PleassBuiltInNoed
PleassBuiltInNoed
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regardless of what any of us wants, the power is already done and at this point its not gonna change drastically or get overhauled anyway
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@GentlemanFridge said:
The survivor instantly gains wiggle progress if you "drop" them, which actually translates into them 'getting out' if that progress would fill the bar.
yes, I'm aware of that, however that doesn't explain why i just can't drop them like at all, the game just lets them wiggle out wasting your time
I'd rather drop them off right away and give them the extra 25% progress, making it an instant escape if their wiggle is at 75%, than wasting time before they actually wiggle out, not being able to drop them at all
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2697767#Comment_2697767
This is interesting. I have not been on Midwich that often recently, but from what I know the Map has plenty of Hooks. Often 3-4 in one Hallway.
my map instance had a lot of hooks on the second level, barely any hooks on the first level and like 4 hooks outside
it was super difficult to either get to the second level or outside, because the doorways are quite limited on that map and some are even blocked behind breakable walls
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2697686#Comment_2697686
Are you trying to drop them next to a wall or anything? If they cannot be dropped on the ground, you cannot drop them.
Also, did you check Loadouts? There is an Otz-Video out there where he was confused for not having any Hooks to use, but the Survivors used Sabo-Toolboxes with the Protective Gloves (which dont give the Killer a Notification when saboing a Hook). Considering that there is a Sabotage-Challenge in the most recent Tome-Level, it is not impossible that Survivors are using those Gloves.
I figured the wall thing bunch of months ago, but it sometimes does not work even on completely open field. I don't know what the problem is honestly, I feel like if they have around 70%+ wiggle meter, the drop action is disabled.
Also I did check loadouts, and they were running bunch of flashlights and boons, which made it very very difficult to check area around for hook because survivor could either place himself in a spot where I can't counter flashlight or just heal in like 8 seconds with boon, which happened 3 times that game. I ended the match with 7 hooks, however those 2 lost hooks would definitely have made it a 11-12 hooks.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2697719#Comment_2697719
I give you the Swamp, but on Midwich the Survivors can hold hands while on the Hook.
I wrote this post after coming frustrated from midwitch where I lost 2 hooks because of this problem. It's been happening to me the most on swamp and sometimes farm maps too, it's pretty random but it feels like they are making changes to this system pretty often.
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@Thrax said:
for me "R" is drop them on their face
Ik i even checked the settings, but it just does not work, the game does not let me drop the survivor and they just wiggle out.
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@PigsEatBacon said:
I don't get killers who only want to secure kills. I personally don't have fun sitting by a hook all game so I rarely camp because I want a chase. I'd rather have a fun 2K than a repetitive boring 4K but to each their own.
That purely depends on who you verse and what do you except from a win in this game. Try playing vs actually good survivors without using hated tactics. You'll get 3 unfun chases per game until all gens are done in 5 minutes and everyone is out.
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It can, but such updates can break the apps completely, based on how much stuff got updated/reworked/changed.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2687550#Comment_2687550
It can only match you with who is currently playing.
i'm aware of that, and this also results for insanely long matchmaking for survivors, because there is pretty low number of killers at high lvl play and the system takes too much time to adjust the range of mmr that is accepted
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@ColonGlock said:
Imagine any of the killer cast giving up like this. The entity would banish them. Be strong. Fight until the end no matter the pain. But seriously you are killing plenty, just not every match. If you are losing as much as you say eventually the game will place you in the correct bracket assuming people of your skill level are currently playing.
you won't get placed in the correct bracket because the system does not work, tried loosing loads of time and nothing changed
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2686305#Comment_2686305
It was necessary because she had no counterplay.
she had counterplay, just not the basic one that most killers have which is looping
spirit still lost matches on high level play vs survivors who simply know how to use their time efficiently before going down
all survivors act like they gotta kill the killer, when their job is just waste time and survive and spirit was one of those killers that required you to play in a completely different way, not just running around uncounterable tile till the killer gets you, but not anymore
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Yeah it's pretty bad.
