Rick1998
Rick1998
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@tes said:
I don’t know is it even possible to get a respond from devs, but… Why exactly this, when this feature was implemented many years ago and was consistently working? And no one complained on this, because currently this killer having probably the best anti camp in this game and also trigger base kit BT?
When he obviously has actual issues, like aura reveal/killer instinct showcase after uncage, as well as inconsistent logic of cage send, when instead of actual further point it sends to the closest corner, why exactly this was considered as issue?
it has been a but for 7+ years .
source : trust me bro -
@AhoyWolf said:
After the recent changes he got in 9.2.3, he is actually quite enjoyable to play! He still needs adjustments which I'm here to list for you all!
Gameplay
- Increase stalk range back to 40 metres (from 32 metres)
- Bring back old stalk rules which were x1 stalk from far away and x0.6 stalk from up close (from x1 while standing still and x0.75 while walking)
You could reduce the stalk multiplier from up close to x0.5 or x0.4 since his stalk is quite fast already, but maybe that's due to the current stalk rules, not sure.
- Evil Incarnate should have the same lunge distance as Pursuer Mode, meaning +20% lunge bonus (from +0%)
Inconsistency, Evil Incarnate should be a buffed version of Pursuer Mode, so there isn't a reason why it should be weaker in some cases.
- Rework Reflective Fragment or remove the downside
The add-on would be a decent clutch without the downside, but it's never worth running with it, the extended duration just isn't good enough for the inability to insta-down people.
- Rework Blonde Hair
The benefit is quite bad, after testing it a little it just confuses the hell outta ya, since the Survivor might be long gone yet you're still following their Scratch Marks from across the map.
It could instead increase the charge rate of Slaughtering Strike by 10% maybe. Or maybe it could be like one of those meme add-ons, where Slaughtering Strike only deals 1 health state of damage, but increases it's lunge duration by like 50%, so you just become even more of a tall chucky haha.
Visuals & Sound Effects
- Improve Michael's base model (for the love of god please)
His model is quite outdated compared to literally any other depiction from any other video-game, which is quite sad.
- Improve Michael's animations
There are a lot of broken animations, like during his mori he clips all over the place, and compared to the modern mories his is quite jittery and just looks outdated, a new fresh mori animation would benefit him for sure, his new slaughtering strike animations just all need to go and be replaced with something truly unique and not just rehashes of attack cooldown animations…
- Improve Michael's footstep sfx
This has bothered me for quite a while, but Michael has very similar footsteps to Survivors, even for being a hulk of a man he has the same weight behind his footsteps as meg, which sometimes confuses the hell outta me, might just be me tho.
And I think that's it!
i would rather have memorial flower back basekit over the 40 m range . Both would be good but moving ag 105% in stalker mode feels pretty bad and relying on add on to fix that is silly when it was basekit .
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019455#Comment_4019455
The data we use, is not that survey but the survey that pops up when you uninstall the game.
That survey has the same issues . No options for bully squads , swfs , sabo squads fast gens etc….
only survivor pain points
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are you really here complaining about Oni of all the options to cry about 🤣🤣🤣
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this is them indirectly saying for you to never play trapper or ghostace ever again .
but yeah these changes are awfull for the bottom half specially -
they need to release a statement on cheating asap . This last few weeks have been awfull with too many games being plagued with blatant script users insta pooping all gens , going invosible and disabling all hooks on the map.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008686#Comment_4008686
Yeah its ironic isn't it. That bundle of tweaks they gave him last year made him stronger than his overall rework did.
When you're making changes to Mikey, nerfs should never even be in the discussion (unless its tombstone). Like my gosh how do you give Kaneki one nerf but you dump several on Michael.
well kaneki has received 18 nerfs total since his release . He did need them but the one you mentioned was just the most recent one.
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complete and utter poop . If my favorite add on for current myers is " tuft of hair " which basically undoes the rework then you know that rework was a failure.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009392#Comment_4009392
Same goes for Nemesis LOL
oni would 4k in under a minate as he samurai chops anyone he sees.
