Ithiria
Ithiria
About
- Username
- Ithiria
- Joined
- Visits
- 318
- Last Active
Comments
-
The other thing is the killers the skins are for.
Legion... I struggle to play more than a couple games of them in a row. They're quite linear, can be prone to having really bad games too based on map, so you might find it harder to play them a lot and get your money's worth.
Ofc that's just me.
-
@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384770#Comment_3384770
Inner Healing takes 14 seconds to break a totem + time to find the totem. Then 8 seconds in the locker + time to slowly enter and leave. You'll spend more time trying to get Inner Healing value than if you'd brought a medkit.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384781#Comment_3384781
You beat her the same way you beat every killer--do gens as fast as possible. She can't be everywhere at once.
Maybe you don't realize how much wasted gen progression occurs when people decide to heal.
Inner healing was good even with 16 second heals because choosing when you do the heal has a lot of value.
You don't want to be the guy who gets caught healing for 30 seconds after being unhooked. Being interrupted is a death sentence, which is much, much less likely with inner healing. Counters stuff like coulrophobia and nurse's calling too.
Inner healing's main drawback is finding a totem, if you find a convenient totem and do it, great. If you spend a lot of time looking for a totem, that's gonna be pretty bad for your team.
So it's a pretty well-balanced strong perk and worth using, imo, it's just not busted.
-
The one thing I do miss about the old animations is that survivors did look a lot more scared and frenzied. New survivors are pretty stoic and stiff.
Otherwise if you liked them it's probably cause you were used to them, I think most people who watched DBD for the first time thought they looked bad. It was kind of obnoxious for killers too, because survivor hitboxes weren't perfectly aligned with their whole body and the animations + code allowed for doing unnatural movements more easily. Basically spinning the killer was easier, and making ranged killers miss by aiming too far ahead probably happened more often too because the hitbox has always been where your butt was but old survivors lurched forward much more. Moonwalking got way harder too, but that's not that important, people who can do it consistently now being so rare makes it kind of special in a way.
New animations for running are still weird to me, and that might be because of speed. 4 m/s is about 9 miles per hour which is just about what most people can run at most, but survivors don't look like they're making a mad sprint or anything. Your average marathon runner for example is running at about 6 miles per hour, or 2.6 m/s. I think some people are offput by an uncanniness where a character moves a certain speed but doesn't have an animation that fits it. To me I hate the skull merchant's walk cycle for that reason, despite it and the rest of her animations otherwise being really smooth and well crafted.
-
Rituals are pretty annoying, and I only tend to do them if it's something I already want to play, and I'm not sure if I'd like doing them even if they included iri shards unless it was a crazy amount.
I'd prefer shards be attached to weekly rituals or something, if it's only once a week I'd probably be up for playing stuff I don't wanna play for the reward.
-
@DredgeyEdgey said:
This update is genuinely good but mangled needs to be changed making heals 20%slower can make a normal heal take 30s which is too long
What other effects could mangled have
Two easy ways to do it I think
- You could just make it weaker. If it was 10% slower rather than 25% sloppy still might be decent, because base heals are long and you get hemorrhage with it.
- You could make it only apply to medkit heals, then it'd keep it's 25% slowdown. This might actually be a good idea to incentivize team healing because as is, a lot of people argue that this update makes medkits even more necessary than before.
-
You have to be careful buffing trapper, because he's absolutely obnoxious already if played meanly.
As said above, wraith's uncloaking speed boost probably shouldn't be buffed. It's already good enough at small loops to guarantee a hit.
As a twins player, I don't think those twins buffs are good ideas.
Healing's already getting nerfed, so I think victor doing those things for free is unnecessary. The iri becoming basekit is a weird idea, I don't know what it's attempting to solve? It's a pretty good addon too, just situational. For lockers, I think victor should just straight up take a health state from the survivor in a locker upon them breaking free, along with removing the ability to 99 the locker (you can't 99 victor normally, so why here?) That'd fix the two issues of a locker being a free escape if twins isn't close and survivors being able to hold victor hostage with the locker.
Otherwise the only thing I want for twins is some faster action speeds. When you down someone with victor there's a period before you can switch to charlotte, and then waking as charlotte takes awhile, and it just feels clunky and annoying. Twins is a weird killer with a gameplay and aesthetic that will never appeal to many people, and that's okay, I'm happy just making her a bit better rather than wanting her to be popular. Trust me. You would regret it if she became popular.
