SnakeSound222
SnakeSound222
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Nice job!
I'm hoping that maybe that end of year post will contain a new Doctor change (waiting for these changes is really hard because I'm a Doc main).
Also was there any explanation as to why Madness 3 won't be causing Exhaustion anymore? And will his base shock range be buffed like a couple of people have said?
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/931372#Comment_931372
Testing for fun/balance is not QA testing, so those are different people. And in defence of our great QA team who look for and report bugs: combing over a game as gigantic (how many perks? how many addons? how many killer powers? interactions between all the combinations of 20 perks +10 addons in a game?!?) as DbD for bugs is a monumental task. Those guys should get credit for the work they do. What our players don't see is the massive number of bugs that do get found and fixed before they ever show up live.
Then how did the basement bug make it in? Did nobody get hooked there for some reason during the tests? Did you guys just not encounter it?
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Honestly I’d rather take the improved mystery boxes. I want a million UR add-ons for my Killers again.
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They’re not okay, but Survivors will keep using the “jUsT aPpLy PrEsSuRe 4HeAd” bullshit because they don’t like a lot of Killers being an actual threat. It’s bad enough that Nurse, Spirit, Hag, and Freddy exist in their current states.
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@sailormars said:
Woah Woah Woah, his shock therapy is still going to make survivors unable to interact after this change? That's ridiculous. What exactly can you do then at loops? He just needs to shock you without having to switch stance and get a free hit every time. At least when he had to switch stance, it gave survivors a bit of distance to still reach a pallet or window.
- He’s been able to do this for over a year.
- It’s supposed to be his anti-loop tool. As in, if you get stunned you aren’t getting to drop that pallet or vault the window.
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@Almo said:
The range addons are not removed. They are not increasing the range as much as they used to (I mean come on, 50% and 75%?!?), and they no longer widen it. You can still get bonus range if you want that.
In our playtests which include a lot of highly experienced players, the surveys say that Doc is more fun to play, and not nearly as annoying to play against.
My personal opinion is that trying a Moba-like Ultimate/Nuke ability (high power, high cooldown) is a nice addition to the range of things we can do with Killers.
I really recommend trying this thing before freaking out about it. Apprehension about a change to a Killer you like is natural, but let's just not panic yet. :)
The range add-ons also have a long-ass charge time. You can’t anti loop with them.
Also you guys actually have experienced playtesters? I’m surprised given some of the bugs that have made it into the live builds.
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Grabs have been bugged since 2.2.0 when they made the animation quicker. The devs either don’t care or actually can’t find a fix.
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I’m guessing after the recent basement bug, they’re scared of anything like that happening while they’re gone? What kept them from doing this last year?
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@Mr_K said:
Removed the exhausted effect of Iri King and replaced it with backwards skill checks.
Also love they're reworking Doc because they found him annoying.
I’d expect the counter clockwise skillchecks to be worse than being Exhausted. Guess that many Survivors are too reliant on their Exhaustion perks. The skill checks should’ve been built into his base kit or into an Unnerving Presence buff instead of Doctor’s add-ons.
Remember, Survivor fun is the most important thing in this game. If a Killer happens to be top tier, then it means they got lucky.
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I really want the gift boxes back. I ######### loved getting a bunch of UR add-ons from them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/931194#Comment_931194
Apparently Shock Therapy is getting a buff to its base range.
Was this said on the Q&A? I’ve only read the recap. Did they mention how much they would buff it?
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I'm not 100% sure on these changes. First I'll start off with the positives:
- No switching! It did get annoying having to switch between modes to use the shock at loops. It sucked when you shocked a Survivor and you started switching to Punishment mode only to let go of the button at 99% and miss the opportunity for a hit.
- Static Blast is a guaranteed Madness tier up.
- It looks like you won’t be slowed while charging up Static Blast.
- Counter-clockwise skill checks will be able to surprise Survivors and get them to miss a skill check.
Now I'll list my negatives regarding them:
- A 60 second cooldown is way too long for Static Blast, at least with the information we have about it. Unless there's some super secret ability that will make the blast really powerful at base, the cooldown should be 30 seconds at most or Doc should keep his Static Field and the devs can just buff that.
- They weren't super clear on Iridescent King. The leaks showed that Iridescent King would keep all of its afflictions, but the Q&A recap mentions "a new Iridescent King". Does this mean that it got changed or was this just a typo and it’s the new Iridescent Queen add-on I keep seeing people talk about?
