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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1770139#Comment_1770139
Lockers are not always nearby.
Nothin' wrong with that as far as BBQ.
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Tell him he already has access to faster infinite heals from you healing him :P
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@keygun said:
https://forum.deadbydaylight.com/en/discussion/comment/1769177#Comment_1769177
You [not you personally, but the dc] can wait 4 minute bleed out, egc, or ######### on first hook.
I understand that these tactics aren't fun, but you have plenty of outs, all of them will hurt you and your team.
I see people dc right before last hook, which means your motives for dcing to "hurt the killers bp" is a selfish motive.
Worst part is that it doesn't hurt the killer, because the killer considers it funny.
The worst way to hurt a camper, stay ON the hook as long as possible.
Weren't you the one who declared that you would always leave the game ASAP against a Doctor?
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It is actually an unhealthy way to leave the game because you are actively ruining the game for the other players.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1768793#Comment_1768793
All right I see what's going on. You don't want to have a conversation? Fine, but I'm not responding to these short troll sentences.
Excuse me? I did not say in my original post that I have no problem in purchasing the next chapter as-is. I asked what the difference was between the balance changes stated by the devs being pushed with the live release of the Chapter and pushing it out a little bit later.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1768771#Comment_1768771
You stated that you have no problem in purchasing the next chapter because you assume that it will be fixed "presumably soon". I don't know what answer you're looking for, but obviously I don't agree with your choice.
Like I said it's your money. You're putting your faith in BHVR that they'll apply the update relatively quickly, but when was the last time BHVR did anything quickly? The MMR is supposedly a priority and they've been working on that for months.
Simply put, I refuse to purchase something that even the developer acknowledged is broken and needs to be changed. It makes zero sense for them to release this to market.
You stated that you have no problem in purchasing the next chapter because you assume that it will be fixed "presumably soon".
I most certainly did not.
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1768741#Comment_1768741
It's your money and you can rightly spend it how you see fit, but you realize that it's that kind of attitude that incentivizes publishers to push out games that are broken because they figure that gamers like yourself will be fine knowing that they'll just fix it on the back end. Remember Anthem?
That doesn't answer my question.
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What difference does it make if the balance changes are going to come through presumably soon after anyways?
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@Hoodied said:
Make Beast Of Prey have Bloodlust then
Bloodlust really wasn’t an OP mechanic, just an annoying one. Putting it behind a perk will make a free character have a noob friendly perk, as good killers will not need this perk for chasing while newer players do
This is probably the simplest answer. Stake Out did something similar when they nerfed the additional gen progress from hitting Great Skill Checks.
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I do not support making PGTW only work 4 times, and only if you go out of your way to hook everyone at least once. The other effect you propose is not worth it.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/1768040#Comment_1768040
https://forum.deadbydaylight.com/en/discussion/comment/1768173#Comment_1768173
If you don't mind, i'm actually curious on your Razor Wires numbers.
I will screencap for you later tonight when I return home.
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Matches flow like Willy Wonka’s chocolate river around this time.
Ah, so you're saying that matches are normally backlogged because some fat kid is clogging up the matchmaking.
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It's probably going to be either Broken Syringe or Workshop Grease in the mid-100s, considering I funnel my points primarily into Pig and never use either of those add-ons.
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Yes.
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@oxygen said:
Because I have fun, it's honestly that simple.
Strong killers weak killers, solo or SWF - I can still boot up the game and enjoy the time I spend on it.
This, pretty much.
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I'd rather the problem be fixed at its source instead of having a perk applied to it like a band-aid.
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Truth be told, I like neither NOED nor Adrenaline because both can provide a very sudden momentum shift just for reaching a certain point in the game that can very easily tip the game away from the other side. I wouldn't mind both of them getting re-worked.
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I'm running it, if it helps.
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Disagree. I believe five perk slots would lead to more homogenized builds, since you now have more room to included all the best perks.
