ReikoMori
ReikoMori
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@LiunUK said:
As you know the bleed out timer for when you are slugged is a total 4 minuets long which in a match where the killer is not maliciously slugging you and your teammates to death is an ample amount of time for your team to pick you up, position themselves to make a save or for the killer to find you and hook you.
the issue arises when the killer 'IS' maliciously slugging you and your teammates to death and those 4 minuets can feel like forever and in the current gaming environment where gamers have the attention spans of goldfish and are constantly looking for "the next BIG game" having players spend 4 minuets doing nothing is poor game design.
now I understand that slugging is not against the rules as survivors die eventually but when that "eventually" is almost as long as a DC penalty you have to admit that's not a good thing and there is a simple fix.
when all survivors remaining in the trial are in the dying state the bleed out timer is halved this way if the killer wants to bleed out all survivors it will take 2 minuets max for the last survivor to die but if the killer is just capitalising on survivors mistakes all they have to do is pick up a survivor and hook them so the timers will return to normal until that survivor is sacrificed giving the killer time to find the other slugs.
I believe that this would be a good step in the right direction to help make slugging feel less oppressive without actually affecting the overall strategy of slugging.
People who do this will just pick you up and drop you till the game auto wiggles you free of their grasp then turn around and just slug you again.
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Vigil getting a buff is nice, but like all of Quentin's perks I still find myself saying; What's the point when I can gen perks instead?
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I have to agree with this even though I am Legion main.
Legion literally just has to miss a stab and they get hit with a intense migraine then they just get hit with their own knife.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2511986#Comment_2511986
Sorry I didn't know that EVERY PC player has a discord account, has it installed, knows how to use it and can instantly talk to a random player in a lobby who on the same platform.
I know you're going in for the biting sarcasm, but what you said is actually more realistic than you believe. Discord doesn't even require an install as you can just use it in browser. Us pc players be sliding into random discord chats more often that we slide in to twitter dms.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2512929#Comment_2512929
For 5 years, survivors have consistently been nerfed every patch and killers buffed.
You must be living in a parallel time stream, hun. Survivors have been far from continuously nerfed for 5 years, but I'll entertain this: Tell me what has been nerfed for survivors to such a great deal that they're struggling to win?
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@Vulgun said:
https://forum.deadbydaylight.com/en/discussion/comment/2512005#Comment_2512005
It removes the synergy with Haunted ground but would make synergy with almost every totem a whole lot better, as well as just give those other totems a chance to actually survive. You could run this with Thrill of the Hunt to even make it so that Undying itself doesn't die and so you can capitalize on Survivors being dumb.
As it currently is, I think Undying itself needs a significant rework to it to make it more valuable, while at the same time a lot more balanced out. What my version does is make it so that the other Hex Totems have a chance at being useful for longer than a minute, bar a few that require the old one to gain value.
It would make the synergy worse across the board as well as take away an element of surprise regarding totems. Undying is already extremely valuable as is and has already been rebalanced to its current state from a much stronger version. Simply put to do any more drastic changes to it would be unnecessary.
To expand on why I say it would make synergy worse across the board, right now in its current form Undying current keeps token building totems alive which gives a high risk/high reward perk much more value. Your proposed change would potentially increase the initial longevity of totems, but due to rng the most you could reliably count on at max is about 2mins of uptime. Looking at how matches usually play out time wise that really isn't much. There is also the fact that currently breaking a lit totem while undying is up moves the hex to another dull totem which can take it well out of the line of sight for most high traffic areas which while still rng based can give you much more time to have your hex overall.
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@Shroompy said:
Seriously, all of his add ons are really helpful ESPECIALLY the ones that increase gateway distance and chain travel time, now I know what you're thinking: "Whats the benefit of slowing some one down so far away?"
Thats the thing, his chain doesn't only slow survivors down, it also interrupts them from doing any action such as healing, generators, but most importantly, solving the Lament Configuration. The notification of some one solving the box and constantly interrupting them by sending out a chain almost guarantee's you a Chain Hunt for the majority of the game.
Using this technique pairs very well by playing territorial, since you're forcing at least one survivor to run away from your territory just to solve the box which can waste A LOT of time that could of been spent of gens.
Pinhead really is a lot better than people give him credit for...
I've not really encountered people saying Pinhead's addons are bad. Just that Pinhead at his basic, out-of-box standard is a bit weak. Like most killers fair better with addons even if their addons are subpar(Like Legion's), but you're not always going to have the addons especially if there is a specific combo you favor you're gonna fly through them and have to fight the bloodweb miniboss.
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@lilr3ap3r said:
How is no one else complaining about this?, am I the only one?
You're not the only one, but at this point there is nothing to be done about other than just power through it and move on.
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@Kthool said:
I get why DC penalties are in the game. However it is a bit ridiculous people can crash or even be fined due to others leaving a match and nothing can be done about it.
Even with proof that someone else is being punished with penalties stacking due to other people DCing, BHVRs only stance is there is nothing they can do, leaving the ones being punish to either leave the game alone, hope it fixes itself, and/or suffer penalties over and over.
How can a penalty in a game exist, that legit bans you from playing, not be able to be contested?? I get why we need a DC penalty but should there not be a way to counter it or reverse it or something when it is entirely not a players fault and they have proof of it?
