Avatar

LapisInfernalis

LapisInfernalis

About

Username
LapisInfernalis
Joined
Visits
5,139
Last Active

Comments

  • @Smuk said:

    just in a match with speed hacker. He wasnt a shame to show them in a first second of a match.

    The updated anti cheat in midchapter was very efficient

    EAC is just like a firewall. Once you are in, you can do what you want. It would be better ho have an anti cheat that checks what's happening in the game or on the server side.

  • @Katarina_XT said:

    Why is it only now that people want tombstone nerfed? It has been in the game since his release and only now does it need a nerf?

    Because there is always people who think it is unfair that someone got stalked and they have to pay for it. But this is how Myers works: one weak link is all he needs.

    Then there are people who still don't know that feeding Myers is a BAD idea. They probably only know that he's a "weak, loopable M1 killer" and they never really expect him to be a threat. When I started to play this game 4 years ago, my first killer main was Myers and I quickly understood that. Survivors don't look around, they camp pallets and they tbag. All feeds Myers.

    People don't understand anymore how to position themselves on gens to fight a Myers before they even know if they face one or not, because he's so rare nowadays. I had to learn to always expect a Myers back in the day. No information perk could detect him in Tier 1. Not even Spine Chill. So you just positioned yourself at a Gen as you'd play vs a Myers. In a way that he a) couldn't grab you b) you would see him approaching before he could stalk and c) have an escape route with LOS blockers. You were on high alert until you knew it wasn't him.

    I have 5.3k hrs now. And I never had any problems facing any Tombstone Myers. I never thought that it was unfair or similar. Fighting Myers is a team effort and when you don't accept that, the team will perish.

    Simple.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199396#Comment_3199396

    Hackers can spawn now multiple bots on a match (killer or survivor)

    I knew bots in the game files were a bad idea without proper anti cheat

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3199481#Comment_3199481

    It's only 3. Each survivor has 10.1 worth of stalk.

    It takes 5 stalk to go from T1 to T2, 5 stalk to go from T2 to T3, 10 stalk due to Tuft, 10 stalk due to Judith's for a total of 30 stalk points.

    Which don't equal to 30s stalk in experience but more like 40-50 depending on the distance.

  • @Thunderfrog said:

    It has no counterplay if Myers is able to hold down right click. Its horse ######### that I can play the whole game winning chases and taking no hits, and one lucky mouse click is enough to ruin the game.

    Jump in lockers. Do a totem. Sit on a Gen. Quickvault something.

    There you go: counterplays for any Tombstone.

  • @Gandor said:

    I had shelter woods with 6 pallets even before this bug. And I am talking about things like - in temple of purgation - you cound count on the fact, that there would be 1 pallet somewhere on both small stonehange and on big stonehange. But that's not true any more. They just took one of these pallets away (I had multiple spawns where small stonehange did not have any - and no - it wasn't broken already - you can see that by debris of the pallet).

    And this is just on top of my head. I know I noticed more things like these regularly. Also map reworks are considered only for survivor-strong maps (headonfield) - but keeping shelter woods or midwitch the way they are is perfectly OK...

    Shelter Woods is a map notorious for few pallets for it's size. On the other hand I see Saloon with both strong pallets infront of the main building. And I can swear that there was only one some time ago

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196837#Comment_3196837

    anything before patch 6.1 is no longer relevant. Also devs tend to remove a pallet from some map every like 2 weaks so....

    There is currently a coding error with the new 2 window tiles on MacMillan which don't have a pallet, but they count as a tile with a pallet for the map generation system. Therefore: The more of these tiles you have on a map, the fewer pallets are available. An exteme case is shown here:

    https://www.youtube.com/watch?v=YcgCEpvEp00&

    This video from Otz shows extreme map RNG and while I think RNG should be kept, it needs to be less extreme.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196656#Comment_3196656

    show me official stats pls. I don't remember seeing such a thing from devs

    It's ages old now.

  • Many maps need reworks.

    Red Forrest and Shelter Woods are too large, The Game has too many strong pallets and only a handful of windows, Garden of Pain, Suffocation Pit and Eyrie have strong combinations. Saloon has basically 2 Gens which are difficult to defend (gallows Gen can be argued about). Other maps with these gens are both Asylum maps, Thompson House Springwood and swamp (wich needs an overhaul anyway).

    Some maps have too many dead zones by default like Autoheaven (the one with the garage and just shack in the middle) and need better pallet distribution.

