KblokoBR
KblokoBR
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@TheSubstitute said:
I would say yes with the caveat that it still deactivates after a survivor dies. I don't think it needed to be nuked from orbit like it was but I think rebuffing the regression speed would help for the following reasons:
(a) Ruin encourages pressuring gens. If you don't take a survivor off of gens, Ruin does nothing. Camping Killers get very little value.
(b) With it deactivating upon the death of a survivor it would encourage spreading hooks around which is a healthier playstyle.
(c) It doesn't stack with any of the gen kicking perks and, most importantly, it can't be used with Eruption. It's an either/or situation.
Personally, I think a buffed Ruin regression speed would be healthy for the game. What are your thoughts?
This is a completly worthless perk right now, get 1 kill loose it (if he endures lighted up at this time) and NORMALLY regress a non working gen lol. its indeed RUINED.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3259483#Comment_3259483
basekit stbfl, brutal strength, thana'd gen speed, shorter on hit sprint, eruption, cob, oc, new "loops", missing pallets.
As a result 61% killrate, almost perma surv incentives and still always longer killer queues.
Sure bud. Balance is 1side. Surv side. Specifically take everything from surv side.
Dude survivor is strong as ever been, maybe the killer players are more bc is way more fun play as killer with wesker, that surprisingly is not weak as a sadako or the knight in ptb. Its still unbalanced bc of MMR but is more fun. You know some people get tired of holding m1 in gens an barely playing the game.
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@Beolthar said:
https://forum.deadbydaylight.com/en/discussion/comment/3259593#Comment_3259593
Proof? How can I provide proof of that? You want me to take a screenshot of every match I play and post it? The teams I've been playing against have been way too consistently organized with great timing and map knowledge throughout every other game I've played recently. It would be less reasonable to assume I've just been going against insanely skilled or lucky soloq survivors every other game. I've heard SWFs are rare, but I don't think that's true. If it is true, then what I'm asking for won't really affect cue times at all for most players. And since so many say SWFs aren't OP, then most killers won't use the option either, so SWF cue times won't increase much either.
Dude this game is insanely unbalanced right now, i played as survivor with a team that seemed all professionals (if i was at killer, would guess a SWF too), tank, gen eficciency, loop accuracy, all that and i was solo. This is a MMR problem, that put these players together and they destroy the game because its ASSIMETRICAL. 1 people knows to play as killer against FOUR people that KNOWS how to play perfecly, this is the result.
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@Ivory_Partnaite said:
In Resident Evil, there's hundreds of zombies. But in DBD it's rare that zombies will do anything. I'm thinking that at least three or four more zombies should be added and change Nemesis's base speed to 4.4m/s.
Another idea that might be better is add a certain amount of zombies for different maps. Such as 3 on Eire of Crows or 5 on RPD.
This would be terrible. Make him 4.4 relying in RNG from a IA to do some work.
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@Gandor said:
Also if you punish friends for playing together (as opposed to give more information to soloQ players) - you will loose them. As there is already more killers (no wonder given all the buffs they got) then survivors then is needed + a lot of players play as both swf and solo - you would alienate too many needed players and there is very good chance of the game dying. Sure it would not be immediate. But I would not give the game more time then a single year until player count would drop below 5000 players.
As long you punish killers to play the game you loose them too. Balance is only to one side, the survivor one, while they get boons and base bt and possibly unb, killers break pallet 1%faster and clean the weapon 0.5 faster lol.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250453#Comment_3250453
We taked about basekit stuff. Survivors got just BT. Killers got thana for +10s per each gen. STBFL for 0.3s after each hit cd reduction. Brutal strength for kicking pallet -10% time and shorter survivor sprint burst and mini pop. So 4 basekit perk +1 thing that's not a perk for single survivors 1 basekit.
About perks - survivors got butchered their meta. Killers just changed regression perks for gen kicking perks (CoB, OC and eruption) with now effectively much stronger STBFL (it stacks with default version). 6.1 buffed killers by huge margin which was immediatelly seen by stats, Q times and DC's. Yet you complain about it. That talks about you way more then anything
The dcing were always there, dont matter how much strong are the survivor hole there always have been dcers, i seen the both sides for a long time, take the few years patches and compare to see how much buffs each hole get, and the survivor side that recieved far more buffs than killers is the majority of the complainers.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250453#Comment_3250453
We taked about basekit stuff. Survivors got just BT. Killers got thana for +10s per each gen. STBFL for 0.3s after each hit cd reduction. Brutal strength for kicking pallet -10% time and shorter survivor sprint burst and mini pop. So 4 basekit perk +1 thing that's not a perk for single survivors 1 basekit.
