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Xernoton

Xernoton

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Xernoton
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  • It's not just the trees on these three maps. Did you see the bushes and trees on Badham and Garden of Joy? It's the same issue there. Though at least for Hillbilly there is an addon, the Heavy Clutch, that can help a little with this.

  • No one dcs specifically against Doctor. It's the same people that dc against any other killer just because they got hooked, outplayed, the wind blows slightly from the north, they found a pallet on Gideon's that didn't spawn etc. But Doctor definitely needs some slight buffs. I would love to see the brown range addon added to his basekit and the shock delay reduced by 20%.

  • Honestly the whole grab thing is more of a gamble than a real tool. Most of the time killers get validated anyway so I have a hard time believing someone gets consistent grabs. Yesterday I tried to grab a survivor that that wouldn't even let me leave the hook before rescuing. I got the animation and was then frozen for a few seconds while they got the rescue and ran away.

  • Honstly, I think that depends on just how we are planning to improve SoloQ. An emblem system that allows you to see what the other survivors are doing will definitely not be enough. I recon some kind of notification system to delegate and communicate would definitely help but of course SoloQ will never be equal to SWF.

  • I'm not sure about this. We might see some instances where survivors could abuse it. I tried Kindred + Open Handed and it's pretty insane on some maps. If you only had to use 1 perk for that combo that'd be ridiculous.

    I do see the point though. Thankfully we're getting another anti-camping perk soon (though it is locked behind a pay wall).

  • Seems normal to me.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3109022#Comment_3109022

    This was before he was reworked he had a addon where at madness 3 you suffer exhaustion until you snap out of it.

    it was removed cause they didn’t want to make exhaustion addons anymore.

    Ahh, thank you.

  • @SirCracken said:

    I've noticed a pattern with DbD's updates over the years. While the game has had glaring issues that actively hamper the experience of players, (Performance problems, bloodpoint grind, bad map design), the devs decide to change things that absolutely no one asked for. Here's a list of the things that I can remember being unnecessarily changed just off the top of my head, in no particular order.

    1. Adding the overheat mechanic to Hillbilly instead of just nerfing his charge speed add-ons.
    2. Redoing survivor animations.
    3. Redoing Doctor's face (His cosmetic images still haven't been updated yet).
    4. Redoing Trapper's mask (But not changing the loading splash screen with the OG mask being used).
    5. Making PWYF tokens consumed when killers perform non-lethal actions (Such as Clown's bottles).
    6. Removing all survivor face cosmetics from Leatherface
    7. Moving two lockers in the house in Garden of Joy making it safer when playing against Dredge
    8. Adding a cost to resetting your bloodweb level after you reach level 50
    9. Changing Blight's "Soul Chemical" add-on to a skillcheck gimmick
    10. Making it so running Blastmine and Repressed Alliance forces you to activate both of them at the same time when repairing a gen
    11. Nerfing Selfcare
    12. Reducing totem blessing and cleansing speed whilst using Calm Spirit
    13. Nerfing Mettle of Man (How is this even real?)
    14. Removing the exhausted effect from one of Clown's add-ons
    15. Removing the exhausted effect from one of Doctor's add-ons

    And these are just the things I can remember. Behaviour really needs to take a look internally and reprioritise what exactly their goals are when developing this game. Because sometimes it seems like they have no idea what they're doing and are just making changes for the sake of it.

    100% agree.

    Though I can't remember Doc having an exhaustion addon.

  • @darksouls3600 said:

    No one on either side (survivor and killer) wants this ridiculous update that you guys want to bring to us, survivors will not like having a broken perk combo back for killers with a plus, now there will be PR/DMS/POP combo together, imagine these 3 perks in a blight or in the famous nurse, in addition to having a perk that is not even that great, nerfed (ashe perk).

    The way you nerfed thanato simply makes it useless if the killer isn't the legion or the plague, not to mention the survivors have CoH and medkits to literally take the pressure off the thanato in seconds, perhaps the best way to nerf thanato is to make him the old thanato 20% in total and only affecting the generators, but if you want to nerf a little more, maybe 4.5% or 4% per injured survivor is fine.

