Krazzik
Krazzik
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536654#Comment_3536654
Genuine question here. You all say the Support Ticket is optional, but is there actually any chance of action being taken if you don't submit a Ticket? Obviously I don't know what Support is able to see, but it would stand to reason that since they absolutely need video evidence to make the call, which they cannot acquire themselves, I have to wonder if saying it's "optional" is entirely accurate.
If the person does it constantly and got like dozens upon dozens of ingame reports from different players, I'd imagine they'd take action then, but failing that, no, they won't do anything because it could just as easily be a salty player false-reporting.
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It should be but it's not. It's griefing at that point because you're outright choosing NOT to unhook the survivor despite being there and starting the unhooking animation. It also has literally no advantage and is solely done to annoy the hooked player.
Unfortunatly BHVR has some weird and questionble choices when it comes to their rules.
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@Dinoraptus said:
https://us.v-cdn.net/6030815/uploads/59ILMT9GG4P3/20230907-153208.jpg
Well, it looks like the dream is dead folks. The wording is weird but it seems like BHVR is only interested in bringing back outfits that are Very Rare or above. Once again the wording is unclear, but this seems to suggest that the single piece rift and non Very Rare outfits will not be returning again.
I guess since Rare quality skins are much cheaper in terms of Shards or Cells they don't see much profit in bringing them back, despite the fact that the skins are already made and exist in-game. Maybe they think that some people may buy good-looking Rare skins instead of much more expensive Very Rare/Ultra Rare skins.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536668#Comment_3536668
Bringing up double standards isn't a whataboutism.
If you want to complain that perks should be nerfed if they make other perks obsolete, then your standard should work for both sides of the game. Made for This has greatly overshadowed every other primary chase perk in the game, at higher MMR.
Dude, this thread is about Ultimate Weapon, if I started talking about how I hate Made for This and that it needs to be changed that's blatently going off topic. If I feel like it I might comment in one of the many MFT threads and give my opinion on it there but this isn't the place for it.
You're literally telling me I can't discuss my opinion on this thread's topic without bringing up unrelated information.
Also I DO think MFT should be nerfed, I really don't understand what your problem is, I'm a killer main.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536600#Comment_3536600
Made For This has made all the other primary chase perks obsolete at higher MMR. If you really want perks to be nerfed whenever they make other perks obsolete, then you should care about Made For This. Otherwise, you're just making up a double standard.
I do think Made For This should be nerfed but what does that have to do with Ultimate Weapon? Am I not allowed to complain about a perk without ALSO having to mention all the other things that are a problem in the game too? That's called whataboutism and is a very poor way of having a discussion just fyi.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535905#Comment_3535905
Meanwhile, I’m very often seeing 2-3 Made for This per game, because it’s made all the other primary chase perks obsolete at higher MMR, and the only other useful chase perks at higher MMR are the ones that synergies with Made for This.
And Windows of Opportunity is also disproportionally over picked in my games, and I’m seeing it way more often than any other survivor information perk.
And I’m still seeing a lot of killers that would rather use aura perks than Ultimate Weapon, because they would rather have 5-9 seconds of continuous survivor detection, than have single points of detection that alert the survivors that they have been revealed.
Not sure what Made For This being broken has to do with Ultimate Weapon being overtuned but okay. Like yeah there's other perks that need nerfing too but this thread is about Ultimate Weapon.
Also the reason Ultimate Weapon isn't used as overwhelmingly as other perks (even though I still see it a -lot- in my survivor games) is that a lot of people haven't purchased Alien.
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Ultimate Weapon is literally THE strongest information perk on every killer, to the extent it makes most other information perks completely useless because you'd almost always be much better off just running UW.
Not to mention that Oni is completely busted with it AND Dead Man's Switch and Hexes in general are especially strong with it as well.
As mentioned before it's an on-demand bubble around you that makes survivors scream, requires only a locker-check and has a relatively short cooldown for how amazing the effect is. It's also ONLY counterable by running an otherwise-useless perk that actually makes you WEAKER at certain things.
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It's only face-camping that's being addressed, which is rarely ever a good idea except during endgame (which is not being changed). Proxy camping and tunneling are what's much stronger, and they're not being changed.