Be careful with those onryo buffs because condemn builds are nutty, throwing those on top will make it even worse. I would agree if the relevant addons got nerfed, though. The idea I actually heard for onryo that I really like is the idea that when she's not manifested, she has noclip and can walk through walls, however, she can only begin demanifesting once she's in a "valid" spot. I really wanna see how that works out, and we can re-use nurses collision detection to make it easier code-wise to do and obviously she shouldn't be able to leave the map. It'd be an interesting take on a stealth killer to have it be a ghost who just walks through walls and manifests to kill you.
-
I've no doubt it's coming eventually, because it's probably a money printer to sell animations.
I wouldn't be surprised if survivors got emotes too to go along with pointing and beckoning. Or other things like selling hooks to killers. A lil like how dota 2 and apex legends let you customize a lot of random stuff.
The games have two different codebases though despite sharing the same engine, cause they still need an interface and support for switchable moris in the code.
Dead by Daylight likely doesn't even have the ability to skin killer powers yet, otherwise killer skins like the greek oni and lean blight skin would be better, and twins skins would probably affect victor too.
-
If you could name them, at that point you may as well just make them infinite with a dropdown menu since we aren't worried about having a compact UI anymore.
Or well, a cap of like 20 in that case, which may as well be infinite.
-
Increasing the quality of items you get from chests, and adding lucky skill checks would both be good ideas. Lucky skill checks should be disabled when using hyperfocus though, along with toolbox skillchecks but that's another issue to keep hyperfocus in line.
There's a couple other things that luck could do too, these are all effects at the start of the match:
It could be interesting if there were a chance to keep your items and addons on death/escape. I would actually make the same value apply to killer too. No need to give the killer luck offerings, but this is just a bone to throw to them if we ever get an update to luck mechanics so killers don't just feel left out, as otherwise luck buffs would just be naked survivor buffs.
For a lot of events, we have specific hooks and generators that provide extra bloodpoints. Why not use those mechanics 24/7 but apply them to luck? Based on luck factor, a certain amount of generators and hooks will spawn with a special appearance and give you bonus bloodpoints if you hook on them/finish them. That might be fun, it wouldn't outmode just bringing... bloodpoint offerings, however it'd sweeten the deal to bring luck offerings/perks.
Luck should add chances to spawn extra chests, not that many if it rolls because we don't want to disincentive chest offerings, but a lil something. No more than two, I think, with a roll happening twice.
Luck could cause a chance for a wheel to be rolled at the end of the game that rewards items, certain offerings, or even extra bloodpoints. This would have to be tuned carefully to not be OP, but imagine if there were a lucky way to get stuff like firecrackers outside of events? Obviously, this is something killer can benefit from too.
If you do implement a bunch of luck changes, I actually think that manipulating unhook odds should be removed. I think it's really badly designed and unfair. If you don't stack luck offering/perks it's basically useless outside of endgame. If you do, it's very obnoxious for the killer. I'd buff slippery meat in this case to get you try to unhook yourself 4 times without losing hook progress if we can't change it to an entirely different effect. This would be annoying, but I think the odds are poor enough that it wouldn't be oppressive like 4 stacked jars and up the antes can be (where the odds are so good that slippery meat is mostly unnecessary.)
The ideas I listed would be a global luck value thing, which would require reworking how luck is calculated into a global value and a per-survivor value, used for different things. If there's a reason BHVR has only ever nerfed luck, it's probably that buffing it while not being unfair to the killer is pretty difficult. I don't think my suggestions or even lucky skill checks altogether would make luck "good," but I think it might make it fun and worth using for casual play.
-
The problem is regression perks all work in super different ways, whereas most exhaustion perks are similar, a discrete effect that ends and then its on CD.
Imo you'd probably want it so that gens always keep some progress that gets more significant the more work the gen gets. I don't think most people are inherently upset about regression, but is more upset about how in the late game it can be devilish and let a terrible killer win.
-
I really just wish there was a cap on gen regression, where 1/3rd of a gen's progress is permanent and unremovable, which stacks upon itself.
That way you can still 3-gen and run gen slowdown, but if you refuse to actually chase and down people you'll just lose.
