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ad19970
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@Tostapane said:
https://media.tenor.com/0L-PEoeKpoQAAAAM/john-jonah-jameson-laughing.gif
ok that was a good one...
Are you serious?
Subjectivity.
I for one am also super happy with her.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364179#Comment_3364179
it's not strong it's just all she can do with his kit to actually win. Plague is the real queen of the 3 gen and knight is the king
Yeah that's what i thought.
Now maybe all the survivor teams I have been facing weren't that good, but I have been having good results with her without locking down a 3 gen from the start. I do feel like people are underestemating her potential.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364179#Comment_3364179
It is. You put 3 drones at the 3 gens over and over. They have to hack it or they get exhausted. Easy defending while getting feeded.
Meh I still think that is more a problem of the game itself and not a problem with her. She does have to walk to each gen herself again and again, while other survivors are already getting rid of her drones elsewhere. Now that survivors with claw traps can also hack drones, I am not convinced quite yet her 3 gen is that terrible.
But as I sad, I do think this is more a problem with the game than anything else. For example, Call of Brine and Overcharge shouldn't stack, and some maps also are pretty badly designed.
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I have been playing her qute a while now, and she seems stronger than most people gve her credit. She can defend gens pretty well, and her tracking is amazing in my experience. I have been having very good results with her this evening.
I also just find her very fun to play. I really enjoy her design.
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Is her 3 gen really that strong? Or are those just assumptions? I get that her 3 gen is probably one of the stronger ones, but I feel like her 3 gen shouldn't be as strong as that of Knight for example. And this 3 gen problem is arguably more a problem of the game itself than her design.
I haven't been 3 genning too much and still have had good results with her, though I do agree that she will probably still need some more buffs.
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I disagree. I really like this killer personally. I think her gameplay design is great, and I even enjoy her visual design a lot, even though I as well was disappointed at first that we didin't get some cyborg-skelett killer.
I do think she has a few problems that still need to be sorted out. I think her 3 gen should not be as strong as in the ptb, now that survivors with claw traps can continue to disarm drones, but I could still see it becoming a problem. But that is arguably more an issue of the game itself, and not the killer.
I also do think she could use a few buffs to make her generally more viable. Her undetectable duration needs to be increased, and maybe she should also get a 5th drone, letting her be a bit more flexible with her drones.
Her general design I find to be great though.
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@TigerSnake said:
People like you are going to be the reason we lose Call of Brine and Overcharge and I don’t like that.
I do think that those perks should not stack. Slow down perks shouldn't make 3 genning too easy. Then less people will have a problem with killers like skull merchant as well.
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I have been having a lot of fun with her. She probably isn't that strong, especially when survivors get more used to playing against her, but I also don't think she is as weak as some people say she is.
I do think they should buff her undetectable duration effect. And maybe give her a fifth drone.
Not sure how bad her 3 gen is, now that survivors with claw traps can continue hacking drones. But I can see her 3 gen still being annoying, however, as other people have also said, this is not necessarily a problem with her, and more a problem with the game itself.
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@Bwsted said:
I won't call it an us vs them post.
I'll just call it a Dunning-Kruger post.
Killer is objectively the easiest it's ever been, not just comparatively to the past, but also on an absolute scale. If you load into a match playing to win, then you'll win 90% of the time against pub teams. If you don't, you're either holding back, or you overestimate your game knowledge.
90% is quite the exaggeration I believe, unless you mean not tunneling and camping crazily with holding back. Then maybe.
I do agree that killer is not in a terrible spot right now, though I would argue killer was the easiest before the solo queue buffs. Killers do still have frustrations to deal with, which need to be addressed, especially maps that are still terribly unbalanced. But so do survivors, especially in the form of tunneling and camping.
