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@flowen said:
In my experience the insta down on Wesker's power doesn't really come into play a whole lot. If Wesker decides to tunnel, insta down usually doesn't matter at all because the survivor won't have time to heal before they're in chase again. When Wesker doesn't tunnel the survivor usually goes off to heal and get a spray (not necessarily in that order) while Wesker is occupied with someone else. You also rarely get to chase fully infected survivors; They almost always go for the spray asap when they aren't in chase. The only times it comes into play are when you infect someone, but can't down them before they reach full infection (which is indicative of Wesker playing badly), or when a survivor chooses not to spray (which is blatant bad play from the survivor). The insta down and hinderance of the infection act more as a deterrence than an outright threat; They cause survivors to pass on gens and do something else because if they don't they'll be at a critical disadvantage if they get found again.
As for your idea; I think thematically having Wesker break stuff when he slams people is really cool, but a bit impractical since tossing/slamming people into something breakable isn't really feasible in practice.
Slamming two survivors into each other isn’t usually feasible either but it’s still a mechanic that exists and it’s still incredibly fun when it happens. This buff is less about viability and more about feel-good gameplay. It’s a small change that lends itself to rare but special moments where you just get a fat dopamine hit because heehee pallet go boom.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3270354#Comment_3270354
instant down is not enough of penalty. see plague for example. she infects everyone into broken status effect and everyone just ignores her fountains, rushes generators and only cleanses in the end game. Avoiding slowdown requires punishment.
Its also to prevent purposely taking virulent bound hits and forcing wesker to throw surviviors into nothingness where they continue looping as if nothing happened. I still abuse that as survivor though because by the time he fully infect you, he likely lost the game, chase-wise. Just bloodlust 2.0 mechanic.
Weakening his slowdown such that you can ignore infection mechanic means he should be buffed in his 1vs1. perhaps buff his chase such that vaulting a pallet allows him 2nd bound after vaulting a pallet instead of putting him on cooldown.
The difference between survivors being broken against Plague and being fully infected against Wesker is that Plague is an M1 killer who has to hit you with a basic attack, whereas Wesker gets to use his power—a power that is very strong in a chase—to get the instadown. That is a HUGE difference which are you are just completely ignoring.
But again, nerfing the hindered isn’t the point I’m trying to make with this post, so if you continue to argue this point, I’m just going to ignore you.
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@RainehDaze said:
being hindered if you get fully infected is literally all it practically does. And why there's first aid sprays. if a game's gone on long enough that there's no more cleansing available, uh, oh well?
Firstly, completely irrelevant to what I’m trying to propose.
Secondly, if you think a chase power as effective and versatile as Wesker’s being able to INSTADOWN YOU isn’t strong, I truly do not know what to tell you lmao. It is the scariest part of his kit, bar none.
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Legion may be edgy but we've yet to see a true emo aesthetic skin for him.
Jeff could get a glam metal cosmetic with a glorious blonde mane and fancy leather jackets and skinny jeans.
Trickster's entire existence is a goofy cosmetic.
I want Twins to get a cosmetic that's just one of those chef's hats.
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Never, ######### is way easier than a flaslight save, don't need a buffer.
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I think its biggest issue is less the strength and more the delivery. 25 seconds of incap is EXTREMELY annoying especially in solo queue for when there's little to no tell when a survivor is ever going to go down and cause Eruption to pop. I agree with the take that the regression should be increased but the incap duration should be decreased, greatly so.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3268532#Comment_3268532
I don't disagree with the accessibility, but let's not pretend that FOV is the biggest issue, and whether you like it or not it changes how killers receive information. Wider field of view = more information. Killers already have tools for dealing with flashlights.
You continue to overestimate the impact increasing FoV has on the hide-and-seek aspect of DBD. It really, truly will do next to nothing. In the years I've spent addicted to Shadowborn, in the hundreds of matches I've used it, I can count on one hand the number of times I saw a survivor thanks to the increased FoV. And it wasn't even because of the wider range of vision; it was because the wider FoV was simply less disorienting to look at.
"Killers already have tools for dealing with flashlights."
