Marioneo
Marioneo
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746634#Comment_3746634
I thought they recently guaranteed 4?
In any case, that map is still a good example because when I took a loot, some outside hooks can spawn very split to create the corner issue as well unless you run agitation.it has variations but its 1-2 for any of them yeah the map is not good
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Devs have explained many times its anti-FACE camp even then its not good mechanic killer can stand 5 meter away and youll reach the next stage before you can unhook yourself
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If you played on forgotten ruins the dungeon has 1 hook for the entire downstairs once thats gone it becomes an entire deadzone its the new rpd library stairs bs
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746249#Comment_3746249
It's odd to me because the only times I get into those situations as killer is when survivors rush to a corner they know only has one or two accessible hooks so the last two can stall indefinitely by rushing to it once those hooks are gone.
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@Tzimiscelord said:
The guards allow you to pressure 2-3 survivors at the same time, and now you can manually select the guard instead of being locked in a rotation.
Its different, but i wouldnt necessarily say worse. At least until i play it.
But i can make it worse SCAMPER KNIGHT uses only Carnifix anytime a survivor drops a pallet use carni to break the pallet in 1.3 seconds get a guaranteed hit carni goes on reduced cooldown for a 5 Seconds repeat
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@revna said:
As a billy main myself who only M2's regardless of outcome, what do you feel your common issues are with him? Engravings don't make him hard to deal with. It's actually harder to master Billy running engravings and it's encouraged for the average player not to use them unless you've really put in time on him. The more casual players will struggle running engravings while predicting flicks and feathering in the windows while trying to get the turn rate right. I will say the difference between playing against a mid level Billy player vs a master is….a very noticeable change.
To shine light on it I mean Billy has struggled for a long time so it's actually good that he's getting a hefty influx in play time. I've been playing him for years and even with the changes it still lands him in the middle of the pack of the 6-7 killers at the top for kill rates. I think one thing people get triggered by and I'll admit it myself. Is getting hit by ridiculous flicks and that is what results in people giving up. I remember going up against some blight players that knew how to moon rush or do crazy techs and I'm just like….wow. It almost feels hopeless and I totally get it.
There is one thing you can do against Billy that most people don't use and that is crouching when he's sawing. It actually affects his hitbox on a massive level and sometimes crouching to the left or right of his saw path makes him miss A TON.
I will agree overdrive makes his cross map presence on large maps with lanes borderline ridiculous but that is hard countered on the other end with maps iike Leary's where you're almost forced to M1.
For sake of conversation what add-ons are you noticing the most that you're losing to? Is it high prestige Billy's running engravings? Are they only hitting M2's? Are they doing a mix?The problem i have is he switches from normal to overdrive too frequently which messes up timing to dodge or react to billy i think it should take longer to get overdrive but overdrive is longer when you do get it
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Hes just not good or fun without his busted addons hes just a regular m1 killer whos hard counter is predrop
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746128#Comment_3746128
Yea he feels pretty weak to me as a survivor playing against him but I don't know much about him as a killer except what I could gather from the ptb playing as him and then the first few weeks he dropped, honestly though it's just not a killer I have fun with I like Freddy, onryo, Billy, oni, demo, twins, at the current moment those are my go to killers , a retired nurse main now I won't play her because it's just no fun ending a game that fast or having people immediately quit because you're the nurse
yeah i get it he aint your cup of tea but for me i do like him and want to play him more buts its miserable on controller on top of him not being that good
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i love billy but currently its a constant strobing on off with billy overdrive it needs to be slighty harder to get but last longer when you do get it
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@The_Krapper said:
Idk Singularity is kind of on the weak side in my opinion and that's as a survivor facing him i really don't play him often enough to have an opinion on the killer side of things he's not really a killer that caught my interest as far as his gameplay mechanics go
Currently Singularity is weak he does require 150% effort and skill to get Value from this killer (setup, patrolling and infection) which is hard for low and average players i have seen god Singu mains OhTofu and Chocolate and at high MMR Singu can hold a three gen very strongly and probably needs addressing later down the line once he becomes more accessible and easier for more players but for now Singularity needs that patch
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@Jivetalkin13 said:
Besides completely reworking him so that his power is unrecognizable. Personally, I'd make it so that being infected has some kind of downside besides being vulnerable to the tentacle or zombies.