    You can't use that build on Nurse, since 2 slots are for Starstruck and Agitation. Jokes aside I understand why they'd think PR/Merciless Storm might be a bit much but I also think that bringing back PR/DMS is a bad idea. The thing about Thana is that this perk was massively overused. People would just slap it on any killer and enjoy the slowdown. So it is a good thing they actually want to do something about it. I don't know how I feel about Thana now basically being back to square one on Legion and Plague and more or less useless on the rest but at least it won't be in pretty much every single game anymore.

  • I'd argue the devs might have buffed this perk just so killers would use it more often and stop complaining about spawns or hard early games, thus it's actually a healthy perk for the game. On most killers Lethal Pursuer is ok but not all that great. On Nurse and Blight however I agree. It is very oppressive and a bit overtuned. That has more to do with the killers than the actual perk though.

  • @CyberRoninX said:

    https://forum.deadbydaylight.com/en/discussion/comment/3086412#Comment_3086412

    The numbers aren't even low. Killers were already averaging 2-3 kills per game anyways. The fact is that these cry baby killers complained enough that the devs decided to give them buffs. The reason is because more people would rather play survivor than killer so they have to bend over for the killers to keep them playing. You are playing a game that is literally designed to cause stress and that's why people love the game. Its stressful being a survivor and hearing the heartbeat and no knowing if the killer knows where you are. Its stressful for a killer that is dealing with a survivor that can loop them for 5 gens. If you aren't experiencing some stress while playing that means that the devs have failed. I mean you are running from a killer what's for stressful than that?

    Pretty much everything you just stated is either factually wrong or completely contradicts your arguments. Numbers aren't low? Devs want kill rates to be something around 60% as it seems. So by their definition kill rates were too low. Killers cried until they got their buffs? Killers have cried for years and have even quit the game because survivors were getting stronger and stronger with new maps and their precious, now thankfully nerfed, E key. The devs did not make these changes just to please killer players or they would have acted years ago. Also, you just went on about how killers altered the numbers by showing mercy, therefore convincing devs to make these changes. How do those two arguments fit together? Next up: The game should be stressful?! The game was literally designed as a party game. We've come a long way since then but the fact remains. A game that is stressful above all else has no chance of surviving for long. Tell me, who is scared of the killer in DBD? As a survvivor you do gens and try to loop the killer sometimes even running up to them so you have some interaction. Of course you might experience a thrill, but this has nothing to do with stress. Stress means you're feeling exhausted afterwards, not wanting to play again. The number one reason anyone ever plays a game is because they want to have fun in any way. Killers were stressed and therefore left the game. The ones that remained were the sweaties, including the campers and tunnelers, and the more chill sort of players. Even the fact that MMR was added to the game doesn't change the fact that you should be paired with players that are more or less as good as you so that there won't be someone that can loop the killer for 5 gens straight or end every single chase in under 10 seconds. More balanced matches = More balanced outcomes = Less frustration = More fun = More players = More money. At least in theory.

  • Ok, so first of all... Come again? Now it's not ok for a killer to let a survivor they respect live? What about survivors who kill themselves for the killer? I've seen both and honestly this is a much healthier alternative than everyone sweating every single game and hating on the other side. If you want to be stressed by a game, good for you, but many, probably most of us, want to play the game, sit back, relax, and enjoy the experience because life is stressful enough.

    I know you might think that's why the numbers are so low that the devs decided to do something about it, but let's be real here. If this was the issue, why now? Why now all of a sudden would the numbers go down? It doesn't happen more often than before, does it? So if it makes any difference at all, this difference would be more or less constant over time, thus not altering kill rates in any meaningful way.

    If you can't be happy or grateful for someone trying to be nice, that's on you. The rest of us will enjoy encountering nice players every and now and then.

