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ad19970
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@herbaljellyfish said:
https://forum.deadbydaylight.com/en/discussion/comment/2746984#Comment_2746984
what counterplay? You mean dodge a whip, gain 3 meters and eat an m1 anyway? His ability to break pallets is just too much and his recovery time after missing a whip is practically non-existent. I'd rather do away with the contamination mechanic and just have him injure on first whip with the length of tier 3 but not be able to break pallets. Other killers that can break pallets quickly like billy, leatherface and demo cannot recover nearly as quickly as nemesis when he does so. Either extend his recovery time for breaking pallets or remove the mechanic altogether. I've you play solo q, Nemi will get t3 in 2 minutes flat and there is literally no counterplay in a chase at that point. At least with like Demi, he has a long recovery time after using shred that you can extend a mid to long loop for another loop if you dodge, you can't do this with nemesis unless it's at an unsafe pallet. Admittedly, Nemi is super weak early game, but once he gets perma tier 3, he's unequivocally unstoppable. Sure you can dodge a few whips but best case scenario you extend a chase by a few seconds. Nemesis and Artist are the only killers I have a problem with because you don't need to be a good player while using them to be insanely oppressive. I'd rather go against Blight/Nurse/Spirit 50 games in a row than ever see a busted ass nemesis/artist. I mean, compare Nemi to Myers who has limited t3 and can't break pallets to Nemi who has infinite t3, can break pallets, zombies and near non-existent slowdown when missing a whip attack while having normal base speed. Same problem with artist, base speed is just too fast. People say "w away" but that only adds 2-5 seconds to the chase if the killer is competent and knows how to zone.
No I completely disagree.
When I play against him, dodging his whips definitely allows me to get some distance. It's not always enough to get to a pallet or window, but often enough.
Same when he breaks pallets with his whip. Yes, it's definitely a strong feature of his, but you can still gain a fair amount of distance. His recovery time of his whip is 2,5 seconds, which is just 0,1 second shorter than the normal pallet break animation.
I also definitely don't see him as unstoppable at tier 3. He gains 1 extra meter range and slightly higher movement speed while holding his whip.
And I also don't agree that he or Artist are easy to do well with. Especially Artist. Of course, Nemesis skill cap and skill floor aren't particularly high, but also not low. Being consistently good with his whip, especially against survivors that know how to go against him, is not that easy.
I'm also quite positive that the general consensus is that he is not op. So I wouldn't expect any changes, or at least nerfs, to him. I definitely don't think they need to increase the recovery time of his tentacle when breaking pallets.
He is definitely a very strong chaser, but he needs that, because of his rather lackluster and rng dependent map pressure. But I do not think that he is op in chase.
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Every person has certain stuff they don‘t enjoy going against. That's just part of online multiplayer games.
I for one don't really have a problem with the perk. It's definitely a good perk to help slow down the game at the start, which is a must for most killers.
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@Vampwire said:
Nah but it'd be cool if they gave him a less boring power and something that actually reflects RE.
I would personally disagree with that. I for one find his power to be very enjoyable.
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2813167#Comment_2813167
When did the Devs say the lingering hitbox was intentional? I'm a fellow nemy enjoyer so I have wondered whether it was intentional or not. Knowing for certain that its intentional would be a relief (mainly because that means it likely wouldn't be nerfed).
I can't say for sure actually that the devs themselves have said that the lingering hitbox is intended. But I do believe it is, I can't prove that though.
I just always thought it is. It was brought up numerous times if I remember correctly, especially shortly after his release, and I believe that the general consensus was that it's intended.
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Nerfing the self heal time to 32 seconds though would wreck the perk. People already complain about others healing with self care constantly, imagine multiple people running off to a boon totem to heal for 32 seconds in some corner.
They will definitely need to nerf the perk to 50% bonus healing speed, and then we can see. Maybe it will still be too much, or maybe the boon mechanic needs to be looked at as well. I don't really know. I do personally believe it can be nerfed sufficiently by just decreasing the healing speed bonus though. At the very least if it was 33%, which would just be Botany Knowledge but for everyone, the perk wouldn't be problematic anymore. Though it would likely be too weak at that point.
