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ad19970

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  • @Nameless said:

    Dredge is a balanced killer but he's just a BHVR classic with kinda lame counterplay requirements, aka the one and only W key.

    Idk maybe my opinion will change over time...

    That's a fair concern but in my experience his counterplay has actually been pretty fun. Chaining loops together for example can be more fun than just trying to loop a killer at a single loop, in my opinion, if you have to think about your routing, which in my opinion applies with Dredge. I think if you are right at a pallet, and the dredge puts a remnant on the other side of the pallet, there is a bit of a mindgame going on, having to predict whether Dredge will teleport or not, and drop the pallet on the right side.

    Not to mention that chaining pallet loops and holding w is a good counterplay, but it's also not boring in my opinion, at least against good Dredges, because as a survivor you also have to be wary of lockers that Dredge can teleport to, resulting in mindgames as well. So the whole hold w strategy is not mindless in any way.

  • He's probably A tier if you ask me. Perhaps low A tier, but A tier. It's still early to say of course.

    And yes I agree, he is incredibly fun, both to play as and against.

  • No, I do think it should be balanced around an average of 2K. Survivors dying much more will just make the survivor role feel unfair and unfun to some.

    What this game really needs is to have it's biggest issues addressed, gen speed, camping and tunneling. So people have to not use peks that help with this as much.

  • Probably not going to happen. Except for his nightfall of course, which could be a bit much.

    You'll just have to actually try and learn how to counterplay and win against Dredge, it's possible.

  • @TeleportingTurkey said:

    I don't think that neither makes sense or would be balanced.

    If anything, I'd like them to remove directional sound Dredge makes that makes it very easy to locate him during nightfall, although I can see why it is needed.

    I definitely disagree with that as well. I think he really needs that directional sound, he shouldn't become much of a stealth killer as well, seeing as he already has decent anti-loop and great map pressure. It would make him overpowered no doubt.

  • Absolutely no. Just imagine survivors not being able to see hooked survivors during the entire duration of Nightfall. SWF survivors might be fine, but solo survivors would be screwed hard.

  • @Ssajbambusa said:

    I would say that survivors need a brain.

    Kindred, gens, every killer genrushed in 4 minutes.

    Just pull head out of your ass and use stuff you already have.

    Edit: Why there even needs to be anti-tunnel perks btw? Give killers more anti gen perks then, blocking all generators for 3402582497 seconds, because getting genrushed is not fun either.

    There is no way on earth you are for real, or?

    Tunneling and camping are beyond unfun to deal with, especially if you "just rush gens". Not to mention that that doesn't even work a lot of the time. If the killer got an early down, you won't be able to get all gens finished in time. Solo survivors often don't have the coordination to counterplay camping and tunneling. And slap on NOED and Dead Lock and you are pretty much guaranteed a 2K, often a 3 or 4K for almost 0 skill.

    It's honestly of the most ridiculous things I've ever seen in an online video game at this point.

    And killers already have many strong gen slowdown perks. Hell, pretty much every recent chapter has released a pretty good slowdown perk. Deadlock with Pinhead, Scourge Hook: Pain Resonance with Artist, and Call of Brine with Sadako.

  • I mean I never play without DS. It might not always prevent me from getting tunneled, but it punishes the killer for tunneling, giving the rest of my team chance to do gens for longer.

    Not only that, but it lets me reposition, so at least I can still have a fun chase if the killer chooses to keep tunneling me.

    But what this game really needs are nerfs to camping and tunneling, and small buffs to the more fair and skillful gameplay of killers. BT basekit would be a great start, but I think that actually wouldn't be enough. There is so much the devs could do. Just increasing the hook phase duration from 60 to 80 or 90 seconds would also go a long way against camping in particular. I am actually quite baffled it's still only 60 seconds.

  • I think it will need to be toned down a bit. Of course it's not as bad as some people are making it out to be, because it's still new. However I do fear it's a bit too much for newer survivors that aren't as experienced.

    I can still loop fairly well during Nightfall, but actually getting to a new loop after having to leave the old loop can be more challenging. I think if they increase the visibility range just a bit, that won't go away, but it will make nightfall just a tad more manageable.

    However, the change I definitely want to see is to make the area around a survivor that you are supposed to see, a bit brighter and more visible. I think they should get rid or at least decrease the blackness on the edges of your screen, right now your vision as survivor is narrowed down to the center of the screen, that's just too much in my opinion.

  • I definitely agree, he is awesome.

