Avatar

NerfDHalready

NerfDHalready

About

Username
NerfDHalready
Joined
Visits
0
Last Active
—

Comments

  • @Krazzik said:

    Peanits mentioned in another thread that a survivor missing a skill check doesn't count as a regression event, so they can keep screwing up and losing progress.

    As far as overcharge and I'm guessing any gen-kick perks, I'd assume they're dead-perks once you hit you limit on a gen. However this should be pretty rare in most normal games.

    An indicator will show the Killer if a Generator can no longer be damaged.

    from patch notes, so i assume killers can't kick gens after that point. wonder how that works out and if it will interfere with normal gameplay.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623680#Comment_3623680

    I agree to an extent but if we want smaller maps for more balanced gameplay gens will inevitably spawn closer.

    the bigger problem with 3 gens is they spawn close and in a very unsafe area with no window set ups nearby. dead dawg has 2 potential 3 gens for example 1 is around main and the other is the infamous gallows 3 gen. gallows 3 gen isn't unbreakable because they are closer but because they are in the dead corner of the map with pallets only. once those are gone survivors have nothing. so fixing it doesn't necessarily mean seperating evenly or anything like that.

  • @Venusa said:

    I feel like this proposed change does nothing regarding 3 gens. The killer doesn't have to keep kicking to hold a 3 gen. It was during overcharge CoB eruption era that they had to kick. The problem is gens spawn too close and Killer can keep easily patrolling and pushing people off. Doesn't need to kick anything which means this proposed "mechanic" won't even be in effect during a 3 gen unless Killer deliberately keeps kicking.

    true. in most 3 gen scenarios survivors can't even dare touch the deeper gen(s) in the middle of a massive dead zone. these changes won't do much unless the killer is a kick-bot.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623304#Comment_3623304

    Fun fact - I have seen a Survivor (an actual player) trying to save a Bot in Endgame. And they both died in the end. So some people seem to care for a Bots life.

    But totally agree, they should be programmed to trade. The Killer will still get their Kill (or two, if they get the unhooked Survivor as well) and nobody cares (or should care..) if a Bot dies.

    there can be reasons to save a bot honestly like dropping mmr and getting bps in the meantime and having certain dailies/challenges or if the save is just too free to pass on. or they might be THAT altruistic lol

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623627#Comment_3623627

    You may be right, will need to see it play out in the PTB, but the impression I get right now is a Sadako who tracks people's movement well will be able to prevent survivors getting rid of TVs, and offer a similar level of slowdown as the Pig.

    I don't think she'll be high tier, she's still just a stealthy M1 with a TP killer at her core... but the slowdown will buy her time, and she'll at least be more engaging and interesting on both sides...

    If she catches a high condemn target, that's when the sauce begins 😁😁😁

    oh she will be better from a survivor perspective sure. honestly she was just a pubstomper which was an issue. hopefully she won't be way too underwhelming after the changes.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623536#Comment_3623536

    Not so convinced though.

    Her TVs come back on considerably faster than before, and survivors will be grabbing tapes rather than ignoring them to disable the TV for the longer 70s, and ofc denying her TP to get condemned stacks. The fact that the stacks can get permanently locked in, is not trivial.

    The kicker is, once they grab a tape, they can't grab them to disable the TV again until they get rid of them... and once TVs come on again, every teleport will affect ALL powered TVs.

    This means once the TV comes back on, they're gonna be getting condemned stacks every TP near, not just that gen, but every gen. So they have to go do their TV at some point, otherwise they can't disable her TVs or her condemn build up.

    With the right gen slowdown, timings and predictions... Sadako could do some serious work.

    didn't realize ALL active tvs inflict condemn, and i assume survivors won't be able to turn tvs off at the cost of 1 condemn stack like they could before, which could help her.

    but tapes will be such a non-factor it feels like then, you just need to travel a distance to get rid of stacks. holding onto tapes would build stacks over time before rework, and getting your tape knocked off inflicts with 2 stacks now. they won't do anything after this.

