StarLost
StarLost
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@ThatOneDemoPlayer said:
The afk crows only start emitting Loud Noise Notifications once there are atleast 2 birds I believe. The rest however might be either bugs or hacks
Ah. He had one crow.
How was he avoiding these? He was basically doing nothing but hiding on the upper floor of the main structure, going in and out of lockers and maybe occasionally vaulting to avoid me when I was looking for him.
I've seen the thing with the box before.
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@sizzlingmario4 said:
COH is the only one that needs a direct nerf.
The other problems arise from there being little reason to snuff a boon because it provides basically no benefit to the killer the moment it gets set up again (often times it’s a net loss in terms of time spent vs. survivor time spent to rebless the totem).
One way that shadow step and exponential differ from COH is that COH encourages survivors to heal in its range which may or may not be near the killer. Shadowstep’s lack of scratchmarks isn’t really a big deal if the killer is across the map, which only leaves the aura reading being blocked, and no killer really cares about exponential that much if their slug is super far away from it/it has no presence anywhere else on the map. Because of this, SS and exponential don’t really become OP by the boon system being flawed, while COH does.
The system of going to a totem and interacting with it to disable its associated perks works with hex perks no matter how far out of the way the actual totem is because there are 4 survivors and once it’s gone, it’s gone. It doesn’t work with boons because there is only 1 killer who also doesn’t really stand to gain anything by snuffing a totem in an area of the map that is otherwise of no interest to them.
The issue isn't that Shadowstep removes scratch marks. It's that it negates aura reading completely.
I like it when a perk has play and counterplay, but when one perk can completely blind counter my loadout, that perk is anti-fun.
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@Vampwire said:
I have played the game for 4 years now. And even when I think "aghh this game sucks!" I still come back to it. I think a lot of veteran players have experienced this in a way. Usually the solution is to take a break. And it works after so long. I have come back from my break and I realized something. The reason why I didn't enjoy DBD anymore was because I took it too seriously. I have played a couple of matches today, losing the majority of them, but I didn't care. I actually had fun. I had fun using stupid builds and even found a surprising handful of times I could actually use my bad perks.
I've always hated confining myself to the meta, but I also wanted to win. And trying to actually win without meta perks was really hard. So I found myself frustrated with many things in the game. I wanted variety in my matches but it felt like I was handicapping myself to do so. The meta makes the game easier but it also turns it into a very rinse and repeat playstyle. When there's like 5 pages of perks on each side and everyone only uses about 16 interchangeably of course it's boring. There's no variety.
And that's where you need to help yourself. Step outside of your comfort zone and just enjoy yourself. Don't let the BM get to your head. Don't worry about making mistakes. Just let go and enjoy the game. With how buggy and imbalanced this game is, you have to embrace it. Embrace how chaotic the game is and just laugh at it.
If we could do this as a community I'm sure it would be better for everyone.
Eh.
On one hand, yes - some of this is contributory. If you sweat for the 4k or to escape every round, don't be surprised when you start playing against crazy SWFs or 15 Blights in a row.
On the other hand, people don't really have control over their own neurochemistry. When something feels unfair (say, their favorite killer being nerfed almost out of viability while an extremely powerful survivor perk gets buffed) or frustrating (other players being nasty, and this nastiness being outright encouraged by developers) - I don't think that it's their fault that they aren't having fun anymore.
You can't force yourself to have fun.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2713642#Comment_2713642
Except they can. Using half a braincell you can hit one survivor in case of a grab fail, then let the others save as you instead chase that survivor who won't be expecting you to do so, and then you rinse and repeat. Only way Bubba shines is if all 3 mates appear and in that case you deserve it for not managing a single kill earlier.
Also, Pyramid Head.
Plague and Myers can also do some crazy things at hooks.
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@Predated said:
I have played this map a bit, there are issues here and there that I would like to see different as many other players. But if there is one thing that I have noted, is how extremely powerful the basement in the main building is.
Like, even The Game recieved 2 pallets to compensate with the strength of it's basement. Even Midwich has at least 1 pallet right above the staircase, and once the pallets are used, those basements are effectively a free kill or consistent hookswaps for the killer. Then came RPD with an even stronger basement(longer stairwell, pallet being further away).
But Eyrie of Crows? Nothing. No pallets nearby enough to use, and the only window nearby isnt even a window you can fast vault. Even if you run upstairs, which is where the nearest pallet is, even T1 Myers can catch up before a survivor can reach that. Let alone what Bubba can do.
The existance of current Bubba and Eyrie of Crows' basement should never have been a thing.
It's a weird map.
- Several god pallets but a strong basement and 1 strong hook.
- 2 possible deadzones where a single sabo can make a survivor completely unhookable without Agitation or similar.
- Central structure is probably a touch too strong, and it's a huge time commitment to pursue survivors upstairs, but this can also be a trap for new survivors as once the pallet is gone, it's almost a dead end.
- Moving the god pallet from the open upstairs path to the outer balcony actually made it stronger.
- Removing a pallet or two from the walled structures outside would help a lot. These are a bit too strong and densely situated for such an enormous map.
- When certain tiles spawn close to each other, the map practically plays itself if you hold 'W'.
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@jesterkind said:
I'm not sure what your problem with bodyblocking and flashlights are- those are good things, survivors doing that are not doing generators and are actively putting themselves in harm's way by trying to get up close to you. Those aren't problems with the state of the game, they're just a part of the game, and a part that you can absolutely play around!
Also, DS doesn't... need to be nerfed again? It's in a pretty healthy spot right now, the only way to use it actively is to do as you described, waste time buzzing around the killer, which again- that's good for you, as the killer. That survivor is not progressing the game and you can very much just ignore them, or down them and make them waste an Unbreakable or get someone to heal them, thus dragging someone else off generators.
