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Rokku_Rorru

Rokku_Rorru

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  • @[Deleted User] said:

    OP, any update since the 6.02 patch?

    Do you feel the game is more balanced for Killers now?

    Honestly I want to say queue incentives speak volumes about the state of the game.

  • @Foxy_Teltac said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167778#Comment_3167778

    Plus, it's not like Hunk to just stab something then immediately run away. If he's gonna kill he's gonna finish it right there. He would've fit as Spirit when you think about Hunk's gear. He could possibly just use Hologram technology to project himself during Phase, then his invisibility could be excused with his Cloaking Tech that he's had in a couple games

    omg yeah that's an awesome idea, or wraith even.

  • Darkside Chronicles for Claire would be nice, but as I've said on another of these threads, if legion can have multiple killers with multiple outfits, survivors should be able to as well.

  • @Foxy_Teltac said:

    A part of me wishes he was his own killer entirely even though I know how much of a hellfire a Double Killers chapter would be, but he has so many cool ideas for a power and perks, he's my favorite RE Character and it sucks to see him get lowkey shafted like this. They also missed out on giving other killers skins of the USS from Operation Raccoon City, although an unpopular game, it's one of my favorites

    Part of me wishes he was on another killer since I'm already sick to death playing as robbie rabbit legion to enjoy him (deathslinger m1 is knife, m2 just uses a grapple hook or something), Part of me wishes he was a Survivor too lol.

  • I honestly feel Wesker's issue is the servers can't keep up with high mobility/fast projectiles. I think his dash is the fastest attack in the game movement speed wise (nurse stops then lunges, blight lunges at end of rush).


    It's revealing a flaw in the games way of handling hits, and it's not ping related either as I've seen it whiff without any of the warning signs or grab through thrown down pallets etc despite the connections being fine.

  • Honestly I wish the changes to base chase were reverted, but they can keep the generator changes. Anything to make Killer queues shorter again and make running more builds without exhaustion perks more appealing.

  • https://cdn.discordapp.com/attachments/738631015169523712/1015408248217665646/DeadByDaylight_2022-09-03_00-46-41_Trim.mp4


    I'm starting to become convinced this games netcode does not support fast movement speed interactions. The jank still happens even with no warning pings.

  • @Pumpkinbros said:

    now:

    Reactive healing gives you a 40% bonus progression to healing once a survivor loses a health state within a 32-meter radius. This is a very perfect healing build perk I love it, but what it lacks is information on who in question lost the health state

    Slight buff:

    It should either show the person's aura for let's say 5 or 7 seconds, OR it could reveal their aura for the rest of the duration of their chase, or anytime they are being chased in that matter

    Cheers!

    I'd rather they removed the "of the amount missing" tbh, that's the part which puts me off using it.

  • @Hex_Melancholia said:

    I know Claire Redfield is merely a cosmetic for Jill Valentine, but because she's my favorite RE character, I was wondering devs... is it possible we could have more Claire Redfield cosmetics? Even if they are sets. I just want more variety. I'll be honest, I dont much care for sets, but I would settle for sets if it means more Claire Redfield skins. I hope this is possible, I would love for this to happen. Thank you.

    yeah I agree there really isnt an excuse when legion has "Multiple characters" with multiple cosmetics.

  • I agree <3 Please give him some love!

  • @FatallyIconic said:

    Fashion for female survivors is a lot easier to create more variety for because it's more "socially acceptable"

    Take a look at female cosmetics compared to male ones. We have bright coloured hair of all different unnatural shades, A variety of dresses, tops and pants that are different shapes, cuts and sizes. Short shorts, skirts, crop tops etc.

    Male survivors? All their cosmetics are too conventional. Tank tops, jeans, suits, cargo pants, track-suits. Mostly dark-coloured or subtle shades. Mostly natural hair colours apart from 2 or 3 instances of rift re-colours. BHVR refuses to give us a male survivor with actual more alternative fashion or risque style. Male fashion cosmetics are boring. And they wonder why their cosmetics don't sell well.

    Give us a male survivor with brightly coloured hair, more risque and theatrical clothing such as more Avante-garde or fashion-forward outfits, and more "non-traditional" male styles such as crop-tops, and Short-shorts. It may seem like I'm alluding to "oh give us more sexy male outfits". This is not the case. For example,Trickster's style is great - Bright coloured hair, more "out there" fashion, but his cosmetics aren't going to sell and are wasted because you play him in 1st person. Killer cosmetics in general are less value for money due to this reason.

    overall I feel like Trickster is a perfect example of what kind of male survivor a lot of players would love to be added, and it would give more representation to men. I thought maybe BHVR would give Jeff some more alternative hair colours, and more experimental fashion choices, but as we know he is rarely ever thought.