It's literally that way in most competitive games. Disconnects of any sort lead to lock outs. Most games though are a bit less dependent on one party not DCing to maintain the game state.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2512791#Comment_2512791
They already have a 5th perk slot: voice comms.
Killers have been buffed so much because of SWF, solo can't win.
In what universe have killers been buffed to deal with SWF?
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@Raging_Ryuga said:
Hi I've gotten four hackers today in less than 2 hours of streaming your game, 2 of them held the game hostage forcing me to disconnect. Maybe disable the DC penalty until this is solved? This is a bit ridiculous tbh
This game has had a hacking problem literally since 2016. Unless Easy Anti Cheat is gonna step up its game were stuck with them.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2511821#Comment_2511821
One thing to bear in mind is that console SWFs are ALWAYS on comms. It is built in. It takes extra effort on PC because you have to arrange third party utils to chat. On console you just press a button.
Ah yes the extra effort of pressing the dedicated discord chat button on pc. Very hard setup.
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@[Deleted User] said:
Because the only killers who are being played these day is ranged killers, especially huntress, like 30-40% matches of mine are against her. You can't really stay in a loop or you go down instantly, she is 110% killer so where is your answer. Same goes for slinger, nemesis, triangle head, a joke, demogorgan and probably few more killers I forget. 115 m1 killers basically don't exist anymore so as killer mains repeat every thread "just adjust and learn how to play silly!". Well survivors adjusted, holding forward is the most effective strategy.
Nemesis is 115, Demo is 115, Pyramid Daddy is 115, Pig, Freddy, ghostface, twins, Blight, clown. 115 killers very much exist, but they don't do well when the only option is to run in straight lines for a dog's age. TRickster, Huntress, Slinger, and Pinhead(We opened the box and He Came) to a lesser extent can fight that a bit easier.
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@wxnickxw said:
Dropped a flashbang right on the hook the killer was walking too to try for the save.
It exploded my screen said I stunned the killer on my screen and....no escape. Can you only get the save right when the survivor is picked up (that's how I usually do it) or did it just glitch
You have to really time it well. There is a weird thing with blinds in general where if the timing is off you might get points of the blind, but not cause the killer to stop what they are doing. It happens with flashlights sometimes as well, but there is also the possibility that the killer was running lightborn which negates the effect.
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@baseballfan4877 said:
I feel like no one is really working on game balance. I feel like every dev is working on the next killers. and then fixing those killers after release. And then when those things are either fixed or ignored, then the next killer comes around. It feels like the devs are given zero time to actually look at old perks/kilers. I feel like perks/killers/the game in general should be getting adjustments more often than releasing killers, but I feel like these little changes to these things are so rare. I think the last major change was giving wraith windstorm baseline, and that was some time ago. I wouldn't assume that took that much time.
Anyways, I would just love to see more changes like what they did with the wraith, far more often, but I fear that they are just working on killers/survivors only and nothing else.
Do they have the time? Sure.
Do they necessarily have the same views of balance that the playerbase does? No.
Could they hold off on big additions for a chapter dedicated to just fixing things and fine tuning what we've already got? Theoretically, but we don't know their contractual obligations and they're human beings with lives.
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@UncleStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/2507055#Comment_2507055
Ah yes, malformed dogs and fanged corpses, the very definition of sexual attraction.
Some of us aren't that desperate, and just wanna see our favorite monsters appear in the game.
Us fanged corpse lovers are a very easy sector to fleece outta cash. They're literally leaving untold blood dollars on the table.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2506097#Comment_2506097
Ruin/Undying is a very strong combination, which is mitigated by the fact that the killer must go to the survivors to chase them away from the gens to get any regression, and the fact that it can be completely removed from the game.
Tinkerer takes away the first drawback. You do not need to play the game well to get a lot of value out of Ruin, and if you have a map like Saloon or Midwich you have a very easy time because of the totem spawns. With Tinkerer, the part of Ruin which needs you to use your brain is removed almost entirely, especially since you can have multple Tinkerer procs per gen.
Furthermore, the way to counter Tinkerer is to coordinate Tinkerer procs, yes? Now, attempt to do this in solo queue. You can't. You physically cannot because it requires you to coordinate anything, which in solo is already near impossible with the limited options you have.
Not to mention, Tinkerer when used with Pop over RuinDying is still an issue for the exact same reasons, except you need to be decent at chases to get a lot of value from it. Alternatively, you just play Spirit with Ruin, Undying, Tinkerer, and Pop. Or Blight.
Tinkerer is the problem child of the perk combo. Tinkerer needs the change, not the Ruin or the Undying. It is too overbearing on solo players and the only real counterplay is hoping the killer is bad, or playing in a SWF.
Tinkerer doesn't need to change as long as gen times stay the way they are.
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2505593#Comment_2505593
nice solution, lets put it in the queue of BHVR things to do: this should be done around by the year 2054
EVERYONE who doesnt see a problem is just using it himself/herself and is to afraid to loosing an advantage.
Or maybe everyone is getting tired of the constant zealotry on both sides when the reality is just that simple: Just fix the game so that resolution changes don't completely blow out the field of view like that. This is the only game I've ever played that really has this sort of resolution to the degree.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2506949#Comment_2506949
Well they could’ve gave him a rework to keep his same concept and fix those issues, not to make him a more janky and annoying version of Clown.
