Lochnload_exe
Lochnload_exe
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I think it would be fine if it was treated as a more traditional exhaustion perk than it is, because right now you can definitely still run it with something like balanced or lithe until you become exhausted. It should just work on a time limit, where it is active for like 30 or 45 seconds then you become exhausted.
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@Iron_Cutlass said:
I think my main issue with EMPs is that they work for others. When playing in SWFs, it felt way too easy to just remove all progress Hux made in chase since we could always have someone on standby with an EMP.
They would always just waste their time setting up infection, only to have it all removed, and effectively have a complete restart to a chase with no consequence. You could argue "but only 2 people are doing Generators" but it's not that hard to bring a Commodious Toolbox anyways.
That is my mindset as well, it's really just those three aspects together that are problematic, but remove even one of them, any of them, and it is instantly way more fair.
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I think where this argument always starts to falter is right at the beginning because the fact of the matter is that fun is subjective. Your fun is different than this guy's fun and etc etc. Trying to balance a game around an overall fair experience leads to a more fun match. If the really unfun situations occur less for the majority of players, the overall fun experience goes up. I used to find old freddy fun. Was he good? No, but he definitely needed changed even if I don't find him fun now.
The games that do the best, and the reason DBD is going well, is because they change things for balance rather than to keep goofy things because they are fun. Most games that people hype up for being so fun over balanced usually die out FAST because unbalanced things tend to end up leading to less fun overall. If the matches are going to be more fair, they will tend to be more fun for most people.
No killer enjoyed facing a CoH against a good team, no survivor enjoyed eruption taking away agency. People had fun using them for sure, but it wasn't because it was an interactive experience for both sides.
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@Agent_Himbo said:
Stop telling tunneled and facecamped players to just be happy they bought 3 random strangers time. They won the game at your expense, you get no reward, you're not given some medal for looping the killer for 5 gens but dying to NOED, BHVR doesn't send you a pony because you sat there being held hostage while a face camping Bubba stared into your soul.
I'm sorry you're so bad at the game the only way you have of winning is to take advantage a teammate is being tunneled and that's why you got a free escape, it's beyond disgusting to tell the player that got a loss, barely any bloodpoints and had a bad time to just be happy that You escaped.
If you think people play videogames to see random strangers win and get a defeat screen, then why don't you play killer and let all 4 survivors escape all the time? Oh right, literally nobody tells killers to enjoy losing because 4 random strangers won, nobody tells the crying baby killer to take pleasure on the wins of random strangers.
I don't play videogames so other people win while I lose, i don't live vicariously through other people's victories, i feel bad for people who do.
If you don't understand the concept of a team-based game than you should just run an immersive build and hide all game to get hatch, since escaping is the only way you feel you did good lmao
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358645#Comment_3358645
Old Freddy, Legion, and Pinhead. Seems like you play the most aggravating Killers. Flashlights are subjectively the worst item in the game according to you. It doesn't become objective just because you think it. Also they were recently buffed, you seem to have ignored that part.
The only thing I don't like about basekit borrowed time is how long it took to implement.
No, I subjectively think Legion is the most fun killer. Objectively, flashlights are among the weakest items. Just because they were buffed (to make the timing on flashlight saves easier btw) doesn't mean they rival the strength of toolboxes or medkits. You also use a subjective opinion about the killers I enjoy instead of actually addressing the point. Redditor moment.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358562#Comment_3358562
”killer main.” Not buying it.
OG freddy player, moved to legion afterward freddy was reworked and I now play Pinhead and Wesker. Flashlights are objectively the worst item in the game, and using them at pallets genuinely hurt the survivor more than help. Simple headphones, even earbuds, just allow you to follow footsteps after breaking the pallet if you are still blind and they gain no distance. It takes SO little effort to improve your killer gameplay against flashlights, and nothing screams immature child more than getting upset at flashlights for being mean even after they got changed to be less toxic (no more macro clicks).
Gonna assume you also don't like basekit borrowed time because it is evil or something? Survivors bad killer good? Is that more your cup of tea?
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I did a killer concept and I thought my perks were pretty well done, but my favorite was this.
Perfect Rig: Taking time to prepare your craft will be worth the reward.
Start the game with 4/5/6 tokens. When any generator regresses for 10 seconds uninterrupted, the generator is highlighted yellow, and the perk is activated. Any survivor who interacts with the generator will cause it to lose 25% and use a token.
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@ProfessorDunwich said:
Losing a hard won hook and just not being able to see is a miserable experience. Is there a Killer who likes being blinded at pallets?
I'll wait for heavy flashlight users who say they are "easy to dodge."
I've been a killer main for almost 6 years now and it is honestly refreshing to hear that some killers still suffer from flashlights at pallets that do nothing and also give the survivor less time to run away.
Genuinely do not understand the mindset, just take a break from video games for a while if the worst item in the game still upsets you, and the only criticism you could receive could only be "heavy flashlight users"
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@Iron_Cutlass said:
Dream Pallet (DP) Freddy, in my opinion, is the weakest Killer in the game since their power is entirely countered by having half-decent memory, or being awake like Dream Snare (DSn... not using DS to avoid confusion with Decisive Strike) Freddy.
