Pulsar
Pulsar
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Comments
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Balance-wise? Hawkins. I think a lot will disagree. There are plenty of pallets and good loops, but most can be mindgamed.
Least balanced? Every Coldwind map, Haddonfield, new Lery's imo, The Game, Ormond and The Aslyum.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/1074187#Comment_1074187
And I'm not denying that. I'm denying it being a gen rush, survivors primary goal is gens. Separated load ins and no gen pressure is to blame for those 3 gens popping. SWFs make an organized effort to get them done is a gen rush. From the killer side, it is there decision on how to go after survivors. Choosing to tunnel is completely on you, just as the SWF chooses and organizes a gen rush.
I have to commit to chase someone, else I don't ever get any hooks and I lose.
When I do commit, I lose those gens. It is inevitable. With the amount of loops that are totally safe, and the amount of pallets, it will take me more than 80 seconds to catch a half-decent Survivor.
As it stands, if I play a low tier Killer, I will not win if the Survivors and I both play perfectly. I have to rely on their mistakes and I cannot make any mistakes.
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@DoctorShockBoi said:
https://forum.deadbydaylight.com/en/discussion/comment/1073625#Comment_1073625
This sounds like torture more than anything lol
Hey, well, you did say hardest :D
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/1074160#Comment_1074160
I have to disagree. Gen rushing is harder to prove since it takes coordination between all 4 survivors. In a SWF, sure, but against solo's,they just spawned separately and hit gens. If you didn't pressure them off, several will get done at once.
With the amount of times loops can take up, it is entirely possible 3 gens will pop when playing against Solo's.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1074160#Comment_1074160
Noed exists. It punishes survivors for powering the generators.
True. And you see all the complaints about it, I would be suprised if it doesn't get nerfed soon.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/1074131#Comment_1074131
I get tour point, but your comparison is a joke. You dont need a Mori to win.
That being said, you do need something to survivors for killers that tunnel like there's no tomorrow. Removing DS ruins the fun for not only the for the one tunneled but the rest of the team as well. So while you want it removed, you will need to find some way to give survivors a chance against this playstyle.
I can absolutely confirm that I only tunnel when I feel pressured.
Gen rushing and tunneling are the same thing. Both sides efficiently doing their objective. Why punish one but not the other?
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@xGodSendDeath said:
Ebonys are one of the best tools killers have now to stop gens from flying
They are extremely unfun. I use them on last hook, personally.
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@Kenidur said:
https://forum.deadbydaylight.com/en/discussion/comment/1074093#Comment_1074093
I'm sorry, are you trying to compare the survivors primary objective,necessary to escape, with a rare offering that killers don't have to use to win as being somehow equal?? You're right, you do sound absolutely ridiculous.
Killer's objective is to kill, isn't it?
I'm pointing out how dumb that argument is. The game should be fun for both sides and stuff, like ebony's and DS, that make it unfun need to go.
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@LetsPlayTogether said:
As long as killer can tunnel as they like actual DS is totally fine.
As long as they can run gens as they like, Ebony Mori's are fine.
You see how bad that argument is?
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Rank 1 Legion, no perks.
Only add-on is Frank's Mixtape, can only down using Deep Wounds.
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1071929#Comment_1071929
It’s the same thing as nurse but with freddys skill cap easy to use
Not really. Nurse has a large cooldown after every hit, plus, she has to aim and time her blinks precisely.
Freddy, gets snares to slow down Survivors, but that's it.
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I have read through your entire document and I felt you deserved a response.
Your work ethic and commitment is commendable. Not many people would put that much effort in. However, the overarching issue is that it is completely untested. Not only untested, but will never be tested.
I appreciate the thought you put into this, it is AMAZING. I would love it if some of your changes happened, but realistically, they will not.
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Hmmmmmmmmm
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Idk, I send gg :) after every game and people are usually appreciative of it.
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@hex_genrush said:
Idea: remove deep wound and his power just lets him run fast vault pallets and can nomal m1 you , pretty op probably second best killer bc u wouldn’t be able to get looped
That's just Old Legion and a very bad idea, trust me.
Zero opportunity for counterplay and extremely unfun.
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@AvisDeene said:
I want legion to be able to vault as fast as survivors while not using their power. But I don’t think the devs could handle the amount of salt that would ensue.
That doesn't seem like a good idea. That would 100% confirm hits on every vault.
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Kinda feels like bait but we goin for it.
The real question is, why does Trapper have so many counters?
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1070790#Comment_1070790
Then dont complain about anything else in this game.
Huh? I don't catch your meaning.
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No, NOED is completely balanced and fine.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1070458#Comment_1070458
READ POST BEFORE POSTING
He is denying autoaim, not animation enhancement which is clearly the culprit.
