Avatar

Rogue11

Rogue11

About

Username
Rogue11
Joined
Visits
13,709
Last Active

Comments

  • Boring and winning 67% of matches would be a vast improvement over boring and losing, yes.

  • @Brimp said:

    One simple and pretty crucial reason compared to Blight. Ghoul can't inherently down with his power like Blight can. Making him 4.4 would only do what they did to Krasue and now Blight in fact probably make it worse because ghouls only option to get hits was cut offs but 4.4 would make that way more lenient for the survivor.

    I hope some day survivors get the "Krasue treatment"

    image.png
  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070913#Comment_4070913

    Yeah, because so many people will heal inside the Terror Radius when Coulrophobia is in play… I mean, it is obviously unintended and should be fixed, but come on. At least be somewhat reasonable.

    There are definitely times to do it, if you have bonus healing speed, are picking up someone slugged, topping off when you're nearly fully healed, trying to keep alive someone who is on death hook, etc. This oversimplified and way too heavy-handed system is unreasonable.

  • If you get a map like midwich its pretty strong. Strongly depends if you get resilience/dead hard survivors that dont care about staying injured.

  • @Brightened said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070732#Comment_4070732

    These changes to stacking builds really only affects survivors.. The nerfs to healing builds and gen speed builds is what is going to really mess with survivor win rate even more. There is nothing that helps people get better at chases. Most survivors only do chases when it's required and go down pretty quickly. There are only a few that actually take the time to learn to get better at mind games /running without relying on pallets (Mind you the pallet number has already decreased significantly) as well as their very clear introduction to micro-loops (even if they don't address it) where the killer can wrap around almost any loop and get a hit.

    Some of those less inexperienced survivors rely on getting gens done to help the team and this nerf is going to just make it worse for survivors specifically.

    Ironically it might push people to drop the niche stacking builds and just run meta perks. I know I wont want to run goofy altruistic builds like botany+empathic connection for a whole 15% penalty. Might as well just run resilience, DS, and stay injured. No fun allowed

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070282#Comment_4070282

    Still, not really a good showing once again. You are listening way too much to the loud people, the Perk is already falling off and used less, simply because it is still not good (or at least not as good as the more popular Survivor Perks).

    It is not that I care about Fast Track at all, I tested it and I dont think it is worth bringing. But it is always concerning to see how fast changes happen when people complain loud enough instead of waiting before things have settled down.

    Odd how after over a year Ghoul complaints aren't taken into account as he's "performing within expectations". But a garbage perk getting a buff to being a mid perk gets instant adjustments based on complaints.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070011#Comment_4070011

    I don't support healing nerf builds; fun fact. (Unless it's possible to reach a critical value where they can heal faster than the killer can m1)

    This sounds way more reasonable than arbitrarily ruining build variety.

  • How does nerfing healing builds help..?

  • "THE END". Clickbait titles are so cringe.

  • I'd also like them to fix her beanie skins to have blonde hair like they are supposed to. like why was this changed? you can see this is her old model and its clearly blonde but currently it has her default ginger color.

    image.png
  • @BongoBoys said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069142#Comment_4069142

    Yeah like I said I think this will effect killers more then survivors cause most of the time Survivors run multipurpose builds while it's usually killers who run specialized build that's why I think it will majorly hurt them more in the long run then survs

    I don't like removing build variety for either side

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069285#Comment_4069285

    Diminishing returns on top of diminishing returns is what I think will be the end result, which means a lot of math for no tangible difference.

    To use the example they used in the stream: Botany Knowledge and Desperate Measures at 60%.

    Right now, that would turn a 16 second heal into a ~7.62 heal.

    After the change it would be a ~8.65 second heal.

    Botany on its own would be ~10.67 and Desperate Measures would be a flat ten.

    Right now, taking the second healing perk they use as an example would save all of 2.5 to 3 seconds. After their change, it will save 1.5 to 2 seconds.

    Taking the second healing perk was never some broken thing. Is the change of a second a huge deal? No, but they're really overcomplicating something for very little gain when they said they wanted to avoid overcomplicating things.

    And if we start throwing in even more healing perks it gets even sillier.

    We'll Make It, Botany, Desperate Measures, and let's throw a Circle of Healing In -

    We'll Make It would be an 8 second heal. Burning three more perk slots would take that down to 3.9 seconds.