    Also Scourge Hook placement should be fixed too since it happens quite often that 3 hooks are on one side without gens. The worst I had was 2 hooks on the Eyrie tower top floor.

  • What was Élodie's prestige level in the end?

    If it was P1, then I'm sorry, but you need to prestige up to P3 to get all her perks on lvl 3. It doesn't matter if you already unlocked her perks through the shrine.

    It's the same for the Killers which were P1 before the change. I have their bloody weapon (wich comes with P4) but since I'm only P3 right now after the change, I'd need to invest 2mil BP to get the next bloody cosmetic at P5. P4 won't reward me with anything.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196169#Comment_3196169

    Survivor queue time is a little faster but again - my killer times basically increased by +3 minutes.

    For me it's the same as before in the evening/night. And I usually don't play killer during the day since q is always longer then.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195636#Comment_3195636

    "I even think some survivors do that on purpose just do lower these numbers in order to get survivors some buffs they dont really need."

    For the first week or two after the patch survivors were throwing games like crazy regardless of which side I was playing.

    Also the "-2:40" time for killer queue is nothing short of a lie. Before the patch my queue times were instant. After the patch my queue times went up by an average of 3 minutes.

    About the queue times: My queues became instant for survivor at night (10min before). But the mates became worse.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195136#Comment_3195136

    I never said you can't escape his power, #########? I said if he ALREADY GRABS you, you can't escape when you're forced to run past him. Wesker isn't op, Blight and Nurse are op. Wesker just feels oppressive in multiple situations.

    Idk what to tell you. If you can't read, I can't teach you how to do that.

    Then it was your fault that he could throw you into nothing in the first place.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195647#Comment_3195647

    I find your 9pm statement interesting, I tend to only play killer later at night, because thats when the queues even out out more and i find the matchmaking more accurate.

    If i play before then i tend to mostly get matched with more noobs and stomp fairly effortlessly.

    If I play later once queues even out a bit, especially as one of my more played killers, i typically find i go against much better survivors on average.

    for me it's the opposite. I only rarely play killer in the afternoon because queues are at least 5min whereas survivor is instant. and the matches are way more sweaty.

  • @Marius1234456918 said:

    The 69% die rate is because in 7 out of 10 matches 1 mate die on first hook in the first 2min and game is over after that. I even think some survivors do that on purpose just do lower these numbers in order to get survivors some buffs they dont really need. Best example was the 10sec base kit bt... Main survivors are just build differnt haha

    I omitted these matches too, because they influence the data too much. That's also why I don't play soloq after 9pm anymore. Not worth the pain.

    Maybe there are some people who do this, but imo the 10s BT was needed. It doesn't help that much, but something is better than nothing.

    @dugman said:

    Survivors are normally going to have the incentive mainly because it takes 4 survivors to play a match and only one killer. So you need four times as many survivors in queue as killers for the queue to be exactly balanced out. But unless survivor is way more popular than killer for some reason that isn’t usually going to happen.

    True, but usually there are more survivor players. Right before 6.1.0 you could play soloq or swf just fine at late hours, just with 10min queues whereas killer was instant. Some days after the update survivor q was short no matter the time of day.

  • @LeFennecFox said:

    We already know they can see at least killer killrates at different ranges considering a dev has stated nurse performs better at higher ranges wouldn't hurt them to be honest with how killers perform at vague ranges.

    I know from my current stats experiment, that my killrate with Wesker during the night is a lot higher because survivors get worse. I'm talking about a killrate of 84%

  • I just started a stat experiment myself. This is what I got so far:

    @LapisInfernalis said:

    You gave us some new stats a few days ago and while some of them looked quite nice (shorter q-times), others were worrysome.

    One of these stats are the kill and survival rates. How can a game be balanced when you die 69% of matches when it was clearly said that 2 KILLS (=50%) are considered balanced by the Devs?

    I started a stat experiment myself, playing SoloQ, SWF (2-4man) and Killer. My goal is to play 50 matches each. And while I'm only half way done there is already a trend which I don't like at all.

    The data was collected in EU central. Survivor matches were during afternoon/evening, Killer matches late evening/night (not surprisingly the kill rates are a LOT higher than normal). I did not always slug for a 4k. Matches where someone DCed early or we farmed were omitted. I tried to use the same build everytime. All rates are shown in %.

    Definition of Tunneling: Ignoring all other survivors to kill a recently unhooked Survivor.

