ad19970
ad19970
About
- Username
- ad19970
- Joined
- Visits
- 9,259
- Last Active
Comments
-
@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923008#Comment_3923008
This really only makes a difference at shack tbh. Its a small distance coverage nerf that lets survivors make long loops again
I've had survivors that were able to loop me at other loops as well now after I vaulted the loop in enraged mode. But sometimes I was able to still get hits with the pallet vault ability as well. It seems to be depending on where the survivor is positioned exactly and where the killer is positioned when latching on to a suvivor to vault the pallet.
It definitely feels fairer now, but I also still wouldn't be against increasing the vaulting time to 1.7 or 1.8 seconds.
-
@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922549#Comment_3922549
If the killer knows how to do this, there's not any prevention. So it's unavoidable by survivors if the killer knows what they're doing
That sucks. But I meant is there a way for the Ghoul player to 100% avoid this? Because I'd rather not use this bug even by accident.
-
@buggybug said:
I wish this rule apply to bubba, billy and demo too. Its so no skill to just break a pallet immediately and being able to use your power again.
Wesker is the only one who can't even do that since after a vault he stops and his power have a hell of cool down compare to all the others mentioned.
Leatherface and Demo would suffer way too much from that nerf if you ask me. They aren't overpowered right now so I think they don't need it. Hillbilly might be fine with a nerf like that, but I feel like that's also unnecessary, if anything I would nerf him in some other aspect ever so slightly if he still needs one. The only other killer that could really use this nerf is Blight.
-
@Twiggsy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922108#Comment_3922108
Why does Ghoul deserve to lose his entire power after breaking a pallet? At least make it fair and do the same to Blight and Wesker.
Are we just never gonna let Stier change? Just always nurse and blight as raining king and queen for years nows
Oh Blight deserves this nerf as well if you ask me. And Nurse deserves nerfs too, I still don't understand why she is still in the state she is in.
-
@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922371#Comment_3922371
Has it been nerfed? The only thing reduced was the miniscule hinder effect
Well yes, the hindered effect duration was cut in half, so that definitely helped a bit. The question is whether that was enough or not, which I am not sure of yet. But I do feel it helped a bit. I have been playing Kaneki quite a bit now and survivors seem to be able to get to the other side of the pallet after I vault it in enraged mode more often now.
-
I've barely ever gone against Singu, but the matches I did have against him were fairly enjoyable in my opinion. Although it's true that predropping is often the best counterplay, but I always enjoyed using the EMP's against him.
-
@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922486#Comment_3922486
IIncreasing The cancel cooldown wouldnt actually help in the situations People find annoying. Getting 0.5 seconds extra time in a deadzone does nothing. Getting 0.5 seconds extra in a loop is an insane gutting of kanekis skill expression which is body blocking mid loop. This is the last thing they should touch
Fair point, but I feel like there are instances where survivors can just barely not get to a pallet or window because the cooldown is fairly short.
However, I would probably just nerf the movement speed during the cooldown instead of increasing the cooldown duration. That should then also not really affect bodyblocking at loops too much.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922362#Comment_3922362
Yes nemesis doesn't have insane mobility, but he also has NPCs that travel the map and harass and potentially hit survivors, he also is able to break pallets with his power. Different killers are different. We are talking about the very specific scenario you pointed out of "how do i loop this" which i gave the answer, it is no different (if anything it is worse) than nemesis. So you treat it the same way you would treat nemesis.
But honestly, the fact that you said "i played 6 matches with him" really shows me exactly what i need to know. Try playing him for 100 and them come back and tell me he has no counterplay. 6 games is not enough to understand how the killer works.
Lol one can get a good impression of 6 matches, no doubt. But it's also why I have made clear that I am not yet certain if Kaneki needs any further nerfs or not.
Also, I did play more than 6 matches with him, I said I played 6 matches with him since the newest update.
Also, Nemesis map control is still definitely weaker than Kaneki's in my opinion, just like his ability to get injures.
But as I said, if I continue to play Kaneki I'll keep seeing if these counterplay suggestions hold up or not, so far I am not sure.
-
I have been playing Kaneki quite a bit now and to me it feels fine. It simply allows survivors to have a better chance at getting somewhere before Kaneki rushes to them again. And the nerf might be enough so that the cooldown after canceling his power doesn't need to be nerfed, now that survivors have a fairer chance at getting to some resource.
-
@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922473#Comment_3922473
No, most sales happen in the first month, and thats not been true for a LOT of killers. I am 100% certain its an oversight somewhere, which can happen. But im surprised they didnt listen to people begging them to increase times between an m2 and an m1, because its just objectively an unfair scenario.
I think they didn't nerf his cancel cooldown because of the increased cooldown when breaking pallets. Because that nerf makes it so survivors have a fairer chance at getting to a pallet or window before Kaneki can use his power again. I think it will need a bit of time to tell whether more nerfing is needed.