I would balance around 8 hooks instead.
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@KajdanKi said:
You want to tell me that you are mad because:
- Borrowed Time - are you a tunneler?
- Decisive Strike - useless perk but ppl use it because tunnelers
- Dead Hard - rly? you cant make them use it and then down them?
So looks like you are tunneling ppl hard man
Borrowed time saves the person that is being unhooked and also saves the person that unhooks, because of body blocking. Together with DS and unbreakable and deadhard its the biggest BS ever as you can't slug them, can't down them and if you do then you can't hook them either.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2681800#Comment_2681800
I find it funnier when they're already on the generator before I even loaded it. Just goes to show you. Not everyone spawns in at the same time
Does not happen to me that often, but it's even funnier when you load in and see someone on your hex perk right away.
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@Fantasy said:
Sometimes survivors get good spawns and get a gen each to start on and the killer chases the 4th survivor.
That 4th survivor just needs to last A MINUTE in a chase for 3 gens to pop by the time they are put on a hook.
Being chased for a minute is very easy to do if they are half decent and aren't stingy with pallets.
If that happens the game is pretty much over after one chase with 2 gens left and the killer feels hard done by.
This is why corrupt is meta and a lot of killers struggle when they don't have it.
Just want to have a discussion on this and what could be done to help with this issue?
It's not 'sometimes', this happens literary every game and since I started using Lethal Pursuer I can see it, 2-3 survivors always spawn next to a gen a hop on it right away. This is a legit design issue.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2679186#Comment_2679186
Flashlights have limited charges, killer powers are infinite use with cool downs or reloads.
Trial lasts for limited time as well. Think about how much killers time can one flashlight waste, especially if you are Hag or now even the Artist
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It's kinda the same like iron will completely countering spirit for example.
Many perks in this game just completely counter some other perks/powers and vice versa.
That is why survivor meta builds and killer meta builds are still the same. You use perks that have the least chance to be useless just because someone decided to use a certain build or a killer.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2678008#Comment_2678008
Since when was DH anti camping or tunneling?
it's anti-chase, so always
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Spirits torso with black hands, idk if its exactly 7200 shards, but it's around that price and I absolutely love it as you can see it on your screen when playing spirit.
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@GoodBoyKaru said:
This happens every time something terrible players used to think they're good gets nerfed.
Multi-blink Nurse? Nurse got a massive swing of the Hammer and down she went, taking both good and terrible Nurses down with her (good players couldn't deal with the bugs, bad players couldn't be asked now they no longer had 4 blinks without downsides, or old OmegaBlink:tm: to basically guarantee wins).
Forever Freddy? Down went his add-ons and you saw a lot less people stacking every possible slowdown. Some even used chase perks. Then he got hit again- perhaps a bit too hard- so off he fell.
Old Old Spirit? Remember when everyone said them adding in a vault animation and removing collision would kill her? Then Stridor went and she was still incredibly powerful? Then the most recent change happened and she's s t i l l incredible, just god forbid you have to use brainpower now.
Whenever there's something obviously overbearingly good then bad players will flock to it like moths to a lamp to make themselves feel better. Then, when it's taken away and they're faced with the reality, they figure out they only enjoyed stomping people and migrate to the next thing that takes the least effort for the greatest reward. It was Spirit, it was Freddy, and it was Nurse. Who it is now I genuinely don't know, I haven't played enough to see it yet.
The old nurse was dumb, but both multi blinks and omega nurse was fault of the devs and their poor design decisions and changes. However instead of just removing those problematic parts they added the most annoying and unnecessary mechanic ever, literary just like billy's overheat.
Forever Freddy wasn't even that good, the only reason why he had such success is because most survivors are trash and not efficient with gens. If you do the math, the slowdown his addons were providing was pretty much minimal, a few extra seconds.
Old spirit, despite how powerful in chase she was, still could have been countered with efficient gens and hold W. Except for when she ran ultra rare ring, which is still the same anyway. And Stridor was only ever useful vs Iron Will, to give spirit chance to play vs survivors who have it (and usually at least 2 survivors run this perk it every game).
