ProfSinful
ProfSinful
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- ProfSinful
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While I agree that the game does need to be better optimized, I will say that in order to do so, the devs are going to need to do what Riot Games did with LoL a few years ago and completely recode the game from the ground up in order to properly optimize the game for platforms other than PC
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@darksouls3600 said:
Five matches with at least 2 proves to rush... Aaaaa... My sanity.
4 matches trying to learn Wesker needle hitbox, in the 5° match think "I going with legion with my slowdown build" (Plaything, pentimento, daylight, thanatophobia) add-ons (Legion pin - broken status on survs and Iridescent button - vault break pallets)
1 DC when I down him, other killed himself on hook and then GG, 4K, sanity restored.
But man... Going against gen rush builds with 4 strong medkits and boon CoH, is not cool.
Prove thyself is not as efficient as players make it out to be. Numerically speaking, you're still better off splitting on 3 separate gens while one person takes aggro.
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@RonMan32 said:
I think it would go a long way if they made his charge time, cooldown and that little window after using a bound or waiting too long to use the 2nd bound where the tendrils have to retract before you can m1 a little shorter/faster. And they probably should, just by a tad. But current state Wesker the only issues I have with him is his hitbox and other bugs. As in there's close misses that would not have missed if his hitbox was like or more like the PTB hitbox, but I'm getting those close misses a LOT so it's clear his power almost works and that the cooldown and charge time aren't in a HORRIBLE place. I agree they should be snappier (SLIGHTLY, probably not as much as you're thinking) but the only thing that makes him a pain to use for me is that new hitbox. I'm advocating for 30-35cm on the survivor grab hitbox.
I agree on the need to increase the size of the survivor grab hitbox. 31.5 cm (70% of the original grab hitbox) seems like a perfect middle ground since it's not quite as drastic as the 56% hitbox size reduction that was introduced after the PTB.
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Hard agree. The map design team clearly hasn't learned that the recent map reworks, while looking incredible from a visual standpoint, are horribly balanced and just create an unhealthy environment. It's braindead easy to chain tiles on every map since the Gideon Meatplant rework, and every new map and map rework just has a plethora of strong windows that chain into incredibly safe tiles or buildings that offer multiple god windows that chain to create semi infinites (looking at you Haddonfield). New RPD is just one of the many egregiously designed maps that offer little in the sense of fun and interactive gameplay, and it's very reminiscent of the current Gideon map.
Don't even get me started on Forsaken Boneyard, Garden of Pain, Haddonfield, Coldwind, etc. The biggest flaw in the game right now is map design followed not so far behind by Nurse and until those issues are fixed, the game will continue to have issues creating fun and balanced perks that encourage healthy gameplay.
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agreed, the only valid DS nerf was disabling it during end game.
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It isn't game breaking, it's just buggy and doesn't require killswitching imo. This is coming from someone who mains nurse and dealt with the plethora of bugs she had to deal with, from m1 bug to blink bug. Not once did I see threads asking for her to be disabled because of those issues she had. They will get fixed eventually and until then you just need to deal with it.
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@RaSavage42 said:
Overcharge existed longer then Ruin
Overcharge is applied to every Gen you kick
But the kicker is the new change... regression starts at 75% then goes 200% in 30 seconds
then tap the gen or be efficient and work multiple at once
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the perk is fine and bad players will eventually get better.
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@My_Aespa said:
I bet if they did implement it, people would find something to complain about.
Then those people can uninstall the game :)
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It's usually latency related from what I've noticed. If you ever get one of those vpn killers it's even more likely to happen
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@buffcoyote said:
I disagree, quite the opposite. His hitbox is just fine (the survivor in me is saying a little too fine, haha). From the few matches I've played, Wesker killers nearly always land successful hits when I am fast vaulting without Resilience. His M1 attack also appears sufficient, doesn't feel like an overreach. Perhaps you just need more practice with him.
every killer has the exact same m1 hitbox
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Nurse deserves no QoL changes. The skill in learning her includes learning the timing of her chain blinks
~ a former nurse main
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I love seeing mediocre perks getting nerfed for no reason :)))))))))))))))))
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@SpaghettiVase said:
I personally find it funny that they labelled it "camping and tunneling" in the patch notes but it really only affects tunneling and proxy camping, nothing about face camping which i would say is the worse issue. Maybe not on a wide enough scale but it always guarantees a hook trade.
face camping is hard countered by holding m1 and letting the person being facecamped die while they land their skill checks for 60+ seconds (the + is for if kinship is in the picture)
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POV: You have not forced the killer to break the pallet.