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@Beatricks said:
OmG, KiLlEr so hard you guys!
https://us.v-cdn.net/6030815/uploads/FL79J97YX5C3/20230208074748-1.jpg
Seriously, how does anyone even enjoy playing killer anymore?
https://us.v-cdn.net/6030815/uploads/ZXOUTNXRPTDF/20230208193154-1.jpg
Every single lobby is a complete sweatfest with these HUD changes too!
https://us.v-cdn.net/6030815/uploads/A9QSO11RWSPL/20230209080020-1.jpg
I just want to chill and have some fun but they genrush me in one chase, so unfair!
https://us.v-cdn.net/6030815/uploads/G5HK3IRF4CT6/20230209094515-1.jpg
When will the Devs make Killer playable again?
https://us.v-cdn.net/6030815/uploads/KBU34E78C9J7/20230209174230-1.jpg
Just give killers that instadown all survivors at the start of the match so we have a fighting chance against these SoloQ killsquads!
https://us.v-cdn.net/6030815/uploads/RRSSYH9BEEQ5/20230211143825-1.jpg
I'm kidding of course. Just play one ######### SoloQ match before you complain about the health state of killer gameplay. Because it's not even in the same ballpark as the actual unplayable game mode. The killer entitlement is even worse than the survivor one and that's a HUGE achievement. Pretty good job so far folks.
This post here is just the opposite exaggeration to the main post of the thread here. Neither killer nor solo queue is impossible in any form. I do get that solo queue still suffers from bad matchmaking, but you can definitely win in solo queue matches as well, and the solo queue buffs surely helped.
Bad matchmaking is also not a matter of balance. And I think OP is more talknig about balance.
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The nerf does seem odd at first, just because she was considered to be so weak in the ptb.
But I do think it's absolutely necessary. Her 3 gen in the ptb, at least on some maps, was already very oppressive. Not being able to hack another drone for 45 seconds after you have hacked a drone would have made her 3 gen absolutely insufferable to go against. Now one could argue that this change will actually nerf her 3 gen potential compared to the ptb, but personally I think that is a good thing. Killers shouldn't be viable in very unfun ways.
And she is getting a bunch of buffs that will help her general viability as well. So I do think she will still be stronger than on the ptb, for sure. Of course, in the end, the question will be if she is strong enough. And I personally doubt that. But in that case, she should be buffed in better ways, that are more fun for both sides. One buff I am very much still hoping for is for the Undetectable lingering duration to be increased, from 2 to 4 or even 5 seconds. This way she would actually have the potential to sneak up on survivors more effectively, which would make being exposed and staying injured against her both more dangerous. Which should be the case. 2 seconds is just not enough.
I think it would also be good if BHVR increased the amount of drones she had from 4 to 5, so she could defend a larger area on the map.
Also, I can't imagine that assigning one survivor to hacking drones will be the best strategy to deal with her, at least not in the majority of time. I imagine other survivors would spend quite a bit of time just waiting for that one survivor to get to the gen with a drone that they want to work on, so that the survivor can then disable the drone and the other survivor can finally start working on that gen. I thnk survivors would waste too much time waiting, especally considering the fact that placing drones doesn't have a cooldown anymore, making the better strategy to have survivors just disable the drones themselves.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355510#Comment_3355510
he needs some slightly buff (especially the fact that his power depend too much from survivors playing safe in order to denying your power), but overall speaking i agree with you
I don't think that's a problem of him needing buffs, but rather certain maps being too safe. If maps become more balanced, Oni is absolutely perfect the way he is right now in my opinion.
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@SilentShepherd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354624#Comment_3354624
This post was inspired by my hatred of Knight, and seeing him in almost every other game lately. He is what I mean by anti-loop, those guards are so boring.
I like going up against Michael Myers, Wesker, Blight, and a lot of other killers. It's just Knight, man. And Nurse too. But this post was mostly inspired by Knight. I don't know why they designed him like that. His hook camping is so annoying too.
It takes all the fun out of my games because being chased is the best part of DBD as a survivor main.
OK that is understandable. Having to just run away from loops everytime he drops a guard is really not very interesting gameplay, I agree.
I was just curious because I think some people might assume you mean anti-loop killers in general. But there are good anti-loop killers like Wesker or Blight for example, that have tools against loops, but survivors also have fair counterplay against those anti-loop abilities as well. That's the design BHVR should try to strive for.
