LapisInfernalis
LapisInfernalis
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316122#Comment_3316122
-"My problem with the 120% is that it makes a lot of loops less safe."
That would be the entire point. Trapper with 120% movement speed would be a threat - not a joke.
No problem, if maps get fixed first. It just can't be that stuff like Garden of Pain exists while there are maps with big dead zones or many unsafe loops to begin with. Fix that first and I have no problem with killers being 4.8. Or if this bonus was just outside of chase only for getting around.
And what about killers who can teleport but have a long cooldown or no real chase power like Onryō or Freddy? They would not benefit of this change but still need to chase like a Trapper. And they are definitely not mediocre or good killers.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316176#Comment_3316176
I don’t think that if the trapper was 120% it would be OP, there are so many frankly weak killers in the game that you can genrush in 2 minutes
Let's just say I would be open for an experiment
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316122#Comment_3316122
Do you understand that this is good?
there would be no endless loops in the garden of pain and headonfield
For garden of pain it would be great. But for maps with short and unsafe loops it would not.
The real solution would be to fix GoP's dumb spawns.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315851#Comment_3315851
Doctor would be "fine" with 120% movement speed along with all the other non teleporting/movement speed killers.
Blight and Nurse need to have their obviously broken addons removed to do other things. Most people know the addons that need to go.
Killers like Nemesis that have almost no viable addons need to have an rework. And even that would be easy.
https://us.v-cdn.net/6030815/uploads/M65K8HGG29C5/image.png
Remove the 60 second duration so that if you are contaminated then you are oblivious.
https://us.v-cdn.net/6030815/uploads/W432S4QPY9F5/image.png
Change the hindered effect so that if you are contaminated then you are -2% movement speed.
https://us.v-cdn.net/6030815/uploads/BKII4ANLP11I/image.png
Change this addon to either : injure survivors who open a vaccine case/deep wound an injured survivor who opens a case OR -1 supply case in the trial.
https://us.v-cdn.net/6030815/uploads/DCDXFM8EJPUW/image.png
Change this addon to -2 supply cases from the trial
https://us.v-cdn.net/6030815/uploads/UD2OA0LKSEUQ/image.png
Change this addon to : -3 supply cases from the trial.
https://us.v-cdn.net/6030815/uploads/PHSTVDTIG5VE/image.png
Change this addon to: Increase Zombie Movement speed by +1.5m for the remainder of the trial whenever a generator is completed. Increase Survivor Zombie detection range of zombies by +2 meters whenever a generator is completed for the rest of the trial.
https://us.v-cdn.net/6030815/uploads/E4C4QOHVAYOH/image.png
Change this to read: A zombie within 6m of a survivor reveals the survivor's aura. When a survivor leaves the zombie's radius their aura is revealed for 3 seconds.
https://us.v-cdn.net/6030815/uploads/JRUVV8SJBKX7/image.png
Double the effectiveness of this addon on a map larger than 9000m². Double it again (4x) on a map larger than 10000m². In other words : +8m detection on large maps.
https://us.v-cdn.net/6030815/uploads/YX0FU87HM0UJ/image.png
Double the effectiveness of this addon on a map larger than 9000m². Double it again (4x) on a map larger than 10000m². In other words : +16m detection on large maps.
https://us.v-cdn.net/6030815/uploads/41OMJCQTAL5S/image.png
Change this addon to cause the broken effect for 60 seconds on injury. If a survivor is not injured then the broken status is applied the next time they become injured.
Yeah, broken Blight, Nurse (she gets new broken ######### lol) and Spirit addons need to go, not arguing here.
My problem with the 120% is that it makes a lot of loops less safe. If it was solely for the purpose of getting around, outside of chase, sure.
I don't play Nemesis at all (too loud for my taste) so I can't tell you about your suggestions, but they look nice. There are other killers who need addon passes like Pyramid Head or Freddy.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315812#Comment_3315812
-"You can't tell me killer was easier back then"
Actually I can. Pallets had a smaller hitbox and the stun was on a delay from the drop so it was very easy to trade a stun with a drop. Something like 95% of my swings at pallets in 2016 were hits. Trading a hit for a stun was always a win. What was problematic was when you had someone pre drop every pallet.
Pallet looping didn't exist until the change that changed pallet drops. Until that time it was too easy to trade a stun for a hit. So that means the only defense most people had was infinite looping via windows. Trapper literally turned that off with only a few exceptions. The old Cow tree is a perfect example that was insane if you ever watched a video of someone loop it for 20-30 minutes.
Did you know that Shelter woods had a 76% kill rate? That's because there were no infinite loops. It was literally hide or die.
And then there was NOED which was completely insane with a 9% speed boost and one hit downs. We also had green moris so you could just remove one player from the game before they ever visited a hook.
Also you have to think back to 2018 when we had "super bloodlust". That was an extremely strong time for killer as well. Most of the Survivor nonsense had been removed and bloodlust was way stronger.
-"Wraith is OK, which is OK, since not all killers need to be top notch."
For this to be True then Wraith should have a MMR cut off. If it is accepted that Wraith has a skill limit ceiling then he can't play anyone over a certain rating. That actually would be fun. You could have people with thousands of hours on killer play vs people with hundreds of hours and have a fair game.
All the killers in my opinion should be within a 15% strength zone or we need to have protected MMR killers that don't play over a certain MMR rating. Clown would be an example but that rating barrier would vanish if you use pinky finger.
