NerfDHalready
NerfDHalready
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@Murgleïs said:
- Still don’t understand why it’s the end of the world for survivors mains to add few seconds to healing ? Especially when you have perks to deal with that.
- Still don’t understand why people say soloQ will suffer ? I play mostly soloQ, just bring a medkit…and coordinate with your team. Yes sometimes you will get bad teamates, that’s life it’s the same with every PVP games.
- Still don’t understand why survivors mains are crying about circle of healing ? My favorite build is 4 boons and I am very happy that this perk is not holding the other boon perks anymore, we can finally hope for more changes in the future and more boons perks. Also it is still perfectly viable lmao ? It seems the only survivors complaining about this change were the ones using only CoH for themselves as a selfcare which is not the idea behind boons at all.
- Now for killers I find hilarious that Otz is complaining about the call of brine nerf. This perk alone is S tier and the idea is to shake up the meta, I hope we see a more chase oriented meta, or a devour / pentimento comeback.
- Very excited to play Demo, Twins, Wraith, Sadako again without the infinite fast healing or no animation dead hards.
Even if this last for 2 weeks, I will be glad.
a few more seconds to healing = basekit 33% slower heals, which is more than mangled does now
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@hatchetChugger said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384632#Comment_3384632
Demo, oni, plague, huntress, and pinhead are. The others mentioned are like high mid tier
isn't mid tier like something worse than half of the killers or? because those killers are easily in top 10 esp oni plague and huntress
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385740#Comment_3385740
Oh thats how it is? still, 4 uses of 15% is still bad.
i agree, it's not worth running anymore
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@Zokenay said:
I agree on Pain Res, 15% is just not worth it for a perk you can only use 4 times, requires first hooks, scourge hooks and a down.
Too much to get 15% on a single gen, it isnt worth it, if it remains that way, the perk is officially dead.
If they wanna keep the 4 usage cap, then the regression should be considerably higher, like 25%
it doesnt need to be the survivor's first hook stage, it needs to be their first time they are put on a scourge hook
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f boons honestly
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@Eelanos said:
I give killers two weeks enjoying the chaos that the healing nerf will grant before the survivors figure out genrushing without healing is the way to go and the killer side starts complaining that matches are unfun, unbalanced and uninteractive.
I've been playing exclusively killer since the patch notes released and I've yet to lose a match as Freddy. This is going to be hilarious once the patch releases.
i'd just like to think that 24 seconds part won't make it live. every killer will become legion/plague for survivors playstyle-wise
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@Yffriium said:
Yeah... seems pretty painful now. Though I'm really glad to see the medkit & CoH nerfs, I don't think the 50% longer heals should apply to altruistic healing.
On the bright side, Autodidact, Resurgence, Solidarity, Renewal, Reactive Healing, & Inner Healing all got shadow buffed, which could lead to greater perk diversity.
coh outclass(ed) every other healing perk it's not even funny. there are good fun ones out there for sure
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gonna be honest tho, i'm thrilled to run my healing build w/o knowing coh alone can do it better by itself
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it's a community issue as a whole. if a killer faces enough survivors that don't give a damn about their fun, they won't care about the survivors' fun either any more. there are no rules, it's just deciding, feeling like being nice or not
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@NerfDeadHardPLZ said:
Why you even care what survivors want ? This is how you should play the game to stand a chance, first guy you hook, tunnel him out ASAP
yikes
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unless i'm running a looting build i always run coh and almost always with botany, the other 2 changes depending on how i feel. i'm running flashbang and any means currently, used blast mine reassurance, or just head on q&q and lightweight
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it, thrill and devour can be a build. by itself tho, idk how much value you are getting. good on oni tho, get your 1st hit and it shows you where your 2nd hit is. and getting value in the power is just massive
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to everyone asking for a proof: that statement obviously wasn't provable but what they meant probably was, survivors constantly dcing makes game unbearable for both ends and they blame it on the state of the killer. and contrary to killer dcing, when a survivor dcs 4 other people have to play the already lost/won match out. do i agree? survivors quit way more often and this yes, makes the game quality drop, so i also think this might have a little impact on the direction the game is going.
