Rickprado
Rickprado
About
- Username
- Rickprado
- Joined
- Visits
- 3,111
- Last Active
Comments
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423822#Comment_3423822
Most killers struggle against good team.
There are way weaker killers that need buff.
I think most of the "Tier A" killers (Cenobite, Huntress, Plague, Pyramid Head, Wesker, Artist) can deal with good teams playing normally.
I understand that there are many weaker killers than the Knight that need a buff, but this is not a reason to not give some tweaks for some killers that still struggle against better survivors or are addon dependant. I think both things can be accomplished at the same time and will be very healthy for the game.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423232#Comment_3423232
it's better when guards are chase focused, if you buff their patroling aspect, then you would bring back 3-gen Knight.
I don't really think Knight needs changes now. I enjoy playing him and I don't mind playing against him.
But same goes for Skull merchant, so I can be just weird...
I want some small buffs on Knight to make him a solid Tier A killer. Against most of the teams, the Knight is fine. But against very good survivors or some decent SWF Knight struggles a little bit, and for that situation i think Knight need some tweaks.
-
@Chordyceps said:
While I do agree that Pain Resonance needed a nerf, I still think that a "once per survivor" system was the wrong way to go about it. For one thing Scourge Hooks are already inconsistent. Before you needed to down survivors in specific portions of the map to get use out of it, but now you need to down specific survivors to get specific portions in the map. While its regression may have been nerfed to compensate, the chances of being able to even use it in the first place have been significantly lowered.
There's also the fact that Pain Resonance is a major outlier for scourge hook perks. It is now the only Scourge Hook perk in the game where you could hook a survivor on it and nothing will happen at all. For a group of perks that require you to down someone, and then hook them on one of a small percentage of hooks in the map, something should always happen when you hook someone on one.
I would be fine if Pain Res was nerfed to the point where it only did 10% regression or something, as long as you always benefit from hooking someone on it.
Or maybe Pain Resonance could have a diminishing returns thing on it or something. I think a decent way to have a token system on Pain Res would be to have it start with 12 tokens (1 for each possible hook state) and whenever you hook someone on it it regresses the furthest along gen by 2% per token, and then you lose on token. This could keep it from getting out of hand with consecutive hooks, but still always provides value for hooking on a scourge hook.
Yeah, a token system would be a nice change to Pain Ress, specially when you want to use the perk to active other perks, like Surveillance or DMS.
-
@IWasLeft2Die said:
So I know most killers hate going against swf. Not surprising at all. Aside from balance change, I was wondering if there could be a way to make it a little more bearable for killers. One way could be to give BP bonuses for killer and it varies depending on number of swf players. Take something like 2 friends you get 1.5X your final score, 3 players=2X, and 4 player 2.5X.
Thoughts?
And yes I agree there should be additional BP changes for survivors (primarily for players DCing). Maybe a similar rate for each player that DCs on your team.
I think there should be a way for the Killer and the survs in the lobby know which survs are together so everyone can play accordingly:
For killers, there are some strats that work only against SoloQ or at least against non-4man SWF (like using Franklin's)
For survivors, if i knew that the 3 others survs are together, i would think of using some info perk for me, like Bond or Kindred, so i could try to coordenate with them.
I think BP bonus might not be the way.
-
@MerleDixon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421157#Comment_3421157
I think BNP is mostly fine it just needs a nerf
Should only boost by 10%
BNP its is a problem as it give free Gen pressure with a single item. Think of it: if the killer doesn't have Corrupt Intervention and every survivor uses a BNP, the killer lost almost like a one whole gen worth of progress at the very start of the match. A good change would be if it halved the effect of regression perks for like, 60s to 120s. This way, BNP would still be a strong item, but not an early game boost as it is now.
-
@PowZapBamWoofMeow said:
Until Trapper, Hag, Pig, etc., are reworked, for the interim why not give those killers a flat BP % every time for playing them?
I hate playing Pig, but I’d def play if I came away with like 50% more total BP every match.
Sorry, but even if i had 500% BP bonus i would not like to play a killer to get stomped by survs. Specially now that BPs are far easier to farm.
I think they should focus more on balancing existing weaker killer than releasing new stuff. This way survivors could see more variety of killers.
-
@Reinami said:
I'm gonna repost something i posted before
1. Camping is the most boring thing
2. Ruin+Undying is the most boring thing
3. Slugging is the most boring
4. Anti-loop killers are the most boring
5. Tunneling is the most boring thing
6. 3-gens are the most boring
7. Hit and run is the most boring <----------------- you are here.
8. Killers Pressuring gens is boring
9. Anti-Healing is boring
10. Killers even playing the game is boring
Meanwhile:
JUST PRESSURE GENS KILLERS.
Exactly what kind of "play style" should killers do, that is a viable way to win, that isn't boring to you? Because at this point, it seems the only acceptable way to play as killer is to:
- Play a standard m1 killer
- Pick a single survivor, and chase only them, making sure to never use your power.
- Don't use any perks
- Once you down and hook that survivor, you need to immediately start running to the survivor that is the absolute furthest away from the hooked survivor.