Some of the stuff you raised is a problem, though. Boons need looking at (though... not because of Exponential, that perk is pretty weak), there are some pretty awful map designs, and killer Adept achievements are definitely harder than survivor Adepts for basically no reason, so I agree those should be fixed.
Mm.
- Bodyblocking can be a serious problem when combined with other perks or items in a coordinated group. These are outlier cases, but it shouldn't be possible to take a game hostage, and this can allow it.
- Flashlights are fine. Guaranteeing a flashlight save by jumping into a locker isn't. If these specific lockers can't be fixed (and the developers seem to have no interest in doing so), then flashlights as a whole may need a look.
- DS is fine, but it should be disabled if you jump into a locker. If I recall, this was supposed to happen but never did.
@Object said:
This is just a vivid "venting" made by a newbie killer. I have in this game for over 7500 hours and I have been playing this competitively too. While I may agree with a fact, that it's not always balanced as it should, but no, as Survivor you just cannot hide for the whole game and easily escape. Most of the time, you won't get solely carried by your teammates just to assure an escape, because if a one person is hiding, one person is getting chased and eventually will get downed and the two other ones are doing gens, one will eventually need to go for the save which will remarkably slow down the progress of generators and will result in a certain loss, unless the killer doesn't really know that to do.
Achievements DO NOT influence the outcome of the game and they shouldn't be taken in a perspective of getting changed. We are talking about the game balance and if you are solely ranting just about adept, then it's your fault. Bubba is one of the easiest adept you can receive, because of his strong perks.
Your rants here are purely made on survivors not getting nerfed, well, then you certainly don't know the past of this game. Let me introduce you into the past:
- Brand new part have been repeatedly nerfed, previously it was a thing, that could do one very bad thing: genrush
- Instaheals have been nerfed to basically useless state, both (purple one and pink one)
- Decisive Strike, Object of Obsession, they all have been nerfed to a state where they are really bad perks (DS is still powerful, but you can't abuse it unless you are literally being tunneled, while OoO is useless)
- Maps have been tremendously changed to a state, where they are mostly killer-sided
- Shack has been nerfed many times, as well as other powerful loops
- Balanced Landing - insane nerf with erasing passive it had
- Exhaustion perks - they have been nerfed so it no longer recovers while running
- Hatch - this change made keys basically useless without Blood Amber addon
... and I could name them five days how big nerfs survivors have received. Not to mention that solo queue is practically impossible unless you get good teammates and getting a tryharding SWF is very rare. Please, check your facts before doing such a post.
For the last paragraph I'm going to address boon totems - They are NOT broken and they are really good for the health of the game. Why? It gives survivors another objective to deal with, it takes 16 seconds to bless a totem, half more if it's a hex totem, healing costs 16 seconds and if it was hex, the survivor lost 48 seconds, if not, he lost 32 seconds. You can snuff the totem with very short animation and only thing that is questionable is the range and I think that's the only thing that should be sort of adjusted. Besides, boon totems are pretty good addition to the game and I'm a killer main. After their addition, I feel like the games are a lot easier, because I have better map pressure and control.
What?
- Firstly, 7500 hours and this being your first forum post is a little sus.
- BNP is still very strong.
- You don't need instaheals when you can heal mid chase using CoH and a medkit.
- DS is still very strong if you abuse lockers. OoO is still an excellent perk - you just don't see it much because there are about 8 survivor perks which are crazy good.
- Maps...haha what? There are maybe 2 'killer sided' maps, about 7 'balanced' maps and the rest range from somewhat survivor sided to entirely survivor sided. Otz did a pretty detailed breakdown of this a while back.
- There are still some overly powerful loops, a few bordering on infinites.
- Balanced landing is still strong and sees plenty of use.
- DH got buffed.
- Hatch and keys had to be changed to allow SBMM to function properly.
You cannot pretend that the developers approach survivor and killer balance equitably. Haddonfield had an actual infinite until maybe a month ago, and it took years for OoO, DS and the like to get nerfed - and are still good perks. On the other hand, 'B' and 'C' tier killers like Wraith, Cenobite, Slinger, Twins and Billy all got huge, sweeping nerfs despite only one aspect of their kit being even slightly problematic.
A double standard isn't good for anyone, and only fosters frustration.
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@WishIcouldmain said:
They say boons are busted. When really it’s just COH, and should boons be changed entirely when it’s just really one of them causing issues. People shouldn’t treat them all the same
Honestly, Overcome and Shadowstep are also very powerful under the right conditions. The issue isn't that they are weak - it's that there are several survivor perks which are so powerful that not using them is essentially playing the game wrong. CoH is one of these.
The problem is that boons can be essentially permanent (or take too much time for the killer to remove temporarily) and can cover more than half of a map, as the effect projects through floors.
Boons as a whole need to be reworked and then maybe the effects can be tweaked if they are too weak. They are just impossible to balance right now.
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@Brisingr said:
Guys, it's time to nerf Bubba. I don't normally advocate for killer nerfs, but it's crazy that he can put in no effort at all and guarantee a kill or two by facecamping.
What do you guys think? Have any of you been experiencing more camping Bubbas lately?
Not unless you buff him substantially in other areas.
The issue here isn't Bubba. It's how effective facecamping can be on killers with instadown capability.
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@Chocolate_Cosmos said:
...or would you rather run something else? I mean you don't need it if you know where are other Survivors on the map and you can kinda know where it could should be without this perk. You could run some slowdown or perk to tell you locations of Survivors which might be generaly more usefull than this perk just for the cube and sometimes chest opening warning. Or do you think Hoarder is the best for tracking the cube?
It's a fine perk, but honestly - no. It can sometimes give you a free hunt or two, but unless you don't have better perks to equip, there are better perks to equip.
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@danielmaster87 said:
There's just so many bad killers in the game, and some who used to be better but I will no longer play because they've been nerfed.