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i don't think they hate myers at all . He actually got some really nice QOL changes last year. This rework however missed the mark in some ways . I do hope they walk back some of his nerfs and changes overall. The fact 4 of his current add ons used to be basekit is pretty crazy. I guess they wanted to play it safe at first and see where they could tweak things.
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@Volcz said:
Her flight is crazy overpowered, which just complements the rest of her kit.
I had a match where I outplayed Krasue on a loop, pallet stunned her, immediately ran to another tile b/c I know staying there was a death sentence. Well, she broke the pallet and caught up to me via flight mode before I could even make it to the next tile.
I love how they gave Myers a huge CD on his Slaughtering Strike despite being a mid/lower tier killer & left Krasue's flight mode unchecked. BHVR greed & incompetence on full display.
really tough BHVR compensating buffs with equal nerfs on D tier killers like myers is mindblowing.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006620#Comment_4006620
How is he exactly stronger?
Look at the statistics not only at Player Feelings.
You are really suggesting stats balancing… Lol
he is rig he h and because of that we should buff the nurse asap since in that stats she is not top 5 .
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006164#Comment_4006164
With no proper protection against tunneling being found first. Just shows the killer that you're the weakest link. It also means going after you is the most appealing as you already have a hook state, the killer has already shown He can catch you once so doing it two times shouldn't be a problem. And finally, he's going to know where your location is for the rest of the game which will probably be short for the player.
So ISo I hardly just because you're the first survivor down, is that unreasonable, especially with the state of the game currently
whatever mental gymnastics help you cope with it . If you are doom queueing to leave every other game you really don't like dbd anymore.
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bruh some people will DC because they were the first found in a match and don't want to be chased. I've had insta DCs while playing deathslinger . The people in these videos are burnouts who just need to dc , turn of the game and live their life a little.
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you know it's bad when i'm bringing tuft of hair or scratch mirror as my main builds because he feels so clunky basekit. What worst is tier 3 only lasts 40 seconds now
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@Dem34888 said:
I played last night and it was a nightmare
Even with tunneling, the generators are repaired at speed of light, as if you're doing nothing
So I'm not surprised that killers are tunneling/slugging at 5 generators
Scott also published the video on this topic, and I completely agree with himhttps://youtu.be/gxbaPH1P5TE?si=COoZtL_uUfqz3O5t&t=158
Either you have opponents who don't really know anything, or SWFs who abuse and use everything they canthe discrepancy in matches in crazy . You can have a chill survivor going for adept one game and a 4x bnp 1) meta perks , clock call out swfs using a map offering and everything they can bring as an advantage.
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if they could tone down the grab attack range without further nerfing the kanuge grabs distance for mobility it would be a great change . They need to separage grab attack range from his kagune enviromental range . Nerfed it for both will also severelly nerf his mobility
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solo queue is pretty bad but not because i get tunelled , slugged or camped. It is because my teamates refuse to play as a team and instead are playing for themselves. This is a teamwork game not a 1v1 for each survivor. The ammount of people that refuse to hook trade even tough they've never been hooked is crazy. They rather let you die instead of taking any agro. So i don't blame killers but the survivors instead.
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@LotusDragonX said:
So normally I don’t think that DBD is survivor sided or killer sided, but I’ve noticed a running pattern that anytime killer mains complain about a survivor perk or mechanic it gets nerfed and when survivors and killers alike complain about something it gets delayed everytime… and I don’t mean the delay on the anti tunneling update cause I watched those lives and that would just be HORRID! But more so how anyone that’s not a Ghoul main complains about him being able to hit through stuff that is otherwise completely solid to all other killers that even have similar skills. I don’t expect any perk buffs because perks aren’t a problem nor his his skill itself- just the fact the skill is clearly buggy and they deny to fix it along with similar traits that are seen in other killers. Also the camping update is NOT what it should be. The camp meter doesn’t even extend past the huntresses BASE throwing range- meaning they can have the huntress base build with no add ons and when partnered with a perk like Insidious it makes it IMPOSSIBLE for a survivor to know that your teammate is being camped until you are actively being hit with her hatchet from NOWHERE. At that point it’s not a skill issue when the survivor has no way to counter the killers invisible aura or their incredible range.