Okay? That doesn't change the fact that an increased FoV objectively makes getting flashlight blinds easier. Survivors have a tool for killers having eyes; it's called "hiding," yet here you are adamant in the belief that an FoV slider is some kind of doomsday device for stealth.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269847#Comment_3269847
great, now we reached whataboutism. The statistics you showed are 1= all mmrs and 2 = top 5%.
for balancing matters you balance around all mmrs. Or to show off how balancing stuff actually changed stats (which BHVR did by releasing those) youd also wanna take the "all mmrs". The top 5% are an addition to know whats going on in the masters den so to say. Nothing of importance for casual players.
the other one said the 63% killrate is an aggregation of ALL killers, which is not, its the aggregation of pinhead, onryo and wesker. So they made up their fake statistic by saying ALL killers have an aggregated killrate of 36%, which makes my statement about them making things up true.
AND.. You argue over do not ignore the 5%, of which i asked why, then you counter with "well why shouldnt we ignore the 10, 25 bottom %. Which was never talked about and about those were not released any numbers. (again "all" mmrs, first image).
both of you have no case. if you wanna bring statistics in at least do it right, i guess im done here since you couldnt answer my question in the first place, you keep changing the subject like the other one.
im not the one trying to push a narrative here 😁
Firstly, let's just get it out of the way, balancing around all MMRs is a terrible idea. It just is. I almost want to stop arguing with you because I cannot take someone who believes in that idea seriously at all.
Secondly, my point is, the stats for the top 5% of MMR are significant because it's supposed to show (I say "supposed to" because MMR is dogwater) what's good and bad at the level of players who actually know what they are doing, and thusly accurately showcase what is good and what is bad. If you want to argue that these stats should be ignored for whatever reason, then why are we bothering looking at the stats that include the massive range of bottom MMR players which completely skew any numbers worth taking seriously on account of matches in that range being a complete and utter circus?
I'm not even taking the other guy's side on this. I couldn't care one way or another. But if you're gonna accuse someone of making up numbers and then ignore the numbers presented to fit your narrative, that's just comically hypocritical.
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3269839#Comment_3269839
In that i would agree.
If killers can see the info of the entire survivor team, the survivors could at least see the killer they are going up against.
I mean Ghostface and Wraith are the only killers I can think of where you'll have to wait longer than 3 seconds to find out.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269837#Comment_3269837
what good use has the 5% top player info then? if it should not be ignored?
I dunno, what good use does factoring in the bottom 5% of the playerbase have in overall stats? The bottom 10%? The bottom 25%? Especially in a system where the matchmaking is terrible?
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@Rovend said:
I believe the whole "killer can see the four survivors in lobby" should not be a thing anymore, to be honest.
I would understand this 5 years ago where survivors were much, MUCH stronger with infinite loops, insta heals, insta blinds, old DS, old MoM, etc.
But now killers are clearly stronger than survivors on average. The fact that they can see all four survivors, their items, their prestige, their profile if they are not anonymous, and with all this information they can start using counters before the match even starts feels kinda wrong.
Being able to see exactly what your opponent is bringing into the match is a staple of 99% of PvP games. If anything I would double down on this feature by allowing all five players to know exactly what the other players in their lobby are bringing in the loading screen, like what DBD mobile does.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269831#Comment_3269831
the top 5% dont mean nothing, which i alredy said. You gonna balance the game around the top 5%?
That is completely irrelevant. My point is that you're just coping and ignoring the statistics by saying the top 5% "don't mean nothing." The numbers are there; do not ignore them.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269822#Comment_3269822
i see 3 killers at 63%, which is not ALL killers. So they made their personal fantasy statistics up indeed. I was wrong on who they are, but i wasnt wrong by saying its 3 out of 39 who have 36 %. The important note is the overall average rate which is only at 59%. the game IS ballanced, no matter what yall trying to make out of those numbers.
also, the top 5% dont mean nothing for the game as a whole.
MMR is a terrible system but something tells me you're just ignoring the top 5% MMR stats because they don't fit your narrative.
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https://mobile.twitter.com/DeadByBHVR/status/1582008524804349952@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3269782#Comment_3269782
ok keep to your made up statistics to push your narrative. Now that you are straight up lieying i dont have any need to talk to you about this further. Waste of my time.
What was that about made up statistics again?
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I really don't understand why players aren't yet exempt from DC penalties in a match with an early quitter. All three other survivors and even the killer should be allowed to dip without receiving a matchmaking lockout. It's not a real match at that point.
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Afaik the answer to that question boils down to the fact that since each one of your killers has their own individual MMR, once you queue as a specific killer the game uses that killer's MMR to find your lobbies, so you aren't allowed to switch in order to prevent matchmaking/MMR calculation shenanigans.
Which, if you ask me, is another thing to add to the mile-long list of reasons why MMR shouldn't have happened.
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@Grigerbest said:
"Wait, what...?"
