TheGoone
TheGoone
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971330#Comment_3971330
Survivors cant have a "good" perks is in it?
While I don't think it is the case with Scott's video here, generally speaking the survivor metas in DBD aren't liked.
It is very difficult, if not impossible, to find a survivor meta which the community genuinely liked. The meta being dominated by the original iterations of Decisive Strike was complained about, the DS + UB combo was complained about even in matches where it didn't have any use because the killer didn't tunnel or slug, Adrenaline was complained about even though it was not overpowered, Circle of Healing, Made For This, Windows of Opportunity, Dead Hard, Buckle Up and For The People, and others.
Some of these metas were alright, others were not and definitely had to be changed, but overall I don't think there ever was a state were the survivor meta was liked.
Reverse that was there ever a killer meta survivors liked? No because there will always be an US vs Them
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971315#Comment_3971315
it doesnt if you understand how it works.
counterplay not working would mean singularity will guarantee a hit every time he TPs.
in reality this is not true. if you play right you can have long chases with just higher rate of spending resources and will only die when you get zoned into deadzone / lose mindgame.
please stop framing your lack of success as killer lacking counterplay.
No Survivor players can agree Singularity has no counterplay and is unfun to face against because of it. Until he is properly balanced and receives changes then he will have proper counterplay.
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Watch the whole play while you wait thing not solve the queue time issue
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971263#Comment_3971263
I'm not sure how BHVR will balance plague, but I have a suggestion. Only 4 survivors can be infected with maximum infection at a time. Once the cap of 4 is hit all other infected survivors will not be injured and can cleanse (but it will take slightly longer) and this cleanse will not corrupt the fountain, but also won't contribute to a hypercleanse and force plague into corrupt before she is ready. Once a maximum infected survivor is caged or cleanses the next survivor who was infected hits maximum infection. I think this makes her viable while not making it a free stomp. Although, any match with a nurse is practically a free stomp.
Realistically no they wouldn't do this instead they would just add more fountains along with buffs to her kit.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971139#Comment_3971139
general consensus from people who lose to killer they dont know how to counter because they dont see that killer often and only face people who main him is that if they dont know about something then that something doesnt exist.
Again your saying there's a counter when in reality Overclock covers all bases of any form of counterplay Pallets, Vaults, Stuns, Distance all covered the counterplay is little to non-existent
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Myers got his update now he's back on the shelf for the next 5 years before he gets touched again
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Myers got his update now he's back on the shelf for the next 5 years before he gets touched again
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Break command Snug can now break pallets, gens and breakable walls
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Just my opinion but I think we need an angelic killer however I think the grimoire is just which killer gets picked first to be released
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It's weird when I play him I find a survivor, I lock on the mouth icon, press it, zoom towards but get caught on something and the thing cancels and no damages occurs but gets them marked and I'm enraged. It's either intended or some weird hit scan/latency issue.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970713#Comment_3970713
>Have to disagree you cant play around a killer like Singularity that can cover every aspect of Survivor counterplay is countered with overclock.
If that was true, every singularity chase would end in two TPs. Please stop framing your inability to play around overclock timings as it lacking counterplay.
>His weakness was Emps but they got nerfed multiple times so now they spawn less and do way less so Singularitys can keep infections up most of the match now.
"was" still is.
please stop listening to whoever else spreads this harmful to your improvement narrative "emps are useless".
the only single nerf they received in the 2024 update was a 3 second manual printing requirement which barely comes into play if singularity applies enough pressure and you're making correct plays.
all other nerfs to EMPs happened in first 2 weeks of his release and none of them made them useless. there's still enough to keep up. they still remove infection. they still deny crossmap TPs and break cameras in the exact same way as they used to.
>Singularity needs to tweaked to be more fair and balanced which is why I suggest a TP/ Overclock Cooldown and not even that huge a cooldown like 10 seconds so it actually feels like Survivors have a chance when they do outplay him.
I think you just need to improve at facing him instead of using buzzwords and suggesting massive nerfs to one of the most fair killers in the game.
Everything that he does has some kind of counterplay to it to either delay, mitigate or beat it.
Welp that's your opinion however it's clear that the general consensus playing against Singularity isn't a positive one due to how oppressive and little counterplay there is against him.