I just want 1 overall mechanic change with anti camping counting when the killer has clear line of sight- not just when they are within your camp meter range, and for mutual requests to be taken into consideration even when a main whines about their favorite killer being buffed. And no, I’m not gonna deny that this has happened with survivors before because it has taken a while for some BROKEN survivor perks to be nerfed- but some of those perks have been nerfed now and there are some killer mechanics that even killers complained about around the same time that have STILL been delayed.
they favor new players all around for both sides . It makes sense from a business perspective but kind of alienates the veterans of their game .
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for survivor : breakdown , flip flop and power struggler.
for killer : dead mans -
@I_Cant_Loop said:
Legion is a noob-stomper. Against newer players, it’s a very easy win because the survivors spend the whole match fully healing after getting injured and never working on gens. They typically won’t play staying injured, which is the correct strategy against Legion. Against experienced survivors who are comfortable staying injured while working on gens, Legion is incredibly weak because they have no chase power to get the down after someone is already injured.
any killer is a noob stomper .
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@OrangeBear said:
Would this work? This is a solution to the unique hook incentives not really sufficing for low mobility killers and suiting high mobility killers whilst they get a nerfed version anyway.
If you swapped the pop for a pain res but keep the same values so 20% of current gen progress for default and then 10% for the previously affected killers. This would make it so low mobility killers actually have the time to walk over to affected gens instead of being sped up, which i am not a fan of because it doesn't suffice and i feel like it quickly gets out of hand with chase perks.
Also, i am not really fan of the way the basekit bbq works, not only is it unreliable but it kinda seems built to mislead killers. I'd rather it just not exist so we can keep bbq the perk as is. Or just add basekit bbq without the hook conditions. Survivors get no aura read for 30 seconds after being unhooked anyway and off the record would still exist.would definetly be better than basekit pop . They could tweak the values depending on the killer strwngjt but basekit pain ress would be better for the low mobility killers.
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@Raccoon said:
Do you use them more?
Do you feel like they impact the game?
Do you hate them as killer?
why was franklins killed of again ?
my usual tought was because of fog vials not having charges but then they added charges to fog vials so bow i'm just confused on why we nerfed franklins out of the blue. -
@kaneyboy said:
games are awful lately since they decided that being tunnelled didn't need a nerf in the PTB. Its so great being BM'd 3 games in a row and receiving horrible toxic chat from killers at the end basically laughing in our faces because we where helpless against the tunnel. Something needs done sooner than later because killer queue is about to get even longer.
if you were helpless against the tunnel is that not an issue of improper teamwork. Objectivelly at least 2 gens should get done before your first unook if they donmt insta unhook you. Then another 1 or two acter your second hook . Alot of the tunneling issues are survivors who don't focus on gens and unhook to quicklly.
perks that could help are babysitter, shoulder the burden w vigil , otr and DS. Tough with proper teamwork i find it easy to punish tunneling -
the thing is pretty mucha nyone who cares about this game would be fine with this behaviour of hard tunneling being punished. However that is not what was in the PTB , they went overboard with it that it punished all killers for simply playing the game .
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i know they can't share many details regarding this but an update would be nice. Cheaters are out of the woodworks again and very prevalent latelly. I see them very often and see many posts about them too.
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with ideas like this you should apply job at BHVR.
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you just want to be a one man army instead of needing teamwork. Any survivor team wkth actual playtime in this game and experience would never want these changes implemented and it trivialises any pushback from the killer side. Again the one who needs to get good is you for supposed getting tunneled out every match. Get a better team and improve on looping . The tools are there but you refuse to use them.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992849#Comment_3992849
Because it can trigger at any moment of the match, with any number of gens done and survivors left, and it will punish you for the mistakes of the survivors instead of them?
If you are playing Trapper and, for example:
- You hook Survivor A.
- You hook Survivor B.
- Survivor A got caught in a trap. Hook him again.
- You don't find any other survivor for a while. Survivor A got caught in another trap.