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What killers do you enjoy going against? Hard to tell what you mean with anti-loop. What about weskers anti-loop for example?
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It definitely helps me with aiming Wesker's dashes, that's for sure.
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You can argue that the problem is also just the game itself, and not her as a killer. I for one like her design very much, in general, but she might not fit into DBD that well at the moment because of how the game currently is.
One problem in my opinion is that Overcharge and Call of Brine still stack, for example. And 3 gens like the one on Haddonfield are also problematic.
However, they have changed it so that you can now disable drones while you have a claw trap on you. If that really wasn't possible in the ptb, her 3-gen might be a tad weaker when she officially releases.
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@Bwsted said:
Weak sauce. This just encourages gen kick botting once again. The original nerf was bad, but I wish at least they'd stuck to their guns and maybe made other changes. Gotta still milk sale on those RE chapters I guess. So much for the meta shake up mindset.
What are you even talking about? The incapacitated effect was by far the biggest problem with that perk. 10% of normal progress won't suddenly make the perk oppressive again.
The kick gen meta will still be better with just Overcharge and Call of Brine, and then Pain Resonance as an extra. The only thing left for BHVR to do now is to not make Call of Brine and Overcharge stack. Though to be fair, BHVR should look into how perks stack with each other in general, adding some form of caps or stronger diminishing returns.
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I hope they just nerf the increased healing speed for both self healing and healing team mates to 40%, or maybe 33% at the very most. Anything beneath that would just make this perk bad as well.
There is no reason to overnerf a perk, more viable perks mean more variety.
Honestly, items like medkits are clearly the bigger balance issue. Even if they are finite, the amount of pressure they can take away from a killer is much higher than CoH.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352111#Comment_3352111
Probably because game had like 40-60% kill rates with solo q in mind, so technically game is in lot more unbalanced state now.
The game has had about a 60-65 % killer rate ever since the 6.1.0 update. I think 61% average. Which means a 39% average of escape rate for survivors, including swf survivors. So solo survivor escape rate was even lower.
No, if anything, judging by kill rates, the game is now in a more balanced state for sure. What the game needs now are changes that nerf tunneling and camping, and buff normal and fun playstyles of killers more, most optimally by making maps fairer for killers.
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I mean I get that killers like Knight can be unfun to go against, if all they do is just zone you away from loops. But I wouldn't say that correlates too much with DH, as these killers aren't necessarily op. I thnk Nurse and Blight are the best arguments for why DH shouldn't be nerfed, Blight because of his hug tech and op addons.
Also, if ths is because of Skull Merchant, then I am a bit puzzled. She can zone you with the potential to expose survivors, but in the end she still needs to get a hit against the survivor to down them. She definitely has counterplay in chases for sure. If anything, she just has the ability to reduce the amount of hits she needs against survivors to 1, because survivors either get exposed, or run away from the loop that she placed a drone at, and get injured. But in order to down you, she has to down you as an M1 killer.
She definitely won't be op.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350195#Comment_3350195
Tunneling can be ended very easily. You give the killer a reward better than removing someone form the game. For example : imagine if base kit the killer got a permanent 8% stacking penalty to gen speeds for each unique player hooked as long as no one has been removed from the game.
So you can get a max of 32% slowdown for 4 hooks, or, what, 50-60% slowdown for 3?
People need to really stop talking garbage about how killers just need to be buffed out the wazoo to compensate for tunnelling. It's not going to work. It is never going to work. You've got people crying their asses off about how unfair the game is to killers when killer has never been easier than it is now, and yet tunnelling is at an all-time high.
We -know- that killers are just going to drop the bar for what they consider 'viable' and demand more buffs 'or else we'll tunnel'. It's the killer's beatstick. It's just something they pull out of storage to mess up talks of balancing and demand easier games. "Just make the game literally unwinnable for survivors, and we -might- tunnel a bit less"
Except everyone knows that as soon as you screw up anything in your game and a single gen gets done, you'll go straight back to tunnelling.
