TigerSnake
TigerSnake
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- TigerSnake
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Comments
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10% increase to actions were that “buff”, lmao.
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I don’t think this is a recent bug, but DCing while being mori’d by Myers Tombstone Piece will cause him go down to T1 instead of 2.
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Que incentive bonuses are hardly indicative or accurate about the amount of people on killer or survivor though. Even if they are something to go by, I feel more people being on survivor is normal, especially rn.
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People really be calling Dead Dawg killer sided when you have a powerful main building, and other structures across the street from saloon with good windows/pallets? Smh. It’s one of the most balanced and well designed maps in the game.
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@Ithiria said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337782#Comment_3337782
Whenever they revamp a map it's almost always much better than before. Exceptions are like.... the game.... fractured cowshed... gas heaven, otherwise most revamps were for the good. Midwich came after Dead Dawg too and is super killer-sided.
So I think it's a QA problem, perhaps the people playtesting the maps aren't very good at exploiting them. Because otherwise in theory balancing maps in this game should be pretty easy, rather than say, CSGO where most imbalance comes from broad layout-type stuff, in DBD balance pretty much comes down to resources and size, the latter is harder to change, but the former is very easy.
Midwich is not killer sided. Don’t let the devs’ statistics (which say it has the highest kill rate) fool you.
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I don’t think BHVR’s survivor or killer sided when it comes to designing and balancing the game, but whoever’s in charge of designing their maps is sure as hell a survivor main. Literally haven’t dropped a good map since Dead Dawg.
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If you can’t get to a tile off those 3 seconds, that’s a you issue. Perk should be about providing a 2nd chance when you need it most, not free getaway on the spot that hurts you cause you picked someone up.
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Unless you’re going against Nurse or Blight, 3 seconds is more than enough.
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If Fogwise needs anything, it’s a cooldown as the perk is borderline OoO 2.0 with a Hyperfocus toolbox build.
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@Steakdabait said:
Ideally, they'll just revert the perk buff. Prebuff eruption is how powerful slowdown perks should ever get.
Only if the 10% damage stays. 6% was much too little.
@Maelstrom808 said:
Have it trigger on hook rather than on a down. Counterplay introduced for all styles of survivor play, still very punishing if you ignore it. Problem solved imo.
And turn it into worthless crap? No thanks. Can’t really save a gen from getting done if you have to make the commitment to pick and hook them up. The Incapacitation status might as well not even exist at that point either.
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@kingcarl2012 said:
Raise base regression 3% and remove 12 sec from incapacitated done.
Works for me.
@tippy2k2 said:
The Incapacitation status effect needs to be dramatically shortened or replaced with something else
Whether the effect is "fair" or not is irrelevant to me. Not being able to play the damn game for 25 seconds as a survivor hit by it is mind numbingly boring and controller snapping frustrating. Block the gen for 25 seconds for all I care, just allow me to play the damn game if I get hit by Eruption.
Never said it was a fair perk, just stated that I want the perk to remain usable and not nuked out of orbit like Ruin and Thana.
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No perk should single-handedly make you play the entire game differently because of its very existence. EVERY SURVIVOR you chase, when injured, you have to sit behind for a good 5 seconds to make sure they don’t use Dead Hard. It’s the most bs mechanic in the entire game, and it’s ridiculous that waiting for Dead Hard is still a thing in 2023.
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I’m late, but I’m pretty sure this is what OP’s talking about. https://youtu.be/K8OJk4gXUJ4
I do hope this is a bug, otherwise this will make Terminus much worse than it already is.
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Stupid how waiting 10 years for E is still a thing in 2023.
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At this point, I’d genuinely rather go against the old DH. I lose so much more when I hit them, I’d rather them just E to a pallet and drop it then get all this free distance and have to waste all this time chasing them again. The uncounterable situations still very much exist, and not to mention all the annoying ass 50/50s and guessing games you have to play on when they’ll use it or if they even have it, you literally don’t have to even proc the perk to gain value, killer gets screwed over whether they respect it or not. How is any of that fair?
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Their Eyrie rework killed any hope I had of improving this map or any others.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328629#Comment_3328629
Both are unhealthy perks. Oppression for low skilled survivors is hell. CoB just shouldn't tell you when to go back to wait for that gen to regress fully.
I can't wait to be able to play music and dbd at the same time. Pls bring visual terror radius bhvr!
