Reinami
Reinami
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- Reinami
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@espooked said:
Cause no one wants to go against Nurse?
Lol, i'm talking about when i'm survivor, or killer, or even playing meme builds as killer. But way to assume.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3217228#Comment_3217228
Nah, 0.1 hours means 6 minutes, that was at most her 2nd match.
Ah, i misread and thought he 36 hours was for DBD. Still could mean that was their second game, especially in low levels who don't know what they are doing it easily could have been. Unfortunately we can't know OPs MMR, but if we assume that they are more than 1700 MMR, this would mean dbd has a massive massive k value, which causes your early matches to swing your MMR gains and losses by like 700 points, which is pretty funny imo and just shows how ridiculous matchmaking is in this game.
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Theory:
She played 2 games, and won both of them as nurse, then switched to a different killer or survivor to play for like 30+ hours. Then she queued up again as nurse. Because she won her 2 games and her k-value for mmr is insanely high (very few games played) it shot her up to 1700 MMR (the cap).
Depending on the starting k-values they use, which for video games tends to be really high like 80-100+ which makes you swing like 200-250 MMR in your first couple of games. And if you start at 1000. It's pretty easy where if you won your first couple of games you'd start getting matched against high level players with lots of hours.
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@Katzengott said:
Stop with the basekit nonsense and just bring Kindred!
Every buff for Solos is another free buff for SWFs.
As a killer man. Kindred and bond should be basekit. Neither of these buff SWF in any significant way because they already have this information. What i would like to see is kindred and bond made basekit, and killers given a "trial warmup" style thing as basekit. NOT just corrupt, because some killers don't want corrupt. But something where, until a survivor is injured or enters a chase, all the gens take like 3x as long and hexes aren't spawned (but still active.)
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@CornMoss said:
Man this perk is so powerful against good survivors, while yes you are not gonna get many protection hits from bad teams you are gonna roll them anyways (unless they got the Hyperfocus build...). Also on trapper it is extra good because survivors rescuing others from traps will get inflicted with the broken status.
Try it out for a couple matches on weak M1 killers
It's not though.
First, it's hard to activate yourself, pretty much in the survivors control.
Secondly, what does it actually do? It prevents someone from healing for 80 seconds. What are your options here:
- You keep chasing that survivor. They wouldn't be able to heal anyway, so it gives 0 value.
- You stop chasing that survivor and go after a different one. That survivor can no longer heal, and then just goes and does a gen instead.
The point of injuring another survivor you aren't chasing, is to discourage them from doing a gen and make them go heal. All this does is give them no choice, so they just work a gen.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3209591#Comment_3209591
Doesn’t happen frequently in my solo q matches and I’m pretty sure I am high mmr.
Just because survivors can be able to beat a killer doesn’t justify playing nurse all the time. Sometimes you lose as killer and there’s nothing wrong with it.
I think you are missing the point. That match is just an example of what a super high level survivor team can do. What i'm saying is, that unless you play nurse, you stand no chance against a team of that level. Just because it isn't common that you run into a team like that, doesn't mean it is fair. That is exactly the point OP is saying. Yeah, it's a 61% kill rate, because the average survivor player is terrible at this game. But what do you think the kill rates are against teams like the one in the video? How about when they go up against the top killers who aren't playing nurse?
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@Rovend said:
61% kill rate
@legacycolt said:
This game has a 61% kill rate, there’s a reason survivors are constantly getting the 100% bloodpoints - because everyone plays killer now that they got a lot of buffs.
The game is killer sided atm.
You obviously didn't read OP. The point is that the AVERAGE survivor is bad at this game, but at the highest of highest level play, killers who aren't nurse are lucky if they even get a hook or 2 against top teams. Watch the matches that tru3ta1ent did against team oracle as wraith. It's a bit old and before the killer buffs, but the same thing still happens, or this match where a comp team played against a nurse:
https://www.youtube.com/watch?v=dtENJZ_z0zw&t=1s -
@smartemarte said:
Does anyone else think that the chains shouldn't be able to be spawned right ontop of the survivors?
The killer literally doesn't have to aim it and it instantly hits the survivor, surely this isn't how its supposed to be designed? you can't dodge what spawns right onto of you. A lot of players I'm matched with just DC or die on first hook to him and it's not because they're good killers it's just because its an irritating mechanic without it almost being an auto hit if the killer isn't stupid.
