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RainehDaze

RainehDaze

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  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740535#Comment_2740535

    Not actually. Learning her is hard for sure but DbD is not Souls-like game. Just you need to pratice her more than other killers. When you learn how to blink and mindgames, she is not hard anymore. And learning her is rewarding you so much.

    Soulslikes are actually pretty easy, though.

  • "I'll block a window when coming out of phase" for the person that can't see Survivors and has to listen for them having vaulted is... probably not the best combination.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739786#Comment_2739786

    That doesn't change anything though.

    Tunnelling, camping and slugging are still available tactics. So with that in mind, killers are pretty much in complete control.

    Until those strategies are addressed, survivors can't be nerfed.

    And those strategies can't be addressed until something else is buffed or Survivors are nerfed somehow.

    As for being in control, Killers can control their own strategy--but they can't control the pace of a game or anything, that's on the Survivors.

  • @Emeraldwing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2740199#Comment_2740199

    People and companies don't really seem to see still enjoying and making new Harry Potter as a political statement. Isn't a new Fantastic Beasts coming out soon?

    HP is, bizarrely, more separable from its author than FNaF is from its original creator. It also had decades of inertia before Rowling managed to antagonise many of the people that grew up reading it (and some major death of the author stuff going on), not to mention the sheer scale of it.

    FNaF is small potatoes in comparison.

  • Entirely subject to the competence of the enemy at box solving.

    With just his M2, he's like the fiddliest least-profitable anti-loop Killer, so just plonk him below the rest of those.

  • @Emeraldwing said:

    My personal position on Scott is that it is extremely disappointing and a betrayal of his fan base's trust, but even then the backlash he received was excessive (death threats, for god's sake!) and at least he tries to do good in other ways.

    Putting all that aside though, I don't get why everyone on here is so elitist about FNaF. BHVR has stated multiple times that it prides itself on the idea that DbD is a Horror Hall of Fame, so why refuse one of the most prolific indie horror titles in recent memory, one that effectively kick-started its own sub genre? The very fact that Stranger Things made it in and even became one of the most beloved Chapters in the entire game, despite having a younger target audience than nearly every other license and not even being explicitly horror to me renders most arguments about FNaF and Springtrap in particular not fitting in with the rest of the cast invalid.

    And to the argument that the series is nothing but cheap jumpscares, the Hag exists.

    Because including it inherently makes a political statement. The best thing to do is not touch it with a 10' barge pole.

  • @bowo said:

    yeah, i'm totally happy with this change. hitting every great zone possible looks like it will be very difficult and takes off very little time.

    If it's too small to matter, there's no reason to be happy about it: it's a wasteful addition.

    If it is enough to matter, it shouldn't be added because a usability change shouldn't buff the side too.

  • @FixtionuL said:

    I'm on console so I don't get to play ptb so I'm curious, so the wiggle skill check is like a gen skill check where it has a great zone and not like a 2nd hook stage one where it's just a success zone? Personally I'll be loving wiggle skill check because my thumb stick gets shredded after a while but I don't want time to wiggle off changed.

    It's got a great skill zone put smack bang in the middle of the skill zone, IIRC.

  • @GillyBeannn said:

    When the skillchecks were introduced for the second hook stages, people were okay with it, but now that it's being added for wiggling, it's like the worst thing in the world?

    First off, the great skillcheck only takes 1 second off for how long you can wiggle for, that's it. Not that game changing, so it's nothing OP. And Second, it's a mechanic introduced to people with accessibilities, and so you don't need to continuously smash your A and D button, or jerk your joystick back and forth, so it's no longer a problem for the platforms that you play on. And another thing too, is that hitting great skillchecks while wiggling increases your survival BP by a lot, and that's usually the hardest category to get the most BP out of, so I see this as a win.

    I for one am glad with this change, and I can't wait for this to come to the live servers,

    "Only" 1s can mean a lot, and the Killer doesn't get to see it. It's also in a risk-free position, isn't it? So you couldn't go for a great skill check and lose progress. And because of said position it's trivially macro'd.