If you hook Survivor A again, even if you didn't tunnel that survivor in any way and that hook will be the result of their own incompetence, you don't get the "unique hook" buffs, you grant the rest of the survivors a boost on repair speed, and all gens can't be regressed or blocked at 2 - 3 gens done by now. So, you either ignore him and don't punish his mistake, or the game will punish you. Totally fair, not hand-holding at all.
But hey, do you really want to compensate for these atrocious mechanics? Let's implement this for survivors:
- If two generators are done without a hook happening in between, survivors get a repair penalty and reveal their aura to the killer.
- If the first 3 gens are done without a kill happening, all survivors get Exposed until one kill happens.
That's a great system to prevent gen rushing in compensation for the other changes, right?…
the devs should know this . They should play both sides of their game . If they want to push this life let them . The fact rhey are asking what specifically we find an issue with in this ptb speaks volumes. They lost the plot to their own game and there's no feedback to fix that. Just accept hese changes or leave . I'm leaving in a month🫡
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you need to talk with the survivors lawyer and ask for an signed agreement in order to oick them up. In fact you should go up to your trap and open it up for that survivor so they don't feel bad about the mistake of stepping on it . Really tough they can sabo in your face and do gens and if you date hook a death hook survivor you made the wrong play aparently.
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@FrostburnICS said:
Hey, four digit hourcount giga-sweat here.
I know you probably are hearing a lot of backlash for the upcoming PTB changes (especially the anti tunnelling changes,) so I would like to throw my hat into the ring and give my two cents.
I've noticed many people seem to be giving these changes a ton of hate without giving reasoning past "killer is dead," and while i do somewhat agree with their sentiment i would like to give more specific feedback regarding WHY these changes make people upset and potential solutions.
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I will not make the claim that the game is X sided, but it is undeniable survivor has received many basekit buffs that have not been compensated for killer. The best example of this would be 70 second hookstages. I know the stated reason is to make up for 90s generators, but every useable single slowdown was nerfed before that as compensation so I and many others see this as 80 seconds of time to spend resetting, doing generators, or rotating with no compensation.
So, problem one with the upcoming changes is that most killer players do not feel that the buffs are adequate compensation for the extreme buffs to survivor.
Why is this the case? What would cause people to so confidently shrug off basekit pop, bbq, and haste? To answer this, lets take a look at how these perks are used in their live version perk forms.
Pop goes the weasel is a perk that activates on hook and causes regression that scales based on progress.
So, this perk is primarily useful on killers who can both consistently hook and travel to high-progress generators. Lets take a quick look at the killer tierlist. The most powerful killers in the game (Blight, Nurse, Hillbilly, Spirit, Dracula, Kaneki, and Singularity) all have two things in common: High mobility and strong chases. These killers can get hooks quickly and then instantly move to high-progress generators to get value out of pop.
Lets take a jump to the bottom of the tierlist. Trapper, Skull Merchant, Legion, Ghostface, Bubba, and Pig all have very weak chases and little to no map mobility. Therefore, a basekit pop goes the weasel only benefits the already good killers who do not need buffs, while doing effectively nothing for weaker killers. As it turns out, the same thing is true of BBQ. It rewards almost exclusively killers with strong chases who can hook frequently and have mobility to take advantage of the information before it becomes outdated.
As for haste, I would like to see that change reformatted to assist low-mobility killers. I would like to see the haste be be a bit more significant, but to lose said haste upon entering chase with a survivor. This is primarily because haste is just... annoying and unsatisfying as a chase mechanic. It needs to be used very tastefully, as even minor haste effects can become extremely problematic if they become too widespread. (I'm sure we all remember the MFT/Resi/Hope soldiers after all.)
Therefore, any killer buffs should aim to help low tier killers more than higher tier killers. If you intend on buffing killer as compensation for the anti tunnelling changes, then I would suggest at minimum basekit Corrupt Intervention, and the killer gaining 5% haste until they start their next chase. In addition, I would like there to be some other form of slowdown that scales with the number of survivors remaining if there is still intention for adding a punishment for tunnelling. There are innumerable ways for you to go about that, so i'll leave that to you.