There’s nothing wrong with them, especially Overcharge.
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Indeed, Dead Hard’s usage rate has slowly increased since its nerf and is still the most used survivor perk in the game. I honestly think the perk will get back to its old usage rate if left alone, as more and more players realize it’s still insanely broken, which has already seemed to have been happening.
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Just hoping CoB and OC don’t get thrown into the nerf train.
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Just hope they don’t ruin CoB or OC since I see those getting thrown in there for no reason.
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@C3Tooth said:
They over nerf to force players use something else, just like DS & Ironwill.
Those perks deserved it. They’re still miles better than Ruin too.
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What’s more insulting is how Nurse walked away with a mere slap on the wrist in comparison.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327586#Comment_3327586
You can only help those Killers by buffing them directly. You will not make Trapper strong with a general Killer-Buff, because general Killer-Buffs have to be minor.
But honestly, 6.1.0 was very impactful and made playing Killer a lot easier (even easier than Killer pre-CoH).
@Topic:
I guess that if the Devs think that it is needed, they will buff Killer. But I dont see much impact by the symbols, because the strength of SWF was always that you can filter out the bad players. But this does still not happen in SoloQ. Yes, there is more information, but as long as SoloQ is RNG and you might get good teammates or bad teammates, those information do not change much. Even if I know that Killer Mains really want to pretend that Killer is getting hard now.
Well yeah, but those changes barely fixed anything. Increased gens and faster speeds are pretty meaningless to the actual problems.
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@Ghoste said:
Patch 6.1 was the general Killer buff. This is to compensate.
Oh yes, because 10 extra seconds for gens and 10% increase to actions was a huge help to killers like Trapper and Pig.
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@icedrake402 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327491#Comment_3327491
Devour Hope is in that obnoxious spot where it's weak against SWF's (who drop everything and hex hunt) and strong against solos (who don't).
Too much setup for too little is probably its biggest issue. It can be cleansed before you get any value off of it, or be completely ignored for the most part while everyone else gen rushes.
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Repair progress being shown is when it’ll really be too much. Aura reading perks will become so much stronger with that in play, and imagine if it extends to progress on all other actions. Even with that though, we’ll have to see how this plays out. Good killers will still be good, and with the right build and killer, can likely still win often, especially when the HUDs don’t magically make bad teammates good.
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Make stronger Hex perks. Devour Hope, Third Seal, Face The Darkness, and many more are atrociously weak.
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The devs wanted it to stay mostly the same in order to incentivize survivors to cleanse totems.
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Disappointing rework tbh, especially when they barely changed the types of pallets that spawned, despite what they said.
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Rotten Fields is not bad at all for survivor, and barely anything changed regarding Eyrie. I’d be all for them making sure every map is as evenly balanced as possible, if they actually took the time to properly adjust maps the right way, cause they mostly failed with Eyrie.
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@hastarkis said:
Are you sure you haven't seen this thing?
https://us.v-cdn.net/6030815/uploads/4JVMJFNW77W7/image.png
It's new.
Is that the only one they’ve added? Ffs. Eyrie rework has definitely been a massive failure.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326311#Comment_3326311
I like the map change. I don't know what the hell people were expecting. Were they expecting the devs to remove half the pallets?? The map is smaller now which makes it easier to pressure as killer.
A map that’s not atrociously one sided? New Eyrie is hardly an improvement over the old one. Especially when all the pallets are still the same braindead, safe ones. I thought they were changing the type of tiles that spawned.
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There’s no reason why we’re not allowed to. I really don’t think killer’s have their own MMR, or if they do, then it clearly doesn’t work very well.
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@Krazzik said:
3-genning builds in general are an issue right now. I had a game as Knight against survivors far better than me, but I won simply because I committed to a three-gen and slowly got rid of the pallets nearby until I could down them and proc Eruption. They were good loopers and they pressured multiple gens but they just couldn't make progressive faster than I could regress it. Heck I even had Overcharge which they almost never failed at hitting and they -still- lost.
Don't really know what BHVR expects survivors to do against that kinda build.
Nope, there’s nothing wrong with playing the 3 gen game and it’s in fact essential to win against good teams/players.
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No. Get good.
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No, Endurance in general can keep the speed boost, but the Endurance you gain off of DH should give you half the speed boost of a normal hit. (So 0.9 seconds instead of 1.8.)