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While I do think there needs to some slight nerfs to Xeno, I've been having more luck focusing more on setting up flame turrets and actually trying to use them in better locations. It sucks that it's pretty strict on where you can put them which severely limits where you can position them though and I'd like to see this made better again.
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Is this 'MMR' in the room with us now?
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@Xernoton said:
Freddy is weaker than Trapper.
Trapper has at least some good addons and one very obnoxious but strong play style. Whereas Freddy is a M1 killer at the start of the match, has a weak anti loop and lackluster teleport during the match and has no power at all at the end of the match.
I think the reason people usually put Trapper below Freddy (though Freddy is right down there too) is because a lot of Trapper's power is in the hands of the survivors. Good survivors can often just... not step in traps. If you put them in places where survivors will go, so pallets, vaults etc, then survivors predict that and can find them easily. If you try to put them in places survivors wouldn't expect you can risk them just not running into them. A good Trapper can certainly try and corral survivors into their traps but again, good survivors can predict most useful places you'll put them and can loop accordingly.
Sure, if you -can- get someone in the basement you can pretty much ensure that one survivor is dead, or hope altruistic survivors cause a snowball effect and you get everyone in basement at 5 gens left but it's really rare.
Freddy meanwhile is awful but his blood traps at least give him -some- form of semi-reliable slowdown in chase, which is something against even good survivors. Pallet Freddy I'd certainly put below Trapper though.
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Myers isn't really -that- strong all things considered. Like he doesn't ever seem to get tired and he does seem to have more strength in him than even a large man like him -should- have but he's still bound by most of the limitations of being a human. He's incredibly study and takes a LOT to take down but like he's still just some super-tough guy at the end of the day.
All that said, 'normal' humans have taken down Xeno, Wesker and Nemmy so...
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The new Alien perk where survivors scream after you check a locker is absurdly busted. It lasts so long and there's no way for survivors to counter it besides run Calm Spirit. On most killers its the best information perk by a long way but on killers like Oni it's crazy.
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They're not gonna nerf a newly-released killer that is making them money. If they do decide to nerf Alien it won't be for a long time.
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Alien can also just outright block ramps and stairways by standing sideways in them.
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@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530757#Comment_3530757
It is because the killer is new, nobody knows how to play as or against it and the games are not anywhere near "tunnel forgiveness" so yes it is constructive to tell you to learn how to play as something before you resort to the tackiest playstyle in dbd existence. We all paid for and wanna play the game and asking to do that is not a crime. Also let me reiterate again. 5 GEN TUNNELING. meaning no gens done, nothing to show that you can't actually engage in gameplay other than shear ego. Someone with a nurse icon I don't expect to understand that tho
I mean they kinda have 'learnt how to play' as the killer if they're tunneling. Tunneling is and has pretty much always been the most efficient way of playing any killer on any map against any perks. It sucks that the best way of playing is also the most unfun for the other side but that's how the game is and there's no sign that BHVR is gonna change that anytime soon.
Also never really understood the idea that it's okay to tunnel when there's 1 or 2 gens left but it's forbidden to tunnel when there's 4 or 5 gens left. Multiple gens can pop anytime and the killer has no idea if this 4-gens-left will turn into a 2-gens-left in the next couple seconds. Heck I've had games where 3 gens pop within ten seconds of each other.
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@ryz said:
killers can get up to 130% speed what is fine.
survivor gets 3% only if injured and not exhausted is broken and unbalanced lol
people crying about everything.
survivors have a 5 meter hitbox.. its fine.
killers get free hits because of latency and the cheap dedicated servers... its fine
blights addons still havent been touched... its fine.
survivors lost multiple good chasing perks after the big perk changes like iron will, DH (multiple reworks)... they have to adapt.
DS went from a 5 sec stun (actually 4 because the falling anmiation and till you can run takes already 1 sec away) to a 3 sec stund (actually 2sec) is fine because killers should tunnel and survivors should adapt.
BHVR released a killer like SMerchant... its fine.. a killer should be able to hold 3 gens for 20-30min...its fine.
i would go with more stupid things but it doesnt matter.
you know it is really funny how everything is fine what gives killers advantages in chases but a 3% speed boost is so busted and totally gamebreaking not even funny anymore.