I had a good survivor once adapt to me doing that. And would start running back toward me when they saw the orb go out, causing me to miss the chains quite often.
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@Elessar93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204596#Comment_3204596
Well... If you want a balanced game yes. I didn't make the game this way. If devs are OK to balance maps with a wider fov in mind for everyone I'm in. I hate survivor camera myself. It's too close to the survivor's back. But I don't make the rules.
Why can't they balance the game around having a higher FOV then? Also, at high level play (where it actually matters) FOV doesn't matter because stealth is a terrible strategy.
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@I_CAME said:
61 percent kill rate and people think killer needs basekit perks. Lol.
The average player is bad at this game, and when you play bad it goes in the killers favor most of the time. Everyone knows at low levels of play this game is killer sided, but at high levels it is survivor sided. Why do you think so many DBD tournaments have to enact various rules and point systems in order to actually make the game fair?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3204067#Comment_3204067
There will probably be way more 1 Hook Wonders with Instadowns/DeadLocked/Lethal Pursuer given how the new win conditions work.
So as usual, the only 2 killers who can actually compete at a high level get stronger, and every other killer gets weaker.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3203926#Comment_3203926
I think the newest 'play for kills' meta will be to just tunnel/camp two people out asap then slug the last two for the auto win.
its gonna be pretty much required. You don't have time to 12 hook people if you can't slug. And now you can't slug. So the solution is obvious, you HAVE to basically eliminate someone as fast as possible.
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@Mandy said:
I can understand the thought behind this - thinking of Trapper traps as technically that's his power and he cannot use them by the hook, but I think disabling a killers power completely near a hook that they've been at for 7s is impractical as there are so many ways this can be abused - Myers in T3 for example wouldn't be able to go near a hook - so you'd have "safe spaces" on the map where survivors are protected and that's something that's very abusable.
Also the STBFL comment re toning it down...a lot of that is on the Obsession in the match, it's very visible if the killer is running this perk and has gained stacks, pretty easy from the survivor side to tell - so to reduce the effect the Obsession can quite easily take a hit and cause the killer to lose their stacks that they've built up. There's outplay around the perk, players just do have to consider what perks the opposing side is running in the game and play around them to a degree.
I'll be honest, i'm a killer main and thing STBFL is fine. But this is a big leap, you are assuming that a group of solo queue survivors can effectively see and/or communicate that the killer has STBFL so that they should coordinate that the obsession should go work on getting chased?
This is why the game balance is in such a horrendous state. If you balance for SWF in mind, solo queue suffers, if you balance for solo queue in mind the killer suffers. SWF bully squads even today can often end games without the killer even getting a hook, let alone a kill. Meanwhile solo players are often lucky if they even finish a couple of gens.
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@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/comment/3201835#Comment_3201835
They would still both be 100% faster recovery because upcoming ptb unbreakable will also be 100% faster recovery
Im saying don't change unbreakable to be 100%, keep it at it's current percentage, and make the boon recovery you twice as fast, if not even more, because then you can actually get some value out of it, forcing the killer to break the boon or you just get right up in like 15 seconds.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3201835#Comment_3201835
Unbreakable live is 35% iirc.
eh, you get the point though.
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@DredgeyEdgey said:
Boons are supposed to be powerful surivor perks that take time to set and can be temporary disabled
Unbreakable is going to have the same effect as Unbreaka-boon but has no risk or range requirements and can't be disabled
I'm not opposed to the base changes but unbreakable is going to be metta cuts your recovery time In half and reduces the time needed to pick yourself up my suggestion is either cut the boost to 50% or
make it where you can 95% yourself but have to wait the 45s inorder to pick yourself up
Swap the buffs. Make the boon do 100% and unbreakable is 30%
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201246#Comment_3201246
I mean, what's to stop killers that don't get motion sickness from cranking that to max for an advantage?
Did you miss the part where i said balance the game around that? Also, let's be honest, at the super high levels of play, FOV really doesn't matter much.
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/3201239#Comment_3201239
Slugging for the 4k is lame, but the more I think about it, the more I'm convinced this is a terrible idea.