    After 20-25 matches in each role I got the following results:

    SoloQ:

    • average # Gens left: 0.9370
    • escape rate: 31.25
    • kill rate: 62.5
    • tunneling: 31.73
    • of matches I died: 51.68

    SWF:

    • average # gens left: 0.4545
    • escape rate: 40.90
    • kill rate: 50.0
    • tunneling: 36.36
    • of matches I died: 48.53

    Killer:

    • average # gens left: 1.35
    • kill rate: 77.94
    • kill rate (Wesker only): 84.62
    • kill rate (no Wesker): 56.25
    • tunneling: 11.76

    It is no surprise that MM incentives are on survivor 99% of all times. This is not balanced at all. And with this in mind: How do you think my MMR will look like in a few weeks? I will play with/vs new players soon, because apparently I'm just bad at the game when I get tunneled out or camped to death while my team survives!

    Some changes with 6.1.0 were GOOD, but some others were over the top.

    I propose:

    • remove the reduction of the sprintboost after a hit
    • remove the hit cooldown
    • give DS a 4s stun
    • fix maps so that there is a better distribution of pallets (especially the coding error with the new MacMillan 2xWindow tiles)
    • fix maps with too many pallets (e.g. The Game, Eyrie of Crows, Garden of Joy) and add maybe a handful of windows
    • fix map size, since no map should be as large as Shelter Woods, Eyrie, or Red Forrest
    • add a "no-power circle" around a hooked survivor. At least for the ez camping killers (e.g. Bubba, Billy, Huntress, Slinger, Trickster)
    • make hook grabs on HEALTHY survivors impossible

    PS: I will update this post once my data is complete.


  • What about Myers using perma EWIII? Just don't heal. There you go. He's still a 32m+4.6m/s M1 killer who has just a bit larger lunge and a bit faster vault and follows the basic rules of the game.

    If you or your team heal vs this it's your own fault that he beats you. Or if you let him stare at you.

    I had never any problems with this addon.

    @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195088#Comment_3195088

    judith's? sure but the piece? absolutely not if you want tombstone then work for it and that what judith's forces you to do unlike the piece which is an ez kill at 5 gens.

    If you only use Judith's and not perma EWIII you can also kill someone at 5gens left because the ms debuff only applies on EWIII and it's not much you have to stalk more compared to the piece. And you still have the rest of your EWIII after that.

    That is something many people forget. They only think of the pink Tombstone together with perma EWIII.

    I don't think that infinite should be nerfed since the counterplay is very simple (which is not to heal). And the only nerf the Tombstone Piece needs is that you can only mori once. And after that your tier 3 is gone forever. Being stuck in EWII for the rest of the match as M1 killer without a power is punishment enough.

    Here is my almost 2 year old idea for that:

    @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.
    • 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.....


  • Simple solution to your problem:

    Just do one of these gens asap. That's sometimes hard but not every match is supposed to be easy.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193102#Comment_3193102

    so how does killer counter-play line of sight if line of sight is consistent counter-play against his ability?

    By only using Autoheaven offerings.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194333#Comment_3194333

    I don’t see counterplay where you do. What you’re suggesting is an inconsistent, unreliable strategy. I don’t see that as counterplay. I see it as a last ditch effort that doesn’t work if the killer knows what they’re doing, Breaking LOS or putting an object between you and Wesker is the only reliable and consistent way of staying safe.

    Maybe we see this different then.

    But please stop saying "you can't escape his power" when you CLEARLY just said that you just put an object between you and him. Something that does not work vs Blight (on most small tiles), Huntress, Trickster, Slinger, Nemesis etc. Even a tree trunk can stop Wesker from using his power. There you go: counterplay! Use a tree! Or a barrel, tires! And don't forget that you can well stun him mid dash with a pallet. Or make him bounce or slide off it if the dropping animation is not 100% complete (something you can do as Legion btw. feels bad man). I've seen that a lot too.

    And this is all I will say to you, because you are clearly the opinion that Wesker is op while Blight and Nurse still exist.

    Maybe you want to nerf Pig instead.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192528#Comment_3192528

    You dodge their abilities by breaking line of sight. That's the correct and consistent counterplay. Juking is a last resort that you only try when you're about to go down and can't break line of sight.

    LOS block is not an automatic dodge. It's just harder.

    Maybe we undrestand something different when taking about juking and dodging.

    So I clarify: You can still dodge Huntress, PiH, PyH, Slinger, Wesker or Demo by being unpredictable.