Option #1: Make it so that when a survivor is infected, it attracts to zombies towards them more often. It would help to allow pressure on survivors and put them in scenarios where they are faced with having to maneuver around them and you in chase.
Option #2: Have the infection allow Nemesis the ability to track a survivor better. Aura reveal, Killer Instinct, or even loud noise notification from time to time would work or even something else. If the ability where Killer Instinct triggers when a cure is used was removed and moved to trigger occasionally on the survivor, that would be more interesting.
Any other thoughts?
For every survivor infected gives Zombies 10% move speed and 5 meter detection increase
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@Blueberry said:
#1 His zombies need massive buffs. We shouldn't focus on his anti loop as that isn't what makes him unique, tons of killers have copy/pastes of his anti loop with a different paint job. The zombies are his flavor and what makes him a unique and different experience.
The zombies should be attracted in a much larger radius to infected survivors and the zombies should move 25% faster per infected survivor. This rewards him for keeping survivors infected. The zombies should be significantly better at giving him map pressure and map info than they currently are.
Give the Zombies basekit Depleted ink ribbon, Mikhail eye and Admin Wristband. Zombies Flashlight stuntime is now 10 sec from 15seconds and give Nemesis Basekit Licker tongue and Damaged Syringe.
Zombies that hits a Survivor becomes a Viral Zombie when destroyed by Nemesis gives 3x the mutation points when destroyed by a survivor turns back to normal
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746099#Comment_3746099
Yes, they did.
She can barely 3-gen at all, and the degree to which her power does anything in that scenario - scanning survivors who run away from gens sometimes to build, eventually, to an injury specifically - is significantly weaker than a lot of other killers' ability to 3-gen.
She used to be able to stall the game until the server closed. Now, she can only get an injury after harassing one survivor away from one generator three times. Is that fun? Not really, but it's not fun when any killer does it. Is it problematic compared to other killers? God no.
so we agree its mostly gone but she can still do it
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745815#Comment_3745815
My metric for success when it comes to this particular rework is twofold;
- Does she still have the old problems?
- Does she have any substantial new ones that would replace the old ones?
The answer to both of those is 'no'. She doesn't have any of the problems she used to have, even the less impactful ones, and the few problems she does have are mild enough for her to be entirely in line with other killers.
They gave her nuance, skill expression, counterplay, and a clearer mechanical identity than before. Whether people personally like her or not, that's a success from where she was before.
Did they solve the problems Mostly? SM can still place drones on gens yes it wont do anything while your on the gen but as soon as you move your getting marked or clawtrapped
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@The_Krapper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745970#Comment_3745970
I would be happy if they somehow found a way to make the drone a interactive ability instead of what we have now, and I'm speaking from the aspect of playing her, I enjoy a killer power that's interactive that I can control and that has skill expression, not a power that does things for me , it's the exact same reason I don't like to play knight either, it's just a boring series of dropping a guard that chases for you his power isn't a skillful ability
So idk if this gives a more skillful interaction but theres an addon on SM that stops the automatic rotation of drones and Sm can rotate manually to where you wanna block with the scanlines on one hand Sm has to do more skillful setup but on the downside survivors cant crouch dodge it anymore since the scanlines are a forcefield wall
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@BlackRabies said:
Hold up... overheat? Is that new thing they're adding to Singularity when stunned from a player perk. Only thing that comes to mind is Billy's overheat mechanic that his old chainsaw had and everyone hated it.
And does anyone have a link to all these changes? On mobile phone and I can't ever seem to find them unless they post the link/notice on YouTube.
When you hit an overclocked singularity with a pallet it breaks and his screen borders turns red and drastically slows down think that is overheat
@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745400#Comment_3745400
I feel they typo and meant overclock mode
EDIT: Oh nevermind. Maybe by overheat they meant that it ends overclock mode?
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745350#Comment_3745350
This is definitely a concern but I don't know how you fix knight then because getting pincered in by knight with no counterplay feels terrible on the survivor side and going back to that cannot be an option. At least this way you can try to bait the stun and that's at least some sort of skillful interaction on each side.
you can't please everyone so making the killer fun for one side is the best they can truly do its not gonna be possible to make 32 killers fun for both sides they can try to make it less frustrating for the other side but if they over do it then it wont be fun for niether
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745330#Comment_3745330
It's more exciting than forcing a survivor to leave a loop because you pressed a button.
