ad19970
ad19970
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I'm not the biggest fan of the pop nerf, but I think the nerf will still be fine, I'm just wondering why they nerfed Pop and not the Udying, Ruin and Tinkerer combo that more people seemed to be complaining about. Not that I find that combo to be too op, but I do understand why people say that combo is op, haven't gone against it myself yet.
I do think that Undying should have a limit of 2 on how often it can transfer a hex totem to another totem when getting broken.
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@Acromio said:
They're not out of touch, they know far too well what happens in their game. Still, that doesn't mean they're going to make changes according to that. To the contrary, I think the last three years have made it pretty clear that if they have to choose, they'll always prioritise the side that buys more cosmetic garbage/wig subscriptions (aka, survivors).
How, just how? Killers have received far more effective changes that benefit them in the last 3 years than survivors.
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I doubt that will cause any trouble. Swf survivor teams that want to play like that are doing it now before the buff, I doubt we'll see a lot more of that with this buff.
I am honestly disappointed that the exttra effect of WGLF doesn't even come near the effectiveness of BBQ and Chili for killers. At least from the sound of it. It could need a lot more than increased healing of downed survivors.
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1637140#Comment_1637140
Clown can get dominated at simple T - L walls.
No killer should get dominated at T-L walls actually. T-L walls are some of the most balanced loops, often letting you engage in 50/50 mindgames. If you lose multiple mindgames at the T-L wall the survivor simply outplayed you. Clown can simply tilt the chances of winning mindgames at a T-L wall and getting a hit heavily in his favor. He's exttremely strong at T-L walls if you ask me.
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@Aspekt said:
https://forum.deadbydaylight.com/en/discussion/comment/1639361#Comment_1639361
yeah that was the idea but instead now it's just this garbage thing that nobody uses meanwhile Killers go around and complain about literally 6 perks meanwhile we have to worry about a list of things. so you telling me if the killer doesn't like it it's not fair but the Survivor doesn't like something its fair game?
What kind of conclusion is that now? I explained to you why the nerf to balanced landing was probably done, and why I personally believe the change wasn't bad, because it allows for better or at least easier map balance. Again, making elevated loops not broken for survivors with balanced landing but at the same time not useless for survivors without balanced landing.
How do you read into something like that that I'm saying everything killers complain about is unfair and everything survivors complain about is fair? You really, really need to learn how discussions work. But I guess you are just one of millions and millions of people that nowadays can't have any rational conversation what so ever, because all of your thoughts are just completely emotions driven.
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@Aspekt said:
https://forum.deadbydaylight.com/en/discussion/comment/1639307#Comment_1639307
Dude you know the only map they did it for was the demogorgon map not come guy.Plus did I not get a response?lmao
It was particularly for the Haddonfield map I believe.
Here was the problem with Balanced Landing. It had the potential to make certain loops that have survivors drop down broken with Balanced Landing while those loops were manageable if the survivor didn't have Balanced Landing. So to make these kind of loops not potentially broken when a survivor uses balanced landing, the devs would have to balance those loops in a way to make those loops more or less useless for when you don't have balanced landing.
With the new, nerfed balanced landing, that is not as much of a problem more. In order to make such loops balanced for survivors with balanced landing the devs don't have to make those loops completely worthless for survivors without balanced landing.
That was surely the idea behind this nerf.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1639208#Comment_1639208
I disagree about your Undying suggestion. If survivors are ignoring dull totems, thus leaving standing potential hex respawn points, then that’s on them.
It's not about irgnoring dull totems though, but about having to look for and find so many totems to get rid of Ruin. Especially the newer maps have much better totem spawns so having to find all totems can waste a lot of time.
If you are getting too unlucky and have to cleanse Ruin 4 times, that's a lot of time wasted not working on gens while they regress when nobody is working on them. I don't think the combo is really op, but in those scenarios it's a bit much, which is why I think a limit of having hex totems transfer twice and no more would be good.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/1639295#Comment_1639295
It's so hard to read whether this is sarcasm or not because if I worded something like this, it would definitely be sarcasm.
