TrueGuardian32
TrueGuardian32
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- TrueGuardian32
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Dead Hard in it's current state is both balanced, and not balanced as well.
To explain,
Dead Hard can make or break a game as survivor. If you know the Killer is swinging as soon as they enter range you can just dead Hard as soon as you think they are in swinging range, which will cause it to either miss or hit. Giving you a few seconds of value on a miss, but an insane amount of value on a hit due to the speed buff.
There are two nerds that I have heard of that wouldn't be bad for Dead Hard while keeping it's usefulness.
First would be a Dead Hard injured animation. If you have dead Hard your running animation would be different than survivors without Dead Hard.
Or another change would to make it not give you mending. I mean you basically take the hit like old dead hard but without the speed boost. Less powerful, but still useful and allows you to work around killers that cause mending.
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They fixed the unintentional bug that allowed you to switch without penalty. Not the literal game breaking bug.
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@boflex22 said:
"DS is solely for anti-tunnel off hook." what do you think when we jump into a locker with ds was for because is was constantly being tunneled over and over again
iron will was great for us because it helped us get away to heal but i respect your opinion but i will always have my from all the hours and games ive played
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313238#Comment_3313238
Nah, I agree with Iron Will change not being needed, but according to the change in playstyles I saw after the patch it was an extremely healthy choice. Iron Will was basically a free buff, but at the same time, the other killers and I didn't care much for it. Some Killers really cared about it and complained constantly. Namely, those who were playing spirit.
You can still hop into a locker with DS if they are religiously tunneling you. The changes just make It where if you are doing something else, such as repairing a gen, healing another survivor, etc. The perk is disabled. What you can do with the downtime is run to an area where you can heal without getting tunneled instead of healing under the hook. I will say this, the duration for the stun needs to be buffed back to 5.
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@boflex22 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313211#Comment_3313211
so you tell me someone swinging an blade over and over is fare to completely stop someone wiggle is fare. i have no problem with most perks that are fair but killers have at least 30 plus perks that are meta and are causing people to leave the game. i am simply voicing my opinion. but if there is something wrong with some perks i will say something.
You can still wiggle, it just stops people from being able to body blocking. I have played against and with Mad Grit it isn't extremely OP or unfair.
Dead Mans and Dead Lock are both alright to deal with, they only give the killer a bit more time, they aren't impossible to deal with and are not a problem in my eyes.
Eruption is currently an extremely OP perk that does way too much for one perk slot, will give you that.
Call of Brine is mostly fine, I don't think you should get the skill check notif as killer, but by itself it is fine.
Fearmonger isn't impossible to play against and while a bit annoying to deal with, it is not impossible to deal with.
NOED is a non-issue unless you are really unlucky with its current nerf.
Pentimento while a good perk, is also much less of a problem than you would believe.
Also, "Killers have 30 plus perks that are meta and causing people to leave the game." it is only 1 combo causing it currently other than starstruck nurse. Call of Brine + Eruption. Mixed together they are near impossible to deal with when running as a solo survivor.
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As for survivor perk nerfs, the main nerfs killers wanted were for 2 perks.
Dead Hard, and Decisive Strike.
As for why? Well, people abused them. They would hop into a locker with DS and force you to take the DS hit, and the Dead Hard was used almost always for distance and could be abused to the point of making games impossible for killer, a killer would get punished for no reason and lose 20 to 40 seconds a chase because of a single perk. Now DH is used in the way it was intended to dodge and take hits, and DS is solely for anti-tunnel off hook.
Spine Chill was nerfed due to the existence of the fast vault build that made it near impossible to hit people as killer. A chase could be extended up to 60 seconds as long as you had a chain window.
Iron Will was extremely unhealthy as it removed the killers ability to find you at almost all times for free. Now it reduces the chance of them finding you but isn't extremely unhealthy. I have run Iron Will after the patch to decent effect.
