Kebek
Kebek
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262285#Comment_1262285
Correct those perks you mentioned(except SFTS) are problematic because they're nearly useless. NOED you could argue that it's not a problem and instead camping and the solo-swf divide overall is to blame. DS is a 4 second stun if you pick up a survivor within 60 seconds of them being unhooked, it's avoidable and a 4 second stun isn't too bad. At end game DS can be very punishing but so can Adrenaline and BT so meh. Overall I appreciate your response and I admit that you make some good points.
You must be one of those SFTS cultis right, no offence ofc but some maps literally have crows only on rocks in corners of the map. Yeah if you get 1 out of 3 good SFTS maps spies is almost decent but 80% of the time it's near useless. I think more crows at most used travel routes are need for it to be decent or even good.
Noed is problematic since it's totem spawn is random. That alone is extreme problem with some totems beiing so well hidden (very rare) or it just spawns in a spot that in itself is uncounterable at that stage of the game for some specific scenarios like near both gates on killer's patrol or besides 1-2 hooked survivors. These souldn't be happeing and that's not even touching that instadown+mm is in itself not very enjoyable design that can be easily abused. Solo's don't need to suffer from perk like this with how bad the matchmaking is so I truly believe that devs should give it major update making it more fun for both sides with less room for abuse.
I don't hink that camping in itself is a problem but the lack of more options for survivors to use against it. Something with large disadvantages but to be usefull to counter the most "toxic" abuse of this strategy as a last resort that won't results in that survior's death and gives them a chance. Camping overall is needed for killers as it is one of the most realiable ways to force survivors to make mistakes. If it should be significantly nerfed then the game needs to be tailored around killer beiing able to do 12 hooks which right now it 100% isn't.
DS I'm not really sure how to properly fix without nerfing it's ability to force killers to play more "fun". Since it was buffed to this state I've seen extreme more DS then before it was changed. I feel like there used to be better counterplay to old DS compared to this new one. Slugging survivors sounds nice on paper pressure wise but in reality, slugging at wrong times of the match can be as damaging as 2 min chase without actually downing that chased surivor which is near guarantee loss against competent survivors. I don't like it and all the ways it limits killer's gameplay and all the ways it's beiing used by survivors.
Whoo, I probably just felt like sharing my viewpoints on perks today since that was a lot of writing. I don't think we'll agree on this topic but I appreciate you actually responded seriously.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262232#Comment_1262232
If there's so many problems name some
Urgh fine. I can't belive that you think that al perks are fine and perfectly blanced but everyone has an opinon I guess.
So that I don't have to write down what's wrong with all of these specifically I'll just name a few perks with usefulness significantly below average that desperately need changes to make the more usefull since they aren't even situational or combo perks and have no real redeeming qualities. Some of them I didn't even see played in my 2,2k hours unless I played them myself for the memes.
For killers - cruel limits, furtive chase, mindbreaker, monstorous shrine, spies (SFTS), overwhelming presence, predator, zanshin tactics
For survivors - Buckle up, Deja vu, No one left behind, this is not happening, up the ante
I could call out more but some of them would be more debatable then these which are extremely rare to find in games (from my experience either never or at least 1 out of 100 games)
Then there are the strong perks that are meta and can be abused in ways that are bad for overall DBD's health like for example Noed or even DS when abused. Both lack proper counterplay when abused and both don't care about notifieing either side that they'll be in play with their possibly game swinging potencial and are rather unfun to get hit by since both feel cheap in certain scenarios.
I could go on for a loooong time about many other perks that could use changes or are problematic in some other way but I feel even this much effort will be wasted on you since based on your previous responses you don't seem to be open to unbiased discussion.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1262219#Comment_1262219
Problematic perks ๐๐
Name 2 problems with perks
I have no idea what you're saying.
"Name 2 problems with perks"
What's that supposed to mean ? Large portion of perks on both sides need either significant or minor changes. I would have to name a 100 to be fair to all of them.
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And why does that matter exactly ?
It doesn't change the fact that it's problematic and needs more changes like many other problematic perks.
