LordRegal
LordRegal
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- LordRegal
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I’ll add as well that the snap out of it changes are objectively nerfs as well, as well as confusing for me. At base, you were guaranteed 3 skillchecks to snap out of it. If it regresses by 25%, does it add a skill check? If you get 2 skillchecks before you stop and run away for a bit, do you only need one more to finish? And can a further shock from Doc reset the progress? It was already pretty easy to snap out of it, I’m concerned the status will be about as useful as deep wounds now.
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I don’t see how it wouldn’t...a regressing gen sparks. If a gen sparks the moment you let go of it...ruin is there.
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@PyroGL said:
https://forum.deadbydaylight.com/en/discussion/comment/969052#Comment_969052
It is possible the distinction of screams and notifications is messed up. Maybe they will make it consistent someday.
That’s exactly my concern though - “someday” means a definitively nerfed Doctor if Static Blast doesn’t always level up madness by a tier for...an indeterminate amount of time. Which is why I made it my first point: static blast is a worthwhile ability if you are guaranteed to get a scream if someone is around and not in a locker. It is not if you aren’t.
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@PyroGL said:
https://forum.deadbydaylight.com/en/discussion/comment/968976#Comment_968976
I don't believe that is correct. The scream notifications have a min range before they are shown to you. Obviously, if you shock therapy someone directly in front of you, you don't get the notification, cause you know where they are already.
I’m 90% sure if you shock someone and spin away from them, you will sometimes see an arrow saying “notification this way!” Which means they tiered up, and sometimes you won’t.
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@PyroGL said:
1) I think it's irrelevant, cause I would assume getting hit by static blast would still incite a scream, regardless of the madness tier up or not.
2) Very sneaky putting this change in, and then also distracting us with the massive Hex: Ruin nerf. They basically added Clown's handicap from throwing a bottle and having (what feels like an eternity) a delay to being able to attach, to the Doctor's shocking.
They also didn't give us all the addon changes, which frustrates me, because now, we have basically no new information (other than what was listed in #2).
Keep in mind there’s a scream from tier up and there’s a scream with no notification for getting zapped without tiering up. It’s pretty directionless as well, the no notification scream. Good luck finding who you shocked if they don’t tier up.
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As long as the jungle gym has at least one high wall there’s massive mindgame potential. I’ve had survivors run right into me if I play my cards right, or make it so they had no idea I had anticipated them until I hit them. Blindly chasing them around the gym is what makes it so strong.
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Personally I think ruin and devour are poor teammates. In that ruin exposes devour in a way that makes devour more likely to be cleansed. Thrill works well to counteract that, but now 3/4 of your perks are totems, meaning a truly coordinated team could use it against you and render you almost without perks. (eg, start working on two hexes at once forcing you to choose which to save). So, in a good game without optimized survivors, you will do very well, though that level of consistency is still impressive. Against coordinated teams your strength becomes a weakness though and at that point it's purely down to skill to win (which is still possible, I love Wraith myself and know how strong he can be when played well)
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@Zamblot said:
https://forum.deadbydaylight.com/en/discussion/comment/963690#Comment_963690
Until you get farmed off hook Infront of killer and have 0 chance of escape
That falls into my second part of the paragraph. If you're being farmed off the hook, you aren't going to have fun that game anyway. Therefore, may as well go out in a more interesting way than just getting sacrificed on hook, and move on to the next game with whatever points you got, rather than DC, tick off four other players, and not get rewarded with any points for it. A mori is really just a DC that's allowed, in that case. That's how I choose to look at them in the scenarios where my team screws me over, or the killer camps and tunnels.
Plus, regardless of your opinion on moris, getting farmed off the hook is a reason to be mad at the survivor doing it, not the killer.
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EGC is 100% the single healthiest change to the game in the interim time between when I stopped playing (early 2018) and coming back (October 2019)...it ends the game, one way or another. No more hatch standoff, no more wandering the map trying to find the immersed survivor, no more permanent end game with both gates open. It's so nice.
