Rickprado
Rickprado
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734982#Comment_3734982
https://youtu.be/6VSyvbt439s?si=tD6hrXV9FPIZN1ok
This guy displayed it quite well in my opinion.
This video is perfect to show all the issue this map has. Really, if only the god windows existed it would be a problem but having the portals to break chase and lose bloodlust and entity block make this MUCH WORSE.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735293#Comment_3735293
Yes friend, thats my point
When I say aura reading should receive a basekit nerf I'm actually baiting people to agree that Distortion is fine
Many people want Distortion to be nerfed.
You might not be one of those people but they can read this conversation as well
Distortion is a problem not by the effect it has, but how effective it can be and how it can last the entire match. It should counter one aura reading perk from a killer, but the way it works currently, it counters a whole aura build with little to no room for the killer to play around this perk.
Distortion is even problematic for Solo survivors as it encourages extreme stealthy gameplay and make other survivor who don't use Distortion more susceptible to be chased by the killer because he can find the survivor which is missing.
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To be fair, i don't think Vecna is poorly designed. He is very well designed but not strong enough.
The issue is we are in a moment in DBD where killers need a consistent and strong anti-loop power to be viable against experienced players. Aside from mage Hand (which has a 38s cooldown) his other spells does not help much in making chases shorter, what affects directly the experience when playing as Vecna. Maybe we time people will discover more of his potential, but at least i won't main him.
He is in the pool of killers "Fun to play as but not strong enough against good survivors" that we have in this game. I believe most of the community will forget about him in some weeks and go back to play the same killers again.
Edit: Also Vecna will get """weaker""" as most of the community learn to play against him. I am getting some hits with Flight of the Dammed because survivors don't crouch or get a very bad timming when crouching; but as soon as they learn how to counter every of his powers, it will become "harder" to play as him, as survivors have magical items and will know very well to counter every of his spells.
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Anyone will be playing Vecna two weeks from now?
Like, its fun to have a lot of powers you can use but this killer has so many counters that sometimes feels like its better to just use the 4.6m/s speed to get a hit instead of using your spells and risk lose distance.
At least for me, i rather play the other killers that at least do ONE thing good than one that do 4 things bad/mediocrely.
The Skulls? Play Artist or Pyramid (crouching won't save from a hit)
The Fly? Billy, Blight or even Wesker (with the bonus that survivor won't be seeing your aura while you are running)
The Sphere? Play Doctor or Singularity
The Hand? Doctor does this and don't give survivor a speed boost while you use your power, although this is the best spell of his kit (with a 38s cooldown).
Maybe i'm a little salty with this killer but he feels like a M1 killer with more steps than the other antiloop killers.
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733996#Comment_3733996
I swear they don't want killers play on something except Nurse, Billy and Blight
https://us.v-cdn.net/6030815/uploads/WB1PDQLFLIYP/controlling-laugh-laughing.gif
Blight too hard hahaha
Will try to learn Billy and Nurse this anniversary.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733579#Comment_3733579
Come on, the instructions to the Killer must have been "Can you chase me like a bot for a few minutes?". The video creator is running unsafe Pallets as if they are the most safe thing ever.
I'm not even talking about the pallets. The windows on the "dungeon" can garantee three safe vaults against most of the killers if they don't have bamboozle. Unfortunately i could not find another video of someone looping in this on Youtube, but a friend of mine held the killer for minutes in these windows, specially since there is perfect checkspots in case the killer do a double back and try to mindgame.
Hens333 was commenting about the map these days in his live but i couldn't find the vod. -
We are in a world were people are complaining about Franklin's? Really?
As many said, its a very niche combo - doesn't work on the strongest killer of the game which uses their powers to down survivors - and requires two perk slots.
I think its a completely fine combo although a not strong one.
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734387#Comment_3734387
I've had killers tell me that a 12 meter radius was an extreme amount of space to check when picking up a survivor in fear of a flashbang + background player save. Now it's "no big deal" when it's a 12 meter aura read for survivors. The fact that there's almost 1,812 square meters with four items (add about 453 square meters per item in the trial) that have CONSTANT aura read at all times is ridiculous. For reference, undying has a radius of 4 meters on its aura read. Either way, this combo really is an issue.
Sorry, but background player covers much more than 12 meters of distance, specially considering the killer takes like 5s to pickup a survivor from the ground. In 5s a survivor can run 20m without any perks. The issue with background player was that a survivor from up to 40m was able to get where you are and this had almost no counterplay.