Were you actually able to do that in previous versions? Or am I tripping?
You were, before MMR was first conceived.
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The concept is incredibly fundamentally flawed. He has all the problems with Twins, all the problems with Nemesis zombies, and all the problems with Artist in one single killer, and there’s no way to fix that without completely scrapping his power. A killer who summons other killers to do stuff for him and turn the 4v1 game into a 4v2 is a killer that DBD simply is not built for.
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@whothis said:
https://forum.deadbydaylight.com/en/discussion/comment/3268292#Comment_3268292
In response to your question, care to answer mine first?
1) What is the % of Blights you come across till now that use that addon
2) Out of those Blights what is the % of Blights who can use it efficiently? guaranteeing a down 1st time
3) When it was used efficiently, did the survivors know how to counter it or just stood around like deer in headlights waiting to give him the hit?
Blight needs the last lethal rush to instadown, if survivors don't make it difficult, the Blight deserves the down.
Just because something is powerful doesn't mean it needs to be taken out when only a handful of players can effectively use it and usage is negligible
"Just because something is powerful doesn't mean it needs to be taken out when only a handful of players can effectively use it and usage is negligible"
Imagine using that logic in the real world. "Just because hydrogen bombs are the scariest thing ever developed by mankind doesn't mean they need to be kept in check when they exist only in the hands of a small percentage of the world's leaders."
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Circle of Healing for survivor, Superior Anatomy for killer.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/3265677#Comment_3265677
that one isn't out yet, right?
Yes, the one who isn’t out, and the only one in my 6 and a half years of playing DBD that I wish stayed that way.
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I mean we’re at a point where most killers have brown and yellow addons better than their pink addons so I can’t say I’m all too floored by this revelation.
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I couldn’t care less about balancing, just give me basekit Shadowborn please, 87 FoV is gross and I’m sick of having to sacrifice a quarter of my build to access what every other first-person game on the planet has as an accessibility feature.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3268140#Comment_3268140
I've used it without perks or items on other Survivors... it's really not as crazy as you think it is. I preferred to use it before the buff to return healing speeds to pre-healing speed nerf times, but I've used it now and I don't see a "really good effect". It's noticeable but not really good.
The +50% passive healing at all times leaves me staggered every time I see it in action even three patches later. No matter what my playstyle, no matter what build I’m running, SWF or solo, meme build or sweaty, I feel as if I’m outright gimping myself by not running Botany. A healing boost that big is huge on its own and the synergy with other perks is outright insane; healing perks that usually range from terrible to alright become great when used with Botany. Botany and Empathic Connection, for example, will completely shut down any and all antiheal builds outside of Distressing + Coulro + Sloppy on Wesker, and even then it’s still incredibly valuable.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3268134#Comment_3268134
You run Solidarity, right?
Do you think it was buffed massively because you run Botany and Solidarity together frequently?
No I do not. Botany Knowledge is just really good on its own. Botany makes Solidarity good, not the other way around.
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/3268134#Comment_3268134
Not at all.
The perk prevents you getting a full heal from a standard Med-Kit, it's terrible.
The only way Botany Knowledge is worth it is in SWF, or a build dedicated to healing.
Bro, a full build? Run one duration addon and you're good. That -20% efficiency penalty is nothing in the face of how easy duration addons are to farm and how effective they are on their own, let alone when stacked. A brown duration addon on a green medkit guarantees a full self-heal at double the normal speed. Hell, you can run a yellow medkit and get a full self-heal off at +50% speed without using any addons.
And even if medkits were useless with Botany, which they absolutely are not, that one downside of medkits being less effective pales in comparison to being able to heal teammates 50% faster at all times, or being able to heal yourself at full speed or heal others at double speed without even using a medkit using Circle of Healing. New Botany is extremely good.
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@OnryosTapeRentals said:
A completely unnecessary change.
Nerfing it to 75% reduction was adequate. The exhaustion condition is incredibly overkill and makes it worthless in a build with any exhaustion perk or when the killer is running exhaustion add-ons.
I'm still a firm believer that a lot of the perk changes were very overzealous. Calm Spirit, Iron Will, Decisive Strike, Botany Knowledge, Ruin, etc. were not just nerfed - they were completely gutted.
Alright man I agree with you on most of this but look, I KNOW you didn't just say Botany Knowledge got gutted. That perk got HPYER buffed.
