YOURFRIEND
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3020508#Comment_3020508
Great job. Except nothing is set in stone yet. They still have time to buff the endurance and haste status effect after being unhooked, and add some proper camping nerfs as well. And increasing the hook phase duration from 60 to 90 seconds, as well as removing hook grabs, shouldn't really be a hard task.
The problem with some of these meta perk nerfs is that they nerfed the perks simply because they were the most used. However, when it comes to the perk changes, this update is not killer sided or anything. There are questionable nerfs on both sides, and both sides are getting some really good perk buffs as well. Off the Record sounds nuts, and Lightweight for example is also looking real good.
Overcharge and Botany Knowledge are the two perks I fear are overbuffed.
It's only the baseline changes where survivors are getting the short end of the stick. The killer buffs are all great, except for the bloodlust buff, but survivors aren't getting enough as compensation, and I hope that changes before the update goes live, or at least shortly after that. Otherwise I fear killer queue times will be rough.
You think adding *thirty seconds*, half a minute, on top of giving survivors free in-your-face unhooks on top of buffing the endurance effect that survivors are getting base is balanced?
You've lost your mind. You want people to play killer, right? You've gotta have people playing the other side to have a game.
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Shrug. I always have fun playing survivor, grouped or not. Dunno what people are always complaining about.
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Botany knowledge is gonna be insane.
Thanat? It's like two percent. Who cares? Set up CoH and run botany knowledge. Not healing vs. legion is the correct strat only if you cannot heal fast enough. If you heal as soon as their back is turned then it's wise. They still have to find and stab you again as soon as they're done with whatever chase they're on.
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They said they were gonna up it and then just didn't. Changing values in a database is very difficult for bhvr.
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Alright. I'll take your slot in your survivor queue.
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You're not the only one to think any given thing, so no. You're not the only one that thinks that.
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@CakeDuty said:
It is kind of a weird decision, I agree. For me going from 200% to 100% seems like the nerf it needed. Only reason I can think of auto disabling is, if you've already got one kill then you're already in a really good spot and the 3 survivors will not have time to look for it, cause likely one will be on hook, one will be chased and one will go for the save and they don't have time to look for the totem? Not that it's a good reason, but the only thing I can think of.
Seems like they wanted to obliterate a lot of perks. Tinkerer, iron will.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/329998/a-7-speed-increase-is-to-much
They have buffed Bloodlust, nerfed Dead hard and decisive strike and slowed gens. The devs are clearly wanting chases to be the primary gameplay focus, makes sense they are adding to the cat and mouse feeling.
All the speed in the world doesn't save you from a good killer who knows how to mindgame the loop tiles.
They buffed bloodlust 2+3. I can't even remember the last time I hit bloodlust 2 and I'm hardly the best killer in the world.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014545#Comment_3014545
We're very aware of that (we actually mentioned exactly that in the dev update). However, we do not want people to always have one perk slot locked in just for bloodpoints. Your perk choices should be the perks you want to run, not the ones that make the grind manageable. There was very little reason to run other aura reading perks when this one gave both information and doubled your bloodpoints.
We made sure to pair this with a huge grind reduction and new ways to earn bloodpoints to compensate, but this is ultimately a step that we need to take.
..... It's not a grind reduction at all if you're spending the BP on add-ons.
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Iron will is busted. It's in my games just as much as dead hard and I'm sick of it. Sick of survivors using it to leave loop after loop. Sick of injured Claude's crouching soundlessly in the bushes two feet away from me.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3017168#Comment_3017168
"But the looping is dead faster break times faster hit regen times less distance after getting hit camping got buffed and so did tunneling im like really confused on where you see exactly the same." Same as above.
It's 10% faster. Calm down. Camping has nothing to do with looping so maybe you could exclude it from your next breathless outrage post? A little focus, please.
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They're nerfing looping into the ground? As a concept? How's that work?
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/3015563#Comment_3015563
I don't think you've played enough survivor against ######### killers, then. There are so many killers who will refuse to break junk pallets and loop around the pallet until they hit bloodlust 3 then there's nothing the survivor can do. It's never deserved, but it is realistic to how a lot of people play.
