MrMori
MrMori
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- MrMori
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Comments
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3 months is too little to gauge the direction the game is headed. That's like measuring your long term improvement at a skill over the course of 3 days, and it makes no sense.
Nevermind that you missed the perk overhaul in summer, which bumped killrates from 50 to 60% and included many basekit killer buffs.
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Will do, buddy! But we gotta work on two new chapters, so we simply don't have the capacity to change the numbers on a few variables.
Maybe in 10 months or so.
- BHVR, probably
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I never dodge lobbies.
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I'm certain the order doesn't matter. Distressing takes your current TR and multiplies it by 1.26, this obviously happens last or the perk would say "Increases you base Terror Radius". So with Agitation it will be 65m.
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Wouldn't be a hard fix.
CoB: Down to 150%
Eruption: Blocks gens for 10s instead of incapacitated, no scream. 20s CD, but the perk now goes on CD when you kick a gen, and gens now explode regardless of CD.
Overcharge: 100 - 150% instead of 75 - 200%
Nowhere To Hide: 20s CD
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It's only a buff if survivors use the information correctly, which many won't.
But as QoL changes, I think killer deserves Shadowborn basekit and being able to see hook states. Tunnelers will tunnel no matter what, but sometimes people play for 8 hooks and don't care to mercilessly tunnel.
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@goth_v1 said:
When I want to mass level a new surv/killer in order to prestige its WAY too tedious. Please just either implement either a "shift+left click" to instantly grab that node of the bloodweb or remove the slow animation and make it instant by itself. I might be the only one who finds this annoying but please hear me out.
Loads of people have said this, it's odd that it's taking them so long. Let us skip the bloodweb level up animation too.
They recently rewrote the code for the archives to be faster and smoother, so they're clearly capable of fixing it.
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Honestly I think they should buff the useless perks first. Lots of useless, downside ridden survivor and killer perks.
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@AssortedSorting said:
A single Animation for one Perk?
Maybe give Survivors suffering Deep Wounds a unique Animation, then have Dead Hard override the default Injured Animation with the Deep Wounds animation when equipped.
That's pretty good.
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@Stabby_Widdershins said:
That would...make DH basically useless.
Killers would then know if they have to bait it out, or when they are free to greed a swing, which ruins DH. I mean, how would it punish a greedy swing if every Killer could be told "They have DH; don't swing' based on the injured animation?
Think about that, "greedy swing"? It's gotten to the point where just swinging for a down without accounting for Dead Hard is considered greedy, because Dead Hard is so strong you have to assume more than half of players run it.
@SmolBlob said:
That would literally defeat a large point of the perk.
I think the change is perfectly fair. Dead Hard is frustrating because you have to assume it is there at all times. Every chase. Even with the animation change, you'd still be able to predict and react to telegraphed attacks and lunges. It would still work when the killer is just barely in lunge distance for a pallet, and the killer has to choose between lunging for a hit or letting you get a pallet drop.
It's not healthy that a single exhaustion perk has to be accounted for every single time you want to down someone injured. The whole "walking behind them for 2 seconds every down" gets very tiring and simply isn't fun.
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You're right about that. But the grind isn't all that horrible if you're survivor. Make sure to bring Prove Thyself most games, helps a lot with objective BP.
My suggestion? First get your main to P3, then every other character to P1 for the unlockables. Then level your main to get all perks. That grind honestly isn't that bad.
Also, definitely play both sides, play killer when the BP bonus is on killer.
You'll get more BP as you get better at the game. Don't worry about the grind for now. Plenty of good perks can be gained from starter survivors. But killers are another story.
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Someone DCing or bleeding out would already rob you of an adept. Ending the game too fast? No adept. No idea why this new system is a problem to anyone. It's not that hard to get a 4k if you just give it a few attempts.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314628#Comment_3314628
Technically the very, veeeery arguable advantage of 4:3 (in a 16:9 monitor) is that it gives you "tunnel vision" as you can focus more on "the center of the screen" without seeing much of the world, something that can technically help in FPS games as even with the lost of FOV (as proved in my image) you can focus more in what you see and that's why some pro players uses it.
In DbD, there's not such an advantage as even for the killer it is better to see more field as survivors are trying to constantly make you lost line of sight with them so they can hide, so having it reduced would mean that a survivor can literally pass to your side and you won't see him. So in DbD different aspect ratios without blackbars would really be an advantage or disadvantage depending on how much game view that ratio allow you to have.