But with Any Mean Necessary having it's cooldown removed, what is stopping a player from just dropping every pallet to get rid of DPs and resetting all the normal pallets? The answer is painfully obvious but nothing is stopping them. You can effectively remove DP Freddy's entire power with a single perk.
Please rework Freddy again, or buff them, do something.
Dream pallet freddy is proof that the devs would be ok if there was a killer whose entire power revolves around those "remember the fruit location before we flip the card over" games that kids play. If you remember where the fruit is, you don't get m1'd.
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@bm33 said:
I think they're releasing an original chapter that is similar to a licensed chapter on purpose because they're instead going to give those characters licensed cosmetics. Instead of getting 3 characters for $11 and calling it a day you instead have to spend $10-15 per cosmetic. Also if license doesn't renew the agreement, like with Stranger Things, it's alot easier to just remove some cosmetics from the store than it is to go through everything they did when Stranger Things left. So you'll get Predator, it will just be a $15 cosmetic.
honestly a solid theory as well and very plausible with the cosmetics they have done recently like birkin. I was honestly expecting a xenomorph skin for demo and have them release demo AS xenomorph so it doesn't coincide with netflix. demo owners would get a skin, others could buy demo but without it looking like demo
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oh, and if this isn't true it is because they saw my post and couldn't let me be right. Now THAT is some copium with chest hair!
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@thefallenloser said:
Dead by Daylight's business model has always rubbed me the wrong way, regardless of how much I enjoy the game. Though, among the sea of terrible monetization models in modern day gaming DBD can seem pretty innocuous or inoffensive, I think it's pretty bad and unfair overall and should be changed.
Double-Triple-Quadruple Dipping
BHVR for some reason... felt it was necessary to monetize the game in multiple different fashions. For starters, the game has a $20 paywall. On its own, this would be alright. Though I personally think the paywall is holding the game back from growing infinitely more, a one-time pay for full access would be pretty good. However, DBD also has an indefinite character DLC cycle, which also accompanies a $7-12 additional price per DLC, and with about 4 per year, that's essentially buying 2 extra copies of DBD per year if you want to try all of the up-to-date content. For some reason, the game doesn't allow you to test these new perks or characters in a custom game mode so that you can even make informed decisions on what you would like to purchase.
Furthermore, Dead by Daylight also has purchasable skins of varying rarities and costs-- akin to many live service games of the current era, with the most desirable and expansive collection of skins being of the higher rarities, costing around $10-15 worth of equivalent in game currency to obtain. However, the majority of game services that use this monetization style are also free to play. Dead by Daylight is not free to play, as so each skin someone would actually want would be worth half the cost of the actual game. Additionally, DBD's skins are not entirely customizable or truly high effort to warrant such a steep cost, with many skins being needlessly locked to sets and an uncomfortable amount of skins being recolors, instead of allowing players to simply choose their own colors.
Lastly, Dead by Daylight jumped on the trend a few years back by adding a battle pass. The "Rift Pass" in this game is about on par with other games' $10 worth of in-game currency to obtain the majority of the rewards. However, even here DBD's version is still lacking. Much of the Rift Pass is filled with the largely panned and quite honestly low effort basically invisible charms that are cheaply tacked on to the back of survivors' waists, or stapled on hooks for killers. Until recently, the free route was basically mostly empty aside from a recolor of a mid-tier skin and the charms here and there. The battle pass also preys on FOMO, which is quite a cheap business tactic, as it essentially forces those who did purchase the battle pass to continue grinding away and the slow challenges to continue playing the game, and furthermore subtly manipulates some players into an additional purchase for a skin you may desire that not feature in the battle pass.
For the amount of ######### Overwatch (2) is getting for its monetization, even that game does better than DBD on more important fronts here. The game is:
- free to play
- free post-launch characters
- less battle pass bloat
- easier, less RNG/annoying battle pass progression
And for such steep costs for everything in DBD, the gameplay cycle is extremely repetitive and rigid in comparison, as DBD is just one standard game mode. I'd understand charging more if the amount of content reflected the price tags everywhere, but it simply doesn't. For example, Warframe has a lot more diverse content options for players, and the game is free to play, only charging for customization, with most skins costing around $10. Even looking at a more egregious pricing example, take a look at Final Fantasy XIV. Though the price of entry is much steeper at $50, the game offers a very long, technically indefinite trial period, allowing players to play for absolutely free up through the first expansion of the game, and with mostly unrestricted classes and job available for players during this time. That's hundreds of hours worth of free content. While the DLCs are also equivalent in price to the base game and a subscription is required to play for standard players, essentially everything else is earnable without paying extra and the game offers thousands of hours worth of extremely polish content in return for the steep price.
There's lots of room for improvement for DBD here...
The Pay-To-Win Discussion
What also doesn't help is that DBD is actually pretty pay-to-win.