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I don't think it is. Both sides still have extremely oppressive tools, unhealthy gimmicks, the ever-present oceans-wide disparity between solo and SWF, the even wider gaps between the strongest killers and even the second-strongest killers, the sheer amount of influence that a select few perks have on the course of any given match, and, of course, the awful map design and the wild RNG—the game is still very far from balanced.
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I honestly still think the perk is really good. 75% reduction is still too quiet for the killer to hear over the chase music or even in general a lot of the time since sound is this game is scuffed to hell and back, and the exhaustion drawback is only really a thing for Sprint Burst users; everyone else can still get plenty of value out of the perk ESPECIALLY Dead Hard users due to the ability to save the perk for as long as needed.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3268024#Comment_3268024
Isn't deep wound a health state though? Adrenaline treats it as such
Deep Wound is regarded as a health state, but you do not heal to go from Deep Wound to injured.
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BHVR have made it abundantly clear in the past that mending is not considered a healing action.
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You guys remember when these funny little multicolored bars were in the game?
What I wouldn't give to have those back.
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Depends, is it literally any killer that isn’t Hag or is it Hag? Because if it isn’t Hag I’ll probably be playing the killer enough to put the cosmetics to use, but if it is… eeeeeehhhh…
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I think the meta has pushed the game into a rough state where survivors dislike the new regression perks so much that the go-to strategy is to slam generators with Adrenaline so you don’t have to deal with them—at least, that’s how it feels in my games. So it creates a vicious cycle of survivors having to slam gens to deal with obnoxious slowdown, and killers having to run obnoxious slowdown to deal with slamming gens. It’s an unpleasant experience for both sides especially if you try to avoid running meta; in my solo queue games where I’m running perks like Empathic Connection and Solidarity, Eruption + CoB + Penti + whatever are miserable, but at the same time as a killer player who limited himself to 1 or 2 stall perks before 6.1.0 and continues to do so now, I feel like gens are going even faster than before, because it’s all Adrenaline + PT + Hyperfocus genrush squads who are sick of the slowdown.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3267196#Comment_3267196
My power concept is legit you get a small window to fast vault and catch up. It's mainly to counter holding W. :I
Just play Wesker.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3267192#Comment_3267192
That's what this concept aims to fix! It's a power meant ONLY for chase!
Gross. There are eighty-two chase-only killers in the game already. Just get rid of the lethal stab and Legion is fine.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3267188#Comment_3267188
I just don't want him to be an annoying hit and run like they are and have been.
I hate Legion a lot less than other hit-and-run killers, I agree with the Scott Jund take of "he has to dedicate to an M1 killer chase eventually." Honestly the only problem I have with Legion that makes the Normal Pills such an annoying addon is the lethal Frenzy which is useless against coordinated teams and completely invalidates the above Scott Jund argument in solo queue, it's just all around poorly thought out and an unhealthy gimmick.
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They've given Legion like two major overhauls at this point, please just do something about Normal Pills and leave him be for the time being.
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I play both sides and it depends on how I'm feeling. I prefer to play killer but it can get pretty stressful since they only stall perk I run consistently these days is No Way Out, so if that whole race-against-time feeling gets overbearing I just swap to survivor since it's simply more fun than doing quad stall killer. On the inverse, solo queue is in this dilemma where running the meta is just as sinfully boring as quad stall killer but trying to do weird/fun/niche builds is an incredibly frustrating experience which can cause me to go back to killer.
TL;DR: I play one side until it stops being fun.
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I played with Sluzzy once.
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@Hensen2100 said:
All I see is no gen stall / regression and a 4 minute game, maybe you win by snowballing if they screw up massively
@sizzlingmario4 said:
It’s gimmicky for sure, but it could work.
But if your goal is to get the obsession (the exposed survivor) to scream with FtD, you’d need to injure one of the other two survivors first (one of the two other than the unhooker and the one on the hook) since FtD wouldn’t stay active on the first survivor you chased (the one you hooked). As soon as the cursed survivor is downed, the perk turns off (and the hex totem snuffs itself out) until you injure someone else which activates it again.
The unhooked survivor going back to injured upon being unhooked does not activate FtD again.
no guys come on furtive chase is really good guys i swear like it makes your tr quieter in a chase how is that not S tier please stop laughing i swear it's good
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Imo the only change Hyperfocus needs is hitting good skill checks should remove all your tokens even if you have Stake Out, otherwise it's fine. I would even buff it so you don't lose your tokens if you're interrupted by things that make you scream.
