Reshy
Reshy
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@CrypticGirl said:
Killers have perks to help track down survivors, and even without perks, they've got scratch marks and crows that take off when survivors go by. There's no reason why Killers can't hunt down other survivors.
Well yes if they spend some of their limited perk slots to do that, sure. But base kit, killers get no information on where survivors are. Survivors who aren't in chase either walk to avoid making the marks or they know the angle the person was hooked at and only sprint behind buildings.... or it's an indoor map like RPD where scratch marks barely do anything. Killers absolutely require information in order to play, so if giving survivors more info is in the works so to does killer they're 100% of their own team after all they can't SWF for a bunch of free information.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/3080452#Comment_3080452
I do think the endgame needs an update and an overhaul, but there is no issue with camping in the endgame in my opinion and that is why I think the proximity to hook penalty should be disabled in the endgame.
You're suggestions appear to be designed to eliminate camping in the endgame which I just can't get on board with.
Well, camping's the weakest part of DBD, which is why giving killer more pressure during the end game would make the game more interesting rather than it becoming really boring once all the generators are done since either the survivors all leave or they try to rescue and potentially throw.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3080430#Comment_3080430
Plus 2.5% base regression.
It's 22.5% of 90s, instead of 25% of 80s, which is virtually identical on a gen with >90% progress.
No it's not, it's 20% of the current progress. That means to get equal benefit to where it used to be you'd need to kick a generator at 75% or more progress.
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@PBsamichShoe said:
And youre going to finally kill your game.
Cant wait to see what the steam charts look like in a month now that killer takes as much skill as shooting fish in a barrel.
Survivors will adapt to not having dead hard.
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@VEXEnzo said:
Alright so... As everyone knows BHVR seems to like NOED (no idea why) and so it is still a thing. Yeh they change it so now the aura is shown... At an amazing 24 meters :)
Here how to fix it. Either remove it from the game (The only people that use it are people that are just not good at the game. NOED is the old DH, you use it because it fixes your mistakes), or you do this: Aura now goes up to 48 meters after 1 minute AND the moment the last gen pop everyone gets the exposed exposed effect letting them know that NOED is into play. The amount of times people end up dying after a rly well played game because no one knows till someone gets slapped dead makes just no sense.
Please BHRV if you actually want the game to improve, fix this "fix mistakes" perks.
Sincerely, you killer main :)
Why isn't the killer allowed to have a second chance perk, but survivors are?
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@WeaverReaver42 said:
This might not get rid of camping, but I believe my idea would theoretically help with killers tunneling survivors (which has been a common complaint and has only gotten worse in the update).
Basically, When chasing a survivor who's been unhooked- the killer doesn't get ANY bloodlust until they would earn bloodlust 3- but it would only give them bloodlust 1. However, if the killer manages to stay 24 meters or so away from the survivor for 15 seconds, then the debuff is removed. This would mean chasing an unhooked survivor would be far harder than just going after the person who unhooked them. Alternatively if they DID go after the person they would no longer have bloodlust to let them quickly recapture a survivor until they earned bloodlust 3, which they could have gotten another survivor in the time it would take to earn that tier 3 which only gives them 1 tier of bloodlust. All of this without taking it from killers trying to catch up to a survivor in normal play.
If you need bloodlust 3 you're either playing a weak killer, or you're bad at the game. I doubt bloodlust happens most of times when tunneling. Better fix would be to give the killers incentives to leave.
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@Notretsam said:
https://forum.deadbydaylight.com/en/discussion/comment/3076849#Comment_3076849
I don't know about that, I like that there are essentially 3 matches in 1, the jog to 1 gen, the sprint to do the last gen and the endgame play.
That idea would essentially end the endgame play of the killer defending a hook and survivors trying to save their teammate, something I think a lot of survivors and killer mains enjoy. It is good to have a variety of gameplay in a single match.
Well, the alternative would to make the doors decay and/or close after like 30 seconds and require being opened again.
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@VEXEnzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3077356#Comment_3077356
Giving the killer that much info + a speed boost is not a good idea. That would make killer way easier to play. That said camping gotta get solved because rly I don't understand why so many players play like that.
