LapisInfernalis
LapisInfernalis
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@Kosturko92 said:
DBD please add this option, i'd rather wait 30 mins then deal with SWF on unbalanced survivor game.
Check this video out and then tell me in comments how game is Killer sided or balanced
You know that this is a tournament gameplay where rules are totally different to what normal gameplay looks like?
And btw Ghostie is one of the mediocre or weaker killers, so wins don't come that easily, but you can still win vs swf if you do it right.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3241407#Comment_3241407
Well anything is a start, I honestly dont think the DCs bans are enough anymore especially when people realise they can DC once a day with not much impact as it gets knocked back daily
So fast? I thought this took a week or so.
That explains a LOT.
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If there was a reliable way to tell if someone presses the "leave match" button or if they DC otherwise, I would say: let's at least test it. They should have the DC penalty either way but adding a karma based tag similar to those who teamkill in GMod's TTT (there these are: "reputable"=best rating, then "crude", "trigger-happy" etc) would be a start.
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Because Jonah did some bad ######### for the CIA.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3240043#Comment_3240043
Agreed. I am also from EU and can say the same when playing against especially Russian players.
But validation would not fix it. You loop by seeing/hearing where the killer goes. If you decide too late, because of bad killer's ping, you will not get that window even after this validation.
This can only be fixed by more server locations and showing ping in lobby (for easier dodge).
I mean, the indicators luckily help with severe cases above 200ms killer ping but for anything else, you need to guess. And that can cost you matches.
The easiest solution for this would be to also show a yellow killer ping, so you can at least prepare.
If I remember correctly people already asked for a Russian server some time ago, but I think it might be a bit difficult to do at the moment because of... you know... Reasons.
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There is a difference?
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I would rather have something like a ping system to close the gap between soloq and swf.
Just curious here, what 4 perks would you choose for your additional 4 slots that are purely soloq helpers? I would definitely choose Bond and Kindred (which can be somewhat done with a ping system and icons) and WoO.
And what about 2man swf? They are in the weird spot in-between.
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That's cool.
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@frisky said:
I am a player from India. I have heard that the game used to have some servers located in Mumbai. For some reason, these servers were shut down and now I always have 100+ ping in my games while a server in Mumbai would give me a ping of 20-25. As a survivor, 100+ ping is unplayable. As an example,
this is a compilation of poor hits i gathered just from the last week's games. Every game I have to play and endure these types of hits. This is not a killer ping issue as in most clips the killer high ping icon is not even shown.
I have talked to multiple people playing from my country and everyone's experience is the same. These types of hits are so frustrating and I genuinely feel like not playing as a survivor at all, but the killer queue times are so long that I am forced into the survivor role.
I have tried contacting support, tried posting on reddit and tried tagging DBD's twitter account in a similar post. This is the last place that I can think for sharing these issues. I don't browse these forums at all so I don't know how this works, but if a dev or BHVR staff member is reading this, please consider re enabling the Mumbai servers once again.
As for the other people viewing this post, do you encounter similar issues in your game as well? I would love to know you people's opinion on this.
Totally for more locations. I don't have the problem myself but in EU Central (Frankfurt I guess) there are a lot of players from eastern Europe because there is no EU East server. And if you get a killer with bad ping (the icons show) because of server locations you also get these 5km hits through windows. Even if your ping is good.
Tbh your clip with the first Wesker is nuts. There, the bad killer ping icon also lit up. I really don't understand why window and pallet hits have no hit validation yet. If they have, this should be fixed.
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An ancient idea of me but here you go:
@LapisInfernalis said:
Dear people of the Fog,
I have been playing Freddy for a long time now. I already knew him, well before he got his rework. I surely hadn't "mastered" him back then, since I was a newish player. But I tried my best and came to like him. I loved the aura reading outside of the TR and that he was completely invisible to people outside of the dream. I understand that complete invisibility would be a bit too harsh, especially for new players, but being able to see Freddy (every couple of seconds) from as far as 32m is too much for my taste. Why? because Freddy comes without you knowing to trap you in his world. There is an add-on (Pill Bottle), which shortens the distance a bit, but does affect neither the TR nor the lullaby, which requires M&A to be used as well. Generally this is a nice idea, but it's just not "worth" it, compared to other add-ons. This is one example for many of his add-ons, which are just status effects or niche effects that are not worth their rarity (most of his very rares and Black Box) or generally too limited to be useful.
This is my attempt to make Freddy's add-ons more divers and more useful in general while reimplementing a lot of the "Old Freddy" I used to love in the old days. I want to make Freddy a bit more interesting to play as and against again, as well as to bring back one of the more meme-ish but fun builds that was called "Ninja Freddy" or "Silent Freddy".
Please remember, that this is just me brainstorming and probably won't be quite as balanced as it should be. I will do my very best though.
DREAM DEMON:
Outside the Dream World:
- Freddy is only fully visible when he's within 8m and intermittenly between 8m and his TR (24m). Frequency and duration depend upon the distance. The closer Freddy is, the more you can see him (similar to Wraith). Outside of 24m Freddy is "undetectable". This does implicate the status effect of the same name, but old Freddy could NOT be detected with any aura reading outside of the dream world. This would reimplement some of his stealth abilities without being too powerful.
- Freddy's TR is set to 24m.
- Game mechanics about micro sleep and clocks remain the same.