  • SoloQ is not fine. It really isn't. If your soloqueue games are "perfectly fine" congrats, but you might be the only one. I am a killer main and after playing a few matches of soloqueue today and yesterday after the patch I understand 100% why many survivors are unhappy with the killer changes. I didn't use all the meta perks survivors had anyway so it doesn't hit me as much, but the 10s more for each gen and buffed monstrous shrine make camping a pretty much failsafe way to get you a 3k as a killer. Out of all the matches I played only ONE wasn't down right horrible and that ONE match sadly was against a beginner killer, that had no clue what they were doing, so it was horrible but in a different way. The nerf to self care is the worst about it. You still your team mates running to a corner of the map and self care even if the killer has Sloppy Butcherer. I do agree that self care should not be used by so many people but a lot of players will run it anyway. On top of all that the matchmaking seems to go haywire. From bad killers to Huntresses that hit you across the map and NEVER miss a single hatchet I've seen it all today.

  • Thanatophobia is already a strong perk. 20% slowdown is not something you can just ignore. The problem is, that only 2 killers can use it effectively. But why they'd buff it is beyond me.

  • Honestly, I feel like Freddie isn't just weak but also super boring. Pretty much anything he does, someone else does better and in a more creative way. On top of that his addons are terrible and he is also boring to verse.

  • Killers:

    1. Billy
    2. Doctor
    3. Bubba

    Survivors:

    1. Ace
    2. Jeryl
    3. Feng
  • I would love to see that. Only it's not gonna happen. :(

  • New Haddonfield allows survivors to delay the killer. If the killer commits however they will eventually down survivors and also get some pallets out of the way, creating dead zones. Old Haddonfield was always: "Well, you can chase the survivor around that op loop, that op loop, that super strong tile, that connects with 20 more super strong tiles and another op loop, or that building that is almost an infinite." In my oppinion that is an improvement.

  • With these changes Hex: Ruin becomes a terrible perk. It's not strong enough to even be a Hex perk in that state. But I think that actually is a good thing. Ruin is dead so killers won't use it anymore and will instead focus on other perks, which leads to a change in the meta. It's what they should have done to Dead Hard as well. Many people were so comfortable using these perks that they would never even consider running anything else, because why would they? Killing these perks and forcing players to use different perks is the only way to shake up the meta by now.

  • @Mewishis said:

    I agree actually, I wish their cost was tweaked more and increased especially the green ones because most of the time they aren't even worth it.

    I was always unsure why we had offerings like 100% more points into survival or stuff like that when there are other offerings that way outclass those so I do hope they eventually make them more worthwhile at the very least.

    Also, I have to mention when I saw your thread I was like wow this guy really likes BP offerings and the math behind them..

    https://us.v-cdn.net/6030815/uploads/WBABM7M6YMDC/bp-offerings-and-the-math-behind-them-jpg.jpg

    Don't know if it was an error or a bug on the forums, but definitely made me laugh.

    I tried posting it but for whatever reason it wouldn't work. Now it worked a bit too well 😂

  • Why do killers tunnel and camp? Obviously because we're all just a bunch of sweaty tryhards, that abuse strategies that give us free wins and also allow us to ruin your experience in a match. Seriously, why do you think tunneling and camping is that prominent? It's because these are the most efficient tools a killer has to create pressure and get the upper hand! The moment the killer is not going for a survivor, this survivor sits on a gen. After hooking someone the killer needs to traverse the map and make their way to the other survivors. When camping, the killer actually uses this little flaw against the survivors by forcing them to leave the gens and go for the unhook, making their way to the killer and NOT the other way around. It's not fun for the survivors, I know that, but it is often the only chance the killer has to keep up the pressure.

    There is also an equivalent strategy that survivors use. It's called "committing". You risk putting yourself at a potential disadvantage in order to achieve something that cannot be revoked by the other side. The real problem I see with camping is, that it is a better option then leaving the hook in many situations, since the killer doesn't get anything for NOT camping.

