Rickprado
Rickprado
About
- Username
- Rickprado
- Joined
- Visits
- 3,111
- Last Active
Comments
-
I think they should increase BPS drop rate during the Lunar New Year event. Would make these kind of events much more interesting to play.
-
Corrupt Intervention. Makes so i can play matches much more chill and relaxed.
Also, makes the first chase far less punishing, allowing that some mistake at the beginning does not cost the whole match.
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625949#Comment_3625949
I started with playing survivor back then and now I play mostly killer.
I just think COH nerf was bad and made the perk terrible. There would be many ways of changing it for the better, but removing the self care aspect! Also it helped a lot in solo q, which I played at the time. Right now solo q is just😭!
Medkits; why is it a problem to heal fast, when I make a build around it, Killers can do the same too with a lot of perks. I just think there should be an useful difference between grey and purple.
After those two changes were made, tunneling got by far a bigger problem in my rounds. Maybe just because healing got nerfed that badly, which makes it easier to tunnel now. Maybe.
I would suggest boons to have a cooldown, you need to repair them, before blessing them again or you can here from which direction the blessing sound came Map wide as killer.
The kick meta; no idea how it was, but overcharge, call of the brine and eruption are to weak now.
At least DH should come back as perk during event game modes or somehow else. It‘s just such a cool perk.
Right now most survivor perks are just bad and don‘t make each game feel different, engaging and fun. Most times the killer just plays sweaty af and it‘s just not fun! On the other side survivors don‘t have anything to compete with the killer, they are just fresh meat (I don‘t talk about top 5% of players).
How Call of Brine + Overcharge + Eruption was: A 90% gen progress would lose all of its progress in almost 60 seconds of regression +-. If you got downed and eruption was active, the gen lost 10% and you would be Incapacitated for 25 seconds. 25 seconds of doing nothing.
The problem with "killer making a build to counter something" is that killers have only 4 perk slots, while survivor have 16 perks altogether. Killers can't rely on perks to counter something strong - the game should be balanced on that.
The game is in a much healthier state now, believe me.
-
@FrenchBagels said:
Self-healing received a hefty nerf last year and med-kits have became so much more addon reliant for multiple heals or healing speed. CoH, especially the previous version before the aura addition, would be completely fine. Given that CoH has the same self-healing speed as a med-kit.
Survivors need to walk over to the boon, usually outside of gens, wasting a reasonable amount of time (let’s say: 10 seconds minimum). Survivors would then need to heal a total of 24 seconds with self-healing speed, not including Mangled.
This would take a considerable amount of time out of doing gens like what most people do now. Currently, Resilience is common and staying injured is pretty common sense. Rushing gens is the play and it wouldn’t make sense to heal. You see a lot of Dead Hard too, and old MFT used to encourage this as well. CoH having the old self-heal ability wouldn’t be bad, it’ll actually incentivize healing rather than solely rushing gens.
Boons are in a sad state. Shadow Step is arguably the better of the boons yet Distortion already makes it redundant. And now that Illumination is looking completely underwhelming, it seems like people just want boons to disappear all together. Would Dark Theory having 3% be a problem like MFT? Would Exponential having some kind of secondary effect be an issue? Would Illumination showing survivor auras in blue be too strong? Seriously, I fail to see how any of this would be a problem now. Make them strong to justify their mechanics.
Like.... No.
Old Circle of Healing was like having infinite medkit for everyone in the match. It would bring back again the problem of losing pressure instantly after giving up a chase, making obligatory for killer to commit every chase until the end - which is not the best strategy in any game.
If boons were to change, i would change boons in a way they would be more of a disposable resource - like the pallets in the map - than having anything changed to old CoH again.
They could reduce boons setup speed by 40% (and reduce even further if you have more than one boon perk), but make it when the killer snuff it, the totem breaks (and make some changes to Shattered Hope too). This way, you could have a very strong effect inside an area quickly with fair counterplay for the killer.
I really like boons when playing survivor and think they are a very interesting mechanic, but if boons are to be a problem for the game again, i wish they remain forgotten.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626391#Comment_3626391
It led to infinite healing loops, where you hit a survivor, they run off to a safe area away from all of your objectives, heal up, return, repeat.
What is this era where no one ever finished a chase?
