StarLost
StarLost
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@GoodBoyKaru said:
I don't have the ability to go around the new map because I only have one account, but when I see videos on the mori and map I'll edit them in here.
For the full list of changes, please see the official patch notes here:
https://forum.deadbydaylight.com/en/kb/articles/304
new killer: the artist
Difficulty: Intermediate
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power
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perks
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Scales at 20/25/30 seconds of gen blocking.
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Scales at 9/12/15% regression.
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Scales at 20/25/30% for all effects.
mori
https://twitter.com/MangoZestt/status/1458115071968636928?s=20
add-ons
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lore
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new survivor: Jonah Vasquez
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Difficulty: Easy
perks
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Stacks at 60/50/40 seconds Exhaustion
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Stacks at 1/2/3 tokens you begin the trial with
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Stacks at 90/95/100% recovery speed
lore
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portrait updates
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lobby change
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pinhead add-on changes
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subtitle options
Currently only working for The Trickster, I believe
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character shop backgrounds
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Thank you @ProfoundEnding for reminding me
Killer sounds...okay. A bit overcomplicated for an 'intermediate' level, but will see how it works. Interesting perks though.
Exponential sounds like it'll have to get nerfed before it goes live. Boons are just...ugh.
Pinhead nerfs are so bizarre and unnecessarily harsh that it feels like they just want people to forget about him.
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@KateMain86 said:
Tunneling ruins this game for survivors. This is a problem and I don't know why after all this time it is not a reportable offense. When a killer blatantly comes right back to you straight off the hook and tunnels you down until your death hook the game is no longer fun at that point. Its just not worth playing. There is little to nothing survivors can do to counter this unless you have some kinda insanely coordinated SWF group to deal with toxic killers that do this. Tunneling playstyles have to be discouraged and the perks we have for it aren't enough. The action altogether needs to be discouraged and until there is some kind of punishment for doing it then it will never stop. Tunneling survivors down makes for a miserable experience and there is absolutely nothing at all fun about it. If you play killer and you do this please know you're ruining this game for survivors. You may think its fun but for me it really makes me not want to press that ready button again.
Tunneling no more ruins the game for survivors than genrushing ruins the game for killers.
The former is a necessary strat to deal with the latter.
The killer is obligated to try to eliminate one survivor ASAP to slow the game down to a manageable level. Sometimes this will be you. You won't escape every game.
@Eleo said:
Let's make a game where it takes two hits to down a survivor unless they just got off a hook in which case it takes one. And then be surprised when killers prioritize that survivor over the person with full health? Personally I'd prefer if suvivors didn't finish gens so fast and "gave me a chance", that would make the game much more fun for me.
This.
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@BabyCameron10 said:
Are we no longer getting them back? and what was the reason?
As others have said, it was probably a copyright thing.
Their plan seems to be nerfing him to the ground so less people play him.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2625219#Comment_2625219
Learn the map and you will kick ass every round.
As a survivor, sure.
As a killer, unless you have anti-loop, all survivors need to do is abuse the pseudo infinite in the office and there is literally nothing you can do.
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@egg_ said:
She has a kill rate around 50% according to stats. Why would she need a buff "by bhvr's logic"? Statistically, she's perfectly balanced.
Also, after 749395 times I saw this same exact post, can I say it? Yawn
Does she?
I'd have to dig up the list, but she was significantly below 50 if I recall.
@Crowman said:
You are assuming that BHVR sees killers have less than 50% KR as a problem.
Yes, because I'd like to think that they aren't insanely survivor favored. As hard as that belief is to sustain at times.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2625031#Comment_2625031
Use plaything. They'll either have to break them, or waste a lot of time trying to bless them.
Plaything nerf incoming, aka: shhh.
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@vacaman said:
It seems like they have decided that killrate is a way to balance around killer power. Cenobite is the highest killrate killer right now, and surprise surprise, it's getting nerfed in the PTB.
Last patch the lowest killrate killer was Nurse and she was buffed. Pig was nerfed (her best addons) because she had one of the best killrates. Plague was buffed, one with the lower killrates, spirit and wraith got nerfed, they were at the top. If this is true and not just a coincidence the next one to be nerfed will be Bubba, Myers and Hag.
Yeah I'm completely stymied by the Pinhead nerfs.
I saw a nerf coming for Fang (which is bizarrely reasonable) - but not a complete lawnmower to all of his good addons.
It seems that BHVR is willing to nerf killers who are doing too well against lowbies, but not buff killers who are insanely difficult to play.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2623426#Comment_2623426
I still think it's a million miles nicer to play on than Badham. Every single thing about Badham is gross. At minimum for the peple who don't like RPD for it's gameplay have some really cool graphics and fans of RE will jut have some fun on the iconic map.
RPD does look good, which is honestly the only thing I like about it.
Again, with the right build and killer it's...manageable. I certainly wouldn't say fun.
With the wrong killer, and survivors who abuse the aforementioned loop, it's abysmal.
@DarKaron said:
I want to agree with you.
Truly, I do.
But with the addition of Boon Totems, I just can't agree, no matter how much I want to...
Don't look at the new survivor perks. Trust me, you'll want to eat a kitten.
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@pyramidheadmain6233 said:
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Yeah, I'm getting this. Take my money, I get paid every Friday.
I can see a very decent potential build with that killer perk, but the boon sounds insanely OP, way more of a problem than even COH is now.
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@Edilibs said:
This is where i feel the game is at right now.
Interesting. A few thoughts from an intermediate player (who watches a lot of streams).
- Nurse is only top-tier in theory. Even some of the best killers in the world struggle to do consistently well with her, as high level survivors have learned how to juke her blinks. Otz's Nurse 'streak' was one of the hardest he attempted, on par with pre-rework Trapper.
- Pig and Trapper probably need to switch places. Trapper still really struggles against coordinated groups. Pig is decent on any map that isn't the big 3 (Haddon, Badham, RPD) but gets looped a lot.
- Trickster should probably be 'B' or 'C' tier. While there are a few players that can make him work, he really struggles against genrushing teams due to how much time he can take to down and hook.
- Why are Oni and Pinhead 'A' tier? Very curious about these, as you are the first person I've seen to rank them about mid tier.
As to the rest - Wraith needs his nerf reverted, Legion needs a complete teardown rework and Pig just needs...something. Anything to help her against the silly pseudo-infinites on a lot of maps.
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@Foodnt said:
In my opinion the only addon wich needed a nerf was the fang. the rest is completely fine.
what do you think about the changes
It's rubbish.
This is yet another massive nerf for the sake of low level play without any consideration for intermediate/high level viability. Cenobite was already mid-tier at best.
That said, I can't think of any occasion where BHVR has changed an impending nerf based on forum feedback, so...yeah. I guess Cenobite is about to become another one of those killers that basically nobody plays.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2619304#Comment_2619304
I agree about SWF. It would be just super dumb to punish SWF for playing with friends... Just buff soloQ.
I definetly hate this type of balancing. I prefer balancing around top players, not noobs. Truth is Wraith was never top tier killer, mainly because he is not good at tunneling nor camping, he needs to use hit&run, which got nerfed hard with CoH. I can agree with addon nerf, but basekit nerf made him bad again. It just super bad when you whiff around loops and you know it's because if that nerf.
I'm fine with them balancing around top level play, ala SC2.
I'm fine with them balancing around low level play.
