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ad19970
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2601069#Comment_2601069
I don't play Nemesis (he's too loud for my taste), but I think he should always have to break the pallet first since imo there is not a lot you can do if he respects pallets and uses this hitbox tech which looks really weird from survivor POV.
But at least the auto pallet break should be implemented with this.
https://forum.deadbydaylight.com/en/discussion/comment/2601191#Comment_2601191
As a killer I don't have a problem either, because I walk around with 30ms ping. But as a Survivor you can still get 5km hits on windows when you go against someone with higher ping. The worst are really those where you are falling down and you get slapped by a Spaghetti hand while in the air.
I understand that such hits are frustrating. I just wanted to point out that if it affected me playing as killer, it would probably make me play killer far less. It's not uncommon to get a hit just before a survivor gets out of reach when vaulting, and if some of those hits wouldn't count as hits anymore when playing killer, that would be really frustrating.
The hits when survivors fall down sometimes do look really weird though, but I'm not even 100% sure if that's only because of latency, or if there is some bug causing those hits as well. Because those weird hits I do occasionally get as killer as well.
Also, regarding your post towards Nemesis, if Nemesis couldn't hit survivors over pallets, that would probably kill him. His big advantage is that he has such good anti-loop, and he needs it, especially when considering that he needs 3 hits instead of 2 to down a survivor, up to 8 times at least.
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@JohnWeak said:
https://us.v-cdn.net/6030815/uploads/V11T3GJD6J29/sans-titre-2-copie.jpg
SWF, all 4 spanish. Where is it fair ? They gave me a hard time while being trash in chase but carried with troll perks.
But before you argued you know that your MMR is high, because the survivors knew how to loop and what not.
And you still ended up winning.
@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2505834#Comment_2505834
It wasn't fair at all as i had to camp and tunnel to get those kills. Playing fairplay would have ended in a 0/1 kill.
You guys are so disconnected from the reality, it's obvious you have never played killer. But continue to yell everywhere that the game is killer sided, push BHVR to nerf some killers again and you will get facecamped 100% of the trials; you will enjoy the game then.
I play both sides, 80% of my playtime is as a survivor in soloQ and since SBMM, trials have never been so easy for me, i go out like 80% of the time and i see 3 escapes most of the times.
So even as a survivor i know it's impossible for the killer to get a win. Why do you think so many killers are camping first hook ? I never do it but i understand why they feel the need to do it cause without doing it, they know they won't win.
There is a difference between having a fair match, playing clean and getting a win because you outplayed the other team and being forced to tunnel/proxy camp to get a chance to win. That's two completely different approach of the game and now, you have only 1 viable option.
A SWF bringing sabotage, DS, DH and 2 flashlights + 1 greenbox and you consider this normal. This SWF play clearly to be toxic. All their builds are around increasing to the max the toxicity potential.
I feel bad for any killer facing them that won't be able to return the situation to its advantage.
No one is disconnected from the reality. You are just showing images of the end game screen, showing that you 4k'd most matches, and complained about how unbeareable the gameplay is.
We already know that highest level of play isn't particularly fun often times. But if you are trying to make yet another case for it, you're not doing a particularly great job at it.
I don't think people disagree necessarily that survivors need more objectives, and that camping and tunneling needs to be nerfed. Or that survivors (and killers) often using the same meta builds is stale and a problem.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2595963#Comment_2595963
This wasn't meant as a "Survivor Main" joke or troll. It is very infuriating. And I play a lot killer too. The only problem with their hit validation is, that the game gives the wrong feedback. You hear the scream, but the survivor is not injured/downed. If they fix that, you will never know when the server rejects a hit.
And If I can be sure, I don't get hit 5km from the window on my end, because the killer has a bad connection, there can be some adjustments. (And nerfs to the 2nd chance perks are totally needend!)
When I play killer, I pretty much never feel like I get an undeserved hit through vaults. If anything, it happens very rarely. If a change like this would mean that I would get noticeably less amount of hits against survivors vaulting, that would be pretty frustrating.
