ad19970
ad19970
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I have been having a great time as killer. But I do generally play killers that are considered viable, like the First or Dracula.
I would play more survivor, since that can also be a lot of fun, but I dread the hard tunneling killers. I still can't believe nothing has been done about tunneling and camping.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049915#Comment_4049915
It should be obvious, if there is not a single indication on how to dodge it after a PTB and 5 days, its bad design.
Easy? sure, it doesnt need to be easy. Nurse isnt easy to dodge, but Nurse is forced to blink in straight lines. She cant move her blink on top of you and expect to get a hit unless she's very close, at which point, you would probably get hit by any decently aimed blink. Nurse also gets slowed down while she charges her attack.
With The First? He has a blink-like attack that's roughly the same reach as a mid-charge Nurse blink. He doesnt get slowed down while power holding (the least that should happen is a 10% reduction in speed when he's holding so that he loses distance by being 99%). He has a mobility move that's like Spirit and Dracula, but he can see people and damage them with it, no lullaby while Drac and Spirit do have lullabies.
Other than good ol' shift+W, there is no realistic counterplay. And I think everyone agrees that shift+W being the main counter to a 110% killer is boringNurse can aim her blink at survivors, just like Vecna can aim his vine attack at survivors. There is no difference here. The big difference between Nurse and Vecna is that Nurse can readjust with her second blink, and has more range thanks to her lunge she can use after blinking, compared to the radius of Vecna's vine attack. Vecna's vine attack is without a doubt much more dodgeable than a Nurse who is blinking on top of you.
Vecna doesn't slow down as much as Nurse when holding his power, but he does slow down to 2.99 M/S, so it's not true that he doesn't slow down. If he moved at 99% speed while holding his power he'd be stronger than now, actually.
His mobility move is also not like Dracula's or Spirits, as the latter two are slowed down only very shortly or not at all after using their movement, while Vecna loses a lot of distance after coming out of the Upside Down. Plus it has a 35 second cooldown.
Vecna certainly has quite a bit of counterplay.
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@Brassoace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053200#Comment_4053200
tell me how can I counter a vecnor that’s grim embracing in between clock timers u still have to wait out the last quarter which goes slower than the rest??
Not sure why Grim Embrace is the big problem here. That perk blocks gens for 8 seconds, except for one time, where it blocks gens for 40 seconds.
But when it comes to his actual counterplay, running unpredictably, breaking line of sight and dodging in time are the main counterplays against Vecna. He is definitely counterable.
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@BorisDDAA said:
Guys you have to use the addon lol. But it should be basekit
Are you sure the addon doesn't only affect when using it on an upright pallet? Does it also work on pallets that have been picked up? If so I'll definitely try and use that addon next time. But for today I am sure as hell done with this game.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053261#Comment_4053261
Oh yeah, When I opened the topic it was just a blank post, sorry. Increasing the delay a bit between it being lifted and being able to drop it would fix it, right? IIRC the issues in the beta were more that it could be blocked too long than how long before it could be re-thrown, correct? I don't own him so never played him much.
I am not sure which beta you mean, and Vecna has received quite a few changes ever since he released. Before the last patch where they buffed Vecna, there was a bug that made how long the pallet would get blocked by Mage Hand after picking the pallet up inconsistent. As far as I know they fixed that, and set the time the pallet would get blocked to 0.55 seconds.
But as I just have found out, that doesn't seem long enough. Unless I fooled myself and used Mage Hand too late, after the survivor already started dropping the pallet, but I am pretty sure I didn't.
If you are saying that Mage hand used to block pallets for too long when using it on an upright pallet, then that's somewhat true. Mage Hand has always blocked pallets for 4 seconds, but the addon that inrceases that duration has been nerfed twice.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050695#Comment_4050695
He will get nerfed. Everyone is complaining about him and survivors are intentionally giving up against him in my matches lol
As I pointed out in a different reply, "everyone" is simply not true. There are enough people that think he is fine.