I am still more concerned about his ability to vault pallets and windows in enraged mode anyways. It seems fairer now, but still early to really tell if it's actually fair now.
-
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922142#Comment_3922142
Then you might need to take a break from playing the game. There is no killer I fundamentally find unejoyable to go against. If you hate so many parts of a game, that others love, that sounds like a you issue.
I am not really talking about me. I just took pretty much a four month break from the game, only playing it after Kaneki released and when he got nerfed the first time. If you haven't noticed yet, there are tons and tons of complaints about Kaneki being unfun to go against. So it's a good thing the devs continue to address Kaneki.
If you find no killer fundamentally unenjoyable, great for you. But clearly a lot of people don't feel that way. And you are deluding yourself if you think there are no killers that are disliked by the majority of survivor players.
I'd say the killer queues have been speaking for themselves, up until today's patch, they had been increased noticeably.
-
@MoZo said:
they really just need to adress 2 things and i believe the hate will die down TREMENDOUSLY. They need to increase the window of canceling the power into an m1 (they’ve done this with many killers in the past like hillbilly, slinger, pyramid head but still haven’t done it to Kaneki) the second is making the enraged vault take longer. Currently it is 1.5 seconds which is only 0.1 seconds longer than og scamper chucky (which got gutted due to it being a free hit) but with ghoul it’s 100% ok from the devs apparently. If they did those 2 nerfs I would not have a problem with him at all
The comparison isn't that easy actually. Survivors suffer a 50% hindered effect for 0.5 seconds when Kaneki latches on to a survivor and vaults a pallet, which theoretically makes it even stronger. However, if I understand it correctly, on top of the 1.5 seconds vault speed, there is a 1.25 seconds cooldown after the vault where Kaneki moves at 50% movement speed, or 2.001 M/S. Which helps balance it out a bit. This is information from the main wiki.
I have been playing Kaneki more since the patch that nerfed the hindered effect that survivors suffer from, and survivors have been able to get around to the other side of the loop more often now after I vault a pallet while latching on to the survivor in enraged mode. The question is just if it's enough, or if they should increase the vault time to 1.7 or 1.8 seconds.
When it comes to canceling his kagune leap, the nerf to his cooldown when he breaks pallets has indirectly helped this issue. Because survivors are now more likely to get to some tile before he can use his power again after breaking a pallet. So not sure if his cooldown needs to be nerfed, but if they do, I think it would be better if they just reduced his movement speed during the cooldown.
-
Well they nerfed the hindered effect that survivors suffer from when targeted by Ghoul so that he can vault pallets and windows. In my experience this has helped, survivors have been able to continue to loop me at times after I vaulted pallets as Kaneki in enraged mode.
I am guessing BHVR hoped that that would be enough. But only time will tell. Right now, I find it hard to tell why survivors sometimes make it to the other side of the loop and at other times don't, but it surely has to do with how close the survivor is to the pallet when Kaneki latches on to the survivor in order to vault the pallet or window.
I am not sure what you mean with the power going on full cooldown though. It already does that, or do you mean he should suffer a longer cooldown after vaulting?
I also agree that Yamori's mask needs a full rework.
-
@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922377#Comment_3922377
Well it's actually very easy to do, and people started to learn it, it may cause problems in the future. And I can't tell you how to do it because I dont want to violate forum rules
Great, just had a match where this exact bug happened, and Kate, who would have made it to the other side of the loop, got downed like 4 meters away from me.
Do you know of a way to prevent this bug 100%?
-
@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922377#Comment_3922377
Well it's actually very easy to do, and people started to learn it, it may cause problems in the future. And I can't tell you how to do it because I dont want to violate forum rules
No its fine I wouldn't want to know it anyways. I just hope they can fix the bug as fast as possible.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922295#Comment_3922295
None of this addresses my issue with Ghoul.
My issue is that if you ever don't have something to loop next to you, you die, because their cancel cooldown and movement speed is way too short.
To be fair, now that the ghoul loses two of his tokens when breaking a pallet, the likelihood of being next to a pallet or window after Ghoul uses his leap is noticeably higher, so indirectly this issue has been addressed. Question is just if it's enough, but at the moment I feel like it is.
And if not, BHVR can still nerf the cooldown after canceling kagune leap a bit.
-
@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922366#Comment_3922366
It happened on KnightLight's stream today, you can check his Kaneki game from the where he was trying him after the nerfs
You mean the bug happened on the stream? If so, that definitely sucks. I really hoped they would have fixed the bug. Luckily it hasn't happened to me yet and I don't know how to use the bug.