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@I_Cant_Loop said:
For those complaining about the map - did you play the PTB and provide feedback to the devs?
Yes, i did.
Most of us complained about the map - even in the PTB the bots were doing infinites. The devs gave no attetion to the map.
@Chaosrider said:
Any proof?
Really?
https://www.youtube.com/watch?v=XcmnPgU0qpQSee with your own eyes.
Also, the portal infinites are not present in this clip. They are even worse than these god windows.
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@FridayNightPizza said:
It's so bad, I'd honestly rather play Garden of Joy, at least there's no bugged double pallets.
Garden of Joy at least has only 1 infinite. This new map has 3, with a "real infinite" being the portals.
Time to burn Garden Of Joy Offerings until this map stop being impulsed
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@Coffeecrashing said:
Still sight + open handed = 40 yards of on-demand killer aura revealing???
How in the world is this balanced? Survivors that are trying to hide are fine with standing still, because they're hiding instead of trying to work on objectives.
Does this mean SWFs can have one person as a "look out", and use voice comms to warn each other where the killer is? So if a SWF sends the killer to a map like The Game, and has aura reveals for just about the entire map, then the killer just has to deal with it?
Why does this perk still reveal killer auras?
Yeah, we need this to hit the live servers to test. But in SWFs we will have and Object of Obsession "situation" all over again, where someone can pinpoint the killer location while the team does the work. And the killer won't have any notice of was is happening because there is no indication to the killer that your aura is being read for this perk (Old Object at least gave away the aura of the observer).
Also, this perk will make game hostage situations worse, because the person can hide into a corner and stall the game until the kiler DC or just plain give up.
Lets hope we are wrong.
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@ItsBoe said:
We have the anti-camping where you can get off the hook if they're obviously camping next to or in front of you. But apparently, that doesn't apply with Insidious and I just had a game where they were standing right next to me with it and I didn't have the anti-camping bar so I couldn't even get off hook.
If you can't make it work with Insidious, it shouldn't be a perk. Makes me so mad, especially when people use it to abuse it to prevent the camping bar from moving so people can't get off hook. It just enables people to abuse it.it wasn't because of Insidious, but because of the End Game. Insidious doesn't allow to face camp - the bar will go up even if you have the perk active. The thing is that in the Endgame the anti-face camp is deactivated - what makes a lot of sense considering how the endgame works.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728723#Comment_3728723
that is why Hag's strongest strategy is 3 gens because it shrinks maps. Hag is entirely end game killer and as such, is meant to be played as one. Something that youtube video clearly fails to recognize. In general, all trapping killer have one issue. It is that survivor have no reason to interact with their traps and can just spread out and do gens, avoid every single trap until final 3 gen. It is huge net-negative loss for killer and requires little no time input from survivor.
this is also why reducing trap detection zone was in fact big nerf to hag because it made your traps get spread even more thin making them cover less area. Also nerfing the detection radius add-on also nerfed waterlog which thrived off having big traps for hindered. Now the hindered is essentially useless because survivor walks away from phantasm.
the thing is, you can place traps such that you can hit survivor as 4.4 before survivor makes it to a loop. you don't need swing directly out of a trap immediately. that is also why Mint rag is super strong as add-on for hag because you can use mint rag like a Nurse teleport blink with 4.4 m/s follow-up.dev put hag as 4.4 m/s because m/s increases radius in which a hag trap successfully hits you.
https://us.v-cdn.net/6030815/uploads/Y7RN7446GH8R/image.png
As you can see, Ace doesn't have loop nearby.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728691#Comment_3728691
have you ever considered using devour hope and make your choice?
- Equip devour hope, setup 3 gen near it
- Get a hook, Use make your choice get 3 stacks of devour hope
- Setup traps and teleport to instant down with devour hope, eventually mori the survivor.
- If you don't want to deal with hag counter-play, use Mint rag. You can strategically place traps to cut survivors off and teleport on command. It is little bit like a dredge locker teleport in nightfall or Sadako TV's but way stronger since there is no travel time, at all. The only downside is 4.4 m/s instead 4.6 m/s catch-up. Mint rag also makes Make Your Choice very easy to use and once permanent exposed is in play, the act of resetting becomes irrelevant feature. One of hag's biggest weaknesses is triggering trap→resetting, war of attrition, twiddle down 3 gens. All this fades away with exposed.
