right it was that addon!". To know the killer's build to make some conclusions is so important but difficult to make when you don't see the build and don't want to stay till the end. This feature should be optional to not get annoyed by a pop every single time.
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@Dakaephy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855291#Comment_3855291
is there a way to understand which snowman to shoot to? I played as a survivor too but still couldn’t end the challenge
yes kinda. the decoy snowmen are the ones that will explose when you come too close to them - the other side gets a notification. You have to hit these snowmen. The ones that moving around or remind standing when you come close to them, these are real snowmen.
like I said, it is a bit confusing because in the end, it is just a guessing game which ones are the ones you have to hit with a snowball.
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@Mandy said:
It needs to be the specific snowmen, not just any snowmen!
tbf that is very confusing. Yes the overview tells what is a normal and decoy snowman but in a game where bugs are a little bit common, you rather assum that this has to be a bug. I've hit many snowmen as a killer and wasn't able to finished it. Then I've switched to survivor and got it. My interpretation was that the challenge is bugged for killers and you have to do it as a survivor. You probably won't change it but for the next, make it easier by just hitting any snowmen.
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Agree, I love the frozen weapons because they look cool. The frosty eyes are a bit lazy because they are default skin but with withe eyes.
I am a huge fan of the everlasting frost collection that were released three years ago because the theme of withe and frozen is cool - like literally. Unfortunately, they released a skin for Artist, Spirit, and Ghost Face and nothing more. I guess, they then switched to the frozen weapons which is kinda sad
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@Caiman said:
I just want less map offerings so I can see the new Ormond map.
there is an event offering. Usually, players use less map offerings when there is an event offeirng for extra BP. Thus, some will still use them due to skill issues
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854109#Comment_3854109
It's definitely MMR related. I have a photo floating around somewhere that I took of both my Switch screen and PS5 screen together. Switch was 100% survivor incentive, while PS5 was 100% killer incentive. So same time, same server, just different MMRs (my PS5 account was new at the time).
I don't disagree - there is a connection between MMR and BP bonus even though they are simple ones. It was the first time that this happened and I rather think that the issue comes from the BP system which works since Lights Out 2.0 different in a bad way (no longer more than +50% and awkward jumps between both roles which never happened before Lights Out 2.0). It just seems like the BP bonus gets worse day by day which feels really awful.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854159#Comment_3854159
Are you ok? I've already mentioned multiple times that MMR is not perfect, and that the way the queue bonus works is also not perfect. You asked how it was possible that your queue bonus was different from Otz' queue bonus, and that's the question I was answering - your bonus is different because (problems with how MMR works aside) you probably don't have the exact same MMR values as Otz.
It was the first time that this happened. Otherwise, my BP bonus fits overall with other players from my region from what I witnessed. There is always the chance/situation that the BP update is a bit slower for some players and they get it later and that MMR has a little bit to do with it (even though it is a very simple system that exists and we already agree on that) but what I mentioned never happened before. Since about the Lights Out 2.0 time, the BP bonus does not work like before - no longer BP bonus over +50% despite long qtimes (/the qtime for both roles is still the same like before Lights Out 2.0) and awkward switches between both roles that never happened before.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854109#Comment_3854109
the point is that you'll have slightly different mmr values from otz and that's why you'll have different bonuses from him. i agree that mmr is nothing special and the specific issues you brought up make the system as it is a bit weird, but that doesn't change the fact that having different mmr values than someone will make you have different matchmaking times
Of cause, all of the sudden dbd MMR works perfectly fine
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@Emeal said:
Title.
and let us use BP Offerings, please - especially after the pathetic low bonus between 50 - 150% for survivors during the second 2v8.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854058#Comment_3854058
The formula uses personal MMR as part of its calculation
year but the dbd MMR just exists - it's nothing special. I've played against Otz as a SoloQ survivor even though I only play survivor 20% of my dbd time. The BP Bonus also has not much to do with the MMR because you get in general BP bonus on Killer (according to the devs, every killer has their own MMR but also an average MMR; for example: if you are a super-ultra high MMR Trapper but never play Nurse, your Nurse will have your average MMR and not a beginner MMR when you play her the first time after 2000h). However, it does not matter if you play your high MMR killer or your average killer, you will get 50% on both.