    Just accept that you don't see counterplay vs Wesker when there truely IS counterplay against him. I've played as him and against him enough to know that.

  • @FeryGEN said:

    Dude, you crazy! What prevents 4 survivors from restoring god pallets?

    It would just need the restriction that pallets can only be rebuild once.

    I for myself would maybe put this on another perk which can also interact with breakable walls

  • On indoor maps her screams are so long that I can hear exactly where she is.

  • Not a DH user here, but I did some matches with it to learn how people use it so effectively.

    I have the same problem as you, that it doesn't work when I react on a Killer's swing.

    But I soon realised that you can react to lunges. These are easily DHable. The most effective DHs are at windows or pallets. And you can even spin at the killer and hope they will hit you. This doesn't work on killers who expect this trick.

  • @darkcloudlink said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191055#Comment_3191055

    If your answer to a killer's power is "juke them", that's the issue with the killer. Good killers don't fall for jukes that easily. I don't agree at all with what you're saying.

    So.... You have a problem with Huntress, Slinger, Demo, Pinhead, Pyramid Head or Nemesis too? Because guess what: you dodge their abilities by juking so the killer misses their shot.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/346941/400k-bloodpoints-as-a-prime-reward-is-appalling

    Imagine crying about something you get for free. You are not paying for the prime rewards, they are just an added free bonus to your prime sub. They could you know just stop doing it and and then you get nothing...

    Compared to the other stuff this is solid F tier. Even with the charm and the rift outfit for Plague......

  • @darkcloudlink said:

    He feels way too oppressive in a chase, especially when he zones you and then hits you with a grab that throws you in a direction where you're forced to run past him. It's impossible not to go down because you take so long to get up, his recovery is finished and he's hitting you again. And then I really also don't like how infections work. Especially if he wants to tunnel, you're toast. You're dead if you're fully infected, but if you spray, he gets free tracking. Damned if you do, damned if you don't.

    Zoning is the one thing he can do effectively with his power. Most loops are very safe vs him and you can dodge his dash easily since he doesn't have the same benefits of a Demo with his dash. Juking also works well on his 2nd dash because he only has 1 or 2s to react (unless he uses the Egg) to be pinpoint accurate.

    Wesker is OK. Nothing more.

  • @Coder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189965#Comment_3189965

    No.

    You can compare him with almost any killer. Even with, arguably, the best killer in the game, Nurse.

    She blinks and goes to fatigue, THAT'S IT.

    Could you Imagine if nurse had either a slow down mechanic (like a virus or infection),

    Or a passive way to locate survivors,

    Or if she misses a blink she could be right on your tail for the next blink (like when whesker misses a dash to a window he'd automatically vault and be right behind you).

    Or a larger TR, so "Starstruck Nurse" would be an even worse issue.

    Or insta downs under certain conditions (like fully infected survivors can be insta grabbed with a dash).

    Or if she could hit two survivors at once,

    Or if she could stop you from leaving at the exit gates...

    Any of those, any.

    My point is that Wesker has a full pack of small things that make him already unbalanced and way strong, and when "Wesker mains" start popping up in the next months, believe me, you'd beg for a match against a Starstruck Nurse on Midwich instead of playing against any of them. And I didn't even mention his addons.

    No chance.

    Sorry. But a decent Nurse on Midwich with range + recharge, starstruck, awakened awareness, darkness revealed and Lethal is still an insta kill on hook for me. I've never done this behavior before but this is an exception.

    I rather play vs Wesker than this. Sorry.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190277#Comment_3190277

    wesker mobility is worse then nurse and worse then most killers because it doesn't travel as far, has long recharge time and has to respect pathing rules. With every killer, they need respect the map layout like a big building in your way? you have to walk around it as other killers including him, Nurse? Just blink through thebuilding from one end to another. Its funny you mention wraith because wraith is way better mobility since its consistently active in his cloak and has no cooldowns.

    Nurse's chase is among strongest in the game because she has unique ability to blink through pallets, blink through windows and travels collective distance of 30 meters per blink, though due to average human reaction time, its closer to around ~26 meters the player has 0.3 reaction time required to decide whether to 2nd blink fully or not blink at all. Thanks to her whopping 3 second recharge time also further decreased by fragile wheeze and dull bracelet, She has 6(4 second) cooldown for these blink distances while wesker has 4x(12 sec) as much cooldown and unlike nurse's recovery add-on that shave off 33% cooldown, His version of the same add-on is 10%.

