Rickprado
Rickprado
About
- Username
- Rickprado
- Joined
- Visits
- 3,111
- Last Active
Comments
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083355#Comment_4083355
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083493#Comment_4083493
You could just make numbers changes to make her bad, like doubling her cooldown or something. But that wouldn't actually fix her it would just "delete her" the same way they did skull merchant.
The real question to propose is. She is bad at low level play, she is often one of the lowest kill rate if not THE lowest killrate killers in the game, often less than 50%. So she's actually underpowered when played in the average game.
But what about nurses like me who have thousands of hours? If i'm going against survivors with 300 hours, sure i'll probably win every time, but that is more of an experience mismatch.
What if you pit me against a team of survivors with 5k hours? Am i going to win that match every time? Probably not, and that changes things.
I for one am personally in favor of reworking the nurse, but i also think that the fundamental base mechanics of the game need to change to start making the FUN parts of DBD the actual rewarding parts and to start eliminating the unfun parts. But if you rework the nurse because you accept that she is "too strong in the hands of a high level player" then you must also by definition, handle "survivors who are too strong in the hands of a high level player" and the fact that at the highest levels of play, there are maybe 5 viable killers.
Therefore, i don't think it is as simple as "nerf nurse" or "rework nurse" i think fundamental base level mechanics of the game need to change first, to make it so nurse is not necessary when you are playing in matches with the best players in the world.
For example, if you took the best 4 survivor players in the world, and pit them against say, the best trapper player in the world for 10 matches, how many matches do you think that the trapper would win? Now do the same with nurse, how many games would nurse win? Do this with just about any other killer and you'll realize that most of these matches will end with the survivors winning more often, with the exception of maybe 4 or so killers who might pull out ahead, and maybe another 3-4 who might break even. Then realize that there are 40+ killers in the game.
Basically, i think nurse in her current form must exist, as long as the game exists in its current state. Until then, i think any balance discussions are pointless.
" I for one am personally in favor of reworking the nurse, but i also think that the fundamental base mechanics of the game need to change to start making the FUN parts of DBD the actual rewarding parts and to start eliminating the unfun parts. But if you rework the nurse because you accept that she is "too strong in the hands of a high level player" then you must also by definition, handle "survivors who are too strong in the hands of a high level player" and the fact that at the highest levels of play, there are maybe 5 viable killers."
Completely agree with you. BHVR should really looks at how unfun the game has become at high level, specially when survivors want to bring the strongest stuff they can. To complement your example, the 15s BT was probably thought to low level players who just want to run in a straight line from the killer but…. in almost all of my matches i get one or two body blocks midchase from someone using their extended basekit BT, specially if they have other powerfull perks or are in a team. So a mechanic create to stop tunneling is weaponized to gain an unfair advantage against the killer, even when the killer is not tunneling.
I think Nurse and Blight (although he was nerfed recently) are kind of a "necessary evil" due to the game current state. They are the only killers that can go against a competent full SWF with meta perks. To be honest, even medium skilled SWF with the meta (Toolboxes, DS, DH/Sprint/, Vigil, Shoulder the Burden, Resurgence) can be trouble for most of the killers. I play for fun with friends and when we decide to go full meta matches barely last 7 minutes, even against some decent killer players.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083085#Comment_4083085
As a nurse main with 4k hours. This will not do anything. What she needs is a complete and total rework. Any possible change you could do simply makes her harder to play for the average player, but does nothing against the high level nurse players.
Do you think numerical changes might ever be enough for her? TBH, Nurse is one of the killers i enjoy the least to go against - specially if a master Nurse main - but i wouldn't like her to be nuked or reworked into a much weaker and generic killer.
-
@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083381#Comment_4083381
Elusive for survivor is EQUALLY STRONG as undetectable for killer. See, I can make statements in caps too.
Killer players just don't want to have to deal with the same annoying mechanics survivors have to with this. I get it - undetectable can be annoying to go against as a survivor and killers probably aren't used to their cues being taken away like that. If one side has to deal with it though the other can at least give it a go before they claim the sky is falling.