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In addition to the openness, red color, and immense amount of pallets many of which are jungle gyms/long walls, there’s long, burnt down structures with pallets or windows in them you can see the killer through. It’s like they didn’t learn their lesson from old Haddonfield.
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I’d upvote this post 10 times if I could.
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Her Traps are fine, just her chase power and ambush that need improvements. In addition to speedier transition and faster speed during the ambush, I’d like to see it work like Demo or Bubba’s M2 where it can break pallets.
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@Canas said:
Eruption is horribly overrated since it requires for the killer to get downs to get the effect to even proc which is incredibly hard on most maps (at least the modern/reworked ones) due to featuring so many goddamn pallets that you'll lose 3 gens before the first survivor actually goes down. At the level I'm playing survivors do not make mistakes anymore, they will flawlessly chain loops and tiles and always get to the next pallet to waste as much of your time as possible. It's absolute hell.
Dead Hard meanwhile is among the main contributors to why it's so damn hard to get downs/hooks as a killer.
Low key, honestly my thoughts too, which is partially why I prefer Call of Brine Overcharge over Call of Brine Eruption.
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@[Deleted User] said:
Or....I just don't think DH is all that difficult to play around and it's a completely different thing than Eruption. I seriously don't understand the difficulty players are having with it. I chalk it up to lack of experience I guess. You can tell a player has it or wait it out 90% of the time.
You can wait for an injured to survivor to go down in chase and then do the gen. Does that make Eruption fair too?
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Difference is though that I’m sure Eruption’s gonna get nuked into oblivion while DH will remain. After all, there’s just no way to make a “dodging a hit” fair for both sides. The only way to nerf it would be to delete it.
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Another baby survivor who thinks wiggling off the killer’s shoulder is supposed to be reliable. Yawn. Knock it off with caring about “””-rEpS””” too. People who leave those are even worse than the people who accumulate them.
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@DragonMasterDarren said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320339#Comment_3320339
I wouldn't really say this is the case, a lot of people seem to forget that you can charge Shred without slowing down, and using it to bait DH is about as simple as baiting it with m1s, just charge it, wait for the animation, then swing
At the very least, I've rarely been caught out by DH whenever i pick up Demo and the few times i have is when i was going for obvious one's from long range rather then baiting it up close
And the fact that you can’t go for far away shreds is precisely why it’s a huge problem for him. In general, the fact that you can’t “bait” DH out unless you’re right on their ass is precisely why that perk is still considered a problem.
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New DH absolutely creams his shred. You basically can’t use your M2 when they’re injured.
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@[Deleted User] said:
Yup. I don't get how they could have playtested this perk in-house with the current numbers and possibly thought it was ok. I don't get how it remained untouched after the following PTB. I don't get how we're in January of the following year and it remains untouched. They randomly nerf a green Twins add on for a 0.3% pick rate killer, but apparently there's no time to address a perk there are complaint threads about every day. Priorities...
Because no one complained about it in the PTB. Everyone was on Overcharge.
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My guess is there was either a map offering in play, or they suspected a SWF since solo’s don’t usually stack those and didn’t want to face one.
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Difference between old Pop and Eruption is that Pop could control gens all by itself, Eruption is much more ineffective at that without CoB. I’d definitely take old Pop over Eruption.
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@HectorBrando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317724#Comment_3317724
They did revisit it, now it continues to regress the generator after incapacitating the Survivors fixing it, before at least if you were fixing the gen it didnt regress... They actually buffed it even more.
I dont really like using Whataboutthism but something that really irks me is the fact Circle of Healing got tweaked twice in 6 months, the last one before 6.1 as a preemptive strike due to community complains, I agree CoH needed some nerfs but Ecrutchion needs them too and 6 months is more than enough to see its too overtuned.
Yet you conveniently forget that DS was left as a free meat shield for a good year or DH for distance for a good five years, when Ruin and Undying sure didn’t last nearly that long. Also, the last time they gave in to constant moaning, we got a knee-jerk nerf that made Thana completely useless.
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@[Deleted User] said:
It's pretty unacceptable that BHVR hasn't adjusted Eruption at this point. How hard is it to acknowledge that it's unhealthy and disable it until a solution is found? At no point since last July have they had time to revisit a single perk?
Nerfing Eruption is not gonna “fix” anything or satisfy players, as killers can still hardcore defend gens with just CoB and OC which will continue to hurt solo que, unless you’re gonna say those need nerfs too.