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@YuiKim said:
https://forum.deadbydaylight.com/en/discussion/comment/1261030#Comment_1261030
how do you struggle against deathslinger tho? you have to press A and D i didn't know lmao
You can use either A,D or S. Both work differently. If you press AD you will struggle to sides wich you use to get some objects to break the chain faster. Use this if DS hooks you through windows or high enough walls or possibly even some object with gap in it that you can get stuck in. In other words whenever there is a decent chance to deplete some of his chain's charges through objects.
You use S when you want to max out depletion rare of the chain. It causes the chain to deplete faster then when you struggle through AD but you obviously don't wiggle to sides. It also might cause the reeling to be slightly slower but I'm unsure of that statement. You use this when you get hit with long shots without any cover between you two or when you think you that the chain needs just a slight push to break before you get hit. Also usefull when teammates try to take a hit for you and stand in the chain for you so you use S to not mess up their positioning unless situation calls for it
This is basically my take on how it works. If anyone has better explanation or proof it work differently please share your knowledge with us.
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I don't like the idea of changeing his baseline reeling mechanics. If you get hit in open space with little to now decent cover then DS deserves that hit. Giving you more wiggle room in such scenarios would be make DS's power feel much more unrewarding and cheat out DS from hits he deserves. There is already enough control over reeling from survivor's side, they don't need any more.
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As a deathslinger main I think the reason is because they don't know what to do against him. People think they can loop/juke him on unsafe tiles which is impossible if there is enough straight ground or shorter corners and DS is good shot. Best way to beat him in chase is to loop tiles with high obstacles. Those are the main ones where you can get some decent chase time on him. Other then that, evade him to best of your ability.
Other then that, low terror radius punishing low awareness of many survivors and their inability to split up to abuse his low movement speed is what's causing them to lose to him which makes them call him boring as with all decent/good killers.
I don't know if buffing him is a good idea. I main him and play him a lot at high ranks and he's already really good if you get your shots. And even then, almost nobody can play him to his true full potencial, meaning that if you see them, you can hit them in about 80% of scenarios. Pretty much nobody can get those 1-2s shots that present themselfs.
If any buff happens he might become too strong and I don't want devs to ruin him after that. He's so much fun to play and also strong already so I'm fearful of any changes that might cause devs to ruin (pun intended) him afterwards.
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No way that should happen. Lockers are perfect counter for this MM strat and should stay exactly as they are. If anything a very slight nerf is in order, both tombstones should have built in the open mori hand and not just Judith's tombstone.
Other then that, no changes should be happening to MM's addons or any counterplay concerning these builds.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1250908#Comment_1250908
Please dont make this one sided. Both sides do it just as much
Sorry, I couldn't help myself to poke fun at the dumb stereotypical idea that DS is only promoting healthy gameplay with it beiing "anti-tunneling" perk when it clearly gives 1 min immunity.
I do agree, both perks NOED and DS need some changes but neither should be gutted, just reworked to lessen the frustrating aspects of them. Both are problematic equally and hopefully devs didn't forget about them and are planning to change both.
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no
(I would have the most fun if nobody had any perks at all)
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Shhh, don't call out obvious equivalents to annoying survivor perks that killers have to deal with by playing suboptimally just like survivors with NOED.
All survivor perks are fair and promote "FUN" gameplay while also beiing too weak so devs should just buff them. Only killer perks are too OP and don't have enough counterplay and are too game swingy.
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Doc's skillcheck build sends his regards.
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I don't think Freddy should be nerfed, some things about him adjusted maybe but there is no real reason to nerf him overall. Survivor gameplay chase wise can be pretty braindead as well if you play safely and your teammates rush gens so you don't suffer from the wasted pallets. I think having strong killer that you don't have to sweat yourself to death to use his power efficiently enough isn't a bad thing. His preformance is still bound to how many mistakes survivors make. He punishes greed for more loops harder then other killers but that doesn't make his power nerf worthy.
What I wouldn't mind seeing is making his passive sleeping be 50% slower when survivor is moving. So that way if you manage yourself to not fall asleep and Freddy starts to chase you he's forced to hunt you down as powerless M1 killer for a long time to get that first hit. Anything more imao would be overkill.
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Mixed feeling tbh, I like the perk and I definitely don't want it to be nerfed but it can provide a lot of frustration when survivors use it to fix their mistake during looping that would otherwise result in a down. On the other side, it has many built in weaknesses so it's probably fine to let it be as it is.