- Then you repeat.
- But make sure after you hook the second survivor, that the 3rd survivor you chase, is not the one that saved the unhooked person (they might still be healing) but the 4th guy who has only been on gens.
- Repeat, making sure you do them in order, so nobody is eliminated from the game. Then if you actually make it to endgame, you can't camp the hook during endgame, you have to open the exit gates
- Then you have to let the other survivors save and body block, so all 4 escape, and then you have to let them teabbag you at the gate, you can't just run to the other end of the map and stare at a wall. You have to make sure you specifically WATCH them teabag.
- Also don't hit them to force them out, you need to let them teabag you for the full 2 minute timer.
- Also make sure you say: "man i suck really bad" and agree with them when they say "gg baby killer ez"
At some point, i think you need to examine yourself, and decide what it is you really want out of this game. Because there i so much conflicting information about what survivors want from:
- You need to chase more people
- You need to chase less
- Let us do gens
- Stop camping hooks
- Stop camping gens
- Stop proxy camping
- Don't defend hex totems (yes i heard this once)
- Pressure gens better
- Don't tunnel
- Camping in endgame is boring
- GG EZ killer couldn't get kills
Like for real, what the actual ######### do you want?
Sometimes i feel that SOME survivors want to play a game where they can pressure the adversary any way they want (Gens, sabotaging hooks, body blocking, flash saving) but when the adversary tries to respond accordinly the game becomes "unfun". I can't forget these day one guy was saying that dropping a surv was "too strong" because it ruins sabotage.
Some want to play against a hired Jester that will eat every BS and will not fight back. People can't understand that if u are using a strat to win, the other side will also do that.
-
@MerleDixon said:
With gen regression removed, swfs can literally just crank gens with no punishment. It's honestly out of control. I just played a match with 4 bnps, in which the match lasted about 5 minutes.i couldn't get any pressure either.
I think Toolboxes and its addons needs to change next Midchapter. I think they should be more to deny regression from perks and quicks than to speed gen completition.
BNP is atrocious and should not be in the game.
-
Nerfing STBF? The perk is fine. Even in SoloQ, if the team can understand that the killer has Save The Best, the obsession should be interacting with the killer far more than the other survivor, stoping the killer from gaining stacks easily.
As many have said in this topic, STBFL does not mean a free kill on the endgame.
-
I've always thought that would be a good thing, specially because of Anniversary BP Offerings. But there is one problem: Map Offerings. Until the devs find some way to deal with them, i think we should lower our expectations on Shared Offerings.
-
Yeah, i've gave the perk some hate, but i now see its not bad as i've thought. TBH, i feel like its not because the perk is "balanced", but because the healing changes really are making a difference in how the matches are being played, so regression does not need to be constant and strong as it was before.
It became quite a strategic perk to use. Maybe a B-Tier perk (but all killer regression perks now are B-Tier at max, so...). Its good when you not want to waste time kicking gens.
-
Nerfing Sloppy butcher makes no sense. If healing took 24s like in the PTB, that would make sense. But making nerfing a perk that works mainly in M1 killers its not a good thing.
Doesn't like the healing slowdown? Use Inner Strenght or Botanic.
-
@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416500#Comment_3416500
You'd think such an easy change would be in place. But we may have to discuss endgame cause it could... actually no never mind. Solid idea
Please, its a forum! Lets discuss 😁
-
@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416449#Comment_3416449
Yeah right, just keep running, maps are infinite and you can keep holding w. YOUR fault for getting zoned on the corner!!!! Now get downed because this game was totally designed to be chased by two things at the same time + let a bot do all the job with 0 brain usage from the player
"if he insta drops a guard on a loop, he will be far away" -> wow you'll gain a whole 2 meters of distance
I'd like to follow up on that "just think differently" too with something regarding how much thinking this killer requires to play, but eh. I'll just leave it like this and let you imagine what it is about
The killers you mentioned at least give both players some agency
TBH, i can't imagine how someone can feel the bots are that strong, specially since they are the same as a killer holding W against you - the weakest killer strat. They only feel "strong" when you get surprised by the patrol - which is made with long range patrols when the surv are not paying attetion - or when both the Knight and his guard are chasing you. And i will say it again: Knight and the guard zoning you its his power. Without this, its not the Knight, its another killer.
About the "2 meters of distance" gained when the knight instadrop, unless its a Jailer with range addons, most of the time the knight will not get the hunt, be behind you without a speed boost and with no power. It will be the same as looping the Pig or Trapper withou his traps. I can't imagine how this can be hard, as its just a M1 killer.
Seriously, buy the Knight, play like 10 matches with him. You will see how easily most of the survs counter the knight power. Or you will confirm that knight its just a braindead killer getting easy hits left or right. Then we talk
-
@DudelPuma said:
when you give solos Kindred, Bond and Wiertap base, yeah that will help a little bit but your solo mates will be still bad! Solo q needs dramatecly way more Love (action buffs) working matchmaking and and...
