PolarBear
PolarBear
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I can understand bhvr being careful of making licensed killers too powerful in fear of p2w. On top of that, having had nurse as the best killer in the game for a long time now kinda allowed them to make whatever kinda killer, powerful or not, because Nurse would still always be at the top.
If the killer is original and can be unlocked through gameplay it wouldn't seem p2w. I wouldn't be surprised if they tried to make something more powerful (at least I am hoping they are).
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/831624#Comment_831624
But does that husk count as a survivor towards hatch?
Will that husk auto-struggle?
So many questions
It should as there aren't many practical uses for it besides preventing these situations from happening.
I can't think of other situations where the husk system would be crucial. There are certainly situations where the husk system would be handy. Perks like BBQ and STBFL could still gain tokens from disconnected survivors.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/832439#Comment_832439
Reading comprehension is important.
"Another version" does not mean the same.
"The only similarity they have is both use a chainsaw to 1 hit ko survivors." one version runs in a straight line, THE OTHER VERSION swings it side to side.
My speculation on similarities to the Doctor are based on the sound file references found in the code weeks ago. The sounds reference a "normal" and "crazy" mode. It can be assumed that the killer can willingly switch between the two... just like the Doctor.
I am not up to date with all the leaks so I had no clue about the power stance thing.
I understand Leatherface's power is another version of a chainsaw, but saying it's another version of Hillbilly's power makes it seem like it is a copy with slight changes when in actuality the powers are very much different with different uses.
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@SpaceCoconut said:
One reason to be pessimistic about Chapter 14...
Devs.
I'm expecting another version of the Doctor in the same way Leatherface is another version of Hillbilly.
It'll be balanced for survivor fun and won't change for several years.
Or
It'll be fine, but will be balanced for survivor fun within a few weeks.
Leatherface and Hillbilly are not even close to being the same killer. The only similarity they have is both use a chainsaw to 1 hit ko survivors.
Besides, why would it be anything like doctor? Shouldn't it be more like another version of Spirit based on the teasers thus far?
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They recently alleviated the long term grind a bit by introducing 4 perks (2 of which you can pick) per bloodweb at level 50. Doubling bloodpoints is not the smartest idea as this will lead into an abundance of high rarity add-ons and items that will throw off the little balance the game still has.
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They can't adjust gen times because there are so many slowdown perks it would just amplify their power. If bhvr wishes to adjust the base game length they need to adjust each slowdown perk that exists. The way things are going though, they're just digging a deeper hole for themselves.
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This will not be a problem once the husk system is implemented. (Husk system meaning, if a player disconnects, it won't instantly kill them but instead leave a husk behind that the killer can down and hook)
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The last I checked it did work. When was this changed?
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@goldseeker22 said:
https://forum.deadbydaylight.com/en/discussion/comment/827844#Comment_827844
if that comes in. it should be an ultra rare offering. and only capped to 1 extra generator. it than also should have a killer offering to remove 1 generator. only fair. but no perks. and defenitly not stacking.
Honestly, it wouldn't even see much play as a perk, more as an offering (because let's face it, what offerings do you actually use other than cake or bps).
It would be forgotten just like the other non-meta perks.
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@PistolTimb said:
https://forum.deadbydaylight.com/en/discussion/comment/827535#Comment_827535
That would completely destroy late game gen defense.
Probably would, just something I made up on the fly.
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+1
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This isn't anything new. Idk if people who say this think DbD is like Overwatch where you can react to what your opponents are doing and swap heroes on demand.
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And then add the 2 killer mode so we can have a father daughter killer couple. 🤗
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I know you mean a sixth gen that has to be done but I was thinking what about a perk for survivors that spawned an extra gen (basically spawn with 8 gens but still only have to do 5).
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Doesn't look like me at all so I don't know what you're thinking. 🤔
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@Centernova said:
https://forum.deadbydaylight.com/en/discussion/comment/825595#Comment_825595
true, although noed doesnt seem to be a perk that has any downside to it , considering it relys on you losing, and i understand that it counters adrenaline although not everyone uses adrenaline but the same could be said about not everyone using noed
Noed does have a downside, you play the game with 1 less perk until the end and survivors can cleanse all totems making it never even activate.
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These sound pretty good qol changes. I'm not sure about Third affecting all survivors. Maybe only seeing it if you are afflicted?
