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Rivyn

Rivyn

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Rivyn
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  • F for both.

    Killers need map sizes adjusted. If you fix map sizes by shrinking them down, you fix gen speeds.

    For survivors, they need to shrink the gap between solo and SWF, which means perks need to give more info for solos.

  • @Dreamnomad said:

    The reason is simple. You don't have the right to force all the survivors to remain broken for the rest of the game. If you don't want that situation forced on you where you are automatically given corrupt status and all the pools cleansed then you need to be more proactive about using the pools up. It's just part of mastering the killer.

    That's why I added the timer to it. You'll have a limited time after all pools are infected to activate. Times can vary, but you'll still have to drain all of them. I just don't like how it's directly forced upon you the second somebody finishes infecting the last pool. Give it 30 seconds to occur, while allowing Plague to activate it at will during that time. I'd rather activate it when I'm about to start a chase, not when I'm stuck in a cornfield with nobody around.

  • I'd like an actual ghostly skin for Nurse. With all the transparent bits and bobs added in. Maybe a ghostly trail as she moves.

  • @aregularplayer said:

    normal, I always report them as exploiters for farming xp

    How is it exploiting? They get no points for standing around invisible.

  • My biggest issue is the length of time between updates. I remember, back with the sprint burst exploit, it was asked why they didn't just fix it right then and there, instead of waiting two months for the next chapter. The explanation, at least from what I recall, as that they do entire builds to be released for each chapter. If they change something with the current chapter, then they need to rebuild the build. I don't know if that still stands, but it's stuck with me.

    The games I play give updates regularly, mostly in the form of bug patches and balance changes. DbD is the only game I know of that takes three months between changes, be it content or bug fixes. I honestly don't know how a game can run like that, or why it was set up from the start. I understand bugs are a thing, but to have them plague the game for so long? Or, in the case of the walking bug known as Nurse, hang around for years.

    I personally could deal with bugs better if I knew the dev team could light a fire under them and squash them, not let them fester for ages. How long did the sound bug go on for? Four months?

  • I've picked her up the last few days. Hit or miss. One of the most consistent bugs I've found, is the inability to actually swing after a blink. I'll make the most amazing, in your face, 100% god tier skill blink, yet it refuses to let me attack. Then fatigue. She just holds the bone saw up in the air.

    Another are certain areas I simply can't blink through. I should, because similar areas elsewhere on the map allow me. I've lost a good amount of chases because of it.

    I noticed, on the new map, I'm unable to blink up to the second story landings, aside from the main building. She'll simply blink below them. I've stood below and attempted to blink up, she just blinks in place.

    Her fatigue needs to go, now that she has a cooldown. A cooldown on her cooldown is just silly.

    I don't know if this is a bug, or intended, but if you're pallet stunned in a blink, should you go through the stun, then get hit with the fatigue? That really hurts.

  • @Haku said:

    Haddonfield is very liked from the survivor side and is perfectly fine after BL is gone. Pigg is also just fine - people are just terrible with her. When you say terrible map I think of Hawkins as many others. Trully horrible map. Shelter woods is another one. Azarovs too

    I can't tell if you're joking, or being serious. Haddonfield, the map with zero mindgame to it, is perfectly fine? Pig could use some help. Not a complete rework, just number changes to make her more viable. Hawkins. . . eh. I haven't been there much, and when I do, it's usually when I'm playing Trapper. God, that's horrible.

    Clown needs help. Bubba needs something to get him out of doing his god given right to camp. Plague could use some help. Trapper has always needed a pick me up. Nurse needs that awful cooldown removed, or her fatigue. Having both is just silly.

  • @SurvivorsAreRuined said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155224#Comment_1155224