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the only almost un-outplayable thing about dh is when survivors use it under a pallet, other than that it's good against certain -fairly strong- killers. add some cooldown for throwing pallets after using dh and it's fine imo
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@Brokenbones said:
Ironically they gave a anti-healing perk to a Killer who's power can be completely ignored by not healing
Something funny about that
dredge has 2 terror radius-based perks
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unless there is a map offering or boon spamming going on, i generally chill out if survivors seem new or cool/fun. i situationally would even let multiple survivors do 2-3 gens and leave. i mean, if said cool survivors happen to bm me later on, shame on them for their hypocrisy. and when newer players "try" to bm me it genuinely amuses me rather than annoys me
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it will be such a good snowball/slug perk. i'm currently using nowhere to hide and eruption on oni and really excited about the post change eruption
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@Krazzik said:
The hatch exists so that if survivors are getting stomped, there's still hope that someone can escape. It encourages losing survivors to play out the match. It doesn't do this perfectly, far from it, but if it didn't exist we would see -even more- DCing and suicides on hook the moment the killer starts doing well.
Also, regarding survivors going into the match with a 'find hatch' build and hiding all game, yes, it sucks, but the devs have said survivors can play selfishly. It's even on the steam page for the game, it's an option to either be a team player or only care about yourself. Now thankfully most people realise that helping your team -also- betters your own odds of survival, but if Claudette has an escape archive and brings a key and a hatch offering, she's allowed to do that.
Heck Sole Survivor and Left Behind exist for a reason.
yes it is far from it. it makes it that the only hope is to hide which is super unhealthy. multiple survivors want to be that "someone" that gets to escape and the best hider wins, wooo. i really don't know about acknowledging and even incentivizing selfish play in a team game where the other side isn't a team.
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@Nazzzak said:
Devs have said hatch only exists to ensure the game ends. Otherwise the survivor and killer could wind up engaged in a long a** game of hide and seek. It's why a lot of players don't consider hatch an escape, and escaping via hatch doesn't affect the survivors MMR either so the game doesn't even rank it as an escape too
also people DO consider this *stuff* an escape. there is even a darn build for this and there are those eScAPe sTreAkErS
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@Nazzzak said:
Devs have said hatch only exists to ensure the game ends. Otherwise the survivor and killer could wind up engaged in a long a** game of hide and seek. It's why a lot of players don't consider hatch an escape, and escaping via hatch doesn't affect the survivors MMR either so the game doesn't even rank it as an escape too
i really don't think it is that hard to find a way to solve this issue. there have been suggestions for 2 man hide and seekers (which makes hatch completely irrelevant as a solution) like afk crows if no gen is getting a handful of progress, just the reply above, the ability to open door to force egc.
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at least it can be an option only after all gens are done, maybe?
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boons are just dumb and they didn't get affected by the self care nerf for some reason. like why would anyone use self care over coh?
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@BlueHorkew said:
I am not an expert on nemesis, but i think the character could be way more interesting if some small changes were applied:
So:
- contamination points gained from contaminating survivors reduced from 3 to 1.5
- contamination points gained from damaging survivors increased from 1 to 3
- Mutation 3 contamination required increased from 15 to 24
- Mutation 1, no hindered effect on contamination, 1 second of hindered effect on injure
- Mutation 2, 0.25 sec of hindered effect on contamination, 1.5 seconds of hindered effect on injure
- Mutation 3, 0.5 sec of hindered effect on contamination, contaminated survivors are put directly in the dying state
- Vaccine chest respawn after 60 seconds of a vaccine being used
- Zombies are destroyed after hitting a survivor, zombies put survivor in deep wound if contaminated and injured instead of dying state
- Better add-ons that affect his power instead of zombies
So, why these changes,
- trying to make each mutation more distinct and an increase in tension along the match
- Giving survivors incentive to vaccinate, by upping the rewards of nemesis in contaminated targets and giving him one shot at mutation 3
- Reducing the effectiveness of zombies, so RNG wouldn't affect matches to badly, they would be less efficient campers or one shot combos and would be more of location, slowdown and spreading contamination
those are straight up nerfs. for his whip, survivors have basically 3 health states and you are asking this to be permanent, not a fan. zombies are already useless. idk if he needs it but he currently has no add ons that directly affect his tentacle, making some would be nice
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character and perk names are censored right now. it's so weird, i can't say even positive stuff before they already leave the endgame chat
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inability to throw pallets for 0,5 seconds after its animation ends and it will be perfectly fine. it's a well earned 3rd health state now which is okay
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@ByeByeQ said:
Scourge Hook: Pain Resonance is currently DbD's most popular killer perk with a 25% usage rate. But it's not viewed as problematic or overpowered. Here's why Pain Res is fine:
- Pain Res can't affect a generator that has regressed to 0%.