If you ask me, I think the whole 4:3 advantage thing is something subjective and is like mouse sensitivity. Some say lower sensitivity is better as it is easier to aim, some say that high is better as it allow for faster turns with less mouse movement. It's just a personal preference, what makes you play better or better adapts to your way of play.
4:3 resolution in DBD keeps the same horizontal vision to the sides, but simply adds vertical vision to make it 4:3. So basically you'd see right over shorter loops where average height killers could attempt to mindgame. It was a straight up advantage. Mainly for survivor, only slightly for killer.
https://www.youtube.com/watch?v=QTFFHUgQgks -
Single click buy, click to buy your way to a specific node like OP mentioned, and skip the level up screen would be very helpful.
But what if the entity was going to take the node you were going for with your "multiple buy" click? And what if there are multiple paths to the node?
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Get a 720p monitor, hopefully your PC can handle that for 16:9?
Saying that 4:3 doesn't give an advantage is a debunked lie. I can understand not having money for a strong PC. And the optimization of DBD is frankly awful, unacceptable even.
But bringing back stretched res is not the solution.
It's a shame that the PC market is so expensive right now, but you might be able to find some good deals on PCs in the used market.
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@roundpitt said:
I don’t agree. However, high value killer addons are much more scarce after the prestige update. We used to be able to sit at level 50 and see better addons more often. Now we have to sift through like 30 levels of garbage before we see anything good.
I’d like to see better addons show up in lower levels, the higher your prestige is.
That's already in the game, that you get rarer addons the higher your prestige. But like you mentioned, Iri and higher dont start showing up till later in the bloodweb levels, and the Bloodweb level resets.
But with higher prestige you'll get loads of green addons, I've found, even at lower levels.
Once you hit P100 you'll get both Level 50 bloodwebs, AND rare addons in them. Compound interest.
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Don't open post game chat if you're not in the mood for getting trash talked. If you're playing for fun, set yourself other win conditions than "kill X survivors". For me, it's to have some good chases where I get to utilize my build and power, and to make some BP.
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Despite its flaws, it's un incredibly unique and deep game, with loads of possible playstyles. No other game has quite captured that chase mechanic. There's always something to get better at.
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@Chaos999 said:
And here I am, running overcome in my survivor builds....
Man is Shift+W-ing like it's pre 6.1.0. A rare find.
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Good post. It's true that Corrupt and Deadlock are both extremely strong. Both could use a tonedown on their durations. I think 20s for Deadlock and 80s for Corrupt would be more fair, but they'd still be very strong perks.
As for your tunneling strat, I like it. Double hits are almost stronger now that you can't Dead Hard during Deep Wounds. Waiting out the mend timer so you can cage them if they have DS if very clever. But how do you get people tormented during chase? They tend to just leave the loop.
Makes me wanna play some PHead. He was very fun when I used to play him, but his power takes a long time to get good at I think.
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Add perks to the status HUD. If someone is on hook and has an active Deliverance, show the Deliverance in the little circle. Same if someone is downed and has UB.
If that doesn't make sense because it's not an action, let survivors "Ping" a perk they have, displaying it next to their character HUD.
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No, let the match end when it is over, if you wanted value out of Deli you should have taken a chase.
But, for solo queue, it is a crime that there is absolutely zero indicator of an active deliverance when someone is on hook. That should absolutely be added to the status HUD if someone is on hook. And unbreakable if they're downed, etc.
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Hard disagree, I think they did a great job with the new progression system and bloodpoint gains/costs.
What they should do is remove map offerings and rebalance the most powerful items and addons.
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Calm Spirit, Visionary and Technician all have very unnecessary downsides. They aren't strong, they are niche perks, so they don't deserve the downsides.
For killer, Territorial Imperative has some of the heftiest restrictions for something as rare to get any value out of at all.
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They should make it the size of your terror radius!
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Just a passionate community. BHVR honestly been doing pretty good, not joking. But they're damn slow. There's lots of dead content that probably won't be touched for years.
The perk rework patch was a great shakeup, it opened up the survivor meta a lot, and revitalized tons of dead perks. Why not have more of that? There's still tons of useless survivor and killer perks with old, outdated downsides.