Tunnelling needs to be nerfhammered into the ground. It needs to be a garbage tactic that feels as terrible for the killer to employ as it is for the survivors to face.
And we -know- DS is a good deterrent, so all we need is for that to be basekit (And the stun cut reverted), with perhaps the tweak that you have no killer collision while it's up. Make it only usable against tunnellers and you'll seriously push that tactic back down.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350468#Comment_3350468
Basekit BT accomplishes nothing. OTR doesn't work if the killer tunnels hard enough. Genrush perks do nothing against tunnelling. In fact, the only 'genrush' perk that sees any consistent use is countered by tunnelling.
DS actually made tunnelling suck, before it got a random 50% nerf.
I would argue that the BT basekit changes have definitely helped. They sure as hell haven't nerfed tunneling enough, but it definitely helped. Off the Record as well is a nice help against tunneling. But it' so frustrating that DS still hasn't been buffed back to 5 seconds stun duration.
I would also argue that the solo queue buffs certainly have helped survivor, and have made killer, on average, slightly more challenging again. Certainly not the big difference that some people claim it has made, but it has made an impact for sure. This is also noticeable through queue times, which have become longer for survivor again.
I do agree that tunneling and camping need to be nerfed, there is no way around that. If you buff killers in other ways, making their fair playstyle more viable, tunneling and camping need to be nerfed as well, otherwise there will always be people that will resort to those tactics because they give them easy wins.
In the end we need both. We need nerfs to tunneling and camping, and buffs to killers fair playstyle. The most optimal way to do this is to balance maps properly, right now the game still has a lot of survivor sided maps. Though some early game slowdown would also work, however it would still require map balance, but now BHVR would have to look into both maps that would still be survivor sided, and maps that would become killer sided. Personally, I just hope BHVR starts looking at all their unbalanced maps and makes them fairer. And then, while doing so, they also need to implement more nerfs to tunneling and camping.
Only nerfs to camping and tunneling without compensation for killer wouldn't work though, I am positive, considering queue times. Survvor queue times would become insufferable I fear.
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Actually balancing maps will encourage more killer players to not tunnel.
There is no way to "fix" tunneling, but the idea should be to weaken camping and tunneling as much as possible, while making fair playstyles of killers more viable. That's what DBD needs in the end.
Right now, DBD needs nerfs to tunneling and camping, and better map balance, so killers don't have to deal with as many unfair maps anymore.
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This thread being right above a "devs are survivor sided" thread on the general discussion page ist just the perfect depiction of these forums here. The mental gymnastics you can find on these forums really are something else. It's getting real sad.
I think what will actually happen is that outcries of people like you will just be ignored instead. And you will just have to learn to deal with it. Because the devs in fact do not favor any side at all.
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It would definitely be nice, the only fear I would have here is that survivors would start bodyblocking with BT and Off the Record against killers that don't want to tunnel. With DS, you can bodyblock twice as well, but you pay the price of being downed after that, which is why I much prefer a DS buff, and which is why at some point, it would be awesome to have DS in survivors basekit, but the latter can only happen once much more maps are balanced properly, and less killers struggle with gen times.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327151#Comment_3327151
Yeah, but not everyone is constantly saying their progress 24/7.
This update basically tells you that for free.
No, they only tell each other their gen progress when it actually matters. In cases where it doesn't matter they don't, but the gen progress icon for solo survivors won't matter in those cases as well, only in the cases where swf would also have the ability to share their generator progress.
This is definitely another good change to reduce the balance gap between swf and solo survivors.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327273#Comment_3327273
6.1 also nuked the slowdown meta. So to compensate gen repair perks are about to get nuked to, yes?
How was it nuked? The meta perks were nerfed, and a few of them nuked. But that's it. Now we have eruption, which is arguably a bigger pain for survivors than any meta slowdown perk before. Killers still have strong slowdown perks even after that update, including pain resonance. But now gens also take 10 seconds longer than before. Killers were definitely buffed that patch.
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Dude the racism argument gets used anywhere nowadays when people somehow find a fit for it.
I really doubt this has anything to do with race, as other people have said, popularity does play a role indeed.