Speaking of the punishment for killing survivors early; While i understand the thought process of including both a carrot and a stick for the anti-tunnelling chanes, almost any form of punishment for tunnelling can and will be used aggressively. Whether this be bodyblocking with borrow time or off the record, playing for pallet saves with decisive strike up, or combining anti tunnel with anti slug to force a lose-lose situation, almost every punishment for tunnelling has been and will be used aggressively. Some survivors may not want to be tunneled, but for me and many others being chased is far more fun than sitting on generators.
So even if survivors aren't maliciously trying to abuse the system, any punishment for tunnelling WILL be used agressively as many players find playing aggressive to be more exciting. Additionally, this is not considering people giving up and triggering these effects unintentionally or being so bad that it tricks the system into activating similar to the afk crow rework.
As for the anti slugging changes? Twins are probably dead. I think basekit tenacity in combination with basekit unbreakable-minus is overkill, and that slugging isn't a big problem to begin with, but this is one of the least offensive anti-slugging changes ever implemented.
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So, i've givem my opinions on the current direction for changes and their aims, but i'll give my dream suggestion. Survivor feels bad despite being the strongest they've been in years because the average survivor can't abuse the buffs they've been given the same way exteemelt experienced ones can. In my opinion DBD is in a strange state where its public matches are too competitive to be a casual game, but too casual to be a competitive game.
I know it took yall 8 years to add an FOV slider so this is a big ask, but the ideal solution is to add a seperate competitive mode and casual mode. Changes like the ones you suggested in the ptb patchnotes will simply never be able to appease the competitive side of the community like myself and the casual side of the community.
You can see this in the changes being made to killers aswell: Blight J-Flick and Hugtech removal, chucky's 180's, freddy's teleport cancels, clowns recent rework, vecna spell cooldown buffs, etc etc. I will give credit where credit is due to the recent pyramid head changes, but as a whole almost every change to killer just makes them easier and reduces their skill ceiling, and doesn't actually help good killers compete with good survivor teams.
Clown isn't any stronger than he was before his rework, he's just completely braindead to play now. Blight is no weaker with the removal of his Hugtech or J-Flick, he's just significantly less fun and interesting to play as or against. Huntress having seven hatchets is completely meaningless for good huntress players, and only helps the 8 year old little brother playing on a steering wheel who can't land his hatchets.
Remember when matheiu cote got zero hooks against a random group of survivors while playing one of the strongest killers in the game at the time? No amount of buffs to hag's potential strength will change that, but if you make hag easier.... then suddenly that same clueless player can get some hooks on the board.
I don't think the solution to balance problems is to handhold bad survivors or bad killers. You can see that this design philosophy of removing skill expression and making everything easy make survivors extremely mad aswell. If you get obliterated by a 10,000 hour hillbilly who uses his chainsaw as an artform you shrug your shoulders and go "damn. got smoked." If you play against a kaneki playing with his knees then you have the exact same result but suddenly its extremely frustrating because he put in no effort and simply won on the character select screen.
So, in conclusion:
1: Consider how your basekit changes will have differing effects on low tier killers
2: Stop handholding bad players by simplifying mechanics, killers, and perks.
3: Consider how the mechanics you add or change will be abused. (Because they will be abused)
4: Give blight hugtech back and make him lose a token on kick 💔💔💔
This forum is very biased but from a normal individual this was a pretty good take with good points . Only time will tell what will happen . If thw killwr role becomes too stressfull it's playerbase will plummed and change will happen again so honestly i'm not worrying at this point .
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@CrypticGirl said:
Say all of this after playing Survivor for a few weeks.
it's the entire solo vs swf issue . Playing with friends who are competent at the game on live right now is a brezze unless you are facing the top 5 killers ( those could use tweaks . However solo queue there is no ammount of buffs that will bring it on pair to swf . You can have a solo teamate who didn't queue up to win and instead they just want to do a tome challenege or goof around. That's all it takes to sabotage your entire team . There is no way to balance around such survivors . All this patch does is leep solo queue still miserable while making playing with like minded friends even easier to the point it will become boring .
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Tes , that is what my post is saying .
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nope , it fact it will be encouraged as you can run a fun gen build with zero worries about being tunneled or slugged now.
