Kaitsja
Kaitsja
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- Kaitsja
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This wouldn't really fit the theme of dbd. The problem with drawing comparisons to VHS mechanics is that what works for VHS wouldn't necessarily work for dbd.
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Killers should get Lethal as basekit. 5 seconds of Aura-reading from the moment you have control. Gives you an idea of how and where survivors have spawned in for some early-game pressure.
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Gen Speeds aren't the problem and tiles aren't necessarily the problem either. The problem is the lack of a meaningful secondary objective to slow the game down and allow the killer to build up pressure.
The RNG for tiles could be tweaked a bit so as to prevent spawns like Shack to LT wall to jungle gym to safe pallet. Maps need to be smaller, but not so small that a win for Survivors is impossible.
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PS4 Pro - Frame Drops from unhooks/gen completion have returned. Toolboxes can't be used on gens on certain maps. So far, Haddonfield and Dead Dawg Saloon.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2925783#Comment_2925783
Actually, if they get limited I'm fine for CoH to return to its previous or even original state, depending on the limit type.
And I'm not mad. I simply state: given they exist, I came to the conclusion I have one option. I'm certainly not the only one. Hence tunneling is to be expected for the foreseeable future.
However, given the amount of rage quit I've got in one night (I use to get one, two at most, per week), I suspect some players are mad about this.
If boons had limited use, COH would need to be way better than its original state. While I do see CoH as a problematic perk, making it a throwaway perk isn't the answer.
Boons in general should only be active for a set period of time. After which they deactivate and the survivor has to set it up again. Killers don't have to snuff then, and boons have to be used more strategically.
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@drsoontm said:
What nerf?
Boons are still an unlimited fifth perk with barely any downside.
Until they are somehow limited (can be destroyed, have tokens, ...) the situation will not change.
In my last few games, after the first hook and two first gens, boons are always popping. Usually there is one or two of them. CoH but also Shadow Step or Exponential. Ever tried to chase survivors with barely a track on the map?
If anything, I've decided to not even wait for the first boon to pop anymore. I tunnel from the get go now.
Boons exists : tunnel it is.
Boons will never and should never be limited. If they were, they would need to be a lot more powerful which I'm sure nobody wants.
Tunneling because you're mad about boons won't change anything. You'll still be mad about boons at the end of the match, and survivors will still be upset about being tunneled.
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I like the backpacks. Not a big fan of brightly coloured outfits though.
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@Carrow said:
Hard disagree, it very distinctively feels even worse than before. Survivors won't touch gens in SoloQ and I don't seem to lose MMR when playing killer, getting proficient looper after proficient looper etc.
Sadly with all the tunneling that's been going on, survivors are learning to loop proficiently.
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@Hanzo_Hasashi7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2924709#Comment_2924709
which gens are we talking about?
the ones that can pop and activate in like what 30 seconds?
can you cover 4 gens at the same time?
can you cover 3 gens?
with this map you're not doing anything
survivors get their free pass one way or another thanks to bhvr
you either never played as killer or you just wanna troll
I've played a good 300 hours as killer, 700 as survivor. Don't need to cover three gens at once. Any chase that lasts more than 35 seconds is a lost cause. Better to break off chase and patrol gens, potentially find another survivor too. Map is irrelevant.
Tunneling is easy, and if you over-commit then you're just shooting yourself in the foot. Can't really complain at that point. 🤷♂️
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@Hanzo_Hasashi7 said:
this is probably one of the funniest things i've heard in my life it's a good joke tho i mean i can't take this seriously
TUNNELING= Alright tell me if a killer doesn't tunnel what's he gonna do? huh? run around the map?
tbh now i get it why people say that dbd forums is just funny
Pressure gens, duh. If all you're doing is pressuring a single survivor, chances are you're walking away with a 1k. Not tunneling, and giving survivors a free pass isn't the same thing.
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Pig is relatively weak. Nowhere near OP. Though I fail to understand the point of putting traps on people just to tunnel them out when they try to remove the helmets.
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I see so many killers tunneling one survivor until they're dead (Usually me) and then ending the game with one kill, and maybe 5 hooks if they're lucky.
If you get your first hook at 3 gens, your second hook at 1 gen, and then the third hook on the same survivor after the gates are powered and probably 99'd, tunneling is no longer efficient at that point.
See, I notice killers aren't pressuring gens. They'll ignore two survivors on a gen just for that tunnel. Killers really be sinking themselves.
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One step forward for representation. Two steps back for being lazy and unoriginal by making an already existing character gay.