They should add this mechanic in, reduce the time to w/e normal pickup time would be, but only have it kick in if more than 1 survivor is downed/incapacitated/hooked or when there are only 2 survivors in the trial.
This would prevent the killer from slugging everyone to end the game instantly as a god tier starstruck nurse, as well as preventing the "slug for 4k" gameplay that is toxic. But at the same time, it doesn't completely destroy several killers whose entire kit is designed around the idea of slugging and spreading pressure along with several perks like:
- Twins
- Oni
- Onroyo
- Hag
- Deerstalker
- Knock Out
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@CosmicScarab said:
Maybe one day killers will get some much needed base kit perks like corrupt intervention. Only after survivors get half of their perks base kit though.
Some killers wouldn't want corrupt though, for example a legion who would prefer all the survivors are grouped on the first gen. But something does need to be done basekit. Ideally it should be the old Scott Jund idea, where gen repair speeds are like twice as long (180 second gens) for the first 60 seconds in a trial, and go to normal once a chase starts. Additionally they should normalize spawns so survivors always spawn in pairs in 2 corners and the killer spawns on the opposite end of the map.
And then change the survivor/killer spawn offerings to actually make sense for their side. I.E the survivor one, makes the survivors spawn in 4 corners of the map, and the killer spawn in the center. And the killer one force all survivors to spawn right next to each other.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3200995#Comment_3200995
I sympathize with those who get sick for various reasons, but it does not take away the fact that it is still a FoV advantage.
So how about they add the accessibility option then balance the game around it? how about we fix survivors playing on a stretched res while we are at it?
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@My_Aespa said:
There are two survivors left usually me and someone else, and the killer can't find me because I'm off doing a generator in the farthest regions of the map. If they come around, I'll go and hide because I don't wanna be caught, because I wanna keep playing. The killer always runs into the other survivor, and eventually lets the survivor go. What does the other survivor do? Run them right over to me and points me out, just so they can farm me right off the hook until I die and the killer lets the other survivor escape. This is the 3rd time this happened this week, why do you killers do this just because you can't find me?
As a killer i'll do this to get extra hooks. For example, if i only hooked one once, or 0 times, and the other person is on death hook, and i find them, i'll often injure them, then go look for you so i can get more hooks.
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@MikaelaWantsYourBoon said:
And why we should care about LilithOmen? He should report them, i don't know why is this post here
Because it's not just happening to streamers. I have had it happen to me several times because someone was pissed that i play nurse. There is an exploit that let's them join your lobby right now, so they can basically force inject themselves into your lobby and then hold you hostage.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3189412#Comment_3189412
Why should a bad killer always be able to secure a 1k?
Why should a single survivor be more powerful than the killer when they are a team of 4 a draw is a 2k, remember that?
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@skyllus said:
https://forum.deadbydaylight.com/en/discussion/comment/3186948#Comment_3186948
thanks for not even reading my entire post, where i suggested that perks can be buffed to guarantee certain items to preserve build variety.
I did, but the point is that you are effectively creating a situation where you HAVE to take a perk to eliminate the RNG. Also it doesn't solve the RNG problem, because it still creates a situation where, if you are lucky (or unlucky) and the killer happens to grab their 2 god tier addons and you have no control over that. It is not fun.
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@skyllus said:
https://forum.deadbydaylight.com/en/discussion/comment/3186301#Comment_3186301
that's an entirely different issue though, it has nothing to do with my suggestion
it has everything to do with your suggestion. What you are proposing would increase the impact that RNG has on winning or losing the game. What if you get unlucky and both your addons such? what if you don't get an item that works for your build?
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@Biscuits said:
I think if there are only 2 people left and the exit gates aren't powered. If a person is left slugged for 20-30 seconds, the hatch should spawn. Slugging for the 4k takes very very little brain power, and it is universally hated by every single survivor player. It needs a change.
I don't slug for the 4k, and i think it is a waste of time and agree it should be fixed. However, what is worse is getting the 2k, there's 3-4 gens left, and both survivors just hide forever and won't progress the game. I'm not trying to slug for the 4k, i just want to get 1 of them out so we can spawn the hatch and the game can end one way or another. This can be particularly bad on some maps where the survivors can just hide forever. I think that if you don't so something to progress the game after a really long time, like 3 minutes, you should start getting crows.
