Tsulan
Tsulan
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280634#Comment_3280634
How can we make slowdown perks optional without making a 4 slowdown build too strong though? I seriously don’t see a way of doing this properly
By making the perks stronger the less gens are left. Kinda like Fire Up, but actually useful. The perk could also deactivate if there are only 2 or 3 survivors left. So the killer has to choose.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280465#Comment_3280465
Tbf perks like deadlock, PR and eruption exist now which are amazing slowdown options
But yeah adding more perks like hyper focus was dumb. Gen times will never really be balanced imo due to the insane amount of variables such as perks, map size and killer powers
The perks might be amazing but people already started complaining about eruption. Which will eventually get nerfed and/or replaced with something else.
Gen slowdown perks should be optional not a must. But lets face it, the killer playerbase feels forced to use full slowdown builds and/or camp/tunnel to slow the game down to a not so stressful version.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280457#Comment_3280457
Agreed. It would be a pretty monumental undertaking though and would probably cause a content drought for dbd itself (Think what happened with OW2)
I’d love to see dbd transferred to a more stable system though
Oh yeah it would be monumental. But it would also allow for a clean system full of all the implementations players have been asking for so long, without risking spaguetti code of doom.
We could have ingame match recordings, improved reporting systems and all those little things that can´t be implemented into the current version, because of the spaguetti code.
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Thats the neat part part. You don´t.
The 6.1.0 slowdown of gens did nothing, because they also nerfed the gen slowdown perks + added new perks to complete gens even faster.
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@Phasmamain said:
Dbd mobile is made by a separate developer hence the differences
As for replays the game would basically have to be built from the ground up to support it. No really feasible with 6 years worth of spaghetti code.
The blood web is fine just needs to be faster to complete imo
I think at this point, with the whole p2p system changed to server sided, etc. It would be better to launch DbD2, transfer all progress/unlocks/licenses to the new clean game and start from there. We already have the basis for a relatively smooth ride. Since we can connect the accounts to bhvr accounts.
Now the question is, if the numbers add up for bhvr to make such a move.
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Called it 1 day after his release. People playing him dropped significantly after not even 24 hours.
Maybe he´ll see some love in the next year. But then again, when was Sodoku released again? So maybe 2024?
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3278056#Comment_3278056
The ironic thing here is that this is the very reason why insta blinds on flashlights were removed.
They were able to incapacitate the Killer for an inordinate amount of time without much effort.
To some here though, it's perfectly fine for the other side.
Ever wonder why that is?
Flashlight blinds got a bit easier with the last patch. So uhh yeah.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3278056#Comment_3278056
No, eruption must change to an inferior incapacitated duration. There is no point to literally keep players without doing anything for 26 seconds. While I wait for this effect to runs out, I could literally play some chess. If they don't want survivors to do anything for 26 seconds, just delete survivors from the game. There is no point to make them waste their time like this. What would killers would do if they were stunned by a 26 seconds DS? They would just uninstall the game. Why do you think that such a toxic game mechanic should be a reality against survivors? It should not, it is unhealthy and MUST be changed.
But killers can´t do anything while they get bodyblocked. Sure, they can hit the blocking survivor. But that really doesn´t matter.
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Yep, DH is still as prevalent in the survivor meta as SC. So when the goal was to shake up the meta by changing the perks, but the perks are still the most used ones. Where does this lead? Probably another nerf.
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Well he was announced as Strategic Killer. Which he isn´t. Right now his power consists only of denying specific loops. Just like Artist, but weaker.
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@ArthurVeloso said:
https://forum.deadbydaylight.com/en/discussion/comment/3276819#Comment_3276819
It is not the scream, it is the 26 second without doing anything. I could play chess with a computer while I wait for this perk effect goes out.
Killers complained about 5 second DS, but what about the 26 seconds Eruption? If a killer could be stunned or denied to attack for 26 seconds, they would be upset too.
What you describe is like getting body blocked during endgame from 3 healthy survivors. Which ironically is considered to be totally fine.
Anyway, i think Calm Spirit could use a buff. Preventing the whole cooldown thing alongside the scream.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3276819#Comment_3276819
I don't think the scream is what he is worried about.
This perk needs to be re-adjusted.
Maybe they should buff Calm Spirit. As its current version is still not very useful outside of facing the Doctor.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3277350#Comment_3277350
Or how about realising survivors DC because nurse IS a problem and then fixing the problem to stop the DC's?
That would work IF survivors wouldn´t DC for literally everything that doesn´t go their way:
- 1rst downed? DC!
- Killer is XXX? DC!
- Fails a Flashlight save? DC!
- Don´t like the map? believe it or not, DC!