I am happy about the hit validation on pallets, but when it comes to vaulting, especially when considering that maps in this game can have some really good vaults for survivors, I don't think I would want hit validation.
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I could definitely see this helping, though I think other solutions might be better. Especially with gen rushing, I think a second objective would be better, because it would be more interesting and engaging for survivors.
I think finding solutions for camping, tunneling and slugging is harder, so just adding BT, DS and Unbreakeable to the survivors base kit would probably be good. But maybe BHVR can come up with good, alternative ideas as well. Though perhaps they wouldn't need to, because nerfing camping, tunneling and slugging in different ways would probably make perks like BT, DS and Unbreakeable obsolete.
I would also add Kindred to the perks that should become base kit, which would be a very good step to reducing the gap between swf and solo survivors, and an absolute necessity to make solo queue not too frustrating when killers have more time thanks to a second objective for survivors. Maybe even a nerfed version of Bond as well.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2597523#Comment_2597523
Yeah, the problem is, Survivors who know how that works are not going to give you the animation lock. They're looking behind them and they know how to make themselves hard to hit. You cancel your power, the Survivor will reposition better. The devs made sure you can't do that anymore because of the long cooldown. lmao
And again, DH is meta, it's super easy to use against PH's M2. You can land a hard read, but the Survivor WILL evade your next M2 if they have DH.
The cooldown isn't long. As I explained, with shorter loops, there is a similar mindgame as with huntress. But at longer pallet loops, or at some window loops, the cooldown of 1 second is not long enough for survivors to get to a different pallet, or be able to loop the same pallet or window loop another time. I mean, Huntress has a 2 second cooldown, and she still does fairly well at loops.
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I like the idea, but the problem I see is that blocked totems are harsher on solo survivors than swf survivors. If a swf survivor finds a totem, everyone in that swf knows about the location of that totem from now on. A solo survivor doesn't have that ability, and they might not be able to get to the totem when the timer is up, because they are maybe getting chased, or are on a hook.
I get that there is already an abundance of perks and mechanics in this game that are harsher on solo survivor than on swf survivor, but I personally feel like no further new perks should add ontop of that, as far as possible.
Perhaps if survivors were able to interact with a blocked totem, which then reveals the aura of that totem to all survivors, that could work.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2596700#Comment_2596700
They the survivors may cleanse the single dull totem and lower the timer by 20 seconds. There's no perk load out that spawns five lit totems.
Three Hex perks with Haunted Grounds actually does.
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@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/comment/2597447#Comment_2597447
His M2 just needs buffs. Needs major range buffs imo, and should not get stopped by objects. Also needs be faster because this is the easiest ability to Dead Hard based off of pure reaction. There's too much counterplay baked into it, it needs some of it removed because it's too easy to dodge consistently.
You are often better off not using the ability than using it, but that doesn't mean the ability is weak. It gives you pretty much a guaranteed hit against a survivors that is locked in animation, unless of course you've got a very bad angle on them. If they don't vault or drop a pallet, you just cancel the ability. Of course it's loop dependent whether that works or not. Bigger loops are often actually stronger for Pyramid Head, because if survivors don't drop the pallet, Pyramid Head can cancel his ability, and his cooldown is short enough to catch up to the survivor before they get around the loop again. If the loop isn't that big, then you've got a very similar mindgame as you have with Huntress.
Trying to hit survivors with his ability that aren't locked in animation is not a good idea, unless the survivor doesn't have line of sight on you, then it can work. But if the survivor sees where you are aiming at, the chances are very slim that you'll get a hit with Pyramid head's ability against them, because of the shock wave delay and the limited turning rate.
I wouldn't mind if it was faster, and maybe even had more range, but only if the cooldown of canceling the ability, and maybe even the charge time of the ability, was increased a bit as well.