Also, his vine attack delay is fine. If you could react to his vine attack, it would be useless. So that's probably not getting nerfed. The only thing I can see getting nerfed is the recharge time of his vine attack, which probably should see a 2 second nerf or something like that, so he can't spam his power quite as much as right now.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053258#Comment_4053258
I see.
Usually I drop it, then when its picked back up I double back into it and spam space bar, then nothing happens and I get hit.
Weird. But I swear in the match I just had I used Mage Hand before the survivor even started dropping the pallet, and yet my cooldown still didn't end before the survivor was able to drop the pallet back down on me. Unless there is still a time frame that I could have used Mage Hand even earlier. But it didn't feel like it.
So maybe lag plays a role in this too, which would be terrible.
Honestly, they should increase the block duration of Mage Hand after picking up a pallet by another 0.5 seconds, so just dropping Mage Hand back down onto Vecna doesn't work at all anymore, and instead decrease his movement speed during his post cast cooldown of Mage Hand from 3.68 M/S to something like 3.28 M/S. That way Vecna would still be encouraged to use Mage Hand by predicting pallet drops, to spend as much time of the cooldown during the pallet drop, where the survivor is stationary.
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@Ryuhi said:
Mage hand is kinda weird to balance, because its either too strong or useless in most cases with a very fine line in between. I can't really think of a way to hit that middleground with how variable loop distances are. Maybe making it faster but only able to affect up or down pallets, so it has to lean heavier into either prevention or reaction?
It's perfectly balanceable with the movement speed penalty Vecna has to endure after using Mage Hand. Honestly, right now, if you use Mage Hand on reaction instead of prediction, there is a good chance survivors can just make it around the loop again and then drop the pallet.
That's how it would be ideally. But being able to just drop the pallet back down onto Vecna after he uses Mage Hand is ridiculous. Vecna should be encouraged to predict the pallet drop, not react to it. And that's how I thought it was until this match I had that proved me wrong. Survivors can still drop the pallet back down on you again even if you predict the pallet drop.
If Mage Hand would become too strong when buffing the block duration of the hand after picking up a pallet, all BHVR would need to do is slightly decrease Vecna's movement speed after casting Mage Hand, during the cooldown he endures.
Also, I admit Mage Hand isn't fully useless, it can still block pallets. But lifting pallets up again is currently completely useless as it seems.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053253#Comment_4053253
It's strange though because when I play Vecna, survivors can do this
But when I play against him, I don't have the drop pallet prompt anymore when he picks it back up
I don't get it?
You do have to wait like 0.55 seconds to throw the pallet back down. But if you just wait there, you can just drop the pallet back onto the survivor without Vecna being able to do anything against it. Just had that match and it feels awful to play Vecna with one ability of his doing absolutely nothing. It's pathetic honestly.
If you are standing there and can't drop it back down before Vecna can hit you, then the only reason I can come up with for that is lag.
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Honestly I hope they just decrease the duration of worldbreaker by like 10-15 seconds instead. Because it is true that with the world breaker timer being paused while carrying a survivor, Vecna is less encouraged to just slug while in Wolrd Breaker Mode.
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Vecna being uncounterable is simply not true. Even against a good Vecna you can still win matches.
With that said, I do think a small recharge time increase of his main power would be nice, so dodging his vine attacks felt just a bit more rewarding.
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I feel like the best 2 examples of perfectly balanced killers right now are Vecna(The Lich) and Wesker. They are both strong but also have a lot of counterplay.
But in my opinion there are also several other killers that hold up pretty well without being too op. Killers like Huntress, Oni or maybe even Dracula, for example.
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@Shirtless_Myers said:
Dead by Daylight is a poorly balanced game where the developers want the average killer who has no clue what they're doing to achieve a 60% kill rate while excluding DC's and hook suicides. Realistically, this means that if you know what you're doing, you'll more than likely be at a 70-80% kill rate.
