ad19970
ad19970
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Pretty sure it's not a bug. If you pick up a pallet that is already dropped, the survivor can drop the pallet again before Vecna's cooldown ends, that's how it's supposed to be. What you have to do is use Mage Hand while the survivor is dropping the pallet, that way your cooldown will end before the pallet is unblocked and you can get a hit against the survivor before they can drop the pallet back down on to you.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948172#Comment_3948172
If your kill rate would be higher if you tunneled, then your sabotaging your kill rate by not tunneling. And it raises the question of "if killers should sabotage their kill rate for the sake of survivor fairness, then why aren't survivors expected to sabotage their escape rate for the sake of killer fairness"?
If you are claiming your kill rate would eventually settle down to where it is now, then it's basically saying that players don't need to do strategies that are unfun for their opponents, because MMR will settle it back down to the same amount. And that raises the question of "does that mean survivors don't need to flashlight save or hook sabotage, or do anything else that might be unfun for killers, because they would have the same escape rate if they played "fair" or "unfair" for killers?
None of the things you listed on the survivor side are nearly as problematic or complained about as tunneling and camping. Comparing tunneling and camping to something like flashlight saves or bodyblocking is quite the stretch.
If people care about the fun of survivors, then let them. Who cares if their kill rate could be higher otherwise. If anything it just shows how problematic tunneling and camping are if you can achieve kill rates far above 60% with them.
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Seems like an actual fair and balanced map for both sides. I think it's good at the moment.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947869#Comment_3947869
This is the craziest one to me. Like how can anyone look at this map and think it's fine with how much stronger the average killer is now? Like how hard is it to add a few pallets, a decent window, and maybe another house?
Doesn't even need another house, just a bunch more of pallets. Right now it's just a terrible map.
In general I also agree, both killer sided and survivor sided maps are still in the game. I think having a few slightly survivor sided or slightly killer sided maps isn't a bad thing. But right now some maps are way too one sided, and we have too many of those maps as well.
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People will always just argue that it's an anti-face camp instead of an anti-camp mechanic.
Yeah no #########, we know that. Everyone and their grandma knows that. THAT is exactly the freaking problem. That it's only an anti-facecamp mechanic.
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@VecnaPlayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946616#Comment_3946616
Yeah, I agree with you, which is why, I, as a killer main, tend to agree with survivor mains that they are having a horrible time, which is why I RARELY 4k a game. Sometimes I do, because Daddy needs those kills for the milestone achievements, 100k blood points are nothing to scoff at. But, I am the type of player who handicaps myself, I don't tunnel, I literally try to hook everyone twice before killing people, with me only knocking people down when they are on their second hooks and are working on gens. And I do not slug, I don't knock down more people then I have to, I.E. when I am sorounded by survivors that try to flashlight save the one I did knock down, then I will start slugging people
I play that way as well, minimising tunneling and camping as much as possible. Which is also why I pray that these upcoming anti-tunneling and anti-camping changes will be a as good as possible.
Honestly I don't think survivor mains are having a horrible time as an average. But I do understand the main frustrations they have to deal with, which are these insanely unfun strategies to verse. When it comes to killer designs though, whether they are fun to go against or not is completely subjective. I for one love going against Vecna as I think he is one of the most balanced killers in the game now.
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There is no killer that received any movement speed buff. That is completely untrue, and your post having more likes than dislikes just shows how these forums are getting flooded by biased survivor mains at the moment.
Also, I get that there are a few oppressive killers, mainly Nurse, Blight and Kaneki, but I would love to know who else you consider oppressive.
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@thrawn3054 said:
Imo I think the survivor role in general has become pretty frustrating. Combine that with alot of killers with unfun designs and the camping/tunneling meta and it's really not surprising.
I can not stress enough that whether a killer is fun to go against or not is completely subjective. I find a lot of the more recent killers to be fun to go against for example. So that's really not a good excuse for leaving a match early. There are however frustrations survivors have to deal with that are pretty much universally agreed upon and those are tunneling and camping, which you already touched on.