Its not that no one finished a chase, but it was a time when you had to commit to any chase, because you could lose the pressure you gained from a hit very quickly if you gave up a survivor. Even when the survivor where leading you to the other side of the map or in a very strong loop.
Or, like the person you were answering said, you end up a in infinite healing loop if you a give up a chase - while the survivors do all the gens in the match and open the gate.
-
@RpTheHotrod said:
Pop technically got a nerf. Now you won't have situations where people will quick tap a gen making it suddenly available for your pop kick, lol.
Eruption too. I was mainly using the Pop + Eruption combo. I could regress a lot of a gen if survivor greeded in front on me taping the gen to stop regression.
But the new 5% progress to stop regression compensate this.
-
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625579#Comment_3625579
Not everything about COH was bad. First it made the rounds for killers longer, so that he had enough time to get a lot of pallets down. Also for survivors it was by far more fun than now, you had a chance to heal yourself, after you got away from a tunneling killer. If they wanted to kill COH they shouldn’t have nerfed medkits to be that bad. There is literally no difference between grey and purple ones.
I had no big issue with the gen kick perks, but with the new system, that wouldn‘t even be a problem now?
For COH I would have introduced, so that killers can damage boon. Then survivors would have to repair them and bless them.
DH should go back to his jump/ sprint version. It just was such a cool perk, which aloud you a lot of fun plays.
Sorry to ask, but you play mostly survivor or killer?
CoH was mess because you need to get into a chase until the end - down the survivor - or your time spent just hurting the survivor would be lost in a matter of seconds. Medkits had the same problem. I remember using a build before medkits got nerfed that i could heal myself in 8 seconds twice in a match, or even more times if used build to last. Not that tunneling is not a problem now, but tunneling was the "rational choice" back then, because taking chases with another survivor was a mistake - people healed lighting fast and it didn't matter if you hit them or not.
The new system of gen kick limit comes into play in current version of the game; applying it into an older version would be a great problem. And trust me: you would not want to face the Old Eruption + Overcharge + Call of Brine combo, specially if you play Solo.
I still think Boon need some tweaks today like a faster placement but with the possibilty that killers break the totems if they snuff the boon.
DH was a problem for a couple of years. It might looks cool seeing in retrospect but it rewarded players for playing badly, since you could easily save yourself from a hit without
Really, the game is a in much better state now than before. Broken stuff is "fun" until the other side start to only bring broken stuff or give up from the game entirely.
-
To me, toxicity mostly happens after the match has ended - in the post chat scenario or another type of harassment.
Bodyblocking is annoying, but not toxic in any way. The only thing i consider toxic during a match is holding the game hostage.
-
@Reinami said:
dead hard for distance was significantly more powerful than sprint burst.
I can't imagine how someone with this many hours who says they win "99% of the time" can possibly think the game is killer sided. Have you watched a tournament lately?
Really, i REALLY wish to know what are affecting people in this forum saying "playing killer is too easy", while they say they hook everybody twice before killing and never ever use gen regression perks. Like, i've seen 10 different people saying this and makes no sense to me. Even comp/very experienced players struggle to play some matches (people with 10k hours+, specially on tier B killers) and then there is some people in forums claming that they can win EVERY GAME playing brainlessly. Are these people straight up lying to try to make a point? It seems like it.
For me, its impossible to that someone who have played more than a couple of matches in killer had not to struggle a little bit at least after winning some matches, specially when you start to face the meta perks + map offerings almost every match. I remember when i started playing DBD, i had like 60 hours in the game, and then i've faced 3 matches in a row 2k hours SWFs with 2020' Decisive, BT and DH.
With MMR being such a mess as it is, how can people say that playing killers is easy????
@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625027#Comment_3625027
I started the game some weeks, before COH got killed, so I definitely want that perks back from there. I don‘t know except of COH what else got changed and the jump/sprint DH was very cool.
I don‘t want to loose the good parts and good changes, just the fun things should return, that this game isn‘t so stale and more random.
CoH was the Hell on Earth for killers, specially after the initial release of Mikaela. Even Legion couldn't get people injured when someone brought Circle of Healing; DH was basic a free health state + extra distance from killers at will. Also, there was the gen kick meta where almost every killer could stall the match almost forever with Eruption + Call of Brine + Overcharge.