But honestly, it should be completely possible. I should just be able to pick a map, it doesn't have to be on an online server, and I should be able to run around the jungle gyms and get a feel of the level. Practice find totem spawns, gen spawns, jungle gym combos, etc.
Lol really?
But no it's not sarcasm. I would be very happy if this was possible. I really would have loved it when the patch arrived that had all the map changes, would have made it easy to just hop into the changed maps and look at the improvements.
I agree though, sometimes it is hard to tell whether a comment is sarcasm or not.
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@EqMonkVeeshan said:
https://forum.deadbydaylight.com/en/discussion/comment/1639208#Comment_1639208
unless them Meta perks are for survivors eh?
What the hell are you talking about?
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@Aspekt said:
https://forum.deadbydaylight.com/en/discussion/comment/851260#Comment_851260
it's obvious that you're new to the game before it did have a pasta defect which was the balanced Landing party along with the burst of speed genius. They nursed it so people like you can have a easier time
Dude you are replying to a year old comment. Nobody is talking about this perk anymore, and its nerf was a good way to make balancing maps easier.
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Probably because of the update to pallet visuals. When pallets break the remnants of those pallets also just disappear now. So maybe that's why the entity isn't shown to break the pallet anymore. It's just a visual bug though so I guess it will have rather low priority.
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Oh yes, custom match with only one person would be really great. Don't see any reason at all why that isn't possible.
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Ruin really only gives you good value if you know how to apply pressure though. So I don't quite get the argument that its only for killers that don't know how to pressure gens. Sounds like just a salty comment of someone who got beaten by killers with that combo.
I do think Undying should have a limit of 2 times to its hex perk transferral, so survivors don't have to cleanse ruin 4 times if they get unlucky and don't find Undying. But other wise I am just happy we have another meta build in the game. More meta perks are always welcome.
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@Zender said:
Nothing to solo queue, just make it so for each person in your SWF group you get to use one less perk per person. (2 = 3 perks, 3 = 2 perks, 4 = 1 perk). There are countless videos online where no perk 4 man SWF win like 80 matches in a row. Even if you think those guys are the bee's knees of DbD we can all agree that SWF gives you at least 4 perks for free.
That will just make many people quit playing the game, doubt that‘s what bhvr is going to do.
What they need to do is buff the Information Level of solo survivors closer to that of swf survivors, and then they can better balance all killers closer around swf. Killers are most likely getting extra time with the early game phase bhvr seems to be working on, if solo survivors don‘t get some proper buffs until then I fear that killers will suffer through long Queue Times.
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@ZCerebrate said:
I'm all for Kindred being base (I've even advocated for it in the past) if killers get their own tracking perk as a base like Whispers or BBQ and Chili as part of their base kit across all killers.
This would help alleviate face camping a bit more as killers "know" that survivors all see the pink aura when they are sitting on the hook (especially if loading screen tips from mobile and new players are just default on for everyone all the time) and result in even clueless solos just finishing generators (making killers realize they aren't being rewarded for literally not playing the game).
It won't eliminate all the problems but it'll be a step in the right direction... let's also make We're gonna live forever and the Bloodpoint bonus in BBQ as basekit at this point too since the grind for a new player has turned many a friend away from this game whenever I try to bring them on
Killers will most likely be getting the early game Phase, that would be more than enough. In fact kindred as base kit would maybe not be enough to compensate for the extra time Killers get with an early game phase.
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What are you talking about? Killers have received far more buffs than nerfs within the last few years. The mid chapter patch in may gave us lots of map changes that were all in favor of the killer.
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@ChickenMcthicken_5 said:
When it comes to killer abilities that piss me of. Ghost face, Plague and Legion makes me wanna throw my controller through a window. Ghost-face Night Shroud feels horribly bugged and I despise getting exposed right when I take his power off or when I am looking directly at the guy but the game says no. Legion is just boring as hell to play against since all he does is injured people and usually if they run Thanatophobia with Sloppy and Pop I usually just DC and Plague is just a dumb slug machine that rewards a scummy and boring play style.
But when it comes to how people play, Most Plagues Hags and Pigs users I found tunnel like there is no tomorrow.
