RaSavage42
RaSavage42
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- RaSavage42
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Comments
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Why does it matter?
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Call Of Brine- shouldn't lose is regression... but do agree with the information part being removed also putting the information part onto Surveillance
Why change the mend timer on one Killer... why not Deep Wound in general?
Also why not change the Gens from 90 charges to 80 charges?
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Server issues, Lag, Coding issues
All lead to a point that grabs aren't being looked at seriously
Also... @Steel_Eyed What makes you say that?
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@DBDVulture I agree with you... and yes the longer the chase goes the more time the other Survivors have to repair Gens
And Survivor players need to understand this more (seeing how they can't play Killer "vary good")
Maps have a lot to do with it as well... and it's not the size that I'm talking about but Loops and Gen/ Totem placements that are the issue
If the Maps are seeded then that should mean that those things are dealt with... but they aren't
Please don't bring up Pros... they don't exist (either that or they spend more time playing KYF rather then the real game) and if they do exist then why are they silent about the game... plus they are either a 4 man SWF or a Killer player that only plays certain Killers
This game suffers from too much RNG to be a Pro game... Maps (in terms of spawns)... perks (they "ban" certain perks)... Killers (again they either ban or have a one time use)
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Yea I disagree with some of it... but isn't that the beauty of it though
It's just one players thoughts on the perks
On paper some of them seem strong (Oppression) -up to 3 Gens can be regressing on one Gen kick- but that cooldown sucks so bad
While other aren't as strong on paper (Surveillance) -information of a Gen's regression and potential repair- but Call Of Brine does more in terms on information
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Good luck with whatever you have got going on IRL...
And burn out is a real thing it's not a shame to admit when it happens
I've been on a break (but it was forced) for like 8-9 months now... Life is ok for me
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What is it with saying... "oh you are low MMR... that's why you won" or "you played X Killer... that's why you won"
So a low MMR Killer player can play Nurse for the first time have all 4 Survivors escape to then run into "LOL... you played the best Killer in the game and still lost"
Does MMR really matter??? Does Killer matter???
Cause it doesn't matter to the Devs... they haven't showed us (hypocritical community) the stats behind all of this
The game has issues... but they haven't come up with a solution as of right now
Does anyone remember when Mr. Cote said 'This game is meant to be frustrating' (paraphrase)
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Looking at this I can't but think that it's a high MMR Killer
Unrelenting- Only applies to missed attacks (and high MMR players hit a lot more attacks)
Stridor- Only works on Spirit (unless someone has another Killer that it's useful on)
Surveillance- needs a buff (so I do agree on it's placement)
Make your choice- Only works if the Killer is far enough away (which is fair... but with the way Killers are playing the game it doesn't make that much sense)
Oppression- either get multiple Gen to start regressing or get information (but it's all random... so I do agree on it's placement)
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I want to see Killers be balanced right now
BHVR needs to worry about the state of the game and not coming up with new Killers and perks
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Then how about another SAW chapter?
Mark Hoffman as Killer (with a different power obviously)
Jill Tuck as Survivor (an interesting character for perks)
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I mean RM still has use in the game but NWO is stronger so it's a default endgame perk
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3197065#Comment_3197065
I feel like whenever this point is brought up, it's referring largely to high mmr as if the vast majority of the player base is at high mmr. In lower mmr ranges, the killer absolutely can get 12 hooks in a game.
Alright but wouldn't be better if Killers could do that no matter the MMR
It's just a vicious cycle right now... Survivors complain about two (or more) Killers and about Camping and Tunneling... Killers complain about SWF's and Gen speeds
Wouldn't be good if all of that were solved... either by fixing perks, Maps, Killer's power and addons or just leaving it alone?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3207141#Comment_3207141
His meme add-on that gives you a terror radius while cloaked is surprisingly effective and a lot of fun.
The fast moving terror radius messes with survivors perception and they don't know what to expect. You can also hound them down while cloaked, it feels a lot of fun.
Yea... maybe... but I haven't been able to play for a while (lack of access and WI-FI
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So what Maps did you play on... That has something to do with how bad those matches were
Plus the real reason why everyone's running Gen builds is cause of Gens being at 90 charges... and now that may just continue if they put the Gens back to 80 charges
Also if they increased base Gen regression... Killers may just run 4 Gen regression builds
So BHVR shot themselves in the foot with some of these changes
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Sometimes I play "The Observer Wraith"
I run:
Addons:
Faster Cloaking and Faster action speeds while Cloaked (I forgot what they are called... LOL)
Perks:
TOTH- To know when a Survivor either cleanses or Boons a Totem (or all of them)
Fire Up- To have my action speeds increased (plus it's not all that effective with how I play this... more on that later)
Discordance- To know when Survivors group up on Gens (again more on that later)
Whispers- To know where Survivors are (for the most part)
Playstyle:
I stay Cloaked for the entire match... sometimes I fake coming Uncloaked... and just observe what the Survivors do... maybe take a chase or two... not hook anyone
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Nemesis is the perk that was designed for the situation you find yourself in
And it does synergize with Furtive Chase so if you are focused on switching Obsession that would be the best
But why do you run Dying Light... that could be Remember me or Rancor (before it gets changed)
How many stacks do you get on Dying light before a Survivor dies?