    It’s not disliking the game to complain about something that shouldn’t have been tampered with in the first place. Toolboxes are very necessary because it allows solo survivors to have a chance when they’re teams been knocked down. So many games I’ve been in where my teams constantly going down and I don’t have that extra help I need to repair gens. Because it takes WAY too long by yourself simply because the killer can easily run laps around generators before they even get any progress on it. The killers move too fast and they have too many ways to cause significant regression on generators that it’s almost not even fun to do anymore. The gens need to be more spread out In my opinion for that reason. Killers shouldn’t be able to camp gens like I’ve seen. Even with gens to do on complete opposite sides of the map, killers can still camp them. Please tell me, why is it you feel you come into a game as killer and deserve to kill anyone? 90% of the time I was seeing killers get their 4Ks. And that’s going against red and purple rank survivors. Killers are too strong. Don’t tell me you have been going into games and not being able to chase people or kill anyone because of gen speed. That’s a god damn lie. You don’t need that much time to kill all 4. It’s not fair to have someone sit on a gen for 5 hours while you’re out slaying people. It takes too long imo on most these maps because they’re either too small or gens are cramped together. survivors didn’t need that hard of a toolbox nerf. I was expecting maybe half the charges.... but 24... that’s just sad. As a killer you already get to chase people around and absorb points like crazy, it’s not really fair that killers have all that mobility or the ability to slay people after their first hook. There’s tons of issues I see with killers because of how fast someone can die. So why should they slow down gen speed without slowing killers down? It’s not fun for survivors at that point. Like I don’t want to sit on a generator for 5 hours (exaggerating) while I see teammate after teammate going down. I mean heck, the killer practically spawns on a survivor at the start of a match. You’re typically getting your first down before somebody even gets a gen done.

    O man, that was difficult to read. Spacing, bud, spacing!

    Now, the points. This is going to be a bit lengthy, but you made the points.

    Toolboxes are not necessary for solos. Helpful, yes, but necessary? No. It only takes 80 seconds for a gen. I understand your pain with potato team mates, I really do. I've had a few matches where I've died on first hook because they were crab walking across the map, while I had Kindred! Others where I did four gens by myself and still got yelled at for not helping with the fifth. But that's part of the game. It's 'supposed' to get better the higher ranks you move into, as survivors become more experiences. You win some, lose some in that area. That doesn't mean toolboxes are necessary to complete your objective.

    A killer cannot 'easily run laps' around generators, unless they're focused on the three gen. Most maps are simply too large for that. This is where map awareness comes into play. Knowing where the gens are, and keeping that in mind so you can rotate effectively.

    'Killers move too fast?' I mean, really? You have jungle gyms, T walls, Killer Shack, Infinite Loops, and three thousand pallets at your disposal. All of which can be used to slow, and even stall, killers. Your job is to complete gens, yes, but it's also in your favor to waste the killers time by looping them for as long as possible. You have three others doing gens, it's not just You vs Killer (though I admit, there are times when it feels like that).

    '...they have too many ways to cause significant regression on generators...' Too many ways? Most regression perks aren't all that good. Surge? Ruin? Overcharge? They're mediocre at best. Lullaby is lovely, if the Hex survives for five hooks. PGTW is the go to in most builds, and it still requires a hook to pull off.

    'The gens need to be more spread out In my opinion for that reason.' They are incredibly spaced apart on most maps. On smaller maps, it can feel a bit tight, sure, but that's where map awareness I mentioned before comes into play. Don't want that three gen. You make it sound like killers move at 200% movement speed. They don't. On most maps, depending on spawn point, you can get a gen done before a killer even has a chance to make it across the map, given how large they are and the distance between gens.

    Camping gens. . . I mean, I've been accused of proxy camping gens as Doc, but is this really a serious argument? If you've all gotten yourselves into a three gen, then the killer doesn't need to leave an area to go to you, you have to go to him.

    'Please tell me, why is it you feel you come into a game as killer and deserve to kill anyone?' Why do you enter a game as survivor and expect to survive? It's you vs them scenario. One wins, one loses. That's the nature of the game. You shouldn't 'expect' anything. Hope, sure, strive for, yes, but expect? No.

    'Killers are too strong.' Too strong? In what ways? You can't use a blanket statement without focusing it down. Are you referring to a generalize sense? That's an entirely different topic to explore, and I'd debate on that as well. Would be fun.

    'Don’t tell me you have been going into games and not being able to chase people or kill anyone because of gen speed.' I've had matches where I've been completely curb stomped by the survivor team. A few days ago, I got my first hook after three gens popped as Huntress, as the survivors really, really knew how to loop that Thompson house. I managed two kills before all five popped, but that was only due to a bad mistake on their part in the basement. Without that, they would have escaped.

    Gen speed by itself isn't an issue, at least in my opinion, it's map size. You said before that 'it’s almost not even fun to do anymore.' There's more to the match than sitting behind a gen and holding M1, right? Don't you want to get into chases? To loop a killer for over 30 seconds and escaping? To get the pallet stun or Head On stun? Is sitting on a gen all there is to a match?

    'It’s not fair to have someone sit on a gen for 5 hours while you’re out slaying people.' Gens only take 80 seconds to complete solo. While the killer is chasing somebody, find another survivor and hammer out a gen. I don't see how 'fairness' comes into play. This is literally the game you're playing. If it's not your cup of tea, you don't need to play it. Nobody would judge you over that. You can find other games to play, and that's totally okay.