I don't like the idea of nerfing one of the few kind of skill based perks that survivors have even when it can feel cheap to play against.
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No, please don't remove it. I love when survivors try to burn me out of my cloak just to give me a free hit. Since the patch where time to burn wraith was increased I don't see any problems with flashlights anymore. You have more then enough time to evade them.
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Maybe go and read the description on how does BT actually work.
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Deja vu, literally.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1228029#Comment_1228029
I would be all for a 60 second timer over a survivor's icon when they're unhooked, whether or not they have DS of course.
Yes, that would be very nice change. If that got implemented, I would be 100% ok with DS forever. Pity that such slight change to HUD will most likely not happen since devs seem to ignore any QoL for HUD on both sides. It's been so long since any positive changes for HUD even when there are so many things to improve on it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1228004#Comment_1228004
Hmm you want killers to tunnel more?
I don't care what killers do, if they want to tunnel then so be it. But I would love some kind of notification of when DS expires, it's extremely annoying ot have to count in my head and have to remember each and every survivors I hooked so that I don't accidently get hit by random DS.
Any change to that aspect would be welcomed that wouldn't weaken the perk, only reduce the annoying part of forcing killers to have several countdowns in their heads each time someone gets unhooked.
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How about making survivors who use DS glow red as long as their DS is active to provide additional counterplay ? Since you as killer can't know which survivors and how many DSes are in a match just like you don't know with NOED so adding this would be just as fair. If you would agree with such change to DS I would be more then happy to agree with yours for NOED.
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No, you can't buff a perk that can increase movement speed by upto 15%, that would be too broken. Don't change PWYF, it's perfect the way it is.
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I don't see the problem, there are many killer who if played extremely well don't have any real counterplay in chase. Prime example is Nurse and Siprit, followed by Freddy, Hag, Trapper and so on. All of these you can't do anything about if are playing to their killer's max potencial. Killer aren't always designed to be have much chase counterplay if they have weaknesses in other aspects which all of these do.
You're a team of 4 vs 1 so you have to adapt your strategy against these killers and evade chases more then normally or outplay them in some other manner. Some people may even enjoy beiing chased by killer with powerfull chase ability.
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You wait for devs to rework LF.
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@SpookyStabby said:
I actually had this idea for Legion and every time you exited a locker you'd be a different member. Like, You'd start as one, have to manually go up to a locker and interact with it to connect like a portal in it to allow another member to pop out(max 3) and from then on whenever you entered any other locker you'd be teleported to the closest portal and emerge as another member. Survivors could seal them in an interaction like totem cleansing.
I wish for this to happen.
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I don't think mories should be removed in this manner. They just need a nerf to their annoyance factor. I would suggest nerfing mainly ebony mori, as other are imao balanced already (maybe slight buff to cypress), by giving it additional condition that it can be used only after killer reaches 4 hooks. That removes the frustration of beiing moried extremely early and gives survivors far more breathing room without outright making mories useless.
Ofc such change should happen paired with some kind of key nerfs as well.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1206514#Comment_1206514
I dont know man, I had a lot more fun in original DBD - bugs be damned. The current state of DBD might function better, but I find the game itself far less enjoyable now as a solo survivor.
Don't get me wrong, I liked old DBD otherwise I wouldn't be playing it for hundreds of hours back in the day. I'm just saying that I probably wouldn't be able to enjoy it with how broken it was as I used to if I got to play it again today.
DBD seeming less fun today is just the effect of it beiing 4 years old with very little to no big changes. We're still playing it the same way as we were back in the day just more balanced with bigger variety and somewhat less bugs. That won't probably ever change thou.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1205734#Comment_1205734
I honestly wouldn't care. Dead hard is just as buggy even today and it's still most people's go-to exhaustion perk. If I could go back to original DBD in its entirety, I would.
OG DBD was quite an imbalanced mess. I don't know what do you miss about it. Infinites, traps under hooks & facecamping/tunneling, no servers & no bans = whenever killer started to lose they could just lagswitch if they felt like it without any threat of punishment, 100x times more bugs then now, just 3 pretty boring killers and only handful of maps. I honestly don't think you would like any of that. Main thing that made it fun was that it was new/everyone didn't know they can abuse everything and there wasn't anything else like it.
