Munqaxus
Munqaxus
About
- Username
- Munqaxus
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Libervita said:
Boon: The effect of _Circle_of_Healing needs to be reduced to 75% and cannot be superimposed.
Just like We'll Make It.
"We'll Make It" is a 100% speed perk. Also, CoH cannot be superimposed. So it's already what you want it to be.
-
@Arbmos1998 said:
Just as an experiment to weed out the amount of players who undeniably rely on this perk so hard to rectify mistakes they make.
Spirit was nerfed to weed out all the bad Spirits who simply overly abused her kit for free wins (As Survivors say) So I personally believe it's only fair to have an experiment similar to the Bloodlust experiment where it is just completely removes Dead Hard for a week or so.
What bothers me about Dead Hard is a player can just mindlessly run around a tile while being able to see the Killer and just freely E into pallet drop whenever the Killer gets close and because majority of the pallets in this game are completely safe the Killer has no choice but to break it thus not only has Dead Hard extended a chase but also wastes more of the Killers time.
I'll use the quote Survivors say "It's very boring and unfun to go against" The fact that Dead Hard wasn't even working correctly (changed now) and was still the most used Survivor Exhaustion just shows you just how dominant the perk actually is.
Surely because of how the Devs Nerf/Buff Killers based on Over/Underperfoming surely Dead Hard fits in this category along with the rest of the Survivor 2nd chance meta.
I guarantee if this experiment became a thing you'd see Survivors getting punished for their mistakes more commonly.
Actually, what I would like to see is Dead Hard compared to other exhaustion perks for the amount of time they extend a chase. I almost guarantee that Dead Hard actually lessens the amount of time a Killer is in a chase.
It's a 1 second speed burst compared to the 3 second speed burst you get from other exhaustion perks.
I think survivors are playing it because they see all the Killer created posts on the forums saying it's OP.
-
@AkiTheKitten said:
Tunneling and camping are a symptom of gen speeds, which are only a problem because maps are too big
No, face-camping and proxy-tunneling are a symptom of bad game design that allows 1 player to completely stop another player from playing the game. You can slow gen speeds to take an hour and killers would still face-camp and proxy-tunnel. This is entirely on the killers side of things and any nerf you do to survivors wouldn't change it. It's been going on since the game began and will continue to go on until the developers make changes.
-
@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/comment/2592259#Comment_2592259
This is where this discussion goes both ways imo because i understand your point, but you can already just bring a medkit you don't have to rely on this certain perk by default.
I agree with you on this. There's a lot of times I'll just bring a medkit and free up a perk slot. As a survivor, you have so many ways to get healed, that often it's better to use that slot for one of the more important slots.
Shadow Step is different but I think that we'll see more anti-aura reading perks just because there's a big void in those on the survivor side. And hopefully a buff to Distortion.
-
@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/290024/boons
Boon totems should be destroyed when you snuff them, meaning the totem is gone.
As for Circle of Healing, why should this totem be permanent snuffed out, when number wise, it's pretty much in line with other healing perks. It would make this perk from being in line with other healing perks to being much much worse than other healing perks.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2591883#Comment_2591883
Counterforce is mostly only good for the stackable +20% speed, and Inner Strength for stowing a heal away: but you are basically now throwing the game if you cleanse totems. The reason is that you are removing the option to bless an entire team with self-heals, faster heals of others, and removing scratch marks and auras in an area.
I get why Distortion only has three tokens that can’t be replenished: because hiding scratch marks, and especially auras, is an insanely strong ability. But now Shadow Step will allow it infinite times for a team if one person runs the perk!
The problem with infinite aura blocking is that you negate a host of killer perks - even the niche ones like A Nurse’s Calling or I’m All Ears. Boons are insane, and I am a survivor main!
Yes, but isn't there a big void for survivor anti-aura reading perks at this point in the game. You have BBQ, I'm All Ears, A Nurses Calling, all the aura reading add-ons, etc and no counter on the survivor side except once in a while, you can hide in lockers. There's going to be more anti-aura reading perks for survivors just because there's a big need for them and the Developers have noticed that. Shadow Step won't be the only anti-aura reading perk. I expect Distortion to be buff and I expect the developers will probably add a couple more anti-aura reading perks.
As for scratch marks, Distortion really doesn't help you much with that. You really need anti-scratch marks when you are getting chased and usually the killer isn't using aura reading at that point.
-
@Sabraiz said:
https://forum.deadbydaylight.com/en/discussion/comment/2591869#Comment_2591869
I know you are troll, but damn that is some selective examples.
You go into detail on all Circle of Healing cons but you don't even take into account that Self-Care and Botany Knowledge takes up two perks slots for only being able to heal yourself and you completely ignore the fact that We'll Make it requires you to run across the map to unhook someone and it only lasts 120 seconds.