  • @radiantHero23 said:

    Sadako got what she deserved!!!

    I'm honestly almost crying right now.

    They listened and even made reikos watch part of the base buffs.

    Big, fat THANK YOU to all people that helped to make this happen!

    this is old sadako and if they don't bring old iri tape back her condemn mechanic will go back to being irrelevant and non existent once again. we'll see

  • i really dislike nostromo, but badham still takes the crown.

  • sounds rough. luckily nurses are rare for me, surprised you didn't get a blight or wesker, too. idk if you included dredge and wraith in the sweat rotation but i wouldn't agree with that.

  • they should be programmed to kamikaze-save people in end game. who cares if they live lmao they insta leave too not just open gates.

  • idk about dash speed but i think it does increase (or make him do) the initial "lunge" wesker does after finishing his first dash so he can position better for his 2nd dash.

  • a game changer in end game but not really good overall anymore. maybe you get killers that want to tunnel and wait 10 seconds now and then but just like all other occasional perks, most of the time you won't even see value.

  • @Hunkulese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622332#Comment_3622332

    It sounds like you just don't really know what to do. It's really easy to break a three gen against any killer who is protecting three gens from the start.

    You sit on a gen and run away when you see her coming. That's it. If she chases you, everyone else is doing a gen and you win. If she doesn't chase you, go back to the gen. If she's been camping the three gen since the beginning, you should have four survivors left and she can't keep up.

    You should never get scanned or hindered or anything since you're running away from the gen. Why are you running through a cluster of drones? They can't scan you more than once, they have to detect you to activate, and you can see them. A cluster of drones also means the Skull Merchant doesn't know how to play Skull Merchant. If there's a cluster of drones away from the gens, how is she protecting the gens?

    If she puts a gen next to a gen, it also shows they don't know what they're doing. You can easily disable it without a penalty or just sit on the gen since it won't detect you.

    not saying it's impossible or anything but;

    You sit on a gen and run away when you see her coming.

    run away to where? to any nearby possible safety that she's already put a drone at? if she is running from gen to gen kicking, never trying to take free hits committing to chases for a bit yes that's a baby player and you shouldn't struggle against that. if you don't want to give her that free hit/scans you need to run very early, and gens never get done like that hence why it's tedious and annoying; essentially a waste of time.

    tbf it's not her 3 gen potential that irks me about that killer, it's just the most free and braindead area denial in the game that's her power.

  • it depends, heavily, on how the killer plays. most killers go back to hook because generally not doing so is a free reset for survivors and means the killer would need to find another target by themselves.

    it also depends on the generator's location. you can kind of tell when a killer likes a specific gen and attacking that as a vulnerable survivor might not be the best idea. there is no definitive "right play" at all times in dbd i feel like, which makes decision making skills more valuable.

  • 25k+ bps as survivor and 30k+ bps as killer is a win.

  • she is just legion with 6 seconds of 10% hinder which is ridiculous. see a loop > drop a drone > force a hit > see a loop > drop a drone > force hinder > get the down. interactive. playing her is the equivalent of running ftp buckle up or burning a garden/gideon offering; you know you are a jerk and boring as **** for doing it but you do it anyway.

  • @Pulsar said:

    Because some people literally couldn't help themselves and absolutely had to spam slurs and other horrific #########.

    The few ruin it for the many, be upset with them.

    wish it just censored slurs and horrific ######### lol. the most irrelevant and nonsensical words are censored i sometimes can't even talk to people. "ggswp" is censored for example for whatever reason, have to put a space in between.

  • it should be removed, along with map offerings.

    @Krazzik said:

    I do wish they'd either reduce the rarity to uncommon or make it so that if no map offerings are used you get your Ward back.

