Skitten56
Skitten56
About
- Username
- Skitten56
- Joined
- Visits
- 1,949
- Last Active
Comments
-
Myers with his horribly unfun for both sides rework.
I used to love Myers on both sides. Now he doesn't feel like Myers at all anymore. I don't want to dash with Myers, I want to stalk survivors. As a survivor Myers is the most boring killer in the game to face now.
-
I thing Singularity is fine as they are. It is okay to have strong but difficult to play killers in this game. For those that prefer a less complex or more simple and streamlined killer there a many other options. Let Singularity be complex for those how enjoy that aspect of Singularity.
Also Singularity is already pretty strong when played well. Buffs to make him easier to play would also likely have to come with nerfs later on to compensate.
-
@Goblin_BHVR said:
Hello!!
Thanks for taking the time to write out your thoughts, even the criticism are always appreciated!
We'd be interested in hearing more about what people think - which perks would you like to see changed due to Diminishing Returns? What builds do you feel it has affected? Anything else you can think of that's relevant, please please feel free to let us know!
Thanks!
I hate Diminishing Returns. Like many others are saying here, it basically killed all the fun builds I liked to run but does nothing to hurt meta builds. So I just run meta now instead.
Also some perks work together but function differently and thus don't hurt each other with diminishing returns. So these combos are more powerful which makes them just better than the rest.
Diminishing Returns just constraints and limits gameplay builds. It also makes me feel like the game is pressuring me into running specific builds instead of just letting me run what I want. It leaves a bad taste in my mouth as a result. By forcing less build variety, playing the game becomes more boring and stale faster as well.
Knowing we'll likely have to wait years for BHVR to remove Diminishing Returns or finally buff all the perks it made absolute garbage with the update is just frustrating.
-
Myers
Every time I have to see how BHVR massacred a fun killer it just irritates me to no end. I haven't played him once since his rework PTB. Completely ruined playing the killer for me. Old Myers was weak but at least he was fun and had his own unqiue gameplay style and fun add-on combos.
Playing against him is also utterly unfun. Why the F did BHVR think giving him an instant down dash that he can control like Pig was a good idea. Not only that but he also breaks pallets unlike Pig.
Also the fact that his core "stalk" mechanic is basically irrelevant in the rework since he can get his power after like 2 seconds of "stalking" a survivor.
BHVR should just completely revert the rework. Remove Tombstone Piece add-on. And then make it so survivors can't be Tombstoned with Endurance. After that maybe give him some buffs to make him more competitive.
-
@coldflame said:
bhvr have no appetite to ship reworks, skull merchant rework was entirely dropped and the trickster 'rework' was very very limited in scope
no amount of tweaks will change nurse fundamentally ignoring the rules of the game
After seeing their rework for Myers, it is probably for the best they don't rework killers ever again.
-
What is your favorite Killer Add on
Original Iri-tape for Onryo. Super fun add-on that kept the TVs on. Had an amazing sfx too.
What Killer add on needs reworking
Iri-tape for Onryo. This add-on has 2 major downsides; it removes all of Onryos condemn pressure and slowdown and it makes it so TVs are off longer when survivors interact with them. For an add-on that is supposed to be macro focused mobility, it really sucks when survivors are able to just turn off all your TVs for free.
Add-on should be reworked so there is no debuff to TV off time duration, and buff it so that when Onryo hits a survivor after manifesting, the last 4 TVs turned off by survivors turn back on.
an undderated add on
Iri-Crystal Shard from Singularity. Add-on gives you free walkhacks for most tiles and on indoor maps makes him very strong imo. Can also just shoot balls around the map and find survivors without having to look much, especially since no one really runs distortion anymore.
favorite add on combo
Last Will + Workshop Grease. I really love chase Pig and these add-ons are great for it.
-
I love this rework concept.
Honestly any Skull Merchant Rework that makes it so the radar can be used to provide consistent info on survivors has my support.
Really hope BHVR will get around to fixing her and in doing so, make her the first info focused killer where using her tracker to find and follow survivors is a core element.
-
We really just need to get rid of diminishing return. What is the point? Likely they either won't buff the other perks enough in which case they just killed build diversity. Or they will buff them to the point they are all strong individually (probably in 5 years and only half of the affected perks) in which case with diminishing returns the builds will be around the same as before.
But I don't think they can buff them to the strength that running 4 of the same perk would have been before diminishing returns otherwise within the new system, the build would be even stronger. So we're going to be left with a bunch of mid perks and the same but slightly weaker builds than before, assuming they even buff the perks, which knowing BHVR they won't.