You're completely missing the point that Bardon made about how one survivor can use up one perk slot to give the rest of the group unlimited 16 seconds med kit heal.
Oh no, travel time to the boon totem? Nothing compared to travel time to find another survivor to heal you.
Then we have the fact that how powerful a Circle of Healing boon totem becomes when it is placed far away from the generators. The killer has to either decide on giving up gens or giving up pressure by letting the survivor get away to heal.
only hurts survivors, time-wise.
The mark of someone that doesn't realize how 1 second for a killer is 4 seconds for the survivors.
You go into detail on all Circle of Healing cons but you don't even take into account that Self-Care and Botany Knowledge takes up two perks slots for only being able to heal yourself and you completely ignore the fact that We'll Make it requires you to run across the map to unhook someone and it only lasts 120 seconds.
I actually did specifically mention that most survivors are going to run "Small Game" or some other totem finding perk with CoH. But also, if a player runs We'll Make It, that only takes 1 slot. If a survivor runs Botany Knowledge, that only takes 1 slot. So you really can't argue about slot efficiency.
You're completely missing the point that Bardon made about how one survivor can use up one perk slot to give the rest of the group unlimited 16 seconds med kit heal.
1 person can run We'll Make It and actively go after unhooks and be TWICE as time efficient as Circle of Healing. 8 Second Heals compared to 16 second heals from CoH. Instead of the survivor having to go to the Boon, the Boon comes to him. That's 1 perk slot used for the entire team.
Then we have the fact that how powerful a Circle of Healing boon totem becomes when it is placed far away from the generators. The killer has to either decide on giving up gens or giving up pressure by letting the survivor get away to heal.
If the Boon totem is placed far away from the generator, then the survivor has to travel to that area of effect. The further away it is, the more time the survivor has to travel to that area to heal and then away from that area to repair a gen. That's not very time efficient.
The main point is, everyone is flipping out about a perk without actually doing the math. If people did the math, then they would realize it's not that big of a deal.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2591869#Comment_2591869
CoH provides the benefit to all team members, which completely overrides the need for self care or health packs (not that built to last is broken either or anything)
What boons end up doing is creating territory for survivors to be safe. This is counterintuitive to most of the games fundamental dynamics.
Botany Knowledge and We'll Make It provides benefits to all team members also. The only difference is that survivor has to go find the injured survivor, instead of the injured survivor needing to find the CoH AoE. (And with We'll Make It, it's pretty easy to find the injured survivor).
If you are running We'll Make It, you are actively looking for unhooks. Each unhook is twice as time efficient as CoH. And it affects every team mate.
If you are running Botany Knowledge alone, your teammates are getting 10 second heals and it affects every team mate.
-
@AkiTheKitten said:
The main reason gens and slowdown are even an issue is because of map size. Tune it down so we can have atleast one good balance change
The reason there are large maps because there are high mobility killers such as Nurse, Blight, Spirit, Billy, Oni and Wraith, who can move from one side of the map to the other in a matter of seconds. On small maps, those killers absolutely decimate survivors.
So if all maps were small, those Killers would basically be guaranteed 3ks and 4ks every game. You have to have large maps for those killers and small maps for all the other killers so the kill average equals out.
-
I have been wanting this forever. I've made a post or two in feedback asking for this. So absolutely yes.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2590560#Comment_2590560
Distortion is as dead as Inner Strength and Counterforce are due to boons. So they better figure something out for these perks.
I would say that Counterforce was never useful. It should show the closest totem, not the furthest away. Inner Strength is still useful.
Distortion has always needed a buff. 3 tokens is not enough. Maybe Distortion should be like Inner Strength. Hide in a locker for 10/9/8 seconds and get 2 tokens. When all the tokens are gone, you can hide in the locker again for 2 more.
-
@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2589859#Comment_2589859
Sluzzy, is that you?
Seriously though, if a survivor takes both Boon Totems perks then their Boon area effectively gives the other three survivors unlimited Distortion, Lucky Break and a never-ending medkit for zero investment in time or perk slots. Having effectively 6 perks for up to 3 survivors for nothing plus a free item (effectively) isn't OP? It means that there's no value to switching away from an injured survivor. They are both completely broken.
Speaking specifically about Circle of Healing...
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
-
@JHondo said:
Old match making wasn't a problem until it never put anyone back in rank. When I started in 2019 rank reset put you back 10 ranks and all the sweaty tryhards were back in red ranks in a day or two. Then they changed it to put you back usually a single pip out of one color so unless you stopped playing for a couple months there was no way you could get back to a rank of similar skill since the majority of the player pool was blood red regardless of skills. The same will happen and already is starting with SBMM. You get everyone in the same group of people and when the game can't find a match it pulls from a wider net in search of match making making it pointless. At least when I was a green rank killer the sweaty all red teams were so few and far between they didn't bother me that much.