Survivors are literally forced to not use exhausting perks to have it active at all times.
just mindblowing the crying of most people. lets first fix survivor hitboxes and latency advantages for the killer side before nerfing anything, but nah you wouldnt complain about it right? because it favors you :)
Who has said any of those things are fine? Skull Merchant is almost universally hated. People always complain about 'pokos' hits that don't seem deserved. Many people, inluding many killer mains have asked for 5 second DS stun back and acknowledge 3 seconds is pretty useless. People constantly bring up Blight addons and ask for them to be nerfed.
Please don't just outright lie and say that all those things are considered 'fine' when they're not.
Also, bad things existing in the game doesn't mean you can't ask for other bad things to be fixed.
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Played a half dozen games as survivor yesterday and all but one were against Xeno (the one was Wesker, of course).
Seems pretty darn popular, far moreso than Singularity was.
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The devs have literally nerfed meta killer perks many times in the past. This is incredibly disingenuous us vs them rhetoric.
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I mean it only solves facecamping, which is pretty damn rare. It does nothing to solve 'proxy camping' into tunneling which is far more common and far more effective.
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I love his new falling sound xD
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It's a shame because for me, 2-character DLC usually costs £5.50, but they're making this one cost £10 due to the extra outfit. I can choose instead to just purchase the two characters with Auric Cells with this still costs £7.50, so I'm still paying more because buying characters with Auric Cells has always been less cost effective than DLCs in the past.
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Yeah it's pretty scummy they force you to pay extra even if you don't care about the extra skin and ONLY want the characters. At the very least you still have the option to just buy Auric Cells and get them with those, but we'll see if BHVR changes that at some point.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527652#Comment_3527652
It's widely used because it's useful to the large majority of players. The dreaded demon SWF that people claim to play against every match can literally call out where pallets have been dropped in seconds. Solo players don't have a clue about any of this. This is nothing but a nerf to solo queue and will do very little harm to good SWFs.
They nerfed 50% Self Care because it was widely-used despite many players thinking it was bad. Any perk that is widely used, especially if it's used so much more than other perks, is gonna get nerfed.
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I hope this is an intentional change as Windows is by far the most used survivor perk in the game. It isn't only used by newer players or even only solo players, it's a strong perk in any situation.
A lot of people saying the perk isn't even that strong but clearly it is or it wouldn't be so widely used. Just because it isn't a perk that makes you faster or lets you do gens quicker, doesn't mean it's not a great perk.
Yes it wont fix awful maps but until they finally get around to doing that, if they ever will, it'll at least make it less braindead to chain vaults and pallets.
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@o7o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488808#Comment_3488808
I personally think a communication wheel would've been more helpful. The HUD icons were nice, but all it really did was lead to disappointment. I still get solo queue teammates that will be opening chests while I'm on hook nearing 2nd stage, or cleansing a random totem with 1 gen left when the killer is pressuring gens. It would be nice like DBD mobile where you can tell people to do gens or go for saves or not.
Having a communication wheel wouldn't help with that. They'd still just do a chest or totem instead of saving you and people playing like that are probably not the kind of players to use a communication wheel or pay attention when someone else does.
Solo queue can be given loads of tools but at the end of the day bad/selfish players are gonna play exactly the same way they do now, sad to say.
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For some it'd be really cool, Yun-Jin as Trickster, Nea as Nurse, Zarina as Deathslinger, Jeff as Legion, Jane as Plague, Yui as Oni, Vittorio as Knight, Gabriel as Singularity, Lyra siblings as Skull Merchant.
Some would be weird but -could- work with the right design, Felix as Blight, Kate as Clown and even Haddie as Dredge -could- work though it'd be take more work than BHVR would be willing to give.
Some just wouldn't work though, Elodie as Twins I can't see working, and Adam as Spirit for obvious reasons. Feng as Doctor would probably not look great either. Ace as Hag would just look bad and Jonah as Artist... maybe? Dunno. David as Huntress could probably maybe work.
I think they'd be better off just choosing certain killers for certain survivors that they think would work well.
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If you die it still counts as a loss and you lose MMR. If you get hatch it counts as a draw and your MMR doesn't change.
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Devour Hope has the potential of being THE strongest perk in the entire game and always has. The problem is that:
1 - It's a hex, and thus can be cleansed straight away and REQUIRES Undying to even be semi-reliable.
2 - You need to charge it up to 3 stacks before it really starts being useful, and again, can be cleansed long before you get 3 hooks.