Like Boon: Illumination could have had its effect be that when a boon is up, Bless a totem at 50-100% speed. But BHVR thinks for such a weak boon 10% is a perfectly reasonable number. BHVR is king at making perks either way too strong or just utter trash.
-
I'll begin, his leap cooldown when not attacking is awfully low. Why on
earth does he has the right to come super fast to you, get a 0.5sec
cooldown and hit you for free.This is what annoys me the most as well.
I think he is okay as a killer. Not overly strong but good mobility. I want to say I don't mind facing him but frankly, the way so many Kaneki mains play him and those screams make me want to stop playing the game for the day. Hearing the TR at the start of a match just makes me sigh.
I always tell them ggwp at the end of the match but in my head I'm thinking, please play any other killer. That said, for any Kaneki mains here, don't let survivors tell you what you can or can't play. It is BHVRs fault for making a poorly designed killer, not your fault for playing them.
-
Really depends on the killer. Some killers I feel completely comfortable with 0-1 depending on what build I feel like running. Other killers it feels like the only way to keep up with survivors and I run 2-4 depending.
Also really depends on whether I'm in the mood to try fun builds and see what happens vs trying to sweat for a 3k/4k. For the most part I have my sweat killers like Onryo, Oni and Artist where I'm always trying to win and thus tend to run slowdown more. And then I also have my chill killers like Skull Merchant, Pig, Demo, and Trapper where I'll still try to win but usually am either trying a fun build or am willing to have fun moments with survivors if they come up so I run 0 unless the fun aspects demands it.
In general though I try not to run slowdown too much as I don't want to be reliant on them or boost that specific killers MMR past what I'm capable of handling.
-
Just make it mapwide imo. The sound design is really nice so I don't want to see it go but survivors with VTR abuse it and make her stealth pointless for sure.
-
@Straker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036901#Comment_4036901
If that's what excites you bro. Boring af to get grabbed and taken out of a match. Also boring to have to jump in a locker and give a free hook so you don't get instant killed. It was stupid add on and came from a time when Dbd had lots of stupid crap in it they've gotten rid of ages ago. It shouldn't have last til 2025.
As a Myers player I thought it was boring to use. Just grab and kill someone. Yeah you put the match in your favor but it felt dumb to just take survivor out like that. Glad its gone. Shoulda been given the heave ho years ago.
Myers wasn't unique in any good way before this rework. He was unique because he could run out of power when no other killer did. He was unique because of a boring busted add on that just insta killed survivors. Bhvr did a W getting rid of all that. I ain't missing an M1 killer with limited haunted grounds as his power that could be looped for days. Unique alright. Uniquely crap. Myers is a beast in the Halloween flicks and in Dbd he was one of the worst killers for years. He feels closer to his movie self now than he ever did, dash or no dash I feel more like Myers being able to stomp with the strike than being run around a pallet while my 60 seconds haunted grounds power runs out and I can only use it again finite more times in the match.
Just don't get grabbed by going into lockers and engaging in the counterplay; if you position yourself well and play attention to HUD and surroundings getting Tombstoned should basically never happen to yourself. You do you though and keep getting killed by refusing to use the counters for various killers. As for stuff like running out of stalk, that is something BHVR could address without completely reworking his power.
I understand that you found old Myers boring, but some players finding a power boring is not grounds for just gutting them and removing it from the game. It is an insult to those who enjoy playing against or playing with those powers. For example, I find Trickster to be very boring and unfun, but I would not advocate for BHVR to completely rework his power into something else like they did for Myers, because that would be horrible unfair for those Trickster mains who enjoy him.
At any rate, BHVR should get rid of Myer's dash so he isn't just insta-down Pig that can also break pallets. Myers dashing is just so silly and not at all what Myers should be. Give him the T3 exposed status back and also infinite T3 as well with add-on or basekit.
-
I hate playing against him, and I hate playing him. One of the worst reworks BHVR has done due to how they ruined his uniqueness and drove him into being a completely different killer.
It wouldn't be as bad if it was a power for a new killer but losing the old Myers which I loved play against and occasionally played for fun, new Myers just feels like a massive punch in the gut from BHVR. The lack of thought towards existing players who liked old Myers with the rework really upset me and made me lose a lot of faith in BHVR. It reminded me of the Onryo rework us Onryo mains had to deal with in the past where BHVR just completely changed how she felt to play and it left a very bad taste in my mouth.