This is they did try that, but it didn't work. Freddy had a fatal flaw due to not being able to attack or block with people on demand. Sure it was thematically correct, but it was also mechanically bad design. It made the game harder in a way it didn't have to be. When it came to his power it was literally just shoot a laser pointer out of hand to put people to sleep then have them be instantly stacked with debuffs. There simply wasn't any counterplay to that.
At least now he functions in ways that still retain the dream demon thematics, but also make mechanical sense in the context of the game. Which means they can actually give him constructive buffs and nerfs. Freddy's currently pretty decent, around mid tier I feel, but the way people are playing right now just isn't to his benefit. He needs people to get greedy with loops or palettes, but a lot of players are just running full bore instead. It takes a lot of the effectiveness outta his power.
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@GannTM said:
They should bring back old Freddy, back before his major rework in July 2019. I wasn’t around back then but his power looked so interesting and unique when I watched gameplay of him even though he wasn’t strong at all.
The reason we don't have old Freddy is because of a few things:
He couldn't actually attack or block survivors without them being asleep
New survivors had a lot of difficulty understanding how to exactly deal with Freddy
His old passive effective and addons basically drew out games unnaturally long.
This all made for a killer who fell into the dreaded camp of Not actually good, but also obnoxious to survivors to an extreme degree.
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It's too dark, too many dead ends, the worst placements for literally everything, too big, and buggy to all heck.
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@Jasix said:
Well - it wastes the killer's time - which in turn allows gens to get done. Why would a survivor do something that could potentially end a chase much quicker? If the goal of a survivor is to get gens done and escape - why not use whatever they can to achieve this goal? Granted I think I MAYBE see this once every 5-6 matches by MAYBE 1-2 survivors.
It doesn't bother me as killer honestly - I can recognize those who are going to do that and those who I can easily get. The problem I see with a lot of killers is not recognizing when to abandon chase and switch targets. Like most things on these forums though - this is an overused term and definitely not something I see very often in actual matches.
Here's the thing - I don't care how people play, what perks they bring, what killer they play, items, addons - we all paid to play - so let people play how they want.
That's your anecdotal bias though. You've not seen it a lot in your games, but maybe op has seen it a lot in their games. I know I used have at least 1 survivor per match wanting to run to furthest deadzone corner. I usually just let the run and drop the chase because there simply isn't enough time to deal with that while policing gens.
It's enough of an issue that people who don't post on the forum talk about how silly it on a regular basis. Sure it is the most efficient way of dealing with a chase on the survivor side, but it isn't engaging gameplay. Killers get constantly ran down about how they're only concerned with winning and not with making engaging gameplay by constantly going for the most efficient strategies. At least their still required to be engaging if even for a short period of time.
That is what annoys me in dbd. We have to depend on the opposing sides to make engaging gameplay and engaging gameplay is rarely efficient gameplay when it comes to dbd.
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@GuyFawx said:
Presitge increases your item quality rarity that is why you do it
It's only by like 6-8% right? That isn't really worth much compared to the fact your burning your entire inventory and perk selection.
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@jajay119 said:
I quite like sprint burst in theory but in reality is a bit lacklustre. You either have to waste it or walk everywhere which is annoying.
I think it would work better if you had to press the action button to activate SB when you feel you need it. However it should be offset by doubling the recovery time.
Im sure many players, particularly killers, won't be fans of this but I'd be interested to see what people think.
Just run fixated and have faster walk speed when you're running sprint burst.
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@Phasmamain said:
Surely killer queues would be short if there was a lack of killer players right?
There is little incentive to play killer usually these days and that combined with wait times ballooning and game times shrinking people are going to sort of just walk away.
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@Vulgun said:
Currently the strongest Survivor mechanic in the game, healing is something that needs to be looked at from both a gameplay perspective and a functionality perspective. It needs to be toned down and rebalanced so that it's not too powerful to solo heal, and that there is less cheese in regards to healing another Survivor.
So, here's what I would implement quickly in order to make healing a lot more balanced.
Healing (Action)
- Buff: Up to 3 Survivors can now heal a singular Survivor at one time.
- Buff: Due to this, the maximum amount of charges to fully heal a Survivor is increased to 3c/s.
- Buff: When a Survivor is picked up from the Dying State, that Survivor is granted a 1 second invincibility status that prevents them from being downed immediately after getting up.
- Nerf: The amount of charges required to heal a Survivor is increased to 21 charges (up from 16).
- With this change, combined with the first change, one Survivor now takes 21 seconds to fully heal another Survivor, two Survivors now take 10.5 seconds to fully heal another Survivor and three Survivors now take 7 seconds to fully heal another Survivor.
- Nerf: Survivors attempting to heal another Survivor can now be grabbed by the Killer.
- This change prevents Survivors from performing the healing action in various, unintended ways that prevent the Killer from properly sacrificing another Survivor, and punishes Survivors for healing in a bad position.
- Change: Secondary actions when using Med-Kits with certain add-ons are now visible.
Med-Kits
Camping Aid Kit
- Nerf: Altruistic healing speed is reduced and is now slightly faster (down from moderately).
- Nerf: Self-healing speed is now slightly reduced.
- This reduction is by 25%.
- Change: The Camping Aid Kit now shows up as a White Med-Kit.