    I am not even going to begin talk about poorly balanced the vaulted mechanic and charge-time/cooldown + m/s reduction for wesker debilitate his chase the better the survivor player is at utilizing his disadvantages against him.

    Nurse doesn't have instant downs or larger terror radius, but she can emulate instant downs through perks. Starstruck gives situational instant downs on her while agitation increases her terror radius for starstruck. Information perks? Wow she uses them better than any other killer in the game, Just look at BBQ, Flood of rage and Awaken Awareness. Wesker's information is situational and doesn't amount to anything practical because he doesn't control when information occurs. These perks do and they have insane impact on nurse.

    The infection is perhaps wesker's redeeming quality right now but you need to tunnel so hard into this gameplay to get any value from it. the actual generator slowdown is not that significant and the instant down takes too setup time to be practical in most games. you need focus entire add-on sets and builds to build around this mechanic for it to benefit you, otherwise playing normally and treating as passive barely impacts the match. your way more likely to get instant downs with starstruck nurse then this mechanic.

    conclusively, his mobility is too weak and his chase too weak against stronger survivor players. The infection is ok as passive slowdown mechanic but he should not rely on critically infected survivors to be relevant. Just another water-down killer due to soloq kill-rates.

    Very well put.

    About Nurse: I really think they should make her blinks special attacks. That would solve a lot of her problems with instadowns.

    And your last point proves once more that we need soloq buffs so the Killer's can be stronger overall.

  • @BearMerchant said:

    I think they need to remove the killer instinct when cleansing with a spray, yeah. He's way too good at tunneling and he does not need the benefit of free information when he's already a hyper mobile killer.

    Not really. He's mobile but not "hyper mobile" as you put it. That would be Nurse and Blight.

    The solution to not get tunneled when using the spray is to, who would have guessed, do it far away from him. He's already got 40m TR, so you have even more of a waring.

    The killer instinct also is important for you to keep record of used sprays. If you go for a lot of infection with the ultra rare, it's basically your goal to remove all the sprays

  • @Masterninja said:

    In general I agree with almost all the changes. Except the commodius change, and the Broken key should be removed because is useless.

    The commodius toolbox is the strongest toolbox by far. Even stronger than the Engineer's Toolbox which is purple. Therefore I think that the rarity of that toolbox should be increased to slowly but constantly make it rarer across the matches.

    The broken key can be removed, sure, but I'd rather buff it instead of getting some BP for compensation.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189038#Comment_3189038

    Before 6.1 i saw 2-3 gens pop during 1st chase. After 6.1 it's anything between 0-3 but those 3 are quite rare. On the other hand i saw quite a number of games with 4k at 4-5 gens still standing (and very rarely MM just purely sucks and killer will not get a single hook because he can't get anyone even once).

    Anyway even before 6.1 - loosing 3 gens in 1st chase could still end up in 4k as the game progresses from survivor-sided (all the resources on the map, huge area to patrol for killer, all survivors on gen but maybe 1 in chase) to killer sided (no good pallets left, limited patrol are - possible 3gen, survivors healing or countering killer slowdown or trying to unhook, possible less then 4 survivors in game). Meaning survivors should be stronger at survivor-strong time. The balance in game comes from defence of last 2 gens and created/abused deadzones. You can't say game is imbalanced just by single aspect of the game.

    for me it depends when i play killer. afternoon and evening are a lot more stressfull, but past 11pm? chill matches.

  • I'm neutral on this one. Although I noticed lobby shopping too. This is why I always go into lobbies with my main now and change later. As killer I know that P0 or P40 just show how dedicated you are to that character.

    Sure, there are P30s and 40s who dodge lobbies with P20s or lower in, but I don't really care. If they think they are better just because their prestige is higher, be my guest. My P26 Jeff could be somewhere in P40s by now if I didn't spend all the BP fror Wesker (P9), Rebecca and Ada (both P6). And I will probably rotate BP between Jeff and Wesker.


    If a cheater is so dumb to swap between multiple P100 characters in the lobby.......they deserve the ban.

    @Dustin said:

    This has been the main reason I've put off prestiging my favorite characters because I know that people dodge scary big numbers. I've played against prestige 60-70 people and just because that number is high doesn't mean they're going to play great. I won't say they're bad but I've absolutely flattened prestige 60+ survivors. The number just means they've put a lot of bloodpoints into that character and nothing else.