What I'm not fine with is inconsistency.
Either Wraith needs his nerf reverted, or killers with low kill rates at lower levels of play need to be made easier. Otherwise BHVR are just basically saying 'we don't really care about low level killer players'.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2623357#Comment_2623357
The Interrogation room is the room with the giant glass. Probably not the right one. I think you mean the one right below the library correct? The 1 looong desk with "Welcome Leon" above it?
That's the one.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2623523#Comment_2623523
Oh yeah, you won't catch me arguing that CoH isn't too strong, something needs to be done about that perk.
I still maintain a better fix is an overall totem spawn pass, and maybe boons only having horizontal range, not vertical range. If you know where the boon is and it's not in a terrible spot (that shouldn't be in the game to begin with) then I really think the intended mechanic can work.
Boons could work, but they have too much of an impact (to the point of hard countering some killers) for the amount of effort required. CoH, yes, specifically.
Beyond this though, I just don't think that killers need any side objectives. With how fast genspeeds are and how ridiculously safe gens/loops are on some maps (RPD, Haddonfield, Badham, some versions of the Autohaven and Farm maps) it's difficult enough to pressure survivors before factoring in something else to do.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2623133#Comment_2623133
Exactly, “do gens” is always the response, but what about the person on the hook? At least the other people have a chance to do something meanwhile your just there doing nothing.
BHVR have said that they are working on a system to stop facecamping.
That said, you are not and should not be guaranteed a safe unhook.
If I'm patrolling past a hooked survivor on my way back from gens, that's not camping. If you decide to unhook in my face, I'm going to down you.
Survivors already love to play grab-ass around the hook, as the killer has to choose between defending it and losing BP.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2623513#Comment_2623513
A cooldown would work too. As for the time it takes to snuff a boon- I'd argue that if you do it properly, it doesn't waste so much time that it outweighs the benefits. Going out of your way to snuff one instead of chasing or what have you, sure, that's bad, but if you treat snuffing like a downtime action a la breaking pallets or kicking generators it's a lot more reasonable.
Though, again, awkward totem spawns do throw a wrench into that approach, so I still agree those are a problem.
'Doing it properly' is the problem though.
It's not always obvious where the thing is, especially on indoor maps (where it could be behind multiple walls, or below the floor). I've had multiple occasions where I hear it, look for it and by the time I've found it, a gen pops.
However, if I let it stand, all that survivors do is run away and heal in seconds. Probably my most annoying game recently was eating a pallet stun, knowing exactly where the injured survivor had gone, pursuing immediately and by the time I'd reached them, they'd already healed to full. Less than 10 seconds.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2623497#Comment_2623497
That's true the first time, but if survivors are continually blessing boons, that time adds up. If it weren't for awkward totem spots and the ability to literally instantly get back on it as soon as the killer's back is turned, that slowdown would be pretty noticeable. I made a post about it, but my suggested fix for the latter is just to put a debuff on a totem that's been snuffed for a short while that makes blessing it take twice as long.
Sure. But you're ignoring the time it takes the killer to snuff those boons every time.
I'd rather see snuffing a boon put boons on a cooldown.
The issue isn't always 'I'll just rebless the same totem'. It's more 'okay, now I'll just set up a new one where we are now'.
Honestly, boons just don't work well with the mechanics of the game. The killer is always more time-starved than the survivors, if only because there's only one killer.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2623483#Comment_2623483
The benefits - while slim - are that survivors are continually spending time doing something that isn't a generator, and that they're trying to make use of a specific area of the map you know that they're going to be in. The benefits for survivor vs killer aren't equally weighted, but that's fine because they are survivor perks.
Regardless, I actually agree with some of those assessments, but the solution to them is to fix bad totem spawns and, potentially if it still seems warranted, make boon effects not travel through multiple floors. I don't believe in band aid solutions that potentially spoil interesting mechanics- I want to see boon totems work and believe the wider game problems should be fixed around them to help them flourish.
Honestly, the short time investment it takes to get one up may be time away from a gen, but it spirals into a lot less pressure from the killer - ie. more time on gens.
@[Deleted User] said:
Old undying sounds too powerful. I think they should just adjust the core boon mechanics if they are really a problem.
It really wasn't.
It was only a problem with Ruin, which itself was a symptom of the 'you can do your first generator in literally 14 seconds, and 3 before the killer gets their first down' problem. Slowdown was the meta at the time, now it's shifted into either escalating pressure (CI/LP+offensive perks) or gimmicky instadown builds (Starstruck+carry perks, NOED+NWO).
Hexes need some love regardless.
Boons are really a problem, as they can hard-counter a lot of killers. That said, this is BHVR and their balancing decisions can be...bizarre at times.
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@Voodoo101 said:
Just played a game with a swf. They had two Mikaela's and made an offering for an indoor map, obviously the one they play all the time, because as with most maps, gens tend to spawn in roughly the same area. Within minutes two healing totems went up either side of the map. Of course these totems don't just work horizontally, so they basically had the benefit of healing on all the map.
I can't take anything away from them, they looped well but was a bit annoying when somebody else could take a hit while the other healed. Not wanting to camp the hook, because I would rather lose against a good team, then waste my time standing by the hook for one kill and what is basically a lose anyway.
What are people's thoughts on this. I have only seen this twice, but as a survivor team on comms, it seems to be effective, although the map did not help, being the saw map, which is big and my worst map for both killer and survivor. I think I prefer RPD and that's saying something.
I can guess that it will get worse when they start putting Mikaela's perks on other survivors. At least in the lobby you know what you are getting into, when you see Mikaela's there.
Like I said, they played well and it was ggs, but maybe this boon thing should be an addon, such as medkit, which most Mikaela's I've seen takes in with them. Different levels could mean whether they would be how many long they last, and extra's could help.
As the guy above said, sadly the meta right now is:
- Play an instadown killer or one with incredible anti-loop. Attrition based killers are having a rough time right now.
- If you don't want to, you need to build around the expectation of facing boons. Every game. Yes, it's as lame as it sounds.
- Devour Hope+Undying gives you instadown potential and can create a timing where you can pressure hard. It is risky, though.
- Plaything+Retribution is another amazing combo for countering perks, and also gives you a lot of pressure.
- The old NOED+NWO+Undying is cheesy, but works well too.
- If all else fails, bring strong addons and cross your fingers.
The only area I'd disagree with him is in healing slowdowns. Boons+other healing addons/perks stack so crazily that they just get powered through. You're taking a 4 second heal and making it 4.5 seconds, basically. Not worth the slot.
Against an SWF that knows what they are doing, especially with indoor maps (or poky ones like Haddonfield), boons are obnoxious.
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@ChurchofPig said:
I was playing a match on Coldwind and I was so so close to getting Adept Nemesis. As soon as I press space to hook the last survivor and most likely get it, this happens
https://us.v-cdn.net/6030815/uploads/KW3SV2T4TYZ8/screenshot-28245-29.png
I did end up providing details and hopefully it doesn't happen again, but I am so sad. That was the closest I've gotten to that Adept.
*Enter flashbacks to June*
Oof.
You have my sympathies. That's a pisser of an Adept too.
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@Cheesesticks1 said:
So to start this off, I identify as a survivor main. With just about 1300 hours on steam, and about 300 hours on PS4.
I play killer maybe 3% of my games in DBD and I don't have Undying available on my bloodwebs.