I'd still have Devour Hope and Lullaby become visible after the first token because it would make more sense (at least to me).
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@Viceus said:
Seriously ?
they already nerf instant heal and now keys need to be used for 10 sec ? killer main detected....
why don't remove all mori's , all instant-down add on, and barbecue & chili ?
If you want to suggest mori/insta-down add-on/bbq nerfs you can create a thread for that. We are here to talk about keys, not moris, not bbq.
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You can't nerf swf without screwing over casuals and making them leave the game. The best the devs can do is buff solo to be more in line with swf and then re-balancing the core game.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/822855#Comment_822855
The devs have stated trapper, freddy, and hag are currently the killers with the highest kill ratings..so her kill rate isnt the issue..we all know what the real reason is
Do you have a source for this? I am intrigued as they said that the Spirit was overperforming compared to other killers on the same stream where they confirmed changes for her.
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@immortalls96 said:
yet hers isnt even the highest..so..yeeeeah..
https://forum.deadbydaylight.com/en/discussion/comment/822810#Comment_822810
And how would you know that?
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/822436#Comment_822436
Yes..the cash bags are upset
Or, you know, because her killrate is much higher than it should be?
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There is a reason they're changing her.
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/816419#Comment_816419
wait hold up. You can steer with billy using Q and E????
You have to bind the look left and look right from the arrow keys to q and e. This also means you'll have to rebind the active ability button to something else.
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Just hit them out or wait for the collapse? This is really not a problem.
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Could be because of the archives. I know I used it for one of the challenges.
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The devs do read feedback but they can not realistically respond to every thread or add every little change everyone suggests to the game.
You have to think about this realistically, why should they add your specific suggestion? Have they tried that internally themselves already? How many times has that been suggested in the past?
CMs and devs have lives as well, they can't be on the forums every waking hour of their lives so some suggestions will slip past the cracks.
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Hopefully we get to see the results soon.
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@USELESS said:
i started to play this game in 2016. I bought it on the BETA and one thing that i can say is DO NOT CARE IF U R GOOD OR NOT HERE everything changes with the party. This is my problem with SWF cuz it makes impossible to the killer use his perks
swf only make a few select perks useless, mainly blindness inflicting or information denying perks like Hex: Third Seal or Knock Out.
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Nurse is infinitely more fun to face than Spirit (even before the nerf). Against Nurse you actually feel like you accomplished something when you juke her blinks unlike Spirit where you made a blind guess and got lucky.
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On his twitch channel /peanits_bhvr
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@twistedmonkey said:
The problem with all perks is they don't help increase a person's skill. Before ruin was even a perk killers had to deal with actual infinites, the gens were at 40s, each sprint perk had seperate cool downs with 30s between use and the timer went down when running and sabo was permanent. Those are just some examples.
If killers managed to do well back then in those days what changed? Why when the gens have doubled and all the perks to slow the game down are people complaining more?
Always think about what you are asking for as many things people have asked to be changed haven't helped and if anything made it worse.
The biggest one was the healing nerf. The forums on steam were always flooded with complaints about it and ignored what the devs and many of us players said. Eventually they caved in and nerfed it. Now gens can go even faster as people don't heal and the complaints moved on to saying being injured isn't a punishment. Really good killer players out there will disagree with that.
It never ends to be honest and I feel those complaining the most do so as they want the game to be more competative than it's designed to be. It's a fun casual party grinding game with a system where you will meet those less and more skilled than yourself over the course of a days playtime.
That's just my opinion of course.
(Understand, I did not play DbD back when, these are just assumptions)
In the early stages it was probably a lot "easier" for both sides. With the abundance of pallets and windows but lack of skill, games were probably not impossible for killers. But as the game progressed and pallets became fewer in quantity, survivors had to adapt to use pallets to their fullest (aka looping).
How I assume the early stages of the game looked like is people running around aimlessly, throwing down pallets and vaulting windows without a plan.
I can't base these assumptions on anything but this is the most plausible reason as to why killers could kill even when survivors had so many tools back then.
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@Nyaren_Chan said:
You can if you want it to make it faster, but no, i don't think you need to pay to go to the next level. Although of course you do have to spend some money ( to buy the Pass, because the rewards are worth it ).