Overall Myer's new power is fine from a killer perspective. He is very strong in 1v1 but still lacks the mobility to be stupidly oppressive like Krasue or Ghoul. It just pisses me off they took away his old power and add-ons for it. And no, the one add-on is not enough to restore old Myers to how he was. Should have left Myers how he was and gave this new power to a new killer, or reworked Tombstone Piece add-on into this new power instead of replacing old Myers across the board.
As a survivor, when playing against someone who can use his new power well, he just feels horrible oppressive in chase. Feels like I have to just pre-drop and hold W a lot of the time. Not very engaging gameplay. It creates a fun tense chase at some tiles but most of the time there is nothing engaging you can really do.
Tombstone and scratched mirror were the only things unique about him and ain't nobody gonna seriously say tombstone was loved
I actually loved going against Tombstone. Purple Tombstone Piece did need to be reworked since it was bs a lot of the time in soloq, but Judith's was completely fine. I had a lot of fun countering old Tombstone Myers since no other killer worked that way. I know a lot of people hated it but honestly I don't see why. Even if he only insta-downs you still get hooked, so going in a locker or staying on gen to force grab is the same result. I think survivors were just not aware or unwilling to adapt to it. Soloq Tombstone Piece though again was bs since he could get it fast and it could come out of no-where.
If BHVR made a few simple changes to Tombstone mechanics, it would have been fine. No need for BHVR to remove it.
- Remove/Rework Tomstone Piece add-on.
- Stops Myers from removing a survivor at 5 gens due to free stalk from bad survivors.
- Make it so Myers can't use the Tombstone mori on survivors with Endurance status effect.
- This would stop Myers from being able to mori survivors off hook, and would allow for more counterplay with perks like Deadhard.
- Make it so in order to Tombstone mori a specific survivor, Myers needs to stalk them up to at least a specific % first.
- This would stop Myers from Tombstone moring a survivor out of the game that played well while their teammates feed him stalk.
- Remove/Rework Tomstone Piece add-on.
-
Don't entirely revert them but I do like it when characters grunt when hit and an auto aim for snowballs is unnecessary.
-
I just really want something to stop survivors from constantly going into lockers. Dredge QoL really hurt the fun of getting cross map snipes since they always go into lockers.
An add-on suggested for this is nice, but I would love it if BHVR made it basekit that when survivors go into lockers while swarmed, the birds stick around for a bit (6-8ish seconds) and re-swarm if they immediately exit the locker.
-
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034097#Comment_4034097
I've become incredibly skeptical of posts like these.
I've had several matches where I mess up horrendously as Survivor and die early and have still never encountered this message.
One time I had to go AFK for the remainder of a match due to something cropping up IRL and when I came back I was obviously dead but I still didn't get any kind of warning even then.
Either I'm just lucky or people aren't being entirely honest IMO.
Personally, I'd like to see video proof.
It happens. In my own experience I've gotten 5 of these so far since they have implemented them. None of the hits were from me actually giving up. It has a 0 out of 5 success rate on my side for this feature which is just abysmal.
3 of them were from cheaters bots auto-hooking and killer everyone in the first minute of the trial.
2 were from the killer going for me first, survivors unhooking way too early or in the killers face, and then the killer tunneling me again, only for the survivors to once again unhook in the killers face.
With the right combination of a tunneling killer, bad survivors that don't know when to unhook, and a lack of anti-tunnel perks, it is entirely possible to get punished through no fault of your own.
-
Ghoul doesn't need a rework, but BHVR needs to do something to address them because they are easily the least enjoyable killer to face in the game. No killer should be so easy to play and get the first hit, while also having such insane mobility. Just awful design.
-
I'm mostly annoyed at losing winnable games because a survivor got upset and DCed at the slightest inconvenience. Bots are better than nothing but they can't make the correct strategic plays and it does cause games to be lost that otherwise would have won.
Sweaty killers are a big pain when they try to 4k at 5 gens against a soloq team but this DC epidemic is much more than just that. But sure, I guess just keep blaming only killers for survivors DCing in events like DCing because a killer has lightborn, or they go down first in chase, or whatever other minor reason they decide on.
-
Fillers should be weak for m1 killers, average in general, and against S tier killers be strong. Probably would take years for BHVR to implement though.
-
For the love of the Entity, do NOT rework Artist. After what I've seen BHVR do with other killers they would just destroy everything fun about Artist.
The best way to address Artist is to fix the bugs and make the following change.
- Make it so that when survivors go into lockers with crows, the crows stay by the locker for 8-10ish seconds before disappearing. If a survivor leaves the locker before they disappear, then they are swarmed again by the crows.
