VaporLion
VaporLion
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the reason it got changed in the first place is beacause it was considered too strong. and youre telling me its not a big deal to wait? bruh. And its not even about full face camping from the start. There is a strategy called " proxy-camping " which is essentially defending the hook while preventing generator progress near the hook. And that got buffed too, because you now get the info on who did the unhook which tells you who not to go for because dead hard is considered the strongest exhaustion perk.
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@Veroles said:
Do you play on console? For me on PC i do not have a single problem with pigs dash.
i play on pc. i think its more of a map design problem with ormond rocks.
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@Anti051 said:
Why do anything when 'Final Mori' is in the works?
can u prove that? i dont think it is, because most people didnt like it. Its weird to get teleported to be killed. Its weird that everyone dies but you only see your own death.
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@BigSwood said:
My only issue with this is when survivors intentionally go down in spots where you can't get them to a hook. In those situations they force you to slug them and I'd hate to see that become stronger with less information. Otherwise though I wouldn't mind this.
That said I sometimes use the deathbar as a gauge for whether I feel ok slugging, if someone's already been on the ground for a minute I'll feel bad and hook em.
ur lying. ur using it to tell if its worth letting them bleed out. Thats what most killers do. And i agree that they should show survivors hookstage.
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Its good but i think the game, eyrie of crows and RPD are just as good for survivors. So i dont agree with you unless you wanna change all of them.
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@Milo said:
- Apperantly it does make sense. And people can troll with everything. Do we remove Bond cause people can use it to troll?
- The perk should get changed, that's all. Preferably buffed.
- Do we remove Left Behind, Low Profile or any perk that doesn't benefit the whole team?
People can troll but there shouldnt be perks like repressed alliance that actually help them doing so while offering your team nothing useful. And Potential Energy as well as No Mither make people play worse, because they have no upside. So those should be changed as well imo. Ive often seen people DC if someone runs No Mither in their team and now with the dead hard nerf its even more useless.
left behind falls in the same category as sole survivor so id say yes, it should get changed / removed. It also makes it a guaranteed escape with a key if you just stay hidden, which is stupid.
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They could however make DS have a longer duration. The longer duration wouldnt be broken because the survivor cant do anything useful for the team, however it will prevent that the killer can slug you after down for a bit, hit another survivor and come back to you while DS runs out during that time. So i think that would be fair it was like 90 seconds.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370395#Comment_3370395
the fact is that "Blight" can control the rebound from the surface itself, yes, guys, it has a bug from the very moment it was added. If you do not look directly at the surface, then you slide on it. need camera player down and then you will get a sharp turn from this surface that will guarantee you a free hit on the survivor. These are not all of its bugs that can be abused.
nurse, well, there’s nothing to comment on here, she’s imbalanced strong and she decides whether the survivors will win or not, with the last update she has only become stronger so I don’t understand why they don’t weaken her
nurse got weaker with the addon downgrade and that she cant use certain perks with blink attacks anymore. but shes still probably the strongest killer because she can ignore any pallets and catch up to you insanly fast.
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The thing about blight is that on loops even if he does a mistake and slides back he often is so fast that despite the mistake he still gets the hit. Thats just frustrates me as a survivor.
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@Rokku_Rorru said:
I think 3 gens are often enabled by survivors who love to just do gens on the outside of the map asap. I feel like some maps are much harder than others to avoid this like Myers house because of the 2 gens ALWAYS being there for example, making it easy to set up and know how to make a 3 gen.
3 gens are always enabled if the killer just proxy camps them. and yes ive encountered games where the killer just camps the 3 gen the entire game, giving up all 4 other gens for free just to win the end game. And there is no counterplay. fun and interactive right ?
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Also another thing that sucks about 3 gens is that once 1 Survivor is dead, even a rather bad 3 gen is a 100% free 4k. There is nothing you can do at this point, because you aint got enough gen speed.
And the fact that behaviour brings out Potential Energy to address 3 gens tells me that they dont understand their own game competitively. Its one of the worst perks. You get hit and you lose gen progress, that in itself is such a big downside that the perk is already trash but then you also gain the progress slower then you would get if you repair instead. And you have to repair 8 sec to even activate it. Like #########. This Perk is on the same level as No Mither and the worst part is that new players might think its good and actually throw the game by playing it.