    'As a killer you already get to chase people around and absorb points like crazy, it’s not really fair that killers have all that mobility or the ability to slay people after their first hook.' As a survivor you already get to be chased and absorb points like crazy. You do get points for being in a chase, you know. It's not like it's a dead zone, or a waste of time. Survivors also have a plethora of exhaustion perks that can give them a boost in speed. But you seem to have the wrong mindset here. The killer is faster, the survivor can stall. That's the balance. You're not meant to be faster, you're meant to slow them down. If you want to be faster, play killer. As for 'slaying people after first hook,' that's a mori, and a completely other subject entirely.

    'So why should they slow down gen speed without slowing killers down?' They didn't slow down gen speed. Gens took 80 seconds solo a year ago, gens take 80 seconds solo now. They 'nerfed' toolboxes, and I use that loosely. They buffed their repair speed, don't forget. You can still get a good sized chunk of a gen done with a brown toolbox, if you wanted too.

    'Like I don’t want to sit on a generator for 5 hours (exaggerating) while I see teammate after teammate going down.' I do agree with you on this. The current objective is boring, and a second should be added to keep things lively. Totems are that, but again, meh. Game needs a face lift.

    'I mean heck, the killer practically spawns on a survivor at the start of a match.' That's pretty rare, and when it does happen, you can hide. Stealth is another component survivors have. That's why killers have a terror radius. Hide in a locker, duck behind a wall, go into a building, become one with a bush.

    'You’re typically getting your first down before somebody even gets a gen done.' Rarely, and that's only if the survivor was out in the open. Remember, most matches have survivors spawning together, or near each other, unless an offering was used to negate that. Personally, I feel like it's a good day when that happens.

    Honestly, your post comes off as a yellow rank survivor. Much of the points you made don't happen in higher levels of play. Doesn't mean I don't have potatoes in my red ranked games, they're there, but most know what they're doing. In early ranks, killers have the advantage. It's easier to be killer than survivor. Yet, the higher you go, the more that changes, to where survivors are the power role. I suggest you play killer more, get to those high ranks, and see the stark difference between those early ranks, where you're pub stomping newbies, to being curb stomped by that pesky Meg who can loop with the best of them.

    Now, i'm not going to say the solo life is easy. It's challenging. It will usually always be challenging, but that's what you signed up for. I'm not against changes, or buffs in that area, but you have to remember that SWF is a thing. You want an easier time, get a couple buddies with you. Comms go a very long way in easing the game. But as a solo? Yes, you're going to get stomped sometimes. You'll then stomp in other games. Again, that's the nature of the game.

  • As said, new dlc. People want to play him. Get over it.

    What gets me is you bringing up NOED.

    Just. Cleanse. Totems.

    Did you know if you did that, you can deny NOED in the endgame? Woah. . .

    Or you can just take a break for two weeks and let the hype die down some. If playing the game is getting on your nerves that much, maybe you really do need one.

  • @PigMainClaudette said:

    Killers have a lot of frustrating perks to go up against too. I'd argue that Devour Hope is subtly OP. The Gen-Rush meta was also formed because a lot of killers decided to make themselves a KILL-Rush meta after Ruin rework.

    If you wanted to counter Iron Will, then I'd suggest running Stridor as a lot of Spirit players say that it is really good at countering it.

    Devour only ever becomes 'subtly OP' when it actually has a good spawn point. The spots on the Preschool where totems are nestled between bushes and trees is nice. That's very few spots, though. Most other maps, it's right there in the open with a spotlight from heaven pointing down on it.

    I do think you're backwards on the whole 'kill rush' meta. Gen rushing has been a thing for the last year. It had a bandaid with Ruin, so it was less apparent. Remove Ruin, and you had games going from fifteen minutes down to seven. It forced killers to focus those downs as fast as possible. Since at least half the maps are the size of Alaska, a killer can't spend time giving every survivor a 60 second chase and three hooks each, unless he wants to lose.

    Personally, I find Iron Will more of an annoyance. Not so much when the survivor pulls a Houdini mid chase, but when they tail me as I'm hooking somebody, and get the rescue as I'm leaving. Make it double if they're using BT. Irks me.

  • If you dislike the game so much, why are you still here?

    What I'm getting from your post is that you're angry you can't blow through a gen in less than a minute anymore, solo?