For those complaining about hours played "I have/had lobbies of 100 hours paired with 30k hours played" that happens with swf. You have a person that has played a lot and gets their friend into the game and they, brace yourselves this is a shocker, play together. Wich throws another huge wrench into match making, but that's a whole other discussion.
Well this is just an updated version of the old matchmaking system. The old matchmaking system used emblems to try and determine if you are doing everything to try and escape or make kills. The new one is based on escapes/kills, it just gets rid of the unnecessary middle stuff.
-
@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2590113#Comment_2590113
You can definitely change things which are not exactly overperforming. Deathslinger was nerfed a ton when his kill rate was already on the lower end of the killers.
Really, what was Deathslingers kill rate?
-
@RenRen said:
There's Mindbreaker which is 5 seconds, which you can easily get rid of by looping normally and Blood Echo which requires them to be injured which isn't bad, but it has a 60 second cooldown.
Survivor exhaustion perks are as needed on the Survivor side as Gen Slowdown perks are needed on the Killer side.
To put this into context, this would be the same as nerfing every single Gen Slowdown perk.
-
@Seraphor said:
Distortion is already a strong perk. It not only hides you for three different aura readings for up to 30 seconds, but it gives you info. It tells you which aura reading perks the killer is using, which is valuable information, as you can now avoid those instances.
Distortion pings at the start of the game? You know the killer has Lethal Pursuer, you can hide, and avoid other survivors for the first 20-30s of the match, and you've now eliminated one killer perk.
Distortion pings when you're healing a survivor? Nurses Calling, don't heal close to the killer.
Distortion pings after a survivor is hooked? BBQ, now you know to get in a locker or hide behind a generator when the killer picks someone up.
Distortion DOESN'T ping when a survivor is hooked? Great! No BBQ, now you don't need to hide when the killer picks someone up, saving time!
This is information that serves you for the entire game, not merely the 30 seconds of active concealment.
The only buff I would give it, is a small area of effect, 4m like Prove Thyself, where other survivors are protected. This is because if it pings with Nurses Calling while you're healing someone else... the survivor you're healing is still revealed, making that hidden status completely worthless, and now the killer knows you have Distortion because they saw the aura of a survivor getting healed by no one.
With the Killer aura reading meta being a thing, then there should be strong perks to counter it. Distortion works to counter aura reading abilities 3 times, which isn't much when you have so many different aura reading abilities, not to mention add-ons that also read players auras. You can literally have Distortion gone in the first 30 seconds of the match because of all the Killer aura reading perks and add-ons.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2589974#Comment_2589974
That is not true in the least unfortunately. The old system better matched proper skill levels than the new one.
What they should do is matches based off of the new ranking system.
That is definitely not true. There were games where I was in matches with level 20 survivors while I was red level. The old matchmaking system was much much worse than this one.
It did benefit killers by allowing them to make easy 4ks though.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2590136#Comment_2590136
What I'm trying to convey most of all is that the old system didn't measure all those tasks, not with a proper measurement. It equated the score into a pass/neutral/fail system which is what this current system still does. It is very similar and in time it will show itself as such. No, it's not the same, that is true, but you will eventually begin to see similar matchups to the old system.
Because the old system used that type of information that way, it disregarded the actual scores and plays being made. It never calculated your score with your emblem score, it only measured your rank with pips. Basically, escaping is now the only means of earning a pip, which is what you said. That's exactly how the new system is similar to the old system. Both systems disregard the earned scores and both systems will still let immersed clods tier up their mmr. I think if you give it a few more weeks you'll see the similar matchups you had before.
My argument would be that the new MMR system does measure skill. Sure a Claudette that hides the entire match and does nothing may happen to be the only Survivor that survives. But that is one game, the MMR system isn't based on examples, it's based on averages.
A Claudette that hides every match, is going to cause the her team to not make any escapes, including herself on average. So her MMR is going to keep lowering until it hits rock bottom. MMR doesn't care about one game, it cares about the average in a long line of games. A hiding Claudette insures she is going to die more often than not because she's not contributing anything to the team escaping.
I mean, how many games do you think you can escape if only 3 members of your team is doing anything. Eventually that Claudette will be placed with other survivors that don't do anything. While the other 3 members of her group are making more escapes and increasing in MMR.