Right now I play Hag, Pig, Clown, Plague, Demogorgon, and Blight. Hag, Plague, Demogorgon, and Blight feel powerful and I can win with them. Pig and Clown are very weak, but I like how they play.
That leaves 20 killers that I basically never play outside of dailies. Some I despise playing so much that I'll roll their daily for another. They're either not my style or they're too weak.
Nurse is too hard to control.
Spirit I'll only play with her best add-ons, since she was nerfed and because she's not my style.
Pyramid Head's ranged attack is too inconsistent and dependent on range add-ons.
Artist is too weak and will probably be nerfed.
Leatherface is boring and I bump into everything somehow.
Huntress is too hard to aim and survivors have to walk into your shots.
Oni's power is too hard to control and gets dead zoned.
Myers is boring and reliant on stalking add-ons and Tombstone Piece/Infinite Tier 3.
Nemesis takes 3 hits to down people and has zombies that don't do anything.
Twins are a walking self-counter, and were nerfed.
Trickster is too hard to aim and suffers from sunk cost all the time.
Trapper takes too long to set up for too little benefit, and then everyone disarms his traps.
Hillbilly is too hard to aim, has stupid overheat, and was nerfed into the ground.
Pinhead's power doesn't do anything, assuming you even hit it, and chain hunts never happen because the survivors see the box aura from cross-map. Also, I ran out of Engineer's Fangs and he needs it.
Doctor is way too add-on dependent and his anti-loop doesn't work half the time.
Wraith is basic and was still nerfed into the ground.
Deathslinger was decent but was nerfed into the ground.
Freddy used to be decent but was nerfed into the ground.
Legion's power is to injure.
Ghost Face gets kicked out of his power and is extra countered by stretched res.
Pig I don't know why I even play because the gens are done before you even use up all 4 head traps. Her dash attack appeals to me I guess, which is also add-on dependent.
Clown is good only with Pinky Finger. When that gets nerfed, me and him are done.
So you see, most of my reasons for not playing these killers has less to do with me not liking their playstyle, and more to do with them not being strong enough to win. They can beat noobs and inefficient teams, but never the top. They're just not at that level, because they have way too many things that need to be buffed and worked out in their kits. And the scary thing is, with the exception of Pig and Demogorgon, I can see the few killers I still play getting nerfed.
Nurse, Huntress and Artist all have a massive skill floor. You'll suck hard until you get a feel for them.
Myers and Pig are...crap killers, but they are such memelords that I still play them.
Doctor - he's not strong and his anti-loop is erratic, but again, you'll get a feel for him. Even his yellow addons serve a purpose. As far as M1 killers go, he's decent.
PH is a great killer, but his addons are just ultra mediocre and boring. Like Huntress and co. he has a huge skill floor. You'll need to dedicate time to learning him.
Wraith, Billy, Slinger, Cenobite and well, Wraith again all got nerfed unnecessarily and yes, that sucks.
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@Pizzasauce said:
Seriously? I just had a match where two of the survivors were afk straight from the beginning so I took it way easy on the other two survivors. I even took time to eat my granola bar! Well, I guess they took this as they were gods or somethings because of course both waited for me at the exit gate to bm me until I chased them off. It was real classy. So of course that just makes me want to be extra sweaty for the next guys but I don't want to be like that...how do you guys do it? How can you be nice?
If 2 people are AFK, just end the game. It takes too long otherwise.
That said - yup.
I went through a phase where I was really nice, and was never thanked (and often BMed) for my trouble.
I've discovered the trick though. Go hard right from the start, and ease up later if you feel like it. Then people will thank you.
They only appreciate you being nice if you are nasty as hell first.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2712039#Comment_2712039
This is a baby that doesn't need to be thrown out with the bathwater.
what are you talking about I have over 1k hours mostly under the last system and I gave MMR a pretty fair shot and it was garbage. Not to mention I wasn't even only talking about MMR which I consider being a sidegrade at best but usually a mild downgrade but many other things as well.
Yes, but understand that players with 1000 hours are an extreme minority.
For newbies, or us intermediate players, SBMM works better.
There is a reason those '100 no addon win streak' videos could occur under ranks, but not SBMM.
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@GannTM said:
Just straight nerfing a killer without compensation that isn’t even S tier? Yikes.
It wouldn't be the first time.
*Cries in Wraith. And Cenobite. And Slinger. And Billy.*
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@Shirtless_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/2712294#Comment_2712294
I don't have an issue with NOED in its current state. My post is aimed at their opinion toward one side receiving nerfs being justified, yet NOED is not. If NOED is already balanced, then so should the others be.
I'd personally remove all the Ultra Rare addons on both sides. They're nothing but cheap anyway.
Huh?
Demo's are fine, possibly undertuned. And more importantly, they are fun.
Doctor's are mediocre.
Artist's are crap.
Honestly, a lot of killers have either fine or weak iris. It's only a handful of outliers like Nurse and Clown that have problematic iris.
NOED...eh. On one hand, I'd like to give killers more love before they start chopping again, but in isolation I don't think this perk is healthy for the game.
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@Aurelle said:
So here's another random question.
My favorite killers to play as are Pig, Plague, and Artist.
What are your favorite killers to play as?
It really depends on my mood.
If I want to win, Hag or Plague. Maybe Nurse, but I find her tedious.
If I want to have fun, Doctor, Mirror Myers or Demo. Cenobite used to be on this list, but his addon nerfs...ouch.
If I want to continue learning a killer I'm not great with, Artist or Nemesis.
If I'm feeling masochistic, Pig or Ghostface.
I'd love to play more Pyramid Head and Freddy, but their terrible, boring addons are a huge turn-off.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2710352#Comment_2710352
There have been lots of complaints re the hit validation on Dead Hard for sure, but that's more with the validation issue rather than the perk iyswim. It's why when collating feedback it's important to look at all aspects. Before Hit Validation was put on Dead Hard the main complaint about the perk was the dead harding for distance, now the main complaint is the validation itself - which are two separate things.