- The killer has to earn its value.
- They have to down and hook someone on a Scourge Hook to use it. Not every hook they get will cause a Pain Res proc.
- It is dependent on Hook RNG. The killer can get no value from Pain Res if they get really bad Scourge Hook spawns.
- It offers counterplay.
- Survivors can finish the gen before the hook happens.
- Survivors with Saboteur can see the Scourge Hooks and act on that information.
- Survivors can get off the gen before the hook action is completed and negate the scream.
- Note: The regression from Pain Res is still effective despite this counterplay.
- Its "cherry on top" effect effect is weak. It's just a scream and a few seconds of downtime.
- Pain Res has few synergies with other perks and they can be outplayed.
- By negating the scream, survivors can negate its synergy with Dead Man's Switch.
- Even if they run a full carry build they still can't make every hook a Scourge Hook.
- It is not behind a paywall. As an Artist perk it can be acquired through gameplay with no luck involved.
Eruption sees 18% usage rate by killers. Many players, especially SoloQs, harbor a burning hatred for this perk. Here's why Eruption is not fine:
- Even after a generator regresses to 0% it can still be affected by Eruption as a gross stealth "cherry on top."
- Thanks to this, the killer is always correct to kick the gen. There is no "Should I kick this gen or not?" question in the back of their mind. It's just "Must kick gen!"
- Eruption's value is too easily earned.
- If they kick a generator and down a survivor before the generator is completed, they will get value.
- As long as they kick a generator before they get a down, they will almost always get value from Eruption for every down.
- It offers very bad and unbalanced counter play.
- Unless you're on comms with the other survivors it is almost impossible to prevent its incapacitation effect without giving the killer too much value.
- Its "cherry on top" effect effect is too strong.
- Incapacitation is a bad effect for a perk to have. Killers should not have the power to force survivors to do literally nothing when affecting them with an indirect action.
- 25 seconds is an eternity in DbD.
- Its synergies are too strong.
- Other gen kicks perks, especially Call of Brine, synergize far too well with Eruption. They apply immediate/near-immediate regression to the generator to buy time for the killer to get an Eruption proc on the gen.
- Once the regression perks have done their job and took the gen to 0% the gen still remains stealth trapped with Eruption until either the gen gets done or the killer gets a down.
- It is behind a paywall. Unless you got/get lucky in the Shrine of Secrets, you have to spend real money to get Eruption. This is why Eruption is at 18% usage and not up there at 25% with Pain Res.
Usually I end posts like this with questions. This time I don't have any.
kicking gens is such a chore ngl, so pain res takes its place in every single build of mine. i think the problem with eruption is just the incap duration, it's overbuffed without a doubt. 20 seconds would be fine since its regression does actually matter now, 6% was nothing. as i said, kicking gens is a waste of time so eruption is not THAT free since you both need to kick it and down someone. the REAL problem may be that all gen kick perks are really good right now that it is worth the time to stop and kick, and we have nowhere to hide now too.
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this looks like a nerf eruption post in disguise, but it isn't a bug. jolt pain res and eruption all make gens explode no matter if they are regressing or not because they make them lose progress instantly. they make the gen regress afterwards if it already wasn't.