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@Suzzys_Secretary said:
https://forum.deadbydaylight.com/en/discussion/comment/2920807#Comment_2920807
How far will buffs be needed to match voice coms ?, trapper and hag trap info can be given through voice where kindred basekit will not suffice. Then so many other killer abilities that can denied having info through voice comms, a gap I would like to argue will never be meet by buffs as it becomes a wallhacked game. % on gens where to team up to smash that gen. Yes most will not communicate at this level but then we have blight and nurse who’s current powers are justified due to swf. Nerfing in this case will be easier and accurate since solo would only be given a small buff (basekit kindred & BT(not denied by Patrick), while swf still being able to give more info to their teammates.
Matching the full informational power of voice comms is impossible. That being said, we should have basic stuff that should already be part of the game; including, but not limited to, what your teammates are doing.
We already have a HUD Indicator for when someone's in chase. We should have one for when someone's on a gen, when someone's healing, when someone's unhooking, etc. Basekit kindred and basekit BT are also excellent ideas. Solo Queue needs the basic callout information that SWF has.
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@Blueberry said:
It's because the devs don't want to balance for high mmr. They force tunneling to be necessary.
Except when this is happening even in low mmr. When boons aren't in play, there's still 5 gens on the board, and the survivors aren't being toxic, there is quite literally no need to tunnel.
(Unrelated to your reply) I know that tunneling is "being efficient" but is it really being efficient if you lose 3 gens because of it? Is it really being efficient if you end the game with 1k and only 5 hooks at best?
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NOED is mostly fine. Remove the speed boost, or have the exposed effect show immediately after all gens are done and NOED will seem less cheap.
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I just let the offerings stack up. Kinda don't care for most of them. It would be better to remove some of them from the bloodweb.
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It's mildly annoying, but I don't begrudge killers for doing it. It'd be nice if survivors had an option to bleed out faster though.
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Removing SWF or limiting it to duos only would effectively kill the game. Comms can't be removed, only balanced around which is what they're already trying to accomplish with buffs to solo.
Nobody would willingly opt-in to playing against SWF. Why have potentially harder games when you can just stomp solos who'll do half the work for you?
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In the time it takes to find a totem and set up a boon, removing self-care from CoH would just dumpster the perk. It wouldn't be used.
Want a CoH nerf? Put boons on a timer. Have them expire after a set amount of time. 45 Seconds feels fair, if a bit generous. Killers don't have to snuff boons then, and boons retain their strength.
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@KerJuice said:
And “bringing solo Que players up to the standards of SWF’s” is supposed to make the game more balanced?? Pfft yea right. Solo’s equip flashlights just because they see others bringing in flashlights- imagine when they can see their teammates sabo build in pre-game lobby, and all they have to do is select their sabo load out. Smh.
Bringing solo queue up to the bar of SWF just refers to information. Which is to say solo queue would get the same amount of information a swf gets via communication.
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PlsNo. Hawkins was a terrible map and needs to stay gone.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2909262#Comment_2909262
I don't see nor do i expect them to delete the perk.
What they can do is for example make it a 1 time use only like a hex, once snuffed the totem breaks and the survivor loses a perk just like the killer loses his hex.
Or put on a timer before blessing again after it being snuffed, also no blessing a new dull totem while you already have a boon totem placed.
Or make it a token system boon.
X amount heals before the boon disappears and no re-blessing again after the tokens are gone.
Just a few things the could do to make it a bit more bearable imo
Boons being able to be infinitely relit is a concept that should, instead, be capitalised on. Instead of limiting the usefulness of boons, and making them completely redundant like most survivor perks, why not put a timer on them? Since CoH is the complaint here, let's say the boon deactivates after 45 - 60 seconds and will need to be reactivated.
It should be active long enough for a single heal after just being activated, but not long enough for it to be a problem. This means the killer won't have to snuff it, it creates a scenario where at least one person has to do something other than gens, and it's still strong enough to be a better pick than self-care.
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Unless I'm mistaken, the difficulty rating is based on their perks and their power.
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Trapper, Sadako, Spirit, Ghostface, Myers, Pig, Nurse, Plague. The rest are a mixed bag of hate versing and boring to play against.
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@tenoresax said:
Bait, not even Sluzzy would reasonably ask for a Clown nerf.
It doesnt even sound right saying that in my head. Clown-Nerf.
Don't know who Sluzzy is, I just don't much care for insta-down add-ons in general and how they make for great camping tools.
Clown wouldn't be any worse off if Pinky Finger had the same limitations as Iri Head. Just means less people would use the add-on.
Insta-down add-ons in general are boring to play against.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2891479#Comment_2891479
ThEy DiDnT nErF iT eNoUgH.
Next is spirit ;)
Spirit is fine. Clown, overall, is fine. Could probably be buffed, even. I don't play Clown, so I can't say whether he should or shouldn't be buffed. Pinky Finger should trump other add-ons, in the same way Iri Head does. That's all.