    It's the same for tunneling with the equivalent of focussing on ONE objective at a time. No one forbids you from grouping up on a gen or coming back there after the killer is gone. Again in both ways the player tries to achieve something irrevocable that might turn the game in their favor. Is there any mechanic in the game that rewards the killer for not tunneling, aside from Grim Embrace?

    You can punish killers for following these strategies all you want as long as you give them something in return. Otherwise you just break the game's balance even more.

  • @jotaro said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029162#Comment_3029162

    So just hit the survivor and the endurance is gone? Also maybe go after the unhooker? How do people really think its op in any way? Smh. It literally also deactivates when touching a gen, healing etc. Its not like the survivor will have immunity for the next 80 seconds.

    The problem is that this perk should protect you from getting tunneled and nothing else. The way OTR will work now enables survivors to play absolutely reckless. Think about it. If the killer goes for your team mate while you still have OTR what would you do? I would definitely use it to try and bodyblock, wouldn't you? That means killers will also get hit by OTR if they DON'T tunnel. 80s of endurance in end game also basically means a free escape. BT is also often used in the same aggressive way. The difference to OTR is that BT doesn't last for 80s.

    I can't say I'm looking forward to seeing even more survivors using their endurance status in that way. It's even worse than the consequences that follow a "correctly" used DH right now, since you get a speed boost and the killer gets their cooldown.

  • Right now there seem to be several things wrong with locked animations. For example sometimes I see survivors skipping frames while vaulting, shortening the initial vault time. I also witnessed rubberbanding during vaults and other animations. Whatever this is, I hope it's getting fixed soon.

  • @OldHunterLight said:

    As a billy main since early 2018, I wanna hear the answer to this, I usually also get dc's because of a snipe with lethal persuer.

    I noticed that too. I personally also love facing a Hillbilly when playing survivor.

  • I absolutely agree. I prestiged many killers that I'm not good with and also kept leveling some of them because I wanted to try some specific perks on them. WIth this going through it'll probably be like "Oh, you got prestige X and still lost? gg ez noob killer". Also I have no interest in seeing everyone else's prestige for similar reasons. I would appreciate if BHVR at least added an option to hide prestige completely.

  • @Tatt3dWon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008734#Comment_3008734

    if it happened 2 days ago then it didnt do much since brand new parts arent working.

    That bug? It seems to occure only some times. Other times they finish the gens so fast you know for a fact that these BNPs did work. That match in particular went on for a bit more than 4 minutes. I got 3 hooks in that time and they also healed. Pretty safe to say that should not be possible with the BNPs not working.

  • Nurse is not just strong and arguably op. She is a hinderence for the game's balance. Perks that are ok-ish on other killers become incredibly strong on her. She can literally teleport through walls and across the map. There is no map that is actually 'bad' for her, just some that are harder. Her addons are insane. As long as Nurse in her current state exists, BHVR can't make any big changes to the game's core mechanics.

    And let's not pretend that every single blink you do has to be on point. That is not the case. She is hard, but she can recover from mistakes better than almost any other killer. I'm not even that good with Nurse but when I play her I get constantly reminded: "Wow, if I was playing any other killer, that would not be possible." What the game needs is some basic adjustment to it's core mechanics. Something that would make killers without map mobility a bit more viable. Try implementing that now and you break the game because Nurse becomes almost unbeatable.

  • The main problem with DH is NOT it's strength. It's so overused that something needs to be done. You can't just create a perk and hope that'll fix the problem, because that would have little to no effect on the actual pick rate of DH itself. There are a lot of players, who just got so comfortable running DH that there is only one possible solution to this problem: Nerf DH to hell and beyond.

  • BBQ is more important than giving the voices in my head a perk slot.

  • @KurnDisciple said:

    Gen rushing is a made up term. If the killer is downing people in a reasonable timeframe and has a gen perk or two they are always going to have the potential for at least 2 kills. If you have 3+ slowdown perks then it's just them playing poorly. Killers who rage they can't 3-4k every game are just entitled imo.

