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@MarcoPoloYolo said:
https://forum.deadbydaylight.com/en/discussion/comment/2565385#Comment_2565385
I have no idea what you're arguing. The devs made no mention that DS was overperforming, and neither did the community. Far from it. He's literally nerfed to oblivion because survivor's feelings and the devs couldn't be asked to rework him, so they're heaving him straight into the dumpster because the killer's fun be damned.
Also, Trapper, Clown, Freddy, Legion, Wraith, Pig, and debatably Myers are fairly notable counterpoints. Oh yeah, and there's the infamous Billy change where he was in a good spot, but got nerfed into oblivion and the devs still haven't learned their lesson.
So? He was ridiculous to play against. The game is supposed to be enjoyable for both sides. And you're wrong, the dev's being too careful isnt the devs not reworking him. Because they are. If you played him on the PTB, he performs quite similar in 99.9% of the cases. He needs minor to slight other changes, sure, but that will come with time.
Billy did need a punishment on infinite revving though. It's literally the same reason why Deathslinger needed changing: free zoning without punishment. I'd even say that crack billy would be fine if just overheat was introduced. You'll notice a trend amongst the devs soon enough tho. At first they are too afraid of buffing survivor perks even though they are horrible, then they are too afraid of buffing certain mechanics because they have massive potential if snowballed, but the snowball is so hard to obtain in the game that the massive potential barely matters. Then they make a really good change and suddenly buff killers galore and buff survivors galore, make 1 buff or nerf too powerful and then they are careful with every move they make for another 8-10 months.
So really, devs do work on both sides, but for killers to reach an average of 2 kills and survivors an average of 2 escapes, either survivor needs buffing, or killer needs nerfing. But buffing or nerfing survivors really affects the lowest and highest tiers. And buffing and nerfing killers does the same.
So ofcourse the devs will look at the largest set of players, and balance towards their enjoyment. Because this game is a party game, first and foremost. If you make the game tournament balanced, killers would have an average of 3.5 kills in publics. And at that point, why even bother having generators in the game?
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2565439#Comment_2565439
You gonna add circle of healing to that list soon?
To the list of fine perks? Yeah, Circle of Healing is fine. Its only slightly better than selfcare. Circle of Healing is only not fine when combined with other healing perks, but that would make those healing perks not okay either. You could run Circle of Healing with Botany Knowledge and Desperate Measures, and it would still be fine. Run Circle of Healing with Botany Knowledge, Desperate Measures, Resillience and have a teammate apply Leader on you, then what perk was not fine? What perk decidedly made the build break? Because you need every single perk for the build to be broken. You cannot leave out a single one, or its no longer broken.
So none of the healing perks is not fine. It's healing in general that needs a rework. Medkits are by far the most powerful survivor item, and a single green medkit with addons can do what Botany Knowledge, Circle of Healing and Desperate Measures can do. When are 3 perks broken if a single item can do the same and has been in the game for years. Let alone that the medkit can be stacked with Streetwise and Botany Knowledge to essentially have more speed and more heals too.
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@GrayEyes said:
https://forum.deadbydaylight.com/en/discussion/comment/2565441#Comment_2565441
idk if I could agree with Michael being worse then trapper or clown tbh atleast he has insta down abilities with no add ons
But it requires staring at survivor up close to get that ability, and without addons to speed it up, good survivors will have finished 3,5 gens before it pops, and once it pops, they simply have to hide for 60 seconds and it's gone. Or injured survivors tanking a hit for healthy survivors so they can outlast Myers. Once hooked, Myers has no real reasons to leave, because 1 of his targets is on the hook, and he cannot gain stalk from them, at least 1 running survivor has been partially stalked and the other 2 are very hard to find, so there is no way of getting T3 anymore unless you start camping.
Trapper, on the other hand, simply needs 1 person stepping in a trap, and that's an instadown. Trapping a certain loop early on where survivors dont know you've visited is an easy catch. Clown just has to spam bottles once or twice and get a hit. Having 35% speed difference(45% if you also used a yellow bottle on yourself) is pretty much a guaranteed hit. Especially since survivors cannot fast vault while hindered.
Myers is by far the most addon reliant killer, and even in that scenario, he relies on stalk speed and increasing his T3 timer so he can camp out an entire hookstate.
Myers is better at guaranteeing 1 kill than Clown and Trapper, but Clown and Trapper are far more likely to get 3k's as there isnt enough time in the world for Myers to guarantee 3 kills. That's not even talking about how stalk is limited. If a survivor DC's after they started walking? thats 1/4th of your potential stalk gone. Survivor suicides on hook but never been stalked? 1/4th of your stalk gone.
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@latinfla4 said:
The last time I took a major break was from late may 2020 to late August of 2020.
I am a bit disheartened by learning that killer sbmm is to hard to lower and that my main killer sbmm impacts killers I haven't touched.
So no casual mode or offline bot mode to practice makes it just a bully session to try new killers.
So back to the original question what is your longest dbd break and why?🙂
Almost 2 years, the first announcement on changes to the game mechanics. Early drafts from EGC sounded awful, DS being turned into a simple E press rather than a skillcheck, killers being able to close the hatch but Dying Light not being touched, nor were gate spawns addressed, which were horrendously bad which is why survivors rather went for a hatch stand-off rather than finishing gens and opening the gate, because the killer could easily see both gates from wherever he was standing. This was after nearly 2 years of survivors recieving nerf after nerf while massive killer issues werent even touched upon. Dying Light was literally one of the biggest dislikes since Billy was the most common killer, and Billy didnt have pink addons, so pretty much all his pinks were Ebony Mori's. So after facing dozens of Billies who used Dying Light and proxy camped the obsession while pretending to chase people so survivors were more likely to unhook their teammate, and thus doom the match entirely, yeah, seeing another large nerf to survivors without Dying Light being addressed made me pretty much leave the game.
I came back about early 2020(after testing the waters a bit in november 2019 for 1-2 games), after leaving early 2018.
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@MrCalac123 said:
Because the Devs are too damn scared to nerf them, that's why. Anytime Survivors are unhappy Killers get nerfed, Deathslinger, Spirit, not even Wraith is safe when Survivors ######### and moan on the forums 24/7.
I see posts every day complaining about stupid ######### like Franklin's or Leatherface. And odds are the Devs may actually be dumb enough to listen.
Wraith had a coinflip moment though. The bigger problem is that devs are too scared to buff the killers in different ways because of potential power creeps.
Do you want a killer to be kill switched for 2 entire weeks when killer mains find a easy cheese that guarantuees 4k's at 5 gens? No, thats why killer changes are tiny.
And yeah, Franklins is a bit weird. It's only good against medkits(its not even good against keys, since survivors will just pick up the key and drop it somewhere), but it's too good against flashlights or sabotage toolboxes, which are already quite bad, but do not need a buff.
