Avatar

ad19970

ad19970

About

Username
ad19970
Joined
Visits
9,259
Last Active

Comments

  • @Green_Sliche said:

    Expect the same move on this killer like with many others - a set of nerfs in a month or two so killer drops to C- tier or worse and becomes absolutely addon dependent. Even with all the ''buffs'' he has received I'm sure most of the time he will be played as M1 killer because his abilities still can be countered by smart play. His perks were garbage in PTB and will still be garbage post release.

    As for survivor - a meme survivor who people will go for because of Bardic Inspiration Perk. We already know about that. Not sure if it's a deal worth agreeing for and spending $.

    What killers have had that happen to them in the past? Really curious because I can't think of any, and I doubt Vecna will have this happen to him as well.

  • I am getting it. I am so beyond hyped for Vecna. Even if he receives some small nerfs afterwards, which I doubt looking at the buffs he is receiving, I wouldn't really care much. I just absolutely love his design and gameplay.

    He also looks like he's going to be a lot of fun to go against, which is always more than welcome.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731599#Comment_3731599

    I think that would be way too op. Not to mention terrible design, since survivors would just have to hold w if Vecna chooses to use his Dispell Sphere at a loop. I really doubt that's ever going to happen.

    right….survivors respecting the spell and playing around it is bad design… like ok. Almost like spell does something.

    No survivors simply having to hold w to not get exposed is not good design in my opinion.

  • Right now the game is in no position to have it's objective time for survivors increased. Killers are already doing well, and increasing survivors objective time would also just further buff tunneling and camping, which are already too strong in the current state of DBD.

    I think the main problem really is that doing gens just isn't the most interesting part of DBD, which is why survivor players don't want to spend even more time doing exactly that. A second objective would be the only proper solution to prolong matches.

    Right now, you can definitely make sure matches take longer than 7 minutes, if you have at least 1 or 2 slowdown perks equipped and know how to apply map pressure. Just going for chases though probably won't result in long matches against very good survivors.

  • @albertoplus said:

    Its true that 3 seconds DS was not doing much most of the time honestly. The problem with DS is that is still another "band-aid solution perk" to a much deeper problem.

    Tunneling seems to be the best strat a lot of times, because getting someone out fast is better than trying to spread hooks and shooting yourself in the leg as the killer. Maybe its about time to try and reward the killers for spreading hooks instead of punishing them for tunneling. Because there are times where they shouldnt actually be punished for tunneling:

    • Times where tunneling is just an absolute need, like gens start getting done fast and no one is dead. Not getting someone out of the game fast on this moment is like putting a "Mr Nice hat" on you and giving survivors an advantage on purpose.
    • Times where the game sees that you are tunneling where you actually were not. Like, someone gets unhooked, you are in a chase with another survivor. You down him and hook him. You leave the place and find the one that got unhooked and down him. You pick him and you get DS'd. Like, you were absolutely not tunneling, why you should eat a DS?

    Stop punishing killers for tunneling/camping and just reward them for not doing so. Make them want to go fast af into chase another survivor instead of trying to get someone out fast as hell.

    Simply rewarding killers for not tunneling isn't enough. Killers will still tunnel because it's the easy way out. Tunneling and camping also need to be nerfed to not be such effective strategies anymore, there is no other way around it.

    Even during the Eruption meta, where killers definitely didn't need to tunnel, there were still enough tunneling and camping killers.

    And to be honest, I still believe, even as a killer main myself, that at the moment you really don't need to tunnel and camp, even against really good survivors.

  • @Coffeecrashing said:

    I still won't be playing this killer. I think it's very bad game design to give survivors counterplay items, but then balance the character around the survivors NOT having the counterplay items. Counterplay items make way more sense on killers like Nemesis and Wesker, where the killers are definitely balanced around the survivors using the counterplay items.

    How do you know he is purely balanced around survivors not having counterplay items? He isn't even out yet. As far as I can tell, the items will help survivors a bit but won't be anything too crucial.