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@FlameGNG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292653#Comment_3292653
Yea i had one game with bubba onm eyrie. I hid in a snowman let them do 3 gens ambushed one from above in main building and downed her. managed to get 8 hooks with lightborn, shadoowborn, unrelenting (to get out of the snowman faster ^^) and enduring. Literally a complete meme build with a bottom / mid tier killer on a map thats really sh*t for bubba. Either way they were a 4man swf with a 3 gen head start all pallets left at the end they trashtalked me so hard :p The toxicity is insane survivors cry at endgame & killers slug you for 4 minutes :D
survivors would t bag me at gates even after i play really fair and nice, purposefully avoiding a survivor on death hook and stuff. it's either they are completely oblivious to what's going on or how killer is playing, or they just want more toxicity in game from both sides idk but annoying for sure.
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it makes gates almost impossible for the survivor, but i'm completely against all that unnecessary and undeserved hatch/door games overall so definitely not against nwo countering that
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they definitely can be bugged, i didn't pay attention and figured out myself. but event points aren't multiplied by those so in some cases that would be why it isn't adding up.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291275#Comment_3291275
It's been mentioned a few times about maybe having competitive vs casual modes, but others have mentioned that alot of the time sweaty players will take advantage of easy kills/escapes. So chances of sweaty players sticking to competitive mode is slim. Most will still come over to casual because they don't want to play against people with their same energy
sweating players don't want competition, they want to stomp others so they feel better about themselves so they 100% fill the casual match queues.
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survivors shouldn't be vaccinating before nemmy reaches t3, and at that point either the gens or the survivors are done unless he is using marvin's. the least problematic thing in this game honestly
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@Shroompy said:
They fixed it on a few maps, not just the Asylum
This might be wishful thinking, but hopefully this means they're looking at changing maps
i'm assuming and hoping you played few games and saw none of those spots because patch notes were confusing.
and yes very optimistic, since somehow the decision they made is to increase the volume of garbage in maps, it's worrying
@Seraphor said:
Just two maps got fixed.
There's still the tiny gap in the hedge on Badham, among many others.
i think they happen(ed) on every single outdoor map
@MikeyBoi said:
After the Knight released there has been so much random rng around ALL the maps and gyms. From random picnic tables that spawn in unusual places on ormond, to stacks of tires that fat shame you around shack, gyms etc on autohaven, random stacks of crates that force the survivor and killer to go around that were never there before on Macmillans, it’s annoying..
it definitely came with the chapter, garden is the worst because there would be one of those huge bushes attached to a TL wall or even shack
@MeltingPenguins said:
if you hit esc (or the respective button) you can see the tile-ID on the screens with ping and offerings if you wanna report what map and tile you found a spot on
i didn't play any matches and saw them myself, just asking because the wording isn't clear. i mean it IS clear, but doesn't make sense, why would they fix only one map?
@Tatiana5 said:
There is so many places I think I should fit through when i'm running and just get stuck on.. love the term fat shaming for it lol
i didn't come up with it but it's hilarious
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@Donleov said:
i can't confirm, but bodyblocking is only baneable after X amount of time, I think it's 5-10min.
i think it was a teammate, so it's sandbagging/teaming with killer and that's bannable afaik
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the better version is the survivors that call killers a slugger after insisting on wiggling and crawling to an area without hooks
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@Regulus47 said:
Killer main's worse nightmare, having fun
how is a survivor getting rid of your stalk fun please explain
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@danielmaster87 said:
Mostly agree. Killer numbers and abilities are often way too safe, especially when it comes to built-in counters for the survivors to use. There are SO MANY of those in this game. With the Knight alone, survivors can see the green orb that spawns guards, can see their patrol range, and can simply touch a banner that kills the guard AND gives them Haste/Endurance.
The guards also despawns if he hits them. "But then he could body block you and it's a double-tap down." Good! That's using strategy, something killer seldom gets to do. You have no idea how hard it is to body block survivors anyway. Just try "OP" body blocking windows and pallets with Wraith without Windstorm.