First Aid Kit
- Nerf: Altruistic healing speed is reduced and is now moderately faster (down from considerably).
Emergency Med-Kit
- Buff: Charges are increased to 32 (up from 16).
- Nerf: Altruistic and self-healing speeds are reduced and are now considerably faster (down from tremendously).
- Change: The Emergency Med-Kit now shows up as a Green Med-Kit.
Ranger Med-Kit
- Buff: Charges are increased to 48 (up from 32).
- Nerf: You can no longer perform Great Skill Checks when using this Med-Kit.
- Nerf: Skill Check Success Zones are reduced.
- Nerf: Skill Checks are now far more frequent.
- Change: The Ranger Med-Kit now has its own textures.
Iridescent Med-Kit
- A new type of Med-Kit.
- 64 Charges.
- Tremendously increases altruistic healing speed.
- Tremendously reduces self-healing speed.
- Moderately increases the consumption rate of the Med-Kit when used to heal others.
- The Iridescent Med-Kit has its own textures.
Add-Ons for the Med-Kits
Rubber Gloves
- Buff: Now slightly increases Great Skill Check success zones.
Bandages
- Nerf: Charge increase reduced to 4 (down from 8).
Self-Adherent Wrap
- Nerf: No longer increases healing speed.
Gauze Roll
- Rework: Gauze Roll now moderately increases Great Skill Check success zones.
- Nerf: Due to this, it no longer increases the charges of the Med-Kit.
Gel Dressings
- Nerf: Charge increase reduced to 12 (down from 16).
Abdominal Dressing
- Nerf: Reduces Med-Kit charges by 50%, rather than a static number.
Styptic Agent
- Buff: Now removes the Hemorrhage and Mangled Status Effects when used.
- Buff: Styptic Agent can now be applied even when the Med-Kit is fully depleted.
- Buff: The add-on itself is now removed when used, instead of the Med-Kit.
- However, if the Med-Kit has no charges left, then the Med-Kit itself will also disappear.
- Nerf: Styptic Agent no longer provides the Endurance Status Effect.
Anti-Hemorrhagic Syringe
- Buff: Now applies the Endurance Status Effect for 8 seconds when applied.
- Buff: Now applies the secondary effects of the add-on after 12 seconds (down from 16).
- Buff: Now removes all universal status effects when used, excluding the Exposed status effect.
- Buff: The add-on itself is now removed when used, instead of the Med-Kit.
- Nerf: If hit while the Endurance Status Effect is active, the secondary effects of the add-on will not apply.
- Nerf: Anti-Hemorrhagic Syringe no longer heals you for one health state.
Medical Herbs
- New Very Rare Med-Kit add-on.
- Increases Med-Kit charges by 16.
- Moderately increases altruistic healing speeds.
- Moderately increases Great Skill Check success zones.
- Moderately increases Great Skill Check progression bonus.
- Moderately increases Great Skill Check charge consumption.
First Aid Spray
- New Ultra Rare Med-Kit add-on.
- Use the secondary action button to apply this add-on.
- Instantly heals another Survivor by two health states when applied through altruistic healing.
- Instantly heals you by one health state when applied through self-healing.
- Prevents healing progression when healing other Survivors by normal means until it is used.
- This effect applies even after dropping your Med-Kit.
- Prevents Great Skill Check success zones from appearing when using the Med-Kit.
- Consumes the Med-Kit upon use.
- Can only be used with Med-Kits that have a base amount of 32 charges or higher.
Note: Since this add-on would be otherwise too overpowered and cheesy, I had to include the stipulation that you can't heal yourself or another Survivor so long as your instance of the First Aid Spray is still in play.
Perks That Affect Healing
Bite the Bullet
- Buff: Bite the Bullet now prevents all Killer aura-reading perks from activating so long as you are healing.
Botany Knowledge
- Change: Healing speed increases are now altered to 15%/20%/25% (down from 11%/22%/33%).
- Nerf: Botany Knowledge's efficiency effect no longer applies when using self-healing actions, in order to prevent it from stacking with the perk Self-Care.
Deathbound
- Buff: Deathbound activation range is reduced to 12/8/4 meters (down from 16/12/8 meters).
- Buff: When the affected Survivor walks outside of the healed Survivor's range, the aura of that Survivor will be revealed to you for 8 seconds and a Killer Instinct trail will be produced for 1.5 seconds.
Note: Deathbound might be in a somewhat decent spot, but it needs a few changes to it in order to make it feel more like a Perk worth using as an option.
Dying Light
- Buff: Dying Light healing speed bonus for the Obsession is now reduced by tier, to 30%/25%/20% (down from 33%).
Note: Dying Light currently isn't in the best spot right now, and that's more than likely due to the fact that the healing speed bonus can be quite the joke, so that's just been toned down per tier now.
Forced Penance
- Buff: Forced Penance now applies the Broken Status Effect on Survivors attempting to heal another Survivor.
- Buff: Forced Penance now prevents Survivors from healing other Survivors for 5/10/15 seconds.
Note: Forced Penance is a perk that really needs a good change in order to be more functional. So, in order to keep it thematically sound, it now punishes Survivors for healing when the Killer is close by and also prevents Survivors from attempting to take the rightful kill from the Killer.
Conclusion
I've went on a tangent here, but this, this is what I think would significantly improve the health of the game. Changes to how healing, med-kits and their add-ons work, alongside new add-ons for the Med-Kit and an all new type of Med-Kit, would be just what the game really needs as part of a sort of health update.