    Currently they're far too rare and map offerings are far too common for sac wards to really be that important.

    if not, at least this needs to be done to it. and nothing less. i'd prefer them become brown.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621880#Comment_3621880

    Nah let's remove hatch and survivor will just hide for forever. It's your business to find them.

    Good luck to finish game if you can. And no, just because you killed 3 survivors game will not give you last survivor for free. So enjoy with your unfinishable game.

    oh hell yes, remove hatch, give both parties the opportunity to give up after 20 minute mark and let those slug for 4k and hide for hatch bots fight until server closes so noone else has to endure that bs.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621472#Comment_3621472

    I don't know, the alternative is leaving survivors with literally no other option than to bore the killer into quitting.

    EDIT: Or we can bring old hatch back, that'd fix your issue with it.

    i'm sorry but hide for hatch gamers add nothing valuable to the gameplay for anyone else in the lobby from that point on and ones that do it from the start with their dedicated builds are literally the * word (leaving it to your imagination) of soloq. and you never know who gives up when because they decide the match isn't winnable anymore even though it pretty much is. just give killers the ability to open gates and survivors the ability to unalive themselves on the spot after 15 mins pass and there you go, they can quit if they are being held hostage by any means.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621414#Comment_3621414

    But a platinum player going up against five gold players with five iron players in their wake pulling them down doesn't make that platinum player suddenly a sub-gold, does it?

    If the survivors are supposed to be judged as a team, then 1Ks should be turned to 0Ks with sacrificed survivors suddenly springing back alive and getting out for free, too.

    that's a matchmaking issue.

    If the survivors are supposed to be judged as a team, then 1Ks should be turned to 0Ks with sacrificed survivors suddenly springing back alive and getting out for free, too.

    nice. idk. i hang on the hook even in cases i know teammates won't be able to save me just to earn them some time, to get 5k bps. i mean that's about feeling you won, i suppose? a hatch escape after getting steamrolled doesn't feel like a win whatsoever but trading a hook and possibly dying for it for a 2-3 man escape that otherwise wouldn't happen feels like a win for me. the rewarding mechanism(?) isn't really logical.

    hatch still causes more issues than it supposedly solves, though and nothing is more vile than that "lone wolf" playstyle hatch promotes.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621318#Comment_3621318

    Problem is that whoever the last survivor is didn't necessarily fail. Whatever happened in the match cannot be put only and exclusively at their feet. If you want to do that, fine, but you have to admit that that survivor had literally 0% chance to 'succeed' to begin with, considering one survivor cannot do 5 gens and the gate by themselves.

    The hatch doesn't need to be 'fair' to the killer, the killer already got everything they wanted out of the match by the time it comes into play.

    being last alive doesn't reflect survivor's performance at all so they aren't relative. they might have hid all game or just happen to be last alive while being useful all match and taking necessary aggro also. that doesn't change the fact that survivor side is a team, and if they lost they lost, as a team; everyone in it. you don't get lp after you go 20/4 something in a lost match in league do you? same thing.


  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621341#Comment_3621341

    Honestly, I think it is worse than nothing.

    Because the time the Killer actually facecamped was almost non-existent in my game. And since the feature exists, I have seen it prog two times - one time where a hooked Survivor could have gotten off the Hook, but decided not to because Myers was standing in front of the Hook with Tombstone ready. And the second time when a Billy decided to "facecamp" a Meg, because he wanted to kill Ace instead, who did not contribute to the game at all.