Its not the same. Even if it was - hypothetically - , survivor isn't compared in 1v1 to killers, they need to be compared as 1v4 to killers. How can a single survivor be under a effect ""so strong"" as a killer could have? If the game was 1v1 that would make sense but in the current DBD design it doesn't make sense.
Try for yourself playing a full undetectable build and you will see that you don't get that much value as much as time you think you will get, because killers have tons of visual and audio cues that tell survivors they are near, ready to attack and use their powers.
About elusive: Killers have a much smaller fov, survivors don't have terror radius , scratch marks and sounds are the only cues they have to track a survivor while in chase. The time a killer loses by losing track of a survivor is much more valuable than the other way around, since the killer time is """4x more valuable""" than it is the survivor's time. -
@MDRSan said:
You would think no one is getting killed on the PTB with this perk in existence given the doom posting about it. Might I suggest you use the counterplay survivors have to engage in when killers are undetectable - use your eyes and attempt to predict pathing if LOS is broken. Sometimes you'll be wrong, sure - just like sometimes a survivor is wrong. Welcome to the club, isn't it fun?
Killer are louder than survivor, they all have a heavy breathing sound or at least heavy footsteps (Nemesis, Knight), and most of the Undetectable perks killer have are very conditional. Powers have a map wide sound effect, or at least some sort of SFX that makes it clear the killer will be using his power.
Survivors also have a 3rd person camera that makes that make tracking easier.
Undetectable on killer is FAR WEAKER than Elusive is for survivor.
-
I already get downvoted naturally, so… 🤣🤣🤣🤣
But my biggest grip with some discussion on this forums is how some people want to implement mechanics and perks without thinking how those will work on high level, without proper incentive to actually learn the mechanics, macros and micros of the game.
At least on my region i'm constantly going against experienced survivors or SWFs when i play killer and it doesn't looks like they need any help - to be honest, they are doing fine most of the time.
-
@Slurp_Ramen said:
Been seeing very little discussion about this new survivor perk as it seems most people are going after wide open throttle, and it can be hard to get value outta it against someone like Jason with him being a 2 tapping machine and part ranged killer.
It seems a bit strong (especially against low tiers shocker), and power creeps most other stealth chase perks with almost no downside and is beyond free at loops.
The only stealth perks I’d say are still worth after this patch would be the reworked self preservation and distortion but those are mostly out of chase stealth perks to counter stuff like dearstalker, bbq and friends till the end, or lethal in distortions case.
Iron will, lucky break, dance with me, parental guidance, lightweight, are worthless compared to cross examination as it has no cooldown and its downside needing to be in a terror radius, isn’t really good enough downside as most killers won’t be getting undetectable mid chase.
What are y’all’s opinion on Cross Examination?I will be honest that i was more concerned due to Wide Open Throttle being able to turn the gigantic amount of filler pallets we have right now into lose-lose situations for killers… like, you won half of a mindgame, leave the tile with the extra speed, reset the pallet and reach another pallet. Again, this perks might not be the end of the world against Blight and Nurse but for many other killers it will be hell on earth.
About Cross Examination… maybe it shouldn't work on chase? That my biggest grip with the perk. Maybe it could be a perk to stealth away from killer outside on chase, not while you are on it.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4082895#Comment_4082895
I wish everybody had this enthusiasm for Henry. This was me playing last night:
https://youtu.be/LaEAh7mPXOM?si=Oi59iq5it_wr_iKd
I get lots of AFKs too. They just refuse to play.
Vecna2 was one of the best additions to this game lately. He even has a part of a easy counterplay by just holding W if the portal mobility is in cooldown.
To me he is one of the most fun killers to go against and its very sad that people aren't playing him as much as i wanted.
-
@DrFrozen said:
After playing PTB this perk Wide Open Throttle feels kinda insane (the one that gives you speed and picks up a pallet) cause it's not an exhaustion perk and has a regular cooldown. So basically after stunning a killer you can give a god pallet a 2nd life XDDDDD.