  • Î am 100% getting him. Can't remember when I was this hyped for a killer the last time.

  • I'm currently having a lot of fun, both as killer and survivor, though arguably more often as killer, since as survivor you still have to deal with crap like tunneling and camping. Still, I am enjoying the game on both sides currently.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731508#Comment_3731508

    I don't think so, he would still be beatable. i don't think it would be easy at all to hit them. that is because… when your healthy, you might as well just run away from sphere. The sphere would chase potency in the sense that survivor would "zone" themselves to hold-w with sprint burst then take exposed as running forward prologues chase. Survivor can see sphere when acquiring sphere item. Right now sphere has no chase capacity.

    I heavily disagree. I think that would be way too op. Not to mention terrible design, since survivors would just have to hold w if Vecna chooses to use his Dispell Sphere at a loop. I really doubt that's ever going to happen.

    Dispell Sphere is for information and disabling items, it's good enough the way it will be.

  • I disagree, DS is a current necessary evil in this game because of how strong tunneling is.

    Also, sounds like you went for the unhooked survivor after they got unhooked, DS is supposed to help with exactly that.

    Sadly, DS is already getting nerfed to 4 seconds in the next update.

  • @Devil_hit11 said:

    sphere disables haste item from survivor. haste item from survivor is strong for making mage hand completely useless even vs a total beginner.

    I would like see sphere grant Exposed status effect for 60 seconds but I understand BVHR is too hesitate to oppressive vs casual survivors.

    Exposed for 60 seconds would be way, way too much, especially considering how easy it is to hit survivors with Dispell Sphere.

    Personally I think it will be strong enough.

  • @[Deleted User] said:

    I think stacked regression and slowdown is really obnoxious to play against. I'd really like to see diminishing returns across all equipped slowdown perks that increases with the number of slowdowns equipped. It's just beyond obnoxious to have a gen 80%+ only to have it get hit by Pain Res+Grim+Pop. You can argue the balance aspect all day, but it's objectively bad gameplay to sit and watch a bar fill for 70 seconds and then have to do it all over again without actually progressing the game.

    I really wouldn't say objectivelly. That sounds like a subjective take to me. One that surely many people agree with, but still.

    With that said, some diminishing returns would probably be very welcome. But we'll have to see how the slowdown nerfs of the next update are first.

  • I disagree. I think anti-loop killers are some of the most fun to verse, if the anti-loop is done right.

    Take Wesker for example. He has a strong chase ability, but it also leaves room for a lot of counterplay on the survivors side, making him a very fun killer to verse. Unkown is another example in my opinion. Good anti-loop, but with enough counterplay. Vecna will most likely be similar to this as well, having anti-loop potential, but still having counterplay as well.

    It's killers like Knight which I personally find very problematic. Because they can just shut down loops completely, and the only counterplay you have in that case is holding w to another loop. It's very boring to verse. Twins is an example of a killer that you can't really counterplay in chase at all, which is also why they are so disliked.

    When it comes to pallets, I do agree there has been a rise of unsafe pallets, but in my opinion, most maps still have enough mindgameable and safe pallets as well. The new Greenville map is the only map that has too many unsafe pallets in my opinion.

  • @Leonardo1ita said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730908#Comment_3730908

    Deliverance is so fine that I want to stop using Devour Hope or other perks that incentivize splitting hooks, and just run Corrupt, Deadlock, Pain Res and Ruin/No Way Out, and tunnel the ######### out of the first survivor every single match.

    That's so fun and fine right?

    If you feel the need to tunnel and camp with 4 slowdown perks stacked because of deliverance, that is a you issue and not the game's issue. If anything, it just goes to show that tunneling and camping need to be nerfed, since they are the easy way out for killers to win a match.

  • I agree that BHVR really should nerf tunneling and camping some more. The anti-facecamp mechanic does nothing against normal camping, and tunneling is also still too strong despite the 10 second BT effect.