I am positive that the often suggested idea to not be able to relight boon totems would also destroy those perks as well.
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@Sdyx said:
https://forum.deadbydaylight.com/en/discussion/comment/2803216#Comment_2803216
I have literally never seen anyone crouch mid chase except for to hide behind a pallet in preparation to drop it on a killer, never seen someone crouch mid chase after vaulting a pallet or window. And to clarify mid chase, I mean them being right on you and one wrong move can lead to a lunge-hit, when you have the full blast blaring music.
I will yield to the tier 3 miscommunication on my end. I misunderstood there.
Nemesis is the only person who has a method of hitting you without ever being near you. Sure pinhead has those chains and they can be a serious nuisance, but they cannot damage you. Sure, like the tentacle strike, first zombie hit will infect you. Sure you might have idiots that walk into walls and rocks, but I've literally had one drop from the second floor of the main building in Glenvale, drop right on top of me, and force me out of hiding right in front of the killer. They literally impart the exact same affect as the killer does onto the player. What's worse is that yea, you can go take a vaccine for it, but the vaccine comes with 2 problems. A: your aura is revealed to the killer. Not too big a deal in and of itself, plenty of other things reveal your aura for a duration, but the biggest problem is B: there's only 4 in the entire game. Meaning either you ignore the vaccine from the start and for the whole game, dealing with the infection if you get got, or you risk having to deal with it forever once all 4 have been used. Plague has a similar feature with her vomit shots, but you have like, 8 or more shrines to cleanse yourself, and the shrines eventually return to it's original state afterwards, allowing them to be reused should the game drag on long enough.
Now please, don't get me wrong. While I extremely believe that Nemesis needs a nerf, he is indeed in no way a BROKEN killer. Here's a damn good example of a nerf, or I guess a tweak, that he needs and it pertains to his hitbox.
I had a game in the "The Game" map, mid chase I hid behind a pallet in preparation to drop the pallet on him, he charged his tentacle strike, released it, and AFTER the strike had already pointlessly hit the floor but before the entire animation was done, he side stepped and the game registered that he hit me through a solid game object. I'm talking straight through the still standing pallet, as in even a huntress hatchet throw would register that it hit a solid object and thus never reach the player.
The lingering hit box is intentional. And I am quite positive that won't be removed. If I had to guess at least one of the reasons there is a lingering hitbox, it's so survivors can't just run zigzag and dodge the tentacle that way, since it's hitbox is very narrow.
He is not overpowered, I don't think nerfing him would be a smart move on BHVR's side. Considering all the complaints about the nerfs to his two yellow addons.
I do wish that the zombies bugs were fixed and as compensation, they increased the time it takes for a zombie to respawn after being killed by a survivor to 60 seconds or so. But otherwise, he is quite fine. His anti-loop potential is very good, but on the other hand, he needs to hit survivors three times instead of twice to down them, up to 8 times that is.
Crouching definitely helps against Nemesis. Over medium sized objects or windows he can't hit you if you crouch, it doesn't work at pallets though, I am pretty sure. You will however have to time it in most situations, because otherwise he'll just hold his tentacle until je gets around the object where crouching doesn't help you anymore.
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@dallasmedicbag said:
https://forum.deadbydaylight.com/en/discussion/comment/2802761#Comment_2802761
same speed as self care then it wouldn't be a problem? lol then throw that perk in the lightweight bin.
It was an extreme example, as OP said that the problem is the infinte amount of heals and decreasing the heal speed wouldn't do anything. Obviously Self Care healing speed would wreck the perk completely.
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The healing speed is the problem. If it just gave survivors the ability to heal at the same speed as self care, it wouldn't be a problem. Hell, some people argue Self Care is a killer perk.
The problem is that the extra healing speed of Circle of Healing just takes too much possible map pressure from the killer away. Spreading damage suddenly becomes much less effective. It's a joke of a perk, and I can't even get mad at killers that camp or tunnel me anymore because of it. Because it pretty much just encourages those strategies.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2794015#Comment_2794015
Both. McLean (his creator) made the second component of his Rush collision detector work off of camera angle, so that you can lower it to reduce the collision, and thus slide. He also specifically said he wanted Blight to have the ability to pick to slide or slam.