Ordering the guards to do stuff for you is nice, but unless it's much faster than doing it yourself, there's no point. The only thing I see this in is when the Carnifex breaks a pallet quick, and you can instantly walk through it the moment it breaks, but I'm sure that'll be patched out. There's also no reason for the Carnifex to run that slow.
And in general, I'm fine with guards having specialities, like the Carnifex kicking faster or the Assassin giving deep wound, but I don't want weaknesses. Makes no sense making a killer who's supposed to be strong, but designing them with a handicap in the name of "reasonable counterplay." The amount of counterplay survivors have against killers isn't just generous, but outrageous.
I don't care if you call the Knight's playstyle and counterplay "boring." That's not an argument. Comparing him to Spirit or Artist in terms of how "boring" or "OP" he is, also not an argument. If you get out of your safe zone for a second, maybe you'll actually have fun playing as/against this killer. I know I will.
in ptb, knight lost collision when a guard chased a survivor so 2 tapping isn't really possible either
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i'm excited for his release but i'm certain he is just artist 3.0 sadly. we'll see
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@Sharpefern said:
You really shouldn't see a difference between her and other killers since all killers have the same number of each thing. Three map offerings in a single web isn't unusual depending on the level. Like 30+ I wouldnt be surprised because map offering are over 1/2 the total green offerings.
i don't know, it almost felt like an anniversary event, you had exactly 3 anniversary stuff in a web. i think just a strong coincidence, i got 3 prestiges and saw insane amounts of maps
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@Zephinism said:
It's RNG.
Huntress has 5 green add-ons and 7-non map related green offerings. She also has 16 map offerings and a green ward offering.
Survivors have 6 green items, 10 green add-ons, 7-non map related green offerings and 16 map offerings + a green ward offering.
i was comparing her to other killers not survivors, so it's not direct rng. some coincidence i guess, i am just wondering if i am the only one
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i only hate tombstone myers players if they play it during anniversary events. like you hate bps or what?
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you really need to have a thick skin to bear some matches sadly. if you don't feel like it, don't play to lose or don't play dbd at all i think.
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@GannTM said:
I think I see the problem here. You didn’t mention Spirit at all who is a top tier killer and apparently you don’t play her. Playing DBD without associating with Spirit is actually scientifically proven to be very bad for mental health. Everyone that doesn’t play her goes through this at some point, but it’s hard to know that something is wrong until you start to see what she’s like yourself.
In all seriousness I do recommend her, she is fun c:
basekit spirit felt pathetic ngl. did adept yesterday i think 2nd attempt, one basekit match and i got destroyed second match i used yellow speed and duration. at least her best add ons are yellow (mdr doesn't exist)
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there can be 3 pallets within 5 meters from each other in garden. they are common in badham and eyrie as well
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practice my oni/phead flicks, or try to get them with hatchets from far away. once they realize they are being useful they will leave right away anyway
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@foodie said:
https://forum.deadbydaylight.com/en/discussion/comment/3263822#Comment_3263822
Instadowns are great. Some killers have insta down as a part of their power, so what is wrong with using perks?
ah yes let's play huntress with only double iris and some exposed perks. or somehow get rid of all sprays as wesker so i can os them with power. smart
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this sounds like a question for the devs but i agree with Remediast, some add ons are just a necessity like toy sword for twins and glue thingy for pig that makes her charge her dash 50% faster (or old trapper bag but that became base kit already), to the extent that i won't ever play those killers without said add ons. so i think base kit powers shouldn't feel horrible to play, that would be my line on making stuff base kit or an add on.