Honestly his chase is the same if you actually setup guards from range. They literally just made him less free and that's it.
Carnifex can chop a pallet in 1.5 secs its way more free then scamper was they made him boring for both sides it was more exciting working with your guard to get a survivor
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@Bafugaboo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743629#Comment_3743629
The point is not that it is ok the point is that the game is not enjoyable for many. You play killer side we get it.
niether is teammates giving up on first hook and being able to circumvent the dc penalty yet its still a thing
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@th3 said:
he gets his power back so quick I didn’t think it was possible to dislike him even more now than before his “nerf”
i called this so hard him being able to dash every 10 seconds made him more annoying they could have just nerfed the scamper time but now its gone reaping what has been sown
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745274#Comment_3745274
Yeah I totally see knights just using Carnifix to get easy hits at pallets like old Chucky. Going to be only real way to use his power in chase till it gets nerfed as well bc you know every survivor and their grandma will complain about that. Knight going to end up as a killer who has no power whatsoever.
Absolutely as a Knight main i enjoy using Call to Arms to long snipe drop a guard on Survivors doing gens while i chase a guy the common problem was survivors can easily outrun his guards by Either holding W or loop a tile once and grab the banner the 2 meter detection gain aint gonna solve nothing if guards can't catch anyone so the insta drop at loops was a necessary evil.
Guards needs both speed and duration buffs
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Singularity had his own problems he can be god tier in the hands of some Singu mains but mostly these changes him more accessible and get more value for the newer or moderate players.
i do think the knight changes are pretty bad though
@Backmon said:
I still cannot believe they buff already overpowered killer (singularity) and make all his best addons base kit. But for much weaker and harder killer -knight they make huge nerfs and microscopic buffs
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@Yharwick said:
Basekit photo along with longer duration is just fantastic. Being able to destroy unneeded pods from a distance will also make adjusting your setups feel so much better because now you don't have to risk losing pods you actually wanted to keep.
I don't think Singularity will be OP I just think his accessibility will go up 10x and I welcome seeing more Singularity players in the future.
Agreed Singu needed to be more accessible and simpler these are perfect changes that we wanted the devs to do
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744724#Comment_3744724
You'll actually have the capacity to escape guards now, though, since he can't instantly drop a guard.
He's just going to become "gen patrol" the killer, which will lead to exceedingly boring gameplay.
were just making medieval skull merchant now
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744706#Comment_3744706
You can just...create paths longer than 10m, and if you know what you're doing then you're literally fine. They're still buffs btw because it means you can use other addons on him now. Also complaining about changing a killer's "identity," really? Not every killer's identity is one that should stay in the game, case in point the knight! Being able to drop a guard at your feet for easy zoning was pretty blatantly bad design.
You actually wrong knight had 4 mandatory addons to make his long pathing good which was (Call to arms, dried horsemeat, pillage mead, map of the realm) two got added as base but now CTA and Horsemeat will still be mandatory now more then ever
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@Blueberry said:
So many confusing choices here.
Firstly, it's good they've basically removed the insta drop and pincer game play with the guards at loops. A nerf, but good for his health. I'm happy with this.
The problem is he was supposed to get significantly buffed in his healthier game play in return, which didn't happen.
We only got half of MotR and "Pillaged Mead were fan favorites???" What? Pillaged Mead is trash and no one uses that addon at all. We needed Call to Arms base kit as well. Now that is STILL a required addon…killing me here.
What we needed was a scalable increase to guard chase speed with a skill requirement to allow guards to reliably get hits if we played well. Now his best play style is basically unusable, which is good since it was unhealthy, but his healthier play style didn't get enough improvements to make it actually viable.
Honestly this feels like a net nerf overall.
insta drop while im glad its gone does make knight significantly weaker cause it was a necessary evil to work with them cause guards can't reliably get hits on their own.
A 2 meter detection increase won't help his guards get hits they also need a speed increase especially Assassin since hes supposed to be the speedster of the group yet a survivor can just easily outlast the timer by just holding W or looping a tile once to grab the banner not to mention the various bugs and techs to get them stuck.