    Making it skillchecks is fine, making it skillchecks and sneaking in a small buff at the same time is not. Small things like this add up.

  • @RakimSockem said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739508#Comment_2739508

    I have to address a few of these points here:

    1. The meta. Who cares about the meta tbh? The killer meta has been allowed to change so much because killers constantly get new powerful perks while survivors get like 1 decent perk every 4 character updates. That's not a point in favor of survivors but that shows for favorability to killers instead.
    2. There were so many bad suggestions for how to nerf DS that would have made the perk absolutely useless. Yes it took a while, but they found a good fit. The other perks you mentioned were easier to come to (and deserved)
    3. DS and Unbreakable is an overrated combo that only works if a killer decided to slug and tunnel. If you don't slug or tunnel, 2 out of their 4 perks are useless.
    4. Boons are fine.
    5. Hit validation has been killer favored almost since the game came out. There have been millions of clips of people vaulting a window and running before getting hit by something because the game was run on the killers connection and as far as they were concerned, they hit you. Now it's based on the server connection and it's balanced but hit validation has literally never been survivor favored.
    6. Perks. I addressed this earlier but survivors constantly get garbage perks when new survivors are released versus killers who get perks that are actually good enough to replace things they have in their build.

    Survivors and killers both get decent perks, but the meta for survivors is locked around a core of things that can act as extra lives. It doesn't matter how many general healing, information, generator, skill check, sabo, or item perks are added; they're not going to offer the same universal chance of an extra life, so they won't breach the meta. CoH is so crazy strong it can manage it--because you only need one or two people to have teamwide self-heals and potential superspeed heals, shutting down entire tactics with only one person's perk investment.

    It's not that Survivors get bad perks so much as it's nearly impossible to add anything that's not even more gamebreaking that would ever see use outside of meme builds.

    And hit validation had a bug with power eating (the PTB is supposed to fix it? I think), which was definitely survivor favoured.

  • @AngyKiller said:

    Can I open the box, and have him arrive in a prompt but in no way double-innuendo'd manner?

    Given that he's a sadomasochistic torture hell priest, no. You're gonna get double innuendo in your face whether you like it or not.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739779#Comment_2739779

    Well the current stats we have aren't filtered by active players. The best stats we had were the old ones filtered by red ranks because those are players who have at least like 100 hours.

    https://us.v-cdn.net/6030815/uploads/NRG288FXSY30/image.png

    I presume the current killrate stats we have are just number of games total.

    Also, I answered the question about how you can get this statistical difference.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739775#Comment_2739775

    Yes, that's my point. The point is that most of the players are taken up by new players who will probably drop the game in a week, so how do you get the average player that isn't skewed towards the bottom?

    Filter by active players.

  • @gendoss said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739721#Comment_2739721

    So then why do you think there are certain stats that show an advantage to killer? Is it really because most survivors are bad, cuz that doesn't seem like a very likely answer to me. It would be hard to say that most killers are decent and most survivors are just bad, there's gotta be something else.

    Probably because it's comparatively easy to secure a single kill if you're determined enough and not playing nice (and it's a lot harder to secure that last rescue), which means the effective kill rate will trend above 50%. I'd guess that hatch scenarios just aren't enough to counterbalance with 1e when it would be a 4k.

    Oh, and people DCing or suiciding on hook after one down, that's going to keep inflating it a bit.

  • Could also just be that they realise they should break chase... and also don't have a clue where anyone else is.

    If it's RCPD, I'm just going to keep following you because otherwise I'll walk into a broom cupboard or something.

    Or because I'm just running a build to break pallets because I feel like breaking pallets.