Oh yes, of course. "Enhanced Animations."
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I can give you two videos where my aim is clearly jerked to a Survivor behind me, when I was facing another Survivor in front of me.
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I am sure there will be many questions on this topic but, any plans for the animation enhancement?
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Haven't seen any difference personally.
Killer queue's are still fast and Survivor queue's vary from 5-9 minutes.
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As long as they make it a little harder to reveal him generally, for example, not being revealed behind a wall, I'd be fine with it.
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The weakest link.
I dunno. I usually don't get tunneled. I definitely know someone who does tho
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@Fibijean said:
Did you actually sabotage the hooks, or just 99 them? I believe that challenge requires the hooks to actually be broken in order to progress, it's not an "equivalent of" type of challenge.
Yes, I can confirm, it does have to be broken.
@danielbird11 said:
https://forum.deadbydaylight.com/en/discussion/comment/1068728#Comment_1068728
I broke them. It is defiantly bugged. I just had a round and did a challenge to get 5 evader emblems with silver quality or better. And got gold but it did not progress. :(
What platform do you play on?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068381#Comment_1068381
Bad data is better than no data
It's actually worse. It misleads the public and starts pointless arguments.
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@Talmeer said:
-I would like to see every killer on the same "power-level" (-/+ 5% killrate stats).
Background of this is, to give killer players another reason for variety.
-I would like to see more indoor and town maps.
Just because I find this setting more interessting as always some forest.
-I would like to see either more stronger survivor perks, or that they weakenn the most used survivor perks.
Just for variety reasons. It is for me so boring, to see in every match the same perks, by 1 or more survivors.
-I would like to see the majority of killers buffed.
So that survivor have again fear for them, because dbd should be imo a horror game.
-I would like to see other ways of killing in the regular gameplay, as to hook someone.
Moris could mix it a bit up, but I would like to see more ways to use indivdual killer animations, as just moris.
-And I would like to see more m2 killers in the game.
Because I think, they have biggest potential to mix the gameplay up and lure other gamers into the game.
As you can see... I would like to see more variety in the game, with balance maybe as only second in mind.
I would love to see more Mori animations!
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068344#Comment_1068344
red ranks killers still win. Theres always an excuse but it's never the case.
Oh? Really?
How about that the MatchMaker sees a Red Rank game as the following:
One Red Rank Killer, 4 Rank 20 Survivors.
That is considered a Red Rank game. It only needs one to count.
Still doubtful? That's fair, I would be too.
The current Ranking System (and Rank Reset) are broken. It is extremely easy for Survivors to pip, but difficult for most Killers to pip (except Legion). As such, there are a lot of boosted Survivors in Red Ranks. Everybody knows they really belong in Green Ranks but they are up there. Heck, even I'm in Red Ranks and I suck as Survivor. Because of that, Killer kill rates are likely GREATLY inflated.
Since both of these are happening at the same time, we cannot take any data given seriously. The skill difference between an average Red Rank Killer and an average Red Rank Survivor is absolutely enormous because of the broken nature of the ranking system and therefore, you cannot extrapolate any accurate data.
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@mike4156 said:
im not going to quit i rather make the killer waste time if they want to be a total fag about the ruin update and whatever else makes all the killers so upset.
Ah, do you maybe want to rethink your choice of...insult there?
We don't support homophobia on the Forums.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1068313#Comment_1068313
Killers kill more than survivors escape.
These stats have been proven unreliable by the Devs themselves. Far too many variables, would you like me to name one?
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1067548#Comment_1067548
Since it requires to work as a mid-late gamr perk, we could try to make it trigger and spawn on the map when 3 gens are done, as well as Noed spawn when all 5 gens are done.
Maybe, but that seems like too much of a stipulation. Killers like value perks and Ruin, even with that, is still going to be destroyed fast, or it may not even spawn at all.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1066986#Comment_1066986
Legion, Demo, and Doc were frequenters of old ruin if I'm not mistaken.
Yes, they were.
It's actually okay on Legion.
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@douggie123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1064632#Comment_1064632
On pc they got to pay for doc and hag in th think
Most players on PC own them, wasn't there something about giving them out for free on PC a while ago?
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@Wesker said:
https://forum.deadbydaylight.com/en/discussion/comment/1061545#Comment_1061545
Could make it spawn on the map when 3 gens are done so?
Could you re-phrase that for me?
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@hex_genrush said:
https://forum.deadbydaylight.com/en/discussion/comment/1067293#Comment_1067293
Well I’m a rank 9 killer so a noob and I always get matched with red rank survs and gens always go fast and there’s so many op loops it feels really unbalanced for me
There are some loops that need fixing but you should lose against Survivors that are better than you.
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While I appreciate the Revenge of the Sith meme (it is my favorite movie), I do not share this view.