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They still had proper resources, they didn't have to worry about waves and waves of gen-related killer perks, stealth was still a viable playstyle, killers weren't as oppressive, and the list goes on.
It almost sounds like you are saying survivors only want to stick around in matches when the match is tilted in their favor. Which is not a good look at all. I am pretty positive the game was not in the best state in 2018. That's when survivors still had the upper hand quite noticeably.
Survivors received quite some nerfs during the last years no doubt. But survivors still have proper resources unless they spawn in on one of the badly balanced maps, gen perks on the killers side have also seen many nerfs over the time and are kind of necessary to keep up with good survivor teams, and the most oppressive killers in the game are Blight and Nurse, two killers that have been in the game for a long time now. Other than those two there aren't really any killers that are particularly oppressive. Kaneki is a bit of a problem still, but other than him, most recent killers have been pretty balanced. Maybe a killer like Hillbilly or Dracula could receive a tiny little nerf but that's kind of it.
Also, survivors haven't lost almost everything that they used to have, that is a massive exaggeration. Survivors still have plenty of strong perks, just like killers have.
The game is arguably in it's most balanced state yet. That doesn't mean it's in a perfect state however, far from it. But it has definitely improved.
With that said, the solo survivor role has gotten more rough over the years, and there surely are valid reasons as to why people would want to give up earlier into the match. But I would argue it's less about what BHVR has done and more about what they haven't done yet, and that is address survivors biggest frustrations, which is mass slugging, tunneling and camping. I can only pray that the coming anti-slugging, anti-camping and anti-tunneling changes will be impactful. Those are the changes that would help survivors feel much less need to go next.
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@VecnaPlayer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946109#Comment_3946109
As a Vecna player, I can see him being able to patrol generators as easily as he can could be a issue, fly allows him to move between generator to generator REALLY easily, making it hard for Survivors to finish generators at all. When I get a map that becomes hard to patrol, I just let them do 4 in all general directions while patrolling 3 of them to make it impossible to finish them, as such, I force them to 3 gen themselves. Then I patrol and make sure not to overcommit to any chases. Most people who get away from me, who I don't let get away, cause a lot of the times I let survivors live unless they have my eye or hand, but when I choose to go hard, usually only 1 at most escapes because of the hatch.
Ok interesting. But I feel like despite fly, there are many killers that are better at patrolling 3 gens than Vecna. Someone like Singu comes to mind. Or hell, someone like Billy or Dracula are arguably also better at patrolling a 3 gen since they have their mobility power all the time and not just every 20 seconds.
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@I_Cant_Loop said:
At first I dismissed this post as just another salty survivor rant, but after looking at the list of killers released since Wesker, I think I kind of agree with this. Skull Merchant, Singularity, Chucky, Vecna, Ghoul - all of them definitely near the top of most unfun to go against. Unknown and Dracula are probably the only ones I don’t mind going against.
What exactly is unfun about going against Vecna? Curious because I have seen a lot of people say they like going against him.
Also, Chucky to me isn't bad anymore either ever since they nerfed him.
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@RoyalRipper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945019#Comment_3945019
I do kinda agree, oni, vecna , plague , artist and Singu are all killers i'd say are overall im a good spot, but not quite perfect. Artist and Plague have been bugged for years, BHVR struggling to figure out what to do with Oni flicks etc are still things that need improving, and so these killers would still get "buffed"
But even then, thats the S tier and like half of A tier, majority of killers are massively below this in terms of strenght
I mean sure Artist and Plague could use bug fixes but I wouldn't classify those as actual buffs. Oni if anything should have his flick be limited to 90 degrees again if you ask me, so a tiny nerf.
There certainly are still some killers that need buffs but it's not that many anymore in my opinion. Also a killer like Legion probably shouldn't be buffed considering his rather low skill floor and skill ceiling.