Tbh I can't wait to use it as a bully squad but playing against 4 these perks is going to feel miserable for a killer with infinite pallets and no counterplay xDDDDD
I guess the Nurse is the only that will have a chance against this and I'll have to quit playing the trapper :<
To be honest, Wide Open Throttle locks the pallet for 60s. I don't think it will be used by bully squads, since it block pallets they would like to drop in the killer head one more time. Also, they can already use Any Means Necessary for this.
My biggest grip with this perk is the free haste, considering how haste is a strong effect on survivor, specially against weaker killers. We are going to get an MFT situation all over again, two years later.
Problably the elusive perk will be used for flash saves, but i'm waiting to hit live to say if its good or not.
-
Personally, my issue with Kaneki currently is the Deep Wound. Deep wound should only apply if the bitten survivor is injured.
Aside from this, i believe he is in a very good spot, balance wise. He is the biggest number stomper in the game currently but i believe with time people will get better on how to play against him - as they already are doing.
-
I've though his chase power would be something like Singularity, a very strong, buffed M1 killer, who can endure stuns, breaks pallets faster and vault at incredible speed. His teleport skill is perfect and make justice for the character.
Anyway, i'm happy we have Jason at least.
-
@The_Count said:
We just ask for a minimal of respect BHVR.
Don't try to make a fool of us by gaslighting with this kind of thing.Hot take but: pallet density was THE WORST THING HAPPENED IN THIS GAME IN YEARS. It changed so many realms for worse that i really wonder what thoughts BHVR had to release that update.
Really, why did BHVR decided to just throw all the balance away of many maps that were okay? Now we are in a situation were there are too many pallets connected to loops that if you are not playing a strong anti-loop killer you will probably will have a very hard time.
Probably Jason will be strong as hell to be a viable killer in such weird balance state of the game.
-
@rexdredd said:
i feel like the game is drifting toward a comp dbd meta. Leaving hooks until the last second, slamming gens, pre-running, pre-dropped, aggressive body blocking. They force tunnels, and remove the punishment first with DS, then with STB. This paired with the ridiculous amount of pallets, untouched hyperfocus/deja vu/tool boxes has made killer incredibly stressful to play. I think it's time to power scale swf in public lobbies, it's not going to drive survivor players off.
Yeah, my matches have been like this. Years ago it was maybe one every 20 matches, now its like this in one every 3 or 4 matches. But when i'm not losing 3 gens on the first chase i see mostly people giving up or simply Dc'ing after the first down.
I usually play weaker killers like Knight or Unknown and its bizarre to see how hard it is to keep against a coordinated team even doing good or "ok" chases. TBH, feels that playing killers without mobility or top tier chase powers is playing handicapped.
Lets see what BHVR will do for balance for the 10th year of the game. -
It really would work better if they did not announce a date for the stream, just did it randomly and let people gather by themselves. In my country the stream started very late and many were waiting for a quick reveal. It was lame to give a date for "waiting in line" for a true reveal.
-
I believe Medic and Scout are stronger in the long run, but Escapist is strong and annoying as hell. Maybe just giving the default Sprint Burst would be enough to make this class bearable to go against so we don't get the "Old DH" effect.
-
Incentives are meant to balance queues disparity: if there are far more killer than survivors than the 1 to 4 proportion, there is a need to give incentives to players to play as survivor. With incentives for killer, the queues would be 10x worse. Playing killer is already the incentive in the 2v8, since there is not enough survivor to fill the queues.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077887#Comment_4077887
The point is, that when killers say gens go too fast survivors say "just apply pressure 5head" so then killers apply that pressure through things like, slugging and tunneling and now suddenly they are the bad guys.
I want you to really try and reflect on this for a minute, really think about it we have today:
- Basekit BT on unhook
- Anti face camp mechanics
- Anti-3 gen mechanics through the gen kick limit
- Perks that activate on getting unhooked and unhooks like:
- DS
- Dead hard
- Off the Record
- Fast Track (was nerfed at least)
At what point do you stop and realize that this mess was literally created because killers are constantly punished for doing their objective, while survivors are rewarded for failing at theirs?