Singularity is barely tolerable only because we don't see him often if he was more frequent he would definitely be toned down.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970152#Comment_3970152
you're supposed to play around it.
no TP cooldown is irrelevant when him spamming the power does not guarantee hits and is often detrimental in the actual chase.
making up distance is a baseline value you must learn to deal with and even so there's a bunch of scenarios you can delay / mitigate it - well timed EMPs, breaking LoS, avoiding infection.
break/vault speed, stun immunity and pallet destruction come with a downside of giving survivor a fixed amount of distance that's enough to outrun overclock and stun the killer if you didn't waste that distance.
learn to play around windows, chain tiles, loop properly and learn the timings of the power to know when you can drop, when you can play a 50 and when you are going to take a hit and avoid wasting a pallet.
Have to disagree you cant play around a killer like Singularity that can cover every aspect of Survivor counterplay is countered with overclock.
His weakness was Emps but they got nerfed multiple times so now they spawn less and do way less so Singularitys can keep infections up most of the match now.
Singularity needs to tweaked to be more fair and balanced which is why I suggest a TP/ Overclock Cooldown and not even that huge a cooldown like 10 seconds so it actually feels like Survivors have a chance when they do outplay him.
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Queue times are long I think we're just in the in-between where things slowdown and not play till new chapter arrives
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Having a divine/godly being that tried to stop the entity but becomed tricked/or brainwashed into a killer would be cool
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A mod confirmed purple bottles are being less nerfed and gas spread reverted but the rest is going to live
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@PigWithTvs said:
they are not panicking and gutting him this is good, i like this approach
should have been a thing from the start but i guess skull merchant had to be the training wheel…
That remains to be seen could just be a slow gut but it's definitely better since people can enjoy playing him for awhile before the inevitable
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Enjoy him while you can cause he will be inevitably nerfed and or reworked
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No playing against a good Singularity is unfun there's no counterplay when your infected and have no chance when Singularity is in overclock he has.
No TP cooldown
Can make up any distance survivor made
80% Break and Vault speed
Stun immunity and pallet destruction
Genuinely what are you supposed to do? A good Singularity can infect faster then you can cleanse. Singularity needs a TP/Overclock Cooldown.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969416#Comment_3969416
I’m going to crawl away if you down me and chase someone else, why would I stay where you left me if I know you’re trying to snowball and put the team in a near if not impossible position to recover from? The killer gets so much pressure from having two people hooked at the same time, it’s almost impossible to fumble as killer at that point.
Why would anyone stay there? It’s better to crawl away and recover. It’s almost always the best option unless you got being a slug perks for that exact situation.
We know the devs were gonna test Unbreakable and Tenacity in the cancelled chaos shuffle watch them just push that to live
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@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/Y334W2OOBZQV/image.png
What counts as "extreme slugging situations", for the upcoming anti-slug?
If the killer is forced to slug a survivor for an extended period of time, because the only hook within range is currently broken by the Breakdown perk, would that count as an "extreme slugging situation"?
If the killer has multiple survivors slugged, but literally can't hook any of them, would that count as an "extreme slugging situation"?
Id assume extreme slugging would be slugged on the ground for 60+ seconds or 3 or more survivors have been slugged.
Anything else would be too unbalanced
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@RodanThrelos said:
From the DBD Reddit AMA:
For the Clown, the intention was to make Yellow bottles more useful, while making Purples less dominant in his kit. We're hoping this will encourage using both bottles more often. For The Knight, it was mostly quality of life. We tried lowering the Standard spawn time in hopes that it would make him less oppressive in "sandwich" scenarios, but it didn't pan out.
With the upcoming release, there are some changes from the PTB. The Clown's Purple bottles are being adjusted, and we've reverted the gas spread changes, as well as some of the addon changes. When it comes to Knight, we've reverted the Standard spawn time changes. We're thankful for all the feedback from the PTB, which helps us build better patches for all of our players!
-Jeff
so there going through with clown changes but purple bottles will be less nerfed probably.
Knight buffs are being kept thankfully and standard nerfs are being reverted knight mains can survive now
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Sure
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Clown was mine
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968466#Comment_3968466
with how prominent auras are these days, any chance we could undo Demogorgons nerf to Leprose Lichen that happened with Xenomorph release?
