NuclearBurrito
NuclearBurrito
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/462865#Comment_462865
"Necessary nerfs, because it destroy the game balance"
Is this better?
@ShyN3ko better <3
But they still count as nerfs when someone lists them out to make the claim that survivors have been nerfed. To say otherwise is the No True Scotsmen fallacy.
The only thing I hate more than a bad argument that disagrees with me is a bad argument that agrees with me. Since I can't even say your conclusion (that Survivors are in control and need further improvements in order to be balanced) is wrong.
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If it effects the balance of the game in such a way that something will do worse then it is a nerf to that thing. And if it makes a thing better it is a buff to that thing.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/462760#Comment_462760
Healing: Ok yes, nobody ask for this.
Pallets: That was a fix. 25 pallets for each map and every pallet is safe, because the vacuum
Exhaustion: 2 times Sprintboost , if the chase is 60 seconds long. That was a great fix.
Flashlights: I got a video for you.
https://www.youtube.com/watch?v=R98e-Y4Lu8w&t=71s
loops: Running in circles is sooooo funny and you need sooooooo much skill for it.
This loops were infinities. It was a great FIX, because it was a exploit.
@ShyN3ko fixes are still nerfs
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@ShyN3ko said:
Survivors:"Killer get 1 nerf and now they crying.
In the last years, survivors got only nerfs".
Survivors didnt get nerfs.
This things were fixes.
2 times SprintBoost in 1 chase is rly annoying.
And this pig nerf was totally stupid.
Because it destroy endgame piggy and they nerfed a low-mid tier killer.
I dont play Survivor, because I hate Nurse in High Rank.
I want pig in High Rank.
Um. Nerfs are a type of fix. Calling something a fix does not mean it is not a nerf
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Going after a survivor until they are downed is not tunneling. That's just a chase
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@FSB75 said:
And in other news..... the sky is, infact, falling.
Also known as orbiting.
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I'd prefer leaks. I hate surprises for the most part and leaks mean we can give feedback sooner.
The earlier in the process we can realize a fundamental flaw the sooner it can be fixed at least in theory.
In practice... MoM exists.
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(if you are lucky)
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Now now. They fix bugs and stuff
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@OMagic_ManO said:
My good friend, I don't mean to bash on Spirit, why I thought that? With Spirit, you can't see scratch marks or people and had to play a guessing game, you got no stun for it, I saw Legion as more effective because he was able to chain hit for once, and it's more of 'chase the person and move on' rather than 'land a stealth hit and take advantage on your next hit'. Plus you could use it at any time was how it used to be.
@ShrekIsHot you can see scratchmarks while in phase unless you are using the ring (one of her ultra rares). And while in phase you move at about 172% which is enough to easily catch up to any survivor. While chasing and move on is great and all, it simply doesn't work in practice with the current meta.
The Spirit can get quick downs with smart use of her power so as to get a lot of pressure quickly compared to most other Killers.
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You cannot just look at a single aspect of a kit in order to determine balance. The Spirit's power requiring full charge and the legion's not is hardly enough information to declare an imbalance.
Inconsistency? Maybe, but balance means you need the strength of the kit as a whole matched up against the opposing kits (the survivor's)
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@PeenutsButt3r said:
Simple, because legion has little counter-play. And the full bar thing, if the Legion can Frenzy whenever he/she likes, what about the spirit, she can't, how is that balanced.
@PeenutsButt3r Spirits power downs you so it needs more limitations compared to Frenzy which does not.
Even before it wasn't fast enough for the legion to be viable unless you used Franks mixtape.
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@OMagic_ManO said:
M1 Legion with a 4 second stun and no scratch marks, easy to lose Survivors and is easy to escape, only good with the best perks, add ons, Survivors can play around with the mending and just use adrenaline and stay in your TR? Slower vault speed? He was better than Spirit but now he seems garbage, the only good thing was his base speed improvement. His speed decrease was fine to me.
@ShrekIsHot he was not better than Spirit. Legion was mid tier at best. Now he's... still mid tier at best.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/459860#Comment_459860
Just a quick note on the first one, increasing actions speeds means they'd be doing them faster. Increasing action times is what makes it slower.