I say that before solo q will hurt a lot with that patch, but its way worst then my guess was, i swear 80% matches i has after thatch patch bad mates that killingself on the hook or dcing, nice bhvr you do it well clap clap your mission to creat more swf troups cause Solo q is more misarable then before, its succsusful!
The problem of SoloQ team being "bad" players is another issue. This is more related to MMR than any other thing.
One real problem that survivors have is that while until 1 year ago killer gameplay was unforgiving, many survivor could stay in high MMR/winrate because of the combo of perks + map offerrings. Most of the time, to down and hook one survivor with DH, DS, Unb, Medkits, Boons and etc. the killer would use so much time that by the end of the second chase all gens would be done. SoloQ Survivors focused more on 1v1 gameplay than the 4vs1 gameplay (macroplay). Then we have the problem of experienced killer (as if you weren't focused on getting good, you would be smashed every match as killer) vs casual survivors.
Now, survivors cannnot last as long in chase for many reasons and are not using to coordinate without communication (its harder than SWF, but its not impossible). I feel like many survivors used to rely on perks to be better at 1vs1 than rely on macroplay to deal with the 4vs1, and can't deal with killers without those perks.
SoloQ DC'ing and dying fast is a community problem, not a game problem.
-
@brysoles said:
Okay when i play as survivor agains SM, I don’t get it why her drones start in active mode right after she drops one. The drone starts scanning and even when you’re in a locker or in another room the drone can still detect you. I don’t think that’s fair, even when I play her myself. I can drop a drone on a map like Lery’s and immediately get passively informations if survivors are in drone range… if they are hiding or not.
Wouldn’t it be more fair a drone starts in scanning mode after dropping instead of active mode?
Just my opinion, pls don't hate me. I just wanna know what you guys think about that.
If drones started in scanning mode, Adriana would be far less weaker than she already is, as scanning mode has the purpose to slowdown surv/protect an area, and active mode serve the purpose to make survivors go away/make it risky to stay inside.
While drones are in scanning mode Adriana has no power. Thats the reason for her drones to start in active mode. Think of the few chase addons she has: if the drone started in scanning mode, she would have to drop the drone, check her radar, manually active the drone and then get some value. While you do all of this, the survivor is already in the other side of the map.
She is a scouting killer, its fine she can find survs very quickly because that what she is all about. You need to think too that she has very little chase power, specially when compared to strong killers. So, SM can have the info, but sometimes does very little with that.
-
@OneGoodBoyDemo said:
l hate these two maps with every fiber in my body, a person has to be worse than the Devil to send someone to these maps.
bad design, bad atmosphere and bad everything they represent.
Agreed. Insert Borgo of Pain in it too.
-
@hydroliska said:
Hello dbd team and players,
On my opinion sabotage is useless perk and need to be balanced.
Reason: if you sabotage hook killer can drop wiggling body.
If he do that , you have bleeding ally on the groud so he can camp him.. my experience from the game is..that you lost another life becouse you are trying to safe your laying teammate.
Sabotage doest make a sense.
Drop the wiggling body had to be killer's perk. Than i think it will be balanced.
Really??
Sabotaging needs to be a risky actions, as it denies the killer the reward for winning a chase. A wiggle out because a sabotaged hook can win a match.
Droping the surv on the ground its the last resource killers have when facing sabotage. Think like this: when sabotaging you might not denying the killer a hook, but forcing him to change targets.
You should accept the risk that sabotaging can bring.
-
Maybe, if at least 2 people are solo players, we could have some basekit info perks, like Kindred or Bond. This way, the upper hand that SWFs have (information) could be partially given to SoloQ
-
@NoHookDC said:
Survivors: We need something basekit to combat tunneling!
BHVR: Here's Borrowed Time basekit.
Survivors: Cool! We'll use it to body-block the Killer & prevent them from going after our unhooker!
Killer downs the bodyblocker.
Survivors: What!? BT did not work; I'm still being tunneled! Give us more basekit perks!
Honestly; I'm so frustrated with being screamed 'TUNNELER!' at because the unhooked Survivor literally prevented me from switching targets, then thought they still deserve to run away.
Like, why would I hit Mr. Bodyblocker, then let them flee so I can 2-hit someone else...instead of just hitting them again so I can put them right back up on that hook. How does this logic work, Survivors?
I really wish that while the surv is under basekit BT he/she has no collision with the killer. So, it cannot be abused by any of the sides and give both a fair chance at the game (can't bodyblock to prevent a hit from the killer in another surv/ killer can't bodyblock the unhooked surv into a corner until the BT ends)
-
I think DC's should count as deaths for Adept purposes. This way, a salty surv could not "cancel" your adept by DCing. Also, i think killers DC's also should count as a escape for survivors Adepts.
I think its the only problem with Adepts nowdays.
-
@egg_ said:
Knight's most efficient gameplay style while chasing a survivor is to drop a guard at a loop to shut it down, letting all the work be done by the AI with minimal brain input from the player itself. The fact that this gameplay encourages W gaming and, if not in close range to another loop, a free hit/down, is simply bad design. In fact, the majority of the playerbase isn't happy with that killer at all, as proved by the huge amount of negative feedback received.