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I agree that the removal of the dc penalty is quite frustrating, because a portion of this game‘s community is mentally 8 years old, but I believe the dc penalty was removed because of the hacker epidemic, some hackers holding matches hostage, especially those of streamers.
But you are right, there are simpletons with half a brain that can‘t understand that they often enough ruin the fun of others when they dc, because they never heard of the idea that different people have different opinions.
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@D3spair said:
I stand by Tru3Talent suggestion that the game should be balanced by number of Hooks instead of Kills.
I definitely agree with that, if it means that hooking survivors multiple times before killing them becomes a viable, but also the best strategy. So camping and tunneling need to be not very effective.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2570908#Comment_2570908
consumerism at its finest. what is caring about the enviornment?
Well to be fair, people that keep playing this game can still be caring about the environment. But there's no reason to try and downplay the issue with the support of NFT's as well.
The assumption that everybody upset about the NFT's will play the game again the next day is a bit ridiculous though. It's definitely not wrong to boycott a game because of something likes this. It's a good thing actually.
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@TacitusKilgore said:
https://forum.deadbydaylight.com/en/discussion/comment/2570916#Comment_2570916
Do not assume everyone is as morally bankrupt as yourself.
Continuing to play this game doesn't make one morally bankrupt though.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2568862#Comment_2568862
Check any of my recent posts. I was saying it was real. You can't make crazy outlandish claims like "we are partnering with BHVR for Pinhead NFTs" without expecting some serious backlash. Some lies are too big to tell. This one wasn't a lie. You don't have to be a genius to see that
As far as I saw, many people believed that to be some form of troll or what not. You are right that it seems quite ridiculous to make such a claim, but on the other hand it also seemed pretty ridiculous that BHVR would actually do something stupid like this.
My main point was just, there's a difference between assuming and knowing.
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@Impose said:
Where's all those people saying it was fake now
Yeah don't act like you knew it all along. It was reasonable for people to think that this crap wasn't real. BHVR actually doing this is just pretty damn stupid as far as I can tell.
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I've been maining Nemesis for a bit now, and he definitely feels like a power role. Survivors definitely have a fair amount of counterplay in chase against Nemesis in my opinion, but to be fair, the in chase counterplay is more limited than that of most killers, which is compensated by the vaccines of course, and Nemesis always feels in control of a chase, and with that I mean, he also always has counterplay to survivors counterplay, having potential to hit a survivor, though of course not having guaranteed hits.
All of the stronger killers feel like the power role as well in my opinion. Nurse of course, if I could play her, Spirit, Blight and Huntress come to mind.
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@Yamaoka said:
None.
Almost every killer feels meh when you face a strong team. Sure you can win depending on the variables but if you consistently face good survivors no killer really feels like "the power role" if you mean it as in that you feel powerful and dangerous at all times.
I think the power role is more about being clearly more powerful than one survivor that you are chasing.
A fair amounf of killers come to mind honestly. Also, obviously you shouldn't win every match as killer when facing good survivors. But of course one problem arises when gens pop and you feel a bit powerless against that.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2560707#Comment_2560707
Not as survivor, anyways. The game is actually ludicrously killer favored at the lowest levels. Basically opposite of how the game plays once survivors figure out what a gen is.
Is it really that bad? I know I played with people that were completely new and didn't always go down immediately, when the killer was also seemingly new.
I do understand that the game is killer sided at low ranks though. Which I find interesting honestly, and wonder what could be done to improve that. It certainly just makes balancing this game more complicated, and that alone already makes balancing this game only around high mmr impossible.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2560751#Comment_2560751
Against this Wraith, with that map so hard to navigate, it would take a long time and he would still have a huge advantage.
Even if that was fair counterplay, Killers had Franklins but keys were still destroyed.
Keys are broken, they let survivors escape without actually completing their objective.
Killers used to have this too, in form of the Old Moris. They were nerfed quite a bit ago.
This game does not handhold killers, not one bit. And especially not at high mmr. You should maybe play killer yourself to get a better understanding of it.