The rewards are only worth it if you finish it. No reason to buy it now since you won't know if you'll complete it. I am barely level 16 after completing all but 1 challenge from the tome.
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@Yoonz said:
Having to run 3 seconds to activate Sprint Burst is simply to tone down an already incredibly forgiving perk. You know how most people use it.
As for franklins, it was okay the way it worked back when flashlights were incredibly powerful. They're not anymore so this perk needs to be toned down.
Sprint Burst also removes the ability for a survivor to sprint without getting exhausted. With your change this could be circumvented. This would probably be a net buff for the perk.
The point of Franklin's is for the survivor to drop the item. It's the main effect of the perk. Losing charges for the item is only second. There would be no reason to use the perk because just losing 10% charge is not enough to warrant a perk slot for it. The % should be buffed but then we meet another roadblock where the % is too much and it just becomes risky to even take an item into a match as survivor.
@xTriplex said:
https://forum.deadbydaylight.com/en/discussion/comment/808993#Comment_808993
It's called ballance
Read the title of the post again.
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Some of these sound like downgrades. Why would I want to use Franklin's if the survivor doesn't even drop the item? Having to run for 3 seconds for Sprint Burst?
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@Nos37 said:
@TragicSolitude Yes, hence why I said "the killer can ... prevent, or at least delay, the bleedout."
The killer picked me up, I spent time wiggling free while my bleedout timer was paused, I got free, the short stun time is a joke, I'm no longer bleeding out, I was downed soon after, I got 1 second of bleedout time before I was picked up...
Do you see the problem yet? I lose 1 second of bleedout time every 30 seconds (maybe faster if I don't run and hope the killer downs me right away). Now, 4 minutes of bleedout multiplied by 30 seconds for each second of bleedout is... two hours!
They should just develope dumb AI to pilot the husk of my character after I concede out so that the killer can keep playing his stupid pawn games for that precious, precious 4K.
If the killer is constantly downing you then your teammate has time to do generators. It's really just the killers problem at that point.
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If swf were to be removed, it would just go back to the old way where survivors dodge lobbies until they get matched with their buddies causing queue times to increase without fixing the "problem".
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Maybe if the offerings didn't stack, otherwise it's a hard pass for me.
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Congratulations on the big buff :)
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I could go for some bodies on beds n stuff. Maybe not on the floor so it wouldn't get bumpy to run on.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/807038#Comment_807038
It still stands though. If you go against a SWF or even a solo Survivor team that wants to win, no Killer can stop them. But a common reply to someone saying that is "those teams are so rare they almost don't exist" or "you can't balance around the top 1%".
It's the same thing. You are saying every single Spirit that even bothers to try is unstoppable. It's a double standard. If Killers can't complaint about SWF or gen rushing, then Survivors shouldn't be able to complain about high tier/skill Killers.
And guess what. The basics for there being a meta for each Killer is already in the game. It just isn't good enough due to Killers being unable to fully use their powers.
Trapper for example. Against a good Trapper you MUST watch your step or else! But that isn't the case because Trapper can't trap worth a damn. He takes too long to use his power for multiple reasons. Takes forever to gather traps, takes too long to set them up, it takes no time to disarm traps, and getting out of traps is too easy. Trapper is a Killer that should have a unique meta, but doesn't.
Compare that to Hag. Hag blows Trapper out of the water in his own game. Hag can spam traps as needed, can setup minefields for later with minor time investments, can make use of near any triggered trap, and more. Hag has her own meta and is one of the better Killers because of it.
Shape does as well. If you loop a Shape, you feed him. So you want to avoid line of sight as much as possible. Keep an eye out and do NOT LET HIM SEE YOU! Ghost does this as well to a point. Both change the meta ever so slightly
Plague should even have her own meta. Cleanse or stay broken.
Pig, Wraith, Doctor, most Killers already have their own forms of meta Survivors need to deal with them. But the vast majority of Killers have powers that just don't do enough and can be dealt with by just more looping.
I never said killers can't complain against swf or "genrush". Both of them are a problem. I am also not saying every Spirit that even bothers to try, I'm saying a great Spirit player, not just someone who picked her up. Just like a great Nurse player (with a favorable map) could always guarantee a win.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/806619#Comment_806619
I love this statement, really you have to.