About perks - survivors got butchered their meta. Killers just changed regression perks for gen kicking perks (CoB, OC and eruption) with now effectively much stronger STBFL (it stacks with default version). 6.1 buffed killers by huge margin which was immediatelly seen by stats, Q times and DC's. Yet you complain about it. That talks about you way more then anything
Yeah my dude for SURE killer got brutal and stbfl kit base LOL, if they got close to that you would see the piles of salt, this buff you talk about are a placebo, nearly nothing, 1% faster, game changer.
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@Spill said:
You said when new metas appeared you would address them. Well here you go.
The build I literally see
every
single
game
Time to run your reports and keep your word
What about the same builds for survivor? I suppose you see everygame too because or you use, or your teammates always have or a COH, prove thyself, DH, lets talk about it?
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@Pucci21 said:
DS is a shell of what it was and OtR outshines it in every possible way. The stun sucks and even if you land it it won't work again and you'll still get caught. Tbh there's no reason for it to not work twice.
Yeah because there are so few second chances these days for suvivor... free bt and possibly unb, insta heal not nerfed/hemostatic, DH, but sure why not another chance to be the protagonist and never loose a chase?
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3250261#Comment_3250261
Stbfl, brutal strength and thanatophobia only in this one patch - free killer perks. Not to count survivors have shorter sprint after hit. I would gladly trade it away for BT basekit.
Yeah tanato too op, 1 healed 3 injuried 6% slowdown!!
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/352918/survivors-are-way-too-strong
XD this is a hilarious post 😂
Sounds like high mmr problems to me
"You cant just pick clown or trapper and have some fun" yeah of course you cant if you keep on sweating every match, ur gonna get sweaty survivors, its how it works
Sweat in matches is not always intentional, a average dude playing normally and winning games in a row bring the sweat lords sooner or later, things that the lowest percent of players want to face. So as result you have to sweat and try hard to PLAY the match, not even to win.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3249545#Comment_3249545
at least I play both sides. Not exclusive killer main like you with very skewed sense of which side is actually OP.
Or forget that. Let's have developers talk who is actually winning:
https://twitter.com/DeadByBHVR/status/1582008530868920321
or if we want to include stats for everyone:
https://twitter.com/DeadByBHVR/status/1582008524804349952
So "Ok killer main"
It seems very accurate indeed, nurse is the weakest and sadako strongest. Poor delusional guy, maybe your mmr is so low that you live in another reality, see some high level ytber and stop talking nonsense.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3249535#Comment_3249535
Planet earth. Playing this game. You obviously live somewhere else. Talk in this discussion once you see dead by daylight
K survivor main
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@Babadook83 said:
thye won't buff survivors. they've been completely destroying survivor the last 3/4 years. killer still complain. solo Q is in shambles.
LMAOO in what earth do you live??
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@Kaapskaaps said:
I can't believe unhook grabs are still a thing. They removed hatch grabs to prevent the hatch standoff but why have they not touched the unhook grabs? Especially now that they're removing locker flashlight saves for being uncounterable(?), I really hope they remove the unhook grab also. What's the point of a game mechanic that forces people to spam the unhook button, hoping that the killer will hit you instead of grab you. If they want to discourage camping, this should've been one of the first things they change. If a killer wants to force a trade, they can do it by hitting the survivor that's coming to unhook before they're at the hook and when they're unhooking which I'm fine with but spamming unhook is just pointless and plain annoying for every person in that scenario.
If you want to unhook in the killers face take the risk, you want the game to hold your hand and make everything go well?
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He needs anti-loop or mobility, a secondary ability, just the traps seems too dependant, raw and weak.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248203#Comment_3248203
You realise this is an asymmetrical game right? Killer is supposed to have the upper hand, and nowhere is supposed to be 100% safe for survivors.
This is a thing long ago forgotten, everyone wants to be the main character.
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The MMR is the true villain, we can't know it if its high or low until in the match.