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When you are completely new to the game you shouldn't be expecting to win often. Of course not escaping once does suggest that matchmaking was at it again screwing over their gameplay, but still.
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@Sluzzy said:
Only if they are weak and worked in a tiny corner of the map and the killer had to spend a game losing 28 seconds relighting it.
28 seconds? But it takes survivors 16 seconds, and there are four survivors and only one killer, so the time should probably be 4 seconds. Not to mention their effects are strong, and 24 meter radius isn't that tiny either.
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@JohnWeak said:
https://forum.deadbydaylight.com/en/discussion/comment/2559864#Comment_2559864
Read again and come back after you have actually read what i have written.
Already did. I guess you want to focus more on the items and perks they brought now? But at lower mmr these items, or even perks, generally aren't that much of a problem.
So I am not quite sure what the problem is, you even said yourself that you played even worse than they did. But then complained about people at lower mmr using meta perks and items, and gen rushing, seemingly making the connection that that's the reason you lost, or you just used this image to show that survivors at lower mmr also use meta builds.
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None of these killers need a nerf at all. I think you just need to practice more against these killers. Both are considered by many as B tier killers as far as I know, and both have a fair amount of counterplay.
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Sadly, the more I play, the more I agree with the Dead Hard nerf, but I wonder if it would be smarter to further balance this game in different areas so that Dead Hard doesn't need nerfing anymore. The biggest reason it's so good is because killers play against the time so strictly, and/or bcause some maps just too many safe loops.
Iron Will I think is fine, and Unbreakeable as well, it only works once, but I can see why some people think it's too much. Borrowed Time in particular is fine as well in my opinion, even if it can be abused a bit maybe. I don't see it much as a second chance perk though. NOED would be fine, in my opinion, if survivors knew NOED existed at the start of the match. But then dull totems would further lose meaning.
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After the nerf to Spirit, I don't think any other killer will need a basekit nerf.
That could change if killers ever get a universal buff by making maps much more balanced or adding a second objective for survivors to the game.
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@NekoTorvic said:
Camping and Tunneling are a response to how ridiculously fast survivors can do gens if they just split up. Camping and Tunneling is boring. I wish it wasn't a thing. But it's one of the few things killers can do to try and get some form of control over a match. You cannot remove them without doing something about how pressed for time killers are.
Might I add another one:
8- The massive effort disparity between killers and survivors. Survivors have productive downtime, where they are just holding M1 on an inanimate object, away from the killer and they're progressing their objective, which can be done so fast, and survivors have such an abundance of resources and safeguards that quite literally, outplaying the killer can be totally optional, if you have a decent team. Killers have to constantly, consistently outplay every survivor over and over again and when they have downtime, they are losing the game.
This is the biggest problem in this game for me. Imo, killers and survivors should be required to interact with and outplay each other. I don't want killer gameplay to be easier, I want survivor gameplay to be harder.
I agree with you on camping and tunneling, but i think you are exaggerating the effort disparity. Survivors have to play good when interacting with a very good killer if they want to win. Survivor isn't that easy, or kill rates wouldn't go up the further down mmr becomes.
It's true that survivors have more downtime, killers don't really have any at all. But that's just because they are four and the killer is alone. It's not a bad thing for them to have more downtime. In my opinion the problem is just that right now survivors can do gens too effectively and fast without enough interaction with the killer, and the downtime can take up too much of the match.
This is why the game either needs a second objective that also supports interaction with the killer, or many of its maps rebalanced, especially by making them smaller, which would also mean more interaction with the killer.
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Well you really shouldn't have high mmr if you were at purple ranks with killer, and haven't played for a while. At least I would hope so.
I am enjoying killer quite a bit still, and I would hope that my mmr is at least above average. And especially at lower mmr the game is not survivor sided in the slightest.
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In that case he was probably using his two red addons, and the counterplay is to simply not let him get to tier 3 and do gens as fast as possible, since it takes ages to get to tier 3 with those addons combined.
