ad19970
ad19970
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@adirgeforthedead said:
https://forum.deadbydaylight.com/en/discussion/comment/3011294#Comment_3011294
I pointed this out in an earlier thread where I hope they realise that increasing generator time by any means would benefit the middle and low tier Killers, but it'd also boost the high tier ones to abnormal heights. I guess we will see how they adjust this because playing against those will be hopeless for a couple of months and I do not envy high ranks in that regard.
I guess if they manage to just shift some of the power from tunneling and camping to fair and skillful gameplay, it wouldn't be to bad. It's definitely more fun to lose to a fair playing Blight or Nurse than to lose against a tunneling Blight or Nurse. But yeah, at the very least those two killers will fairly likely end up too strong, they arguably already are a bit too strong if you ask me, Blight only because of certain addons and Hug tech.
With any noticeable baseline slowdown, they might even have to look into A tier killers in the future as well. So I really hope the baseline slowdown is nothing overly impactful. Overpowered killers are certainly more problematic than underpowered killers.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3011268#Comment_3011268
depends on which angle and on top of that, he can press m2 and he will start shred but in reality he never committed. the only way to win is to keep runnign and then vacuum into a stun. but chances are he will block the pallet by then
If he doesn't actually use shred, because he is expecting you to just drop the pallet, he will respect the pallet, because he won't want to get stunned. So just keep running will gain you some distance. Whether that distance is enough generally depends on the size of the loop, but often enough it is viable counterplay.
I am not sure what your point is here anyways. If you hope that Demogorgon will be nerfed, you will be in for a disappointment.
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@dreamsy10 said:
You know why? Because most of them are a joke. People nowdays know to loop and drop a pallet or insta drop a pallet. Devs keep making low tier killer's because they are scared of surv mains complaining, but they should just ignore the complains.
Play M1 killer at medium/high skill bracket and you will regret your day. So that's why nurse and blight exists. They are the single 2 potent killers and real killers in this game, maybe pyramid aswell due to his insta mori and dstrike ignore.
The majority of killers aren't M1 killers though. This game has a lot of strong killers.
Neither Artist or Dredge are anywhere near low tier as well. Nemesis, and arguably Pinhead, as well. Only Onryo was the latest killer that ended up in low tier.
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Disagree. I am definitely not against slowing the game down a bit so killers don't have to stack slowdown perks as much, in exchange of butchering camping and tunneling of course, but in general, there are more than enough killers that are indeed strong, and can be strong even without tunneling and camping, more situations then some people would want you to believe on these forums at least.
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Survivor is definitely not more skilled than killer, if the game is played normally.
You are right though, camping takes almost no skill at all, and it shouldn't be even nearly as effective as it is. Same goes for tunneling.
Hopefully, starting with the upcoming perk update, devs will change the game so fair and skillful gameplay is rewarded more, so it's perfectly viable, and tunneling and camping is nerfed into the ground.
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He is strong in my opinion, but generally balanced. He should still do well even against really good survivor teams, thanks to his great map pressure, and being quite the threat during Nightfall.
Plus his anti-loop is also decent enough, despite it being definitely not nearly as strong as many other anti-loop abilities.
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I can't agree. Most maps just don't have nearly as many safe pallets as that map. They most likely still have a fair amount of safe pallets, but it's not that bad. The game is often just a very boring map in my opinion. Having to break so many pallets.
Pyramid Head is a monster on that map though, because the safest pallets against most killers are the least safe against him. Unless you get to drop them early enough.
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@KurnDisciple said:
"Killer has to eat BT/DS"
Bruh, have you ever played solo Q? Half the people don't run DS anymore. So the killer just stacks 4x slowdown perks, tunnels someone to death right off the bat, and wins by default. It's a very well designed game; when the survivors are forced to stack perks to counter a killer just standing in front of the hook!
Couldn't agree with this more. Something needs to be done if an unfun and skillless strategy like camping is among the most effective strategies in way too many scenarios.
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I think just with all these perk changes in general, especially if killers get some form of slowdown built into their basekit, Blight and Nurse will need a nerf, sooner than later. And the devs will probably realise this quickly enough.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3009468#Comment_3009468
Re: "And with other slowdown perks nerfed, many killers will just move on to Sloppy Butcher and Dead Man's Switch."
Is that not a good thing? Sloppy Butcher is not commonly run, nor is it obnoxiously strong or irritatingly designed, so is it a bad thing to go to a meta where it's actually run more often?