There! I said it! I said it, and I'm tired of pretending that it's not.
While """""""technically""""""" DBD's strongest killer is available for free-- The Nurse-- and players can get by completely fine by increasing their skill and only using the base game's perks, many of Dead by Daylight's strongest perks are locked behind a paywall. Only 6/20 of the best survivor perks are available without purchasing the DLC, and merely 3/20 of the best killer perks are available without DLC. Even then, if players only used the one strong build they could put together without any DLC, the game would feel incredibly stale and unrewarding.
Also not everyone plays killer. This point was mentioned recently and I don't get why no one thought about that.
_
Okay that's my post.
In short, Dead by Daylight shouldn't be doubling down on paths to monetization for every aspect of content in the game, and locking strong and band-aid perks to big problems the game has behind a paywall is a terrible decision for the players.
I dunno how to end the post, bye bye! :)
lmfaooo don't even bring in overwatch in terms of monetization lmao they will be locking future heroes behind paywalls and (if you miss out on their shitass battlepas) there won't be any way to unlock them for free. Not to mention they went from everything being earnable to nothing being earnable, unless you count spending an entire year grinding weekly challenges for one skin "earnable".
Don't even get me started on the battle pass. Ironically, DBD DOESN'T have FOMO on their battle pass. AFAIK, everything that has been in a pass has released for everyone else after some time. Not to mention you can still go back any time and do the challenges for BP. In overwatch, the pass is DEFINTELY bloated to hell with charms, souvenirs now??, sprays, and completely random skins; not to mention not giving any currency back meaning you have to pay 10 dollars every time. DBD gives you the currency all back and a little more, meaning it is essentially a one time purchase as long as you complete the pass. This isn't hard either, playing VERY casually can complete the pass even if you never do challenges lol.
Oh man, woe is me that it costs 5 dollars for an entire new characters, perks, etc. That is far better than most games can say. Seeing as DBD has also been given away for free multiple times if this game was F2P it would easily have a monetization system that would be a bar.
Honestly, the game being $20 is probably the reason the monetization is so good, because it means they can make skins 10 dollars, instead of 20 dollars like most games now, and it means entire new characters with entirely new functions to the game, are only 5 dollars each (LICENSE ONLY, ALL ORIGINAL CAN BE EARNED FOR FREE.)
I can't believe overwatch was used in this argument, especially when the entire overwatch community is shitting on blizzard harder than I've seen a game community ######### on someone BECAUSE of the monetization. There are PLENTY other games that have even better monetization, I see Deep Rock Galactic as a gaming standard that needs to be reached more.
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@BarnesFlam said:
https://forum.deadbydaylight.com/en/discussion/comment/3220012#Comment_3220012
The Blighted Wesker skin isn't time-limited.
well good to hear
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@AnneBonny said:
i don't care how good you think they look, do not encourage this. FOMO, or fear of missing out, is a highly manipulative and predatory business tactic that is pretty much exactly what it sounds like. encouraging you to buy a skin by dangling its exclusivity (the thing bhvr said they'd stop doing and then immediately started doing again) over your head. please don't feed into this.
I'm still buying the wesker skin
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I'm curious, what is the point of Wesker's infection if it no longer hinders at max? Does it just do nothing? The hinder is a good threat of his power compared to other killers that just have things like exposed or perma injured.
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@Vahlin said:
Perks as a whole are problematic. Asymmetrical game play is difficult to balance at a basic level. Being a game that relies on competition between two 'teams' makes the balance very important. If you watch a basketball game where one team scores 3 points from anywhere on the court and the other team follows basic rules for 2 and 3 point shots, the game is inherently unfair. Perks compound the issue of balance in several ways.
- Multiplicative perks vs. singular - A killer has four perk slots with which to fill with ANY perks regardless of how powerful they are. The survivor also has four slots to fill with perks but there are four survivors. This makes it impossible to properly balance perks. A perk may be well balanced for a single survivor in a match but how does that shift if 3/4 or all survivors run that same perk? How do you balance an equation of x*y=1 if you don't know x or y? If the survivors use duplicate perks that don't stack, now they are handicapped by having fewer perks in total.
- Individual perk strength - There is no restriction for perk selection which means that a player with access to a stronger perk gets an advantage that is in no way balanced out. For instance, a perk that is always good vs only good in specific situations. The ability to control the circumstance effects the utility of that perk. If it is something you can control as a player such as proximity or tokens then it is far more useful than a similar perk that relies on some random event. Having one strong perk out of 4 doesn't effect balance as much as 4/4 high powered perks.
- Pay to win perks - Perks are available as DLC. If a DLC perk is a superior perk but requires money to get, then you have effectively changed the game into a pay to win (as it currently is). Those who do not pay for the perks are left at a disadvantage which further complicates balance and forces players to spend money for bundles even if they don't want 90% of the content just to offset the disadvantage. Can you win without payed content? Yes; pay to win merely means you gain an unfair advantage using real money and not a guarantee of victory.