Now you know where exactly Spirit is during her phase and if you don't ######### up, there is no chance she gets you, unless of course she runs mother-daugher ring. It's not that people were thinking they were gods with her, it's the fact that the way she was nerfed just makes it insanely much easier for survivors to counter her. She is now just basic loopable killer with extra movement speed, which is really her only advantage now. And if survivor has Iron will, well then spirit has next to 0 control over the chase and the game, just like every non-meta killer which is majority.
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@Feyd said:
So... You used to get most of the kills every game and now your MMR is high enough that you only deal with SWF bully squads because you crushes most of the solo queue players.
Play sweaty, play against the sweaty. Seems like the SBMM system is working as intended.
You don't have to play sweaty to get to high mmr as a killer... You know some people are just naturally good at the game, unlike you apparently.
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Behaviour Interactive, gutting the Artist in next release. Always the strongest killer in the game.
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@Aven_Fallen said:
Yeah, they clearly hate the side which did receive a lot of Buffs over the last 5 years and favor the side which gets nerfed for 5 years. CoH is the first Perk which is actually Meta after the release of David. Clearly, shows how much they favor Survivors.
I would not even compare Hexes and Boons, the only thing which they have in common is that they have some glowing flame at a Totem. And thats it. Hexes dont need to be build up for 14 seconds like Boons, Hexes are not heard from miles away, Hexes work map-wide.
I am pretty sure they will nerf Boons at some point, but please at least dont complain about Survivors running the same Perks all the time if you shoot against that one Perk that made people change their Builds.
Killers recieved mostly minor buffs, high level play proves how trash the game is pretty well.
Survivors did not have a meta change for such a long time, simply because of how broken all the meta perks are.
There is not a single killer perk as strong on it's own as any of the survivor perks. And they can bring 16 of them.
Boons also are map wide, there are 4 survivors and each of them can use boon, resulting in possible total of 96m radius area covered with boon effects.
No wonder a perk that lets you heal in 8 seconds mid chase is picked by half of the players every game.
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@BabuDweet said:
Yeah it would be nice for Coup de Grace to be more useful for killers. It's a really interesting perk.
But hardcore killer mains will just be like 'nerf dead hard or remove it instead' which is just dumb tbh lol
I mean you gotta admit the perk got extremely dumb with the validation.
It eats everything and doesn't behave as it is supposed to. Not even mentioning the visual feedback that killers get, it can sometimes be so confusing that it loses you a whole match.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2676506#Comment_2676506
Mindbreaker, coup de grace, exhaustion add ons, expecting dead hard and waiting, body blocking pallets and windows, swinging or lunging at the right moment in the right direction are all tactics and tools we already use. It does not make them invincible. I like the cooldown on coup de grace idea that other fellow had.
Coup won't work as I said in post few mins ago, even if it was buffed, due to how deadhard works.
Mindbreaker is actually great, but many survivors have already got used to it. Simply pre-drop a pallet and then not run for 5 seconds and you are fine.
Exhaustion addons are very rare, most killers don't have them.
Waiting for deadhard does not work, if you are able to counter deadhard by waiting it out, it's either endgame with no pallets around, or the survivor is using it wrong.
Swinging and lunging at the right moment to get the hit at the 'tip' does not work anymore, as lunge attack is eaten and canceled by the server, behaving as a miss. Again due to how current deadhard works.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2676467#Comment_2676467
Ok but survivors will need something that can reset killer cool down like exhaustion add ons or perks. Pallet stuns for example. A boon that stops the cooldown just came to mind haha
Why though? There are 4 survivors and 1 killer. If exhastion would recover at all times then most killers would not be able to do anything in chase and would literary never be able to down anyone especially when that person would run deadhard. While for killer a flat 60s cooldown would allow you to still only use this in one chase on one survivor. The rest of the team is not affected at all.
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@PandaChris said:
Coup de Grace actually got nerfed which is hilarious. Coup de Grace should be like dead hard on a cooldown.