-
@slendermansmoom said:
https://forum.deadbydaylight.com/en/discussion/comment/2590121#Comment_2590121
just so you know im a survivor main i hardly play any killer and when i do i get jerky swfs who get angry at me for running tombstone/impossible skillcheck doctor
so im saying survivors can be very toxic compared to killers who aren't as often (except for spirit mains almost every spirit main is toxic)
Yeah, we can read your post and tell you are a survivor main.😆
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2590096#Comment_2590096
But the previous system was based on emblem pips not emblem score, that's why it didn't match make very well. The emblem score itself is what match making should be based on. In that regard, the current system is similar to the previous system, because of the linearity and basic conditions required to advance or decline. Eventually, with time, you're going to see matchups similar to what you had before, not exactly the same, but not that much different.
The claim that the current system is based on months worth of data is a farce. The placebo effect stems from the fact that everyone had some kind of match making reset, whether or not it was days or months worth of data. Whether your score used to be 1 inch before and now your score is 2.54 centimeters, you're still being matched up with people that general measure up the same.
The previous system didn't match make well. This one does.
The developers were on the right track with the original matchmaking system, they just simplified it down even more and now it works much better.
Instead of trying to see if you are doing all the tasks required to escape the match or make a kill, the system now just sees if you escaped a match or made a kill. It's the same system, but functions better because they distilled the essence of what they were trying to accomplish with the emblem system.
-
@hakuna89 said:
I feel like there should be some sort of consequence for hook camping I mean survivors get crows for standing still for too long but a killer can sit and camp a hook for the entire duration of first hook to death hook I feel if they camp the hook maybe the timer should stop. the camping is getting a little excessive and makes me just not want to play anymore.
The Developers are working on a fix for face-camping.
-
@slendermansmoom said:
survivors need a huge huge huge nerf for years they have had broken second chance perks and are toxic as f and i feel the game should be killer sided it would make more sense
survivors actually need to try to survive now instead of relying on selfcare dead hard DS and BT
it feels better and more balanced
if your going to gen rush then you can't complain about noed
https://us.v-cdn.net/6030815/uploads/SY9SFCBNNH5E/images.png
Also i know for a fact that a bunch of survivor mains will quote my comment and start crying about how unfair killers are
well can killers relight their hex's
can killers bully survivors
can killers bring toxic builds (actually ignore this i run toxic builds)
the sum it up if survivors are nerfed and killers are stronger deal with it
if your actually good then killer perks and addons shouldn't be a problem to you
For someone claiming survivors "are toxic as f", I really hope you see the irony in your statement.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589841#Comment_2589841
I never asked for a nerf lol you should read my post again
but NOT doctor shocks, huntress hatchets, clown bottle gas, trapper traps etc.
This is a nerf.
However, if you just want to "change" it, then why? If it's not outperforming or underperforming, why would it warrant a change? You don't randomly just "change" perks.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2589993#Comment_2589993
The new system is apprarantly solely based on whether or not a survivor escapes through a gate. Sure, it's not the same, but it's similar to the old system which simply accumulated enough emblem points to determine a place in rank, through pips. Not all levels has 5 pips, but for simplicity, let's ignore brown ranks and ranks 1 and 2 pipping systems for a moment.
With enough emblem score you'd gain a pip. Doing at least one gen, safely unhooking once or healing twice, and escaping at least 1 decent chase without getting hit would certainly give you a minimum emblem score for objective, altruism, and boldness. Simply escaping was worth 5000 survival points. All of that accumulates into a -2, -1, +0, +1 or +2 pip score right? This is linear between two points, rank 20 to rank 1 (well, rank 15 to rank 3, but we will get to rank 1/2 in a moment)
You're still counting between X and Y, or rank 20 to rank 1. The new MMR score only gives you the +X if you escape through a gate. Escaping through the hatch is +0 and dying is -Y to your score. It's similar in the regard that the scoring system is linear, moving only between two points on a scale. Let's call everyone's default MMR score 1000. On your very next game, irrespective of what the killers mmr number actually is and how much it affects your score the following fact should be true: If you win, you gain more mmr, which will be above 1000. If you lose, your score will be below 1000. If you hatch, your score remains 1000.
Eventually, you get to this part of the conversation, the rank 1 and rank 2 tier MMRs. Forgive me for not knowing, but I cannot prove if mmr scores can fall below 0. If they can, then most of what I'm saying applies. If mmr scores cannot fall below 0 then that means all of what I'm saying is likely true. Basically, there are some diminishing returns once your score falls too low or too high. If you can't fall below 0, then you hit rock bottom. If your score becomes high enough, your queues become longer: as the game looks for opposing MMRs, eventually the scope widens enough that someone normally outside your range is put into your game. This infers there's a diminishing returns upon victory because the opposing mmr calculation would not net you any gains if you win that trial against an MMR score that is otherwise far below where you should be.