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@SkeletalElite said:
If dead hard is extending your chases by 1 minute on average that means it takes you 1 minute on average to get a hit. If it takes you 2 minutes for 2 hits, thats a skill issue. You should lose if it takes you over a minute to get a hit on a survivor. It means you're getting outplayed in chase.
pallets make it easy to get 1--2min chases sometimes. thats not always a skill issue
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Id say , bring back old dead hard. Its better for the game, trust me. Just nerf the distance slightly.
The new one is busted when you get it off. The distance you gain from it is broken against any m1 killer. And it often doesnt work due to ping difference.
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if anything though, only blood pact should trigger without teamwork. doesnt make any sense how it is right now. i get only 1 boost and then the lesser one. yikes.
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@midasawili said:
I am sure the developers have heard of this suggestion countless times, and I do understand their concerns/objections to it. However, with the recent HUD updates and changes to the game, the developers seem to be playing hide and seek with balancing killers with solo queue and ensuring swf isn't too strong.
It seems like a pretty obvious solution is to ASSUME everyone is a SWF by default and have the game mechanics revolve around that (ie, longer gen/heal times, extra gen to be done).
The game is easier to play when I'm in a discord call with 3 of my friends and we can perfectly synchronize. The killer isn't able to do anything. The truth is, external voice chat will always be used, so why not make it fair and give it to everyone?
even if it was there, not everyone would use it. i think less than 50% would use it. Also you would have a lot of toxicity. In SWF communcation works because you know each other but with randoms it often escaltes. Id rather pass on people yelling at me to unhook them or to do gens. And language barrier would also be a problem because they match you with anything. thats a problem in itself though. im sick of playing against bad ping killers that hit you from 5m away and make dead hard useless.
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i tried it with Interview tape ( the beam) and there it works perfectly.
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i realized that replugging my usb stick for my wireless headset fixes this problem but it still might be a game issue especially if u also have it.
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it might be a hardware issue though, not 100% sure.
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They could maybe make it so the killer permanently sees the aura of the last survivor and the "endgame collapse" initiates. But the survivor wins if the time runs out. So this way you want to kill the 3rd survivor asap and its fun for both in the end.
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im saying that it shouldnt get buffed because then it would be too consistent. in its current state, it is balanced because it is not consistent.
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Not sure about Spirit, Trickster & Plague. Dead Hard isnt particularly good against them. And to be fair, its a good thing that Dead Hard is good against Nurse and Blight because it keeps them in check at least for a little bit. But overall i agree, its better for the game that it gets reworked. Dead Hard isnt overly powerful, but its mere existence is annoying. Not fun as Killer to constantly be aware of it. Im often happy to see a survivor use Sprintburst or Lithe, just because i then know, yeay i dont have to wait out dead hard.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354965#Comment_3354965
How is it great when you only get 2 seconds of free time? It does basically nothing and God forbid the killer have rancor too
because it can win you the game. 2 seconds can be enough to get you to a save loop. and if this happens, the kiler might just lose because of this. and having it longer would make it very consistent. And you have to realize that Killers are kinda forced to tunnel at the moment because its the best they can do to address genrush. So i think buffing DS is not the way to go about tunneling. weve had this in the past and it just made it so the killer will often slug 60sec and proxy camp around you. It got to the point that i saw people on twitch use stopwatch to wait out the 60 sec, thats how impacting it was. The best solution i think is to have fresh hooks give more blood points and have it slow down gens somehow.
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ok im getting your points. it would be like self-care which is true. and it is actually pretty strong considering u can set it up for a 8s heal whenever. however i think the condition to cleanse a totem should be replaced with something different. Its annoying that you take away chances for your teammate to do boons.
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I think DS is fair how it is right now. Its still a great perk. The only thing that annoys me a bit is that you cant combo it anymore with Head On because the stun duration is too low.
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They should make it so the guards immediatly detect a survivor if they spawn behind them. they take too much time to get initialized, which makes it so the survivor has plenty of time to block line of sight from the guard. So Knight is pretty much forced to use his power just for gens. It should be easier to get chases in with the guards.
Also I think part of the reason why patrolling is always worse than placing them stationary is because they stop based on time and not based on start- / end-points. if they would go from start to end 3 times for example, they would be more reliable.
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it injures them if they are very close to the bird like 5 meters or so which is a bad mechanic imo. but i agree with your other points.