    I really wish BHVR took more risks when it comes to such changes. In my experience killers can do well even without tunneling and camping. But those two strategies are simply the easy way out for killers often times.

  • This is definitely not going to happen. Especially considering that what one person deems fun is very subjective, there is no objectivity tied to that.

    You say Blight or Spirit are unbeateable in solo q but they are not for example. Nuse is broken, sure, but that's about it. Dodging killers you don't like would turn into a serious problem.

  • @sizzlingmario4 said:

    I feel mostly the same way. I’m a bit worried Mage Hand is gonna be too strong and lead to too many unavoidable hits, IF you don’t have the item that counters it. And on the other hand, the item that counters it is by far the strongest one (other than the Vecna items). On the PTB when playing survivor I always chose the item that countered Mage Hand over any of the other ones if I was able to find it. If anything I think both the Mage Hand itself and the item that counters Mage Hand may need to be toned down.

    But everything else seems to be pretty good changes, the spell cooldowns being lower is good and Dispelling Sphere definitely didn’t need to slow down Vecna nearly as much as it did on the PTB. I’m not sure how Flight of the Damned will be now, it can still be crouched but Vecna doesn’t lose as much distance for using it so it might be harder to crouch it without just giving up an m1. We’ll see.

    Yup that pretty much sums up my thoughts. But it is entirely possible that Mage Hand will be perfectly fine, still being fair enough despite the 3.68 m/s movement speed penalty. We'll just have to wait and see how it plays. But I am very hyped for Vecna, that's for sure.

  • @Hex_Ignored said:

    I'll try it out but just from reading the patch notes, mage hand might just be the new scamper

    I am a bit worried Mage Hand will lead to too many free hits as well. Although it probably won't be the new Scamper. Predropping pallets will still counter Mage Hand, and there is also an item that gives you 7% haste whenever Mage Hand is activated. So I am sure it will not be as bad as Scamper. But maybe it's going to be completely fine the way it is at release, we'll have to wait and see.

  • @Gmoore23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730515#Comment_3730515

    We'll find out Monday either way! And I'm glad I'm not the only one hyped up for him lol

    Yes I have been really hyped for Vecna ever since the ptb. I just love what they did with him, and after seeing the changes he is getting I am just even more hyped.

  • @albertoplus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415693/the-vecna-buffs-are-close-to-perfect

    Holy- i did actually answer on this post but i didnt see it was actually yours. I kinda miss our Mage Hand discussions…

    Ah wait. It wasnt yours i think, two posts just got merged?

    Lol well it seems like you got your wish regarding Mage hand changes. I am personally a bit concerned about the higher movement speed after using Mage Hand, but who knows, maybe I am wrong and it will be fine.

    I do think that Flight of the Damned will be useful often enough now with the post-cooldown movement speed increased so much.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730564#Comment_3730564

    Yeah, your post where you compared Mage Hand to Scamper perfectly showed how delusional you are about it. Mage hand's closest brother is Doctor's shock. With 38 seconds cooldown. Which you still need to use nearly perfect on some loops to get a hit. And even if it was "free hit scamper situation end of the world" – good on it, that one of 4 spells will give him hit once in 40 seconds in a game, which balanced around 45 second chases.
    And this Item is not even helping with this spell like other items, it just make it 100% useless and make it lose-lose for killer. Even with ignoring this fact, that item shouldn't be in 1,5 times stronger than killer's addon, which do the same, lol.
    I see that you trying your best be likeable by survivors auditory, but it's not a reason to ignore reality so much. "oh i'm killer main, but this one time Doctor shock B-tier ability with 38 sec cooldown seems so OP, how fellow survivors will play against it????"

    > You can't be serious or?
    We still have perk on this chapter, which helps to survivors and harm killer more, than helps to himself, lol. In game item will give more value, than addon that killer will bring into the game. I'm joking, you know.