-"So you are one of the ancient players who didn't stop playing."
Everyone on my friends list who still plays DBD is someone I met within the last 365 days. DBD is balanced as a gaming fad that isn't meant to last but has somehow miraculously lasted for 6 years. For the majority of 6 years the killer experience has been essentially miserable unless you were playing the best killer at the time.
"The real problem is map design, not Gen speeds or perks. Big maps like Mother's Dwelling should not exist. Medkits need to get nerfed."
The problem with having a map like Garden of Joy is that it is fair for Nurse and Blight and almost no one else.
You're not wrong that the maps we have are mostly unfair. Badham, GoJ and almost all the big maps are unfair. All the maps need to be retooled to be no larger than 9500m².
There is a very simple quick fix that would make all killers without a movement power much better. You take any killer that has no movement or teleport power and you make them 120% base speed. So Trapper but not Wraith would move at 120% along with Michael Myers, Nemesis, Plague, Pig, etc. To compensate Wraith you undo the 2022 nerf. Teleporters still get a better movement power as do Nurse and Blight. But now all the old M1 killers become absolutely terrifying on the current size loops. The very best players have to pre drop very quickly and looping as we know it is dead. Bad players around which the game is balanced would play about the same and still go down in chases almost instantly so nothing would change there.
But small size does not mean fair. The Game map is Fair if you are playing a killer like Nemesis, Blight, Nurse or Legion with Iri button but unfair for almost everyone else. Many killers crash when survivors pick that map. My game never crashes when I am playing Nemesis and people pick the game. I have something like a 95% win rate there with him.
Where you are wrong is that gens are too fast relative to chase speeds as long as the Killer can't kick completed generators. DBD becomes a completely different game the moment a killer could turn a completed generator off - but that's likely never going to happen so we can ignore that thought. Relatively speaking Blight and Nurse have efficient chase speeds that allow multiple chases and quick downs. The other killers are incompetent buffoons by comparison. And it only gets worse since the best two killers have the strongest addons.
There was a planned solution that would make medkits and CoH "fine". Somewhere around 2019 there was a plan to limit survivor so that they got two heals per game and then would be broken. It got scrapped the same way that infinite unbreakable will likely be scrapped.
I really don't know about MMR protecting killers. The most boring thing I endured (and I guess you as well) was hitting red ranks and only see Nurse, Billy and Spirit. Or only nurse for that matter. Now it would be only Nurse and Blight. No thank you.
Surely the game needs more balance, and killers should not vary much in strength, but I also think that this is not easily done with the Killers who need it.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315120#Comment_3315120
-"I am a veteran player (with over5.6k hrs since 09/2018)"
I've been playing since 2016 and let me share some perspective.
The most common two perks in 2016 were : AGI+IG because it made for very long carries to the basement. You could drop a player against a wall and immediately hit them and pick them up again. For a bit of perspective- the old Iron Grasp level 1 perk was stronger than the current Iron Grasp level 3 perk.
Trapper once upon a time was on par with Billy for killer strength. Why? Traps that were put on a lane of a "4 wall" could not be walked around because the trap had a wider hitbox and the lane was smaller. Traps set on a pallet could never be walked around. Traps could be placed under a hook which meant the trap had to be disarmed before you could unhook a player.
Wraith with 2016 NOED was in a better place than wraith is right now. That's not exactly fair considering how strong old NOED was but wraith got buffed and then got nerfed. Old wraith took less time to uncloak than current wraith thanks to Horvath's meddling.
Billy is a joke to play right now but man was he powerful back until like 2019 when he could use his chainsaw to zoom from point A to point B on almost every map. I think indoor maps to a large degree were added to artiificially nerf Billy and Nurse. Billy with the 2016 flick was beyond broken and was a lot like Oni Flicking his power around corners. Note: People say billy can flick but what they mean is curve; by contrast 2016 had a chainsaw flick that was busted.
Killer overall in 2022 is "fine" if you are playing Nurse/Blight. It sucks tremendously for any killer that doesn't have : fast movement, strong antiloop, and the ability to ignore/fast break pallets. Nurse and Blight have all of those traits and even get some 4v1 potential because they can move across the map so fast as well as down players quickly.
So you are one of the ancient players who didn't stop playing. You get fewer and fewer, which is sad to see.
I remember the Trapper stuff from videos. And I also think that Billy got nerfed too hard. Wraith is OK, which is OK, since not all killers need to be top notch.
Anything but AGI+IG was not fun with all the perma Sabo I guess until STBFL came into the game. And then there were insane infinites, insta vaults, insane we'll make it heals and so on. You can't tell me killer was easier back then. Survivors were just not as efficient as today.
The real problem is map design, not Gen speeds or perks. Big maps like Mother's Dwelling should not exist. Maps like Ravaged Square or The Game have too many safe loops etc. Tiles connecting to each other creating insane layouts (Suffocation Pit) are a problem. That needs to be fixed first. Survivor spawns at the beginning need to get fixed. Medkits need to get nerfed.
Yes, there is a reason why Blight and Nurse dominate in high level play. There is a reason why Myers and Trapper struggle against the same people. Anything that is just right while vsing strong survivors will destroy any newcomers. There are 2 aspects that make balancing difficult: experience and swf. Experienced players can make the most out of pallets and play very efficient, while new players don't. Swf have insane info, soloq hasn't without perks. You see? How do you balance a map or a killer without it being too strong or to weak for either side of the spectrum? It will always feel unbalanced to you if you are not in the middle.