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@nora_the_explora said:
i'm taking the post so seriously cause u don't like what i'm saying or whats the matter here?? you both were telling me to take accountabily for legit nothing, it looks like u were taking the joke seriously to me.... plus explain why u post something if u don't like people to reply... crazy... this mr pebbles guy...
i went to watch the vod because i wanna know what am i'm talking about before opening my mouth... things most people don't do, and u left your ttv name so people can check your channel.. don't play dumb
wanna throw some more sarcasm or we good?
u didn't say they were toxic and i didn't say u said it lmao, i was just talktin about the bragging of the slug, calling them bad and complaining about their builds and offering
that reply was CLEARLY implying that the intention of the post was to say those words, and "jokes" can have underlying meanings as well. maybe think twice how what you are about to type might be interpreted in the future. although yes, the original post can be more than "i predicted a map offering" but it's a ok for me since i find map offerings... i don't want to use the word toxic but it means without a doubt "i don't give a single f about killer and their fun, there is only MY fun"
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@nora_the_explora said:
I said it and it was a joke lol u are the one taking a screenshot of all them slugged to prove “I beat them I’m better “ and “they were not good” ,
I was just jk my guy
u won good for u, move on and go next, this is the same attitude of survivors waiting at the exit gate to t bag but killer version
you were not, if you say something take the response. plus, they were a sabo squad so slugging shouldn't be a surprising consequence
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3262473#Comment_3262473
There's nothing unhealthy about it, other than your irrational aversion to playing on a map when you know someone else wanted it. There is no map offering that can take you to a map that you couldn't get to by random without it.
If an offering wasn't played, but you still ended up on that map, would it bother you?
If the answer is no, the problem is not the offering, the problem is you.
If the answer is yes, the problem is not the offering, the problem is the map in general.
Making map offerings hidden would have exactly the same effect as removing them entirely, because it's all just psychology, yet it wouldn't actually remove the freedom to choose a map, which is essential to some killer builds.
For example; yesterday I played as Make Your Choice Dredge. I considered running Mary's Letter because I'd be unstoppable on Midwich, but instead I opted to run a BP offering. As it happened, I ended up on Midwich anyway. If anything, this was even more unbalanced, as I got the map I wanted without using my offering slot on it, so I still benefitted from the extra BP. I could have played a Mori instead and benefitted even more directly.
Which scenario would have offended you more? If I had run Mary's Letter, or that I didn't but got that map anyway? Either way I wanted that map and benefitted from going there.
What is it that makes ending up on Midwich by chance 'fair' but running Mary's Letter 'unfair'? In either case, the survivors have a bad time. Is it just the RNG? I mean, the survivors could have rolled different RNG by simply not matching with me in the first place.
The fundamental issue with balance here, is not the existence of Mary's Letter, it's the fact that Midwich is such a small map with tons of lockers on every corner, that allow Dredge to have almost universal map coverage at any given time. You correct the balance issues with Midwich, and the fact that players can choose to go there, for whatever reason, is no longer an issue.
Conversely, there are maps that simply can't be balanced to account for all roles, killers or playstyles, and so there will be maps which benefit one thing while hindering another. That's also fine, that adds to the games variety, because if every map was perfectly balanced for all roles, there would be no difference between playing on one map or another.
If you removed map offerings, suddenly Mirror Myers has a 1/20 chance of being completely underpowered, but with map offerings, Mirror Myers is viable, yet requires the use of their offering slot to make it so. Which scenario is fairer and more 'balanced'? The freedom to play the build in a way that it's fair at an extra cost, or a build that only works 1/20th of the times you play it, despite the fact that it consumes an add on to do so?
topic was too long so it's fine you missed some of replies but they were all discussed. i'm okay with natural rng because when a survivor plays a map it's almost guaranteed (not rng at all) it's a survivor sided one (duh). when i get a bad map without an offering it bothers me of course, but that requires a way harder and long solution; map rebalancing which i think won't ever happen. obviously if all maps were fine i'd be okay with offerings, i wouldn't be like "i'm not playing on a map just because someone else wants it i'm rebellious like that". NO. problem is maps are broken, not that someone else wanted to play on it so let's settle on this. that's why i love when someone plays macmillan map, or dead dawg azarov or ormond or yamaoka or any okay map.
and as i said in a previous reply, maps offerings can be killer specific but higher rarity for the reason you mentioned, that way killers also can only use them rarely, only for niche builds and not every game just to make matches easy for them