    I think you hit the nail on the head. I really think what would help is if we got a male survivor(s) that had such a wardrobe/hairstyles etc. I'd love a male character whose overall feel was brighter/out there. I often get salty when I see Trickster comsetics and then look at the male survivors in comparison LOL

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147376#Comment_3147376

    Yes, you can choose which Perks you run.

    Distortion is generally a good Perk now.

    Lockers are in basically every non-junk tile. Ever since Roots Of Dread, the amount of Lockers has been increased.

    Ah yes, my avatar makes me a troll. Had I had my normal Demogorgon avatar, I wouldn't have been a troll

    24m is boon radius, distortion is a good perk but you don't always run it just for one killer which should have been reworked forever ago. Lockers aren't within arms reach when someone runs into your tile and the killer has ears to hear you enter unless you have quick and quiet, not to mention they'd see your aura as they picked up the person??? I don't understand your point, it's not always going to be like you dictate, the game doesn't play perfectly like it does in your head.


    it's not just the avatar, it's the way you are talking at us, rather than discussing tbh.

  • Do you think I can just choose which tile I'm in/what perks I have mid match. You have a nurse avatar, troll.


  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147304#Comment_3147304

    What does this have to do with Nurse? Split up and Starstruck won't affect you

    The range they suggested 24m, it has a lot to do with her, giving her any means to get starstruck value isn't healthy. Sometimes you can't split up as the person went down by your gen and you get clipped by the TR as you are getting away, or its the game/midwich.

  • I feel it's probably best not to buff this perk at all until nurse is dealt with. If I wasn't considering her though I agree entirely.

  • IDK Reassurances change only helping SWF's feels like an oversight, I don't think better than new will be an issue considering Leader already exists and is stronger outside of boon speeds, I could see both being paired together being potentially potent. Could always run forced penance I suppose/deathbound.

  • Show me my fellow survivors perks in the lobby.

    Make Head On show what locker I'm in within a certain radius.

    Let the other survivors know I'm running healing perks when near me.

    Small things like this are what are needed I feel.

  • @WesCravenFan said:

    In this thread:

    People who missed the point.

    Power is working as intended. Have you never been outside at 2AM with no light sources nearby on a moonless night? 10 feet is GENEROUS.

    I mean by that logic shouldn't my flashlight also light the way? lol

  • My issue with scourge hooks is they overshadow other perks like pop goes the weasel for killers with no mobility.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137846#Comment_3137846

    Entirely subjective standards mean nothing. Thinking it feels nice or unintended is irrelevant to actuality. The Lament Configuration is an item, ergo, perks that affect items affect it. Using a perk to have to not finish a chase to do so is working as intended by game standards, and BHVR has said nothing to the contrary.

    It does, it's feedback, the point of this forum.

  • If they removed the vertical from them I'd at least hope they'd compensate by giving it the PTB radius, to help with corner totem spawns.

  • I mainly don't like him on certain maps (ones like junkyard with lots of short walls), indoor maps are fine unless he has ricochet (which I think should be changed to one bounce only), ever since they tuned him up, his combo hits having increased build up can be frustrating.


    He can feel fun to play as but I really dislike his main event, I honestly just feel I have an issue with ricochet tbh.

  • I enjoy facing against Dredge, my main issues are the darkness and how it affects friends who have visual impairments, it's a shame flashlights dont also light the way for the power lolll


    I like the jump scares he can potentially give, it is a bit odd that hag is 110 but he is 115 though, considering she has to set up but he can just move about the map just fine.

  • I feel it's gotten worse since this patch with the meta shake up, Haddonfield has a really bad one too.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3137829#Comment_3137829

    It's almost like killer and survivor have different standards because they have completely different playstyles and objectives which are not comparable.

    That they do, but it doesn't mean we have to always be bias to points people make it honestly feel like a one sided discussion whenever survivor/killer is discussed, which is more I'm getting at, 0 acknowledgement of frustrations the other side faces.

    It's not nice to go against, it doesn't feel like an intended interaction at all, literally get the reward of the chase holding your power without finishing the chase.