And what will happen when you add anti-slug mechanics? Killers will just move on to the next thing. At this point i get accused of "proxy tunneling" like what the hell does that even mean? I once got accused of tunneling someone while playing as sadako. Mind you i "tunneled" this person and never actually hooked them, and was just teleporting to TVs
And as always i need to add my disclaimer. I DO NOT THINK that tunneling, and slugging and camping are good for the game. They are not, they need to go. But not in some half baked mechanic that is just going to get abused once again by SWFs that is so bad that comp doesn't even let the mechanic exist (you aren't allowed to unhook with AFC in comp btw, did you know that?) there's a reason for it.
At what point do we go back to the drawing board and realize that this isn't something that you can just bandaid fix and you need to fundamentally look at the base mechanics of the game?
Yeah, people don't seem to - or want to - get that. The current "slug fest" that some killer players are doing doesn't come from nowehere: it an answer to a meta that let killers in disadvantage if they hook. It easier to deal with 4 Unbreakables than with 4 DS, OTR, DH, Resurgence, and some Shoulder the Burden.
The devs can't just slap "anti-x" system without thinking on what consequences it will bring to the game, specially long time consequences and on high level. People already weaponize enough Anti-tunnel, anti-slug perks and even the basekit BT. Adding new systems without thinking on consequences will just make the game worse.
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077897#Comment_4077897
Well, you clearly didn't hear me. I already said DS, OTR, Basekit BT are not anti-tunnel, they are delay perks/mechanics, and you still bring those up as if they actually do anything game-changing.
Basekit BT isn't an anti-tunnel, it's an anti-instant-down-off-hook mechanic. Wait out that 15 seconds, and the Killer can tunnel that person same as before. Same with DS and OTR, you can wait them out. Those perks are easily counterable and easy to tunnel through.
Sorry but most of the matches the killer can't afford to wait it out 15s seconds of endurance from a 4.4 running survivor, specially considering the existence of vaults and pallets. This mechanic servers form of Anti-tunnel, not stronger than DS and OTR, but they still are anti-tunnel. Sometimes the difference between a 4k and 1k is the person has DS and the chase will be much longer than its currently is, giving enough time for the survivors to finish the gens and open the gates.
DBD don't have a "anti-x" perks or mechanics that just make it impossible to do x. If the killer has an anti-healing build survivors still can heal in the end, it will just take much more time.
-
I personally would like 2 things:
Kindred as partially basekit, without the killer aura reading. Maybe just some hud indications when there is a survivor trying to save and the killer is next to the hook
We can see when survivor have perk ACTIVE. Imagine someone with Deliverance not being saved because the whole team thinks the person has Deliverance active but he couldn't activate it during the match? We need to know what is active and what is not.
-
@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/466935/unknown-is-better-but-it-still-needs-more
Its perfect as it is.
We should not overbuff the killers.
He is in really good state now.
I disagree. He still feels pretty punitive and his UVX cooldown still feels big, specially considering how easy it is to dodge the UVX and how you need to hit twice in a row to do damage.
Maybe with other small tweaks he will feel better than he currently is.
-
To be honest, after the 9.2.0 PTB people in this forum started to take every topic as a war, specially when its something to give killers QoL or buffs, reasonable or not.
Even when pallet density threw away years of balance it was horrible to discuss how wasn't healthy for the game to have tons of safe pallets connected.
I personally feel less and less incentivized to interact in this forums in this current state.
-
@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075675#Comment_4075675
Who cares about Hens and his stupid tournaments? Those are coordinated swfs. Of course fast track is gonna be overpowered under those conditions. My thing is the game shouldn’t be balanced around swfs because most of us play solo and a solo survivor with fast track is not about to make a noticeable difference.
Its where the real power of perks and killers is shown.
Hag is top tier against bad players in SoloQ. Should Hag be nerfed?? SoloQ just needs Kindred basekit and that's it.
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075644#Comment_4075644
Man, all those downvotes for an objective fact.
And people comparing it to Fire Up and NoeD are forgetting that NoeD can be cleansed and Fire Up's effect isn't gamebreaking and usually relies on stacking other perks.