- His visibility changes with his TR, but cannot be lower than 12m to give survivors a chance to react. So M&A or Furtive Chase make im less visible, but perks like Tinkerer will not make him invisible. They will just set the maximum distance to 12m for the duration. (This could be too strong.)
Inside of the Dream World:
- The lullaby's radius is set to 24m.
Snares/Pallets:
- Freddy can use both simultaneously. By tapping the Active Ability button (CTRL), switch beween Snares and Pallets (similar to Clown). To be more versitile, both are counted seperately. Freddy can set 5 Snares and 5 Pallets before they get recycled. Since Pallets are the weaker type of power (need empty spots which are rare on many newer maps/reworked maps and are less usefull in the end game) and need to be set up before a chase, I think it would be ok to have 2 seperate counters for Pallets and Snares. This also opens up an Add-on set for new stuff.
Teleport:
- Stays the same.
ADD-ONS:
- "Block"-Family: Reduces the Micro-Sleep-timer by 5/10/15/15s + the "Wake-up action" is 12s (or whatever the maximum was) by default. This creates a dilemma for the survivors: Do i still go to the watch? Do I get waken up by a mate, do I purposely fail a skillcheck or do I not care? Here I used the idea of the old blocks, which made the Dream Transition shorter.
- "Drawings"-Family: Is totally fine. Kid's Drawing should be 1% reduction per sleeping survivor instead of a meme add-on though.
- "Dress"-Family: Interacting with a Snare or Pallet causes Incapacitated/Mangled/Exhaustion for 15s/until healed/5s. These status effects are way more useful.
- "Claw"-Family: Increases movement speed after teleporting for 15/20/25s by 5%. Inspired by the old claws.
- "Rope"-Family: Makes the Survivors question reality. Creates Freddy illusions (f.e. Freddy standing, fake lullaby/TR, Freddy walking, fake teleportation effect, the metallic scratching of Freddy's glove) randomly during the Micro-Sleep Phase for 1/3/5s. The illusion's auras are visible to the killer. (similar to Doctor)
- Pill Bottle: Teleporting makes no sound and generators don't splash blood. The blood pool where Freddy comes out remains.
- Class Photo: After teleporting, the Aura of survivors is shown for 4s if outside of 24m. Inspired by the old Class Photo and Freddy's old Aura reading.
- Red Paintbrush: All Survivors start in the Dream World. Only Alarm Clocks can wake them up. The huge time waster or buff for the killer.
- Black Box: Reduces Terror Radius and Lullaby radius by 12m. Reduces maximum visibility to 12m. See sleeping Survivors' auras in up to 12m around you. Reduces movement speed to 110%. Keeping Freddy 115% while he is literally invisible outside of his TR would be hell....
I hope you like this.
Stay healthy.
Edit: Forgot the aura reading for black box.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3237671#Comment_3237671
The solution is to make SWF be a slight punishment. No perk, skill, character, item or offering repeats. Now you cannot be a bully squad because you cannot repeat perks/items. You cant all run the meta and have to split up the best perks.
Two man teams would see almost zero changes. Three and four man changes would be far weaker because you have to split up "the good perks/items".
Imagine DBD but there is only one med kit on your team. Hey look : Pharmacy is suddenly interesting. Plunderer's in general becomes an interesting perk.
I still think SWF needs way more harsh treatment but this outline is the "base" fair change. I would love to see more but I expect even this balance change will never happen because the devs are literally afraid of survivor mains. If they were not they would put this change in and make one more small change. If in a 3 or 4 man group you do not get an audio queue for terror radius anymore. You have to share that since you have voice coms. They could do a spine chill like icon for terror radius strength but it would be something that a SWF needs to relay the killer position because you lose that basic mechanic without losing the ability to tell if in the TR or not.
You cannot punish people who want to play with their friends. And swf is what still keeps this game alive.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237666#Comment_3237666
True 😂 But I have to say - even if I liked to play nurse with meme addons. Out of her 3 memes this one I never played. It was too much xD
I thought it actually to be quite fun. And since people don't expect it, you can trick them a decent amount of times. And they don't even know exactly when you can blink again so that often comes as a surprise.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3235511#Comment_3235511
One instance of the killer's totem is here - spotted mid chase or telling a friend to work on your gen that is 75% completed can save 40 seconds. Imagine if the killer got a buff because they were playing vs SWF that they could activate with the "T" key where a survivor loses a hook phase immdiately after being hooked.
SWF even not so great teams save lots of time and it breaks the game for killer. The counter is nurse/blight. Asking to nerf strong killers and not touch SWF is not fair.
I would rather buff soloq or 2man swf so that the difference to a 4man is not so huge. Because then you can balance killers for a 3-4 man and it has less impact than if you would do it now.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3236819#Comment_3236819
Oh that's not true at all. Nurse can m1 outside ability. Being in loop with nurse requires mindgames or you go down in 2-3s. So you sometimes end up vaulting into (not blinking) nurse.
Also this is much less common (I think this is low elo exclusive thing), but nurse still can get bloodlust. Meaning she eventually is quicker then survivors. 100% with active agitation. She is just to very high degree not good with hitting people without ability. But it's far from impossible
There is even an addon that no one uses which makes you 115% after you hit a blink attack. With that you could still use powerful M1 triggered perks if you want to. You could even make use of STBFL.
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Agreed. But I don't want to give you hope.