    Every time I play survivor and a high prestige survivor is in my lobby it takes forever to get the game to start because the lobby will cycle through like 5-6 killers before there's a killer who actually realizes prestige doesn't = skill.

    I realised this quite soon. Especially after a youtube video of a guy who farmed BP en mass to get to P100 quickly. It just shows what character you like. Nothing more.

    @Pepsidot said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188605#Comment_3188605

    This is why they should keep it as it is. I will dodge players that are playing a P0 character like Claudette, David, Laurie Bill etc. If BHVR is not matching me up with players equal to my skill level, at least I have the option of dodging the lobby. I shouldn't be playing with those players.

    I also like how you can show off your prestige in pre-game lobby and I do like seeing other players dedication to a character, so would like it to stay regardless.

    @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188652#Comment_3188652

    Default survivors. I'm not talking about newer characters or any DLC characters period, I'm talking about the ones that come with the game.

    If you don't even have Bill's or Meg's perks unlocked, you're probably brand new and I don't want to take the risk of having you on my team.

    Even these default survivors without prestige can be on a person who has a decent amount of playtime. Some people didn't bother to waste any BP in characters they don't play. Therefore they stopped at Lvl40 and never bought any cosmetic for them. But they have a P60 whoever anywere and just have to do a daily with a "default" claudette. This happened to me yesterday with a default P0 Nea who had 6k hrs. I asked who their main were and they said Feng, but they had a daily to escape with Nea.

    But you need to be careful with these survivors. True.

  • @Gandor said:

    So nerf survivors again. 100% incentives 95% of time on survivors (at least in my region) is aparently not enough.

    I have yet to see killer incentives after reenabling bp incentives. Focus at making the game fair - not nerfing survivors (especially soloQ) to total collapse

    I also have hardly killer incentives except for maybe 1hr in the middle of the night. Dispite that, the queue is short. Why? Because killer q incentives are the same across all killers. If they change that it will be different.

    "Nerf survivors again". Yes, because survivors were the role that was ridiculously op in the first place. And they are still strong in a way that you lose 3 gens on a large map and a normal chase. Items just make this worse. Medkits save at least 16s of another survivor's time. And that's without addons.

    You think soloq is bad? True. I already posted some ideas for that.

    @LapisInfernalis said:

    Dear people of the Fog,

    here is another of my brainstorm posts about how we can make the game better for everyone. Solutions are meant as different ways to solve the problem. No need to use them all, but in some cases it doesn't hurt. And many of these ideas popped up a while ago (or even ages ago) and I just want to collect what I read over the time since some good ideas are forgotten.

    1. SOLOQ INFORMATION

    A) There is a lot of perks or items which are not used (or less used) because you can't really tell others that you use it which is often the reason why the perk won't work. This is even worse on console where there is no chat.

    Example: I have Renewal and need a full heal, but people just run away or want to selfcare (doesn't matter how). I get - 50% value of that perk if I am the next person to be hooked, before I can finish the heal.

    Solution:

    - you can see other survivors' perks by hitting ESC - > perks like Deliverance could lit up to show they're usable

    - you see other survivors' perks during the loading screen

    - perks like Renewal or Autodidact show a small buff icon besides your perks similar to Prove Thyself or Vigil 4m around you

    B) Sometimes you can't do certain actions because you are occupied otherwise.

    Example: Someone is aon a hook, I get chased, but the other 2 don't realises this and don't go. The person dies on the hook.

    Example 2:

    https://forum.deadbydaylight.com/en/discussion/345664/incapacitated-effect-should-show-next-to-a-survivors-name

    Solution:

    - A pinging system, where you can ping different interactables (this is not the best solution for this exact problem but it still helps)

    - A UI icon right next to your name showing what you are doing (e.g. repairing, healing, getting chased)

    - A "communication wheel" with different text messages with something like "getting chased" or "gen at X%"

    2. ARCHIVE QUESTS (or even daylies)

    A) We have no feedback whatsoever for challenges during the match. Something that could be improved considering that the archives exist for 3 years now.

    Solution:

    - show quest progression when pressing ESC

    - everytime you finish an action for said challenge (e.g. cleansed a totem, let go of a gen) you get a pop-up in your UI showing the progress. The center top would be a good area I think. Here is an old idea for that from myself (during that time the UI was changed, and these were my improvements back then. don't think about it):

    https://us.v-cdn.net/6030815/uploads/12MWY9JG38N0/ui.png

    - get feedback via UI pop-up at 25%, 50%, 75% and 100% completion - > this is especially important for quests that need to be finished in one match

    B) Sometimes it's nice to know what other people have to do.

