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Levitika

Levitika

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Levitika
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  • Apparently having more FOV is an "advantage" that they don't want Killers to have basekit, despite it being 3 degrees smaller than average games and 23 degrees smaller than what an average FPS player uses. The game is a lot different than it was in March 2019 (when Shadowborn was made the way it is now). I think having a FOV slider would be a very easy and fair change that wouldn't have anywhere near the effect some people would think.

  • @Wondertainment said:

    https://forum.deadbydaylight.com/en/discussion/comment/3056070#Comment_3056070

    There is no such thing. :) Everyone has bad days, bad matchups, or simply gets outplayed. Blaming it on some nebulous outside forces that make the match "unwinnable" is avoiding one's personal responsibility. Every match has the potential to be won or lost. I'm not an elitist; I am a pragmatist. I'm not gatekeeping; I'm offering you a simple truth. If you aren't having fun, you know where the door is located. Why stay? What I'm pointing out is that you bring the fun; it does not come with the game. You have to love the struggle, the conflict. Win or lose, it is how (and why) you play the game. If your fun is directly related to whether or not you win, or how winnable you assume matches to be, this is the wrong place for you.

    Yes, everyone does have bad days. But I'm not blaming it on some nebulous force, I blame it on ######### balance and utterly insufferable pricks like yourself who go out of their way to try and make people's day worse.

  • @Wondertainment said:

    Weird Poll, and clearly weighted. Simple answer is yes, I have fun. If I wasn't having fun I would have moved on. The matches being hard (and you always lose some) has no bearing on the fun. If you only have fun playing easy games or ones you automatically win, this is the wrong place for you.

    Weighted to prove that people have an elitist, entitled mindset with this game, evident by your gatekeeping. I like a challenge, but on the opposite side of the spectrum to your "point"; literally unwinnable matches where one struggles to even get one kill are NOT fun.

  • This kind of match is what BHVR intends for the game. They don't want Killers to have fun.

  • Because it's so rare that some people actually want to taste what that feels like, not just be on the receiving end.

  • All three of Wraith's perks could use a rework, honestly. Bloodhound and Predator are some of the least-used Killer perks in the game (legitimately have never seen them outside an Adept Wraith attempt), and a FOV slider is way past overdue for Killers.

  • @GlamourousLeviathan said:

    I don't think Clown and Nurse needs it, their models are still great. However, Billy, Wraith and Myers, specially Myers, need new models.

    I'm saying their models were already updated, not that they need updates; they're the example, not a request for change to them

  • @IlliterateGenocide said:

    When was clowns model updated?

    Same time as Nurse.

  • Not to mention the upcoming Boon Totems, which adds yet another layer of BS that Killers will now have to rely on pure luck to find, and will probably be overpowered garbage that only serves to further tip the already-incredibly-biased scales.

  • Gotta work on your in-office communication, BHVR. It seems to be a problem.

  • @Rydog said:

    Let it go. It's a skin in a video game. It is not worth organizing your life around, or suffering FOMO because you didn't get something. I know it can be fun to get these neat little things, but there are so many more important things worth dedicating your brain cycles to, even just within the context of things you don't like about this specific game.

    Strictly speaking you're not wrong... but failing to address a problem that doesn't affect you doesn't mean it's not still a problem.

  • These are all fantastic ideas, but I disagree with your Autodidact and Second Wind ones. Autodidact is in a weird balancing place where luck is the balancing factor; if you get lucky, the only thing that can heal faster than it is For The People. Having more skillchecks would make it the meta healing perk.

    As for Second Wind... just trash it, honestly. It's not a good perk, period. None of Steve's perks are good.

  • ...Soo you want a guaranteed free escape after already getting and failing a RNG-based free escape chance, in other words. Are you that entitled, or do you genuinely think getting a second free pass is fair, on top of the potential of bringing a key to negate the Killer closing the first hatch?

  • This is ######### disgraceful. They also ignored his suggestions on improving the model after saying "Oh yeah yeah, we get you, we'll work on that". Like, what the hell, BHVR?

  • They could just easily add them as Devotion rewards. Earn a level of Devotion, pick the Legacy cosmetic you want. You still need to put a ######### ton of hours and effort into the game to earn it, it's harder to get than just regular prestige, and it'd give incentive other than Shards.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1692493#Comment_1692493

    Trail of torment and Forced Penance both got big buffs. Just saying.

    Great! Fantastic! Trail Of Torment presents a new way to play the game entirely, that's good and interesting. The buff to Forced Penance doesn't make it overly more powerful, as you're still forced to go after one person or another; you don't really gain much through it.

    Both of these do not negate the fact that not a single survivor perk has been nerfed since 2019.