  • The killer should also commit to the chase to get the box honestly, always with the double standards. You can't commit to completing it if you are forced to drop it. It already tells him where it is, it already lets him teleport to it? Does he really need to be able to make you drop it too?

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133438#Comment_3133438

    This would be less of a mess tbh, cause it doesn't limit matchmaking. Although there's a high possibility you would never see some realms ever again.

    Yeah and even some killers, but it may force the devs hand to balance things better as it'd give as if some kind of user feedback that isn't just in game stats.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133491#Comment_3133491

    That's not an issue. If pinhead downs you while you hold the box you also drop the box.

    To say it's not an issue when it's clearly a problem of consistency I'd say it is, the counter to franklins is to drop your item and come back for it when you need it. You can't hide the box from Pinhead because of such so I think it's only fair he can't just force it to the ground either, regardless if it's good or not compared to other perks it's not healthy for the game.

  • @MrJack20252 said:

    i hate his stupid Linger tech (the one that you can drag is tentacle after a miss and it still counts like a hit) it shouldn't exists. this tech just makes the character more braindead and he is already easy enough.

    https://youtube.com/clip/Ugkxu4MhR0qv0WizPt1PAEGPsl-e3jpmZLSl

    https://www.youtube.com/watch?v=E3McTUIJJCQ&ab_channel=DOWSEYClips

    Well that explains the jank hits I've been seeing recently lmao

  • @Crowman said:

    The box is an item and those perks work with items.

    I really don't see the issue. Hoarder pinhead only counters survivors picking up the box and running away.

    Franklins isn't always better as pinhead has to pick up the box manually.

    Like they are hardly stronger options than other perks and offer an interesting synergy with killer powers that spawn items for the survivor.

    The issue is the survivor can't drop the box willingly but the killer can force them to.

  • I honestly feel her m2 should get the same treatment as artist, m2 into m1 standing ontop of the hook is the problem I feel. I don't mind so much her proxy camping as that's more of a map design problem.

  • Honestly the only change I'd like is some kind of tell it exists for newer survivors to the game, it's honestly baffling sometimes how much guesswork you need to be effective and not a detriment to others in this game.

  • I think killer is in a nice spot when speed up slow down and bad map design is not considered. I don't think they need buffs, I think the bad map design needs looked at and the Speed up/Slow down perks/addons maybe need looked at.


    Anymore passive buffs will skyrocket the already dominating killers already higher, plus still nothing has been done to STBFL.


    Also if anything I feel hits on healthy survivors should be reverted back to the full dash distance and endurance hits should be the ones with shortened distance tbh.

  • @kizuati said:

    You know what should be allowed to be ruled out? Maps. Give a realm or two to rule out. Map offerings can override.

    Honestly I'd be okay with this but it'd be a mess in solo Q so would the killer ban idea, maybe they could add a draft mode similliar to mobas?

  • @GeneralV said:

    I disagree with a lot of your points here, but I do agree with the main argument.

    If Hexes are gone forever once they are destroyed, so should Boons.

    It is only fair.

    I'd only agree if they made our boons active at the start of a match and made it map wide :) if you want to make the double standards point, oh and also make them take time to destroy, and each boon takes their own totem.

  • Please and thank you, they deserve love and more cosmetics for how huge their price tag is.

  • Hard agree please consider reworking her like you did the RE characters, such a horror Icon deserves the same love <3

  • I'd love this because I could remove all the mega boring pinheads with full passive builds from my matchmaking (Pain res, DMS, Dead Lock and whatever else) then they just sit and tunnel all game. As if this killer didn't have enough passive stuff as it is lol


    And I'd remove Legion tbh, mend simulator byeeee

  • @Ravakahr said:

    Comment below if you want it back.

    Bring it back. The game isn't fun anymore. Killers way to OP. Play the game at 100ping or 200 ping and try to time dead hard. The perk was fine killers just had to learn to wait 1 second. But they couldn't. Now its completely unusable at the Australian average ping.

    What people forget is it didn't always work to begin with.

    Dead Hard is great the way it is right now, learn to use it and you'll learn to love it again honestly.

  • Honestly I'm still rather annoyed Reassurance is some bandaid fix for it, when we really need some measure built in. But as always trying to solve game problems with DLC, nothing changes.