@topic The game is a much healthier state now. I just i could play like, 8 matches with 2016 DBD, but then go back to current version and never play it anymore.
-
@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623969#Comment_3623969
But now if a survivor tries to repair in front of your face unless they are on for 4.5 seconds, which is a LONG time, it will just continue to regress. You wont kick it a second time.
But let me get one thing straight: the gen will still gain progress from these seconds, right? Or they will have to repair for 4,5 seconds before the gen start gaining progress again? Because they can do this silly stuff of doing the gen in front of the killer face until the killer run out of kick/regression. Its kinda rare and silly, but happened to me more than once.
Really, lets wait for the PTB to Kick in (bad dum tss) to see how this is going to play. But for now, i think this system need some tweaks to be more fair for killer and survivors.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624001#Comment_3624001
So rip high level games then? Watch a tournament sometime, there is a reason killers stack 4 gen regression perks there.
What will actually happen though? The old build was:
corrupt + pop + pain res + flex perk
This gave you around 150-200 seconds of gen defense and a good early start with corrupt. The new meta will be
Corrupt + deadlock + grim embrace + flex perk (probably nowhere to hide)
This new one gives you 120 seconds from deadlock, and another 88 from grim embrace, bringing back to around 200 seconds of defense. And the better part is that it blocks the gen totally as well. Then factor in that they buffed the base kick amount to 5% and survivors can't gen tap anymore. This will be the new meta.
Corrupt + Deadlock + Grim Embrace + Pain Ress or No Way Out
My bet on the next meta.
-
I really think that Deja Vu just by seeing the aura of the 3 closest gens is an already strong enough effect - i don't think it needs the 5% faster gen progression.
I don't like when solution to a problem revolves around perks.
-
@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623898#Comment_3623898
So these were already what were widely the most popular but i dont see the others really having an issue with it. IDK how many times you have been kicking gens in a match but I am no where near 8 times on a single one even when I am running these perks. And I get that eruption could be hurt but if you literally get off the 8 regression hits on a gen you took away min 40% of that progress, 60% if using eruption. As a killer this wouldnt hurt you. You wouldnt be doing worse. because also you got at least 4 downs. The only way your doing this and not winning is if you are specifically targeting an area of a 3 gen.
I won't deny that Pop + Pain Ress is the most common regression combo right there, but there are people wish were not happy with it.
I'm using a combo of Nowhere to Hide + Eruption + Pop + Lethal and it was a very nice combo. It was not the most common situation, but i believe i have situation where the gen regressed more than 8 time because of survivors trying to repair it right in front of my face.
Specially as the Knight - one of the killers i main - now having limited regression will be a hindrance when survivor play badly and you cannot punish them.
-
@TheArbiter said:
Seeing as how kicking a gen to apply it would consume 1/8 and then downing someone and activating it will be 2/8. So is it now extra pointless in this meta compared to pop?
Eruption is the great loser of all this, but Nowhere to Hide, Call of Brine and other gen kick perks are kinda gone now.
Pop + Pain Ress will be all we gonna see through now
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623780#Comment_3623780
Right, but we are discussing how this creates a potential strategy for survivors where they intentionally 3 gen themselves, stall the game out, prerun every gen and basically make it so the killer can't regress gens anymore and then slowly working on them until they complete the gens. This is actually probably going to be a highly effective strategy.
Thus creating a loop where, yeah now the killer can't "stall the game out forever" instead the survivors can, but now its not forever, they just stall it out for a long time until the killer literally can't stop them anymore.
This kinda make low tier killers even worse because bad survivors in SWF can appeal to this strategy in case they are having a bad match. Now you HAVE TO down survivor as quickly as possible, or otherwise you will be punished.
Killer like Pig probably will suffer the most from this as they cannot instachase people and usually take the last gens to get hooks and deaths.
-
Built to Last always replenishing 100% of an item, with a smaller time to work.
Medkits and toolboxes would be the hell no Earth for killers.
-
@HPhoenix said:
I'll gladly give you a solid answer.
January's Dev Update haven't dropped yet. When it does, it will show you a clear date on when the next PTB is!
My guess is PTB next week after they drop the dev update after the Bone Chill event ends...
or Monday.