  • There is an off-topic forum.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2738199#Comment_2738199

    This I can agree with. What I had (or have) an issue with is/was equating supporting such a figure, to being such a figure. There didn't seem to be much nuance in the original argument. In Scott's case, that seemed rather unfair, as he hasn't shown "signs" of being homophobic before, or after this affair.

    https://forum.deadbydaylight.com/en/discussion/comment/2738186#Comment_2738186

    You could never donate to them, and you're fully in your right to do so. Or...not do so, whichever is grammatically correct. The concept of donating to a politican unprompted - or at all, for that matter - is bizarre to me, anyway. But I still don't think doing so makes one a homophobe. Complicit, to use your own word again, sure. And I understand why it would feel like betrayal. But, as I said in my half-post, does it really warrant someone being canceled in the way Scott was? To me, it seemed disproportionate.

    https://forum.deadbydaylight.com/en/discussion/comment/2738200#Comment_2738200

    Oh hey, fellow ASD chap here. Funny how my issue is completely different from yours--forming and defending an opinion to begin with.

    The best you can say for him is that he's shown himself to be a fair-weather supporter of gay rights. If anything would, personally, inconvenience him more than getting rid of them would achieve, then he's quite happy to do so--regardless of his professed stances or other donations.

    Whether the reaction is excessive or not, it does mean that we have a very public record of his political viewpoints, with the franchise very explicitly tied to one person. There is no way to avoid being seen to make a political statement if you were to include something from FNaF in DBD.

    And this would be worse than the NFT mess, as everyone can see it coming.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737742#Comment_2737742

    You cannot support homophobes be it financially or however else and not yourself be homophobic. Sorry if you think that's "cancel culture" but that's just how it is.

    Homophobia is not a "bad opinion" and reducing it to such is a disservice to the massive damage it does to thousands of lives. Homophobia IS telling of someone's entire character - good people do not hate others for something as simple as love.

    Which is the other reason (overexposure and it being overhyped for a crappy jump scare franchise being the other) this would be a terrible crossover.

    There's no way to avoid making it a political statement. One that, supposedly, goes very against BHVR's own expressed opinions.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737232#Comment_2737232

    Because people are lazy and your choice of DH, DS, BT, IW, maybe unbreakable and CoH is all the variety that the top meta will allow.

    I think one of the best and healthiest, but also most extensive and controversial (ie totally hated at first) changes that you could do would be to make the survivors more then just a skin that comes with three perks, but give them some hardwired abilities in order to strengthen their identity.

    My pipedream would be to hardwire the best perk from each survivor into their kit, but make it unavailable to everyone else. This way you would have less cookie-cutter meta perk survivors and you would know a little bit what to expect, while also making every survivor a slightly different gameplay experience, just like killers.

    For example each Nea would have balanced landing hardwired, but balanced landing would then be lost to the crowd. Only Davids could use Dead Hard, only Laurie's Decisive Strike etc. It would be THEIR thing, akin to a killers power, and because you couldn't as easily mix and match it, you could more easily tweak the survivors main perks power, even increasing it.

    There would also be other possibilities, like giving each survivor a passive ability that incentives a certain build or whatever. Its such a waste that survivors are just skins with no gameplay element attached.

    Please no, I don't want to turn into some wildlife expert on Davids.

  • The best part of not playing Survivor is that if this garbage ever does get in, I don't have to ever deal with it.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2737502#Comment_2737502

    It’s only a perk issue if that makes the perk overpowered. Is there actually any indication this causes too many escapes on normal maps?

    Keep in mind, allowing up to maybe one escape every now and then isn’t necessarily overpowered, a survivor perk if it’s properly balanced should have some sort of impact on escape rates.

    Mmm, it's a perk issue if it leads to some sort of unclear feedback; the perk description calls out "high drops" or something, but you're expected to know that this will mean if you walk off steps or something? I know it's been pointed out how e.g. the exit gate platforms in The Game will trigger the 25% wiggle timer boost. Those are like three steps up.

    And thinking about how omnipresent low-ish platforms are in main buildings when they don't have high floors (and how the 2-story maps already have hook spawn problems), it's already something that's fairly common amongst most maps.