Dead hard has the potential to fix a mistake where you should be hit. You got outplayed and now you rely on pressing E to possibly extend a chase.
A buffed Coup de Grace will a cooldown will have the potential to fix a mistake where you couldn't get a hit in. You got outplayed and now you rely on Pressing E to possibly end a chase.
Sounds fair to me.
One little issue with this.
Due to how current dead hard works, it will just eat coup and your lunge will end instead of following the survivor for full deadhard duration and then hitting when the hitbox is up again.
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@ColonGlock said:
OK if we are being serious what would be the requirement instead of gen completion? Unhooks? Both? That many Coup de Grace uses would be kind of overwhelming for survivors who don't actually use dead hard. (I know it seems all of them do)
I mean it's kinda the same for killer, just with one little exception, which is that killer does not have anything comparable.
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@TAG said:
I think what you're suggesting is a buff to Coup de Grace. :P
I did that bunch of months ago, but knowing how these devs work, its easier to make something completely new rather than chaging bunch of stupid numbers on something else for them.
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@Lynxx said:
Only if it also takes killer 14 seconds to setup, 24 on a hex/boon.
there are 4 survivors and one killer, if survivors can't progress the game while killer is setting up then sure
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"If we were to suppose that the lack of skills and smarts on players playing survivor would tilt the global average rates to favour killers, the conclusion would have to be that it is more difficult to play survivor in skilled and smart ways,"
Wrong. The game favours killers at low level of play, because survivors don't have the necessary basic skills to survive, while killer does not need any skill at all to be able to fulfill his objective vs such players, you just swing your weapon and they die and they don't know what to do.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2568580#Comment_2568580
I don't have a massive issue with Dead Hard tbh. I kind of see it the same way that I see other exhaustion perks, it'll give you that boost but then it's not going to help you for the rest of the chase.
Dead Hard basically allows you to be greedy, it lets you get another loop around a pallet for example - it's not a mistake when survivors do this, it's intentional, they know they have Dead Hard so they know they can make the loop before dropping that pallet, or make the window.
I still think Sprint Burst is a stronger exhaustion perk, but I feel that Dead Hard is more frustrating for some players to play against.
Sprint burst can't extended chase by another 40 seconds, but deadhard can.
How can someone not see the obvious.
Not even mentioning how it got buffed to eat killer powers.
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@Fuzzels said:
Don't give them ideas dude
This is actually good. The sooner they killer their game, the sooner they might start doing something to save it.
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2675732#Comment_2675732
Disregarding whether I feel like that is an accurate assessment, most of these players are at 4k+ hours, and most of them play both roles. The killers here do not have more hours than the survivors, many of them are one and the same players. Sure, maybe 4 1k hour survivors would perform better against a 4k hour killer than a 1k hour killer would against 4 4k hour survivors, but the "difficulty" of playing either role is not an actual balance argument because for balance arguments we assume everyone being equally skilled at the game. And to that end, it shows that players can become skilled enough at killer to compete with the most skilled survivors.
Besides, if we assume not only that the game is survivor-sided at base, but also that players playing survivor more quickly reach their ceiling than players playing killer, we would expect public matchmaking to only even more heavily favour survivors statistically. But it doesn't even favour them.
Not only that, but I would argue survivors stand to gain much, much more from the tournament environment than killers. Killer players are still the same singular player on their own just like they are in every single given pub match. Survivors on the other hand get to play in a team with which they can practice all the time, communicate, coordinate their loadouts and strategies, something only a vanishingly small minority of groups in pubs do (again, a fraction of the player population even is 4-SWF, of which even smaller fractions use voice comms, even smaller fractions coordinate their builds, make strategies, practice together frequently, etc.).
From what I can see, experienced survivors wait 10-20 minute queues, just to get matched with killer of the same skill level. Also majority of the survivors in the game are casuals who don't even know basic ways of looping killers in general or specific counters to specific killers. That is why killers dominate statistics, simply because majority sucks, and minitory waits hours to get match on their skill level.