Anywae, what it should be like is that guards shouldn't be able to down survivors. Buff their utility if you want, buff their movement speed. Let that bot (who am I refering to with this, the AI or the Knight player?) get the the free injury, but why should they get also a free down?
Knight's guards shouldn't be any different than Legion's frenzy tbh
As someone who plays a lot of Knight - and have played quite a bit a against him - you're playing wrong.
If the guards doesn't have a down potential, Knight would be unplayable, as you could always run towards the guards, get a speed boost and get away. Would be better to just ignore his power and play like a M1 killer (like Pig).
Droping a guard in a loop its the worst possible way to play Knight, as its only effective when you are cornered in the map. If you see the knight is just dropping the guard in a loop, just run in the opposite direction. The knight will waste his patrol, you will be far and he will need to start the chase again.
If a guard sees you and start a hunt, focus on getting the banner. When you hear the loud sound, you will be able to get the banner. If you get the banner, you gain a speed boost and a endurance status effect. If the Knight, zone you correctly and protect the banner, you will have a hard time looping, but you can try to waste as much time as you can, giving your team more time to do gens.
Probably, if you are getting hit by the guards, OR you are not jumping windows, dropping pallets at the right moment, or is the Knight merit to zone you correctly to get a health state. Maybe you are getting hit because you are being outplayed, not because knight is easy. Blight/Nurse/Spirit/Artist/PH/Cenobite is far more opressive in chase than the Knight is.
And, of course, if you are reffering to long range patrol snipes, just run away, as most of the guards won't be able to catch, specially if you drop a pallet or jump a window. If the Knight is not near, the guards just harass, but they have a hard time getting a hit.
TBH, i think Knight is very misunderstood by our community - like the Artist. Most of the time people try to loop them as they do M1 killers, and get frustrated. You need to think differently, as windows and pallets does not mean instant safety.
I still think he needs some buffs to be viable against the best survivors in this game, but he is quite OK against most of the teams. When people learn how to play against him, i think most of the hate of community will go down.
-
@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415523#Comment_3415523
The issues with Tool boxes and BNP along with Gen speed perks need to be looked at because now with even less Gen defense perks Gens are going faster then before.
One of the biggest complaints by Killers is how fast gens are repaired. This is magnified by the size of many maps, Gen speed perks, Toolboxes, BNP. Currently many Killers with no travel based power can lose at least 2 gens on large or complicated maps (like Treatment Theater and The Game) by the time they find where the Survivor's are.
One many things they can do is adjust maps sizes but with no cap to repair speeds this can still be a moot point.
Yeah, toolboxes totally need some changes. Most of the killers can't deal with the 60s to 43s gens while ONE surv is using a strong toolbox. I wish toolboxes were more something to reduce regression than to greatly increase progress.
I think BNP should protect the gen from regression (reducing regression for 30 to 60s) more than increasing gen progress.
-
@MikaelaWantsYourBoon said:
This perk used for anti-heal and it was fine. But now, CoH and medkits nerfed into ground. So this perk is not fine anymore. Here my reasons why i don't think this perk is busted now:
- This perk is the biggest reason why Solidarity, Reactive Healing and Resurgence are bad perks. Just chase survivor for 5 - 6 seconds and they will lose all value they had from these perks. Terrible design.
- This perk makes self heal even worse. Self-Care + Botany combo or medkit, whatever you have. This perk makes self-heal so worse than before. Healing yourself is takes ages to finish.
- It is creating free pressure for killers. They don't need to even chase you. Hit survivor and leave. If they heal, it's fine. They are not on gen, they will waste good time and you can hit them again. If they don't heal and try to do gens? This is also fine because this means you will get downs faster. Sloppy is creates lose/lose scenarios for survivors.
- If survivors stop self-heal and try to altruistic healing, this is also free pressure for killer. 2 survivors are not on gen and healing slowly.
- And now this perk is on every killer's build. You will see this perk even more than old Ruin. Or they will bring add-ons which have same effects (Some killers have this type addons).
- And also Thana is rising to meta again. If you stay injured, Thana will slow your gens. If you don't stay injured, you are not on gens and this is also good slowdown for killers. Thana is works so good with anti-heal builds now since self heal gutted.
So like i said, this perk was fine before. But now , after all of healing nerfs this perk can not stay in the game like this. We nerfed CoB because it was in every game before nerf. Now it is Sloppy. I hope there is plans to make this perk more fun and fair for both sides.
Alright, let me adress some of your points:
"This perk is the biggest reason why Solidarity, Reactive Healing and Resurgence are bad perks. Just chase survivor for 5 - 6 seconds and they will lose all value they had from these perks. Terrible design." I agree that these perks should counter the HEMORRAGE and NOT THE MANGLED part. You should keep you healing progress, even if it take a little bit longer to complete the heal.
"If survivors stop self-heal and try to altruistic healing, this is also free pressure for killer. 2 survivors are not on gen and healing slowly." - Thats the whole reason of the healing nerf update. The self-healing last patch were atrociously fast, making killers lose 30 to 90s seconds of chase in a matter os 12s to 8s. Want to self heal? You will need to accept it will be slower, or find someone to heal you faster than you can. Healing was busted before (and still is in some cases) and its a healthy change for the game.