  • If they implemented a dc ban to PTB I'd never test anything ever lol there is times you are like "I've seen enough" it's not like we are wanting to win.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130102#Comment_3130102

    This may not be how it is, but my assumption is that the current design of matchmaking puts four random players of not the same MMR (so, very likely of entirely different skill levels aswell), may calculate or may not calculate the average, and puts the killer with a few times higher MMR than each survivor has. I don't think, it'd count the MMR of all survivors in total and put a killer with that high MMR against them.

    However, I have no evidence or proof to support my assumption. It's all based on my own experiences (I do play Solo Queue 24/7).

    I mean I totally get why you'd say that it's like trying to make a "well rounded" group to match the killers skill level so may match survivors who play a lot with survivors who don't...


    Which if true is probably why solo queue can be awful to begin with

  • @Clockwork_Enigma said:

    The Garden of Joy is such a horribly designed map that it's the only map where I've decided to go AFK just to wait for the next match every time that it comes up.

    The main building is too safe to play around as Survivor, the loop structures are way too unconventional and still confusing sometimes, some loops are easily abusable for Survivors, and the worst part is that the map is just gigantic, which makes pressuring Survivors hard and traveling between generators boring.

    Again, I would rather go AFK and wait for next than play on this abomination. It's so unfun.

    for me it's shelter woods as a survivor, map needs one elevation anywhere, somewhere that map existing is why I don't use balanced landing anymore.

  • @[Deleted User] said:

    You'll get absolute babies no matter what your MMR is. They put the system in place and then throw it out once a queue exceeds 0.5 seconds

    Lmao sounds about right

  • Yeah, I'd like to see smaller details like Lisa get her earing and stuff.

  • @StarMoral said:

    I mean you can when you load up into the lobby

    You can't that's the ping to the server, the only indicator we get on PTB is a new icon above survivor portraits when we are IN a game

  • @Astrian said:

    The MidChapter 6.1 patch has sat with everybody for a while now and I think I can safely say that the patch was a very overtuned course correction to address the weakness of Killer in the past. While I think Killer is in a very good spot right now, I have thoroughly enjoyed most Killer games I have played, Survivor on the other hand, Solo Survivor especially, is miserable.

    I feel as if the balance team saw a lot of the proposed changes that they've been receiving over the years and instead of slow feeding them over time like should've happen, they just shoved everything into the game as once and now we have this mess of a patch to deal with. I've had these ideas on my mind for a while and I'm one of those guys that needs to get it out there so I can stop thinking about it so forgive me if this is too long for you.

    I'm personally not a believer of the "Wait and See" mentality that plagues a lot of "competitive" games as with a game as big as Dead by Daylight, this mentality makes no sense. We have such a big fanbase that we don't need to wait and see for a few months, we have so many people experiencing the same thing, trying out new things that any reasonable person can see that this patch is awful for Survivors.

    We don't need to wait several months to realize that some things about this patch need to change everything I'm going to propose can happen next patch and won't drastically change the meta.

    Here's my Proposed Patch 6.2. Nothing here is a rework, we're merely adjusting some of the values of the 6.1 patch that didn't hit the mark for one reason or another.

    Base Kit Survivor Changes

    There are two things in particular that I don't think hit the mark this update.

    Base Kit Borrowed Time Sucks. Turns out Killers are capable of the unthinkable. They can count to 5. 5 seconds is not enough for anything and everybody just waits it out.

    I propose changing it to 7 seconds as I believe this will do a better job at protecting the unhooked.

    Reduction in distance after getting hit is too much. So basekit Killer got buffed hard and I agree that it should've. Gens take longer, they recover faster kick pallets faster. All of these are warranted changes. I don't believe the reduction in distance was though. It was done to defeat the "Hold Down W" meta, but I think all of the changes I listed above and the Dead Hard change addressed this fine. All the nerf does is make killers like Nurse and Blight stronger as now you can't even break line of sight anymore.

    I propose we just revert this back to what it was before the Midchapter patch, with the effective removal of Dead Hard from the meta along with the basekit Killer changes, the hold down W meta is not as viable a strategy as it once was. Giving some power back to the survivors will not ruin the game.

    Meta Survivor Perk Changes

    In my opinion, a good path would've toned down the oppressive, stale survivor meta while also bringing new perks in as alternative options. I believe 6.1.0 failed in this regard.

    Instead of toning down old perks, the patch destroyed them, some rightfully so, but most of them were extremely unwarranted.

