StrongWolf85
StrongWolf85
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@SkeletalElite said:
high ping favors killer though so they're obviously not doing it for advantage
VPN is really only a problem if it's the killer player doing it.
IN fact if they're playing survivor they don't even need a VPN, they can just join match with a friend in NA, obviously killer players cant do this but like I said it's really only a problem with the killer. Additionally there is networking software out there that can be used to inflate your ping without even needing to connect to a far away server. I won't say even though it's nothing obscure, just in case it breaks the forum rules somehow.
Ping only favors killer when calculating hits, as far as i'm aware, however inducing massive lag into a match tends to benefit survivors because it becomes neigh impossible to hit or time hits with frequent lag spikes either not receiving killer input (attacks) or receiving them late. this benefits anyone who's holding #########+w and mashing the space bar far more than the player who needs to push M1 at a precise time. So on that note it doesn't really matter if the hit detection favors the killer when the game registers the attack well after there is anything to hit. at the same time I have also encountered killers who have used forms of ping abuse to nail some wonky and highly questionable hits; which is why survivors should be allowed to see the killer's ping as well. That said I've seen far more survivors and survivor groups employing ping abuse than I have killers, in fact it's so common I tend to expect it from survivors and frequently check the ping in match because of this. Let's be honest here, since the use of dedicated servers, survivor mains are the most likely to engage in some form of cheating or foul play; be it hacking, "stretch screen", or ping abuse and when that fails to give them an undue advantage they resort to bitching to the devs to nerf every killer because they don't want to L2P or use more than one strategy for dealing with killers.
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@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1854496#Comment_1854496
But it's not the add-ons that make keys overpowered, it's the hatch mechanic itself. I thought the problem with getting keys in chests is because survivors don't have to commit an item early game and avoid Franklin's while still giving them all advantages of having a key?
Broken key gives them no advantages whatsoever and they have to hope they don't end up with a Weaved Ring since that disappears upon death.
Franklins is not a counter. so you hit the key out of a survivors hand, now you must camp said key until it disappears while survivors do gens unabated...or they pick the key up again OR they simply find a key in match when you aren't running franklins. The addons do make keys over powered. and addon farming alone is broken and unfair. Killers do not have any opportunities to obtain addons in a match so why should survivors in general? but i'm not asking for all addons to be removed, just keys and key addons from the chests. Addon farming can be addressed in a different discussion that will ultimately result in no changes or balancing of the game because "killer problems, am I right?". but a green key with a milky bauble results in two purple or pink keys when they escape with it because it's an addon that makes a key reusable when it opens the hatch, so yes the addons are over powered and equate to additional keys when used in matches after the match they were found in.
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@Saltjar34 said:
Can we at least keep the broken keys if that's the case? At least that way I can still use Ace in The Hole to farm key add-ons
no. key addons are supposed to be rare and ultra rare, not things you just farm freely. they make keys even more over powered. Imagine if killers had the old moris but also had an ability to make them reusable on a successful kill or get it refunded if everyone escaped. Survivors would be in absolute protest. So how then is it fair that not only do survivors get an absolutely broken item with zero counter play AND they can find it in match AND they can farm the addons that make them even more powerful? just remove keys all together.
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I agree with the point that if survivors got the gens done then they deserver the end game perk. I'm talking specifically about the ones who were hooked before the last gen was completed; That's what makes the perk busted. I'm not talking about an injured survivor in chase, my complaint is specific to rewarding those who lost the chase.
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I'm currently rank 4, I cannot find a lobby that doesn't have an obvious 3 man SWF in it. it's completely unfair to killer.
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@Zaytex said:
I mean.. its a perk that doesn't work until the end-game.. leaving you without a perk for the majority of a game where you might not even get to the end-game to begin with.
Plus, it's impact is only seen in chase as it activates TBH
Considering all it takes is 3 perks for a survivor to have a top teir meta build that argument just fails on it's face. You act as though survivors are completely helpless until the end game where they need such a broken perk. and yes, the impact is only seen in chase because the ones you aren't chasing have already zoomed across the map before you could see them. the issue isn't the perk itself, the issue is that survivors gain it's benefit after being unhooked, that is what makes it unfair. There are no perks that automatically hook a survivor when one escapes, so why should survivors get a free escape for being the one pulled off the hook? the issue is that the perk goes beyond crutch straight into a gimmie.