I saw the links you posted about him, either on this post or another one, but it didn't sound like he explicitly said that looking down to slide off of objects was an intended feature, but I am guessing there was another video where he did say exactly that?
If so, that's fair I guess, but I personally still believe Blight would be fairer without it. Though I don't have a particularly strong opinion on that.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/2794008#Comment_2794008
This is the thing that really annoys me about this game - you get these elite people who only want to discuss meta. "ANYTHING THAT TAKES A SURVIVOR OFF A GEN IS FINE
Wait which people do you mean? I am not quite sure I am following you here.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2794008#Comment_2794008
Boons are ultimately going to be problematic as long as the devs want to make sure the killer has no answer to removing them from the game. Since it means the only way boons aren't strong is if they are too situational or too weak.
You mean because they can be relit infinetly, they are only balanced if there effects are weak or situational?
I mean I do agree that Circle of Healing even with 100% healing bonus would be fine if the boon totems were destroyable or the perks had a huge cooldown, but I do think that these perks can be balanced without such as well. I mean we have other perks with strong effects like Exhaustion perks in this game that are not dependent on blessing a totem and being in their radius.
Though I understand the concern. The devs could go much crazier with the effects of Boon perks if they had much better counters to them.
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I disagree. Boon perks would just end up weak if they had a huge cooldown or the totems could be broken by the killer. A small cooldown might be fine, but that's it.
The thing is that both Shadow Step and exponential really aren't op, it's just Circle of Healing most people have a problem with. Nerfing Boon perks in general would just make the first two Boon perks useless.
The healing speed of Circle of Healing is indeed the biggest problem, because it can take away too much pressure that the killer needs to apply. Nerfing it to a more reasonable healing speed buff would be good, without making the perk too weak either.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2789396#Comment_2789396
sliding is literally an intentional feature.
You mean the sliding when he looks down? Or the sliding on certain objects? I honestly don't think neither of them are intentional. I think Blight just played normally and without his insane addons is still very strong. Minus the problem of not being able to bounce off of certain objects of course.
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I don't think killers should even really need counters in form of perks for Boon perks, the Boon perks should just be balanced on their own.
To be fair, the only Boon perk I really have a problem with is Circle of Healing. If they just balanced the perk probably, it wouldn't be a problem.
The nerf to 75% healing was nice I guess, but not enough in my opinion. It should at the very most be 50%.
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@jakubr21 said:
Look at these blight mains talking how balanced their killer is.
Let me point out few things.
-His best addons do not have downside.
-Hug tech is not an intended mechanic Mr. Blight mains.
-He is a no brain killer look at compound 21, alchemist ring, insta down, compound 33 and his speed addons that once again do not have any downside.
-The blight can hit survivor when they are not even on the screen(i can show you few clips)
-Also playing Blight is not that hard, just learn hug tech(exploit) and use compound 21.
So yes Blight is not balanced.
Lol Blight is definitely not a no brain killer, even with his good addons. He's definitely not easy to master.
Of course, some of his addons need to be nerfed, and his exploits should be removed as well.
On the other hand, it would be awesome if they could actually make his collision work reliably, without him sliding off of certain objects and getting stuck in certain areas.
His lung hit box is also fine. He needs it because of his lower turn rate while lunging. Survivors can even dodge his lunge if they play it right and don't get screwed by connection, although that is very situational.
Making it harder to hit survivors with his lunge would not be a good idea at all. if the hitbox width would be decreased, the turn rate of Blight's lunge would have to be increased as well.
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If he is right behind you, then yeah, you're in quite the trouble. You do get a speed boost when hit but of course you won't gain as much distance because he has very little cooldown on his blades. Huntress is like that too though.
But he indeed has counterplay, especially on indoor maps. Breaking Line of Sight so it takes as long as possible for him to hit you with his knifes is his counterplay.
He has to be strong in chases anyways or he'd be useless, because of his bad map pressure.
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It's the endgame though, just like killers have a good chance of getting a 4K, so should survivors have a fair chance of getting a 4-man escape.