"It is creating free pressure for killers. They don't need to even chase you. Hit survivor and leave. If they heal, it's fine. They are not on gen, they will waste good time and you can hit them again. If they don't heal and try to do gens? This is also fine because this means you will get downs faster. Sloppy is creates lose/lose scenarios for survivors." Hit and run is not free pressure, as if a killer makes a mistake he/she can lose all the pressure in a matter of seconds, specially if some of the survivors have We'll Make it, CoH or Botanic.
"And now this perk is on every killer's build. You will see this perk even more than old Ruin. Or they will bring add-ons which have same effects (Some killers have this type addons)." You need to consider that if the killer is bringing a chase/anti-healing perk, he/she is giving up on gen regression/game stalling/endgame perks. Its not for free. Most of the killers that make good usage of sloppy are m1 killers like Pig or Freddy or they are stealth killers like Wraith, Ghostface, Sadako. The only strong killer that can have Hemorrage + Bleed on addons is Nurse, but she is a problem by itself.
Anyway, there is so much to discuss, but i want to end this post by saying two things:
- Self healing was broken before this patch. We should not want to go back to it, as it was not healthy for the game (as the trigen kick perks too). Healing yourself 2 to 3 time in 8s all alone was not fine and i'm happy its not more possible.
- Sloppy is a good perk to slowdown heals and TO TRY to stop people from healing. Not every killer can make good usage of it, and even those who do, should give up on something to add Sloppy Butcher to their builds. its a BUILD CHOICE. Don't want to be affect by anti-healing? Start using healing perks like Inner Strengh, Botanic, CoH, We'll Make It. Otherwise, you will need to deal with slower healings.
-
@[Deleted User] said:
I agree they do need to look at point 1. These perks should counter Sloppy.
I think these perks should cancel Hemorrage (leaving the mangled effect). This is the only change i think need they need.
Sloppy is a quite balanced perk, as it requires safety + coordination for healing
-
@AetherBytes said:
As someone who has seen it used to great effect, it's a playstyle perk. Not everyone will get value out of it unless they play a certain way, which involves abandoning hook immediately and harassing/chasing asap; it works a lot better to slow heals under hook, or when other teams are attempting to recover to go for the save.
Its not playstile. Like, if you are playing some killers like Trickster, Deathslinger or Pig, even if you leave the hook immediately, you probably won't get value from the perk, even if u are using sloppy butcher. Even high mobility killers like Dredge may suffer to get value from the perk, due to the active time being too short.
-
@egg_ said:
The only thing knight needs is a nerf to the guards' ability to down survivors. They can get their easy and no brain free injure, but actually work for their down instead of having an AI do the job for them
Are you really saying that? You know if you just run away most of the times the guards cannot hit you, right?
-
@SMitchell8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401201#Comment_3401201
Fully agree, however.... some games I find myself being very accurate with the guard placements, so much so, that I kinda questioned using it as im not getting any value out of it. You can argue that if you can keep landing right on top of the survivors, you don't need it. The extra radius is brilliant for catching those that hold w early which happens quite a lot for me.
He doesn't have any other addons worth dropping them for tbh.
I think the others addons are not worthy because the core of Knight's power needs to be buffed by addons. Like the Hemorrage and Mangled guard attack's addons looks nice, but you would play with a very small patrol radious, a slow specter mode and a short hunt duration.
I wish they add some of those addons in the basekit so we could use other builds
-
@Akumakaji said:
Besides some of the add-ons feeling mandatory to play (call to arms, map of the real, dried horsemeat), I would want one big QoL change: highlighting a palette or gen in close proximity (like 10m), press E and send the guard to hit it, without needing to go into specter mode.
I wish you could hold M2 with the Knight and then summon a "blink" like the Pinhead, then you release and the guard spawn. This would make the knight so much more dynamic and fun to play as
-
@Sandt21 said:
I disagree with Call to Arms and Dried horsemeat not being "must have" add ons. I refuse to play Knight without using both at once. He feels awful without them
I think map of the Realm are even a greater need for the Knight, as you can miss a hunt for inches without it.
But i agree. I think that even with these addons basekit the Knight would not be overpowered, when compared to high tier killers, like the Plague/Wesker/Pyramid Head
-
@SMitchell8 said:
Only change id make to him would be the feature in which hitting a hunted survivor ends the hunt. To get a double hit for the down, you end running alongside the survivor waiting for the Harry Maguire speed guard to catch up to the survivor, instead of being able to hit them, leave and allow the guard to continue chasing them.
Another issue is the clunkiness of his power when close to objects. Having to move backwards in order to fire a guard at a pallet/wall is bloody irritating.
Apart from that, he aint too bad. Guards could be a little quicker as the hold w completely negates them.
I understand the reason that hitting a survivor ends the hunt: as BHVR once said, you're supposed to work with your guard to get a survivor hit. So if you or your guard hit the surv, its the same thing. TBH i think double tap shouldn't be more common, its fine the way it is.
