Monlyth
Monlyth
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@EverflowingRiver said:
https://forum.deadbydaylight.com/en/discussion/comment/850169#Comment_850169
If you use FF to travel faster, you are using it wrong. Enjoy the 4 second cool down for your trouble. It's a huge nerf. I like keeping people injured; I don't want them to heal. This makes that almost impossible.
If you honestly think that you should never, ever use FF to traverse the map, I invite you to play Clown on a corn map, or on Mother's Dwelling. If you have a power that gives you mobility on those maps, it's generally a good idea to use it.
And every second a survivor spends healing is one less second they spend repairing the generators. Unless you enjoy getting genrushed and watching the injured survivors escape, one by one?
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@xCarrie said:
https://forum.deadbydaylight.com/en/discussion/comment/850022#Comment_850022
It nerfs perks that made FF a little bit more of a threat for slight speed increases. The main thing being the devs managed to make “moonwalk” legion again which is going to be annoying if abused. The changes don’t effect me that much but I still hate how despite wanting buffs, we had to have nerfs first sadly.
First of all, STBFL isn't even that good on Legion, when many survivors will just stay injured against you, making the reduced attack cooldown pointless unless the survivors are grouped up and bodyblocking you.
Similar thing applies to Sloppy Butcher; experienced survivors will often just choose to stay injured and genrush. If you really want to apply Mangled, you could just use Defaced Smiley Face Pin and open up a free perk slot.
And why would you waste a perk slot on The Third Seal when you can just equip Smiley Face Pin? That way, they can't cleanse the totem to remove it permanently.
None of the perks you listed are essential to playing Legion. I literally don't use any of them in my main Legion build on live.
As for Beast of Prey, you know that Beast of Prey only activates if you're in a chase, and the whole point of moonwalking is to break the chase? And instead of getting Undetectable or applying Oblivious and waiting for the Deep Wounds timer to tick down to zero, the Legion player could just, y'know, hit the survivor and save time? If anything, you should be worried about Nemesis with the Legion, but even if you get it to work with Nemesis... why waste a perk slot and go through the trouble of moonwalking when you could just hit the survivor and save yourself some time?
Also, Feral Frenzy got a huge buff and I think you're seriously downplaying how much stronger it is now. It's a whole lot easier to catch survivors with it, and you can traverse the map a lot faster with it. It's easier than ever to get multiple hits with FF, which is the whole point of the ability.
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I have no idea what you're talking about; I play Legion and this is easily a big buff for Legion overall. These changes don't weaken my main Legion builds at all, and the speed buffs make it much easier for me to catch survivors, traverse the map and apply deep wounds to multiple targets. And the Button add-ons are finally useful.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/837127#Comment_837127
Camping isn't fun and I don't see how it's suited to camping. His chainsaw is an AoE weapon. That should mean that a perk like Discordance and running directly into a group of survivors should be his thing. Not sitting next to a damn hook making the unlucky person he found first regret their life choices.
He's suited for camping because survivors can't get an unhook against him using brute force. He HAS to leave the hook if you want to get a successful unhook.
You can get an unhook against most other killers if your whole team swarms the hook, because they have a cooldown between hits. But Leatherface's power doesn't have a cooldown between hits, so it doesn't matter how many survivors try to swarm the hook, they're all going to get downed.
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@Saitamfed said:
I know DS can be an issue but seriously? "We slug for a potential DS" Are you all scared for a 5 second stun? Please, slugging you waste a lot of time, just grab the survivor, wait the 5 seconds and they won't be able to use it never again.
Let's say that you're playing Killer, and you end every single chase within 30 seconds of finding the survivor.
So, you find a survivor, and down them in 30 seconds. You hook them. Then they get unhooked. So you spend another 30 seconds chasing them down, and down them. Then they DS you. You're stunned for 5 seconds, then you need to chase them down again, wasting another 30 seconds.
Decisive Strike doesn't waste 5 seconds of your time as Killer. It wastes about 35 seconds of your time at best, because once the stun wears off, you need to chase down and hook the survivor all over again.