Leatherface does need changes around hooked survivors tho. You shouldnt be able to camp a survivor who gets unhooked with BT and still down both survivors with 1 use of your ability. Not even NOED can do that #########. That's the only change he needs, no longer being able to camp. Especially now that survivor MMR is based around escapes. You literally have a killer that forces a survivor to lose MMR without them having any kind of preparation against that. Bubba is one of the killers where I would say you need to know you're facing him, because if you dont run DS Unbreakable, you're not going to be unhooked.
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@Siberia said:
https://forum.deadbydaylight.com/en/discussion/comment/2565188#Comment_2565188
Michael is one of the worst? 😨
I'd even go as far to say Michael IS the worst. The only thing keeping him kiiiinda okay is green stalk speed addons and his bowtie addon. The rest is mediocre.
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@EvilBarney666 said:
As a player of both sides I get sick of the meta on both sides.
Killer: dead hard, ds, unbreakable, spine chill, iron will etc..
Survivor Ruin, Pop, noed, corrupt. Undying etc .
I would love for them to gut the meta on both sides. Nerf all the meta perks into oblivion.
I'd say spine chill, ds, unbreakable and iron will is fine. Dead Hard is a weird one, where it either never works in the survivor's favor, or it always does. Personally, I dislike Prove Thyself and Botany Knowledge more. Let alone the meta to bring medkits. Dead Hard would be fine to work with, if healing wasnt so easy. Maps would be easier to deal with, if healing wasnt so easy.
As for survivor, corrupt, pop and ruin is fine as long as you have decent teammates. Tinkerer and Undying tho. Snorefest.
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@latinfla4 said:
Nerfing your favorite killer?
Nerfing your favorite perk?
A stricter sbmm?
Optimization issues?
Microtransactions?
Adding a dating simulator where the survivor chooses which killer to date?💖 gunslinger just reels them in
I actually already stopped before, came back when I noticed they fixed it.
Why I left? Well, to be fair, I left a bit early before hearing out the full changes, but these were the suggested changes at the time:
- killers being able to close the hatch(at a time when the hatch was the only reason a survivor could escape in a 1v1 by finishing gens)
- DS being turned into an E press rather than a skillcheck
- Survivors at the time were recieving nerf after nerf after nerf already(yes, window getting entity blocked was a nerf, windows being boarded up was also a massive nerf, neither were a "fix" as killer mains love to call it, it was a neccesary one, but one at the cost of fun pallets, which created the era of pallet vacuums), while things like Dying Light with an Ebony Mori/Ivory Mori proxy camp werent even touched. Killer nerfs were rare in comparison.
- The EGC at the time sounded extremely bad, because gate spawns were even worse than they are now.
- Nurse was still capable of 5 blinks, and with Dying Light being killer meta, you can see why this was a problem.
You can actually check the steam player count when this announcement was made, because it was the start of a massive drop in players.
As for right now, well, if SBMM truly ends up what they promise to be, rather than the fuckfest it is right now, I dont see too much reasons to leave other than me getting bored with the game. If SBMM remains to be a fuckfest, I'd probably consider playing a different assymetrical game, like VHS or Propnight(its actually quite fun, basically prophunt meets dead by daylight)
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@fingerman365 said:
I completely agree. Playing killer sometimes feels like trying to go through a divorce again. They should remove exhaustion perks, they give survivors free distance with no skill requirement.
Then they should remove Ruin, gives the killer free regression without skill requirement, or remove Pop, gives an additional 25% extra regression on kicking a generator without any extra skill requirement. Or NOED, or Haunted Grounds, or Undying.
Oh, what's that? It requires a perkslot? Cant believe I didnt see that.
You know what's worse than an exhaustion perk in a perkslot? Prove Thyself in a perk slot, or Unbreakable, or DS, or Botany Knowledge, or Selfcare. Exhaustion perks extend a chase, but nothing extends a chase more than getting back an entire healthstate.
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@BenihimeWrath said:
Since keys have been nerfed in successive measures in both a) needing charge to open hatch, and soon b) hatch won't even spawn until you are the literal last survivor in the trial as well as c) hatch opening animation to be implemented which lasts 2.5 seconds.
Why not finally allow green keys to open hatch? This change is mostly just to make finding a green key in trial without ace in the hole feel less like a gut punch that one of your chests was literally wasted on spawning such garbage.
Personally, the changes I would make, would be:
Pink key
30 charges15 chargesGreen key
10 charges45 chargesI always felt like the green key's main purpose should be aura reading, the dull key's main purpose should be opening hatch, and the pink key should be a mix of both, but weaker in aura reading than the green key because it can open the hatch. I've never understood why the aura reading of the green key is so danm awful, when it's only use is aura reading.
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@Bran said:
Hatch shouldn't be a ln easier way to escape for survivor.
Sure on some maps escape through door as last surv is almost impossible. But hey killer killed
If you want survivors to remain a chance of escaping, the hatch needs to remain in the game. Either that, or gates need to be hardcoded to not be easy to patrol.
Because that 1 survivor cannot be expected to do all the gens on his own, meaning he needs teammates to finish gens. That 1 survivor cannot be expected to heal up and unhook all his teammates, meaning he needs teammates. That 1 survivor often cannot heal on his own, meaning he needs teammates.
The hatch is essentially there to give players a reason to not hold the game hostage. Because really, what are you going to expect when the 3rd survivor is killed but there are 2 gens left? That survivor to give away his or her location? Or hide all game untill they can maybe touch a generator? But what if there is a 3 gen, might aswell never touch a generator because otherwise the killer knows you're there, meaning you cannot escape. So you might aswell keep on hiding untill the killer goes AFK. The hatch is a really important mechanic in DBD.
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@botrax said:
I know i said the reason but its most likely one of the reason.
Why i think the game is unbalance is because the dev focus on the 1v1 and not the 1v4. So they balance around the 1v1v1v1v1 so if the 1v1 feel unfair for 1 side the other side will get nerf. I think that why killer get nerf so much its because they are supose to be stronger in the 1v1 but they want to make it so the 1v1 is fair for both side and that the issue.
By far the biggest reason, is map design. Loops either chain too easily, making it very hard for killers to gain distance in a relatively short time, causing chases to last up to 100 seconds before you down the first survivor, at which point 3 gens are gone and at least 1 person is working on the 4th generator, if you didnt down that survivor, teammates are coming to tank a hit. Which wouldnt have happened, if the killer actually had a chance of downing that survivor in an average time of 50 seconds.
The 1v4 is quite balanced, the 1v1 is not. In fact, the 1v1 in most killers case is stronger than it should be, but it has to be, because maps are not balanced, making the 1v1 feel weak. And because the 1v1 feels weak, rather than maps being too strong, the 1v4 feels too strong. Even the strongest anti-loop killers have issues keeping up since survivors can keep chaining loops.
Shelter Woods is kinda the one map that people point to on killers having too strong of a 1v1, because that is a map that SHOULD be almost perfectly balanced since loops arent easy to chain, but it's quite killer sided in general, because the killer 1v1 is a bit too strong.