Also 4k hours is loads of time, and for regular players who play 2-3 hours a day, it would take 4-6 years to reach such playtime. Also the game is constantly changing and so are the mechanics. This puts regular player into great disadvantage when learning game's mechanics.
One of the biggest issue is that killers gain MMR way too quickly. Some people are just naturally good at the game, so they get to high level very quickly, and then they simply suffer because of massive imbalance in the game for majority of the killers at that level and also lack of experience gained by playtime.
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I only feel like I lost when i have under 8 hooks.
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@SkerpiTwitch said:
Im glad we finally got a new killer that can compete on high mmr.
Build is use: Hex plaything, Hex: pentimento, scourged hook: Pain resonance and Tinkerer. Its very powerfull with a decent amount of map/tile knowledge.
Not only is this build amazing or her abilitie to counter loops easily, but we can finally play the game without the perks (like ruin/pop/etc) that have been dominating for a while.
Plz BHVR, dont nerf her!
in terms of perk build, I don't see any changes
you are just replacing one boring slowdown build for another
but she is pretty strong and very fun and enjoyable to play
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@zarr said:
https://forum.deadbydaylight.com/en/discussion/comment/2669155#Comment_2669155
I already did provide a summary, if you simply read the things in bold.
TL;DR: a tournament in which every character, perk, item, add-on and offering was allowed; average kills settled slightly above 2; the game is actually reasonably well-balanced at the top end; In the tournament I'm talking about now, all restrictions were removed; 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes; the killers were absolutely able to compete; average of 2.16 kills; outright victories are basically an exact split between both roles; 73% of matches were killer victories in terms of hook stages; etc.
To note: The conclusions I draw from it (and many other tournaments) are not that the game is in a perfect spot. Various killer characters are not viable enough at the highest level and do deserve buffs (in public matchmaking most killers are perfectly viable enough, we don't need all killers to be S tier, but I do think all killers should be at least B tier at base, and A tier with add-ons, which is currently not the case for a little under half of the killers), various maps are not fit for higher-level competition and should be further adjusted. Some killer and survivor add-ons are overtuned and should be toned down, or in the case of survivors, I think it would be more sensible to make it so SWF groups (i. e. where players can actually coordinate their builds) cannot use any add-on (or perk) more than once between them.
To tack something useful onto this post, here's the items, add-ons and offerings people used in this tourney:
https://us.v-cdn.net/6030815/uploads/2CFSN4HPSCSN/addonsitems.png
What I find interesting is that Brand New Parts by far dominated the field. I would have expected for Styptics and Syringes to be at least equally as common picks, but it's not even close, with BNP having 71 instances, and Styptics/Syringes only 38.
Reminder: The finals for the tournament take place tomorrow or Sunday!
you are forgetting that those killers live their life by playing the game
it's much easier to learn how to play survivor as best as you can, compared to killer
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With Artist you can harras the survivor on gen with crows, the double crow setup to deal damage.
But if they are in SWF, chased survivor might warn survivor on the gen that you are doing this.
However over all need to just apply as much pressure as possible. One of the best ways to do that is basement or hooking someone near a gen that is progressed alot.
However there are plenty of ways for survivors to negate pressure now thanks to boons. The game just isn't balanced at all.
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It's been an issue for a long time, and huge maps don't help it either.
Try running Lethal Pursuer and see how at least 2/4 survivors spawn next to a gen and jump right on it every single game. When you don't have this perk and you don't know where they are, it's very likely that at least 1 gen will pop even before you find your first survivor, especially if 2 survivors spawn next to eachother.
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@RainehDaze said:
M2? It's a myth, it doesn't exist.
Seriously, I played a few games today and I realised... even though I've gotten pretty good at landing chains, I'm barely trying. I think I got one hit off of them. The entire rest of the time, at most it was the threat of chains that was doing more than any actual anti-loop ability they might have had.