The issue is - is it even possible to fix the validation?
Dead Hard is just a problematic perk. It was the most meta of meta perks before the fix, to the extent that killers played as if everyone had it at all times anyway. Now it's just...ugh.
@Ravenlord4711 said:
https://forum.deadbydaylight.com/en/discussion/comment/2711458#Comment_2711458
honestly even before hit validation i had never seen anyone talking about how it was broken because the distance. DH before hit validation was in a solid spot. if you got greedy you could be exhausted on the ground (which you reverted for the good) but if you used it how it was intended to be used as that extra distance you didnt have that. there was a risk reward to it.
It came up now and again. The possibility of it failing felt like an unintentional balance lever on it - it was far and away the strongest exhaustion perk, but it had a risk to it that offset this.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2711684#Comment_2711684
I don't know, I think she has fairly good addons. Her purples and iris are very hit or miss (hands good, rest ????), but she's got some solid greens. I really like the one that causes Oblivious when a survivor is swarmed, and even the iri that makes her undetectable during her cooldown but takes away a bird (can put it back with one of her purples.) Both of these make it very easy to shoot birds at people on gens and then head towards the closest target without them knowing you're on your way until it's way too late. Bell + Hands is hilarious when it works.
And exhaustion and mangled addons are always nice.
Anyway, I haven't seen her too much, but I wouldn't say she's rare, either. More common than the second most recent killer, that's for sure.
Some of them are decent, but aside from hands her purples and iris are very bad and most of them are just...boring. Demo is a killer, as an example, with addons that aren't overpowered but open entirely new playstyles up.
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@cluxdx said:
CHEATING AND BUGS:
Gen/Hook Pickup failure - Add a .25s exit animation for unhooks and gens so people can't bait the pickup and instead have to commit to the animation or run.
Speedhacks - Add a server-side check system to verify player speed. Essentially checks if a speed-altering perk is currently active and, depending on the result of that check, determines what speed they should be traveling. If it is not a speed normally possible or if their speed boost is retained longer than expected, it kicks them from the match. Doesn't even have to ban them; just an auto-DC would suffice. The same mechanic could be done for gen/heal speeds with very little effort once the initial system is in place.
BALANCE:
BNP - Consumes the toolbox like Anti-Hemo/Styptic, making it essentially the equivalent of using a full Commodious in 5 seconds.
Anti-Hemo/Styptic - Either replaces the ability to use the medkit entirely or requires a certain number of charges to use
NOED - Still has a totem but also a BBQ-like token system, where each hook gives you a stack. Basic attacks consume one stack, and when it reaches zero the exposed status goes away. NOED isn't OP as-is but this would keep it from being the baby killer crutch perk it is often used as. (Otz proposed a similar idea at one point if I recall correctly)
CoH - When the killer snuffs a boon they break the totem. Would also make Pentimento actually work for once, and would make Shadowstep less annoying to deal with on maps like Gideon and RPD without actually hurting it that much on the whole.
Map Offerings - Disabled in SWF. There is no reason you need to be guaranteed Haddonfield on top of already having voice comms.
I'm sure there are plenty more fixes that could be implemented to reduce player frustration in the game, but I think a list like this would honestly be a good starting point to actually making the game consistently fun to play again.
Huh.
I'm astonished to find that I disagree with...none of this.
I'd also add:
- After the same hook has been sabo'd 3x, it becomes blocked by the Entity and can no longer be sabotaged (prevents games being taken hostage on some maps).
- Grabbing a survivor from a locker will grant the killer 1 second of immunity to flashlight blinds (thanks to Tru3's video, this nonsense is becoming common and again can be used to stall out a game basically indefinitely).
- After remaining in the same location for 60s seconds, the killer will no longer have collision (prevents killers from taking the game hostage).
- Flashlights will drain rapidly if fired repeatedly, and the audio FX incurs a short cooldown after using.
- If the killer remains within the proximity of a hooked survivor for 30 seconds, their aura is revealed to all survivors and the hooked survivor will automatically unhook and gain the effects of Borrowed Time. However, if other survivors are close-by, this effect is disabled (should help prevent facecamping, but it's a very hard issue to fix).
- Scourged Hook effects also apply to hooks in the basement.
- Disconnection penalty will stack more aggressively in intermittent cases (rage DCs are still way too common).
- Healing a survivor does not prevent them from being picked up (fixes healtech shenanigans and also a common lag-switching trick to hold the game hostage).
- Playing in a SWF will apply a temporary increase to the team's average MMR proportional to the number of players together. 1.1x for 2, 1.3x for 3 and 1.6x for 4 (at least helps offset the advantages of SWF).
- Players under the effects of Borrowed Time no longer have collision.
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@ShinobuSK said:
Oni, PH, Blight, Myers and Pig
Pig? Interesting.
She's one of the most common killers people immediately seem to DC against when I play her. I think a part of this is her addons, which are either useless or incredibly cruel.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2711576#Comment_2711576
The game was still plagued with a stale meta back then, Id argue it was even worst since there was even less to chose from.
Killer designs used to be more unique but clearly thats not any ones concern anymore. Since if a killer comes out and they dont show potential to be the next Spirit or Blight, the community throws a tantrum
I would argue right now the game is in the best state its ever been, there is the least amount of imbalanced stuff the game has seen for both sides, and MMR really isnt as bad as people make it out to be.
Now there is something that has gotten A LOT worst over the years, and thats the community. Becoming more whiny and demanding as time goes on
Well, yes. Because the current meta is stale, and killers want another choice that is viable at higher MMRs (survivors do too, even if they don't realize it). Artist came close, but her addons are just a bit too bleh.
Balance is always a moving target. The big issue to my mind is the enormous delta between the viability of killers/addons/perks, which ossifies the meta once you get beyond a certain point. It's boring for survivors to face nothing but Blight, camping Bubbas or Huntress for the majority of their games, and it's frustrating for killers to get sent to Haddonfield or Badham as Pig and feel like they lost the game at the killer selection screen.