3 - The moment it's revealed, all survivors (should) stop whatever they're doing and look for it, ensuring that unless you're already handily winning or are playing the few killers who can defend totems, it'll be cleansed before long.
It's a strong perk but like all hexes it's just too RNG to ever be reliable. Even when Ruin was meta most people ran Pop as a 'backup' because they knew Ruin wouldn't last, and Devour NEEDS to last to actually get good use out of it.
I almost never run into Devour Hope as survivor and when I do, yeah it's a massive threat, but it's just as likely to get cleansed before it's even 'revealed'. And if it does last long enough to be revealed, it's usually cleansed before the killer gets more than two insta-downs, and certainly before they start using the mori.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488145#Comment_3488145
Without the higher tiers of bloodlust they'd be unable to get a single hook in many of these games, and that's just a terrible feeling.
With BL2 or BL3, it's possible they can win and that would raise their MMR, causing more frequent bad matches. Sounds horrible, but you kind of want them to lose so that they at least have a better chance of a fair match.
Eh, if they're relying on BL2 or 3 for many of their downs, I can't see them 'winning' many of their matches. I don't deny it could certainly be the difference between a win and a loss if it helps them get a crucial down at the right time, but if it's something they routinely need, the survivors have plenty of time to do gens. Certainly doubt they're gonna be getting a 3k or 4k in that scenario.
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Bloodlust is still needed because there are still certain loops in the game that are just too strong for survivor. Yes, when those are fixed you can remove bloodlust but they're never going to be fixed. BHVR has shown they can't make balanced maps anymore and even when they 'fix' maps they can still remain in a bad state. They release new maps that are badly designed so how could they 'fix' a map that has issues they clearly can't see.
Regarding Bloodlust 2 and 3, I can understand the arguement to remove them more. If you -need- to get into BL2 or 3 to be able to catch survivors than you're going against survivors who are well above your skill level. Unfortunatly matchmaking in this game is garbage and semi-decent killers frequently get matched against really good loopers. Without the higher tiers of bloodlust they'd be unable to get a single hook in many of these games, and that's just a terrible feeling.
Bloodlust 2 and 3 existing isn't going to mean the killer will win these games, they wont, because chases will take far too long and the gens will pop in no time. However, if it gives them a couple more hooks or a single kill that they otherwise wouldn't have been able to get, I see it as the killer's version of hatch. It takes some of the sting out of getting stomped.
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Then it would be a completely different game.
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Is it really completed if you haven't p100 everyone.
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That's hilarious. I mean you must DC a LOT so the system is working as intended.
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I play DBD to go against actual players. If DCs only get more common and I'm going against bots most of the time, there's no point playing the game.
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It's completely fair to compare new killers to Wesker. Why should the playerbase be happy with badly-designed, unfun killers when the devs have shown they're capable of making good, fun killers?
They make a killer like Wesker and then the same team makes Knight and Skull Merchant and are apparently happy with them. No, it's lazy, it's bad design desisions and it's something that should be called out.
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They've said its to do with combatting cheaters but a smart cheater would just not go above the BP cap. They can already give themselves thousands of items and addons anyway so it doesn't really matter.
More likely the reason is so people don't hoard enough BP to insta p3 new characters and then stop playing for ages. They want people playing more reguarly and a cap I guess might help with that.
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If I'm killer and see survivors obviously sandbagging I'll try and punish them. Just the other day I saw someone drop a pallet in another survivor's face and I just kinda looked between them and the other survivor like "what?". Dropped chase and went after him instead. He wasn't unhooked.
Same with bodyblocking. One game I was chasing someone through shack and another survivor just run into the doorway to block em. I just stood there flabergasted and let the first survivor run off while I tunnelled the bodyblocker.
Unfortunatly it can be hard sometimes to know who's in the wrong, I'll usually punish people who rat out other survivors in lockers but sometimes they're ratting them out for good reason like they've just been sitting there all game waiting for hatch.
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I guess during the gen-kick meta was when killer was at it's strongest but on the whole nowadays it's better than it's usually been.
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@Sonzaishinai said:
The only thing that needs to change is if all survivors are down without a way to get back up that they all get sacrificed to prevent bm.
Mayyybe something about when there are only 2 survivors left.
