TeleportingTurkey
TeleportingTurkey
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@Lima24927 said:
https://forum.deadbydaylight.com/en/discussion/comment/3240375#Comment_3240375
i knew this kind of comment would come up, but theres a big big fail with your logic, alf is a great player, so what about the 2,000 survivors that played against him ? out of 500 different teams, not a single one could beat him ? im sure he faced many SWFs, and even championship players, how do you explain that ? if nurse was balanced, he would've lost at some point, even a 2k was considered a defeat, and not a single team out of 500 could escape with 2 survivors, this alone shows OP nurse is, how broken it is, no other killer is remotely strong as nurse
probably because most of them are worse than him and those few who match his skill couldn't make it.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3238586#Comment_3238586
The problem with the gimmicks they bring is when they are pointless or barely used so whats left is the rehashed power, I dont ignore Pyramid Head cages, PH mains do, whenever I play against him I rarely see them using the cages and the few times they do almost always they would be better with a hook, Pyramid Head whole cage gimmick only real use is to get the Survivor punished, never cage them and then use the fast mori at third hook stage, same as Sadako condemn, Trickster main event, Nemesis zombies, those gimmicks dont really add that much to the gameplay to diferentiate them between other similar powers.
Unlike Demogorgon teleport+shred combination, Dredge nightmare, Plague infection mechanic and red vomit or Oni dashing, curving, orb absorbing thats the whole dressing thing setting them apart.
https://forum.deadbydaylight.com/en/discussion/comment/3238588#Comment_3238588
I already said in another post some were a bit of an exaggeration, especifically Artist.
https://forum.deadbydaylight.com/en/discussion/comment/3238613#Comment_3238613
Its not only the kit reminding me of something else, is the way they play thats heavily similar, thats why I didnt put Killers like Blight who even when they share the gotta-go-fast power with other 2 he has the bounce mechanic that sets him apart, with Hillbilly you dash around but you have to avoid obstacles, with Blight is the other way around, you have to actively collide with them, similar power but different enough gameplay.
Ghostface has a similar power to Myers but they dont use it the same way, with Ghostface you have to stay out of sight and stalk the same victim until you either 99% or mark it, Myers you have to sneak upon them, get super close, expose yourself and drain them as much as you can because he is as big as a truck, Ghostface cant 99% his power against a bad player and pop it against the god looper while Myers can, again, their powers are similar but they play different enough, thats what Akumaji said, the dressing, how they splice the gameplay to make similar things play entirely different. My main concern is lately a lot of Killer just feel samey while the ones who really feel different like Blight or Plague seem to be rarer.
Well, the way they play is also not similar.
Oni's and Billy's only similarity is that they both can do a cross map dash into an unsuspecting survivors leading to an instadown.
Otherwise they are played very differently. For example, Oni can do "hug techs" in the loops because he doesn't stop his rush when colliding with objects, only if he interrupts it himself or does an attack, while Billy has to pull off curves by using his increased turn rate at the start of the sprint.
Oni has to earn his ability and then he has a window during which he is free to use it however he can, while Hillbilly has to manage overheat.
Gimmicks also do much more than you've said. Good Pyramid Heads utilize cages to counter grasp saves or to, sadly, tunnel out people by hooking them -> caging -> hooking again or pulling off basekit mori. While we're on a subject of pyramid head, literally all of them use his rites of judgement to make trails that are very unique thing to face, tbh.
Zombies don't add too much to the gameplay, maybe, but they still create an interesting dynamic between killer and survivors as they are 2 additional enemies survivors have to pay attention to. Zombie jumpscares or teamwork with Nemesis is something that's been clipped a lot and people seem to enjoy it.
Trickster's main event is not his gimmick, his gimmick is the way his power functions with injuring survivors.
Sadako doesn't really have that many gimmicks, she really just completely reuses different parts of other killer's kits, but makes it look cool. TVs are just better (kinda) Freddy's teleport, her demanifestation is basically Old freddy but reversed + improved spirit's passive phasing.
Tbh, I see no issue that killers are being designed that way, I just wish BHVR kept improving these new gimmick mechanics so that they have a chance to shine more as a bigger aspects of killers' powers.