    I am not being delusional at all. Mage Hand in my opinion is much more comparable to a hatchet of Huntress at pallets than to Doctor's shock, you seem to be underestimating it's potential.

    Also, no ability should ever just give a killer a free hit, that's not good gameplay design, even if that ability has a 38 second cooldown.

    I also think you are overestimating the item's effectiveness. It's not always going to be a lose-lose situation. If you use the ability right, you should still be able to get hits against a survivor using this item.

    I see that you trying your best be likeable by survivors auditory

    I honestly feel a bit sorry for you that you have to resort to such accusations against me. The thing is, I simply care about the survivors fun as well, not just the killers fun. So if there is something I think could be problematic for either side, I will voice my opinion on that. Not to mention that in my other post I simply said Mage Hand could be problematic, but I am not sure about that. Maybe Mage Hand will still be completely fair. If you think I am worried about Mage Hand doing anything at all, then I really don't know what to tell you anymore. Because I obviously want killers to be strong as well.

    But in the end, it's you who is going to have to deal with the fact that the mage hand item hasn't received a nerf, while I am simply going to be happy that it didn't get nerfed.

  • Mage Hand was buffed a lot, there is absolutely no problem with this item helping survivors against it. It would be useless without the haste effect.

    Another example of BHVR trying to balance game for 4 killers vs 1 survivor or what?

    You can't be serious or?

  • @Gmoore23 said:

    I'm sure over time there'll be new, much smaller things here and there to fine-tune, but I'm right there with you. Vecna sounds like he's gonna be incredible and I'm beyond hype for everything

    Yup he looks really fun, and I am positive he will also be fun to verse. Again the only concerning part being Mage Hand.

    But I am also positive that some small number changes is everything he'll still need going forward, if at all. Maybe he'll be perfect the way they are releasing him.

  • @Jacknalls_Paw said:

    I am going to say it now : we'll definitely have a new problem of free hits with Mage Hands.

    It's not going to be as bad as scamper just because survivors can predrop pallets to counter Mage Hand, and there is an item that gives survivors a 7% haste effect when Mage Hand is used. But I do fear that Mage Hand will be a bit too much at release. We'll have to wait and see though. I hope I am wrong.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730302#Comment_3730302

    not a nerf. 60→90 second duration is significant. it means you'll get buff for entire gen if you are near it.

    ====

    funny. they buffed every single spell and he is likely still going to be mediocre after 10+ buff changes. I think flight of the damned is still probably his worst spell. the crouching aspect will make that spell mediocre/bad for high-level. Maybe they buffed his iri add-on to not have -3 skeleton drawback then it could be ok. the patch notes does say: [CHANGE] Balance adjustments for an assortment of Add-Ons. I suppose how good he is will be based off what changed here.

    To me the Vecna buffs look amazing, I really doubt he'll just be mid after all those buffs.

  • @UndeddJester said:

    Still Sight - Oh wow, I originally thought this perk was just chest and totems, and I was thinking "This might be good with Overzealous and Inner Healing". I didn't notice the Killer aura as well! Curse my lack of access to the PTB 😱😱😱😱

    That's busted… perfect knowledge of exactly where the killer is coming from is insanely powerful for pre-running, and with Open Handed this murders characters like tier 2 Myers or Pig, and probably Doctor as well with static blast… also pretty much any killer who can't rush in or be perfectly undetectable without slow down.

    This totally removes the point of the TR… it's a stealth players dream… Getting this effect on gens, while healing, doing totems, all extendable by open handed is pretty bonkers… and makes playing for gates broken too…

    I feel like the condition should be standing still without performing any consicuous actions should be part of the trigger for this. In fact I'd go so far as to say performing a conspicuous action should disable this perk for 20s or something…

    I thought Still Sight doesn't activate when working on a gen. At least that's what I read. I think it only works when you actually stand still without doing anything else.