I do agree that killer can feel pretty stressful. But I do not think the situation you described is really a problem. In general, the endgame is not something that is bad for killers. It's more the actual match; the fast gen times coupled with generally poor map design.
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The hitbox can be an issue occasionally, but more often it's probably just latency. That happens.
The hitbox was already reduced once, and people hated it. It just made people stop playing Huntress.
And if there is something this game doesn't need, than it is less strong killers. At the highest mmr it seems that Blight and Nurse are the only two killers that get played often.
Perhaps they could reduce the hitbox slightly, and buff Huntress in different ways. Slightly faster Hatchet travel speed, and maybe even optional cross hairs for less experienced players. But just decreasing her hitbox would probably just make people stop playing her.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2770876#Comment_2770876
They don't never do it, but this is the second time in a row where the community unanimously went "hey, there's a giant problem here!", they ignored it, and surprise surprise, there was indeed a giant problem.
https://forum.deadbydaylight.com/en/discussion/comment/2771283#Comment_2771283
I'm not bothered by this part, actually. The envelopes give hilariously high amounts of BP to everyone and killers have an advantage to finding them (survivors waste tons of early game time if they try), killers earn way more than survivors do on average, and also, you're going to get more event hooks than survivors will generators. You figure each survivor is only personally going to be there finish maybe 2 gens unless they were jockeying.
But it really wasn't unanimously. There were enough people that defended the new dead Man's Switch and Boil Over. It's not always that simple and one sided.
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@WeenieDog said:
They said that it only amounts to a 1 second time save if you hit all of them... however, on some maps it feels like even that 1 second save is pretty big.
Hmm ok. Even one second can make a noticeable difference, especially in areas where hooks spawn sparsely. Not a fan of that change at all, and it surprises me that they went through with this change.
There is a reason only Breakout increases the wiggle speed of survivors, and it works on other survivors being carried only while you are running next to the killer.
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Why do people always pretend BHVR never makes any changes to the patch between the ptb and when it releases to the live game when it doesn't happen once?
I mean fair enough, it does sometimes feel like the devs don't listen enough, and some changes really should happen but don't. But the devs also don't just have to listen to every feedback that people have immediately.
It is weird that Dead Man's Switch made it into the game though. That one I can see becoming very problematic.
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I would really want to be able to have high hopes that this map will finally become more managable for killer, but that's kind of hard after the game map update and the new Crow map being so survivor sided. They just still don't seem to understand how maps need to be designed to be actually balanced.
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I would argue it's because Circle of Healing isn't the only boon perk in this game. Both Shadowplay and especially Exponential do not seem overpowered in the slightest, in fact I don't see them getting used a lot at all. Nerfing the actual boon mechanics in some way or another, would also nerf those perks.
I do agree that snuffing out totems seems a bit meaningless at times, there is no cooldown as to when survivors can reuse the boon perks, and it only takes 14 seconds to bless a totem. Which is definitely some time wasted, but not a lot. Increasing that by just a few second would already make snuffing out a totem more meaningful.
And of course, I can see how multi level maps in particular can be problematic with boons, as it makes it more often a time waster for killers to snuff out one single boon totem.
However, as I said, it would nerf Shadowplay and Exponential, which seems bad, given how they aren't that strong anyways. So they would need compensation buffs to their effects. I can definitely think of buffs to Shadowplay, but not sure about Exponential.
The problem really is Circle of Healing, and only that perk. So of course it makes more sense for the devs to look at that perk seperately and see how they can nerf that perk, and only that perk.
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@fblurbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2768980#Comment_2768980
I mean, I guess Spirit is fun if you want to turn your brain off and put zero thought into your gameplay. At that point though I'd just pick Nemesis or Plague.
None of these killers you mentioned will work very well if you just turn off your brain.
It's funny though how different people can have these different killers they accuse of being brainless. It's honestly really ridiculous.
Just because you don't like a certain killer, doesn't mean they are brainless to play. None of the killers in this game are "brainless". Some are more challenging to learn and master than others, but none of them give you easy, brainless wins.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2767964#Comment_2767964
I wrote "Infinite Tier 3", meaning Fragrant Tuft of Hair. His Tier 3 on its own might get improvements (maybe a faster Pallet-breaking on top of the bigger lunge and the faster vaulting).