I am a Jeff Main and Jeff barely gets anything that isn't just a leather jacket with some jeans. He didn't get a mask, he doesn't have a blighted cosmetic, he didn't get a rift.
Same for Adam and Zarina (and Deathslinger on killer). They are just forgotten.
Tbh Haddie and Jonah are quite unpopular characters and Jonah's background is just bad despite of his tome.
Let's be realistic here. Bhvr will rather give popular characters some cool cosmetics because they know they will get bought.
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@Akumakaji said:
Reworked Insidious: After staying still for 9/8/7s the killer is teleported to a shadowy corner within 24/20/16m of a random survivor without direct LOS to said survivor. Until the killer moves and for 3s afterwards they gain the Undetectable status. The perk has a 2min cooldown and ceases functioning once the 5th gen is repaired.
That sounds interesting.
@TheRockstarKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/3237270#Comment_3237270
I've done it as Doctor.
You pretend to be a clone and wait for them to hop on a gen, then go for a grab. Since Doctor has both a big Terror Radius and an excuse for a lookalike to just be standing around, people generally don't expect it.
Well, that and who the heck runs Insidious besides camping Bubbas?
That s so genius.
I used it once as Tombstone Myers to get people without them hopping into lockers.
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@mistar_z said:
BW Quality of life.
- Remove the bw level up animation, we can already see on the character what level we're on
- Make it so that you only need to click on a node one time to spend it, just like how it works with the tome.
This could save us so much time.
BP cap. Just disable it.
There is no need or justification for keeping it in the game anymore. It is exhausting and causes decision fatigue having to constantly make dozens of choices every bp.
"Its to prevent people from maxing characters with full perks and addons on launch"
- This is no longer a problem, because now we not only have login rewards and codes to claim, but we also have BP in the Rank Reset, Tomes and now free bp in the Rift. Which in total can net you well over the 2 million cap. So you could try out all the good addons you want.
- Prestige Reset did away with having to grind for perks on a characters release date cause now, you can simply P3 the characters with the good perks you want and have it on every character ready to use anyway.
"Well its to stop cheaters from getting the most powerful addons."
Well I think we all know that cheaters have some really powerful and broken programs already that can win their games for them and ruin it for everybody. Them having a tombstone or iri hatchet every match isn't going to make them any more powerful or less enjoyable for the people against them.
I know I'm not the only one who would like to see it.
Totally for it. Or they should raise it to a much higher level like 10mil so that you can P9 one character on a dlc launch or killer and survivor P5 or P3 and you have leftover.
It was so tideous when Project W came out and I had only 3.x mil saved in total (2mil BP, and about 1.4 mil from archive and daylies) for 3 characters.
I was starting to save so early before release that I had to spend so many BP and couldn't keep it. And with 3 Characters I would have needed it really.
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I'm a simple person. I just want another slot where crowns or masks come in so that I can chose on which head cosmetic they go.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3237080#Comment_3237080
Yes. And you know why. Bad audio quality (not everyone uses headset and you don't want echo from another survivor's game), hardcore slurs from squeeky young voices, language barriers and so on.
Showing surv builds to each other during game and in lobby, ping system and action indicators would already close the gap enough. There would still be difference between solo vs swf. But it would not be so large. Balancing for everyone would immediatelly become much easier.
Notice I did not mention base kindred. If you have ping system with I am being camped & rescue me (@person) & i go rescue, you don't really need any aura.
True.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3236585#Comment_3236585
Do not do special things for solo vs swf. Just give solo survivors things, that swf already has (that way SWF can't utilize advantage based on comms). Swf does not automatically mean comms or extra knowledge of player or anything more.
Then implement voice chat in DBD. That would be the simplest solution. Although not the best one.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3236580#Comment_3236580
2. Oke I can see that but 1. Not.
With that you would just go there and say nurse can't use m1 related perk cause let's be real how often does a nurse hits you without her blink?
That would be pretty scummy cause you would rob dedicated nurse mains alot of perks they but time and money into and it would set a dangerous example cause then the flood of people woulnd not end that complain about perks on other killers as well. Killer x should not use perk x cause he is good with it killer y should not use perk categorie y cause they can use it to good.
When you start that flood it will never die down and people will rage like hell because "you did it on nurse".
And if you spin that wheel longer you will come to stuff like swf should not use flashlights or Sabo cause they are to good with it
I'm not sure if you are missing my point here so I will elaborate.
Many killers can't make use of all perks the same way or in all scenarios. Freddy or Huntress for example cannot make use of Unnerving Presence like a Trapper or Doc can. Pyramid Head cannot make use of many hook related perks if he chooses to use his cages. Blight and Legion cannot make use of Exposed perks while using their power. The list goes on.
You see many killers cannot use everything with the same effect or only while not using their power. These killers are not even that strong in many cases.
Making Nurse's blink hits special attacks would only limit the use of already strong perks combined with a strong chase and high mobility killer like Nurse.
If Nurse would be almost exclusively M2 than mainly these combinations would vanish:
1. Starstruck + Lethal + Awakened Awareness (yes this somehow still works like it did in the PTB) or any other combo with Starstruck which are widely disliked by many players
2. Full Regression builds with Jolt (she still has PR, Pop, Pentimento etc
3. Sloppy Butcher with anything anti healing
4. Franklin's
5. Exposed builds
Mainly points 1 and 2 are why I want blinks to be M2. They are just not fun. Other killers with unfun builds are mostly not that strong (e.g. Impossible Skillchecks Doc).