Well, would you rather the killer know where to go and have better traversal times, or do you wanna get camped on hook? Pick your poison there.
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I think instead it either should be after hooking four survivors once you get to instant down the next survivor you hit with any attack, or make a built in effect that extends the end game like No Way Out being basekit, I think that'd be healthier.
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I think Kindred should be basekit, but it only works if the survivor is looking at the killer and they're not Undetectable or Oblivious. That way you can maintain the playstyle if you really want to, but it puts survivors on a closer footing to SWFs.
I also think killer should get a loud noise notification on the generator with the most progress upon hooking a survivor, as well as a speed boost to help them get to said generator (but make it go away if the killer gets into chase). Those two would also help with the camping problem by making the killer waste less time finding another survivor to chase.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3076849#Comment_3076849
That's not a bad idea.
I mean at the very least it'd save the camping issue and make games end a bit sooner. Personally I'd prefer making the exit gates decay and re-close after a time so the killer can still do stuff in the end game, but either would be a solution to camping in end game.
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@kisfenkin said:
I think it should be increased by 150%, and the survivor you camped should get awarded the blood for this fine.
I think hooked survivors should just die instantly once the EGC starts.
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I think killers need more information basekit, like getting a loud noise notification upon hooking for the gen with the most progress, or getting a good speed boost after hooking that stops once you get into chase so you can more quickly go from chase to hook to chase and minimize downtime. Currently as is, if you don't have enough information, killers will tend to linger around since they're gambling a survivor most likely coming for the save versus potentially wasting a minute and 2 gens trying to find a new one that might be running a stealth build.
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@Yords said:
Solo queue has been forgotten about, again. I think kindred should become base kit because it would honestly fix a lot of the problems solo queue has.
I changed my mind after listening to DOWSEY's argument which was that if kindred was base kit, the devs could then balance both SWF and solo queue at the same time. Since they would both be equal of course.
I also think he is right about implementing some sort of ping system for solo queue players as well. I think it would be neat if you pointed at a gen, totem, or chest it would highlight it for a short time for other survivors.
Again, these changes would bring solo queue up to SWF level without buffing SWF, and also allow the devs to balance both at the same time.
I was honestly more hoping for Kindred basekit than borrowed time, though maybe limited to LOS or not working on Undetectable for those who still wanna insidious. Information is a lot better tool to hand players than a blunt tool like an extra health state.
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@solidhex said:
I've never had such a strong feeling that a patch destroyed the balance like this time, and i have seen the Undying/Ruin meta and the old Boon meta. I was really happy about the changes but my deepest fears became reality:
- - doing gens has become nearly impossible with the new killer meta (Jolt, Thana, Overcharge, Pain Res, any combination of that)
- - the endurance meta is not even that strong, especially since DH and DS is dead now. Killers have enough time to chase through the extra hit
Here is how my ~15 games went (on both sides)
- survs start gens
- killer gets first down
- gens come to a halt thanks to strong perks and killers, if best they/we finished 2
- no one even attempts to do gens anymore, because the killer usually has so much pressure that it's impossible
Yes i'm not exaggerating. I won most of my matches as Killer before the patch but never THAT hard (there wasn't a single game today were the survivors made more than 2 gens, and yes i tryharded but many killers will do). I haven't escaped in any of my survivor matches. Yes, not a single one. And most of them weren't even close, most were just stompings (by killers like Legion or Freddy).
Why do you want to hand ez 4k's to every single killer out there? What is the idea behind it? Killer was the harder role yes, but it was an achivement to become a good killer who can win against good teams. Now it's just "take those perks, then chase mindlessly, tactics, strategy? you don't need that here, just run behind that guy there"...
Anyone i've spoken to sees it like that even the killer mains. If you don't react now, you will lose a lot of the playerbase...
I think people need time to learn how to loop without Dead Hard or relying on Decisive Strike to get themselves out of a bind.
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Killers often camp because they don't have enough information or mobility to make a play, and thus they take a risk leaving the hook and potentially taking 1-2 minutes to find and chase down a survivor. That's enough time to do a set of generators.
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I don't think it is pointless, the community is the group who plays the game most, unlike the developers.