This overall rework to how healing works would be good, since now everything's just more balanced and gives other items the ability to be more of an option. It tones down the most powerful item set in the game, while also keeping it from being overshadowed by the likes of the other items.
These changes would also be great quality of life changes for both Survivor and Killer alike, changing the way to approach healing your fellow Survivor, lest you end up being caught by the Killer and grabbed by them.
But, as always in this space, I'll ask: Thoughts?
I think this would just make healing unhealthy. The current healing rates only really affect the hit and run playstyle. Even then, not that much really as killers who can do hit and run tend to make you exhaust med-kits pretty fast then make you wait time healing.
- Buff: Up to 3 Survivors can now heal a singular Survivor at one time.
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@wxnickxw said:
https://forum.deadbydaylight.com/en/discussion/comment/2503744#Comment_2503744
If the mmr is working properly wouldn't all your games be chill if you also played chill?
assuming the mmr works properly means that thr problem is you want to play seriously but against opponents who don't
We don't have a concrete understanding of what all goes into MMR calculation, but it probably doesn't matter if you personally want to play a relaxed game. If you play long enough you will eventually get into high MMR and be faced with the issue that people with more time in the game by default tend to play in more optimized styles. People have no way of knowing that the killer wants to have a chill game nor are they likely to have a chill game even if they did have some sort of communication with the killer.
From a lot of posts on the forum and some videos, people are clearly not getting consistent MMR experiences which compounds the issue considering most MMR/TrueSkill match making system gives players feedback on what their current score is and usually a way to see how much it goes up or down every match or session.
MMR is necessary in competitive games where the expression of skill is quantifiable and easily measured. DBD isn't a competitive game and neither killer nor survivor roles have easily quantified and measured expressions of skills. I'm not saying skillful play and techniques don't exist cause they do, but they just aren't something game is going to look at and understand in a way that a sbmm system can track.
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@WishIcouldmain said:
This is the most with time thing I’ve ever seen. I was scrolling through comments of old Blight release videos and here is a quote. “I am astounded by this design like hey, remember that COOL Halloween lore and #########? Hey look here’s a killer that’s directly based off of it. The power? Oh it’s a faster legion that bumps into walls and can’t hit unless he bumps into them and the reward for this painful power of bumping into clunky hitboxes and somehow making use of the strange speed? Yeah a single health state. This killer is disappointing in so many levels”. Or “This looks bad. The design is so cool and they had so many ways to give him a cool power but they went with “rush”? This just doesn’t look powerful or fun”.
Now Blight is a community favorite killer who is 99.9% of the time in S tier. And a power said to be very enjoyable most of the time. With a few nerf posts here and there. There were small changes here and there, but nothing that really changed the gameplay of Blight. I feel this could happen with Pinhead also. Or with future killers. That’s why patience is needed
On paper and during ptb he felt bad to play. It took a while for people to get used to the concept and then it took a while longer for the various bugs and issues to be somewhat fixed enough that playing him wasn't an extreme hassle. Most opinions related to dbd age poorly. People thought Legion was a strong killer, but after the bugfixes started coming in and people had more time against them and playing as them they found out Legion was fairly weak. Infinitely annoying to survivors, but weak overall.
Long story short: Time makes fools and cowards of us all.
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@vacaman said:
This has probably been discussed before but I'm curious if you think making whispers not activate on hooked survivors would make the perk "op". I've allways liked this perk because it helps a bit early and end game but I never end up using it because it's basically a dead perk that can confuse you more than help when a survivor is hooked and there's better tracking perks.
Spinechill would be some sort of survivor equivalent of Whispers with the addition of the 6% action speed, it's a good perk in general but I wouldn't call it op except when you are lucky to play it against stealth killers. I know there are a lot of terrible killer perks that should be changed before this, I just feel a bit frustrated that whispers could be a bit better. Would it really be as strong as tinkerer for example? Would it break the game?
It wouldn't make the perk overpowered. I don't know why you think it would or why you think it's a dead perk. It's perfectly serviceable if you've not got any other tracking perks.
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Every killer is fun to play as when they have enough time to actually play the game, but at some point every killer sucks going against once people start to really find their footing with said killer.
I think comparing the sides is to difficult when dealing with the realm of subjective choices.
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@GoshJosh said:
It's pretty unbelievable how much crying there is about SWF on these forums. I for one don't even care to check who's in a group or not when playing killer. Keep in mind that most of your match is RNG anyways, except for certain map offerings. Just play normally and have fun.
You would immediately kill the player base if a proposal like this went through.
Playing "normally" is a luxury in this game, not that there is a universal normal way to play dbd. While I'm not entirely for perk lock outs I have had my share of SWF bully squads in the past. I don't really care now, I if I feel like I'm about to get a SWF and I don't feel up to dealing with the headache I just dodge lobby and re-queue.
Honestly, I don't feel we need to change survivor very much at all perk wise. The problem is killers are just down bad as our perks are starting to get more and more situational and powers are just overall in need of buffs to reflect the reality of the game. When was the last time we got like a strong killer? Blight?
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@Purgatorian said:
As we all know there are a lot of complaints about how strong swf teams can be, all running ds, bt, dead hard and the like.
