RpTheHotrod
RpTheHotrod
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I have not seen a single facecamper since it was introduced. I'd say it was a resounding success in that regard.
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@saintjimmy456 said:
After complaining about Prove Thyself, the devs reduced its strength.
After complaining about Brand New Part, the devs reduced its strength.
After complaining about Dead Hard, devs reduced its strength.
After complaining about Made For This, devs are about to reduce its strength.
They released Xeno which destroyed survivors so bad it was the focus of every topic for like 2 solid months.
They're just about to release a new killer that some pros are saying is one of the strongest to ever be put in the game.
"This game has become SOOOOOOOOOOOOOOOO survivor sided it's BS." 😂
Correction, brand new part was buffed, not nerfed. Now there is a guaranteed minimum of 10 seconds up to an entire 40 seconds that can be permanently removed from a generators regression potential. That's hand over fist stronger than it's original form. Originally, a killer could chase someone off a gen and get it regressing and eliminate what good it did. Now once a survivor uses bnp, it's a permanent penalty on the killer that cannot be removed or reduced. Having an on demand -40 seconds on a generator is absolutely huge. If that generator ever regresses to 0, then the moment any survivor touches it treats it as if they had just sat there for 40 seconds working on it.
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I have not seen a single facecamper since it's release. I'd say it worked great.
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I'm a killer main, and frankly, outside of very temporary situations, I don't think either side should have movement speed buffs or debuffs (expect bloodlust at least makes sense to prevent infinites). The maps and tiles are balanced around the default speeds. Changing those can absolutely wreck game balance. Same with hit recovery. STBFL is not healthy for the game, imho. There is a reason there is a hit recovery. Bypassing that isn't good.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580566#Comment_3580566
I don’t know what you are on about.
- 4x 25% regression is huge
- 30% of a generator’s progress is a lot, up from 20% since the last buff
- Pair this with the strongest killers and not a generator gets done for minutes
It's not guaranteed x4 25%, it's a range of 1-25% each token.
30% of current progress could mean it would shave off 1 second. It's current progress. It also means even at full use of 30% time-wise, it's not much stronger than it's original form, but the majority of the time, pop isn't going to get full value. If the killer is consistently getting full value 30% seconds-wise, he's getting his ass kicked on gen progress, as that means all generators hes coming across are essentially 99'd. This means in almost every situation, it's weaker than it's original form, and if it's stronger than original pop, survivors are killing it in gen progression.
Pairing anything with strong killers isn't an issue. That's an issue of strong killers needing to be looked at balance-wise. Nerfing perks just because it's good on blight could mean destroying weak killers who need those perks to stay viable.
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Can't pop a regressing gen, so it doesn't combo with PR unless you tapped it for the killer.
Also, pop got a significant nerf, not a buff.
Also also, PR is very manageable. Only works 4 times in a match, does damage between 1-25% depending on how much progression the most progressed gen has, AND you're supposed to get a gen that's safe from killer patrol (ie far away from 3 gen area) to 99% to eat all of the tokens. You can completely nullify PR's effect by juicing a decoy generator. PR is all about countering it properly. Be lazy or make the mistake of completing what would be a perfect decoy gen is a fault of the survivors, not of a busted perk. You have to manage certain perms just like killers do.
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Public stats and leaderboards are always a terrible idea. Brings out the worst in a community and strongly increases the amount of cheating, plus the top leaderboards are almost always exploiters/cheaters.
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You can tell if someone is using STBFL, already. Part of the game sense.
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Pop got nerfed. Thana got nerfed. BBQ is easy to counter so not sure why you'd think it would need a nerf. Are you advocating removing them from the game or something?
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That perk was so unbelievably broken against m1 weak killers. The extended haste effect definitely had to go. There was no downside to it considering everyone just 99'd their health so they'd get the effect without actually being in any danger of being downed.
Best to consider it a reworked perk as opposed to a nerf.
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@crogers271 said:
It's been a great feature. I've had no games where the killer just stood in front of the hook, proxy camping allows a lot more play, and I have yet to see this 'weaponized' in a way some people worried about.
Numbers might need to be fudged a little, but I say give it a few more months of testing before discussing that.
I have not seen a single killer facecamp since the update. I've also not seen a single bubbab, either. Win win.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575487#Comment_3575487
Ironically, now you can combine DH and MFT because they're removing the Exhaustion restriction.
That's acceptable considering they have to invest have their perk loadout for that and it still has counter-play.
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Less hooks means more slugging. Take your pick. I hear more people complaining about slugging than getting hooked.