As for the "unfairness"...there are two times EGC happens. One is when a door is opened. This means the survivors have won, effectively. Failure to get out at that point requires a major misplay by the survivor.
The other time EGC happens is if the survivors fail twice. First they fail to power the gens. Then they fail to find the hatch. That's two times they failed to win. The fact they even get a third chance at all is a blessing in and of itself. It should be killer sided at that point.
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Nurse is still strong in capable hands, but holy cow is it not fun to play her anymore. I've dropped her completely despite previously considering myself a Nurse main because, while I can still 4k, I straight up don't have fun doing it anymore. A 0k with Legion has been more enjoyable than a 4k with Nurse since her rework. Not worth the stress, frustration, and micromanaging blinks. And seeing as the number of Nurses has plummeted since her rework, I'd imagine my line of thinking isn't uncommon...
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Welcome to DbD! Hope you enjoy your time here!
Two things:
per point 3: some killers will, for any number of reasons, give the last person the hatch. I personally do it if the last survivor either impressed me by playing well, or if they were obviously the weak link and I feel bad for them.
per point 4: killing everyone your first game as killer is actually super impressive, good job! I got bullied so badly my first killer game it’s a miracle I decided to try killing again at all...
Best of luck on night 2!
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It’s matchmaking’s fault here, alongside a shortage of red/purple killers.
4 red ranks queue up. No available red killer, so they get lobby simulator (swf or solo, doesn’t matter)
Eventually they allow purple killers to match them. But there’s no available purple killer so they still wait.
You queue up as a green killer. Shortly after this, a quartet of green survivors queue up.
Red survivors now allow green killers.
Because red has been waiting longer, they get higher priority for matches, so you as a newly “acceptable” killer for this match get sucked up to red ranks while the green survivors get someone who queues up after you, whenever their “allowed killer” and “wait time priority” hits something other red and purple groups don’t have access to/have priority over.
End result is green killers get mostly purples and reds. Green survivors get mostly yellow killers since yellows can’t (normally, I’ve seen it happen) end up against reds.
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The problem with your logic is that the counter to camping is to gen rush. If the survivors are optimally completing gens as the killer is chasing someone, camping does not stop them completing gens, it enables it further.
A true inverse would be if the gens got blocked (a la Thrilling Tremors) whenever there was a survivor on the hook. Then we’d have a system where the counter to gen rush would be camping, but then there would be no counter to camping.
So, I disagree with the foundation of your post. A camping killer gets punished by gen rushing. A team of coordinated survivors rushing gens is not punished collectively by a camping killer - one dies, three escape - a loss for the killer by any metric.
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I think it’s gone up due to there being the spine chill challenge in the archives. Since it’s one of the harder challenges (can’t even get hooked) it’s one people get stuck on and as a result more people wind up trying for it at the same time.
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For a long while the devs had the stance they didn’t want monster killers in the game - they liked the human touch, for the dual reasons of being easy to understand movement whether you’re playing as them or against them, and it drives home that you’re playing against another person. Demogorgon goes against neither of those ideas: it’s human-shaped enough it still conveys movement and human-esque sense of self. A more monstrous killer which loses the semblance of humanity is unlikely to happen so long as the devs still have that mentality (note that I have no idea if they do or not)
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@ygizmo said:
https://forum.deadbydaylight.com/en/discussion/comment/963682#Comment_963682
It's probably because it's super unfun and unfair to go against? Just a thought, I know it's hard to process for some of you.
No need to be angry about the topic. As is, I think DCing in any circumstance when a game is 10-15 min on average is unacceptable. I like going against Moris when I’m surviving because it brings the element of fear back. I got hooked, if it’s an ebony I literally cannot go down again, and that lends tension. If it’s an ivory, I need to not be seen as a threat but still survive to avoid it being me that gets Moried. And if it’s a cypress...the game’s over regardless, so may as well see the cool animation.