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New maps and map reworks have been rather bad in the past. The new map that came with Knight for example was yet another crappy map if you ask me.
But with this map rework, the devs actually did a really good job in my opinion. Too early to say how balanced the map is in my opinion, but it's definitely a lot more balanced than the old Eyrie of Crows map. Especially because of it's size reduction and shape change.
If collision is worse, that's a shame. I really wish the collision would improve on maps, but BHVR doesn't seem to be able to do so.
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@antag0nisticw0mble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326207#Comment_3326207
Solo queue got the biggest buff? how? Because we can see what other people are doing. I'm sorry but that's hardly a buff.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326177#Comment_3326177
Nurse was nerfed? What because you can't franklins off an ability? Or because you can't 7 blink?
That's hardly a nerf. Knight was buffed out the ass too.
Downplaying the changes that survivors got and exaggerating the killer favored changes, classic.
If you do not see how survivor hud icons are a nice buff to solo survivor, I fear you might be one of those teammates I wouldn't want to end up with. It gives solo survivors a lot of information that they were lacking beforehand, and that's a very helpful thing.
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The map is so much better now. How are the dips in the ground the only thing you noticed? Not only is the map smaller, but it's shape is now much better, allowing for easier gen patrol.
Loops on average also don't connect as well anymore, especially shack. And they also added a new pallet tile which is mindgameable for any killer. It's only one tile, but still welcome.
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@SkeletalElite said:
In his current state the knight should never recieve any real buffs. He is incredibly unfun to play and to play against. He excels at 2 things and its forcing survivors to just hold W away from loops and holding 3 gens, neither of which are good gameplay.
The reason he is so unfun to go against his ability to just trap loops quickly, forcing survivors to run away from a loop, hoping they can reach another loop. That part of him is not being buffed in any way however.
Ideally, they would nerf that part of his power, and buff his path creation playstyle even more than on the ptb, but these buffs are a great start and won't make him less fun to go against. He might even become a bit more fun to go against with his more fun playstyle being encouraged more, but to really make him a fun killer to verse, they would also have to nerf his loop trapping playstyle.
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I will have to disagree with the majority here. I have been playing him quite a bit on the ptb, and I do believe some of the teams I went against were pretty good as well. In my opinion, these buffs are pretty impactful. Right now in the live game, most of the time his best option is always to just trap the loop he is at, but with these buffs, he now has more options, and therefore is able to deal with more different situations better.
I think he is actually pretty decently strong now. The fact that you can't see his green orb after 10 meters anymore is probably his biggest buff, because now he is actually able to counterplay holding w. This makes him so much more interesting as well, because even though you still want to hold w as survivor against him, he can now still pose a threat against you, because you can't see his green orb anymore. That's the actual interesting gameplay of the Knight, becuse it's the interactive part of his power. As a survivor, you want to predict where the Knight will place his guard, and as the Knight, you want to predict where the survivor is running to.
So perhaps this buff will even make him a bit more fun to go against, though his loop trapping playstyle still being effective means there will still be situations where you just hold w and hope for another loop.
Personally, I wish they'd buff his path creation playstyle a bit more, and nerfed his loop trapping playstyle a bit. The haste effect and the duration of it after creating a longer path should be increased for example. The detection range of the Carnifex and Assasin could probably also need a 1 or 2 meter increase, with the maps of the realm addon being nerfed as compensation. And then he should get a small, 0,75 or 1 second delay after activating his power before he can deactivate again, unless he performs an order action. This way survivors can counterplay simply trapping a loop more effectively.
Of course these are just impressions form the ptb.
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Something like this certainly shouldn't ever favor the survivor. I am going to be honest, I have had weird experiences on both sides. Sometimes you definitely get hit even though you shouldn't have, but there have also been times where I didn't get a hit against a vaulting survivor even though I should have. If something like this happened more frequently, it would be terrible, especially because faking vaults would become more effective, too effectve, in that case.
