Vetrathene
Vetrathene
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- Vetrathene
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Yeah, they're logic is just out of this world, it makes little to no sense to me whenever they do something. Its also killers will get nerfed much quicker then anything survivor has. It took forever to get item addons at a good place, and keys are still a problem. They added in vacuum pallets and took forever to get them out. They added in decisive strike then took forever to nerf it, and its still strong. But killers get nerfed on a whim, perks get nerfed on a whime and are made useless on the killer side.
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The PTB is meh, Oni is just a worse billy, and the Legion nerfs where unnecessary. The spirit got nerfed too hard as well.
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@savevatznick said:
https://forum.deadbydaylight.com/en/discussion/comment/850808#Comment_850808
If the devs thought borrowed time needed a buff lol...
that looks fake. I can't believe they'd post that.
Its not, I was there, I'm two posts down
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/849743#Comment_849743
I don't really understand the line of thought:
- Did BT need a timer buff?
- Did Legion need a nerf?
I think everyone would agree that the answer is no.
If some add-on combined were ridiculous, then why not change the add-ons (duh!)?
Also, what about the basic attack change? Can you please read here?
This, seriously. The logic is so outside the bounds of normality its not thinking outside the box, its thinking outside of the atmosphere.
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@TheCrookedMan said:
https://forum.deadbydaylight.com/en/discussion/comment/847022#Comment_847022
Cynicism past the point of logic, nice...
Cynical sure, but also experince to back it up
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@Tronicus said:
https://forum.deadbydaylight.com/en/discussion/comment/847338#Comment_847338
Maybe if a survivor has balanced but even then, maybe.
https://forum.deadbydaylight.com/en/discussion/comment/847344#Comment_847344
Not every killer is going to be S tier. That's not the Devs are aiming for. They are aiming for killers to at least get a 2k, thats what the Devs consider a win. If you can't manage a 2k with any killer then that sounds like its the players fault.
I would be ok with this, but as I continue to reiterate...the emblems do not match the devs desires. It takes 3 kills or at least 2 kills, a lot of hooks, and a ton of other work to even do a single pip. So until they fix emblems, I am not ok with that. I also think killers should be the power role, and survivors should have to be the ones working slightly harder to escape.
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@AlexisFox said:
I find it amazing how killer mains complain about a handful of nerfs among a sea of buffs they received over the years. After years of survivor nerfs and killer buffs once things start to slow down and overbuffing and overnerfing start getting looked at it's suddenly 'killers get nothing but nerfs and survivors are coddled.' It's about time that the pendulum swing back a bit.
You obviously weren;t around when vacuum pallets and telporting to the otherside of them was around. That was added after the game was launched. Survivors where buffed for the longest time and killers where given scraps for so long.
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I have a feeling I know which BHVR will listen to, but that won't stop me from trying
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@Tronicus said:
https://forum.deadbydaylight.com/en/discussion/comment/847258#Comment_847258
And the weaker killers have gotten their buffs. Freddy for example. But the needs for Spirit and Nurse have been long overdue, and I'm a Spirit main.
And what good perks and items do survivors have? The best item would be a key, which will probably get nerfed soon enough with the ways killers complain. Then Iron Will is the strongest survivor perk IMO because the rest are so inconsistent and unreliable.
And no killer sided maps? Léry's , Hawkins, and The Game would like to have a word. And Shelter Woods is heavily killer sided with its lack of good jungle gyms and pallets.
Lerys is so survivor sided it hurts, the game is survivor sided, hawkins is almost balanced with a slight survivor advantage. And lets see...DS, BT, Dead hard to start. plenty of other viable perks; if not op. Toolboxes are still really good with how fast gens go without them already. Medkits are still good, and stypic is still powerful.
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@Tronicus said:
https://forum.deadbydaylight.com/en/discussion/105224/stop-nerfing-killers
"Some changes to survivor items and mechanics"
You make it sound like removing Insta heals and nerfing perks like D.S and M.o.M were tiny changes. They already nerfed survivors into the ground, the killer nerfs have been long overdue.
Long Overdue? No No no no no. The weaker killers have needed buffs for so much longer. Survivors are not gutted or nerfed into the ground. They still have strong perks, good items, and maps tend to favor them. There is no map that really favors killer, the closest is maps that are balanced, and thats really only shelter woods.
