VideoGameMage
VideoGameMage
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@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3258812#Comment_3258812
By different meta they were simply playing semantics, there is no “different” meta...
They nerfed several slowdown perks and meta Survivor perks into lower tiers while making multiple other much more oppressive slowdown perks and gen/chase perks stronger
The game literally has not changed. The food chain is exactly the same and the meta for both sides is the exact same, the only difference is the name of the perks being used. The last version of Ruin was fine
Well yeah. As long as the gameplay loop stayed the same of course the new meta was still going to be gen regression and anti tunnel/gen speed perks. Bhvr would have to overhaul the game entirely to truly create a new meta that wasn't just new gen regression perks replacing the old ones.
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@danielmaster87 said:
Why was it nerfed again in the first place?
Because bhvr wanted to shake up the meta, and ruin was in the top 5 killers perks. The point of the perk overhaul patch was to get people to run other perks.
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Myers, Pig, and trapper would be my main focus on buffs. Stealth killers in general need an overhaul actually. I feel like the only decent stealth killer in the game is dredge and I'm not even sure if he counts as one.
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It's a neat perk, I just wish it applied when your getting healed and had a linger effect for those times where you can't finish a heal. Like when you stop healing the silence lingers for 3 seconds or something like that.
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Why would they want to make an asymmetrical game competitive? This isn't valorant or overwatch.
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I wouldn't mind a buff to either 150% or 175% regression while keeping the "deactivates when a survivor is killed" thing in there. But no to it going back to 200% regression. The devs wanted a different meta at the end of the day.
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DCs has gone up since the meta shake up patch. Maybe bhvr should hurry up and get working on those HUD icons rather than putting their all their attention into a Mori rework.
Also did they lower the DC penalty timer?
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@Pulsar said:
Dread it, run from it, Feng skins still arrive.
The most surprising thing of all was the fact that Feng isn't getting a skin in the winter event.
OP, I'm not thrilled about set A winning because I know those ugly gaudy dresses the girls got will be sets.
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Reactive healing was actually buffed from the PTB because I remember it being very bad. It's pretty decent now, I just think it needs it's distance buffed.
Solidarity needs to let your teammates know you have it, get rid of the penalty of healing with another survivor, and let it be used with a medkit. After that, buff it to 75% conversion rate.
Poised. Any time there's a perk that can only be activated 5 times a match, it should have either a good effect or tokens so it's more manageable. Poised has neither.
So I have a few buff suggestions for it:
make it like a mini lucky break that hides scratch marks, pools of blood, grunts of pain, and your aura for 10 seconds every time a gen is finished.
Or, it gives you an endurance effect for 8 seconds every time a gen is completed. Would be pretty powerful in chase, even if you don't have control over when it happens.
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At this point you won't stop people from taking self care. No matter how many times they nerf it, SC refuses to die. It should be reworked, but until then I wish they'd at least revert the heal speed nerf. 45 seconds for a full heal is ridiculous.
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@Krazzik said:
https://forum.deadbydaylight.com/en/discussion/comment/3253365#Comment_3253365
I would argue that if someone is properly committing to the 'lone wolf' playstyle, they actually have a decent chance of escaping. Running Sole Survivor, Distortion, Spine Chill, Urban Evasion, bringing a hatch blueprint and a key and just hiding in a corner/basement/locker all game, you'll be able to escape most matches pretty easily.
Had a distortion gamer in my match last night. Hid the entire match, never got hooked once and ended up getting hatch. Distortion is such a nice perk, especially with so many killer aura reading perks that keep get released, it's handy if you don't want your aura revealed 80% of the time in a match. But my god, the way most distortion users play make me want the devs to nerf it.
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The stats bhvr posted a while ago stated that the top 3 most played survivors were Feng, Meg, and Claudette in that order. It makes sense Feng and Meg are being spammed with cosmetics, but I never see Claudette getting 5 outfits in a row.
At least Feng's cosmetics are good. Meg will get spammed with 10 ugly skins in a row before getting a decent one.
And really that's where my annoyance lies. They put effort into making her cosmetics look nice, while doing the bare minimum for everyone else. The current community contest outfit for Yui in the rift is probably her best skin she's gotten in a while. No wonder they're considering hiring community artists.
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I kinda assumed that's how they were going to work anyway. My question is by next year will they be available to purchase with shards?
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How do you think a 6 year old live service game is supposed to pay their employees and license holders, outside of cosmetics and new characters? Licenses aren't cheap, and bhvr piles more and more each year. I'm not surprised bhvr is testing out FOMO tactics now (even though it's still scummy). Surprised it took them this long really.
Your point about this game being behind a 20$ "paywall" is silly considering how often this game goes on sale for cheap or even free on consoles (I believe it's even free for Microsoft game pass users, and was available for free on epic games).