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3236580#Comment_3236580
Those two things sound like a good start. Any potential nerf is better than just leaving her how she is now.
I'd rather go step by step on this than do it all at once. Else, usually stuff gets nerfed hard for no reason or buffed to the moon.
Best examples: MoM and Boil Over
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A ping system, some action indicators next to your icon or even something like basekit Kindred or Bond (only soloq players!) would help a lot.
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@Lobos said:
https://forum.deadbydaylight.com/en/discussion/comment/3236519#Comment_3236519
Maybe if they removed Nurse's ability to blink through floors on multi leveled maps and through pallet loops but left her ability to go through walls and also gave her a boost to her movement speed then? Kind of like a similar but almost reverse Wesker power?
Or just increasing her cool down between blinks? Or only being able to blink once but she got a movement speed increase to compensate?
I'm just spit balling ideas here but she is just too broken how she is right now being able to ignore every obstacle and have a massive lunge attack coming out of her blinks too.
I think that
1. Nurse blink attacks should be M2 attacks - > fixes Exposed combos as well as continuous use of perks like Sloppy Butcher or Jolt. They are not necessary on Nurse.
2. Removing range and cooldown reduction addons (anti fatigue is fine I think)
would be enough.
Removing her ability to go through walls would just destroy her (that's why the 3 blink addon was so bad). And the 1 blink addon which increases her speed to 105% is also quite bad tbh.
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@Lobos said:
Nurse's power has always been a major problem since they removed infinite loops. She should not still be able to blink between floors and through every defensive obstacle anymore.
Only issues I have with Blight are his OP add ons (c33, alc ring, double speed combo) and also the hug tech that lets him quickly slide around corners while sticking to walls at the same time.
I think Wesker is ok aside from players abusing his power and terror radius by tunneling and using exposed perks + aura combos. (Using his power to get multiple Devour stacks quickly and coming right back to tunnel unhooked survivors and repeating the process. Starstruck + aura reading combos)
I don't know if your suggestion for Nurse would work. Imagine her on The Game, Midwich or RPD (and maybe Springwood). That would be a nightmare for her with her slow speed.
For Blight they just need to fix his op addons (mainly C33 and Alc Ring, speed is barely OK though). And Hug Tech is said to be a bug and will get fixed.
For Wesker, he's OK besides some of the things you said. But even then PH can also easily tunnel and Nurse can also abuse exposed + aura. And the best killer for TR based builds besides Wesker is Doc. So basically there is no problem with that.
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Even if they'd need to touch a gen, they will just tap it.
You need to add something like "doing the main objective for at least 20s" or similar
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3236023#Comment_3236023
I think the whole offense system is a little outdated too.
I messed up over a year ago and definitely broke the rules, I think there should be some decay period where it's obvious that this person isn't a repeat offender
Oh yeah, when I was newish here 3.5 years ago I got in an argument with someone and it heated up quickly. I said something I shouldn't have, but at that time I was just frustrated. Nothing happened again if I remember correctly.
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I would like something like "top x%" or something.
But not visible to others because we all know that people will just complain about matchmaking more.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/3235810#Comment_3235810
Yes, we all know that you can round to the nearest 10, but you consistently refuse to explain WHY anyone would want to do that. What benefit is there?
They just want it looking like Wesker is OP.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3235091#Comment_3235091
I don't know how to approach this question I thought everyone knew how to round
In this case rounding up like you did is a mistake. Because 5% more or not is not insignificant here.
Because then all other killers would have 60% kill rates....
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@sluc16 said:
I think in general he is fine, the only thing I considered an issue is for how long he can hold his second dash after missing the first one, is just too much advance to aim and even move around a loop to use the second dash, he shoula be forced to use the second dash faster like the nurse. Also is dumb that after missing the first dash he can cancel his power without using the second, which is not fair, he is already using his power, he shoud be forced to use it completely and not be able to cancel it mid use
That would make him clunky and unfun. And his "dash window" is really not that long either (2s base or 3s with the Egg) and the longer it is the more punishing it is to NOT use your 2nd dash.
His dash is fine just look at him to determine if he is still between dashes or not and position yourself well.
It's not that hard.
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@Sava18 said:
In all seriousness, usually a high pick rate and win rate indicate something is op in video games. But you have to factor in dbd's players slow ability to adapt I guess, so maybe one month is not enough. In league or ow for example, stats like wesker has for a new character means that character is very overpowered. Don't forget not only are the survivors learning to play against it, but the killer are also learning to play the character. Just because it's dbd doesn't mean this philosophy doesn't transfer over. But I also know a lot of people just started killing themselves on hook because they were and are tired of facing Wesker.
I'm still very used to see only one killer in my matches. Back in the day (like... 4 years ago) once you got into red ranks, you basically only saw Nurse and Billy or Spirit. Nothing more.
Yeah it gets boring, but back then it was because these killers were the only ones who could keep up with strong survivors. Wesker is new, fun and a popular character, so his pick rate doesn't surprise me. And his kill rate isn't even as high as Freddy's kill rate was after his rework (it was 75% is I remember correctly).