How do people unironically believe this?
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@killer_hugs said:
so uh..
based on the language they've used when talking about kill rates and stats.. i can only conclude that they are perfectly happy having killers with 70% kill rates just so long as the average kill rate for all killers is close to 60%. and this seems to be the case. i think vecna had the 2nd highest kill rate in the game and then they gave him a massive buff.
I am pretty positive Vecna's kill rate was at 66% the last time they showed stats, and then some time after they buffed him. I was surprised about the buffs because he already had a high kill rate, but am still happy about them cause at the moment I feel like Vecna(the Lich) is one of the most balanced killers in DBD. It's also a good example as to why kill rates aren't everything.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050798#Comment_4050798
So you want one killer to drown while the other can walk on water? I don't get your replies at all
What? How do you come to that conclusion? I don't want cenobite to be the exact same as Vecna, just instead of injuring his gateway simply slows down survivors.
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Heavily disagree. I don't think he needs nerfs but he certainly doesn't need any buffs either.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050696#Comment_4050696
He will get nerfed bro. Everyone on the forums and reddit are complaining about him lol
Everyone? Where exactly is that? As far as I have seen a lot of people actually seem happy with Vecna. Especially on reddit.
It's normal for a strong, new killer to get some complaints though. That's with every killer. Doesn't mean he'll get nerfed. And if he does get nerfed, I believe it will only be a very minor nerf.
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I feel like that would eliminate the entire unique part about his kit. Are you suggesting that if you place the gateway close enough to a survivor the chains should latch on to them automatically? Because that would just be very similar to the First now, with the potential of being completely undodgeable if the gateway spawned to quickly.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050787#Comment_4050787
I mean it's fine if it wasnt as frequent, but you get to attack so often making a mistake doesnt matter at all, that cannot be argued.
That's the aspect I am not yet sure of. Right now it seems fine to me personally, survivors do have to dodge frequently but it's doable and survivors do buy some time dodging a few vine attacks back to back. But at the same time I could definitely see that aspect needing a slight nerf if Vecna does turn out to be too strong.
Right now the recharge time of his power is the same as his vine attack cooldown, which is 3 seconds, so after the cooldown ends, he can immediately use his power again. Even just increasing that recharge time from 3 to 5 seconds would probably already go a long way to make his power less spammy and to make dodging his vine attack a little more rewarding. Because now, after his vine attack cooldown ends, he would have to wait 2 additional seconds before he can use his vine attack again.
But at the moment I still think it's too early to tell if he needs a nerf like that.
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I agree with fixing the visibility issue if it really exists.
But I am curious what exactly you mean with a 1s input action delay after the vine attack. After he uses his vine attack, Vecna has a 3 second cooldown before he can M1 again and move at normal movement speed. So he can't really combo his M2 into a direct M1.
They did increase the cancel cooldown of the vine attack from 1.25 seconds to 1.5 seconds when Vecna released, but a 2 second cooldown could maybe still work as well.
But I definitely disagree with Worldbreaker needing a 10-20 second cooldown. Not only do I not see how that would work properly, but nerfing his uptime when he can actually damage survivors isn't a good idea in my opinion.
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@maybesarahhh said:
I don't know that The First is necessarily completely broken, but I think a few things could be tweaked to give survivors some loop ability (especially on indoor maps). Some of the main issues I've noticed:
- On indoor maps, it is incredibly hard to dodge/go around the vine attacks. The paths are simply not wide enough in any of the locations to not be read like a book by a half decent killer player. Like, even if I do predict where he's going to put it down, there often isn't a lot I can do. If I run back to dodge (which often times is the only option you have on an indoor map), then I just instantly get hit with an M1 because there is virtually no cooldown after he uses the vine attack. I think either slightly reducing the radius of the vine attack circle or adding a slightly longer cooldown after the attack would make this killer a lot less oppressive on indoor maps. I don't think they should take either of these nerfs too far if they do make them, though. It would be a shame if this new really fun killer got nerfed into the ground IMO.