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Pig with one of several powers could be crazy. You can place traps/proximity alerts near boxes, use long-range attacks to hit people searching, or even just use something like Feral Frenzy to make Survivors repeatedly have to mend and waste time while their clock is running.
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Personally, I think the thing holding back Spies is the inconsistency of crow density between maps. Some maps it can be not bad; others it can be borderline useless.
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I believe that the game is too far down the path it is currently in to work something like this into it. If they wanted to differentiate Survivors from each other, they should have done so MUCH earlier into the game's lifespan.
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@HollowsGrief said:
This nerf was very likely intended to combat pig dash and probably demo. That being said, I mean, come on bro even though the dash is nuts it's pretty overly restricted in how you get tokens and even without the nerf this perk is honestly a meme trash tier perk, nerfing this reminds me of gearhead.
Ambush and Demo Lunge are not supposed to be affected by Coup De Grace.
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@Foohy said:
https://forum.deadbydaylight.com/en/discussion/comment/1765955#Comment_1765955
All you have to do is 99 the gates with the killer carrying someone to a hook 5m away from you while you're in a dead end exit gate room.
Sorry if my casual brain didn't think of Blood Warden after such a tense game with escape almost withing my grasp and found it to be a ######### play after doing so well on the dumbest map in existence.
Guess I'll just dodge Midwich from now on.
If you can't just instantly tap open the gate as soon as they hook the Survivor, then you didn't 99 the gate.
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I would add a small penalty to Bloody Doll. Maybe start with fewer Hatchets.
I don't know how I feel about new Hellshire's Iron.
For Outdoor Security Camera, I would instead make it so Survivor auras are temporarily revealed when you enter Night Shroud rather than having them permanently on as long as you are stealthed. Other than that, seems cool.
I think giving Blight insta-Lethal Rush is a bad idea, even as an Ultra Rare add-on. I think the downside would have to be much bigger.
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@Foohy said:
Lol stirred up quite the crowd.
I never said it was OP, the conditions are very specific and not necessarily easy to accomplish, but you can plan ahead and just slug someone and wait for the exit gates to open.
And the "just exit before he hooks hurr durr", don't you dare tell me you go into every game and take into consideration that the killer might have Blood Warden, and don't you dare tell me that when the exit gates open you all just leave immediately every single time because you think the killer might have Blood Warden.
The perk is underwhelming on open maps as you can just hide somewhere, but on closed maps like Midwich and Hawkins it can be game over for the unsuspecting survivors because of how closed up and isolated from the rest of the map the exit gates are with very few options to actually go to before the killer gets to you.
Again not OP, just a lame and anti-fun perk for people who get bullied a lot.
don't you dare tell me you go into every game and take into consideration that the killer might have Blood Warden
I do. It's actually extremely easy to do.
don't you dare tell me that when the exit gates open you all just leave immediately every single time because you think the killer might have Blood Warden.
Depends on the EGC timer. If the timer is low enough that Blood Warden may seal the deal, I will certainly leave.
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Cat.
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@JHondo said:
https://forum.deadbydaylight.com/en/discussion/comment/1764581#Comment_1764581
Gotcha, good to know. Guess she just wanted to use her last trap up to get some BP before I left.
Note that this was not originally the case. Previously (before the EGC update), walking out the Exit Gate with a Trap on would always kill you (barring circumstances where the Killer tried to put you right at the exit to "force" a kill). Some people don't realize that this is no longer the case, and others erroneously believe that you can now just walk out with RBTs no matter what (I've seen at least a few die to this assumption).
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People should look at the feedback section more, then.
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I support changing how kobe-ing works, but that isn't really comparable to removing Bloodlust IMO.
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@StibbityStabbity said:
I don't think this is quite a case of "THIS DOUBLE LUNGE EVERYONE DOESN'T USE IS WAY TOO STRONG!"
It's more like "Well, I had this idea for this perk, but then we tried it and it was more than my idea."