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@Tiufal said:
Why not? Ive already seen Blights hitting pallets while survivors were hugging the wall without DH. Doesnt seem that strange at all.
Huh?
'Something else is funny with another element of the game' is not the same as 'this thing is fine'.
@Chordyceps said:
So what happens in this video happens kinda fast so I'll break down what happens. I use my slam to go in for a rush attack, because the Feng was bottlenecking herself in a alley with a pallet at the end. When I reach the Feng, she uses Dead Hard, and my attack passes through here to hit the pallet. The pallet breaks and her dead hard continues to go through it as it is in the middle of breaking.
I am still dumbfounded about this. This kind of stuff should not be able to happen, and reinforces that DH validation needs another re-tooling.
Yeah, it's silly. What's even more annoying is when you tentacle smack someone on Nemesis when they drop a pallet, they DH at the perfect moment and neither survivor nor pallet take damage.
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@Sandwich_Jesus said:
ive seen a lot of threads regarding DH, so here is another.
how would you personally rework/nerf/balance deadhead.
personally I would remove one of two aspects from it, as currently DH offers distance + I-frames, thus I would propose, one of these aspects being removed or altered.
I think, getting rid of the i-frame aspect of dh would probably be best, due to the numerous issues regarding i-frames, such as feedback, frustration on either side. because clearly the devs cant solve the issues such as incorrect feedback on players, or the frustration of either side of the player base, ending up exhausted on the ground or feeling robbed of a down on the killer side + incorrect feedback as a result.
If they can't fix the validation issues, remove the i-frames. It should be a dodge, not a defacto third health state.
@ThatOneDemoPlayer said:
The free distance is the porblematic thing about Dead Hard. Either add an actual requirement, or remove the distance entirely
Distance is annoying, but it's more annoying when it futzes with powers or gives you fake hits that cause you to lose survivors.
@YOURFRIEND said:
60s exhaustion.
120s imho.
@IronKnight55 said:
I think it's fine. No nerfs are needed.
No it isn't. It was arguably overpowered before the 'fix' (see: buff) and now it's so omnipresent that you almost never don't see it. If BHVR cannot fix the validation issues, then it's going to need to be balanced around them.
DH and CoH are the two abilities that basically every Fog Whisperer and honest player agrees are problematic right now.
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@ImBrakingBike said:
Cenobite & Blight
Cenoblight?
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@lauraa said:
No, but people will report you for "teaming".
I wish I was joking about that.
Dont worry, you're fine
What really got under my skin was a team that basically came with a setup and an offering that allowed them to hold the game hostage, and then they adamantly informed me in postgame that I'd be reported for 'non-participation' because I didn't just DC.
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@Crowman said:
Low variety is what happens when the devs nerf any killer except for the current best killers whenever they start doing a bit too good.
Killer players who want to win games are going to pick killers that perform the best over those that don't.
It's not just nerfs to power. Addons are a huge part of what keeps playing a killer 'fresh', and when your killer has insanely boring or useless addons it makes them feel stale. Artist, Freddy and PH are the first ones that come to mind - I enjoy 2 of these 3, but I get bored of them fast.
I haven't seen a Cenobite since their addons were gutted.
@Pipefish said:
Well that's most competitive games for you. People tend to stick with meta killers more because they want to win.
Which is why you need to shake up the meta a bit from time to time. Artist came...close. If she had more interesting/powerful addon options, she could have been fantastic.
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@rustypandu said:
I have this doubt, last game i catched last guy and thought on letting him run instead of hanging but i prefered to sacrifice him coz idk if i can get banned.
Any answer?
No.
I routinely let the last person go, sometimes even the last pair if they've been particularly fun or got screwed over by a DC and still stuck it out.
I've never even be warned.
It feels...right. The final girl and sometimes the final pair get away at the end of the movie.
On the other hand - BM me and everyone dies.
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@sizzlingmario4 said:
Ever since her nerf - Spirit.
I really like playing as and against her and I rarely see her anymore which makes me sad. I think a lot of people are overestimating her nerfs - she’s still a very good killer.
She's...tricky.
With some addons, she's probably even stronger than before.
At higher MMRs though, the fact that she can be hard countered by a single perk (IW) is frustrating.
Honestly, along with about half the killer roster, it feels like she needs a teardown rework.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2710784#Comment_2710784
it used to more imbalanced but i'd say it use to be a lot more fun on both sides now its imbalanced and boring
No. MMR has it's quirks and needs work, but it's so much better than the nightmare that anyone who wasn't pretty high MMR experienced under ranks.
This is a baby that doesn't need to be thrown out with the bathwater.
@[Deleted User] said:
why are you people always so melodramatic
if you don't like the game right now go play something else
People are. That's...sort of what this thread is about.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2710958#Comment_2710958
The playerbase has been in a continuous decline in the last 6 months.
But according to you, that's something good?
It's had a constant decline since the massive influx caused by the Bloodhunt event. That's expected.
If this decline continues substantially then yes, there is cause to worry.
Keep in mind that this is only Steam, and I wonder how many people decided to try a fresh start/smurf via Epic.
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@IsMmrReal said:
I have seen all my favorite killer mains drop the torch with killer and it is sad. Why must you make this game SO one sided. It makes 0 sense. You say you want both sides to have fun but there is no such fun at high level for killer. You've gone and destroyed this game.
Honestly, boons were one of the most critical mistakes the devs have made. As they stand now, they are just impossible to balance. Add in the Dead Hard 'fix' (see: buff) and the developer's recent bizarre statements basically defending toxicity and yeah - I can see why people would be starting to move away.
I know that I'm getting more and more frustrated, and gravitating towards only playing my strong killers/perks these days. Which stops being fun after a while.