Other then that it's fine
It's hard for the game to decide when 'they have no way of getting back up'. Technically there's always a chance to get back up if the killer picks a survivor up, it's always 'possible' that the survivor wiggles free, somehow gets away from the killer and picks everyone else up. It's incredibly unlikely but it's possible. Of course the killer may decide to just not pick them up to be safe and then yes, there's no way for them to get back up, but the game has no way of knowing if the killer will pick them up or not.
There's also the chance that if the killer hooks a survivor then they can kobe, or has Slippery Meat and stacked luck.
But yeah if all survivors are downed and the killer doesn't pick anyone up for a certain amount of time I'd be fine with them just auto-ending the game. Though that would then encourage killers to always leave people slugged and never risk hooking.
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I mean they buffed Knock Out not long ago and added Forced Hesitation with the last DLC so they seem to like slugging as a playstyle.
Slugging perks aren't even that good unless you bring multiple ones and JUST play to slug all 4 survivors at 5 gens. Throwing Knock Out into a normal build and playing normally, it's not gonna do anything, so I can only assume BHVR is open to killers going for the 4-man slug.
All this being said killers can only get the 4-man slug if survivors group up and make multiple mistakes and bad calls. It's also pretty rare for a killer to do it and if it is happening to you often then there are perks to help counter it.
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I mean Nemmy is like average at best, some people rank him below average in the tier lists.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483700#Comment_3483700
I'm having fun with her, although I AM learning how irritating MFT can be against her. Just had someone loop me against basically nothing. Pallet was spent but since survivors can hug loops tighter than killers, it was enough to make it take FOREVER to inch closer.
Hag is a slower killer anyhow so you don't really want to chase much if you can help it. But yeah sometimes there's not much else you can do and MFT would be awful for her.
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482872#Comment_3482872
They weren't asking to punish the player who played the Wesker, simply asking for a system to make sure Survivor's don't go against the same killer every game.
Variety is needed in live-service games, or else people get bored. And when a good 75% of Weskser's play the exact same, that effect is only compounded.
A system like that -would- punish people playing Wesker. Their queue times would increase.
Also I don't know how many ways there are to play Wesker so not sure why the mention of 75% of them playing the same way.
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Hag is consistantly shown as the second-least-played killer behind Twins whenever they show pick-rates. Those two are both quite a bit behind everyone else, so it's not too surprising that even good survivors don't know how to play against her. And she heavily punishes people who don't know how to play against her.
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Against most killers its not -that- powerful but against some it's lot more annoying. Skull Merchant is obviously the main culprit but there are a couple others who make 3-gens too strong.
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Dead Hard needed a nerf but as we saw, the 6.1 nerf didn't actually do much in terms of pick rate and it needed the most recent major nerf to finally get to a good spot. It's probably a little overnerfed but with how godawful a perk it was to go against, it can stay there. Isn't even a garbage perk thesedays and killers never expect it so you can still get good use out of it.
Decisive Strike needed the endgame change but should be buffed back upto 5 seconds so that it's still a threat. It can still be strong but you need to go down in a good place to get value, going down in the open wont buy you much time.
Iron Will didn't need the double nerf. They should have either made it not work well with exhaustion OR just keep it as 75% all the time. Still, it's not as bad as some people say and it can still totally fool Spirits but its not worth the anti-synergy with exhaustion perks when it's only giving 75%.
Spine Chill I thought was actually better after the change because you had the distance-gauge which meant you didn't need to look behind you as much, but the change DID make the bonus speed pretty pointless since you don't get it nearly as often. The recent change to remove the light-up effect is a nice boost to stealth killers who currently get hard-countered by the perk but yeah it's not really worth bringing anymore.
Self-Care is a bit weird. It needed a nerf in order to 'shake up' the meta because even though many people thought it was weak even at 50%, it was still heavily used by survivors, and after it dropped to 35% it still saw decent use. With the nerf to medkits and CoH it's actually seeing a resurgence because it's now not -that- much slower than a medkit, assuming you run it with Botany, which you should always be doing.
Borrowed Time was always gonna see a massive drop off after the basekit BT changes and you almost never see it anymore, but it's effect is still decent, and it counters tunnelers who try and 'wait it out' while also extending the Haste effect which shouldn't be overlooked.