-
@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922266#Comment_3922266
Its not what needed a nerf in the first place, the super long hits needed to be nerfed. BHVR for some reason Decreased his base leap range and didn't change his minamum leap range to compensate which is super annoying, and he can still get hits from lightyears away. Still overpowered in some aspects, far too undertuned in others. His pallet breaking token removal is healthy, but the only other thing he needed was a grab-attack range nerf
I can see a small decrease of the range of his grab attack being a healthy change, but at the moment I am not convinced yet. I think we should see where he will be after the nerfs he just received. In my opinion the most important nerf was to his ability to vault pallets in enraged mode, and that aspect has at least been nerfed a little.
-
@Haseyana said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922266#Comment_3922266
A good nerf for a killer who has to down you with m1 with no chase power?
Singularity has better map control, and a ridiculous chase power with no cooldown, what Kaneki has to down you in a decent map like Azarov against decent survivors?
I disagree. Singu's map control is certainly good, but thanks to the EMP's, it's not quite as good as Kaneki's in my opinion. Plus Kaneki gets injures very easily. I think he is still a very strong killer.
-
@Suei said:
There are also records in this video showing why Kaneki has broken problems and these specific issues are still not fixed https://www.youtube.com/shorts/Hf_gg5Wlns8
The latter clips might not be a problem anymore thanks to the hindered nerf that survivors suffer after Kaneki vaults a pallet. At least in my experience survivors have been able to get to the other side of the pallet in time now.
Are you sure the bugs that are shown in that video still exist? Haven't had them in any of my matches so far, and I think the patch notes state that the bug was fixed.
-
@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922317#Comment_3922317
You can get to the other side. Done it plenty of times, had it done to me plenty of times, such will continue forever because it's really not that hard to just space the window correctly.
I don't know, the survivors that I went against weren't able to get around the loop. Until now that is. I have played some more matches with Kaneki and the nerf definitely does seem to have helped, so maybe it was indeed enough.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922217#Comment_3922217
Have you played him? It doesn't sound like you have.
The cancellation duration is about the same as nemesis, during which he moves super slow (slower than nemesis cancellation btw). Not much different from most other killers with a power like that. Also, during this time the killer is likely stopping the movement so they can predict you dropping the pallet, so you get a little extra distance there. Usually enough time to get around again.
Then there is the better mindgame of, just stand there. And if they use the power, then drop the pallet, and stun them, if they cancel, drop the pallet and stun them, if they stand there, you just stand there. Because unlike other killers who can hit over or through a pallet, you still have to land the m1, so getting hit by the grab does nothing if you just immediately stun them.
Or are you going to say that nemesis is overpowered now? Because the pallet game is exactly the same there. The different being that the ghoul doesn't break the pallet with the power.
I have played 6 matches or of him now. I also played him for a bit after release and the first patch but he still seemed too strong so I stopped playing the game again.
To me he now feels like he could actually be balanced. The counterplay of not dropping the pallet might exist, not sure of that myself yet, but now it seems like you can't always get a free hit when vaulting the pallet in enraged mode, which is a good thing in my opinion. The nerf to his cooldown after breaking a pallet is also great in my opinion. It's short enough so that he can still use his power to catch up to survivors effectively, but survivors now do have a somewhat better chance at getting to another tile.
The counterplay of just standing at the pallet is interesting, I'll keep an eye out for that.
Also, Nemesis doesn't have insane mobility and the ability to get injures as easily, so I don't think that's a good comparison.
-
@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922263#Comment_3922263
Can't you reflect on your own words and actions? You are truly a “whining survivor” right now.
How exactly am I a whining survivor? I already explained my thought process and why I think that Kaneki might still need a very small nerf to his vaulting speed in enraged mode. Maybe he won't need it though, it's too early to tell for me.
Is this all you are capable of though? Calling other people whiny survivors if they don't agree with you?
-
@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922196#Comment_3922196
Loop. I've done it a million times. I'll do it a million more times. Unless your brain is off looping Kaneki is baby mode easy.
How do you loop when Kaneki vaults a pallet and you don't get to the other side of the pallet in time again? That's the question being asked here. Just saying loop doesn't really help at all.
I am hoping this has finally been fixed wit the nerf to the hindered effect, but before that nerf, I don't see how you would counterplay that.
-
I played 4 matches with him so far and he still seems perfectly fine to me. His pallet vault speed in enraged mode is still fast, allowing you to still get hits in in certain situations. Perhaps it's still a tad too good, but it's too early to say for me yet.
The cooldown nerf after him breaking pallets is certainly noticeable, but in my opinion that was a good nerf. Now survivors have some chance to getting to some other resource, which in my opinion is only fair. Once he gets his power back though he still catches up to survivors extremely effectively. Sure his downing potential isn't quite as good anymore, but I think that's only fair for a killer with as much mobility as Kaneki, and for a killer that can injure as easily as he can.
-
@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922217#Comment_3922217
I guess this is typical of whining survivors.