  • No. I'm all for Hex totems respawning on a dull totem if available, which would incentivize breaking them and relieving gen pressure, but adding more is too much. Survivors complain about 5 and NOED, imagine the meltdown over 10.

  • Heh. Self Care and Botany. That made me giggle. And he's a red rank?

  • You still die in the end.

    I didn't know you could cancel the mori animation, though. . .

  • @not_Queen said:

    @BabyCameron10

    The killer running Infectious Fright already has to fill conditions to activate the perk's effects. The idea of having the terror radius as one of the condition (and not a flat 32m) is to allow for perk synergy. As for the cooldown, adding something like this would greatly diminish the strength of the perk and we think it is unnecessary in it's current form.

    Survivors choosing to remain in the killer terror radius while a teammate is getting chased nearby are taking a risk. Infectious Fright is a perk that makes this risk greater if the chase comes to an end. We think it is doing what it has been designed for.

    TLDR

    At the moment, we have no plans to change Infectious Fright.

    Slightly off topic, but of a similar line of thinking. Why does Blood Echo have a cooldown?

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/1151155#Comment_1151155

    Then next time an exploit occurs where nurse can move at 500% movement speed i can exploit it without being banned?

    Infinites aren't exploits, though. It's poor map design. There is a difference. I wish the devs would light a fire under their rears and do something about it, but they're notoriously slow for actually important things that need fixing.

    I would say yes to your overall question out of spite, though, simply because of the double standard the devs have. The sprint burst exploit was ignored by the devs for over two months, and they didn't do anything about it till the follow up chapter. Which makes me wonder why they care about the Nurse's exploit enough for bans. I don't agree with using exploits, but again, double standards. So, if you want that ban, go for it, though I wouldn't recommend it. Do you really wanna miss out on the Ironworks infinite while sitting out your ban?

  • It should be fixed. If it's there, why should it not be? Doesn't mean it's alright, but you can't ban somebody for something the devs are okay with.

  • I wouldn't say this could be used for his active power, but as addons themselves. Similar to Freddy being able to shift from snares to pallets.

    The net trap doesn't sound any different than his regular traps. Not sure how useful it could be, especially when you consider the size of maps.

    The barbed wire sounds interesting, but pretty situational. Make it an addon, allow you to set traps on vault areas. Don't think it would work on pallets.

  • I'd love that as well, but survivors would need something on their end. Maybe let them customize the exit gates?

  • Depends on when you use them. You get get a good start on a fresh gen, or you can finish off a gen that was just PoPed. Or you could just save them for saboing the hooks.

  • Haddonfield in general, but lately, I get pretty salty if I load into Hawkings as Trapper. Might as well have no power at all on that map.

  • @Bongler said:

    This is the worst update I've ever seen when it comes to items what are you going to do next to lose more survivors nerf perks or more items leave it the way it is bending over for killers who suck at this game and whine is just making you look bad helping cry baby snowflakes that want the game to be easier for them rather getting better them self's.

    I mean, they did nerf Ruin into the ground because survivors couldn't hit skill checks, so. . . whatcha mean 'bending over for killers?'

  • Now they're going to save their toolboxes for saboing hooks. which might be even worse.

  • Were you surprised? That's kinda been apart of the BHVR playbook for years now.

  • @RakimSockem Most likely, but learning how to correct it against survivors that outclass you in every way is demanding. Especially on low end killers. Not saying it can't be done, but it just adds to the stress of playing killer right now.

  • @RakimSockem said:

    If you're only getting 2 hooks in the time it takes the survivors to do all 5 gens, you probably just aren't good at the game. Or at least not good at the killer you're trying to play.

    Honestly, does it matter, though? Seeing as how green/purple ranks are usually only facing red, can you blame the imbalance? Believe it or not, but a lot of killers aren't red rank material. If they faced a team of equal skill, they'd fair better. But then, that would require matchmaking to be fixed, and we all know how much care the devs have for that atm.

  • No. This is just her apple addon slapped on. It does little to address what her issues are. You still loop her for ages, then cleanse in the endgame for a free escape.

  • We know. Everybody knew. He's trash in high rank play, but the devs only look at the low end of the spectrum.

    Best bet is to force a three gen, but even then, he moves so slowly I don't think you can capitalize.

  • It's been like this for months now, though.

  • It's only on the new map. They're going to watch their precious data and see how it goes, before applying it to other maps.

  • I like the look of the map, but yeah, it's simply too large for most killers to move around effectively.