Against good survivors there is little point in trying to get follow up shots across the map; this is due to lockers being everywhere thanks to Dredge QoL, and as a result survivors will just always hop in one and right back out to remove crows. This change above would allow Artist to actually do cross map shots again or at least give Artist some slowdown and make survivors weigh the risk between being in a locker or having crows.
-
@Mandy said:
It had a yellow tone in the PTB it's now very green, I will say if you have your gamma slider up too high it will be bright cos of the fog - the recommended 2.2 for the gamma slider though does not have this issue.
I know you can't please everyone but I liked the PTB version the best. Current live version is alright, and I like it more than what we had before but I think its a bit too green.
-
@Elan said:
Pig buffs:
→ Increase amount of base RBT from 4 to 5
→ Increase search time from 12s to 15s
→ Decrease attach time to 1.5s
→ Increase ambush speed from 7.1m/s to 7.5m/s
→ Increase movespeed when charging ambush from 0m/s to 2.5m/s
→ Increase ambush duration from 2.3s to 2.5s
→ Ambush destroys dropped pallets
→ Increase movespeed when crouched from 4m/s to 4.4m/s
Pig nerfs:
→ Survivor gets buffer of trap timer paused while in chase for 20s
→ Hooking survivor with active RBT increase death timer by 20s
→ Pig loses collision with survivor when crouched and idle for more than 30s
As someone who plays a lot of Pig, I'd actually dislike most of these changes.
First off, BHVR shouldn't just add pallet breaking to every killer, its getting old fast. Myers didn't need it and if you add it to Pig, then they might as well be the same killer. Also I think pallet breaking in power would suit Pig, it would ruin a lot of fun around the ambush, not to mention the potential of getting sucked into breaking instead of hitting.
Secondly, I think her ambush is in a perfect spot right now where it is strong and a threat but not super oppressive free hits. This makes her fun to play for me. If her ambush was buffed further, playing around pallets would be too easy and lose any sense of satisfaction for getting downs.
The changes to her traps are acceptable. I think if they want to buff Pig further, it should be through traps. Setting time and 1 extra trap would be good to start with.
-
It is crazy that strong killers for a mode like this like Blight, Dracula, and Oni are getting huge buffs, meanwhile already somewhat weak killers like Deathslinger and Nemesis get basically nothing. Utterly baffling.
Legion was fine and a good team could counter them pretty easily. Going against Oni is the real problem since they could snowball especially with Legion, and Oni is just absolutely boring since the only counter is to pre-drop due to their ridiculous 2v8 buffs. Either make it so Oni is not always in power or get rid of the turning nerf.
The original killer synergies was a complicated yet cool feature that I feel like BHVR didn't want to put the resources into maintaining sadly.
Escapist is fun, but it makes chases very frustrating on some killers; another case of strong killers like Nurse, Blight and Oni being unaffected while m1 killers are punished hard. Herbs were great, shame they removed them. A lack on new survivors classes in a mode that is already stale doesn't help at all.
Overall its a casual mode so I don't mind its awful balance, but some of BHVRs decisions on this mode are very questionable.
-
@Blueberry said:
Let's start with the 110% and test it out. Then see if we also need the pallet break token loss.
Pallet breaking should absolutely cause him to lose tokens, but only if he breaks pallets while using his power.
-
@KingOfDoom55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028519#Comment_4028519
II'd Say increase his trail segment limit, it's still 100 which is a massive problem for ph in 2v8, I think it should be 200 since all maps are like, tripled in size
That would be good as well
-
@fussy said:
He could see more buffs, I expected at least lower cooldown after using M2 and something cool like pallet breaking, but I don't think he is bad, just mid.
Yeah I think his cooldown after m2 is just a bit too long for 2v8. Change that and give him an extra buff after Caging a survivor with his power and I think he would be alright.
-
Oni is way too buffed in 2v8. It is absolutely insane the kinds of turns he can make. Legion is good at injuring but thats it, any team that can loop an m1 killer can bully him on his own, and good teams will constantly be kicking him out of power to deny the injury snowball as well.
I think removing Legion was a mistake when tuning Oni to be more counterable would have been better.
-
@UndeddJester said:
Fellow forum affectionados… I need your help in raising awareness for the good of all Pig kind! Please take time out of your day to upvote and comment on this issue…
Amanda is great, her fanbase is very loyal… and we are happy to call ourselves Pig mains no matter what… but there are some undeniable shortcomings with the SAW license in DBD… things that really need to change for the better!