    I would love to know which killer has been nerfed into the ground though, in the past. BHVR has been pretty good with their careful nerfs to killers, so I personally am not worried.

    i do think his Nightfall should be toned down a bit, the range at which you can see should be increased just slightly.

  • He's strong, but not overpowered. I do think his Nightfall should be toned down a little, but I can definitely still see a bit, enough to navigate in a chase for example.

  • Blindness would be so harsh on solo survivors. I think that would be way too much.

    In fact, I kind of dislike his addon that inflicts blindness, hemorrhage and mangled on survivors when he hits a survivor during Nightfall. Mangled and Hemorrhage would be enough in my opinion, the addon would still be really good.

  • @Moxie said:

    I think it is more difficult to modify licensed Killer's, even their unrelated powers to the source material.

    Small number tweaks maybe but I think Sadako needs more.

    Just lowering the cooldown of her TV's noticeably will go a long way I feel. 100 seconds cooldown for TV's that Sadako teleports to is just bad. It should be 60 seconds. And the TV cooldowns of survivors turning TV's off probably something like 45 seconds.

    Not only would that give Sadako more map pressure, but by teleporting more, she'll also be able to build condemned on survivors quicker.

  • I think Nightfall is just a bit too much. They should make sure you can see the surroundings you are supposed to see a bit brighter, and maybe increase the vision range just a bit. I do believe right now it is just a 12 meter radius in which survivors can see, but not sure.

    But I probably do agree with you. He is absolutely fantastic. His visual and sound design is great. His map pressure is fantastic and he has a nice anti-loop ability that doesn't feel oppressive in any way really. At least it seems like that for now.

  • Well, you definitely want to try and chain loops together against him, that's true. Just holding w and dropping pallets mindlessly probably won't get you far though.

    At more complex loops you can also use clever rooting, instead of just leaving the loop. And I think you can also try using objects close to pallet loops instead of the actual pallet loop if he uses his remnant at a pallet loop, it forces him to cancel his ability because he wouldn't catch up to you otherwise.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987157#Comment_2987157

    "Your opinion does not change facts".

    And who said anything about DCing? I said i will not play blind... So every time i go blind... i don't play. And i can see from games that i am not the only one... which means get ready for the influx of post on this forum. Very simple facts.

    Anywho, last post. Perma Statement made.

    Lmao afk, much better.

    Also, i am praying you aren't saying that it's a fact that you go blind during nightrfall. That would be so stupid I wouldn't even know where to begin.

  • @Babalonkie said:

    Anyways, i have done the compulsory "Notify the developers" and am moving on until/if addressed. This thread is a statement, not a debate for me.

    If i go blind in a match... just remember... "i will not play a game blind"... no if's... no but's.

    So what, you'll just dc every time you go against Dredge?

    Like, I do understand that the new nightfall can be a bit oppressive, but blind is just not true. And I am not sure if acting like a 12 year old about it will help your case.

  • I mean there is a gen and other objects right in front of the survivor, so that makes it harder, but I am still pretty certain It's the new map. And I can see the surroundings, even if it's admittedily not as easy.

  • @Babalonkie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2987011#Comment_2987011

    Then it was a horrible idea in the first place... as no force on earth is going to get me to roleplay as a blind person playing a video game.

    Yeah its not like you can't see anything. That's quite the exaggeration. It will probably take getting used to a bit as well.

    But it does seem to much, at least for newer players.

  • Yeah I do agree this might be too much. It definitely doesn't remove visibility completely, I am still able to see my close surroundings, but it's dfeinitely harder to navigate, and arguably too hard for people that aren't as experienced with DBD.

  • @Chilli_man2400 said:

    I don’t care about the graphics. I played 2 games on those maps and it made me want to smash my tv. Fractured cowshed and torment creek. These 2 suck ass. Cowshed is nothing but safe loop after safe loop after safe loop. Torment creek is just, hey get gens done on this side and hold w like a dip ######### so you can’t catch us that’s fun right?

    coldwin needs more than a graphic update it needs a major rework

    I kind of agree with this. I actually enjoy the new look of the Coldwind maps, I don't mind that some of them have daytime. But the Coldiwnd maps for some reason still seem to be the worst balanced realm of all. The visual reworks did nothing to help that, in fact, I am pretty positive they actually increased the size of certain tiles like Jungle Jyms, which is ridiculous, and just made those tiles even stronger for survivors.

    Coldwind maps are all pretty big, and have so many insanely safe pallet loops, it's ridiculous. Cowshed in particular is unbearable, as it can spawn many 100% safe pallet loops next to each other. No idea how maps that unbalanced are still in this game.