What if each member of the team had to choose 4 perks but they could not choose the same as another member. So, for example, swf member A chooses borrowed time, swf members B, C and D would not be able to use it in their build.
This would make them make dedicated roles within their team such as a healer, saver, tank, objective or whatever other roles could be.
What do solo survivors think of this? I know people who play in swf will hate the idea.
That sort of goes against the spirit of the having the freedom to just pick whatever perks you want to run.
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@Vammatar said:
I been playing Freddy two months after legion came out. I seen him be an absolutely amazing killer then get Nerf, get his absolutely amazing rework and then get Nerf again. I do prefer his new abilities compare to the old ones but his current addons are absolute garbage. They took an amazing concept and just threw them all all away giving us these unless and unhelpful trash.
It really shows how much they actually "care" about his chapter. I'm saying this sarcastically because they really don't.
The chains and rope addons are complete dog water. They use to slow down the game by a lot. now, it just "hear foot steps louder, breathing, and generators being worked on" these addons are terrible for Freddy and actually be more useful for The Spirit. They should actually be all brown addons now. Just because how bad they are. I wouldn't mind a small Nerf to his addons and I wouldn't mind something actually creative for Freddy and something that actually makes sense to his character. I really hope they go back to his addons and make them usefully again because at this point just don't put any addons when playing Freddy because they make no difference what so ever.
Nothing that forces survivors to play a longer game is allowed to exist in a particularly strong state. Now we've got people wanting Tinkerer nerfed because they don't like getting forced off gens repeatedly.
At least Freddy's still decent. Legion needs damn near a rework because their addons and power just aren't particularly delivering on any sort of power fantasy anymore. Would be so bad is their power still had attack perk synergy, but nope can't have that.
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@latinfla4 said:
I just finished a 40 minute match as the wraith on the swamp.
Juggled all the survivors using hit and run dropping chases injured another one they would heal with med kits. 2 gens pop regardless by the time I down a Jane. Go to contest gens she hits 2nd stage and another gen pops. Jane gets unhooked and another Jane goes for the bodyblock...haunted grounds gets cleansed ☺ take out the bodyblocker tunnel the first Jane out.
Hook bodyblocker Jane next to my 3 gen...proximity camp 3 gens and ruin is right next to Jane. Other two survivors heal try to go for the rescue hit and run all of them go back to 3 gen. They all proceed to tbag me from the boat and I ignore ringing my bell🤣.
Jan loops me around 3 gen hit her hit the yui trying to cleanse ruin and the jill working on the farthest gen(she clicky clicks wanting me to chase her to the boat😏)
Mindgame Jane around two pallets down her hook her. Yui and jane unhook run to shack while I cloak and return to down jill after she cleans ruin hook her and she dies first hook(I assume the other two were looking for a key).
After another 10 minutes I down the last two and close hatch. After the match salty comments commence...I tell them you want to tbag and clicky click then no mercy.
Nice long match where everybody got their bps and much more fun than 5 minute we are genbots matches😴
45mins back when EGC didn't exist. I had a game where I was the killer and got completely destroyed, I just couldn't get anyone on the hook due to a lot of body blocking and sabo. When the last gen popped I didn't feel interested in getting flashlighted and teabagged so I went down to the basement and stood in a corner facing into it.
The survivors weren't happy with obvious victory and escape so they just stayed and stayed until around 45mins passed then they finally left.
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@jackisawesome27 said:
I felt that some maps don't particularly work well with certain character's skill sets (killers with stalk in open areas, slow killers in areas where there's lots of stuff to run around (and therefore survivors can indefinitely outrun the killer),) and I think it would just be more immersive and lore friendly on top of encouraging people to play as different killers rather than just leveling up the same guy to 50.
I think The Shape should be confined to the suburb maps, Leather face should be exclusive to the farm maps, mad scientist in the hospital/lab whatever, clown should always be circus map, etc. It feels so wrong for leatherface to be chasing people around in the snow or ghostface to be stalking people in a mad scientists lab.
But yeah, my biggest point was just to encourage varying playstyles. People would get bored of the same maps or might have a location preference that is incompatible with their favourite killer encouraging them to get used to the map or play as someone else.
Also nerf pinhead. I'm sick of his god damn triple hook that can get at least 2 people at a time and respawn after just a couple of seconds.
This is a bad idea and Pinhead doesn't need a nerf. You're getting hit by chain hunts which are his only good point, but you can literally defeat it if you just go pick up the box and never solve it. Or you could just pick it up, solve it, and just repeat the process.
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@scachich said:
how am i supposed to counter the hatch+ key offering? i swear most of my lobbies either last second switch to a key or straight up bring one early.
i've tried franklin's demise, but they notice i have that perk they will just come back for the key and then drop it before chase.
also tried by simply killing the person early, this also doesnt work because even if they're in solo playing they're most likely get someone else to pick it up.
i've lobby dodged plenty of times, but im tired of waiting 10+ minutes for a lobby which either has a key, or too many flashlights, (i play wraith mostly)
If you really want to fight them. Run Franklin's Demise to get it out of their hand and/or just tunnel them straight out of the game. It's not going to make you any friends, but it will solve your key problem.
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@InnCognito said:
The topic continues to be an intense discussion. Here is my 10 cents on it: Mostly these problems are for new players and players that play in mid-tier ranks. Casuals. I admit I play this game as a casual past-time and I am no longer in the mindset of High Rank playing.