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@Saitamfed said:
She can not blink if someone is aiming a flashlight at her... she really suffers against flashlights... but normal people don't know about she being unable to blink while being beamed with a flashlight.
actually she can blink if she's already charging it. She can only not blink if she's in the beam prior to charging her blink
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@Kaapskaaps said:
https://forum.deadbydaylight.com/en/discussion/comment/3138274#Comment_3138274
I don't tho. The only killer I have an issue with is dredge. Even nurse is easier/much more fun to play against than dredge. The dredge is just unfun.
say that again after playing against a good nurse
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3136703#Comment_3136703
we've never said you get Auric Cells with Prime. Rumours are abound constantly, which is why we advise players to only listen to our official communications.
Okay but what about the many thousands of players that already grinded their way through the previous rift who have been cheated by this NEW AND EXCLUSIVE PLAGUE SKIN? We gonna continue to just be ignored?
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3110675#Comment_3110675
basement is designed as something very powerfull the survivors need to be carfull of. it is a weapon the killer has that is meant to give you a choice as survivor when you loop the killer. do you risk getting downed near the basement or do you choose a difrent route and use difrent tiles that maybe are weaker but getting you of the hook is easier in the long run.
sounds like a basement trapper/bubba take tbh
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@RonMan32 said:
https://forum.deadbydaylight.com/en/discussion/comment/3110679#Comment_3110679
Why would they nerf it then? I mean they stated why. It's apparently broken when mixed with a Plague perk I can't recall. Doesn't deserve a nerf this big because I agree, probably not even a mid tier slowdown perk. It's kind of the best I have rn tho.
They nerfed it because baby survivor players don't know how to let go of gens before someone gets hooked and it made them sad :(
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The survivor pip system is incredibly straight forward tbh. You do some gens and a totem or 2? That's a gold/Iri lightbringer emblem. You get 2 unhooks and some heals? gold/iri altruism. Run the killer for 2 45+ second chases with some pallet stuns? Gold/iri evader emblem. You survive? Instant gold survivor emblem and if you never get downed? Instant iri emblem. Just keep playing to do as many different things as you can and you will pip (or at double pip) every game. Hell I don't even pay attention to what I'm doing half the time and I hit iri 1 survivor every month (and iri 1 killer). Just play the way you would want a teammate to and it'll be fine.
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@danielmaster87 said:
Yeah, his add-ons are the worst in the world. Cannot believe they made it to live. Then again, this is the model strength of add-on that most people these days are asking for, not even exaggerating.
Pyramid head exists...
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@ThatOneDemoPlayer said:
DMS was never worth using imo
based take imo, why run DMS when you can run a better slowdown perk
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@Reshy said:
https://forum.deadbydaylight.com/en/discussion/comment/3110483#Comment_3110483
Because it's a horror game, and therefore there should be situations where the survivors are in fact scared.
You can make the game scary without an outdated and bs mechanic.
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@VaporLion said:
Its mindblowing to me that you guys think nurse is balanced. There is killers having 600+ 4k streaks. No survivor would even come close to such an escape streak. And if u think about it, if nurse couldnt blink through walls or pallets, she could still be the best killer in the game. Its just that she actually has to break a pallet if its a save one and u dropped it early enough. Having a little bit of counterplay against her is necessary because she is consistently ending chases way to fast.
It's not nurse herself that's entirely unbalanced, it's her addons and those addons (range) need to be nerfed because they remove any and all counterplay that basekit nurse DOES have
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/338142/sadako-buff
honestly I feel even if teleporting gave 2 stacks she'd be fine, her mobility is highly under rated and the tvs debuffs are so nice too. She is one of my favourite killers to play.
Her mobility punishes her more for her using her own power more than a survivor turning off a TV does
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3102520#Comment_3102520
I agree. Currently the hard cap appears to be a ludicrous 2 hours. How many nail biter games would be ruined if the hard cap was reduced to 45 or even 30 minutes.
if a game lasts longer than 25 minutes then I've more than likely already reached a point where I wanna go next anyways. Plus, reducing the hard cap makes being held hostage in a game much less unbearable.
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@Araphex said:
There should be a penalty for suiciding on the hook. Like, no bloodpoints at all. No pip. Nothing. Like it can already tell if you don't press a button 2 times at second stage for the entity to take you. The same triggers should apply to giving no BP.