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If you are patient enough the body blocker will wiff, its not that easy to do it perfecly (the body block), once he is out of the way go for the unhooker, simple.
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@barsw said:
You must nerf nurse,blight and wesker they have no balance .Nurse must have 15 seconds cd before next blink ,blight must have 4.4 speed and no pallet destruction with his ability ,wesker also longer cd.Each match apper this killers because people who play them know that they are imbalanced and take advantage .You must consider nerfing this kind of killers to avoid them .
Instead of asking for nerfs learn how to play against and with them, then you will see the dumb thing you are begging.
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@RonMan32 said:
I think CoH should get a slight nerf, not anything close to what most of these killer mains are asking for. Including you. It shouldn't remove the self care ability, maybe just take a tad longer or you lose progress if interrupted like Haemorrhage except maybe slower. Or both.
And in addition all of the other boons should be buffed. Shadow Step for example should also make pools of blood not last as long and make all pain grunting 15% quieter. Dark Theory gives a 5% haste status effect and lingers for 6 seconds at max. So on.
Shattered Hope can get a buff too if "you guys" want. (You guys not being Killer Mains, specifically Killer Mains who have problems with boons. I play both roles. Snuffing it isn't a big deal. Plus Self-Care might as well be a killer perk, CoH is just a better version of doing that. While they're resetting at their boon go break gens.) Maybe it also makes snuffing 50% faster and shows the Aura of the boon-er for the same duration at any distance.
This would be way more decent than it is now, and its not a huge rework, just a playable one.
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@dugman said:
Circle of Healing is the only boon that’s really even in the meta and honestly it’s not even that bad at this point. I’ve definitely seen survivors lose games because they are so focussed on blessing and reblessing that totem when they should be on gens instead, it’s not an insignificant time commitment.
I agree it eats some time, but in some ocasions they are well hidden and killers has no way to detect them unless the noise, but look for them along the map is time that non mobility killers haven't to spent.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3218770#Comment_3218770
If they removed the self-heal ability then the perk would be garbage and it would see about as much use as Boon: Dark Theory lol
"Its so ovepowered in many ways and is funny no one talk about it." I mean this is a popular discussion topic on the forums, we get a post about at least every other day.
No one of the Devs talk about it, and only the time this saves of healing IMO is good enough
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@OnryosTapeRentals said:
CoH is the only boon that needs changing IMO.
Maybe they could make it so healing speed is proportional to distance from the CoH totem?
So if a survivor is just healing on the outskirts, the heal speed is really slow. I.e. the further away you are from the boon, the slower the heal speed.
I feel like this would make it so survivors have to waste some time running close to the totem before healing otherwise it won't be worth it.
Idk just a thought.
OR
They could make it so hooking the survivor dispels their CoH boon. That way the killer can focus on their primary objective of hooking rather than searching for boons to snuff.
At first, it not should allow self heal (this is bullshit), the only buff of the heal it would be better then it is now, but still broken because the time to injure is way bigger than to heal, not the fact that double heal existist + multiple meds. Its so ovepowered in many ways and is funny no one talk about it.
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@Kaitsja said:
Nemesis and Wesker are different. What works well for one may not work as well for the other.
I think it would fit well at any killer not spent the double of the time with chases by speeding survivors for injure with the power.
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@MrMori said:
With the Mori rework, most people are assuming it's not just a scenario that happens when there is one survivor alive, but rather the moment the last survivor that isn't hooked or downed gets downed. After that they will be Mori'd and the game ends. That's just an assumption, but it seems to be what most think after reading the blog post.
I like this idea a lot, but I feel like this Mori should not happen if there are second chance perks in play that could bring the game back, not counting self unhooks. So the following:
- Unbreakable
- Active Soul Guard
- No Mither
- Boon: Exponential placed on the map
- Decisive Strike
- Deliverance
Anything I'm missing?
Either way, I know this is a buff to slugging for hatch, but let's be real, if you slug the last two players and neither have unbreakable or deliverance the game really is over. Sure you can't down them and carry them to hatch anymore, but so what? I'd rather have the final part of the game cut down drastically. Think of all the time that will be saved! Think of all the times you'd get bled out by salty killers, this will no longer be possible. This means more time playing the game and less time walking around the map, picking up survivors and then standing in front of them to endure they don't get a 4%. It also means faster queue times as matches will last shorter on average.