- Random get - Obtaining new perks is done through random luck. Going through the bloodweb, you may get a perk you want at level 1 and not be able to upgrade it until level 30 or you may not see one that you want at all for several levels. You have no control over perk selection so it feels very much like loot crate systems where they have multiple common items so they can say "you win" when you really didn't.
- Lucky hard counter - Some perks directly counter others but you don't know the perks used until after a match which means you don't know if your perks are all effective during the match and it may cause you to make detrimental decisions. Bad intel is often worse than no intel. This can also happen with maps. A great example is Balanced Landing, a perk that reduces the stagger from dropping down. This may be a very good perk to use on maps with verticality but on a flat map it becomes virtually useless. Since you have multiple build slots per character now, showing the map selection prior to locking in would allow you to at least prevent the second half of this problem.
- Boon vs. Hex Perks - Both have powerful effects. Both can be deactivated by the other team. Only the survivors can restore a totem (unless the killer uses a very specific perk). Since you cannot know this ahead of time, the perk that permanently disables a boon is a complete gamble to play and loses out more often than not. This makes the perk relatively useless compared to more reliable options. Similarly, a perk exists for survivors to better find totems but is only relevant if the killer is using totems. The hex totems randomly appear so it is often the case that it relies completely on luck to be useful so its usefulness is incalculable.
I don't imagine the developer will ever dedicate the vast amount of time and resource it would take to improve this system and as such the experience each round will be a complete crap shoot. That potentially massive imbalance one way or the other can devalue the experience. This doesn't mean you can't have fun but it does hinder the whole game play experience. As a side note, this is a contributing factor to toxicity in the community as negative experiences are naturally more memorable and can lead to skewed perspectives which cause many to vent frustrations at other players.
I think perks are the LEAST of this game's problems and I think the devs have done a good job balancing the game around the perks. Maps are FAR more problematic.
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@Chocolate_Cosmos said:
By far the most played killer since his realese.I can see him still very offten which is very rare for any new killer that has been in the game for almost a month at this point. Why?
He is fun, he is interactive for both sides, and his power is not only strong but not super difficult to use. Not only is it strong, but it isn't so strong that it feels awful for survivors because there is quite a bit of counterplay. He is also Wesker. Easy choice for me. Got him to p15
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This. It took them until a shitstorm was brewing from the backlash to add a colorblind mode. It surprises me they even made this flashlight change for epileptics. I don't get why something that almost every single PVP or single-player game has is so hard to add, and it is restricted to a perk. I can only imagine the situation if colorblind options were restricted to a perk lol
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@Rokku_Rorru said:
Hi all,
With more and more power given to killers (as it should be) I've been thinking are we at a point we don't need to show what the survivors have, I think it's time killers have to put up with the same mystery survivors have to deal with for the sake of the health of both sides.
Perks like Lightborn, Franklins, and sloppy shouldn't be brought just because you can see items. Yes survivors can last second switch but it's hardly fun for either side, and results in dodging. I feel it's a relic from a simpler time and I feel having mystery for both sides would be healthier for the game as a whole.
Imagine if the survivors could see what killer you were playing in the lobby, wouldn't be nice to have perks constantly brought to counter you would it? lol
It is part of the balance that killer gets to be prepared for the match. It also helps with killers that require more setup or surprise like stealth
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I'd like to see a blighted Wesker, something akin to his look at the end of RE 5, corrupted with a mix of Uroboros and blighted serum. I'd also like to see some more Dredge skins, they always look fantastic.
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Saying the game is balanced around the killer having low FOV is just a weird cope and I don't take it as a valid excuse anymore. FOV techs literally only work on inexperienced killers and hiding from the killer isn't any different depending on FOV, good killers are usually looking around lots anyways. The only real reasoning for as why we don't have a FOV slider is because it is BHVR. They waited until the community was backfiring before considering doing colorblind options for people. I'm honestly surprised they are even addressing flashlight spam for epileptic people.
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@ByeByeQ said:
BMing = bad manners
Basically anything you can think of that constitutes BMing but usually:
- Tea bagging after dropping or stunning you with a pallet.
- Excessive flashlight clicking.
- Locker or vault spamming.
most of the time, it is someone wanting attention for you to chase them, not even them bm'ing. It is what I'd do as a good survivor. So, it just tells me that their team is probably not as good. Go after them.
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@Raccoon said:
Ate they, though?
I don't think they are, but I'm interested in reading some takes on the matter!
IMO they are. They are pushing killer to be able to more effectively deal with a swf team, or a team that is good with coordination. It is the best choice for the devs to do after all, you will NEVER get rid of SWF, and trying to do some idea where they are punished just hurts BHVR, no game should punish you for playing with friends whether you are trying super hard to win or not. Bad business design.
I don't even see any other idea of why people would think otherwise lol all the facts point this way. The devs are even working on trying to give solo queue some way of communication with symbols putting them at least somewhat closer to swf, and we have been getting only killer buffs for like a year. Even the fabled basekit buffs that were asked about forever.