When it comes to the whole 5x toolbox skill check thing I will die on the hill that instead of Hyperfocus not working with toolboxes, they should just remove the 5x skill checks from toolboxes as a whole. I don't think the mechanic makes sense anyways.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3266335#Comment_3266335
Trickster falls under the same type of horror that movies like American Psycho and Alfred Hitchcock's Psycho is part of, Trickster not looking scary is the entire point of his character as it's part of his facade to hide who he truly is behind a mask of normalicy, same thing Patrick Bateman and Norman Bates does in their respective movies.
Trickster is as much horror as they are and fits dbd as much as those 2 characters would should they ever make it into the game.
I’m sorry I but I KNOW you did not just compare Korean Dio to Norman Bates.
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@ThanosPAWG said:
https://forum.deadbydaylight.com/en/discussion/comment/3265993#Comment_3265993
Moments like this make me wish there was a down vote button.
I think there used to be one, according to my friend who was on the site long ago.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266500#Comment_3266500
Yeah I know how less cumbersome they are than we often think. Just wanted to give her a little hope in the fight haha
I think her biggest advantage is her ability to take aim from afar, but she may need to “borrow” cowboy man’s gun for a bit to get that spearpoint pressure needed to puncture the armor.
There’s also stuff we’re leaving out, like if they’re fighting on one side’s home turf or some other environment, and more importantly any modifications made to their body, equipment, and abilities by the Entity—maybe the Entity would ensure the playing field is as even as possible, maybe they’d skew the odds to favor the one they like more.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266419#Comment_3266419
Yeah he is the one the big guy? Tarhos might enjoy the fight. Frankly medivel armor is so heavy that with her a axe and being unencumbered she may fair well against him.
I don't understand why her speed is worse than his tbh but i'll call that an in game way of dealing with her distance attacks and not lore that she is actually slow. no one living as she lived could be slow.
I get her low speed for balance reasons but lore wise I feel like she should be fast as #########.
“Frankly medivel armor is so heavy that with her a axe and being unencumbered she may fair well against him.”
I’m not big on knights and their history, but I do feel the need to point out that medieval plate armor isn’t nearly as limiting to your mobility as you would think. Here’s a video of people wearing knight armor and standing up from sitting, doing full sprints, even doing cartwheels and suplexing other people wearing knight armor.
https://youtu.be/qzTwBQniLScI wouldn’t argue this particular point myself, but if I saw someone try to make the point that with all her winter gear, survival equipment, and trophies and trinkets from hunts stashed on her person at all times, Huntress’s outfit might be more encumbering than Tarhos’s, I wouldn’t immediately disagree.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3266384#Comment_3266384
Thats fair. I wouldn't expect her to seriously harm any one of them, just enough that they know not to take her lightly. Also do all three of the summons have armor? I haven't viewed them closely in terms of art but I feel like some aren't as honored as the main knight is
I think Carnifex is pretty lacking for armor, but then again you did specify a 1v1 so they’d probably just leave Tarhos to it.
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@Wewantjason said:
https://forum.deadbydaylight.com/en/discussion/comment/3263461#Comment_3263461
As for your trickster comment I still find him the dumbest killer in the game.
While you are correct that they are likely sexist, they also would be impressed when huntress ######### them up 1v1. She took out a whole army squad in her lore that had guns. And she TOYED with them while she did it. I think they would be won over but occasionally make comments that triggered her, assuming she can actually communicate any longer. Really I imagine first meeting they offend her and she ######### one of them up badly and then never again.
The knight and crew would likely beat up trickster and a lot of other killers lol.
I mean, I feel like there would be several key differences between the WWI soldiers and the Guardia Compagnia when facing Huntress, not the least of which would be that the Guardia are most likely simply just better warriors than the soldiers were—in canon they felled entire legions (heh) of other knights by themselves, and spent their collective lifetimes doing so. Maybe we could also factor in how the Guardia definitely wouldn’t be scared out of their minds like the soldiers probably were when Huntress was playing with them, all but nullifying her efforts at toying with them to gain a psychological advantage. I think the single biggest game changer, however, is the fact that, well, Huntress uses a woodcutting axe and hatchets, and the knights are clad head to toe in armor pretty expressly designed to resist weapons of that nature.
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Shadowborn. 87 FoV is atrocious.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3266291#Comment_3266291
So it's just his look you take issue with?
His look, his presence, his character—everything about his general feel does not really jive with the rest of the game.
I’d like to reiterate, by the way, this isn’t me being pressed about it. I like his aesthetic for what it is; I just think he doesn’t fit the game at all.