- Based on the leaks, the Exhaustion effect from Obedience is replaced with the counter-clockwise skill checks. Why? This wasn’t OP unless the Survivor was bad and relied on their Exhaustion perk to escape.
- Nothing about increasing base shock range or addressing the inconsistency of the stun? Even when you time it right the game will still give the vault or drop to the Survivor and the current base shock range is PATHETIC.
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Oni, Legion, and Demogorgon have the best themes so far.
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Someone is either rank 20 or didn’t see the Oni nerfs in the last patch.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/927079#Comment_927079
Killers: It is a Horror Game, people should be scared!
Also Killers: Its too dark, I am scared. :(
The Lightning on the Map is fine. I have no problem with it. More a problem with the sounds tbh...
Lightning? I didn’t realize there was lightning on the maps. That could make for some badass pictures.
We want to this to be a horror game, but we also need to see where we’re going. The Survivors are the ones who are supposed to be scared.
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It looks they're removing his treatment mode. The static blast looks like it'll be the replacement for the static field. It'll have a range of 32 meters and have a cooldown. This also means that you don't have to switch modes to use shock therapy. Unless they buff the ######### out of his shock, reveal more information about the static blast, or give us some new powerful add-ons, this looks like an unecessary nerf. As for the grabs, it looks like the devs are still going to ignore them for some odd reason. They shouldn't have left the dedicated servers in with grabs being this #########.
The random skill check placement was never a part of his in-game tooltip. It'll still be there.
His shock therapy has a stun, but it's bugged and doesn't always work. I'm hoping the devs will address this and that they didn't just go after the parts that Survivors deemed "unfun". Doctor's a very fun Killer and I would hate to see him nerfed because of bad Survivors.
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I'm thinking either tomorrow or Thursday. Those two days are when BHVR likes to do things for some reason.
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@Peanits said:
The tell I feel is pretty obvious. Once you see someone go down from healthy once, you know she's using it. Ideally you don't want to get hit by a hatchet even if she's not using it, so it's not really a "too little too late" situation.
Anyway, I'd be totally okay with that personally. The most interesting idea I've heard was to make long range hatchets (>24m or 32m) instantly down people. That way it stays powerful, but requires a lot more skill to use and has way more counterplay. What do y'all have in mind?
I think Iridescent Head is fine because you only have one hatchet at base and you still need skill to land the hatchet. What good is an instadown if you can't use it at all? I could understand a fully charged hatchet requirement requirement though.
As for following the Survivor around until they're forced to vault or drop a pallet, the Huntress is basically losing the game at that point, especially if it's at a big loop. You get one down but risk losing two or three gens.
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No. Prestige should never be tied to balance.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/924628#Comment_924628
"Turn BT against the survivors"
All I need to hear from this guy. Nice bait pal.
Doctor: Madness 3 seems to take priority over Mending again. According to the wiki, both Snap Out of It and Mending take 12 seconds. By the time you Snap Out of It, the Deep Wound timer will have ran out. If Doctor has the Obedience add-on, then it takes 14 seconds to Snap Out of It.
Freddy: Oblivious status prevents BT from activating, unless that was removed in the recent patch and I missed it.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/924528#Comment_924528
Is not 60 secs of invincibility. I had matches as killer with four DS users, I rarelly saw it as an issue and didn't need to slug . If you see the same survivor that you just hooked, it's probably a bait, you can extend the chase and win more BP, making the DS user waste pallets, as a DS user want you to waste time and hit you with DS.
Same with BT. A lot of killer says "they unhooked someone in front of my face, it guarantees a free shot", and no it doesn't. You can a) follow the unhooker and make him pay, if you saw them, means they are not too far away from you and can chase them or b) chase the survivor who has endurance and wait for the bloodlust tier I wich starts exactly at 15 secs. Generally if someone has the endurance status effect they will be closer to you and act clumsy.
Oh yes it is. With DS, you can do practically anything without fear of being hooked. Found a Survivor in a locker near a gen? Surprise! They're the DS user. Survivors rushing the hook during the endgame? That Survivor will get out no matter what. The stun is way too crippling at that point. The fact that a Survivor can do just about anything and not get hooked because of an "anti-tunneling" perk is bullshit. The perk needs to deactivate when the Survivor interacts with something, the Killer hooks someone else, or after the gates are powered and activate if the Killer is only within a certain distance when getting unhooked (probably something like 32 meters). It also shouldn't activate when you jump off the hook. This way, it'll actually be an anti-tunnel perk and not an unhealthy invincibility perk. Let's be honest, if the Killer's halfway across the map, comes back to the hook and still finds you or you kobe after 0.1 seconds of being hooked, then that's not tunneling. That's you failing to hide or wasting a valuable opportunity.