Ah sorry my mistake, I was confused there for a second.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2767146#Comment_2767146
While this Midchapter-Patch was full of changes, the Tombstone Piece is the most obvious Add On which should be nerfed IMO. You cannot really look at it and say "Ah, its fine". So I dont really know why they would stop at this Add On. Myers in general has a flaw that you can be downed instantly despite never seeing him before and Tombstone Piece just makes this worse. (Ghostface is more fair in this aspect, if I get marked, I was at fault.)
@Topic:
As others have said, the next Killers are Legion and Ghostface, followed by Twins. But I would agree that Myers needs some Love, his Tombstone Piece and Infinite Tier 3 need to be nerfed and the Buffs to his Add Ons he received recently did not really lift him up. He is heavily outdated, when I started playing, most players ranked him as a solid Killer and over the time he just got more irrelevant.
But I doubt it will happen anytime soon.
How would you nerf his Tier 3 though? That's arguably his main gimmick and where he gets his strength from, and he is already considered a very weak killer.
If anything, they'll have to further buff his tier 3, and make it easier to get to tier 3 or something. Or they would need to rework him completely, which I think many people wouldn't be happy about.
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Lmao what? People already complain about people using self care and wasting too much time healing.
And yes, that's only when people misuse the perk, in general self care is fine. But one survivor having to look for a totem, bless it, just so that survivors can then run across the map to the area where it's located, and heal up themselves within 32 seconds?
Why on earth wouldn't they just look for another team mate to heal them? The situations where you would need a limited area in a map, where you can heal yourself with self care speed, would be very few.
This would make the perk just bad. There is no reason to throw this perk into the garbage can. People just don't want it to be broken anymore. it should still be a strong perk however. It would just be replaced by a different meta perk again otherwise, so one less option in that case.
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@Deadeye said:
Do you know what 25% reduced healing speed is? It will make a team heal go from 8 seconds to 9,14
The problem of this perk is not the healing buff, it would still be broken when it had no heal boost at all
How would it be broken if it didn't give any healing speed boost at all? What?
The perk might still end up being op after the nerf, but it really also shouldn't become yet another useless perk no one uses, so I hope BHVR does not nerf it too hard.
They also can't really nerf the boon mechanics overall, since the other two boon perks aren't really op in any way.
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If a lot of those pallets were mindgameable, maybe a few even unsafe, then it would be fine. But the way almost all pallets are just safe is absolutely ridiculous.
I kind of wish more maps would have this type of pallet density, just with more mindgameable pallets, not safe ones.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/2766928#Comment_2766928
You feel like a Big Brain Legion player, though, when you manage to do the last Legion tome challenge, ie hitting survivors 5 times with one use of Feral Franzy. Oh yeah!
Lol that's fair enough. Sounds like a challenge that requires survivors to screw up quite a bit as well though. Glad I never bothered with that one.
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@just_one_player said:
https://forum.deadbydaylight.com/en/discussion/comment/2765250#Comment_2765250
It is incorrect, it will only 2.29 seconds. CoH works like this:
50% + 100% of 50% = 0.5 + 0.5 x 1 = 1 c/s
So we have 16 charges for a full heal at 1 c/s, totaling 16 s.
After the nerf, it will work like this:
50% + 75% of 50% = 0.5 + 0.5 x 0.75 = 0.875 c/s
So, with 16 charges at 0.875 c/s, the time is 18.29 s.
CoH allows self-healing to 50% and increases all healing speeds by 100% (with the nerf it will be 75%). The nerf will not change the self-healing speed (50%), just the extra speed (100% to 75%).
@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2765250#Comment_2765250
16/((1-0.5)*(1+0.75))
That's the formula.
Really? That seems weird, since 75% of 50% is 150%. I guess it depends on what value they will actually add to the 50% healing speed of the self healing speed. I hope it would be 50%, that would be fitting to the idea that you can heal yourself at 75% the normal healing speed. But if it's just a 75% healing speed boost to the 50% self heal speed, than it would be the math used by you two. Which would really be a very minor nerf.