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@lav3 said:
Distortion still feels like a waste of perk slot.
I know it's impactful against Nurse, Blight, Huntress using aura perks but I haven't got single value from most killers, including Wesker.
BBQ change somehow affected and it doesn't prevent Legion's Frenzy instinct or Artist's crows when you get swarmed.
And I don't mind Lethal Pursuer honestly, unless someone is hiding in corner of map or huge deadzone.
Nurse might be exception but what can I say about perks when it is not the main issue.
I have been telling people for years that BBQ was not that great of an aura reading perk, and the only reason people always ran it was for the bloodpoints. But i was always told i was using a "crutch meta perk" even though thrilling is by far a better perk. When they take the bloodpoints away, what happens? Nobody runs BBQ.
Additionally OTR is a meta perk and it counters BBQ. They should really make it so once the endurance buff goes away on OTR you also lose the aura stuff as well. The point of the perk is an anti-tunnel perk, it shouldn't keep it's effects.
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@skyllus said:
Hi All,
I want to share with you an idea i've been sitting on for a while now, about how the game could possibly balance all of the items and addons in the game.
Many people take issue with the huge disparity in strength between both survivors with no items and survivors with the best items. And conversely Killers with no addons vs Killers with the strongest addons.
With the change to bloodweb prices, strong items and addons are now much more accessible which i believe results in literally no incentive for players NOT to bring the most powerful loadouts every game.
My solution:-
1) Remove the bloodweb system completely. Characters would now simply require 1 million BP to reach level 50 and prestige. No more buying items, addons or offerings.
2) Bloodpoints can be spent during a lobby to burn offerings, all offerings are available at this time with massively increased costs for map offerings (something like 10k per)
3) Both survivors and killers can no longer bring items or addons to a match
4) Matches now always spawn 6 chests by default (doubled from 3).
- Opened chests always contain 1 killer add-on (kept secret to survivors) Killers can interact with opened chests to gain this addon (this interaction would be instant)
- Killers may interact with closed chests to pry them open, but this would take time similar to a survivor opening it.
With this system, in my eyes, there is less need to try and balance overpowered items or add-ons. They still exist as-is but players cannot bring them on purpose.
There is now a time investment required to obtain strong ######### for both sides, or simply play without.
Some of the weaker killers would definitely need base kit buffs, as i think its undeniable that some killers are far more reliant on addons.
Some perks could be changed to better mesh with this gameplay overhaul and preserve build variety.
Technician - similar to pharmacy - guarantees a mechanics toolbox on search
Hoarder - Plunderers + Ace in the hole combined for Killers
Saboteur - guarantee an alex toolbox on the first search
Residual Manifest - guarantee green or better flashlights on searches
This way strong items and addons are still available to the player, but a time investment needs to be made in the match to get them - you can't simply bring busted loadouts all the time. It also introduces an interesting trade-off for either side - do you want to risk giving the opposition something powerful for free, while you go for an item or addon?
Let me know your thoughts, i'm sure many people will be against this idea but im curious to see where i stand compared to others.
Thanks for reading.
This is even worse. Because then RNG dictates whether you win the match harder in a game where RNG can sometimes spawn you a map with 7 pallets, or with 17 pallets.
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@OrangeBear said:
They didn't intend to nerf as they said in the patch notes the previous change was a fix, it was never intended to be returned to you if the killer doesn't activate it.
I just find it unbelievable though how the perk was not working as intended for over a year.
It's pretty simple. It is unintended, but because the perk was still not OP they just left it in.
When they added wiretap to the game, it likely used the same logic that blast mine uses to be applied to a generator. They found that giving wiretap back was super OP (it would be) so they fixed it, but this also "fixed it" for blast mine. So they unintentionally nerfed/fixed the bug with blast mine.
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@Aven_Fallen said:
Even if you are at high MMR (I doubt it) you will not go against the strongest Survivors all the time.
So yeah, Skill Issue.
Sure, but when you DO. The game is obviously imbalanced in favor of survivors.
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@Rise432 said:
Before the core buffs and perk overhaul changes, killer queues was on average 3-5 minutes at day time, while at night it was always instant.
Now queues for killer can be almost 6+ minutes on day time and 3 mins night time in the EU region.
There has been a few times killers did have BP incentive but you only saw it for one match then it was instantly back on survivors.