On the flipside, if, as so many people complain about, the killer proxy camps and Moried me as soon as I get unhooked, ok, cool, whatever, I wasn’t going to have fun in that game anyway, but the killer was kind enough to let me out of that game so I could find another one. It’s like a DC...but instead of being perceived as a jerk by 4 other people for leaving, I’m 100% allowed to leave the match by a game mechanic.
So please, don’t assume I’m a killer main disregarding survivor feelings. I play both sides, and Moris are a fun alternative style of play, OR a good way to get out of an unfun match in a completely legal, non “being a dick” way. Just depends on how the killer plays it.
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People just assume there’s a Mori, and don’t feel like playing the game. Which is completely not reasonable - it’s not probable to be an ebony, and even if it is there’s no saying the killer will be good and get to use it.
Occasionally I throw the separation shroud on and then when I could Mori someone (if I had one) I spam M1 looking down at them as if I were trying to get the Mori started. 9/10 times it results in a DC, and I find it hilarious. Gotta make the best of a dumb situation.
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For me it’s the feeling that I’m powerless. I’ve lucked into a match with a 4 man swf who are coordinated and there to troll, not to play, and there’s just nothing I can do. Down someone? Better hope there’s a wall there to not get blinded, no pallets between me and the nearest hook, and a hook close enough to make bodyblocking ineffective, or they’re not going on the hook. Every one of them can loop like a pro, and they’re confident enough they’re not doing gens because they’re here to ruin my day, not live. And I’m playing not a top tier killer since I felt like having fun over tryharding.
It doesn’t happen often, but it happens. And when it does, that’s enough DbD for a day or two for me. One time it was enough DbD for almost 2 years for me. Nothing compares to being removed from the power role and made to feel utterly helpless.
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The way I think about it is Pig/Legion circumstances are M1 hits that fundamentally change the way the M1 works. In Pig's case, it's a super lunge coming out of stealth, and in Legion's case the entire animation and setup is different. Myers T3 he does get a longer lunge, but it's still fundamentally his normal M1, and Ghostface can only attack via a standard M1, marked or not.
Granted, this doesn't mean I like the fact dash attacks and frenzy stabs aren't considered standard hits, but it does make some sense. To use another example, Demo's shred lunge isn't considered an M1, despite the fact it's not an instadown...pretty comparable to Pig, just trade stealth and control for speed.
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If the game is over, exit gates are open, and I have no hope of catching anyone before they can make it out, I won't bother. There's no point in going and showing up at the exit gates anymore, since 9/10 times people don't wait to give a hit anymore, it's just "BM the killer and leave" hour. I won't afk in the basement, but I also won't show up at either exit gate. Just no point.
If I run into a troll swf who are refusing to do the objective or anything but mess with me...THAT is when I afk in the basement and alt tab. If I'm not allowed to play the game, then I'm fully willing to not play the game, if that makes sense. Once had a team who didn't end the game for an hour because of that, I was just fine doing something else in the meantime. Only hurt them.
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I’ve played more Wraith than any other killer since Nurse got nerfed, and I can say this with confidence: the vast majority of games I feel like I dominated were games where the survivors got cocky because “oh, it’s just a Wraith!” I have strong killer fundamentals, and I refuse to loop “properly” since I don’t find running in circles fun, meaning my mindgames are pretty solid. I can shut down overly confident survivors pretty easily as a result as Wraith. If the map is super strong for Wraith I’ll perform well as well, obviously (indoor maps, lots of blind corners, etc). If the team plays well without being cocky and learn to watch for me coming and/or the map isn’t favorable, it becomes more of a struggle. Combine them (good survivors on Asylum being my top example here) and I’m likely going to lose. Feels amazing when I manage to win in those last cases, but that doesn’t mean it’s consistent. I don’t use add ons on pretty much any killer, and that holds true here as well, so I’m running just on base power and perks.
Fun? Yes. Capable of winning? Yes. OP? Not even close.