  • As others have said, we will probably get a dev update on friday. Or maybe on thursday with a lot of luck. But I would expect friday. And I do believe Vecna will see at least some buffs before his release, as he was rather weak on ptb.

  • Honestly it's hard to say. Licences is definitely one of the reasons I would say. DBD has so many different licences at this point that no other asymm game can keep up with.

    But I think it's also the gameplay loop. And perhaps the fact that you can't fight off the killer itself. Hard to say though. Something about DBD's gameplay is just very addicting and fun however. And that's despite it's imbalances.

    Personally I do think that DBD is just a fun game, with it's gameplay loop. And the amount of killers and survivors it has definitely helps the game as well.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729712#Comment_3729712

    But you're forgetting it's also two floors that have to be traversed for gen patrol, a good squad that separates with all those god pallets can easily waste a ton of time and any killer that doesn't have a mobility will struggle more on that map than anywhere else due to that, just for a reference I base map strength off of the weakest killer in the games potential there because it shows the true strength of the map

    I would never base a map's strength off the weakest killer though, because they don't represent the average at all. I rather base off the strength of maps on A tier or B tier killers, because that's where killers should be strength wise.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729719#Comment_3729719

    But you have Wrecker's Yard on picture. That's one for Azarov.

    https://us.v-cdn.net/6030815/uploads/LZG4FJHW7AWR/image.png

    And i also can't say Azarov's is so bad for survivors. I would say it's even balanced, just in a bad way, because it's bad for multiple reasons for both sides.
    And you definately underestimate how strong Eyrie and Gas Heaven. I'm not fan of arguing about maps with stats, because it's not direct indicator of balance at all, but those two maps never leave top-5 less deadliest. Right now they are #1 and #2. Eyrie is most popular offering in my matches for a reason, you need to be really awful at the game to lose here as survivor.

    https://us.v-cdn.net/6030815/uploads/Y0IGO4EP513Y/image.png

    You are right, I mixed them up. That's my bad.

    But I disagree with Azarov's. I think it is killer sided.

    I get where you are coming from with eyrie, but I disagree on that one as well. I think it's size and form kind of balances it's many safe pallets out. And the same with Gas Heaven. I think it is pretty balanced except for the strong window it has.

  • @Star99er said:

    for the most part I’d say this is accurate, Coldwind is niche as a lot of killer struggle on it where as more mobile killers are strong on it(I hate it when playing either side lol) Ever since the alien map released I’ve probably only seen the survivors escape via exit like twice so idk if I’d call that one balanced.

    I don't know why but I often struggle on Nostromo Wreckage as killer. I think it has enough useable pallets and loops, as well as a fairly decent size, to be considered balanced.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729165#Comment_3729165

    Not saying that Coldwind-Maps are killer-sided (aside from Abattoir, this one is 100% killer-sided). But I just think that if Survivors burn a Coldwind-Offering, they get less advantage than they think they would get AND they might end up on Abattoir, which would even be a disadvantage.

    Well yes survivors luckily don't get much of an advantage on these maps anymore, since they are pretty balanced. It's not like it used to be, where coldwin maps were pretty survivor sided.

  • @sonata93 said:

    cool list which I agree with for the most part!

    the one I’d be inclined to disagree with is Lerys being killer sided. Hear me out: this map has a lot of unsafe pallets, however a lot of those pallets are right by windows/vaults so it’s super easy to just chain on this map. If you go against a skilled survivor on this map running WoO, it’s super easy for them to juice a chase out of you. It’s not like Dead Dawg or Greenville which have similar unsafe pallets, but it can be really easy to get caught in a dead zone.

    That's fair, I wasn't completely sure about Lery's, but I put it into the slightly killer sided tier because of it's small size, and the fact it's harder to find gens on that map.