-
@Caiman said:
There's these great perks called Solidarity, Renewal, Resurgence, and Reactive Healing that you might want to look into.
Those perks are all going to be terrible, with exception of renewal being okay.
The problem with solidarity, resurgence, and reactive healing is hemorrhage. Since sloppy's going to be really common, you're going to lose a lot of value from those perks.
Renewal's main problem is it's so damn finicky. You get two chances to use it, and it's very easy to lose both. If you don't first unhook/heal, no value. If you do a cooperative heal or the survivor heals themselves a bit, no value.
Don't get me wrong, I think these perks are pretty cool, but they just aren't worth it if you're trying to win. If you're trying to win you're still just gonna bring a medkit, inner strength, we'll make it, etc..
-
It's not like there isn't precedent for removing offerings. Once upon a time the map could be made brighter or darker with them. Two yellows gave you the darkest night possible.
And I'd probably honestly deal with those rather than map offerings when I'm killer.
I doubt they'll get removed though, and reworking them is hard with the game's asymmetry. Maybe each team should only be able to have a 50% chance to get a map, and each survivor offering would be 25%, so it'd take two offerings to max out their odds to get X map. If two or more are used it gets further diluted. This might be confusing and frustrating though.
-
Reactive healing could use this too.
To prevent them from stacking in an OP manner, so-called buffered healing should probably cap at 75% of progress and be lost upon taking any damage whatsoever.
-
@papi_papayaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383079#Comment_3383079
Are you a killer main? Because if you take into consideration the perspectives of other players such as "solo queue players" who I argue make up the majority of the game are going to really struggle if not start to play dead by daylight less because of this update changes. This isn't just a normal update, this is a game changer update and in my opinion the for the worst. The healing change isn't something small its going to be a huge change to the game maybe the biggest changes in the last year or two. Dead hard already received such a big change and it's going to be nerfed again doesn't make sense to me.
They've been nerfing a lot of the things I utterly hate most as survivor too like kick perks lol
Also we got along just fine without CoH beforehand, yes heals will be slower, but so will a lot of the most common gen regression too. We don't even know what the medkit addons will be like nor what their final versions will be.
-
What is the purpose of this change, though? Is it to make it more reliable because you won't struggle to find the fourth surv? This doesn't really solve the potential reliability issue because sometimes you have like, two usable scourge hooks on a map.
Unless you mean white hooks wouldn't go away, but would simply swap places with a random regular hook. Ultimately we don't know why BHVR is nerfing pain res, all they said was that it has found its way back in the meta (when did it leave?) but this probably doesn't fix any of their issues with the perk, and actually denies a bit of counterplay survivors have to scourge hooks.
If I had to guess it's simply due to it being such a strong perk, it's good on literally every killer, in any situation, and outclasses the most similar perk available to it which is pop by both saving you a lot of time and even having a more potent effect most of the time. Sabos are rare, so its only real drawback is when you get horrible map RNG. It's also frankly a "win more" perk that is extra oppressive on the strongest killers as it allows them to use their abilities to get fast downs to also get a lot of regression done without having to stop.
-
@TigerSnake said:
It's an overall buff for Hag, imo. Everyone can disable traps now, but they can't get rid of them as quickly or easily.
The heal nerfs are a pretty big benefit to hag as well
-
@K_Nottie16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383229#Comment_3383229
So why havent they kill switch some of these perks that have been bugged for over a week?
Probably bureaucracy
-
@K_Nottie16 said:
The devs want to nerf things that no one even asked for like billy and hag. Then that awful healing nerf that they are trying to introduce. But ive experience so many bugs this week and i was wondering if anyone else is experiencing these things as well. The merciless storm bug were if you miss a skill check the gen will go down to zero. A freddy went invisible when picking up survivors. Adrenaline wasnt activating end game. My resurgence wasnt making me healed 50%. Seriously what is going on? I think its funny that merciless wasnt kill switched yet. Because if it was the other way around where survivors could instantly do a gen then i would be kill switched.
Game studios are large and have multiple groups within them working on different things
The balance changes for the most part from a code perspective are pretty simple. Most complex is writing some new code for CoH and gearhead. So it's doubtful that this has detracted from any bugfixing.