I think considering the fact that Boon totems can be remade over and over again lends to the idea that the killers should be able to do the same as well in the spirit of fairness. Though I do believe some perks would be irritating in their current form, I truly believe this would bring back some kind of balance regarding the totems.
Curious what others think about this.
Yes.
Absolutely this.
The Undying nerf was silly, as it was targeted specifically at the Ruin+Undying combo. The correct response would have been to adjust Ruin, but BHVR instead slapped a pretty hefty blanket nerf on all hexes, most of which didn't see much play as is.
If Ruin is the concern, nerf Ruin.
@jesterkind said:
Boons and Hexes are not the same mechanic, and shouldn't be balanced the same way.
Boons as a core mechanic are designed around being relit, and hexes are not. There are benefits from the killer's side for boons being relightable, even.
But even if that weren't the case, this is a backwards suggestion. Let's say for a second that relighting boons actually is too powerful and impactful- how is it an appropriate response to add in the same level of OP annoyance on the other side?
...What on earth are the benefits to the killer's side? I'm genuinely curious.
As it stands, trying to snuff was frequently worse than letting the thing stand, as you'd routinely waste time trying to find it when it's actually on the floor below you/in an unsnuffable spot. Even if you succeeded, you'd probably have wasted as much time as the survivor spent blessing it, and the time of the killer is at far more of a premium than the time of 1 survivor.
Plus, they can immediately relight it.
It creates a zero-risk safezone that hard counters the majority of attrition based killers. I'd love to see a comparison of Wraith kill rates before and after the introduction of boons.
They aren't unbeatable, but if you are playing certain killers, you need to build expressly to counter boons in the expectation that you might be facing them, every game. Which is boring for both sides.
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@ThanksForDaily said:
Not another Dead Hard thread...you guys are not bored yet, i mean seriously.
From DS to Dead Hard and if gets nerfed, it's time for the Sprint Burst nerf threads.
So predictable like when you run bamboozle and vaulting even Z walls.
Yes, there are a lot of Dead Hard threads.
There is a reason for that.
DH was a meta perk before the 'fix'. It's simply too strong as it stands.
The major issues are:
- The interactions between the new validation and killer M1 attacks, where the game frequently shows you a 'false hit'. This leads to you acting as if you'd hit which often means the survivor escapes.
- The interactions between the new validation and some killers' M2 attacks, where the 'false hits' function bizarrely with killer powers (the example already given is where attacks that would either hit a survivor or break a pallet do neither).
- DH being balanced with it's crazy short cooldown around it's former quirks. It was still very strong. It is now probably too strong, as the risks of using DH have been removed.
BHVR needs to fix the first two, then see how things look. It may need another nerf after this.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2623226#Comment_2623226
The toxicity can definitely wear you down. Nothing worse than getting stomped by a toxic team. It's easy to tell someone to just ignore it, but another thing entirely when you're inundated with it time and again.
Yeah.
I mean, this is basically my last 4 games.
Game #1: Obnoxious Pinhead game. Full SWF, 3 with flashlights and one toolbox (all switched to last second). Haddonfield offering+further hooks offering. Clearly smurfed their MMR down, there is no way I should be playing against 3000 hour players with my sub 300. Teabagging and clicky macros from the start. One got cocky and I hooked, which led to me being able to pressure and get my chain hunts+Plaything+Retribution combo going. They got into lockers until the AFK crows started, then they all DCed.
Game #2: Good Hag game on Ormond. I get 2 kills, but it was close. GG's all round in postgame.
Game #3: Pinhead game on DDS. Survivor runs up to me almost from the start, teabags. I down them, hook them and they suicide on hook. I decide to be a nice guy and give the others a chance to farm, deliberately letting them get a few gens deep and not 3 hooking anyone, usually letting them have a chance to heal. Game still takes ages because they don't bother looking for the box once the chain hunt starts. I get yelled at in postgame for 'not ending' and they threaten to report me for holding the game hostage. Urgh.
Game #4: Demo game on Haddonfield. Survivors get 3 gens done super fast, I manage to hook someone and that person rage DCs. I wind up with a nicely defensible 4gen (for Haddonfield), with portals in excellent positions and end up with a 4k fairly fast. I get yelled at in postgame for being sweaty and not 'giving them a chance when they had a DC'.
You just can't win.
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@Sunbreaker7 said:
Is it just me or is there no one playing Pinhead? I barely if ever see him in my games when playing survivor for many hours each day. But then again, there is little reason for wonder as to why. When I play Pinhead, I can feel the struggle to match the power of any other Killer in the game.
The chains can be so easily broken free from, but the rate of missing chains and the cost of doing so is far greater in a chase. For some weird design reason, the chains even break from environmental obstacles like corners, which there are plenty in so many situations and maps. You can't efficiently use the chains in window jungle loops, indoor maps, the shack, or other places such as these.
The time for survivors to break the three chains when caught with no obstacles to intercept is also so tiny that Pinhead can hardly even make it to the other side of a loop before the survivor is already free and running.
Yes, I do realize he has certain places and points that make him "strong" but playing around those strong points comes very rarely in matches against good survivors. Remember, good survivors, know how to run around Pinhead and will abuse this knowledge to bully him to a point where Pinhead has very little to do on his part.
Pinhead can feel weakest without his red add-on "Engineer's Fang". But when he has it, he feels only decent enough to play, mildly satisfying.
If I were to make a suggestion to improve him, I would certainly increase the chain struggle time a bit and make it so that the chain does not break from corners/environmental obstacles, and maybe if not too much to ask, I would also make it so that some things could not be carried out while in chains like unhooking and/or pallet dropping, though perhaps this could accidentally make him a little too powerful, I don't know.
Throw your thoughts and let me know if you have also felt powerless when playing as Pinhead or if I am just weak saucing here.
He's fast becoming my favorite killer, alongside Hag and Demo.
He's unpopular for a few reasons though:
- The NFT drama, meaning that a lot of streamers feel like they can't play him without catching flak. He just doesn't get much publicity.
- The inexplicable removal of all his voicing.
- He's like a lot of the other idiosyncratic killers (Hag, Demo, Doctor etc.) and it's not obvious immediately how to approach him. A lot of people try to play him as a ranged killer, and this doesn't work. His strength lies in his chain hunts giving you windows for massive pressure. His chain summons are only really good in specific situations.
- He's not overly strong. Combined with the above, learning him can be tricky. You'll get hosed initially.
- He is reliant on certain perk combinations/addons to really succeed, much like pre-rework Wraith.
- People hate playing against him, and you'll get a lot of BM.
@[Deleted User] said:
Pinhead's issue is a fairly high skill cap for not a whole lot of reward relative to similar options
Yes and no. He certainly isn't all that powerful, outside of Engineers Fang (which won't survive the next balance pass).
However, he is totally unique in his kit.
Even high level groups struggle to deal with the box right, which creates an amazing opening for pressure. If a hunt goes off, it can be disastrous.
@Firellius said:
Trickster was an absolute nightmare to play when he came out due to how weak his power was, and how much his overall design suffered as a result.
Pinhead is actually pretty fun to play, even if his active power is janky and underperforming at times, BUT...
He's tied into the NFT debacle, which made me quit the game altogether. So that's at least one Pinhead main down.