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Maps lead to Gen speeds being what they are
Plus having the Killer take a "unwinnable" chase means that the other 3 Survivors have more time to finish Gens
When it comes to Gens (and Gens alone) 1 second in chase = 3 seconds for Survivors
So if a chase lasts 30 seconds then that means 90 seconds for Survivors to do Gens
Plus whatever time between the start of the match and finding the first Survivor converts to 1 second of looking = 4 seconds for Survivors to do Gens... so if the Killer finds a Survivor in 20 seconds then that means 80 seconds to do Gens
Then we all wonder why Corrupt was used a lot... and now Deadlock (or both)
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Remove the luck (4%) and re-work the offerings, UTA (Up The Ante) and Slippery Meat
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It's more like mini-Hillbilly then mini-Bubba
But having to reload after every hatchet throw does mean something
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This is just going to continue until the Devs re-code the game
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Solving these issues will take a re-coding the game
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A vicious cycle appears...
And not much can be said but... you do you
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Well with Iri Head... the problem is how does one get anything from it being set to a range?
And how will Survivors play with knowing that Iri Head has been set to a range?
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That would make sense... for a lot of reasons
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I like the idea... But I think 28M TR makes even more sense then 24M
Hell even 30M... (Word I can't type right now) it Why not
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@WeaverReaver42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3205875#Comment_3205875
I'm worried that survivors will focus on preventing hooks at all. After all, if you can get up after being downed, you can do riskier plays as long your teammates can prevent you from being hooked. just pester killer until the survivor they didn't pick up manages to escape. rinse and repeat while someone does gens. The best way to counter this is gen regression. There is a good chance that if multiple people pester the killer, the killer will at best only be able to hook one survivor before the other gets up due to the changes and the new unbreakable. Meanwhile if you reduce gen repair speed or reduce the progress, than you can afford to take your time hooking each survivor. This will lead to solo-q getting left behind again as they can't keep up with the increased gen times nor can they effectively pick up others or distract killer.
Yes there are perks that don't need hooks but there are some perks that do rely on hooks
so 50/50 again it all depends on how the Killer wants to fight the "new" mechanic... and how Survivors use the "new" mechanic
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It all depends on what the Killer wants to run
Gen Regression or something to counter whatever playstyles come out of the Survivor side
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I'm all for increasing base Gen regression... and bring Gens back to 80 charges
Then re-working all of the Regression perks while looking at progression perks
And FYI regression takes even longer then repairing 3 Gens
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Well for me it comes down to what other perks that are going to be used...
Survivors:
Unbreakable (to decrease the time on the ground)/ Flip-Flop (to convert some of the recovery into struggle)/ Power Struggle (to get off the Killers shoulders if that Killer made a misplay) or Tenacity (to move faster on the ground) or Boil Over (For reasons already known)/ Soul Guard (for the same reason as Unbreakable but needs to be Cursed -which is going to happen a bit more cause of what I'm going to say about Devour Hope-)/ Breakout (cause why not -this just might be a SWF thing-)... plus some games with Solo's using Unbreakable and nothing else
Killers:
Agitation (to increase carrying speed)/ Iron Grasp (to decrease wiggle speed)/ Mad Grit (to impede bodyblocks and Sabo attempts)/ Knockout (to slowdown recovery speeds) or Nurse's Calling (to see if the Slugged Survivor is going to get up by themselves or with help or Deerstalker (to see the Slug while within range)
Or both sides aren't really going to try the new things out.... who knows
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@SkeletalElite said:
https://forum.deadbydaylight.com/en/discussion/comment/3201715#Comment_3201715
You got 2 stacks of STBFL added to the base kit, causing STBFL to be even more effective by proxy (same thing as UB)
You got 1 tier of brutal strength added to the base kit, causing it to be even more effective by proxy (same thing as UB)
You got 10 seconds of time added to generators, causing all % based regression perks to regress more by proxy.
Points 1 and 2 are good...
But 3 no not going to happen...