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@DeanIcity said:
Logic would be great. This literally makes zero sense. They surely can't be this oblivious.
They surely can
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@ggallinftw said:
How depressing to see a Black Flag song used as some sort of "statement" for a video game character who is being "oppressed."
I agree its depressing that its come to such a point that I felt it fit
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I think the fact you would have to travel to each mask would already be enough of a detterent to trying to switch midchase unless you got realy lucky. 1 or 2 seconds to change would be fine I think.
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@ZFennecFox said:
Giving us the option to play against or without Swf would be a huge improvement.
Would be nice, is never going to happen sadly :(
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I'm not sure how powerful this would be, but I love the freaking concept so much.
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R E L E V A N T
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@humanbeing1704 said:
isn't the next killer buff thing doctor and then whomever after
Its going to be a nerf thinly disguised by minor buffs
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If they want killers to have two kills per game that would be fine...if emblems didn't require 3 kills for you to get a pip, or getting 2 kills and working your ass off AND the survivors allowing you to play for that long to get it.
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@[Deleted User] said:
Does anyone know if they're going to Rise Above though?
I'm gonna give it the old college try
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@GrootDude said:
We’re not legion.
Its more of a statment
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@StarMoral said:
https://forum.deadbydaylight.com/en/discussion/comment/846945#Comment_846945
In my honest opinion, explaining that a hyperbolic statement is also "#notall_____" is redundant and stupid.
Actually the statment said survivors, not all survivors, so it could indicate literally any percentage of survivor. Its being taken as hyperbolic when it isn't
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Legion legion legion Legion legion LEGION
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/845401#Comment_845401
He said if you're not actually tunneling. If you down someone and they have 60 seconds or close to it left then you were 100% tunneling and should know the risk of doing so.
No. This is not true at all. See my above post.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/844879#Comment_844879
Hit 'em and slug them. If you're not actually chasing them off the hook, the timer will run out in a few seconds. Even if they hop in a locker, a few seconds go by and you can grab them right out. If you are chasing them right off the hook, you'll have to wait a full minute, but the perk is doing exactly what it's supposed to.
This is blatantly untrue. I have chased and downed a person from full health after leaving a survivor on hook, hooked them, stumbled into the survivor that had been brought back up by thier teamates or unbreakable, downed them, picked them up, and they still had DS.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/844921#Comment_844921
i can see where you’re going. the only thing though is that this change would make using DS a much higher risk than reward. it would pretty much be a corrupt intervention that survivors put on for themselves (since the timer would end immediately)
Its not any risk at all right now as you get it once you get off hook. It would still be no risk as you would still get it for free just for being unhooked. It just wouldn't be a punish to killers doing well.
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/845337#Comment_845337
"on either side" so does this mean NOED needs to be nerfed because a survivor shouldnt be getting punished for doing very well in a match and giving a killer a free-kill card then? :3
Yep
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Yes, when can we get two buffs in less then a month for underperforming killers?
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I like the idea of DS deavtivating if the killer downs and picks up another survivor. It would maintain it as an anti tunneling perk without it being a get out of jail free card against the killer for doing too well. You shouldn't be punished for playing well in a game on either side.
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Yeah, if they would just focus on making maps smaller and removing god loops it would help out so many of the killers who lack the mobility to apply pressure. Shortening many of the pallet loops on many maps would help too, as SO many of them are unmindgamable.
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@Hex_BoopTheSnoot said:
[BHVR nerfs Survivors]
DBD Community: Why are the Dev's so Killer sides, they are always nerfing Survivors!
[BHVR nerfs a Killer]
DBD Community: Why are the Dev's nerfing a Killer! They're so Survivor sided.