While it IS a nerf, I think it has more to do with the intentional affect of the perk, not so much how affective it was. Perhaps they will buff it later when they realize their intended outcome wasn't that good, who knows?
Here's the thing: it wasn't even a great perk in the PTB. So where is the logic in making it worse, only to realize that it's even worse and then buff it later.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1763547#Comment_1763547
OK, fair enough - you're essentially saying you think Pig is worse than Twins as is. Don't think you're gonna get too many people agreeing with you, but you're entitled to your opinion.
No I'm not. I'm saying that as someone who plays a Killer who tries to keep Survivors off gens, I believe the prospect of a Survivor voluntarily choosing to never do gens in an attempt to deny the Killer their power is a bad idea for that Survivor and bound to work out in the Killer's favor.
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@UMCorian said:
https://forum.deadbydaylight.com/en/discussion/comment/1763523#Comment_1763523
Couple of things:
1.) Which power would you trade? Yes, maybe the Bear Trap part might be reasonable, though assuming every survivor has to visit 2 and a half jigsaw boxes on average after their first hook, I think Pig's power is stronger overall... even if it feels bad when they rando the first box.
2.) Even with Bear Traps gone, she's not just an M1 Killer. She has crouching - turning certain low-wall safe loops on every other killer into unsafe loops is noteworthy - stealth and lunging as well in addition to M1ing. So it's not quite Apples to Apples.
3.) Even with all this in consideration, it seems most people agree, Pig isn't very strong right now. She's not bad, but she could use some gentle buffs.
1) All of it. I would go down to being a 115% M1 killer.
2) See above.
3) I know Pig isn't strong. Not the point I'm trying to make.
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"Knocking out 1 survivor from doing gens was a small price to pay to literally turn Charlotte into an M1 Killer with no power."
As a Pig player, I strongly disagree. I would MORE than gladly trade my power if it means that there is one person on the team who is voluntarily locking themself into being only marginally more productive than a Rank 20.
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Changes to Victor being held "hostage" is okay, I guess, but honestly I feel like it just further incentivizes me to let them babysit.
Indifferent about change to Spinning Top.
Increase to movement speed while charging I like.
Coup de Grace nerf seems super unnecessary IMO.
Change to Victor vs. lockers seems fine, though it depends on the length of time.
Delay to Exit Gate blocker is good.
I am 50/50 on the Appraisal changes. Being able to re-roll an empty chest only once per Survivor makes sense. Restricting the search buff to only re-rolls seems unnecessary.
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@ZaKzan said:
It's a small humanoid body that crawls out of a female. Regardless of what it is, it resembles a baby. It even screams like a baby. The addons for the twins are things like toys, which also point to victor being a baby.
If we are bringing add-ons into this, if memory serves, one add-on demonstrates that Victor is capable of speech (albeit in a very broken manner). Which is a pretty telltale sign of not being a baby.
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Your Pig ambush idea seems highly problematic. You ambush one or two people and then camp the basement. It takes the issue of camping a box and magnifies it a lot.
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"Anyone notice how the Survivor escape rates have gone down considerably since we buffed them with this weekend experiment?"
Right, that will definitely result in a sensible conclusion that won't just be thrown in the trash.
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I believe this is a good way to see just how far off we are from achieving proper map balance, especially on newer/re-worked maps.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/207068/iron-will-doesnt-work-if-youre-slugged
It doesn’t work when you’re slugged.
The only perk that reduces noise in the dying state is No Mither, which reduces grunts by half.
Wouldn't mind seeing Iron Will and No Mither's texts reworded to make that more obvious.
Iron Will: While injured, grunts of pain are reduced by 50/75/100%.
No Mither: While injured or in the Dying State, grunts of pain are reduced by 0/25/50%.
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That would basically make it so in the early-mid game, Surge would affect just about every gen in most maps. That sounds extremely strong.
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Not wanting to smack them out is not a reason to change anything in this regard. The solution is to just smack them out.