Where as with Fast Track, you're getting free gen repair for doing nothing and it can't be reverted. I abused it with Stake Out for this very reason. I don't mind at all there's more the survivor needs to do to get that powerful of an effect.
That said, I would still like to see Stake Out just not work with perks like Fast Track and Hyperfocus.TBH, i quite lost faith in this forums. I discuss with those i feel that might be productive and that's it. I and others have been receiving downvotes even when saying obvious thing - even neutral stuff that doesn't revolve around balance.
People have been defending absurd, specially after the 9.2.0 PTB. Hope the devs at least have good sense in what is good feedback and what isn't.
Comparing Fast Track - maybe the strongest survivor perk before the today patch - to perks like Fire Up or Cruel Limits is absurd. Even for Deadlock there is a very common counter that makes the perk almost useless.
If the fact that Fast Track were on 100% of the matches on Hens "No Rule" tournament is no argument, then nothing will be.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075455#Comment_4075455
Right, so a perk that can be used three times against a tunneler, but only once against someone spreading hooks, if even that, is clearly punishing the hook-spreader more than the tunneller.
???
I'm not talking about random usage of the Shoulder the Burden in a hypothetical situation where people use StB 3x on the same person - the killer would already lost the match in the first or second usage, any way.
I'm talking on how most of the high level usage of Shoulder the Burden is: the person with StB hides, leaves others for being chased (same strat as Deliverance) and use the perk when someone reaches death hook. Also, the perk can be used to allow other player to use deliverance even if he is hooked first. And yes, this punishes the "nice killer" more than "hard tunneler" when used this way because powering through 4 hook stages is easier than going through 5 or 6 hooks and losing a dead on hook survivor due to a perk from the other side and not due to a misplay.
The 3x StB would be same as theorizing that people can use Potential Energy to do 80% of a gen - it won't happen in normal matches.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075059#Comment_4075059
PS: Shoulder the Burden is an ABERRATION OF A PERK and shouldn't exist too. It punishes much more a killer who is alternating hooks among survivor than a killer who is hard tunneling.
It literally doesn't. It's effectively unusable by anyone with one hookstate, and it's not worth using on anyone with fewer than two. If you spread your hooks, StB does nothing but give you free exposed.
If at least one people haven't been hooked but you are spreading hooks among the other 3 survivors the survivor with no hooks can StB one of the in death hook, leaving 2 survivors in their second stage. This happens frequently, even when hard tunnel is not on play.
Its not uncommon to be hit by StB when you are not tunneling but alternating hooks between two or even three people. Of course, if you are going for 12 hooks you probably won't be affect by StB, but if you can 12 hook and still win, probably Shoulder the Burden won't be an issue either way.
-
@Rick1998 said:
https://us.v-cdn.net/6030815/uploads/FQLD48O8VZF7/img-0522.jpeg
is this really how we want the game to be played ?
i don't blame the survivors who using fast track in a stack as i do the same myself .i have Personally have only lost to nurse, blight and killers who only slug when using 4man fast track . Anyone else that plays the game normally just looses . Fast track - ressurgence and self preservation trully punish any killers who plays nice and spreads their hooks . I don't get how even with a team of content creators who help them with feedback we are still releasing/ reworking perks like this . Can we make hooking viable since it has been part of the gameplay for ten years now . Really make hooking good again balance team pls.Ironically , hooking in the current meta feels the wrong choice. Playing """"""correctly""""""""" (alternating hooking on the survivors) feels less and less the correct choice.
At least they will adress fast track soon. Hope they address toolboxes soon too, giving weaker killers more room to breath and play casually.
PS: Shoulder the Burden is an ABERRATION OF A PERK and shouldn't exist too. It punishes much more a killer who is alternating hooks among survivor than a killer who is hard tunneling.
-
I think removing the mend of his bite on healthy survivors would make turn him into a far less frustrating killer to go against.
-
@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071572#Comment_4071572
I hope some day survivors get the "Krasue treatment"
You know this stats is counted just after her release right? Before her both nerfs
-
@coldflame said:
intentionally 12 hook, never chase people off unhook, play a b tier, never slug even when theyre camping with flashlights
they still teabag and stand at gate and flashlight click anyway?
why should i even bother following their made up rules if theyre just going to act like toxic babies anyway? surv players are terrible losers and even worse winners
Play for your fun. People don't tunnel, camp and slug because they are mean, its just a design flaw.