DBD today is far far far better off then it used to be, not saying it still hasn't got a long way to go but it's improving.
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Some changes can be considered kind of survivor nerfs even when fixing bad map design happens for both sides.
Some on the other hand sure as hell aren't nerfed enough.
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With how current ranking system works these results aren't that suprising. Survivors climb to high ranks based on how well they farmed their emblems which causes survivors who even die each game to become red ranks as long as they do enough emblem stuff.
On the other hand, killers who don't kill at least 3 survivors mostly black or depip so they need to kill a lot to reach red ranks. That shows in your stats really well. High kill rate shows that killer in red ranks actually belong there or that survivors do more dumb stuff then, as red rank players, they should be doing.
I would love to see similar stats once new MMR system takes place (if it's actually measuring skillful gameplay) and how will the results differ. If done well it should cause skillful survivors to be paired with other skillful survivors thus making the kill/escape ratio more balanced.
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I hate to agree even as Ace main that his perks are pretty useless. It sill gives me hope that they'll something with them and either make luck useful stat or rework them into something better.
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Don't try to make a reasonable claim that there are times where camping at the current state the match is in, is the best strategy to use. Survivors hate the idea that camping in any form is anything else besides toxic BM. It's like talking to a wall.
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I already see how devs ignore all the feedback and put it into the live anyway. Then maybe in next 2 years they'll realise that they actually didn't fix anything and try again.
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Ehh that would be so OP. I use AMN pretty often and it's pretty good already. In high ranks many killers actually don't break pallets and rather mindgame them, not expecting AMN so I get to use it a lot. Rebuilding pallets would make it utterly broken. Imagine 4 god pallets each 2 minutes, if that isn't completely overpowered then I don't know what is.
Even with more conditions & stuff, even single god pallets more each game has potencial to be insane. Not a good idea.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1205671#Comment_1205671
Do it baby, lets go vanilla! :)
You mean to the time when it randomly didn't work even when you perfectly hit the skillcheck and the stun never applied to hag ? That's pretty close to how it was when it released.
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It sucks to get facecamper but unless LF it's always possible to make a safe unhook, just very hard and risky. If you or your teammates are willing to take that risk you just may give that facecamper free 4 kills and encourage him in thinking that he's using good strategy when it gets him kills. I advice to suck it up, do gens and leave. Even when I don't pip it doesn't really bother me because I don't meet enough hard camping killers in high ranks anyway. In my experience they're pretty rare to find.
You can also always become pure killer main and play by surivor's rulebook every single game. See how fun that is.
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No need for changes, when killer decimates your team that much and you can't even reach hatch first you still get good chance to open the doors. It's heavy RNG based possibly favoring both sides. Gates can spawn miles away from each other or extremely close but no matter the scenario, if you play EGC correctly you can sway the tides in your favor unless you play against killer whos power directly prevents that.
Survivors had years of completely free hatch and now that both sides get equal chance to get the last kill/escape they complain since it doesn't always favor them. Balance is sometimes hard to swallow.
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Don't you dare suggest that 60s full immunity perk isn't balanced. Survivor mains will tear you apart.
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That's a bad idea for so many reasons that I won't even bother bringing them up. Current lobby system is ok, it could use a few tweaks but overall it's fine and doesn't need almost any changes.
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@Peanits said:
The most glaring thing that comes to mind is that it would be detrimental in the event that we're trying to gather feedback on a new or updated killer if a bunch of people are using the PTB as a demo to try other killers that were not changed. It makes sense to unlock a character that was changed for testing purposes, but unlocking every character would just distract from the test.
But also to a lesser extent, this wouldn't be an option to anyone outside of Steam, so it wouldn't be the fairest solution to the console folk.
You could also rework current Kill your friends mode into full 1 player practice range with all killers available (and keep the option to add other players from friend list). That way people could test whatever they wanted and try powers of killers they don't own to decide if they like them.
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It's just QoL, nothing big really imao.