  • @KingFrost said:

    My guess:

    -First, to fix the issue of Discordance Tier 1 being considered better than Tier 3. (Why they made Tier 1 absolutely useless is beyond me)

    -Second, the meta was becoming tinkerer/ruin/discordance/undying. They don't want to touch undying right now because Blight is still so new and they're trying to get sales. (This also seems to be why they went after Pop). Tinkerer and Ruin both received recent changes, so instead they decided to change Discordance which they had planned on doing anyway.

    I feel like if they were going to do this, they probably should've tossed in a survivor nerf somewhere in there, or another Killer Buff (the only Buffs killers got were a minor buff for Cruel Limits, a minor buff for Thana, and a decent buff for Mindbreaker while Discordance and Pop got nerfed. Maybe not super hard, but again they do this while ignoring some of the biggest issues in the game. If you're going to SNEAK IN a change, then you sneak in changes to Mori's and Key's and be like "Woops, forgot to put that in the PTB. Oh well, enjoy the new moris and keys!"

    First point:Again though, why not just switch the numbers around? Easiest fix that wouldn't piss off anyone.

    Second point: The meta becomes the meta because 80% of the perks in the game are ######### garbage, whereas the other 20% are amazing combined in certain ways. Don't alter the meta by making more good perks crappier; that will lead to even less variation. Alter the meta by making more perks good, and then you'll have more variety by way of preference.

    Third point: They've not nerfed a survivor perk since 2019. Don't hold your breath.

  • See, this is more useful. Factual information that allows me to re-examine the data based on an error. Thank you.

  • @Kolonite said:

    It wasn’t a nerf. You and everyone saying it was just don’t know what Thana was actually meant to be used for.

    I would presume a perk that slows down gens and healing would be used for slowing down gens and healing, but perhaps that's just my radical and wild thinking.

  • @Sonzaishinai said:

    Thana didn't get nerfed

    Old thana at max:

    Time to fix a gen: 80/(1-0.16)=~95 seconds so about 15 extra seconds

    Time to Heal: 16/(1-0.16)=~19 seconds so 3 extra seconds

    New thana at max

    Time to fix a gen: 80/(1-0.20)=100 so 20 seconds more

    Old thana with 2 injured

    Time to fix a gen: 80/(1-0.08)=~87 so 7 extra seconds

    Time to heal: 16/(1-0.08)=~17 so 1 extra second

    New thana at 2 injured

    Time to fix a gen: 80/(1-0.10)=~89 so 9 extra seconds

    They bassicly shifted the extra healing time to the gen time and then some + totems are affected too now.

    It's a marginal buff but a buff nonetheless

    The point isn't the gen times; due to the math of how the gen times work, that absolutely is a buff in that regard. My point is that removing the healing debuff is more of a loss, making the perk not work it, ie you are losing more than you are gaining with this buff.

  • Very interesting concept. Doesn't take away from their role of dividing pressure, but increases their ability to apply it individually to affect the group.

  • @bjorksnas said:

    Game balance is a subtle art, the problem was people are both expecting them to have a gentle touch but also immediately fix everything by making it how they want it, its a start

    Subtlety isn't playing favourites. The last Survivor perk to get a direct nerf was Balanced Landing in 2019.

  • These new auras are a disgrace, it makes the game borderline unplayable. That they've failed to respond to the criticism already speaks miles.

  • I've asked this several times; the usual response I would get is "We don't want to confuse newer players." When offered a compromise in the form of a toggleable option (to switch between actual numbers and the "slightly/moderately/considerably/tremendously" inconsistently-worded nonsense) I have been met with silence.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1414138#Comment_1414138

    But to be fair they often nerf survivors permanently while fixing killer bugs

    They only nerf survivor perks when it's completely game-breaking (old Mettle Of Man, Balanced Landing made literal infinites on some maps, etc) or nerf them in such a way that they're still incredibly balance-destroying and require little skill, just not as much (Decisive Strike can lead to no-win scenarios for killers unless they have an Ivory/Ebony Mori, for example).

  • Wouldn't this effectively just be a much more powerful, automatic version of Bamboozle?

  • I like it! Not only does it create a new kind of pressure with potentially every killer (except Huntress), but it fits (they're overly focused on the task at hand; you have broken their focus on their surroundings). However, it would be almost entirely countered by Spine Chill or Premonition.

  • Oh, I'm not debating whether or not Dying Light's a bad perk. Which it is. Giving one survivor free Botany Knowledge and increased unhook speed for a debuff that, even at max stacks, doesn't undo the damage? Stuff of lunatics. I'm just wondering if anyone can confirm 100% the way they stack.

  • That time Behavior actually acknowledged the general problems frustrated killer mains had with the game, instead of only responding and listening when it's an absolutely glaring, unavoidable issue that breaks the game instead of just making it further balanced in favour of Survivors.