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@botrax said:
What you say is true but the nerf is because survivor dont like playing against him.
Never forget that its the survivor who dictate who get buff and nerf and you should be fine for the next killer you buy
Not exactly, killers also recieve buffs if they are absolutely horrendous to play. It might take some time, but it's generally faster than killers that are horrendous to play against. The only killer that recieved changes fast was Twins, and that was purely because she was even better at camping than Bubba, and faster at mass slugging than Nurse.
Spirit has been super boring to play against for the past 2 years, didnt really recieve any changes to make her more fun to face untill now.
Deathslinger has been super boring to play against, didnt recieve any changes for that for 1,5 years.
But when a killer is kinda boring to play? Lets change them 5 times over the course of 4 months untill the killer is more fun to play.
Killers need to be fun to play against too, frustrating, sure, but fun. If a killer is boring, no one wants to play. This is not a tournament where it doesnt matter whether a build is boring or not, as long as it's effective. These are public games, fun matters. If a base killer is boring, there is a problem.
And dont you even dare think of saying "bUt FuN fOr SuRvIvOrS mEaNs BeInG aBlE tO lOoP tHe KiLlEr FoR 5 GeNs", because that is simply false. You could finish 5 gens against Deathslinger before he even got someone in second stage, let alone a second survivor on the hook. Being able to finish gens against Slinger wasnt the issue, his 1v1 was simply extremely boring. Nothing you did as a survivor mattered. Against a Huntress 14 meters away? You can dodge that #########. Against a Deathslinger 14 meters away? Welp, better hope he missed, because there is no way you can dodge that projectile unless you have Dead Hard.
He's more fun to face against now, he's slightly worse than he was, sure, but that's just Devs being too scared to make too many changes at once because it could lead to a hidden power creep. If they didnt make his 1v4 better, they will do so within 3 months after the chapters release.
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@DemonDaddy said:
Glad to see that it's an emphasis on survival over occupying the killer. Seeking out the one threat in the game just seemed dumb.
On the other hand, knowing this now makes swf more manipulative in terms of where they place. Already encountered lots of teams before the q&a that would stomp/bully, then one person stays to die intentionally. Gonna see alot more of that now I guess to keep the team average in a cushy spot.
"Glad to see that it's an emphasis on survival over occupying the killer." Ah yes, the least skillful aspect of the game being the main determination for your skillbased matchmaking.
I can be hooked at 1 gens left, have 0 teammates come to me, die on first hook and I'd be losing MMR, even if I kept the killer at bay for 4 gens, where my teammates, who have done nothing but hold m1 do gain MMR.
Or another scenario: Hidden all game with a key, does nothing all game, hatch spawns, instantly leaves. Gain MMR because you escaped.
How is the emphasis on survival any good in any way? Occupying the killer is literally the biggest determination in the endresult of the game. If your occupation of the killer ended up in 3 survivors escaping, you should be rewarded for that. If you didnt do ######### and jumped in the hatch with a key as soon as you were able to, you shouldnt be rewarded for that #########.
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@Pulsar said:
Old Undying is more fair currently.
Sure, it COULD take 5 cleanses, but it usually didn't and you could ALWAYS permanently destroy it.
Boon totems cannot be destroyed and can always be replaced. The Killer has no way to stop them permanently.
Thwt being said, they are both massively unfair.
I mean, the powers that Boons give arent really comparable to a hex at full power. Let alone that they require survivors not doing gens/constantly refreshing them(the 7:1 ratio for snuffing out totems was already fair, it's now a 12:1 ratio, meaning for every 12 seconds a survivor is blessing a totem, it takes the killer 1 second to take it away, that's a massive waste of time to keep refreshing boons)
It has a massive negative effect on survivors, where Old Undying didnt. Worst case scenario, survivors needed to cleanse 2 totems to get rid of ruin. Best case scenario, they needed to cleanse 5 totems. To get rid of 1 hex. Let alone that aura's were being shown of survivors being inside the range and that this effect was kept in after the negative backlash up to 4,5 months after official release, when it finally did get altered.
The only thing that made Boons OP, was because the Circle of Healing aura effects stacked(which, as far as we know, was not intended, just an oversight). They are still strong, dont get me wrong, but Dead Hard and Adrenaline is gonna give more value than Circle of Healing.
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@glitchboi said:
Because some people have no clue to run a Wraith, apparently.
It's more that there are a LOT of tiles where his uncloaking would be a guaranteed hit, because survivors either needed to vault or fake a vault, but Wraith's uncloaking time either guaranteed the hit mid-vault if they vaulted a bit late, or guaranteed the hit post-vault by using his speed to go to the other side of the wall. Faking a vault doesnt really work in that scenario, and also leads to a hit.
Guaranteed hits are not fun to face because survivor input doesnt matter. At that point, you could just replace survivors with AI, have practically the same game without any players getting bored.
They either had to give maps a killer seed where T&L walls dont spawn as often(which was the main location where you would have guaranteed hits, especially if the killer ran all seeing), or adjust Wraith to compensate for such situations. Since the devs refuse to make map seeds a thing, Wraith was altered.
It's not always about "people dont know how to run X killer" because people do. But if the game doesnt offer resources you can use against that killer, there isnt much you can do.
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@Maperson said:
https://forum.deadbydaylight.com/en/discussion/comment/2549126#Comment_2549126
I hope he gets his T1 to 110% movement speed, peor always look how to escape from it faster, what if we make it so that it's useful part of his kit? What if when he unlock T2 can switch between T1 and T2 so he could have more stealthier approach?
t1 being 105% isnt bad. It's his stalking movementspeed that needs a buff. Jewellery(his yellow movementspeed addon) should be basekit at the very least. That would buff T1 Myers, would make it easier to stalk mid-chase and makes a lot more creative builds possible.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2549084#Comment_2549084
So survivors can infinitely bless totems and get rid of all your hexes,this will make getting rid of totems overall a bad thing for survivors.
Get ready to be hit with noed every game,good job BHVR.
Infinitely blessing totems isnt a bad thing tho, they arent that good and only gain time if their effects are used more than 4 times, otherwise it's kinda a waste of time for survivors to keep blessing them.
But yeah, it does need a risk if it can delete a hex without removing totems to affect boons. Everyone agrees with that.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2539661#Comment_2539661
I actually looked into this, and I cannot find a single case, even anecdotally, of someone being banned for 'not playing normally'. Hell, I can't even find an example of someone being banned for AFKing.
https://forum.deadbydaylight.com/en/discussion/comment/2539657#Comment_2539657
I sometimes get warm words, sometimes I get raged at. I usually try to be nice (unless they've been teabagging me or flashing me during the game, in which case all bets are off). But it really is a bit of a damned if you do, damned if you don't think.
https://forum.deadbydaylight.com/en/discussion/comment/2539652#Comment_2539652
Yeah this is something I should probably keep in mind. I don't want someone to waste a cake or a fancy addon on a failgame. Unless it's a toolbox.