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@Orthane said:
Disagree, the no going next changes are one of the best things they've ever done. It's been a plague on this game and it's finally gone.
In theory the go next prevention is fantastic but in my opinion the current implementation leaves a lot to be desired. There are definitely some cases where survivors should still have the chance at unhooking themselves.
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I definitely disagree that the entire killer roster exceot those that you mentioned need to be buffed. Vecna was just buffed and is now in a pretty much perfect spot. Killers like Wesker, Oni, Twins, Huntress or Artist do not need any buffs either.
Also gen regression perks are still pretty strong, I don't think they need any buffs. If anything, basekit objective times of survivors could be looked at, but only once the anti-camping and anti-tunneling changes have been implemented.
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Couldn't agree more with this. There are definitely certain cases where you should still be able to take the chances to unhook yourself. When only 2 survivors are left in the match you should also be able to try and unhook yourself, in order to give someone else hatch. Sadly BHVR didn't consider any of these edge cases.
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@beerey said:
Since the PTB's feedback/bug report sections are both gone, this is the only way for me to directly respond to your messages without DMing you.
I just wanted to say that you were right about everything and I'm being fully honest when I say this. Vecna feels so much better now in every way, shape or form basekit wise.
I still want them to revisit some add-ons later down the line but he's almost as perfect as he can possibly be now.
Well to be fair I didn't think fly needed as big of a buff but now that they did give it a proper duration and movement speed buff I am beyond happy they did. Fly feels so much better to use now but is still perfectly balanced in my eyes. All spells having 5 seconds less of cooldown is also great. I am also really happy with what they did with Vecna, he feels like a solid and fair A tier killer now.
You can still drop pallets back on to Vecna before he can hit you if he picks an already dropped pallet back up but that is good in my opinion, forces Vecna to use Mage Hand while the survivor is dropping the pallet.
I do agree that a few of his addons could still see some slight buffs. The addon that increases the killer instinct duration of Dispelling Orb could have stayed at 3 seconds for example. And the Ring of Telekinesis should grant you more vaulting speed than just 10%.
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@ShookieDookie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944374#Comment_3944374
I disagree. Perks make Myers a OP. Wesker and Vecna are OP. Anytime you have a 2ndary heal like Wesker's looking for spray, they are OP. I agree about Huntress and Trapper but not the fact that Killers are OP in general. Bring me the BEST SWF you know and setup a game with me as Killer and they can bring whatever they want and I'll get at least 3 of them and that's a win in my book and I rarely play Killer. Once a day usually, for the Bonus. Maybe Killer's shouldnt be thinking a Win is only All 4 Dead? And why are the Maps 20%? It makes them and the Realm Blocker, useless. I don't get it.
I seriously doubt you would win against the best swf out there if you don't play killer that often. Even really experienced killer player streamers still struggle against teams sometimes.
Myers is op with certain addons, maybe. Though they did nerf those so not sure anymore. I don't see how Wesker and Vecna are op however, both have a good amount of counterplay and are not oppressive.
No, killers in general are not op. They do have access to unhealthy strategies like tunneling and camping. But that still doesn't make them necessarily op.
Most killer players also don't think that only 4 kills is a win. People are aware that 3 kills is already a win. Only particularly sweaty killers need those 4 kills for whatever reason.
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My kill rate is only 58% which is kind of what I expected, but I am happy to see that my average hook count was at 8.3 despite that.
My escape rate is at 47% which surprised me, expected it to be a bit lower.
But who knows, maybe these stats are wrong anyways.
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@ShookieDookie said:
And this game is way Killer Sided. If you say it isn't, you are lying or an incompetent Killer. The Only Survivors who have a shot are SWF TEAMS or Friendly Killers letting them go. Otherwise the Hatch escape is about the only Viable option against any Killer trying. But right now, I'm concerned how much this new hook nonsense is going to ruin the game.
People that don't share your opinion don't immediately have to be lying or incompetent. There is much more to the matter than just killer op, survivor up.