As for reusing "same" teleports and 3 antiloop mechanics, I also don't see a big issue. There's a limited amount of mechanics that do actually work well against same means of survivors' reliable defence from the killer or allow killer to have better presence on the map, so it's natural these would be the most reused.
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@HectorBrando said:
We already have more than enough Killers, it has been like that for several patches, the game is so bloated they have to rehash powers to make "new and exciting" Killers, lets post some examples of this.
- Wesker: Discount Nurse but cant teleport through solid objects, Clown slow and moves 115%
- Sadako: Jigsaw RTBs (stalling objective), Freddy teleports and Wraith invisibility (and all worse than their original counterparts).
- Artist: Traps+Hatchets.
- Pinhead: RTBs (stalling objective) and a Deathslinger chain+Clown slow.
- Nemesis: Discount Pyramid Head with 2 NPCs.
- Trickster: Discount Huntress, more lenient if you miss and 1000% tackier clothes.
- Pyramid Head: Discount Huntress with 115%.
- Deathslinger: Discount Huntress with a hat.
- Oni: Hillbilly but has to gain his power and is easier to land.
Whats next? Leatherface but with stealth? Plague with a bycicle? You can only add so much with the game mechanics the game has.
Even though many recent killers have been reusing mechanics, most of them have presented a unique mechanic with them. The reason it was backed up with the reused mechanic is usually to avoid creating unbalanced power that will be too strong or too weak depending on the mechanic if it was the primary feature. Some new mechanics were simply utility mechanics that can't work on their own. Some mechanics were born as a twist to the pre-existing mechanic, yet remain unique nonetheless.
Plague introduced infection mechanic
Ghostface introduced reveal mechanic
Demogorgon was kinda reusing a little bit of everything, however Freddy's rework before him introduced teleport to an object mechanic.
Oni introduced a mechanic of a resource you could collect by attacking survivors and charge your main powerful ability
Deathslinger introduced reeling & spearing mechanics
Pyramid head introduced an alternative to hooks, built-in mori and an AOE attack.
Blight was reusing Billy's bump mechanic and put it upside down, making colliding with objects a thing Blight player would want for the most time which created a unique and fun power.
Twins introduced a whole new power that created a killer's minion the player could take control of. Plus it was the first killer whose power became 3 dimensional as pounce allowed Victor to jump high in the air. Twins also introduced incapacitated mechanic.
Trickster introduced a mechanic that supported hitting survivor more than 2 times without downing them which allowed his power to be balanced with throwing many small projectiles in a short amount of time.
Nemesis added AI zombies. Nuff` said.
Pinhead's power introduced chains that had to be manually removed and created a unique secondary objective survivors had to constantly follow to delay a stalling mechanic.
Artist reused older mechanics however combined them in a way that created a unique strategic gameplay pattern with huge possibilities that aren't available to the killers she borrowed the mechanics from.
Sadako was generally reusing mechanics, however she did a nice twist on them, sadly the combination of mechanics in her power and the numbers they were balanced with didn't create a powerful killer because of the mori mechanic that devs were too afraid to become op.
Dredge introduced Nightfall - the ability to hinder survivors' view of view creating confusion & reused obscure Spirit's / Nurse's addons that allow to return to your previous position in its own way which overall created a unique and interesting killer.
Wesker's movement seems to be similar to the Nurse, however no killer so far has been able to toss survivors, changing their location or to slam them into walls, dealing damage.
So I don't an issue overall. There's been very few killers who haven't really introduced anything completely new (and even the examples like Demogorgon or Artist are debatable because some of their mechanics like Shred or Crows that had to be dispelled can be arguably called new and unique too). Just because some of killer's kit remind of the other killer or if the killer is played in a similar way, doesn't mean the game is dying and devs have run out of creativity. It's true there's a limited amount of mechanics you can add, however it doesn't mean devs can't add a unique twist on them every time while supporting the reimagined mechanic with some new and unique addition that makes the character stand out.
If anything, I would prefer devs to reuse these new mechanics more than they do now, as of now it feels they're just jumping from one idea to another instead of experimenting with its different interpretation. For instance, Twins and Nemesis, one could have AI as a completely side part of the power, while the other would have the AI as a main part of it, while simultaneously being able to switch between who are they controlling or being able to give the AI simple commands like "attack anyone on sight / patrol the location / stay idle"
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Dredge changes really resonate with me.