Sorry, but this is quite boring and otherwise very ineffective. Having to use Hex and others perks to make the killer viable is not the best idea.
Hexes are very weak, specially Devour. If they break your totems (considering you are bringing Undying too) its two less perks until the end of the game.Also, smart survivors will use the "S tech" to break your web, which is slow you down (and sometimes even make it impossible) to get a down to start the snowball with Make Your Choice.
Anyway, if Hag needs perks, addons and the trigen strat to be viable, there is a problem in her kit that needs to be adressed.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728691#Comment_3728691
Yes, I know and I also know that that was really quick.
I mean sure, I know how long a 4.4 m/s killer takes to catch up, but it is probably still the better option compared to swinging and missing all the time.
I don't think just because the wiping away exists that that makes every other counter unintended… You're not going to wipe away a trap in chase, but you might be able to trick hag into teleporting if you bait her.
But you still can bait Hag in chase if you trigger a trap, specially when near a pallet or a window. The issue is, if you don't get a hit after a teleport, you probably won't be getting a hit anytime soon because of her 4.4 speed. In the video the Hag a comparison between her and a 4.6m/s killer, and you can see she get a hit much more later than faster killer if she doesn't teleport instantly.
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@Archol123 said:
So why don't you just not swing immediatly if you know people do this thing? Teleport and then take the hit afterwards? I mean what else are survivors supposed to do to get rid of hag traps, especially before the introduction of the whiping away?
Before the introduction of wiping away they were supposed to used a lantern to burn the trap. That's why most of the Hags used Franklin's. Yeah, it wasn't the best design, but we are talking about another DBD era.
So why don't you just not swing immediatly if you know people do this thing? Teleport and then take the hit afterwards?
Because Hag is a 110% (4.4m/s ) killer. If you see the video (5:15) you will notice that when Hag use her teleport without hitting she takes a lot of time to catch up the survivor. She NEEDS her power to get a hit, but her power is easily counterable in SO MANY WAYS that makes it impossible to use it decently against survivor if they have the minimum experience.
Hag has a straight away counter intended by the devs: wipe the traps. That what survivors should do against her and there is no reason to not be like this.
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@shizzy_Pooh said:
I just played a match against a wraith, he started to tunnel at 5 gens, slugged me and another survivor we were the last two alive at 4 gens, and just left us on the ground the whole time until just barely before we were about to bleed out and then proceeded to hook us after wasting all that time after taking the game hostage by leaving us on the ground just walking all over us banging his bell. Since the anti face camp mechanic was made can there be a anti slugging mechanic? This is unacceptable that the killer can just bleed us out and there’s NOTHING a survivor can do about it.
Hot take, but I WISH that whenever every survivor is in the ground and cannot be picked up by any form (No Unbrekable/Exponential/No Mither/Soul Guard/Plot Twist/etc) the game just ended - like the PTB finisher Mori. Would be much more convenient that the game just ended than being held by some killers until the complete bleedout.
I don't know how an anti-slug mechanic would be made without affecting normal gameplay - sometimes you are FORCED to slug, even if you want to hook everyone after you are done.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726088#Comment_3726088
More likely that they are mad they added very easy counter play anyone can pull off while also leaving in the ever effective trap bait which has always been there. The hag can do nothing at that point and killer is worthless.
Saying "higher skill" like dbd is hard also makes it seem like you have a high ego. Games not hard, knowing the outer radius of a hag trap takes 3 games, don't make it seem like it's worth anything.
Thats more what i was thinking. Hag has a very clear counter: crouch and wipe the trap. This was the devs intended to be the "counter" of Hag. My issue with "S Tech" is that its make possible remove a Hag trap spending less than a second, with minimal risk invoveld in case Hag is not using the less trigger range addon. To me, even playing as survivor against the Hag, her counter should rely more on survivors being smart and destroying her setup WIPING the traps than using this tech to clear her traps. Anyway, if she already has a clear and easy counter - crouch and wipe - why should another easier counter exist?
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726088#Comment_3726088
Agreed.
I actually like going against Hag, but I think skill expression is important to DBD since it prevents the game from being boring, removing skill expression from either side is generally a bad idea (imo). Stuff like this should stay in the game.
But i understand that even without "S Tech" there can be skill expression in part of survivors when they are smart and coordinate to wipe Hag traps when needed. To me "S Tech" feels more like an exploit of a poor mechanic - no offense intented - than a smart counter to a killer power, as the devs planned.