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I will choose to blame the three people who all went into lockers in the one little house in Badham while the Killer was hot on their tail, thank you.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1758073#Comment_1758073
I think this is called "forced farming" and a bannable offense. Not only takes it longer for the Survivor (who does not get to play the game) to finish it, since they get picked up all the time which drastically prolongs the Bleedout-process, but it also just feeds points to the Killer.
So I think it is reportable to report someone who is going to the Corner of a Map, dropping a Survivor repeatedly and downs them again.
Yeah, I can see the logic in that.
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Slugging like that isn't bannable.
Forcibly and repeatedly putting someone in a loop of wiggling out from the corner and downing I'm not sure about.
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Father Campbell's Chapel is pretty balanced, all things considered.
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@Klakky said:
I was told I'm not allowed to post videos incriminating players? I'll check my support ticket later and download the video but this isnt about me having proof, I'm not new at the game I know what detective hunch is and small game and I know about the map, they didnt have any of those... I swear talking on forums is like talking to a wall...
Just block out names and you're good.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1755297#Comment_1755297
even at 45 seconds, you are given pretty free reign over which gen you want to Pop
that still includes that you waste a lot of time, if you really want to decide which gen to pop. in normal gameplay it is more likely that you are forced to kick a progressed gen that you "by accident" pass by. And giving up a chase is almost never a good option. Having another downed survivor is in most cases the better pressure than having 20 seconds extra on a gen. The lost chase takes you longer than 20 seconds to catch up again.
such a situation to not be terribly common
this is just an example to show what I mean with scenarios, and that this perk can not just be described with "down near gens" as you asked about "more than one scenario". The game is a bit more complex, especially when it comes to "conditions"
something comparable with less effort using Pop
Pop requires hooking. Infectious Fright is best on killers that benefit from slugging. I said that before, having to hook each downed survivor can give the team enough time to pop another gen or to either heal the team or get easy unhooks while you hook the next one. All not necessary with Surge. I can just repeat again: if you add multiple Surge effects on a slugging party, it is way more likely to end the game than with Pop.
Again, I think the bigger problem is the range. There are nearly no complaints about the cooldown on Thrilling Tremors. There were some in the beginning, but the perk is still picked decently often. Surge is too easy to counter by just running into deadzones (gen wise) which is what you do anyway when you have a plan on remaining gens.
We might just disagree, but I'm pretty sure that a removed cooldown would lead to a complete replacement of Pop, at least in higher ranks. Also pretty sure that it would hurt more than Pop if they did so
that still includes that you waste a lot of time...
Like I said, I'm okay with all this. It's worth it to make proper use out of Pop. It's why I think Pop is one of the best Killer perks in the game.
this is just an example to show what I mean with scenarios...
I don't believe that niche situational scenarios that are unlikely to happen aren't really that important compared to the ones that are likely to happen. A perk's usefulness should be gauged on what is most likely to happen.
Pop requires hooking. Infectious Fright is best on killers that benefit from slugging. I said that before, having to hook each downed survivor can give the team enough time to pop another gen or to either heal the team or get easy unhooks while you hook the next one. All not necessary with Surge. I can just repeat again: if you add multiple Surge effects on a slugging party, it is way more likely to end the game than with Pop.
And all that is made up for with a sizeable regression. For Surge, the trade-off for a comparable amount of regression on the same number of gens that would be how many things need to line up in your favor. With Pop, you just need to be able to commit to doing so, and each Pop you commit to makes it easier to commit to the next one because of the amount of gen regression you get from it. You just need to play it smart and make sure you're not allowing a gen to get finished in the time it takes to get the hook.
Again, I think the bigger problem is the range. There are nearly no complaints about the cooldown on Thrilling Tremors. There were some in the beginning, but the perk is still picked decently often. Surge is too easy to counter by just running into deadzones (gen wise) which is what you do anyway when you have a plan on remaining gens.