  • @dugman said:

    I agree, I have no problem with weak perks getting buffed, as long as the specific buff doesn’t break the game somehow obviously.

    The only issue I can see with the Boil Over buff is simply that on certain maps Boil Over could maybe, possibly, create exploitable situations where a survivor can go to a specific spot and be guaranteed to not be hookable. That’s as much a map specific potential problem as it is Boil Over. Really though the solution there is adjust the broken map versus adjust Boil Over. If Boil Over is fine in the great majority of cases, but broken due to very specific map terrain and hook layout, then fixing the problematic map leaves an otherwise reasonable perk available everywhere else and plugs the hole for future problems as well.

    25% wiggle progress for stepping off a staircase one or two steps too early is probably a perk issue rather than a map one. If it's exploitable on certain maps, that wouldn't change that the drop triggering it is way too short.

  • I am endlessly impressed by the rapidity with which this will descend to "even if you're just following someone whilst all gens are completed you were technically doing something so you were getting gameplay therefore fun".

    Personally, I don't think chases in general make for fun or engaging gameplay on the Killer side. Either you have a power to negate them, or close the gap, or you're going to be very, very bored if it becomes one of those chases. Those chases are no more interactive than holding M1: eventually, I will get close, and I will hit you. That's just the nature of speed differences. Or maybe I'll get close and there'll actually be something more engaging. But the fun, you see, is therefore in trying to get the hit, not the carpentry.

    Or: there's always going to be unfun gameplay, the mere notion that because I have free movement it's also fun gameplay is incredibly untrue. Spine Chill, for instance, forces everything into a damn crabwalk, that's the opposite of fun. Or I get to "enjoy" a long 30-40s catchup.

  • @CakeDuty said:

    I just find it funny how people complain about the survivor meta being boring and stale, and then when a decent perk (that can't compete with current meta anyway) gets released or a bad perk gets a decent buff, people flood to the forum to complain about it. "This perk is broken, SWF is gonna abuse it!", only for the perk to get use for like a week and then people switch back to the meta.

    Happened to Lucky Break, Any Means Necesarry, For the People, Soul Guard, Built to Last, Power Struggle, Fast Track, Counterforce, Boon: Exponential and now Boil Over.

    Exponential in the right hands with a map offering did exactly what the concern was: whack-a-mole with sabo builds. Can't hook anyone, can't slug them. Boil Over is going to do the exact same thing. Just make sure you get downed somewhere mildly inconvenient and forcing taking the long route, become unhookable.

    The issue is making perks that aren't meta and are only vaguely useful in such situations, and won't even necessarily help with winning a game, but can be used to create neverending scenarios like this.

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736940#Comment_2736940

    A cooldown isn't a good idea because sometimes you blind too quick at an attempt so you need to cancel and quickly go again.

    Either way fixing this issue isn't a priority compared to everything else in the game. Is it annoying? Yes but I'd rather they focus their time on other things.

    If flashlights get a tiny nerf to their usability and people with photosensitivty stop getting headaches, that seems like a really good trade.

    It seems kind of weird to say other people should either stop playing or put up with health risks just because it would be mildly inconvenient to one item's usage.

  • @Sonzaishinai said:

    Would be cool if the last survivor alive could do this.

    In slashers it's also often the final survivor that can somehow kill the killer

    I mean, I guess ruining the gameplay because of aesthetic would be on brand.

  • Oh joy, the overly large mess can avoid putting hooks in like the only (comparatively) easily reached place in its entire bloated carcass?

  • @CashelP14 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2736902#Comment_2736902

    I'm just thinking back to the logic that McClean used in his talk about ScottJunds 7.0.0 patch. Specifically in regards to Kindred.

    Personally making flashlight charges work like Billy's chainsaw is a better idea imo. You use a lot more charges by clicking a flashlight, than actually using it.