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@Roaroftime said:
Might as well be talking to a brick wall, killer mains will ignore the statistics and facts because they like the game being unbalanced, simple as. They'll think of any excuse to justify his ridiculously high win rate to prevent a nerf and keep him unbalanced. And before anyone says he's not unbalanced I'm talking from statistics and factual evidence as shown by the kill rates. Almost 70% Is NOT ok when he's against 4 players.
Since when is 65% almost 70%?
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3234355#Comment_3234355
if i was content creator and not someone that just writes post on forums, that video is pretty good breakdown of the stats. The part that I really loved about his breakdown was 19:00-20:30 where he is talking about how most of killer are smack in the middle and balanced, but most of killer that are in the middle have glaring gameplay issues. that was my favourite part about that video. he talks about a lot of valid points and very observable patterns in statistics.
That's why I posted it here. Also the fact that stealth is stronger in lower and mid rankings makes perfectly sense.
Yesterday I had a Pinhead match where the killer used the Iri Box addon which makes it invisible outside of the chain hunt. That was a nightmare even with my swf buddy because the other 2 were solo. And many people don't understand the box spawn logic either, making it very difficult to deal with efficiently.
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@StealerOfLives said:
https://forum.deadbydaylight.com/en/discussion/comment/3233762#Comment_3233762
I was speaking to my own experiences, so you can't really say it's untrue. But thank you for the link.
Sometimes if we are frustrated or similar we tend to exaggerate. That's why I said that it definitely not 90% overall that Myers uses perma tier 3 or the Tombstone.
Of course it depends on your region, MMR ect what you get.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/3233078#Comment_3233078
on console dbd is called dbd special edition and includes hag dlc and doctor with dlc's survs.
OK thx.
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I just found this vid from Otz and he explains the stats quite well.
https://www.youtube.com/watch?v=GfsnWAbCzdU -
@Alcuin said:
I agree that he has too many things going for him. That's the case for all the new Killers and they all have high kill rates. Wesker has mobility, one-shot, built-in slowdown, etc. Sadako has stealth, teleportation, skips hook states. Artist has anti-loop, camping, omniscience, and mini-fridge hitboxes. The same thing has been happening with Killer perks. Original Pain Resonance was a combination of BBQ and Pop without having to have the gamesense of what gen to kick and having to travel there. Other new slowdown perks that take gens from 90% to 30% in no time at all also come with auras, notification, or whatever to provide knowledge. It's not the Survivors' 16 perks vs. the Killer's four; it's more like the Survivors' 13 versus the Killers nine or ten because, on the Killer side, there's also add-ons (and other perks) to negate Survivor perks. Killers have all these three-in-one resources (perks and powers).
There was some good and a vision with the META shake-up in trying to nerf the strength of certain perks and strategies, but combine the basekit buffs with perks like STBFL and Pain Res and it's no wonder kill rates are so high. It's like a shooter pvp game where shotguns no longer can one-shot but smgs have been buffed and only one side has access to them. At this point, the only thing in favor of Survivors is the majority of the maps.
Newer killers all have more in their kit than Wraith or Bubba for example. That's not unique to wesker. What makes him so great compared to the others is that his gameplay is actually something fun and interesting.
Artist: was barely played after release because her playstyle was boring
Dredge: some people just don't like that he's so loud
Sadako: no chase power and difficult to use well
many killers before that just had the same boring anti loop or are clunky.
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@aurum_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/3232678#Comment_3232678
No Wesker is a actual pain. Every game ends up with him having 3/4k, disconnects, suicides at first hook etc., even the noobest and easy juke killers, and 8 games out of 10 are Weskers for the simple reason that is unbelievably unbalanced.
Do we play different games? Or are you talking about Starstruck Nurse on Midwich? Because that's were all the people DC in my matches
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@mischiefmanaged said:
https://forum.deadbydaylight.com/en/discussion/comment/3234085#Comment_3234085
There's a bug that was present in the past and might still be present where if you go down while someone is being carried and they escape the killer's grasp, your wiggle bar gets set to 100 for some reason.
This one might not have been a cheat but may have been them trying to save you and getting very confused.
They said they fixed it but I've had it happen to me after they said they fixed it.
No one was getting downed.
No one was even next to me when it happened.
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@CoDismylife said:
Wesker is way to rewarding for minimum skill and effort. His chasing is very strong, he has very good mobility, he has side objectives for Survivors which slow them down on gens or chase (lose/lose).
He just has to much going for him. That's why he has the highest Killrate. And also the highest pickrate (25% that's crazy)
The skill to reward ratio is really off on this killer and needs to be addressed.
Somehow I expected posts like this one after the stats came out and I wasn't disappointed. I don't even know if you are just a troll or if you really don't know that these stats need to be read in a right way.
What you say about Wesker is simply not right.
"minimum skill & effort 4 reward": As Wesker, I have to deal with bugs connected to my power, that are still not fixed, DH (which is usable against his dash very easily btw), people who abuse that I can't hit them after I vault (the mechanic that should prevent this is inconsistent), people who abuse that I can't vault pallets that are in use (Any Means Necessary, vaulting etc.), last second dodges that suck me into vaults, badly smothed loops (aka "getting stuck on a pixel of a chair") and a lot of loops where I cannot even use my power and therefore have to deal with it the "hard way". I cannot lunge after my dashes like Nurse or Blight (or Oni) and flicks are not as crazy like on Blight or Oni for that matter. I cannot Hugtech like Blight. Seriously, I have to do more with Wesker than I had to do when Freddy got reworked 3 years ago to get the same results.