Not liking certain killers is fine but that's no reason to dc on them. The other survivors might enjoy going against one of the killers you hate going against and you just ruin the fun for them.
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I agree, it's the one change I'm hoping will be made to him. Right now it just seems a bit too low. And the fact that sound is still bugged and you can't hear survivors footsteps when running half the time makes it quite a bit worse.
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When survivors are out in the open when you are about to hit them, I believe just not lunging and just tapping M1 when you're right at the survivor will do the trick. Don't think survivors can properly dodge the attack if you do it right, but I am honestly not sure.
When they are around an object, you can strafe a bit so you are looking in the direction the survivor is, and then when you swing you can actually cover a fair distance around the object, more than 90 degree, but not 180 degree.
From what I am experiencing his lunge seems fine, if played right you can get enough hits against survivors with lethal rush, even if they know how to counterplay Blight. However I am not 100% sure.
Of course survivors do need that counterplay as well, if the turning was too good, dodging would possibly become a bit too hard.
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I agree, this is the type of killer we need more of in my opinion.
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I think this game is in a fairly good spot right now when it comes to balance. There's still a fair amount of killers that are not viable, and some maps, which include Aysulum, still aren't balanced when survivors know what they are doing. But in general the game has come a long way when it comes to balancing. A lot of good killers, and maps have also been improved. The new maps in general are a lot more balanced, and some of the older maps have also been changed to a fairly balanced state.
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@Blueberry said:
Survivors spreading out and not stacking is how you lose. There isn't really much counter play until many of the maps get shrunk down and tile sets weakened. When you count walk time and ground lost from a sprint burst to a loop with the other 3 survivors on gens, you just lost a gen in walk time, not even playing the loop, just getting to where the survivor is at.
There are some exceptions, but generally speaking.
To me that's the worst feeling when you lose because gens are too fast and maps are designed poorly, and not because you were actually outplayed. That isn't a "gg" to me.
I think there are a lot of survivors even with decent hours that don't play killer at any significant level to understand. You even see it in these forums for example. Inversely I think there's much, much lower amounts of people that strictly play killer and don't play survivor at a decent level.
Once two gens are left though that's when the killer has the potential to apply more map pressure and slow things down. Of course assuming you are playing a good killer. And some maps like Mother's Dwelling are still way too big for sure.
But I don't think it's as easy and simple to say that when survivors spread it's definitely a loss for the killer. There are a lot of factors that come into play, especially how strong the killer is you are playing. Good killer players usually don't need 60 seconds or more to get their first down in relation to when all other 3 survivors start working on gens, unless they get very unlucky and can't find any survivor.
I also believe there's also more rng that affects the outcome of a match than some people seem to realize.
Also, I don't think you lose 3 gens just after finding your first survivor and he sprint bursts to the next loop. That would mean you somehow missed all other 3 gens that survivors already started working on. It usually doesn't take 40 seconds to find your first survivor and another 40 seconds until you reach the loop that the survivor sprint bursted to.
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For me the main difference is that you can complete your objective as killer without tunneling survivors off of hooks the entire time. Meanwhile, survivors repair gens by repairing gens, and the faster they do it the more likely it is for them to escape. There is no alternative.
Whether gens go too fast or not, that's still debateable in my opinion, and I understand arguments from either side. But if this game does get it's early game phase that will give killers more time to complete their objective, I fear this game will have some seriously unbearable killer queue times if the same update that includes the early game phase doesn't include some way of discouraging tunneling or camping, making the strategy far less effective, because at the moment those strategies, even camping, are still too good for how unfun they are to go against and how little skill they take, especially camping.
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@Sluzzy said:
You are the kind that have been ignored for a long time. A solo survivor is at an extreme disadvantage with all the survivor nerfs vs killer buffs and stronger killer perks that have been done. Without SWAT level coordination and genrushing, you are guaranteed to lose.
I've been able to win often enough while playing solo survivor, so I find that to be a big exaggeration.
Nevertheless, swf survivors definitely have unfair advantages over solo survivors, and countering a camping killer is one of those. With a full solo survivor team, until the last survivor has realized that the killers is facecamping, it's already too late for the survivor team to rush through enough gens.