Making the hit validation fairer does sound like a good idea, but only if it doesn't result in killer hits that don't end up registering, because that would feel awful. Even more important, a change like this could only ever happen once more maps become actually balanced. Right now we have way too many survivor sided maps, so a change like this, that would end up in more missed killer attacks at vaults, would just incentivise killers further to camp and tunnel. Especially on crappy maps.
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@Veinslay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309534#Comment_3309534
Cool, if that's the case, hopefully we'll see some much needed gutting done to Circle of Healing and Dead Hard
Those perks are not a problem in my opinion. Maybe CoH could be nerfed to 40% healing speed at some point, but in general I consider them strong, not overpowered. When it comes to survivors perks and items, medkits are the biggest problem in my opinion. They let survivors heal a bit too fast.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309534#Comment_3309534
I personally think nurse shouldn't be nerfed this much,,making her blink strikes count as special attacks was just fine but eruption is just pure misery when playing solo
What do you mean? That's the only nerf her basekit is getting. It just seems like we are also getting some nerfs to her stronger addons, which is also good. If anything, these nerfs still won't be enough, but we'll wait and see.
Eruption is hell though, no argument there.
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@sizzlingmario4 said:
It’s a good start if the map is actually better but at this point I don’t really trust their map design team until I see an actually good map with my own eyes so I’m waiting to see how it is in the PTB.
But yes, if the redesign is good and they do this with more maps in the future, that is a huge step forward.
Yes very true, but looking at the dev update, it does seem like they have at least partially understood why the map is so survivor sided, so I am decently optimistic.
They stated that the map will have it's size reduced a bit, and the shape changed to a squared one. That alone should be a noticeable improvement. The one new pallet loop they showed in an image also seems fairly mindgameable actually. Not useless for survivors, but the killer will have a chance to get a hit at that loop if they outplay the survivor.
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what about all the perks and even a map (rpd) that had to be changed because of swifs that abused it?
They were changed, as you have just stated in this sentence, because of swf. Do they need more changes? I wouldn't think so myself. There are certain items or addons on the survivors side that are still kind of ridiculous, but that's a seperate problem if you ask me.
SWF still have counterplay. Arguably the odds winning against really good swf are stacked against you, but I personally don't think it's impossible to win against them. And if we are talking about really good swf players here, then the killer player should also actually be really good at the game as well, in order to have a chance at beating them.
Nurse barely has any counterplay when she is played optimally. And let's be honest, while the upcoming nerfs are welcome, her base chase power is not being touched in any way, so she'll still be a killer with very little counterplay, if any at all.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309503#Comment_3309503
Nop , read on another post they won't do perk changes just yet,so we are stuck with gen kicking npc killers using eruption for now ^^
That's a real shame, because eruption is a serious problem right now. Maybe they could do a hotfix shortly after, but I doubt it.
It's surprising though, considering one of the community managers here talked about Nurse getting priority over other killers because she is talked about daily. Eruption is also talked about daily, so I really hope we see some changes to it soon. It's an insufferable perk at the moment.
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I hope they just left it out of the dev update. I am positively surprised by the amount of good changes shown in the update however. Still, that perk really needs to be nerfed and it's the one thing I was really missing in that dev update.
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@Entitled_survivor said:
what nerf ? are there any patch notes out ?
That's the one thing I was missing from the dev update as well. All the other changes sound great, but eruption not being nerfed is concerning. I hope they just didn't mention it in the dev update and we'll still see at least a nerf to eruption.
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@Roaroftime said:
Honestly I can see why someone wouldn't want to be in a round with you if you think it's ok to hold them hostage in a dead round and try to make them even more bored than they obviously already are. If someone attempted to leave and you're on the killer side, get your win and end your round so you can be in a better one, on the survivor side farm BP. The person you're holding hostage is probably just on their phone or doing something else for the max of 5 minutes, it's only you that's salty...
That's not holding someone hostage.
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Some people in this community simply have the maturity of an 8 year old. Some of them just dc if they are the first to go down, or when a match doesn't go exactly the way they want it to. It's ridiculous, but that's often the case.