    What would it be with the new system (just for anyone doing the math I think that's 16/((1+1+(1*0.5)+(0.6*.25)+(0.5*0.125))

    Or

    5.89 seconds.

    All of that to adjust the end result by two seconds. I look forward to explaining it to confused new players.

    This also results in wild differences in value between similar perks. Like autodidact would presumably be way more valuable with another healing perks because it adds flat heal progress instead of increasing speed. But like why should autodidact be the default choice to combo with another healing perk instead of 2 speed increase perks?

  • Agreed, it will end up with only the strongest / meta perk in each category being used. Or everyone will abandon the niche healing, haste, antiheal builds making matches as stale as ever.

  • @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?

    similar questions for how this interacts between killer power/add ons and perks, or survivor items and perks. will Clown bottle + a haste perk have diminishing returns? will a medkit plus botany knowledge trigger this? this seems way too heavy handed compared to just implementing a hard cap on something like heal speed at 200% or something.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068894#Comment_4068894

    Well yeah, this is to stop gen and healing builds on survivors. Let's be fr.

    Cool. back to the 2016 perks again for survivors. Prove Thyself + Botany Knowledge for another 10 years here we come 🙄

  • @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.

    Yea I don't understand what builds they're targeting with this. Haste Clown already got toned down. Healing perks have built in diminishing returns already, are definitely not the meta builds and they want to make it even worse? Gen repair bonuses could maybe have an argument but does that mean just using a toolbox and with deja vue will cause a repair speed nerf?

    Haste survivor stacking is a meme that takes a ton of effort to pull off and is fun for 20 seconds until the killer gets BL2 and catches up. Then you lose because half the team was doing nothing but trying to pull off a weird build instead of doing gens. Or you can be blamed by your teammates for being chosen as the obsession and ruining someones blood pact duo build lol.

  • I dont think he needs 4.4. Just actual cooldowns when vaulting/canceling power

  • Oh..so it just hurts stealth killers and nothing else? 😕

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068905#Comment_4068905

    And instead of thinking it might be smart to limit, for example, the number of perks of the same “type” to X instead of allowing players to stack 4… they’d rather nerf a killer. Brilliant.

    I don’t know why, but I don’t think a Blight going on a winstreak is doing it with no perks, or with random perks.

    But hey, what can you do—it’s trendy to base decisions on the results of a single Blight in the game to conclude he’s too strong, while carefully avoiding the idea that maybe the survivors are just too bad.

    Leveling down. Classic.

    Im sure the previous 7968 survivors were all bad.

  • When is this being shown? Pregame lobby? Loading screen? In-match details?

  • @Raptorrotas said:

    Its funny that good survivor groups are apparantly so rare theyre an gigantic outlier and shouldnt be considered that much for balance. Meanwhile people cant stop citing that 1 guy as reason to nerf blight.

    Because he isn't close to being the only one running 4 slowdowns + double speed add ons on Blight and winstreaking. I've asked many in end game chat questions like "what's your winstreak up to" or "have you lost a match today". the answers are usually 30-100 wins and "well a really good team almost got to 1 gen earlier".

  • Meanwhile, Pain Res, DMS, Grim Embrace remains completely unaffected.

  • @AlwaysInAGoodShape said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4068869#Comment_4068869

    The funniest thing imo is that the main thing in this game that gets stacked is healing perks, but healing perks already have a deminshing return built into it when it comes to timesaves;

    First 50% healing speed = 16 -16 / 1.5 = 5.4 seconds saved
    2nd 50% more healing speed = 16 / 2 - 16 / 1.5 = 2.6 seconds saved
    3rd 50% more healing speed = 16 / 2 - 16 / 2.5 = 1.6 seconds saved

    The only time healing speed would actually become stronger from stacking if it manages to outpace the speed at which a killer can reload their m1 attack. Literally at any other value, having stacking healing speed is a self solving problem

    yea clearly my overpowered full meta builds of…Botany Knowledge and Empathic Connection was severely overpowered…

  • So everyone will just use the strongest/meta perk in each category and make builds even more predictable yay. We love every match feeling even more predictable for a game with 1 permanent mode.

  • Hopefully not a late April Fools prank

  • "That hook hurt no cap fr fr" 😔

  • Im all for updating models on some of the older characters but I really dont want more millenial writing dialogue lines in the middle of matches.