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@AngyKiller said:
Given the non-nerf they just gave Circle of OP; do you really think they'll do anything at all impactful to DH?
it's definitely going to be a nice little nerf that CoH is getting, it won't be completely unnoticeable. Question is just whether it's going to be enough, but CoH shouldn't fall out of the meta either. We need more meta perks, not less.
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@Labrac said:
Yeah it's braindead. I already hate Legion because his power requires little to zero brain power, and Fang Pinhead is just a worse version of that.
It really seems like people like to use the argument that a certain killer needs almost 0 skill or brain power when they don't like going against them.
To be fair, Legion's power really isn't hard to pull off though. But I don't see how Pinhead's Engineer's Fang is worse than that? Because with Pinhead you actually have to hit your chains, which isn't that easy to do.
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So wait, the self heal speed works like this, right: It's 50% healing speed, but then there's a 100% speed boost added to that. So instead of 32 seconds, it takes 16 seconds.
Decreasing it down to 75% healing speed means it should now give you 50% bonus healing speed on top of the 50% healing speed normally. However, 32/1,5 = 21,33 seconds, not 18.
So it is more of a nerf than just 2 extra seconds.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2762017#Comment_2762017
nothings ever gonna change the survivor meta I don't think.
I mean CoH did. But that's pretty much it. So I would hope to see this perk not be overnerfed where it's not worth picking anymore compared to other meta perks.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2763038#Comment_2763038
It feels like this is an inevitability.
https://forum.deadbydaylight.com/en/discussion/comment/2763070#Comment_2763070
https://forum.deadbydaylight.com/en/discussion/comment/2763199#Comment_2763199
This is also true (ditto Cenobite): it's very difficult to make any accurate balancing decisions when your sample size is likely so small.
Really quite concerned about this, as it feels like it's going to disproportionally punish rarely played killers without accounting for why they are so rarely played.
Considering the game's player count though, I think even killers with a low pick rate probably still have a solid sample size, one that is at least decently accurate. Twins might be the only exception, because 1.15% is very low, but even then, it's probably not that low either.
On steam, the average player count is 40K at the moment. Let's say about 7K people of those are playing killer. In Huntress Case, 8% of killer players play her on average. That's 560 people. With Twins, it's only 80 people. However, the average player count depicts how many people are playing the game at a given moment, on average. So you can kind of multiply that number with how many matches are possible in one day. Then you've got an approximate idea of how many times a killer is played in one day.
And that's just one day, and not taking into account the concole players, as well as the epic game store players.
Unless I am screwing something up here.
Regarding your main post, I always thought they said that they don't only balance around high mmr. I know there are people that think a game needs to be balanced mainly around high mmr, because people can just try to get better to get to the point where the game is balanced. And that's not something the devs agree with as far as I know, and me too personally. Optimally, the devs want to try and balance the game around all mmr levels as good as possible.
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If the self heal is 75%, then I believe it will now take 8 seconds more than it used to, going up to 24 seconds.
I really don't want them to make CoH bad, it's like the only new survivor perk to shake up the meta. It would be a shame if that one perk would also fall out of the meta again. So them carefully nerfing CoH is a good thing in my opinion.
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They did good work with other killers though, like Leatherface or Doctor, which became stronger and arguably better to play. Or Freddy, though many seem to consider him more boring now.
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@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/2747201#Comment_2747201
People who don't use voice communications already put themselves and their team at a disadvantage.
SWF already gives people a huge advantage over Killers and SoloQ
Exacty. And slapping voice comms onto this game and calling it a day, so they can then balance killers around swf, would make the experience for solo players that don't want to use voice comms just worse.
The best way to balance this game in a better way is to give solo survivors information that swf have as well.
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@AngyKiller said:
Killer IS the middle ground; They kill SoloQs and die to SWFs. 😁
I mean, adding voice comms literally gives SoloQs the same exact buffs that SWFs have, but everyone is against it for vague reasons and half-baked excuses. Mostly to keep SWF strong by forcing devs to keep Killers balanced for SoloQs. 🙃
People have good reasons as to why they don't want voice comms in this game, or at least don't think it's the solution to the game's balancing problems.