"very good mobility": He has mobility, but it is definitely not at the same level of a Nurse, Billy or Blight. I would put him roughly at a similar level of basekit Spirit for that matter. He gets slowed down the second you press M2 and during his cooldown as well.
"side objectives which slow down gens or chase": Lament Configuration + Chainhunt, Plague's Corrupt + Fountains, Zombies + Infection (loud noises mainly), Reverse Beartraps, Alarmclocks, Deep Wound with Legion...
"lose/lose": If Wesker infects you in chase than you are probably downed before you are fully infected anyway. And if you are thinking of him seeing when you use a spray, then you just need to do it far away from him. Don't complain about him tunneling or anything if you spray yourself when he's near. It works quite well tbh.
Do you want to know why he has such a high pick rate across the ranks during the last month? Because he is
- new (out on 30.Aug)
- fun to play as (has a fun mechanic)
- has a more complex power to learn than most killers before
- and is a famous character
But what about his killrate? You don't know how these kills are achieved. You don't know the playstyle of the player. You don't know if the player went against an equally skilled team. You don't know if the player likes to give hatch. You don't know if DCs and insta kills on hooks count as well. The killrate is completely unreliable, because we don't know what the parameters were. I'm a scientist (chemist to be precise) and you need to write down EVERYTHING when you collect data so the result is reproducable. For killrates this could mean: region, MMR differences between seperate players, SWF/solo, daytime, perks/offerings/addons used, DCs, hatch escape etc. Without that we know nothing about the reasons why the kill rates are what they are in these charts, besides that they are obviously a mean of all regions.
Which means in short: The killrates only tell us that on average all killers across all regions get between 2 and 3 kills every match, which is EXACTLY what the devs were aiming for with the 6.1.0 update. Nothing more.
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The only thing about Blight that needs a fix are some of his addons (Alc Ring, C33 mainly). Nurse just needs maybe Blink attacks= M2 to remove annoying combos on her.
And Wesker: IS COMPLETELY FINE
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I had one of these weird matches some time ago where I got instantly free of the killers grasp without someone doing anything visible (not from my view). The cheater must have noticed from my behavior after (I just stood still where the killer dropped me) so they tried to hide it by shining a flashlight on the killer and dropping a pallet I was in (none of which was timed right btw). Nothing after that happened that I know of because I think they noticed that I suspected something.
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I would not say 90%. That is simply not true.
For the rework, here you go. Some things are a bit outdated though (this is from 2 years ago).
@LapisInfernalis said:
Since Myers is one of the 2 remaining Killers, who don't conform with the add-on rules (the other being Huntress), I thought of how I would do a little add-on rework for our Stalky Boi. This also includes some buffs to him as well since he's a bit outdated/ powercreeped. I tried to keep the original idea of the add-ons in mind while making them a bit more interesting.
These are just examples. Please give me constructive criticism and don't kill me, ok?
BUFFS
Evil Within I:
- Grants the Undetectable Status Effect
- Grants Detection Immunity <- The same as before the addition of the Undetectable Effect. To hinder Spine Chill, Object & Premonition to give any information on Myers. Makes early stalking somewhat easier.
- Slightly decreased Movement speed (110 %). <- (was 105%) To give him some extra mobility at the beginning and to get Stalk a bit easier
- Slightly decreased Lunge range (open time: 0.4 s). <- (was 0.2 s) I don't know the exact value Boyfriend's Memo adds, but I thought of this. i.e. Gives room for another add-on with Scratched Mirror.
- Regular Vaulting speed (1.7 seconds)
Why? Myers' EWI is more a hindrance than anything else. Good Survivors or a ######### map (looking at you Coldwind Farm!) can starve you of stalk, making it extremely hard to get to EWII. The slow MS and no bloodlust make it even harder. Therefore the MS buff to 110%. Detection Perks are quite problematic in EWI as well. Even if the Survivors can't hear you (except they hear your Darth Vader like breathing), they still get notified by Spine Chill, a very commonly used perk, even in red ranks. That survivor is GONE, before you have the chance to stalk. Same goes for Premonition or Object. Object still lights up, when you are looking at the killer, giving you a direction where he is.
But wouldn't that be too strong? No. You want this game to be a bit scarier, don't you? I loved the dread at the beginning of the match when you didn't know what killer it was. I was always on the lookout for a Myers sneaking around. I would like to have that back. By chosing a good positioning, you can make it really hard to grab you from the gen.
Evil Within II:
No changes.
Evil Within III:
- Regular Terror Radius (32 metres).
- Regular Movement speed (115 %).
- Slightly increased Lunge range (open time: 0.6 s).
- Moderately reduced Pallet (and Breakable Wall) breaking time (15%) <- Make him more dangerous. Like a litte Brutal Strength.
- Moderately increasing Pallet stun recovery (25%) <- Same as above. Like a little Enduring.
- Moderately increased Vaulting speed (1.275 seconds).
- When triggered, all Survivors suffer from the Exposed Status Effect.
- Evil Within III lasts for 60 seconds, after which it regresses to Evil Within II.