You know what you did.
"I actually looked into this, and I cannot find a single case, even anecdotally, of someone being banned for 'not playing normally'. Hell, I can't even find an example of someone being banned for AFKing."
That's the thing, we know people are getting banned for things, we just never recieve confirmation that our reports do help get people banned. I know of plenty people that have been banned for a multitude of reasons, but we never get confirmation that our input helped. Reporting people in game does have an effect, we just never know if it has. We never know if the players that have been hacking or purposely been ruining games actually recieve a punishment.
As for toolboxes, they are actually quite fine. Medkits and their addons though shivers.
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@MrCalac123 said:
The range is too large, I dislike how they can place a Boon over Hex perks, I hate how perks like NOED or Plaything won't take priority over Boons (which is NOT fair). I dislike how they can spam them as many times as they want, I hate how their effects stack, I dislike how all Survivors can see all Boons at all times always.
Hex's by sheer contrast look like pieces of #########, it's not even a competition or fair.
I mean, few things: the range is okay-ish, the stacking is not. Boon totems are quite mediocre if they have to be reapplied over and over again.
Lets keep it simple, boons being able to delete hexes without removing totems and killers not being able to revive those hexes is the main issue here. It's like equipping Inner Strength, cleansing a hex totem, but keeping a dull totem in play. It's not exactly powerful, even considering the fact it can be used infinitely, but it's equal amounts of BS as it removes a totem from play, without removing any totems from play.
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@Clowning said:
Personally, I find it hilarious that Devs advertised the Boon totems as this strategic decision Survivors will need to make in order to make them work, meanwhile they're a huge AoE effect that's always good, can always be used again after being cleansed and worse than that, all of this is even stronger for SWF, so SoloQ suffers again.
Also, the last thing Killers need is yet another objective to worry about.
I mean, overall, I think they are fine, their effects arent nearly powerful enough to be compared to hexes.
The only change they need, IMO, is being the gateway to naturally reviving hex totems. If survivors cleansed a hex totem but have a boon totem up, they are at risk of the killer going there and reviving his 4 stack Devour Hope.
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@ThiccBudhha said:
True is basically the only one I know will not derank in his free time, I have seen some sus "high mmr" matches from others.
I have never seen Otz or Dowsey stream, but I am sure they are clean too.
I mean, I have my killer at high mmr(even though I barely played with sbmm) and my survivor at relatively low mmr(suiciding teammates and people not doing gens after im chased for 5 minutes really does wonders impacting my mmr, at least, it feels like I am being put into terrible MMR, I might have high mmr and just awful matchmaking).
From the killer mmr POV, trust me, high mmr matches still range from the occasional sweat squad to potatoes
From the survivor POV, trust me, your killers still range from awful to being really good but sbmm keeps screwing them over with weird matches.
You're still going to face potato teams because they dont have synergy. You're still going to face potato teams because they are screwing around with each other. No one would ever sweat 100% of their games without an actual reward for doing so.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2535993#Comment_2535993
They have a lot of properties to manage. Can't do them all right now. And they're a buisness. Obviously they are gonna focus on the big ones a lot more. But they do smaller ones. I mean they are making a remake of damn Power Stones right now. But the licenses they do use a lot like RE they actually listen to fans and know what RE is supposed to be.
Thing is, it's RE coming to DBD, not DBD coming to RE.
If you want Nemesis to be more like REsistance, the entire game of DBD needs a rework on health systems, objectives and classify what would do how much damage. I mean, sure, give him a rocket launcher in the game right now. What do you think would happen? 1 healthstate per shot like huntress? Is that what you think would make Nemesis feel more powerful? A fast speeding rocket exploding in your face to only cause survivors to hobble around?
Ofcourse not.
Instadown them? Would feel like Nemesis, but you'd essentially have a character that is Iri Head Huntress as a basekit. Would be awful balancing-wise.
Could they have done better? Not really. Better AI, broader addons, maybe, but power-wise? It's actually quite good.
This is the realm of The Entity, it is in control of what happens around these parts. Nemesis not having a rocket launcher, is The Entity not allowing Nemesis to have a rocket launcher. Nemesis didnt exactly get here by choice either. The Entity is like a honey badger, it takes what it wants.
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I have always been of the opinion, if 3 generators are gone, killers are entitled to whatever strategies they must to get a kill. It is impossible to win a game with 4 survivors, 2 gens remaining and no one close to death.
If survivors dont like that kind of killer pressure, maybe they shouldnt have rushed gens so early so the killer has to start rushing kills. Its not fun for the killer if survivors rush, so the killer has 0 obligation to consider survivor fun and rush a kill.
Same with killers rushing kills being rushed by gens. Rushing is an answer to rushing, you cant get mad at your opponent for rushing if you started the rush.
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@Baby_Victor said:
Since BHVR is having fun blending our roles and overlapping our “responsibilities”, I thought we might have some fun with it too. I’ll throw out some starter ideas and feel free to respond.
- if survivors had a viable perk that was strong enough to promote chasing the Killer, what would that perk do?
- If Killers could use Franklins or a perk that lets them rummage through opened chests, which items could they pick up? How would they use them?
- if survivors had a boon perk that could injure (not down) a healthy survivor teammate (not self) for every activation, what would your boon totem do?
- If Killers were able to remove survivors off of Death Hook (not first hook) and also receive a strong stun (for temporarily disobeying the Entity) to add a token to a Perk, what would this perk do?
Feel free to also ask others to fill in your own scenarios and let’s blend those lines as much as possible. Pretty soon we will all be chasing and killing each other despite “our roles”.
xD
- Give a ton of bloodpoints in missing catagories. I'd be willing to chase the killer who is chasing another survivor for 2 whole minutes if that means a consistent 32k BP at the end of the match.
- Another killer's weapon. Imagine a Myers having perma t3, only to swap out his stalking ability for Yamaoka's Haunting. Suddenly you have phasing t3 myers.
- Sacrifice their blood for a ton of post-trial bloodpoints, or maybe even capable of healing someone with a broken status effect(including No Mither)
- Bringing back generators over time, up to 4 full gens.
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@KillerMain4Ever said:
You aren't going to enforce an anti-cheat that nulls comms just multiply bp earned for the killer and be done with it, SWF 2( x1.05) 3(x1.10) 4(x1.15) bam done! Or more idk what do y’all think?
Are you aware of how hard killers need to be gutted if you want them to be balanced VS solo survivors by now? As in, camping getting punished again by a lenghtened timer, anti-tunnel mechanics being boosted like crazy, tunneling a survivor out early actually giving remaining survivors a boost in fixing generators, because there is no communications.