    Tell that to the killers that get to go against survivors with 2 Prove Thyselfs + 4 Green Toolboxes + 4 Brand New Parts. I literally had that happen to me 2 days ago.

  • You could argue that everyone, who runs a meme build or tries something new would be smurfing because they consciously decide to not use every tool available and risk to lower their MMR. I have thrown entire matches just to get one nice hit with Hillbilly's chainsaw when I started playing him. There have been days when I lost like 80% of my games because I tried something or I was paired with a strong SWF and didn't tunnel. What is with survivors who kill themselves to show respect for the killer, or killers, who let survivors escape through the gate because they had a good time? That would all be problematic. Basically the only way not to smurf is to either never change the killer or perks you're using because you could lose without them or bring the strongest stuff to give you an extra boost. The problem in my opinion is not "smurfing" but SBMM itself.

  • I'm almost affraid to bring a cake because when I do, the survivors will finish the gens in roughly 3 minutes, teabag me in the gates before escaping with 10k BP each and then proceed spending the extra BP on their next Brand New Parts so they can repeat this very engaging gameplay in the next game.

  • There is nothing wrong with it. The killer might wait out BT and hook you again but that is also ok since it's the only logical thing to do. What's not ok is survivors using their anti-tunnel perks in a way that basically forces the killer to tunnel them and then complain. Also keep in mind: Even if the survivor that bodyblocked with BT had DS as well, the killer might pick them up, getting it out of the way early and leaving this survivor vulnerable to tunnel. It's playing smart. Neither side should complain about it.

  • People that use their "anti-tunnel" perk in that way obviously want the killer's attention. So who are we not to grant them their wish and spend some time chasing and tunneling them through DS and whatever else? Honestly, I always try to wait it out, if they go for a bodyblock and then eat their sweet sweet second anti-tunnel perk and continue to shower them with attention until they get taken by the entity.

  • @DEMONANCE said:

    https://forum.deadbydaylight.com/en/discussion/comment/2995161#Comment_2995161

    pyramid head falls apart cuz he has no map pressure , no good addons , kind of an annoying power to use and aim and that power gives survivors more counterplay than that of nemesis'

    imo pyramid head definitely needs to be looked at again and be made better.

    He feels a bit clunky but he is still strong. He is the only killer in the game that can prevent BT and DS in that way so he is also pretty much the strongest tunneler in the game. That might not be very fun or very nice to use but it still adds to his strength. His anti-loop is good with counterplay but also hit-or-hit scenarios and he can even hit multiple people with one attack. In terms of base strength (without addons) I think he needs no changes at all. Though of course it would be nice if he was a bit less clunky and awkward to control with overall more viable addons.

  • I like the idea of giving killers the choice of opening a new path and maybe even add some strategy with it. Sadly it just doesn't work like this. Some walls you absolutely have to break because otherwise it would be an infinite or close to it. Others you should never break because it opens new super save loops.

  • An annoying perk that everyone runs?! Reminds me of another perk you might be familiar with. It's that little dash forward, that is often referred to as "E".

  • @Salacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994168#Comment_2994168

    Do you think the developers had planned the camping when creating his game? answer no, a killer who camp will never red rank.

    Camping is anti game, go do anti game in a sport, you will be banned from the sport very quickly, camping = taking the party hostage forbidden thing.

    Devs say camping is a viable strategy though... Also taking the party hostage? I disagree. It's boring to be camped but it will end after a maximum of 2 minutes. Killers that camp will never reach Red Ranks (I assume you mean grades.)? Maybe watch 1 or 2 streams by killer mains in supposedly high MMR. If they want to win, they will camp, slug and tunnel relentlessly. Somehow these people still manage to get to Iri 1 every month. Last but not least DBD is NOT a sport. It's not hockey, it's not football, it's not baseball, it is a game. That is a difference.

  • I'm with you, buddy!