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@Waffleyumboy said:
I want perks to be less generic/simple, I want each to be hand tailored to fit the balance of the game. Maps need to have a more consistent ratio of chase to patrol time, this also means boring god windows/setups need to go as well. Killers should all be at Billy or at least Myers level in terms of power, and should be wayyy less add on dependent. Survivors need to have a chat wheel so they can communicate, to compensate for this like I mentioned most killers would be buffed to Billy's level. Keys, toolboxes, and moris: Toolboxes affect repair speed much less, a 10% bonus cap from toolboxes seems reasonable. Keys do not let multiple people go, and they require a 6 second channel to open hatch with. Hatch spawn requirements increased by 1, except after all gens are powered (4 gens = 2 survivors, 5 gens = 4 survivors). Pink and green moris should not be usable until all survivors have been hooked or the survivor you want to mori has already been hooked twice. Moris now count as sacrifices. Finally, reduce the bonus for great skill checks when repairing.
I think these are all good ideas!
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@BulletsNonstop said:
Sheesh... Doctor just needs to be tamed lmao it’s just not fun playing against him 🤔 why does a killer deserve to know where everyone is all the time? Oh what... was I supposed to run calm spirit? Hide in an obvious locker? Get outta here. Doctor ruins the game that’s just what it is. Please take his ability down he doesn’t need to know where everyone is AND make your skill checks all screwy while making you go insane at the push of a button. That’s lazy and impudent to survivors time. I’d rather back out like I see all 3 of my other teammates do as soon as they find out he is there 😂 it’s broken
I disagree. He doesn't have map pressure or high chase potential.
Basically, if he is OP, so is Legion, imo.
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@Blueberry said:
Map design is the biggest issue that the game needs to be resolved as soon as possible. Size, loop distribution and loop strength. The current rate they are going is not enough. At their current rate it will be years before the problem is fixed and that's assuming not a single other bad map gets released in that entire time.
The "second chance" perks in the game are out of hand. They reward bad play, with a game swinging effect and ask nothing of the player. They either need to be more situational, require something of the survivor or lessened in the strength of their effect.
New killers need to be design in a way that asks something different of the survivors. Too many killers are countered near the exact same way, pallet loops. If the survivors were asked to play differently against more killers it would keep the game much more interesting and fresh without having actually added a new game type. Think Nurse and Huntress as an example. The survivors have to play against them differently than all the other M1 killers.
On that note, we still have quite a few killers that are below par and could use some buffs.
Lastly, we still have a lot of perks on both sides that need improvements. I know they are working on this, but it needs to go faster. Many perks don't even need significant work. A lot of them just need their numbers tweaked or their cooldowns reduced/removed, that's it.
Summed it up way better than I could, great job!
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@silverwolf4455 said:
I would like to see the console optimization finished. Still waiting on 60 fps and the ability to increase sensitivity to a reasonable level. I know its achievable, I have higher sensitivity and better frames on other games.
I agree 100%. I believe Peanits said that it was mostly technical stuff but that progress was being made.
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@Waffleyumboy said:
You don't want to use STBFL?
Shred is...difficult to use on console, ergo, STBFL is not as good as it normally would be.
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@AtomP said:
https://forum.deadbydaylight.com/en/discussion/comment/1065949#Comment_1065949
"Survivor Hope" = second chance. Failed to do the gens? Well we'll give you another escape option. Now with EGC, failed to get to the second chance escape too? Well we'll enable two more chances for you.
How often do Survivors get hatch? 15% - 25% of the time? How often do they open a gate after the doors are closed? 5% of the time?
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@AtomP said:
Devs prefer survivors and will give them as many second chances as they can. Welcome to BHVR.
That isn't at all what it is there for.
It is there to give them some hope.
Its 50/50. Plus a 3K (should be) a win.
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So that the last Survivor has some sort of hope and a reason to not quit then and there.
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@scat said:
Entity sacrifice progress reduced by 50% if killer is nearby and not in chase
This has already been tried (or something similar) and it was a massive failure.
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From what I've seen, its a blessing that Xbox doesn't have them yet.
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My Ruin and Thrilling Tremors build is ruined :(
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1064730#Comment_1064730
Open the game, Look at Tomb 1, Look at Tomb 2. Where are the Jane and David Challenges... All the way at the very end. You can complete all of those generic survivor challenges without every playing or owning those characters.
Killers already got less challenges to complete than survivors in the first place? Why place this one generic challenge behind the Doctor, when you didn't place any behind Jane or David?
I am not saying I can't complete this, once again, I own the Doctor. I am asking, why make this choice when it could have just been flipped?
Not sure. They never said that you would be able to 100% every Tome, just that you would be able to complete every Tome and the Rift.