    Rancid Arbatoir is the only exception, that map is quite balanced, since it's pretty small.

  • Weird, when I was reading through the patch notes just a few minutes ago, the perk description of Shattered Hope was actually located right beneath Ghost Face's addon name.

    Seems like they fixed it now though.

  • @bloodmoneylove said:

    Can I pay for the dredge and haddie wit iridescent shards

    Yes, they aren't licensed.

  • @Kalinikta said:

    You started off so well with the premise that they should Motivate killers to not camp... yet then your solution falls flat and relies on punishing killers once again which is not a motivator.

    This game needs both though. Only a motivation not to camp will not be enough. Camping and tunneling need to be nerfed hard as well, it makes no sense to have strategies that take such little skill to be this effective.

  • @UnknownKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984785#Comment_2984785

    Thr glow have to go.So you want to surv to navigate in darkness but allow to see at 60m away of them and also make it glowing like a neon.

    Make surv just see the 16 m distance and use memory to remember where structures and pallets are

    Well 16 meters should be fine, and it probably won't force survivors to have to use their memory to navigate.

    But that would also be the worst thing the devs could ever do, forcing survivors to memorize the map they are playing in. Not only would that be incredibly unfun for survivors, but it would in particular completely screw up anyone who hasn't put thousand of hours in this game.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982842#Comment_2982842

    This. Exactly this. Don’t give me 3 potatoe teammates to go up against a competitive plus competent killer, then expect me to carry. That’s NOT balance. If I get 3 potatoes, we should be vs. a potatoe killer.

    Yes, exactly. Maybe the killer should just slightly less potato to even it out, but yeah, pretty much this.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2984032#Comment_2984032

    Disagree.

    Haddonfield is much BETTER, but it isn't good.

    The windows alone make it insane if you're unlucky enough to play against a good team

    Hmm maybe. I haven't played too many matches on it yet, but in my experience it's pretty balanced. A fair amount of mindgameable and a few unsafe pallets, and certain areas that can be quite empty as well, so it makes sense that the houses are still quite strong.

  • The only problematic windows maybe are the two windows at the one house that can be chained together, but that's kind of it. And I haven't really had any problems with those windows either yet.

  • I still think CoH is perfectly fine now, especially comppared with the current meta. It's strong, but not op anymore. DH is arguably stronger now.

    Medkits are the big issue in my opinion, when it comes to healing. Those can still cut healing time in half, and without any setup.

  • @Veinslay said:

    Yeah scratch marks have been bugged forever but it helps survivors so the devs don't care. If DS was bugged again it'd be hot fixed immediately

    How do people like you still believe the devs only care for one side of the game? Like how purposefully narrowminded and ignorant can you get?

  • @Huge_Bush said:

    Nurse rework is not necessary until the Devs buff killers to be able to compete against high level swf. They will also need to nerf maps and make all loops 50/50 for both sides.

    If people on here agree that swf is not a problem because “only a few” are competitive sweat squads, then they should agree that Nurse isn’t a problem because only a few players are actually really good with her.

    If the devs manage to find a way to make more killers viabel against high level survivors, map nerfs won't need to happen anymore.

    I am still hoping for some form of baseline slowdown when the perk update happens. But I guess the big problem would still be how differently balanced the maps are. So you will still end up with maps that are killer sided, and survivor sided. They need to be evened out.

  • @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/2982842#Comment_2982842

    That's BS. If balance is broken no Matchmaking can ever fix it no matter how you change it. And it is broken for solo.

    I don't think it's broken. But there surely is a balance gap, no question. But I think matchmaking is at the very least just as much of a problem. The balance gap probably just seems bigger than it is because solo survivors don't have a very reliable way of getting team mates of equal skill level.

  • Yeah one or two windows there might be a tad too strong, but in general the map seems pretty fine.

    I haven't had problems with the windows personally, but I only played Dredge, and he has anti-loop.

  • @Veinslay said:

    Lol you think BHVR can actually design a map that isn't obnoxiously survivor sided?

    Dear lord. They already have.

    Haddonfield rework was actually really good, it's fairly balanced. And the new map is also pretty good. It might only be a tad too big.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983456#Comment_2983456

    Dunno how your don't see the comparison. Dredge has the best part of onryo's power except it's far less restrictive and can be used freely. Her stealth may as well not be there considering that she has a lullaby for whatever God awful reason.

    Well yeah as I said, I do understand the comparison, both have teleport abilties. But that's it. That's the similarity. There are a lot of differences as wel.

    Just because two killers share the same base mechanic as one of their main abilities doesn't mean they are almost a clone of each other.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983544#Comment_2983544

    Something being unfun to play against is not a good reason to nerf it.