If BHVR just slapped on voice comms for DBD, and then balanced the game around that communication, then anyone who wouldn't want to use these voice comms would put themselves and their team at a disadvantage, the more people that wouldn't use voice comms in a team, the bigger their disadvantage. And beyond the fact that there are many people in the DBD community you wouldn't ever want to communicate with, there are indeed people that simply don't enjoy using voice comms with strangers in a game. So BHVR could still not balance the game around swf.
It has to go more in the direction that VHS went, where solo survivors have tools in game to communicate with other survivors. Voice comms as an option would of course be possible in that case.
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Meh I enjoy going against him, he is harder to counterplay at loops than the majority of killer but he certainly does have counterplay, although less than most killers. I wish i would go against him more often.
No idea why you are going against him so often. I dont see him too often and didn‘t think he was so popular. Has this been only today like that or longer?
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I really hope Elden Ring will acually decrease the player count of this game.
The fact that CoH still isn't getting nerfed is mind-boggling to me. Definitely a reason to take a break from this game. But we'll see. The balancing of this patch is just so questionable.
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@Midori_21 said:
They need to put a cap on how fast you can heal someone/yourself, and decrease the range of boons. 48 meters from one side of the boon circle to the other is kind of ridiculous.
That I kind of disagree with. Neither Shadow Step nor Exponential seem op to me. It's just Circle of Healing. That perk needs it's own nerf.
The cap itself wouldn't be enough though. 100% self healing speed and 100% increased healing speed of others is just too much.
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2730900#Comment_2730900
The same can be said with all the second chance perks why is NOED getting outed.
Dead Hard is mentioned as well in this post.
And no, DS and Borrowed Time aren't just second chance perks. In many scenarios, they are the only perks for the hooked survivor to actually get a chance of escape in the first place.
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@Dstorv said:
https://forum.deadbydaylight.com/en/discussion/comment/2730852#Comment_2730852
making it so only 1 gen can be blocked at a time would be a good idea. but again, thats a huge nerf.
Yeah that would probably not work too well, make the perk widely inconsistent. Artist is also honestly the only killer I can think of that could make good use of the perk while camping, or at least proxy camping, so it would be a shame to have to nerf this perk that might actually finally be good because of one killer. But your concern is definitely a fair one. Just hit three different gens with your birds, and then survivors are forced to move off of them, and all of the gens are blocked.
I guess if it only affected the gen with the most progress, then it would have to activate whether a survivor is working on that gen or not. But then it would literally just be a combination of Deadlock and Pain Resonance. Probably too good actually with a duration of 45 seconds.
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@GreyBigfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/2730863#Comment_2730863
I'm hoping it's both, but they did use the phrase "rework" so it might be just great skillchecks. At least it has a permanent activation until someone hits a great though.
Yeah we'll have to see, but since it is permenant, it will still see it's use. I doubt there is any survivor team that can go without ever hitting a great skill check. And 10 seconds of aura reading on the survivor sounds great. My only concern is that if a survivor team realises that the killer has Gearhead, and they are swf, they will just counter an entire perk by not hitting great skill checks.
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@Brimp said:
I still dont see why noed would need to be changed.... Noed definitely does not fall under "broken" when boons are in the game.
NOED might not be broken, but it's not a good or healthy design.
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@Minecraft said:
i love how you threw noed in there thinking it would give you credibility 😂
noed is the only one that needs to go btw just because it's bullshit and it's another big part of why solo queue is #########. also tournament usage says a lot about this perk
Wait, you think NOED is a problem and CoH and Dead Hard aren't?
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I understand the nerf to Marvin's Blood, but not the nerf to Mikhail's eye. It's a shame they didn't buff any of his other addons except his iri addons, but at least those got a nice buff. 2,5 M/S will surely be good. But that just makes me question the nerf to Mikhail's eye even more.
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But it only works on great skill checks now, right? Or am I misunderstanding it? Could still end up being good though. Surely everyone hits a great skill checks every once in a while.