I've been receiving verbal abuse from survivors playing tryhard and casually. I just skip the chat and go for the next match.
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069001#Comment_4069001
Another concern is, I usually run Desperate Measures and Do No Harm. The Do No Harm would be fine on its own, but I run Desperate Measures mainly for the unhook speed. Is the unhook going to be nerfed along with the healing speed, even though Do No Harm doesn't touch unhooking speed?
Probably not.Do not Harm doesn't increase healing speed, it reduces the charge needed. Probably Do not Harm + We'll Make It will still be able to do almost insta heals
-
Unknwon: 4s cooldown - his cooldown is too slow for the current fast pace the game is right now; 12s Weakened duration - so we can have more time to align a shot; a 0.75s buffer for dispelling weakened; being able to shot down.
This is my personal, but i believe that Unknown could refresh weakened for 5s after a M1 hit, so survivors don't throw themselves on you to avoid the M2 - forcing the killer to always fake to get a hit instead of trying a shot. (BOOOORING gameplay)
If all of this come, maybe his Iri addon could be reworked - teleports hits are boring and shouldn't be incentivized.
-
@NotVerySuss said:
I'm not sure about balancing this killer around the top like %1 of best blights.. this will kill him for the %99 rest who weren't even too good with him.. but we shall see how this goes.
Looks like this is the current trend of balance. See Trickster: they did the rework with Wacek in mind, clearly.
-
Being able to see other people perks is a great W for everyone.
The issues that come with it - lobby dodging, DC's, griefing - is more about what is wrong with our community and with SoloQ than what is wrong with the system itself
-
@CrypticGirl said:
I can't say I'm a fan of this diminishing return system for several reasons.
It won't diminish the meta builds at all. You'll still be seeing a lot of WGLF, Unbreakable, DH, DS builds, perhaps even more so, since their stacked perks will be nerfed.
Assuming it only applies per Survivor, which will then spread out the buffs. Instead of one person running a full genrush or a full heal build, etc., you'll see each person running one gen perk, one heal perk, instead of one person stacking one category to fulfill a particular "role." So you'll see three Survivors on three different gens with one progression perk, rather than one person on a gen with three progression perks (just as an example).
On the other hand, if it does apply to the whole Survivor team as one person has suggested, it'll be a further nerf to soloq, as they can't communicate what perks they're bringing, nor can they control what their teammates bring. Meanwhile, SWFs will be able to coordinate their builds so as to avoid the diminishment on their return. If they truly are going that route, they might as well do away with perks entirely and do the classes similar to 2v8.As for the "Wait and see before giving feedback?" We all know no one believes in "Wait and see." Just look at the anti-tunneling and anti-slug system that was scrapped before the vast majority of us even got to see it.
I hope I made sense with all of this.By the way they've said, it looks like it will be more on active effects for a single build. For example: if you have We'll Make It and your teammate have Botany, both of you will have your healing speed bonus preserved. Now, if there is Boon: Circle of Healing Active, both perks will be halved, considering the boon is stronger (the same as We'll Make it, but you understood).
Doing this for the survivor team is madness, since it will only harm SoloQ, duos and trios, leaving the 4 man with the upper hand in the situation.
@topic
Probably this is a test to heavy buff some weird/niche perks from both sides, so they can have big number by themselves without being too strong when combined. -
@Royval said:
One of my first steps to leaving dbd permanently. I do not want a killer I’ve played for YEARS to be nerfed to garbage 4.4.
Blight will be much harder to play but i believe they will might add things to make his new player experience better in a future patch. Lets wait and see.
-
@QwQw said:
Congratulations, you actually started ragebaiting me because I forgot what day it was 👏
The idea wasn't that 😂😂
It was just a joke on the current trend to make every killer into a "dash" killer (or people who ask for reworks with that in mind)
-
@MechWarrior3 said:
Hot take, Ghoul was never strong to begin with. He will never outcompete Dracula, Singularity, Blight or Nurse.