Let dredge prioritise unlocked lockers over locker one in clusters.
I would really enjoy a soft-addon pass on him & half of haddie's calendar basekit too. Primarily, I would love seeing his iri addons reworked because current ones feel more like mediocre purple addons.
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@Mister_xD said:
I think Dredge is fine.
It's not the strongest, but it doesn't need to be. It's a viable pick that is a lot of fun to play with and honestly that's all a Killer really needs to be.
I only have two complaints:
- the locker group locking mechanic hurts it a lot without having any counterplay from the Killers side of things, I'd like there to be a way to get around it as Dredge
- its map dependency - you're simply put not going to have a good time on Rotten Fields or any other map that has only a few lockers on it
yeah, I wish devs addressed that.
Especially locker spawns. It's horrible that some maps have so little lockers you can't properly utilize your ability.
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@Bot_Salvo88 said:
They say that his new outfit from the rift is completely silent. I still haven't managed to go against him to test if it's op or not.
It is not. I played against it and it makes the same sounds.
Idk why would you think it won't make them, these sounds are just part of his proximity ambience, it's not tied to the outfits.
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It should have a second-two delay on exploding the gen, but the numbers should be buffed.
So if a killer downs a survivor, they would have a very small window to react, but if they don't, they get screwed over massively. And overall gen regression would be bigger in both cases.
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/3228205#Comment_3228205
Agreed, its silly to me that they deactivate them like it just adds more options to the game. I never really understood why they deactivated them in the first place and I honestly have never seen anyway complain about the Blight Serums in the first place, at least the one for killers lol. I am sure everyone thinks its hilarious when all a sudden a bubba does a blight rush towards them.
yeah and not like licensing and "keeping characters identity" is a problem because in that case these addons won't be available in the first place for such characters
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I think these addons&items should be available all year long on top of that.
I never liked the idea behind that - time limited addons that actually change the gameplay.
If devs re-add these features, that must mean they are in an acceptable balance state, so why not just make them available for everyone who would enjoy running them.
Like, it's okay that event-themed items for survivors are limited because they are just re-skinned default items, but refined or blighted serum should stay because they add new gameplay options
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@NekoTorvic said:
https://forum.deadbydaylight.com/en/discussion/comment/3228133#Comment_3228133
Honestly, It would really help him to have a sprint that's like on a cooldown, or even if it's like the serum where it recharges every time you hook someone...or both. It would definitely help his map pressure.
I think it shouldn't be for map pressure.
It should only serve as some kind of a catch up / quick approach tool.
Like, it shouldn't have very quick uptime or low cost, it should just be used to quickly rush towards survivor like to counter shift+w (partially) or to approach survivor on gen.
I don't think Nemesis should be able to zoom across the map in a blight's or wesker's manner.
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@lauraa said:
I loved it on Nemmy last year
I still believe it should be basekit for Nemesis.
It replicates his horrifying sprint towards player so well.
He should be able to use the exact same charge at cost of a few mutation points & lengthy cooldown.
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@danielmaster87 said:
It's not that deep.
thanks for providing valuable feedback for this topic, I'm sure your contribution would be very crucial to reaching out to devs concerning this mistake of a chase theme or gathering enough feedback to confirm people are fine with mediocre generic chase themes
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Just in case you missed the link to Hag's proper jumpscare:
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@BrightWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3223476#Comment_3223476
They could have made a different character with a eugenics "fanaticism" instead of retroactively retconning Nurse's backstory. Like they have Doctor and Blight who are/were doctors, so why not a "professor" type killer who was pro-eugenics?
because apparently they had to ruin nurse's ambiguous character
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@Sadako_Best_Girl said:
https://forum.deadbydaylight.com/en/discussion/comment/3222207#Comment_3222207
To be fair, her original backstory did mention thoughts of purification crossing her mind.
To be fair, it didn't have any implication it was eugenic kind of purification.
If anything, everything implied Nurse was inspired by real nurses who killed their patients to put them out of their misery. Pulling off backwards retcon and making her into eugenics insane fanatic is one of the worst possible decisions made.