My guess is either : Jan 9th or 16th.
They've said that the Anti- 3 gen system comes in january. So probably the PTB will be on January 9th, as the patch can come into live in January 30th.
-
@humanbeing1704 said:
Perk would be nice if it worked while having endurance again
https://us.v-cdn.net/6030815/uploads/VSJRPWNY66N4/img-6150.jpeg
With Off The Record would be one of the best anti-tunnel perks against most of the other killers (Blight/Nurse/Spirit is another thing)
I really hope they bring back the endurance stuff.
-
@Bravo0413 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617405#Comment_3617405
i disagree. If you’re looking at the game where it’s like Freddy on Haddonfield and the Freddy tunneled a player and they got mad so they decided to go next on hook, I would still say that Freddy on Haddonfield is a necessary sacrifice for the entirety of the game. The players who see that it’s a Knight and insta go next at 5gens that needs to be combated… there’s ways to make it work.
How to combat this: remove hook suicide and leave a quit punishment. If they want to quit, they will either need to endure a dc penalty or wait until the game is over. I don't think people will have patience to wait 10+ to a game end while they are AFK in many matches sequentially. They will either start playing or give up (and play another thing).
While watching a friend streamer playing, I've seen the same survivor kill himself on the hook twice at the first hook, just because he fell in the first minute of the match. Encouraging this type of behavior will soon lead to a situation where people will quit/ kill themselves at the first second they have any type of discont in a match.
-
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617368#Comment_3617368
Its very interesting to see the suggestions that contradicts one another
Increasing penalty for DC and removing self hooks to avoid "fun spoiled". If those things are in the game people will just either go AFK and not even try to play it, just walking around doing nothing or just repair a generator until the killer comes and grab you. Is that fun too?
Well, if you are so determined to do this many times per day, then i would agree. But i think most of people will just play another thing after the second match they choose to be AFK/ Do nothing. Its a waste of time.
The problem is not the game itself but people: if you are hating the game/ having a bad day, why would you insist on playing and ruining every other person's fun?? Go play something else until you are in the mood again to play survivor or killer.
-
Although i really like artist, i fear Behavior might her the Billy treatment someday, as she is always regarded as one of the strongest killers in the game. Maybe this never happens because of the lower pickrate and she is kinda of an ok killer
Lets see what the future holds for her.
-
DC penalties removed would be the ultimate fun destroyer. Any time a killer had a bad chase or a survivor got down fast, people would DC.
I wish they double down on DC penalty abd removed kobe and self hook kills. If you are not in the mood to play a match with anything DBD has to offer, don't play it.
In other games, players dcing after some wrong plays makes the game very boring, specially when queues are taking a long time to fill.
-
I totally disagree with them (probably) gutting Save The Best. If the perk is strong at the endgame - and weak at early game -, its more of a thing of the perk than any other things, as Hope and Adrenaline can be endgame clutch perks. Save The Best for Last is a good perk to punish absurdly altruist teams that will take hits without too much thinking, just for the sake of it.
I'm getting bothered by this trend on BHVR to reward bad decision playstyle nerfing killer perks and strats instead of leaving space to players to learn how to counter a perk or a strat. This is get even worse as they are not buffing any chase perks or releasing new ones but instead just gutting one of the best M1 perks of the game.
-
Can't believe Knight is killswitched :( I was eager for vacations to play the Knight, and now this happen :(
-
What kind of Rework you guys have in mind for the Knight?
I think the killer can be mostly fine with a minor update to his power (I've made a topic about it).
Outside Nurse, i think only the low tier killers need some buff. The others are fine.
For Nurse, i think she could be a 4.4 with one blink. But it might kill the character, so i don't know.
-
@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607434#Comment_3607434
IT doesnt have to, but still, it often does.
The other way: a killer who slugs most of the time is a very experienced killer that knows how to create pressure at the right moment. Slugging its a very precise strategy to create pressure without hooking.
Begginer killers doesn't slug, just hook and tunnel mindlessly.
-
I think MMR should be balanced around Hooks, chases, generators done and the time of the match more than Kills and escapes.
I'm tired of some matches where i can get a 3k or 4k because someone gave up right at the start and then everyone is hopeless. I don't deserve more MMR as the remaining survivors doesn't deserve lower MMR.