Communications isnt a cheat. Dead By Daylight grew MASSIVELY because of SWF. Also, xbox and ps communications are encouraged by DBD. Removing SWF/calling communications a cheat is essentially going to destroy dead by daylight.
The problem isnt SWF being strong, its Solo's being weak. Killers are being kept weaker than SWF, because solo survivors are much much weaker. But if Solo survivor is all that is left, there need to be more pallets again, more jungle gyms again, faster gen times again. These changes were all made because SWF on comms exist.
As for BP, no, killers, on average, already recieve 80k BP per match. Survivors, if they are lucky, get 40k BP per match. It's actually a better incentive to give solo survivors a 2x bloodpoint bonus to encourage players playing alone a bit more.
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@MongolPSR said:
https://forum.deadbydaylight.com/en/discussion/comment/2533302#Comment_2533302
It's just so obscenely accurate. BHVR has never been known for strong sound design and yet they an amazing me in creating spirits phase sound bite that is so accurate I know where she will appear every time. It's not just I can tell she's on my left or right, it's a full 360 area her sound covers and you can even tell distance too as it has its own terror radius
But you cant tell if she's behind the wall or on your side of the wall. You're 100% ignoring that aspect.
The only reason Spirit is super easy to counter now, is because a lot of Spirit play her as if she had no indication at all. People still need to learn how to use her power to play misinformation. I've had quite good survivors vault a pallet into my face because they thought I was on their side of the vault. Yknow, players that told me Spirit was absolutely gutted and easy to counter now.
Previously, that was a 50/50 scenario on whether you would get a hit or not. That match? I won about 60% of my mindgames. That is better than the original coinflip. Spirit has new strengths she can use that people completely ignore.
Could you deduce exactly where she is if you had enough time? Yes, 100%. But she's nearly twice as fast as survivors, survivors dont have enough time to fully deduce where she exactly is, just where she is most likely to be. Which is good.
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@CrackerBadger said:
https://forum.deadbydaylight.com/en/discussion/comment/2531294#Comment_2531294
Badly Broken Gens and Generator Parts
- A few generators in every trial are randomly in worse condition than regular broken generators, and require a longer repair time with more difficult skill checks.
- Survivors can scavenge generator parts around the map. The right part can turn a badly broken generator into a regular broken generator, and instantly provides something like 20% progress to make up some scavenge time.
- The parts should never spawn close to the generator they fix, to avoid accidentally helping the gen-rush with lucky spawns.
- The amount of badly broken generators can be different for each killer according to their capacity for map pressure.
Let me critisize and shorty explain why:
- terrible idea, you dont want to lengthen the most boring mechanic in the game by any longer unless you want to nerf all the gen slowdown perks to uselessness to compensate. The longest a solo generator can be is 110 seconds right now, and with ruin forces survivors to stay on it and literally do nothing else. The only way you could add a broken gen that adds 10 seconds to the repair time, is to also add pristine gens that remove 10 seconds from the repair time
- 2 and 3 together, not the greatest either unless scavanging the items would actually lead to a net gain in time regardless of how long it takes. Which is quite hard to code since there is RNG involved.
Its not generators that are the problem. It's tile spread, tile availability and map layouts.
You need Jungle Gyms against a Nurse, as she breezes through T&L's like they arent even there, but you need more T&L's against a trapper, since any Jungle Gym is always a net-loss in time for Trapper. You would want any Jungle Gym to be available to survivors facing a Nurse before a Nurse can hit them twice, you would want a Jungle Gym to be available to survivors facing a Trapper after Trapper has had the oppertunity to hit them more than 3 times.
Generator times are fine, killer pathing and chase layout is not.
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@90bubbel said:
i see it as the devs simply not caring about the killer side
Ah yes, someone who has only joined DBD in the past 1,5 years rather than looking at the total changes made to the game.
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@Edilibs said:
My biggest concern for Pig was that Crate of Gears & Jigsaw Sketch was going to get nerfed and lo and behold that's exactly what happened! Tampered Timer got nerfed as well but personally i never use this perk over Crate of Gears as you get better/more value from it. Jigsaw Sketch is an absolute must have imo if your gonna play Pig at a high level as it increases her "favorable" rng more. Now that's gonna be gone for something garbage..
I main killer (doesn't mean i don't play or really good at survivor, it just means if something was on the line i would play killer) and i no longer will have another Jigsaw Box to keep survivors off gens longer. DEVS PLEASE CHANGE JIGSAW SKETCH BACK!!!!!!
This is gonna hurt players like myself that rely on non gen defense builds (no ruin, undying, pop, tinkerer, thanatophobia etc) as now i feel we have to use them now because Pigs in-game slowdown (which no other killer has) is nerfed to bloody heck.. They failed to realize that this mid tier killer is add-on dependent.
I dont care about her other add-ons because her other add-ons suck and these "new" changes to her add-ons suck too. I cant believe they nerfed Pig!..
"Tampered Timer and Crate of Gears could sometimes be too strong (especially when combined) so their values have been reduced. The end result should be an add-on set that is overall stronger, more diverse, and more fun to play"
Not only did they "not" mention the fact that Jigsaw Sketch was combined with these two perks making her more viable but even said that her add-on sets will make her stronger which is false. Yeah they may make her more diverse but that doesnt make it good. As far as "fun" goes..my fun is now taken away from me because of my strong add-ons that have been nerfed and are now sub par and i would even say weak. Now im losing my fun because i have to struggle even more with a mid tier killer..
Im pretty upset that they nerfed Pig but it is what it is.
The Pig
- Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
- Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
- Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
- Add-on – Rule Set N.2: Decreased rarity to Rare (was Ultra Rare)
- Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters).
- Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
- Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor
- Reworked Add-on – Workshop Grease: Increases Ambush attack charge speed by 50%. Decreases Ambush attack miss cooldown by 25%. Increased rarity to Uncommon (was Common).
- Reworked Add-on – Last Will: Increases Ambush attack movement speed by 6%. Increases time to charge Ambush attack by 66%.
- Reworked Add-on – Interlocking Razor: Failing a Jigsaw Box skill check while injured will inflict Deep Wound on the Survivor
- Reworked Add-on – Jigsaw’s Annotated Plan: Increases available Reverse Bear Traps by 1. Increases Reverse Bear Trap death timer by 10 seconds. Whenever a generator is completed, 10 seconds is removed from the death timer of all active Reverse Bear Traps.
- Reworked Add-on – Jigsaw’s Sketch: Increases available Reverse Bear Traps by 1. When a Survivor with a Reverse Bear Trap is working on a generator, that generator’s aura is revealed to you.
- Reworked Add-on – Video Tape: Survivors begin the trial with Reverse Bear Traps installed. Rarity increased to Ultra Rare (was Uncommon).
Developer notes: We are happy to announce The Pig is getting an add-on balance pass! We have replaced a number of underperforming or unpopular add-ons with new effects and increased the values on others to make them more effective. On the other end, Tampered Timer and Crate of Gears could sometimes be too strong (especially when combined) so their values have been reduced. The end result should be an add-on set that is overall stronger, more diverse, and more fun to play.