This is a thorny topic, but if "skill expression" should be in the game, they also should leave the Blight Hugtech - it was not intended by the devs, but a good use of Hugtech + bump logic made some Blight players godlike.
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TBH, my only issue with the Unknown is that his M2 are quite punishing because you have around 3s to hit a survivor with a power in a situation where they can have clear vision of you. If his charge time for power were a little bit lower (like 0,3 to 0,5s lower) and the cd AFTER hitting a survivor a little bit lower too like, if don't hit anyone its the default 7s, if you hit someone your UVX comes back in 5,7s, he would be in the perfect spot.
Anyway, he will be quite a niche killer since he is too punishing and gimmick. BUT I LOVE THIS THING!!
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I think they nerfed her too much. Althought i don't think we should go back to the 2.0 Onryo (global condemn) BHVR at least should make her power more opressive in the current version. Her condemn only makes pressure when someone is very sloppy and doesn't get the tapes when she start spamming teleport.
They've made her too weak by making too counterable.
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I wish they left Ultimate Weapon as it was at first (making people scream), but with small time being active (15s) and a long cooldown (90s). It wouldn't be spammable as it is right now but would help when you need to find people fast.
There are many situations where aura builds are not enough (mostly because of Distortion) and you need some perk to make people scream. They also could buff some other perks like THWACK! or even Face the Darkness.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693258#Comment_3693258
Ok, wrong perk.
In the case of this perk then, empathy won't help any more than the status hub. Seeing a hurt survivor running doesn't show how close the killer is to hitting them. So unless you hop off the gen for the entire chase, knowing where they are doesn't help.
Alert would be a better perk where you keep track of which gen was kicked.
Look like you are missing the point here. The whole merit of the discussion is: you don't need to have a perk to counter something the other side can do. You don't need to have lightborn to counter BGP + Flashbang. As you shouldn't need any survivor perk to counter a killer perk.
Having to bring a perk otherwise you have no chance against the other team is bad design. Period.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690279#Comment_3690279
Imagine having to equip Empathy to counter old Eruption?
wdym? The aura shows up right before the hook. No need to run a perk to see that.
Eruption procs when a survivor goes down, not when its hooked '-' You are thinking about the wrong perk
Anyway, having to equip a perk to counter something in the game is silly.
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Background player needs to go. Its just such a dumb perk to go against. It offers no real counterplay and make the gap between facing SWF and SoloQ worse, since its much stronger perk in the hands of a coordinated team (which is already strong by itself). They should nerf it back to the previous version (150% sprint for 4s) or even rework it entirely.
@Mr_K said:
You can’t realistically equip lightborn every game just in case they bring 1 perk
Why not? Does it unequip each match or something?
Imagine having to equip Empathy to counter old Eruption? Lightborn its a meme perk and shouldn't be required to counter something in game, specially since flash save are easily countered if there is no Background Player in the match.
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@KayTwoAyy said:
Considering Lightborn hard counters the combo, no.
I'd say the problem is Killers feel like they can't run anything but gen-regression perks. …but honestly, I think that's a BS argument. Kill rates a very revealing. Killers can't be bothered to run anything that requires a modicum of effort, less they risk killing only 2 survivors every trial.
Imagine if you could only cleanse a Hex if someone were running a boon perk? Do you really think that counters should be based on perks? Lightborn is one of the worst perks in the game and remove one thing that everyone who wants to play killer must learn: how to deal with survivors with lanterns and pallet saves. Anyway, its not healthy to the only counter of one thing being ONE perk among the hundred that you can bring.
About the topic:
The problem is Background Player, not flashbangs. BGP needs to be reverted at least for the previous version before the buff. Its not just a perk that facilitates flashligh saves, but makes flash saves possible when they would not be possible otherwise. It don't have a clear counter for killers and its a very strong perk in SWFs. -
@Chocolate_Cosmos said:
- Flashbangs will blind you even if you are not looking at them and you are looking into a wall.
- Background Player allows for insane saves, very hard to counter it if the team is ready for your pick up.
- Flashlight saves have save window timer that wasn't there in long past allowing for even being bit off in your timing, being less about skill but yet remain still powerfull.
- SWF groups can make it a real nightmare to pick up someone.
Except for the for Background players, i think flash save are fines. TBH, most of the times Flash Save attempts end up being more detrimental for the survives than for the killer. Yeah, i feel bad too for the change they made into the flashlight timming, but it might be something they hardly will revert.