Also I'd like more regular updates to perks, just small tweaks to shake up the meta when it's clear that something is too strong. No need to wait for over a month to tweak right?
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Make it block the gens for 10 seconds.
Then make it so if you let go of a gen between the skillcheck sound and the skillcheck appearing, you get Incapacitated for 3 seconds, instead of the gen blowing up.
And add a visual representation of the skillcheck sound.
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Stop camping and tunneling for kills and let them all escape. Your MMR will go down in time. I don't meet these things because I'm midrange MMR.
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Warranted nerfs, next should be blights addons together with survivor items and item addons. Strong medkits and toolboxes are absolutely broken.
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If people got a killer they didn't like they would just DC.
But you could add a random killer button if there was a way to filter out the killers you didn't want to play. I'd be okay with that.
The safest bet would probably just be to add a "random" button to the killer selection screen and let people decide then and there.
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What I dislike about some of the newer slowdown perks is that they also give info. Why do you scream from Pain Res? Why do we scream from Eruption? Why does Call of Brine provide good gen regression, but also very valuable info from skillchecks?
Can you bring 3 slowdown perks, and also get 3 info perks on the side for free? That's lame.
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I think everyone is forgetting that they are reworking a lot of different addons. I wouldn't be surprised if some of these effects come back as addons instead.
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@MaTtRoSiTy said:
I guarantee it wont be the last nerf as this wont change much for the actual good players who don't rely on broken addons and OP perk builds over raw skill.
However I do agree with others that we will likely see the crutch players switch to full slowdown builds instead so that inevitable Eruption nerf is going to be more urgent than ever
Kind of disagree, if you check some of the strongest Nurse players like SupaAlf, you'll find most of them run Starstruck + Range + Recharge, all of which are nerfed.
Nurse isn't really fond of kicking gens due to her slow movespeed, but maybe you're right. I hope we'll get an Eruption change soon.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310274#Comment_3310274
Oh sorry, I got my absurdly over complained about perks mixed up. Let me fix.
Monkey see chase. Monkey see injury. Monkey let go gen. Injury man fall down. Monkey get back on gen.
There.
Yeah I'll just go ahead and let go of any gen I assume may have been kicked by the killer whenever an injured person is being chased on the HUD. Too bad that 30 second chase went to waste cause I had to let go of the gen since I had no clue when the survivor was going down, but at least I countered eruption.
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@CheesyBabyBoi said:
Tough love; this is a newbie struggle, and you'll get more and more used to it over time
I have over 1900 hours. My brain wasn't cut out for this stuff. Not that I'm bad at them, I'm just inconsistent at them, and I dislike that very much.
@xfireturtlex said:
Don't think about it. After awhile you'll just hit em all the time. Let it become a natural reaction. Seriously, the more you think about it, the more you'll miss.
Yeah, I've kind of found that too. Logically, it's not actually worth it to go for greats, since if you miss that's far worse than hitting even 10 greats in a row. I'll just keep playing and let them come when they feel like it.
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Anonymous mode? Enabled
Chat? Closed
Baggers? Ignored
Yep. It's DBD time.
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I wouldn't change anything about queues or pregame when it comes to SWF. But I would give a BP bonus to the killer based on the type of SWF (4, 2+2, 3+1), as well as show who was in a SWF on the postgame scoreboard.
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I HATE Nurse. When I think about playing against a Nurse, my heart starts pumping so fast and hard. And I get so angry that I clench my teeth till they start hurting. I begin hyperventilating as my eyes fill with tears. Sometimes I can't hold it in and just scream, as loudly as I can and slam my mouse into my desk when I hear that first screech of the match. Often after the match is finally over, I begin crying and scratching my arms as hard as I can,. Then I lie down on my bed and I try to slow the rate of my breath. I just ######### hate Nurse so much.
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@daniel_owenz said:
then his gate perk activates where I can't use the switch for a whole minute or whatever and the hatch is closed and time runs out before I can even open the gate :').
Holy ######### that perk needs to be ######### nerfed, the time needs to be cut in half, and I'm a killer main saying that.
I've got some bad news for you. They weren't trying to let you escape.
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DH is still meta.
Like mentioned, I'd argue surv really isn't P2W. Most licensed surv perks are niche. Lots of great free and original surv perks, as well as general perks.