There simply isn´t a pattern to why people DC. When the DC penalty was turned off, people disconnected on even the slightest inconvenience. Its a pvp game. There are supposed to happen inconvenient things.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3277140#Comment_3277140
Because of DC's...
Then people should stop disconnecting if they really want a change.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3277146#Comment_3277146
I Don’t think they would stop tbf. I’ve both played as and against many nurses (Even played her on console) and she still just feels overtuned to me.
That being said just DCing immediately solves nothing and actually removes potential 4k stats. Best to just play it out and earn your measly 9k points for being slugged most the match
Playing as her helps with understanding how she works. What she can and can´t do. How to make use of her fatigue, where she is forced to count the floor tiles.
It would also help people understand, that she isn´t a "ez 4k killer" as so many people claim.
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If people wouldn´t dc or suicide and instead learn how to play against her (playing as her also helps), the nerf threads would stop instantly.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3276804#Comment_3276804
I play her when I'm fed up of being bullied on killer by SWF's and want an easy 3k-4k easily. She cannot be countered by "mind games" they'll get you an extra 3 seconds max before she just teleports to your new location.
Cool, despite of getting "easy 3-4k" she still has one of the lowest kill rates.
I mean... if it was actually so easy for every nurse to get non stop 4k with her. Then her kill rate would reflect that. Don´t you think?
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3276805#Comment_3276805
"Suiciding at 5 gens makes it almost impossible to recover for the other 3 survivors. Just like against every other killer."
Completely! That's why I was wondering if the games in which there is a DC are counted for the killrate of the killer.
Games where people disconnect aren´t counted. But games where survivors suicide are counted. Since the system has no way to know what happend.
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@Piruluk said:
Also dont forget, any lost due to DC wont count for stats, so killrate is around 80% at very least.
Game is only for playing as killer, or at night when your friends online to play in 4 SWF on comms
Sense
none you make.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3276979#Comment_3276979
I'll give you some more time to think about that.
Ruin has no effect when a gen is being worked on. Undying has no effect when nobody is cleansing totems.
Killer tunneling = 3 survivors free to do gens with nothing that hinders them. Or do you think a killer can push survivors off gens while at the same time tunneling someone out?
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3276962#Comment_3276962
Except that's not what happened at all. While one survivor was being tunneled out of the game the other survivors had to choose between doing gens but still having Ruin/Undying up, or finding up to five totems and then having nowhere near enough gens done by the time that first survivor died.
Ruin/Undying at its worst was easily as bad as current Eruption.
So... you are saying that Undying Ruin was doing absolutely nothing while 1 survivor was being tunneled out and the others could do gens freely?
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3276834#Comment_3276834
And yet we had post like these all the time with the old meta.
Remember when you guys said noed was unfair ? How does it sound now lmao ?
Yeah that kinda backfired.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3276894#Comment_3276894
You seem to be forgetting that old Undying would reveal the aura of any survivor close to a totem, any killer with a form of good movement speed would drop everything just to interrupt the survivor cleansing.
Which... has the side effect of the killer not camping/tunneling a survivor.
Don´t know about you, but thats something good in my book.
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@Audiophile said:
https://forum.deadbydaylight.com/en/discussion/comment/3276837#Comment_3276837
The stats on swf % has been around for at least a couple months now. I saw the reposts here. Find them yourself.
So no source. Thx for confirming that you made those stats up.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3276834#Comment_3276834
Ruin Undying was fine.
OLD Undying and Ruin was not.
Old Undying was also fine. Especially with the spawn points, where survivors could spawn next to a lit totem.
As i said, survivors could ignore Ruin and just push gens without being affected by it. Even more, a killer who wanted to get any benefit from Undying Ruin was required to constantly push survivors off gens. Aka not camping/tunneling. Which is currently the most complained thing.
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@Audiophile said:
Anyone with the observational powers of a loaf of bread can see that BHVR broke their own game. 90% of killer games are against solos or a 2 man swf, yet the game is balanced to a 4 man swf. And solo teams face the strongest killers and builds on a regular basis…it’s utterly ridiculous how broken the game is and how easy killer is but god forbid killers admit it and accept the fact that asymmetrical gameplay and garbage matchmaking wins their games for them. And I don’t give 2 damns about what killer mains think of me… they play dbd killer ffs…
Source?
Oh and the only thing the disabled dc penalty proved, was how salty our community is, whenever something doesn´t go their way.
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@Omans said:
It will be months before they fix it. They are so slow at fixing huge balance issues like this.
It took them so long to fix Ruin Undying when it could take 5 cleanses to get rid of ruin.
They are probably busy discovering why Knight is so lackluster to play as even though they have been testing him for months now...
Probably an unpopular opinion, but i think Undying Ruin was a healthy combo for the game, since survivors didn´t have to cleanse Ruin at all and could just ignore it. Unlike Eruption.