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2710958#Comment_2710958
Sure. Though, in the last 30 days there's been:
- A new killer and survivor
- A month-long bonus points event
- A multi-week, unique in-game event
- Free, earnable cosmetics
- Giving the game away for free on Epic Game Store
All that and growth is STILL down? Any other content release or seasonal event sees considerable player growth. Those numbers are a lot worse when you consider just how many things there are going on to get players playing.
The Blood Hunt saw a pretty massive influx and the game's numbers are still quite healthy. There will be a bit of a fall-off from that which is hard to quantify.
That said - yeah.
The new killer...she's strong and fun but her amazingly bland addons sort of make her one note.
The winter event was a cute idea, but terribly implemented. Mediocre rewards outside of a few cosmetics and snowmen that futz with killer powers. Sigh. There is a reason that this forum has been wall-to-wall killer complaints for months now.
To me, the answer lies in some pretty substantial reworks of maps, addons and perks, buffing weaker killers (this would help both sides so much as variety makes the game a lot more fun), better moderation, something to help eliminate facecamping and the much discussed grind/prestige changes the devs have been talking about for ages.
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Honestly, I'm not sure why we have the option to see anyone's ping.
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@Rizzo said:
The one thing I despise and always had was facing Hags with the deafening traps, that's something that really hurt me!
Heh.
I'm more a fan of terror radius+duration traps, but deafening traps give me amazing jumpscare chances.
@Shenlong1904 said:
For me, it has to be Clown. I've never liked characters who's ability is to make your opponents weaker, and clown is simply that.
For perks, mind breaker. Everytime I run an aura build the killer has it
Killers I hate facing? Honestly, I'm grateful to see any killer that isn't Blight or Huntress these days. If I had to pick one weaker killer that grinds my grapes it would be Bubba, for obvious reasons. I cheer if I face an Artist or a Myers, as these tend to be pretty fun.
Perks? Infectious Fright. I always have a moment of confusion when it happens where I think I've been hit.
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@PlayTwink said:
https://forum.deadbydaylight.com/en/discussion/comment/2711965#Comment_2711965
Yeah, slow down gens are literally nothing for them. It's better to use offensive build than defensive
Before PR, I was Plaything+Retribution - as the one thing that tends to carry me is info and the passive pressure Plaything applies is quite amazing.
Then I ran into a SWF that totally ignored Plaything and just bypassed it with coms and I stopped running it.
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@lagosta said:
Count me in, I've noticed that too.
I wonder if it's the new doodads playing hob with shaders.
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@PlayTwink said:
Weak, I prefer save the best for last or bamboozle over this. Slow down perks doesn't even do anything against SWF so whatever
I went through this phase myself, then I realized that against those SWFs...there aren't really any perks that will help you out. I love STBFL+Surge+PR on almost all my killers now, and I find them pretty consistent.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2711747#Comment_2711747
Honestly barring 1 game on swamp I had no issue getting to scourge hooks. Combining it with agitation could help alleviate that too
Some maps can be annoying - Midwich, Badham, Pantry and some Forest maps can have really bad hook spawns.
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@Zozzy said:
Didn't someone reveal that they are still on the original EAC and have not upgraded it since?
Where?
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@cantelope said:
I am genuinely wondering how they will get nerfed. I don't want them to be, but I feel like they will.
Pain resonance aggressively punishes survivors who refuse to think. Survivors will try and crowd hook not realizing that hooking you all one at a time basically will destroy the last 10 minutes of your game. Yet I have had two or three survivors not grasp this. Constantly.
Its great because since they are so expectant of you to tunnel they will essentially set themselves up for getting three hooks in a row screwing over their poor fourth teammate watching 45% of their gen blow up literally in their face. Then when you continue to not tunnel they push harder and harder to get you to tunnel to try to avoid the gen carnage slowing their own progress down.
Thantaphobia gets great value here as once again the poor sob trying to get gens done is now going much slower and having 15% explosions in their face.
It's one of those 'if you nerf this, I'm 100% done because it means your vision for the game is totally different to mine' things.
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@Phasmamain said:
Too weak too strong or balanced?
Tbh this is my favourite killer perk released since Surge. It’s amazing info and regression without being oppressive to the survivor side. It’s a game changer for killers like clown or slinger who can’t reliably use ruin or pop and still works well on fast killers like blight
One thing I noticed is that breakdown can be a surprisingly decent counter to it. I had one game where I would’ve gotten multiple activations the the hook being broken prevented that. Otherwise sabo can be used as a counter if the survivor knows where it is
The only change I’d make is to scourge hooks in general which is to make all basement hooks scourge hooks. The basement should be the best area to hook so making them scourge hooks only makes sense
Balanced. Honestly, it's an example of a perfect perk.
It's strong, it has counterplay, it forces risks and decision making on the killer side but rewards those if you succeed. We need more perks like this.
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@jesterkind said:
I'm not sure what your problem with bodyblocking and flashlights are- those are good things, survivors doing that are not doing generators and are actively putting themselves in harm's way by trying to get up close to you. Those aren't problems with the state of the game, they're just a part of the game, and a part that you can absolutely play around!
Also, DS doesn't... need to be nerfed again? It's in a pretty healthy spot right now, the only way to use it actively is to do as you described, waste time buzzing around the killer, which again- that's good for you, as the killer. That survivor is not progressing the game and you can very much just ignore them, or down them and make them waste an Unbreakable or get someone to heal them, thus dragging someone else off generators.
Some of the stuff you raised is a problem, though. Boons need looking at (though... not because of Exponential, that perk is pretty weak), there are some pretty awful map designs, and killer Adept achievements are definitely harder than survivor Adepts for basically no reason, so I agree those should be fixed.
Eh...
Bodyblocking is fine 80% of the time. When it's being done in addition to sabos and the like, a coordinated team can make it literally impossible to get hooks on some maps and can use it to stall the game out forever.