Beyond that though, survivors at the moment have to sometimes deal with ridiculously frustrating crap to deal with. Yesterday I played with two friends, and in one of the matches, I had to quickly realise that we were going against an insidious camping bubba. So right off the bat I just dc'd as well. Why on earth would I waste my time with something like that when I can just watch youtube or do something else in the meantime?
I have seen survivor players rage quit over the most ridiculous things possible, but there are also understandable reasons for survivors to dc at the moment. Camping and tunneling are still way too effective, matchmaking is crappy, and at the very least Eruption can also be beyond frustrating to go against at the moment.
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@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3283967#Comment_3283967
Well the majority of them just tunnel and get a 4k because it's handed to them on a silver plate with how easy killer is now, if you're not getting a 3-4k as any killer after that dreadful update that unbalanced the game then it's a skill issue.
Low tier killers still struggle against actual good survivors.
Killer is not easy just because of the changes in the 6.1.0 update. Tunneling and camping surely are a problem, but the buffs killers received haven't suddenly made killers easy mode. Not if you go against an actual decent survivor team.
Medkits are indeed a problem for the game's balance, because they just have too much impact on a match. Just like slowdown perks being stacked, and Eruption, are a problem as well. Or tunneling and camping. Or map design. The game still has multiple fundamental balance issues that all affect the game.
@Roaroftime said:
https://forum.deadbydaylight.com/en/discussion/comment/3283980#Comment_3283980
It's a skill issue when they DO tunnel because they're showing they don't have skill and it's also a skill issue if they don't win without tunnelling because of how easy it is. Simple x
You can't actually be serious or?
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No I think aura reading perks are completely fine, on both sides. Especially when it comes to killer, some of the aura perks are viable alternates to slowdown perks. And I do not think any of them need to be nerfed or changed. Slowdown perks, at least a few of them, are more annoying to go against in my opinion.
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@Blueberry said:
Because they know they would simultaneous need to release significant killer buffs. That’s a lot to prepare for one patch.
They really won't honestly. Like sure they definitely need to look at maps in particular, and low tier killers need buffs, but they won't have to do that all in the same patch. I would be happy if they just looked at the most problematic maps in the same patch they release solo queue buffs, but that's it.
Clearly solo queue improvements like icons showing what every survivor is doing won't destroy the game's blanace in any way. Strong killers are definitely capable to deal with the most swf survivor groups, even if the odds of them winning isn't always a perfect 50 : 50.
Not to mention solo queue will still be troubled because of matchmaking, most survivor teams will therefor still not be even close to the top swf survivor teams.
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This would actually be a very good thing if they also incentivised creating longer paths by not allowing survivors to see the green orb. So personally I hope this stays, and instead the Knights more interesting and skillful playstyle gets buffed.
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@solarjin1 said:
if u double the gen time no one will play solo q
Nobody would play survivor period. What swf team would want to deal with 180 second gens? That would be so beyond bad.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3280587#Comment_3280587
He would be slowed during the animation of pointing his sword at the object. Think of it like a nemesis pallet break except it could take longer to actually go around it since the guard is breaking it
I guess that could work
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@Phasmamain said:
He should be able to do a quick action for breaking pallets and gens imo instead of doing the whole ability
But what the hell would survivors do in that case if he could just immediately deny pallets while still moving at normal speed?
I think the Knight needs buffs as well, but in my opinion not that buff.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279837#Comment_3279837
I just don't see how people can see a killer who can do stuff like this, and then they turn around and call him weak and unviable.
Or, laughably, calling him the worst killer or one of the worst killers in the game.
The worst killer in the game can effortlessly down people at some of the safest loops in DBD without even kicking the pallet? OK. Whatever you say.
I am going to be honest. I for one do think that the Knight is one of the weaker killers, probably C tier, or low B tier at the highest. And I would argue that the survivors Coconut went against in the video here weren't the absolute best, though they surely weren't bad either. But I could definitely point out some noticeable mistakes made by survivors in that video.
But that's no reason for me to get salty because Coconut has a different opinion than I have. Or to accuse him of lowering his mmr purposefully.