Yeah. That plus the voice's removal definitely left a bad smell on him. That said, if I was to avoid every game where the developers did something really annoying, I'd probably be stuck playing indie titles.
@MedicSpirit7 said:
The chain power is such an effort to make land and they remove the chains before you can even catch up
You can't really use it as a catch-up tool.
It's mostly for anti-loop. If someone is hanging out by a pallet, snag them and you can probably get a hit or force them to drop it preemptively. It's good against vaults too.
The major issue is that, yes, it's too hard to land for the gains it gives.
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@ChampagnePapi said:
For the survivor side getting nearly everything they want they have to be survivor mains. I have never seen a patch with good changes that focus more on the killers ( Not a killer or survivor main btw). I always have this bad feeling every time when the devs release an update its either someone or something getting nerfed to the ground or getting buffed to the point its needs to be nerfed again.
No.
I think it's a lot simpler than that.
There are a lot more survivor players, and it's way easier to make/sell cosmetics for survivors than for killers.
Thus, it makes more sense economically to focus on the happiness of survivor players.
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@JacksonWise said:
https://forum.deadbydaylight.com/en/discussion/comment/2623342#Comment_2623342
I was not aware there was an infinite on that map. I've never seen anyone run it while playing either role, but good to know. Thanks for the heads up!
It's not a 'true' infinite, as eventually stuff will probably start getting blocked (although smart survivors will postpone this until you've hit a silly level of bloodlust, or more likely just walked away).
I play at what is probably a high-intermediate MMR (it's really impossible to tell) and I see it pretty frequently. If I'm up against a RPD offering, I sort of expect it.
It's also why I'm avoiding playing Wraith, Pig and Ghosty right now (although Demo also struggles with this loop). Hag, Doctor, Nemesis, PH and even Pinhead (to a degree) can counter it. I'm not sure about ranged killers, but honestly, RPD counters them hard as is.
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@hammertime said:
There is no real way to report players in crossplay. I have played multiple survivors who literally assist the killer and get away with it. I don't record every second of gameplay either. It already sucks that I have to play against the PC advantage because I don't want to wait one hour for a match that I have to deal with this too. It's an easy fix it really is. Or you can be cool and allow console players to only play in an only console pool. Anything us better tha. What you have is what I'm getting at. I wouldn't be so frustrated if this wasn't such an easy ######### fix. We ALL know pc has an advantage and we ALL know there are cheaters. Just make reporting players and pools for queue separate ######### christ who leads the team that no one can figure it out after 20 years? It's a good game with some simple fixes.
PC has an advantage. MMR handles this, which is why - if you are playing at lower MMRs, you'll mostly see console survivors/killers.
I've run into trolly survivors both on PC and on console. Usually they are trying to smurf their MMR down. Sadly, you'll have to record it, because there is no other way for BHVR to verify these reports.
Cheaters are a very different issue, and I wish there was an easy solution. EAC is a joke, and so easy to bypass that mods for other EAC games have simple, step-by-step instructions for bypassing it.
That said, hackers have become so sophisticated that even ActiBlizz and co. can't really stem the tide. Hell, there are still tons of cheaters in Fortnite, Starcraft 2, Overwatch, COD etc. Actual E-Sports. It's an issue without a solution, sadly.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2623197#Comment_2623197
Then you'd lose money. Yes I'm a Killer main. Yes I know what Killer's have to deal with.
But Survivor perks are more often defensive and rely on Killer's doing something stupid or being impatient.
As for these super sweaty swf's? They're rarely that effective and tend to be playing for fun more then anything else. Sure they'll broadcast every move you make but once you know they're SWF they're easy to deal with because they're all altruistic and will predictably try to save their friends at all cost.
Also I have no idea what you're going on about no Killer's running Ruin/Undying. Countless Killer's run that combo because it can buy you one or two generators worth of regressing unless you're absolutely ######### by RNG.
I doubt it.
I swear, every time someone comes in making a post like this and claiming to be a killer main post-hoc, I always imagine Elmer Fudd in a bunny costume.
The simple fact that you used Ruin+Pop+Undying is quite telling.
Yes, survivor is a defensive role. The killer's job is to hook them. Hence, their perks revolve around either direct defense or ending the game faster, so there is less time to be hooked (indirect defense). It's not a matter of the killer making mistakes or being impatient - whether they are eating them or playing around them, these perks counter the killer.
That's not a good SWF. A good SWF will have 3 gens done before you even see them, will bring a RPD offering to abuse the infinite and won't be stupidly altruistic. What you are describing is a bad SWF.
What? No, no they don't. I watch a fair amount of killer streams. The meta has shifted away from Ruin+Undying. It did so ages ago. If some killers are sticking to it, it's probably mostly habit.
Now it's either:
- Mixed slowdown (Tink/Discordance+Pop/Ruin+Deadlock+x)
- Offense (CI/LP+STBFL+Blood+x)
- Pressure/indirect slowdown (Plaything+Retribution+x)
- Endgame cheese (NOED+NWO)
- Starstruck cheese (Starstruck+carry perks)
The only time you'll really see Undying is with Devour or NOED. Very, very seldom do you see it with Ruin now, because Survivors will prioritize cleansing it pretty much immediately.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2623342#Comment_2623342
Which office? There is a bunch.
The office close to the main hub. I'd have to play it again to be more specific. I think someone earlier mentioned it as the 'interrogation room'. It's been a while since I played the RE2-make.
Essentially, it relies on a closed 'cubicle' with two vaults separated by a long barrier of desks, into a potential pallet and another vault. You vault into the room then to the cubicle. Whichever way the killer comes, you vault onto the other side watch the killer. If he goes around the barrier, you vault out of the cubicle and leave the room through the door. If he climbs back in, leave via the second vault.
Then you wait for the killer to pursue again, reenter the room via either door or window and start the cycle again.
Hence, pseudo-infinite.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2623146#Comment_2623146
Well I do just fine on the map with a variety of killers. Not saying that in a bragging way. It's just the truth. I've spent so much time with it. I just know how to play it. It's fun.
You didn't answer my question.
Again.
How do you handle the office infinite on an M1 killer? Be as specific as you can.
@JacksonWise said:
Playing any ranged killer on that map is a miserable experience, exponentially more so than the other indoor maps. You're basically forced to play M1 barring a few killers.
You cannot play an M1 killer on that map unless you have an anti-loop. Nemesis and PH do pretty okay there and Doctor/Hag can be okay if you prepare for the infinite. Wraith, Pig and co. get shattered the second survivors realize that all they need to do is make a beeline for the hub, run into the office and if they make it, there is literally no way to catch them even at BL3. It's as bad as the fence loop on Badham or the basement house on Haddonfield, but without any opportunity for counterplay or mindgames.
You've got a vault into a small room and a vault out, without an entrance on one side. These vaults are separated by a barrier and lead to another vault, meaning that if you don't mess up, it's an infinite.
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@Wampa1 said:
I play survivor and killer about equally.Since the reset and updates have reached red rank survivor and am still on bronze for killer,I play mostly spirit,plague and for fun times Myers.I used to progress pretty evenly but have struggled since reset.It is probably my play before anyone says “get good”.I personally enjoy both experiences but have detected a lot of negativity from both sides but more saying they will quit killer,I personally won’t and it is a great pity on both sides that some really good killers feel like that,thoughts and please be nice.😀
Playing a killer in this game is rough.