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@Mister_xD said:
Well, the answer is as simple as you're gonna hate to hear it: licensing.
BHVR has proven time and time again that they love to go crazy with these blighted skins, but for licensed content they can only release what has been greenlit by the license holders beforehand.
And what license holders always want is to keep their character easily recognisable - for Nemesis that wasn't that much of an issue due to his imposing stature and easily distinguishable silhouette, but Wesker is a different story alltogether. His trademark features are definitely his head with the sunglasses, slick blonde hair and his leather coat, so they were not allowed to change these much, if at all, as a result.
Honestly, I am just glad that we got a blighted skin for Wesker at all, I'd much rather it be a bit underwhelming than him being stuck in the same limbo as Demogorgon, Myers or Freddy who will most likely never get such a skin in the first place.
I mean, sure, but even in that case they could've done much better.
At least, they should've made all that little blight wesker had to be located on those parts of him that are visible from killer's PoV, his left arm instead of right arm in particular.
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@GillyBeannn said:
A disappointment that Blighted Wesker doesn't have this as his cosmetic
That's something too drastic, but I wouldn't have minded seeing that.
But at the very least they could've done more than just a few blight sprinkles on him. Like, imagine if he had same kind of Uroboros tentacles going in and out of his body like when survivor is infected, except they are black&yellow colour, showing blight corruption.
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@HoodedWildKard said:
Mm i guess it's because most of the killers are very warped from their original human forms. Whereas wesker is one of the few killers that didn't need the entity's influence/corrupting empowerment to become a killer.
He's scary because he's a downright evil dude, who instead of getting turned into a nemesis style monstrosity by ouroboros, looks human but is very dangerous. It'd kind of ruin his look if he got changed into a blight style mostrosity.
Tbh I'm surprised they even gave him a blighted skin. Should've done one for deathslinger or artist.
That just sounds like a backwards excuse, no offense.
But yeah, if they decided to come up with this for Wesker, they shouldn't have come up with anything for him at all. I'd rather have blighted Deathslinger or Trickster than Wesker if he looks that underwhelming being affected by blight which whole idea is to turn more or less humane looking killers into body horror monsters.
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Slenderman or The Thing probably.
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@OniWantsUrLocation said:
https://forum.deadbydaylight.com/en/discussion/comment/3219911#Comment_3219911
Did you really believe them? The only reason they gave away all those skins (at least imo) was to ruin the code sellers business. They were selling some skins for ridiculous prices. For example, I remember the Street Meg cosmetic was about $70. Some other skins were even much more expensive.
I don't, I just point out that BHVR is often lying about stuff.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3219987#Comment_3219987
I don’t know if I agree. Hillbilly and Wraith are perfect examples of how creative DBD has been with their blighted outfits. Their blights are vastly different manifestations of the characters. The level of deformity is hyuge. The Oni seems to take on the mask even more. Kinda stops there.
before Wesker, it was clear that the blight basically turns killers into physical manifestation of whatever made them who they are or what they were on the inside.
like Hillbilly's ugliness and insanity is drawn out in a form of this deformity, Spirit's Yamaoka legacy is manifested in a form of a third eye and horn-like glass shards stuck in her face, etc.
It kinda makes sense that killers like Pyramid Head or Oni didn't go through much drastic changes and were only changed biologically as their appearance already matches whatever they are - PHead being a physical form of James' guilt and Oni being forced to wear Oni mask that perfectly describes who he is.
Although with Wesker it seems BHVR just got lazy with blighted skins designs and instead of trying to use them as another way of visual story telling, they are just putting blight blisters and deformities onto killers without too much thought in it.
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I like Oni's blight.
I don't think there's much could be done about him anyway, as his default appearance is already heavily altered by Entity to shape Kazan into Oni. His default outfit is already a physical manifestation of said Oni persona Kazan has been compared to.
Wesker's outfit is a letdown though, unlike Oni, he had colossal potential and it was seemingly blown out.
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these are self excluding.
fun to verse & strong killer is an oxymoron
strong & balanced killer is an oxymoron
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I remember when in 2018 BHVR has given out hard earned event skins and PAX skins because "exclusivity is a nono", while simultaneously refusing to address legacy problem.