That means top tier MMR is similar to rank 1 and rank 2, because eventually, if you are among the highest mmr scores, you can only lose your mmr scores and won't gain anything irrespective of your win streak. Rank 1/2 either remains the same upon victory or falls down if they don't + pip....and MMR score either remains the same upon victory or it falls down if you don't escape.
Centimeters vs inches, but it's written on the same measuring tape.
I don't see why it would matter if you can only go so high or low on MMR. However, judging by results, Matchmaking is definitely putting similar skilled Survivors with similar skilled Killers.
Personally, I've always thought Kills/Escapes was exactly how matchmaking should be based. Every generator you do, every loop you evade a killer, every survivor you rescue leads to one objective, whether you escape or die. Kills/Escapes is basically what the emblem system was trying to do but was failing at accomplishing.
You could do everything perfectly on the emblem system and still die.
The end objective for survivors and killers is kills/escapes and every skill you use during the match build up to that. So it's measuring your skill.
-
@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2589974#Comment_2589974
While that's true, the new system isn't any better than the old. They're rather similar, tbh
Why isn't the new system any better? For the majority of players, it gives both the Killer and the 4 survivors a very equal match. How is the worse than the 100 4k win streak Killer games that use to happen.
-
@The_Krapper said:
Honestly the old system was better, there's no skill to be rated with the way it works you either escaped or you didn't and it doesn't matter how you got there , you could be the worst player in the lobby hiding all game doing nothing and end up getting hatch or just abandoning your team the second the gates get powered even though you've not been doing anything to contribute but yet mmr says you escaped and moves you up the bracket. I feel like they just throw anyone together for quick matches the skill of my opponents varies too much per game I could destroy a swf with my nurse and then get a bunch of babies immediately afterwards with only like 40 hours in the game that have no business playing against someone with thousands of hours more and more then 10 ranks above them
The old system is definitely not better for anyone except for Killers with lot of hours of play.
It constantly threw bad survivors with good survivors and made it simple to get 4ks with Killers because there was always a weak survivor you could take out quickly.
This new system is much much better for survivors. It sucks for Killers who were use to their 4ks.
-
@ReverseVelocity said:
I honestly think the hatch should spawn when all of the generators are done. It'd give survivors an alternate escape route without the ability to bypass the generators.
Having basekit aura reading on keys would be nice, though.
At this point, I would say the Hatch doesn't even matter. It was nerfed into uselessness, which I don't necessarily disagree with. However, now there's 11 useless items on the Survivor Blood-web taking up purple/red and green spaces that could be medkits, toolboxes or maps. Key need to be updated immediately.
-
@MrCalac123 said:
Hatch is a pity win. Stop complaining about a pity win being nerfed, you did NOT "earn" Hatch. You get lucky when you get Hatch, nothing more.
You don't even deserve it at all, so be grateful it is still in the game as is.
I think the more important thing is that Keys hurry up and get reworked or removed from the Survivor blood-web. That's 11 completely useless items that don't need to be in the survivor blood-web unless they do something.
-
@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589853#Comment_2589853
I completely disagree man, for me the game is too much survivor side, and that is what most people thinks and devs admit too that at high level is that. We Will see. Unbalance = boring match and killer mains will change game unistalling, make you wait 30 min forma game. Dead hard rework maybe can help, also make more variety in meta, exploring other exaustion perk that nobody uses, make the game more intresting. Like when everybody use only ruin or pop, and devs deduce to change things... Now with certain build bof of them are good, and their effects doesnt work togheter. If dead hard will Be used by anybody like old Ds, is only a meaning of time. And we Know devs change their mind very often.
The game is SWF sided, not survivor sided. Most survivors are solo or duo, which are weaker than killer.
Sure 4 man SWFs with lot of experience are stronger than Killers but there really isn't many of those compared to solo, duo players and inexperienced 3 and 4 man SWFs.
Basically you are talking about a whole different game that consists of Nurse, Blight and Spirit Killers going against very experienced 4 man SWFs.
-
@PalletsAndHooks said:
Pretty ridiculous pair of perks overall. They're bugged and broken strong, and the devs feel like they're balanced. Glad the healing one is disabled tbh, it ruins a variety of perks on both sides.
Clearly they do not play their own game much.
Circle of Healing is no where near ridiculous. In fact, it's weaker than other healing perks for time efficiency.
Shadow Step was just needed, plain and simple. There's a massive amount of Killer aura reading perks and no counter for them on the survivor side except for Distortion.