Let's look at each licensed surv and the strength of their perks:
- Laurie: DS is not meta anymore, but situationally strong. Sole Survivor is good for solo escapes and is used in streaks, it's decent but not meta. Requires losing to get value out of. OoO is not meta, maybe decent in a SWF.
- Quentin: Wake Up is a comp perk, but also decent in pubs, if you can actually get to endgame. Pharmacy is worse than before and Vigil is situational.
- Tapp: Tenacity is memey, but not awful. Stake Out is mainly good with toolboxes or Hyperfocus. Detective's Hunch is situational.
- Ash: Flip-Flop is funny meme, but not very practical. Buckle up is mediocre. Mettle of Man is outclassed by other Endurance perks.
- Cheryl: Soul Guard and Blood Pact are OK, but require communication to use effectively. Repressed Alliance is hard to get value out of.
- Jill: Counterforce is meh. Resurgence is situational, and worse than OtR. Blast Mine is the best perk in the game.
- Leon: Bite the Bullet is okay, but not really meta. Flashbang can be decent, but the value you get is inconsistent. Rookie Spirit is situational.
- Yoichi: Parental Guidance is good, but requires Flashlights or Smash Hit. Also inconsistent because you need a stun. Empathic Connection is a great tool to get sandbagged. Dark Theory is worse than CoH and Shadow Step in most cases.
- Ada: Wiretap is pretty good, but this meta revolves around kicking, so the value you get is inconsistent. Reactive Healing can be okay, but other perks are bigger value for survivability. Low Profile is interesting, but Sole Survivor is probably better at getting you escapes if your teammates are dying.
- Rebecca: Better than New is inconsistent valuewise. Reassurance is meta. Hyperfocus is pretty good, but not without a toolbox, and very hard to use without Stake Out.
Overall, few licensed perks are meta, which is good.
For 9000 shards, you can get a character, which is reasonable, especially if you only play one side. Let's look at which original survs you can get for shards (PC) have meta perks, outside of the excellent options you get from free survs:
- Nea has Balanced Landing, which is situationally strong.
- Feng has Lithe. Alert is OK too.
- Kate has Windows of Opportunity, which is meta. Dance with Me is situational.
- Adam has Deliverance, which is meta. Autodidact is situational.
- Jeff has Distortion, which is decent.
- Yui has Lucky Break, which is okay if you build around it.
- Zarina has OtR which is meta. For the People can be okay in a swf.
- Felix has Built to Last, situationally strong with strong toolboxes or medkits.Desperate Measures can work in healing builds or with Self Care.
- Elodie has Power Struggle, but it's not really meta.
- Mikaela has the incredibly powerful Boon Perk, Shadow Step. Also Circle of Healing, I guess.
- Jonah has Boon: Expontential, which should be renamed to Boon: Situational.
- Vittorio has Fogwise, I suppose. Maybe Potential Energy, neither are all that great.
If I were to pick a top 3, I'd say Mikaela, Zarina and Kate. Feng and Adam are good to. The rest are not that good of a value.
Finally, I'll just list some of the best general and free surv perks loosely ordered by strength:
- Dead Hard
- Adrenaline
- Sprint Burst
- Prove Thyself
- Unbreakable
- Resilience
- Hope
- Kindred
- We'll Make It
- Bond
- Botany Knowledge
You can make plenty of completely viable builds with just these perks, especially when combined with strong items, which are also "free".
Killer is another story, but Nurse is free, Blight and Spirit are original.
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Nerf CoH to 35% and buff Self Care to 40-45%. Baffling how they would nerf Self Care but not touch CoH honestly. I get that Self Care with buffed Botany would be too strong but now it's just worthless without it.
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Anon Mode + Hide Chat is the way.
Unfortunately I can't disable chat completely. Maybe one day.
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@EntitySpawn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294890#Comment_3294890
Notice how everything you list is on the killer side and not the survivors side... that's my point, it's always a killer issue and it's always taken to the most extreme situations so the already weak gets made weaker and it forces imbalanced and people to play in awful ways such as camping and tunneling.
As much as people call DBD casual it's not, people still just want to win. If it was as casual as people made out they wouldn't moan constantly, rage, be toxic etc. Which can be seen most games in DBD, at thos point it's just an excuse alot use to try validate their opinions.