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@Sometimes_Sage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315120#Comment_3315120
Thank you for your reply, I really helps to hear that from someone who seems to see things from a similar perspective.
I am willing to accept the possibility of me just missing the big picture to see what is currently happening in context, but I still can't shake off the uneasy feeling. Tunneling and camping feel horrible for the receiving player, and I make sure to never do it against Survivors who play even remotely fair, but seeing those things that, unfun as they are, adressed before things that don't even fulfil any gameplay purpose like teabagging or bully squads, that I am on the receiving end of more often than not, still gives of an aweful first impression. It's not even that I take things like that to heart, I don't, but what I do take to heart is seeing that being constantly at each other throats seem to be the norm.
To me body blocking feels just as unfair as tunneling or camping (I spend a long time thinking that it was an exploit that would be fixed any day), so seeing people defending it while they ask for even harsher measures against tunneling makes me fear that toxicity, or at least what I personaly would consider toxicity, is simply accepted by the community. Maybe I am naive, but I think that there is a lot of room for mechanical improvements (not balance changes) that could make the game a better experience and less of an "us vs them" situation for all players, which would improve overall game feel in the long run and enable a healthier balancing philosophy.
Furthermore the fact that the current plan is to introduce more buffs into a meta that already can be summed up as "turbo gens vs infinite regress" and doing so in an "one side after the other" way makes me thing that it will get worse before it will get better.
Several people here have said that I just got a bad first impression and I want to believe that, but on the other hand I've also been told that I need to learn to overlook what I see as unacceptable, so I have mixed feelings.
It is quite honorable that you play like you do! We need more people like this in the community. But you can't expect others to do the same. The only thing you can do is to be a good example. Sadly there are some people who don't care about other peoples' feelings when they are online. It's a lot easier to be mean to a person you can't see or you'll probably never see in your life. That's a fact.
There will always be mean people in online games and you can't change that. And therefore you can't just remove bully squads. My advice is to keep a cool head. Try to think like them and adjust what you do. Play dumb. And then strike when they don't pay attention. I have faced a bully swf with a total of over 20k hrs about a year ago (2 players of them with over 6k hrs). They tried different techs and were bodyblocking, tbagging, clicking their flashlights with the full meta perks... the whole package. I played dumb, let them do their thing, gain confidence, let them think they had their 4 man escape ezpz safe. And then a failed CJ-tech and failed save of the same later I had a 3k. Don't let your feelings use you, but use them yourself.
The us vs them mentality is sadly common for most if not all multi-player games where you have 2 different roles. I don't think we can change that. The only way to lessen this mentality here in dbd would be to get people to play both sides. But I am not sure how to do it further.
I already shared some thoughts about making some of the unfun parts of the game more bearable. For example that you don't loose a pip when you get (face) camped or even get points for keeping the killer busy, or that Killer's can't use insta down powers in a let's say 16m radius around the hook (or maybe no power at all like Artist or Twins).
The meta was changed shortly before you started playing. The Devs wanted more perks to be used, but somehow they nerfed the old meta too hard in some cases (imo DS, Ruin) and buffed mediocre perks a bit too much (OTR, Eruption). Or the Devs did not consider all the combinations like CoB, Overcharge, Eruption or OTR, DS, DH. And until there will be a faster way to "win" (whatever that might be in this game) killers will tunnel and regress gens and survivors will rush gens.
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This is a lot better than the current one, since it's independent from pips and grades.
There was a bug years ago which gave you Merciless at 4k independent of your pips and it was a blessing to get adepts done. Back in these days all your killers responded to your grade (or better: Rank) and said Rank was used for matchmaking. This meant that if you got to Rank 1 with Nurse but wanted to do Trapper's adept, you were pretty much screwed because you were facing experienced survivors.
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@Sometimes_Sage said:
I started playing DBD in October, so forgive me if I am unaware of some year-long context, but from what have seen so far it seem like changes to the game are approached from a pure Survivor viewpoint, almost as if playing Survivor was seen as the normal way to play the game with playing Killer as some secondary mode.
I want to make clear that everything I am going to say is about game feel, not balance.
One thing that a noticed pretty early on was that when a Killer would hit a Survivor a short time after they were unhooked the Survivor was protected by an additional effect, fair enough. But then I noticed that when I was playing Killer, unhooked Survivors would intentionally run into me to block me from chasing the unhooker, which seemed pretty unfair to me, after all they were using something that was supposed to keep them from being oppressed, to aggressively protect another player, in a way that left me with no counterplay.
Then later while researching gameplay mechanics, I learned that I hasn't always been like that, originally, Survivors could be downed directly after being unhooked, something that many Survivor-players understandably saw as opressive, while from a win oriented Killer's viewpoint it was the optimal thing to do, after all an already injured Survivor was an easier target and also closer to sacrifice after already have been hooked.
Now the Devs agreed with the Survivors, but instead of adressing the problem at its core, the specifics of the injure-down-hook-unhook-sacrifice-mechanic, they turned what was formerly a Perk into a basekit Survivor ability. There was a situation that had both sides having legitimate causes and it was resolved by buffing Survivors without addressing the way this could be used as an oppressive tactic against Killers.
It didn't seem fair, but it was how the game had always been to me, so I didn't really mind.