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They should require survivors to complete 3 gens themselves, get chased for 90 seconds, never get hooked, and get a 4-man escape in order to adept their survivor.
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@BubbleBuster said:
Better Idea:
once everyone is slugged in a match and nobody has been picked up (by themselves or from others) for some time AND the killer has not picked anyone up to try and hook them. The bleed out timer accelerates, killing everyone within seconds.
No more pointless slugging but you are not just getting a free unbreakable.
You could even make it so that only the survivor with the most bleed out timer left does not get affected by this, so they can find the hatch. If the killer closes it, their aura gets revealed if they didnt pick themselves up with something (Adrenaline, Unbreakable) so the killer can hook them. If they don't want to hook them they also get an accelerated bleed out timer.
That way the killer's hard work/your mistakes arent rewarded by giving you a free unbreakable and you don't have to subject yourself to needless time waste.
Just make them get sacrificed by the entity like with the End Game Collapse if they're all slugged and nobody has perks that allows them to pick themselves up.
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@Nazzzak said:
It doesn't happen enough for it to bother me personally, but it feels like it's one of the biggest complaints in the game (aside from DH complaints but that perk is dead now) so sooner or later they'll have to do something.
IMO they need to think outside the box and implement something like a good sportsmanship reward system. I saw someone once saying other online games have a similar thing, where players are given rewards to hand out after the game. Could be extra bp or xp in the case of DBD. I know it can be exploitable by swfs just giving them to each other, but I'd enjoy giving stuff like that out to killers and survivors. Might even help survivors cutting back on the tbagging etc.
Killers need more information and (non-chase) mobility basekit so that they have a reason to leave and apply pressure. Problem is wandering around lost most of the time isn't useful. Like the big advantage of Pain Resonance is it tells you which generator has the most progression so you know to go there, now it no longer does that. Devour Hope also has an effect like that where you get a speed boost after hooking, it's just so marginal it barely matters and the totem is very easily cleansed.
Honestly, to get killers off the hook, making a loud noise notification sound on the generator/gate with the most progression would be nice. Giving the killer a large (like 20%) long duration speed boost that lasts for 30 seconds or until they get into a chase with a survivor would also be good for getting them away from the hook. Lastly, if you want to fix the issue with end-game on it... make gates regress at 100% of the rate when not being held down, and have them shut themselves after like 30 seconds to prevent from stalling.
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Honestly, this is just something that should be an effect killer gets when outside of chase for too long.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3061918#Comment_3061918
Wouldn't that just force them to go chase the killer because, since they can't do anything, they might as well make use of that base DS and BT?
Nah, but it would give chests a purpose in DBD rather than just there to be time wastes.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3061006#Comment_3061006
It's literally a game of elimination. You got caught and eliminated.
You're not entitled to three hook states, you're not entitled to second chances, and you're not entitled to repair every gen and escape. You get to do that by winning, and getting caught by the killer is not winning.
(and you know what? Killers aren't entitled to kills either. Even when camping, it's possible to make a successful hook rescue, or at the very least a hook trade, which then results in resetting the hook timer giving the team more time to do the gens)
Now I totally get that being caught at the start of the game and eliminated by being camped is more than frustrating, but the fact remains that killers do this for a reason. Camping can be more effective than chasing, due to the nature of survivor sided maps, strong loops, chase perks and second chance perks.
This is not a "weak excuse", it's literally the root of the problem. They need to nerf survivor sided maps, strong loops, chase perks and second chance perks, in order to make 'not camping' the more effective strategy.
Even then, there will still be a place for camping, even if killers have every incentive to never camp a survivor out from the start, there will still be the inevitability of end game camping being an essential strategy, and you cannot make that impossible to do or you're putting killers in a lose-lose situation.
The problem here is using 'camping', a broad term that encompasses many different conditions, purely to described 'getting camped on first hook at 5 gens'. That is most certainly bad sportsmanship and overly frustrating for the survivor. But using it in this way discredits all of the scenarios in which camping is a direct result of survivor behaviours. Survivors running the killer back to the hook, survivors rushing the hook while the killer is hooking, survivors looping a killer around the hook, survivors creating a 3-gen by a hooked survivor, and of course at end game, the killer having no other objectives to defend besides the hook. All of these are absolutely legitimate and fair uses of 'camping', and no measure to prevent 'getting camped on first hook at 5 gens' that inhibits any of these can work.