The truth is that the game is neither killer nor survivor sided. It all depends on the map, what survivors bring, what killer is being played, what addons the killer is using, etc. Killers like Blight are arguably op. Killers like Vecna, Huntress or Wesker are balanced. And killers like Trapper or Myers are arguably underpowered.
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@wakesafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944121#Comment_3944121
if you don’t finish the totem it counts as no action. So trying to cleanse a Thrill totem and being interrupted will accumulate crows
That's not good at all.
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@ThatRyanB said:
I really appreciate your flagging this. Lemme pass this along to the team so that they can keep an eye on this, as it's not the intended effect of this prevention.
Please, if possible, kill switch the go next penalties until these issues are fixed. This is terrible.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944111#Comment_3944111
yeah, 10 seconds of not interacting is considered AFK. Completely insane.
Should be more like 30 seconds or so. Or at the very least 20 seconds, that way it would take a minute before crows start spawning on top of survivors.
Not to mention it seems like cleansing hex totems doesn't count as being not afk? If so that's just crazy.
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Nevermind, thought this was about the go next penalties. Regarding the afk system though, it seems like survivors gain afk points way too quickly. And certain actions that should count as not being afk don't count currently.
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@Sheffield said:
I always pay attention and always turn the camera but he always comes around the corner and there's not much you can do except get hit
But he is pretty loud, like Demogorgon. I am very confused on how you can't hear his footsteps. Unless this is part of the bugged audio.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943602#Comment_3943602
These two perks (as well as Batteries Included) saw their Haste values buffed alongside Steady Pulse, and what we saw over the last update cycle was that in cases where they were used, the increased speed burst they gave was a little too powerful for how easy they were to trigger. We've returned them to their pre-Steady Pulse Haste values, but are always keeping an eye on the performance of perks like this (and player feedback!) to consider future adjustments.
OK sorry I thought these were buffs from the ptb. My mistake. Still kind of disappointed to see them nerfed considering none of them seemed to be meta.
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Honestly I think BHVR has been doing fairly well lately when it comes to making sure a killer is also fun to go against. Vecna, Dracula and Houndmaster are all fun to verse for me because they have a fair amount of counterplay, Kaneki is probably the exception here who I don't enjoy as much.
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I agree, these three nerfs seem mighty questionable.
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I really don't quite get why some perks like Babysitter and Unbound seem to have been nerfed from the ptb again. Other than that these seem like good changes. Can't wait to play Vecna with these fantastic buffs he is getting, and it's good to see the Artist feedback got considered as well.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942816#Comment_3942816
nothing sad about that, it's almost as if you can't force someone to play
Why exactly are you even playing this game if I may ask?
And yes, going out of your way to ruin other people's matches is sad. You queue up for the match that involves other people as well, you should be expected to play out the match normally in normal circumstances. Of course there should be exceptions, but I hope the devs keep those in mind.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942812#Comment_3942812
oh yes, I'm so sad cause I don't waste my time is pointless matches. If I'm sad I don't even know how straight up depressed the people who are crying about someone going next must be.
Dude you said you would try and ruin other people's matches if you can't go next. That is quite sad. Just because a match is not going the way you'd like it or because you are on a map or against a killer you don't like doesn't mean you have to ruin the match for the other survivors.
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@RJoyYourJoy19 said:
I can and absolutely will ruin the match for everyone, forcing me to stay won't change a thing. And are you genuinely gonna ignore how many buffs killers are getting in this patch while survivors are not getting a single thing? What kind of survivor is looking forward to receiving several massive nerfs lol
People like you are genuinely sad. Going out of their way to just ruin people's matches.
I am also confused by all the buffs killers are getting. Pretty sure the spawn change is the only general killer buff. Both survivors and killers are receiving perk buffs, and Vecna's buffs are also completely fine.
Also, no worries, but you just giving up doesn't make the victory meaningless in any way.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940526#Comment_3940526
Do they really? I almost feel like he'll be the same overall.