Then still later I noticed that the majority of Survivors in my games both as Survivor and as Killer were toxic towards the Killer, waiting at the exit gates in a 100% save spot just to tea bag when the Killer apporached them or going into a game with their friends without actually playing to win, instead just stunning the Killer over and over again.
This is where the cracks appeared; why was a behaviour from Killers that, while unfun to the receiving Survivor, was in the end purely a efficient playstyle from the Killers point of view, worthy of a buff for Survivors, even if it means enabling an unfun tactic against Killers in return, but Survivors going out of their way to harass Killers wasn't adressed?
But I thought: "Maybe it's an ongoing process, maybe the next update will adress your issues."
Then the next Update hit the PTB: to adress slugging, admittedly the one pure "harassment over efficiency" tactic avaible to Killers, it was planned to give Survivors not only another strong perk as basekit, but to actually make it even stronger in the process, a change that would not only punish slugging, but go as far as punishing Killers for not immediately picking up Survivors, ignoring all the many legitimate situation where it would be simply stupid for the Killer to pick up a downed Survivor immediately, not to mention Killers who actually had downing Survivors without being near them as part of their gameplan.
Now of course, this was from the beginning pitched as an experiment, with no plans to hit live servers, but it still shocked me that a change, that would so massivly punish one side to adress a comparatively small issue for the other, was even considered.
This brings me to the current PTB patch; again a change that is a buff to Survivors in general. While the motivation behind it is understandable, it is still disheartening that the effect that this change will has on Killers is treated as an afterthought. It was stated, that if this change will affect kill percentages there will be adjustments, but honestly, how is there even an "if"? This is a buff to Survivors and it is intended as such, the only way how it could not affect kill, and therefore Killer success, rates, is if Killers adept an even more efficiency focused playstyle to compensate.
Why is Survivor satification important enough to upset the entire games balance over it, but Killer satification is reduced to win statistics? Killer players aren't bots who will be happy as long as enough Survivors die, we are also playing this game to have fun, but the direction and motivation behind the changes to this game that I have witnessed make me fear, that there is a, perhaps unintentional, philosophy towards "Survivors play, Killers perform".
Statistcal unevenness can destroy fun, but evenness doesn't guarantee it. In the end a fun game, no matter what the statistics say, is a better one than one that is fair on paper but sacrifices fun.
A game needs a healthy balance, but balance can't be healthy if one side is measured in fun while the other is measured in efficiency.
I love DBD, but the updates that I saw since I started playing make me fear that, whenever I will still love it three monthes from now it will be by chance rather than design.
I say it in advance. I am a veteran player (with over5.6k hrs since 09/2018) so I might not understand you completely. Just because I learned to see things differently and might not ba able to imagine a pretty new player's view on the game anymore. But I try nontheless.
I completely understand your frustration regarding the fun of playing killer. Killer is a very stressful role, not gonna lie, and it has been for a long time. But it got better over the years. Sure there will always be mechanics that are annoying, but you can't always change that sadly. To be honest with you, getting camped or tunneled is also quite annoying and often feels unfair. I lost count of the matches where I got tunneled out of the match for no reason at all. Many times the answer is just "because i can" or "you genrush" or "you looked wrong at me" or similar even if I just wanted to play the game without having the goal to genrush in the first place. Many times I sat on a gen for maybe 10s before getting tunneled. Killers mostly (and sadly) don't care for your fun as well. Or have you ever had an insidious camping Bubba who cared for your fun? No.
When I play survivor (or killer), everything I can do, is to play and be fair to the other players. No tbags or flashlight clicks, no camping and tunneling when not necessary. Of course I bodyblock after I get unhooked, if the unhooker is injured. It would be dumb not to. But Endurance after unhooking only lasts for 10s and can be ignored if you can grab the person. And a tip for you: If someone shoves themselves in your face after getting unhooked, slugg them on the ground and wait a minute. They probably have DS and want to stick it in your back. Often you can get more pressure like this anyway. If I play kilelr I will tunnel or camp if gens fly, sure, but I can always be fair as long as the other side is fair. That's a rule I made for myself.
Getting stunned is annoying, especially if you are quite new to the game, but I can assure you that you get some sort of intuition after a while. Flashlights can (mostly) be avoided by looking against walls or faking a pickup and listening carefully for steps. Always be cautious if someone has a flashlight in your lobby. Pallet stuns are not that bad, and the "vacuum" pallet drop you can do (basically running through a pallet and dropping it last second, "vacuuming" you back to the pallet) is hard to forsee as killer.
And about the tbags at the exit gate.... well you have to learn to ignore it. I still get triggered by it sometimes, but usually I just walk away from the gate if I see them teasing me and do something else. EGC is just 2min long and I can wait that long if it means I don't have to see them spamming CTRL.
The current PTB aims to make the gap between soloq and swf smaller so killers and perks can be balanced around a basic amount of communication between survivors, which it currently is not.
I hope I could help you a bit.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310489#Comment_3310489
Yeah I hate nurse as much as the next person but this is just excessive. I think it's healthy to have a killer that can compete with the best survivors and blink special attacks might make her less overwhelming for everyone else.
True. And who knows how the devs changed her addons in about an hour. I noticed that all addons which were stated to get changed were all her purple and both pink addons as well as any addons wich affect blink distance, recharge or fatigue (exept for the brown addon).