BHVR: [Insert This Was Your Idea meme]
Its more just for me their priorities seem skewed. While it is nice they have slowly been chipping away at overpowered survivor items and getting better at trying to balance overall, the fact is I feel so many killers still languish at the bottom, while only a few rise to the top. They would rather try to bring killers that actually feel like the power role down so the survivors can still be on the top of the heap. There also so many maps that are unbalanced, which is the main problem this game has. They tried to do something with badham, but it only marginally fixed some of the problems that map had, all of the annoying structures and pallets are still there, just rearranged. And there are still plenty of maps out there with exploitable tech and pallets that you just cannot mind game. And then there is the fact that overall survivors just have more viable to useful perks then killers do. I would like to see a complete perk rework on both sides so they perks that very few people use brought up, and the ones that everyone uses brought down just a bit. But it feels like they would rather spend more time trying to monetize the game then take time out to fix the major problems.
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@Avariku said:
if someone wants to teabag, let them... then camp/tunnel/mori them.
why make bhvr punish a behavior that you can punish yourself?
Mostly its a recompense for taking away hitting survivors on hook. If they are going to remove 'bad manners' behavior on one side, they should do it for both. I know they likely won't because while they aren't as bad as they used to be, BHVR still favors survivors over killers.
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@pAncrop900 said:
https://forum.deadbydaylight.com/en/discussion/comment/836673#Comment_836673
Dude spirit was op, that's it. They said statistically too many games with spirit don't end well for survivors. A nerf is required and necessary.
The problem with this comes down to how killers rank up vs BHVR's expectations. BHVR wants a killer to get two kills, and for two survivors to escape on average. The problem is too pip as a killer requires at least 3 kills for the most part, and sometimes 4 depending on the speed of the game (and sometimes not even then). If they want me to think killers should be at this level of expectation, they need to change how ranking up works for killers.
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While i agree there has been some buffs to killers and nerfs to survivors, it still feels overall like survivors are in the power role against killers overall, and BHVR continues to nerf killers who are powerful, closer to where they should be, while barely buffing those who are weak. Or in some cases (poor legion) nerfing them into oblivion when they wern't that powerful in the first place, just annoying. There is also the fact that nerfs seem to come much quicker then buffs ever do; while really I feel like for a balanced game they should take the same measure, care, and testing as each other. Thats really all I want to see. I would also like to see some buffs to killer perks to bring them up to the power of survivor perks, as I feel they are on the higher end of that scale and that there are more viable or at least usable perks. Some killer perks are never seen because they are frankly useless (Hey there beast of prey).
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What I don't get is why BHVR is so worried about nerfs when so, so many killers need buffs to be more competitive. Map Design needs reworks so there aren't infinites and so many appelts, as well as lowering the size on many maps.Make it so survivor and killer hitboxes are the same size again so looping isn't nearly as effective against killers.
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@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/828250#Comment_828250
Agreed. High risk but high reward is what hex totems are about.
I would say most totems are not high reward. Ruin is average reward. as it dosen't slow gen progression by that much and experienced survivors power through it. Third seal is low reward, as blindess is only somewhat powerful, and can be countered by SWF. Huntress' Lullaby is average reward, as it takes quite some time to even get a worthwhile amount of counters on it, and it still gives a visual indicator, only affecting those who focus mostly on the sound. Devour Hope is one of the few I consider High Reward, but it also takes quite some time to get any effect from it. NOED is a strange one as it is High Reward, but requires a totem to remain, and for the game to be at an end for it to even have a chance of doing something, which might be negated by any number of factors. And Haunted Ground and Thrill of the hunt are outliers that don't really fit into the mold of my standard hexes.
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My problem with the idea of overperforming comes down to this: The devs want two kills for killer and two survivors to escape. The problem with this is the emblems system. It is unlikely for a killer to pip only sacrificing two survivors. It is likely if a survivor escapes they will pip. Change how that works for killers and I might believe the devs are doing this for balance reasons. As it stands now, so many killers need buffs to even get to that performing level at high ranks. It seems as usual BHVR would prefer to cater to the survivors rather then try to make this game as what I feel it should be. The one should be strong, but they are one. The many are weak, but they are many. Instead it is the many who are strong, and the one who is weak.
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Very little these days. I'm just hopelessly addicted like a crack addict. I don't really enjoy it anymore, I just have trouble not doing it.
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@Bloodartist said:
https://forum.deadbydaylight.com/en/discussion/comment/503731#Comment_503731
New maps have been visually great, and functionally horrendous for a long while. They continue being extremely survivor sided.