His cooldowns are lower but i still feel like it doesn't make a big difference, if you're chasing an injured survivor and both mage hand and fotd are on cooldown i'd still consider it a lost chase.
Fly goes further and is faster but because of the increased attack cooldown + nerf to the add-on, it doesn't seem like it's anymore lethal.
Mage Hand got fixed to the detriment of Vecna, pulling up a pallet no longer has the possibility of blocking survivors from immediately pulling it back down.
Dispelling Sphere buffs are good no doubt about that.
But unfortunately the other miscellaneous stuff he got that are add-on nerfs and magic item buffs overall is a sizable nerf.
I honestly don't believe vecna was buffed, unless i am missing something, but it seems more like to me that they were just cleaning up a lot stuff, biggest one being his mage hand "gambling".The 5 second cooldown reductions are definitely a buff in my opinion. Having your spells up more often is going to be a good thing, especially fly.
And talking about fly, it's definitely buffed as well. You can catch up much more effectively to survivors now, the small cooldown nerf does not completely counteract that aspect. And it's now also going to be better for applying map pressure.
Mage Hand I can't say. I thought that pulling a pallet back down on Vecna would now be impossible because of the longer block duration, but maybe that's not the case? I'll just have to wait and see how that change plays out. Honestly, if Vecna was still forced to use Mage Hand on prediction instead of reaction, in order to prevent survivors from dropping the pallet on to him again, I would be very happy.
He is not going to be S tier or anything but that's a good thing in my opinion. I think he'll be a perfectly balanced, solid A tier killer that will still be fun to play as and against.
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Probably the Vecna buffs. They will boost him to A tier and make him a strong but perfectly balanced killer. Very much looking forward to playing him and hopefully against him. But I am also fairly excited for Springtrap as well.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933337#Comment_3933337
YoYou Aren't a Vecna main
Uhm ok? And how do you know that I am not? Vecna most certainly is my main.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931889#Comment_3931889
This is just completely untrue. Killers have gotten many good changes over the years. There is of course the big 6.1.0 update, that buffed killers considerably. And we've seen many individual killers being buffed as well. Not to mention some nice perk buffs. And quite a few maps have been changed to be fairer as well. Hell, we've even got a few maps that are now pretty killer sided.
ohh, of course we will always talk about the well known 6.1.0 update, but will ignore everything after.
First of all, which nice perk buffs? Slowdown meta was literally punched in the face many times.
Pain Res got nerfed without any proper reason while it was literally the most balanced and healthy gen regression perk at 4 tokens and 25%, fell out of meta.
Pop got nerfed from 30% of current to 20% of current progression, meaning it gets the same results as Eruption ON A SINGLE GEN only when you kick a 90% gen.
Scourge Hook: Gift of Pain and Sloppy Butcher got indirectly nuked by Vigil buffs and mangled becoming limited status effect.
Ruin is now pretty much only okay on killers that can constantly be on multiple places on the map (Blight, Billy, Nurse).
CoB and Overcharge have been completely nuked, and the PTB buff to CoB won't do anything because passive regression meta is dead as a whole.
Killer meta now is basically: Corrupt, Lethal, DMS, Eruption and Grim.
Tunneling, camping and slugging almost impossible at high skill levels unless survivors make mistakes.
Hooks are in the worst state for killer ever.
We've got a bit of killer sided maps (Forgotten Ruins, Haddonfield, Midwich), majority of fairly balanced maps and then we have Eyrie, Gideon, GoJ and whole Badham realm.
Meanwhile, survivor side:
meta was considerably not only expanded, but even buffed. It's so diverse that there are 3 times
StB, the new strongest survivor perk, has been revealed.
Babysitter, an already meta perk, got gigantic buff for absolutely no reason.
Anti-tunneling perks in strongest state ever.
Anti-camping perks in strongest state ever.
Anti-slugging perks in strongest state ever.
Healing meta getting buffed further even tho it's already very oppressive.
Killer is definitely in a good spot rn!