Now, talking about risks, if a killer takes a flash save its a huge loss, since you lose all the pressure from your down. But if you can deny the flash save, one survivor did nothing for quite some time and did not progress any gen during that time. Yesterday i had a match where someone tried to pallet save a teammate, got the timming wrong and went down for the pallet save. This gave me the match, since i got one more hook for free.
So yeah, it sucks to receive a flash save, but when it goes wrong, it can turn the tide of the match in your favor.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678937#Comment_3678937
Facts killers hands get held all the time then they come here to complain about losing. Imagine if survivor had a 2k win streak every perk would be disabled lol.
It was 2 comp killers streaking against mostly casual players. Whenever they get someone on their level, their struggle and, most of times, lose. I don't know about the 4-man streak, but i know one of them is from comp.
Also, they were playing the 2 strongest killers of the game. They would had an even hard time against comp players if they ever choose to go with less powerful killers.
TBH, aside from some issues with tunneling, survivor is so easy to play right now. Me and my friends can get many escapes, whenever we are not trolling. 🤣
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3678937#Comment_3678937
If anything, that's indicative of balance to me. Comp Blight playing for a win streak gets a draw against comp team playing their most broken loadouts. It's more a failure of matchmaking than anything else in my opinion. Why did it take nearly 2000 games for that Blight to be matched appropriately against survivors at their skill level? I feel like I'd want that happen more than once a year if I were a dev.
I think the problem is that is quite hard to get 4 comp players coordinated to face a comp Blight player in a normal public matches. Its easier to get a single very good killer player than 4 good players in a SWF. But i can assure: if it was easier to get 4 very good player against these type of killers, most of these "killer streaks" would be inviable.
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The Unkwnon is not so weak, although i would suggest some small tweaks to make him more acessible:
Make his time to charge his power 0,5s -> having to wait 1,0s just to charge his power is too much.
Make his cooldown 5 seconds (instead of 6s) -> the window to hit a survivor would be bigger without being too much oppresive.
Direct hits with power could apply Weakened if the survivor is not Weakened, BUT NEVER HARM. Would make direct hits more rewarding, since the 6% slowdown for 3s is hard to get value.
I would sugest some changes to counter his power, but i think its fine since cleasing the infection is quite easy i would say (specially considering it still go down even after you turn a corner) and his hallucinations can be erased easily as well.
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The only buff overcome needs is to work while under endurance (and not exhausted). This way, it could be used as an anti-tunnel build with OTR and Decisive.
I don't think a perk should have some "basekit counters" against some killers. If we went this way, we could argue that Botany should have some other effect if you are broken or there is a survivor broken in the match.
Overcome is almost fine. If you don't like it, you can always use the other Exhaustion perks.
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@FunkadelicPeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673964#Comment_3673964
Not really. Killer players think they are super important but in reality they aren't (again, back to that ego/power complex thing. It's real!). They only need to make up 20% of the player base, and I think right now it's closer to 40-45% if the stats I read were correct (which they very well may not be. I'll admit). If some healthy changes to the game make some people pick up survivor instead of killer, that would be healthy for the game. Decreasing queue times and helping SBMM be more accurate.
Believe me. If what you are asking was granted, you would only face Nurses, Blights and Weskers forever. People already prefer to pick survivor, specially when they have friends available to play with.
Being new into this game is quite harsh but it is for both sides. Try to learn a new killer to see how MMR works: you will be facing the same survivors on your brand new killer as you face with a killer you have hundreds of hours.
The SoloQ problem is quite deep and buffing survivors actions or simply giving them free perks will not solve the problem, unless survivors can face the killer in a 1v1 scenario, which differs completly from the assymetrical nature of this game.
TIP: For everyone that wants to play survivor and is frustated in SoloQ, try to find some friends to play with. I assure you your experience playing will be a lot better.