By that logic you can also say 4ks are possible if the survivors are bad. Really that argument leads nowhere, the old tale about meh the killer was bad. Honestly I have never seen such an arrogant community, take other games and you will see that people do not trashtalk either side because they lost a series of games nor do they claim balance is skewed.
So there is no reason for survivors to do that but killers have to? Seems legit and totally fair. Please now just add to it that somewhere some "godplayer" ( imaginary player lul).
You know i would agree with that if i would actually see the entire roster in red ranks but I don't so i will not.
Your statements are just as good, "I have escaped against Spirit many times. That must mean she is escapable. End of discussion". By that same logic, we can say omegablink Nurse was balanced because some people, in some cases, were able to escape against her.
Killers have to what? Take certain perks every match? Most don't actually and those perks still work just as effectively every game against every survivor.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/806619#Comment_806619
If the Spirit allows it? You make it sound like the Spirit auto kills people just by looking at them without any work at all. The same can be said about Survivors.
Killers can only kill someone if the Survivors allow it. If they are bad of course you can wipe the floor with them, but if a team is worth a damn they wont give you the time to get more than maybe 2-3 hooks before gens are done and gates open.
Sounds like a load of crap doesn't it? That's more or less what you just said yourself.
And as for perks. My opinion is that there shouldn't be a meta. All builds should have pros and cons to them and not have one be overly dominate over the rest. You should have weaknesses as well as strengths. But that isn't how the game works either. Survivor has had more or less the same meta build since the game launched. Stacking second chances or chase extending perks as much as possible without any need or care for anything else.
If you want my opinion. The meta needs a kick in the ass. That's one big problem right there and the top tier Killers point this out. Nurse and Spirit are the only Killers able to bypass or not fall into the meta like everyone else and by getting around the meta they are seen as overpowered. But I think MORE Killers should be like that!
Each Killer should have their own meta!
I think Survivors should be forced to work around what Killer is in play that game. You shouldn't be able to just use the exact same strat for each and every Killer in the game without needing to adjust at all. There would be some overlapping for Trapper/Hag, Shape/Ghost, Wraith/Pig, or Billy/Cannibal. But you should have to change your playstyle to match the Killer instead of just run loops every game till you happen to find a Killer that can't be looped like Nurse/Spirit.
By "if the Spirit allows it" I mean, if the Spirit is not a good killer. You will never escape against a great Spirit player. The Spirit does pretty much auto kill survivors if you're good enough at the game, just like Nurse did.
There will always be a meta, you can't get around that. Every game has a meta and so does DbD. Of course, the meta could freshen up if the devs actually did something to the top meta perks but doubt that will ever happen.
Survivors having to switch up playstyle against every killer would offer different kind of gameplay if it were to happen but it just isn't possible. The majority of killers will always be loopable. There is no way the devs could keep coming up with such unique abilities that looping would become non-existant.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/805430#Comment_805430
"Survive Together… Or Not - Survivors can either cooperate with the others or be selfish. Your chance of survival will vary depending on whether you work together as a team or if you go at it alone. Will you be able to outwit the Killer and escape their Killing Ground?"
From definition it's a teamgame that can turn into 1v1v1v1v1 in a blink of an eye
Yes, the steam store page that probably hasn't been changed in forever. The emblem system would beg to differ. You won't get very far playing by yourself, for yourself. Furthermore, if DbD wasn't a team game for survivor, things like bodyblocking or farming off the hook would not be considered griefing.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/806350#Comment_806350
That is wrong, it isn't completely in the killer hands. That is why escapes vs spirit are possible. Have done it myself several times so please spare me this story that it can not be done or is in the hands of the killer completely.
As I said there is not one tell there are several but okay ignore the hands, when she turns around and suddenly spine chill goes on what could that mean? 😂
Yeah cause spine chill is totally useless when not against a spirit, so is iron will. Oh wait no they are not but since you have the most trouble with that particular killer i would suggest choosing perks that help you with that killer, ofc it is much better to take perks that help you vs a clown. What is this logic?
https://forum.deadbydaylight.com/en/discussion/comment/806408#Comment_806408
And do we see changes to the loops or the gen times? No we don't we see people stating obviously wrong stuff because they want easier wins. The devs do not adress core design issues within the game.