As long as we don't bring back old life guard whistle Hex build Demogorgons now that was unfun to go against
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968572#Comment_3968572
Something I sort of touched on in my previous post is how he can catch up really fast, but you cant really make it to a loop since the maps can be barren/deadzones. Thing is even on maps that are more pallet dense but have shorter loops (such as Greenville) he still doesnt really care because he's 115%. Theres also the issue of him basically having old scamper but still being 115%, so this also tunes down that aspect of him without completely removing it.
Now you may be asking yourself: "So why not just make him 110% then?"
Its so that on maps that he struggles a bit on even now (indoor maps) he still has something to work with. Which I think is fair considering he would definitely take a hit with these changes.
I just think there gonna go the Chucky route and just remove scamper and grab attacks and make him 110% and just become the "pure mobility killer but has no power in loops".
Thats just my guess since Survs have a problem with every part of his kit
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What the guy above me said
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Trickster it's just so hard to aim with a controller
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@Shroompy said:
He can be but only on maps with lots of LoS breakers which I believe is what they had in mind when making him, its just that we have so many maps that are filled with open deadzones that you can never really counter him properly, because there are just a lack of resources. So in the end its almost as much of a map issue as it is with Kaneki himself.
That being said he still does need changes. Main ones I would do personally:
-To actually grab onto a Survivor, he needs to be a lot closer, rather than being able to get a grab from the max distance of his fling (fling is 14m, he instead needs to be 7m for example)
-Grabbing a Survivor no longer makes them stuck in place for a bit, but instead slows then significantly before giving them the speed boost
-Grabbing a Survivor now only injures and does not apply Deep Wounds (grabbing an injured Survivor how does apply Deep Wounds)
-When his power is on cooldown, he moves at 4.4m/s. Otherwise, he moves at 4.6m/s
Why would he move slower when on cooldown wouldn't it be reversed? That's like saying Springtrap moves slower when he doesn't have his axe it doesn't really make sense.
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968123#Comment_3968123
I really hope Ghoul doesn’t “get Skull Merchant’d” which is what I’ve seen a lot of people wishing for; the treatment of that killer in response to DCs and complaining have set a very scary precedent and the sentiment from the community seems to be that they can weaponise feedback to destroy a killer even when they don’t need it like in Skull Merchants case.
Thats what's going to happen to ghoul Devs still have to do the SM rework which won't come till later this year so they'll SM treatment Ghoul and rework him in late 2026
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@ThatRyanB said:
While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!
Deathslinger and Demogorgon
Deathslinger is obvious cause slingers only use the reload addon Keys cause the rest of the add-ons are bad.
Demogorgon users just use the pallet shred recovery add-ons only.
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@Dwight_Fairfield said:
Haddonfield needs to be top priority. The current version brings a whole new meaning to unbalanced.
It's the size of a shoe box with about two usable pallets on it if you're lucky.
Badham and Nostromo is first in line before Haddonfield
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@HaliAndEx said:
I've always found forced hesi to be an issue. It promotes a playstyle the devs are actively trying to mitigate; even if reducing tunneling wasn't one of the devs' priority the perk is still unhealthy even if it doesn't see much usage.
Rework the perk so it only works on injures then it will be an effective tool for spreading pressure only
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Skill issue you said yourself you only played for an hour you haven't even begun to understand him
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There to busy with pride rep and dragqueens to care about cultures
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@darklord_1 said:
i swear to god, something is telling me the survivor's main is DC'ing against the goul so he can get nerfed, it is very sad to see.
Survivors main they don't want the player who bought the DLC to have fun!
I'm P100 Yui and a solo Q play, and i've never DC'ed because this killer is playing blight or nurse or the ghoul…etc.
https://us.v-cdn.net/6030815/uploads/94KTNK6DXLU7/999999999999.png
If someone DCs that match doesn't get counted towards killer stats it gets thrown out. Survivors who go next on hook however do.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967311#Comment_3967311
Im also guessing one reason they dont want to make the areatoo big is because the game doesnt differentiate different floors.
https://us.v-cdn.net/6030815/uploads/PDVI8ZDASWSA/1000001815.jpg
If I hook you HERE on temple for example
https://us.v-cdn.net/6030815/uploads/VGDX2G7RYWSD/1000001816.jpg
The game thinks im facecamping if I stand here
This would be a major problem for maps like midwhich if I hook someone in the middle it will always fill even when on a second floor
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Gen efficiency has been insane lately
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@LockerLurk said:
Listen, people who ragequit are gonna just ragequit, you cannot stop that. You CAN punish them for it. And you should. Ragequits ruin games.