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@alpaca_boyyy said:
Before anyone types “use Zashin Tactics” I’m not wasting a perk slot for that trash. Survivors run WOO to learn how to loop, cool, it’s fine. It or really needs some sort of range nerf or cool-down. I know it previously did and it was trash so idk. But I really think it’s an unfair advantage.. why are prestige 80 people still running it… and I play killer and survivor 50/50 sooo…
use zanshin tactics
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@Toaster427 said:
We've all see a recent bandwagon of these streamers protesting DBD for a supposed cheater epidemic.
I'm sorry, but this isn't affecting the community as a whole. A recent poll on Reddit showed that a overwhelming majority have not seen an increase in cheaters and most people have only seen 1 or 2 cheaters in thousands of hours of gameplay.
You all have been making some great improvements in the last few years, please keep going and don't get distracted by the few who are abusing their influence for their own personal gain. Please do what benefits the entire community, not the 1%.
Tbf, streamers are affected more often because they are targets for attacks. Timmy who plays the game very casually and no one knows exists is gonna get lucky to see one random hacker. That being said, I've definitely seen more hackers than I ever have in my 5 years of playing.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197179#Comment_3197179
I mean, one statement doesn't control everyone, what you think the killers share a hivemind?
I wasn't saying there was a hivemind or that all killers thought this. I was saying, however, that the original argument that had been said frequently in the community a while back was more in the lines of what I said in my previous response.
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Even after 6 years, the "extra perk slot" idea never dies. Truly the OG of DBD
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@Vanishlord said:
This is based on a dissscusion I started yesterday Here is the link to the discussion. https://forum.deadbydaylight.com/en/discussion/346401/why-is-our-community-toxic/p1?new=1
Every community is toxic. Legitimately. Every game community says the same thing lol that is just online games in general
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@drakolyr said:
Fun times.
TBF, if I'm remembering correctly the original argument was that if there were changes that made camping less impactful and there were changes to really reward going for more hooks, than camping wouldn't be so rampant. Now, the basekit changes ironically made camping even stronger.
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@RavenzZ said:
Ok, I get that god pallets are useful to have towards the end of the game, but some people are so obsessed with never throwing them down its crazy. Like if I’m running a killer and spamming space bar at every pallet then yeah, it’s a bad move, but if I’m on my last hook and the killer is trailing right behind me then sorry Jimmy, I’m throwing down shack pallet. Another thing I’ve noticed is that a lot of people who complain about people “wasting” god pallets are the same type to never even be near those pallets when they haven’t been used, and only complain when they rely on a single pallet being not used in the entire map to win a chase.
Hot take: you aren't wasting pallets by dropping them and being safe. Prolonging a chase and stopping injures and downs is the BIGGEST way to hurt a killer. If he is wasting a bunch of time on you, hell even 40 seconds, and you drop two pallets but don't get injured or downed, the killer is super hurt by this, especially early game. The moment he gets that first down, that is when the snowball can begin. The best way to avoid this of course is to not let him get any downs.
I'm not gonna feel bad for dropping pallets if I have too, that is the point of pallets and stopping the killer from getting value out of a chase is huge.
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@MikaelaWantsYourBoon said:
Do you think we need another patch like 6.1.0? Or killers are alright now?
I know they shared new kill rates but rates are telling nothing alone. At least for me. So i am asking this question for your personal exp. But you can use stats too if you want.
I think the base kit killer changes need to be looked at again imo, especially the 90-second gens. Despite it only being 10 extra seconds per gen, it is 50 extra seconds overall. We don't need to keep rewarding poor killer gameplay. I think they should've made CoB basekit, with even 4% regression on kick. Actually reward the killer for spreading pressure and stopping gens. Instead, camping is now even stronger.
This is coming from a killer main of 5 years. I've seen the ups and downs of killer, there have been some ######### times, but honestly if people are still complaining about killer being bad right now, it is just skill issue lol. The game has never been easier.
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@Config said:
He told on his live that he will be taking a break from playing the game, it's something about maps, cheaters + itens, he was taking something about losing matches that didn't seems fair. The void was called "first time since 2017 not having fun in dbd". I guess he deleted the void.
It is true, the game might be in the best spot it has ever been in (in my eyes) but it is also in one of its most problematic times.
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@Coder said:
Disclaimer: I'm not a survivor main, it feels like you have to clarify this these days when you make observations about the game. So, about Wesker:
-He's got too dashes, in case he misses one like demo, he's got a second chance.
-If you're about to vault, even if you "win the vault" as survivor, he'll be right up behind you, unlike Demo, who would go on cooldown if he misses.
-He's got zoning capabilities, even if he misses the first dash, he's got a chance that the survivor is outpositioned behind any object trying to avoid the second dash so he just goes on cooldown and M1 the survivor, I've done this several times and it happened to me as survivor. It's easy sometimes to outposition a survivor or zone them by faking the dash or going into cooldown.
-He's got a built in slow down, like Nemesis, or Pig, where survivors need to do a secondary objective.
-He's got a passive tracking ability (when survivors use the sprays he can see killer instinct) and the difference with Nemesis is that if he wants you, he can cover a lot of distance to get to you, making it easy to tunnel someone that just got unhooked and is clearing their infection.