This is a mighty hot take. I don't at all agree with "Ghoul never being strong to begin with" This made me laugh quite a bit. However the second half I do agree with. Those other killers do outcompete him. (Dracula maybe)
Ghoul is "easy to play" not strong. I agree with the sentence. The biggest issue is he was far easier to play than it was to go against. With the current nerfs i think he is in a Ok spot - still annoying, but okay.
-
@MechWarrior3 said:
It’s interesting but this still feels like a “dash attack” to me if I understood correctly.
I know he isn’t liked by many but he is unique. There is no other killer that can do what he can. Zombies don’t even come close haha.
Its a silly April Fools joke because most of the time people suggest changes like these to killers they don't like.
Knight needs some small changes but reworking his entire power doesn't seem necessary to me.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068616#Comment_4068616
Sounds like you'd rather they were just removed
Well, if i REALLY want to go to a realm i could use them. But yeah, if they got removed i wouldn't mind it too.
-
The reduced chance of map offerings was one of the best, if not the best, change in the game.
The 20% chance is perfect. I don't want to play in Midwich or Eerye of Crows just because someone wants to. Leave offerings the way they are.
EDIT: The idea of making them "Map ban" offerings is good too. It would help some killers and builds to be less risky.
-
@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068375#Comment_4068375
I think making him 4,4 m/s and also lose tokens on pallet break would be overkill.
I said losing tokens on pallet break would be good, but kinda for different reason. My issue is that's kinda Blight's easy way to play him. Break pallet (especially with Brutal strength) and rush after survivor, I don't like that. It's simply too effective for how easy it is (like Ghoul).
Such change would be enough to force Blight players to use his power more. It's kinda like, you can as well use your tokens to mindgame, when you will lose them anyway on pallet break.Just make him lose 2-3 tokens on manual pallet break and rework one, or both of his speed addons. That's easy and safe change.
4,4 m/s would result in another balancing nightmare.
Just reworking his speed addons would be good start, because there is big difference between double speed Blight and base speed Blight.A friend of mine, who plays blight, says he should be 4.4m/s and i agree. But i also think his speed addons should be partially basekit (maybe 2 or 3% per rush) and then reworked into another thing.
With this in mind, blight could also lose some tokens after breaking a pallet to prevent the Break → Insta Rush situation
-
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068414#Comment_4068414
I have not seen the note match history, though I’m a little confused as to why it may discredit what happened? Are you saying that because his team was able to 4 man out 10 times, that therefore his couple thousand win streaks don’t actually matter? Wouldn’t it make more sense if SWF also had several thousand win steaks to be able to compare like this? If this sounds snarky it’s not meant to, tone can be hard to relay in text format. I am genuinely asking if I’m understanding your position correctly.
I'm just saying that players on that level can stomp most of other players. And when they go against each other they have a hard time. Probably if we get their match history as survivors there will be dozen or maybe hundred of wins due to how imbalanced the MMR is.
Invictus was running a winstreak with hundreds of wins as survivor, as Tofu SWF also did. We very good players get to get or master the top 2 killers in this game there is not much other players can do.
-
@hermitkermit said:
It’s always interesting when one of these comes out. People get incredibly creative to explain why it’s totally fine, why it doesn’t reflect anything about the killer role or overall rates, and why it can’t be used as evidence of anything. The mental gymnastics can be pretty impressive.
Did you see Note match history? How his team was able to 4 man out 10 times in a row against every type of killer, even Nurse and others Blights? It more about comp vs casual than killer vs surv
-
@TicTac said:
I mean isnt that his third close attempt? So i doubt Blight will get changed bc of it. Would be nice though.
On the other hand it shows that while its impossible for almost 8k people, top tier survivor can beat it (dont know how good the map was). So we also need matchmaking changes bc its pointless to play almost only matches where players are not equally skilled.
Not just this. Everytime time comp survs team together against Momo he loses with 3 to 4 man out. When its comp killer vs comp surv on the same level, the Swf takes advantage. The issues is that there are very few survivors who can compete on the same level as Momo playing Blight.