When people disconnect because the Killer player decided to be Plague today, that ruins the round for the other four.
When the Killer disconnects because the MMR did a screwy-wewwy and gives them a team too strong for the player and they get frustrated, that ruins the game for the other four.
When a Survivor decides they don't like that they were downed too quickly so they DC, that ruins the game for the other four.
When a Ghostface successfully uses their power and the Survivor that got Marked doesn't like that "because Ghostface is broken/glitchy" (he is neither), that ruins the round for the other four.
When either side gets mad their build isn't working - the Lithe failed to save them, their hexes got cleansed too soon, etc. - and they ragequit over it, that round gets ruined for the other four.
Ragequitting. Ruins. Games. There needs to be a penalty for it. I have said it before and will say it until I'm blue in the face - my game is less ruined as Survivor by Killers who hard tunnel and humptech than by Survivors who throw a fit and ragequit over the most minor things even when we could have won. THAT is what ruins my Survivor games the most.
I'm happy it's been addressed, and I want to see it become more severe, even.
This also 100% we can't force a player to stay but we sure can punish them for ragequitting
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/451477/so-whats-next-for-springtrap
If you don't mind me turning your question back on you, now that you've had time to dig into his gameplay (I'm glad you're liking him!), is there anything you'd change about the Animatronic?
The super long wait to attack after throwing the axe it's such a pain having to wait 4- 5 seconds to be able to attack. While huntress can immediately attack after throwing an axe in 2.5 seconds
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@Choaron said:
They already nerfed it . Leave it be.
It's like a serious time sink to use tombstone now it's such a non issue now because Myers don't run it anymore
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They just really just dumbed him down Clowns will just spam yellow bottles at his feet and run haste builds to be 25% faster permanently
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@Crowman said:
If the people that used to go-next by hook suiciding are now just d/cing, that's a win in my book. Avoiding the penalty was a large issue in rewarding rage quitting. Now they get the penalty and the rest of the team at least has a bot instead of being a 3v1.
This 100% we just made a major step to making the game more healthy
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They literally tried and they made it worst it had to be scrapped.
Best thing we can do is just let it be this rare killer we face sometimes
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I'm still holding onto my prediction that devs cave to survivor complaining and SM him and rework till a later date.
It's gonna happen only a matter of time it seems.
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i made a post about this but the Devs were testing basekit UB and Tenacity for chaos shuffle and just like way back that UB was just to strong to have basekit and they still think so now.
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@GeneralV said:
Not sure if it needs to be reportable, but you should be able to abandon by this point. Ideally without leaving a bot behind, to give your teammate a chance to find hatch.
Abandon button really is becoming the next abusable go next tool. Wanting every little inconvenience to be able to abandon.
When can I abandon when a killer gets his first hook before the first gen pops cause that's pretty much no point in continuing the match. Lemme abandon when it's a killer I don't like, lemme abandon when my teammate throws. Everyday we just thinning that line
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@tjt85 said:
Opening two chests just to rebuild a single party pallet… Wow, that's absolutely terrible! The pallet even has an X on it so the Killer knows they can safely respect it (or walk through it with enduring) and still get the hit. If it was for rebuilding a regular pallet, I could see the justification but it should be 1 chest for a party pallet, I think.
I can't see anyone seriously running this perk. It's a meme perk.
Either make it a regular pallet or remove the chest requirement and give it a cooldown
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@Aven_Fallen said:
In general Perks nowadays are too convoluted. Restrictions, conditions, etc.
But the Walking Dead-Perks are prime examples for that. I dont really see any of them being used outside of Adepts, since there is just too much which needs to be fulfilled to get value out of them.
Devs need to lessen the restrictions and conditions and simplify the perks
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@Willish said:
I'd rather see a variant of toolbox that you can use to create new pallets. This would be great on the maps the Devs have forgotten about. Mentioning no names (Haddonfield).. But anything new for survivors should be fun.
Close they just made it a perk lol
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I agree slowing down his movespeed while using his power is a bad change