-Map mobility, can hook and be on a distant gen almost immediately.
-Larger Terror Radius, so he benefits from perks like Starstruck, Coulrophobia, Unnerving Presence...
-He's got an "insta down" and hindered effect if you don't use the spray. Unlike Nemesis, he forces survivors to remove the virus/infection, making it stronger than Nemesis' passive ability since 99% of the time you won't have much choice but to remove the infection. With Nemesis, you don't need to remove it and he'll still need to hit you twice to down you and you won't be slowed down.
-Animations and audio queues are confusing, all you can hear is that squishy tentacle sound, it's hard to tell if he's going for a second dash, going on cooldown, faking the charge... I can hear him laughing while charging the first dash, but other than that, the animation is the same. Comparing it to nurse, she's got a clear cooldown/fatigue animation and audio cue.
-He came out on a patch where gen times are increased and the killer meta is to stack as many regression perks as possible, even more than when gens were 80 seconds. So basically, stack like 2 or 3 regression perks (eruption, pain resonance, overcharge+call of brine, etc...) and even if you're half decent you'll destroy almost any team.
-He can hit two survivors at once, which is mostly going to happen when camping and hit+apply infection the survivor unhooking and apply endurance on the unhooked. Not very important, but you can say he's stronger at camping than any average M1 killer.
-He's also one of the killers like Deathslinger and Twins that can stop you last second when you're about to leave.
-You can't flashlight save if he grabs the survivor using his dash (I've already tried it a few times, he's got iframes for flashlights even during his animation)
-Standard 115% speed, so for all I named before there is no trade off, like Death Slinger, or Hag, or Trickster, who are sort of forced to rely on their power and loop at 110%. Wesker can use his power or play like any 115% killer.
-Indirect: He added a new perk to make Starstruck Nurse even stronger (awakened awareness).
I think that's about it, I'm probably missing something, like an addon, or a strong perk combination, but let's compare him with Wraith for instance, who has no slowdown, no automatic vault, no secondary objective, nothing. Or clown, who only has bottles, not even map mobility like wraith (unless you count the antidote as map mobility).
So... what do you guys think?
Incredibly based, and he is also wesker. Easily my favorite killer.
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@DEMONANCE said:
couldn't read after "killer being balanced around 4 man swf"
wake me up in the 10th anniversary when something close to that might actually be true lol.
how can you even look at most of the killers we have + the maps and think killers have any chance against swfs.
the kill rates, the reality of the matter that not every single map is awful for killer, and the fact that the game was more balanced than people wanted to admit even before 6.1.0. Yes, there are still problematic maps and perks, but those also exist for BOTH sides. Yes, there is obviously weaker killers, but is a given in most multiplayer games after 6 years. People will know what is weak or not. If you are trying to win every single match you play as Myers, you won't lol that is just how it works. You won't win every single one of your matches. What IS problematic is the black and white situations, like how Nurse and Blight can ALSO bring the best perks and map offerings. In fact, I'm sure most people forget as killer you can bring your best stuff every game as well as map offerings lol.
The game isn't out to hurt your ego, I'm honestly surprised there is still this amount of people that genuinely still believe the game is survivor sided lol
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/347281/solo-queue-is-destined-to-be-terrible
-"SWFS are now the standard by which killer is balanced"
Nurse and Blight are fair if you are on a large map or playing vs a SWF. Almost all the other killers are at a huge disadvantage. If that's not the case for you then you are either not good at survivor or you are playing baby survivors as killer. Watch the 7-9k hour streamers and they will all say what I have just said in a much nicer way.
-"I think this game could really benefit from a "Search for Party" function"
This game would be better off with 5 people go into a custom game and the killer rotates. If people are farming give them a "BP" debt of 1m or a 24 hr time out or something.
The reality is that SWF breaks the game for 95% of the killer roster. Being able to say the killer is over here - he is doing xyz gives you information you are supposed to only know if you spend perk slots for that. If you want to give the killer +4 perks for going against a SWF - fine that might be fair.
I would love to play against 4 man sweat swf squads if I could bring 8 perks of my choice. The SWF teams would want to play solo. That is the kind of change the game really needs to make SWF fair when compared to solo play.
Point 1) Maps are still an issue for BOTH sides and saying 95% of the roster still struggles is a blatant lie lmao. The bottom of the barrel killers still struggle in situations that are heavily against them. Again, a problem for perks and maps, not really the killers themselves.