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One thing that I've notice today, I had 50% on killers and during the time between matches, I watched Otz stream, who had 25% on survivor at the same time and I know he plays on the same servers like me (EU). So how is this possible? Otherwise, over the last few days, mostly 25% or nothing for both sides and barely 50% for one side. Today, I also noticed that from time to time there was a jump from 25% on survivors to 50% on killer which is awkward. I really hope the developers will fix because there is no way that it is working as intended/before Lights Out 2.0.
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@Devil_hit11 said:
any status effect mangled duration that is not at least 120 second is useless. the only viable mangled application right now is gift of pain because the mangled timer starts after unhook rather during hook.
true. It is so sad that this perk is the only viable one for Mangled and Haemorrhage. The nerf also made M1 killers so much worse because now Sloppy feels so bad :/ (same goes for the STBFL nerf)
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@notyarbllewe said:
Insanely survivor-sided, that map has had the worst of loops for years, yet it is still just sitting there. PLEASE, Devs, fix the map!!!!
I still hope they will fix this map with the upcoming Freddy rework even though it is not on the roadmap. But they rework so much stuff of this chapter that hope is still up.
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The BP system is broken since 2v8 or at least since Lights Out. After that, I've never saw +100% or +75% for one side ever again. Only +25% or on some good days +50% but then only for like an hour. This is so depressing because it makes the grind so awful while queue time hasn't change at all. It feels the same.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852737#Comment_3852737
I much rather have there be no map influence via offerings, except only via the system that is supposed to make sure each player goes to a new realm the next map. the system of which the map offerings override.
In my opinion, offerings should never have an influence of a match. Map offerings are too strong, easy to abuse, and unhealthy for the game. But I highly doubt the developers will remove them. The best thing they can do is to rework them, so they now reduce the chance to go to that realm instead of increasing it. This would also help players who dislike a specific realm (e.g. I hate Eyrie not only for being so boring but also for being so bright that it hurts my eyes and many survivors dislike indoor maps). I also think the hook offering should be reworked because nearly no one uses them but when they use it, it is often alongside a map offering and boring "rather bleed me out and hold me hostage".
The healthiest thing offerings should do is to give BP and the developers should also rework useless offering in offering that give us extra Player XP and rift fragment Points. I like to use BPS and cakes because this gives every player at least something good no matter how the match ends.
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@fussy said:
Isn't it connected to second pallet behind the rock? When they both stand, it's honestly not worst loop in the game, especially when killer respects too much. I think it's just designed that way.
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852380#Comment_3852380
Oh, got you. Probably spawn bag, I never saw this pallet alone on this map.
This must be a bug. Usually, this is a lways the double pallet on Greenville
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@MaTtRoSiTy said:
Loaded into a match where like the good ol' days of DBD there were only 3 survivors (veterans will know what that is like).
Anyone else had this? Really weird…
https://us.v-cdn.net/6030815/uploads/S1EBU70R90SH/2024-12-07-17-08-46-deadbydaylight.png
It happened to me during the Halloween Event but only once. Idk what it causes because if the survivor dcs during the loading screen the match should be cancelled. In some situations, the player has a really bad ping, the match starts but then the game cancels it realising there was a dc. But in my match, we've loaded in til the end and in the endgame screen the one player was shown as disconnected.
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@fussy said:
During last weeks I started to hear from my friends and A LOT of content creators who were attached to this character that he feels different now, after people realise how to play against him.
It was fun to read people put him in A tier on release, but I wonder how many people rate him way lower now than they did on release?
My opinion on him didn't change at all: he is very mid killer with ton of problems, his power is too clunky and unusable in half of the loops, it's really punishing to use on middle and long ranges (even if you hit it), infection timing is too short and it's too easy to remove for how much work you need to put to inflict it, his teleports exist only when survivors ignore them.