    Example: If I need to cleanse totems but someone has a Boon I would like to know before I destroy all 5.

    Solution:

    - when you click on other survivor's names you can also see their equipped challenge

    C) You forget to change/equp a challenge and are already in a queue.

    Solution:

    - Just make it possible to quickly select a quest while we wait.

    3. BLOODWEB

    A) Now with BP being more valuable it take a lot time to spend them. Often the queue is not long enough to spend more than you get.

    Solution:

    • an option to auto-collect lvl 1-9 (or as far as your BP allow)
    • this:

    https://forum.deadbydaylight.com/en/discussion/346201/bloodweb-leveling-is-way-too-time-consuming

    B) You want to spend your BP on Killer but can't, since you are in a SWF

    Solution:

    • Make it possible to "swap" roles for spending BP during your queue or even if you are in a lobby. Worked well in HSHS

    4. OHTER

    https://forum.deadbydaylight.com/en/discussion/345067/would-it-be-possible-to-have-an-fps-counter-ingame

    https://forum.deadbydaylight.com/en/discussion/345289/bhvr-its-time-do-away-with-de-pipping

    Sorry for the long post.🥔

    I'm someone who aims for balance in all directions. This also includes a nerf to the 2 most broken killers in this game. Nothing huge, often it's just some addons.

  • @MrCalac123 said:

    I'm just irritated I have to buy a Battle Pass for a game I already paid for AND 10+ DLC's.

    They should just make DBD ftp, introduce an actual professionally made anti cheat that actually works, and make OG DBD owners get rifts for free.

    You don't have to buy the pass since it's just cosmetics. And these are only time-exclusive.

  • @MrCalac123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188569#Comment_3188569

    Frankly they should remove Hex sounds. They are way to easy to find atm, Hex's are a joke and the only ones worth running are Undying and Devour Hope.

    The sound is OK especially for indoor maps where you have more difficulties to find them.

    But you should definitely not spawn next to a totem.

  • Remember the "lighthouse totem" on top of the hill? That got removes because it was too obvious. Some patches later they reintroduced them on the map reworks. I still don't understand why.

    The problem is that AFAIK every map tile has its own totem spot. And for some map tiles these are quite bad (e.g. LT wall, 4-lines).in general all common map tiles have universal totem spawns wich are the same across maps. Then there are some new tiles or special tiles where totems are better hidden.

    But the real problem are still the survivor spawns. No totem will spawn in a 32m radius of you if you have direct LOS. But... You can still spawn on a totem you have no LOS on at the start of the match. In some matches I just turned around 180° and found a Hex. Sometimes you don't see it, but you hear it right next to you.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188493#Comment_3188493

    My guy, I already explained to you on one another post that Hemo (Unless you stop healing midway) doesn't make it impossible to heal with a green medkit. Why are you still saying it like it's true.

    And besides that....

    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.

    You're right, that's why you see more Toolboxes and Medkits. The OP changed flashlights use a bit, however I disagree with 5 sec of use.

    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.

    Why not? It's still faster than current Self-Care.

    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.

    Toolboxes work great with Hyperfocus because they increase the chance to get a skillcheck. So using a Comodious with charge add-ons can make gens fly really fast (with a safety-net of Stake out). I've yet to see Fast Track be used tbh. Hyperfocus works whenever, Fast Track if you're "losing".

    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

    OP didn't mention map offerings.

    I think they meant that if you only have 1 heal on a medkit and want to use BtL, Hemo can counter that, but that's the job of Hemo. You could only get 2 full heals instead of 3. Seems fair.

    Indeed medkits and toolboxes are my main concern. I for myself went from using no item at all to someone who uses a medkit with 2 heals every match. (As Jeff Main, the nerf of Iron Will made it necessary). I have enough yellow and green medkits to swap around without running out.

    About the flashlights... yeah 5s are a bit harsh maybe. 8s are fine. But I don't want to have people with seemingly infinite FL anymore.

    CoH is not only faster than SC, it's faster SC for everyone.

    That is exactly why I want them to change HF so that you can't use it with toolboxes.

  • @randonly said:

    I really don't see any necessity to nerf items anymore (any kind), or even let addons or make certain combinations not work anymore (like BNP + 1 random addon).