And since a generator takes 80 seconds for one survivor to complete by default, every second counts as Killer, especially in red ranks.
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People with fragile egos blame everything but themselves when they lose. It's not exclusive to survivor mains, or to DBD, for that matter.
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@Saitamfed said:
Nah, don't talk like Spne Chll is that great, unless you use Premonition with it. I only use it for the small speed boost, I turn my camera so, if I am facing ghostface there will be likely one moment when I hear the revealing sound and I can move. If it's Myers then I will see him due that he is a tall killer. If it's the Wraith I will see his foggy shape.
Why would you use Premonition over Spine Chill? It's a worse Spine Chill with a cooldown. All it does is light up every 30 seconds. It doesn't tell you if the Killer is actually moving towards you or if they're just walking past you, it gives you a huge number of false positives, it only gives you a vague sense of where the Killer actually is, it doesn't help you more than once every 30 seconds, and it doesn't activate during chases.
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@AbstractPolygon said:
https://forum.deadbydaylight.com/en/discussion/comment/841897#Comment_841897
Or you can just use your brain to figure out if the killer is coming to you or not so you can work on gens or stuff. Using spine chill for info is the equivalent of using technician because you suck at skill checks.
Well, I'm sorry, but I'm not Nostradamus. I don't automatically know whether the Killer is going to find me or not when the only information I have to work with is the Terror Radius. I'm not going to get into a chase if I don't have to.
But honestly, if you're going to start insulting people's skill just because they're using a top-tier perk that you dislike for no apparent reason, then we're done here.
Have fun in the Fog.
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/841888#Comment_841888
Both side play the victim no matter what happen.
So why exactly are you complaining about survivors playing the victim, then proceeding to play the victim yourself?
Be the change you want to see.
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@AbstractPolygon said:
https://forum.deadbydaylight.com/en/discussion/comment/841870#Comment_841870
Obviously you wouldn't just ignore the terror radius lmao but the terror radius just makes spine chill useless and if you don't go against a stealth killer you could have had a much more useful perk against them so taking spine chill is basically hoping you get 3 (4 if you include scratched mirror myers) killers out of all the killers in the game.
The problem with the Terror Radius is that even if you're not worried about a stealth killer, it will give you a lot of false positives. Just because you can hear the Terror Radius doesn't mean the Killer is going to find you.
There are many, many occasions where I've heard the Terror Radius, but Spine Chill didn't light up, so I knew the Killer hadn't seen me and I didn't need to start running. It's allowed me to spend a lot more time working on gens, healing, or unhooking, when I would have otherwise risked being seen if I was just relying on the Terror Radius.
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@DevourOfSalt said:
Wow will no survivor be happy until every killer is moving at 80% speed, can only use there power once per match, and must be able to get hit by pallets / blinded / just pretty do nothing until survivor tells you 🙄🙄🙄
GO TO YOUR CORNER AND DONT MOVE.
Funny, I'd like to meet some of these survivors who want every killer to be nerfed into total oblivion. I haven't seen any on these forums.
But seriously, you're not promoting a constructive conversation when you make a strawman out of every Survivor complaint. Spirit was, and still is, unlike any other killer in the game, because she has almost no tells for what she's actually doing, and avoiding a hit from her is almost always a matter of guesswork instead of true mindgames.
When Huntress is about to throw a hatchet, she has an audio cue and a visual cue before it happens. When Hillbilly is about to use his chainsaw, he has an audio cue and a visual cue before it happens. When Spirit is using her Phase Walk, she has... nothing. There's no sound that tells you when it's happening, nor any visual cues to let you know what she's doing. One moment she's standing in place, and may or may not be phasing... and the next, she's right in your face, and you take a hit.
I have zero issue with having strong killers that can get a 4k against good survivor teams if played well. But there needs to be good counterplay. You can't have a Killer that forces the survivors to just rely on blind guesses to try and avoid getting hit.
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@AbstractPolygon said:
https://forum.deadbydaylight.com/en/discussion/comment/841862#Comment_841862
You can just look around to see the killer coming to you? and I don't know what half those perks are in shorthand so yeah I probably do use perks other than those.