And besides, they actually are doing things that we've asked for for a long time. The bloodweb autospend is great and the autohaven tweaks are very promising as well, and both are probably where most of the actual labor went for this update. The visual terror radius has also been a long time coming.
It's fine to criticize, merciless really does need to be killswitched, it was before for a relatively benign bug even, but they aren't just only doing things that don't matter.
-
"Fixing" this in a casual game is going to be pretty hard I think, because a lot of players are just messing around sometimes which is hard to account for.
If there is one buff I'd really like for soloQ though, it'd be to show your teammates your perks in the lobby or loading screen. Just imagine a loading screen that is 4 banners, with all survivor perks, items, and offerings listed.
-
Why did you use a code block for this post?
It just makes it painful to read, please take it out lol.
-
What killers? And what's happening?
I think you're saying that you're going into a locker and are being found instantly? If you get into a locker quickly it creates a loud noise notification for the killer which directly tells them what locker you got into. If you get in the locker quietly it still makes a sound too.
Lockers are very niche, most good players use them very rarely.
-
I think they're more likely to set self-care to 60% which'll come out to 40 seconds, which is close to what it is now.
Not good, and still borderline griefing if you're mangled, but hey.
-
The dead hard and healing changes are likely a result of listening to the community. They're some of the most complained about things by killers.
Polls are a bad idea because they're very prone to brigading and bad sampling.
-
@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383163#Comment_3383163
I mean we all lose mindgames from time to time. My point is red stain is in the game to serve a purpose and moonwalking is a player-created strategy unintended by the devs that directly negates it.
And?
It's been in the game from the start, if it really were that bothersome they would have removed it.
Your proposed changes don't even stop people from violating the developers' immaculate vision with player-created strategy (what even is this term? Quite literally zero game doesn't have player-created strategies where the developers thought out every scenario and application.)
-
@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382367#Comment_3382367
I have no clue why they haven't added more emotes.
It's such an easy way to make money
Just give two emote slots, make emotes buyable and equippable, done, likewise with mori animations. Let us fortnite default dance.
-
86 seconds with mangled lol
-
Yes... that is the weakness of Nemesis, that he has to hit you 3 times with a relatively weak hindered effect for each hit. It creates an interesting interplay with vaccine usage.
Nemesis is pretty well balanced as is, he's one of my mains. He has strengths where he can utterly destroy your team if he gets tiers quickly and infections on everyone, and weaknesses where if he has a bad early game it can be hard to make up for it.
If you were to buff him, I think what you would want to do is reduce the recovery time on the whip. I think it is very slightly longer than the recovery time for meleeing someone.
-
@Caiman said:
How about this: after hooking a survivor, the perk activates. The next time a survivor attempts to drop a pallet within your terror radius, the pallet is immediately blocked for 30 seconds and the perk deactivates.
That's an entirely different perk that doesn't have the same goal
Not a terrible idea as a hex though I suppose.
-
How is this bad design that needs to be fixed?
The survivor ######### up and got punished for it.
-
You could honestly improve it by just having main event drop to 50% if it's unused instead of going away entirely
And let's not ignore that you can still camp easily if it's 99'd by chance.
-
If they release fewer chapters it's unlikely that they'll improve the game that much more anyhow
A lot of what slows them down from fixing known problems like certain maps is institutional issues, imo, not a lack of labor.
-
If all you're doing is just dropping your guards at a loop then you're playing him badly
You're an m1 killer that has a power with a lot of uses. He's not the strongest but you don't have to resort to 3-genning either.
-
The DC penalty is sorted into levels that grow when you DC more and more, IIRC the progression is 1 minute -> 5 minutes -> 15 -> 30 -> higher capping at 48 hours, and levels increase after you've DCed 2 times. The level drops by 1 every 48 hours.
Basically what I'm saying is that it's only 30 minutes if you're DCing a lot, in which case, you probably shouldn't be playing the game because either your temper or internet are too unstable for DBD.
-
Redistributing points earned by your teammates when you're engaging the killer in chase would help, as well as rewarding you per teammate escape, would help reduce the salt imo.
-
tbh, my idea to fix medkits would be to simply double the time they take to heal you, while buffing healing speed addons.
The logic being that either you can get pretty fast heals (and even at default speed, being able to heal anywhere without teammates isn't bad) at the cost of stacking charges.