Now they return back to time limited skins, only now they are also in the shop instead of being earnable. Meh
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@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/3206731#Comment_3206731
Good nurses are not rare though. The insanely good ones sure but not serviceable ones. Most people have caught on to the fact that nurse isn't that hard to play adequately. The big problem with nurse is you can slap on OP builds and any average player can consistently 4K. The complains are very justified.
good enough SWFs aren't rare either.
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Average nurse is fine too, but people are still whining about "good nurses that never miss their blinks"
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@Bot_Salvo88 said:
The problem with the one we have right now is that it's too slow compared to Ghostface's fast animation while he's chasing. It's just bad in my opinion.
Here's a comparison (not mine) between the new one and the old ones:
From the killer's POV the newest one feels too slow:
it feels like a 8 meters proximity theme, not the actual chase music.
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I don't see your problem.
Basekit UB will ALWAYS work, regardless of last standing.
Meanwhile, last standing counts different situations, not just "everyone except one is slugged/hooked/dead". One survivor can be dead, the other can be slugged, other can be hooked and the fourth one is last standing and if he goes down, the match is forced to end.
Last standing is just a fancy way of describing "when there's no survivor left standing, the match is forced to end".
And because of how it works, basekit unlimited UB is justified, as killer's win condition now is not to hook all 4 survivors, but to just get them on the ground. And once that happens there's literally nothing that would come in clutch. Plus, in a way this buffed slugging killers who rely on slugging a lot of survivors quickly like Nurse, Oni or Plague, because now there's no way survivors can self-pickup earlier than 45 seconds. So killers now have a 45 seconds window to get everyone on the ground to instantly win the match. It is more than achievable for killers like Oni or starstruck Nurse, especially if they do it in mid/late game after getting one guy out of the match.
I still think this update is rather dumb, because it essentially took moris from killers, because "dumb BHVR reasoning", while survivors got a very major gameplay change.
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@HoodedWildKard said:
What's the orange glyph challenge?
a glyph which heavily nerfs you and that requires you to get 6 hooks to beat it.
I noticed heavily increased stuns & kicking durations, probably attack recovery is increased too.
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Mori rework and hopefully Myers rework where they give his power balanced tombstone basekit
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3187949#Comment_3187949
then I'm wondering how many shards it's gonna cost, must be a lot like more than 35k or something.
same as any other ultra rare set
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@Crowman said:
Part of it is cheaters using a script to auto dead hard.
that is the main reason DH is still used a lot and why this rework was a mistake.
Subtle cheaters didn't need another tool to exploit
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3184700#Comment_3184700
I could. Or I could use OTR/BT/Reassurance/COH and suddenly become a substantially bigger asset to the team, providing not only anti-camp and anti-tunnel benefits when both strategies are as prevalent as ever, but also allowing everyone to deal with hit-n-run playstyles or top themselves off without needing any investment from them with COH.
Like yeah you can dedicate 3 of your 4 perks to the combo, but I'd much rather be a greater asset to my team, especially in solo.
if you want to be a meta slave, sure, I just run whatever makes my own game less miserable.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3184585#Comment_3184585
I'd much rather be in a certain zone to heal than spend over a minute trying to do so or dedicate a majority of my build to it tbh.
hyperfocus cuts out a big portion of that time, not to mention you can add botany knowledge to your build to enhance that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3183423#Comment_3183423
Purple Medkit w/ Gel Dressing + Medical Scissors gives you 3x heals without any perk investment. If you need to heal more than 3 times in a game not counting a lot of post-unhook heals (ie assuming the killer doesn't camp and tunnel) then self-care would absolutely be far more detrimental to your team than just being injured would be, even with Botany.
Circle of Healing is literally right there and that benefits your teammates too. There's absolutely no reason to run Sc over COH
i never said it's the best, but it's a valid option nonetheless, especially if the killer relies on hit and run a lot.
Not to mention that circle of healing can be detrimental as well, as it forces you into a certain zone in the map to heal opposed to healing wherever you want with self care.