It's akin to Iri Head + Infantry Belt. If you can just run a second add-on to negate the downside of it, then is it really fine as is?
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@jesterkind said:
They did? It lowers the carried bottles capacity by 2 now.
Which can be offset by using the add-on to give 2 extra bottles.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2890821#Comment_2890821
killswitch rpd while we're at it
Permanently.
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I don't like tunneling as a concept, so I actively avoid doing it. I don't give survivors a free pass, of course. I'll let you get away from the hook and hunt the rescuer, but if I run into you again then you're getting slugged. After you get picked up, you're fair game.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2882882#Comment_2882882
Why?
Why are Killers obligated to do this?
And why should they be treated horribly when they don't?
Sportsmanship. Neither side should be treated horribly, but that's not going to stop people from being toxic.
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@DangerScouse said:
Tunneling is a term adopted by salty survivors who want to be able to do everything possible to win, but don't think killers should be able to do the same.
I'm all for killers doing everything possible to win, but I don't want to be out of the game in the first 3 minutes. That's not fun. Might be fun for the killer, but it's not fun for the survivor on the receiving end.
@WesCravenFan said:
"Tunnelling" is a word invented to try to shame Killers for how they play.
Notice there is no such term for Survivors. Slamming out gens ASAP is just called "doing the objective".
Slamming out gens ASAP is called Genrushing. I'm not saying spread hooks out, just saying to give survivors a chance to get more than 3 feet from the hook before going after the same survivor.
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@DriplordDrew said:
Interesting but a few things. If the one with WMI is hooked their healing benefit is gone. If I am healing the person off hook and the killer comes back and they must find someone else that is another lose of time and the effect of WMI is wasted. CoH is an AoE heal for all. If I am in CoH with someone it is even faster. If there is Shadow Step added the killer may not be able to find us at all. While the healing speed may be slightly faster CoH will always be the best option because if the killer comes back they can hopefully make it back to the boon and I am able to heal them in the Boon it is still going to be slightly faster. AoE free heal for all wins 100%.
We'll Make It pairs very nicely with Renewal, which then makes it even more efficient.
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@oh_salutations said:
https://forum.deadbydaylight.com/en/discussion/comment/2877524#Comment_2877524
EXACTLY!, people acting like COH was the best thing in the game but honestly, I kept using the older perks that are way more efficient IMO, and way more satisfying being the support of the team than just putting a boon and hoping your teammates wont just care more about healing themselves then doing things like gens or saving people off hooks
https://us.v-cdn.net/6030815/uploads/HBUXAC33XBFD/fpmxn5uvsam486x.jpg
The only thing that makes COH even remotely worth running is that it's convenient. Before COH we had other, better, more reliable options. We still have those options. Unfortunately, we still have selfish teammates who would rather do a gen than rescue a teammate.
Personally, I don't consider it a win if it means leaving a teammate behind. I will do whatever it takes to get that rescue, even if it means making a trade.
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Well then, I see no point in bringing CoH over We'll Make It and simply getting every rescue and healing under hook. For self-healing, I think what was previously known as Second Wind will work just fine.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/2863089#Comment_2863089
Yeah because they totally dont use those perks already
They don't run them as often as they run the meta second-chance perks.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2862966#Comment_2862966
Just assume every premade is using comms and give them base nerfs accordingly (like -x% repair/healing/etc speed).
Slapping base nerfs on SWFs would just make them use perks to offset the nerfs. Repair speed nerf? Enjoy seeing Prove Thyself on every SWF. Healing speed nerf? Enjoy seeing CoH w/medkits on every SWF. SWFs will find a way to offset any and all base nerfs, so it's basically pointless.
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@Katzengott said:
Even they're the same servers, keep in mind with crossplay off XSX players are only matched with XSX players, and PS5 players only with PS5 players. That's why crossplay off is still kinda forced on the newest console gens, as queue times taking ages on XSX and PS5 with crossplay off. You can still queue up with friends if you didn't know, so matches between Xbox One and Xbox Series X are possible. So i don't get the reasoning 1 plattform has an advantage over the other. @MandyTalk
Crossplay off players are only matched with other crossplay off players on their respective platform. Just wanted to add onto what you said.
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Sadako is fun to play as, and against. This is the most fun I've had with dbd in a long time.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2811873#Comment_2811873
Making things actually functional is not buffing.
So, when they fixed the Nurse-Bugs, they buffed her?
And they nerfed her by introducing new Bugs?
Forum logic dictates the answer to both of those is yes.
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You use the in-game reporting system, then follow it up with a report from this website containing your evidence.