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I would love to see Totems only light when their perk does something for the first time for a few reasons:
Ruin would still light up super quickly since someone will get a skillcheck early in. Prevents instantly losing ruin without making it feel oppressive.
The weaker hex perks and the ones that take a while to get going are protected at the beginning of the game.
TotH and HG still activate from the beginning creating mindgame potential, and makes HG more of a consistent midgame perk (when survivor #3 sees it later on and worries about DH).
Don't really see much of a downside.
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@Speshul_Kitten said:
Anyone who’s played her before can still play her. The part that the devs don’t understand is that her basekit nerf made her stressful/annoying to now play. I feel like this is one of the reasons there’s no red rank killers. Dark days is what it feels like.
I trash her dailies now just so you know.
This pretty much sums up my opinion. I can still 4k with her when I play her seriously, but man is it just not fun. Give me an M1 killer instead any day of the week at this point. Not worth the stress.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/952367#Comment_952367
I am? 😀
Anyways, you're indeed right!!! But you don't need me to approve it of course. Don't doubt yourself my friend!
The Overcharge skillcheck is in its own class of skillchecks. Meaning it isn't affected by Ruins regression penalty since its not considered a Great or Good skillcheck, it's sort of a special skillcheck of its own.
Failing Overcharge would cause it to explode... which doesn't work with Ruins passive ability anyways since the regression happens from only Good skillchecks. Failing a Skillcheck on ruin would just give a normal regression penalty, even if Ruin is active or not.
So no, failing a Skillcheck with overcharge and Ruin would still only cause an additional 5% regression, not 10% since failing a skillcheck with Ruin doesn't add more regression anyways... its only when you hit Good skillchecks and NOT fail them.
Correct me if I'm wrong, but Overcharge DOES stack with Huntress: Lullaby on the regression penalty, correct? Since Lullaby's extra regression comes with a failed skillcheck as opposed to a good or great one. Making that the way to make Overcharge even more threatening, iirc.
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The problem is the new rank reset system. It’s easy to rank up as a survivor, so with the softer reset people are getting to red ranks as surv super easily. Which means the average survivor will be worse in red ranks then they would’ve been a couple months ago. Doesn’t mean an optimized group of survivors can’t still thrash the killer
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Leatherface. Not because he’s overly difficult but because his mechanics encourage a snowball and camp playstyle, and many players gravitate to it as a result. Which would be fine if other survivors would accept that any particular LF is camping and let the person die and get gens done, but as someone who plays mostly solo it’s rare to not get a team of altruism lemmings. Which rewards the behavior and of all the killers LF benefits most from being rewarded in that manner. Makes for some very anti-fun games where it becomes clear fairly early on I’d better be looking for the hatch.
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Gen rushing is imo the term used when people are really mad about how fast gens are being done, but instead of blaming the in game mechanics that allow gens to be done that fast, blame survivors since that makes them feel better. It’s the only objective of survivors, of course they’re going to want to stick on them and finish them, that’s only logical. That doesn’t mean gens don’t go too fast when survivors are playing well. So I guess my opinion can be boiled down to “gen rushing doesn’t exist but gen speed is too fast for it to be the only objective”
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you can indeed blind them during a pallet break, the spot is just different to the other 16 killers.
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On a more serious note, we already have something that does a pretty good job for this: someone going to injured status.
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Legion and Oni have the best imo, for being brutal in completely different ways.
Least favorite is Wraith’s. It’s a cut and paste from Trapper with a different way to get the survivor in position. It vaguely works for Trapper, Wraith lore wise wouldn’t be that brainlessly brutal.
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Average bait Post is average
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“AAAAAAAAAAAAAAAAAAAAAAAAAAAHH!”
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Gotta go with Ghostface. Buggy stalk and all, it’s imo the best designed killer we got this year. Fun to play and play against.
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The current Archive will always be available to play.
When the rift changes, the current Archive will lose the rift fragment rewards, but retain the lore and BP rewards.