You think spirit has higher priority than core design issues? Interesting.
Yeah I don't argue that spirit isn't a high skill killer but it doesn't have to be. I don't see why it is fine that the majority can turn on easy mode by going into the game as 4 competent people. Rendering most killers completely useless and having win after win.
Ofc people gonna pick what is the strongest against that. I doubt as many people will complain about loops, low tier killers or swf and the rotten core of this game.
It is time to balance around top players on both sides and not just one.
Escapes vs Spirit are possible if the Spirit player allows it. If they are bad you can escape ofc.
There is no way to tell if a Spirit is phasing without the use of perks. If there are, I would gladly like to see a comparison between a Spirit that is phasing and one that isn't.
It isn't about the perks helping against facing Spirit, but having those as the only real counters and that those "counters" can be countered by the Spirit is not ok. There is no reason a survivor should take a perk just in case they vs one specific killer out of the entire roster.
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- Something should (probably*) be done to increase match length yes, but we shouldn't look at anomalies (swf) and balance around that. (*I say probably, because we don't know if this is true, we do not have any statistics to know if this is true or not)
- True, we (should) have another rework in the near future with the next chapter.
- swf is not common and the game should not be balance around that. We should buff solo survivors to be more on par with swf and buff killers in accordance to that.
- Toolboxes are a problem.
I agree with some of your points but it does not mean that Spirit should get some kind of nerf immunity until those are fixed. It's like saying "insta heals shouldn't have been nerfed since moris are still in the game" it's childish. If a problem crops up, it should be addressed asap and not until other issues are fixed.
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Can't wait to have killers use lightborne 24/7 once tome 4 unlocks. Will make doing the survivor path literally impossible.
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Photoshopping your point into a comic does not make it any more valid than before.
I'll just leave this here https://clips.twitch.tv/ObeseKitschyToothKippa
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@Endstille said:
Basicly it is his post all over again, ignoring posts in that thread such as people stating that they actually like to play against spirit.
He compares pre "fix"legion to current spirit, i disagree spirit still has to perform the right guess. Old legion didn't have to guess at all, m2, hit hit hit while survivor couldn't do anything against it and that is not the case here. The statement that you will go down after an certain amount of time could be applied to every killer. I really don't see the value in that statement.
Removing collision will not make it better to go against spirit, good players can no longer be blocked via narrow paths or whatever this will make tunneling much easier so I don't see this being an improvement at all.
Also the glass was not the only thing but her hair and hand animation was a tell whether or not she uses her power. Than there is his statement that she has nothing to do with mindgames and his definition of it. A mindgame is manipulating another person to do something so spirit does mindgames even if he doesn't like them.
The statement that prayer beads has no counterplay is outright wrong, ever heard of spine chill? That perk helps alot with spirit in general. Survivors have perks at their disposal to play against spirit, yet most of it is ignored once again and the double standard is strong in the overall discussion.
The idea of spirit moving grass and corn, I think there once was a killer that did actually do that while being completely invisible and there was no mindgame to perform for him at all as this was not a vague indicator of where the killer was but 100% correct tell with that in mind i doubt it is a good idea to bring this back.
For survivor play 4-5 perks, everything that can not be countered by it has to be made counterable by that yet when it comes to killers it is perfectly fine to equip perks to counter general design that is quite baffling. I don't like spirit in general because her sounds are so cringe but that is just me.
Amplify the sound of her footstops so survivors can distinguish that better and see how that pans out. The idea of a vague indicator is good but I kinda doubt that bhvr is able to make it without rendering the killer useless.
In general i think we are so annoyed by spirit since she is being played so much, question is not how to change her but how to change the other killers so you see those more. When I have I last seen a bubba,clown,doctor ? Making rework of maps, taking years from now can not be the answer to that.
He compares Old legion because both characters ignore the skill of the survivor and the game is completely in the killers hands without the survivor having a say.
Her hair standing up is also not a valid counter because there are skins for her that alter her hair style, the glass shard is also not reliable to tell if she is phasing (at least from my experience.
Spine Chill does counter prayer beads but Spine Chill can also be countered by the Spirit by moving sideways and Iron Will can be countered by Stridor. You also can't choose perks after you know which killer it is which means you would need to take the perks into every match just in case you face a Spirit.