Heck, you could make end-game camping a non-issue by making exits regress over time and shut after being open for a duration so that survivors cannot 99 doors for free. They'd still have some risk, and that risk would be enough for a killer to potentially secure kills without camping.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3061001#Comment_3061001
I am soooo tired of this excuse of "it will just be abused/used aggressively". If they are doing that it means they aren't doing gens, so like... who cares?! I want fixes not excuses. Killers can be balanced around that after, no need to implement a fix around the current killer status. Literally implement anti-camping and harsher anti-tunneling methods, then rebalance killers around the new gamestyle. Waiting for this miracle solution to drop from heaven won't do anything for survivors, because it is not gonna come.
How about this, we give them DS and BT basekit, but survivors who are unhooked also gain the Incapacitated status for the same duration ensuring that they cannot progress the game state.
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@Onyx said:
Just add both at this point, tbh. I know, controversial take, but like, if the killer can avoid all of that by just not tunneling then so be it.
I say, extend the base BT to the whole 15s that new BT offers, change BT to instead maybe increase the time of all mending timers by like 5/10/15s, add base DS, change DS to extend the time a killer is stunned by the new base DS by 1/1.5/2 seconds and then finally make it to where you are no longer considered tunneled and the base DS goes away if the killer downs and picks up another survivor. It is important that it is no longer tunneling when a new survivor is picked up and not just on down to avoid killers who just wait for an injured survivor to unhook and then down the injured survivor only to then go tunnel the unhooked person knowing they just disabled their DS.
An extreme measure, for sure, but one that would definitely stop people from tunneling or at least inconvenience them so much that they will lose the game for it.
You can down and hook another person or even two in the time it takes Decisive Strike and the new OTR to wear off. At that point it's not tunneling. Honestly, they should make it disable if another player gets hooked.
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@Onyx said:
https://forum.deadbydaylight.com/en/discussion/comment/3060832#Comment_3060832
They had multiple people injured, still at 4 gens, they were literally not doing bad at all. Maps are not an excuse for unfun gameplay on survivor side.
Thing is that camping means the killer isn't confident that they can win the game without camping, which is an indicator of another problem.
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Camping is usually a result of the killer believing they don't have a way to properly pressure the map on their own. Both shown maps are ones that are survivor-sided, they're both very large maps and a lot of killers don't got good mobility.
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@MrMori said:
They should have just made it 100% up to 200%. That would be the perfect middle ground. Most of the time a gen won't regress for more than a minute anyway before a surv taps it.
Just make it 100% to 300%. Better than Brine if the survivors ignore it, worse if they hover around it.
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Yeah, I think Borrowed Time and Off the Record need a status indicator that the killer can see.
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They should've just reduced the maximum gen regression from 400% to 300%. Less, but still good. What really needs to happen is giving survivors an animation for starting and stopping repairing a generator like .5 to 1.0 seconds to one frame tapping a generator just doesn't work mid chase.
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Honestly, all they needed to do was make it scale up from 100% to 300% over 30 seconds, a compromise from being a constant 200%. What really needs to happen is that survivors need an animation time to interact with a generator, like .5 to 1.0 seconds delay before they start or stop working on it similar to how a killer needs to spend 2.0 seconds kicking.
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@MikaelaWantsYourBoon said:
This is bad change.
I mean Nurse exists. They will just slug survivor and go for next target. And Corrupt will stay active.
I think it should disable if more than two survivors are in the dying state at once, to mitigate the strength of slugging with it. That way if you're downing one person and immediately hooking them you won't notice the nerf, but if you're slugging you will.
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Endurance should also not give the player collision so you can't body block the killer with it.
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If they're going to force the prestige, it shouldn't cost anything to prestige.
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@Snivo said:
https://forum.deadbydaylight.com/en/discussion/comment/3017364#Comment_3017364
i dont quite get how this makes the thread "over", every killer's base speed (other than Nurse) is higher than the survivors base speed. For reference:
Survivors share the same base (running) Movement speed amongst each other of 4.0 m/s.