Call to arms is very much a mandatory addon now even more then before same with dried horsemeat
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742310#Comment_3742310
No not really. Again it depends on how often an ability is uncounterable. There are enough killers with abilities that are uncounterable in certain situations. The problem is when an ability is uncounterable in almost any situation. But that doesn't mean one has to remove that ability. What kind of logic is that? It just needs to be balanced a bit better.
Then we should have done that for scamper
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744341#Comment_3744341
As survivor you can predict the insta tech, but you can't react to it. That's why it's rather similar to Nemesis whip over loops. It's definitely strong.
And at loops where survivors have no line of sight on Vecna, the insta tech is particularly strong.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744397#Comment_3744397
They made it a little louder from the Survivor PoV.
That's it.
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744375#Comment_3744375
Skeletons are completely useless on standing pallet. You are not able to swing faster than I drop pallet.
im surprised they didnt fix FOTD insta spawn in hitboxes cant this be fixed if we just put the fotd spawns closer to Vecna cause for a unreactable tech it shouldnt be a thing
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743842#Comment_3743842
It's 3% and taking an injure is hardly a failure with how busted reworked maps and killers have become. And the post you replied to was calling for 30 seconds not 10.
Killer mains argued for months that chase speeds were so precariously balanced that any speed increase was completely unfair ("*cough* not bloodlust that doesn't count"). Now every chapter comes with a new killer haste perk and they need buffs? I think not.
10-30 hardly matters yet killers didn't ask for haste perks and addons that's on the failure of the devs who can't properly balance speeds and map design on Survivors sides yet here you are defending MFT like it was a balanced perk that didn't create infinites on maps
What's next gonna say exhaustion perks should be infinite and have no cooldown I think not.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743842#Comment_3743842
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742587#Comment_3742587
Trickster got a permanent, unconditional 5% haste buff that didn't completely annihilate the game. Base kit too, so doesn't even take up a perk slot.
Saying that these things are conditional or temporary is just cherry picking.
Survivor's many complaints made it pretty clear that buffed Trickster is a uncounterable unfun mess
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742304#Comment_3742304
It's the difference between a 110 and a 115 killer, it's a pretty significant impact.
When it lasts 10 seconds it does not make any difference
@Rogue11 said:
"15% is to much 5% doesn't make an impact what so ever"
Weird, I was told 3% was literally game breaking and threw every semblance of chase balance out the window...
When its permanent and rewarding failure not to mention its 4% yeah its pretty busted. Yet killers haste perks is just 5% for 10 seconds that makes no difference whatsoever
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741556#Comment_3741556
Not necessarily. I mean sure, it can lead to uncounterable situations in rare cases, at windows that are particularly safe otherwise. But in general survivors can predict your FoTD and instead loop to the other side of the window, mindgaming it from that angle. Killer shack is an example of this. Instead of going for the window, you can go for the pallet or try to get to the other side of the window.
In the end, powers of killers will always lead to some uncounterable situations, that's can't be avoided. The question is how often such situations happen. FoTD being used to deny vaults and dropped pallets is fine in my opinion, in most cases it does have counterplay, but the ability should do something as well.
Mage Hand on the other hand has little counterplay in too many situations, or so I thought. The reality is that you can actually counterplay Mage Hand if used on reaction, something I have just found out myself recently, but pretty much no one knows about the counter so it's still good that Mage Hand is getting a small nerf, so that it has more counterplay for most survivors and can't be used on reaction as effectively anymore.
Then your just make exceptions if some killers will have uncounterable situations why was chuckys scamper removed let's just remove Mage Hand like we did to Chucky Devs clearly didn't wanna balance scamper why should we with mage hand?
Just scrap it like scamper and Vecna can be a Tri power safe killer
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Which is why they should make it 10%
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742268#Comment_3742268
the timed duration hastes effects are too short right now for perks. Unbound being 5% for 10 seconds is too low and machine learning is too hard to activate to be any use. Not sure about furtive chase. I think obsession mechanic is probably what makes me shy away from the perk. 30 second should be like a standard duration for these timed haste perks.
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15% is to much 5% doesn't make an impact what so ever
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@Devil_hit11 said:
I feel like drawback of picking up the item is irrelevant. Maybe it should give the killer 5% haste for 30 seconds.