Oh boo hoo I lost blood points and a pip for suiciding on hook. Oh noooo...how will I ever financially recover...outside of just going next and getting more bp
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@FlamingFurball said:
The fact that lucky break is dependent on time spent healing other survivors and not health states healed of other survivors encourages you to heal inefficiently with the perk to spend more time in the healing animation, using healing speed perks and med kits will give you less lucky break value which helps you but not your team. I would prefer if lucky break was based on percentage of a health state healed on other survivors.
bruh new lucky break is so easy to refill if the killer has sloppy. I've had games where I run it with my gf and the killer has sloppy so I tell her I'm gonna refill my perk, 99 her heal, stop healing her so that hemorrhage resets the heal progress and start all over again to effortlessly refill my perk. I would much rather the perk reward healing progress instead of time spent healing, and it could look something like this.
-For each health state equivalent that you heal another survivor, lucky break is recharged by 16 seconds.
This would do 2 things.
- It would allow you to use perks that increase healing speed without being punished by lucky break for not spending 60 seconds healing another player.
- It wouldn't work efficiently with a perk like For the People (usually). You obviously would still get 16 seconds worth of lucky break after using FtP on a teammate. However, since you are immediately broken by the perk you would essentially lose healing action's value on lucky break immediately which in some cases wouldn't be quite ideal (while in others it opens up room for opportunities for survivors to make fun plays with FtP + LB)
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3101429#Comment_3101429
Oh. Still, doesn't Blight instabreak pallets with his power anyway?
He needs to use 2 rushes to do so, c33 requires 1 with a 1.5 seconds stun (miniscule duration) and by the time that stun duration is finished, you have all 5 rushes available .5 seconds after you finish the stun animation
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/337496/how-to-hotfix-the-current-camping-meta
They can't just change camping as a whole as someone said the devs have said it's a valid strategy, it's going to take something that can't be abused by survivors, not needing survivors to equip a perk but also make it so if a killer has no choice but to camp i.e endgame it will be a challenge for survivors to get the save but not impossible.
The only way i can think of that they can fix camping is by looking at the killers that can camp well i.e bubba and ones that can't and the ones that can they need to adjust how there power works around the hook, so for bubba i.e if he is to close to a hook then his chainsaw can only injure and stops after 1 hit this will allow for survivors to try and get the save it will be a challenge for everyone to walk away and worst case he gets a hook trade, something like that won't affect players that don't camp with bubba but the players that camp on first hook it will affect.
Then they move onto the next killer and see what they can try and change to get the same outcome best case everyone gets away, worst case hook trade and by looking at it from that point of view it will be more easy to adjust camping to affect the ones that do it at 1 hook to killers that don't camp.
Clearly it isn't a valid strategy if the devs acknowledged it as a problem in the last developer update (despite failing to actually do anything about it)
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/3101424#Comment_3101424
It's just aura reading. if you're at a loop, both the survivor and Blight see each other already.
you're thinking of c21, c33 is the iri that insta breaks pallets while stunning blight for 1.5 seconds, and then simultaneously hinders survivors. I've never had an issue with c21 existing, and I think it makes for fun aura reading builds that can still be outplayed if the survivor has better positioning than you do.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/338040/blight-addons
People think Compound 33 is broken? Weird. Alchemist ring is fun and rewards landing his hits, but it's a common complaint and it'll probably be nerfed in the future.
yes, a lot of people recognize c33 as an incredibly unbalanced addon that needs changes. Here's some reasoning from who I would call a very respectable dbd player as a whole (Hens333) in a clip I took from his video "Showing Otzdarva Why Compound 33 is OP".
https://youtube.com/clip/Ugkxiaq1Rymb2lIyEGZK4ri5uKtt_mjs_mq2
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honestly the pallet stun duration change would be a great place to start imo
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@Yords said:
Is C33 even busted? I was under the impression that only AC ring and double speed addons were. I feel like C33 is somewhat fine? If not, then I think the pallet stun should be increased by a half second.
C33 is honestly stronger than alc ring just because on average you will consistently get more value whether you're good with rushes or not. Alc ring is one of those addons that gets exponentially more broken as the blight gets better at using their power.
The biggest issue with c33 is the combination of the near instant pallet break coupled with the hinderance that makes it near impossible to get any real distance. This coupled with the fact that breaking a pallet with your face is an action that you can initiate and complete in less than half a second (in comparison to other killers who have a substantially longer windup time to perform instant pallet break animations) makes the addon incredibly low risk high reward no matter what map you play it on.