It's sad, because design wise Unknown easily is one of my favourite characters in the game, sometimes I play him only to listen his sounds.I enjoy Unknown and his power feels satisfying and has a good idea of how it works. Using the environment to hit a survivor with your power feels really engaging and planing ahead makes also fun. But his UVX power needs a slightly buff because 10 seconds and 7 seconds cooldown is very rough because in some situations you have one second to shot or to lose - you also lose a second for charging power. They should increase the weakened status duration to 12 seconds and reduce the cooldown down to 5 seconds which means you have 4 more seconds. He should also get killer Instinct when a survivor gets rid of the weakened. He also needs a little addon rework/tweak because many of them feel useless and he does not have the typical ones like aura reading after hitting with UVX, Sloppy with UVX, giving him one more Hallucination but many addons that work around his Hallucinations in a useless way. What really bothers me is that how weak he is compared to Wesker and Singularity: All of them have an iri addon that makes the survivors infected at the start but only Unknowns has a drawback. Wesker and Singularity have a secondary positive effect but also some built-in like position reveal. Both killers also get killer Instinct when the survivors get infected or get rid off it but Unknown has to use an Addon for it. He also has a long cooldown while the other two have a shorter one or get shorter depending on the infection.
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It is still the same for me (EU). If it should be really be the case that both queues are balanced (I highly doubt it), then the developers should give both +50% by default and one role more if this has less player than needed. Without the extra BP Bonus, the BP grind feels so awful even though I drop every match a cake/BPS.
I really hope they will fix this for the upcoming winter event
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Map offerings need to go, they are an unhealthy issue for the game and the playerbase for so many reasons: Map offerings have toxticity because sending a killer to Eyrie, Badham, or a map that is bugged (when GoJ was bugged, players send me to this map just to abuse the bug) always leaves a bad taste on the otherside. Same goes when a killer sends you to a map like Stealth instadown Huntress or Nurse with aura reading on Midwich ect. Most of the map offering users want an easy game and are okay with giving the other side an unfun match. It is also so pathetic that some survivor players use McMillan and Azaroth offering because these maps are current bugged. Today, I had a match as a survivor and an ace used an Eyrie offering while Jake used a McMillen offering but the killer used a hand and we got midwich. Despite, having a No Mither user in the game (thanks devs for the stupid achievement), we got a four man out as SoloQ on Midwich. Then, a few games later, an Elodie that used an RPD offering but we got the church map (no hand in play) and she gave up on hook when three gens were nearly done - just because it wasn't RPD.
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There is no real killersided map because every killer is map dependent. Killers like Ghost Face or Myers have a better match up on Lerries or Midwich while Billy and Oni have a rather bad match up on these maps since these maps limit their mobility and power. So, it is more of a good for survivors and bad for survivors. However, some can be overall balanced for both sides and many killers (or at least give a fair match up) but some maps also depend on the RNG, for example; Mother Dwelling can be a fair map but once the mainbuilding has the window in the back, this map is much better for survivors. But in general fair maps are Toba Landing, Nostromo, Greenville Square, both Yamako (but not their variants) The shattered Square, Tempel, and Saloon. These are the maps that comes to mind when I think about balance maps for both sides. If I get this map randomly, I have a neutral feeling. Other maps are either too good or bad for one side in some way (Indoor map or the old ones with their four/five gens, too many strong loops, not many loops ect.)
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Deathbound is still a bad perk because Oblivious is a rather weak status effect (decent survivors are aware of killer position and look around when working on a generator). It also does not work when the injured survivor is selfhealing or when the Deathbound-survivor stays close to the healed survivor. It deactivates when killer injuries you. Lastly, it also encourage the killer to neither camp or tunnel, which is a healthy effect.
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I like Human Greed because the idea of the perk is cool while also leaving fair counterplay to it. However, you must run Hoarder and a Screech Cobbler to get reliable value from the perk. Then, three seconds and eight meters range are very little. Increasing the range to 12meters and adding the ability to spawn two additional chests would make the perk so much better. Otherwise, no one will use it because other perks are just more reliable and work on their own or with easier setup.
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today, I've had mostly nothing for both sides. 25% for survivor for like 30min on EU servers
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@Valimure said:
It'd be nice if his tokens actually worked as, y'know, tokens.
If I only use one teleport I shouldn't lose them all.
Though his main issue is still crappy map design. Shelter Woods has eight lockers. Eight. That's it.
And then there's plenty of maps that have no lockers anywhere near gens.
This change would also be cool. If you use one token to teleport, you have a shorter cooldown and if you use all of your tokens, you'll have the 10 seconds cooldown or something similar.