My only problem with BT is it activating during the endgame. Aside from that, it's fine. Hell, two of my favorite Killers (Doctor and Freddy) can turn BT against the Survivors.
But then again, I'm not green ranks or below, so what do I know?
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Stranger Things. The Survivors have more useful perks and Demogorgon is a really cool and fun Killer while being at least decent on all platforms. He also has a semi-useful perk in Surge.
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MoM is fine. You actually have to work for it now.
DS gives the Survivors 60 seconds of invincibility and needs to be nerfed.
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@Hoodied said:
I thought you were gonna mention the fact that they updated his roar with shred, you can hear david scream at the end of shred when missing
I knew I heard something like this. There was even a David in the game so I thought that he was nearby.
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Because the devs have their priorities messed up. Survivor fun is the most important thing to them. They’re also terrified of strong new add-ons
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It’s because BHVR doesn’t play at or understand high ranks. Their preferred ranks are green. They also seem to be really proud of their ranking system as they completely ignored feedback on it after the changes in 2.6.0 and have only recently started to look into the problem. You have to give Survivors a good chance to win in order to rank up. We can’t have Killers doing too good, can we now?
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Doctor could do this before they nerfed Deep Wound the first time in 2.7.0 (when the timer wouldn’t go down while in the terror radius). I think they’ll let it stay. He just happens to be a Killer who can take advantage of a status effect.
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It’s happened to me too.
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Claudette because I keep procrastinating on leveling up Laurie. I’m a big Halloween fan but I keep getting distracted with my Killers (Doctor, Freddy, Demogorgon, and Plague).
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I’m hoping it’ll come next Tuesday with news regarding their plans for a winter “event” (hopefully they’ll give us the cheaper mystery boxes that had a really good chance for high rarity add-ons and offerings again).
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Console optimization is just like the sounds. Every patch that gets released seems to ######### it up in some way.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/919496#Comment_919496
I’m just giving a reason why Demo has all of these audible cues. He has the audible teleporting cue and loud footsteps because they want to avoid players complaining about having “no audio cues”.
As I said before though...Demo should have his SFX turned down quite a bit. His footsteps are way too loud. I don’t get the point of having the “Undetectable” status effect when you can hear him coming from a mile away.
They should also make his attack cooldown not mapwide. It’s not fooling any Survivors, especially when they can see that someone got injured or went down or look around.
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I think the roadmap says we’re supposed to get some kind of change to the ranking system beginning with the next mid-chapter patch. The current system is ######### terrible, I can’t wait to see what the changes are.
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Honestly, Moris don’t need that many changes. The only changes they need are:
- Ivory and Ebony Moris are only usable when the Survivor is on death hook.
- The Cypress Mori is no longer an offering and is added to the Killer’s base kit.
When you’re on death hook or the last Survivor left, you’re most likely #########. Why not let the Killer finish you off with a badass move instead of simply putting you on a hook for the last time? Adding the Cypress Mori to the base kit also makes the Mori ritual easier (no more having to spend hundreds of thousands of BP or play 20 games just because you can never get your Rancor or Devour Hope to work for whatever reason) and clears some space in the Bloodweb.
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There's some upsides and downsides to it. I think this change shouldn't have gone past the PTB.
Upsides:
- It's harder to purposefully derank (AFKing or DCing) to bully less skilled players.
- You can get back to rank 1 quicker.
Downsides:
- Learning a new Killer isn't going to be very fun.
- The Killer Adepts are going to be hell (have fun getting four Iridescents at red ranks with a brand new Killer!).
- Lower chance of finding chill games where you don't have to sweat 24/7 and you can mess around
- Lower rank players will see their queue times increase and eventually get matched with high rank players, which could lead to the lower ranked players quitting and not recommending the game to their friends due to the ######### MM.
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Each patch keeps breaking the sound in a million different ways.
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I think the devs either didn't care or expect Survivors to hear all of the loud noises. I wouldn't be surprised if it's the second one because of the ranks they like to balance around.
@[Deleted User] said:
but yeah, I can't even get them to look at the shred bug for 2 seconds, they actively and intentionally ignore any topic on demogorgon for some reason; no matter how polite, but people making rant threads about legion or Oni or whatever get like 5 dev replies.