Not to mention that you can still loop a Myers with that build. Just once you get caught, it's over.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2560076#Comment_2560076
It’s impossible to balance for all skill levels. Average skill should be the target demographic.
The main target demographic, yes. I am just saying they need to keep high and low skill in mind as well when balancing.
To be fair, at the average skill level this game is pretty good balance wise. At high skill level it's not that bad anymore in my opinion, but there is still quite a bit to improve.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2560040#Comment_2560040
They are balancing it around average-level play. They can't balanced around high-level play and aren't balancing it around low-level play.
I would argue they do try to keep all skill level plays in mind. But it's just currently very tough to balance the game for all skill levels
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2558899#Comment_2558899
Games shouldn’t NEVER be balanced for low ranks, in my opinion.
If you cater to this small demographic, all it does it wildly unbalance it at the other end (high ranks) - which is what we’re seeing today. Also, people don’t tend to be stuck at the bottom if they play regularly - they’ll eventually get good enough to be an average skilled survivor with decent game knowledge (looping, how to counter certain killers, etc).
Lmao it's not a small demographic. Many people play this game just for fun, and not that often. Not to mention that licensed killers constantly get new players to play this game.
This game shouldn't ONLY be balanced around low rank players, sure, but they definitely need to be kept in mind when balancing this game. If one side is vastly overpowered than the other side at low ranks, that would be very bad for the game. It's not like most games where players have access to the same characters no matter which side they are on.
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Well what happened that you got 4k'd once?
Balance at the highest level of play isn't that great, there's lots of room to improve, but I doubt that it was never the killer's fault in some of the matches. The game does have balanced maps and strong killers.
But if survivors play organized enough and know how to loop and do gens very effectively, the killer will have a challenging time, and in some cases, barely no chance or no chance at all to win the match.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2559704#Comment_2559704
Then you probably should of made a more well thought outpost. About NOED getting you that extra kill or two.
Instead of starting off with "OMG. No skill or effort required ! Bad players !"
Where did they word their post like that? Unless it was edited? You're just reading condensation into the OP's post.
The point of the post is to point out that NOED is giving people kills they might not have deserved, and then have their mmr go up, even though it shouldn't. That doesn't exclude the fact that the game isn't perfectly balanced or that NOED has counterplay.
I partially agree that skill isn't always the issue here though. Many maps are still survivor sided, or the survivors objective can get done too fast (I don't think it's both though, you can't have all maps balanced like Coal Tower and then slap another objective on to the game on top of that), some killers are still weak, and perhaps certain items and perks can be tough to go against.
But the game's balance isn't that bad anymore either, and I am pretty sure there is a fair amount of killer players that think they are better than they are. That phenomenon can't only be seen by survivors.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/2555775#Comment_2555775
and that is a completely different thin than what Play Thing does. Having to perfectly know the distance from the person on the box and then slowly creep up for them to maybe not even be there is so far behind what Play Thing gives her. The ability to run at will to anyone on a box and for the person to have no chance to play it smart against her because they can't hear her.
https://forum.deadbydaylight.com/en/discussion/comment/2555804#Comment_2555804
I guarantee you it gets nerfed. If Undying got nerfed this will too. No the perk itself but the combo on Pig. Its way too strong.
Well then what would you suggest? Because nerfing Plaything just means one more perk slot for yet another meta perk. It's not like many killers are using Plaything at the moment anyways.
I'm not so sure if this will actually get nerfed though, I personally still don't see how it's that crazy.
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@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556780#Comment_2556780
The thing is they are doing it, but hella wrong. I know a player who got perm banned 2 weeks after the devs stated that using mods are officially bannable. He didnt used any mods the moment when they mentioned that and played completly without, but still he got banned 2 weeks later for "using mods".
There are more sad storys where ppl are getting banned without reasons simply because the devs are unable to monitor games properly or dont want to, or just dont care at all.