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[Sits underneath hole, survivor falls in arms.] [Midwitch]
[Waits next to gen, surprise grab.] [Ormund]
[Sitting at exit gate, here No Way Out Proc right next to me.] [Garden of Joy]
[Fake leaving survivor, they leave their strong loop allowing me to murder them faster.] [Autohaven]
Don't touch my insidious.
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No on the Movement Speed Addons and Rusted Spike. Everything else looks fine.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311621#Comment_3311621
What's the counter play? I'd love to hear it. Folks say W away as soon as he hits his power but he's back out of it so fast that it seems to matter very little. I'd love to know what I'm doing wrong.
What Pulsar said, in a 1 v 1 situation the Knight is really good, but as long as you are holding W and you are not greeting loops you can utterly destroy the Knight, I mean eventually they will catch up to you when they learn not to use their M2, that is the same with any other killer tho eventually no matter what you do they will catch you.
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Even with all that, he is still extremely difficult to win with against good survivors. I mean I played him nonstop and though he was powerful for around 3 days then it was loss after loss cause people knew how to counter play. These buffs could be what is needed to give the Knight more of a chance.
Time you are in your power is time your not chasing. You have to rely on m1 hits meaning you have to catch up to survivors and even if you get the Guard to trigger on a survivor or they can still loop back to the banner and get rid of the Guard.
Btw I could have probably won if I tunneled or camped, but not every killer wants to do that.
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I hate people staying in match, as killer or survivor. When I'm off the hook as a survivor and I'm not at the exit gate, I am either looking for hatch or running from killer, as Killer it is just BM, get the heck out.
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Map Offerings aren't the problem, the maps are :P
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There was a good idea for a nerf to boons and buff to hexes They basically made it where a version of shattered hope was basekit, everytime you snuff a boon it turns into a Burnt Boon, and if it is booned again you can kick it again break it. You could also boon a hex totem and turn it into a cursed boon, with the effects of the Hex and the Effects of the Boon both being active. Meaning a killer would either have to sacrifice the hex or allow the boon to stay. Pentimento Hexes couldn't be blessed and worked normally.
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Will admit, pre patch I never used dead hard, after patch it is EXCLUSIVELY in my perk list. Rarely take it off unless running a looting, gen rushing, or meme build. It rewards paying attention and timing. I've started waiting out dead hards as killer and it utterly destroys those survivors.
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I do not believe so, killers get accused of hacking a lot when listening to sounds you should be fine, and if you do get banned you should be able to appeal it.
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I need more traction! BRR!!
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I have a different POV to support.
Solo Survivor thoughts, If you've been working on a gen and doing your best to complete the gen, and then you get slugged, and then picked up and slugged again? I go and check on all the other gens. If none have progressed. Then you are stuck in a losing game for one hour and just waiting for the last survivor to stop hiding. The game isn't over when it hits 2 people unless someone doesn't touch a generator. If no one is touching a generator at 2 gens and the killer isn't letting you bleed out nor is hooking you, what are you going to do? You can't DC, you get a penalty. You only have one option by that point, you go and get on a gen and wait for the killer to grab you, but if you want out of the game you have to wait for the grab attempt before getting off and forcing the M1 swing so you will actually get slugged. You'd have to do this repeatedly extending your bleed-out timer massively. If something like this ever happens it sucks, and I'd classify it as the Killer holding the game hostage, not the other survivor. I'm serious about this, regardless of the other survivors actions, it is the Killer holding the game hostage, not the other survivor. You are just ruining their chances for hatch if you rat them out.
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I've played a decent amount of Deathslinger and I'll say this, honestly the ADS nerf isn't too bad, it is punishing to new players yes, but once you get some experience you can utterly destroy with the Deathslinger. If anything the only buff I'd have for him is that the survivor you shoot loses collision with other survivors so survivors can't just NOPE your shots. I mean they could still body block, but it would put them in a more dangerous situation.
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@bm33 said:
Not a fan. The game has too many issues like "unknown errors" and "game progress errors" that force you to close/reopen that reset the amount of consecutive games played. It actually discourages me from playing when I know my amount of consecutive games is being reset because the game forced me to close/reopen.