If you rely only on your eyes to see the Killer coming, you're generally not going to do well. There's a reason the Terror Radius exists.
Spine Chill lets you know if the Killer is coming towards you, or if they're just walking past you. It lets you know if any of the stealth killers are coming towards you. It's easily a top-tier perk for anyone who doesn't want to get caught off-guard.
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I'd like to see all these people who are apparently whining about Ghostface. There isn't a single thread on the front page that's unironically complaining about him.
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You know, I'd like to see all these people who are apparently complaining about Ghostface, because I hardly see any threads complaining about him on these forums, and I hardly have any serious trouble against him. I have more trouble against Myers than Ghostface.
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Clearly, you haven't visited a lot of forums.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/837673#Comment_837673
doesn't change the fact that survivors can waste a lot of time by just running straight line
and it doesn't include any exhaustion perks like dead hard, sprint burst, etc. In real match you are going to have a hard time chasing these survivors
How often do survivors immediately know where the Killer is and which direction they should run in, the moment they start hearing the terror radius? Because running in a straight line only works if you know exactly where the Nurse is, as soon as you start hearing the terror radius. And, of course, not every map lets you run in a straight line.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/837217#Comment_837217
cutting them out makes no sense since things like people unhooking and getting to other gens only effects 1 survivor at a time, where the pickup process and hooking process allows more time for 3 other people to do gens
Yes, but gen times are balanced around having a team of 4 survivors, not 1. Have you ever tried doing 3 gens when your team is down to two survivors? It usually doesn't end well. There's a reason the hatch exists when there's only one survivor left. The faster you can end chases, the more hooks you can get. And the more hooks you get, the easier it becomes to get more hooks and kill the survivors.
And again, the only thing we're measuring here is chase times. Everything else is irrelevant.
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I guess we'll all just conveniently ignore the fact that insta-heals were recently deleted from the game, then? Not just nerfed, but deleted?
The devs are trying to balance the game for both sides. Saying that they only listen to survivor mains is demonstrably false.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/836856#Comment_836856
in your video critiquing Tru3's examples of how to counter spirit, at the end you did a KYF with a friend of yours multiple times, and you said his average chase was 30 seconds. a scenario that will never happen of a 1v1 and dis-regarding the part of FINDING the survivor to. then adding the time to pick up and take them to a hook. all this is important time for the killer that you never included in your "data"
Bear in mind that there are plenty of variables that work against the survivors, too. Like the snowball effect: The more hooks and kills you get, the easier it becomes to kill the remaining survivors. Every time you hook a survivor, that survivor is out of commission and can't work on gens until another survivor stops working on gens to go and unhook them. Then both survivors have to waste time healing before they can get back to work, buying a huge amount of time for the killer to search for and chase survivors. And if you successfully sacrifice a survivor, that's one less survivor to work on gens, heal other survivors, or go for unhooks.
In addition, since the killer receives a noise notification when a survivor is unhooked, the killer knows exactly where to look for survivors after a survivor is unhooked.
Another key variable is mobility: The more mobile a killer is, the faster they can patrol gens, find survivors and start chases. And the Spirit is one of the most mobile killers in the game.
So, for the sake of simplicity, he cut out all of the normal variables that affect killers and survivors throughout a normal game, and just focused on chase times, because chase times are one of the most important factors for a killer's viability at high ranks. If the only purpose of his experiment was to find the average chase time for Spirit, then his data isn't invalid if both players were trying their hardest in the test.
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The thing about optimization is that people rarely notice when things are running smoothly; they only remember the times when things aren't running smoothly.
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I just had a team of survivors throw the game by going for unsafe unhooks instead of doing gens, turning what would have been a 1K into a 3K. Then they proceeded to call me trash after the last one escaped through the hatch.
People are weird.
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Dismissing all player feedback as "Crybabies" is a great way to run your game into the ground.
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There are 17 killers in this game. You'll rarely run into any individual killer more than a handful of times in a given play session. But you don't need to play against Spirit on a regular basis in order to be frustrated by her.