Year, the lack of good locker placements on some maps are his biggest issue but I hightly doubt the developers will ever fix this - or at least it has a very low priority for them. This is a bit sad because Huntress, Trickster, and survivors would also benefit from better locker placements. Therefore, I still hope they will give him basekit lockers next to generators - kinda like Sadako has their TVs next to generators. This would be not the best solution but at least a much better one than the current situation to make him less map dependent.
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@Jspect said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850768#Comment_3850768
Yeah, all they have to do is revert blurry photo, or at least give us the old effect one way or another. And reduce the vanishing box penalty to anywhere between 20 - 30%
True. I really hope the developers will give him another tweak. I also feel like he needs a small Addon rework because many of his Addons feel so useless. All of his brown ones are either awkward or trash while other ones are not really reliable like the Exhaustion ones or the Blindness. I wish he had an aura reading Addon when damaging/weaken a survivor with UXV, a better Sloppy Addon when damaging a survivor with UVX, an Addon that let's him spawn five Hallucinations instead of four, or one that gives him Undetectable when doing something happens (e.g. survivor removes a Hallucination, three survivors are weakened). That would be funny and better.
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Now, I have 0% BP on both sides but before 25% on survivors. Yesterday, mostly 50% on killers from 7p.m. - 11p.m on Frankfurt (EU)
The BP Bonus seems really buggy since Lights Out 2.0/2v8. It was this time when I've never had 100% BP on one side.
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@Mandy said:
Hi all, I have a small update for you with regards to this. It is NOT a bug that Floods of Rage and Gift of Pain activate when a survivor is hooked on a normal hook, that's then turned into a Scourge Hook with Jagged Compass - the act of turning the hook into a Scourge Hook when that survivor is unhooked takes precedence. So whilst perks such as Pain Res won't activate (because that happens when you are immediately put on the hook), those two listed above have a different activation condition.
We will monitor it of course, but for now - as it's working in game is the correct way of it working.
Thanks for bringing this to our attention <3
Thank you very much for the quick clarification and update!
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True. Old Blurry Photo gave Unknown an additional strategy and chase tool. The nerf feels so bad and undeserved. Nerfing Vanishing Box was fair but 80% is too much of a drawback. They can reduce it to 20% and make it a purple Addon which would be more fair.
I also feel like the developers are very harsh and unfair when it comes to Unknown's Addons like with these two big nerfs but also before: Captured By The Dark has a strong effect but also a huge drawback. Meanwhile, Wesker's and Singularity's Addon that have a similar effect, have a second strong effect and in case of Wesker, his infection is much more difficult to get rid off with many other advantages for him.
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@SidneysBane1996 said:
Oh does the Bone Chill event start now? Or next week?
It starts next week on December 12th and ends on January 7th.
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@ThatRyanB said:
Thanks for providing this perspective on the Thrill of the Hunt change! We've been sharing feedback on this with the team and can confirm that we have plans to address this perk in an upcoming hotfix. Stay tuned for details!
Could you also discuss the current state of hex totems in the game with the team? This is the first time ever hex totems feel really good and rewarding. Yes, the buff might be a bit too much but it also shows that hex totem need some kind of this power to feel better to use because without it they feel like extremly high risk for mediocre rewarding.
We need a basekit change to hex totems to feel more reliable like not losing them because a survivor spawns next to it or the totem is easily found by the survivors because it spawned right next to a generator.
A healthy change to make hex totems more reliable would make the metagame so much better because then we had more perk variety, different gameplay for both sides, and creativity.
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@Mandy said:
Thanks for this, I had a look into the bug report also - will have some discussions with the teams involved, my understanding is that yes this is a bug as the hook is not initially a Scourge Hook. But discussing further with the designers on what they want the effect to be with perks such as Gift of Pain.
Thank you very much for taking the time to discuss this topic. Also for wanting to discuss this topic with the team/the designers. This already means a lot to me - and I'm sure to some others too.
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@Mandy said:
It will make the effects trigger though - and it does, so I'm a bit confused as to what the issue is here - as that's not a bug.
Do you mean when a survivor is hooked on a non scourge hook PRIOR to it being made a Scourge Hook, as the Scourge Hook only gets created when the survivor is unhooked, so that hook would be a Scourge Hook only when the next Survivor is hooked there?