..... Then you've wasted a lot of time and won the chase. Killers are intended to eventually catch any given survivor.
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Survivors constantly drop pellets regardless. It's fine.
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It couldn't even have been something amazing or people who didn't prestige would feel left out.
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@jesterkind said:
No. What they did, at least imo, was incentivise using it one of the two major ways it was used, while completely removing the other major way it was used.
New DH can be baited out and played around, it'll require skill, timing, and good reads of the killer before you'll get any value out of it at all. It might still be annoying, but it won't be a free chase extension.
Ya it will. You run around the pallet four times, press E on the last circuit. What's the killer do? Swing and give you a speed boost or eat the pallet.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3014820#Comment_3014820
BBQ is trash now. Well, both WGLF and BBQ are. The aura reading on itself is to weak in comparison with Bitter Murmur or Darkness Revealed.
They should have buffed the aura reading duration to compensate.
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Yeah your do the same thing as before. Greed greed greed, hit E. Get speed boost.
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No thank you. It's a fun age healthy interaction between survivors and killers. Gets validated 70% of the time anyway
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Doc needs the detonation delay shortened by a small amount. Latency makes it incredibly unreliable. Maybe knock 10s of static blast cooldown.
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Who's "killers"? You think there's like a discord where everybody that plays killer gets together and comes to a consensus? Do you think they all have brain slugs that connect them as a single consciousness?
Honestly, if you don't play killer you're only playing half the game which is just dumb as hell. Play the entirety of the game you presumably paid for and enjoy.
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I bought onryo and artists last bloodhunt and the difference between them is stark. I prefer low tier killers so I play onryo much more often but what you said about the power disparity it's absolutely true. Did you know artist has actual good and useful addons as well? Did you know onryo has a purple add-on that makes survivors scream if she slows herself down and if they're watching her during it? That's all it does. Make people scream. Ludicrous.
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I also don't think walking through pallets is an interesting idea. It's gotta be slow enough that survivors have counterplay yet fast enough to be useful. Which is impossible. It'll either be oppressive or pointless.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/3011446#Comment_3011446
So you won't go past level 50 for any character? That really limits perks and add-ons.
I was under the impression the teachable system would be intact but the prestige stuff would be there as well?
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People who care about it should be able to show off their prestige levels. Personally I'm never going to prestige and think the comments will be funny.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3010207#Comment_3010207
This but unironically.
I was being unironic. I don't care about it.
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I don't even know what you're talking about, if that helps
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Base kit iron will? Nah, I'm good.
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I look forward to continuing to not prestige.
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It's fine. Just do do another gen when yours gets blocked. If it's pain res just let go for a third of a second when you see your teammate getting hooked.
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I'm also really trepidatious about it, but not for your bizzare and wrong reasons. I'm concerned that they're nerfing every regression perk with nominal compensatory buffs.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3008452#Comment_3008452
The thing is it doesn't benefit SWF in anyway way, because it's all info they already have anyway. A buff to solo players that doesn't buff SWF is exactly what's needed, and if it makes survivor in general much more efficient, then they can buff killers slow down in turn.
Buff to solo + buff to killers = nerf to SWF
Do..... Do you play with a group? I'm rarely communicating every action I do to my friends with a constant stream of information. Mostly because the game is fundamentally casual and I'm there to hang out, but also because a constant stream of chatter from everyone is annoying.
It's undoubtedly more useful in solo, but it's also undeniably useful in a group. More information is never gonna hurt regardless of circumstance.
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I think people really underrate how incredibly strong those action icons will make survivors. Grouped or not it'll increase gen efficiency by a great deal.
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Most of these are absolute nonsense.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3004300#Comment_3004300
Does it ? Gen regression is over rated. The only one I use on that list is pain resonance
Ah, the only one you use is the best one. That's fair.
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@Persephone_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3004352#Comment_3004352
The comment was about Lethal Pursuer, which is a perk that shows you survivor auras as you spawn in. I think it's fine because you take a risk -playing the match with 3 perks - for the reward if exactly knowing where you need to go first.
You are talking about Eruption, which I think will be nerfed rather than buffed. It's fine, I actually use it but has to be used with Pop or Call of Brine.