Base Gen regression is .25, 200% of that is .50 (what the others are IDK)
What's base progression again? 1.0 (what the others are IDK)
And the Gen being at 90 charges just makes regression even longer
1 minute and 30 seconds to repair a Gen.... 5 minutes and 47 seconds to regress a Gen at 99%
So the 90 charge wasn't something that Killer wanted (at least the ones that I talked to)
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So which perk(s) are we talking about?
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They do need to make Kindred basekit... but leave some strength on the perk itself
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But then you have those SWF's that do try and use the new stuff
So I think it'll be Unbreakable/ Flip-Flop/ Power Struggle/ Breakout
Something like that with Sabo Toolboxes
And for Killer it'll be Agitation/ Mad Grit/ Hangman's Trick/ PR
If Hooks is what it takes then why not (Partial Sarcasm)
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This update is to reign in on the slugging at 5 Gen (word I can't type) that has been on the increase lately
But it also turns into a weapon that Survivors can use once they figure out zones with no hook and Sabo squads
So it's a mixed bag of positives and negatives
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Not all Killers play the same ways... so it'll come down to how Killer players deal with it
With some Slugging for the 4K being gone... Camping and Tunneling will be weaker
And all of this when Nurse and Blight being the best in the game... leaves a lot of room for more things like this
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Honestly... If they could code in specifics then this wouldn't be a problem
Cause then they could look at what happens and have a fix for it (eventually)
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They are... but they do need gameplay and feedback right now
This isn't coming out with the 6.3.0 patch
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And then watch the flood gates crumble with posts of salt from players describing their matches
Obviously Survivors are going to try out Unbreakable (that's a given)... but the other three perks are up in the air (for the most part)
Hopefully Maps are the next big thing to get changed (again)
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3203494#Comment_3203494
Well, I'm not gonna lie, I'm sweating as heck when I'm up against a strong survivors. But mostly because I play her differently. I'm trying to play her as less annoying as possible as I mentioned in my first message. Me and survivors are actually having more fun when I play that way.=)
A good ammount of survivors after my games in the end-game chat were really bumped up and had a lot of fun, they were not mad at all even if they lost. But when survivors getting angry at me even knowing that I don't proxy camp or tunnel as hag... Actually kinda upsets me sometimes.=)
Again pressure put on the Survivors (and your playstyle) make the Survivors second guess themselves... or overthink other things
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Reassurance being one... going from 4 minutes to 4 minutes and 30 seconds could be an issue
The new Self pick up mechanic... could be an issue
But other then those specific situations I don't see much wrong with it... maybe if the Killer doesn't camp that would be an issue
It seems like the Devs are looking for existing mechanics to become the norm... so IDK if doing this soon is going to a good thing
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At some point most Survivors can counter a Killer but pressure gets to some of them and they start thinking of saving teammates rather then continuing with the counter
There are some Survivors who just don't care (want to have a good time rather then sweat)
Have ideas of how to do it but get shutdown
There are a lot of reasons... but yea anytime a SWF losses they blame the Killer rather then looking at what each other did
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Ok so reverting the Gen back to what 80 or 60 charges would be fair enough?
And changing Maps to be better
I honestly had a thought to make Pop gain tokens that'll allow the Killer to damage a completed Gen
Fair enough... I appreciate your feedback
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SWF's weaponizing it is a key point
Then Killers will have to play with that in the back of their minds
But then that will mean that players will be using different perks (SWF's definitely will)
So that means even more pressure on Killer starting from the lobby screen (watch how many Killers back out of lobbies)
And with this change Corrupt becomes even more laughable (just imagine a SWF running at the Killer to be downed -Corrupt is now gone- and just saboing nearby hooks running Breakout/ Unbreakable/ OTR -if need be-/ and whatever perk they think will work)
I really am not liking the way the Devs are handling this game... like seriously all they needed to do is to increase base Gen regression and make changes to the regression perks
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Camping and Tunneling do have a place in this game (I say this in agreeance with you)
But Camping and Tunneling at 5 Gens isn't good for the game
Also There isn't much the Devs can do (cause most of what you put they can't code into the game)
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If we are in agreement that her addons need changing I'm all for it... but if we are talking about an overall change then no
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Cause the Devs can't come up with new stuff without it being a perk first
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Going for 12 hooks is more like a challenge then base mechanic
It sucks... but it's the truth
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I'd have to see it in action before I jump to one side or the other
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I can see Kindred being Basekit
But what about Leader, Detective's Hunch, Prove Thyself or Bond
Or how about making base perks basekit before the make teachables basekit???
OHHHH... Left behind (cause NOED got free aura reading on it... so why not)
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This is what we can expect from here on in... Seeing how they can't or want to make "new" things they'll just take perks and make them basekit
And it sucks cause that will lessen the perks actually used... thus turning it back into a stale "meta"