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@FunkadelicPeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673973#Comment_3673973
7.6.0 -
The Unknown is one of the most broken killers ever introduced to the game. Not overpower perks, but really strong map control, chase, and special attack. (both sides agree about this)
unbound, unforseen, undone are all stronger than wicked, weaving spiders, and strength in shadows (subjective)
Greenville Square has bad map balance (both sides agree about this)
Huntress buff
Hag buff
Pig Buff
Doctor buff
Deme buff
Clown Buff
Blight Buff
7.5.1 -
Billy Buff
Onryo Buff
7.5.0
FOV buff
Gen tapping removed
7.4.2
Trickster Buff
Batteries Included Buff
7.4.0
MFT nerf
Stranger things perks removed from common bloodweb (net negative for all players, but 6 perks lost for survivor and 3 lost for killer)
Red Forest map size reduction
Garden of Joy main house nerf
7.3.0
Skull merchant buff
Trapper Buff
Huntress Buff
Deathslinger Buff
Legion Buff
Trickster Buff
7.2.0
Ultimate Weapon introduced (overpowered)
Knight Buff
Demo Buffed
7.1.0
5 killer perks buffed, 1 nerfed
3 survivor perks buffed, 6 nerfed
Cowshed nerf
Spirit Buff
Hag buff
Need me to keep going? In contract survivors have gotten
- anti face camp
- gens can only be kicked 8 times (instead of unlimited)
- Mangled nerf
- background player buffed
Those are literally the only things we have gotten. And most of those things affect literal game-breaking playstyles that toxic killers have tended to use more and more recently (3 gen locking and face camping). Only the Mangled nerf and Background player buff have actually had a positive effect on survivor players that does not directly address a problem with the core playstyles of the game.
Both sides have been adjusted, yes. Survivor mostly Quality-of-life improvements, while killer gets actual movement speed, reload speed, special power, and perk buffs. Hope this helps.
Not all sides agree that Unknown is broken. TBH, most of people say he is fine.
Sorry, but aside from SoloQ lack of info on other teammates and anti-tunneling, i think the survivor role is mostly fine. Also, the basekit BT is one of the STRONGEST Buffs survivors had in a long time (i remember being farmed in front of the killers, downed and put in the hook again before this happened). Really, survivor role is fine aside from the issues i listed above.
Like people said, if you are that mad about DBD, maybe you just should play another thing.
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The current Invocation perk has a quite strong effect - removing charges from the gens - without being outright broken. Specially since most of the killers won't be patrolling the basement. The thing is: it should be used at very specific times of the match; using it at the start is a waste, but it can be gamechanging when there is 3 to 2 gens left.
Its not MFT levels of broken - i hope that doesn't ever comeback again - but its a good perk.
I wish the new invocation perks could help with some of the current survivor gameplay issues, like information or tunneling, becoming more meaningfull without making the match unfair. Like, one invocation could extend the protection time after being unhooked by 100%. Could be a nice perk and would have a strong effect without breaking the game.
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Another struggle with The Knight is his addon dependency. The Knight feels infinitely better to play with Call to Arms and Map of The Realm. Call to Arms provides two things for The Knight: a stronger power in chase (green orb speed), and longer possible patrol paths. The movement speed when in drawing mode feels so good when using his power to cut people off in chases, which is something we want to incentivize. Therefor, the effect should be partially or fully base kit. The longer patrol paths aren’t as necessary, but it does feel great to snipe people with a guard from a far distance. This can be really fun; however, if the survivors aren’t given an adequate tell for this, it can feel unfair. To address this, along with making his default patrol path longer by x meters, his terror radius should also be increased by the same amount. Not only would this give The Knight more counterplay, but it would also encourage players to build around this larger terror radius with perks and add-ons.
I also think that the Knight also depends on Dried Horsemeat. I have almost 3000 hits with the Knight while his guard is chasing another person (his stat) and i've been feeling that while Call to Arms is needed for how fast you can set your patrol, if you go for long range patrols without Dried Horsemeat the hunt will be over before you are even near to try to get a hit, forcing the Knight to play the boring "drop" a guard into a loop. In the end, you get more hits with your power using Dried Horsemeat than call to arms.
If they could add these 3 addons partially basekit (as they did with many killers this patch) and make other tweaks, Knight will be in a nice spot.
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Hag just need a small tweak to be perfect: her radious of trap activation still is too big, so survivors can trigger the tripper while running backwards, avoinding the hit even if you TP instantly. I think her activation radious could be the same as with the brown addon that reduces range. Them, survivor would need to wipe the traps (the intended counterplay) instead of triggering it and not getting a hit even when the Hag plays right.
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My complains about the Unknown is that when you hit the survivor with your orb, the orb should explode withou any kind of Hinderance, specially since it requires at least 2 shots to cause some damage. But lets see how it plays into live.
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@Huge_Bush said:
But it’s a weak and useless perk! Didn’t you know, survivors never get anything good!
I'm using Champion of Light and loving it!! Its coming in clutch in so many matches.
Looks like people just want perks like MFT or old DH.