Point 2) Again, even the devs have stated they are accounting for swf being the baseline in balance, and most changes in the past years have been bringing the average killer to that level. Yes, in situations where the survivors are in a team, all using their best perks, and on the best survivor map, they will do better than a Sadako using a meme build. The fact of the matter is the game is balanced towards the side that brought the best stuff. This has been proven for a whie, even before the killer basekit changes which (not even arguably) made killer much less stressful. Completely stress-free? Of course not, you are the killer side and OBJECTIVELY the 1 in 1v4 will be more stressful and harder. The whole "8 perks for me" thing has been spouted for years and I've never seen it not be clowned on lol
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The most frustrating part to me is how the basekit changes went. I've been a killer main for 5 years and the most needed change was to make your basekit kick and gen regression better. This way, someone using a full gen loadout isn't any stronger, but a killer using nothing was atleast more viable. It would've opened some ACTUAL meta shift because I could bring more fun-intended chase perks or goofy perks without feeling like I was going to lose without bringing that top stuff. Now, a nurse running a super oppressive build is even easier. That should have never been a thing.
Maps, perks, and SINGULAR killers were the biggest issue. Again, I'm not against all the basekit killer changes. Things like the kicking and recovery buff were good, because they mainly only help the weaker killers and not the top dogs anyways. However, the 10 extra seconds on gens was the overkill, and so was making gen builds even more oppressive.
At this point, I think the next step that needs to be taken is normalizing gen times. Start removing or reworking things that make gens faster or slower, and start toning down gen regression perks as well.
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If you are shooting for a NWO endgame situation, Terminus can be weaker OR stronger than NOED. If you are planning on getting a hit and run thing going late game, everyone being injured is extremely powerful with Terminus, also good if you do not have anyone death hook. This is because they cannot heal, meaning safe rescues are not possible and there isn't a totem that can be destroyed to instantly weaken you.
However, I would say NOED is stronger if you reach endgame and have a couple of people on death hook. You can surprise with the NOED, and you also have the 5% extra movement speed to help end the chases faster.
NOED is also just better when you don't have NWO, Terminus really relies on extra EG time without people opening gates.
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@Viciusaurus said:
Been noticing lately that my games have taken a drastic turn for the worse. I've been able to get a consistent 3k till today, where suddenly now I'm going against incredibly coordinated teams and am now having great difficulty downing a single survivor, and if I do succeed at most I'm only getting 1k if I'm lucky. Life is now pain.
MMR is an invisible number that has been proven to barely work.
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@Voodoomancer said:
I'm someone who is aggressively average at the game so I don't really sway to either side of the dbd pendulum here. From my years of casual play and discourse with others about the game i find more people will play killer rather than survivor. The reasons given are usually the same throughout: "I like to feel as if I won when I play", "My teammates generally let me down or I do them when i play survivor", and "killers are just more unique to play".
That last one really sticks with me. Every survivor is no different from one another. Of course you can factor in how quiet and hit noise (looking at you bill) in saying they are different but none really play differently to each other the way that killers do. I will agree with BHVR that the incentive is good to have to get more people into the needed roll, but it's almost always for survivors. How would we go about fixing this? What could possibly work to make them more unique to each other while keeping balance in the game?
My idea(which may not even be good): have each one have a perk from their set be base kit on them specifically.
While this may be an absolute dumb idea I believe it would essentially create a playstyle from that particular character while still giving them the ability to build either with it or whatever they want. Some people may ignore such a thing, while others strive to min/max their character in a build.
What do you guys think?
TLDR; Because survivor doesn't have Wesker.
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@humanbeing1704 said:
https://us.v-cdn.net/6030815/uploads/MOOI0EDHXHKC/250f53eb-7396-48c6-8279-af559d50e711.png
https://us.v-cdn.net/6030815/uploads/8B9JX8YP9ZTT/a24de2f8-78c6-4a36-9a10-b52d1f9b3fd2.png
https://us.v-cdn.net/6030815/uploads/JMTHJB29CFAP/68e1a484-f88e-4e24-8176-e346e2548ed2.png
what I've been using typically
bamboozle is crazy good on wesker, I'd argue he is the killer that gets some of the most value from it.
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@KurtSnow said:
I'm relatively new in DBD but I've played against a fair share of different killers and so far The Legion, Pyramid Head and The Trickster are the ones where it's a certain death for me. Not to mention the last is BY FAR the most annoying one when the player keeps spamming blades and it becomes kinda impossible to dodge. I believe I really need to practice and start thinking about strategies to get around these three. but I'm always up for the challenge, Even though its a bummer sometimes, lol. Cant recall a single time where I managed to scape when The Trickster showed up.
Is there any killers you have considered to be too unbearable to play against?
PS: is the nerf thing for the Nurse for real?
I just can't deal with Blight. No matter how tight I run or how good I think I played, somehow they hit me. Not making excuses, I just hate playing against blight. I also don't care for trickster. Not that I struggle, they are just annoying.
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@Plsfix369 said:
This is a serious matter. Hag is basically powerless right now due to Reassurance preventing survivors from trading hooks early in the game, which is where Hag gets her pressure from, and the 10 sec BT, as it renders Hag useless for 10 seconds. Because the unhooked survivor has speed boost and endurance, they can trigger all of the traps in the area with no resistance from the killer.
When you combine that with off the record and COH, she's effectively useless in any lobby. Hag isn't a chase killer, and it's impossible to catch any survivor in a short period of time. The only advantage Hag has is she can be anywhere else as long as a survivor triggers her traps. But she can't pressure any survivors to do anything without triggering her traps first. She can't waste too much time chasing healthy survivors either.