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@youngjun said:
https://forum.deadbydaylight.com/en/discussion/comment/3092626#Comment_3092626
If there is macro, 4 people has to waste their time. Also a lot of macros are in low rank match. It means new users are easy to meet macro and they will quit dbd soon because they will not enjoy the game. So it is very serious problem
so 4 people wait 2 minutes to find a game, finish 5 gens in less than 5 minutes and then wait another 2 minutes to find a game while getting free blood points? Again, where is the actual problem?
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3098682#Comment_3098682
What perk would you actually run it with if it didnt keep stacks.
The only decent hex perk to use it with would be NOED
You're behaving as though blood favor and haunted ground don't exist
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@lagosta said:
I don't think that's a good idea. Now Undying also transfers stacks and having to cleanse anywhere between 2-5 totems to get rid of a single perk effect seems way too drastic. Imagine the pressure of 3 stacks of Devour Hope.
In that case you revert the stack transfer as well, then there's literally 0 issue
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I mean, yeah it's annoying but it's really just a non-issue
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@TragicSolitude said:
The skill check is just there to make sure Switch players have no chance at ever using DS.
As it should LOL
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@LichQueen said:
This is really my only issue with the last patch aside from lack of solo queue buffs.
But seriously, DS virtually does nothing now, especially against high mobility killers such as Nurse and Blight (killers that do not need to be any stronger).
Disabling during the end game would have been fine if the stun duration stayed at 5 seconds, but now with a 3 second stun, it's worthless.
I propose, like a lot of others have, revert it back to 5 seconds, but keep it disabled during the end game. I think that is a fair trade off.
wholeheartedly agree, the only nerf it needed was the deactivation during end game, because end game should be an "any tactic goes" time for the killer since there isn't any other objective to defend and tunneling/camping is to be expected/unpunished
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@darkshadows8326 said:
STBFL should not be a god tier perk for specific killers like Demogorgon and Pig because they have ways to injure the obsession though their power to avoid losing stacks. It should be on equal footing for all killers and STBFL should lose stacks on health state loss just like Remember Me gains stacks on any injure.
Not every perk needs to be useable on every killer or map, nor do they need to synergize with every power or perk.
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It only needs to give me some fixed amount of distance when I want it to.
This is impossible to implement in the game without it being broken, evident by DH being the most overused perk ever. The current exhaustion perks, while "balanced" are generally more than strong enough with a couple outliers being either map reliant or unreliable in general (head on, smash hit, balanced landing). While I understand the thoughts behind it, I really don't think it would ever be healthy to add a "press this key for free distance" perk for the foreseeable future.
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@Onyx said:
These changes are way overtuned. Some of you forget there are other players than just 4-man SWF teams.
The only people who would ever have even the slightest issue with these changes are the absolute lowest mmr players possible, and that's not saying much considering these are also the people who think that trapper is op
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You wanna kill a completely balanced perk? That's funny
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It should be an audio queue that calls the person who procs it a boosted baby. I will not take any other audio queue as an option, you're welcome.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/3011263#Comment_3011263
Then you'd get people asking for Aura reading Wraith to be basekit, and Myers aura read to be basekit, and Spirit killer instinct to be basekit.
Same as asking for survivors to have a basekit aura read on the killer's location. No thank you.
(but yes, playing with Amanda's letter is stupidly fun, going for unexpected ambush attacks and whatnot.. same with any aura read add-on on killer to be honest)
spirit shouldn't even have killer instinct on an addon, literally the most broken addon I've ever seen sitting only behind range addons.
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I kinda like it the way it is tbh, but that's a really interesting rework imo. I'd run it
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3011019#Comment_3011019
You are right those things are non essential i completly agree with you i simply said that the casual mindset, that is the majority of players and BHVR itself demands free rewards for doing nothing which is why Terror Radius and Red Stain exist, so survivors can get free info on the killer instead of learning what to look for, where to look, how to loop, etc. None of those skills and time investment matter, and they never will. That casual mindset is why Shift W works as well as it does.
okay but shift W is not a product of the casual mindset, shift W is the product of poor map design
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@lemonsway said:
https://forum.deadbydaylight.com/en/discussion/comment/3010930#Comment_3010930
https://forum.deadbydaylight.com/en/discussion/comment/3010882#Comment_3010882
But not every survivor is paying attention. "People just wanna have FUN" = CASUAL GAME. For this reason you need to give these systems to people that don't want to invest time in learning.
Hard disagree. There should never be a reward for doing nothing. If you don't wanna or simply can't invest time in learning, then I'm not sorry to say this but that's tough luck. There are some things that you should never get for free, specifically nonessentials. This is a nonessential, therefore it should not be free.