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If your talking about the hud status icons we probably won't get an update about those until next year. When they announced them back in January, they admitted they were very early in conception. Which makes me wish they hadn't announced them at all until at least a rough idea of what they'll be was ready.
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According to his lore and perk descriptions, he's been in the fog for centuries, so he probably interacted with survivors from more advanced times and adopted some of their clothes. If I had to guess, his cosmetics will probably give him a more medieval look. At least I hope, he was a noble and would be a waste to not give him fancy medieval noble cosmetics.
Granted, did they use that excuse to give him more modern clothes? Yeah but it still works lol. People want older survivors from bygone eras, but the cosmetic options would be quite limited. At least Vittorio can get both modern and medieval cosmetics. If Vittorio was a girl, they probably could have gotten away with giving her a lot of renaissance dresses.
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I'm flabbergasted that they felt the need to put new tiles on McMillan of all realms. Who was complaining about those maps? Eyrie of crows, garden of pain, rpd (still) are the problematic maps that need changes.
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Or make it work like residual manifest and let us rummage. The perk is useless, if your team manages to search a chest before you.
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There was a small window where mmr kinda meant something, but sweats didn't like being put against other sweats or long queue times so bhvr did more tweaking, and now baby survivors and killers alike get put up against seasoned/veteran players. You can't have queue times be too long or else people get frustrated. Which sometimes mean beginners get thrown to the wolves.
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So from what I've read, mmr is still tied to escapes so, even if the stealth player that didn't do ######### all match and gets the gate gains slightly less mmr, they're still net receiving mmr, while the team that did most the work still lose. I'll reserve judgement until they explain it in depth.
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Eh, let the flashlight enthusiasts have this. Flashlight saves are still counterable, and if your that worried about it just equip lightborn. They just recently got nerfed too with the cooldown added to them (I understand why it was done but it was still a nerf to one of the weakest survivor items).
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It should be a case by case basis, rather than more blanket buffs like in the shake up patch. Nurse and Blight probably won't need any buffs, as they can handle swfs just fine. Trapper or any other killer that relies on disorganized teams to be powerful will need some hefty buffs. But we'll cross that bridge when we get there. Solo q has been neglected and left to rot for so long now, I don't care to think about more killer buffs atm.
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Feel like they're going to use this skin as a prime reward in the future.
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The new Mori system is what your getting. I like the idea of it, being able to just end the game when you have everyone incapacitated.
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I'll support more killer buffs when solo q is given the love it needs first. No reason for the devs to waste time on a mori rework, when solo q information buffs are more important.
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It's honestly not that bad of a perk to deal with. It gets less complaints than decisive strike did.
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Only time I've ever DC'd so other person would get hatch was when I was ready to go next but the killer needed that 4k and left me slugged forever, while my teammate was hiding.
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Hag is apart of that older roster of killers what do you mean?
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3220089#Comment_3220089
But at least that's a F2P game now, not a paid for game with paid for DLCs.
I personally don't like that logic. Because the devs use that logic to push more predatory monetizations. "Sure we make you grind 100 tiers, don't give back the in game currency you have to spend money on back in the battlepass, make it extremely expensive to go up tiers in case you don't have time to grind the battlepass, but our game is free so deal with it".
Its why I hate f2p games. Now like you said, this ######### is starting to pop up in paid games.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3220013#Comment_3220013
Except you can still level up those perks in the bloodweb? Going for level 2 and 3 is entirely optional. I don't see an issue with that - for the same price of 2000 shards, you get exactly what you got in the old system, except this time it also unlocks it at T1 on everyone. The old way just made it so that the perks could appear in your bloodweb, which hasn't changed.
https://forum.deadbydaylight.com/en/discussion/comment/3220089#Comment_3220089
I'm not sure which I'd hate more, to be honest. Lootboxes are a whole other can of worms (and one I fell prey to once. Never again, JFC.) I think I'd rather at least have the option to purchase a thing I want rather than throw my money into a blender and hope I get the thing I actually want out of it before I run out of money.
But it's a damn shame, because I really respected DBD for not using this model. And here we are.
Lootbox style monetization was garbage, especially for people who struggle with gambling addictions (it's why gatcha games are so profitable). But I was able to ignore it for the most part. Any skin I wanted, I was able to get as long as I played the game and earned coins. Now those same coins can't be used to purchase new cosmetics.
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I'm afraid telling people on the forums not to buy cosmetics won't make much of a difference, when there are a bunch of eager people on twitter and reddit readying up to buy them.
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All online/live service games implement a fomo monetization style eventually. It's a worrying trend I don't see going away. One of my other favorite games (overwatch) just realized a f2p game with a fomo style battlepass is more profitable than loot boxes. I hate it but the higher ups don't care.
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This is giving off sore loser energy.
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Plague has the better perks but spirit has the better skins. So spirit.