They definitely seem to be struggling with this. Though I doubt they don't care, cheaters in your game is not something you like to see as a dev.
But as far as I know, they also need to work on a better Anti Cheating System.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2559446#Comment_2559446
You can absolutely lose a 2+ gens in that amount of time.
Happens frequently at what I assume are higher MMR games. Not saying that's OP's issue, but just an observation/correction.
I'm pretty sure the argument here is that you shouldn't need 1,5 minutes to find a survivor, especially not when they have been working on a generator and were able to repair it. Of course, a gen can get repaired in that time, the first gen almost always pops within that time frame.
If it's more than 2 gens though than you might have not applied map pressure that well, or took to long to down a survivor.
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Am I missing something here? Because all gen tapping does is slow gen progress down a lot for survivors to not have to hit extremely easy to hit skill checks.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2556777#Comment_2556777
That was silly of them though. This is the internet, where people will be hyper-competitive over whether a dress is a certain color or not, and doing NES games slightly faster than anyone else is an incredible mark of achievement worth tens of thousands of dollars.
Of course people are going to be competitive. It takes a conscious effort not to be, particularly with how absolutely toxic survivors can be when they win.
If this was a horror movie, the killer would chase a teabagger out of the gates and keep right on going. But eh, what can you do? Just have to be Zen about it.
Fair enough, but I could understand why the hope was to have a non competitive game with DBD, to just have fun, if that was actually their intention.
And to be fair, I do sometimes think it's a bit extreme how competitive people are at some games, or how people can turn any game into a competition. Obviously if they want to turn something into a competition that's fine, but the demand to have a game become competitive is a bit ridiculous.
I think I just don't get how some people can take games so overly serious. Gaming skill isn't really and important skill to have in life. And giving out 10 thousand of dollars to someone who can complete an SNES game slightly faster than others is kind of hilarious actually. Although I'm sure some insane skill is required to pull that off, so as a reward that's understandable maybe.
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The idea actually sounds like it could be really fun. Counterplay as killer by sending survivors to different locations on the map.
I think it would be interesting to be able to use more than 5, with the last void just being removed again like Hag's Traps for example. But I also fear this would become too powerful if you could just place magic voids at deadzones or at the egde of maps. So the placement of such voids would have to be restricted a bit I feel.
Though it also depends on how high of a chance a survivor has to dodge the magic voids created.
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@CrimsonMothKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2556771#Comment_2556771
The counterplay to the Pounce Ability is that it would go on cooldown whether it hit or missed, meaning that while it can be strong for ambushes, it won't be as strong in chase as the Demo's lunge. The Xeno's increased movement speed would be on the same level as a fully stacked PWYF, so it can give them a bonus, but nothing like Wraith or Blight. As for the Apex Predator Pounce, the survivor that would get killed by this ability, would have to have had their Chestburster removed, not have a chestburster in them and have reached the Final Hook Stage, then the killer would have to down the survivor using the Pounce ability. The Pounce ability isn't spamable and the survivor would have to have been injured beforehand in order to be vulnerable. I made sure that there are a lot of prerequisites in order for the killer to be able to get the kill, the only time that it could be seen as overpowered is when using the Progenitor: Yautja Predator which will instant down survivors, but incur an even longer cooldown. Not to mention that while the Chestburster can kill the survivor, they can still leave the trial with one in them, so while it does increase their chances of dying, they would also have a better chance of escaping as well, as they can no longer be seen by Heightened Senses, or killed by Apex Predator, with the trade off being that their game is on a time limit.
Ah ok, so it is dodgeable for survivors, similar to Demo? So you can't reliably 100% dodge it but survivors know when he is about to use the pounce and can then try and predict when he will go for his pounce?
Also, is the cooldown just a recovery time, like when hitting a survivor with a basic M1, or is there an additional cooldown that is a bit longer?
And lastly, could the Xenomorph lunge normally while in his buffed movement speed stance? Because 130% movement speed is really strong at loops, making many of them pretty bad for survivors.