-
@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589514#Comment_2589514
You can say what yoi want, devs data will talk and we Will see. It Is clear that the most difficult team to face abuse it, nobody talks or complain about smash it, and after nerf nobody complain about balance landing, because now it's ok. Dead hard is a problema, because you lose time to commit with an injured survivor, tryng to have a down that can give you advantage, and make you lose precious time, cause you have ottenere to commit to an injured survivor. It can deny clean shots that requires skill, without skill by survivor. You have to respect, cause good or crazy survivor can use frame perfect, and you have always to respect the perk. Sprint perk are non other like the sprint you gave a survivor when you hit them, often "ok" (99% sprint maybe bust the perk), but you can left them and to other things, dead hard you say make you lose sale time and momentum, but during a chase is a different think then in neutral game, it is a potential third health state. Ok you can sprint to a loop, like with dead hard, but it is too versatile and decisive.
The developers data has already spoken. The developers have been buffing survivors in the last couple of patches. There has not been a single survivor perk nerf since DS, they've all been buffs and there has been a lot of them. So obviously Dead Hard doesn't need a nerf according to the developers data. And you don't have data showing Dead Hard needs a nerf.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2589476#Comment_2589476
How about you show me data proof of how dead hard is fine as it is?
You're the one wanting it nerfed. I'm not asking for a buff or a nerf, I'm asking for some type of data showing that it needs nerfed, that shows it's outperforming the other exhaustion perks in extending chases.
-
@velosinhooo said:
https://forum.deadbydaylight.com/en/discussion/comment/2588148#Comment_2588148
I agree on the part to bait dh but its really doesnt really suck as it gives you extra 2-4 loops on something if you use it like noob, if you recycle loop you can do some more 40 seconds at least
How is the any different than Lithe or Balanced Landing, which gives you 2 extra seconds.
-
@Prex91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2587259#Comment_2587259
Completly disagree. Dead hard is probably the most used exaution perk from good team/players, and that only speak for it self. If you use sprint I can decide to commit or not in chase, very strong perk, but if not 99% it will not be used in chase, but before, very strong in certain situation. Lithe and balance are different sprint. Smash it and head on are good to make distance after the stuntman, so other sprint. However dead hard is unique and complete different from the other, cause not obly you can use to evade an hit and take more distance, like the other, but you can use it in chase, to correct loop mistakes and have a second chance even at very safe tiles, to negate blood Lust by dead hard to the pallet and drop it forcing the brake, and to correct positioning errors and use it for distance to make to the loop and even worse to chain loopss that you Cant normally chain. And also to bait hits and than heal a slug into their dead hard to, chain with unbreakable etc. Anibody nows it, and surv mains dont want to admit cause they want to abuse their wonderful toy until it get fixed. Really way better then other exaution, too versatile and only 60 sec exaution, too much good, another level.
You can say all of this, but again, where is the proof Dead Hard is out performing other exhaustion perks.
One example you said is Sprint Burst. You said you can break chase if you see someone Sprint Burst away. How is that not better than Dead Hard? You just entirely negated a chase with Sprint Burst. Now the Killer has to go and find another survivor to chase, which is a much larger waste of time than someone using a 1 second Dead Hard.
Lithe is another example. It can be used in the middle of a chase and gives you 3 extra seconds, plus the extra seconds it takes for the Killer to go around whatever obstacle you Lithed around. That's a lot of additional chase time.
Same for Balanced Landing. It can be used in the middle of a chase and gives you 3 extra seconds. It also makes 2 story structures a nightmare for Killers.
How is Dead Hard out-performing those perks, when it's only 1 second of extra chase time.
Basically, show me some data proving your point. Analogies are worthless.
-
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2589381#Comment_2589381
Yea they are soooooo weak lol. That's why I was in a survivor match where a 3 man swf team ran circles around a killer while I did all the gens.
The developers are using hundreds if not thousands of match data ever day to determine where nerfs and buffs are needed. A single match means nothing.
If the developers are buffing survivors, as seen in the last patch, and nerfing/buffing certain killers to be less powerful than Spirit and more powerful than Trapper, then it seems as if Killers are where they should be and Survivors need buffs. This is what Developers have decided.
-
@BenZ0 said:
I am someone who loves abilities or perks that push skill or smart plays from the Players. If you look at Dead hard alone then you would say "yes dead hard is actually fine" because it is a high risk and high reward perk.
If you time dead hard well with your own experience and skills you can pull of very satisfying plays which are very rewarding, also we all know our favorite dead hard moments when it doesnt work and you are exhausted on the ground and you scream at your screen "I AM EXHAUSTED".
However if you look now at dead hard from the Killers persective on a higher skill level, it doesnt has the role of a "high risk and high reward" perk. It more has the role of an chase and life extender which makes sense right? The better the players get the better they will use what is up for them against their opponent.
What I want to say is that Dead hard is outdated and needs to be adjusted in a way without hurting the way it works but also make this perk more fair towards the lower end of the Killers but without making it too weak against stronger Killers.