If that's the case, yes that's by Design and not likely to change as we would not want to make any hook a Scourge Hook, there would be no point to Scourge Hook perks in that case.
Maybe these two examples will help make the situation a little clearer:
- This user made a report that Floods of Rage and Gift of Pain apply on a survivor when this one is hooked on a normal hook that turns into a Scourge Hook due to Jagged Compass: https://forums.bhvr.com/dead-by-daylight/discussion/434003/scourge-hook-jagged-compass-causes-floods-of-rage-and-gift-of-pain-to-work-on-every-hook
- Otz shared his opinion about the new chapter and said: "New Killer perks are largely unremarkable, especially considering that Jagged Compass is bugged according to the devs and it should not trigger Scourges like Floods/Gift of Pain upon every unhook as it's currently doing."
So, people say it is a bug that Gift of Pain and Floods of Rage apply when a survivor gets unhooked from a normal hook that turns during this moment into a Scourge Hook due to Jagged Compass.
I wrote this topic to talk about this because I am afraid that this is - for real - a bug that gets fixed in the next patch without talking about the possiblility of making it a feature for the healthyness of the game. But before we continue talking past each other, do you now understand what I mean and if so, can you confirm whether this is a bug or an intended feature?
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@Emeal said:
I mean think of it, if that bug is allowed to stay then EVERY HOOK is a Scourge Hook at the cost of 2 perks.
I think Jagged Compass is meant to just increase the number of hooks OR give you a hint.Not really because this bug does not trigger PainRes nor the other effect of Jagged Compass. It only makes Floods of Rage and Gift of Pain more useable which are already limited and provide more counterplay on the survivorside than PainRes and Jagged Compass.
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@Mandy said:
I want to clear up something on this, if you use Jagged Compass and the survivor is unhooked, and the hook becomes a Scourge Hook - all the effects from Scourge related perks apply when that next survivor is put on that hook, so Pain Res, Gift of Pain etc would then apply to that hooked survivor.
Yes, I am aware of this. But currently if a survivor gets hooked on a normal hook and then unhooked, Jagged Compass turns this hook into a Scourge Hook. In these situations, Floods of Rage as well as Gift of Plain trigger and apply their effects. This is currently a bug (according to you, the developers). My suggestion is that you should keep this bug and make it a feature because it makes these perks so much better to use for the exchange that you use an additional perk in Jagged Compass.
If you, the developers, fix this bug then a normal hook would turn into a Scourge Hook thanks to Jagged Compass but neither Gift of Pain nor Floods of Rage will trigger. This means you get less value from these already limited perks on the same survivor (Gift of Pain and Floods of Rage only works twice on a survivor and there is also always the chance that you have to hook two survivors on a normal hook due to bad hook spawns which limits you even more). This makes the strategy of using a Scourge Hook build less attractive, which would be really sad because this is a new and healthy strategy besides the normal and boring stuff (e.g. full slugg or slowdown build) and also encourage the player to use rather non metaperks. It is also one of the builds that encourage the killer to hook a survivor because this is the only way to get value. It also encourage the killer to neither tunnel or camp because otherwise you won't get value from the perks.
Overall, it is not about to never get value from this build but to get too less value from it that it is too difficult/weak to use instead of other - more reliable - strategies and builds.
But let me ask you a question: Why should you fixing this bug when there is a lot to be said for keeping it?
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850272#Comment_3850272
But why nerfing Pentimento?
Look, currently I don't agree with Penti complains, I think now it's more than fair perk. Yeah, it's sometimes rough in soloq, but if player doesn't understand that he needs to cleanse totem another time, it's definately not a perk problem. What is not rough in soloq after all?
But after my suggestion I think full Hex build with Penti on top will be probably slightly too much. So I think give it slight drawback and info which will help to solve soloq teammates mistakes.In my opinion, cleansing a dull totem could take 10 seconds instead of 14 seconds
I can agree with it, with blessing being 10 seconds, it sounds logical.
Also make it like that a cleansed dull totem cannot be used for Pentimento.