-
A commom scenario: I hook the 1st person, then go chase the 2nd person right away. As i chase the 2nd, one of the other two stay on the gens. The 2 gen pops and as wHen i down and hook the 2nd one, the 1st one is almost on the second stage. Then i go back to the hook to deny the save, someone come close enough, use reassurance and then go away. So, i should leave the save for free, or give then enough time to do what they want while the reassurance timer goes down.
This does not feels right.
-
@devotedDBDenjoyer said:
That's what reassurance is supposed to do. It's to punish (proxy)camping killers. I know it feels bad to go against when you just want to secure a stage, but like you mentioned, when you see reassurance you need to go do something else or you are wasting your own time, because that's the point of the perk. If you're to the point in the match survivors are greeding to do gens and leaving the survivor on hook you need to get downs/injures for pressure, regardless if reassurance is used or not, if you truly care about getting more than a 1-2k. If you just want the 1-2k I don't see how nerfing reassurance fixes that issue, as you can still camp the survivor to death, it just takes longer and is more risky as the team can last-second double save (but once again, they could do that regardless of reassurance).
The problem is not punishing proxy camping, but rewarding greedy survivor. Survivors should feel the urge to save from the hook, and reassurance make survivor feel more confortable to leave a save to the last second possible, as they can do it when they can. If even with Reassurance the hook would go to the second stage, at least the would feel pressured to do the save soon, as it can be too late if they do any other thing while the hook bar drains.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398297#Comment_3398297
So you'd rather have a harder time in harder matches and an easier time in easy matches than having some amelioration between the two?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398386#Comment_3398386
It was most certainly not enough, since Botany Knowledge offered the same value, just without any range restrictions, set-up time or counterplay. It'd be incredibly inefficient, putting it more in line with Autodidact, No Mither and Potential Energy.
Yeah, but the aura reading makes it worth it,. It become a info + healing perk around an area, which i think is great. Of course, this is for SoloQ. For SWF Botany would be better anyway.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393671#Comment_3393671
I mean, they did. In the 6.1 update. That update occurred because of ongoing complaints from killers about a lack of perk variety among the survivors they face. They were correct of course - most survivors usually a ran a combo of DH, DS, UB, IW, etc. So the devs nerfed a bunch of them, and it worked - ive seen much more variety among survivor builds since.
They changed things up on the killer side too but that was clearly for the better, as that's where the pretty successful gen regression meta came from. Most killers I faced started running it because they had better results. So we went from no variety on survivor builds to no variety on killer builds. And BHVR is obviously trying to do away with these meta builds. I don't think anyone could deny that had they not reverted some of these healing nerfs, that a new meta would have emerged on both sides (anti-healing builds from killers and healing and/or gen builds for survivors) thus going against everything BHVR have been trying to do with these overhauls in the first place.
I really wish they've changed the healing in a way that it would be necessary to run healing perks for fast heals (even if they needed to nerf hemorrage).
I really like using healing builds as survivors, but they seem pointless in the current state of the game, as a single boon can provide every survivor the boost in healing they need. I wish survivors would have to choose between slower heals or having one perk to make the healing faster.
Too bad it won't change too much the meta.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393654#Comment_3393654
You're not going to get 100% out of CoH though, due to the 14 second time investment of setting it up, and the restricted range. As it was, the 50% was simply not giving the perk any value, making it a flat worse version of Botany Knowledge. It needed something to be worth running.
This is not what I would've chosen, but I think it does work.
It was +50% + aura reading, which could be a very good thing for soloQ. I think that was enough. I think that the new CoH will be stronger than the current version with even two or three man team.
Now, every SWF will have a safe fast reset spot, erasing the killer pressure in seconds.
-
@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393084#Comment_3393084
And in that same scenario if you did have a scourge for the second one then you'd have the vallue of 3 old pr scourge hooks and 5% on top of that.
And in that doom scenario you discribed all you've lost is 5%. The reward is quite a bit higher then the risk here.
Yeah, once. Then you will need to spread hooks to get some perk value (while using 2 perks slots), or completly ignore your perk and go chase someone who is closer to death.
As i've said, if it was Limited usage or RNG, that would be fine. But limited uses + RNG is too stupid.
Pain Ress is not a strong regression perk like Call of Brine, which can get 90% gens to 0%. Its was used to give killers some time to apply regression perks (like CoB), apply deadman, get info (with Surveillance) or even try to get a hit in a survivor before it end the gens.
Now, if you use the perk you will need luck to find a 0 hooks survivor (which mid to late game, is not a good thing), luck to get a scourge hook near enough when u down the survivor, and luck enough to apply Pain Ress before they finish the gen. Anyway, the survivor on the hook will have 2min left to die; survs can coordinate to finish the gen and get the rescue anyway.
OR
You chase a survivor closer to death and get no value from your perk, even if you go to a scourge hook.
I don't see how this much of IFs can be better than old Pain Ress.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392456#Comment_3392456
You aren't forced to use a scourge hook lmao.
This rewards good Killers for not tunneling. It's a W and a well designed perk.
No way.