    ...Nope, still hasn't happened.

  • Stop making sense! You'll make the devs panic and nerf more Killer perks.

  • @ClickyClicky said:

    This is absolutely ridiculous; paired with the sabotage changes, Killers are now weaker than ever and finishing four generators simultaneously can now be accomplished in 46 seconds.

    Non-issue. How many killers accept a lobby with 4 toolboxes?

    You may as well say Moris are a non issue, because the survivors can just choose to disconnect. Not acknowledging a problem doesn't mean there isn't one.

  • @FireHazard I know how many charges they have, sorry. What I'm asking is: How many charges do they use per second of use?

  • It is quite ridiculous. There's no strategy required aside from "beat the killer to the hook", as you can sabotage it faster than he can damage you or get to you unless they're running both Save The Best For Last and Agitation. And 2.5 seconds is with a brown toolbox with no addons: an Alex's Toolbox with sabotage addons can do it in under a second. This is absolutely outrageous.

  • Honestly, I wouldn't be against a pure animation quality update. Give killers unique animations for opening gates/breaking stuff, update some of the more strange animations like healing, chest searching, or totem destruction.

  • Perhaps for the smaller killers like Pig or Legion, they could body check the wall before breaking through with a second. Throw their weight into it. Or Legion could call in their other members to help bring it down, like a tag-team shtick.

  • I do very much like the idea behind Something's Got To Give, but Unstoppable Force would be monstrously overpowered on some killers (imagine it on a Doctor with a max-TR build, where his TR can reach 64m), particularly paired with Surveillance; it'd effectively be a slower Ruin with no drawback.

    Demolition Man on the other hand would be quite nice for countering people who 99% hooks and then destroy them in your face, but it'd be rendering Hangman's Trick almost useless and have counter-synergy with it.

  • @White_Owl said:

    Probably because most people can't math and seeing mostly small values they'd think they're worthless and would complain.

    In many cases, they ARE worthless; people only use said addons because they're deceived by "considerably" or "tremendously".

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1063015#Comment_1063015

    Still, it would take time and wouldn't be implemented right away. Also, it doesn't really take a week for someone to compile all that data since they obviously wouldn't be doing that one thing every single day, they'd be tasked with other things that their company wants them to do, it's not as simple as one might think.

    And who's to say the BHVR WANTS to even add this in the first place? In the useful links section you can find the DBD Wiki as a useful link, implying that they at least know that people want figures and site a source that's somewhat reputable. The people on DBD Wiki are not always going to get 100% accurate information, that's a given, but at least people have and option and it doesn't even take that long to loop up exactly what you're trying to get the stats on...

    You can even get map sizes, random information on hooks and loops, etc. The option is there and I don't personally see any issues with what we're already given from the Devs and from the community as well.

    I'm speaking theoretically, ie someone explicitly assigned to ONLY that task, could do it in a week. And what disadvantage would there be to having it in the game, versus hoping it's on a website?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062970#Comment_1062970

    They have more important things to do at this time like the matchmaking rework and various other bug and hotfixes to apply in-game.

    Of course it's not a 100% priority thing to keep them from doing that at the moment, but applying add-on stats, perk stats, character stats, etc, would take awhile to implement in-game. Neither of us know how easy it would be or how hard it would be either, but given that it's a lot of information to implement it's safe to say it would take a bit of time.

    If it really took 5 minutes (which I assume you're exaggerating there) than they would've done it by now... Right?

    There are currently 18 killers with a combined total of 398 add-on items for their powers, a total of 23 items for Survivors with a combined total 55 add-ons, and 134 perks. Not all of them would need to be looked at, but even if you literally had one person doing this, with all the information on-hand, you could have this done in less than a week.

  • @ABannedCat said:

    Just put the exact numbers in brackets in descriptions. That would litterally take only 5 minutes of work for the developers, and be a MASSIVE quality of life change.

    Anything would be better, really. Giving people this information is a downside to nobody.

  • @Fibijean said:

    I believe the reason they use words is to make the add-ons easier to compare to one another. Everyone knows what the word "moderate" means, so you can get a rough idea of how effective that add-on is just by reading the description, whereas if it said 10% you would have to do the maths to understand how much difference it really makes in the context of the power.

    And the reason that particular words aren't associated with specific percentages - for example, "considerably" could mean 20% on one killer's add-on and 15% on another - is because they are relative terms. Meaning that their purpose is to give you an idea of how effective that add-on will be at enhancing its corresponding killer power. 15% might be a "tremendous" amount in some contexts and only a "moderate" amount in others - a 15% movement speed increase, for example, is huge, but a 15% increase in healing speed only makes about two seconds' difference - so in some ways it's more useful to know the relative effectiveness of an add-on instead of just a number.