This one I can't agree with. Penti already does something only in full Hexes build. Why to make perk obligated to pair with other perks and make it does absolutely nothing by itself?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850293#Comment_3850293
Also, I don’t think it is impossible to fix totem spawns. On 85% of the maps, it’s fairly doable. Sure, on the new Haddonfield or Rotten Fields, it’s really hard. But nothing can excuse a totem spawning 3 meters away from a gen in the Red Forest.
Devs long time ago answered to this. 100% remove totem spawns from certain places will only make it even easier to find. Like if you know it won't spawn, for example, 12 meters near gens, it already will decrease possible spawns in like half. So nah, fix totem spawns is nearly impossible, at least without adding another huge problems with it.
Look, currently I don't agree with Penti complains, I think now it's more than fair perk. Yeah, it's sometimes rough in soloq, but if player doesn't understand that he needs to cleanse totem another time, it's definately not a perk problem. What is not rough in soloq after all?
But after my suggestion I think full Hex build with Penti on top will be probably slightly too much. So I think give it slight drawback and info which will help to solve soloq teammates mistakes.that's fair and I understand why Pentimento should get a nerf alongside these changes to totems.
This one I can't agree with. Penti already does something only in full Hexes build. Why to make perk obligated to pair with other perks and make it does absolutely nothing by itself?
In my opinion, totem perks such as Inner Strengh, Overzealous, or Hardened are very healthy perks for the metagame because they are good/useful and have a fair trade (you do an investment to get a good reward) but they are not good on every survivor because then they become useless. I wish the developers would create more of these perks that have a little bit of investment for a good reward and that are not good on everyone - this would result in more perk variety and less free strong stuff. However, getting randomly punished for using these perks by Pentimento makes them so bad and awful. Therefore, if you use one of these perks, you should not get punished because this results in "okay then I run what everyone else runs". There is also the argument if this is a real nerf because why should you use Pentimento without a hex perk? This either means you like to gamble or you use it because you know there is a "cleanse a totem" archive that you can abuse. We can also go this way and say that all of these survivor perks get this effect to deny Pentimento when cleansing a dull totem. So if a survivor cleanse a totem without having one of these perks then Pentimento would work.
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Your suggestion sounds very good. Unfortunately, it is very likely that the developers will never fix totem spawns because they keep doing their old mistakes like totem spawns on newer maps proof (the new Ormond map has totem right next to generators). So increasing the time it needs to cleanse a hex totem to 28 sec is the best solution - and also an easy to do. Also the change to the progressbar is fine to nerf strong totem defenders like Artist, Doctor, or Singularity so the match up against them is fairer. The TotH rework is also cool and fair. But why nerfing Pentimento?
The change to Boons is fair. They are still strong like you already mentioned.
In my opinion, cleansing a dull totem could take 10 seconds instead of 14 seconds to buff survivor totem perks a bit more, which are very healthy ones. Also make it like that a cleansed dull totem cannot be used for Pentimento.
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I agree with Reinamie. Giving the StB user a repair penalty would encourage the killer to chase the unhooked survivor because the StB user is for the next time less effective. However, the perk is currently more a bandaid fix for hard tunnling and not a perfect way to prevent hard tunnling. It is also a perk that will mostly used in SWF which are already strong and don't need more buffs. In SoloQ, however, it will not be that common because the average survivor wants their usual perks. Only the better survivors will have this perk because they are confident in chase and know that carrying and teamplay is the best way in SoloQ to win - no selfish action. But at the same time, the developers should also introduce a feature that encourage the killer to spread hooks because punishing always feels bad (e.g. +10sec hooktimer to make camping less effective resulted in more slugging because hooking feels in general less of a pressure now alongside all of the other hook advantages a survivor has). They could also add a sidequest for survivors so the killer gets more time to hook fair because increasing the gentime to 100sec would be a simple solution but the most boring one you could ask for.
In my opinion, they can remove the downside (or change it to a weaker effect like killerinstinct/aurareading, Blindness for 30sec) of the perk but the perk deactivates for every survivor once the killer has three unique hookstages. This would prevent hardtunnling but no longer fair play because once you have three unique hooks, everything will be fair. In it's current state, it punish a rather fair hookspread and encourage the killer to either slug or proxycamp - so both sides will have a miserable match due to one perk that could be used by one or more survivors in this match.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846584#Comment_3846584
Yeah exactly, the bigger TR is only a benefit sometimes and other times it's just straight up bad. It's not something I'd really ever run without some other perk or ability to take advantage of it.