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I disagree with the foundation of your premise: I have won many times as killer in purple/red ranks without ruin. You need to apply more pressure early to do well without it, but it’s 100% not required to win. If it were, you wouldn’t see anyone with an adept achievement that wasn’t the original 3 (due to different requirements) and Hag.
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@Hopesfall said:
Devour Hope became useless once they added this big notification of "HEY THIS GUY HAS DEVOUR HOPE, GO FIND THE TOTEM". Please hold the hand of the survivors more. All hexes outside of Haunted are mostly useless because of the immediate alert to it. They even say when Thrill of the Hunt is in play.. why?
I still remember being against the idea of adding the indicator for the exposed status at all (was the first status indicated). At the time, only Myers EW3, NOED, and DH could expose people. I thought it was a really good way to encourage good game sense. Scary Halloween theme? Better not let Myers hit you. End of the game and someone was oneshot? NOED is a thing, be aware. Otherwise, go find the DH totem. Encouraged intelligent play. Then they added the indicator which didn’t say what caused it, but it still felt too easy. Then they added the explanation text so you knew why you were exposed and made it even easier to know what you were looking at. And then they added the little screen shake effect JUST in case you missed the other tells. Felt weird and out of place and still does. Let the survivor guess and figure out why people are being oneshot. Lets the intelligent ones survive just fine, and the others can figure it out eventually.
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@Stitch7833 said:
stop complaining? what does rank matter? no one is expecting you to be a god, a strong survivor team is simply people who do gen`s and heal each other, just lead on a little chase which really isnt too hard. its all about wasting the killers time and thats it, as long as you dont rage quit etc. then its fine, if youre at red ranks you know the basics of how to survive, do gens and run from a killer. having a mixture of skills in a survivor team also makes it more fair on all killers, im actually seeing a range of killer at rank one instead of the same 2 types of killers which btw is boring as hell so its nice to see. i dont care if my team cant hit ruin or lead on the best chases, i just wanna have games and have fun which is what the game should be not something so competitive..
I personally agree with you - Rank is meaningless insofar as exact skill (relative skill I do think has some merit in looking at rank). That being said, I’ve definitely been yelled at postgame for being a boosted survivor if I have a bad game and my color is anything higher than green, so some people definitely hold stock in it.
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Definitely one of the sadder losses in recent times. R.I.P. helpful menu button.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/943011#Comment_943011
I can relate, i already liked running Kindred before its buff.
Same, been a staple in my builds since 2017. Kindred Addicts Anonymous when?
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/943004#Comment_943004
I can't really help you there.
Think of camping all you want, more than fine by me.
I pretty much think the same way, except that me getting camped doesn't really bother me.
But it's here.
Getting camped doesn’t bother me.
People seeing the killer camping via my kindred and coming to save me anyway rather than do gens and get out, punishing the behavior, bothers me.
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Turning a game around after it’s visibly obvious the survivors have decided I’m a boosted moron is extremely satisfying for me. I don’t play conventionally so from their perspective it looks like I’m being unoptimal, which gets them to relax and fall right into my clutches. Still love the one game I had a streamer and their two friends...watched the VOD after the game, it was a mantra of them taunting me verbally (not that I could hear) into an almost immediate “oh #########!” And them going down. Nothing in DbD is as satisfying as that kind of moment for me.
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I always perform a cursory sweep around the area if I’m not running perks like BBQ or Thriling Tremors which would tell me where survivors are. Helps me stop altruism lemmings and people who happened to be nearby. I never stick around long unless I see/hear something, but I do usually do a quick check just in case.
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The dark sense one is poorly designed, I agree.
I disagree that six feet under is badly designed. If not for people DCing, it would be fine. Even with people reporting DCs left and right I got it the second time I tried for it, and got it again the game I went for the five basement hooks in one game. It encourages certain kinds of play, sure, but it’s definitely not RNG or impossible by any means.
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Private games are only for fun. They don’t earn you rank, BP, exp, achievements, or challenges. Gotta do public for any of that.