Why? Myers has little in-build ways of shortening the chase and he needs to build up his insta down every time. Oni i.e. can do this by hitting survivors during a chase and gets a lot of mobility during his Dash. I thought of making Myers a bit more dangerous, so that everyone should watch out and don't let him get his stalk! And for myself, nothing was more scary than Myers with BS, Spirit Fury & Enduring a long time ago. But now with the gen speeds and his insanely slow early game he needs gen regression or slow down perks like Pop or Sloppy. This is why I decided to buff EWIII with these effects. I'm not sure if they should stack with the perks or not though.
Stalking:
- The default Stalk Point requirement for each Tier is 5 Stalk Points. <- (was 6) easier to calculate :)
- Stalk Points are obtained by stalking Survivors.
- Each Trial features a reservoir of 40.4 Stalk Points distributed evenly amongst all four Survivors for 10.1 Stalk Points each.
- When a Survivor disconnects, the remaining Stalk Points of that Survivor are distributed equally to the other remaining survivors. <- So that a DC doesn't screw you over when needing a lot of Stalk (i.e. when doing the Evil Incarnate Achievement).
- Default Stalk range is 40 metres from The Shape. <- (was 2.5m to 39.85m) same as Ghost Face
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- This means that the Stalk Time requirement for one Tier of Evil Within ranges from 5 seconds (100 % efficiency) to 15 seconds) (33 % efficiency). <- (was 6s up to 60s) lessens the pain of stalking someone in the distance, without making it too strong.
- The Stalk efficiency decreases slightly with distance, ranging from 1 SP/s (100 % efficiency) to 0.33 SP/s) (33 % efficiency). <- (was 0.8333 SP/s at 100% and 0.08333 at 10%) It would be a bit hard to get "99ed" from 40m away in 5s so I thought buffing the numers would do something at least.
- Once The Shape reaches Evil Within II, he has no means to return back to Evil Within I.
- The colour of a Survivor's outline while being stalked determines how many Stalk Points or evil is left in them, ranging from white (Evil available) to red (Evil depleted).
- Use the Active Ability Button (CTRL) to unleash EWIII. <- You will never accidentally use EWIII again while trying to 99 it. No need to stalk the last bit. [Edit: This needs some audio cue (like that from Oni). I thought of that eerie tone that indicated him staking you when he came out in 2016. In the Wiki it's the tune which is listed at the Evil Within I section of Myers' page]
Why? His salking mechanic is outdated and inferior to that of GF. I can understand that it would be too strong to give him the same stalk speed at 40m like right in front of him. By tweaking the numbers, I think that his stalking will be better but not OP.
ADD-ON REWORK
Judith's Tombstone (Ultra Rare)
A large and heavy granite tombstone stolen from Mt. Sinclair cemetery, belonging to Judith Myers.
- Kill healthy or injured Survivors with Evil Within III.
- Kill the last remaining Survior in a Locker with Evil Within III. <- No more locker hopping to deny the Evil Incarnate Achievement. At least for the last survivor. Maybe make this standard with a new nice Mori animation where Myers pins the Survivor to the locker. Like in the movie.
- Disables the ability to Stalk with Evil Within III.
- Tremendously increases the amount of Evil required to reach Evil Within III for the first time.
- Slightly decreases (110% ms) The Shape's Movement speed in Evil Within II and III. <- (was -9% = 95% in EWI and 105% in EWII&III) Nothing is worse than being a slug in EWI with this. Still slower than normal, but better around large loops. PWYF would be nice to have but not a necessity. If this would be too strong with PWYF, make it 105% in EWII&III but not EWI.
"Here lies our beloved daughter."
Lock of Hair (Very Rare)
A cut lock of blond hair bunched with a black elastic.
- Tremendously increases (+40s) Evil Within III duration.
- Slightly increases (+2.5 SP) the amount of Evil required to reach Evil Within III for the first time. <- (was +5) Makes this add-on more viable. The Hair Bow was just better, because it added 30s for +2.5 SP.
Scratched Mirror (Very Rare)
A standing portable vanity mirror which has been violently scratched with a sharp metallic object.
- When Stalking, Evil Within I reveals the Aura of Survivors within 32 metres.
- Evil Within cannot progress past Evil Within I.
- Slightly reduces (105%) The Shape's Movement Speed. <- (was 105%) Yes, this is not a nerf or a buff, but since i buffed EWI MS to 110% I needed to adjust this. 110% with a 32m wallhack would be too much. Pretty much old Jumpscare Myers before the introduction of Undetectable without M&A being a necessity.
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 200 % Bonus Bloodpoints in the Deviousness Category.
Mirror Shard (Very Rare) <- (was Rare)
A large and sharp piece of a broken mirror.
- Stalking a Survivor for 1 second in Evil Within II reveals the Aura of other Survivors within 16 metres around you for 4 seconds. <- Maybe a bit too strong, but hey: I changed the rarity.
Vanity Mirror (Rare) <- (was Very Rare) Is still not as strong as Scratched Mirror.
A standing portable vanity mirror in perfect condition except for a fine layer of dust and face powder covering it.
- When Stalking, Evil Within II reveals the Aura of Survivors within 16 metres.
- Evil Within cannot progress past Evil Within II.
- Moderately reduces (8m) the Terror Radius. <- Makes Dead Rabbit or M&A a nice to have, but not a necessity. I would say it should stack. You will still be vulnerable to Object etc though (no Undetectable!).
- Each Hit Score Event grants 100 % Bonus Bloodpoints in the Brutality Category and additional 150 % Bonus Bloodpoints in the Deviousness Category.