There may be casual players, for both sides but that doesnt mean balance for bad players or act like everyone is casual when it clearly isnt that case
No, maxed out items. I mean strong medkits, and I also mean Dead Hard. Killrate is 60% right now, sure. But I don't think killers should be nerfed without nerfing the most powerful survivor items and perks.
Besides, Nurse and Blight are not a problem to casuals/new players/bad players because they never face good Nurses and Blights. My opinion is, if something is broken in high levels of play, even it out a bit while still keeping it as fair and fun as possible. It's okay if Nurse is too hard to be viable in low mmr games. Or Blight. Or that items aren't insane value, just "decent" value as they probably should be.
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I've wanted all these changes to be implemented for a while now, except the lullaby. I hadn't thought of that.I think if we nerf range addons so she can't go straight up 30m per blink, she won't need a lullaby.
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@fussy said:
There shouldn't be a perk in the game that would ALWAYS make the killers afraid to make a swing.
There shouldn't be a perk in the game that would make a killer breathe into the back of survivor's head for 5 seconds every time you overtake him.
The game should not have a perk that would prolong the chase 2-3 times by pressing a button. And, think about it, to be able to use it EVERY CHASE because it has a cooldown of only 40 seconds, it's just amazingly stupid.
And no, there is no real skill here to use this perk. The real skill is to resist this perk and beat it.
The game should not have a perk that would allow you to get up to 10 free hits to the survivors EACH MATCH.
In my games, about 60-70% of the survivors still use it, which suggests that it is at least no worse than it was before.
Anyone who plays both sides enough understands how broken this perk is.
There's only one bucket of ######### in the game that affects the game more than dh - it's a CoH.
The only way I see the existence of this perk in its current form is to make it highly rewarded for high risk. For example, be in chase for a minute, which will give you a token to use it. Or at least save the survivor from the hook. It shouldn't be an exhaustion perk. It has to be a perk that needs to be earned.
Yeah. It forces killers to be afraid of lunging. Sometimes just swinging. It's funny how the higher your MMR is the longer survivors will wait, because they know killers expect Dead Hard. Not fun, and it's still very strong. Gut DH, Eruption and Pain Res for all I care.
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I think he could be 110 in Tier 1 and it would be fine.
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@EntitySpawn said:
I always see "most survivors arent that good" used for reasons of so many balance changes in the game and I dont get it.
Sure there are alot of bad players in DBD, there is in most games you just dont tend to notice because they have a far better SBMM system in play and you wont have bad survivors verse a good killer etc.
But even if theres more bad players (like any game) why does that mean so many other things need changes? Why is it such a crime to say people need to improve?
DBD isnt a complicated game for either side, survivor is also the easier role in terms of micro management and skill caps (hard thing about survivor is your team or versing a stronger killer). So why do X need to be changed for bad players?
Alot of loops and tiles can be pretty safe in matches and theres even alot of god pallets basic killers cant do anything about (even some loops killers cant use their powers at) and these things aren't hard to learn.
I get people can be bad, I get people can be chill but why does stuff need to be nerfed for those players so they can win more? Surely if they wanted to win more they could just put in more effort and "sweat" like killers do.
I personally see alot of good survivors, theres alot out there and I'd definitely class myself as one. I wouldn't class myself as one of the best by a long shot but theres so many things I see people use as an excuse to nerf thing and I dont think it's fair tbh.
I like any game I play to be a challenge, I don't want mega easy wins or places the killer cant do anything about. This excuse balancing for bad players is weird, it just causes worse balance as more people get better.
Maybe I'm just outdated but games use to make you put effort in to win and get better, you're meant to work hard and if matched properly by skill it's meant to be hard and a tough match, DBD community seems to want the opposite. Maybe they're confused and use this excuse because of bad SBMM/matchmaking in general?
If you arent constantly trying, pushing and playing your best you shouldn't expect to do amazing. Not saying you have to play that way just dont expect to win or out perform the other side if you aren't putting in the effort.
Try to get better, learn new things. These arent insults or bad things to have to do, everyone does it and even if it's at different rates it doesnt matter but please stop using it as a reason to make stuff easier.
DBD is a casual game at its core, if the gameplay stopped being enjoyable to the casual audience the game would suffer.
Just make sure the things that are super broken in top levels of play is handled, and we're good. Like maxed out items/Nurse/Blight, stacked powerful regression.
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You don't have to click twice to get to general discussion anymore, so I'm happy.