- It seems to be too easy to activate worldbreaker mode for how powerful it is. The reason I say it's powerful is it gives you the range of a nurse without actually leaving your spot, meaning you can pinch survivors to guarantee damage if you are in a corridor of sorts if you use this power strategically (if the surv runs straight they get hit with the vine attack, if they run back they run into you and take a basic attack). Do I think this should be nerfed? Not necessarily, because there is a counter (doing the clocks to make the mode end quicker). I kind of wonder if addressing what i said in point 1 would fix this anyways, as it might be more difficult for the killer to gain tokens with some slight adjustments to the vine attack. It might still be nice to implement some kind of cooldown on the worldbreaker mode, though. For example, when it ends the killer can't reactivate it for 30 seconds or something.
My best advice for anyone trying to figure out how to counter this killer that is feeling entirely lost is to start looping The First like you'd loop a Nurse. This killer can't really be mind gamed around a pallet or something like others, as he can place his vine attack wherever he wants inside of the placeable radius around him (20-30 meters, not sure where exactly this ends). It's almost better to hold W and look for some tall obstacles to block yourself from the killer's line of sight. Do some silly pathing once they can't see you, continue bobbing and weaving through different obstacles. It's also better to deny the worldbreaker tokens and just take an M1 if you are in a position where you have to choose between that and the vine attack. Perks that disguise your scratchmarks are strong against this killer, as breaking line of sight is your best line of defense.
His cooldown after using vine attack is 3 seconds, during which he slows down to 1.79 M/S. So I wouldn't call that virtually no cooldown. Unless he is right on you, running back into his direction to dodge the vine attack can still work, survivors have done it against me.
With that said, he does seem pretty oppressive on Hawkins and Midwhich, I definitely wouldn't mind if they increased his power cooldown from 3 to 3.5 seconds or something like that.
I do disagree with the second point though. If Vecna ends up needing a nerf, I don't think making worldbreaker mode happen less frequently is the right decision here. If anything, I'd prefer to see a nerf that helps counterplay on survivors side. Like a small recharge time increase on his vine attack, so that he can't immediately use the vine attack again as soon as the cooldown ends.
But honestly he seems pretty balanced to me so far. Time will tell if he does need a nerf or not.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050695#Comment_4050695
there is no prediction with full aura reading builds:
https://us.v-cdn.net/6030815/uploads/26HX1AIDJNG0/image.png
Ignore the escape that was an abandonhttps://us.v-cdn.net/6030815/uploads/28DUF0PYY4HZ/image.png
I tried him out and it's utterly broken
Aura reading doesn't change the fact that you can still predict the vine attack and dodge early enough though. Of course aura reading does help him quite a bit, as it eliminates his guess work on where survivors are when they break line of sight. But the vine attack is still dodgeable beyond that. If you predict the vine attack correctly, you can dodge it.
Running unpredictably and dodging are valid counterplays against Vecna whether he has sight on you or not. It#s too early to tell if he'll need a small nerf or not, but so far he seems pretty balanced to me.
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I find him to be pretty balanced. The only thing they might need to nerf is the recharge time of his power, so it becomes just a tad less spammy. But maybe even that won't be necessary.
Personally I think Vecna is a total success, he is strong but also has fair counterplay.
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You are not supposed to be able to react to his vine attack, you are supposed to predict it and dodge early enough. If you could just react to the vine attack by dodging only once the vine attack is visually shown, it would be absolutely useless against good survivors that can react quick enough, and nobody would want to play Vecna in that case.
Pretty sure if the delay was 0.25 seconds longer the ability would become way too dodgeable and playing as Vecna would become insanely frustrating.