I could see 20 seconds being a little on the low side, 25-30 might be ok.
True. I still cannot believe that they just removed the extra BP on three perks and thought they need to buff it. I take it for TotH but Distressing is a nerf and No one left Behind didn't need that buff - it was already a good perk. This makes me a bit worried about their balance politics. Sometimes they make really good changes (Crownd Control for example) but then also these awkward changes.
I wonder what they will do with Beast of prey when they realise that this one still has extra BP
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@Skillfulstone said:
It's still not as idiotic as Eye-Hand Coordination, an achievement which became nigh-impossible to get mere days after Vecna release.
True. These achievements are stupid. I am surprise they didn't add an achievement against Houndmaster like stun the dog 20 times with a pallet
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It is a fair buff to make Hexes more reliable. Bad totem spawns are the main reason why no one uses hex builds because survivors can spawn right next to them or a generator is right next to a hex which means a survivor will find and cleanse it while you have no clue/are in chase. If the killer is patrolling their Hexes, then the killer is busy and neither in chase nor defending generators which gives survivors more time to stay on gens. Focusing too much on a hex without knowing which one it is and everyone tries to cleanse it but the killer is denying it, is a huge mistakes. If the killer is chasing a survivor, this survivor can always byy extra time to either force the killer to check the totem again or to lose it for a down.
Hexes also have fair counterplay: Ignoring is one of the simpler one can be used against ruin and wretched Fate to avoid a Pentimento. If it's endgame and Devour Hope has three or four stacks, act like it's NOED, and don't waste time with it too much. Survivors have a handful of perks to cleanse totems faster or to avoid pentimento - 16 perkslots, there is space for one counter, especially when Hexes now become more common.
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The developers can check the killrate on each map to see if a map is too bad or too good for killers and change it to make it fairer. We don't need map offerings to see which map is good for which side.
There is also a difference between getting a map random and someone sending you to a map. Map offerings always leave a bad taste and bad sportsmanship. Getting a bad map random is not nice but at least the otherside also has the random factor and is not prepared for it which would give you an extra disadvantage. The random factor makes the game more balanced and fairer.
Lastly, it takes much longer to rework every map to make them balanced than changing map offerings. The new map design is much better and the developers have a better understanding of fairness for maps. However, sometimes they miss the point and a map is after the rework still miserable (in a different way) like Garden Of Joy or Hafdonfield - Still unbalanced despite the rework/changes and needs to revisited which means more work results in other map reworks get delayed. It is also not possible to make every map 100% balanced for both sides, especially for killers. We can also get both changing map offerings an developers improve unbalanced maps to make them better for both sides.
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I agree with you that the HUD needs more improvements to make SoloQ better and that the new additions to the HUD are rather underwhelming.
The developers said that they want to add AFC progress in the HUD but there is current not the time to implement it but they will do it. The question is rather if it's extremely difficult to implement these things to the HUD due to complex coding or if someone at BHVR thinks this is low priority.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846787#Comment_3846787
Oh my god, you must have lost it. Oh wow I’m so happy for you haha how lucky 😄 I’m with you on it being my personal highlight. Wow it was such an out of nowhere surprise haha I am still taking it in!
And what about the Soichi Trickster…. 😱😱😱
I actually screamed with joy from the bottom of my soul several times when all the cosmetics were shown. They represent the series and its characters really well. The Yun-Jin and Yui cosmetics are amazing as well - every cosmetic looks so amazing and fits the vibe. I'm also a huge anime fan and was really exited when the developers announced the AoT collaboration two years ago and now another anime collaboration is so good. Gives me hope that more anime collaborations will follow.
Wow it was such an out of nowhere surprise haha I am still taking it in!
True! It was such a great surprise and I am so happy there were no leaks. In general, I am very happy that nothing got leaked because the announcement of Chaos Shuffle 2.0 was also so good - my favorit modifier. We're not even in 2025 yet but the year is already going to be so good for dbd (Chaos Shuffle D&D, Junji Ito Collection, and Freddy rework).