Levitika
Levitika
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1039610#Comment_1039610
We've nerfed plenty of survivor perks as well, if time isn't a factor. Let's not forget that Sprint Burst used to have a 20 second cooldown and recharge mid-chase. Several nerfs later, you could still stack it with Lithe, Balanced Landing, and Dead Hard. Nowadays Exhaustion exists, and it doesn't cooldown while running at all.
Double pallets are gone, DS doesn't activate the first time you pick someone up, MoM has been massively toned down, instaheals are no more, instablinds are dead and gone, vacuums have lost their suck- the list goes on. There's changes to both sides, we're not picking favourites. Sometimes there's going to be changes that are great for you, sometimes the pendulum swings back the other way.
These were necessary changes because they were broken/OP as sin, not just balance changes because of negative reception. Nerfing killers because survivors don't like certain aspects is not the same as nerfing survivors because the killer literally couldn't win in some scenarios.
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Borrowed Time and Decisive Strike averaging almost three out of four players per match.
not overused perks, though -sticks head in sand-
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Legion needs a rework in general; they have too much punishing factors related to using their power (Deep Wounds timer is obscenely long and you can literally run in circles to pause it, cannot down, 4s cooldown, lose half your power gauge on a basic attack, lose your entire power gauge on miss, blind, survivor pickup, or hitting the same survivor twice). No other killer has that much risk as compared to so little reward.
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It's quite blatantly obvious that they pick and choose what they consider valid concerns, instead of listening to the community as whole. Easiest and most recent example to draw reference to would be the complete absence of either a feedback option or ANY questions regarding the Hex: Ruin changes, despite massive disapproval.
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Statistically speaking, more of the Survivor nerfs (Such as Balanced Landing, Mettle of Man, Borrowed Time, instaheals, instablinds) have been necessary changes because they were broken as hell. These perks either created INSANELY unfair scenarios (Infinite loops on Haddonfield, effectively a free second hit, rescue invulnerability) or were just horribly exploitable to the point of negating killer efforts (Downed? Boom, instantly back up at full health. Pick up a survivor? Instant save.). The devs thought these mechanics were entirely fair and balanced until the community outrage was getting excessive.
Contrast the killer nerfs, which have been mainly desired changes because four times as many people got a voice. The Nurse, Pig, and Spirit nerfs, the Oni getting a significant nerf one week after release, the Doctor rework (which they outright stated was not because he was underperforming, but because he was annoying to play against for survivors).
One can also examine the fact that the majority of the developers are still in double-digit ranks as both Killer and Survivors; high-tier play is literally not something they experience.
Lastly, one can clearly see the bias in various statements the developers have said, such as suggesting Killers "just let farther generators go", "Try watching a streamer to get more skilled", or the infamous "Go play Civilization" statements.
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@Venom368 said:
Gen speed baseline can not be addressed before Ruin was addressed. I'm not sure why people don't see that. A gen speed nerf could not be implemented without Ruin being nerfed.
If killers are getting constantly stomped after the nerf without Ruin, the devs will do something about it. This change needed to happen first.
Then why not address that in tandem instead of blatantly ignoring it? They're not going to nerf generator times, despite how much of a problem it is.
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@Colton147 said:
Early game, slightly more survivor-sided. However, come late game, with less generators, killers would be able to patrol generators much easily and the generators will end up regressing. It will allow killers to locate survivors much easily.
You're failing to account for the fact that this is a HEX perk. As in, this is a perk that can literally be removed permanently less than twenty seconds into a match.
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I do play a balance of Killer and Survivor for reference; I'm well aware douchebag killers exist, and have encountered the joys of a Basement Bubba or Iridescent Head+Infantry Huntress. But just using basic math, statistically there will always be more toxic Survivors than Killers by factor of there literally being four times as many Survivor players in any given match.
Attacking me or anyone else for expressing frustration with this, claiming that "oh you can just counter it with X, gitgud" or some other nonsense just means you're part of the problem.
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@LetsPlayTogether said:
How is surviving as survivor toxic? The only things may be flashlight spam, which doesnt really do harm cause blinds can be avoided pretty easy, and teabagging, which doesnt do any harm to your gameplay just yourself if youre mentally that "unstable" to get triggered so easily. Gen rushing, literally doesnt exist cause thats survivors objective, bodyblocking is for rescueing the survivor?
But you know imagine people playing together online games with comms. Hilarious. OMG
Perfect example of the deliberate antagonism problem.
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@feechima said:
It sounds like you keep queuing with the same survivors which isn't uncommon in some regions, depending on the time of day and rank. Are your queue times really long if you dodge them?
I wouldn't say they're extremely long, but it's just frustrating having to play with the same people.
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@silverwolf4455 said:
Body blocking isn't toxic *there are perks designed for it*
Flashlight clicking is them wasting their time and item battery
Tbagging is in most games... I mean just ignore it or hit them on the hook... same thing.
Hook bombing is great for the killer, it wastes time the survivor could sit on the hook.
If you are struggling at higher ranks you might want to try a different killer, some are stronger once you get the hang of it.
And the friend que is because people like to play with their friends. The game has slowly become less disastrous for killers over the years, it still has much to work on but its inching closer and closer to a balanced game.
Whether or not their behavior is to their detriment is not the point. The point is that it's deliberately done to try and harass the player.
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@arslaN said:
Generator rushing, hookbombing and bodyblocking are strats and they aren't toxic at all.
The only thing you can report is the endgame chat. Teabagging or flashlight clicking aren't reportable.
And seriously, why is teabagging such a problem in dbd? These sorts of taunts are a part of almost all online games. Some games even have taunt buttons.
In themselves? No. Not toxic. But abusing said strategies to the absolute limit and mocking the killer for it, yes.
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@Xerge said:
As a killer you have a tool at your disposal which allows you to punish behaviour you don't like by taking the survivors that you consider toxic out of the game as fast as possible; the moris.
Then I'm immediately chastised by everyone, treated as a villain, and actively punished by the game with a lower Bloodpoint count.
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@Fibijean said:
I'm voting for the secret option that's just a neutral "no", because I'm not sure what the point you're trying to make about cosmetics is there but I have my suspicions, and if I'm correct then I don't agree with that option either.
It was merely a joke option.
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*To clarify; by the rank up option, I mean getting a pip.
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Any comments or critique would be appreciated! ❤️