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@Reinami said:
2 people immediately dced as soon as i landed a chainsaw hit, and the 3rd one dced right as i hooked the guy i chainsawed.
The question is. Did you like going against billy becuase he was fun? Or did you like going against billy because he was an easy win for you?
I am a killer main. I have been playing survivor more lately, but most of my hours in DBD are playing killing. And Billy is becoming the Skull Merchant with a chainsaw. I explain why.
Since they've changed his turning rate buff from 0,75s to 1,0 i've been facing Billy players that are sloppy but they still manage to get you with a very unreasonable curve. Like, i've bait one billy that i would jump the cow tree, but he almost missed and then turned right after me. Another thing is that his missed chainsaw cooldown is quite forgiving. Some just use the chainsaw to stop right after you then start revving in your face until you go down.
I really like the Billy idea and how he should play and how survivor should counter him, but the most recent changes made him quite like Skull Merchant: a quite strong character without needing too much skill to do good (and cracked Billies just pwn survivors on the ground without a doubt).
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@Zaydin said:
Given letting yourself die on the first hook is throwing the game to the Killer simply due to having a tantrum because you got downed.
Had a Dwight do exactly that when we had three generators done.
Maybe they should just remove the possibility to ######### on hook on the 1st stage and leave it only for 2nd stage when there is only 2 survivors left. I also think they should remove the kobe altogether if you're not running deliverance
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Backwater Swamp has the WORST collision and the WORST hook spawns of all game (specialyl white hooks).
This map has a very strong main build, with plenty of windows connected and pallets downstairs.
Also, this map has the possibility of spawning a Jungle Gym with 2 windows at the pier - a very strong tile. I don't think should be in the game anymore.
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Backwater Swamp has the WORST collision and the WORST hook spawns of all game (specialyl white hooks). Outside of this, i think the Pale Rose is pretty fine.
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Map is quite big. Outside of that, i think its okay.
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The map is too big with some strong loops at the main building. Also, there is too much clutter, which can harm killers like Deathslinger, Huntress or Singularity. The colision on this map feels pretty strange, specially on the snow mounts.
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This map is a Nightmare for killers. The buildings are quite strong, almost impossible to mindgame (specially against good survivors), with many "god pallets" inside them.
Also, i think the underground portion of the map is a nightmare too: there is a very strong pallet, the corridors are too narrow (you can easily get stuck into something) and, if the basement is not in the main building, no hooks can be spawned there. For certain killers like Blight or the Knight this map can be one of their worst experiences in the game.
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Maybe it could grant 2 stacks perk hook. It would be a nice buff without making it too strong.
Making it available at every pallet would be an error, since killer could just spam this the whole match
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@Mr_K said:
It wasn't in the stats a couple weeks ago?
No. The Knight was killswitched during the period of the collected data ( Dec 2023 - January 2024). We never ever had any official statics about the Knigth.
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@concubined said:
I genuinely just wanna hear a good reasoning as to why survivors need that built in basekit second chance.
I’m not exaggerating when I say in every game I play there’s one 4% self unhook, it’s gotten so bad that I’ll wait till the entity take one person then go and actually pick the second person up to hook just so I don’t have to deal with the hassle that 4% brings
So yes I just want one good reason as to why it’s a necessity, thank you.
Outdated design that they didn't adressed until today. That's the only reason
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I believe we are going to have at least 3 sable per lobby in the release month. My friends are eager to play as her.
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@Chilli_man2400 said:
Not only that he needs to be less clunky he should be able to press the ctrl button to send guards to kick gens and pallets so it removes the clunkiness of the action.
but it would have to be within 1 meter of the pallet and you would be stuck for 1 second to not have built in spirit fury for carniflex
Being too close to one object to order a guard would make it redundant to give order. One small thing that could be done would be give the Knight a "Quick Order" power where he needs to chose one object while holding the second power button and then releasing it to direct the order. Maybe making him 3.8 for a while to give survivor some time to run
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655446#Comment_3655446
Is it interpreting a face or is it wearing someone's skin? I havent read the lore yet but I assumed it was the latter
Probably wearing someone'a skin. The lore is not very clear what the Unknown is, but judging by the animations its look like its a monster wearing someone body as a cover.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3656170#Comment_3656170
It’s a (1v1v1v1) v 1 game. Survivors aren’t rewarded (or punished) as a group. They receive these things individually. Just like killer.