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@lagosta said:
It just seems too much of an investment to make Self-Care work. Why not bring a medkit and free 2 perk slots? Or even substitute those 2 for Pharmacy and free up 1 perk slot?
because unlike those things self care won't run out of charges
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Artist
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@Lenny197 said:
I have to agree on this one. Never have I ever seen something as traumatizing as this, and it's a good thing because the normal Doctor mori looks very bland and the survivors don't exactly look like they're dead. But if we can keep this then make it so that it looks less traumatic for everyone, lol.
It should look traumatizing, it's not realistic enough to give people actual PTSD flashbacks, but it's just realistic enough to be scary.
I just wish some character's faces didn't bug TOO much that it becomes funny instead of creepy.
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Same.
Playing a bunch of Wesker games where my dash just refuses to connect with survivors, deal damage to them and just releasing them instead, going through them, etc entirely killed any excitement I had about this chapter and killer
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@Viskod said:
This is definitely one of those moments where you have to wonder, "What's the point of the PTB again?".
He had all of these bugs there, and all they did was over correct on his hitbox.
they didn't correct anything.
If anything, he got even more broken because instead of getting stuck on small collisions and grabbing survivors when they are standing too aside, he can't grip them at all and generally works like crap
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That won't be an issue with an upcoming mori rework that will also make it so that once the last survivor is dying on the ground, you will be instantly transitioned to a mori animation in some cool spot on the map to celebrate the 4k.
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I was so hyped for this chapter, but literally 5 Wesker games was enough to kill that hype entirely. I barely want to play the game and I literally force myself to sit on survivors to rush prestige 3 for Rebecca to get her perks and then I'll forget about the game for another 3 months or until devs bother to fix Wesker.
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somewhat 2-3/10 on both ends
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Nah. This perk is overpowered on high levels and I'd say it needs a huge nerf or a rework with how efficient it can be at rushing gens even just by itself.
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Yeah, that's just a joke. He still bumps into every pixel possible, but now he also can't grab a survivor if they are standing just a little aside.
I thought I'd have more fun playing him, but I'm only experiencing frustration as I just fly past survivor who is standing right in front of me in a straight line or how I get stuck in a collision instead of vaulting pallet/window, etc.
I guess I'll just get him to P3 for perks and put into the "never play again" killer list.
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@Crowman said:
I guess it's because you could just throwing the blast mine on the gen with no thought process and eventually be rewarded.
Granted I don't think the perk really needed this nerf, but I guess it's just to make the perk more thoughtful in use.
what thought process exactly do I have to put while using this perk in order to avoid a situation where the killer just ignores the gen and makes me waste ~60 seconds of my gentime?
Blast mine was already balanced because the killer could always choose to ignore kicking the gen at the moment and come back to it later and survivor could do nothing about it.
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- Blast MineChanged the behaviour when a placed mine times outIf the mine times out without being triggered, the entire perk deactivates and the Survivor will need to repair a generator to re-earn the mine (previously, a timed out mine would be allow the Survivor to immediately place another one)
I'm beyond angry. This perk didn't deserve that change at all. Revert it.
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@jesterkind said:
...What happened with Ghostface? Wasn't he significantly buffed when he hit live...?
Seems like that's more of a pattern than anything else. Killers get bug fixes, buffs, and maybe some serious glaring balance problems (like Artist's trap crows) nerfed when they hit live, nothing substantial.
He means that despite Ghostface's significant initial buffs, he also got nerfed slightly after the release - afaik, they made it so stalking marked survivors didn't replenish their mark duration at the same rate as stalking and they increased the reveal range by 4%. Although the first thing was most likely a bug, but it was present ever since Ghostface got on PTB.
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I`m buying the chapter either way because new content is the only thing that makes me play the game for a while until I get sick of it again.
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@Biscuits said:
Hotter take: Nurse players are still going to use the perk. All the nerf did was kill it for just about every other killer.
the hottest take: these 4 seconds (with lethal) after stopping carrying survivor did absolutely nothing for all killers except Nurse, because the main purpose of the perk is to serve as either backpack build improvement or a better hangman's trick that is supposed to help you avoid bodyblocking and sabo. Neither of these things were affected by the nerf and the perk is still very viable in its niche, so it's nerf was just to remove an obvious loophole in it.
The entire outrage about the nerf is just a knee jerk reaction multiplied by a hate boner for nurse.