It does sound good though, even though I am still iffy on the diretc mori part. Just anything that further encourages tunneling is always something I don't personally like. Also, wouldn't that just incentivise survivors to not remove the chestburster until they have been hooked twice?
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@musstang62 said:
https://forum.deadbydaylight.com/en/discussion/comment/2556757#Comment_2556757
Fair points, I guess the main point I'm trying to make though is that while I agree that (some) hex totems have stronger effects than the boon totems, along with mapwide coverage and the lack of a need to initially set them, boon totems are really not significantly weaker than the hexes and they have much much smaller downsides.
If hex effects and range were weakened in exchange for the ability to set your totems (so a survivor doesn't spawn literally on top of it and/or not getting the shining beacon on top of a hill totem) and the ability to reset the totem in the event of it breaking, then I think most people would be a lot less angry about boon totems. Hexes are frustrating to use right now because you have virtually no control over them, whereas boon totems offer a pretty comparatively massive amount of control
Even if the boon totem effects are weaker, they are overall so much more reliably good than hexes just by virtue of the killer never being able to fully disable them. I usually run small game + inner strength but that healing boon totem looks like it's easily twice as strong as that combo just on its own, so I'll probably end up switching to that
More reliable, true, but not as effective or strong.
I'm honestly not even quite sure if killers would benefit too much from having to try to look for totems and then reactivate their hex perks like that, if it means that it only has like a 32 meter radius effect or something like that. Maybe I am wrong, but I'm doubtful that would make the perks better.
I think if anything, it would be nice to have Hex perks changed so they still have a lingering effect after they've been destroyed for a short period of time. Perhaps only until a certain amount of minutes have passed, after that, the effect disappears immediately when the totem is destroyed. Maybe that could help make them a bit more reliable.
Killers relighting totems however is also a problem when it comes to solo vs swf survivor balance. In a 4 man swf, only one survivor needs to see you reactivate a totem, and everyone knows where it is. A solo survivor team doesn't have that.
I have to say though, I think with the announced nerfs to Boon perks, they will be fine, but we'll see. I would definitely like to see some new perks enter the meta though.
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It's really hard to tell based on this one image if the match was "unfair" and you got gen rushed hard or if you are just a sore loser honestly.
Looking at all the comments and video footage of solo survivors struggling due to imbalanced matchmaking, it's hard to believe that gen rush is so bad at lower ranks. Maybe you just had an unlucky match, or maybe they were smurfs. Sadly those people exist as well.
What mmr do you think you are with other killers? Because the mmr differences of killers aren't big either.
Though I will agree that camping and tunneling are probably two of the reasons why kill rates at lower ranks are pretty high.
That's again, why this game could need some kind of second objective for survivors, or just some actual, serious map rebalancing, so no map is more survivor sided than Coal Tower or Father's Champbell, and then a big nerf to camping and tunneling, and perhaps some solo survivor information buffs.
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I am enjoying the game a lot, but i do take breaks from the game often enough as well. Its not the most varied game when it comes to gameplay.
I definitely would love to see some more fundamental changes to the game. I still have a bit of hope that the mori changes will have an impact, since they mentioned that they would be built into base kit and their will be some form of interaction for survivors to prevent them.
But just more perk buffs, or even a few nerfs would help give the game more variety. The perk meta we have right now isn‘t all too varied. Which is why I am looking forward to the boon perks and buffed retribution and blood favor.
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Not that often honestly, but it can happen sometimes. It's not usually me at the top though in that case.
A perfect illustration for why the matchmaking we have now isn't really a skill based matchmaking, because there is more to skill in this game than just escaping.