We all know that Dead hard is the strongest perk in the game when timed right, which is imo fair against our top 3 Killers but NOT against the lower end of Killers. You really see that when you play Killers like Doctor, Clown or any other lower tier Killer.
One of the reasons WHY the lower tier Killers are so "bad" is BECAUSE dead hard is the way it is and ofc one of the most used perks therefore which counters Killers like a well timed Doctor shock or a nice Clown bottle completely which can extend chases by the twice amount.
My suggestion:
Make Dead hard only avoid M1 OR any other weapon attack ability. That means you can avoid Blight lethal hits, Oni club hits etc but NOT doctor shocks, huntress hatchets, clown bottle gas, trapper traps etc.
Also to compensate that drastic change increase the dash distance by extra 30% further to also give dead hard a second role of a mini sprint burst for newer players or console players.
Survivors have only 2 mechanics that allows them to reach their objective. One is reducing the amount of time it takes to do something. The other is increasing the time the Killer does something.
Dead Hard is a park that increase the time a killer does something. Basically it extends chases. If Dead Hard is a problem, then it would need to extend chases more than other exhaustion perks. Has anyone that has complained about Dead Hard shown any proof at all that it extends chases more than other exhaustion perks?
Since Lithe, Sprint Burst and Balanced Landing all give survivors 3 seconds of speed, instead of 1, then I don't see how it's possible that Dead Hard is a problem. Can someone show some data proving it's a problem?
-
@6yXJI0 said:
First of all! Im ok with any other killer, but nurse is just a character that doesnt belong in dbd. She completely ignores main game mechanics, such as chasing, pallets, windows, WALLS. She can be hard to learn at first, but when you practice a bit, then it will be easy mode for you.
High mmr on pc is like 60% nurse, 20% spirit 20% blight. That should tell something i guess.
How can we even have Clown (for example) and Nurse in one game? They are such different strenghtwise, which is without a doubt very noticeable.
I think her power needs a rework. Teleport is way to powerful because it allows avoiding every game mechanic that survivors can use. I would say they should not allow her to teleport through obstacles.
-
@Aurelle said:
So I had a random thought. What if when effected by the exhaustion status effect, it gave a slight hindered penalty too?
For example, when a survivor is effected with the exhausted status effect they gain a 3% hindered effect too.
Is this a good idea? Probably not, but I'm curious about others opinions on this.
Exhaustion perks are to survivors like gen slowdown perks are to Killers. If you did any nerfs to exhaustion perks, you would be giving killers 4ks every game. Plus, just judging by the last round of nerfs/buffs, it seems like the Developers are thinking survivors are on the weak side and are trying to buff them.
-
Honestly, I'd prefer a yellow medkit over a green.
However, if I were to rework Pharmacy, I think I would make it so that when you completely work a gen or maybe unhook a survivor, you gain a token. You can use that token to search an opened or unopened chest for a medkit.
-
@TunnelVision said:
BHVR need to do something about gen rushing. It's no fun playing a 5 minute game because survivors focus on nothing but their objective...
See, it works both ways.
The big difference is that Killers still get to do something when survivors are doing their objective. When a survivor is face-camped, they can't do anything. So it doesn't work both ways.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2587668#Comment_2587668
there’s more changes coming to keys so we’ll have to wait and see what’s to come for them.
Well the changes need to happen now because the hatch changes just happened. It's stupid that survivors have 11 useless items in their blood web. Killers only have 3 semi-useless moris.
-
@wewantbetterfun said:
As we all know, if a survivor use iron will and they are injured, they simply 100% stop breathing, which makes tracking extremely hard for no reason because they should still have their normal breathing sound, but they don't, they don't need air anymore once injured, so here's the compromise until it is fixed.
Iron will:
grunts of pain are reduced by 75% while running/falling but are 100% reduced while being still/crouching/walking
This will keep the stealth aspect of the perk while still giving killers enough info to track survivors slightly, because in a normal chase you can hear survivor breath while healty and taking it away is a big disavantage, so leaving it at 75% would be close enough to regular breathing, so if you want to be stealthy while injured you still can, and while running you are extremely more quiet than without it.
This is just a compromise until they actually truly fix the audio bug of this perk.
Why not just fix the breathing audio bug? Seems like it would be more efficient.
-
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
-
@Prex91 said:
Dead hard is almost broken OP, the others are ok.
People keep saying Dead Hard is broken, yet I haven't seen anyone with any proof that it extends chases longer than any other exhaustion perk. If fact, I would say that chases are shorter, on average, with Dead Hard.