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@GoshJosh said:
Adrenaline is perfectly balanced:
- As aforementioned, the survivor is essentially operating on three perks until all the generators are powered
- It only activates once after the survivors have completed five generators, their primary objective
- It causes exhaustion
Not to mention all the times it doesn't even help the survivor using it (i.e., healthy and outside of chase at fifth gen pop). Now they are exhausted for basically no reason at all.
When compared to NOED, assuming all survivors are running adrenaline, that's still 12 in game and over powered survivor perks against the killer's mediocre 3, and if two of those perks are ruin and undying well you can just kiss NOED goodbye. Also are you honestly going to tell me that getting from generator to door from across the map at ludicrous speed is "useless"?
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@RocketPenguin said:
Noed and adrenaline are comparable imo.
Endgame perks that can massively turn the tide of a game or just completely flop on the floor, they also just are not fun to go against.
@Saltjar34 said:
https://forum.deadbydaylight.com/en/discussion/comment/1768495#Comment_1768495
Yeah, I agree. For something that only happens at only one point in the game, it needs to be broken good. That's why Wake Up and Sole Survivor are so terrible. They don't make too much of a difference at that one point in the game.
The problem though is it's 4 survivors with broken end game perks that cannot be stopped versus one killer with end games perks that are not only not over broken good but can also be prevented to begin with. This also in combination with the already heavily broken good perks commonly used by survivors all game long. The issue of adrenalin wouldn't be so bad if 1) the effect did not kick in fresh off a hook; and 2) if killers weren't already having to deal with DS, BT, BT in a bottle, HD, etc., etc., etc., etc., etc. If the survivors didn't already have a crutch factory's worth of crutch perks adrenaline as is wouldn't be as over powered as it is. The perk by itself may be fine but one must look at all the other perks that typically go along with it.
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@DoritoHead said:
I think Adren is just as bad as NOED.
However, I also think NOED is balanced and not remotely overpowered.
Adrenaline is nothing like NOED. First of all, NOED can be prevented all together. Second, NOED doesn't guarantee sacrifices the way that Adrenaline guarantees escapes. NOED stops work when destroyed however Adrenaline still works even after being hooked. Imagine a game where NOED was a permanent affect just for the hex lighting up...survivors everywhere would be outraged and crying to the devs, however free escapes are just fine because survivors should be rewarded for being caught by the killer. NOED does not put survivors on the hooks automatically, nor does it auto-sacrifice them, however Adrenaline offers the same health state and speed boost to a survivor fresh off the hook, so long as it didn't give it to them prior; meaning it rewards players for being hooked rather than being a last chance perk, much in the way NOED is.
@Mandy said:
I don't have a big problem with Adrenline because it means the survivors are down a perk throughout the whole match really - which is the same as I think of NOED.
The only change I would make, because it's the thing that doesn't make sense to me - if you're being carried to the hook and Adrenaline pops, then unless you wiggle/are dropped, once you're hooked you lose the healing aspect of the perk, so when you get unhooked you'd still be injured - the speed boost I have no issue with then. That would mean survivors would need to be more careful when they pop that last gen as well.
This is along the lines of what I'm saying, except I still feel the speed boost should be lost if you get to the hook. Once hooked the perk should be disabled. Killers should be rewarded for that hook right as the gates are powered. Instead we have another survivor participation-award perk that rewards them for getting caught and hooked (moreso it rewards them for having a good team, not for their own merits).
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@AGM said:
I mean, if they repaired all the gens with only 3 perks, why don't they deserve it?
Is it frustrating? Sure. But for the most part, if all the gens are done and nobody is dead yet, you weren't going to win anyway...
Should you be rewarded for getting yourself hooked before or even shortly after the gens are done? should players be rewarded for other players doing the gens for them? Do survivors really need another crutch perk on top of all of the other crutch perks they have available to make multiple crutch-meta builds (note the plural that killers lack). do survivors need a full health state in addition to their borrowed time, DS, SG, etc. etc. etc. when fresh off the hook?
the perk allows you to get up when you are downed (second chance) and heals you if you are injured (second chance) AND significantly increases your speed (get's you out of chase all together). on it's own it's a get out of jail free card that is heavily rewarding for playing with only 3 broken and over powered perks instead of 4, it doesn't need to be a free pity-escape as well. As a killer main I'm just patiently waiting for the devs to release a perk called "red carpet" :when 5/4/3 gens are completed the doors automatically open and a red carpet rolls out to guide you to the exit. survivors cannot be hurt while walking the red carpet. seriously this is the direction the game is heading in. worse, the devs have already admitted that the killer perks are intended to direct the survivors to play a certain way, not to primarily benefit the killer but rather to benefit the survivor. It's only a matter of time before killer perks look more like intentional debuffs.