Not only because of the mechanics of the game, but because both survivor players and the developers themselves have an odd, often hypocritical attitude towards the role.
'Easy to play' killers are nerfed, despite being mediocre at high level. 'Hard to play' killers, however, aren't buffed - out of fear that it would be OP at high level. See: recent Wraith nerfs and the BHVR statement on kill rates regarding Nurse. That's a double standard, and double standards are bad.
Survivors on the other hand will DC/complain bitterly if you play a killer/addons/perks that make it easier for you to win, but will run full meta perks, a fancy toolbox and use an RPD offering. They all play sweaty as hell, but if you play sweaty they'll pitch a sulk. On the other hand, they'll gloat and teabag you all the way to the gates if you go easy.
@themoobs1984 said:
You hit the nail on the head. Just try to have FUN. Who cares if someone is teabagging or clicking their FL? It doesn't matter if you go 4-0 or 0-4. Try to have fun. Block all the negative crap.
I care.
Not much, and I always try to keep in mind that they are sad, probably lonely people who need to get their jollies by giving me a headache in game.
That said, nobody is immune to this crap and it definitely builds up over time.
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@Regulus47 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623236#Comment_2623236
Trickster is a really underrated killer. He is one of the strongest chasers in the entire game and has zero counterplay unless you are at the shack or a really good jungle gym, and even then you will just take another loop or so before you go down... he can't lose a chase if his aim is even decent. Deathslinger was an A tier killer in the right hands/right add ons pre-rework, and trickster is just as good in a chase. Probably a B tier if the trickster player is really good, A tier with the right add ons. Watch DEAD plays to see his potential, he is a really good trickster.
Yeah, I agree with leatherface. He has really high kill rates though so I think a good nerf would be to make his chainsaw stop after one hit. That way he wouldn't be as good at camping and it wouldn't affect normal leatherface gameplay too much because you only need one hit to down.
I have gone against twins only three times but all of them just camped and slugged. I think that should be looked at, there isn't much counterplay to victor and the hitbox is so massive it's really hard to miss. Since deathslinger got nerfed I think the developers are finally making changes based off feedback as well as kill rate, and maybe if victor becomes AI like the zombies more people would play the twins.
I don't think meyers should get his power nerfed, his power is very well designed and balanced besides the slow start and how annoying it is to have your team feed him stalk and get 99%ed and downed with no warning. But tombstones and unlimited tier 3 are unquestionably OP, and he could maybe be buffed if they were nerfed.
(Edit: Also, trickster has received nothing except buffs since he released. Buffing him again is ridiculous.)
Oof. Where to even start here...
- He has mediocre kill rates, despite being a 'noob stomper' killer supreme. At high level games, he gets rolled. There is a reason that he never rises above bottom tier in basically every tier list out there. People who play this game for a living have tried to make him work, and he isn't good.
- The counterplay to him is the same as with all ranged killers. Serpentine and LOS.
- Like all ranged killers, indoor maps are a misery on him.
- No, Deathslinger was a solid 'B' tier killer, like Wraith. He was strong in 1v1 chases, but took a lot of time to down and hook which compensated. Post nerf, he is absolute garbage.
- If a killer had problematic addons, then nerf those addons. It's pretty simple.
- Yes, a good player will be able to win games. Otz won games on Trapper - he even managed a 50 game streak. This didn't mean that Trapper needed a nerf.
- Bubba has high kill rates for the same reason Pinhead and Pig do. Their kit makes them powerful against newer players. None of these need a nerf (with the possible exception of Engineer's Fang). A big part of Bubba's kit is the ability to chain downs. Nerf that and you'd have to compensate him elsewhere.
- There is plenty of counterplay to Victor. But, again, this is how the character is balanced. Victor is good at harassing, but you sacrifice a lot of time in exchange.
- 'That killer I played against camped and slugged me' is not, and will never be a reason to nerf that killer. It's just sour grapes.
- Shrug. Iri/UR addons are supposed to be powerful. If you want to start blanket bombing powerful addons then...okay, but you'd have to start with crazy stuff like Brand New Parts. Honestly, a SWF being able to pop a gen 14 seconds into a game (not exaggerating) is way more OP.
- No, the developers have made two staggeringly bad decisions based on forum QQ recently. Deathslinger didn't need a nerf. Neither did Wraith. Wraith in particular was frustrating because he was nerfed exclusively on him being too hard for newer players to go against/too easy to play. Which is annoying because BHVR also said they wouldn't be buffing Nurse despite her being too easy for new players to go against/too hard to play, looking at kill rates.
- Trickster's kit is problematic, and makes it hard to buff him without making him too strong. Honestly, he is just a badly designed killer and needs a pretty complete overhaul.
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@TWiXT said:
This is a post I made back in April 2019, long before the devs updated the game with a DC penalty system in late January 2020, and there was a DC "epidemic" going on that made the game practically unplayable:
https://forum.deadbydaylight.com/en/discussion/55983/the-final-breath-before-the-death-rattle
The only things that kept people coming back to DbD back then were the DLC's and updates, but with DC's being so Rampant, it was a very rare experience for anyone to actually finish a match with all players present. I want OP to picture this as it was the average at the height of the "Epidemic": 8 out of every 10 matches, 1 or more players DC, and over the most petty or asinine reasons.
It was honestly feeling like the game was dying since people were becoming increasingly frustrated by it, and due to the level of DC'ing we began questioning if we were actually even playing the game at all? Fortunately, the devs play tested the DC penalty system in December 2019 before it was released, which finally allowed us to enjoy full matches again and restored much of our faith in them (Why it took them so damn long to institute it in the first place is anyone's guess). After releasing the Penalty system Live, the feeling was a euphoric sense of relief for all but a few players who whined and tried to defend their rights to DC without consequences.
If you think I'm exaggerating those DC numbers, while this isn't as High as it was during the "Epidemic" levels of DC'ing in the Spring-Summer of 2019, here's a guy/gal that tracked all of their stats, including how often players DC'ed, over the span of 100 killer games, literally a week or so before they released the DC penalty system:
in that post you should note that out of 100 games, he experienced 61 DC's.
OP, That's the kind of experience you get when the DC penalties are off... does that honestly sound like fun to you?
TL;DR: The DC Penalty system helped save this game from dying due to too many DC's, and I've provided posts with evidence of that.
Honestly, I'm surprised it wasn't more.
I started mid way through last year, in a period of no DC penalty.
Every game that wasn't a complete stomp by an SWF that had sandbagged their ranks by DCing to flatten newbies on stream was a mess of DCs.
Killer downs you? DC.
Killer hooks you? DC.
Killer is a killer you don't like playing against? DC.
There is a possibility that you may not win the match easily? DC.
And yet, not a day goes by where some survivor player doesn't make this same 'I should be allowed to DC whenever I want' thread. It's pure, unadulterated entitlement.
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@Swoopie said:
I’m not actually asking this to get some generic unpractical nonsense answer no. I play this sometimes fun but othervise trash game for 4 years now. The real question is, why the #########, do we still have a basement in the videogame that was designed in mind that hooks were PERMANENTLY sabotageable. Which is obviously a thing that only the now long dead and burried dinosaurs remember of, but still, for some unjustified reason, we are still getting that outdated dogshit structure on every single map as a middle finger signature for them. WHY????????????