I hope Behavior changes how MMR goes up and down.
-
The problem is not Swf by itself, but the potential it can be achieved by 4 coordinated survivors, which is rarely achieved in soloQ.
There is no simple solution to Swf power. I just wish that instead of buffing survivors or nerfing high tier killers, they buff SoloQ info (maybe basekit Bond and Kindred, perks in lobby, etc) and then buff low tier killers.
Trying to lower the power of SWF can harm people who play casually with friends and are not interested in sweating
-
Rest in pieces MFT.
Its very clear now after the nerf the impact that the perk had before the changes. I used to chase someone for a long time and it was very noticeable when some had or hadn't MFT.
Now, my games are solid and most of the exhaustion perks are "dealable".
-
@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604421#Comment_3604421
Flase, make solo queue rely less on teammate, add buffs that only apply to players in solo queue status.
Saying it's impossible is just flat out wrong and all you're doing is repeating the same old lame excuse that everyone says because people can't think outside the box or think for themselves.
Then there will be scenarios where the killer will be disadvantage because of the soloQ status. You still can stomp even good killers on SoloQ, its relies mostly on players skills and game sense than info.
I don't agree with actions buffs for soloQ. I just think that with more information GOOD survivors can take better decisions. BAD survivors will take bad decisions either way
-
I wish Behaviour added more common perks for killer and survivor (useful ones). Its sad for newer players that so many interesting perks are hid behind a paywall.
Also, Shrine of Secrets needs to change. Maybe the could make it so it provide 16 perks per week, 4 of them being licensed perks.
-
@TeleportingTurkey said:
Solo qs play victim more than some killer mains do, lol.
Buddy, sorry to break it for you, but there's NOTHING bhvr could do to actually make solo q playable.
90% of solo q issues is not lack of communication and therefore ability to optimise themselves, but the fact these are random people with random skill that have no idea what to expect from each other and that are doing various random nonsense which rarely includes finishing all gens and escaping.
SWFs tend to be successful generally because they're premades & they have a common goal (which is usually to win). They don't suffer as much from the random factor of teammates being bad at survivor, running bad builds or doing tome challenges instead of gens.
Although i disagree that SoloQ doesn't need some info buffs (a basekit Kindred or even bond could be nice), i agree that one of the biggest problem in SoloQ is that random people throw the game for many reasons - and this cannot be fixed by any dev in any game.
I play mostly survivor on SoloQ, and its miserable not because survivor is miserable, but because randoms do so many dumb stuff through a match (like taking hits for someone who have been picked up right in front of a hook) thats even when 3 people is playing right its hard to win.
-
Yeah, i've been facing a lot more of stealth survivors recently, specially since the 6.1.0 patch. Now, after the MFT nerf, the amount of survivors running Sprint Burst, Distortion, Deja Vu + another perk has increased a lot too. They don't do any noise, pre-leave when hear the terror radious and do gens very fast with Deja Vu + Toolboxes. Its the most boring thing in the game but its fair.
Is this a issue? Although its very boring to face, i don't think its a problem. I'm changing my build to have at least one info perk, so i can have a chance to catch those little rats. Maybe that the reason they've implemented Ultimate Weapon (although i understand this perk needs some adjustments)
-
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603855#Comment_3603855
When I do run addonless blight at my MMR, it does become significantly harder. Is he good? Sure.. simply because of the amount of time I’ve put into his kit, I can still hang. More teams will get me down to the exit gates and get 2+ out.
Your average killer just playing blight for a couple games? No, I would say you won’t have success in high mmr running no addons.
Many tiles require atleast one speed addon to make a rush play on, when dealing with good survivors.
But yes, I would say keep at it and learn him. He is the most fun and interactive killer in the game, and is very rewarding when you start to get his power down. Use alch ring while you’re learning. Give you maximum rushes for more practice.
I will test Alch Ring for learning. Do you think its good to combo it with Blighted Rat? Or just another addon?
-
@HugTechLover said:
I could create some later today for you, if you don’t get any. Many of my hours were spent addonless and perkless, focused on mastering him at the base.
Do you think addonless Blight is good even at high MMR? I'm learning Blight using the Crow addon, but i think it will be gutted soon. Do you think is worth to learn Blight now or wait for the PTB, at least?