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@CaptainOatsTV said:
This happened to me yesterday as well. I've been getting a lot of games randomly disconnecting.
It was so weird though, being a survivor and getting points for "escaped" but then getting the ending screen saying "entity displeased"
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@Withered8 said:
Sigh
killers these days really have no idea what killers back in the day used to have to put up with.
that may be but it's not reason to be complacent about a still broken game. I was there at the beginning, it was a nightmare, and back then there was a clear cut win/loose condition. now it's just as much of an unbalanced mess with no clear win condition. Remember it took the director being baited into going to Korea for some PR points only to find it was a trap to prove a point about the game: four killer mains sat him down, roasted him on live tv for how broken DBD was and then stomped him into the ground, absolutely bullying him with every broken mechanic/tactic they could at the time. That was the first time the devs updated something in favor of the killer, it was also a brief moment of humility, something which has long since been forgotten.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1657616#Comment_1657616
Honestly - for generators, another method of fixing and slowing them down is allowing Killers to inflict immediate regression on generators that they damage and then trigger normal regression - not only would this punish Survivors sneaking around generators and just immediately going back to them only to have them kicked again; but if you also change it to where regression can only be stopped by working continuously on a generator for 2 seconds or longer, you remove Survivors 'chase-tapping' generators to stop regression also. A simple - damaging generator causes regression similar to the missed skill checks; and then triggers natural regression.
As for Remember Me, it honestly isn't even the problem perk in that scenario - Blood Warden would be. 16 seconds on a gate timer is nothing compared to 60 seconds of Gate being sealed. If that change was implemented, Warden would need to be something like 10/15/20 or 15/20/25 seconds at the most.
actually I really like your suggestion about damaging gens. you really wouldn't have to change much, would make brutal strength a bit more meta (not much though) and would give a decent response to the incessant gen tapping that does complete gens, albeit slowly. I still think the regression should be at least a little faster as it would make survivors have to make choices over which generators to prioritize rather than mindlessly putting their grubby mits on everything, like a child in a toy store.
Even if remember me didn't get a nerf, I do fully agree that Blood warden would also need a nerf, I run that too on some killers and it would be way too overpowered if EGC triggered immediately at the last gen. alternatively, what if blood warden just prevented the door closest to the hooked survivor from being opened so long as the killer stayed so close to the hook (say 32 meters) it would really allow for some counter play, killer now can't leave if a door wasn't opened but survivors can't just open the closets door and get a free 4 man, they have to choose rescue or leave. I think that could be a great rework with some excellent counter play since the killer wouldn't know if the further door is open or not and it would offer two potential effects: blocking one door and letting unhooked survivors out OR trapping all survivors in for a limited time. thoughts?
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/195782/swf-desperately-needs-balancing
A lot of good points and interesting points. I just want to remark on #2 and #5.
#2 - Generator repair times are ridiculously busted. The 80 seconds solo time is fine, BUT the stupid ability to shave of 36 Seconds just by adding a second Survivor is where the busted design comes in. Times should be 80/65/55/45. Yes, in higher level gameplay it is actually worse on a killer for Survivors to spread out and pop multiple gens in 80 seconds - but that's 80 seconds for usually just 1-2 gens if you're actively chasing/hooking/luring one or two survivors off the gens... not 2 gens in 44 seconds if the Survivors manage to give you the slip briefly and pair up. This is the single most busted point of the game design and it is the one point that the Devs are brick-stupid about because they "don't think the generator times need to be adjusted anymore" and they "like the numbers they are at now". Complete idiocy.