Hello Zepp theme worked into all Pig audio
The standard DBD theme, chase and terror music is a cool jam, but SAW has very iconic music that would be amazing to see in DBD. This fan made version is incredible, and something that any Pig main would adore:
https://www.youtube.com/watch?v=iUJ3uT-MsoE
There is so much potential for a truly kick ass theme to be woven throughout all interactions with the Pig, that would make any SAW/Pig Main wilt…
Shawnee Smith to VA lines
The sounds of the Pig are great, the roar, the squeal when she gets tagged by pallets, we love these things dearly... however some voice lines for the Pig would be really cool, particularly Shawnee's iconic "Game Over" when a survivor dies of a head pop would be excellent.
We wouldn't need to many lines, Pig doesn't come across as overly chatty, but just odd lines now and again would be very welcome 😉
Shawnee herself has expressed interest and willingness to provide her voice, and with her recent re-addition to the SAW films, it's something we'd all love to see!
Unique Animations
Amanda is canonically 5 ft 3 in (160cm) and 107lbs (48.5 Kg). This has key plot implications in the films because although we know Amanda is Jigsaw's Apprentice, it doesn't make sense for someone as small as Amanda to be able to put full grown, unconscious dead weight men (or women bigger than her) into Jigsaw's various contraptions. We see her struggling to move people at various points, and this is what introduces Hoffman as the second Apprentice to Jigsaw to continue his work after SAW 3.
It would be great to have this detail honoured in DBD and give Amanda unique pick up and carry Animations that would have her drag survivors and hook them using a mechanism rather than just carrying them with 1 arm. The animation timings and transitions I would propose would be something like:
- Pickup 1: Stand to right of survivor and bend down, grab waist with left hand and lift survivor to waist height. - Instead Amanda will use her left hand to grab the waist and right to grab their left shoulder. She will pull towards her and roll them to onto their butt (sitting up). As she does this her face shifts from looking down at the survivor to looking forward.
- Pickup 2: Throw left hand under and catch survivor, lift survivor up on shoulder - As the survivor sits up from being rolled over, transition her left hand to grab the survivors left shoulder, and have Amanda step to the survivor to brace herself. Amanda is already facing forward and thus is subject to being blinded as normal.
- Stuns: Being blinded, pallet/decisive strike/head on stunned - the Pig let's go and is stunned as normal, the survivor rolls quickly to their feet, arriving in the same place and timeframe as they are usually when dropped of the shoulder.
- Carry: Moving with the survivor on shoulder - the Survivor is kept close to Amanda's left leg, and she walks with an action similar to Hillbillies limp to sell that she is dragging the survivor. Her right hand is free to attack as normal.
- Hook: Throwing survivor off shoulder onto the hook, Survivor writhes on the hook in pain before starting the summoning/sacrifice animations - The hooks for Amanda are on a chain and the survivor is instead pushed toward the hook as Amanda grabs the hook with her right hand, pulls it down quickly to jam the hook in their shoulder. The writhing animation is played out as the survivor is dragged via a ratchet up onto the hook.
Head/Neck/Mask Model Cleanup
I first want to say, I adore Pig, and she looks awesome in pretty much all her skins… however the model for Pig is a little dated, and shows some clear signs of early shortcuts back from the games infancy. A lot of the masks don't fit very well with other cosmetics, and the reason for this is her models are built is a way to conceal the jankiness of her model. Each individual cosmetic set looks great, but when you start mixing and matching them, the covers ups become clearer.
When you compare the masks to each other from the front, the relative size and dimensions of each mask is quite jarringly different (though mostly they still look good):
https://us.v-cdn.net/6030815/uploads/QF7A95X5VYJ0/front-second-chance-heads.gif
However from the side the issue is a little more clear. You can see Amanda's neck is literally horizontal and kinda long/unnatural looking. With the correct Amanda's Rebirth skinset, it's hard to notice cause of the cloak. The base skin is still decent cause its got a hood but if you take the Rebirth and Second Chance combo… it's pretty blatant and hard to ignore (which is a shame cause from the front, this combo looks pretty awesome as shown above).
https://us.v-cdn.net/6030815/uploads/FUICG9C4T3W4/pig-neck.png
The other skins tend to cover this up with jackets and/or hair, but her stooped and overly long neck is a problem hidden through all her skins. It would be nice to get her model cleaned up a little so that all the skin combos can fit together nicely… especially her base skin head… that thing is HOOGE!
https://us.v-cdn.net/6030815/uploads/O7T93PEO8C99/pig-mask-side.gif
Hand Model Cleanup
I have a feeling Pig's hand model is the byproduct of short-cutting a model elsewhere. I would guess Huntress offhand… The thing is her hands are fine for a man, or a large muscular woman… however Amanda is quite petite, and it looks really odd to see these large man like hands/sausages on the ends of my little Piggy arms…
If you compare her to Rin, Sadako, and Adriana, all characters that are similar size to Amanda (check it in the menu), her hands are HUGE! They looks fine as hands.. but they aren't a small woman's hands, and more modern characters have been done a lot better in this department… It'd be really nice to see Mandy's hands get redone properly and fit her correctly.