  • Just fix backfill mmr so you dont get a 4 hour brand new player when someone dodges

  • Nerfing laceration decay might be ok. With the current ammo totals and slowdown when throwing, he can't spam freely as much before. Im curious to see how his stats level out in the next few weeks after the initial surge from the update.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4067557#Comment_4067557

    Regarding Blood Pumps - had a game yesterday were all 4 Blood Pumps spawned between the Water Tower and Shack on Dead Dawg. And then people say Blood Gens are quick when you have to carry the Blood over the full map.

    When it comes to spawns and RNG - I am a big fan of reducing RNG by a lot. RNG was fine when the game came out, it featured only 3 Realms with 4 Maps each. Completely fine to have RNG. But nowadays we have 21 Realms and 46 maps. This is more than enough to have variety in the game (when they finally would remove boosted maps…) without any need to rely on RNG which can screw you over. E.g. I think there should be no Hook-RNG, Hooks should always spawn at the same locations. Yes, Oaks exist, but those should be removed anyway. And of those Hooks, there should be a certain amount of Hooks which can be Scourge Hooks to lower the RNG there as well.

    Gens should have minimal RNG, their locations should always be roughly the same. They can be a bit more apart or a bit closer to each other, but thats about it.

    Tiles should have minimal to no RNG to avoid maps being strong for Survivors in one game and then weak in the next game. And so on.

    Egregious 3 gens like this are a product of maps being too small, more than from RNG. Dead Dawg and RPD have some of the least procedural generation and still have awful 3 gen spawns because they're simply too small to properly space out 7 generators. Coal Tower and Fallen Refuge have a bit more RNG but also have horrible gen spawns due to just being too small.

    For a 10 year old title with essentially 1 game mode (with occasional slight event variations) I don't support making matches even more homogenized.

  • Do survivor gen perks even do anything for blood gens?

  • image.png

    hey at least they fixed all the gas pumps spawning in 1 place right?

    oh never mind that was the line about going against the same pain res + grim + DMS builds in another event while playing walking simulator

  • image.png

    great job on fixing the gas pump spawns

  • There is no way to signal which teammate has it in solo queue so someone else is likely to unhook the death hook teammate before you can get there with Shoulder.

    Then there's the high probability your teammates will be rats that avoid chases making you the primary target anyway.

  • I played against multiple weskers on this update and havent experienced this. Is there a certain way it gets triggered?

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065263#Comment_4065263

    My point was that justifying or dismissing a complaint because a perk can do X goes both ways. In the example to date it went something like:

    >'He's slow.'
    >'Dismissed, he can run haste perks.'

    Vs.

    >'Slow the gens down.'
    >'Dismissed, they can run gen speed perks.'

    But you immediately went from the 1:1 to a

    >'Slow the gens down.'
    >'Dismissed, they can run gen speed perks.'
    >'Only if we have to do 25% less.'

    Which would conversely mean someone could argue

    >'He's slow.'
    >'Dismissed, he can run haste perks.'
    >'Okay but make them 25% better.'

    I'm just trying to point out that the argumentation there is flawed. Dismissal isn't overly useful versus discourse. If a killer is only tenable with specific perks then the argument to return would be that survivors should only be tennable with specific perks, which is a downward spiral into a nothing-burger.

    He didn't get his speed nerfed in a vacuum. The total knives needed to hit was decreased by 25%. Hence the comparison. Also never said new trickster isn't viable without haste perks. Just that they are readily available for the complainers to use.

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4065243#Comment_4065243

    Would you be fine seeing gen time to completion increased, given there's a plethora of gen speed perks for survivors?

    Edit: Typo fix.

    Sure if the total number of gens needed to be completed was also decreased by 25%

  • If only there were a plethora of killer perks available that give frequent haste bonuses of 5-10%...

  • The proxy camping could be concerning but outside of that i like the idea of rewarding skill shots

  • Yea people are way overreaching on the doom posting over 4.4ms. Huntress has always been 4.4 and is one of the best examples of a balanced killer that rewards skill on both sides. I greatly prefer the more skillful version of trickster we have now over being walked down and back massaged with knives.

  • Was never a fan of the hold W and Google Maps through every pallet gameplay promoted by the buff to Windows of Opportunity so adding another version of a similar perk isn't great.

  • @sizzlingmario4 said:

    This is a great start but it definitely could be expanded upon in the future, both with options to set aura colors on a per-role basis (ie. especially for those of us who would like to keep the different colors for survivor auras like they used to be) as well as adding more options in the future such as totem auras, auras related to certain perks (ie. scourge hook auras, or the yellow gen color used by Blast Mine, Eruption, etc.).