5% is trash make it 10%
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740815#Comment_3740815
Yeah I agree, how ever I do believe some of the safe pallets should remain, like the ones by basement as thats one of the strongest ones for killer once those pallets are gone. Can be especially devastating on specific killers like Bubba or Trapper
Alright that seems fair but the other god pallets gotta be turned into unsafes
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I don't care about the cakes but if your sweating by bringing a map offerings your getting camped and tunneled from me
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@PyramidFootLicker said:
You can hit survivors as they go through the portal no? And you can go through them yourself as well if I recall
The portaling hitbox is very inconsistent rarely you can get hit but most of the time killer it will just bounce off like hitting a wall.
Also the back of tower portal warps you to a spot that has a vault immediately to the left you can take back upstairs and repeat the portal loop unless your a mobility killer its an infinite for most killers
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740354#Comment_3740354
Yep, I do. If not, I'd rather have them decrease his cooldowns a bit instead of having his abilities be too strong.
On the other hand, when it comes to FoTD, I am not sure if I think any nerf is necessary. But when it comes to Mage Hand, again, I think even after the nerf he will still be viable. And I do believe he will be viable even if FoTD can't be spawned on top of survivors anymore. It's still gong to be good at denying vaults.
But if Vecna uses FOTD to deny vaults aint that just another uncounterable situation Vecna gets a free no matter what the survivor does.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740984#Comment_3740984
I think Expose is better, can deny with pallets. Or a teammate body block(?)
I think if you still have bloodlust already you can just apply it on the bodyblocker?
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@Seraphor said:
It should do. Bonus multipliers should apply to all standard (non event) BP scores, and the escape score should count.
Killer DC and we didn't get the cake bonus
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740807#Comment_3740807
It's because the game has almost no reusable survivor resources by design, which is why there are so many pallets.
There's no shack, or even shack equivalent on this map. The closest thing is the freezer room, which is specifically weaker than the shack, except maybe dead Dawg's weird shack.
Other than the freezer, none of these vaults are loopable. There's 2 at a T-L, which is a pretty weak tile and easily playable by killer. One is literally a dead end at an exit, and one is the drop down at the vat. I'll even count the one above the bathroom, which basically forces you into the basement if you take it.
So the game is designed to be a map with almost entirely consumable resources. Removing pallets would mean they have to add some loopable vaults. Pallets are one use, vaults can be used repeatedly.
This is also a map that is full of dead ends unless the killer decides to open walls, basically forcing pallet drops by design as well.
Nah capping hard there's plently of vaults survivors can use like the upstairs boiler vault thing is awesome reusable and a BL users dream
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wow yall are still goin geuss i gotta add otz more to poke the hive lol
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The curve buffs really made a difference to billy to antiloop
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@Nazzzak said:
Bottom floor is strong for survivors but top floor is weak. There are tiles on the top floor that simply removing one pallet creates a deadzone. I had a game on there once where 5 gens spawned on the top floor and only 2 on the bottom and it was hell.
Top floor still has some decently strong loops imagine each section had those two pallet loops in the corner to prevent dead zones would be pallet chain hell
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740810#Comment_3740810
I flipped a coin and guessed right! I can live another 5 seconds! And now I flipped another coin and this time I didin't guess right, so I lose a health state. Wow, much skill, such counterplay!
Way more exciting then ring around the god pallet
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Devs doing events or gamemodes i dont think care about the balance that much the whole point is limited time unbalanced wackiness. The most complained power expose on demand got removed so they listen to a degree
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740478#Comment_3740478
Im assuming he means they cant be mindgamed, and yeah that Id have to agree with.
Should still have a large number of pallets compared to the average map though since it has a lack of windows and its more thematic.
im fine with it having more pallets but all the pallets are safe and have no mindgame to it with a high amount of god pallets some of these gotta be turned into unsafe pallets
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Geussing correctly the 50/50 and reacting fast enough by throwing the unsafe pallet to stun the killer has more skill than mindlessly running a safe loop 3 times then throwing the pallets
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740644#Comment_3740644
I want killers and survivors to interact with each other based on skill, play and counterplay
Guesswork and coinflips are neither skill nor counterplay.
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@Rudjohns said:
But how many vaults does it have?
4-5 what were you trying to prove
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Most likely