Now all we need is to give killers the option to surrender somehow after 5 gens are done, and the biggest time waster from survivors, waiting at gates would be fixed. Of course you could always just force them out, but I like a surrender option more. Having the last 2 survivors hide for 20 minutes is also a problem, but that only happens with 2 players, and usually you can catch one of them and make hatch spawn.
They will and they should.
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Franklins cause + contering it i destroy the item and make them grind again XD
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Godloops make more reliable antilooping killers, but those who aren't just eat the pallet and lost 5 sec and distance in chase.
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@JoaoVanBlizzard said:
-You no longer earn tokens if a survivor is sacrificed or killed.
-The aura of survivors in the "dying" state are not revealed by the perk
-You get a token if a survivor who disconnects
Edit: forgot to mention, Barbecue is one of my favorite killer perks, it's a guaranteed presence in my
build, I don't expect them to change her, I just want to exchange an idea, because I think she's always been a perk
that doesn't have any kind of condition to farm bcood point
What about nothing? You want to make the grind even harder? and only bp perk is useless.
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In the ideal world its beautiful. But the truth is that now its gonna be even worse for killers and even longer queue times, when this "descoordenated" squads were the close of enjoyment killers have.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/2727660#Comment_2727660
Last I checked I had to actually bring it into the game through perk. CoH is pointless for me I would rather use medkit then run across the map to use it.
Cool.
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Useless, COH is basekit anyway my dude
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@ImBrakingBike said:
Corrupt Intervention
ty
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what is cl?
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@RainehDaze said:
To play or what?
to play
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@Anara said:
Im a survivor main, because I spend most of my dbd time playing survivor with friends.
But maining survivor doesnt mean Im best at survivor. So I asked myself if I could 1v1 myself who would win ? I think my killer side would win. I play less killer but I think I could beat myself.
Does that makes me a killer main ???
What about you ? Which side of yourself would win in a 1v1 ? Your survivor side or your killer side ?
This is a paradox, you can't know that, presuming that you in both sides will know what would you do is impossible to know.
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@Mat_Sella said:
*cries in Nemesis Tentacle*
imagine 5 health states, infection, healed, injuried, dh, (potential body block) or insta heal. Lol to think that is the second chances possible of a single survivor playing agains a nemesis.
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Note: The recent killers realesed ( i say trickster, pin, the new that is gonna come...) until now just shows the actual broken state the game is on. Non mobility killer? with luck maybe you get one kill at the end, because the pressure you need to be at the gens and compensate in chases are not even close to enough.
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@Myla said:
No not really. I think Trapper getting to carry two traps base kit took almost 6 years is a testament on their speed on balancing things.
That btw is not a expressive buff, just make him a little just a little reliable.
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@Junylar said:
Doing the bones is the counter you are looking for. Or does it only work in defense of killer perks?
O wow thats a clever thing to think of your part shows the poor experience you may have at killer. Unless you play only survivor, the thing is that the main objectives the killer already has to do not have enough time to spare patroling totems, but of course the game is killer sided my dude.
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@Anara said:
I loved playing Nemesis, he is fun.
But against high mmr survivors its a nightmare.
Against average survivors I had no problems getting tentacle hits and getting my mutation. Sometimes it was harder but it was possible.
I think I tryharded too much my Nemesis and I got matches that are too difficult for me.
Its almost only swf with BNP. But its not my main issue. The real problem is getting my mutation.
Against very good survivors its almost impossible for me. They are corner hugging so hard, they avoid vaults and pallets at all cost because they know I will tentacle them. They prefered to be downed by my M1 rather than allowing me getting my mutation.
And it is an effective play against Nemesis.
Im clearly not the best Nemesis and I only use my tentacle when they vault or pallet because Im too bad to hit them with my tentacle, they just avoid hits even if they are in the blue thing.
So how do you play Nemesis against these kind of survivors ?
Nemesis felt funny against average survivors, but now Im almost leaving him for Plague because im not effective enough and my mmr dont want to go down 😕
Tip: against very good survivors you don't play.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/2647917#Comment_2647917
I think it is great that they are tying to mix up the game play. And hopefully make it more interactive than the same old meta each game. Or stale playstyles.