MMR broke the game and now everyone is trash and are just camping. Camping the basement is by far the easiest thing to do, some killers do it with no possible hope of rescue unless your team is well coordinated.
This doghouse game has more than many issues and I get that, it’s meant to be a milking cow nothing more, but recently the devs sucked out of all the fun if it. I decided it’s better that Riot has all my gaming money, I don’t understand why sould I or anyone else spend on this circus anymore.
Were they?
My guess is that you got basement camped. It happens.
That said, the reason the basement exists is that it provides a high risk/high reward goal for the killer. If you take the time to get someone there and hook them, you can use it to catch survivors out.
'Camping', in and of itself is not a bad thing. Facecamping is, which is why BHVR have stated that they are introducing a mechanic eventually to prevent it. But if you are facecamping in the basement, you are a bad killer. The basement is about proxy camping, which even the devs have stated is a perfectly legitimate tactic.
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@Regulus47 said:
I think leatherface, trickster, blight, twins and Michael Meyers will be nerfed. Deathslinger was rightly nerfed but his kill rate wasn't at the top which means the devs are listening to our feedback! Those five killers are complained about a lot and for.apart from Meyers mostly good reasons so I think they will all be tweaked, even if it is just add on changes like Meyers's unlimited tier 3 and tombstones and mirror and blight's recharge hit add on.
I don't think Trickster could really be nerfed any further without hitting sub Nurse kill-rates. He's crap-tier as it stands.
Leatherface is only a problem when he facecamps. Which BHVR have already stated they have a mechanical change in mind to discourage.
I don't even know if Twins even really exist anymore. I play survivor on occasion and have literally never seen one.
Why on earth would you nerf Meyers? He's one of the weakest killers in the game.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2619043#Comment_2619043
So, what does one do when they've spent money on something when it was enjoyable, and the game takes a turn to an unenjoyable state, regardless of how you play? Do you just stop playing and say "Oh well, they suckered me, that's my fault." then quit the game? Or complain to let the developers know what's going on?
Bingo.
I support this game because I really, really like it. It's still very frustrating to be a killer main, and only part of that is the mechanics of the game.
There seems to be an attitude towards the killer role from both developers and survivor players that is different to the attitude towards survivor players. Nerfs are doled out more rapidly, and often inexplicably in the name of 'this is unfun to play against', despite this being true of nearly every meta survivor perk and addon.
Not to mention the daily 'we should be allowed to DC if we aren't having fun' thread, inevitably written by a survivor player.
@SweetTerror said:
Killer is not the power role, and hasn't been for quite some time. The sad truth is, is that playing killer is far more nerve-wracking which is ridiculous. As such I've learned to accept that when I play killer, I have to face the fact that I'm lucky if I get one kill. There is no perk nor power that can counter a well-coordinated SWF.
I don't mind this. I try to think of killer as more being a facilitator of fun games for the survivors.
That said, a big part of what makes me bitter is the attitude of survivors in-game.
If they spent a few days playing killer, they'd be a lot more grateful to killers who don't play for the 4k every game, rather than teabagging and flashing killers all the way to the gate and gloating at them in postgame.
Yes, this is the internet and as such, probably needs a jumbo enema. It still does wear on me over time.
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@Wraff said:
https://forum.deadbydaylight.com/en/discussion/comment/2623071#Comment_2623071
Bold of you to assume I'm a Survivor main.
I am however aware of how unfun some Killer's are. Either because a Killer sweats out of their mind for the 4K in a casual game, tedious perk combinations(Ruin+Undying+Pop), or a Killer that is generally unpleasant to deal with by their mechanics alone(Twins), or a combination of all the above.
I'm so confident in that assumption that I'd probably buy stocks.
If anything, your response sort of confirms it. But okay, let me explain this from a killer POV.
- There are playstyles that survivors find frustrating. There are playstyles that killers find frustrating. This doesn't mean you get to sabotage the game for everyone else. Some of us have limited time to play in a day, and if 2 of our 4 games are ruined by someone deciding to have a sulk, then it's sort of a big deal.
- Yes, even intermediate killers like myself play sweaty, initially. Know why? Because survivors tend to play sweaty too. If we go easy initially and dial it up later, chances are we've already lost 3-4 gens without a kill and get teabagged all the way to the exit gates. Instead, it's smarter to go hard initially and dial back if you are stomping. That said, isn't it odd how killers are expected 'not to play sweaty because it's not fun for survivors' but not vice versa? Nah, sod that. When every post-game screen doesn't have 3-4 Dead Hards, 2-3 Spinechills, 2 CoH totems etc., then we can have this discussion.
- It's entirely possible for a coordinated group of survivors to pop a gen within 14 seconds of the game starting, 2 gens before 1 minute and 3 gens before 2 minutes. Yes, we play sweaty sometimes. This is also why.
- Any killer running Ruin+Pop+Undying is either silly, new or running a meme build. Undying is DOA outside of gimmick builds or 'let me demonstrate this hex in a video' streams. Ruin is a huge gamble. Most high level killers now generally run Discordance/Tinkerer+Pop or Deadlock. When they run slowdown perks at all (most high level games I see run a combination of info perks and chase perks now).
- If I had my way, a whole ton of survivor perks would be reworked because they are unfun to play against. I still don't get to just arbitrarily DC whenever I think someone is running Spinechill, Dead Hard or PTS. You don't get to DC because the killer picked the killer they enjoy playing.
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@The_BiggCheeze said:
He was never fun to play against before or after his change and the only thing the tubby toad is good for is camping and nothing else. I have played against SEVEN Leatherfaces today and not a single one left their first hook, even at 5 gens. Leatherface is a massive problem and even now with Circle of Healing camping has become much more prevalent.
The devs are always saying "iT'S a VaLiD sTrAtEgY". Well tell me devs, is this your "Valid strategy" that you had in mind!?
https://www.youtube.com/watch?v=IxTj1U1lRK4
This was my first hook by the way. AT FOUR GENS
Shrug.
His kit makes him a good camper. As does Trapper, Hag, Pig (box tunneling), Billy and probably others I'm forgetting.
It's no more cheesy than running a stacked SWF with an RPD/Haddonfield/Badham offering.
That said, face camping is basically trolling. He's losing all his BP by doing this. It's the killer equivalent of DCing. Either he's had a really crappy day, or someone teabagged/flicked him.
BHVR have already said, they have something in the works to further discourage face camping.
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@calem said:
I just had a group of 4 survivors say GGEZ and that I'm terrible cause they 4 outed on RPD.
Apparently I needed to "get faster downs, apply pressure"
And that "the map isn't the problem, you are"
I was HUNTRESS.
I was going to DC upon loading in, and in hindsight I should have, but I thought I'd just play it out this once...
Map sucks. Vent over.
Without any shame, I'll AFK out RPD offerings. If I get it by (bad) luck, I'll chalk it up as a bad bounce and play the game out, but...well, it takes a lot to make me miss Haddonfield. I'll say that much.
@VikingDragonXii said:
No your right RPD is a horrible map to keep gen pressure my advise let them have one side of the map. Patrol a section of gens where you can 3 gen effectively.
Range killers are at a big disadvantage on that map, as well as killers with no travel power. Even the jumpscare queen The Hag is at a disadvantage because of the sheer size of it.
The real reason I dread RPD is that there is at least 1 pseudo-infinite (the office room near the main hub) that is both really easy to reach and impossible to deal with if your killer doesn't have anti-loop.