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@Jigsawbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575459#Comment_3575459
the game favorite map ? the game is trash for survivors......
Aight, now we know you're trolling lol.
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@Jigsawbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575335#Comment_3575335
why tf then midwich is not reworked ?the best killer map of all times?or swamps ?because it is really good for killers and they are quiet about this map,but did you know what ?every day the bonus bp is 100% for survivors-that mean 1 thing-not enough survivors at all.i would be worried if it is every day this statistic
Probably the same reason The Game hasn't been nerfed. Survivors have their favored maps. Not unexpected for killers to have theirs.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575435#Comment_3575435
It helps with motion sickness. It is accessibility. Yes it is also a gameplay advantage and QoL, but people have made that argument for literally any kind of accessibility. With hat kind of argumentation you can just say there is no accessibility options for killers nor survivors.
I get motion sickness (which sucks because I super wanted to play VR games more consistently), but fov has never remotely affected me whatsoever, so that's news to me. I have only heard of forced movement when you are not initiating movement yourself as causing motion sickness...not how much you can see on a screen. Regardless, I'm all for accessibility as long as it doesn't hurt game balance, otherwise, we end up with this:
https://youtu.be/Q2hn1KSlDww?si=TaGP9u7aT6s7O745The heartbeat thing, I'm glad they made the heart graphic a bit difficult to tell if something is getting closer or further as opposed to pixel perfect information that the spinechill icon had, so I applaud that, but it definitely ended up hurting onryo killers. It's hard to hear her lullaby sometimes since it's so quiet, but the visual TR completely gives you a heads up.
Bear in mind, I'm a killer main, so fov slider will be a boon for me, but I still feel that accessibility changes need some serious thought as to not affect the gameplay as a whole.
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@Exerlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575396#Comment_3575396
This is the only instance where I disagree with you. It's fine here because being broken the entire match is a big enough disadvantage in the macro game to counter-act such a big advantage in chase.
Have to disagree. We should NOT normalize long term haste effects - it just breaks the map balance. It generates infinites, and it screws over weak m1 killers unnecessarily. Something to be avoided.
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@Jigsawbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575329#Comment_3575329
first of all-only 4 stacks but if you make 4 times pain res + pop on 1 gen,the game is over.survivors cant return anymore-4 gens nullified is way too much and that why everybody and i mean EVERYBODY using pain res + POP ,because it is broken combo like overcharge and call of bryne but because it is killer thing it is not a problem at all.and when someone is tunneled (and this is EVERY game) the game ends on 3 gens left and easy 4k for the killer
Considering you just said overcharge and call of brine combo is broken...no one is going to take you seriously. Those two perks are practically non existent. Call of brine shaves off 4 seconds of a generator if it is left on one from near full to no progress. Overcharge similarly practically does no regression AND for the first 12 seconds....it literally does LESS regression than if you did a no perk regression because it starts with a regression penalty against the killer. On top of that, tapping the generator as a survivor instantly disables the regression effects...the minimal and non consequential regression that they have. Call of brine is just an information perk in reality, and overcharge hurts the killer more than it helps unless survivors are honestly that bad at skill checks.
And remember, those 4 tokens you speak of are a range of 0-25% each, so you can literally get a 0 0 0 0 from a match, and if survivors do what they sre supposed to do and 99 a safe gen, PR has no actual effect in the match. It's one of the easiest perks to counter since it's entirely in the survivors' control...though a solo queue can mess that up, but that's not a perk issue, that's a solo queue issue. If you're having issues with PR, that's an issue with needing more experience in the game and how to handle PR.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575426#Comment_3575426
Fov slider isn’t accessibility? … are you serious?
and yeah. TR is key for survivors. More so than gen sounds for killers (which I agree should also get a visual notification but that’s not the point)
Yes, I'm serious. It doesn't help with any disabilities. More of a quality of life, but being able to see more on your screen is a definite gameplay advantage. I'm surprised they are adding it. At least it will help reduce the silly immunity that survivors often get when spinning in circles.
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Call of brine, overcharge and ruin is also useless. Welcome to the club how killers feel on a regular basis.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575130#Comment_3575130
What about the upcoming FoV slider?
Colorblind mode which affects both sides but arguably is more important for killer side?
there is also no equivalent of TR on killer side. Survivor didn’t get noise notifications for other sounds like killer footsteps/breathing either..
Yeah, but TR is key for survivors, breathing and such is a fairly small thing. Generator progress sounds are key for killers so they know if the gen is being worked on - I'd say that warrants accessibility...plus to fix the audio bug where generators don't play noises in some map areas such as the silent hill ramp that leads upstairs.