I also have serious doubts that DBD will lose half of its playerbase over Vecna. In fact I have seen quite a few people say that they enjoy going against Vecna.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049915#Comment_4049915
I understand not wanting to make knee-jerk changes. But I also dont want to wait a year for sensible adjustments like we just had to for Ghoul.
I'd also like to hear what the actual counterplay is supposed to be, other than run around like a headless chicken until you inevitably die.
Pallets? No. Windows? No. Pre-run? Well he literally pops up underneath you to start chase so no. Dodge and gain distance? His cooldowns aren't long enough to make any while actively attempting to dodge. Use the clocks? His power lasts a long time regardless, takes time away from gens/healing to complete, and he gets it back nearly instantly anyway. So we're left with the aforementioned turn off your brain and press random buttons, with maybe a sprinkle of everyone's favorite strategy; choose which corner to die in!
Well the main counterplay simply is moving unpredictably and trying to dodge the vine attacks. But you have to dodge the vine attacks by predicting them, not reacting to them, because if the latter was possible, Vecna would be completely useless against good survivors.
Breaking line of sight whenever you can is also helpful, makes it much harder for him to aim his vine attack.
Pallets and windows are usable, but only during his cooldown, so right after he used his power. Unless you can get a stun with a pallet, that works as well.
Also, his undergate attack slows him down for quite a while, so you gain some distance again after he uses it on you. If you can, try to hold that distance as long as possible by holding w, he is only 110% and slows down a lot when charging his power.
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@AVoiceOfReason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049680#Comment_4049680
Just play both sides? I DO play both sides? No one likes powers that can be spammed until you're dead. That's why Ghoul and Krasue is so hated. Range, speed and you can spam their powers until you get got. Stop telling people that spammable powers is a good thing just because you only play killer.
I can show my stats at any time if you want to see how I play, but please don't insult me like the rest here. I know how to play well. I didn't say he was impossible. His power spam isn't a fun mechanic for anyone. That's my point. Increase it to 2 seconds and make him slower by 1% when his power is being held. That's it. Power fixed. BAM.
While I am not fully against a small recharge time increase of his power, you saying that Vecna is fun for no one is just a blatant lie. I have seen many people say that he is actually very fun to go against. People need to stop assuming that their opinions are shared by everyone.
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Why do we have to do guesswork to dodge his attacks?
Because if you could just react to the ability and dodge it reliably, it would be absolutely useless to use against good survivors that can react fast enough. Who on earth would want to play a killer like that?
Abilities have to be mindgameable or one side will not have counterplay against the other side, which would be awful.
Also, the huge AOE of the undergate attack is definitely dodgeable, you just can't let Vecna cut you off from where you are running.
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Played a few matches with him and didn't even notice a difference between now and the ptb version. I really don't think it's much of a problem. The nerfs Vecna got in general are very small, which is nice, so I don't see how you conclude that BHVR is just nerfing one side again.
Vecna still seems pretty strong if you ask me. Solid A tier would be my first prediction.
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@uninstalled4ever said:
I actually made an account to do this complaint and this is my first and last time visiting the forums. I'm casual when talking about this game, maybe like 300 hours played and I started back in 2016. I have made into iridescent couple of times, so even if I'm casual I understand this game enough to have some opinions about the game.
The guy who designed the gameplay loop of "The First", you did awful job. Its not fun to play against, it's spammy, confusing, has minigame, has projectile, ignores many of thr movement mechanics. I get that you must have had fun designing it and on a way, it's kind of cool... But the main problem is, it's not fun to play against. Awful, awful job.
I admit, some of this salt might be from the fact, that our friend group was actually having fun with this game for the past couple of weeks, but all four of us uninstalled and decided to play something else.
And we played multiple matches today into it and not a single time anyone in our group was having fun. Even if all four of us managed to escape, we kept asking "did anyone have any fun here" and the answer every single time was no...