    I have noticed as well that certain colors are a bit washed out and difficult to see especially on certain maps, for example the new default blue color for survivor auras I almost immediately switched back to yellow because the blue aura was really difficult to see on the new map.

    Overall W change though

    Yea the alternate aura colors for survivors could be more saturated to be comparable to the default yellow. I tried blue / purple and had to immediately switch back to yellow.

  • To the people asking for faster move speed, the tradeoff would be more knives required to injure. So basically back to the previous version of Trickster? Where were all of you playing the prior version that you're clamoring for now?

    Chases are much more interesting vs the new version. Winning a mindgame is actually rewarding for survivors with a chance to gain some distance and let laceration decay, and if you get outplayed you get punished hard. Way more interesting and more akin to what I find enjoyable about Huntress matches instead of the previous walk you down and back rev with knives Trickster.

  • I would appreciate either reverting the scourge hook color for survivors using the Sabo perk to the old yellow color, or giving us an option to change them. The current white aura is harder to pick out than the old yellow.

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063194#Comment_4063194

    • 2 healthy survivors approach the hook.
    • You tag the first one as they attempt to unhook and they run toward the gate (safe).
    • The second survivor gets the unhook while you're locked inside the wipe animation, but you tag them shortly after as they run toward the gate covered by the unhooked survivor who will be invincible for the entire time it takes for all three to cross the finish line (safe).

    This sequence is only hard to accomplish if you're drunk. It was the same (virtually riskless) free escape scenario when it was 10 seconds of god mode off hook, the extra 5 seconds just compounded the pre-existing level of nonsense at this stage of the match.

    The idea of just not letting the game get to the end only really applies to the higher tier killers because it's average for the lower tier killers to suffer a 2 - 3 gen loss for the time it takes to find, chase and down a single person. As such, it seems pretty lopsided and entitled to believe that you simply just deserve a mechanically assisted, stress-free endgame rescue regardless of which killer you're facing.

    There are several points where this can go wrong. The killer walls off one side of the hook, especially with certain hook locations, blocking the prompt. Multiple points where miscommunication can lead to a 4k (who is going to take hit first, which door is everyone running to, who did the killer decide to chase that needs help, etc. Killer powers that can snowball quickly like traps or Oni/Myers.

    As opposed to the high skill killer gameplay deserving of free kills that consists of...staring at the hook and hitting m1 while survivors are animation locked.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061768#Comment_4061768

    Then you already know the truth of your statement. You want the game balanced around high level players, but only a certain side. Its fine, it just means you have a biased outlook on the game and how the game should be balanced.

    Only a certain side is regularly achieving hundreds/thousands long winstreaks. Balancing for average skill players and addressing outliers in high level play aren't mutually exclusive.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464767/blight-has-existed-longer-than-old-dead-hard

    Do you think the game should be balanced around the best players in the game or the average player?

    I think 2000 winstreaks should not be possible in a game that purports to have a matchmaking system. Characters can have a high skill ceiling without the ceiling being the moon.

    If you pull the "buff nurse then" trap card argument for the 5000 time im not going to bother again. Ive been down this road before.

  • @top500spiderman said:

    Blight is fine. His kit is extremely well‑designed, and he’s a great example of what a strong, skill based killer should look like.
    Every survivor has the potential to be effective at all MMR brackets, but it takes time and practice. The same is true for Blight—if you invest the time and develop the skill, he performs very well at higher levels.

    The average Blight isn’t that strong, just like the average survivor. Both Blight and the survivor role have high skill ceilings. As survivor skill increases, a skilled Blight player can keep up. That’s how killers should function.

    S‑tier killers aren’t “broken”; they’re simply capable of keeping up with top‑tier survivor gameplay. Some players dislike that, but it doesn’t make the killers unbalanced.

    Multiple near 2000 winstreaks is more than "keeping up"

  • @Piancyrestid said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464767/blight-has-existed-longer-than-old-dead-hard

    These posts are getting so boring. Can't you come up with something creative than regurgitating the latest Reddit posts?

    The admins should add a rule to stop creating ragebait posts like these.

    Pointing out something being blatantly overpowered for 6 months longer than THE most notoriously hated survivor perk in the game's history isn't rage bait. Its putting into perspective a severe error in balancing. But I appreciate your vast knowledge of forum posts with your….1 comment.

1 2 3 4 5 6 … 41