As for DMS, I agree with others; they likely think it's fine on its own, and only a problem paired with Pain Resonance. I'd agree with that assessment, too- and it's not as though they can't change it later if it ends up being a problem.
Dead Man's Switch is problematic with Artist in my opinion, with most other killers, I guess it's fine? I just fear it will be too much if we also get some form of baseline slowdown added to the game. Still having two slowdown perks that are pretty effective, plus some baseline slowdown could easily become overpowering.
And the same could very likely also apply to Sloppy Butcher, though not 100% sure about that one.
However, I am pretty sure Sloppy Butcher is in the top 10 most used killer perks. I am definitely going to be happy if the meta just gets changed up a bit, no doubt. But in the future I really hope that we see more perk variety for the meta, and with Sloppy Butcher and DMS not getting nerfed, I fear we'll just have a meta shift to those two perks. And I already see those perks not too rarely.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009466#Comment_3009466
Since the legion update I think or sometime close to that
What? Never notice that myself. Does it always happen or only sometimes?
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3009496#Comment_3009496
yeah loops matter but he can shred at any angle dang near. even long wall and short wall and cow tree he can force a pallet drop
Yeah can't say I agree with that. Especially Cow Loop, if he expects you to drop the pallet so he can shred it, you can just keep running. Way to safe of a loop.
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Can't say I have had the same experience. It's perfectly normal, just like with every killer.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2954170#Comment_2954170
Comms are not even the reason for the difference between Solos and SWFs. The difference is that you can filter out Potatoes.
Example:
I am on the Hook. Survivor A is being chased (just got injured AND is the Obsession). Survivor B and C are on a Gen together. I die on the Hook.
How would Comms changed anything? They got perfect information - they knew where everyone was (A was occupied by being chased and the remaining teammate of them was with them on a Gen).
So if they buff Solo with Icons (as they said that they were thinking about it), it will not matter too much. Because even if this Meg sees that a Teammate is getting chased, this does not mean that she will be useful.
I mean, there will definitely be situations where these icons will help. If you don't see any other survivor, you don't know what they are doing. Icons letting you know what other survivors are doing will definitely be helpful.
But I do agree that comms are probably not the greatest benefit for swf, it's avoiding the flawed matchmaking.
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I don't think there is one killer that everyone likes to play as or go against. It's just too subjective.
I do think that Demogorgon seems to be the most universally liked killer in this game though, but even with Demo I have seen some people say they don't like going against him.
I do think Oni is definitely one of the more liked killers as well though.
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Not even that unfair considering BT and DS only help against a certain killer strategy, meanwhile Corrupt helps killer just in general.
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@HungrySnek said:
https://forum.deadbydaylight.com/en/discussion/comment/3010488#Comment_3010488
Yeah but it doesn't make sense to promote a killer, with a event, when the killer isn't fixed and tweaked
There isn‘t really anything big to be fixed or tweaked. Granted, his Nightfall needs to be tweaked to make it easier on those people that are struggling with it more than intended, without nerfing it's intended effect, which i hope they do soon, but in general the Dredge is very well balanced, not too strong, and not too weak, despite maybe needing a few, very minor tweaks.
Of course they are going to focus on the new killer and survivor, they are the new anniversary content. Many people seem to be very happy with the new killer as well, from both sides. If you don't enjoy dredge, thats fine of course. But what makes you think your opinion is above everyone else's? I for one wish I would go against Dredge much more often, but I don't seem to be getting lucky in that regard.
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Uhm are we sure that what happened in the Nemesis video can be traced back to rubber banding? Like that just looks like the server went completely nuts. Those Bills literally repaired like half of a gen that was supposed to be blocked by Corrupt Imtervention.
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I am still hoping for those survivor icons on the HUD to let everyone know what they are doing. It would be really helpful, especially when it comes to unhooks.
Though I still believe that matchmaking is the biggest source of frustration for solo survivor, and that the information that swf survivors have over solo survivors is sometimes a bit overvalued. Of course SWF's have noticeable advantages, no doubt. But I don't always feel like they are as huge as some people make them out to be.
Honestly, I have had days where solo survivor was frustrating way too many times, but in general, I still enjoy my time as solo survivor. Just as I generally enjoy my time with killer.