-
Another assym (Digital Video Disc Kappa) died because, as one of the many factors, their community and devs only accepted positive feedback, taking too long to make some crucial changes because criticism was seen as a very bad thing.
I think forums should be for that: poiting out how a player experience feels about a game. Behaviour job is to weight all of the feedback and discern which one is useful and those which are not (and thats not an easy task)
-
@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598767#Comment_3598767
People still weaponize DS even today. People will run out in front of you to block a hit knowing you can't pick them up because they have DS and will go down in a relatively safe area.
Honestly, sure give back the 5 seconds, but disable it on any protection hits.
The problem with protection hits is that it can be triggered by hitting a survivor next to someone injured, not necessary when someone is bodyblock.
But yeah, they need to create ways against the weaponization of anti-tunnel perks against non-tunneling killers.
-
@ARTRA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601058#Comment_3601058
Browns:
Gritty Lump : If they run faster they will leave the spot you summoned faster (Where a survivors should be).
Tattered Tabard: If you miss landing a guard +8 seconds before summon other. If you land it succesfully, does nothing.
Pillaged Mead: Carnifex already break stuff instant so isnt needed. Jailor and Assassin block gens and pallets 1 second less.
Map of the Realm: Our lord and saviour, thanks god this addon is brown, i would cry if this was green or above.
With exception of Pillage Mead, i see Gritty Lump and Tattered Robes as addons designed to camp or hold a 3gen. I'm not saying they're good addons, but I'm saying their intent seems to be to lock on an area for a long period of time. Imagine the old Call of Brine + Overcharge meta and you want to put your guards to patrol a 3gen you are defending.
I would i use them? Never. But i understand their intent.
-
@ARTRA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601004#Comment_3601004
Wdym?
Slinger just got and insane 0.5% buff to two of his best addons. Super oppresive aiming speed, faster than blight with that 0.5%.
Jokes apart.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600950#Comment_3600950
Knight also have quite a lot of bad addons.
Browns are literally detrimental (but MotR).
2 green are mangle and hemorrage on guard hit aka never.
Carnifex and jailer purples are meh,assassin its cool tho.
And yeah yellows are very good with horse dried meat and call to arms.
Point is. Not top 3 en need on addon pass but he could have a little love.
Browns are not detrimental, but thought around another playstile (camping areas or 3 genning)
The mangled and hemorrage ones could be merged into a single one.
Carnifex purple requires some playing around this addon, but can be quite strong if many pallets are dropped
The jailer purple just need some tweaks on it numbers and will be one of his best.
Knight dependancy on Browns and Yellows is what stop most of us in experimentating with his other addons. Maybe in a near future Behavior can give Knight a addon pass.
-
Maybe effective against both protect hits and endurance. Would be the ultimate anti-bodyblock perk.
-
Windows is more in the group of "annoying to face" than strong or broken. There were many debates here and i think the consensus is that windows is fine the way it is - the problem is map design not this perk. WoO on Garden Joy is something, on Wreckers Yard it's just another thing.
-
@ARTRA said:
Nemesis, DoritoHead and Freddy have like the worst of the worst.
Followed by knight. This fella NEEDS map of the realm and somewhat call to arms. Also other addons ate literally detrimental.
Also, Ghostface have good addons. How is bad blowing with your mind and 40 meters away 20% of a gen? Or less CD in your power or instarecovery after breaking a pallet/wall. Even iris are good.
The problem with the Knight is more his dependancy on low tier addons than not having good addons. If he could get some os his addons basekit, would be amazing.
I wish BHVR adress this soon, since the Knight is a killer which can be Very good with minimal tweaks
Edit: About topic: Freddy, Pyramid and Nemesis are the killers who needs the most an addon pass. Also, i think mostly of the B and C tier killer could have some of their addons basekit, at least partially (like Clown with his bottles)
-
She is hated mostly because of her 3-gen playstile. Although i reckon she is kinda weaker in that playstile, the impression the "Chess Merchant" left on the community is too strong to be looked away. Maybe with time the hatred on her will diminish
-
@OnryosTapeRentals said:
I'm not sure how exactly how they should be changed, but there's quite a few that need looked at:
- Blighted Rat and Blighted Crow: Makes traversing the map ridiculously easy and narrows the already small margin survivors have to react to Blight's rushes. Would probably be fine if they either didn't stack, or had their numbers reduced a little.