    Doesn't necessarily fix the problem, though. We don't want a situation where we're just saying "if you click your flashlight, it's going to burn out, but feel free to do it", we want to prevent something that can be outright harmful and is only good for BM. There's no soft fix to it, because jerks are going to be jerks even if you make it inconvenient on 'em.

    So, either you have to change the flashlight visuals entirely, or just slap a cooldown on the thing.

    This is like the easiest problem in the game to solve.

  • @CashelP14 said:

    It's annoying but I don't think they will do anything about it. It doesn't make sense to a new player why your limited to a certain amount of clicks.

    Now if I had to make any changes to flashlights I'd make it so clicking a flashlight uses more charges and holding the flashlight beam uses slightly less. I believe Billy has a similar system with his chainsaw.

    I don't think new players would be baffled by having a limit on how fast you can click flashlights. It's a cooldown, actions in games often have those. Nobody would question it, no more clicky clicky flashy flashy.

  • @Tr1nity said:

    No.

    they do it to be toxic, not to kill the killer player.

    Your rephrasing really hasn't made it any clearer, dude.

    Seriously, what part of "being able to click on and off as fast as refresh rate allows causing flashing lights is bad" is hard to understand? It's a pretty straightforward thing; just take out the outright hazardous behaviour by putting in a small cooldown. Nobody really suffers from a change like that.

  • @dspaceman20 said:

    Why not just remove the clicking sound effect?

    That won't stop the flashing light part.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735946#Comment_2735946

    How is it backwards? They still can't see the spirit, the audible feedback, while helpful, is by no means precise nor can they react to the Spirit's speed if she's actually good and on quite the majority of loops. It's good that they're always telegraphed, because then there's actual gameplay beyond guessing. Every other killer telegraphs their abilities, even the most broken one in the game. The Spirit still has an advantage in 1 v 1 situations.

    On IW - So you don't have guaranteed easy downs. So what? She's still comp viable for a reason. Spirit Mains like Skillmantha are still stomping through IW before and after her power change. All that's being said here is that because she isn't given everything for easy wins anymore, people player her less.

    You have a counter to hold W. It's called mach-speed phasing. You also have a counter to looping. It's called mach-speed phasing. Also you do need to invest time in her. But she's still S tier.

    Okay, so on the information available, Survivors can't see Spirit, but will hear any move she makes. Spirit can't see Survivors but can see scratchmarks , and will hear them if they run, or if there are grunts of pain. However, they can slow vault, walk, there's IW, etc. Ergo, the information asymmetry has reversed: Spirit now has less information whilst phasing when Survivors do. And that information is more than precise enough for the majority of difficult loops where you'd want to use a Killer's power anyway.

    So what? Uh... it's dumb? "Hey we have a character who relies almost entirely on audio cues. Now we've nerfed her to be audible, should we change the audio perks again so this one perk doesn't negate their main tool entirely? Naaaah."

    I didn't say holding W was a problem. People still hold W in a straight line against her and that's dumb. It's free hits which probably helps obfuscate the whole "only one side always gets accurate information" part.

    And phasing isn't a counter to looping. Great, it's fast. Know what's faster than going around a big wall at somewhat-faster-than-the-game's-normal-speed? Vaulting it. "normal looping, but faster and you can't see" isn't a counter to it, it's the same dull I know you know I know that people like to claim is somehow fun, because they must also like watching paint dry.

  • Don't start trying to solve the box until after you've dodged the chain spawns, then.

    If you rush for the box after the chain hunt has started and don't even wait for the chains to miss, you're just asking for it.

  • What has Pentimento got to do with anything?

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735936#Comment_2735936

    I don't think if it was 16 second healing it would be as bad honestly. It would be infinitely better than people almost healing faster than 6 seconds.

    Depends what the problem you're focusing on is. Too-fast healing when everyone can bring medkits shuts down hit-and-run from one direction. Everyone having self-care at normal heal speeds but only one person paying a perk cost (or two for security) shuts down people needing to have those medkits or their own perk investment, and nobody needs to get off gens or expose themselves to risk for the injured person to heal.