Killers, with few exceptions, have one of 2 base Movement speeds, either 4.4 m/s or 4.6 m/s.
These are the following values for every survivor movement speed:
Crawling: 0.7 m/s
Crouching: 1.13 m/s
Walking: 2.26 m/s
Running: 4.0 m/s
On-hit Sprint: 6.0 m/s
The only time a Survivor can ever out-speed the killer is with a Haste status effect, which come from the following perks:
Adrenaline: 6.0 m/s for 5 seconds
Balanced Landing: 6.0 m/s for 3 seconds > Exhausted for 60/50/40 seconds
Lithe: 6.0 m/s for 3 seconds > Exhausted for 60/50/40 seconds
Overcome: 6.0 m/s for 2 seconds > Exhausted for 60/50/40 seconds
Smash Hit: 6.0 m/s for 4 seconds > Exhausted for 60/50/40 seconds
Sprint Burst: 6.0 m/s for 3 seconds > Exhausted for 60/50/40 seconds
Please explain how why we need to make survivors slower? I'm a killer main as well and have never had any issue with survivor speeds, I don't think having 1.5k+ hours means anything either, so this really sounds like a skill issue more than anything else. Slowing the survivors down more than they are currently will easily result in an overwhelming advantage on the killers side, especially since all but one perk where you can out-speed the killer brings exhaustion for 40 seconds minimum and only grant the boost for 5 seconds maximum. I'd also like you to explain where the balance changes being made towards "slower survivors" are present. Just because the Perk Dead Hard got reworked so people couldn't use it to get to pallets faster doesn't equate to "the rework is solely making survivors slower".
You're forgetting the amount of time it takes for a killer to make up a 10 meter head start. The killer only makes up about .4 to .6 meters a second, so survivors get to run about 25-16 seconds before the killer makes up a 10 meter deficit. That's about 100-64 meters in total. That's a lot of distance to get from such a short head start.
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@Munqaxus said:
Buffed Thanatophobia on Legion, Plague, Blight, Wraith and Nurse will be insta-wins now. What a stupid perk to buff.
Botany Knowledge was buffed so that when paired with nerfed Self-Care, it gives the same bonus healing. The problem is it makes Botany Knowledge required if you run Self Care. So solo-queue now has to run 2 perks instead of just one.
This whole patch is screwing over solo-queue. Good job Devs, glad I switched over to Killer.
22% is nowhere near instant win. Though maybe against plague you'll have to actually cleanse.
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/3020461#Comment_3020461
Deep wound goes down when running, but very slowly
Yeah, like make it decay at half speed if you're not actively mending yourself.
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@ArchAbhor said:
Just an idea I had since keys are almost useless. I would be ok with spending keys to unlock chests either faster or instantly. Then another neat idea would be to turn breakable walls into breakable doors. So in badham when you want to enter the school or exit when the killer has the 2 main entrances on lock down. Maybe the green key would finally see some use. You guys got any ideas for keys?
Honestly, an idea I had for Toolboxes and Keys is to give them utility in opening up loops for survivors. Like, for example, you can spend some charges of a key to open a window that starts locked, or use the toolbox to cut open a path or fortify a wall/pallet.
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I think Thana should work when a survivor is hooked/killed/sacrificed as well. Alternatively, you could add some sort of effect to Thana that makes deep wounds more dangerous to be in.
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@anarchy753 said:
The dev post says that removing the bloodpoint bonuses from BBQ and WGLF is fine because the overall grind is lowered by 75%.
That's all very well for veteran players, because we now just tick our characters over P3 and never need to level their perks again.
However for new players, the main initial grind is completely untouched. New players still need to get all their new characters up to 50 to P1 them and get their perks, the old equivalent of getting them to 40 for their teachables before leveling their next character.
This grind has been completely untouched for new players, in fact it's 10 levels bigger per character than before.
Taking away perks like BBQ that accelerate the initial grind is going to severely increase the grind for new players and be more likely to drive them away. The benefits of this system only start applying after a HUGE initial grind.
I know there's now a BP incentive to playing the less-played side, but in most cases that isn't going to be what decides which side people open the game to play, and is never guaranteed to be 100% for either side.