    And thats about it. And the thing what makes it worse is just that you get camped as Survivor, you see the Killer basically at the "line" around the Hook and you see your stupid bar and it does nothing. Which really makes it more frustrating.

    the only "downside" is just it teaches killers to proxy instead which is a better play in most cases. myers tombstone and self rescue needs work, and the other scenario can easily happen where killers let the person wiggle and they rat the other person out, that's not an anti facecamp thing.

    obviously it's nowhere near sufficient and can be played around, but at least there is some thinking into it instead of just sitting there. my biggest argument with it is it makes killers leave enough room for a safer rescue in comparison to a full on facecamp.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621278#Comment_3621278

    I didn't call it anything except ineffective at making the experience any better.

    it actually is way better than nothing, bar fills up in situations where teammates contest both sides and killer has to shoo them both. i got to self unhook 2 or 3 times already like that and once got it 90% because a teammate didn't keep their distance. not to mention killers need to be more careful with camping and give more opportunities to rescuers than times where they could just kiss me on the hook.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621300#Comment_3621300

    Chance.

    50% chance.

    You're asking for a 100% guaranteed free kill.

    why would they need an extra chance to get a free escape after a lost match? how can you think the 4th kill is more free than rng escape out of nowhere lol

  • no, hatch gives the last survivor a chance to escape they would never have otherwise.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621232#Comment_3621232

    Killing all four survivors is the requirement for a 4K. You don't get the last one for free.

    talking about requirements and free while you are here defending hatch is kind of... interesting.

  • i don't even see basekit bt as an anti tunnel measurement but rather just a qol improvement because getting farmed or not being able to trade at all without a specific perk was so cheeks.

  • ew imagine playing killer smh... can't be me.

  • of course they force their kills? just like survivors forcefully get 1-2-3-4 escapes? what does "forcing a 4k" even mean should they ask for it, like?

  • @Peanits said:

    Improving tutorials is something we're always interested in, and any suggestions you may have are more than welcome. You're right that it's not a small game anymore, there's a lot more to learn nowadays if you're just picking up the game. Though one thing we do need to be careful about is overwhelming someone who's playing for the first time. Everyone's got their limit, you can only soak up so much information at once before stuff starts going in one ear and out the other. We really try to focus on the fundamentals (what is your objective, what kind of things you can find around the map to help you, etc.) because they are guaranteed to come in handy no matter what your first match is.

    When it comes to specific Killers, though, then things get a bit more complicated. There's 34 Killer so far, so if each one had even a 2 minute tutorial, you'd be sitting through a lot of guides before you can start playing. That's a lot to take in, and I'm not sure how many people would be willing to sit through all that. We do have loading screen tips that appear the first few times you play against any Killer. These briefly explain how the Killer's power works and what you should do or not do. I'm personally a big fan of these. They make sure whatever you need to know is fresh in your mind, and the fact that they appear while you're loading means you don't have to go out of your way to find them.

    more advanced tutorials (like killer specific ones) can be on demand and not forced then, so the player can go figure if they feel the need to.

  • as far as i know an in game report is always required.

  • @C3Tooth said:

    I dont think the strength of effect from FTP + BU is uncounter-able or insanely op. Its just requirement of 2 perks is quite cheap for its strength. I do think if it requires 3 perks would be more than fine ( FTP + MFT + WGLF)

    BU can go back to giving Haste to both survivors, but it should work for both healing and picking up.

    i wouldn't be against it if mft was changed to like "get endurance after healing someone else regardless of your health state" so it synergizes with ftp, and also with wglf's activation requirement that 3-perk-combo wouldn't be unfair, imo.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620019#Comment_3620019

    "Just injure everyone" is the new "Just wait it out".

    With an addition of an actual "Just wait it out" thanks to the 10 seconds of Endurance.

    just play legion/plague bro, what's so hard about it?

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619654#Comment_3619654

    Ftp+bu is anything but uncounterable. Ftp only functions if the survivor is healthy. Injuring survivors is *checks notes* ah yes, base kit for every killer.

    And healing was nerfed for this exact reason too. So that second survivor is off gens for free, has to waste time healing to make it work, and all the killer has to do is be aware of their surroundings.