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@Tarhos_Kovács said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310489#Comment_3310489
You can still blink through windows and pallets, if the fact that you can't blink through walls and floors would make her so incredibly weak then might aswell buff every single other killer who can't do the same at this point and is incredibly dependant on map RNG. It's really weird how you state that this would be bad meanwhile EVERY SINGLE KILLER suffers from this, no killer should be allowed to carelessly have 100% efficiency on every single map unless all the other killers do too.
I'm not sure you understand what it means to walk with 96% speed, do you? If you want your suggestion to work, you'd need to buff Nurse's movement speed to something faster than survivors (who are at 100%). At least to 105% if not 110%.
But then again, I would rather play Wesker than Nurse at that point.
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@Steakdabait said:
I actually use new OoO a lot. I think the perk is in a good spot and my only personal issue with the perk is your 2nd point about the self reveal being a burden. I do think this is an intentional design, but it's extremely frustrating when the perk single handedly loses you the game in a mass slug, hatch, etc situation
I don't think the perk is strong enough to need the downside in your 1st point, since the self reveal every 30 seconds is very much a double bladed sword. Effects that hide aura reading are rare or situation enough for that to not be an issue and while nether of those apply to distortion. Using distortion with OoO will annihilate your stacks very quicky unless you're somehow not the obsession.
As a little note about your 3rd point about audio cue is that the perk lights up like spine chill when it's active and you get action speed so your bar will turn yellow if you're doing a gen. I'm not against an audio cue at all and i do think it's a nice QOL idea, but it's kinda a non-factor problem.
I forgot to put in my piece in my comment lol. i Honestly would like to just have the self reveal every 30 seconds removed. Now like you said that will make the perk actually have no effect in some matches, but i believe that change will remove both the potentially problematic and frustrating part of the perk.
I also use OoO sometimes with different builds to figure out what to change, and yes the main frustration is the auto reveal in situations where you don't want it (basically those you mentioned).
The audio cue was mainly for times when you are not on a gen, but transitioning to other areas, for example to rescue.
Completely removing the self reveal would make the perk worse, because if the killer has no aura reading at all you will never have a chance to use it. Problem with this is, that possible triggers are already used by other perks or would make it fifficult to determine if the killer has a related perk. If you say OoO would automatically trigger when people are unhooked, you could not find out if the killer has Floods of Rage because it would overlap. Another possibility would be to make the trigger point range dependent: Everytime the perk is off cooldown and the killer enters a 32m radius around you, if you look at the killer you reveal your auras to eachother. The perk goes on a 30s (or more) cooldown.
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@YOURFRIEND said:
So you think the survivor should be able to know where the killer is whenever they want?
No thank you. Not controlling when this extremely powerful effect happens is the mitigating factor of it.
Not everytime you want. You'd still have 30s cooldown, but it would not automatically trigger. Only if you are looking at the killer. If 30s is not enough with this mechanic, make it 45s. But the perk can kill you in many situations because of the automatic trigger.
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@Tarhos_Kovács said:
- So I've seen in the newest developer update that you are planning on changing Nurse's power from basic attacks into special attacks, this is nice and all, really, but honestly it's lackluster. Good Nurses don't need NOED or Starstruck, I don't think I have seen anyone use Devour on Nurse, this will only bring an even more boring matchup since it narrows how many perks the killer can use and there will be less variety than there already is. The addon changes don't really matter either because she is just incredibly strong overall even without any addons. So I would like to recommend making the negative effect of the 3.3.0 version Torn Bookmark addon basekit as in "The Nurse is unable to Blink to a Target location she does not have direct line-of-sight to". This would make chases far less annoying, less unpredictable and a lot less unfair, this is the only killer in the game where your game sense and knowledge about mechanics doesn't matter at all, you literally just need to gamble mindgames because they can teleport through everything and just get lucky and end up in front of you even if they have zero clue what they are doing. I'd really like to see this put in the PTB to see how people would react to this and what they'd think, honestly I think it would be a great addition.
have you thought of all the indoor maps or maps with large structures? Now imagine a Nurse on Léry's (or RPD, The Game, Midwich, Springwood, Haddonfield, Coldwind Farm etc) with you proposed change. This Nurse moves at 96% with barely any option to use her power. Basically everywhere a Myers or GF can't stalk a Nurse could not blink.
No thank you.
And no, I am not a Nurse main.
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@[Deleted User] said:
NURSE DID NOT GET HILLBILLY'D. THE CHANGES MAKE SENSE. REJOICE
Imagine Nurse with an overheat mechanic. What would they call it? Catching Breath?
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307505#Comment_3307505
Not really. 10s added to gen completion did not make camping and tunneling less frequent. So no, making gens slower will not stop camping and tunneling.
Tho i agree that both camping and gen rushing is bad.
There was a proposal in terms of gen rushing/regresion, making gens slower/faster depending on match pacing - more slowdown perks/less efficient teams would get passive gen progression bonus, and too fast gens would do otherwise. But its the topic about camping - camping should be removed by game mechanics. Like, hooked survivor would be consumed by Entity, and "spit out" after few seconds in random place at least 30m away of the killer (This could go further like survs dont die untill endgame, and each hook giving more pressure/increasing time before "respawn", giving more opportunity to actually play the game), and this would remove camping totally.
You basically think of PH's cages with a little more ooomph, yes?
That could be interesting.