Corrupt Intervention needed a nerf as it was considered the strongest killer perk by many and even after the nerf it's STILL seen as one of if not the best. That's just how strong it's effect is. It's also completely unique, there's no other perk that does what it does in a different way. I'd say it's healthier now because strong killers who can get downs early don't need the full effect of it, and killers like Trapper and Hag who use it to buy time for their setup can still get the full effect.
BBQ needed the BP removal and I know that's an unpopular opinion. Perks shouldn't give large amounts of BP because that makes them feel like you NEED to run them, and when you don't you feel like you're missing out. It obviously saw a steep decline after the removal but it's still strong on many killers and it's starting to see a little more usage again. Apparently got shadowbuffed recently with 1 extra second duration, which is fair if true.
Ruin was absolutely butchered. It was overpowered before the nerf and did need something but it's now in a state where you almost never wanna run it. I know people complain a lot about the self-cleanse aspect of it but I don't even think that's a huge deal. Once you kill someone and it's 3v1 you don't really need Ruin anymore, but it's the reduction to only 100% regression that killed it. Base regression is pretty awful and you can't run Ruin with certain other regression perks already. Coupled with the fact it's STILL a hex and can be cleansed right away it's just bad. Should either be buffed to 150% or remove the fact it's a hex entirely and just keep it active until someone dies.
Tinkerer I think was a fair nerf. Letting it proc multiple times on the same gen gave it too much synergy with gen regression, and it's still a strong perk now, you just only really wanna run it was mobile killers who can always take advantage of the info instead of running it on everyone.
NoED was a good change. One of the main issues with it was that it could be hard to find and solo queue especially would often rather just leave. Now it's much easier to find after it's revealed and even solo queue can reliably cleanse and set up a save. Still has the issue of hooking next to the totem though.
Pain Res was a pretty funny one. EVERYONE was screaming that the change would make it completely useless and it was a dead perk and trash and ended up remaining as one of the strongest killer perks in the game. They even brought BACK it's synergy with DMS after a whle which seems... odd. Pain Res is healthier now at least but still probably a bit too strong.
Dark Sense more interesting but still kinda trash, Calm Spirit got NERFED, should have just not added the penalty and it would still be bad, Pharmacy got made worse in a loot-box build but I guess slightly better if you just use it on it's own, still bad though, No One Left Behind much better and actually useable but still not a strong enough effect to warrant going 5 gens with one less perk. Deja Vu buff awesome and it's most recent one especially, not an amazing perk but feels cool to use and gives good info not only for beginners. Lightweight is a tricky perk to really evaluate, hard to know if you would have lost the killer anyway without it, but a nice buff regardless, I don't find it oppressive or anything to go against. Lucky Break sounds OP on paper but you lose it too quickly and it takes a long time to charge it back up. I guess that's fair because it's effect -is- very strong, but I still rarely see people use it. Distortion is a very strong perk nowadays, I'd argue it's too easy to regain tokens now actually since you even gain them in chase, I love using it though. Overzealous has slowly been made more and more usable but I still think it's just a slight bit underwhelming, though gen-speed perks sorta have to be or else they easily become OP. Sole Survivor... is REALLY good now if you wanna play selfishly and play for Gate or even Hatch after everyone else dies. Otherwise garbage but I guess it has a niche now. Botany Knowledge buff was odd, like it's downside can be mitigated by bringing extra charges on your medkit, though that's trickier after the medkit nerfs. I think it makes Desperate Measures kinda obsolete unless you run both.
Coulrophobia got made much stronger but it's still niche. Anti-healing terror radius builds are pretty fun though, if not hugely competitve. Jolt change was BIG and with it being one of the few slowdowns that hasn't been nerfed (yet) it's finally fully meta now.
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Sex.
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BHVR has admitted that backfilling throws MMR out of the window and will grab anyone for the sake of not making the other players wait in queue again, even though they know the match quality is completely random and will often be a complete stomp with no chance of one side to win. They've admitted to that and they've not done anything to change that, they're fine with that being the case if it means short queue times. That to me shows they value short queue times higher than anything else, since wonky MMR is one of the most common complaints and they're happy to have it remain for the sake of shorter queue times. This makes it seem incredibly obvious that they would never implement something that would cause longer queue times, which I keep saying is the big reason against a blacklist feature.