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no. youll need it at base otherwise hex is still garbo
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Repairing is a conspicious action and therefore your Endurance Status-effect gets removed. Off the Record is still active though, meaning that you still have no pain grunts and no aura.
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the weirdest thing about this is that you are sometimes also forced to DC as well, when a cheater is in the lobby.
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6 hour dc penalty now.. wow.
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Now i got a 1 hour dc penalty. This is annoying. DC Penaltys werde made to prevent people from actively leaving matches and not to punish people for having internet issues. I could easily reconnect 5 seconds later cuz the Internet works again.
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Speaking of being quiet. I dont like that Iron Will only works well with Dead Hard. Id like to be able to use it with Sprintburst as well.
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Yeah, You are right. But I can imagine it to be nerf-wracking if there could be a guard lingering behind every wall. And those chases would serve as a passive gen slowdown while theyre also somewhat fun for the survivor. The good thing is that as a survivor can always loop them to get rid of them. Zombies however keep annoying you and you cant really git rid of them unless with a flashy. But yeah I agree, currently the AI is to incosistent for this work properly.
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As stupid as it sounds but i think Freddy needs another rework. His abilitys are really boring. The only thing i like about him is his ability to teleport to gens. ( and also faking it ).
Trickster should just be able to use his main-event whenever he wants to and not be limited by a time frame.
On Sadako i never got use out of her condemning and in my opinion it could be scratched. Its just a gimmick.
Knight feels stupid to play as and against. I could only find strength in his ability to kick gens and place a guard next to it. I guess i didnt quite get the hang of him yet but honestly id like him to be reworked. Its really unfun as a survivor to be pushed from both sides where there is literally nothing you can do ( except to use dead hard against his guard, which in itself feels broken ). I rather get outplayed by a good Nurse or Blight then to just be pushed towards a corner with no real skill involved.
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Hm i dont know. I already quit playing Dead Hard as it is unreliable due to ping dif and the killer just waiting it out. This change would definetly make it weaker. And i could see this change be good. I just dont see myself using the perk. Id prefer a solution that makes dead hard work consistently.
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@Phasmamain said:
Can’t see this being a particularly fun killer to play. Basically you rely on AI for your whole power while you chase a survivor without a power
Knight isn’t in a good spot now but this isn’t how you fix him
i agree with you. I have an idea. Maybe Knight would be cooler if all his 3 guards are randomly patrolling the map like zombies. and his power would be to call the currently selected guard towards himself.
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I'd appreciate if there was a sound effect for syringe or styptic, kinda like blight using his injection. I don't usually keep track of Survivor Items and its not fun to be forced to do so.
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its not really unstable. it just sometimes disconnects. there is no indication that it will happen again if it just happened. But glad you know about those technical things. If you rather play with 3 and be angry than you have some problems sir.
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Yea and if i could rejoin a match, it would be a positive impact not just for me but also for my teammates.
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Thats such a good idea, way better than mine. I would just scratch the part that you would get even more stacks if all survivors have been hooked once because thas too difficult to achieve and most games have ended by then. So only "fresh meat"-bp bonus with the gen slowdown on every first hook.
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well actually they could make it so survivors only have 1 hook stage, which means they can only be unhooked once. that might be interesting. It has some "upsides" for survivors because there is no killer camps hook when its close to 50% situation anymore. And you dont need to eye-sight the 50% which can be a bit annoying at times.
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I suggested a "for the people" - perk but with hook-stages. So you can basically trade a hook-stage from yourself to another person. I think that's a better way to try and fix it. Your idea would break DBD because a lot about the teamplay you actually get to do is in fact unhooking and after that healing each other. There is also a lot of perks that are made around hooks. In fact hooks could be completly removed if you can instantly kill a survivor after being downed which also makes other perks useless like unbreakable, tenacity, break out, saboteur, scourge. heck, even flashlights. So yea i dont think your idea makes sense. I think the unhooking mechanic is one of the healthiest within the game because it rewards you for playing as a team instead of playing egoistical. ( aka Survivors that use clairvoyance & sole survivor ).