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Good to know this is a bug. I thought someone was cheating.
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@Clockwork_Enigma said:
Developers, please understand the lack of logic here.
Survivor Adept
- Escape the Trial with all three of the Survivor's personal perks.
- Escaping the Trial includes one of the following three available methods:
- Escape through the Exit Gate.
- Escape through the Hatch.
- Escape via Killer disconnection.
- Escaping does not include performing any action that progresses the game. This is trivial and easy to do since you don't need to do any Generators or unhook/heal Survivors to achieve this.
Killer Adept
- Get a Merciless Victory with all three of the Killer's personal perks.
- Getting a Merciless Victory includes performing all of the following actions:
- Hook all Survivors at least 9 times in the game.
- Chase and hit Survivors at least 15 times in the game total.
- Prevent Generators from progressing past a certain point or keep the Exit Gates from opening.
- Prevent a Survivor from escaping the Trial.
- Use your Power in an efficient and effective way.
- The following things will also ruin the ability to get Merciless Victory:
- Using any Power, Perk or Add-On that allows you to instantly down a Survivor.
- If any Survivor decides to disconnect from the Trial, especially if they have not been hooked.
Devs, please lower the Killer Adept to be Get a Brutal Victory with the Killer. It shouldn't take so much effort for Killers to get these achievements when Survivors have a piss easy time to achieve it.
It's completely unjustified how difficult this is compared to the Survivor adept and it should have been changed when these achievements first released.
I posted it many times too. It's sadly but understandably a low prio fix.
They should imo just make it that you need a pip on both sides to get the adept. Not playing like a Blendette as Survivor and not a sweat feast as killer.
But this still has the problem that adepts get harder the higher your grade is. At least for killer right now. Therefore I think it would be best to make the adept dependent on emblems on both sides, since they don't change with grade. For example you could get the adept with 12 emblem points. Be it either 4x gold or 2x Iri and 2x silver etc. This leaves you with options and let's you adapt better to situations be it either killer or survivor.
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I have 2 solutions if Lethal Pursuer is such a problem for you.
1. Use that shroud offering which let's you start the furthest away from the killer as possible.
2. Use Distortion.
3. Just expect the killer has the perk. Walk to the right, count to 11 (yes LP is 11s long, not 9 since it buffs itself) and then run the other way. Sprint Burst is a good help here too.
Lethal is fine. It's one bit help at the start and let's you see all auras 2 seconds longer. Your idea to make the perk block auras for 10min is absurd. That's 80% of the match.
Nowhere to Hide is fine. Maybe they need to change the fact that the aura reading zone moves with the killer which can be "abused" by Nurse, Blight or Oni.
And Helicopter Stick? Really? Of all aura reading addons you choose this one? Wesker get's killer instinct anyway when you use a spray. It just makes the info more specific. The killer instinct hides the aura mostly too. It is good, but not as amazing as other easier to trigger aura reading addons like that for Bubba (just needs to rev his Chainsaw), Blight, Plague or Oni. Myers aura reading comes with drawbacks and is not enhanced by LP anyway.
Edit: only the mirrors. Shards are enhanced because they have a duration.
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You would only encourage killers to bring only Jolt, CoB, Eruption and Overcharge and protect their gens.
This does not fix the problem.
The REAL problem is, that multiple gens can spawn very close to each other. Therefore random map generation should be adjusted to spread out gens a bit more. Small maps are more difficult to deal with naturally.
Exaples:
- Saloon: there should never spawn 3 or more gens around the gallows
- Azarov's: here the shape of the map needs to get adjusted, since it allows the easiest 3gen or even 4gen in the game.
- The Game/Midwich: gens need to be distributed across both floors equaly. I have seen an iteration of The Game where there was only 1 Gen upstairs.
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NOED is fine. Just do bones or, cleanse it once it reveals itself after 30s after the initial notification. And if the totem is at the hook and the killer camps? Just leave.
Eruption needs tweaks so that it doesn't destroy SoloQ or Duo players and still effects full SWFs.
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I like your ideas in general. But incapacitated has an advantage over aura reading in that scenario: If incapacitated, the survivors can't stop the regression for 20s, which means, that on top of the base reduction, the gen will regress at normal speed for 20s. You don't have that if you remove the status. And Auras don't help you much, if you are about to pick up a survivor anyway. You can already see which gens you kicked in the first place.
Therefore, if you want to remove incapacitated, you need to increase the base regression accordingly.
But I think we both agree that Eruption is a nightmare if you play solo.
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Depends on my mood, how the experienced survivors behave (annoying clickers/tbaggers or not) and if I have something to do in the archive.
But I will usually let them get some points and play more chill so that can have at least some fun.
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1. Blink Attacks = Special attacks - > removes boring Starstruck+ Agitation+AA plays, no Jolt value on top of eruption etc, no sloppy butcher; they are not needed on this strong killer.
2. Rework addons that improve distance and recharge. They are not needed and are more a balance issue than anything else.
3. Make it easier to lightburn her. - > Many players don't even know this is a thing.....
4. (this is experimental) Remove lunge attacks when blinking. Wesker can't lunge after his dash. I would like to see how good Nurse still is without her spaghetti arms.
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3279444#Comment_3279444
If there is a guy who snipes hatchets well, I'm interested by watching his technique.It's always nice to find out a new curve that I didn't notice before.