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Got it second try as Hag. Temple of Purgation, basement in the temple. Set up a 3 gen around the temple gen, kept the net nice and closed off. Gave them enough of a fighting chance by not caring about the other gens they weren’t willing to give up.
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I’ve done all of the first three levels, the killer half of 4, and the Claudette escape. Going to grind out the survivor ones in the coming week. I hated the 3 gen Dark Sense one so I’m going to guess the 4 gen one will be even worse, otherwise I legitimately liked the level of challenge in chapter 4. Nothing too hard on the killer side and other than Dark Sense I don’t foresee anything tripping me up for too long on the survivor side, but still not all gimmes.
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@Omans said:
Nurse players spent years at the top of the tier list alone, claiming she was fine balance wise - that survivors just needed to get gud and learn to play against her. Adapt was the word so often used. Just adapt!
Now that it is their turn to adapt they don't like it. "She isn't fun!!" You know what? I only play in red ranks in a region well-known for its amazing nurses. Faced so many of them before our regions were split by the servers. Playing against those nurses was incredibly unfun.
There is a reason why you only see the same names in every thread about nurse. So many people have no sympathy for these nurse mains who aren't having fun anymore. All other killers must play with few to none mistakes at the highest level in order to win. It's absolutely absurd that nurse mains alone expect to be the exception. Now you have to hit your blinks consistently to win. That isn't fun? Oh well. Find another killer. Maybe they'll revisit Nurse down the road if enough people stop playing her, but don't expect any changes any time soon.
If your logic were true, I’d drop the game, not the Nurse. Because all I’d be looking for were the “ez 4k”. That’s not why I play, I play for fun. Nurse is not fun. I have had a much better time on an enjoyment front playing Wraith and Legion, two middle-bottom tiers, than I have on Nurse the last month or so. I do not play for the ez 4k when I play the killer side of DbD. I play to have fun. And honestly, it’s the argument that Nurse mains don’t have a right to complain because she’s still strong that really annoys me...because for us, it’s not about viability as much as fun. And holy hell is it frustrating and painful to play her now.
I’ll add that as a survivor Nurse was always my favorite to go against because I can’t loop and find looping incredibly boring. You can’t loop Nurse, you have to play intelligently. I could run most Nurses long enough they’d give up on me, even if they were downing teammates quickly. It was fun and required a different way to play. Now the very few times I see a Nurse (red ranks btw, if we’re humble bragging) it seems they’re lucky to get much of anything anymore unless they’re godlike with her, and I find her boring to go against because it’s so easy to drop chase.
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It’s ok, my spine is a wet noodle anyway. Just have to keep re-flopping back in place!
Happy holidays as well!
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@iamscumqueen101 said:
You wanted to nerf it and negate the skill check effect because you don't like the bar stopping for even a second 🙄 This honestly just seems like another one of those posts where someone wants something nerfed because they are having trouble themselves not because the perk actually needs a nerf.
This is the reason the game is in such a state because people don't know how to counter something and immediately declare it op then make posts asking for nerfs, everyone needs to leave the game balancing to people like tru3talent.
I disagree with that last statement - we’d be seeing all the killers nerfed if Tru3 was in charge. Rather, I’d say we need to be constructive in feedback. Whining until the devs change things isn’t beneficial, being constructive about it is.
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@TheLegendDyl4n1 said:
https://forum.deadbydaylight.com/en/discussion/comment/938183#Comment_938183
and thats your opinnion but i feel if this game is going to survive for the next 10 years it needs more objectives that arent as hard to complete.
That’s a completely different point than talking about ruin though.
As is if the perk was absolutely OP, I’d have it on all my killers and groan seeing the red skill check as a survivor. As is I don’t think it’s on any of my builds atm and my reaction to ruin is just “ok, got it.” Not OP as much as annoying, and I usually can trust someone else to find it while I grind out gens. Only hex perk I bother taking is DH since that one can really shake up the midgame if it’s not found immediately.