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Calm Spirit helps with the scream. So at least you don´t get detected while dwingling your thumbs.
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Am i really out of touch for not running Eruption and DH?
No, its the others that must be wrong.
I just noticed, that i must be one of the 4,4% killers that never run Eruption.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3276200#Comment_3276200
I think it's reasonable to say that a survivor who commits suicide at 5 gens is a survivor who doesn't know how to deal with a nurse effectively.
Chances are, in the end, he's going to die, no matter what.
EVEN IF, indeed, he could have escaped "by chance", quite.
Yes, the suicides probably increase her killrate, but not drastically, I think.
Oh i don´t doubt that. BUT the same survivor could buy the rest of the team 2 hook stages and a minute of extra gen time. Which could make all the difference for the others.
Suiciding at 5 gens makes it almost impossible to recover for the other 3 survivors. Just like against every other killer.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3276380#Comment_3276380
Mind elaborating and spare us the "line of sight blockers" excuse they increase a chase against nurse by 5 seconds max
Mindgames work pretty well against her. Running in circles or just holding w doesn´t work against her.
Its not that its impossible to run against her, its just that the "normal" tactics are so ingrained into some peoples heads, that changing a working tactic against every other killer looks impossible, when it actually isn´t really that hard.
May i suggest you just try playing her? She´s free, so everyone can try her and see where her weakness is. The breaking line of sight is her biggest weakness, because shes forced to count the floor tiles.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3276100#Comment_3276100
My bad, I I read too fast 🤣
So, what did you mean when you talked about suicides and its killrate?
No problem 😋
What i mean is that suicides do count towards kill rates. So all the survivors that suicide on first hook at 5 gens are not only dooming their teammates, but also inflating her kill rate. But despite that, she still has one of the lowest kill rates.
Means she isn´t as unbeatable as everyone claims.
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Well its kinda early to say how the killer actually is. But right now the generall consensus of streamers, reddit and both forums is that he´s the weakest killer atm.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3276079#Comment_3276079
I don't know exactly what you're getting at, but DCs are not counted in her killrate, and I don't even know if the games in which a DC occurs are counted or not.
Could you underline where i said DCs?
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And yet... despite all the suicides... she still has one of the lowest kill rates.
Let that sink in.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3275581#Comment_3275581
The only reason survivors touch totems now is to boon them.
Hexes are dead,90% of them.
Hexes need a full rework. Losing a perk in the first 30 seconds because survivors spawn next to a lit totem is a common thing.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3274488#Comment_3274488
So, what you want is for them to monitor and go through each and every game where someone dies with 2k points and ban someone for killing themselves on the hook where two people have reported them?
Do you realize how many games are played each hour, let alone each and every single day??
That's completely unrealistic and sounds like an inordinate amount of work on top of the abundance of false reports they already already are forced to look into.
All of this, just to ban someone for no longer wanting to be in a match and suiciding on hook?
You've got to be kidding me.
Thats not what i said. Read again, i wrote that a minimum of 2 people reporting + the endgame screen should count as a valid report that gets reviewed. Instead of just getting discarded because there was no video evidence.
The whole reporting system needs to be more user friendly. I get it, that there are false reports from salty people. But there are also tons of matches that don´t get reported at all (for anything), because the reporting procedure is to tedius and complicated. I filed a couple reports for cheaters in the past and i spent way more time on the report website than the actual match.
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I mean... Going against him is pretty fun...
Especially on the new map.
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@ButterFlee13 said:
Very strategic and multi tasking playstyle:
- Avoid Flashlight save, drop the guard before pick up, required 2 or more survivor to get a chance
- can one shot survivors, if you time right with your guards
- Slug playstyle is op, one survivor down, guard chase another one, while you chase another one
- the conifex's long chasing duration, make survivor waste time while you go for another gens or survivor
- Patrol 3 Gen, range kick from afar
- Zoning and camp hook for information
Based on my opinion, he is stronger than The dredge by abit. I think you should try to use "Map of the realm'' brown add on for consistency guard chasing.
You forgot:
- giving survivors as much information as possible about whats going on.
Like, thats something i don´t understand. The Knight can´t see survivors while using his power, but survivors can see where the glowing disco ball goes and even what pathway its marking. Its like Spirits phase walk but survivors can actually see where shes moving and avoid her.
Btw. the hook camping isn´t really a thing for him. As the guards despawn the moment a survivor is unhooked.
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/3273679#Comment_3273679
Why would they waste time and energy doing this when there is a plethora of other problems?
It sounds completely idiotic.
You do realize that the people that work on the report system, improving it and keeping it running. Are not the same people that introduce new features or smash bugs. Do you?