Eh, crate of gears didnt recieve that big of a nerf, jigsaw sketch kinda needed a change if they didnt want to completely remove tampered timer either. Pig has recieved a net buff when it comes to addons, without making head popping a reliable strategy, but still a danger(guess why 2 jigsaw boxes were added on Amanda's letter? You could add a trap with last will, down 2 survivors, bodyblock 1 box and get an average of 2 kills for being afk).
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Eeeeeeeeh, you dont really want to go to Haddonfield as a Myers.
As for the offerings, I am actually of the opinion that they should become Pink offerings for survivors at the very least, while maybe even grey addons for killers(while still having the same strength).
Killers rarely need a specific maps, and when they do, it's really bad if they dont go to that map. Where survivors dont really have a reason to go to any specific map, other than it being more survivor sided.
Making the maps pink for survivors, and thus very rare in the bloodweb, would give Killers more control on the maps.
This isnt even considering that 1 killer offering equals 1 survivor offering btw.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526217#Comment_2526217
Not the same thing. Maybe old Undying, which actually gave the survivors a second objective. But new Undying? You're just spending a perk slot on a perk that can be destroyed... to protect a perk that can be destroyed, and it only saves it once instead of the old potential four.
Old undying didnt just give survivors a second objective, it actually reduced the game to a very boring meta. You literally couldnt play the game as solo survivor.
Old undying didnt give survivors a second objective, it gave most killers the easiness of patrolling a tiny area and guaranteeing a 4k. Doctor? Couldnt finish gens. PH? couldnt finish gens. Nurse? Couldnt finish gens. That's not a second objective, that's holding a game hostage with the only way of getting out to be killed.
This is actually a second objective. As survivors have to go out of their way to activate their perks in a decent area and otherwise not have any usable perks.
If they want to keep their perks active, they would have to keep reactivating the totem over and over again, which isnt going to finish any generators. Imagine if a killer needed to spend 14 seconds to recreate Ruin? Suddenly you would call that a secondary objective for killers to do. Yet it's not when a survivor does it?
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@BadMrFrosty said:
Everybody likes to complain about unfun this and that, but at the end of the day, understand this:
- You will get the nerfs to killer that you want as survivors, this has already been proven in BVHR's patch records.
- A finger on the monkey paw will close, and you will see Blight, Nurse, and METAMAN (the build) even more.
- And if, by some insane twist of fate, Nurse and Blight get gutted.. then the final two fingers of the paw will close and survivor queues will jump from 5 - 10 minutes to 20 - 30 as there's nothing truly strong left for killers to use.
The game is not in a good enough state to change killers this drastically, and all this does is pen people into a few viable choices along with METAMAN accompanying it.
For those that say: I play X and Y at high levels and I'm fine. Alright, let me level set you real quick:
- You play those killers and succeed due to not facing survivors playing to actually win - bringing the best perks, being efficient on generators, and bringing excellent items/add-ons.
- These teams are rare, and won't show up in a majority of your games, HOWEVER, make peace with this fact: no matter how good you are, if you're not playing Nurse, you will never win. Ever. Your skill cap is much lower on literally every killer in the game save for one, giving them the natural advantage over you to start. Throw in map RNG and.. well, your options are depleted.
Some of us do not gain any sort of satisfaction from beating new or average survivors, nor do we enjoy the idea that we're getting ahead not because of our skill, but because of their poor decisions. See what I've noticed is that survivors are completely fine with chases being dictated by how they play, but not ok with the opposite being true. Hypocritical, but that's how it is. Four people will always find a way to band together and stick with their tribe against the singular opposition. Human nature's a #########.
Same argument could be said about the start of the game: Windows started being blocked when they never were. Stagger was added when there was none. Pallet vacuums were removed. Hooks gained a respawn timer. That is when the metabuild of survivors started being used.
But what happened? That metabuild was nerfed, EGC was even added? Dying Light didnt get nerfed? A lot of survivors did drop off increasing the killer queue quite significantly? Oh, but what's this? Killers were then starting to be addressed too?
Survivor "fun" was gutted in favor of making killer more fun to play. Anything killers "demanded" was granted. Extra BP to BBQ so it would be comparable to WGLF? Sure. A secondary effect to WGLF so it would be more comparable to BBQ? Didnt happen untill 1 year ago.
I can create a massive list of examples that happen to killers now, that happened to survivors then. Yes, it's a sour apple to bite through, but the end result does become sweeter. Deathslinger might become unplayable for a while, welcome to the grand list of killers that have once been practically unplayable after their 1 strength was nerfed: Hag, Doctor, Bubba, Clown, Demo, Trickster, Legion. All killers that have been in a state of being incapable of even holding a match together, but are now quite capable of holding their own in higher than ever tiers. Heck, higher tiers than old Nurse was even capable of holding. Because maps have been balanced, powers have been readjusted.
Yeah, Deathslinger might have 3 months where he is going to be unplayable, at worst. Which is much better than the killers mentioned previously, who were unplayable for over a year before they got adjusted.
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@IlliterateGenocide said:
The cooldown before basic attack nerf i don't like. The can't shoot until gun is up I like. Speed while holding is nice tho.
No cooldown before basic attack is essentially free zoning tho. So that's fine. No quickscoping is a good change too since it removes coinflip.
The lack of compensation in his 1v4, is what I am missing. His changes are fine if he becomes a 115% killer. His changes are fine if hitting a survivor with a spear and inflicting deep wounds slowed their generator progression speed untill they are fully healed.
His changes for his 1v1 are fine, great even. The lack of changes for his 1v4, are not.
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@humanbeing1704 said:
I personally dislike it as someone who has a job / school getting to iridescent rank is pretty much not possible cause it resets back to square one
I mean, you do realize that red ranks now truly dont mean anything, right? Rank barely represented skill anyway. Now all it does is represent activity.
Most tournament survivors were actually green ranks, since they rarely played public matches and instead scrimmed in KYF. The highest tiers of killers and survivors, were often the lower ranks due to never playing online. While lower tier killers and survivors could quite easily reach rank 1, due to how easy it was to be red rank.
Now, at least it takes some time and dedication. So it doesnt really matter unless you care for the achievement, and even then, just dedicate 1 month as survivor only and 1 month as killer only, and you'll reach rank 1 in maybe 8 hours total.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526162#Comment_2526162
One if my biggest concerns is killers have no tools to hunt totems and wandering around looking for them is a gg ez. To be honest though it say "safe haven" so I think they might be aoe but I still don't think they should be able to just spawn on ruin and bless it out of the game and get a buff.
I mean, either way, that Ruin would have been gone by that point. Let alone that it's going to be quite detrimental for survivors to bless hex totems, as they would give away it's exact location.