Oh whoops. Yeah lethal is perfectly fine. Trading a potential good early game chase for a perk slots is exactly what a perk should be imo: very good but situational.
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@Persephone_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3004322#Comment_3004322
I think it's ok. It's high risk, high reward and really only worth it on some killers. It's actually in a good place and I don't understand why it's on there or if it's a candidate for a need or a buff!?
It's terrible. It requires you to stop, kick a gen and hope you get a down before that gen pops. Then it also for some reason has a cool down.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3004300#Comment_3004300
But every second chance perk will be getting nerfed
None of those bother me but dead hard. A survivor with decisive strike doesn't prevent gens from popping in three minutes, Pop does that.
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Every gen regression perk is getting nerfed. This feels very grim.
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Oh, I didn't know you had to have it selected. That's probably the issue.
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@Tostapane said:
https://forum.deadbydaylight.com/en/discussion/328712/please-just-chill-out
No more chill matches, especially during events... This became the norm unfortunately and the few people who play chill will suffer the consequences for doing so...
What consequences? A couple bags at the gate? It's not a big deal. Huff some aerosolized pee and break some pallets. This is behavior you can play a role in altering.
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@bm33 said:
As killer I let the No Mithers go (well I let everyone go) and then in end game I would see they were running a full perk load out. I think some are running No Mither right now in hopes killers will just let them go thinking they're doing the challenge. 😂
I was playing Doctor while I got my masks yesterday. Was just shocking, hitting, kicking gens, and opening doors when they were powered. Didn't even hook anyone, just had them wiggle free if I downed them or grabbed them from a locker. Didn't want anyone to get left to die on first hook.
Doctor is also a very good choice for just vibing. His giggles are precisely the right mood.
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And here I am, party bottles clown. Two hooking everybody and leading survs to the invites with piss bottle trails.
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So Meyers or ghost face jump scaring you isn't a problem because it's expected.
Yet a canned animation with a set interval does bother you...... For reasons? I don't get it.
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@THE_Crazy_Hyena said:
Only his add ons and make the teleport cooldowns longer tbh.
The one add-on that boosts his nightfall charge speed by 66% comes into mind. Also, I would not mind having nightfall last half the time, as it is simply too dark on certain maps. Makes you disoriented quite a lot
Agree. He's fine, his add-ons are insane.
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@EvilSerje said:
No, because it's obvious. They are bad and try to get at least one kill from good team, or prey on casual solos. You can't force kids to stop being miserable.
The best killers in the game camp. It's efficient.
Especially if you've got two survs hooked right next to each other, like in OP's example. What do you expect the killer to do? Leave and just throw? The survs messed up and are paying for their mistake.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3000156#Comment_3000156
Right, but they've had years of the "input". Whatever they're doing, they're gonna do it; if it's a bad change then by all means, keep complaining on the forums, but right now just saying "DH bad" is kinda pointless.
Also it's not undetermined, we have their goal for when they want it to be out if it's all ready.
Adding to the chorus of voices saying it's problematic for the worst killers in the game is valuable. Feedback is feedback and redundant feedback only reinforced how badly the perk needs changes.
Also my confidence that they can/will change it in any meaningful way is basically nonexistent.
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@jesterkind said:
I feel like these threads are pretty redundant and pointless now we know that the big 40-perk meta shakeup is coming.
Input is invalid because they're doing some nebulous stuff at some undetermined point in the future? Nonsense.
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You can tell when they have more usually cuz they're awful.
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@gnehehe said:
https://forum.deadbydaylight.com/en/discussion/comment/2997783#Comment_2997783
I know it, I just written a wall of text about this stupid issue ... it is dumb as ######### ; the hitbox should not be large as usual in this specific case!
- If the survivor makes a mistake during the unhooking animation, he get punished and the killer get a nice grab.
- If the killer makes a mistake (failing grab, whiffing around), he SHOULD/MUST be punished and the survivor SHOULD/MUST get the unhook reward
This is logic, unbiased (both sides can be punished or rewarded) and rationale counterplay!
If what you're getting at is that survs on hook should have a smaller hitbox I'm right there with you.