And yes, she does become more common at red ranks. Streamers run into her very frequently.
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People want to have a visual and auditory cue when Spirit uses phase walk, because every other killer has a visual and auditory warning when they use their power. Why does Wraith have a visual and auditory warning when he turns invisible, but not Spirit?
Plus, Spirit moves at 7.2 m/s during phase walk. If she can't catch survivors when she's moving that fast, then she got outplayed.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/835069#Comment_835069
If they basically just gave survivors a completely obvious telltale her potential would drop beneath the floor.
Then it sounds like her kit needs a redesign. If giving a killer counterplay would make them useless, then clearly, their kit is fundamentally flawed in its design.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/831688#Comment_831688
A mindgame scenario is just as likely to result in a lucky hit for the Killer for Billy as it is with Spirit (50% or less just like your odds of guessing as a Survivor). For stuff like that all mindgames are the same
The data you actually have isn't what's important there because it's not what you use to win a mindgame, only what you use to set up a mindgame.
When the data is sufficient to make a definite right decision it's called a reaction and not a prediction. If you can guarantee they don't hit you then whatever you did wasn't a mindgame, since for it to be a mindgame there needs to be something they could have done but didn't that would have stopped it from working, and the reason why they would need to have not done it is an incorrect prediction.
Well, considering that the Spirit has near-perfect information about what you're doing if they use headphones, and the Survivor has almost no information about what the Spirit is doing, then you're right.
The Spirit's power isn't about mindgames, it's just about reacting to information to make a definite correct play. While the survivor just flails uselessly, hoping that the Spirit makes a mistake.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/831155#Comment_831155
Just because it's not a guarantee doesn't mean it's a guess.
If you try to guess then you will never do better than 50% juke rates and you will often do worse due to there being a lot of objectively wrong options that don't actually initiate mind games.
If you instead use psychology, pattern recognition and logic to predict her then you can do much better.
I have other posts with the details in specific scenarios, but there is a difference between a prediction, a reaction and a lucky guess.
And honestly even if that weren't true, how is your "outplay" on billy or huntress any better? You said yourself that you've guaranteed you won't be hit. That means that the player behind the character is completely irrelevant to your success. In other words you've outplayed the character and not the player. Since the other players input had no relevance in the outplay.
By comparison, when you outplay a Spirit there is usually some action that she could have done to hit you anyways, but was tricked into not doing in one way or another. In other words the character could still hit you, but the player was prevented from succeeding in spite of that. You've outplayed the player.
And from the Killers PoV, as someone like Nurse you just get LoS and then blink in their direction to get the hit.
If a reaction is possible for the Survivor no matter what the Nurse does then the player is irrelevant and you are only outplaying the Character.
If a reaction is possible for the Nurse no matter what the Survivor does then it's the same deal but in reverse.
Reaction based scenario's always have a fixed outcome given optimal play. Thus if one of the players is optimal then the other player is irrelevant even if they are also optimal.
However Prediction based scenario's don't even allow for more than 1 optimal player in the first place, and the outcome isn't predetermined by the mechanics. This means it instead comes down to the players since the mechanics are insufficient to determine the winner.
What could be more player vs player than an interaction where it's the player inputs solely determining the outcome of a match up that is neither predictable through shear mechanics nor influenced by randomness (in the context of the specific play. DBD has plenty of randomness overall).
When you're being chased by Billy and Huntress, you know that they're trying to get a clear shot on you so they can hit you with their chainsaw/hatchets, and they know that you'll be trying to break line of sight with them to prevent that. In many chases at various looping locations, you end up doing an intricate dance with the Killer, with both of you trying to mindgame each other and catch the other player out of position, either so the Survivor can extend the chase time or so the Killer can get a hit on you.
There is no such interaction or counterplay with the Spirit. The Spirit's power is uninteractive by design. The Survivor can be a godlike player who's totally mastered the game's systems and understands every aspect of playing against Spirit, and the Spirit can be a noob who just makes random guesses at where you are when she phases, and yet the Spirit player can often score a fast and easy hit on the survivor, just by dumb luck.