And dont give me that "4:1 ratio" bs, in that case BP incentive would be around 25-50%
People are just playing SWF, cause soloq has been stated as "unplayable" when its really now, soloq is just a gamble if you get good team8s or not, if u dont trust a lobby, just dodge and look for another, its not like u as survivor have to wait more then 10 seconds to get a lobby.
Either revert the BBQ + WGLF changes, or buff the ######### out of soloq to the point they are on SWF level so I grind BP as killer again. IDC MAKE GENS 40 SECONDS, GIVE SURVIVORS 200% MOVEMENT SPEED I JUST WANNA PLAY KILLERS AND GET MORE THEN 2 bloodwebs worth of BP again.
I been playing so much survivor just trying to level up my Huntress, Billy, Nurse and Twins to prestige 20 while also mix-max spending BP on survivors for items and prestige 3+. I am losing my sanity
The problem is and always has been SWF vs solo. Solo is pretty terrible right now, and so is SWF (for the killer) The reality is the top of the top SWF groups destroy killers unless they play a god nurse with ridonkulus perks and addons. But the problem is you don't know you are going against that till it's too late.
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@supersonic853 said:
Nurse?
You want nurse to have a 40 meter terror radius with starstruck?
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@dspaceman20 said:
I feel like this perk is completely forgotten by everyone. No one uses it because the effects isn't great enough for its set up. So I have an idea to buff it.
So I say instead of going into a locker after activating to get the effect. You cause the effect by pressing a button. That would help remove some set up time. It probably won't make it too good but it's a good quality of life buff for it. What do you think?
I think they should change it to work similar to blast mine/wiretap. Something like.
- After working on a generator for X seconds, Red Herring activates for X seconds.
- While active, target a generator and press the active ability button. Doing so will trigger a loud noise notification for that generator.
This should make it more usable i think. Keeping solo queue in mind maybe something slightly different like:
- After working on a generator for X seconds, Red Herring activates for X seconds.
- While active, target a generator and press the active ability button. Doing so will highlight the generator in red for all survivors and trigger a loud noise notification for that generator after 10 seconds.
This way if a teammate is working the gen, they know it's about to pop and can go somewhere else. Or potentially use it to lure the killer over to them.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3175303#Comment_3175303
Blood warden lmao
If you scroll down literally 2 messages, you can see where i admitted my mistake and said it was weird. But hey, i know it can be difficult to scroll sometimes.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3175303#Comment_3175303
It couldn't have been Bloodwarden. For Bloodwarden to activate, the gate has to be opened, THEN the Killer has to hook a survivor. He/she was the last survivor. The blocked gate lasted 17 seconds. The lowest Tier of BW is 30 seconds. I don't think the game placed BW in there by mistake.
I think we've all faced Wesker about 700 times since the patch dropped, I have never seen this happen. His nodding the whole time as the exit gate was blocked is indicative that he knew what was going on.
Just my opinion, but probably good to report as both.
Fair enough, i misread when the collapse happened, thought it was already started. Does seem odd.
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@King_Viper said:
Please someone help me with this one...how can mastermind block the exit gate with no perks or addons to do so?
@CluelessWanderer said:
Watched the video, and that ain't right.
I'd report it with the video, or else post in Bug section if it's a bug.
His nodding implies he knew though. Very sus.
It was probably just a bloodwarden, and the bug was that it displayed the wrong perk.
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@Raccoon said:
What do you think of the current state of Generators/Repair Times?
It's not generator times per se. It is the ratio between the generator speed and the chase time. Let's look at some baskit numbers:
- 90 second gen
- 4.6 m/s killer movement speed
- 32 meter terror radius
- 4.0 m/s survivor movement speed
- 2.7 second Basic attack wipe duration
- 6 meter lunge
- 1.8 second on hit-sprint burst
- 6.0 m/s movement speed on hit sprint burst
- 8 second average carry time
- 1.5 second hook animation
- 3 second pick up animation
Let's say that pallets, windows, killer power, nothing exists. You just have a straight line to run. Let's say the killer immediately starts running for a survivor while they are working a gen. Let's say the killer is 50 meters away which is half the map, which is pretty typical if they spawn in the middle. It takes the killer 5.6 seconds to get within 24 meters of the survivor. Their terror radius is 32 meters. This means the survivor reacted to the killer within 2.5-3 seconds of them being in the terror radius, spotted the killer, and started running the opposite direction.