He has thousands of hours on Huntress, always uses the same cosmetic and if he plays survivor he's always Luigi Dwight and uses some niche perks.
After I watched some of his footage I was impressed how many angles there are.
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@Predated said:
The thing with Knight is that he is a very good camper and tunneler while shutting down loops. From a surv perspective, there is no real interaction, from a killer perspective, his power outside chase doesnt do much, even though most of the design makes it seem like it should.
So basically what you have is a patrol mechanic, which really isnt that good. Jailer, which is the least useful one of all(Carnifex and Assassin both have the ability to either injure a survivor or keep them busy). And a situation where its better to just spam m2 quickly than it is to set any path at all.
That's basically a huge part of the Knight not being usable, and a tiny part thats really boring to play as and against.
Knight is so boring to play against. It's like playing vs artist.
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The scared Meg, Dwight or Claudette. The second they hear a heartbeat they stop whatever they were doing to crouch in a corner and only return when they did not hear the TR for at least a minute. They only walk or crouch (with UE) have BT but don't ever unhook if the killer is not afk on the other side of the map.
In addition: Meg will always walk to save her Sprintburst, and Claudette will Self Care in a corner.
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@Moxie said:
They don't need LoS unless survivors are crouching/walking.
They work sort of similar to zombies. If a survivor fast vaults, repairs or heals the Guard will automatically trigger if they are in the radius.
If they are walking or crouching, guard needs to directly see them.
I walked was on the 2nd floor of the house on Mother's Dwelling (not the main building, the other one) and the guard still locked on me.
I was quite pissed.
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@Nick said:
Isn't he the guy who just stands like a sentry gun on an elevation and snipes everyone? Would like to see him do that against an actual team with eyes and maybe even fingers.
That is Maxx. But he's chill and mostly plays for fun.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3278728#Comment_3278728
not off, but first penalty lasts only 1 minute. it got reduced.
Why?
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My main is a p54 Jeff. Sure killers dodge me sometimes but even if I would play with Felix (P12) or any other character, at least most steam killers who stalk profiles would still dodge me because I have over 5.5k hrs.
I could care less. I get tunneled or camped either way. Or not. Normal dbd stuff.
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@YOURFRIEND said:
It works irrespective of LoS. Just gotta be in the circle. It's thrilling gameplay.
Not always. And if it were like this, Knight would be op on Midwich or the Game.
You can hide behind walls and they won't see you. But this shack seems to have glass floors for some reason.
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no thaks. he can easily camp, get stacks with MYC and Devour while camping, can easiloy spam loop shutdown without much counterplay (same as artist) and he can spam his power.
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@Crowman said:
The guards already go away when the hunted survivor initiates an unhook. Nothing more needs to be done.
If it spots you BEFORE you start to unhook. If you start the unhook before the guard detects you it will still go after you (or the unhooked person).
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@matteriess said:
https://forum.deadbydaylight.com/en/discussion/comment/3273331#Comment_3273331
3-gen situations can be countered pretty easily. When you spawn, just work on the furthest gen from your spawn, whilst your teammates work on the ones where you spawn. The whole 3-gen situation only really occurs if survivors don't think before they complete gens. I'm sure you can find a guide somewhere if you need help on where generators can spawn, etc.
Once you break the 3 gen, the killer can only really patrol 2 generators with Eruption.
I just had a situation like this yesterday. And guess what: my team mindlessly repairs safe gens while I, who wanted to break the 3gen at Torment Creek's main, am harassed by a Legion with full slow down over and over again.....
Sry. But dumb mates exist.
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@kaskader said:
Kill switch this broken cringe map until its fixed...
Maybe use a map offering
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I was playing soloq yesterday with PE because I still need Vittorio's adept. I faced a Legion with full slow down on Torment Creek and I immideately thought that this perk will not be worth using. There was a 3gen at main but even me trying to use the perk, didn't get rid of that 3gen. My team mindlessly decided to 3gen us.
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@Pucci21 said:
I think it's because either 1. People don't like her look 2. People don't like her perks or 3. Both
I still see Mikaelas and Jonahs and, besides the fact that Jonah looks cool, their perks are nice (especially Mikaela's). This seems odd because why are there no Jeff cosmetics either, he looks cool and his perks are useful. So in conclusion, the devs have a bias towards some survivors, in particular, the original ones and Feng for some reason.
And Nea and Kate.
Jeff had a nice prime cosmetic, which was the only reason I got prime in the first place. But else yes.
He doesn't have a blighted cosmetic, he doesn't have a rift. And he hardly gets something unique. Most cosmetics are a leather jacket + jeans.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3273084#Comment_3273084
The Entity is supposedly an all-powerful being that can pull anything from any dimension at any time.
How does the Entity pulling Vittorio into the realms automatically mean he is somehow over 600 years old and has to wear modern clothing?
The could have kept him in medieval clothing and still have him as a thirst trap.
It is said in the flavor text of Potential Energy, that he wandered through the for for 600 years. And all of his cosmetics confirm that he collected these while he wandered through the fog.
He even complains that the jeans in one cosmetic felt too slim for him at first.
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@Gandor said:
TBH Wesker is almost perfect the way he is. If they did something about off-hook tunneling and infections, I would call him perfection. Makes you wonder how can 1 team design both Wesker and Knight one right after the other.