@Labrac said:
From an economical stand point it makes for the devs to have a bias toward survivors. 4 wallets vs 1 wallet after all. When they make QoL improvements to killer I can't help but think it is to keep those survivor queues short.
This.
I don't think it's quite as severe as some make it out to be, but they definitely treat balancing killers and balancing survivors very differently, and in situations where it's a choice between 'killers have something strong that survivors find annoying' and 'survivors have something crazy that killers find annoying', they'll generally side with the survivors. And yes, it's probably economic considerations, at least somewhat.
I'm not sure what other explanation there could be for actual infinites existing so long after the game's release, stuff like the DDS locker/flashlight thing, CoH or Dead Hard getting buffed.
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@CriticalWeasel said:
Complaining about Lightborn being too strong?
Is this a satire or an actual complaint going on in the community.
A super niche perk, that only ever works if a flashlight is in play.
Let me guess, you wanna blind bully the killer but you can't so your complaining about it.
God I play survivor for god knows how long and this is the dumbest thing I heard in months. (Well weeks)
Let the damn killers have it, it's already bad enough that you guys are increasing the queue times for survivors.
It's 95% a meme. It's a variation on the 'x is OP, nerf Pig' meme.
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@WishIcouldmain said:
Simply because there’s so many of them your bound to see less and less of a killer. Not because they’re weak or unenjoyable simply because there’s so many killers.
At low to intermediate MMRs, you'll see an okay variety. The higher MMR you are, the more Blights, Huntresses and to a lesser extent Nurses and camping Bubbas you'll see.
Hag will always be rare because of her unique playstyle.
Demo will always be exceedingly rare because he's no longer available and also has a weird kit.
Pinhead, Billy, Slinger, Pig, Ghostface and a few others are rare because they either have one or two massive flaws/weaknesses or are just clunky to play.
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@SadLegion said:
Are they even doing anything about it? I played yesterday and the day before, and the amount of hackers is unbearable. 3 hackers each day minimum, and thats not counting fishy nicknames and profiles that i dodge in the lobby. Usually they try to act subtle, but dumb enough to reveal that they are hacking. I play trapper and its very easy to spot wallhacking Andy's, cuz they all think they can just disarm traps in the weirdest places, in the grass, beeline from one trap to another without hesitation, and this will not give any hint about their hacks. But to make things clear, they all confirmed it later by other means. Either used speedhacks, never hesitated vs mindgames around Jungle Gyms, or did all totems as well as gens in 6 minutes(deactivating Noed).
I have a fun match probably 1 in 7 games nowadays. Other games its either a hacker, or suffering as an M1 killer against 4 DH + 2 Circles of Healing. Playing DBD just feels like ######### today.
Yes. But...3 things to consider:
- They aren't going to talk about it publicly.
- Game hacking is an incredibly sophisticated, big money business. Unless your game is almost entirely server-side, it's very difficult to totally prevent hacks. Even massive Esport titles have hackers nowadays.
- A lot of what we call hacking is lag-switching, which is even harder to prevent.
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I hate to be 'that guy' - but did this guy upload videos or any proof that he/she actually achieved this?
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I saw her a few times after her release, only once since then.
She's cool, but a little one-note and her addons are pretty lame.
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@FreshCoal said:
https://us.v-cdn.net/6030815/uploads/EW3BP0BR5Q2R/rat-liver.png
[Brown] Rat Liver - Increased movement speed while charging Of The Abyss to +6% (Was +3.5%)
https://us.v-cdn.net/6030815/uploads/OTHGH1OMSWP9/rat-tail.png
[Brown] Rat Tail - Rat Tail now also increases the speed at which you place portals by 35%
https://us.v-cdn.net/6030815/uploads/1YN2EFP0IJI6/sticky-lining.png
[Yellow] Sticky Lining - Sticky Lining now also increases the time to seal a portal by 20%
https://us.v-cdn.net/6030815/uploads/ZTQXXE49ILA4/webbing.png
[Yellow] Viscous Webbing - Viscous Webbing has been reworked. Your Shred attack now charges 10% faster.
https://us.v-cdn.net/6030815/uploads/7GUMZB97W9OT/rotten-tripe.png
[Yellow] Rotten Green Tripe - You traverse the Upside Down 25% faster (Was 15%). You now also receive a 5% haste status effect for 5 seconds upon emerging from a portal.
https://us.v-cdn.net/6030815/uploads/J9T5JTSCBQ73/mews-guts.png
[Yellow] - Mew's Guts - Mew's Guts now has a new effect. Decreases the cool-down of missed shred attacks by 15% (From 11%). Increases your shred movement speed by 15%. (Your shred does not go any further, it only increases the speed at which you complete your shred).
https://us.v-cdn.net/6030815/uploads/N1GCN3U5DUSP/soda.png
[Green] Eleven's Soda - Eleven's Soda has been reworked. Gain a 5% haste status effect for 5 seconds upon destroying a pallet or breakable wall with your shred attack.
https://us.v-cdn.net/6030815/uploads/UXSJ9LU3JMWU/thorny-vines.png
[Green] Thorny Vines - Thorny Vines has been reworked. Survivors hit with a fully charged shred attack are afflicted with the deep wound status effect. Additionally, healthy Survivors who destroy an opened portal are put into the injured state.
https://us.v-cdn.net/6030815/uploads/YCPYKPO0P7VC/brass-lighter.png
[Green] Brass Case Lighter - Addon has been reworked. Brass Case Lighter now allows the Demogorgon to charge its shred attack for an additional 0.25 seconds, which allows the attack to go further.
https://us.v-cdn.net/6030815/uploads/EFHQJAFECOHL/green-webcap.png
[Green] Vermillion Webcap has replaced Violet Waxcap and its rarity has changed to Rare. Vermillion Webcap now extends your undetectable by +5 seconds when emerging from a portal. (was +3 seconds). Vermillion Webcap now also reduces the sound of your footsteps by 75% when you have the undetectable status effect.