#5 - EGC needs a simple overhaul. Automatically trigger the moment the 5th generator is finished. No longer require the killer to either find the hatch or open an escape path through an exit gate for the Survivors in order to trigger it. This would not only force Survivors to think a little more carefully about their generators and rushing them down, because they could be caught out in the open around the generators when that 5th one pops; but it also prevents the Survivors from being able to 99% the Exit Gates to avoid the EGC timer; gather their team; and then all race back to tap the gate open and leave. This would force the timer and pressure immediately. Of course, once this change was implemented they would need to change Blood Warden/Remember Me to be a shorter duration, because those two perks would become too powerful with automatic EGC active before the gates or hatch close. But just because those two perks would need tweaking does not mean the EGC rework should just be thrown out like many players seem to have the mentality (no we can't change that because then you have to change these perks; and so just scrap the whole idea because it can't be implemented without changing anything else).
I do agree 100%
to your point about the gen speed: I think here one of the main issues is the distance between gens, not even map size. let's say a killer picks and guards 3 gens early looking around I usually see another possible 3 gen opportunity...that i know will all pop in a few seconds because I run whispers and lo-and-behold there are no survivors around my (sometimes) less optimal 3 gen, at that point, that is 2-3 gens completed in under 2 minutes m(1 at 44s and 2 at 80s-ish because of possible assistance). The devs say they expect at least 2 gens to pop early on a killer but because of the default regression speed a coordinated 3/4 man can easily beat a 3 gen even when the gens are stacked on top of each other (i've seen it). I agree the benefit of multiple survivors needs to be reduced, 100%. but perhaps the devs should consider not spreading the gens out so much or adding another gen to the map and require survivors to do that one more gen. the other issue is that the game only has two phases: survivor/killer on offense followed by a brief period with survivors on offense and killer on defense (if that). I think this could be resolved by the devs adding a mid-stage to the match. after generators are repaired, survivors have one more task that complete that is much more centralized and gives the Killer a greater opportunity to play defense rather than running between three gens they can't stop or face camping a hook.
To your point about EGC, I'm am totally down for changing a few perks for an all around better end game mechanic, and I run remember me.
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@Breque said:
I dont read
But no you cant give dissavantage for someone that palys with friends
And i dont even had to explain that its not 100% of SWF that its an fuckyng swat that ######### everyone ass
i have sure that 80% of SWF that you go against you dont even notice that their are iin an SWF
That you didn't read says enough about the topic.
1) i'm not calling for people playing with each other to be disadvantaged. I'm asking the devs to rework the balance of the game AROUND players being in a swf and using 3rd party voice chat. it wouldn't punish players but it would obvious and significantly reduce the overall power of individual survivors. Currently,. two out of 4 players is all you need to destroy a killer from start to finish, one player can do it alone and still get most of the others out. but that's not the issue, the issue is that the game, even today, is developed around solo play even though the most popular, ranked, mode is with others and with the ability to communicate from anywhere on the map. if anything SWF puts the killer at an inarguable and obvious disadvantage on it's onw, a problem made significantly worse by many perks being ripe for abuse by coordinated players.
2) the point of tweaking swf groups so they aren't overpowered is to offer them a simple choice: you can benefit from the full range of what the game offers you OR you can benefit from the full range of coordinated voice chat, but you can't have both. this would be a significant way to improve the overall quality of the game rather than it being a damn stomping ground for those at red ranks. I was in rank 1 earlier today, 10 games later I'm rank 3 with no ability to stop myself from de-piping no matter what I do or how perfectly I play. the game is in a broken state as is, coordinated teams with voice coms just makes it worse and encourages abusing the killer.
3) something we didn't even talk about, the state of the game is so bad with SWF that the emblem system actually demands SWFs who've already stomped a killer into the ground to then go and abuse and harass the hell out of them so they don't de-pip for trouncing the killer. And yes, SWF is a major player in this. this is also why match making feels broken to survivors. survivors are, without question, overpowered. In teams they just end up beating high ranking killers down into the low ranks (not accounting for de-rankers) which results in rank 1 killers going up against middling survivors. admittingly this may be more fun and less stress for the killer given all the survivor tools, but it becomes incredibly stressful and unfun for survivors who are still learning the game. In other words BHVR is causing the very thing they want to avoid because they refuse to balance the game so it can be competitive and fair; match making isn't broken, the game is just so one sided that great killers are forced into the lower ranks by coddled survivors who need 3 minuets or les to beat a killer who requires 10 min or more to win (pip). That 7 minuet disparity, combined with the very very low skill ceiling for survivors (especially compared to the killer skill curve), combined with all of their second chance perks and other protections, it's impossible to expect high ranking killers to be able to maintain their own rank.