-
@Jarol said:
This is quite unbalanced, it must be activated and if the killer discovers it on and turns it off, it should deactivate the perk permanently like any Killer Hex. BHVR should address this or just make killers have the power to reset Ruin, Devour, etc. It would be fair for both sides but this is unbalanced and plays a lot against the perks of Hex!
You can't stop Self-Care, Distortion, Endurance perks, etc, etc. Why would you be able to stop this perk.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2582009#Comment_2582009
Self Care and Botany is 2 perks a single survivor has to run that only works for them.
We'll Make It has a condition and a time limit that only boosts the heal speed of the survivor running the perk.
Boon totems is a single perk that 1 person of a team of 4 survivor has to run to give the benefit to the entire team after spending some time blessing a totem.
If the devs want to have boon totems be such strong team benefit perks that the killer can remove from the game, then the killer snuffing out the boon should actually make a difference. Right now it really doesn't. Any time the survivor wastes setting up the boon perk will waste more of a killer's time if they go out of their way to snuff it and then you can just set it up again.
- Very few survivors can find a totem reliably, so the large majority of survivors are going to run Small Game or something else. So most times Boons are taking up 2 spots.
- Next, let's do the math on healing speeds for boons.
- Boons take 14 seconds to bless, 16 seconds to use. So 30 seconds for a heal.
- However, you also have to find the totem, say that takes about 16 seconds. But to err on the side of caution, let's say you're really fast at finding a totem, so 8 seconds. The heal time is now up to 38 seconds
- Since survivors won't be around the totems area of effect, they will have to travel to it. I would say on average, you will have people in it about 1/3 of the time and survivors that have to travel about 8 seconds to it the other 2/3s of the time. So 4 extra seconds for travel. The heal time is up to 42 seconds.
- First Heal - 42 seconds
- The 2nd Heal would add 16 more seconds for healing and 4 seconds travel time. So 2 heals cost survivors a total of 62 seconds, divided by 2 is 31 seconds for each heal.
- The 3rd heal would add another 20 seconds, so 82 seconds. Divided by 3 is 27 seconds for each survivor.
- If the Killer breaks the totem, which the probably will before 3 people gets heals, then you add 14 more second and 8 seconds finding the totem.
Now take Self-Care and Botany Knowledge
- If you heal yourself, you are getting 21 second heals. 21 second heals is much better than 27 second heals.
- However, if you heal someone else, you are getting 10 second heals. Boon totems will never beat Self-Care and Botany Knowledge for the speed of heals and Killers can't "snuff out" Botany Knowledge and Self Care. Botany Knowledge works for the entire team.
We'll Make it
- Single perk that gives you 8 second heals. Again, much more time efficient than Circle of Healing and benefits the entire team except yourself.
Do you see why Circle of Healing isn't a big deal. You can ignore it as Killer until you are going past it and it only hurts survivors, time-wise.
-
@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581641#Comment_2581641
"I see her as a strong killer" You answered your own question, if Wraith isn't safe from nerfs he did not need (his basekit lunge), neither is Plague. Killer isn't allowed to be "good", just "okay".
There's a big difference in Wraith and Plague. Wraith is a high mobility Killer with a free hit, so he's very close to a one-hit down killer now, with permanent high mobility so he can patrol gens much better than most Killers which is what sets S and A Tier killers apart from all the other Killers.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2582009#Comment_2582009
Those don't waste a Killers time like the Boons do
If you don't go after boons, then boons don't waste Killers times either. Killers have the option to go after boons. They don't have the option to go after Self Care+Botany Knowledge, or We'll Make It.
Would you rather Circle of Healing be an AoE based around the survivor and not be a totem at all?
-
@ThatOneDemoPlayer said:
The only "counterplay" Boons have is that they can be snuffed but snuffing them doesn't do anything, it just disables it and can be re-light whenever. When a Killer snuffs a Totem, it should also break the Totem. To balance this out, there should spawn more Totems in the Trial. Maybe double it to 10 Totems
How do you counterplay Self-Care and Botany Knowledge which pretty much gives you the exact same healing speed, just off by a couple of seconds. How do you counterplay "We'll Make It" which is an 8 second heal?
-
@Introvertedvet said:
Yea, I don't see it. As a killer main I am still getting kills and chasing around the survivors.
Yea, I am having to learn new methods for some of my killers but that that is the same with any new update they put out.
Survivors were whining and moaning when Pinhead showed up on scene, but over the last month survivors have learned how to handle it when he shows up on scene and do much better now.
Adapt and overcome. If you are a killer that requires specific perks in order to win and those perks are not as helpful now maybe it is time to work on a different build to find something better that works for your playstyle.
Now wait a minute. I have to call you out on Pinhead. All I saw were Killers mains whining that Pinhead was too weak.