When you take a hit from Spirit, you're often being outplayed by the character, not the player. No matter how good you are as a Survivor, there's always a good chance that she'll hit you anyway. That's what makes her frustrating to play against.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/830206#Comment_830206
The solution to problems like that is presentation. Not nerfs.
Because you DID get outplayed by the person and not the character. So even if it feels otherwise the issue isn't a mechanical one and thus doesn't necessarily require a mechanical solution.
Honestly, there's not a lot of room to truly outplay a Spirit. All of her counterplay is based on guesswork, because she has no visual or auditory feedback to let you know what she's actually doing.
Even if you equip all the perks that supposedly counter her (Iron Will, Spine Chill, Fixated, etc.) and try your absolute hardest to mindgame and mislead her, there's no guarantee that you won't take a hit. The Spirit might bump into you while phasing, or predict the trick, or hear your footsteps, or hear your breathing with Stridor, or do a fake-out that can't be detected by Spine Chill, or just make a lucky guess. No matter how much you try to outplay her, there's always a good chance that she'll hit you anyway.
When you're being chased by a Billy or a Huntress, you KNOW that they can't hit you if you break line of sight and force them to make lots of tight turns. The Spirit has no such guarantees; there's no foolproof way to avoid taking a hit from her until she's already used up her phase walk.
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@thatguyinktown Yeah, here's the comment, from a different thread:
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/830069#Comment_830069
The optimal result is totally subjective, is the thing. To the killer, the optimal result is more dead than escaped. The the survivor, the optimal result is more escaped than dead. Two is the most middle of the road no-favourites number. If the killer plays well, one extra kill means they win. If the survivors play well, one extra escape means they win.
Though we tend not to mind if things are a little stronger (e.g. 60%) as long as it's still fun. We aren't rushing out to nerf a killer the moment they pass 50% or anything. There isn't a single killer below 50% right now, even in red ranks.
Also, I disagree with the notion that this change was made at the expense of everyone. The change only affects Nurse mains. Every killer who mains a killer other than Nurse is unaffected by this change.
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@[Deleted User] said:
"Every single killer has an average kill-rate above 50%, even in the red ranks."
-i would like you to cite your source on this
"But you seem to expect them to address every complaint overnight, and come up with perfect solutions to highly complex issues, when that's just not realistic"
-never once said that, you would do best not to strawman other people's points.
My source is BHVR. Peanits posted in a thread, saying that all killers get more than 2 kills, on average, even in the red ranks. Granted, I don't work at Behaviour and I don't have personal access to their database, so I can't 100% verify the truth of their claim, but I'm going to take a leap of faith and assume that BHVR wouldn't tell a blatant lie to their customers on a matter such as this.
As for your second point, I was mostly being hyperbolic. But I think my point still stands: You have to temper your expectations, and if you want BHVR to come up with well-thought-out, productive solutions to common complaints about the game, you have to be patient.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/831019#Comment_831019
So let's take your explanation further. If they balance for good players, why have they not dealt with 3 issues good high rank killers have been complaining about for ages: gen times, keys, and SWF? If they're as concerned with your "sustainable business strategy" as you think they are, and not losing their veteran killers, why haven't they dealt with that? Couldn't veteran killers also "review bomb" the game?
That's why I disagree with your assessment.
Because things aren't as bad for high-ranking Killers as some people would have you believe. Every single killer has an average kill-rate above 50%, even in the red ranks.
If you balance gen times around high ranks, then nobody's going to finish the gens in the low ranks. If you balance keys around high ranks, then they just become useless. If you balance around SWF, then you either discourage people from playing with their friends in an online multiplayer game (I'm pretty sure I don't need to tell you why that's a terrible idea), or you punish people harshly for choosing to play solo.
It's really as simple as what Peanits said: If they balance around all ranks, then people complain that they should be balancing around good players. If they balance around good players, then people complain that they should be balancing around the majority. No matter how good you are at game development, it's extremely difficult to keep people happy at every skill level.