Yes, some slowdown perks have been nerfed, but that's because they were too oppressive. And some killers were also nerfed, but generally rightfully so. You really going to argue that Kaneki was fine at release? I also don't see how Knight was nerfed, he was just changed to promote more healthy gameplay.
only Eruption + CoB was truly oppressive.
old Pain Res + DMS was oppressive because of...DMS only.
Ruin + Undying was oppressive because yk how old Undying was.
Nobody ever said Kaneki was fine at release, but you can see how many balance decisions for killers (latest being Artist nerfs on PTB, literally B tier killer) were utterly unnecessary.
Survivors did get some nice changes as well during the last years, but also some nerfs. And I think right now, considering the state the game is in, solo survivors are the ones that deserve some more love. Which they will hopefully get with the upcoming anti-tunnel and anti-camp changes.
anti-tunnel and anti-camp changes...literally have nothing to do with the state of soloQ atm (only soloQ beneficial change in terms of camping would be basekit Kindred). There was not one good balance decision to improve soloQ all the way since survivor HUD was added, it was nothing but handholding for new players rather than actually overcoming problem of communication lack.The way you can prove it is that every "soloQ" change after survivor HUD was literally a buff for SWF, while soloQ remained in the same state.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935233#Comment_3935233
biggest example are tunneling, camping and slugging. Against any killer that actually has at least some skill, these strats are extremely situational and thrive on survivors making mistakes. BHVR has been consistently bringing more changes and perks to counter these playstyles just because bad players didn't want to sit and learn how to counter them.
We already had the discussion of tunneling and camping long enough. You don't think it's a problem, I do. And it seems like BHVR agrees that tunneling and camping need to be looked at a bit more, considering the upcoming announced changes. Because tunneling and camping are oppressive at most ranks, and especially against solo queue that can't coordinate countering tunneling and camping nearly as well as swf.
6.1.0 update was a pretty big buff for killers, so of course I am going to mention it. And as I said, some slowdown perks were nerfed, but in my opinion those nerfs were fine. Pain Res and Pop are still strong perks if you ask me.
The truth is that both sides have been seeing good and bad changes. But killers are definitely not in a bad spot at the moment. It would be nice if they relied a bit less on slowdown perks though.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934029#Comment_3934029
It really doesn't feel like "a bit of distance" though. It feels like a lot of distance. He's bad at jump scares. And that should matter.
This license is supposed to bring a lot of people to the game, and most people would expect licensed jump scare killer to be good at jump scares. He's worst as jump scares than over half the killer roster. Almost everyone else could get better jump scares if they equip an undetectable perk, because they aren't purposely loud.
And we don't even know if this is a game balance decision, or if someone from the sound department felt it would be "more immersive" if he made loud mechanical noises, so people could constantly remember he's mechanical.
I mean I can only speak from my own experience, but you can't hear his footsteps from far away. Just from close on. Also, a killer with anti-loop and great map pressure would probably be too strong if he could also reliably grab survivors off of gens or sneak up on to them like Myers in tier 1.
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I could see lowering the amount a bit, but I don't think it should be both 10 matches and then every 24 hours. That would be too much.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933922#Comment_3933922
Yeah. This killer pretty much fails to be a jumpscare killer, even though it's pretty much his actual identity in the other video games he's in.
I mean, I think it's kind of fine. At least balance wise. He can still be kind of scary. Balance wise I think it's important that you can at least hear from a bit of distance.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933875#Comment_3933875
I think they meant to reply to someone else who thought botany gave 6 (not 16) sec heals
Ah lol that would make sense.
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A small part of me wishes I would be more into the original killers than the licensed ones, since I could buy skins for them with iridiscent shards. But honestly for me it's almost the other way around. My favorite killers are arguably all licensed killers, with Vecna being the very best of them.
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I can't say the actual range, but from playing a few matches, it doesn't seem that small. Which to be honest is a good thing. I think if you want to sneak up on to a survivor with the undetectable status effect, you have to teleport to a door that's a bit further away from the gen that survivors are working on. That should work better since the undetectable status effect lasts quite a bit.