For the last one, while it could be interesting, I feel like that would be a little too close to the doctor (you have a status effect that gradually increases and gives you various debuffs/penalties).
@Peanits Question. If 3-4k is a win for the Killer. Why is that not explicit?
Like the tutorial makes it clear that winning is tied to Kills. But wouldn't it make more sense to have an actual win message at the match results much like with the Survivors and Escaping/Dying instead of the confusing Entity message that sometimes is displeased in spite of a 4k or whatever?
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I almost always struggle. Even if I can't be saved I want the struggle points.
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@23flash said:
https://forum.deadbydaylight.com/en/discussion/comment/460817#Comment_460817
I understand that. That's not my complaint that they shouldn't have an advantage to some extent. But the advantage is too large. And if the killer chooses, they can kill 1 person for sure every single game and there's not a damn thing you can do about it lol. And they can still get just as many points as the top person doing that. There's more
@23flash if every Killer camped their first kill to death then survivors would have a 75% escape rate at higher ranks.
Minimum escape time (given a survivor being occupied) = 144.44 seconds
Campers TTK = 120 seconds
Time the Killer has to get a second down = 24.44 seconds
Hooking a survivor from healthy takes about 10 seconds of just animation time (from hitting and then picking them up and then hooking them)
So if a Survivor can get a 14.44 second chase after the Survivors get on a gen then it will be mathematically impossible for the Killer to get a second Kill against even somewhat optimal survivors. That or just hit 3 great skill checks if the Killer doesn't have ruin. (since each one is a bit over 6 seconds of time save)
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Camping is for people who don't understand the mechanics or are going up against survivors who don't.
Tunneling is just exactly what you would expect someone who is trying their best to do. Or in otherwords it is more likely for a vet to tunnel compared to a non-vet
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@Sairek Emblems are dumb anyways so I'm not concerned about that. As for the counterplay thing... that's the same as the counterplay for them just healing in general unless you want to get into perks.
Also, hitting someone twice in the same chase is not tunneling. It doesn't have a specific counterplay because what exactly is it you are trying to counter? The time save by doing gens while it activates? Counterplay there is just gen pressure 101. The extra chase time when you hit them? What were you planning on doing if they healed during that 60 second?
This counters exposed. But it doesn't otherwise extend chases any more than it already does.
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@Delfador said:
This is a great rework honestly. There are a couple of questions I want to ask though.
Is this one time use like the current version?
Can I activate MoM and then heal myself and then get injured and get the endurance effect?
After healing, will the killer be able to see the survivor's aura like the current version?
ok one at a time:
1: You can use it as much as you feel like. Remember that it isn't that much better than if you just healed with some minor but very important advantages and disadvantages.
2: No. I specifically stated that healing resets the perks progress so if you heal and get hit you need to wait 60 seconds again.
3: No
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It's a sidegraded heal that takes longer but lets you do other stuff in the meantime with the risk of being one shot before it activates and being easier to track afterwards.
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@Boss so is just healing in general. I don't see a problem with that and it would be the intended use case anyways.
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The broken effect is to remove the possible insane synergy it has with Adrenaline or other instaheal effects.
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I mean. It's worth pointing out that in order to get value from prayer beeds you need to somehow know someone's exact location from outside your terror radius, which isn't easy to do.
You would need perks like Surveillance, ToTH and Discordance to make it work. All of which themselves have counters.
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Just because the devs didn't think about it doesn't mean it's illegal to do.
Exploiting a bug is reportable.
No bug = Nothing to report
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I mean it would probably need a lower activation requirement in that case. Maybe even use a token system so the effect can be used repeatedly.
Could work but not without further changes
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I'm indifferent
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Strategic Killers can be great. Not all of them are (looking at you trapper) but Hag is a great example of a good one.
I wouldn't say Spirit qualifies but I guess that depends on what you mean. Does Myers qualify? He's upper mid tier if he does.
I want to see a Stealth/Zoner hybrid at some point. That seems like a really cool combo
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And if we do something besides trying to change the rules when there is different kinds of parties?