  • @Salacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2994007#Comment_2994007

    Except that a draw will remain a draw, no matter what bhvr will put in place (penalty), a draw will always camp. Only effective solution temporary ban after x temporary ban you will see, they will finally learn to play.

    So overall your suggestion is to ban people for playing in a way that you don't like? Imagine if the survivors got banned for doing the gens too fast or finishing it in the killer's face because they don't like it. It's basically the same. One side is unhappy with how the other side played.

    That might kill the game entirely as it would punish survivors just as much as killers. Killers getting banned (even temporary) = less people playing killer = longer queue times for survivors = less people playing survivor because waiting 30+ minutes for a match is boring.

  • I love Hillbilly but man is he painful to play sometimes. The moment I hit ready with this killer I have to brace myself for either Lery's, RPD or Eyrie of Crows. It's always one of those maps.

  • Ooooofff. That hurts. That really, really hurts.

  • Give them what they so desperately want. Get them in the dying state and wait 4 minutes.

  • BBQ is one of the best designed perks in the game imo. It rewards killers for doing their objective and is overall very convenient. If I have to hook a survivor anyway it's nice to have a reward that now shows me where to go next and also gives extra BP. WGLF on the other hand is also healthy for the game but not as easily done, if you're not in a SWF and then you wouldn't need the actual effect anyway. It would be nice to get stacks for more different actions and honestly I don't understand why it can't be for healing or other actions as well. It's not like it's hard to get BBQ to 4 stacks, so why would WGLF be that way?

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/2993826#Comment_2993826

    Losing to a gen rush doesn't feel that bad tho, it just means you have zero pressure and you get no value out of your perks but at least you still get to play the game.

    Dying on first hook in solo queue because you're facecamped and your mates are afraid/can't save you is far more frustrating, lot of players just DC or suicide on hook when it happens it's so lame, and if you DC you get the penalty not the killer

    I see where you're coming from. But my point is: More incentives to actually leave the hook as a killer = less facecamping. At least in theory. It's always a killer's obejctive to kill survivors. The issue is that facecamping is a better and easier to execute strategy than playing the game normally in many cases.

  • Camping definitely is an issue. It's no fun for either side to have 1 person on the hook knowing that they will die in 120 (or 60) seconds, just waiting for it to happen. However camping works. Camping is often a lot stronger than leaving the hook and going for someone else. As soon as the killer leaves the hook they have no pressure anymore. 2 people work on gens, 1 goes for the rescue, the killer needs to make their way over to the next survivor. That's it. The biggest problem for many killers is, that they can't traverse the map fast enough to actually not give survivors free quality time pressing M1 (and sometimes Space, I know) and doing their objective without any interruption. So instead of calling for punishments (that would be abused by SWFs, let's be real), why does no one ever ask for incentives for killers to decide against camping? Even something small would be a possible reason to consider leaving as the better option.

    Also there is a very similar strategy, that is often used by survivors, which is considered annoying but not unfair. Commiting on a gen means you STAY near your objective even though technically it could put you at a disadvantage to achieve something the killer cannot revert. Finished gens can't be reverted, same with hook stages.

  • If a survivor is afk or dcs, blame that survivor. The killer didn't make them do that. Also why would a Killer not play normally in this situation? Would you wait and stop doing gens, if the killer was afk for a minute?

  • Why BHVR patched Skybilly is beyond me. It was a fun and loved part of the game for most. Guess Billy is not allowed to have fun.

  • I took a match just to test these hitboxes. It's horrible. I mean the bushes were not even surprising but how do I bump into things that I can barely reach with a lunge? If they keep creating maps like these and don't change something with the hitboxes I'm going to lose my mind.

  • I'd consider myself realistic. The overhaul of 40 perks is a huge step and will completely shift the meta. At least on PTB there will be some balance issues, no way around it. These changes are a good thing and long oberdue but also hard to balance with rest of the game. We might even see some game breaking bugs and perk combinations again. In the long run however as they will fix these issues eventually, I think this is going to be a good thing.