As the game stands today. It IS adjusted fairly well for high rank gameplay in the survivor's favor and in lower ranks it is going to be killer dominate.. Especially in high rank matches Where players are really good at mobility, chases, obstacle evasion and mind games. But the vast majority of posted issues in the game are there because the killer perks are too strong for mid-tier and starting players. Which is a problem because the skill gap is a BIG step between A perk such as BBQ being too strong against most groups and too weak against SWF De-pip squads.
I am a casual survivor so...
1 ) I would like to see the killers of the game have a reason to NOT do this in the first place. But if a person constantly flash light spams the killer. The killer would like to have a reason to eliminate that player from the game for said reason.
2 ) I would think that perhaps buffs to FIRE UP or Brutal strength would be fair.
3 ) i think it would be fair that the discussion of blood lust is fair, since certain pallet points can become too strong either way.
4 ) I would like to see distortion buffed somehow.
5 ) I think hatch closing removes the incentive to the survivor for extended efforts in a match.
6 ) I do feel that in high rank playing that Tunneling is almost always mandatory, Despite even I find it be unsportsmanlike while playing the killer.
7 ) I do think that a "favor-type" game mechanic implemented into the game for lower ranks would help it out. That way players being tunneled and camped can have a chance to not be singled out and eliminated from the match early on. But then we have the issue of high rank players that could essentially never be eliminated from a match.
I also feel that an obsession being picked no matter what in each match. is NOT healthy for the game. As this does promote tunneling.
Short of making Fire Up not requiring the losing of gens to be effective on top of generally making its effect more worthwhile to being no one is going to use it. Brutal Strength doesn't need a buff as it does exactly what its meant to and quite well considering I think at tier 3 you're breaking palettes in one second flat?
Distortion's issue is that the game has a ton of aura reading on both sides at this point so those charges get used up real fast. Though I get the sense that the devs sort of want it that or they just forget this perk exists.
Hatch closing is a necessary evil due to hatch functions.
Obsession does far less to promote tunneling than you'd think.
The most basic valid reason to tunnel is purely the game is less of a chore when you have only three players. Though certain items are getting you put out the game early like keys and flashlights. Camping's just situational of most players and one thing I've noticed is people don't give killers enough time to leave the hook before their rushing in. The killer is in a weird position as they have to choose between letting it happen or defending the hook. If you're goal is bp then letting the run is less a painful decision, but if your goal is to win then you're going to protect your hook. Slugging is one of the best universal killer tools for generating map pressure on killers who lack pressure tools. I've gotten a lot of pushback for bringing that up, but it's still true. Some killers will need to slug a bit, but slugging till bleedout is a pretty trashy thing to do.
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@landromat said:
Sadly i have to admit Tinkerer is a very strong perk. Too strong on some killers like Blight. Make it work once per gen so it's still useful but no so opressive. Killers getting to the same gen 15 times because tinkerer worked is just too much value
Tinkerer is fine. If you keep getting pushed off that one gen just go start another gen. Most killers aren't Blight and we shouldn't be balancing perks around the functions of one to three killers.
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Pinhead isn't overpowered in the least. Like he's nowhere close to being overpowered by any metric.
His basic attack and lunge are wonky in a bad way. You miss more times than you hit.
His power is a hindrance to him. Using his power takes finesse, a lot of finesse yet for all that extra work he is more likely to lose distance or break his own chain by walking near it. Not to mention they are extremely easy to get off as a survivor.
Part of his power just straight up belongs to the Survivors. The Lament Configuration and chain hunts are supposed to be his premiere ability, but survivors have more control over it than Pinhead does. They can see the location of the box map wide while Pinhead can't even be given a remote idea of where the box may be. Chain hunts are nice, when you get them on a team, but since one person is just going to hold the box forever you basically need to tunnel the person with the box so you can actually use your power as intended.
His add-ons are pretty weak with his iridescent lament configuration being the only one that somewhat corrects the above issues with the box.
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@patabby123 said:
This is just an idea or a concept, but I was just thinking why not change it to where you lose a stack when you hook someone. It's a little annoying losing a stack when missing or even hitting someone. I just feel since most perks are based off of people being hooked you could make the killer lose a stack or two after hooking someone and they can still gain stacks the same way.
That creates an issue in where people can start to do unsavory things like speeding around constantly hitting and downing, but not hooking to preserve their speed boost.
It sounds like an edge case, but dbd players have a way of making what should be a rare occurrence into a regular happening.
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@Triadequinaxor said:
https://forum.deadbydaylight.com/en/discussion/comment/2494667#Comment_2494667
I just told you, god what is wrong with the people on this forum
First, you didn't tell me anything.
Second, most of what you said was fairly nonsensical and lacked context other than "I need to express my dislike of people who say nurse is strong"
Which she is. Always has been (insert moon gun meme)
So, it seemed fairly obvious this was directed at something that happened somewhere else in forum. Hence me asking the completely reasonable question of "who is this even for?"
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@xiozen said:
Ok. killers can see items to be brought into the trial ... intentional. While I have yet to officially read an explanation as to why killers can see items being brought into a trial by survivors I can only assume its to allow the killer to properly prepare for the trial (4v1) etc...