Do note that Springtrap also makes walking sounds though. So survivors can hear him from a bit further away as well.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933337#Comment_3933337
Botany allows you to heal self at 16s with medkit.
I am not quite sure what this has to do with my post? Or am I completely missing something here?
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Considering how much fly was buffed in other ways, I would be a little concerned that a too little cooldown reduction would make it too strong. You shouldn't just be able to fly on top of a survivor and get an M1 too often. But 0.25 seconds would maybe still be ok for Potion of Speed.
Honestly I also find the changes to Vecna almost perfect. My only concern is that Mage Hand might be too strong now, if Vecna can reliably use Mage Hand on reaction instead of prediction. Because if he can just react to pallet drops, survivors would have too little counterplay.
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Fly has received a noticeable buff. It's duration is increased by 1 second, and the movement speed is now much smoother, fly seems to accelerate much faster. The nerf to his cooldown after fly is absolutely necessary in my opinion to counter balance that, so that Vecna can't just fly up to a survivor too easily and then M1 them. That's why I also think it's good that the addon was nerfed, even though admittedily it might not be worth running now. So maybe they could increase it to 0.2 seconds, or 0.25 seconds.
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I find him fun. His axe does feel different from Huntress axe, because of how it flies. You can get some very interesting and fun hits with it.
I do agree that it would have been nice to get something a bit more unique and original, but I also can't say I am disappointed with Springtrap's design. He seems fun to play as and to play against.
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The game certainly isn't just balanced around the top 5%. It would look quite a bit different if that was the case.
However, you do have a point to an extent. This game can be newcomer unfriendly. I think one of the biggest issues is matchmaking however. Sometimes people get matched with other people that have way more experience than them. But this can happen to both killer and survivor.
I think another big problem for newer player experience on the survivor side is camping and tunneling. Strategies that are insanely unfun to go against, but are not that hard to pull off. Hence why I believe in the lower ranks killer is stronger.
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@QwQw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933403#Comment_3933403
Like seriously! Afton would have made a perfect trap or stealth killer but they gave him a projectile for some reason.
I think the problem is that stealth and especially trap killers don't really have interesting counterplay. I guess stealth killers can be looped quite easily, so there's that. But trap killers in particular have never really seemed to work in DBD. At least they aren't liked very much by a lot of survivor players.
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@SkinnyWoman said:
I queued for a match on Killer today and waited 15 minutes. This is the product of making a game unbearable for 80% of its playerbase. Keep up the good work Behaviour!
My killer queue times haven't been nearly that long. Also, this is a result of 2vs8, as the killer queue times before the addition of 2vs8 were completely fine. The game is certainly not unbearable for survivors.
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As a Vecna main myself, right out of the gate I just want to warn BHVR about Mage Hand being possibly a bit too strong now, with the bug fix and buff it is receiving. Now that survivors can't punish Vecna's that use Mage Hand on reaction, the mindgame of whether Vecna uses Mage Hand or not, and whether survivors should throw down the pallet or not, could go lost because of this. Since he doesn't have to predict the pallet drop anymore but instead can react to it.
I think a good compensation nerf is too slightly decrease Vecna's movement speed during his post cast cooldown of Mage Hand, from 3.68 M/S to let's say 3.28 M/S. That would make Mage Hand fairer for both sides, allowing both sides to have some counterplay.
Also a bit disappointed with the buffs to the items. I was kind of hoping that the other items would also give survivors a small haste effect when the corresponding spell was used.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933212#Comment_3933212
Wesker's generally considered fun to go against isn't he?
I mean yeah he is. his ability has a good amount of counterplay. The same should go for Lich if you ask me. In fact, I just read the patch notes, and Mage Hand might be a tad too strong now.
But I think it's good that the cooldowns are all being decreased by 5 seconds, means more interaction with the spells.