    Both are bad, and having both at once is really bad.

  • @DeliciousFood said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735662#Comment_2735662

    Uhm, they did, it just sucked. Comp players adapted really hard to her and even then it was hardly engaging gameplay. There's a reason why she competed closely to the killer that literally ignores all the rules in the game. Aspects of her were busted and made for an inordinate amount of information asymmetry, even compared to Nurse who at least telegraphed her busted power. Don't make this a 'but survivors' thing, it's about why Spirit isn't as chosen. And the inability to adapt to change is one of them. But most of it is because the Freddy Mains of old moved onto her for EZ wins. Now it's Bubba, probably. Maybe Blight too.

    And now the information asymmetry is backwards.

    Spirit and her actions are always audibly telegraphed, she has to rely on Survivors moving the wrong way to get information, and IW doing its thing of completely and irrevocably shutting down what should make it easier to find people.

    A lot of people still just hold W and run away (for some reason), but that doesn't mean the information asymmetry is any better now.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735808#Comment_2735808

    Hit and run tactics are hit hard because of how fast the healing can occur. If it still took 16 seconds plus time to set up, it would be strong but it would not be nearly as busted as it is now.

    It'd still be busted in the sense that one perk is entirely removing one of the things that would pressure Survivors to clump up and force them to not be on gens (or risk running around injured).

    It's hard, because both of the things it does (super fast medkit healing, negating healing downsides in general) are busted for the investment.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734474#Comment_2734474

    i love how people act like once someone does a boon, all of their healing time and other boon placement times do not exist. While 14 seconds alone isn't a lot, you have to account for snuffing the boon and the survivors replacing it, the total amount of time constantly healing, and the time wasted of a survivor choosing to find totems and boon instead of gens while the killer should obviously be pressuring.

    If the healing wasn't stacked so hard, CoH wouldn't be busted. If it took 14 seconds to place and then was always a 16 second heal, I think loads of people would be fine with it, and if you aren't then it honestly is a skill issue that you aren't taking advantage of a 30 second time waste.

    Honestly, I wouldn't even mind if it kept the 100% healing boost, just don't make it stack with medkits. Solo healer is always 16 seconds, duo is 8. Nothing should be faster than an 8 second heal, that is what is busted.

    "Everyone on the team gets self care as fast as normal healing" would appear to be the busted part to me. One perk needed on one survivor and now hit-and-run tactics basically get shut down, unless it's put somewhere easy to constantly snuff. No needing two Survivors to heal, no having to stay injured if you just want to do gens.

    The one person can heal and the rest of the team is fine.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735595#Comment_2735595

    Legit question- are you saying that this patch should've had no balance changes in it...? That seems like what the conclusion to your logic is but I don't want to put words in your mouth.

    I'm saying that the rest of the patch doesn't shield the balance portion of it from criticism on the grounds of how little it covers, and that BHVR's balancing patch cycle really needs updating.

    26/27 killers, over 500 addons, 200+ perks across two sides, another two or three dozen item addons on both sides of the game... there's too many things and too many players to do it every few months now.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735321#Comment_2735321

    False equivalence, just because they were changed and both perks does not mean that they are in any way similar. Literally you are comparing apples and oranges as they say.

    They're both being updated at the same time. I'd say looking at the difference in how this update is handled is a valid one.

  • Not sure, really. It's not like changing numbers on perks/add-ons/etc. is actually a difficult process--unless they went full spaghetti-code and hardcoded it, which is almost certainly not what happened given they're using Unity, then any pure number-changes to something probably only takes a minute at most.

    I'd say it's more an unwillingness to change their methodology. All this numbers fiddling would probably be best done by using the PTB as an actual test platform and doing it on a much shorter cycle, but that would mean changing the development cycle so that new content and larger functional changes aren't being done in sync with a balance pass.