And, in Solo Q, trust that survivors are not countering everything a killer does. SWF maybe, but rarely in Solo.
Thats good, play high mmr killer to see what is the interativity you are talking about lol. Because the interativity that i see is only the way that benefits the actualy power hole of the game.
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@EvilJoshy said:
I think the real problem with boons is they have infinite uses. So what if killer gets a perk that lets them find it. They'll just bless that totem again as soon as you leave. Why cant theyre be like a 1 min cd once a boon is removed? Like once a boon totem is squashed it cant be blessed again for a period of time.
Back to the basics mechanics of the game, why that survivor boons are not like the hexes and stronger? unless the fact that is possible for four them to use it infinitly.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2647902#Comment_2647902
I'm not sure what you mean by that? Thrill absolutely does slow down blessing dull totems, that's its entire function. It also doesn't lose tokens when a totem is blessed, so it still works fully as long as it isn't cleansed/blessed.
What was i talking about is that i suppose that the notification thing that is the useful thing on the perk only works on hexes, the slowdown is there but if you stop to think you have to use two perks to counter one of the survivors, this is balance?
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@Clevite said:
I think Boons were a counter to NOED and other hexes. As well as camping and tunneling to a certain extent.
I believe Bhvr is trying to maker counters to the various game plays, Like Built to last countering Franklins, Boons countering Hexes, etc.
This is great isn't it? Like, killers where to damn strong to suvivors now be able to counter every thing they could do
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@jesterkind said:
Thrill of the Hunt: General slowdown perk, even if you don't end up interrupting survivors it makes them waste more time on boons - which means they're not progressing the objective, and they're also not benefiting from boons during that time because they're still setting them up.
Undying: Shows you the aura of anyone trying to bless a dull totem, meaning you can go try to interrupt them, or at least know where the boon is once it's completed. Can be paired with Thrill to make its slowdown last for longer.
Plaything: Sort of a sideways counter, but once a totem is lit by Plaything, only the person it's associated with can interact with it, meaning they have to waste time blessing a hex that may not be in an advantageous spot, or they have to break the totem and can't use it for a boon placement anymore.
We can argue about the efficacy of those counters, but they undeniably exist. Between that and the intended counterplay of snuffing and ambushing, there's not a lack of options- there's just arguably not enough impact from any given one.
Thrill of the hunt is the most decent one, the problem is he only works in hex totens, so dull and blessed aren't included.
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@RainehDaze said:
Like killers have room to spare for a find-totem perk?
If not a perk, a in game mechanic is needed, but i think its worth it considering you gonna use a perk that will counter at least one boon of each survivor
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@Hannon said:
Killer main complaining about survivor perks that are completely fine.
nothing new here
https://forum.deadbydaylight.com/en/discussion/comment/2573563#Comment_2573563
Its so easy to say this when survivors have plenty of totem hunting perks and killers have none LOL. I wonder the crying in the otherwise case when survivors didint have the tools to locate the totems.
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@Pulsar said:
Beating a dead horse on this one, I know (sorry Maurice).
I've been getting constant not-so-nice messages for weeks now. Considering MMR matches me up with these same Survivors every day, it's been getting exhausting.
I'm in a good spot mentally-speaking, but I am terrified for the people who aren't because I remember when I wasn't. A message like the one's I've been getting for weeks now easily could've triggered a downward spiral and I desperately don't want that to happen to anyone.
Either way, messages like these are all too common and they've really been weighing me down lately.
https://us.v-cdn.net/6030815/uploads/RBCT3WH91NZE/why-png.png
https://us.v-cdn.net/6030815/uploads/62V1820C79EC/why-2-png.png
I'd just like a "you played well" every once in a while. This ######### is pretty much routine at this point. Play a match, get some variation of the above. I'm just tired of it.
These people are already completelly disturbed and mentally ill, trying to reasoning with this kind is the same to talk to a wall. Or you make clear that they are just a bunch of virgin dumping they frustation on other or just simply block and dont answer.
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@Bwsted said:
If you're in it for the chases and like chase builds, then just do it? You can have fun chases even if you lose (basically, the best solo survivors can aspire to).
Yep, but where is the fun to use the build that you want and have only one or two chases with it before the 5 gens last 1 minute?