Fun is very subjective though. I am sorry to hear you and your friends don't enjoy going against Vecna but from what I have seen many people do enjoy going against him. Playing against him certainly feels unique.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029710#Comment_4029710
Killers got smaller maps, higher visibility, more aura perks, predictable and clustered survivor spawn logic, and several new characters to play with teleports or high map mobility. Has it occurred to you that the addition of more pallets was itself meant to balance out those killer buffs?
I mean sure, but if we would have gotten the other survivor buffs against tunneling, camping and slugging from the 9.3.0 ptb, killers would definitely have needed some more compensation buffs as well, and not only Bloodlust 1 after a unique hook. Plus they definitely overdid it with the pallet buffs on some maps. Some maps already had enough pallets and didn't need even more.
Not to mention there were also killer nerfs and survivor buffs in the past year as well.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030128#Comment_4030128
Oh great instead of something we get nothing I completely believe Devs ain't gonna try anymore to solve slugging, tunneling and camping we just gotta deal with it apparently. im just gonna stop playing survivor.
Yes for the love of god please stop playing survivor. I can only hope more and more people do so.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/460788/bhvr-cmon
Did you even try the PTB and play as killer against a compentent team? (I.E. in customs not relying on MMR which is non-existant in PTB?)
So instead of buffing killers in healthy ways that incentivise not tunneling and slugging, in a way that killers don't have to do so to keep up with good survivors, they just revert all the changes so killers can again keep up against good survivors, but only by tunneling and camping.
6 months for nothing, bravo BHVR.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029737#Comment_4029737
I share a similar sentiment in wishing they would have gone through and just adjusted accordingly. In my perspective, the community pushback included the compensation buffs since they both go hand-in-hand towards balancing. I'm sure we'll have a better picture of the update tomorrow and BHVR's solution it seems, so somethings we'll just have to wait and see. I expect surv queue times will remain the same overall regardless of what they do and the world will keep spinning.
Who knows. I think if they give killers some proper compensation buffs like in the 9.2.0 ptb, and maybe lower the pallet density on many maps a bit, not reverting the changes though, then things will be fine. The survivor buffs that were in the 9.3.0 ptb will hopefully remain intact.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029710#Comment_4029710
Wait, killers complained about all those big juicy compensation buffs that were being introduced in 9.2.0 and how they didn't want the changes. Now they want the full compensation after seeing most of those changes scrapped? After organized review bombings and childish tantrums all over Twitter, Discord, YT, and many other DBD social platform about the previous compensation?
Pretty sure killer mains were unhappy about the anti tunneling changes, not the compensation buffs. Especially the fact that some changes were abusable in certain situations. That's what I gathered from all the complaints. Never had to do with the compensation buffs. If anything, the compensation buffs simply weren't enough for how hard tunneling was supposed to be nerfed.
I for one would have wished they would have gone through with all the anti-tunneling changes and would have simply increased the compensation buffs to killers instead.
But now, with pallet density being way overbuffed, and all the changes from the 9.3.0 ptb, killers will need compensation buffs as well. And the pallet density will need to be decreased a bit on some maps again, because some maps have too many pallets now.
Unless of course people are looking forward to long ass survivor queue times.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029430#Comment_4029430
Cause a problem, claim there was no choice but to cause said problem, then demand a buff or buffs to stop causing the problem. Apparently it's all the rage among killer content creators.
So wait, do you think killers shouldn't be getting any compensation buffs for all the buffs that survivor are getting, plus the pallet desnity update which was a big buff for survivors?
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@[Deleted User] said:
I hope they dont revert these pallet changes. Personally hate eating pallet after pallet but still would rather keep the increased number of pallets. There is no skill involved in compdropping each pallet but if you think about it the entire looping is one big guess game. The proof of this is that a complete noob could accidently outplay a comp player at a loop by never looking behind them.
They shouldn't just revert the pallet density update, because then we'd have maps like small haddonfield with only a handful of pallets again. But they absolutely need to reduce the pallet desnity of many maps now, because right now it's too much. There is a possible middle ground here, and I can't see how it's hard to reach that middle ground.