As for suvivor playground - if we don't count knight that is really a joke right now. I would say it's the other way around. Killers have no problem competing even against strong SWF if they are strong themselves. Actually it's soloQ that is totally miserable and have 0 agency in game right now. I refuse to touch soloQ until they fix it (so I only play killer and 3-4-man SWF now. Anything else is just too much to handle).
Yeah they need to do something against a tunneling Wesker and fix some dumb ######### that happens with his dash and he's completely fine.
Knight has the artist's problem. Hold W
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3273184#Comment_3273184
would you ever take it to the trial considering how many downsides the perk currently has? Would it make a spot in your build outside of perk rulet?
At the moment (while I'm still trying Vittorio's adept) yes, but later? I will try around a bit with different other perks but after that? Nah.... Probably not unless they change it to 1 to 1 conversion and maybe change the penalties a bit.
@Archael said:
https://forum.deadbydaylight.com/en/discussion/comment/3273184#Comment_3273184
Really? You lose 10% gen progression to go to unsafe space with mere hope that you will not loose another 20% progression?
But okay, countering mercilless storm and tinkerer is somehow usefull for weaker survivors... but will they know when to use tokens? Experienced players will not have troubles with those perks unless against doctor with mercilless storm. And im not sure if tinkerer is telling survivors that it worked. I dont play surv often, but i dont recall anyindicator of tinkerer (maybe im lucky enough that someone already trigger it on gens i have done, or killers never used it), and i never had problems with mercilless storm skillchecks. But yeah, on paper this can be viable usage of this perk...but.. you dont know which perks killer use, and taking potential energy just because it may happen to work against those perks... its just a waste of perk slot. Even more - trying to stack tokens on first gen without knowing if there actually is a mercilless storm is stupid. And using it after knowing that this perk is in use means that one gen will not trigger it, potentially more.
True this perk is hardly decent in this iteration, but sometimes perks can give you a great benefit you don't see at first. Sure PE is not for aggressive playstyle but more for those players who are more careful but not the cliche Claudette. Vittorio is a pacifist, and it shows in his perks.
How many people say Repressed Alliance is bad? I can counter PR or even Overcharge/COB if I want to. Killers don't expect nieche perks.
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@Archael said:
https://forum.deadbydaylight.com/en/discussion/comment/3273014#Comment_3273014
Can You please show what uses it has? In which scenario i should use this perk?
I cant drain power from first gen with hope to use it at the end in 3 gen scenario, since its too wide window for killer to hit me with any means, including trapper traps.
I cant use it at 4 gen, because time is prescious at the end.
I can use it at gen im already doing in hope that when i spot killer i will immidately finish the gen... tho its better to just do gen usually, since im losing up to 10% progress.
I can see it viable in 3 gens scenario if killer is just weak, and there is no need to worry about tokens... but in this scenario... killer is weak, i already outplayed them...
So? In which scenario this perk can be usefull?
I use it right at the beginning of the match at a far away Gen. If someone helps you repairing it's better. After finishing that Gen I go to the middle of the map where there are often unsafe gens or I go to a side of a map where there are usually 3gens and start there normally. If the killer comes I use the perk so I don't lose tokens.
You can also counter tinkerer and merciless storm with this. Even Pop or Pain Res can be countered with it.
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@AhoyWolf said:
You lose time and Bloodpoints on a Generator while you're getting Tokens, for some reason it takes 8 seconds to activate at Tier III, you lose some Tokens when missing Skill Checks and all Tokens when you get hit??? Just for a small boost against a 3 gen strat.
This Perk's only quality is that it can quite reliably counter Merciless Storm.
So I have a few suggesstions, first of all, remove the activation period of 10/9/8 seconds when repairing a Generator, if you want to use it right away you just can, there is no reason to wait.
Now, instead of loosing all Tokens when getting hit, you lose 12/11/10 Tokens when getting hit or missing a Skill Check, just to simplify it a bit.
At least now with these changes I mentioned you wouldn't be a complete burden to your team when the Killer interrupts you.
@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/355651/potential-energy-is-quite-bad
imo the token loss should be flipped. ######### up a skill check loses them all, getting hit only loses some.
Both ideas are nice.
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Sometimes I don't understand what some of you guys want.
You don't want a "boring shift w" or "useless" killer and you don't want a killer who is quite strong like Wesker.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273005#Comment_3273005
Wait frank?
Legion has a shirtless cosmetic?
The one that glows.
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@Aurelle said:
Yeah this is kinda disappointing imo. I mean it's ok, but why do we have 2 versions of it? And I really don't like the fact the most of Vittorio's outfits look more modern than medieval/older.
Would you wear the same clothes for 600 years?
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3272557#Comment_3272557
He should've came with one. Most of his skins should belong to poor Jeff.
No. That are 2 completely different styles
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@Slazzuh said:
I don't mind it personally, so I don't buy it or care about, but I do wish we'll get an actual medieval noble outfit that doesn't have weird modern stuff in there
Maybe in a future tome. The Devs like to give new characters tomes quickly nowadays.
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It's like self care for gens. It has its uses but if you force it you are killing your team.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3272149#Comment_3272149
Oh yes! I'm a straight married man and even I couldn't resist 😂
I feel you, the time adds up over the years. I love the bloodweb, just hate how long it takes.
This is actually the first shirtless cosmetic for me (a woman). You would think that I have all the shirtless (or nearly shirtless) cosmetics for David, Frank and Felix, but I haven't.
But I really couldn't resist with this one.