I realise these are fists a lot of the time, but even on her unclenched hands, her palms are so wide!
https://us.v-cdn.net/6030815/uploads/71SO7LZG1FQG/hand-comparison.png
Working BOOP counter charm
A point animation performed by a survivor within 4m of the Pig is tallied on counter and displayed on a charm. The counter could look similar to the time on her Jigsaw boxes. Trust me:
Pig mains while continuing to not having these things:
To conclude, all of these things would be amazing to see on Amanda. I know she is a long in the tooth character for DBD now, and probably not pulling in the big revenue on new characters anymore…. but I, and any other pig main would be so happy to see to these changes come in and really bring Amanda to life…
She is such a cool character already, and this would just make her perfect…. no matter if you nerfed to the floor (plz don't)… I'd still play her ^🐽^
Without them, we can't help but look on and think:
https://images6.fanpop.com/image/photos/43400000/Amanda-Young-saw-43419389-500-281.gif
"It's all bullshit. It's all a ######### lie. And I'm just a pawn in your stupid games..."
I need the boop counting charm bad.
-
@Rokku_Rorru said:
I'd love if she/Myers/Freddy etc got a visual update in general, then we could maybe get a cooler mori too
I like her mori. I would rather they only add new moris for her if they make it so you can pick which one to use, or only use it on new skins (Hoffman when?).
-
I hate how much he just feels like going against a much stronger Pig. 1v1 is very stale compared to old Myers where it was a lot of trying to block his line of sight or a very tense m1 chase. Now he gets his power so quickly, it feels like there is no point in trying to block line of sight but instead hold forward and pre-drop.
Old Myers always felt scary when you hear the tier up sound, now it barely matters. Old Myers was scary just for existing when he was slow to tier up because you figured Tombstone was in play and had to focus on positioning to make sure you were by lockers or an interact-able, now that unique counter play is gone.
I love Pig but this is just silly how he is super Pig who can break pallets in his dash as well. Doesn't feel like Myers at all and I hate it.
Genuinely one of my least favorite reworks BHVR has done, and I saw what they did to my main Onryo the first time around. Full revert him and give his new power to Purple Tombstone Piece if you don't want to lose the time and effort put into the bad rework.
-
@Xord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018650#Comment_4018650
At this point the dev's are so determined not to fix the game that I'd have more fun with dbd just embracing the rage.
Make a perk that creates 10 fakes hatchs, killer who closes a trapped hatch instantly dies, survivor that takes a fake hatch falls into an incinerator.
Make a perk that creates Lockers that when you get in, the locker puts you on a hook.
Make a perk that when the killer kicks a generator, he is replaced by another random killer.
Just, who cares.Awful for 1v4, but would make for a hilarious event mode.
-
@UndeddJester said:
IMO, her dash is OK as it is; it's strong in the right scenarios, yet weak enough to still give meaningful counterplay/mind games (something sorely lacking in a lot of dash based killers where they can brute force hits)
Learning when you can and can't use it is a big part of playing Pig, and a major skill component to her is learning to use all elements of her kit together, not hyper focus on one aspect.
If Pig were to receive any further buffs... I'd prefer something other than her dash…. Like ruleset number 2 basekit.
100% agree. Her dash is in the perfect spot right now to be strong but still have skill and counterplay for both sides.
Any buffs she gets should go into either stealth or her traps. Dash is good now.
-
People down voting you but you are absolutely right. Tombstone Piece Myers in soloq was more fun and satisfying than this buffed reworked Myers.
BHVR's recent design philosophy with killers and reworks is concerning to me. Its less about skillful use of a power to down survivors quickly, and more about having a power oppressive enough to down survivors quickly. It does not make for fun gameplay for either side.
-
Felt balanced before, so I'm not sure why it was changed.
For some reason though I have not gotten this realm a whole lot after the changes even though I play a lot. As such its hard for me to say with confidence my thoughts on the changes for this realm. My limited experience though does make me think it was unnecessary however.
-
Hard to vote for the whole realm since there are a lot of different maps within that have different balancing needs. As such I won't vote on the poll.
In general though I think the pallet changes made the maps within the realm worse, but there are some places on the maps where a few extra pallets were fine. Sheltered Woods as others have mentioned though was mostly fine with the changes.