It's really disheartening to see where devs put their attention =/
I don't want to make some angry rant thread acting like a child; but that seems to be the only thing getting their attention lately. It's not in known issues despite all the bug posts, so they can't say they have been aware of it but "not able to respond to every concern"- I've even replied directly, left messages, and put it into posts that they have seen, read and responded to and actively ignore that part of it.
I've tried everything to bring Demogorgon issues to them, but nothing....so I dunno man....
Part of me wonders if we only got a Stranger Things chapter because the devs wanted something that was currently relevant. They seem to have completely abandoned Demogorgon.
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@YaiPa said:
https://forum.deadbydaylight.com/en/discussion/comment/918408#Comment_918408
I have hundreds of examples of how bad and inconsistent doctor shocks is to negate actions. I know it's an enormous problem, but most people will tell you that you're just bad, and you just need to time it better.
I made a thread about his stun being inconsistent a couple of weeks ago and it did get a couple of “time it better” replies. Am I just supposed to have perfect timing with his shocks? I’m really hoping the upcoming changes addresses this bug in some way. If they can’t fix it for whatever reason, hopefully Doctor got enough buffs to where he’ll be a threat against good Survivors without needing to use his shock.
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I’d like to know why Doctor’s shock therapy stun is so inconsistent. If it’s a bug, then why hasn’t it been fixed yet? If it’s intended to be that way, then why would you want something like that to be inconsistent?
@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/918202#Comment_918202
Bamboozle. Stop.
Ah yes, we should totally have to use a perk to counter bad game design.
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Killer is more stressful because all it takes is one tiny mistake and that could be the game.
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Iridescent Head has a huge downside in the removal of FOUR hatchets from your inventory. It doesn’t need any nerfs.
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Easily toolboxes. You can counter four flashlights, but not four toolboxes.
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I'm pretty sure the devs either forgot about Shred or are terrified of good Demogorgon add-ons. We need more add-ons that affect Shred.
For right now, I was thinking we could add range and charge time increase modifiers to the add-ons Eleven’s Soda and Barb’s Glasses (the description of Eleven’s Soda involves a can charged with psychic energy, so I was thinking that the energy could allow him to jump farther when using his Shred) and charge time decrease modifiers to the add-ons Rotten Green Tripe and Deer Lung (considering they’re supposed to fuel and power up Demogorgon). I was also thinking about throwing on small charge time decrease or range increase effects to some of his common add-ons. I haven’t thought about the numbers yet. The charge time increase modifier on the range increase add-ons is mainly for balance reasons.
As for his other add-ons, most of them need number increases. His Very Rares and a couple of his Rares are pathetic. For his Ultra Rares, I was thinking about having one of them give a fully charged Shred the Exposed effect, but your idea sounds pretty good.
Demo also needs to be much quieter. Everyone on the map knows when he teleports or hits a Survivor and his footsteps are way too loud, making the Undetectable effect nearly useless.
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I agree. I ######### hate Sabotage. It should be replaced with a new, healthier secondary objective.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/913454#Comment_913454
Hmm really now?
If you say they don't then why did all of a sudden the next character to get focus on was Spirit and not Doc.
The Devs metioned that after Nurse was "reworked" they would do Doctor next, but instead they listen to the survivor community and Spirit was next to get nerfed.
It's obvious they listen to the survivor community based on the example above that the Devs did.
Also don’t forget how quickly they decided to nerf Spirit. It didn’t take that long for the devs to announce that they would be nerfing her instead of updating Doctor. If the plan was to look at Spirit after Nurse, then why didn’t they say anything during an earlier stream or developer update? It really looks like something suddenly changed in the middle of the development process.
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It’s really sad but not surprising at this point. Instead of “fixing” the “issue”, BHVR should’ve just left his movement alone.
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It looks like they might have fixed Oni's control issues with the 3.4.2 hotfix. Maybe this will pave the way for more console optimization?
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So basically the devs went overboard on Spirit nerfs? Not surprised.
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@LordGlint said:
Kinda think if they were gonna drop the percentages so low that they're pretty much non-existent...they should just give them a different effect. An addon giving a 2% slowdown is pretty pointless.
The rope add-ons should've been nerfed to 3% and 6% respectively.
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I'm shocked that it was only the slowdown add-ons. I was terrified that they'd go after his base kit, Red Paint Brush, or any of his other add-ons.
Don't get why they nerfed Oni though. Too many Survivors not wanting to adapt?