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Self cares time save comes from the amount of time it would take to find a teammate instead.
Thus it's value will always be the same no matter how long it takes to heal.
So no perks like sloppy and thanataphobia do NOT counter SC. Those perks counter healing, and thus would be to negate botany, SC's timesave is exactly the same even with the slowest possible healing.
That being said just bring a medkit or something ffs. You don't heal that often in a match and using the self heal from a medkit is the most efficient method of healing by far except for using an instaheal.
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I'd imagine low rank Survivor's would be getting less benefit out of SWF compared to high rank Survivors.
We would need to see it separated by rank in order to be sure.
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11. Dead Hard avoids a hit too
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Balancing SWF by changing the rules when a SWF group is present is the wrong move every time.
People can get groups and/or VC without the need for SWF, that button just makes it easy so the average person can do it rather than just try hards. And the average person can easily just post a discord link into the pregame chat. No one does it now because SWF exists so there is no reason to.
Also this is the equivalent of just giving up on balancing SWF since you are essentially saying.
"######### it! SWF = You are now playing a different game"
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And now it's too strong.
I wouldn't make it any more than 1% MS. Think about it, the difference between a 110% Killer and a 115% Killer is a big deal, getting that difference on every hit would be insane. Imagine playing legion with this perk, you use Frenzy to get 2 stacks and then you're moving at Frenzy speeds all the time all of a sudden
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Changing the rules of the game at lower ranks is counterproductive. It hampers a player's ability to learn making them less prepared for the Higher ranks once they get there. That's why I practice in a causal que rather than against bots in games like League.
Yes the learning curve is different for Survivors and Killers and yes that is a problem. But that does not mean Killers are OP since that measures something else.
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@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/458078#Comment_458078
I'm not speaking of the upcoming EGC.
@DocOctober The soonest this change could plausibly be made is in the midchapter. Since that is the same time as the EGC any changes being made would need to take that into account and that includes this one.
So even if you aren't talking about the EGC you still need to keep in mind it's existence
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In any case though it's a fairly complicated issue.
You can't make camping impossible because that would mean making unhooking guaranteed to be safe. Not something you want.
At the same time you can't make camping viable in general because that's no fun either.
I honestly think camping isn't something we need to solve in anyway we haven't already.
"Oh sure you can camp. And yes it will probably get the camped player killed... but good luck doing better than a 1k vs gen rush ;)"
Now gen rush and tunneling are much bigger and more difficult answers.
You can't reward punish Killers for going after the same guy too much because that's rewarding the chased player for being caught.
You can't just reward the Killer for diversifying more than killing because that takes the weight out of Kills.
as for gen rush good luck stopping it without also nerfing non-genrush strats and making M1 simulator worse.
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Oh boy it's hook slowdown suggestion #957
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@DocOctober cuz if the Hatch is right next to the Hook then the Killer is also right next to the Hatch.
Thus he would just close the hatch every time
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Distressing
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@Cursed_hatchet technically bugs don't directly correlate with being less balanced.
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With a snap of my fingers I can *fails to snap fingers*
I can... *tries again*
hold on
*keeps fiddling with it for an hour before giving up*
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With a snap of my fingers I- *dies cuz I'm in the 50%*
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No one calls Unnerving presence a discount doctor. So why would thanataphobia be a discount legion?
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@WaffleFalafel what's wrong with a little bit of overlap in design?
The execution is different enough that I wouldn't say Thanatophobia is discount legion or vice versa.
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Legion, Leatherface, Plague... really a lot of Killers prefer grouped survivor's.
Even just in general if Survivor's are together they will do generators slower
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I find survivor easier.
I'm low rank.
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Ahhhhhhhhhh
I just want to throw my entire wallet at that sweet sweet bod.
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If you put someone to sleep and then leave them they will wake up quickly, especially if they are SWF. That throws a wrench in the "sleep everyone" strategy since YEAH NO ######### THAT WOULD BE GREAT IF IT HAPPENED!
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What about shirtless Myers?
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These look amazing!
How did you make them? Specifically