    The killers have full control over the survivors at this point, seeing all the items they carry from the lobby, and even with the recents buffs that decreased certain actions like breaking pallets by 10%, made the flashlight a little less effective and in games of high MMR it is already a bad item.

    It's good that you mentioned Build to Last, but that doesn't even compare to the "item control" perks from killers, such as franklin's demise / Lightborn / Sloppy butcher, since as already mentioned the killer can see the lobby and the items carried by the survivors, and if it is too much trouble, just equip any of these, while for the survivors, well, all that remains is to pray that the medkit gives to heal at least one time, as he/she has the unpleasant surprise of trying to replenish the depleted medkit coming from the pharmarcy with built to last in the locker and finds that the 2 perks have been nullified due to the hemorragic state.

    ps: This COH nerf that you said (stop work with medkits) was suggested by me too at the time that it gave 75% healing speed to affect SWF's, but it was still ignored. Today with 50%, I don't agree anymore.

    As for hyperfocus, as long as you have 30 minute matches in the game using all sorts of gen slowdown perks, I don't see why the other side can't stock up on everything they have on hads. Maybe a minimal Fast Track nerf so that synergy bonuses are not multiplicative with hyperfocus, but additive.

    edit:As for the maps, I've already mentioned it here on the forum too, I'm more radical, at this point there should no longer be maps offerings anymore, as this gives a huge advantage to both survivors and killers. Keys i'm okay with your suggest.

    About the maps I was talking about the item, not the addons.

    Although I think that map offerings should be generalized. E.g. Indoor, licensed, day, night etc.

    The problem with Hyperfocus vs mass slowdowns is that you can also get the opposite a killer who maybe uses 1 slowdown and gets destroyed by Prove and other Gen speed perks. You can also have 4 of these builds. I see at least 1 prove thyself in 80% of my killer matches (discordance is a must for me) and maybe 30-40% have 2 or more PT.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188380#Comment_3188380

    Which is also the result of the Maps which are too small now. You have it all cramped.

    The RPD-Rework was a failure, they listened to whiny players and the result is even worse than the original. IMO it would have been enough to block off the upper part of the library and widen the hallways a bit to remove the God Pallets in the Hallways.

    But current RPD-Matches just boil down to "Can the Survivors do the two Gens in the Main Hall?".

    i agree on that one. but before RPD gets fixed, can we please fix The Game and its 30 strong pallets before?

  • @prion11 said:

    dedicating 75% of your build to the chance that you will get hard tunneled before endgame is a pretty bold move, sounds like it would not be useful in most games

    in my matches (when I play survivor) it would work most times. which is quite sad tbh.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188364#Comment_3188364

    "in favor" is an understatement. You need to be beyond stupid to lose on RPD as Killer if you have 2 Gens in the Main Hall. You have at least a 3-Gen, which is easy to defend.

    with idk.... 8 god-pallets and some strong windows around?

  • Something needs to be in favour of the killer on these maps with all the strong pallets and sometimes awful hook placements.

  • @Carth said:

    I think it's fine. Dedicating 75% of your load out to not being tunneled should result in a strong build for that purpose. In order to make DH and OTR work you have to follow a very specific chain of events too that the killer can see coming. EG as soon as the survivor dead hards you remember that they have it, if they get unhooked and get in your face and you smack them and they have OTR and did not use dead hard odds are they are trying to potentially DS you to do what you described. In that scenario just go for another survivor or slug them.

    Yes they're gonna be annoying for the next 60 seconds but they won't be progressing the game and at best can pull off a bodyblock but that's about it.

    My problem is more that one guy with this and other good perk combos can make it very difficult sometimes. Especially on maps where there are 20 God pallets.

  • @Marigoria said:

    I'm already playing solo Q, which at this point has a REALLY low escape rate even with a full loadout.

    There are perks that are fundamental for me like having Kindred.

    Yet, you decide to gives a challenge that requires us to ONLY use a killer perk (self care) AND escape with it. At this point might as well gives us a challenge to only use no mither and escape with it.

    how to top it: Use only Urban Evasion, crouch for at least 200s and escape.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185939#Comment_3185939

    His power, basically some games it has no animation (pulling out his tentacle) or sound (squishy tentacle sound when he pulls it out and the initial whip) when starting to use his power.

    You only get the end animation/sound once it hits so you're basically blind to his power

    I noticed that too.

1 … 28 29 30 31 32 … 64