    Of course it is. As a dev you want to make sure both sides are as unfun as possible. Having a strategy that is incredibly unfun to go against and takes 0 effort shouldn't be one of the most viable strategies in the game. Not even close. It should be incredibly weak. That's just obvious game design.

    If there is a strategy that the vast majority of players dislike, something should be done about it.

    Not to mention that camping in particular hurts solo survivors more than swf.

  • I'm not sure if this is the way to do it, but I do agree that camping needs to be nerfed hard. That and tunneling. Those strategies being so strong and viable is really unhealthy for the game, as it's nothing but a source of frustration for survivors. It's never smart to have such unfun strategies to go against on either side be even nearly as viable as camping and tunneling are at the moment.

    It's not even just about balance, it's about good game design and making sure the game is as fun as possible.

  • @Crowman said:

    Camping isn't something that needs to be nerfed.

    There are many situations where camping just make sense. I've had a game where the survivors left a 3 gen around the shack in a corner of the map so when I hooked the survivor at shack I stayed on the hill next to the shack watching the gens and hooked survivor.

    Part of playing survivor is that sometimes you are unable to do anything.

    It 100% needs to be nerfed. It's incredibly unfun to go against, and it takes pretty much no skill.

    The fair and skillful gameplay should be made a bit more viable, but camping definitely needs to be nerfed hard. It's just not healthy for a game to have the most skillless and unfun strategy to sometimes be the best strategy there is.

  • I definitely think so. Survivors will have a fairer amount of counterplay, but his power will still be pretty strong in chases, and his map pressure will still be really good.

    They definitely will also need to look at his op addons as well. And then hopefully buff some of his weaker addons.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983055#Comment_2983055

    Demo stops at pallet, Demo's M2 sometimes prioritises destroyable walls and pallets instead of players next to it,

    Demo can't hit you over small wall, etc.

    https://forum.deadbydaylight.com/en/discussion/comment/2983062#Comment_2983062

    You remove loop, if someone approaches the loop with the dropped pallet, Nemesis instantly destroys the pallet and you have to move on

    if you ignore the loop with a dropped pallet, so will Nemesis, making it nonexistant

    https://forum.deadbydaylight.com/en/discussion/comment/2983075#Comment_2983075

    1 ofc his early is weak

    2 soloq survivors will insta give him T3

    3 "just fake pallets and stun if he puts up tentacle" he respects pallets while holding power

    4 pre-dropping pallets get instantly destroyed, you barely waste any of his time

    5 "at least he doesn't have mobility right?" that's why he is the only ranged killer with 4.6m/s?

     "just fake pallets and stun if he puts up tentacle" he respects pallets while holding power

    If he respects the pallet, that means he backs of and stays behind the pallet, which means he is moving at 0 M/S towards you, which most often gains you enough distance to run around the pallet loop another time. So it doesn't make sense that you are arguing that he can just release his power and catch up to the survivor, but at the same time, he has to respect pallets. He can't react to the survivors movement, he has to predict it as well.

    This is why he indeed has a very similar mindgame at pallet loops like Huntress. Having to predict whether you should drop the pallet or not.

    Nemesis is certainly more dangerous than Huntress in these situations, having a higher chance of getting hits against survivors at such loops. But on the other side, he needs to hit survivors three times with his tentacle strike, up to 8 times a match, and his range is very limited.


    And you can dodge his tentacle strike, even if it's a good Nemesis. There is no skill level that you can reach where you hit every tentacle strike. If you time it right as survivor, and predict where he will aim his tentacle at, you can dodge it. As a Nemesis player, you also have to predict whether a survivor will try and dodge your tentacle or not. The odds are stacked against the survivor, fair enough, but it's not that bad. It's definitely not impossible to dodge a tentacle strike, because of the narrow hitbox.

    People here have already given you plenty of advice on how to counterplay Nemesis. None of it is guaranteed counterplay, but of course that's not how it's supposed to be anyways, because then the Nemsis player wouldn't have any counterplay against survivors themselves.

    @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983252#Comment_2983252

    Maybe not both breaks and injures, but it can injure over pallet, [26:35]

    https://www.youtube.com/watch?v=Jx0EaeZUAU4

    https://forum.deadbydaylight.com/en/discussion/comment/2983278#Comment_2983278

    Yeah mb, but my point still stands that dropping pallets can't be safe always vs Nemesis

    and in my case, I just hope that he respects the pallet forever, because as soon as I drop it I'm getting hit instead of the pallet.