5.6 seconds elapsed.
Now the survivor starts bolting in the opposite direction. The killer moves at 4.6 m/s and the survivor moves at 4.0 m/s. The killer needs to be within 6 meters to land a hit. The killer gains .6 meters of distance on the survivor per second. This means running in straight line, to close the gap of 24 - 6 = 18 meters. It will take the killer 30 seconds. The killer the lands their hit.
5.6 + 30 = 35.6 seconds elapsed.
The killer hit animation lasts 2.7 seconds, the survivor sprint bursts away from getting hit, again still holding w, during the wip animation for 1.8 seconds they are moving at 6.0 m/s and for the other 0.9 seconds, they are traveling at 4.0 m/s. This means the survivor gains 14.4 meters of distance. Let's round that DOWN in the killer's favor to 14 meters.
5.6 + 30 + 2.7 = 38.3 seconds elapsed.
The killer now needs to close a gap of 14 - 6 = 8 meters. Which at the above speeds takes 13.333 seconds. The killer then lunges and lands their second hit downing the survivor.
5.6 + 30 + 2.7 + 13.333 = 51.64 seconds elapsed.
The survivor is now downed, and the killer picks them up, taking 3 seconds for the animation.
5.6 + 30 + 2.7 + 13.333 + 3 = 54.64 seconds elapsed.
The killer walks to a nearby hook that takes ~ 8 seconds (half the wiggle bar)
5.6 + 30 + 2.7 + 13.333 + 3 + 8 = 62.64 seconds elapsed.
The killer then hooks the survivor taking 1.5 seconds in animation.
5.6 + 30 + 2.7 + 13.333 + 3 + 8 + 1.5 = 64.14 seconds.
Now factor in that during this time the other 3 survivors are doing gens. Even if you know EXACTLY where the other survivors are at and run to the nearest one. You likely just lost 2 gens and almost a 3rd before you get in range of that survivor. This is precisely the problem with the game. Just holding w, no pallets, no windows, no looping, nothing and you can pop 3 gens in the first chase. Now throw in the fact that gen regression perks have been heavily nerfed, and that things like toolboxes and hyperfocus exist, and you don't stand a chance.
This is precisely why at the highest level, the only viable killers are nurse, spirit, and blight, because their power directly counters this issue. Killers like huntress still do ok, but once looping is factored in, she isn't as good due to high walls. Killers like clown only reduce this time down by ~5 seconds or so, not nearly enough to make that much of a dent. The majority of the killer cast can't compete in this type of world once looping and powers are factored in, because most killer powers are not strong enough to deal with this core gameplay problem.
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@Chocolate_Cosmos said:
Yea, it is like his Very rare addon base kit but without that quite bad downside.
I personaly think It would helped him a lot. On large maps he would suffer way less since you don't have to waste 30 sec just to pick up a trap in the corner of huge map. He would waste less time and had more chance to start chase early. I think it would help him a lot and it is something he probably needs badly, unless you want him to Forever sit in "One of the worst killers in the game" title that he has for years.
It makes his snowball potential too good.
What trapper needs is some better map control. Here is what i would change:
- Make the traps less obvious, many of the new maps just don't have grass at all, and turning your graphics down makes them too easy to spot.
- Normalize trap spawning RNG so that every generator has a trap near it rather then some of them just being in the corner of the map
- Remove the RNG to get out of a trap and just make it a flat amount, i'm thinking 8 seconds solo, and 2 seconds on a teammate.
- Trapper gets a new ability: When a survivor is caught in a trap, trapper gains 85% movement speed when running toward that survivor. (200% total movement speed at 8.0 m/s, a little bit faster than an oni dash. This makes it so the average map size of 10k meters square being ~100 meters wide/across in that 8 seconds the trapper could travel: 64 meters. Meaning unless he is on the opposite side of the map, he will basically be able to get to the survivor. This means survivors who step in a trap and are by themselves are in much higher danger, but if they are grouped they should be able to escape before he can get to them. Encouraging survivors to group up, which weakens their pressure.