Put it on a timer instead of linking it to a session. So if you are in a game every 5 minutes, registering if you are in queue or not as well.
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I personally think there should be two End Game Timers, a 5 minute one, and the normal one. The Five Minute one starts when the generators are powered, and the normal one starts when the exit gates are opened.
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I say... no? Huntress is powerful yes, but she doesn't need that much of a nerf.
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Honestly, the best way to help prevent tunneling is to reduce the amount of information.
For example, the Killer shouldn't know when someone gets unhooked, nor should they know where the hook is when they leave it. I think that the loud notif when a Killer unhooks should be removed and the Aura of the hook should be hidden when a survivor is on it and last for 5 more seconds after the unhook action is complete. A hooked status icon shouldn't be visible as well. It should only show them as injured or in the dying state, injure when on hook, dying state on the ground. This will promote face camping though. Cause hardcore tunnelers will just change the strategy.
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I wonder why this never gained traction?
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Wrong place to put this, you send it into support using a ticket.
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I just want the animation removed so they don't know when I dead hard, cause if they don't know they won't know when to swing.
Edit: I mean for the peops that wait out dead hard for freakin ages.
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Well, one idea to rework his addon is to make it where if you stalk someone you have to have them fully, or almost fully depleted inorder to execute them, combo that with the working on gens recharge the ability, and you have an interesting play. Basically encouraging the survivors that are stalked to work on gens if they don't want to die. As for the Infi Tier 3 Addon, it could make it where survivors gradually deplete their Evil Within overtime, but they don't deplete, but instead add up when doing gens/healing. It would allow for more options and would make things a bit interesting although harder to get the execute 4 survivors achieve. Meaning if Myers is chasing you for the instant kill you can have some counterplay by having teammates body block for you and get away in time to work on a gen or totem to regain your stalk value before you get executed.
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The main reason it has a limit is to prevent feeding from AFKs, if they are doing gens or healing they aren't afk.
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One idea people had was that peoples charge would replenish as they healed and repaired gens.
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@Whoudini said:
I think the twins are due a rework anyway because of the fundamental design. This update as you said makes it so much worse for them and its true, they will be much worse now so I think just a rework for them is needed.
An Interesting idea I had was what if Victor could leap from Charlotte to attack the survivor, if the attack misses Victor stays on the ground as a tracker of sorts till he either is kicked or respawns, But if they land on a survivor it causes them to be exhausted and hindered for a few seconds before you could remove them, or it downs you if your injured. Sort of like a Hatchet with a larger hitbox and a higher chance of mistakes, but a larger reward if it lands.
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I don't actually see basekit unbreakable making killers leave, I see Hackers/Cheaters causing that. It will hurt to go against SWFs though.
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I answered my own question, apparently I didn't read closely enough, really think maybe a timer would be better.
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The Hex Devour change I support as it gets rid of the Unbreakable Devour builds.
As for the other changes, the remove of other Moris is something I am heavily mixed on, on one hand, it makes it harder to just finish people off and make you actually have to use hooks, which is better for the survivors, but on the other hand, I don't mind that cause tunneling and camping people out is already a very rough thing to play against so this change would likely be beneficial in the long run, it would require testing to see if it truly does anything.
Now then, the Unbreakable thing, I don't know if it lets you pick yourself up if you fully recover or not, the way it was written it looked like you can't get up until 45 seconds have passed no matter what, meaning the recovery speed doesn't do anything but make it where you can get picked up faster. Honestly, that would likely be a better way of doing it if that isn't the, with perks like No Mither and Exponential possibly reducing the timer from 45 to lower.
The Rancor change makes no sense in my eyes, cause it would allow you to finish off the survivors in the end game using a rancor nemesis build, but it was completely removed in this, I don't think that should be the case, I believe that they should keep the rancor mori as it was cause by end game it isn't tunneling or camping someone out. Make sense?