    If you're getting bitten by this combo, a simple flashlight save does the same thing but is easier to pull off for the survivors. Or you're just wanting that second survivor to be banging out gens instead, which I'm sure is the next thing to be complained about after this 'change' (nerf) goes live. This is already on the road map, so I don't even know why people are complaining about this combo. BHVR is already catering to killers whining on this one.

    let me hit some other person that's not trying to body block and take a free hit but rather keeping their distance, while chasing my target real quick with my *checks notes* hatchets as wraith or gf.

  • same for me too. it used to be 100% on killer all the way until dawn starting in the evening but it starts switching at like 2 am nowadays, kinda annoying.

  • better =/= good.

    edit: though, i'm content with the state of dbd minus the existence of map offerings, ftp buckle up, bt body blocking and tunneling.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619387#Comment_3619387

    I will freely admit and support the idea that running no slowdowns is harder, but running slowdowns is by no means a requirement, not even close.

    The perception is that you need one or two slowdowns but three or four is the best outcome for you, but this is incorrect. You don't need any, one or two is the sweet spot (ideally ones with actual build synergy), and three or four is going to give you diminishing returns as well as the lack of other tools harming you substantially.

    It's not just about how fast your downs are, it's about your wider map pressure. How many survivors you're occupying at once, for how long, how many resources you're getting rid of, how many survivor mistakes you're seeing and capitalising on... these things are aided by smart use of slowdown perks, but it doesn't require any and it's harmed by stacking your whole build full of them.

    So, it's going to be a hard problem to fix. Some would suggest a simple "git gud" mindset from BHVR with the nerfing of slowdown perks and the expectation that players will simply learn what they're supposed to be doing or otherwise go on hefty loss streaks, but that has the risk of alienating the playerbase, so I don't personally support that fully. Certainly they won't fix this by giving players even more strong regression tools, though.

    i'd support an idea of perk categories and limiting the number of perks one can run from one particular category so then they can freely buff perks like oppression and even surge.

    It's not just about how fast your downs are, it's about your wider map pressure. How many survivors you're occupying at once, for how long, how many resources you're getting rid of, how many survivor mistakes you're seeing and capitalising on... these things are aided by smart use of slowdown perks, but it doesn't require any and it's harmed by stacking your whole build full of them.

    majority of killers can't have that big of a map presence and this means without downs they can't create any pressure or have any means to slow the gens down. i agree 3 or 4 slowdown is not required and is too much even but again, against efficient survivors that are not a bunch potatoes at least 1 or 2 slowdown is imo, required for non-top like 5 killers. that is assuming they play "normally"; no tunneling slugging or camping.

  • @jesterkind said:

    I don't see how BHVR can fix this issue, personally.

    The community at large has decided - almost completely divorced from real necessity - that they have to run slowdown perks all the time, and almost exclusively run slowdown perks at that. BHVR can't keep buffing the slowdown perks that are already perfectly good, and it'd be a logistical nightmare to release new slowdown perks with every chapter (Especially if they're meant to compete with the current meta), so their hands are somewhat tied on this front.

    What they need to do, somehow, is encourage people to realise that they don't need slowdown perks. They do sorta achieve that when they buff other kinds of perks, and they should definitely keep doing it, but that's clearly not enough to address this particular problem.

    How do you prod this community to realise they don't need slowdowns? It's a tricky question without a clear answer.

    but unfortunately they actually do, that's not a perception or view thing. they might not need to stack 3 or 4 slowdown but running none isn't the move. killers can run info or chase perks that will enable them to get quick downs but even if you get instant downs and never need to look for survivors gens will get done at very few hooks, if survivors are efficient enough.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618557#Comment_3618557

    Do Gen to gain token can work. Its the best change for both side. Getting rewarded by doing the same thing isnt good (Gabriel toolbox perk for example)

    Perk lets you hide and gain token while doing so. Perhaps Distortion users wanna take chase, but that would not let them gain token, so they hide again. Being in chase can be a bad requirement.