Exactly my point. The person who does go back and balance the maps should be in charge of map design, while the current lead map designer should simply work on aesthetics, as thats obviously where his skills shine, and I want him to continue with that.
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Yeah, and ghost face shouldn't even be able to be knocked out of his power, Myers can't be, in fact no killer should be able to have thier power taken away by a survivor.
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@brokedownpalace said:
Nowhere anywhere has it been officially stated that DS is solely an anti-tunneling perk. That's just an easy way of characterizing it because the majority of the time it triggers will be due to tunneling. The perk has been significantly nerfed as it is.
People need to stop running to the forums to cry every time they don't have a game that goes entirely their way.
I'm asking for a perk that requires no skill to activate and a minor amount of skill to trigger, that gives a free escape to a survivor if they hit a pretty easy skill check. I'm asking for what I feel is something reasonable, and comparing it to any killer perk, it is still more powerful then all of them. And 4 survivors can have it. Wheras expose perks are the closest to free escape perks killers have, and all of them either take work to get that may not get proced, wheras DS will always trigger no matter how you get off the hook, or are destroyed as a totem. And one of those perks, Hex: Devour hope, requires both work AND is a totem that can be destroyed.
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Just happend again.
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Except I have no idea who has it, or the fact that its supposed to be anti-tunnel but I just got hit by it again by grabbing someone off a jigsaw box, who I again, didn't tunnel. And again, I don't even know if its still active or not. Playing around it requires me to think that maybe 60 seconds haven't passed, and I don't have time to use a stopwatch on 4 survivors to be sure, plus its wasting my time, something that I as a killer can't really do outside of one perk, Ruin.
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NO. All killers that aren't spirit, billy, or nurse need to be buffed. Survivors are supposed to be the weak, numerous role. That is not the case, They are the power role. And this game is ######### because of it. And SWF.
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@GrootDude said:
I enjoy playing Freddy is why I play killer. (Lookin’ forward to the rework).
In the current state of the game it goes: SWF>Killer>solo
I want to enjoy playing a killer, but as soon as you start hitting green ranks or higher the SWF's come out of the word work, loaded up with OP perks and busing voice communication and it just ruins the experince for me. Its a constant cycle. I want to like this game. It has so much potential. BUt the Devs refuse to balance it around the cancer they created and refuse to get rid of second chance perks that are just becoming super meta, and unless your very specific killers, you can't do ######### about it.
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I agree it is a crutch, it requires nothing besides getting off a hook. While you can wait it out, it is a very long time and its a perk that rewards bad play rather then good. And the fact is I've gotten someone on a hook after letting that person go, found them later on a gen, downed them, went to pick them up and they STILL had DS. Its ridiculous.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/518879#Comment_518879
@NMCKE it is, but it still feels like a crutch.
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It happens alot more then it used to, I'm sure it a bug the devs introduced into the game and have more 'pressing' things to do, like make a battle pass and more ways to get your money.
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@Jesp said:
They've never even implied they've even thought about doing anything else than adjusting her add-ons, chill out guys. She has so many weird add-ons you very rarely see (especially greens and purples) that they could turn into something more interesting, and it's not like the world is going to end if they make range extenders/omegablink actually have a FUNCTIONAL downside since "blink accuracy" is a complete meme for the power they offer and in general.
Same for 3/4 blinks with no downsides setups. 5 blinks is dumb but it has annoying downsides at least, locks you into garbage little baby blinks even though it's a huge safety net build.
I highly doubt they'd touch base nurse.
I mean, I wouldn't think they would nerf Pig for a flimsy reason. I wouldn't be worried about the rework freddy is getting making him worse if it hadn't been for Ghost face. The thing for me is, while this game has improved in balance, at least for a time, there is also the face the devs never seem to learn from anything; from how to design maps, killers or perks. So I feel my worries about what they will do to nurse are justified. I want them to only lightly touch her addons, but after Plague then Ghost Face I am terrified of what is coming next.
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I have no hope for the future of killers right now considering the current direction they are going with the Plague and The Ghost(Face). I feel like they are going to be extremly underpowered and cater to 'fun' for survivors.
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Too often. I'm really good at over estimating survivors. I expect them to start playing on a jungle gym and they just keep running straight.