Fov slider isn't accessibility.
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@Tsulan said:
MfT now works with DH. It doesn´t deactivate when exhausted. Which opens a lot of possibilities to mix it with exhaustion perks + endurance perks.
Hell, it might even be stronger than the current version because of that.
Fair, but it at least takes up half of your perk slots to utilize it.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573475#Comment_3573475
Hehehee, I'm just having a over the top nerd rant for fun man, apologies if I came across as though I was running you down, was not my intention... if you like it, that's fine. 😏
My objective analysis of Jigsaw is there are several major issues that are completely illogical within the films own plot, and a huge deviation from the Saw franchises core driving narrative. This means that even with a very biased initially positive stance towards the film, I still ended up hating it.
I'm sure as mutual fans of the series we could have a great discussion about it, however I'm pretty darned confident I could punch a serious hole in your love of the film... and I don't want to taint something you like just for the sake of it. That's not an insult to your opinion, just the problems I've identified are inexcusable to my mind once you notice them... to the point that the few positives the film had are dwarfed into insignificance by the core failings of the plot.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573486#Comment_3573486
I was warned to never watch Saw 3D, or Spiral, sadly I didn't get that same warning for Jigsaw 😅
Saw 3d was a good way to tie up loose ends and come full circle. I recommend watching it. There's a lot of what seems like plot holes that 3d fills up nicely. Explains how Jigsaw was able to accomplish certain elements that you wouldn't think makes much sense and would just hand wave it as silly movie logic.
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@KaTo1337 said:
Please: Do NOT spoiler the movie, he arrives in Germany at November 30th, so I dont know what will happen. The reason for this delay is the absence of the Voice Actor for John Cramer, so they decided to delay the movie to give us the original german voice for him.
A new post on twitter for DBD has risen from the fog:
https://twitter.com/DeadbyDaylight/status/1718991296508068119
All I need is HELLO ZEPP and then, there is only one thing for me to do:
"Hey BHVR, heres my money!"
Just saying, that's a super cool reason for a delay!
Enjoy the film!
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575177#Comment_3575177
Meh if whole patch is really 100% survivor nerfs they can throw survivors a bone honestly, nerf this abomination called "ultimate weapon" or a small DS buff, just a little something
Killers got their asses absolutely handed to them for half a year with MFT being added (unless you played broken nurse or blight). Survivors are definitely due for a survivor nerf patch, lol.
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@Jigsawbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575167#Comment_3575167
30% from gen is signifacant nerf ?listen up,i dont kno what are you talking about but not everyone are god players.STBFL is broken perk,same for the stackable gen pop -pain rais + pop
It's not guaranteed to be 25% its 0-25% per token for pr, and it only happens a maximum of 4 times. It also discourages killers from hooking if a scourge hook is the only hook nearby or if a gen recently completed and they suspect they won't get their fill 30% out of their limited use token. The fact is, sometimes you get literally 0% use out of PR. It's essentially an RNG perk like a hex perk. It's a weak perk since survivors can entirely control its effects if they are smart. If they aren't mitigating it, then it still has a chance at doing 0% per token...again...dependent on the survivors action.
Pop requires someone getting hooked, so it also has limited use, and it is only very effective on generators that have more than 50% progress on it. It's also 30% of CURRENT PROGRESS, so it's actually 1-30% depending on the progress. If you're getting 30% off of a gen with pop, then it was almost completed and you're probably losing that gen within the next minute anyway unless you're camping it and lose other gens in the process. For example, if the gen was at 30% and gets kicked, it removes 9% of progress.
Also, your math is terrible in your last sentence. What were you attempting to communicate? If you were saying you can PR a gen and then since you hooked them you can go pop it, you can't pop a regressing gen.
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@v1rtual said:
Hi,
I feel like quite a bit of the sentiment I hear on twitter and among friends is that the matchmaking in this game makes it too easy if you're playing at a high level. I feel like if MMR was visible, and if we had a leaderboard of some kind, that would add a really big incentive for veteran players to try and once again grind the game.
Definitely no. Visible MMR and leaderboarda always bring out the worst in a community. It means everyone is heavily encouraged to play as sweaty and aggressive as possible. It would gut casual gameplay as well as killers who play nicer for the survivors. Also, leaderboards are almost always guaranteed to be topped by exploiters/cheaters. They want their names in lights. If you do leaderboards, DBD is going to get infested with more cheating than it already has.