  • On top of people abandoning "because it's not easy", I imagine it's also because they did that thing where a lot of the control over what's going on has actually been pushed to the Survivors? Iron Will completely negates hearing an injured Survivor, and there's now no way for you to see bloodstains. Can't catch people out at pallets or loops because they will always hear you, whilst you can only hear a Survivor or see their scratchmarks if they make the wrong move.

    It reminds me a little of Pinhead's box, in that the Killer using their power has less information (without DCB pinpointing) than the Survivors trying to counter it.

    It can be fun, but if a Survivor's being patient and knows what they're doing (even without Iron Will) it's one of those things that devolves into brute force.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734612#Comment_2734612

    Probably not, no.

    How about big security flaw fixes, validation bug fixes, a massive code rewrite for one killer to fix a laundry list of bugs, two separate accessibility options (+ a new framework for testing future ones), and balance adjustments?

    It means they should stop trying to do the big things like that and the incremental "you need to do this regularly and in small doses" balance passes at the same time.

  • @Akumakaji said:

    What I find strange is that we didn't get any survivor. Kristy Cotton would have been the obvious choice and could have brought some twisted, half forbidden perks to the table, just like Cheryl, but I his there were some licensing issues, of they would have done it.

    Does anyone know anything about this?

    Too busy giving us boon totems, I guess?

  • You could also go for both, really set back a gen if people dare to tap it again.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734168#Comment_2734168

    One thing that seems to be getting more and more obvious is that people only engage with patches in terms of buffs and nerfs, and that's a pretty limiting way to look at it- especially when you take this hyper-tribal us vs them look.

    I'm not defending the weird addon nerfs, they were unnecessary (except pinkie finger obviously), but they are not the only thing in this patch. The addon changes in general aren't the only things in this patch. There's updates to the game's security, a massive project to help bring one of the buggiest killers more stability, two accessibility/interaction changes, and an attempted fix for the DH validation issue. That doesn't scream "record breaking survivor sidedness" to me.

    Balance adjustments probably shouldn't be treated as major months-long patch cycles, is one thing that this tends to highlight.

  • @Regulus47 said:

    I don't think hoarder is actually that good on pinhead? Is that me? It just tells him when you pick the box up, but he's already told when you start solving the box, which you normally do the moment you pick it up?

    Franklins also seems a bit overhyped on him. I mean if pinhead chases you with the box you're gonna go down anyway right?

    Hoarder is situationally useful as being way more effective than the time solving addons for getting a start on it--and it stops someone from picking it up, sneaking off across the map, and solving it safely. I'd say it's actually the far more useful part of the combination, Franklin's is... kinda silly because you need to break chase to do box?

    But having Bubba is way more useful than having Twins.

  • Needs a QoL pass/buff. All his addons below purple feel like a waste of time to use now if you notice they're on at all, and the difficulty of landing shots combining with breaking chains/chains trying to spawn through scenery is just silly. Either making the chain hunt hard to stop should be a thing (so revert the time nerfs) or the M2 needs to be less miserable.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733723#Comment_2733723

    I understand that, but it’s not an excuse for balance when the brain dead thing is too strong and doesn’t have a real noticeable downside. Scratch mark removal when you move at 216% movement speed is barely a convenience.

    But it is an inconvenience. If you're going to balance addons around the idea that "they're strong, but they need a honking great downside", then they also need to be cheap.

    It's strong, on its own it provides a downside, it doesn't remove the gameplay challenge you think is important in the same way DCB does, and the sheer speed of it can in and of itself make things awkward (getting stuck on scenery, overshooting way too much, the usual). DCB is the one that doesn't actually have a downside worth a damn because its whole purpose is to negate your usual downsides.

    But there isn't really a good, obvious way to fix that without telling some people they can't play Spirit at all, so it's better to do nothing than overthink it and subject another character to having all their fun addons axed to uselessness in the name of balance. Since that's addon balance passes for you: they're all equally worthless.

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