    Yeah mb, but my point still stands that dropping pallets can't be safe always vs Nemesis

    Of course not, pallets aren't supposed to be safe heavens for survivors. Especially not "always". Or the killer than has no counterplay themselves, as explained. This is why M1 killers are often regarded as unviable.

    in Nemesis Comment by ad19970
  • @OneGoodBoyDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983456#Comment_2983456

    I agree, sadako doesn't necessarily need an anti-loop to be good.

    Her problem is that she is basically bad at everything she does. Her teleport is bad, her stealth is bad and her slowdown is bad.

    if she was good at the things she was supposed to do l think she would be a decent killer.

    Pretty much. I would argue her teleport is ok, but that 100 second cooldown is really rough. And ok map pressure simply can't make up for the lack of anti-loop.

  • I still don't really agree that Dredge is like an Onryo 2.0. They both have a teleport ability that helps them traverse the map, but other than that, Dredge is pretty different compared to Onryo. Even their teleport abilities are fairly different.

    But I do agree that she really needs some buffs. However, I would rather have them buff her map pressure and passive slowdown more, and not give her some form of anti-loop.

  • Definitely disagree, his chase power is already very strong, counterplay like that is very much needed and important.

  • @DaddyMyers_Mori said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983208#Comment_2983208

    I really doubt they will make it well -> balanced for both sides.

    and mainly to do something like this you would need way more updates, or actually use PTB for testing not just preview.

    Honestly, if we do see baseline changes that address the problems of gen rush, camping and tunneling, than I wouldn't expect the changes to be perfetct right from the get go. One side might get the better end of the stick than the other. Or the changes won't do enough.

    But it would show that the devs are willing to address these problems finally, and we could see more changes to the baseline of the game in future patches as well. That's at least my hope. It's all about understanding the problems of this game and starting to address them, in my opinion.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983187#Comment_2983187

    https://forum.deadbydaylight.com/en/discussion/comment/2983183#Comment_2983183

    lul

    speaking of Emblems, I know why @ad19970 brought up nerfing Tunneling and Camping,

    it usually rewards the killer,

    I wouldn't be surprised if I just camped and ran NOED with Blood Warden or something, or OP addons and tunneled

    that I could get Iredescent Grade easily

    https://forum.deadbydaylight.com/en/discussion/comment/2983189#Comment_2983189

    The small % camps at 5, the others get destroyed and take the camp for kill perhaps Emblem,

    another strategise camping with NOED and stuff,

    get rewarded for the playstyle aswell....

    Yes exactly, and with relatively low effort on the killers side.

  • @Hawk81584 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983183#Comment_2983183

    100 percent the reason people are leaving the game in hoards.....its at minimum 4/10 killers are basically killing off one person because its an easy W especially in solo qs. but we all know the only thing the devs are worried about is adding garbage killers into the game for that added revenue.....state of the game cant be any worse than it currently is

    Yeah definitely can't agree with that. Especially when it comes to the new killer, Dredge, who is incredibly well designed in my opinion.

    I also think the game could be in a much worse state, since I am pretty sure it already has been in the past.

    I still enjoy DBD, but it can often also be frustrating, which is a big problem. It could definitely be in a much better state, for sure.

  • The reason a lot of the meta perks get used, aside from their strength, is to fix certain problems and frustrations many people have with this game. Those issues being fast gens, and as you already pointed out, skillless and unfun strategies like camping and tunneling.

    So those problems need to be addressed with basekit changes.

    But it sounds like we are getting these changes finally, with the upcoming huge perk update.

  • They need to nerf tunneling and camping into the ground. Of course they should also look into making normal and skillful strategies more rewarding and viable for killers, but camping and tunneling need to be turned into very weak strategies.

    It's so annoying, and I am sure especially in low ranks it's the biggest reasons why kill rates increase so much.

    It's very frustrating to have skillless strategies to sometimes be more rewarding than skillful strategies.

  • @JohnWick1654 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2983059#Comment_2983059

    oh yeah, basekit wallhacks to manouver around killer at hook with high wall enviorument, I'm sure the killer mains would love that

    It would be like 16 meters, it would require the killer to camp.

    That's the point. Discourage killers to camp and tunnel as much as possible. Any nerf to camping and tunneling is a welcome one.

  • To be fair, arguably the biggest problem of solo queue is matchmaking. Obviously as solo survivor you don't have as much information compared to playing with an swf, but the inconsistent matchmaking is the biggest source of frustration I feel.

    And that's something that can't be solved with balance changes, and the matchmaking sadly isn't that great.

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