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Pop already got a significant nerf, as did pain resonance. Bear in mind, PR can get zero value and tokens still used up, and the more experience survivors can make PR a non threat by 99ing a decoy gen that's far away from the others where the killer doesn't bother to patrol often. PR is trash at higher MMR, and it's only sometimes useful otherwise depending on gen progression.
Jolt is only 8% and requires downing people. It's not even close to being broken. You lose more progress from missing a skill check.
None of those are broken perks.
As for STBFL, I don't think long term effects against standard balance is good such as haste or recovery speeds, so I do think it's a broken perk that needs to be changed.
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Now I'm hungry.
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@Archol123 said:
https://youtu.be/_YJ_wPBfByo?t=391
At around 6.30min you can see the hit over the rock on Ormond, you cannot tell me the killer is bad when he is able to get hits like that.
I heard that they removed the ability to do the drag over objects since the last couple of patches. I tested it last week and have been unable to drag over objects vs how I was able to previously, so im inclined to agree they removed that feature. The video you presented is 2 months old.
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Only thing frustrating is that accessibility options are for survivors only. They get audible visuals (TR) to help hard of hearing survivors, but killers don't get audible visuals for gen repair/progress sounds.
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As a killer, it's given me an option to get a survivor unhooked if the teammates are jerks and refuse to unhook them. A few times I've wished I could unhook someone. Now I can!
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@OrangeBear said:
Personally i don't really see why people are still worried about MFT when it comes to legion and deathslinger. No one is gonna always bring this perk for that. I think only place where MFT fits anymore is paired with dead hard.
Or bodyblockers off hook. Bodyblock to protect rescuer, then speed off with the haste.
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They seriously need to move all the pop ups that cover chat.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570803#Comment_3570803
How is Spine Chill basekit? Because of the visual heartbeat? Its exactly the same as the normal heartbeat.
Old spinechill was the only counter against Spirit and Nurse (maybe Iron will also) and on top of extremly effective versus any stealth killer. It even worked against T1 myers.
An experiecend spine chill player could loop a killer effective even without looking or using any form of check spots by simply looking for spine chill at high wall tiles. Spine chill gave you an extrem speed at vaulting which was very big, especially in combo with Resi.
May i ask when you started playing DBD?
About 3 years ago seriously, though I technically started at launch. I'm not talking about literally every portion of the perk, I'm talking about what he was talking about. Naturally there are other perks of spinechill. We aren't talking about the original spinechill with the vault boosts and such.
Spinechill used to be annoying because everyone ran it and killers would always have to crab walk to every generator to the point where it was becoming a meme in itself. They then super buffed spinechill where it was no longer counterable (guaranteed knowledge when the killer is approaching) but at the cost of losing vault speed bonus. You still kept the speed boosts for other things when the killer was looking at you. The biggest benefit hands down to spinechill though was the TR warning - no one really cares about extra objective speed when being looked at. Anyway, they temporary changed SC to include a visual TR distance feature but in a broken state since it gave you pixel perfect distance information. However, this was never intended on being a part of the perk - just a bandaid fix for accessibility. They eventually turned that visual TR into basekit and balanced it to fix the perfect distance information (well, most of it). Spinechill kept its hard counter to stealth killers in the process.
At the end of the day, Spinechill users didn't lose anything that was actually intended to be part of the perk outside of the vault speed (visual TR is basekit). However, they did gain the ability to hard counter any stealth killer. What everyone is up in arms about is losing a busted accessibility feature that gavean incredible advantage over people not using it. It's the accessibility feature that got balance, it was never intended to be on a perk to begin with. Now the accessibility is just a minor advantage, but no longer an overwhelmingly broken one like the one they temporarily attached to spinechill to buy them time to make a proper one.
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I feel the only reason kill rates are roughly 60% is because the amount of free killers killers get from survivors giving up right out of gate. XD
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Keep in mind their matches have special rules that are not realistic in normal matches so that the killer actually stands a chance. Rules such as no duplicate perks allowed for survivors, only one deliverance perk allowed across all 4 survivors, banning certain maps, etc...
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@JackOf4llTrades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572229#Comment_3572229
I met one killer as well: he downed one of my friends (last one), refused to let her go. He downed her, pick up, go to corner, she escape grasp, run, nothing around, he downs her, take her, goes to the corner. They were in game for TWENTY MINUTES.
That's bannable. Report it. It bypasses the bleedout timer. Devs already states this is against the rules.
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A full reset on letting go would be too harsh. I'd prefer a slow regression.