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@ArchAbhor said:
https://forum.deadbydaylight.com/en/discussion/comment/3216304#Comment_3216304
Yes but in scenarios where killers are unable to do so it shouldnt be treated as an automatic loss
The only scenario I can think of like that is hooking outside a gate. Which is something a killer has control over, by not hooking close to a gate (assuming your not going against a sabo squad or hook RNG ######### you over). One change I would like to make to the basekit BT is for the survivor to lose collision so they can't body block for their teammate. That would make it easier to secure trades during endgame.
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Nah, NWO sucks as the last survivor but by that point you already lost anyway. Plus I think we need more perks like NWO that encourages spreading out hooks. There's only perk I could think of that I would like to see deactivated for the last survivor but I'm not going to say which.
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Basekit BT has better counterplay than OTR and DS did in endgame scenarios. Only time I feel basekit BT is un-counterable is when the survivor is unhooked right beside an open gate, which you really shouldn't be hooking next to a gate in the first place, if you can help it. Hooking further away from a gate at least gives you a chance to force a trade.
As for the basekit unbreakable, it's not releasing as is any time soon, it's being tested and we don't know how the Mori rework will be when they release it to live. I assume however, it'll be usable in endgame.
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The dead hard rework wasn't a failure. It does what the devs wanted it to do now. Be a third health state, and doesn't have a 40+% pickrate anymore. Just because dead hard is still a strong perk and not garbage tier doesn't mean the rework was a failure.
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@Seraphor said:
Its removing a ton of player agency, watering down the gameplay options, and overall forcing the game further towards the "hold M1" gen repair simulator.
It will result in more killers playing sweatier, in an attempt to slug for the 4K to either secure their Mori or bypass multiple hook states. Which means survivors will still be complaining.
Survivors are gleeful about anything that sounds like a buff to survivors, completely oblivious to the fact that any survivor buff actually results in sweatier killers, which means more miserable gameplay.
Ultimately this game has to be somewhat balanced, the game simply doesn't work if one side can't win roughly half the time. The problem is that survivors aren't satisfied with a 50% escape rate and killers aren't satisfied with a 50% kill rate, so no one is ever happy. You all need to learn how to lose.
Ironically that's the only reason the devs are making unbreakable basekit. They knew that their new Mori system would result in killers slugging more to bypass hook states, so they're giving unbreakable to survivors for free. Basically selling a solution to a problem they created.
I want them to go back to the drawing board with their new Mori system, but they spent at least two years coming up with this idea, so I guess just expect a nerf to recovery speed stacking (both the recovery speeds and making it so it doesn't effect the speed at which you pick yourself up).
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First of all, Survivors aren't getting the basekit unbreakable because of nurse. They're receiving it because bhvr knows killers would be encouraged to slug more with the new basekit Mori rework. Second, killers have been receiving basekit perks like tier one of brutal strength and stbfl, and a mini pop (emphasis on mini). Bhvr obviously isn't done with buffing killers and the Mori rework is still a work in progress.
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I do think people are being a tad bit dramatic as if bhvr is about to release it as is next week. However, with it still being worked on, we should let our concerns be known. If their new Mori system necessitates survivors getting unbreakable for free, maybe that's a sign the Mori system needs to be thought about a little more? If they want to keep the current system, maybe that means they have to have the unbreakable only activate during the last survivor standing phase. Maybe they should rework the perk unbreakable into something else so that recovery speed doesn't mean free unlimited 20 seconds pickups for everyone.
There's plenty of ways to make it not broken. The way it's current described is extremely broken.
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Tunnel strat is already the most effective strat, I can't see how it could possibly get worse.
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At the very least make shattered hope basekit.
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At the very least, they could make DS like OTR and have it applied to both hook states, if they don't want to revert the duration nerf. It sucks that bhvr doesn't let us have more than one good anti tunnel perk.
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Specific killers (sadako, Myers, Freddy) could use some buffs/QOL. But I think solo q should get priority before bhvr gives killers more basekit buffs.
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You gotta remember DBD is played globally and the devs official stats take that into account. Now I would like to see some regional stats though.
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The duration nerf was so random. Were streamers fear mongering about the perk or what?
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Probably the twins changes they said they do after the ghostface and legion changes.
A nerf to hyperfocus.
Another "leak" of the next chapter, by a certain account.
The Mori changes they teased to us.
More Wesker big fixes I hope.
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@Crowman said:
Dead Hard is strong when you pull it off and there's a script people to always dead hard when the killer swings. With the script, Dead Hard is a better choice than Sprint Burst and against most killers is effectively a 3rd health state when the killer is committed to a chase.
Sprint Burst would likely see more use if Dead Hard usage wasn't being brought up by script users.
I highly doubt cheaters make up a huge bulk of DH users. DH is still a powerful exhaustion perk that gives a 3rd health state during a chase. That alone is worth taking. Always feels good when I pull off a dead hard into adrenaline play.
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Demo was our monster killer before he was removed. I'd love more monster killers tho. Tired of dude with a knife #223445.