    Instead of buffing up perks to create a new meta, we have a few decent perks and a lot of extremely niche ones. A lot of downright garbage perks were just left out of the bundle.

    Iron Will does not need the 75% nerf. The problem with old Iron Will is that it could be used by everybody with 0 consequence. It went on every build. I believe that with the Exhaustion clause that this patch introduced, this solved the issue.

    My Proposed Change:

    Iron Will Reduces the volume of Grunts of Pain while in the Injured State by 50/75/100% Iron Will cannot be used when suffering from Exhaustion, but does not cause the Exhausted Status Effect.

    This retains the old strength of Iron Will while adding a manageable clause to it's power. This is exclusively a stealth perk now, you can't abuse this perk like before with perks like Sprint Burst, Dead Hard, or Lithe. With this change, if you run into someone with Iron Will you can make a reasonable assumption about their build, Locker Build, stealth build with self aware or something like that. That's not something you could do with the old Iron Will and that's why I believe the exhaustion clause is important.

    Spine Chill did not need to be reworked. I have never seen anybody this patch run Spine Chill, please revert this change it is unironically so bad. The problem with old Spine Chill is that it completely shut Stealth Killers down without having any consequence for doing so. It was an all around good perk that just ruined the play experience of other people for doing nothing... So just remove it.

    My Proposed Change:

    Get notified when the Killer is looking directly in your direction and standing within a range of 36 metres.

    While Spine Chill is active, Skill Check trigger odds are increased by 10 % with success zones reduced by 10 %.

    While Spine Chill is active, your Repair, Healing, Sabotage, Unhooking, Vaulting, Cleansing, Exit Gate Opening, and Chest Searching speeds are increased by 2/4/6 %.

    Spine Chill does not activate when the killer is Undetectable

    That wasn't so hard now was it? Having strong perks is not a bad thing. It becomes a bad thing when they ruin other people's play experience which old Spine Chill did. My proposed Spine Chill no longer does this while still remaining a good perk.

    If you noticed, I also added back the Vault Speed to the perk. Removing this made no sense. Even leading up to the patch, it was said that this aspect of the perk was removed because it "Didn't fit the perk". This is dumb, I'm sorry. Don't remove this, it is okay to have strong perks.

    This also satisfies the people who used it as a hearing aid. They weren't going to hear undetectable killers anyway, so nobody loses with this change.

    Decisive Strike got nerfed too hard. Decisive Strike at 3 seconds does absolutely nothing. I don't know what else I need to say, it's just really bad this patch for no reason. People are tunnelling more and more this patch and one of the few anti-tunnelling perks got nerfed to uselessness.

    My Proposed Change:

    After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

    When being grabbed or picked up by the Killer, succeed a skill check to automatically escape their grasp, stunning them for 4 seconds.

    That's it, one more second should be a nice Goldilocks between the two perks.

    Rapid Fire, fixing more trash perks.

    Calm Spirit no longer has a penalty for interacting with chests or totems

    No Mither no longer makes you broken at the start of the game

    Self Care at 40% now

    They're all still bad, but hopefully a little less now.

    As a whole though, I completely despise this mentality of needing to rework perks in order to nerf them. Spine Chill is an excellent example of how a rework completely ruined the perk but a simple change makes it balanced. Please Please Please think about simple number changes before developing reworks, this would save you so much time

    These are my proposed changes to Survivor for the upcoming patch. As I said before, I believe Killer is in a good place right now and outside of specific killers, the role itself should be fine for the forseeable future. Whatever decision you guys at BHVR make, I sincerely hope y'all take a look at the changes you made in the MidChapter patch as you guys made some wacky nerfs that seriously didn't need to happen.

    You guys are stressing yourselves over dumb stuff like fixing how your reworked Spine Chill works when a simple line of text fixes the problem we had in the first place.

    I think this a great list, thank you for taking your time to propose such in depth feedback! :) I hope they listen

  • Just when I thought they couldn't surprise me anymore lol

  • I think the face polygons happen even when interacting with the exit gate uninjured also.

  • @Zeon_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114979#Comment_3114979

    You guys stated that the matchmaking incentive will provide additional BP to help the BBQ BP removal. Brining up the matchmaking incentive in the context of people being upset about the BBQ nerf makes OPs conclusion valid. Is that now retracted since apparently its not connected at all?

    After the kneejerk reactions thing I just can't take BHVR tagged responses seriously anymore. It's like gaslighting lol

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