There are some reasons to worry about them, but overall? I am not that worried. To disable boon totems permanently, they would need to be worth risking. Considering they can very likely be relit, I am going to assume they would mainly be perks that have quite the powerful effect but cant be nerfed, or would be too powerful if buffed otherwise, so adding an artificial timer to it(finding a totem and lighting it up) that has an off switch if the killer desires to. Aka, perks like Dead Hard, Hope, Adrenaline, Flip Flop if it's a personal effect. Or AoE totems that only work if the survivor is within a certain range(aka, no aura readings to killer, no breathing sounds while in the area, or heck, even being able to use dead hard in a small area around the totem), things that might be worth kicking as a killer if you happen to be close, but arent worth going out of your way for. I feel like that's the general intention behind boon totems anyway.
Let alone that a survivor would need to go out of their way to go back to the exact same totem, or need to find a completely different totem if other totems are already blessed. The biggest questionmark I have with Boon totems, is whether or not a boon totem remains lit and active if a survivor has died. In which case, I actually need to wait on what the effects are to fully finish my thoughts. Because the implied effect is that boon totems affect all survivors in the area(which I currently assume is 16 meters at best? Maybe 24? Maybe it depends on the effect on how big it is?). Similar to how 1 Up The Ante or 1 Open Handed affects the entire team. So if a boon totem remains after death, that could be quite game changing.
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I mean, 1 single boon totem represents ALL boon perks that 1 survivor has. If it takes 14 seconds(or more) just to activate those totems, and only 2-4 seconds to permanently get rid of those perks, they would need to be immensely strong perks. Like, hackers being able to insta heal themselves and freeing themselves from second hook level of strength.
But if we see perks like Dead Hard, Adrenaline and Hope turning into boon totems, it would actually be quite fine if they can be relit. It simply gives survivors 14 seconds extra if they want to use their perks, while it gives killers the option to get rid of those perks.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2526201#Comment_2526201
What happens when there's a strong boon in the middle of your three gen? You snuff it. It just gets relit when you turn your back. You can't do anything about it. It's a perennial side objective.
Except it would take survivors 14 seconds(or longer) just to relight it. A bar that, btw, doesnt keep any progress.
If survivors can keep a boon totem lit in a 3 gen without you ever seeing them light it/interrupting them/hitting them before/after they light it, that's going to be on you.
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@danielmaster87 said:
Imagine if killers could relight their hexes. There would be a great outcry.
cough cough, undying, cough cough.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2526113#Comment_2526113
That just brings attention back to survivors, and like you said, the whole hoarder/franklin's thing isn't a thing, it's simply annoying. I'm just tired of seeing BHVR focus on survivors. Killer updates are usually nerfs that help survivors, or bringing the killer upto a speed with killers that are competitive. Killers get fixes to what's broken, survivors get new features, and buffs. Addon passes to killers usually have nerfs involved too, like we're seeing now.
They need to consider both sides, but beyond balancing, they don't seem to think about whether killer is fun, or if it has synergies. They just seem preoccupied with how it affects survivor gameplay.
Jesus christ. Should I remind you how this game started out? There were no window blockers, there were practically no killer nerfs other than Ebony and Ivory Mori's requiring 1 hook. The game had simply nerfed survivors only for 2 years, and buffed killers only for 2 years. Survivors gained 100% BP if they took 4 protection hits(which, was nearly impossible due to killer being the host and very disconnected to each survivor, even on dedicated servers that was impossible) or 4 unhooks(which, didnt even need the safe unhook requirement, giving people reasons to farm you just to gain 25% extra BP), even though the average survivor BP per match was 20k at best, and with WGLF it was 30k at best, while killer BP average was so consistent at 32k that back when pipping was based on BP that nearly 85% of killers were rank 1? Yeah, killers didnt like that survivors got that one tiny bonus to reduce their grind and demanded BP on each BBQ stack. 5 days later, they got what they wished for. WGLF also getting a secondary effect like BBQ to actually make it worth running as a regular perk? Didnt recieve one untill last year.
There is plenty of comparisons to make between how much the devs focus on one side. They do quite a lot on both. Yeah, some things get absolutely gutted, but if we're going to be objective, survivor chase potential has been absolutely gutted by limiting the use of windows to 3 times instead of however long they were able to use it. Saboteur has been gutted by allowing hooks to respawn, and they even respawn faster now. Exhaustion perks have been gutted to be mutually exclusive perks, rather than perks that had synergy, then again by actually keeping the exhaustion timer static untill the survivor stops running, so they cant use an exhaustion perk twice in the same chase unless they have walked for 40 seconds. Not even talking about pallet and window vacuums, or the fact that generators never regressed and took only 70 seconds to fix. DS was nerfed 3 times within 3 patches time too, Dying Light wasnt nerfed for 2 whole years. Actually THE perk that made me quit due to Billy mains using Ebony Mori's every game and just proxy camping the obsession to essentially slow down the game by 60%(1 person constantly in chase, 1 dead, 2 people slowed down by 25%, excluding the fact that Tinkerer still affected his charge time, so Billy was super cracked). Survivors were getting gutted left and right, regardless of how "fun" survivor was to play.
Those are massive nerfs that helped killers immensely. Yeah, it might suck right now, but we dont know where the long term effects lead them to. Survivors were able to create new strategies with their gutted mechanics. We can all agree that the changes from the original game have overall lead to a much healthier game.
The goal that devs need to reach, at this point, is raising solo survivor to the effectiveness of SWF, so that killers can gain a basekit buff(the last basekit buff was related to pallet stun timers I believe, it's time they add a basekit buff to kicking pallets and maybe vaulting windows).
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@Blueberry said:
Workshop Grease should literally just be a base kit change. Her ambush is trash and we shouldn't have to waste an addon slot trying to bandaid fix bad design.
The other addons are cool mostly.
Workshop Grease is literally Video Tape now. It's simply the unused grey workshop grease turned yellow(aka, free addons if you use video tape commonly). Video Tape becoming pink also means you gain quite a lot of free pink addons.
So they simply swapped 2 addons here, which isnt really bad. If that addon was basekit, a lot of other addons would need to be removed since they would be too powerful.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2526037#Comment_2526037
https://us.v-cdn.net/6030815/uploads/NZ1HQDQB7DXT/screenshot-20210927-183756-chrome.jpg
https://us.v-cdn.net/6030815/uploads/CC6FM0EJJFK5/screenshot-20210927-183817-chrome.jpg
https://us.v-cdn.net/6030815/uploads/JJE856EQRNL7/screenshot-20210927-183842-chrome.jpg
The face that they go back to dull in theory means you could just rebless them
True, it implies that. However, I misread something earlier too. I thought survivors could only have 1 boon totem active, and thus running more than 1 boon perk each would be silly. However: Turns out that 1 boon totem contains ALL the boons of 1 survivor. Meaning if a survivor has 3 boon perks, they will ALL be disabled when a killer removes it, and the survivor would need to find another totem.