https://us.v-cdn.net/6030815/uploads/DYDT1IF1LOYB/whistle-green.png
[Green] Lifeguard Whistle has replaced Deer Lung and its rarity has changed to Rare.
https://us.v-cdn.net/6030815/uploads/B26O8Y8FK3ZC/resin.png
[Purple] Upside Down Resin - Increases the time for survivors to seal a portal by +75% (From +40%). Any survivor within the radius of an opened portal is afflicted with the Hindered status effect. This effect persists for 3 seconds upon the survivor leaving the radius of the portal.
https://us.v-cdn.net/6030815/uploads/ODKXUGWKFM8N/egg.png
[Purple] Unknown Egg - Unknown Egg has been reworked. Upon breaking a wall or a pallet with a shred attack, all survivors within 16 meters of you have their auras revealed for 5 seconds.
https://us.v-cdn.net/6030815/uploads/APE8S2TQW9S8/lichen-purple.png
[Purple] Leprose Lichen - Leprose Lichen has had its rarity decreased to Very Rare (was Ultra Rare).
https://us.v-cdn.net/6030815/uploads/RNTMTADA82Q4/image-pending.png
[Purple] Severed Deer Head - A large, severed deer head that reminds the Demogorgon of its past victims. Severed Deer Head Provides the following benefits:
- Reduces the cooldown of missed shred attacks by 10%
- Decreases Shred pallet break cooldown by 10%
- Decreases Shred hit cooldown by 10%
- Decreases Shred door break cooldown by 10%
https://us.v-cdn.net/6030815/uploads/PTS29P1YTK1D/red-moss.png
[Iridescent] Red Moss - Red Moss no longer increases the time to emerge from a portal. Additionally, Red Moss also removes the map wide sound that survivors hear when the Demogorgon teleports.
https://us.v-cdn.net/6030815/uploads/LDEBUSH6DJK4/iri-claws.png
[Iridescent] Iridescent Claws - The Demogorgon can no longer launch a shred attack until it is fully charged. Your shred attacks have an increased 30% range and 20% movement speed. Hitting a survivor with a shred attack from over 10 meters away immediately puts them into the dying state.
BALANCE CHANGES
- Increases the speed at which the Demogorgon places a portal by 50%
- Increases movement speed in the upside down to 25m/s (was 20m/s)
- Increases the speed at which you enter a portal by 30%
- Upon pressing mouse 1 before your shred is charged, instead of performing a basic attack you now will do the minimum shred distance.
You put a lot of work into this, so let's take a look (Demo is my second main, after Hag).
- I'm okay with Liver. 3.5 is pretty decent for a brown. The core issue with shredding is how telegraphed it is and how easy it is to juke.
- Sure.
- Sure.
- I'd rather something like 'your Shred travels 25% faster and charges 10% faster'.
- Might be OP.
- I like Mew's Guts as is. When I play my 'blinder' build, the extra portal is really useful.
- Soda is amazing as is. Forms the core of my favorite build.
- Either of those effects would be fine, but both together are a bit strong.
- Lighter is perfectly fine as is - run it with Mew's Guts and you've got basically permanently blind survivors. It's amazingly evil.
- I like whistle as is. Combined with sticky lining and you've got sonar stations. Could probably be a green though.
- Cool.
- Cool.
- Cool.
- Sure.
- A bit bland for an Iri. Iri's typically change the playstyle of your killer up. I'd rather have it be something like: 'Portals are invisible to survivors. Traversing the Upside Down is now instant.'
- I like his other Iri as is. It's incredible on so many maps.
If I was going to give Demo a small buff, I'd reduce the time it takes to fully charge shred, which would make it a bit less easy to juke.
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@dbarranco said:
Bare hands??? idk
Carrying around a TV set?
A portable well?
Shishigami style hair attacks?
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@RainehDaze said:
Myers and Pinhead have fun perk options (well, except Dying Light). I guess Nemesis is generally decent? Even if aside from LP the perks are :T
LP is...eh. It's one of those 'if I had six perk slots, this might be number 6' perks.
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@Akumakaji said:
Titel says it all.
I am a killer main and got the killer pack plus Bubba and Pyramid Head, so my missing license kilers are Myers, Freddy, Nemesis, Pinhead, Ghostface and Pig.
I am eyeing either Pinhead, Pig or Ghostface, because they all got some cool perks that I wouldn't mind owning.
I got Save the best for last from last weeks shrine, so Myers isn't that high on my list right now.
Whats your recommendations?
Nemesis. Other than that...
Oof. Myers is about the only higher card in that hand, and he's a 4.
Pinhead, Myers and Ghostface have decent-ish perks.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2710866#Comment_2710866
I actually never considered BBQ that much of a clutch perk. I run it on nearly all my killers just to lighten the blood point load, so I try to get everyone hooked at least ones, but half the time all the survivors are either to close to register, or on the literally other end of the map.
I would 1000% swap BBQ out for Rancor, if that gave double blood points, too, just for the infinite better detection. Gens will always be flying, no matter what, and with Rancor you sometimes see someone hiding right mext to you.
Mm. I wish I could swap it out for Discordance.
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@Renfear said:
I find it interesting that DH and CoH are on almost every single one of these.
Killer: Dead Hard, DS and Deliverance. That particular combo is just to troll with.
Survivor: Thatanatophobia, Sloppy Butcher and BBQ
Honestly it surprises me that there's been so little mention of BBQ. I hate it. It's the biggest crutch in the game, even as killer I hate using it because it feels like training wheels but it's too good not to use. Up to double bloodpoints and vision for every hook ? And then you're in Solo and your teammates can't run so you've gotta hop in a locker every ten seconds.
Killers don't run BBQ for the info, especially with Shadowstep being a thing. There are way better info perks out there.
Killers run BBQ for the BP gain.