-
@Bhaalspawn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017599#Comment_4017599
Haddonfield, Rancid Abattoir and Rotten Fields needed some adjustments but I don't know if they even thought about the spread of the pallets or just plonked them down and called it a day.
I think they decided to just add more pallets to all maps without thinking about why maps are different in the first place or how pallets affected killers differently than others. And because they were lazy, also decided to just remove map specific tiles and allow them for pretty much all the other maps to make things easier for them going forward.
Horrible way to balance the game in my opinion while also removing what makes certain maps feel unique from others.
-
Before the update changes I thought this map was pretty fair. A bit survivor sided due to its size, but killers could play it by writing off a few gens and artificially shrinking their patrol zones.
It didn't have crazy amounts of pallets but instead a few good tiles spread out with deadzones or easily create-able deadzones in-between them. This allowed weaker killers to off-set the map size disadvantages and make chases deadly. Deadzones are not inherently a bad thing, but instead a tool to balance maps. Some maps should have deadzones due to size and other factors while other maps should have less or no deadzones. Just trying to remove deadzones entirely as a whole should not be a goal for this game.
In my opinion, this realm was an example of how larger map design ideally could be handled by balancing out deadzones with stronger tiles. There are a few instances where they should add deadzones or weaken a tile, like shack spawning next to a strong tile for example. Changes like these would help the map feel more balanced without destroying what makes it feel unique to play on.
The realm isn't prefect, but simply throwing more pallets on the map or making them smaller like most maps is not the solution. I would prefer this map realm is completely reverted to how it was, and instead suggestion BHVR try to balance on a map by map basis, rather than trying to apply broad solutions for all maps in a complex game.
-
Swamp realm was not perfect before, but the pallet changes made things far worse.
A lot of people here are talking about the deadzones, but I think the deadzones are okay in general. The map had some strong tiles survivors can play and deadzones help balance it by making it harder to get to the next tile. I am okay with the Swamp realms size, deadzones, and strong tiles, as long as it servers its purpose towards map balance. Deadzones made the map fair for m1 type killers, but still allowed for balance as good survivors could play the strong tiles. It never felt unfair to me, as once you outplayed a survivor they would have no where else to go a lot of the time.
The additional extra pallets changed this equation and means survivors can just play the strong tiles and then chain fillers easily into the next strong tile. Running to the edge of the map on large maps like Swamp realm should not reward survivors with new pallets, but a deadzone as YmPrat pointed out above. I believe, deadzones in-between these tiles is important for the balance in short.
Simply removing the deadzones from maps is ignorant to how large maps differ to smaller maps in terms of killer balance. Just making all maps smaller is also boring for the game. Map variety is important and can be balanced as long as you don't try a one size fits all method to map balance.
-
The map is currently survivors sided with the extra pallets, but not one of the worst. Before the changes though, I thought this map realm was one of the most balanced realms in dbd. Never felt unfair for me to play on Ormond regardless of which side I was on unlike some of the other maps.
Also I realized I accidentally voted wrong for this one, sorry for messing up the results. If an admin or someone could change my vote to, "The pallet distribution favours Survivors" that would be great.
-
Pallet update for this map was great, and helped the map feel a lot more fair. However I think the map is still too small and as such favors killers more, particularly mobility killers.
-
Fog Vials need to be buffed but they should be adjusted according to rarity. This would make Fog Vials much more interesting.
- Brown Fog Vials should get 3 or 4 charges but have very low opacity. Good for hiding auras or scratch marks but very bad for limiting the killers vision. Maybe even give them a faster recharge time.
- Green Fog Vials are the middle ground with 2-3 charges. Decent opacity for losing killer when activated at a distance, but useless when killer is close. Maybe give them longer duration to make them feel unique, but also maybe a slower recharge.
- Blue Fog Vials get 2 charges and are better but more limited use.
This would give Fog Vials their own specialization, similar to how Toolboxes are specialized for gen speed, gen charges, and sabotaging hooks.
Add-ons can be buffed but the strong ones should reduce charges to balance the items. So if you are running a Blue Fog Vial to max out opacity, it will very strong but you only get 1 use of it in a trial (make it work like BNP and eat the add-on if worried about balance with recharging perks). Ideally with this you can run the Iri-addon and get PTB levels of opacity but it reduces the number of charges to 1.
With changes like these I think Fog Vials can feel balanced while also each having their own role.
-
I saw a suggestion that the number of pallets which spawn should depend on the killer you are playing. So playing Killers like Blight Ghoul Krasue would cause more pallets to spawn on the map, while playing killers like Trapper would reduce the amount of pallets on the map.