Not to mention that they just deleted insta-heals, something that high-ranking killers have been complaining about for ages. But you seem to expect them to address every complaint overnight, and come up with perfect solutions to highly complex issues, when that's just not realistic. If you want a good solution to things like gen times, keys, and SWF, you have to take the time to brainstorm, test, and iterate upon your changes until you're certain that you're making the right decision.
If you try to rush the development process, you set yourself up for disaster. There are hundreds of examples of terrible videogames that were rushed through the development cycle, and paid the price. And plenty of ongoing games that destroyed their own playerbase with a laundry list of hasty, ill-conceived changes. Like Star Wars: Galaxies, for example.
Or if you're really fed up with all of those things and don't want to wait, you can always just go play Deathgarden. A lot of its design choices were an attempt to learn from the persistent issues that plague DBD.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/830598#Comment_830598
Let's breakdown what you're saying though. You openly admit that she does not perform well at practically every rank on every platform. In fact, you only single out PC red ranks as the place where she does perform better than average. So you intentionally make her universally worse just to appease red rank PC survivors. Do red rank PC survivors make up over half of ALL users across all platforms? You say you can't balance for everyone, but is this even a balance for the MAJORITY?
And if they had balanced her for the majority of players (i.e. buffed her), most of the good Survivor players would have quit.
It's not a good strategy to completely ignore good players when you're trying to balance your game. It sends a message to your playerbase: That you shouldn't try to master the game, and if you get good at the game, then the devs no longer care about you or your feedback. It's not a sustainable business strategy, because over time, all of your veteran players will inevitably quit, and you can't keep replacing them with newcomers if all the veterans are review-bombing your game.
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According to BHVR's internal statistics, every killer gets more than 2 kills per game, on average. So survivors are not, in fact, overperforming.
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I do take issue with Hag. Her traps are really difficult to spot if there's any amount of foliage on the ground, and taking a hit is all but inevitable if you step on one. It's almost never safe to go for an unhook against her, which is frustrating as someone who prefers a stealthy playstyle.
Plus, she's ugly and her walking animations are weird.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/829731#Comment_829731
I had fun playing as her and against her before the change
After the change, when i play nurse, i literally looks at my power bar more than survivors
Why would you have more fun playing against her pre-rework? She blinked more often, and had less downtime between blinks.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/829683#Comment_829683
Maybe you don't play her at all? If you do, then you will understand how frustrating to play as her
FYI: i don't have fun playing as and against her after the changes
The Nurse was frustrating for people to play as and against before the changes. So if she's still frustrating for you to play as and against, then it doesn't sound like anything's changed.
If anything, that tells me they didn't go far enough with their rework.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/829491#Comment_829491
I think nurse had such high kill rate is because of her add-ons, not her base kit. So why do you decide to touch her base kit? FYI, majority of people agree that she only needed add-ons change
Revert her base kit change, but keep the add-ons, then we can do the statistic and analysis to see whether her kill rate is still too high or normal.
Actually, I saw a number of people complaining about base kit nurse. Even without omegablink, she was extremely mobile and extremely deadly in the hands of someone who mastered her. There were a number of guides advising you not to use her add-ons at all, because it would mess with your muscle memory.
I don't see anything wrong with the changes they made to her base kit. She still is what she was, a fast and deadly killer with the potential to shut down loops almost immediately.
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The problem with Spirit is that her counterplay is unreliable and based on guesswork. There's no surefire way to avoid taking a hit from her when she uses her power.
When you're playing against Hillbilly, you can avoid being hit by his chainsaw if you focus on breaking line of sight with him and forcing him to make tight turns. He'll probably still get you eventually, but not before you burn through some pallets or Bloodlust comes into play.
When you play against Huntress, it's a similar story. If you break line of sight with her (Or if you're in an open area, don't run in a straight line), you can dodge a lot of her hatchet throws and extend the chase time significantly.
But against Spirit, there's no sure way to avoid taking a hit when she phases. If you equip Iron Will, Spine Chill and Fixated, then create a misleading trail of scratch marks for her to follow, there's no guarantee that you won't take a hit. The Spirit might bump into you while phasing, or predict the trick, or hear your footsteps, or hear your breathing with Stridor, or make a lucky guess, or just do a fake-out. No matter how much you try to outplay her, there's always a good chance that she'll hit you anyway.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/828961#Comment_828961
That doesn't even balance SWF at all. All that would do would make it easier for solo survivors to know what everyone is doing. SWF are still stronger overall.