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Yeah it was quite a while since devs made some truly bad balance decisions. Some were questionable but not really damaging. If they keep on making updates to both sides each mid-chapter update we'll at least have new things to re-learn and have fun with. I love to finally see real changes to maps. That's addressing the biggest issue that DBD has which is great.
I'm looking forward to more updates like this.
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It's just another part of the cycle when there are some changes that improve gameplay for one side and the other side complains. Next time some positive survivor changes that somewhat nerf killers happen, the roles will switch again.
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Even when I know it means nothing these days, I still do it when I get camped for the sake of old players who will hopefully understannd and take it as "I'm getting camped, do gens". I don't expect my teammates to understand but it makes me feel better then doing nothing.
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You can walk towards them backwards. Good old spine chill counterplay as we used to do it back when DBD launched and spine chill was popular perk.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1193772#Comment_1193772
And killers say these same things you're saying about survivors. And the devs are listening to killers, nerfing toolboxes and changing the so called Ironworks God loop. I'm a survivor and I'm bored with Ghostface because he's been in most of my trials over the last couple of weeks, even more than Doctor. So I'd like to see some other killers, just played against a Trapper for the first time in about a month, but yeah tired of Ghostface.
Ofc they do, there are many killers equally biased as there are surviors. Unfortunately, killer nerfs/changes are easier to push out since they affect only the single changed killer. With survivor general nerfs it's far trickier since you can't really nerf survivors as a whole unless you want to anihilate solo surviors. Survivor's biggest weakness is matchaking putting potatoes where they don't belong. If rank 1 survivors played like rank 1 are supposed to play then all high tier killers would have much harder time to preform well. It's easy to call something killers have too strong when your team is full of players who aren't playing at the needed potentical for the rank they are at.
If you want diversity, ask for buffs to low tier killers. Both freddy and doc are beiing played far more then before their rework (at least I see them more then 1 out of 20 games like before their changes) and nerfing them would definitely not make killers like clown more played.
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That's their favourite excuse to nerf any killer/perk that is somewhat useful. Once devs see that survivors aren't having fun with something calling it boring they'll look into why do they call it boring and do "adjustments". All good killers/perks were called boring many many times and decent portion of them were already changed. Only few remain that weren't "adjusted" yet and hopefully devs won't change their mind about them and actually change them for the worse to appeal to these unjustified complains.
Isn't it funny how they never call weak killers with very simple powers boring, probably because they win against them easily which isn't boring for them.
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No, killer quitting because he dislikes map or any other dumb reason is as petty and time wasting as any survivor who quits because he was downed too early or faces killer he doesn't like. Neither side should quit unless it's completely necessary like beiing permanently stuck due to bugs or facing obvious hacker.
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I think both are fine, really strong, borderline OP but imao fine.
Buuuut if some changes needed to be made to make them more balanced as I'm sure devs will eventually make changes to them then these would be what I'd like to see.
Only change to moris should be a change to ebony moris to make them activate after killer gets his 4th hook. Meaning, you can start to mori any survivor no matter the times they were hooked as long as you hooked some other survivors before at least 4 times. This would remove the frustration of beiing first to be hooked and then instantly moried and still allow ebony to be big game changer while giving surviors time to breathe. Also some kind of ingame notification at the start of the match that mori is in play would be good change too. Not saying which mori was used, only that there is one.
For keys I'd like to see several changes. First of keys should have their chance to appear in chests decreased. I don't like the idea of them beiing as easy to find as they are now. Then the purple key would be changed to open hatch for only 1 person then instantly close not allowing anyone else escape for that single key use. All keys would have 5s channel time to open the hatch and if the key was used to open the hatch then it can't be opened no matter the circumstances for 1 whole minute after it closes (make entity claws appear around it or something) to prevent situations where multiple surviors escape when they all have keys or last two survivors remain and one has key and second gets the hatch for free becasue he's last one standing.
Those would be the ideal changes imao to prevent most frustrating uses of keys and mories while keeping them still strong.
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Ehh, punishing teammaster for trying to ensure their own survival ? Should we also punish survivor doing gens while killer facecamps since they aren't helping their teammate ? Sounds pretty unreasonable really. Each survior's objective is to survive by any means necessary (while following DBD's official rules=no griefing etc). Beiing selfish is one of the strategies.