And I honestly don't understand why camping still gets defended so much by some people on these forums.
Though the probably biggest disadvantage for solo survivors right now isn't even related to balancing, it's the matchmaking and rank system.
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@BigTimeGamer said:
Counterplay is being able to take given information and attempting to play around them. Spirit is a coin toss, Trapper you can disarm and play around how he traps. One has counterplay, One is a gamble
But one can argue that the gamble still is counterplay. because it kinda is, it's just not very engaging for many players since it isn't affected by skill very much.
Still, that's the argument of people who defend Spirit, which is understandable. Spirit does have counterplay, at least when you aren't injured.
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Hag. Her counterplay feels so unengaging to me, and her camping potential is gigantic. If she gets a hook in the basement it's often gg.
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He's really strong I agree, but he also has fair counterplay, which makes him so well designed in my opinion.
Objects, especially round ones, that aren't tiny,l are still very good against him, since he can't turn 180 degree with his lethal rush lunge, though he might be able to use a nearby object to proppel off of that and get a good angle on the survivor.
But he's certainly really strong, and I really love his high skill cap.
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Nerfing Ruin to 100% would make it useless on its own. I really don't think that combo is op, but it's certainly a nice meta build. More meta perks are always welcome.
If they need to nerf anything, they should maybe limit the amount of times a Hex totem can be transferred with Undying to 2, but I hope they won't do anything else.
But good survivor teams can still deal with Ruin and Undying combo, don't forget that the killer is giving up two perk slots just for the effect of Ruin, but with the advantage that Ruin lasts longer on average.
One change that this game so desperately needs though is a totem counter, so solo survivors can also keep track of how many totems are still left.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1617547#Comment_1617547
Problem with LF is that its been proven multiple times that survivors can drop every pallet early and still win so long as the others are on gens and not wasting time.
Maybe it depends on the map. On Ormond for example he’s really crippled.
Definitely map dependent. Since Leatherface can insta down anyone that he catches out of position. And since he can break pallets relatively fast as well, just dropping pallets like a mad man can also hurt you and your team.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1617536#Comment_1617536
Doctor and LF are still mediocre against good survivors and Freddy is overrated.
I disagree. Doctor's map pressure isn't that great but his detection plus chase potential makes him pretty damn strong, and Leatherface doesn't have much map pressure himself but he is insanely deadly. I also find Freddy to be very, very strong. Good chase potential and excellent map pressure.
But I understand where you are coming from.
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@Primalux135 said:
Each time devs tpuch something im more confident that they are surv sided as hell.
That's why they buffed the ######### out of Doctor, Leatherface and Freddy.
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It seems a bit weird. I know they said that the Blight's camera on the ptb was bugged, but honestly it doesn't really seem to be any higher now in the live version. Maybe it's still bugged.
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I'm pretty sure that getting bullied in real life is one of the more common reasons for toxic behaviour from both killer and survivor players, or just toxic behaviour in gaming generally.
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It's most likely a bug, and if the perk really needs to be nerfed, reducing the stun duration is not the way to go, because it actually just nerfs it's actual anti tunnel potential.
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Not the best combo, though if Devour Hope never gets 3 stacks it at least means survivors had to put some time in cleansing totems. But if the stacks wouldn't be removed from Devour Hope, then that combination would be beyond broken.
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Badham is one of the most balanced maps in the game in my opinion. Some god pallets and good Windows but the majority of pallets are actually mindgameable, but they certainly aren‘t bad for survivors. I always enjoy that map as killer and survivor.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1610495#Comment_1610495
Understandable, have a nice day, I apologise for being rude then.
See that‘s the problem though with discussions regarding a game, or anything honestly nowadays. People get so emotional so fast over other people having different opinions than themselves.
Try to have proper discussions and to understand people that might think differently, and of you don‘t, fine, but at least accept other people‘s opinion or viewpoint. Threatening to post someone‘s post on reddit with the intention to ridicule the Person is a bit extreme.