- Additionally the movement speed could allow him to have a sudden burst in power during a chase if he chooses to use it that way. Meaning if you were in a chase and someone on the opposite end of the map steps on a trap, you could angle yourself such that running "toward" the survivor in the trap allows you to gain a bunch of distance on a survivor you are chasing.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/3165257#Comment_3165257
~45 seconds, if you hit every great skill check, which you won't. And the Killer can't interrupt you, which they will. If you wanna talk overpowered, we should talk about your Nurse profile picture :)
Oh lord, here we go again with the whataboutism. Stay on topic.
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@deckyr said:
i would love it if every hex perk also had a non-hex variant that was weaker, and had some kind of activation requirement. i'd also love it if some current perks had hex variants that were stronger, and lacked activation requirements or durations, needing to be cleansed.
for example:
hex: corrupt intervention: the three furthest generators from the killer at round start are just blocked, permanently, until the totem is cleansed or a survivor is killed.
ruin: for 60 seconds after hooking a survivor, unmanned generators regress at 100% speed.
Honestly i think they should rework hexes to work off of a totem counter. Instead of a 1 and done its something like:
For each totem remaining in the trial, Hex: Ruin regresses generators at 40% regression speed. This means it would regress 200% at 5 totems, 160% at 4, 120% at 3, 80% at 2, 40% at 1 and 0% at 0.
Then all dull totems are lit up and become hex totems. This would solve the problem of hexes being useless because they spawn in a terrible spot, or survivors spawn right on top of them.
Additionally it fixes the problem of survivors being stuck unable to find the totem, because even cleansing a couple of them will greatly reduce the power of the perk.
Then they could rework undying to just be like: "Your hex perks always remain active as if they had 1 totem remaining even when all totems are cleansed" so that the hex truly becomes "undying".
Obviously they could tweak all the numbers and such for various perks to make them weaker or to change blessing speed for hex totems, like for devour hope for example would need to be looked at, or like third seal. Maybe third seal could apply multiple debuffs based on how many totems are up for example? Maybe third seal could be apply like:
5 Totems: Blindness, Oblivious, Mangled, Hemorrhage, Hindered (5%)
4 Totems: Blindness, Oblivious, Mangled, Hemorrhage
3 Totems: Blindness, Mangled, Hemorrhage
2 totems: Blindness, Mangled
1 totem: Mangled
There's tons of ways to go about this, but in general i think it would solve a lot of problems with hexes.
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@gatsby said:
I've been running Hyperfocus (with Stakeout usually) for the last few days and I've found it usually saves around 12-18 seconds per generator if you're uninterrupted for the entire duration of the generator.
That being said, perks like Surge and Pain Resonance completely destroy this perk and prevent you from accumulating high stacks as well as Killers with good map pressure that will patrol generators. I also realized while running the perk that waiting until the last minute for hook saves often times means people die on hook or go second stage, which makes getting Hyperfocus value sandbag the team some games.
Fast Track and Prove Thyself are more consistent with less counterplay. Use those if you wanna shave time off generators over the course of the match.
If you run it with a toolbox it turns a 90 second gen into a 40 second one. It is extremely overpowered.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3164981#Comment_3164981
BHVR explained it a while back. Sending out a PTB "patch" requires approval and time. So doing that to test changes over and over would be very time-consuming and inefficient.
I don't believe they do PTR for consoles? So that means the "approval" is only from them. Sounds like they have a process problem. I'm a software engineer, and when we test stuff, we deploy it constantly to our test environments, multiple times a day even as we find and fix new issues.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3165010#Comment_3165010
Balancing around average players makes problems for playing as or against good players, because that means you are balancing with the assumption people play awfully and making frequent mistakes as a basis. Then when you’re at a level where that does not apply to you or your opponents, suddenly, it is unbalanced again.
Yes, better players will get more use out of some things and less use out of other things. But regular players also will not be facing those insane players frequently at all. At an all around average level of play, people aren’t even good enough to use whatever tools they have optimally regardless, and they’ll probably make throw level mistakes half a dozen times a match.
This is why stuff like old DS DH BT UB on 4 man SWF meant basically nothing on average players cause they suck anyways, while getting a bit ridiculous at very high levels of play.
So you think we should balance around top level players instead of average players?
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Ok, so nurse is a problem. So are SWF and super top level survivors. Let's fix both of those things then?