  • @fussy said:

    Wreckers Yard killer sided, whaaat? Very wild take, i think it's one of the most balanced maps in the game. It can be slightly killer or survivor sided because of rng, but put it as second best killer map is insane. This is poll about this map btw:

    https://us.v-cdn.net/6030815/uploads/TISY1A2L63MT/image.png


    Grim Pantry, Dead Dawg, PRD and Hawkins depend on killer, still can be very rough for them. Gas Heaven definately is slightly survivor sided. Eyrie is no doubt completely survivor sided.
    Disturbed Ward i don't think that survivor sided, just slightly survivor sided. Family Residence is balanced imo, never had too hard matches here as killer.

    That's not Wrecker's Yard in the killer sided tier list, that's Azarov's Resting Place. I agree that Wrecker's Yard is one of the most balanced maps in the game, and one of the best designed ones on top of that.

    My matches on Eyrie have also never been that bad to consider it completely survivor sided. I think it's size is fairly decent, the only problem it has is that it has too many safe pallets. And Gas Heaven has always been rather balanced in my experience, with the window in the main building being the only pain point.

  • @Brimp said:

    Gas Heaven balanced? Yeah IDK about that one with most of the fillers being some of the easiest to play as surv with the huge gen spread still.

    I was a bit conflicted on Gas Heaven, but aside of the main building window in my opinion the map is pretty well balanced. It has the same filler tiles as other Autoheaven maps, which is why I don't see a big problem there. And it's size is also fairly reasonable.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/415528/map-balance-tier-list

    pretty solid list

    i would put rancid abattoir and sanctum in the killer favor section. Both of them maps have extremely weak building with low amount of resources. i would move gas heaven to slightly favor survivor and eyrie definitely still clearly survivor sided

    That's fair, but personally didn't have that experience yet with Sanctum. Eyrie of Crows has a lot of safe pallets, but a decent size, which is why I put it in the slightly killer sided tier.

  • @The_Krapper said:

    I can't believe people don't have Gideons in the top, in my opinion that's the most survivor sided map in the whole game, the amount of God pallets on that map are unreal and no other map has that much safety, the only map that could outdo it in terms of saftey has been gone and that was the old crotus prenn disturbed ward with like 6-7 god pallets in main building alone not counting the rest of the map, majority of the maps now have like 2-3 god pallets and my definition of that is a pallet you must break in order to continue chase, j I'm talking like shack pallet where you're not gonna leave it down and catch a good survivor there.

    Gideon for sure has the most safe pallets of any map, but it's also a very small map that allows killers to apply a lot of map pressure, therefore I don't consider it the worst killer map in the game.

  • @Royval said:

    Dead Dawg killer sided? Are we playing the same game? Lery’s, Purge, Swamp? Na

    In my opinion yes. Dead Dawg is a very small map with a lot of mindgameable and some unsafe pallets. Plus it can spawn an absolutely nasty 3 gen that is very hard to counter even with the new anti 3 gen system. The only good part for survivor is the main building.

    Temple of Purgation is less killer sided, but is still a very small map with an optimal form for killers. And Grim Pantry has like 6 of it's 7 gens spawn within half of the map.

  • I heavily disaagree. I think the game is in a great state for killer. Sure, gens can still go fast, but on average, unless you are playing a low tier killer, you can still keep up if your chases are short enough and you apply enough map pressure.

    This is not meant offensively, but if you have just started playing the game again, don't you think that you might also still need to improve some more? I get that feeling, especially when considering your second point. There are no big speed up perks that don't cause exhaustion, and while exhaustion perks can sometimes be a bit annoying, they are not op in any way or form. If anything, matchmaking hasn't been your best friend at the moment.

    Also, hope doesn't activate until end game. So you chasing that Kate for 5 minutes straight is indeed a skill issue, not a balance issue.

  • I am not sure if I would call solo q miserable. But it can be quite the rough experience at times.

    I definitely agree that escape rates should be closer to 45%, but I don't think dc's should count. Matches where someone dc's have nothing to do with the game's balance in the end.