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@mecca said:
Survivors will never be able to do that. I mean, we literally have 20 min killer queues and we are still only listening to one side. All killers have to do is all complain and daddy BHVR rushes in with familiar fashion and pacifies. It's sad really a game can be so badly corrupted.
I mean I disagree with the notion that BHVR only caters to killers, that is definitely not true in my opinion. I just think they make some baffling decisions and have ignored the biggest frustrations of survivors for way, way too long, only for them now to delay the systems that would have helped address these frustrations.
I am sure for solo survivors in particular this must be quite frustrating.
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@bm33 said:
2v8 is almost over so I was going back on my break anyway. At this point I tend to only come back if there's an event I want to check out, but it's usually just 2v8 and maybe the anniversary or Halloween. Was going to check out 1v4 if the changes went through but now that they're shelved I'll stick to my break and play other games instead - Ghost of Yotei is out soon, Outlast Trials has events and a new game mode coming that's rumored to be pvp, Helldivers 2 just had an update, and I have plenty of game backlog.
Yeah I also have been taking quite the break from DBD with only the rare instance of booting it up, and I was very much looking forward to these new drastic changes plus a new killer coming out. But now I see little reason of coming back except for maybe trying out the new killer, but honestly I am dreading the queue times for when she releases.
Luckily I too have quite the backlog, plus enough games on my wishlist, so I am completely fine.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997416#Comment_3997416
Your post is attempting to nudge survivors to stop playing the game to punish killers for a change that didn't go through.
This is the exact us VS them situation I'm talking about. Instead of investigating why the changes are being delayed, it's just doomposting on the other side.
Normally I ignore this and let it blow over, but this past week with both mains of either side are showing their ugly sides.I disagree that this is us vs them rhetoric. I simply said that I hope more survivor players get fed up with the game so that killer queue times increase and BHVR feels more pressured into helping survivors out with these systems.
Us vs them rhetoric is more the idea of one side being good and the other bad. As in you side with one side and only care about that one side and are against the other side and that's it. I also saw you opened a new thread about us vs them rhetoric, and what you described there as us vs them doesn not apply to my post in any way.
So it has nothing to do with us vs them, nowhere in my posts did I generalise one side as bad and the other as good or anything. I did say that killer mains that doomposted from the get go and that tunnel and camp deserve longer queue times, that is true. But again I don't quite see how that is us vs them rhetoric.
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I am a bit confused here now. I went through my post again and it doesn't mention killer main once. What I said is that I hope killer queue times increase further so that BHVR might feel more pressured into releasing these systems as quickly as possible.
Only in my follow up post did I mention killer mains, but without generalising all killer mains.
This is my quote of the last post you responded to, I literally stated in that post that I mentioned killer mains only in my follow up post. But I didn't mention them in my main post. Do you read my entire posts or just the beginnings of them? Also, as I pointed out, I never generalised killer mains in any way.
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@BoopsPlease said:
I quit 3 months ago, was incredibly excited to come back and play the game and hopefully be able to enjoy it. But sadly that will never happen because BHVR catering to killers is like humans needing to drink water.
I actually don't believe that BHVR just caters to killers blindly while ignoring survivors. That in my opinion is not true. Survivors have seen good changes as well in the past. But the problem for me here is that survivors have been suffering through these insanely unfun strategies like tunneling for 9 years now, and now that we would have finally gotten changes to help that problem, they get delayed.
In my opinion BHVR just makes some very questionable decisions sometimes. And frankly, in my opinion we should have seen these type of changes to tunneling and slugging a long time ago.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997370#Comment_3997370
These problems need to stop going into 'killer main' this and 'survivor main' that, THAT is the problem.
In this past week, I've seen the EXACT same posts from both sides. It's these us VS them posts and rhetoric that causes these extreme balance changes and then revoking them over and over. I've been around long enough to notice the trend.