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3009334#Comment_3009334
um sorry but a trapper cant, hag cant, wraith cant, oni cant, dredge cant, artist cant, sadako cant... my point is his ability lets him go into m2 and instantly let go. so if you greed pallets you either take an m1 or a shred, or you drop it and waste the pallet. a good demogorgon is very hard to loop and almost impossibly so. making a good demogorgon only weakness generators. its unfun to go against tbh, but it seems he is stronger than most give him credit for
Uhm, Demogorgon is probably one of the most beloved killers to face, so I think you are in the big minority here.
He certainly has a fair amount of counterplay. The shape of the loop does play a noticeable role though. Loops that don't have a straight away are much stronger against him.
Sometimes you are going to have to waste a pallet pretty fast against him, but sometimes not. His chase power is very balanced and fair in my opinion.
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@Tatt3dWon said:
SB is going to make all killers wish they never complained about DH just like 6 months ago before it got fixed.
I doubt it. DH is still more frustrating to go against, because it can be used on demand at loops.
Sprint Burst might need a small nerf in the future as well, if it becomes the new, dominant meta perk, but we'll see.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/3009451#Comment_3009451
It won't be looked at until the forums start to cry about it.
When DH was still prominent and 90% of the people who used it resulted in being exhausted on the ground, nobody said peep. If people switch to SB and it becomes a more popular perk it will be the same thing that is happening to DH right now. People being annoyed by it because they see it in every match.
It's a vicious cycle with this community. Complain about whatever annoys you.
That's because games evolve. I know that there was a time where DH was definitely not complained about a lot. There were other, more unbalanced problems in this game that got more attention.
But as time has gone on, DBD has become more and more balanced, with more and more frustrations being addressed. I know some people like to claim this game is in a particularly bad spot, but that's generally just exaggeration. The game's balance has improved.
DH sticks out as particularly frustrating to deal with, because with the game being more balanced, it clearly sticks out as being too strong.
If meta perks receive nerfs, so they are at a more reasonable level, then that might mean that Sprint Burst will stick out as being too strong, in comparison to the other perks. The trick is to find a good balance for all perks, so they can still be effective but not too much, and no perk should be clearly better than every other perk.
The same concern can be voiced about Dead Man's Switch as well. And perhaps Sloppy Butcher, and other exhaustion perks. Of course I am not expecting the game to have a very varied meta after this one perk update. Simply changing up the meta will probably be enough for many people. But I do hope that the devs will be able to continuously improve the game's perk meta to become more and more varied, with survivors and killers not being tied up to certain perks if they want a chance to win in any match.
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What a sad post, but sadly not the most uncommon thing on these forums.
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@Fnatic47 said:
Killers should be much powerful than survivors because is 4 heads vs 1 and between the Main objectivo from both sides, survivor objective is way more Faster than the Main objective of the killer... I guess you guys who love this game know what kind of message i am trying to give...
Killers are definitely stronger than a survivor. Some of them not enough, but it's also really not that bad anymore.
Survivors objective time also grows the better a killer does. This is probably why some people feel this game is more survivor sided than it actually is, because they have these matches where they can't gain a lot of pressure at any time so the match goes by pretty fast.
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@RavenBirb said:
So tired of these people who never play killer complain about NOED and then compare it to Dead Hard, what a joke
NOED is hardly the same as Dead Hard, but they both have flawed designs that can be very frustrating to deal with for the opposing side. I hope NOED gets a completele rework.
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This is definitely worrying. I also find it a bit worrying that Sloppy Butcher and all exhaustion perks except for DH are apperantly not getting touched on. I feel like with DH nerfed, Sprint Burst will just become the new meta perk, with occasional Lithe and Balanced Landing thrown into the mix, which could also become quite annoying. And with other slowdown perks nerfed, many killers will just move on to Sloppy Butcher and Dead Man's Switch.
Honestly, they should change Dead Man's Switch to not immediately have it's timer run down when it activates, but only once the first gen is blocked. And then the duration should be decreased to something like 20 or 25 seconds. This way the perk would be more consistent among all killers, and killers with less map pressure could also benefit from this perk more.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3009380#Comment_3009380
It's bugged currently. Blocked gens aren't supposed to regress but they do
Lmao really? Since when is that bug in the game, do you know that?
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Lmao nothing in this game's history would suggest that they are just going to nerf the killer perks and buff survivor perks. How stupid is that?
Why do people have to still act like the devs only care for one side? It's getting so incrediby ridiculous at this point.
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@Tatt3dWon said:
I agree just hate nightfall since my monitor is naturally dark I cant even see the generator I'm working on in game when nightfall happens it is literally complete darkness scary but unplayable so i just have to stand still for a minute.