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Its ridiculous to me that people think dead hard is broken. I've played it many times and im certain that Sprintburst is way way better than dead hard is. Dead Hard not only doesn't work if you go against a Killer with bad ping ( which happens a lot to me ) but is also easily outplayed by just waiting a bit. Sprintburst however gives you value very consistently. You dont get hit immediatly when on a gen and get to a save pallet. If you get unhooked you can run away and preserve your Off the Record. If you get hooked next to the exit you get a free escape with base bt. If you 99% it , you can use it whenever. Its just so much better imo. Dead hard is just good against bad killers and bad against good killers imo. In fact i would rather play Lithe or Balanced Landing before i play Dead Hard, thats how bad it is imo.
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@HugTechLover said:
Yea so people can just dc every single map they don’t like without any type of penalty?
I understand the point you wanna make, but people would abuse it.
you could just give those people a dc panelty when they leave during loading screen.
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The way you balance SWFs is to raise soloQ on a similar level, which is what they currently are trying to do. I've heard people say things like "give SWFs less gen progression -x%" which is just stupid imo. This way you would be punished for playing with friends. Or if you play with strangers where you dont have voicechat, you would be punished for no justified reason. There is however other things the Devs can work on to lower the potential of SWFs. One thing i meantioned in another post is that Eruption or DMS with SHPR can be called out. Those strong meta perks get countered by voice-com, which definetly shouldnt be the case. You could also argue that survivors getting Kindred at base would make it more even to SWFs. However i feel like seeing the Auras at all times takes a bit of the immersion away that DBD has. So i feel like they shouldnt do that one.
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@Erenior said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329221#Comment_3329221
yeah i know not every swf is a bully team, but swf in general is way more organized because of third party voice tools then any soloQ.
and if bhvr buffs soloQ to get closer to swf then it should only be logical that it works the other way around and bring killers (which are always solo, lol) also closer to swf by balancing the mmr as soon as groups join the lobby.
hopefully i descired it better.
you cant balance around swfs. You dont know how strong they are together. They could just que together because they met each other over the internet and not even communicate over voice chat. Also a good 4-man swf will always be stronger then a good killer. so who would you que those strong 4-man swfs against? Also im pretty sure MMR currently has no impact on your matchmaking at all ( and if it does its very minor ). Que times would be longer if MMR played a biger role which is something a lot of people dont realize or think about. My opinion is. Have MMR play a slightly biger role than it currently does and its perfect. I remember those times where quetimes were long and trust me its not fun to wait more than to play.
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@Tantamountain said:
I just don't understand it.
The rank system doesn't actually mean anything. No ladder exists that I know of. No one cares.
It's only for the blood points when the 13th rolls over. Serves no other purpose. I can understand not pipping upward, but losing pips over things completely out of your control is ludicrous.
while this is true, isnt it sad that it doesnt mean anything?
Id like a bit more balanced matchmaking. I know there is issues with it. In the past theyve tried rankbased matchmaking where you only qued against nurse or blight. That is lame. They also tried it with similar rank but then the que times were too long. Currently it seems that the rankbased matchmaking is completly turned off. I think they should have it a bit but not too much, because que times are certainly something you dont want to sacrifice too much of.
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i just had Hope + Lithe Speed combined and she catches up with just 1 Blink.Thats just not balanced. The only thing that makes her "balanced" is people being trash at her. Other Killers except maybe Blight are so limited in their potential by things like map size, vaults, pallets, speed. And Nurse just ignores everything. Not fun to play her, not fun to play against her ( for me at least). F* Nurse , i could live without her. Blight is insane but his Addons Adrenaline Vial and Alchemist Ring are overtuned af. Same for Motherdaughter Ring.
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@YOURFRIEND said:
I have many solo games with excellent teammates that hard carry me. I have many many games with my friends where we lose. The initial dichotomy you present is just a sweeping generalization. That sort of broad statement is always going to be false.
Eruption is the only problematic perk right now. Pain res+DMS is countered entirely by letting go of the gen.
Fearmonger blocks auras for exactly five seconds. If five seconds of no auras is substantially harming your gameplay, you've got issues nobody but you can address.
Literally the only uses of blindness is to disable Windows. The only perk that does that consistently is third seal, a hex that is inevitably gone before you even get three stacks. It's not a regression perk. It's not an info perk. It's easily disabled. Why is it worth complaining about? Blandly bemoaning solo queue woes doesn't address any of that.
im not sure if its even worth my time trying to explain to you why you are wrong