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@Buffy101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273750#Comment_3273750
Yesterday I think every match I had honestly. I mean not every single survivor of course but every match about two.
Thats still not much. Hes a m1 killer when his guards almost never down someone.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3273721#Comment_3273721
We both know BHVR, they won't just let killers quit a fresh game and there's already controversy about it bypassing DC penalties.
Then they should remove the struggle phase. Its supposed to give survivors a "anxiety feeling" but honestly, everyone was annoyed by spamming the button and now hitting the skill checks is also just... meh. But giving anxiety?
Let survivors spend the whole 60 seconds of the second phase on the hook. If they feel like doing skill checks for bonus points cool, if they don´t feel like doing skill checks then thats also cool, but don´t kill them for failing the skill checks.
A survivor can leave the match in the first minute. Why doesn´t the killer get the same chance? Like for example, a match where everyone last second switches to flashlights and on top you get a map/hook offering that gives a preview of how sweaty the match is about to get. Sometimes i don´t feel like sweating after a long day.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3273679#Comment_3273679
We need a definition of a hook sucide before we can actively look for them. My personal definition was:
▪︎Someone who skipped phase one by self-unhooking three times and preceeded to fail two skill checks.
▪︎This must all take place on a single hook instance.
▪︎This had to be done within the first two minutes.
▪︎Only targets the first survivor. Subsequent survivors will not be marked.
If these conditions are met, the game will be flagged for moderation.
However, until it becomes official, this will not be punishable. Just an idea on how they could detect quitters.
Some people get unhooked before they reach second stage, then don´t run away and instantly suicide on the second stage.
I think 2 people commenting/reporting (if they are not in a swf) should be enough as "proof". Like for example a survivor that had 2k bloodpoints and other survivors reporting it.
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How often do you actually see the guards knock someone down? I see it perhaps once or twice per match. The rest of the time survivors just outrun the guards.
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His power is simply inconsistent. If he wants his guards to actually guard an area, then the timer is simply to short and they despawn. If he wants to use them to down a survivor in a chase, then the survivors simply outrun the guards.
Devs made his power as new survivor friendly as possible. Giving them the ability to see at all time where the guards and their radius are is simply to strong.
I´m sure in a couple of days, we see threads asking where the new killer is, because facing him was fun...
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@kisfenkin said:
Yeah, he is great, especially on certain maps. Turns the game into 2v4, which is somewhat game breaking. I only faced him as survivor six times yesterday but twice the Knights got two downs at exactly the same time. This killer risks ruining DbD meanwhile you got killers here whining he isn't powerful enough... get a grip on reality!
I'm not saying he needs a nerf, yet, but people calling for a buff? You have got to be kidding me. If you think he needs a buff you aren't playing him right.
Every time i faced him as survivor was devastating. Because the guards where so useless. Mostly 3-4 man escapes.
That being said, i haven´t faced that many. A total of maybe 5 or 6 in the last 24 hours. About a third of my survivor matches. Previous killers seemed more popular during their release.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3273676#Comment_3273676
That's a good idea, but I'm afraid BHVR doesn't want killers to give up too easily. Maybe have some conditions behind it?
Why have conditions attached to it? Survivors give up all the time.
Having a hook/gen condition would just invalidate the whole concept of giving up as killer.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3268172#Comment_3268172
Wasn’t Bloodlust initially supposed to be like temporary? It became a permanent mechanic but when the devs introduced it they said it wouldn’t be.
Yep and they even made a Bloodlust free weekend test to see if they could turn it permanently off. Since they thought that they had changed the map balance sufficiently to justify it.
Which resulted in a disaster and they never mentioned removing it again.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3268793#Comment_3268793
Where would we draw the line at? Not trying to be obnoxious or anything, (promise) because some people here have made some valid points (see below).
https://forum.deadbydaylight.com/en/discussion/comment/3268609#Comment_3268609
https://forum.deadbydaylight.com/en/discussion/comment/3268587#Comment_3268587
https://forum.deadbydaylight.com/en/discussion/comment/3267638#Comment_3267638
Maybe, and don't take it to heart or anything, but are these considered "too hard" to validate? Therefore, the team decides to not avoid these altogether? If so, I understand, I know some reports can be rather tricky and time consuming when the team can be focused on more pressing reports. Again, I'm not judging, just looking for some clarification and transparency.
I apologize if I said anything wrong.
I think validating the points screen and several people (that are not swf) writing about it in the endgame chat, shouldn´t be to difficult to implement as a checking mechanic.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/3267556#Comment_3267556
I feel like the game should automatically open both gates and initiate the EGC if the killer is AFK for a certain amount of time.
I think that the killer should have the power to open the gate whenever he wants. Even before the required gens are finished. Sorta like giving the match up.