-
Why do you care what nationality people are?
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354577#Comment_3354577
likely should not be exhaustion perk. it does not help you in a chase.
If you could stack it with sprint burst that'd be crazy, and probably OP.
Yeah, this being an exhaustion perk probably dooms it to C tier... since you have to give up the more meta ones, but it's not an unviable perk, you'll be able to build around it and enjoy it.
-
Booning and healing requires you to go out of your way to a boon and heal right there, and if it's a known boon it's easy to find you and tunnel you.
Inner healing lets you do a boon when convenient and use the 8s heal later. It's a good perk, and healing in general doesn't need buffs. Yeah, it's not S-tier like CoH. But that's not a bad thing?
-
You have to play someone like bubba who can insta-down and be near a gen when it's about to pop, otherwise your one hit probably won't have been worth the perk slot when you could have brought something more reliable.
There's tons of ways to buff it. They could make it block pallets too, make it global with a reduced duration, etc..
-
Sounds like a problem with the killer design
-
Honestly, watching good killers like Otz play knight, it seems like people are using him wrong?
The way otz seems to play is not just dropping a guard at every opportunity to chase somebody, he seems to play it as an M1 killer and uses guards to break pallets and to chase survivors in dead zones. Otherwise he sometimes sends guards a long distance to pressure gens while doing something else.
Basically, you might be overusing your power.
-
If you're a meta slave there's a lot of great male characters to play who are super quiet and have stealthy cosmetics. Ace is super quiet with both his breathing and pain sounds, and his default cosmetics are pretty stealthy. Especially if you prestige them and cover them in blood.
Adam has some really stealthy cosmetics too, and isn't very loud either. Certainly quieter than the likes of Feng who you see all the time. Tapp ain't bad either.
In contrast, Meg, Feng Min, and Claudette are all really popular and are all really loud too.
People don't play female survivors to gain an advantage, they play them because they like them aesthetically.
-
I think the RNG is fair, but some maps like swamp are problematic and can really destroy you. Any of those maps where there's a ton of corner hooks.
-
Use something like Equalizer APO or Sound Lock to turn on a compressor on your audio output to help with these issues
Yeah it's a shame, but it's better than BHVR encouraging people to damage their hearing by turning up the volume to hear pain noises. Your ears are precious and very fragile.
-
@Pinheadftw said:
So make the strongest tile in the map even more of a nightmare for killers.... Not like Garden of Joy isnt rough enough as it is... Shack is fine the way it is.
what he proposed was literally a buff to killers lol
Also there is one upside with the garden of joy shack, which is that the window never connects to anything. So at least theres that.
-
The devs only mentioned two perks, I doubt they're limiting their changes to just them in the near future.
Eruption was just public enemy no. 1 for making solo queue absolutely hellish, 3-gens were basically an instant win condition rather than just a very advantageous position.
Really I'm more upset at how Eruption got nerfed. I don't think it's a very enticing information perk, and 10% of current is... pathetic. It could probably be run on killers like nurse and oni, I suppose? I'm sure BHVR can come up with a lot of interesting ideas for it, and I wish they'd taken more of a risk for its redesign.
-
@Technature said:
Honestly, Eruption should just take away the inability to do anything for most of the cooldown. If either that was taken or the cooldown was, I Don't know, Doubled? Then it wouldn't be nearly as bad.
But BHVR prefers to either make things so overpowered that it's not funny, or nerf something so hard it's never used again.
And I mean hey, what was it before it was buffed? Incapacitated for 16 seconds? Maybe find a middle ground if it was previously too weak to be used? At least don't make it worse than it was before it was buffed for the love of christ.
I'm not sure if release Eruption was necessarily weak though, honestly.
I think what made it surge in usage was more traditional regression options like Ruin and Pop being nerfed, and synergistic perks like Overcharge being buffed. Nowhere to Hide being added was icing on the cake.
It's pretty often the case that something in a game is good, but is simply not taken because other options are better.
-
azarovs has gas heaven which is a mesed up map
one of the others is super killer-sided too, cant remember its name
Although at least using an Azarov's offering isn't something sweaty people do because it's not guaranteed to give you a broken map in your favor, unlike all these other 1-map realms.
-
Remove the billy headbob too, it makes me feel sick playing him tbh