I think its a good idea, but I have basically no faith in BHVR's decision making as to which killers get extra or reduced pallets.
For example, my main Onryo struggles a lot against good survivors that know how to counter her due to how much control over your power they have, while also being an m1 killer which a good survivor can loop for days. However, Onryo is also very strong and oppressive against newer or less experienced players that don't know how to deal with her, thus giving her good kill rates. I can see BHVR looking at the numbers and basically saying Onryo should get extra pallets on the map due to her kill rate, which is absolutely unnecessary given how weak she is in chase.
If BHVR does implement a system like the one above, I would want them to do it VERY carefully and only give it to a few killers that are on the extremes of good or bad. Basically only give extra pallets to the absolute strongest killers (Ghoul, Blight) or reduce the number for only the absolute weakest (Trapper, current Skull Merchant)
-
Even if BHVR does make such a change, I would like BHVR to fix preset names not saving between sessions before they address this as it impacts day to day user experience a lot more than events.
-
Absolutely disagree with this proposal. He is weak but he can shutdown zones and is still fun to play. The last thing we need is Trapper suddenly becoming a range killer. It would completely kill his character identity because Trappers would be able to get so much value out of such a change, that this new power in chase would basically become his main power.
Far better would be to let him start and hold at least 3 traps at a time. Also make his traps less RNG by making it so survivors can't just escape traps the first time. Nothing is worse than a survivor getting caught and they get out 2 seconds later before you can get anywhere near them.
-
@Rudjohns said:
They should revert all changes
Absolutely revert all changes.
Then change Tombstone Piece add-on to make Myers function like the reworked version.
To me this is the ideal solution. Broken Tombstone Piece add-on is gone, people who like the rework can still use it, and Myers mains get their character back.
-
New Myers is incredibly boring to go against compared to old Myers. Judith's Tombstone was fun to go against and should not have been removed (Tombstone Piece being rework is fine though).
Also he just doesn't feel nearly as threatening with the new sound changes. When Myers hit T3 before the rework, the sound design made you fear him. Now its just like, "oh he moved his knife a bit so I guess I'll dodge".
His rework just needs to be straight up reverted, and then if BHVR wants, they can rework the Tombstone Piece add-on to make Myers function like his reworked form.
-
Map offerings didn't need to be nerfed after the Sacrificial Wards were added to the common rarity. If someone hates map offerings then they can just bring a Sac Ward.
DBDs map rng is so bad right now. Map offerings would be nice if they worked like in the past so that we don't have to play the same 4 maps over and over.
-
@colossusqw said:
Absolutely, though I do wish we also had help for killers like they wanted to do. The gen kick buff they planned seemed interesting, but it not being passive slowdown (ie being a pop goes instead of a deadlock) made it really mostly help the already good killers that didn't need it.
Exactly! I have no idea why they thought Pop was the way to go for killer rewards. Passive help like Pain Res or Deadlock is definitely the way to go since it helps all killers equally unlike Pop like you mentioned. I'd be perfectly fine with either of those, but I'm against rewards like passive BBQ and changing the existing BBQ.
I feel like BHVR didn't really think through the implications the anti-tunnel changes would have. So much of it went way too far. I'm glad they waited on it but I also don't want them to wait 2 years to try it again which seems to be what they generally do.
-
@Datisi said:
god forbid we at least give some recolors… the effort of changing the colors…
I love getting recolors for outfit pieces I like. Gives a lot of mix-matching options with others sets. This rift is a bit of a disappointment and I understand many peoples frustration with BHVR over it, but it is also nice that they are including more recolors.
I'd like to think they are focusing more on fixing the game and that is why there is less content, but I know BHVR enough at this point.
-
@cogsturning said:
I got hard tunneled out of multiple matches yesterday and nothing happened. How fast do you need to die for this to occur? Do you have any footage because I really want to know how this seems to happen to so many people yet I've never experienced it.
It has happened to me. Usually getting tunneled won't trigger it, but against a tunneling killer like Krasue or Ghoul, and teammates that don't know when to unhook or not to unhook, it can happen.
Just imagine a high mobility killer with Lethal finding you first and downing you quick. Then the moment the killer leaves hook, a teammate goes and rescues you, and then the killer immediately uses that mobility to come back and tunnel. And then for some reason, then unhook again before the killer is committed in another chase, or the high mobility killer does quickly find another chase so they think it is safe to unhook and the killer comes straight back.
The system is flawed and honestly with the inability to self-unhook without luck, I feel like this system isn't even needed now.