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@Legionair said:
https://forum.deadbydaylight.com/en/discussion/comment/2559047#Comment_2559047
I have seen plenty of videos on it and as someone who heavily played spirit it does ruin her quite a bit, i am not being dramatic, just realistic. realistically the devs could have balanced her as I suggested above and she would have been fine, spirit and nurse were the only two killers whose power promoted mindgame that the SURVIVORS had to do and they couldnt cope while all other killers have to mindgame the ######### out of pallets and good loops to get a hit. now the devs are taking the mindgame out of spirit as you can just turn up your volume and sit at a pallet
How do killers like Huntress, Pyramid Head, Nemesis, Clown or Oni for example have to mindgame the ######### out of pallets or other loops? Don't get me wrong, they have a fair amount of counterplay on the survivor side, but they themselves have a lot of counterplay against survivors as well. Which is how it should be.
No, I would say Spirit and Nurse are the two killers where mindgames are definitely in their favor, especially Nurse. Other killers have more equally fair mindgames. Hell, killers like Nemesis or Pyramid Head have lots of counterplay against survivors, and generally are not easy to counterplay as survivor either.
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I disagree, I think the directional sound is good, as it gives survivors a bit of information they can actually work with, and their counterplay therefore doesn't only consist of complete guesses.
I wouldn't mind if they reduced her ability cooldown though, from 15 to like 12 seconds for example. We'll have to wait and see how she does after the nerf.
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- Map Design/Survivors Objective: many maps are still survivor sided with current gen times, being too big and offering too many good loops and structures for survivors, but that would also be improved a lot with a second objective. If a second objective was added, many of the not too survivor sided maps wouldn't be survivor sided anymore, and a few more maps would probably even become killer sided.
- camping/tunneling
- optimization or bugs, not sure
Although to be fair the game has it's fair share of other problems as well, like the balance disparity between killers, or between swf and solo survivors. I still think it's a good game, I'm enjoying it a lot again, but it's just really rough around the edges and has some annoying issues. And sadly the improvements to the game don't come as fast as I wish they would.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2558915#Comment_2558915
I hope they buff his chains but leave the box alone. Against survivors with brains in their heads, unless your running hoarder+franklins and range add ons, it's not difficult for them to solve it. We shouldnt be adjusting the game for solos because swf is too damn strong.
I definitely disagree. I want Pinhead to become generally a bit stronger, but you can't make him even stronger without making him insufferable for solo survivors teams, at least those that aren't that experienced yet.
If he does end up still not being strong enough with the changes I suggested, they could still further buff him in other ways. But having him be strong because he is stronger against solo survivor teams than swf teams is not the ideal solution. Otherwise he is either overpowered against solo survivors or underpowered against swf survivors. To a much greater degree than the average killer of course.
I don't think his problems should be adressed without the problems of solo survivor teams going against him being addressed.
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@DwightFairfield said:
Its funny, to the most of my knowledge this was made by a single person, sure assets may be flipped from the engine they're using but that's not the point. With over 700+ employees, with who knows how many in graphical departments, its a shame that Behaviour is outshined by a single fan.
Yes because this one person probably remade the entire game like this, right?
These graphics are amazing, but it's only Haddonfield with amazing graphic. Which is impressive but not exactly the entire game that BHVR is working on.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557464#Comment_2557464
It's a legitimate strategy.
It is, just like equipping perks to countert hat legit strategy that many people don't enjoy going against, and making them useless so the playstyle has barely any counters is not the right thing to do.
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2557464#Comment_2557464
Nothing is scummy about slugging. It's a legit strategy, do not sit here and try and LIE to me that being hooked is even remotely more fun than being slugged. Pure BS.
Lmao if you think being slugged is not less fun then getting hooked, that's fine. But yeah, most people don't seem to think that way, and for reasons other than that it's just a good strategy. Dismissing all the people that say mass slugging is more unfun to go against as liers is ridiculous.
It is a legit strategy though, true, but one that many people find unfun to go against (at least mass slugging, the occasional slug I doubt many people complain about), which is why there are perks that help counter that playstyle, and there is no reason to nerf those perks.
You don't buff killers by buffing the strategies that are unfun to go against. You buff them by making their more fun, engaging and skillful playstyles generally more effective.