Its a horrible perk design, as if you go get the perk value you probably will lose the game. If Pain Ressoance were not a scourge hook i could agree with you. But being a scourge hook knowing how much busted the RNG is absurd. Sometimes the hooks spawn right next to the gens that survivors works first. If you don't have corrupt intervention, you problably will lose all the scourge hooks value (or you will need to chase survivors in a region with no generators to MIGHT get some value of a scourge hook).
Even if Pain Ressoance were 35% with this rework it wouldn't be worth it, as you would use only 2 to 3 tokens as much as Scourge Hooks are a pain to use.
PR is a quite fair perk, especially since its a RNG based perk. If they really wanted to "shake the meta", they could just keep the nerfs to DH and CoH with the gen kick perks + PR, not buffing CoH % and maybe reworking DH into another thing than a exaustion perk.
-
There is really people thinking that PR 25% is a buff compared to the 15% live one? Scourge Hooks are bad, as most of the time you need Agitation to make this perk realiable, since there is some maps that is impossible to get a single Scourge hook proc (Like RPD, or the Swamp). Anyway, Pain Ressoance (aside Jolt) was one of the only perk that applied regression without the need t going to gen and kick it, making the game more dinamic.
Now, think of this situation: you hook one survivor in Pain Ressonance then go chase another one. After ending that chase, you don't have a scourge nearby, you hook in a normal hook. Then you encounter the first one you chased. If you chase this surv and have enough luck to down and get a scourge hook, you get nothing. Not because you are tunelling, but because you're just doing your objective efficiently.
Sorry, but if a killer spread too much the hooks (more than with 2 or 3 survs), most of the time this will lead to 4 escapes, even with 2 or 3 people are in death hook. """tunneling""" like this is necessary until the devs add a basekit mechanic to incentivise spreading hooks more than focusing on one or two people.
-
And rework Hag, or delete her
-
@Skill_issue said:
nurse/blight/spirit are still in a good place (with the new dead hard nerf) as is plague since medkits don't affect her as much.
high mobility hit and run killers (legion/wraith) should be ok even with the new circle of healing "nerf"
i feel hag got hurt the worst (new way to get rid of her traps/no mobility to stop coh with increased 100% heal times)
corrupt/deadlocked/no way out/sloppy butcher seems to be the optimal slowdown for most non mobility killers or enduring/spirit fury/lethal pursuer/another aura reading perk for chase killers
so which kilers are moving up or down the tier lists and what are your thoughts?
TBH, i feel like the tier A and S killers got a small buff with the removal of self buff, but every killer lower than A (B, C D) got nerfed, mostly because the current meta regression perks (Pain Ressoance, Call of Brine, Overcharge and Eruption) got nerfed while old ones like Pop or Ruin are trash level.
Coordinated teams will erase the killer pressure in seconds with the new CoH and there will be no slowdown to hold gens. Or you down a survivor within seconds, or you probably will lose most of the pressure you got from hits.
I really wish they've made the base heal 20 seconds, even with some changes to Mangled and Hemorrage status.
At least they should rework hit and run killers, as this playstile won't be viable even with self-healing nerfs.
-
@Pulsar said:
I think considering the healing changes were reverted, CoH could go back to being 50%.
Your idea isn't very good as the time requirement would not be equivalent at all.
Yeah. CoH turned into a SWF trumph over SoloQ and weaker killers. They could just leave it as a 50% bonus heal + aura reading.
Probably we will face some SWF with one person with CoH healing people in 8 seconds, making the whole "nerf the healing" update pointless
-
I was using Built to Last + Botanic on SoloQ, but it felt like an overkill, as people always were healthy (because of boons and stuff). At least now healing focused builds can have its place.
I hope they buff SoloQ with more info, like make us able to see other people perks in the "Esc" screen, and things like these.
-
@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379262#Comment_3379262
That's not quite true. Jolt still exists, and I am not 100% convinced that PR is going to be bad after the nerf.
We'll see how effective it is to stay injured the entire match, but against killers with strong power, staying injured is very dangerous. Especially because survivors rely quite a bit on the speed boost they get after getting injured, it's one of the aspects that help them out in chase a lot to get into better positions. Being one shot takes that away.
The only thing that comes to my mind right now that might really become troubling is camping. They will absolutely have to increase the hook phase duration if they nerf healing like this, and I hope they will do so before the update goes live.
Maybe they can make something like a Ressurance basekit (if the killer is NEAR THE HOOK, one survivor can pause the timer) to counter killers camping to easily farm kills
-
@bunnyfengenthusiast said:
I'm wondering what you guys think is the biggest current issue with COH/medkits. Is it the fact that they allow you to heal up so much quicker when combined (or individually on altruistic heals)? Is it the fact they allow you to reset solo?
In my opinion, I see two different problems with them. For medkits, the issue is that, at worst, it's more efficient to heal up alone with a medkit than it is for your teammate to heal you with the best medkit. A teammate would have to heal you at 100% increased speed in order for an altruistic heal to be as efficient as a medkit heal (8s+8s of idle time, as opposed to 16s of solo idle time). And even in this case, the medkit heal is a better option because if the killer happens to push your location, it's only one survivor being pressured. The issue here specifically is the fact that medkits are so strong for self-heals that it's almost always more efficient to medkit yourself next to someone working on the gen than it is to have them heal you then get back on the gen.