Too bad it needs almost 1900 matches to get one where the odds are more even for both sides.
-
SWFs vs SoloQ. i don't think SWFs shouldn't exist, its just that we should bring SoloQ closer to SWF and balance accordingly.
SoloQ lacks info. We need basekit kindred and other info as being able to see the other survivor perks.
Bad MMR. A top tier Blight shouldn't go against baby survs in SoloQ and a SWF with full meta shouldn't be going against casual players. Want to sweat? Go against someone who also wants to sweat.
Bad balance overall, specially on survivor side perks and items and S tier killers. There is so much imbalance between the strongest perks + items and the top 2 killers that makes this game a mess. Shoulder the Burden shouldn't exist; toolboxes need to be changed; Survivor perks shouldn't carry and Nurse and Blight need some changes too.
And the most important, a complete engine overhaul. There is too many bugs and technical issues in this game.
-
Skullmerchating the Ghoul
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067219#Comment_4067219
You realize blood gens are faster right?
People are forgetting that aside from Ruin, regression perks does almost nothing to blood gens. Even pain ress isn't enough to stop a 70% gen from being completed. Its like an "easy mode" gen that only gen block perks is effective.
-
@Snapshot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067496#Comment_4067496
That's not my experience at all. Even with low-tier killers you can put much more pressure on survivors in the event game mode, not to say almost every killer brings dead mans switch which blocks the blood gens when refilling
Well, everyone experience is quite singular. But i've been playing even SoloQ and unless we were throwing - like when i tried to save in the endgame against Bubba LOL - the matches were very easy.
-
Tbh, this the most survivor sided event of the game, no joke. Blood gens are hard to protect and there is many instances of blood pumps spawning near blood gens. I remember myself completing a gen very fast last year due to a pump spawning right beside it.
Its a event so no stress, but its much easier for survivors than it is for killers.
If you are having trouble, try running fixated. It helps a lot to walk with the galloons
-
@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067341#Comment_4067341
Ive never seen this being a thing. Its commnly known that those who want to make the games unfun are meddling with the event queue. So the games in normal queue are more likely to be fair, which in fact means, that skill expression is more obvious, bit thats nothing to do with try-hards.
Commonly those who want to sweat are playing the normal queue, killers and survivors. People more focused on fun are in the event. This is what happens every time when there is a new game mode or a popular modifier or event.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067158#Comment_4067158
Tunneling is a game design issue, not a specific players problem.
This is true in a vacuum.
Except the devs did acknowledge this design flaw, worked and tested a fix, and a small but insanely loud minority screamed NO and they immediately did a 180.
So, at least since 9.1 PTB, a share of this blame rests on players who demanded it stay, threatened, lied, manipulated, and screamed that it be scrapped. Don't tweak, don't iterate, don't adjust, don't fix.
So when BHVR ultimately caved to that and pulled the plug on the test, then unfortunately it stops being solely a design issue.
If I told someone, hey I want to fix this problem, what do you think? And they said absolutely not, do nothing or I'll burn your house down. Then I don't think it's entirely on me if that issue isn't fixed at that point.
I disagree. Its up to the devs to push the update even if a part of the community disagrees if it was needed to the game's health.
The 9.2.0 was a mess, it created far more problems than it solved and made almost every new mechanic abusable at high level. I played a lot of that PTB and was shocked on how easy it was to abuse those systems and even use it against "nice" killers.
Devs shouldn't have discarded it completely, but worked with community on how to improve the system for both killers and survivors so no one felt left behind.
People on this forums say it was a "loud minority" that was against the 9.2.0 system but it was much more than that. BHVR have been pushing many controversial patches even when people complain about things in PTB, i don't see why they wouldn't do this if it only made content creators unhappy. But a large part of the community - even survivors - was very vocal about how this update would change the game.
Anyway, its up to the devs to craft mechanics or at least address clearly to the community what they think about Tunneling and Slugging, because it is THEIR game overall.
Anyway, blaming the community itself for a game design problem doesn't seem the right thing to me.