In the least mean way possible -
"oh no the camping killer can't camp as good :((((("
Hag (and imo Trapper as well, set up killers just lead to bad matches) need reworked
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@Marik1987 said:
After Ghostface and Legion, these are my wishes:
1. Which killers should receive buffs:
- Sadako (no Antiloop, bad Mori-Ability, TV-Cooldown far too big)
- Freddy (worst addons in the game, bad Antiloop, which only works while survs are asleep, Immunity from Alarm-Clocks should get removed, maybe Snares + Pallets Basekit like Clowns Bottles)
- Trapper (Trapper-Sack Basekit, no easy escape from Beartraps... at least u need 3 tries at minimum)
- Twins (already in the making if i remember last Q&A right)
2. Which killers should receive nerfs
- Nurse (dont cares about the rules of the game like Walls, Pallets, Windows... - the best killer in the game)
- Artist (huge Map-Pressure, loops are useless against her)
- Spirit (Addons a bit weaker, especially Mothers Dwelling)
- Blight (Alchemist Ring too powerful)
What are YOUR killers u would like to see changes soon and why.
I really think Freddy should be next for big changes. He is painfully, painfully boring and outdated imo. Especially with all the new "teleport to this thing" killers that are just so much better than him.
IMO Sadako is really close to be good and I don't think she needs big changes. Twins as well, they really don't need big changes to feel way better. Freddy just feels so awful, every part of his kit is just super ineffective compared to almost every other killer, he is so average.
Not even saying freddy is bad or needs huge buffs, he just needs changes.
IMO the only killers that need nerfed are Nurse and Blight.
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@TheycallmeLix said:
I see this perk almost in every game and it’s getting to the point where you have no distance and your down immediately. It’s unfun and going for unhooks usually is impossible since Killers already have (10% STBFL basekit). The stacks should be lowered to 3 or 4 stacks max. What does everyone think of the perk, balanced or needs to get nerfed?
I have been using it some on Wesker and it is definitely nutty. You can also use his bound to reduce losing stacks pretty effectively.
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@Bot_Salvo88 said:
I don't think Devs actually achieved what they wanted with the meta shift after the big balance changes in 6.1.0 since the most popular perks are still the same.
https://us.v-cdn.net/6030815/uploads/2SV4WSRFVKET/img-20220915-172643.jpg
https://us.v-cdn.net/6030815/uploads/X05SZEIT1XPQ/img-20220915-172625.jpg
I honestly find it hilarious. Before the "meta shift", i actually rarely used for meta loadouts and tended to use whatever that was fun because I felt confident in my skill, but after this meta shift I've been using more gen perks than ever. Granted, the matches also feel way easier, but with stuff like hyperfocus showing up, I just feel like the game is way more black or white.
While they were shooting for more balanced matches, it feels like the matches are way more 4k - 0k mentality.
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@prion11 said:
61% seems pretty balanced to me. I think the range should be 55-65%. If we go off of the system "killer win = 3 or more kills" and "survivor win = 2 or more out" this is actually great news stats wise
idk, if the kill rates for killers was 39% there would be riots. This doesn't feel balanced, especially after what felt like all of last year the devs said they wanted the kill rates to be 50/50. Idk why they said it was too low at 53%, they had it where they wanted. Me personally, killer has never been easier for me.
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@Pulsar said:
https://us.v-cdn.net/6030815/uploads/5ZXK2NRS05CH/2rujsttk2an91.jpg
release me from my motion sickness hell bhvr
please
it is so painful, I just want to feel like I'm going faster.
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@Basement_Bubba420 said:
No human on planet Earth can sprint forever. So why can survivors?
The lack of a stamina system encourages mindless shift w playstyle that's more akin to Call of Duty than in depth and strategic game like this. How many times have survivors been chased by a killer only just to sprint away with no regard for strategy or sense of urgency. Its just find the next vault/pallet and repeat.
This is just unfun gameplay. Instead, a stamina bar should be added so survivors can only sprint for a limited time (like 30 seconds) before having to slowly regain their stamina. BHVR can counteract this by making the sprint faster and introducing more places to hide and changing the lightning on the maps. At least then this will be a horror game.
the username alone is really the punchline lmaooo
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Honestly I just hate how many little pallets there are scattered everywhere that are also fairly safe, and they all chain either into other pallets or the other tiles there. I also hate how many little things with hitboxes there are.
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188231#Comment_3188231
I see 120 seconds being brought up all the time.
Thana was never that high. At its peak, Thana was 115. The only perk that has it in the 120s is Pentimento. And if the killer brings both... i mean, the survivors should know where Penti is.
16% with 90 would be an additional 17 seconds (so 107), just to be clear.
I am quite aware and it was an example number. That wasn't the point of my comment. My point was that no matter how long a gen takes, a gen taking longer because the killer is actively interacting with you and the generator is more fun than you just having to do the generator longer without anything interesting happening for you.