For COH specifically, it's the same problem but for different reasons. Firstly, COH is one perk out of 16 that affects 4 survivors. It's essentially a better, stronger version of Self Care that's extended to your entire team. Here's the biggest problem however: self-healing yourself in a boon is just as efficient as an unbuffed altruistic heal outside of a boon. What this leads to is an increased efficiency by survivors healing in a boon, because they're harder to pressure when they're split up, and there is no extra travel time for another survivor to perform the altruistic heal on the first survivor. In addition, COH makes Self Care (a perk that's very well balanced currently imo) completely obsolete. The issue specifically is the availability of a Self Care option, and the speed of this option. Healing yourself in a boon shouldn't be MORE efficient than healing yourself with a perk that's exclusive to healing yourself; that's just absurd.
The problem with CoH, as other people have said, is that it turns survivors self-efficient. So, instead of losing some time, traversing the map searching for another survivor to heal yourself, using time of both to heal and then go back to gens or chase, CoH negates all of this pressure for the killer, making survivor sel-sufficient.
-
Boon: Entity Banish
If the killer enters in the radious of this boon, the killer take a 180s stun, blind and cannot use its powers for 300s afterwards. After the stun ends, the killer is sent to the most 😂🤣
Now talking serious, gen definately should not be affected by boons, specially since they are kind of a infinite resource survivors have.
-
The problem with Hag is that she is too strong or too weak, depending on the survivors you are facing. If you are facing a 4 good survivors in a SWF, you will be in hell; if you are vs a 4 SoloQ randoms, you will stomp them.
As someone who likes and plays Hag, i think she should be a 4.6 killer. This would give her some chase potential, giving some ground against good survivors that try to destroy your traps. Being 4.4 in the current meta feels quite outdated.
Also, i think Hag should be able to trigger one of her traps every 20s (like the Mint Rag addon). This would give her some antiloop potential.
Then, we could nerf the traps near hooks and Hag would be a more popular killer.
-
@Blueberry said:
All hooks could be scourge hooks and none of the scourge perks would be overpowered. To me that's failed. The entire point is that they're "supposed" to be strong enough to warrant the only 4 hooks. It's essentially the same issue with hex perks. The payoff doesn't warrant the risk. High Risk/Low Reward.
Boons are bad design in concept. The killer is already behind is time yet instead of giving the survivors more objectives it's giving the killer more objectives. Backwards design.
I think only floods of rage and Pain Ressoance are strong enough to justify the 4 hooks thing. TBH, i think scourges need a tweak, like making 5 hooks instead of five + basement, with some minor nerf in the %. Its stupid having to equip another perk to make basement scourge hooks. Basement should be a advantage to the killer, not a disvantage. Also, they should work on hooks RNG, so you can't have 4 white hooks in one side of the map.
As for boons, i wish they rework Circle of Healing (make a boon about any other thing, but not healing) and make the other boons stronger (maybe only Shadow Step doesn't need a buff). I also wish they gave killers basekit Shaterred Hope, as boons in some maps can become quite a nightmare (RPD, The Game, even Lery's).
-
@Jackal7879 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371078#Comment_3371078
This perk does not need a killer range requirement if you as a survivor is using this perk when the killer is nowhere near and leaving the survivor for whatever reason on hook seems dumb unless there is a maybe a gen near them like 90% then maybe I can see a argument
But killer in the range of the hook is the definition of camping. If the perk is designed to counter camping killers, it should only work the killer is near the hook, making saves harder.
As i've said, survivors should feel pressured when someone is on the hook, as they SHOULD prioritaze saving over all of other things.
-
@Jackal7879 said:
Ok before people say it’s one of the strongest perks in the game which I do agree on some level. The effect is strong but the requirements is to activate it is what drags the perk down I mainly talking about the distance (6m) you basically have to touch the survivor on hook and some killers you can literally go down in front of the hook depending on killer power/add ons and perks.basement it doesn’t even work from upstairs unless it’s the one hook closest to the stairs and if it’s leather face you are pretty much down if you try to get value
the buff should be
can be activated from 12m-15m
and maybe make the effects last 45s
and make it to were you can activate it with hook stages NOT instances
and maybe buff kinship time to 50s and to activate after hook animation scream like Reassurance
if you don’t camp you won’t even feel the effects of this perks and it gives more value for a soloq survivor who wants to bring this perk for a support build and before you say swf can abuse this once again if you don’t camp you won’t notice these perks if you camp at 5/4 gens then you will feel these perks and that’s if they are even in play
That my idea for buffs for Reassurance and perks like Reassurance
Have you seen the video were someone uses reassurance on the people on the hook and go back to gen?
Maybe the should indeed buff the range, but make it only work when the killer is under 12m of the hook.
Survivors should feel pressured when someone is hooked, and unless the killer is near the hook from start to finish, should feel pressured even more when the hooked is almost going into the next stage.