In general I also love Dredge, but I do hope that they improve Nightfall for people like you. The intended effect is to only be able to see a certain range, and that's great. The problem is that it also makes the radius in which you are supposed to be able to see darker, which is too dark for some people it seems. That and the vignette effect need to be looked at.
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I have been having a lot of fun during this event. Not sure if really so many people are having so much trouble. But who knows. I can't really complain yet though. Of course the game can be frustrating, but not more than any time outside of the event for me.
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@Mazoobi said:
I'm sad seeing none of Jane's perks on there.
They have potential but are heavily handicapped with specific conditions and limitations.
Especially Head On. It's so dynamic but needs a little bit more love.
I personally think Head on is fine, and will be especially once the current meta perks are toned down a bit.
The only buff I would like to see to Head on is that the 3 second activation timer starts when the locker enter animation begins, instead of only starting once the survivor is fully in the locker. This way Head on could be used a bit better without Quick and Quiet.
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I am bit worried too that Sprint Burst isn't getting looked at. Or just exhaustion perks in general. I feel like it will just be the new meta perk, with DH nerfed.
But I guess a new meta is better than nothing. Hopefully they will keep their promise and keep chaning perks in the future as well.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3005639#Comment_3005639
A character being the best doesn’t mean they need a nerf. Bad logic
It's not really bad logic if you want to balance this game around more than just the very best killers. Unless you enjoy the idea that only Nurse and Blight should be viable killers.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/328597/the-perk-overhaul-and-the-nurse
Learn to counter her please.
That won't solve the problem of her being op in comparison to any other killer, holding the game's balance back.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3002538#Comment_3002538
But similar mid ranged powers: Deathslinger, Doc, PyH, PiH...
None of their hitboxes move with them.
Fair enough, but Nemesis tentacle doesn't have much range. I would argue it's so that survivors can't just zickzack and avoid the tentacle strike easily. It has a very narrow hitbox, so I think it's fine the way it is.
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@Wampirita said:
From my survivor POV he definitely needs a buff :v
He has chance to be a really high tier killer, but he's so predictable that after 3-4 games, it's hard to be outplayed by him.
I'd delete his locker aura, cuz he already makes so much noise that the additional indicator seems useless. Or turn down the noise a bit.
Also his teleport speed outside of nightfall is a joke. He's supposed to juke you by using lockers, but it takes him ages to get into one.
The only thing i would maybe nerf from him is the distance he can travel after leaving the remnant, cuz no limit kinda sucks, usually killers have their power gauge depleted when using power
Wait, what locker aura? When do survivors see the aura of lockers?
I think he is perfectly fine, I don't think he needs any buffs personally. The limited teleport movement speed outside of Nightfall is needed, since his map pressure is already really good. You shouldn't be able to traverse the map too fast as well. He still has some mindgame potential with lockers in chase if they are very close to him, maybe only being seperated by a wall.
I also don't think a Dredge would ever want to hold his power for too long, since he is slower than a survivor while doing so, so I don't think a time limit is needed. It doesn't help too much with camping either since survivors can just destroy the remnant by running into it.
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@[Deleted User] said:
I don't think he's overpowered at all. The heavy hitter killer mains are already ditching him and going back to Huntress, bubba and wraith.
Think he's in a pretty good place honestly, in comparison, poor Sadako needs some serious buffs.
You really think so? I don't think he is really op or anything, but I also don't think he is underpowered. Actually pretty damn strong. Would surprise me if most people would just leave him be and go back to other killers.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3001609#Comment_3001609
Do other medium ranged killers get this kind of hitbox? No. So why should Nemesis?
No other killer has his tentacle strike as an ability....
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I wouldn't mind it. Can be pretty annoying for killer. But I doubt that will fix it.
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I have been playing a lot of matches as survivor, and only had one single killer camp yet. I have been having the entire opposite experience, less camping and tunneling killers than usual. Maybe you are just really unlucky.
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I have seen both already. Someone complaining about survivors, and the ever so famous sluzzy complaining about killers.
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Lmao what on earth is that?
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This game is still not killer sided, even during this event. I've also been playing survivor a bit now and haven't noticed any difference. If anything, I have seen less killers camp and tunnel, surprisingly enough. You are most likely just using this event to once again cry about the game and how killer sided it is, because you seem to use anything for that, even though it isn't. Nothing surprising though considering it's you.