A few days back, you could swap survivor and killer in this exact post and it'd have been here.I am a bit confused here now. I went through my post again and it doesn't mention killer main once. What I said is that I hope killer queue times increase further so that BHVR might feel more pressured into releasing these systems as quickly as possible.
Only in my follow up post did I mention killer mains, but without generalising all killer mains.
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@ChaosWam said:
This community I swear…
The changes aren't being scrapped, they're being delayed to be improved to avoid the problems they currently present in it's current form.
And this post is the survivor version of another post in a killer's PoV of the changes. Either side is too worried about having the edge over the other and nobody wants the game to be balanced and fun for BOTH sides.
Maybe, just maybe, not all survivors are out to abuse mechanics and wants the best for SoloQ, and not all killers are tunnelling/camping and still experiencing issues and blowback when following the new rules.
We all need to stop posting this toxic us VS them nonsense and start being constructive with each other, but I already know that's beyond our capability at this point.I am absolutely aware that not all killers tunnel and camp, and have not claimed so anywhere in my post. I have also always been one of those people that is completely against this us vs them rhetoric as it doesn't help anyone and generalising one side is completely stupid.
But I am also getting tired with this game, and it's in my opinion bad decisions. This would have been a great patch for solo survivors and for the health of the game in general.
I would feel bad for all the reasonable killer mains if queue times increased further for killers, but it would be 100% deserved to all killer mains that immediately started doom posting about these changes, especially before even trying them in the ptb, and to those killer mains that tunnel and camp. I would be beyond happy for those people to have to wait through very long queue times. And as I wrote, this would pressure BHVR into releasing these new systems as soon as possible.
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@MadDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994248#Comment_3994248
I'm a bit tired of having to deal with bad changes and waiting months~ for something to be "ironed out."
These aren't bad changes though. Yes, it would be a shame if killers ended up in a bad spot and it took months for BHVR to do something about that, but these changes are definitely healthy for the game. Also, I wouldn't be surprised if killers already got buffs after the ptb if people that actually test these changes agree that killer will be too weak.
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This update will simply create a much better foundation for DBD, where tunneling and slugging aren't as oppressive anymore and playing in a fun way will be more effective for killer. They can still continue balancing the game down the line, buffing killers if they need to be buffed.
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It's honestly hilarious how many people are losing their mind already over this update without having even tried the changes. And if killers end up being too weak, BHVR can still buff killers in healthy ways, like increasing the numbers of the rewards that killers get when hooking a survivor that wasn't the last one hooked.
But most importantly, these changes will create a much more healthy foundation for DBD, where tunneling and slugging aren't as overpowered anymore and playing in a fun way is more effective now. Further balancing can then happen down the line.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949987#Comment_3949987
Mage hand is bugged atm. So we'll see.
Some people believe it is but I am certain it isn't. After it picks up a pallet it blocks it for 0.55 seconds and then it let's go. You shouldn't be able to pick up already dropped pallets, instead you should have to use Mage Hand while the survivor is dropping the pallet, not after. That way you can get a hit against the survivor before they can drop the pallet again.
If you could just lift dropped pallets and get a hit, we would potentially have another scamper situation.
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@Rogue11 said:
Maps that weren't tiny empty dead zones with no fog with occasional pallets that are so weak they're only useful for dying under to hope your teammate can use for a save.
Just out of curiosity, what maps would you say have these problems?
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I think he is fine. Mid A tier killer, pretty much perfectly balanced if you ask me. Fly is definitely good, but there are tons of killers with good mobility, killers like HIllbilly or Blight still have better mobility than Vecna anways. Fly still has a 20 second cooldown in the end, it doesn't cover as much ground as Blight's rushes for example, and the cancel cooldown is quite lengthy allowing survivors to gain a bit of distance after fly ends.
I don't really think any part of his kit is oppressive at the moment. Mage Hand is the only ability I am still a bit worried about, but even that ability seems fine at the moment.