Going with that rationale--survivors that have "zero items" until 7 to 8 seconds in the countdown while in the lobby... LMS (last moment switch) to a survivor already "prepped" with keys and maps...
How is that exactly giving the killer an opportunity to properly prepare for the trial if at 6 seconds... everyone is locked out for making changes? Is this intentional? Is this working as intended? Should BHVR consider a form of lock-out to prohibit this type of behavior in order to ensure a more fair and balanced trial? Just curious.
That's the lobby mindgame. You just gotta prep by having an itchy trigger finger on Franklin's Demise.
They LMS to key Nea and LMS your least important perk to Franklin's
They send one of our perks to the hospital we send one their items to the morgue.
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@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/2494667#Comment_2494667
Probably me, because me stating in a different post about Nurse being a buggy mess that if she was bug free she’d be a balancing nightmare offended this person somehow :/
Bugs don't make her any less of an issue to balance. They're probably making it harder to balance her since she does things that make no sense sometimes. That said OP's gonna have a hard time convincing people nurse isn't strong. The killer is always strong, but the player using the killer may not have the ability to leverage said strength. It's like saying Billy's bad cause most players bonk on stuff.
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@Triadequinaxor said:
All this talk of "nurse stomps teams and therefore should not have her quality of life revitalized, and her bugs should remain because shes "too strong" first of all buddy, you rarely ever come against god tier nurses, they rarely exist and you've probably never been against one, you are regurgitating what your favourite youtuber said
Who is this post even for?
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@Psycho_ said:
hes not that bad, chain hunts are his real strength, good luck doing bones etc when thats active.
Chain hunts are his real strength, but those aren't remotely in his control though. It's in the survivor's control while being completely passive for for him. One person can pick up the box, hold it, and just be mildly inconvenienced the entire game while their team is left comparatively fine.
If they want him to rely on chain hunts then they need to be consistent. Which means at the very least the killer should be afforded the same ability to see where configuration is just like the survivors can. I suspect the devs want people to rely more on his active use power though so again that means it needs to consistently reliable which currently it isn't. He shouldn't be breaking his own chains and using his power shouldn't be a detriment to his overall potential.
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We need an Operation Health period like they did with with Rainbow Six Siege a few years back. Just a pause on content drops so the devs on that game could just focus their resources on improving the core play experience.
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@PyramidFootLicker said:
https://forum.deadbydaylight.com/en/discussion/comment/2493908#Comment_2493908
I tried but I kept getting brown and yellow items, not sure if that's a bug or if the perk just works that way.
Plunderer's, Appraisal, Ace in the Hole. This stack of perks will help considerably in fishing out high quality items with addons
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@ill_Boston_lli said:
Im not hating on this because I use it alot as killer but I do want to point out that using this combo literally takes away from the pressure aspect. These perks do most of the work for you and allow you not to have to pressure gens and what not. I think that this combo should not be a thing and killer should (including myself) get bett at creating map pressure without the use of perks that do most of the work for us. this is my honest opinion.
Unless this combination somehow makes killers teleport survivors onto hooks I fail to see how they take away from pressure.
Ruin doesn't work unless you're actively patrolling your gens.
Tinkerer only exists for you to generate pressure by patrolling the highlighted gen
Undying just exists because totem spawns aren't getting any better.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2440687#Comment_2440687
Original Ruin was a terrible designed Perk. It was free Slowdown without any effort on the Killer Side. This should not exist.
Old Ruin still suffered from the being placed in the most asinine places, for most of it's life span gen times were base 100s rather than base 80s. When there decreased the base time of gen repair they effectively took a considerable amount of sting out of it. Which is fine because the perk was worth using and was more consistently effective. At most the only thing that was needed was the removal of good skillcheck penalty, but no one asks for sensible changes.
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@[Deleted User] said:
As a killer main i've been trying to enjoy this game and not letting other people ruin it for me, but after tonight i just cannot tolerate the toxicity anymore.
I went against a swf with 2 live twitch streamers and they were all disrespectful as any player could be. That's whatever, but in endgame chat they were just spamming hurtful comments and that really triggered me today. I reacted back in a bad way, and im probably going to get banned for what i said anyways because im outnumbered. I just cannot believe live twitch streamers were doing this and people were watching them. It just feels humiliating.
This stuff just makes me so depressed. I bought this game as an escape but all it has done is just make me look at humanity from an even worse point of view. I play killer instead of self-harming but when people in this game constantly tell you that you are an unlovable horrible person for just trying to have fun and enjoy the experience, it will affect my self-esteem eventually, you can't just shrug these things off forever. I wish people would get that, it's not as simple as just ignore them or close endgame chat. When players act like that you want to know what they are actually trying to say...
And it makes me sad that Behaviour seriously does not care, about toxic people and hackers that ruin the experience. I've asked so many players why they don't report and it's because they say they do make reports and nothing happens, they see the same players again months or years down the line.
I really wish i could enjoy this game, especially considering how much money i've spent on it, and seeing what a dedicated community it has, but i just can't handle playing with this player base anymore.
I'm not really sure why im making this discussion. But i guess i just wanted to know if other people feel the same way. And what insight they may have.
I've been in your position before and I can say I totally get uninstalling for your own health. People not going after you to stroke their own ego or play up to their audience always feels like it is in short supply. Take care yourself and try other games for a while.