- Adrenaline Vial: This one is just all-around silly. It gives a sizeable buff to virtually every aspect of Blight's kit for just one add-on slot. It's too much. Needs completely reworked.
- Alchemist's Ring: Another outrageously strong add-on. Allows The Blight to instantly follow up a Lethal Rush hit with another. Needs completely reworked.
- Iridescent Blight Tag: Blight's chase power is very strong basekit, he doesn't need an insta-down add-on. Completely rework this.
- Compound Thirty-Three: Another add-on that does multiple things for just one add-on slot. Slowing survivors down and being able to easily break pallets and walls is silly. They need to pick one effect or the other.
Agree.
If they make so Blighted Crow and Rat don't stack it already be enough (at least for me). And rework all the addons you listed.
I just hope they don't do a Billy treatment for Blight, rendering him with almost no good addons
-
I don't think the problem is generator times, but how every killer can maintain map pressure.
I think Blight and Nurse mains don't have any problem with gen speeds; but i suppose most of other killer mains have a problem, specially on the first chase.
-
I will bite the bait and answer this post.
Most of the successful plays from killers come from macroplay: knowing where to go, where to go, who to chase. And this is a skill shared among all killers. Good killer players are not only those who do mindgame and know how to use the killer power, but takes the best decision in a match. This is the most decisive part of a bad or a good killer. And i know many good player with great killer macroplay.
Now, come another part: the is a "power ceilling" to every killer: you can be the best clown in the world, but if you get the best survivor in the world in a strong survivor-sided map, its almost mechanically impossible to win. The recent buffs in killer is something to make lower tier killer closer to the higher tiers, so you don't feel hopeless when playing a weak killer.
Although i think there are many bad killer players, there are also many bad survivor players, and the second group is the one mostly favored by recent mechanics.
@Devil_hit11 said:
i think it is more opposite. survivors are playing poorly so they think that their side needs buffs and the way killer are losing has no counter-play.
For example, Tru3 was playing Chucky today. He noticed that DH and Decisive strike were making him lose every single game on Chucky due to chase extension. When he tried to look for a counter to DH, He found none. He tried running Mindbreaker, Blood echo, Styptic touch, Genetic limit but he lost. None of the killer perks were effective at providing exhaust to disable DH, so he moved to 4 gen defence perks because he said that he was winning every single chase but generators were too fast.
The other aspect that tru3 talked about with Chucky is that there is no inner depth to his gameplay. For example, he tried using his stealth but cooldown and noises made it difficult to use stealth. He said that is only depth to Chucky is walk as m1 killer, let survivor drop a pallet, scamper over it, do hug tech and you get a hit with Slice & Dice.
It is not exactly that he is not a good killer. it is that there is no depth to learning said killers because he physically cannot play better. This is why he says that if he was playing killers to win, He'd play nothing but nurse. The reason being is that Nurse has highest depth in the game because your ability to land blinks influences your success on her. There is something meaningful to get good at. With Chucky, he has a cooldown and he cannot down people faster then cooldown allows. Furthermore, there is nothing meaningful to learn that going change his losses into wins. Many killer are simply statistically meant to lose due to imbalance variables of the game. The killer themselves have limited skill-ceiling and limited power-level balanced around weaker survivors. When you face better teams, it creates an imbalance game at the top because it is balanced for low-medium players over top players. That is why he does not bother to change his perk builds on any killers. he does not think any perk choice matters because if he a bad team, he'll win with 0 perks but if he faces a good team, the survivor entirely controls their ability to win. Tru3 does not believe that killers have agency in winning. He believes that killer's ability to win is solely based off the survivor skill-level.
I agree with the first part. Camping and hook grabs - some mechanics that were implemented recently - are something that very experienced survivors knew how to counter with teamplay; I see that many survivors don't know WHEN to save a fellow survivor - or they greed too much the save time, or they just save in front of the killer. These kind of survivor are those who benefits the most from the recent changes
-
@timetodohottakes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598513#Comment_3598513
that's called git gud, but in all seriousness all killers aren't meant to be easy to use, some will be harder than others and it's fine.