Also, the text implies that blessing a totem might take longer than cleansing it(perhaps based on the amount of boon perks you have).
So all in all, going a tiny bit out of your way to delete up to 4 survivor perks in 2 seconds for the next 14+ seconds of the game? Let alone that we dont know what happens if we kill a survivor who has their boons activated either.(quick note, Dead Hard could be a contender for Boon totems too)
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@botrax said:
Maybe nurse will get nerf this patch they are touching her this patch.
Its a bit soon to jump to conclusion the thing we know for sure is spirit will be gone and for now we have blight and nurse for the high level survivor player
The biggest issue on nurse, is her recharge addons giving her 2 blinks after hitting a survivor after having used 2 blinks. Basically makes it impossible to verse her. Those are the only addons I truly see being nerfed. The rest either stays the same or recieves a buff.
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I mean, you could argue they could add the maps as optional during Kill Your Friends. If we're talking live servers, I dont think they should. Pretty much all maps have been balanced out to the point where survivor sided maps are less survivor sided and killer sided maps are less killer sided.
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@Crowman said:
Because anytime a killer has fun synergizes with perks it gets called "unfun" and then proceeds to be nerfed.
People have been crying about Hoarder/Franklin's on Pinhead which is not even that strong since smart survivors can still get the box and solve it without pinhead being able to interrupt them.
I mean, Hoarder and Franklin's is more annoying in the terms of Pinhead's chains also affecting the solving of the box. I dont think you should be interrupted from fixing the box, while fixing the box, unless Pinhead decides to teleport to you. There is absolutely nothing you can do when a chain hunt has started and you collecting the box, other than essentially keeping the box hostage(which, due to franklins, is quite impossible)
Solve that issue, and no one would cry about Hoarder and Franklins, because survivors would actually have a chance of solving the box after Pinhead has started the hunt.
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@dednark said:
I understand that deathslinger wasn't amazing to verse, but ability to shoot almost instantly and low tr are his only strengths. More importantly, quickscoping, flicks, and importance of fast reaction speed is what creates an appeal for this particular killer, that's why me and many other people choose to play him instead of huntress or any other ranged killer. It also adds skill ceiling to the character and differentiates good players from bad ones.
Now his nerfs are just ridiculous. Not only you take away his only strengths, but don't give him anything in return. Any semi-decent slinger knows that you only hinder yourself by ADSing. Having lullaby on huntress or trickster is reasonable because they have unlimited range on their abilities, slinger doesn't. That's why you need low tr, to prevent survivors from holding W as soon as they hear your 32 meters tr.
I hope devs will rethink this changes. Only change slinger really needs is a little cooldown on M2 so he can't spam it like a maniac without loosing distance. This change would encourage people to commit to their shots, or lose distance, upping the skill ceiling. But for the love of god, don't take away quickscoping.
I mean, if sneaking up and coinflip hits are the only strength of a killer, and the coinflip hits arent fun to verse, there is a problem.
There is no excuse to keeping any coinflip mechanics in the game, even if coinflipping is one of the only strengths a killer has.
The more logical conclusion is, instead of defending coinflip mechanics, promoting other mechanics that would supplement his abilities more. Like a basekit slowdown on gens untill healed fully.
Quickscoping as is in the game now, is a coinflip. After the change, it would be a scope with a flick. As long as Slinger can flick his shot, he'd be fine shooting wise.
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@Duvie said:
https://forum.deadbydaylight.com/en/discussion/comment/2526065#Comment_2526065
hmmm, makes sense. so then it would be fine like how you said at the start if the haste disabled when you enter a chase?
Definitely, if your aura is constantly in vision and you have haste, you dont have any reason to really go into a loop anyway. I think it could arguably be a great perk if it gave your position away at the cost of gaining a head start. With OoO, you could see where the killer is coming from. Having no haste while revealing your aura means the killer knows you're likely running it with OoO and means they need to brute force pallets anyway, which tends to be a net loss for you.
It's still going to be insanely powerful in high mmr survivor though, and I am not sure how the perk could even be balanced in high MMR. Perhaps by giving it a cooldown instead, or that it only works when in a Terror Radius(since otherwise, it would absolutely destroy any stealth mechanic in the game)
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@Duvie said:
https://forum.deadbydaylight.com/en/discussion/comment/2525993#Comment_2525993
https://forum.deadbydaylight.com/en/discussion/comment/2525999#Comment_2525999
Well if my perk idea didn't have the haste it'd be a bit weak. It would just be a very weak version of the Old Object+Sole survivor combo. so since I lowered the radius allot in which this takes affect the purpose is to chase, and so the haste is to help you, its not that crazy in my opinion. Unlike the old version where the survivor could see the killer, but the killer couldn't, With this version they both can see eachother.
Though I guess it could go down to 2/3/4% or 3/4/5% if you think it'd be more fair for the killer. Remember this is something that requires using two perks in combination for.
I mean, yeah, but even then, I could team up with a friend and run a killer for ages. Yknow what, let me show you how effective haste can be.
https://www.twitch.tv/videos/1025366669?filter=highlights&sort=time https://www.twitch.tv/videos/1025366670?filter=highlights&sort=timeThat's 5 minutes of chase time, just to get 1 person downed. And this perk requires 2 people to stay within 16 meters of each other.
That's "just" 2 perks. Meaning you could simply add Sole Survivor to it, and increase the haste even further. Add in Hope, and you're untouchable after the final gen.
So removing the haste in chase would be fine, you'd still gain a lot of distance before you'd even get into chase.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2524273#Comment_2524273
Actually, they've confirmed that Boon Totems can be re-ignited again and again without limit. Which is - concerning.
where? I havent seen it in the dev update and I havent seen anyone confirming 1 survivor can reactivate their perk again and again. Note that reactivating 1 kind of boontotem by 2 different survivors running the same boon isnt the same as 1 survivor reactivating their own boon again and again.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2524655#Comment_2524655
Yeah but the thing is they aren't addressing things that make him unfun, they are just outright nerfing him. A killer who already needed some buffs is being nerfed without any form of compensation. His only strengths were his small TR and quick scope, those where the ONLY good things about him. Both are gone now so why play him at all when huntress is just better in every single way.
Yeah, he needed buffs in the 1v4, but he also needed nerfs in the 1v1. It's the kind of killer that was too good in the 1v1, where the only "counterplay" was to hold W whenever possible and drop whatever pallet you could find. That's not counterplay, that's bruteforcing.
So I agree, he needs buffs in the 1v4 to compensate for his 1v1 changes, but depending on how much his 1v1 is changed. They didnt release any numbers yet, it might be from 0.1 seconds to fire, to 0.8 seconds to fire, which still allows quick scoping to some form where all that's changed from DS' POV is that he needs to flick during scope to still hit, which is more skill than just spamming m2 whenever a survivor is in the center of your screen. That's not a bad change. You could still zone people with it, you just wont be able to zone for free.