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They've already answered it - several times. That's why there is a bleedout timer. It limits how long a killer can keep a survivor in play yet knocked out. Lomg story short, it's not hostage taking, as the killer cannot keep them indefinitely slugged.
It isn't against the rules. If it was a problem, they would adjust how slugging works. That being said, it can be a jerk move at times, but at the end of the day, it's allowed.
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@mca240 said:
It is just as easy to avoid getting hit by flashlight by picking up in a way they cannot get the angle or not pick up straight away and taking notice of whom is lurking.
No way yo detect lurkers anymore with the new background player. Survivors can literally (no joke!) cross half of an ENTIRE MAP in 5 seconds now (map dependant, of course).
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@jjhanzely said:
I know that. I'm not expecting to be "impossible to kill."....but it is BS when you get removed from the match within 5 minutes, not able to do a single thing. The second I get off the hook, they're after me.....AGAIN. Survivors run MUCH slower than killers. Some killers will camp, and guard those that are hooked. That's not skill....that's being a sore, unskilled player. Survivor Perks are being nerfed into the ground, along will ALL survivor actions and speed.
Now, I'm not saying survivors should have major advantages, but tunneling and camping need to be looked at. If I have fun with a match, and actually able to do something, I don't mind being killed....but tunneled out right when the match begins? That's BS.
But you can absolutely do something to prevent that. That's part of survivor gameplay. You have a lot of options to stay off the killer's radar, or alternatively, be on his radar and run a looping build. I have a more support role, so I keep my head down at the beginning of the match, but focus on knocking out gens and peeling the killer off people on deathhook when I can.
If you're constantly being eliminated within 5 minutes, you're needing to adjust your gameplay. The killer's job is to eliminate you. Your job is to keep your team from being eliminated. If you're not a looper, you gotta make yourself less noticeable by the killer. Consider what gen you are working on. Consider what side OF the gen you're working on. Do you have any escape routes planned?
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@macal54 said:
With a combo of two perks, judiths tombstone and another, He has the ability to kill healthy survivors when in Evil Within III, and Evil III has an unlimited duration. So essentially He can stalk briefly then kill any survivor within reach and end the game within minutes. Way too powerful, no way to win against him
By the time Myers gets that much stalk, a decent survivor team should be on their last generator. You have to keep in mind that he is giving up hooks and in place going for mori kills. It ends up roughly being the same, you just have to be prepared for it. You can also hard counter it simply by going into a locker or stay repairing on a gen (though the gen one is almost guaranteeing your death).
If he is getting t3 with those addons within minutes, your team was absolutely feeding him, and that's on the survivor's.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570872#Comment_3570872
You can theoretically also miss the visual indicator, it's about as hard to miss as the TR.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571349#Comment_3571349
You can't be serious. You're upset that survivors have a TR indicator, which has been in the game from day one?
It's also not basekit Spinechill still. Spinechill gives way more info AND an action speed boost.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571371#Comment_3571371
They can't make up for it. Two people cannot work as efficiently as three people. A survivor literally doing nothing is lost efficiency no matter what.
Also, sidenote, @scorpio : I'd quote your post, but it's on another page, so I can't. Anyway: You can't have DS disable on someone else getting hooked, it'd create a 'tunnel-for-free' scenario if the killer camps the hook and puts the unhooker on it before tunnelling the first survivor again.
You're projecting. Nowhere did I say I'm upset. I'm merely stating that the spinechill TR detector was moved to basekit. Also, a visual TR option has not been in the game since day 1. At this point I think you're just trolling, lol
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They are even more useless, as any survivors with mft (and let's face it, not having a 4 stack of mft every match is rare these days), survivors literally run faster than 2 of the 3 minions.
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I think it's great, though it sucks killers aren't allowed to participate in it withing being severely punished by losing ALL gen pressure, and a third health state for survivors is incredibly strong. Its pretty much a survivor only event.
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I hope you're joking here. Survivors get 16 perks per match max. Killers only get 4.
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At least edit your post to remove misinformation. People will take it more seriously then. AFC absolutely functions on 2nd hook as long ad the egc has not started.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570803#Comment_3570803
What're you on about?
Are you talking about the visual terror radius? Because that's no different from the aural one.
It's a big difference, enough of one I assume you're just being sarcastic (also deleted any semblance of stealth from Onryo). There's a reason every competitive player and every streamer turns it on. With that in mind it doesn't change the fact that it was made basekit.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570625#Comment_3570625
they can just lunge, this works only once per killer.
That's fair.