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@Grum said:
I was so hyped for Wesker. His power seemed like so much fun to use and go against ( rarity for a DBD killer).
Instead, he released in a state where he may as well not even have a power. His Bound power is virtually unusable. Sometimes you hit a survivor with it and just harmlessly slide around them. Sometimes you grab a survivor with it and the game just freaks out and has you immediately drop them without doing damage. Sometimes you grab them, hold onto them for about ten seconds, doing nothing, then drop them without doing damage. Sometimes you literally pass straight through survivors with it. These aren't even particularly rare occurrences.
Despite narrowing the hitbox on it to what feels like the width of a pencil, to the point it's virtually nonfunctional for actually hitting survivors, you still get stuck dead in your tracks whenever you barely graze any kind of surface while using it, making it almost unusable at most loops. I'm not sure why it was decided that Wesker shouldn't be able to slide around any collision whatsoever (unless it's a survivor, you'll slide around them), but it really sucks. This is a game with Blight, Demo, and Oni sliding around everything, but I guess Wesker would be too powerful if he could slide along a surface with his power that may just not do anything even if it hits a survivor.
I almost feel bad for most of the Weskers I've gone against. Most of them are forced to play the majority of matches as a pure M1 killer because his power straight up doesn't work 90% of the time.
On top of that, his coat physics are broken so it just looks like he's stomping around the map wearing giant bell bottoms or something.
I debated with whether to post this here or on the bug reporting board, but I decided to post it here because I'm sure most of this has already been reported (and BHVR was aware of most of it prior to release and just decided to let people spend money on it anyway). This is mostly me just venting frustration.
Also, Nemesis still has nonfunctional audio and animations.
The problem is that they release the PTR, and see bugs or issues, which is great. But then they fix them in the launch patch. they don't do a second PTR to test their "changes from PTR".
Realistically, PTR comes out 3 weeks before the patch. Why are they not updating the PTR weekly, or hell even daily with changes to test things out?
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@LeFennecFox said:
https://forum.deadbydaylight.com/en/discussion/comment/3164746#Comment_3164746
You don't need 7k hours on nurse to use starstruck and get free pressure. Braindead perk on her where the "counter play" is to vacate the map and let her proxy a hook/3 gen for free with no counterplay. There is no drawback to running starstruck if you have it on her she instantly becomes much stronger it's a huge crutch.
That's a problem with camping in general, not the nurse.
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@RonMan32 said:
I won't full laundry list them but the big one is his bound hitbox for grabbing survivors is way too small now and you'll just brush by survivors that weren't even dodging because your angle wasn't the exact degree it needed to be at that range. Also that icky one where after a grab the survivor and Wesker get stuck for a bit.
My question is, how long do you think it is until these are addressed? Will we be waiting until the Mid Chapter Patch? If so when would that be?
Additionally, if anyone knows if the devs have directly acknowledged these issues yet I'd appreciate the info on that.
My guess is they'll tweak the hitbox back up to 30-35 (was 40 on PTR, now it is 20) i'd be surprised if they don't at least do that on tuesday. Other fixes might be part of the maps itself so it will probably be longer to fix those.
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@GrimReaperJr1232 said:
Actual answer
Nurse's hitbox almost entirely emulates that of a basic attack. Basic attacks are the norm everyone is used to.
Wesker's attack hitbox was shortened by over 50%, no longer even encompassing his entire model. This an extreme, as the original hitbox was a bit too generous and they went overkill.
Not almost, it just does. The only difference is her lunge is shorter out of a blink.
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@StarMoral said:
I mean they're glowing white. i think that should be enough.
Yes but a solo queue survivor on the other side of the map won't see that. Let's say i go for the hook save, see the killer camping, use reassurance and then run back to a gen, other survivors don't know that is what happened and it is hard to notice the bar not moving because it moves so slow. So they might run to the hook and waste time, when really the should have stayed on the gen.
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@deckyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3164278#Comment_3164278
that is good to hear. perhaps it'd be nice if the bar turned white, though.
also, apparently the killer can see the survivor lit up in white? that's annoying. they shouldn't get to see that.
I disagree, the killer should see it, the point is to encourage them to leave the hook, if i see the survivor lit up in white, i know i should probably chase after the other guy or i'm just going to lose.