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so much for teamwork. Everyone is becoming a one man army .
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just get a phd degree is killerologic . Then pause anything in your match to make sure you are making the right play .
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@SAWII said:
”Being able to consistently force a 1v3 is inherently unbalanced and unhealthy for the game.”
???
DBD is an elimination game. The goal is to eliminate people. In what world is doing so unbalanced or unhealthy?
also not at all conssistent if you can play survivor well . There are perks which are great anti tunnel . Anything outside a top 5 killer which do need changes can be looped until your team wins if you are good enoufh.
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990995#Comment_3990995
If you need tunneling to win then you should not have been winning in the first place.
doesn't the same go for if you need all these perks and handholding to win that is equally a self tell ?
when i play even in just a duo or trio i barelly have these issues as unless we are going against an S tier i can loop the killer for long enoufh for my team to win . -
@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989501#Comment_3989501
Wait seriously?!? When was this and what the hell is that dev response when the current mmr is highly unfair
livestream Q&A session on twd release.
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@Foggyguy said:
Lol nah, it'll probably be what saves the game. Unless you've been living under a rock killer ques are abysmal because fewer and fewer people play survivor and if anything could kill this game it's waiting a long time to actually get into a game.
destroying the killer role is not the way to fix it . They will just leave the game instead of swapping sides. Survivor gamepley can be very boring specially in solo queue so no ammount of buffs will ever make it bareable to queue for solo survivor .
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this is actually my only pain point with the patch. So if i need to kill someone with 1 or two gen i can't . Even more they can get off the hook and work on a gen in my face . Slugging is not an option and hooking them guarates his team the win because in a stalemate where i can't regress gens the survivors will always win. This i very exploidable.
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@Coffee2Go said:
I think disabling mmr is not a way to go.
I think we should wait and see their new mmr system will play out since its confirmed to come this year end of it.
The thing they need to do to fix matchmaking is just try to place high playtime aka matches count both survivor + killer as one group for all players and then combine that with their stats + playtime.
I know alot of people here will say that playtime is not everything so thats why i propose killer + surv total matches played in lifetime on dbd as a main factor and secondary factor being killrate/escape rate.
Right now i feel like which is not confirmed since BHVR is not confirming how it works in depth.
The system factors in only stats as main thing no matter if u got like only 100 matches or 10k or 100k
i'm pretty sure they were asked about the upcoming mmr changes and the dev said they are no longer planning on releasing it anytime soon as after some testing it did not satisfy them .
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@Mandy said:
That would definitely not help with the problem of queue times unfortunately, the multiplyer is there to encourage players to play in the role where more players are needed, and as is often the case with 2v8, that role is the survivor one. It's not a lack of players, it's the draw of having 2 Killers playing together, so encouraging some of them to play the Survivor role, even for bloodpoints can help to reduce the Killer queue time slightly.
queue times for killer in 2v8 in this iteration are the worst to date . It used to be 12 to 15 min in the past for me . Not it is 28 to 30min for one killer game. How does adding play while you wait double to queue time !?
not to mention the massive influx of cheaters . Playing this game is becoming a chore. -
the darn window and pallet hits are what made me stop playing wesker . Not just do you miss the hit but you also don't vault and sit behind the pallet on window with nothing to do but wait your cooldown.
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You really put 0 effort into writing this .
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@bazarama said:
I appreciate they can't control social media but they can can control in game chat where I've seen it with my own eyes.
Sad state of affairs the whole thing is.
to be fair so can you . I just always have gamechat off . Game is done i just go next everytime.
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6 charges might aswell be unlimted charges. You werent using this 6+ times even with the 1 minute cooldown.
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keep in mind that Franklins Demise very likelly died because of this and now they have charges . Even still i don't think they will revert franklins now even tough they should . I also believe vials will inevitably be buffed up now that they have charges which they always should have . Idk how " lets give this " unlimite charges ever sounded like a good idea.
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i'm fine with them being as strong as they were if you could use them once or twice at most per trial . The issue for me was always the "avaliable every minute" aproach were you can just spam them every chase or at any incovenience.