Pair this with using the Chatterer's Tooth as an info/stealth perk (with iri box to have it lying around more often) and it seems like Pinhead's most effective playstyle is... to not actually use his chains or powers at all. This, I would have to say, feels completely backwards to how a killer should be designed.
Multiple people said this long time ago, they destroyed his 1v4 while keeping his main power just as useless as it was.
Engineers fang was never OP, it's a balanced iri addon, and the 'nerf' done to it basically did nothing as chains were always useless anyway.
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Even without the bug, 36 seconds is just too much time you have to spend by blessing a hex.
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@WeirdlyBearded said:
https://forum.deadbydaylight.com/en/discussion/comment/2670800#Comment_2670800
If they only wanted a cash grab we wouldn't be getting updates. Which might i remind this toxic community the updates typically releases on a schedule. One that we can follow even. Why yall acting brand new? How does anyone not understand that if the devs don't make money we have no game. Devs need paid!
cash grab is not about not getting an update, it's about not getting a proper one
gameplay updates overall are extremely small with minimal changes and most importantly minimal good changes
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671921#Comment_2671921
The cooldown and range
yeah well I said that without those the nurse can't do anything vs overcome, she can't even catch up to normal shift W survivor
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@Barbarossa2020 said:
Boon's have made this worse, im not going to let you run off for your free self care. Prepare to be tunneled and Proxy camped.
I had 3 CoH on Ormond one match, The survs couldnt understand why i was tunneling and camping.
even 1 CoH placed somewhere around center of the map can just completely destroy killer
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@StarLost said:
Eh...
This is more an issue of:
A. You getting lucky and them not just finding and booning TOTH immediately which happens to me whenever I try a build with TOTH.
B. Them misplaying.
The only reliable way I've found to use Penti with any level of success is with Plaything. That means that a perk on the new killer requires another perk off another paid DLC to really work properly.
it is luck based, but they cannot know which one is which, and spending 36 seconds on booning (and maybe hitting toth) is not really something you wanna do when you can get interrupted and the progress is reset
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670664#Comment_2670664
The point you should point out is what if nurse isn't running those specific add on. I constantly see survivors complaining About killers running the same perks and add on but killers complain about something and they bring up well just run those perks and add on we were just complaining about been used.
which specific addons do you mean
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671355#Comment_2671355
Exactly.
X + y = good
X alone bad
Y alone bad.
To many link's in that chain, one gets broken its over.
Where as D.S alone good, D.H alone good. CoH alone good.
Okay, let me correct my previous answer.
DS is not overpowered, it's a good standalone perk.
However DH and CoH are both overpowered.
There are quite a few killer perks that are also good standalone, there were even more of them, like pop, until the nerf which made them garbage.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2671355#Comment_2671355
Exactly.
X + y = good
X alone bad
Y alone bad.
To many link's in that chain, one gets broken its over.
Where as D.S alone good, D.H alone good. CoH alone good.
that's true, but all of the surv perks you listed are also overpowered
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@NoOneKnowsNova said:
That's the problem though.
There are many perks in the game that are great, but only when you make a build around it, and at that point you might aswell just use a normal build as you will get more success with it.
I dropped all regular slowdown builds, they are just boring as ######### honestly.
Sometimes I just endup with 4-6 hooks, but at least I had more fun with my own build, rather than running the same ######### every single time because the game balance simply doesn't exist.
This new scourge slowdown perk seems quite good though. Doesn't really interrupt any of your regular actions during the game, I guess it might work well with agitation.
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@Rizzo said:
It's pretty much confirmed that bhvr does not look at community feedback, at least they don't take that feedback seriously
We do look at community feedback, you can ask @MandyTalk, she's here many hours every single day to collect feedback and thoughts from the community, as part of her job.
I think there's a massive misconception regarding community's feedback, not implementing everything the community asks for all the time doesn't mean the feedback hasn't been looked at.
Let me rephrase.
Devs don't look at the collected feedback.
It has been obvious for quite a while. Not a single dev that cares would leave the game in such horrendous state where it's basically just about cash grab from newer players.