- Slightly decreases (110% ) The Shape's Movement speed in Evil Within II. <- (was -6% = 97% in EWI and 107% in EWII) This was a worse Scratched Mirror with only a little MS bonus.
Reflective Fragment (Rare) <- (was Uncommon)
A tiny piece of a highly reflective material most probably from a broken mirror.
- When putting a Survivor into the Dying State, reveal the Aura of Survivors within 8 metres.
J. Myers Memorial (Rare)
A glossy page ripped from the 1965 Haddonfield High School yearbook, one dedicated to the memory of Judith Myers.
- Moderately increases (20%) Evil Gain rate when Stalking. <- (was 25%) A slight nerf since stalking is overall easier.
Glass Fragment (Uncommon)
A tiny piece of tinted glass, probably from a broken object. It is impossible to determine its origin.
- Stalking a Survivor for 1 second reveals their Aura for 3 Seconds. <- (was only usable in EWI) i made it usable in all tiers.
Judith's Journal (Uncommon) <- (was Rare)
A journal identified as owned by Judith M. Myers. Most of the pages are defaced with frightening and disturbing drawings.
- You become obsessed with one Survivor.
- Considerably increases (40%) the amount of Evil gained when Stalking your Obsession. <- (was 65%) A slight nerf, because stalking is easier. I think the Obsession requirement makes it less strong without Nemesis and DS or For The People is not allways triggered, so is will be Uncommon instead of Rare.
You can only be obsessed with one Survivor at a time.
Memorial Flower (Common) <- (was Uncommon)
A partially faded and dried pink larkspur picked up from a gravestone.
- Slightly increases (10%) Evil Gain rate when Stalking. <- (was 15%) A slight nerf since stalking is overall easier.
Boyfriend's Memo (Common)
A "romantic", if slightly sleazy, note left around to draw the attention of a female lover.
- Outlines a Survivor when you are able to gain Evil. <- I thought of something like Feddy's outlining of a sleeping Survivor (from his POV). This is mostly to help newer players to understand when you can stalk and when an onject hinders you to do it. Sometimes you think you can stalk through that piece of junk but you can't. This is meant to help with that by adding some visual effect.
"The note is signed: D."
[Edit: Memorial Flower & J. Myers Memorial could both be changed to "Slightly/Moderately increases (+1.25/+2.5 SP) available Stalk Points per Survivor." If the increased stalking rate is too strong. This would give you 1 or 2 extra Evil Within III and would make stalking for some add-ons (i.e. Tombstone) easier if one survivor decides to hide all the time.]
Sorry for the long post.
Edit: I corrected the math with the stalking points. Hopfully.....
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@Pulsar said:
We cannot give this community the ability to control each other's reputation.
That s exactly what I wanted to say.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3232193#Comment_3232193
What characters are different?
https://forum.deadbydaylight.com/en/discussion/comment/3231968#Comment_3231968
You realize that if they remove all the free perks then it will only be "premium perks" in the shrine right?
There are a ton of perks from DLC now so it's not like they are giving away the cow. But it's completely insane that perks like Pinhead's took so long to come to the shrine and only then came through an event.
The yearly daily reset shrine felt like a sham during the even because they posted a lot of perks that have been in the shrine very often.
Nor entirely sure, but I know Feng is one of them and I think Ace too. Not sure about the respective killers though.
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@TMCalypso said:
On the killer side it also promotes a non-camping playstyle, so I'm all for it.
Since the hook energy is empty after some hooks am I right?
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@Pumpkinbros said:
I seriously agree, I think it could be tweaked a bit, so like, doing it unlocks something for everyone
maybe a 3rd escape for survivors, as in like, a 3rd door, I could imagine like a stairway that you have to walk up to get to it, but it's just like any of the other doors, maybe it unlocks a chest, idk something has to be in that rift
A chest like on Midwich when you do both main gens?
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@Absolute_Zero said:
The new mechanic they introduced with this event is awesome!
Gaining essence while doing certain things then go pump them into something is exactly the kind of secondary objective this game needs.
Can we please have them being introduced permanently (obviously not with halloween skins like the pumpkins), they are awesome and healthy for the game to feel refreshing! Especially for survivors, even if they die, they have something to work towards and gain a lot of points so it doesn't feel bad to die.
Please BHVR, put them in the game as a permanent addition, this is awesome!
Yes!
Maybe you could get energy by destroying totems then instead of pumpkins. Or for other 2ndary objectives like chests.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3231913#Comment_3231913
i think its better to modify shrine to give 2 premium perks(1 survivor, 1 killer) so you get 6 perks. premium perk is always perk that cannot be bought with iri shards. so myer's perks, freddy perks, pyramid head, ghostface, Wesker, Nemesis, leatherface and pinhead. for survivor, they're ash perks, jill's perks, leon's perks, laurie's perks, quieten perks, ada wong's perks and rebecca's perks.
Less people can complain about "pay 2 win" now regarding perks.
That would help. I already have everything, but one of my friends was always mad that some licensed DLC perks never showed up (the blast mine for example). And she always struggles to do the killer blinding stuff, so I understand her frustration.
In the end I gifted both RE chapters to her so she wasn't relying on solely flashlights or crackers.
But tbh I don't think they will do it (at least not on a weekly basis) because bhvr wants to buy their stuff with real money.