I don't know how you've ignored so much of what I said that you think I simply don't like blacklisting 'because I said so', even a single ban would cause certain killers to experience longer queue times, which firstly isn't fair on people who like playing those killers, and secondly, referring again to the above, is something BHVR is highly unlikely to ever impliment because they don't want longer queues. Multiple bans would only make the problem worse because killers like Nurse, Blight and Skull Merchant would be banned by most people and would be near-unplayable.
I feel like were argueing in circles here. Blacklisting -would- cause longer queue times for certain killers and would unfairly punish people playing those killers. DCing because you don't like the killer/map/perks/playstyle is an issue with the DCing player. Yes there are things in the game that are commonly considered frustrating and should be dealt with by BHVR, but until then it's upto the player to deal with those things for the sake of being a decent human being and not screwing over 4 other players.
Also hook-suicides are exactly the same as DCs in this arguement. I suppose now with bots DCing has less of an impact on your teammates but they're both bad and are both things players shouldn't do.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482285#Comment_3482285
I am not defending DCs, I am defending bans to help prevent DCs, as well as improve the game in general. Kind of like how it is a good idea to provide basic food/water/shelter for people to prevent drug abuse and violent crime. When people's quality of life is better, you get the worse extremes less often, be that in a videogame ecosystem or real life. Also the 'punish' argument was more me saying it is either both sides are 'punished', or no sides are. Especially since only slightly longer queue times for a small subset of the population was the 'punishment' compared to not having fun at all playing the game designed for you to have fun.
What is at stake here? The top 5-10 Killers have 50% longer queues at worst, (using the Beta wiggle option to estimate the rate of people going through the options) so 2 minutes becomes 3 minutes. What is to gain? dropping from (in my experience) ~10% chance of a DC (or hook suicide now, or when bots are added) due to Killer choice becoming ~1% (assuming the people who only like less than 20% of the Killers in the game). This allows the 3 other Survivors and the Killer player to actually have a real match! Less bad matches would occur for people who don't DC/hook suicide as well. I personally hate Oni because my team always feeds him blood, but don't mind him when he chases me first. This wouldn't even guarantee bans are used on Blight/Nurse/Wesker, as many people still say they enjoy going against those Killers. Some scaredycats might want to ban stealth Killers, or when playing with lag you want to ban Ranged Killers to prevent hitting you around corners/through walls. This would do far more to increase quality of life, than stand to decrease it, even in the worse cases.
I don't even plan on using the accessibility concept for my argument, as I just think they should add a cotton-candy type option for Plague instead for example (only changing aesthetics, not mechanics). I don't know how they could help Doc/epilepsy though with how the power functions.
Also I can't tell you the amount of times I load into a garbage map with no LOS blockers as Ghostie and cry. Map bans also help reduce the worst experiences for Killers as well. I have seen all too many enemy Huntresses get RPD and facecamp the first hook, rather than play through on the map they can hardly use their power in.
One of the issues with killer-bans is the snowball effect. If say 40% of players banned Nurse, then the people who -don't- ban Nurse are going to be playing against Nurse a lot more often, because all the Nurse players have a smaller pool of survivors they can end up with. This would cause a similar kind of burnout we're seeing with Wesker, and so more people would then decide to ban Nurse. Say 70% now ban Nurse, then the 30% who don't ban Nurse face -even more- Nurse and get even more burnout, and more then get sick of her and ban her. The players who -don't- ban certain killers will over time see more and more of that particular killer and thus are more likely to then ban her in turn, and over all this time, these killers get longer and longer and longer queue times.
As I mentioned before, BHVR value short queue times over everything else in the game, even basic matchmaking, so they would NEVER add a system that would give players longer queue times, it just doesn't make sense on their end, and so killer bans would never happen in any capacity.
Again, I understand that there are gonna be killers that people like more than others, but part of queueing up to play this game is that you are open to playing against anything. DCing because you don't like what you're against is a problem with -that- entitled player, and the only solution should be to punish that player. Heck the system ALREADY temporarily bans players who rage-quit, that's the game telling that player that what you're doing is bad and you shouldn't do that.
I'm not saying they shouldn't be trying to actually balance the game and fix frustrating things that are commonly hated, SM for example is a complete mess and NEEDS big changes. But an outright killer ban option would simply not work even if you could only ban a single killer, being able to ban multiple killers would ruin the game.