    Having said all that, and while I do think that using relative terms to describe certain add-ons is actually useful, I think it would also be a good idea to include the actual percentages in the descriptions for those who are interested in exact figures.

    I'd disagree. Use Plague's Devotee's Amulet as compared to Myers' Hair Bow: Both "considerably" increase the duration of a part of their power (Corrupt Purge, Evil Within III, both 60 seconds by default), but one increases it by 8 seconds, while the other 30. Percentages were just an example; the obvious alternatives of stating values by time, effectiveness, and other values are viable.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1062861#Comment_1062861

    They don't have to, you can get all this information easily by looking up the DBD Wiki on any perk, add-ons, Killer, Survivor, item, and everything in between.

    It's a public source of information that anyone can look up by typing in the item, Killer, Survivor, etc name and clicking on the link to the gamepedia site (Aka the DBD Wiki). The site is constantly updated and almost has every piece of information you'd need on percentages, powers, etc, etc, etc.

    There's a good amount of information on that site, but plenty is still missing or outright wrong (example: Yew Seed Brew/Concoction for Huntress was listed as slowing survivors 3%) But we should be able to get the information from the game itself, not have to look up sites, dig through game files or wait for people like Int3r4ct to put out the info.

  • @Liruliniel said:

    Oddly just made a poll similar to this.

    I do apologize if it seems I was copying your idea, but it validates the point even more.

  • Decisive Strike: Because having a minute of effective invulnerability by hopping in a locker is horseshit.

    Hex: Ruin, because at this point, they can't really do much worse to it at this point.

  • I like it... but wouldn't it be a 100% counter to Borrowed Time, as you no longer gain the effect of perks from being within the Killer's Terror Radius? (Not that that's necessarily a bad thing, Borrowed Time has too much exploitable potential anyway)

  • @thefallenloser Don't feel like it's a bad thing that you also have an idea for a Legion rework (and one that looks both extremely fun and strategically devious); the more people want it, hopefully the more likely Behavior is to listen. I submitted my own idea for a Legion rework that similarly capitalized on there being several of them. I really, really like your take on it.

    Now, that said, I do have some minor critiques. Purely friendly.

    The wording on the Imminent Death state is vague; is it the Legion that becomes immobile, or the Survivor?

    The Never-Sleep Pills seems exceptionally powerful for an uncommon add-on; you basically would have three 15m radars you could put on the map. This would be monstrous on some maps (particularly indoor ones, think what this'd be like on Underground Lab), and would also be quite nasty for proxy camping.

    The Legion Pin: Hiding in chests... The Legion members are small, but I don't recall any lore about Frank and the bunch being contortionists in their spare time. Plus, very limited utility; 1-4 random spots (minus basement) that Survivors may not even bother with? Perhaps, drawing from my own Legion rework, have it allow them to hide under windows for an ambush.

    Julie, Susie, and Joey's mixtapes seem to just be an upgrade, downgrade, and sidegrade/counterpart of Discordance, Iron Maiden, and Mad Grit, respectively. Julie's would be better than running Discordance, Susie's would be outclassed by Iron Maiden, and Joey's would work very well in tandem with Mad Grit. I do like the idea of addons synergizing with the Killer's own perks, but replacing them, ehhh.

    Fuming Mix Tape: If the vague wording of the Imminent Death state indicates the Legion getting stunned, this add-on clearly clashes with that functionality. If not, unless the Frenzy ended after the fourth hit immediately, any future hits beyond that would allow Legion to be a 5.2m+/s speed instadown killer on any Survivor. Would basically be chainstab NOED without a totem at that point.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1045654#Comment_1045654

    The game is very balanced right npw, and currently I've seen more killers crying then I've ever seen survivors complain.

    Have you considered that perhaps there is a correlation between there being lots of Killer complaints about their own abilities versus there being little to none from survivors about their own? And please do check the feedback forums; in the past week, I've seen at least half a dozen threads calling for NOED to be nerfed alone, and a huge amount of survivors whining that Doctor is too powerful now, when he's been buffed to high mid tier at best.

  • In lieu of trying to remove the ability for them to communicate for an unfair advantage over non-SWF players (which let's face it, is impossible), why not consider the idea of an in-game penalty? Then the casual people who just want to play in groups aren't as bothered, and the douchebag SWFs who want to just wreck the killer's day have no leg to stand on.

  • You'd never have accurate data for measuring skill doing so; they'd either have to put in some kind of penalty to separate the data of SWF groups and individual players, or make it so you can't gain MMR skill data in SWF.

  • I do cosplay as Jason Voorhees. Now we just gotta get him in the game.

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