Yes, and? SWF are going to be stronger overall no matter what. So why not give a significant buff to solo players?
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/828906#Comment_828906
I agree with that, I don't know why it hasn't been implemented yet. However I disagree with friends just having fun, especially in the red ranks. Id say 70% of SWF games are super try hard and the remaining 30% are just playing together.
I think to balance SWF, they should make Kindred's effect baseline.
One of the biggest issues you run into as a solo Survivor is not knowing whether your teammates are going for an unhook or not. So you'll often have games where everyone goes for an unhook at the same time (Thus wasting a lot of time) or where nobody goes for an unhook (Meaning you needlessly lose a teammate early on).
For SWF, having Kindred's effect tells you nothing that you don't already know, so it's not a buff for SWF, only solo players.
Plus, this change would discourage camping. If you camp, you're now guaranteed to get genrushed.
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Where's the option for Object of Obsession? It's a perk that begs the killer to tunnel you.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/828683#Comment_828683
Too bad you have to waste time to get it.
And you give survivors free insta heals.
And you cant do a lot in most of the loops since survivors can just hide and avoid you're vomit.
Its great in the open,but only bad survivor get caught in the open.
Well, I have only one thing to say to you:
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/828677#Comment_828677
corrupt isnt that strong and has plenty of downsides and counterplays
Too many I'd say.
You're joking, right? It's a stronger version of the Huntress' hatchets. It's crazy good.
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The real problem with Plague is that she's unintuitive to play against. When you get infected, the game points out the auras of fountains where you can cleanse the infection. But if you actually use those fountains, you're throwing the game most of the time.
The game tells you to do something, then punishes you for doing it. She needs work.
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Nothing's really fundamentally changed about Nurse. Her power still allows her to shut down loops faster than any other killer, and ignore most of the defenses that survivors normally have against killers. She still is what she is: a very fast and very dangerous killer that requires skill to play properly.
I don't see why anyone would be complaining about her changes, unless they were using omega blink as a crutch.
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Haddonfield. It's a map where the Killer, not the survivor, is afraid. The Killer wants nothing more than to flee screaming from this hell-hole of a map.
Take out the balconies, spawn a few more hooks, and remove some of the debris from the middle of the map.
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@White_Owl said:
I bet there would be a drastic increase of hard camping since there would be more time and aggressive builds would become a lot stronger.
Probably. Enduring/Spirit Fury/Bamboozle/Monitor and Abuse would likely be the new meta. Eliminate every safety net survivors normally have against you, and end chases in the blink of an eye.
If stall perks are no longer viable, then everyone would switch to chase perks and detection perks. I think the law of unintended consequences would come into play if we got rid of stall perks entirely.
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/822244#Comment_822244
Ummmm
At red ranks it definitely happens a lot ,lol
If the killer is bad, sure.
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I've seen survivors who get tunneled all game and get sacrificed but get a pip anyway. The ranking system already punishes killers for doing well and rewards survivors who do poorly.
The game shouldn't reward survivors for losing any more than it already does.
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@SpaceCoconut said:
They're busy spending money keeping Deathgarden alive (and possibly other studio projects) instead of hiring more people to work on DbD.
They made a point to mention why they didn't hire more people and the reason surprised me.
If I understood it right, they have their dev group who understand the game as it is and bringing in a lot of people to help with it would also bring in people who don't "get" the dev group.
This might also translate to "we don't want more people who might change the way things are run"
I dunno, it's just one statement, but it'd be nice to see them get an influx of people to work on all the little things that drive players nuts while still keeping up with their crazy content schedule.
I think that translates to "We're the only ones who are familiar with our game's engine and code, and teaching new people how to use it and modify it would take too long".
Plus, having more people doesn't always result in a better product. There is such a thing as "too many cooks in the kitchen" when it comes to game development.