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If the infinites are the problem, then that's not a problem with the perk but rather with the map design. So maybe maps like Thompson House should have a hook in those problematic infinite areas. RPD should have a hook upstairs in the library. Any other problematic areas in maps should have a hook as well.
This takes Boil Over from being used in a bully squad to being used as intended.
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Why is this an issue? It's one second. I can't count the amount of times I have been hooked at 100% Wiggle because the killer begins the hook animation just as I reach that last 1%. In a way, you could say that makes this insignificant buff fair.
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I just point the center of my camera at him and hope for the best.
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There's no downside to killers being able to see the number of hooks each survivor has had. It's such an odd decision to hide that information from killers under the pretense that it could encourage tunneling.
If a killer wants to tunnel, they're going to do so regardless of what they see on their HUD.
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You don't need a 4k every time usually refers to leaving one survivor to either nearly or completely bleed out while you hunt down the 4th.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/302310/it-feels-awful-playing-a-non-anti-loop-killer
Yup.
A lot of people complain that all the new killers are anti-loop.
Then you go and play Pig, Myers or Trapper and realize that even intermediate survivors are sophisticated enough to run you around a good loop for 45 seconds without dropping the pallet.
It's an annoying little arms race that can't end until a lot of maps are reworked - but with how loop dense the most recent map is, it seems that BHVR are basically just leaning into it.
https://forum.deadbydaylight.com/en/discussion/comment/2721773#Comment_2721773
I'd really hesitate to call Trapper 'anti loop'. His traps are so telegraphed that by the time you've set one up, the survivor is teabagging you from shack.
It's probably more accurate to refer to Trapper (and Hag) as Area Denial rather than anti-loop.
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Tunneling is an extremely strong tactic that is either efficient or will net you a 1k at best depending on how good the survivor you're tunneling is.
Unfortunately, it's also boring to play against. Yes, the chase is fun but only to the extent that you want to be able to do more than just be chased.
Tunneling isn't hard countered by any perk. DS - Killer will continue to tunnel. BT - Wait out the 12 seconds or just hit and continue tunneling. Survivors can do everything 'right' in terms of playing against tunneling and the killer will still be assured a 1k at the very least while the survivor who was tunneled out of the game had a miserable, frustrating experience. They didn't have fun, to say the least.
To alleviate and discourage tunneling, two things need to happen. The first is that the killer should be encouraged to target other survivors. Something like a small BP bonus for going after a different survivor. The second is that the best way to make tunneling less frequent is to have a perk like Babysitter (Now known as Guardian) be basekit for survivors.
The way Guardian currently works is great and would help alleviate tunneling, but if it were to be basekit then I would want the old effect back where it would reveal the killer's aura to the unhooker, and show the unhooker's aura to the killer.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2706441#Comment_2706441
I think what @Kaitsja is trying to say is that being tunneled-off-hook until you are dead, prevents you from actually playing a game you bought. DS gives you 5 measly seconds, basically Sprint Burst + 2 seconds. Here is how tunneling-off-hook looks.
- You get to loop, use your exhaustion perk, use your hit-speed-burst.
- You get DS. You might get BT. You don't get your exhaustion perk unless you have DH or SB. You don't get your hit-speed-burst. You may get to loop if you are lucky enough to be close. If you aren't running DS, DH or SB, then your 2nd "life" has been removed.
- You might get BT. You don't get DS. You don't get your exhaustion perk unless it's DH or SB. You don't get your hit-speed-burst. You don't get to loop. Your entire 3rd "life" has been removed.
If you aren't running the meta perks, DS, DH or SB, or your teammate isn't running BT, then your game is over after the 1st chase.
Any other game you play has deterrents to camping, because it's miserable gameplay. You have safe zones, random spawns, etc. DBD needs to go back to game-design 101.
I was indeed trying to say something along these lines. I wanted to elaborate on it further, but it was 3am where I live at the time of my post which made it rather difficult.
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@cantelope said:
https://forum.deadbydaylight.com/en/discussion/comment/2706422#Comment_2706422
Problem is at this point everything seems to be boring for survivor on these forums. Getting chased is boring. Sitting on gens is boring. Doing bones is boring. Everything is boring. Everything is boring.
Unless the killer takes it upon themselves to not play to enjoy a game but play to make sure you enjoy the game Everything is boring. Everything is boring.
Its like the forums/reddit want killer players to be the DM but forget most people only tolerate being DM because it means they get to tell a story. In DbD that usually just means getting repeatedly stunned for the survivors amusement.
Otherwise everything is boring.
Everything is boring.
Being chased is fun, to a point. If it's all you're doing in the trial then it gets stale pretty quickly.