That and yes, all the freebie gens.
@TheDarkTyrant said:
SWF are gonna wreck people on any map. RPD isn't that much of a problem. The people who care will just keep on enjoying it.
You still didn't answer my question in the other thread where you were defending RPD.
How do you deal with the office pseudo infinite as someone without an anti-loop?
And no, there is a reason why Badham/Haddonfield/RPD are considered miserable maps to play killer on. SWFs are SWFs, but there shouldn't be maps that hard-counter specific killers this hard.
Even the best killers out there despise this map.
@HealsBadMan said:
Now that Sam might be reviewing our posts to make fun of them I'll be monitoring what I say for the first time lol.
Anyone one else REALLY hope he does a Sluzzy post? XD
Sluzzy seems to have switched to an alt account now. You'll spot it around.
I sort of miss him. Either a top-tier troll or a gloriously insane person, and either way he made me laugh a lot.
@IamFran said:
If survivors know the the map and spawn places of the gens it is very survivor sided, if the survivor don't know the map and gen spawn places is killer sided.
PS: The semi-infinite of the interrogation rooms should be removed.
This.
If I'm playing an M1 killer without an anti-loop ability, a survivor abusing this is the one and only time I'll suffer spontaneous internet connections. There is literally nothing you can do about a player that just runs here, and even at BL3 you simply won't catch them.
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@Triforcer said:
I have always believed Behavior knows what it will nerf 6 months + in advance, but it deliberately spaced and alternates the nerfs to keep one side from being too enraged. Here are my thoughts on the path forward patch by patch (source: my posterior):
meganerf 1: boon totems (usually I would give this a few more months but we are in MoM territory now)
meganerf 2: blight
meganerf 3: dead hard
meganerf 4: NOED
meganerf 5: something gen speed related
meganerf 6: nurse (again), also another wraith nerf
Am I wrong?
- It doesn't need to be a meganerf. It just needs to be more rewarding to snuff them, and probably stack a bit less extremely with other sources of healing.
- Honestly, I have a feeling that Pinhead is on the chopping block, because he poops on less coordinated/newer groups so hard, despite being mid tier at best at even intermediate MMR. Wraith got smacked for the exact same reason. Not that BHVR would ever buff a killer because their kill rates are too low in newbie games, but that's another rant entirely.
- I doubt it. The sheer tear-drenched QQ that would flood the forums alone probably makes this an impossibility. It probably needs a slight increase to it's 'cooldown', and the killer validation bug needs fixing, but that's the most we can hope for and I doubt we'll even get that much.
- NOED is doomed, and honestly I don't mind. It's such a gimmick perk and creates unhealthy games. The only reason I'll defend it is the endless silly things survivors have that likely will never be nerfed.
- Gen speeds are okay. Toolboxes are the problem, as are maps. It shouldn't be possible for a coordinated group of survivors to pop 1 gen at 14 seconds, 2 gens before 1 minute in and 3 gens before the killer even gets a real chase. Map wise, the big 3 (Haddonfield, Badham and RPD) need major adjustments - quasi infinites and multiple 'freebie' gens are just frustrating.
- Nurse will likely never be nerfed. She's only top-tier in theory. Even some of the best killers in the world struggle to do well regularly with her. Watch Otz's Nurse 'streak' video; he had an easier time on Doctor.
My predictions (and partial wishlist):
- Toolboxes reworked entirely.
- Some gaps added to Haddonfield fences, and you can no longer reenter the upper floors of houses from the roof (ie. no more freebies).
- Generator removed from the Badham basement, the 'god vault' removed from the infamous fence.
- Gaps added in RPD 'offices' (remove the pseudo-infinite), map size decreased by 33% (or better yet, split into two maps).
- NOED reworked.
- Boon totems now incur a 120 second cooldown if a totem is snuffed.
- Dead Hard exhaustion effect increased to 60 seconds.
- MMR will now increase for survivors depending on time chased in addition to escapes.
- BBQ BP boost made baseline for all killers, WGLF BP boost made baseline for all survivors.
- All 'useless' killer and survivor perks buffed.
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@DoritoHead said:
Demo' been one of my favorite killers for a long time, and I'm going to be sad to see him go. Sure, he's still going to be in the game after November 17th, (correct me if I'm wrong on the date) but one thing's for sure: It definitely won't feel the same.
Now's your chance to pay respects.
I really like Demo. I just wish his ambient sounds were adjusted - it's hard listening to footsteps when it sounds like I'm halfway through a slice of pizza.
@TheArbiter said:
Maybe I'll finally see more people use him, feels like i never see anyone play as him.
He's like Hag. Regardless of their relative power (Demo has QOL issues, but is certainly not weak), they play a setup heavy game and take a long while to get a feel for. A lot of newcomers get used to a more unga bunga style (Bubba, Huntress, Wraith etc.), and it's hard to make the switch over later.
I personally prefer more idiosyncratic killers, and so generally play Demo, Hag, Pinhead, Doctor and co.
What is interesting is how many survivors complain about me playing these killers postgame. 'Just ******* play normally *** no skill noob' or some variety thereof. A big reason why I like these killers is that survivors have to adjust their playstyle, which catches people out.
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@Wraff said:
Did the DC penalty actually help with anything or did it just enforce misery against miserable Killer's/Maps
This again.
I swear, not a day goes by when I don't see a survivor defending DCing because 'x killer/game/map isn't fun for me'.
99% of the time, this translates into 'I think x killer/game/map is not an easy win for me'.
As someone who primarily plays killer, the DC removal makes the game nearly unplayable. Survivors will DC when you hook/down/exist, when you build counter to what they want to do and not infrequently just to tank their MMR down to stomp lowbie killers.
This also means that both the killer and the other survivors are in for a crap game.
If anything, I still see way too many predictable DCs and think that sustained deliberate DCs should be punished more severely.
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@Mileena_Kahn said:
I want to see what kind of boon perks BHVR can come up with. It’s nice that they’re letting us change the meta with them and I think there will be some good ones coming.
They are fun in theory, but in practice need some pretty dramatic changes to how they work.
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@Rancid_Discharge said:
I feel like I've seen this thread like 100 times
And that, in and of itself, is quite telling certainly?
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2619030#Comment_2619030
Completely agree. These threads/posts are getting ridiculous.
Internet 101:
Any opinion I agree with is absolute gold and the devs either need to pay attention or don't care about their game.
Any opinion I disagree with is whining and probably should just result in your account being deleted.
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@FrndlyChnswSalzmn said:
BHVR, wanna take care of this? You're quick to take action against someone for saying a mean word, but you do nothing about this crap. This is the height of entitlement. They're the same people who only 'play for fun'/vibes' because their only enjoyment is ruining other peoples' day. That's not to even mention the subtle hackers.
Stop promoting the 'just wanna chill' attitude'. 'Chill' people are the same people who will sneaky hack and say they're justified to do it because it's 'just a game'. Take the correct steps to prevent hackers and make dbd a horror game as it was meant to be. For once I want my goddamn money's worth. if hackers can get away with it you better not say a damn thing to me about a few mean words.
I totally agree. Cheating is so bad right now that maybe 1 in 4 games has at least one player that makes me go 'is he just really, really good, with incredible map awareness, reflexes and somehow seems faster because he's pathing perfectly, or is he hacking?'.