    May be gain 1 token doing every 30sec of Gen

    gen AND chase time would be my suggestion. and maybe 20 seconds of them for one token not 30

  • you get hit even when you hug a window let alone after a vault. mid vaults are also very bad so avoid them, just fake instead if you don't have a bit of a distance. but in most cases hits can be ridiculous because of lag on either side. lag for some reason gives you an advantage in this game somehow as killer but not survivor lol.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619291#Comment_3619291

    I'm not saying it would be overwhelming, but rather the opposite. There's a reason people try to 99 with Ghostface rather than full stalk from a distance. You wanna use his Stealth to get close before alerting your target. This... alerts your target while your at a distance.

    no what i meant was, even if they made her overwhelming by making the numbers high or something else, it wouldn't be as miserable to face.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619286#Comment_3619286

    The stalking part maybe, but having to approach an alerted survivor that you're after them is kinda like those Ghostfaces that full stalk from far away.

    there is that part too. would be hard to balance but i really don't think even if it becomes overwhelming, it wouldn't be as miserable to face as any of her versions we've seen.

  • @LordGlint said:

    Sounds like Twins, except where Victor can't attack.

    twins, but victor is like ghostface. should be strong to be worth the effort.

  • that sounds really interesting, just like sova from valorant. it scans survivors and applies status effects like hindered and or exposed or just damages them. there can be stone piles survivors can gather stones from and throw at the drone like snowballs. it could be high effort low reward, but i'd play her for sure sounds so much fun for both sides.

  • the only trick i know is spam vaulting stops frenzy from depleting. i assume you know it refreshes after legion gets a hit.

  • i don't think we need more strong slowdown perks, that would warrant nerfing pain res and pop which are healthy perks imo that promote "normal" and regular gameplay.

  • very conditional. hit&run killer? no value. os killer? no value. no way of healing? no value. boring to use and face, also. mid perk

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618263#Comment_3618263

    Yes, typically when people claim things, sources are good for proof, instead of baseless claims. Provide a source for your info, be free from doubt.

    Anyway, no I'm not claiming 100%. Please stop that. From my experience, BU is pretty much a dead perk without something to feed with it. FTP does it too much. And lets be honest, your suggestion of on the ground for 3-5 seconds kills BU+FTP. You already stated you dislike the combo, we get it.

    If the combo is gutted, thats really sad. If BU had a shorter Endurance duration, things would be much better. But 10 seconds is too long. Pointless to discuss this tbh, as BHVR will just do something random with it likely and piss everyone off.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618265#Comment_3618265

    Both of these suggestions would be 'straight nerfs' to BU. Which is fine tbh. Its already weak by itself. Make it even worse to further demonstrate why it needs a combo perk. imo anyway. Not a point that needs an argument, just my personal view. I know of no one who uses BU by itself.

    you tried to justify the combo with the mere existence of tunneling, that alone dismisses its all other uses outside of tunneling. if you acknowledge it's not used only in tunneling scenarios, you invalidate your own point.

    If the combo is gutted, thats really sad. If BU had a shorter Endurance duration, things would be much better. But 10 seconds is too long. Pointless to discuss this tbh, as BHVR will just do something random with it likely and piss everyone off.

    agree with the last sentence lol, but reducing endurance wouldn't do much to address the problematic aspect of the combo (saving the person while killer is locked in wipe animation, leaving no agency to them except making the worst decisions a killer player can) especially since people generally go down near resources and will be able to use them after getting up even if the endurance duration becomes 2 seconds.

    i used buckle up in my healing or flashbang builds and makes me feel way safer. you get 99% person up in absolute safety, how is this weak?

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618191#Comment_3618191

    Honestly if they added a minimum healing time to buckle up... it would be fixed. 2 seconds of healing charges the perk or something.

    this or something like survivors can't be healed until they are slugged for at least 3-5 seconds. i really wouldn't like straight nerfs to either perks though ftp is already bad enough.

1 … 10 11 12 13 14 … 31