  • @Blueberry said:

    https://us.v-cdn.net/6030815/uploads/1EYH6GZCM1D8/my-image.png

    This was an extremely quick throw together so I could for sure swap my immediate thought on a few of these. Hard to not think of a specific killer as this can very wildly depending what the killer choice is. There is no left to right on mine, just threw them in the category willy nilly. Pretend the letters are the same as yours.

    Yeah we will definitely not agree on map balance it seems. But that's fine, everyone has their own opinion.

  • I couldn't agree more. Oni is generally fun to go against, but if the Oni player knows this tech, it becomes much less fun because quite a bit of counterplay against Oni is just thrown out of the window.

  • @justadreampallet said:

    it seems like a great list. Bad ham is horrid as most killers but I love it cause it’s the first map I played on. But as a killer it sucks so much. Open streets but also horrid buildings

    Yeah Badham maps are pretty sucky, always frustrating when one ends up on them.

  • @Aven_Fallen said:

    Good list. I would not say that Coldwind is entirely killer-sided (aside from Rancid Abattoir), but I think Survivors burning Coldwind-Offerings dont really do themselves a favor.

    I would personally bump all second versions of the MacMillan-Maps up a bit. They are all weaker for Survivor than their originals, with often enough featuring very small distances between Gens.

    Ah fair enough, I haven't played on the new macmillan maps that often yet, but the matches I did have, they all seemed pretty balanced.

    Personally I really do like what they did with the Coldwin maps, though I can acknowledge that with bad rng they can sometimes spawn some nasty deadzones, except for Fractured Cowshed as far as I experienced. However in general I really think the maps are well balanced. I am just not a fan of Torment Creek, as I said, it's very big, but spawns too many deadzones.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728634#Comment_3728634

    his basekit is honestly pretty bad even with double speed u cant get a hit at fillers even if played perfectly

    Definitely disagree. I mean sure, there are more filler tiles where Blight might not be able to get a hit with his power anymore, but there are still enough tiles where he can get a hit with his power, and in between loops he is pretty damn strong as well.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728716#Comment_3728716

    as much as i want to agree i think they could use a minor slight nerf but mostly just buffs for Singu

    I think I would disagree just because of Singu's 3 gen potenial. And yes, while the anti 3 gen system does help, he can still feel very strong in a 3 gen scenario. I think if you just give Singu some quality of life updates he'll already feel stronger. The only buffs I would like to see maybe are buffs that would make him a little less reliant on Soma Family Photo.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728668#Comment_3728668

    You need to have astronomically good chases if someone is already dead. Most Killers, much to my delight, have wizened up and do not chase people for the whole much anymore.

    Regardless, yes, the adjustment of tunneling/camping would likely achieve a similar outcome. Likewise, the information buffs, I'm sure, would help things.

    I would find that solution to be agreeable.

    I mean, fair enough. I would love to see a comeback mechanic for survivors after one survivor is already dead. Would kind of nerf tunneling indirectly anyways. But yeah, to me, tunneling and camping are the number 1 issue for survivors at the moment.

  • @dbd900bach said:

    Emps really are the primary issue because it's extremely difficult to properly balance them. If they're too strong then the killer as no power 24/7, yet if they're too weak then Hux becomes one of the most oppressive killers in the entire game.

    I think simple number changes aren't going to do anything and has to be properly addressed some other way.

    I would argue EMP's are fine the way they are right now.

  • Solo q could use some buffs, but quite a few people just leave for no good reason at all. No amount of "fixing the game" will change this completely.

  • You can replace Cams by removing them and placing a new one very easily though. Though I am sure you know that already.

    But Singularity would be way, way too oppressive if EMP's didn't exist. His teleportation potential on infected survivors is very strong.

    And it can still be helpful looking through a cam that was disabled by an EMP, to find out where survivors are, and where to go next.

1 … 10 11 12 13 14 … 109