Honestly, I think that more perks need the additional blood point gains. There's little reason for them to be so anemic.
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@LordRegal said:
Was thinking through the changes and I realized something: with the Self Care nerf, Circle of healing is a 15% stronger heal than Self Care. I recognize the dev team generally disagrees with the community on the strength of boons, but this feels vaguely inconsistent - if the goal with the self care change is to largely target the high MMR players who use Self Care wisely, then should that same principle not apply to Circle of Healing, the only really contentious boon?
I'm not necessarily saying I think CoH needs too much more nerfing (it's certainly meta enough for it but it's not as oppressive as it was) but I'm surprised a team-wide free heal perk is stronger than a personal free heal perk in just about every way...and CoH is absolutely most oppressive at high MMR where survivors know to boon the most out of the way totems where the killer can't afford to go kick it, which is the same argument that they used for Self Care. Food for thought more than anything.
The problem is Behavior only looked at the most used perks, and Circle of Healing is only needed to be run by a single survivor so it's usage rate is artificially low. I think that what they should do for Circle of Healing is remove the self-care aspect of it, and prevent it from stacking with medkits. I don't really think the self-heal speed needs a nerf for Self-Care.
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Honestly, what I think they should do is make it mute grunts of pain BUT add a new set of sounds for when survivors are Exhausted that isn't masked by Iron Will (could make it a benefit of Calm Spirit instead).
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@Brokenbones said:
So my takeaway from this recent update is that the developers are under the impression the 'endurance' status effect is the best solution for countering camping killers.
We got basekit BT, extended perk BT and Off the Record as 'anti-camping' measures
However, there is a huge glaring flaw with this line of thinking - it's what we as a community have dubbed the 'grab game'.
Essentially for those who aren't aware, the grab game is what happens when a healthy survivor goes for a rescue and the killer intercepts (And this can happen without camping, but camping often coincides with it)
What then happens is the following on loop until one side makes a mistake:
Survivor starts unhook animation then cancels repeatedly.
Killer waits to get a potential grab.
Either the killer hits the unhooking survivor or gets a grab.
This has not been addressed with these changes and I'm of the school of thought that survivors shouldn't unhook in the killer's face anyway BUT killers these days are often forcing stage 2 by proxy camping/straight up face camping since it's an effective strat. With the increased generator times, I expect this to happen way more frequently.
All of the 'anti-camping' measures don't do a thing if survivors can't unhook to begin with. There are some killers who unhooking in their face is impossible even without the grab game's existance.
What do you think, should the 'grab game' be changed? Let me know.
Another bigger issue you should bring up is that you can still body block while under the Endurance status effect, which means survivors all now can force out the now base kit endurance effect by blocking an exit with their body.
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Honestly, stealth killers just need to be made invisible when too far away, maybe give them a weak mobility option like the Dredge's locker teleport, but requiring you to actually go into the locker first before you do your killer jump cut to being in front of a survivor.
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Yeah, no reason for it to remain a hex perk anymore. Just make it a tool that benefits players for pressuring generators.
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Or at least for Circle of Healing after a survivor's used it's benefit at least for a couple of seconds.
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The only purpose to T2 and T3 Bloodlust is so that people who are new to killer aren't literally unable to catch survivors that know the looks even slightly well.
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@Cabbage said:
Please consider adding additional measures for anti-tunneling that don’t require perks. It’s still very easy for a killer to tunnel a survivor out of the match with little to no downside, leaving the survivor having only been on the ground or on a hook for the very little time they get to play a match for. It’s just not very fun to not really get a chance to play in the match. Thanks
The killer needs more incentives to not tunnel, like some sort of bonus for getting everyone at hook stage 1. Killers need a carrot, not a stick.
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Something that'd also help Billy is if there were some props you didn't hit but deflected off of, like the stone heads on Yamaoka, or stuff like bushes or low barriers.
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I think it'd be better if there were dedicated slots on killer for specific things, like chase or information, so that you're not playing at such a huge disadvantage perk-wise. Give killers more perks, but not ones that can be used to double down on a single gimmick but rather something that encourages you to run more of a variety of perks.