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@blackhat112 said:
https://forum.deadbydaylight.com/en/discussion/190507/what-if-killers-had-a-fifth-perk-slot
I wouldnt post on these boards anything about common sense as their is not much of that here.
It would be a great idea to have a 5th perk slot for a killer allocated to a hex totem honestly, but its doubtful anything will change since its been 4 years of essentially the same game.
I‘m guessing anyone who doesn‘t agree with you doesn‘t have common sense right?
Also how hasn‘t this game been changed within the past 4 years? The game has seen massive balance changes within the past.
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I personally don‘t see how blight has no counterplay with that addon, but i do agree that it‘s a bit too good, especially for Green rarity.
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I've been having a great time with him. The only thing I'm not quite sure about is his limited turning during his lethat rush lunge. Could maybe need a small buff, but nothing major.
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God I hope I will experience that last bug for my self
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I honestly doubt it. My killer queues are still instant.
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I'm personally not sure yet. I feel like there might be a way to get a guaranteed hit even against a dodging survivor, but not sure. Maybe not lunging but just hitting when you are right at the survivor is the way to go.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1609702#Comment_1609702
Noed is irrelevant to this conversation. It only triggers after all the generators are powered, and if that has happened the camping aspect is a non-issue. The Killer has to leave the camped person to use the NOED and thus is no longer camping. Do you see what I mean? Do not mix apples and oranges in this discussion.
A killer camps one survivor until they are dead. The argument of why hook camping is not good is that the killer will most likely only get 1 kill. If the killer is running NOED, he is almost guaranteed to get at least 2 kills, one during the match by camping, and 1 during end game.
Even more so now with Undying in the mix as well.
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@YaiPa said:
just do the gens and the killer get only 1 kill.
Unless he is Running noed. Or the team is a solo team.
The biggest problem with hook Camping is that its too effective against solo teams, especially when the killer is Running noed.
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1609617#Comment_1609617
There are things you can do to help, kind of - from my experience those are;
Lunge pretty early, combined with the below tip you can hit some really nice stuff, if you try to lunge too late, it's very easy to be spun as your sensitivity is super low and you don't necessarily know which direction the survivor will juke
Rotate your camera so you are using WA/WD when moving and strafing, anticipating where the survivor is moving
Yes thats true. I‘ve discovered that myself yesterday as well. I was having such a hard time hitting survivors around any object or corner, until i realised i can kinda strafe even during the lunge which makes it much better than I first thought. Especially around corners its helpful to Start the lunge a bit earlier than normally.
The only concern i have is that its too easy to dodge when you are in the open, with a 360 for example. Liie you said you can predict which direction the survivor will dodge to, but im not sure if survivors can just dodge at the very last moment into the other direction, because the turning at the end of the Lunge is so weak. But I‘m not sure About that, maybe if you play it right the survivor can not actually dodge your lunge. I guess maybe when the survivor is in the open, not lunging at all but just tapping M1 when you are right at the survivor could perhaps work as well.
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I also understand that some people would have hoped for a killer with more complex powers, since he is of big importance lore wise and has been around for two years, and I get that some people feel like the devs could have done something different with him seeing as how he is an alchemist, but I'm personally really happy that they gave such an important killer lore wise that was teased for 2 years such a fun and pretty unique power.
His design definitely lives up to his importance in my opinion.
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@Zeus said:
I enjoy playing as blight and see the potential he has. I played 3 games with him with no addons. While survivors mostly 360 my rush, they usually end up being outpositioned. I feel that's the intention behind not giving him freedom in lunging.
His perks are good too. His addons however make him really good. Reminds me of wraith. Addons arent like PH on this guy.
I mean if survivors really can just 360 his rush to dodge it I think that would need some changing. Often enough survivors will be able to get to a pallet or window that way. However, I'm still not sure if The Blight player can't actually do anything against that or if there is indeed a way to still most definitely get a hit against survivors, even if they 360.
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While I understand that some people don't like Legion, I still think Legion should kind of keep the design he has now. Being able to injure mutliple survivors very fast is what makes him unique, changing him to work more like Oni or Blight would perhaps result in him being less unique.