Yes because you can't get Exausted from Blood Echo if someone is hook; being block from escaping if someone is hook while the killer have Blood Warden; lose progress in your gen when someone is hooked in a Pain Ress or downed with Surge/Jolt; or even you can't be healed by your friends or have a blessing under another person boon area totem. (IRONY)
Sorry, its 4v1 game and you can't deny that. Killer just chase one person at time because its the game design. If games were like you are saying, people wouldn't complain about teammates in SoloQ, as the 1v1 aspect would be the decisive part of the game.
And i say that the best survivors are those that notice that being a team player is stronger than being a individual minded good looper.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653651#Comment_3653651
Oh, so now nurse needs to get her justice? Ok, she'll get her justice when they massively nerf survivors as a whole again. Maybe increase gen times another 15-20 seconds.
Obviously i'm being ridiculous on purpose and i don't think that should happen.
But the point still stands, nurse is, per the data, one of the worst killers in the game. So now you have to reconcile this belief:
- Do we balance the game around high level players or average players?
- If we balance the game around average players, you'll need to explain why nurse who has nearly 10% less kill rate than the devs are balancing for needs any kind of change other than MASSIVE buffs.
- If we balance the game around high level players, you'll have to explain why nurse and blight are the only viable killers in the game and why that is not a problem.
Unless of course your belief is that we should only balance the game around high level KILLER players, but average level SURVIVOR players. In which case you are extremely biased. And at that point, you may as well just remove the killer role entirely and make it a bot.
Unless of course your belief is that we should only balance the game around high level KILLER players, but average level SURVIVOR players. In which case you are extremely biased. And at that point, you may as well just remove the killer role entirely and make it a bot.
That a common trend (not so explicit) i've been seen in this forums for quite some time: killer players should play at high level (not missing a shot, a power, a mindgame) or they should be punished by losing chases, gen and game; survivors, by the other side, should have seconds chances even if their team coordinates poorly (remember its a 4v1 game, not a 1v1) or they get instachased by a Clown/Ghostface.
If we aim balance for the average skilled player, then we should accept that killer we may not like to face will be buffed; if we aim to balanced around the top high players, then we should accept that some moments on the gameplay will be tense and require a lot of coordination to get out of it (like when the killer is proxy camping/ survivor sprending on gens solo).
My take is that we should aim into medium to high skill players = those who are not good as good as comp player, but know the basics well enough to plan smart strategies
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@xerox8521 said:
I don't understand where the issue is with mangled. It's a non problematic status effect that is now being time limited for seemingly no reason. No haemorrhage being the reason is not valid either as that is the whole point of Sloppy Butcher.
Well, i've used to run Sloppy because of how inconsistent STBFL is (and nerfed right now), but will just run 3 Anti-gen perks + Lethal/Corrupt and go for it.
I wish i could understand why Behaviour is nerfing M1 killer perks when they are far away to be a problem.
TBH, with these kind of Nerfs, people might switch to high tier killers since the most fun part of M1 killers is getting gutted every patch.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3655868#Comment_3655868
Mangled nerf makes this effect completely meaningless. It doesn't exist anymore at this point. I tested it yesterday and i don't even know who will take Mangled addons and perks, because Unrelenting will have more value than this. The only players who will affected by Mangled are bush selfcare (now basement selfcare) Claudettes , who do it after every hit. Mangled is dead.
Mangle is the one i most like in this game. It makes healing perks viable (We'll Make It just eats away any Mangled effect; Botany still top over 30% over mangled) and can be a very smart slowdown to killers without envolving hitting gens.
Please, add your feedback to the feedback topic, we need the devs knowing that.
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I've been using Champion of Light non-stop and it been giving me value almost every match. Its a fun and useful perk, specially if the killer breaks a semi-unsafe pallet, then you can blind them and get to another loop.
If survivors are not getting any meta perks, i must disagree. We had the Buckle Up + FTP combo recently. Killers have been using the same perks for years too (the most recent change is grim embrace, but i think its not the best on all killers, mostly being strong on S tier killers). Aiming for "meta perks" might not be the best solution for the game, specially since they can be quite gamebreaking. I just wish they've made stronger niche perks, so we could have different playstiles (for killer and survivors).
For me, i wish they gave more buff towards SoloQ coordination (basekit Kindred and maybe Bond, and other type of info buffs) than making stronger perks. Also, BHVR could review some niche perks like Autodidatic, Overcome, Reactive Healing, Solidarity, etc. and give them a buff.