Yeah, i know, but i wish it was more acessible. I can do fine with Blight most of the times, but i think for newer players he is a not interesting character. Since he is going to be nerfed, i don't see a problem with a small buff or quality of life.
-
@Star99er said:
I’m genuinely surprised. I thought that these were some of the most well-balanced killers in the game. 🤔
I was a Hag main quite some time ago. I really liked her when i started playing, but then i've graviteted towards other killers (Deathslinger, Dredge, Knight).
I wish we could test Hag as 4.6 killer. I don't know if it would be too strong or balanced, by i feel she would play so well it some small changes.
Another thing that some Hag mains said is that the change to be able to remove traps at will was a huge nerf for Hag, as coordinated teams could destroy her setup really fast.
-
@HugTechLover said:
It would increase lobby dodging by other survivors. All self care gamers would be endlessly dodged. Meme build people would be dodged. You get the point.
It would be a nice touch, but I think the possible negatives would outweigh the positives.
Survivor lobbies are usually fast, specially on SoloQ. I don't see a problem with this.
I really wish there were more info for SoloQ; starting with the possibility to see the perks of other survivors would be a nice thing.
-
@fussy said:
Solution for 3 gen — i'm afraid that killers will be punished for survivors' mistake. Let's look at the implementation, but I doubt it will be a healthy step for the game. I don't think the 3-gene problem exists at all after gen kick meta was nerfed. I wrote more about it here: https://forums.bhvr.com/dead-by-daylight/discussion/378276/there-is-no-problem-with-3-gen-only-with-skully#latest
Onryo — It's sad that killer will be nerfed due to most survivors just completely ignore her counterplay. In my solo games still almost nobody takes a tape and it's ridiculous. But it will be cool if you make her stronger in chase and less oppressive in condemn strategy. But please don't increase tvs' cooldown again, i love her current map pressure.
Blight's addons — really worried that you'll just make them useless, like you've been doing with all addon reworks lately. Blight is the only killer on which I use 70% of his addons, on others I rarely use even 30% of addons. I hope this will persist after the rework.
STBFL – a perk that literally didn't bother anyone until the biggest streamer decided it is problematic. I hope it will at least remain useful, otherwise I will not play m1 killers as much as now.
Quick Gambit — we really need buff another gen repair speed perk? Am I going to endlessly jump through windows at Haddonfield, and everyone within a radius of 32 meters will start up gens 15% faster? Cool, I'm in.
Mangled and Sloppy — No idea what you decided to do with them, but if it's a nerf, I think Botany, We'll Make It and etc. are next on nerf list? I will laugh very hard, if it's nerf.
Killers – My hopes: Hag is 4,5 at least, Ambush buff for pig, wind-up addon basekit for Huntress, addon pass and portals adjustments for Demo, +1 (or even +2) bottles for Clown and yellow bottles -0,5 sec activation speed. Discipline basekit and some useless addons rework for Doctor.
UW — if this nerf will be further than 20 sec of work and 40 sec of cooldown, i guess, welcome to the grave, UW. At least majority of community don't understand that NTH is way better info perk for many killers.
DS — just make this buff fair somehow. I don't want endless bodyblocks and locker spam games again, because survivors feel them extremely safe and weaponized due this perk.
We are having these discussion in the "Decisive Buff" Thread. I'm really tired of anti-tunnel perks being weaponized to other things than anti-tunnel. I hope they adress this issue if they buff the perk.
For the other stuff, i am really concerned for Sloppy and Save The Best for Last. They are perks for M1 killers and will be very underwhelming in case they get nerfed in any way. The anti-camping already gives enough distance from the hook for survivors to rescue (even if it results in a trade); i don't think this is a issue anymore.
My bet is that they are going to make STBFL not get any stack after the exit gates are powered. If they do so, i hope they at least give some kind of buff to this perk in the middle of the match, like hitting the obsession before all gens are powered reduce stacks by 1 and hitting the obsession after exit gates are powered reduce stacks by 3.
Quick Gambit... its a very bad perk, but i'm afraid how they could buff it. If the radious of the perk gets too big, commiting to a chase might be too punishing, which will incentivise the hit and run playstile (that most of survivors hate).
-
@plattenpanzer said:
Thanks for nerfing MFT, devs!
Singularity also is having a happy time