  • Probably Nurse, since I saw her once, maybe twice, in February.

    Jeff as well. I haven't seen that hobo in ages.

  • We 'complain' because we see how it's going to be abused. Killers are already on a time crunch, negating an entire chase in the time it takes to pick up a survivor is just silly.

    I'm not saying it'll happen every match, but it's just something else we have to worry about, on top of how fast gens go. At least with the old sabo, survivors had to take time out of their gen rushing to actually get hooks to 99. Now, they don't need to.

  • One of her addons are currently bugged. It's a known issue.

  • I dunno, my killer queues are near instant, unless I play in the mornings. Then that can take a few minutes.

  • Sounds like a dying game right there. When you remove any semblance of matchmaking fairness, you give up on growth. What happens when new players join, and get curb stomped time and time again? What of the mid tier players who just want to play instead of having to sweat? High rank players that want a challenge, instead of going against low/mid tiers.

    But then, didn't they say that rank wouldn't matter with the new matchmaking? That their 'hidden' skill stat would be monitoring that?

  • @gatsby Except the old sabo took far more time to actually do than the new one. Remember, time is not on the killers side. The longer they took in getting the 99 on hooks, was time a killer had to hunt them down. Now, killers don't have that time anymore. In the time it takes them to pick up a survivor, a hook is sabotaged. They then have to hope another hook is close, or drop and give chase. Most likely, a hook will be saboed when a killer gets close, to waste time.

  • @pleasedont It is abusable when I can hook somebody, move to leave the area, and have somebody run right up for the rescue. Then, have the rescued survivor body block so I can't go after the savior, so that they both get away. Even more so in the EGC when it's basically a free escape. From your response, I take it you're new? Half the stuff you listed is dedicated server issues.

  • What does any of this have to do with SWF, the ones who WILL use it to abuse it? Head On is fine in solos, as is OoO. But with a SWF? Completely different story. And so is the new sabo. This just makes me further believe that the devs truly turn a blind eye to SWF.

  • @pleasedont said:

    https://forum.deadbydaylight.com/en/discussion/135852/borrowed-time-must-be-change

    i can’t believe you’re seriously getting upset at a survivors perk that allows them to actually play the game and have a fighting chance at getting away. That’s really shameful you want that taken away. How about they take away Mori or Exposed? How are those fair or not being abused?

    Because the perk is abusable. Both in that it activates without the need for camping, and can be used to body block with no punishment given.

  • Since I'm guessing at least one member in a SWF is going to be running Sabo from now on, it's going to be pretty rough. We already have Head On as a standard choice, this just adds another weapon to deal with.

  • You went out of your way to annoy him, so yes? Maybe. Then again, I wonder how he could have made it to R1 if he couldn't quickly identify the R20s. I mean, come on. It's Freddy. He should have simply ported away to other places and find the weak links.

  • With unlimited uses. Heck, the survivor should just be able to run up to the killer and stab them when it's active. That should balance it out.

  • @MiniPixels said:

    Probably not because turning the music down or completely off would provide a huge advantage to players that choose too, and it would lessen the intensity of a chase.

    The music adds intensity to a chase? I just find it incredibly annoying most of the time.

  • @Trwth said:

    I’d call those “quality of life” changes, not buffs. I’m sure that BHVR has plans to tinker with weaker Killers somewhere down the line, but that takes time. We’re just gonna have to be patient.

    Literally waited years for Trapper to receive buffs. Just how patient can one be?

  • It's because Doc requires a little different thinking when it comes to looping. When survivors can't run circles around a pallet, they tend to have a heart attack. Look at Nurse and Spirit.

  • I'm usually okay on Gideons. It's only when I'm playing Trapper and Huntress, do I cringe.

  • @Raven9 said:

    If you want, you can run to your mother by crying. @Almo As he said, this was not the goal. The nurse was very strong and her power was abused. The killer's power was beginning to be seen as a challenge. The survivors were tired of crawling on the ground like slugs in every game. So argue as much as you want, but the nurse is still strong actually nerf needs to come, but we will not exaggerate. There will be no change for the nurse anymore. Forget this!

    The developers have done a very important job in this regard. If you don't really want to play this game, you can go with the door open.

    I take it you've never actually sat down and played a match or two as her in higher ranks, since you believe she still needs to be nerfed.

    I take it you think Bubba needs to be nerfed as well, because his power can be 'abused' by basement camping.

  • The higher the bloodlust level, the further I find myself leaning. I also tend to 'hop' a little when I lunge.

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