Funny. I 100% believe the cooldown on Thrilling Tremors makes it not worth using. Furthermore, I don't see myself replacing Pop with Surge in instances where I haven't already if Surge were buffed in that way. It would make it a more appealing option, but I don't believe it would make it worth using over Pop in many instances. I believe you are underestimating the difficulty in having three downs in super quick succession (at least, in such a way that it isn't the result of pure incompetence on the Survivors' part), and I believe in practice, this scenario isn't even going to come up that often.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1754301#Comment_1754301
With many scenarios I just mean you cannot put the game into one single theoretical situation. You don't know which perks the survivors have, it depends on the killer you play, if survivors are near the slugs or not... That's why I in first place said, 3 downs are not ending the game yet.
Second, I don't even get your argumentation. If you think, a game is done with a triple down, what do you need the cooldown removal for?
The comparison I disagree again. The main benefit of Surge is that you don't have to kick gens. Kicking gens is a huge time waste, I also disagree that you are that free to chose which gens to pop. First because of the wasted time (you can't just walk across the map to kick the 80% gen in the corner) second, you could be in a chase that you give up for kicking the gen. Now everyone says the regression is not worth it anyway. Therefore you get the 8% regression on top. Not too much, because put it higher and you have half a Pop, meaning 2 gens in range already gives you a better effect as you dont have to kick it.
Talking about scenarios: two survivors sitting on an almost finished gen, they want to finish (with Adrenaline?). Down one of them and the gen gets regressed, preventing the other survivor from finishing it. 8% can be all you need. You can't do that with Pop, even if the gen is only at 80% when you down the first. Picking up and hooking takes too long to activate Pop. (So this is a specific scenario I mean, which would be totally ignored by a single theoretical description.) Apply this with a double or triple down in a 3 gen situation, and all the effort 4 survivors made is basically lost. Try that situation with Pop, and the killer loses more time with hooking and kicking, while either one of the gens probably finishes or half the team is up and running again.
I don't think that the cooldown is the problem with the perk being viable, I think the range is the bigger problem. You asked for removing the base attack + cooldown, right? Put that together with Infectious Fright on Nurse, Oni, Billy, Myers, Bubba, Spirit or Slinger. gg I guess
Second, I don't even get your argumentation. If you think, a game is done with a triple down, what do you need the cooldown removal for?
For the scenarios where you are denied a proper Surge because you were a few seconds too inefficient with your chase.
The comparison I disagree again. The main benefit of Surge is that...
I absolutelt understand the main benefit of Surge; it's why I use Surge in my meme build and not Pop. I simply don't believe that the benefit as-is is worth either the basic attack restriction or the cooldown. Furthermore, even at 45 seconds, you are given pretty free reign over which gen you want to Pop. Only on the absolute largest maps might you not have enough time to check every single gen for the most ideal one. I think giving up the chase can be fine for getting maximum Pop value. If I didn't, I wouldn't believe Pop would be worth using to begin with. I'm not against the amount of regression Surge currently gives, so I'm not going to speak on that.
Talking about scenarios: two survivors sitting on an almost finished gen...
You can absolutely do that with Pop at 80%. You just need to have the common sense to shoo away the other person first. The scenario you are describing requires a very small window for Surge to actually be better than Pop (specifically, small enough that the time it takes for you to perform your cooldown animation would be enough for the second person to finish the gen). In that very specific circumstance, yes, Surge would be better than Pop. However, on top of me considering such a situation to not be terribly common in the first place, there's also the fact that having a cooldown can actually impede with that scenario because of the chance that you may end up not being able to Surge the gen due to said cooldown. I am also far from convinced that Pop would not be able to perform similar feats through simply playing well, especially in a 3-gen situation where you can afford to scare everyone away before you go for your Pop.
I still very much believe the problem with Surge is the cooldown (and the basic attack requirement). I don't see an issue with what you are describing with those Killers because I believe you can accompish something comparable with less effort using Pop.
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The only one I've purchased so far was the drill bit for Pig (both on PC and PS4 when I originally played on there).