Camping and tunneling are also a problem, no matter during or outside of the game. Let's hope it gets addressed soon enough, but of course only together with some compensation to the killer, like some form of small slowdown, so they are also incentivised to play fairly and skillful, in addition to be decentivised to tunnel and camp. Although I do agree that nerfing camping and tunneling is probably the highest priority for the game's balance, but it just won't work without some form of compensation, or survivor queue times will probably be incredibly long.
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@Annso_x said:
https://forum.deadbydaylight.com/en/discussion/comment/3002090#Comment_3002090
As survivor you unlock it when the gates or hatch are open. If nothing was open, then no it's not normal (but good for you lol)
No they were opened, that explains it, thanks.
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You know I wish this post wasn't even necessary, with tunneling and camping being not viable, and fair and skillful play being a bit more viable. But sadly, they are.
However, I still think everybody should just play the way they want to play.
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I am really enjoying it too, however, are you supposed to unlock a mask even if you don't escape with the envelope? Last two matches I collected an envelope, died, and still unlocked a mask.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2999239#Comment_2999239
Have you played on Garden of pain ? It's pretty damn bad lol. Hadonfeild rework being "good" is also sorta false IMO. The buildings are absurdly safe.
No can't agree. I do think Garden of Joy is on the survivors side, but it's not that bad in my experience so far.
Haddonfield is pretty balanced in my opinion. Only the one house with the two windows that can be chained is probably a bit too strong.
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@Zeur said:
https://forum.deadbydaylight.com/en/discussion/comment/2992212#Comment_2992212
the reason that blight and nurse arent being nerfed is because they are technically high skill cap especially nurse dredge however is NOT HIGH SKILL CAP u cannot compare someone who earns all of their kills through clear calculation to someone who is lowkey only counter is chain looping. furthermore his nightfall will be like legion when first released and push new players away.
Can't agree with that. His skill floor is probably on the lower end, but to play him very effectively, you definitely need to put some effort in. I'd actually argue his skill ceiling is probably fairly high. He is just not the hardest killer to pick up, but his teleport and especially his remnant can easily be misused. Or the remnant just not used at all.
In general dredge is very well balanced, these nerfs should just address a few minor frustrations with him. Especially his tunneling potential.
I am also not quite positive that Nightfall is that harsh on newer players, although it surely affects them quite a bit. I think it's just important to make sure that you can actually see properly within the visbility range, and that doesn't always seem to be the case, especially for some people, like those that have sight issues. At the very least, I want that vignette effect to be reduced or just removed.
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@TheKestrel said:
https://forum.deadbydaylight.com/en/discussion/327542/every-nerf-that-dredge-needs
Well put and I think a fair suggestion. And kudos for calmly replying to people who are jumping down your throat for opening a conversation.
Though he seems to have a butt load of powers, adding extra time to his powers seems like a simple offer. Certainly the locker near the hooked survivor.
Could just make its movement speed lower instead. Always find it surprising how quick it moves, expected it be a slow lumbering mess to be honest!
Perhaps if not doing the increase in time, if the locker is locked then it actually destroys the locker smashing it open? Making the use of lockers limited toward the end of the game? This might be a bit extreme but a thought.
I mean, decreasing his movement speed to 110% would be terrible, it would absolutely butcher him in my opinion. I am absolutely positive they won't do that, never have they even nerfed a killer in such a way actually. I am also not sure what you mean with adding more time to his power. Do you mean his cooldown? Because that I would also rather disagree with, because I think having good map pressure is a great thing for killer. I guess I wouldn't mind if the cooldown was increased from 12 to 14 or 15 seconds, but at least at the moment, that seems unnecessary. Perhaps in the future, when the game receives it's small baseline changes.
I am going to be honest, the more I play him, the more I think that last nerf suggestion, increasing the time it takes to teleport back to his remnant, might not be needed. I am experiencing more and more survivors that have clearly learned how to counterplay Dredge pretty well, he definitely has a very solid amount of counterplay in chases. But I am also not going to say that increasing the teleport time back to remnant to 0,5 or 0,6 seconds would be bad either, since it would simply create more mindgames at smaller pallet loops. But it really might not be necessary. His chase already seems very well balanced.
The other nerfs I definitely still want to see, except maybe the cooldown nerf during Nightfall. Because I think there is a design purpose behind that, being the idea that Dredge can be anywhere, at any time. If anything, maybe they could just increase the time it takes for Nightfall to activate very slightly. But bloodlust being canceled is definitely something that should happen, just like the tunneling nerfs.
In general I think he is a very balanced killer though, these are just small adjustments that I think he could need.