It's Starcraft 2: WOL all over again.
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@BIeepBIoop said:
https://forum.deadbydaylight.com/en/discussion/comment/2619172#Comment_2619172
The worst part about it was I was playing as plague and of course it's a ttv streamer with their swf, they can't blame, bad teammates, because they are their friends so they blame the perks I bring in and the addons I bring in, and my playstyle. I wasn't even playing that mean, I only really slug because I realize how important it is to snowball. x-x
Though I will never get over them saying I couldn't use corrupt on plague when she has that as her teachable lol, it still bothers me to this day.
Honestly, I just dodge any .TTV lobbies I come across.
99% of the time, they are - at the very least - smurfing. Sandbagging their MMR on off-times so that they look better in games they stream. There is no reason why I should be getting matched with SWFs with 10x my time played. Either I'm going to get stomped, or I'm going to have a game where 3-4 of the survivors are either AFK or running to me and suiciding on hook.
They are also frequently BM as all hell, and if you end up beating them you get weird friend requests and messages from their viewers. Ended up making my profile private after this happened previously.
I've seen a lot of other killers saying the same thing.
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@BIeepBIoop said:
https://forum.deadbydaylight.com/en/discussion/comment/2619136#Comment_2619136
I honestly just wish I could play the game without people saying I shouldn't be using green addons and slowdown perks like corrupt saying that I use those perks because I am bad at countering generators.. but.. corrupt.. is a plague teachable..?
Oh man, the addon whinging.
'OMG you brought addons. LOL carried l2p scrub killer'
'Uh, you are running Brand New Parts, full meta perks and brought a Haddonfield offering'
'QQ MOAR SCRUB L2P'.
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@Icaurs said:
A lot of people jump to your defence of killers should do anything in their power to win... this is a really bad mindset. I hold the same view for survivors. There should be pre set rules for both sides and the game should punish people for not following them. I know a lot of people are going to say "Do whatever you need to win." That is such an awful mindset.
Lets say every player held that view, ok so every match will be the same 3 killers with the same perks using the same strategy going up against the same survivor perk. That sounds awful. I know a lot people are going to say "most people run the meta already." Exactly, it is because so many people hold this mindset that the game has become so unplayable. Doing all the gens in 4 minutes, wow fun game, killer abandons the match to camp somebody to death, yeah tones of un.
This game is being refined more and more and because of this this game is only going to be come worse. Do you know the best method to counter corrupt intervention? It is for all 4 players to hide for the first 3 minutes of a match. Just wait it out and only start doing the objective once it is gone. The killer will be checking the gens that are not corrupted, the won't go to the corner of the map with corrupt, so you are really unlikely to counter him. As a survivor you have no actual reason to start until corrupt is gone, imagine if every survivor did this, and considering corrupt is meta, imagine if most matches played out like that, does that seem like a fun game to you?
The truth is most players (I'm not saying you) but most players could not care if a match is balanced or not. Survivors are getting demolished, ez win, 3 generators before the first hook, EZ win. The majority of this community only cares when it affects them.
As for your point on wraith, he needed a nerf. What was happening was survivors were being forced to either drop the pallet and wraith breaks it with his increased break speed or save the pallet and the wraith would beat the survivor around basically any loop. All the change did was mean you actually have to learn to counter/ mind game loops instead of being able to easily get cheap hits. A"s for nurse, I mean what do you expect? She is the hardest to play but the most rewarding. So no wonder she has a low kill rate, unskilled players can't use her, but the experienced players will easily dominate most matches. That is a perfect killer.
To the first part, I agree.
However, it can't be inconsistent. Either both sides need to play 'nice', or neither should be expected to.
To the second part, that's sort of inevitable. The game being refined and balanced is a good thing.
CI isn't the problem. The problem is the way the meta works right now. It's entirely possible for a team of survivors to pop a gen less than 20 seconds after a game starts (14 seconds if I recall), and 2 within a minute. That means that the game could be potentially almost over before the killer gets their first real chase, especially on maps with multiple 'freebie' gens like Haddonfield or RPD.
Now, of course slamming out 5 gens and stealthing around/abusing busted loops/CoH so you get a 4-out before the game has even really gotten going means less BP for all involved, but so long as the survivor 'win state' is escaping, that'll be the meta. The killer has to pressure early (which means that you need to run CI or LP), run a cascading/snowball pressure build like Plaything+Retribution+Pop+Discordance, take your chances with something like DH or Starstruck builds or play a dirty 'consolidation' build like NOED+NWO. 'Slowdown' builds aren't really viable anymore, thanks to the Undying nerf+CoH.
To fix that problem, the survivor meta is going to have to shift first.
Third point - I hate easy wins almost as much as I hate terrible losses. This is another problem with the meta - as by the time I know that it's going to be an easy game and I should ease up, I've probably already killed two survivors and they have 4 gens remaining. Because if I didn't go in sweaty, I could easily be on the receiving end of a total stomp.
I disagree completely regarding Wraith. He played as a partial anti-loop/partial mobility killer, which was a good niche for him. He wasn't even close to OP, and I can't think of a single tier list that didn't slot him as middle tier at best. My point though was that it demonstrated an inconsistency with BHVR's stated design decisions.
Lastly, I'm not sure if that's a good design goal. The ideal would be killers to be easy to learn and hard to master. Wraith was actually a good example of this, as is Pinhead and Freddy (who is probably on the chopping block next/was nerfed hard respectively). Nurse is an outlier, even by DbD standards. Even very good killers can struggle to play her well (watch Otz's Nurse streak. He had an easier time on Doctor, of all things). She's only OP in theory.
But...that's immaterial. My point was that BHVR can't say 'we don't balance around high level play', 'we're nerfing Wraith because he was giving people a hard time in low level play' and also say 'we won't buff Nurse because she'd be too strong in high level play' or 'we aren't going to touch SWFs because they're only a problem in high level play'.
You can't have it both ways.
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@TheDarkTyrant said:
https://forum.deadbydaylight.com/en/discussion/comment/2619089#Comment_2619089
The maps aren't maps from Dead by Daylight. It's obvious why they are this big. Now I can understand why people don't !like that and I have come up with simple fixes by making 2 versions where one side is locked off and the main hall is always present.
The size is only part of the problem though. The loops are the other problem. They are fine on killers like Nemesis, PH and co with their anti-loop powers, but they are a nightmare for a lot of M1 killers. Again, the office near the hub can easily be a pseudo-infinite, where a survivor can easily stall out a chase for excessive amounts of time, with no realistic counterplay.
@lavars said:
The hard truth is: even if we delete that map or make it "perfect" we find something else we will hate that much, it always will be like that :D
Sure. That's game balance in a nutshell.
Thing is - that's also not a reason not to rework or balance aspects of your game that need it.
Haddonfield, Badham and RPD all need reworks. They are just too difficult for certain killers to deal with.
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@pyramidheadmain6233 said:
Just bought him. #saveademo
https://us.v-cdn.net/6030815/uploads/SUAYTG5FVP99/screenshot-28134-29.png
Enjoy!
He takes a while to get comfortable with, but he's actually pretty damn decent if you get a feel for his Shred and Portals. He struggles against CoH though (he tends to be an attrition-heavy killer), so run him with Plaything+Retribution if you can, or Devour Hope.
The only thing I dislike about him is his insanely loud ambient noises, which makes it really hard to hear anything.