They are trying to add further nerfs to Kaneki. Perhaps he will repeat this until Kaneki becomes a killer without power.
Certainly not. Most survivor players just also want to have fun against a killer. And that's all I am asking for. If his vault speed still turns out to be too fast, which I am not yet sure of, then it should receive another small nerf so it becomes fair. I feel like that would be the only nerf Kaneki still needs.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922217#Comment_3922217
No, even in safe loops you can still do this. You need to get the stun on the pallet, or if he doesn't have enduring you can also just camp the pallet and wait for him to turn off the power, I've done it several times too.If they increased the time to perform the vault, this killer will be dead for sure, since that is his only "anti loop".And they brutally nerfed the only effective way to play with him by putting this 2 token cooldown when you break the pallet.
I'll keep an eye out on possible counterplay against Kaneki when I play him, but so far I am still not convinced it's enough. Having to play for a stun is not easy against a good killer player, the odds are stacked against the survivor considerably.
And waiting until he deactivates his power to drop the pallet might work to buy the survivor a few seconds, but now the pallet is down and he will quickly be able to use his power again and vault over the pallet as soon as he has line of sight on the survivor again.
I think if his vault time during enraged was increased to 1.7 or 1.8 seconds, he'd still be fine. It would just give survivors a bit more of a chance to get around the loop again, having at least the possibility to mindgame at the loop. But as I said I am not yet sure if that change is needed or if the hindered nerf of this update was enough.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922153#Comment_3922153
I usually dont react to you, but I want to tell you that you are wrong. It is logical that they went with an OP-Killer for this Chapter. It was a Killer-only paragraph and it was quite niche compared to e.g. Dracula or Xenomorph. It was clear from the start that not everyone likes Anime. And the Devs needed some selling argument for those who are not completionists/collectors and who are not into Anime - so they created a Killer which is braindead easy for the reward it granted.
We can argue where Ghoul was on the Tier List, but he was AT LEAST at the Top of A-Tier, very likely even S-Tier, up with Blight and Nurse. And for way too less effort you have to put into him to get good results. This was solely done to boost the sales.
And if you cannot see this - sorry, you are just clueless.
People are clueless if they don't agree with your conspiracy that the devs made Kaneki op on purpose to boost sales? That's certainly some mental gymnastics lol.
I think there are few people that will argue Kaneki wasn't busted at release. He was way overpowered. And even after the nerfs now he still seems pretty strong. But you've got no proof that BHVR made Kaneki op just because they wanted to boost sales. Of course there is also no way of proving that that wasn't the case, but still. Acting like you know that's the case is pretty ridiculous.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922196#Comment_3922196
If you do the correct read that he's going to raise his tentacles, you keep running. It's exactly the same thing as playing against a killer who hits you over the pallet. If you keep running, he will have to cancel the power and get a slowdown. I've countered this several times as well as seen several survivors counter it when I was playing with him.
The cooldown of canceling his power is not very strong, are you sure that works? I feel like that would only work on very small pallet loops and that's it.
And it doesn't change the fact that the counter play is gone once the pallet is down. The nerf he got was well deserved, and from my experience so far, might not be enough. I was still able to get some hits against survivors after using the vault at a normal pallet loop easily. They might have to increase the vaulting time ever so slightly as well, like to 1.7 seconds from 1.5 seconds.
-
@Langweilig said:
Kaneki is too weak now. He feels horrible to play!!!!
Really? I have played I think 4 matches with him and he now finally feels somewhat balanced. If anything, his pallet vault speed in enraged mode might still be a bit too fast.
-
@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922108#Comment_3922108
Hes still a better blight easily
Sure its a nerf but this is just a correction from what they tried to do last time.
I dont know why he cant just be fast or lethal in chase.
Not both. It doesnt make sense. Having to wait 6 months for this dude to be properly nerfed but chucky is gutted after 1 month as a 4.4m/s stealth killer, doesnt make sense.
After this update I am not sure if I think he is better than Blight. The nerf he got for breaking pallets is definitely noticeable. However, I have played with him now a few matches and his ability to vault pallets in enraged mode might still be a tad too strong, they might have to increase the time of vaulting pallets in enraged mode slightly. 1.5 seconds might be too fast. But I am not sure on that yet.
-
@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922127#Comment_3922127
Loop.
Literally just loop.
And what to do when he just vaults the pallet in enraged mode? What is a survivor to do in that case?
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922132#Comment_3922132
Yes, I play survivor, and even if I'm against a killer I don't like, I play the match.And I've played against Ghoul several times and I've never found this vault broken like so many people cry about.
Meh, most people want to have fun when they play a game. Of course there will always be people that dislike certain killers, you can't please everyone. But you can at least try and improve the killers as much as possible to be fun for as many people as possible. Because again, the point of a video game is to be fun. The amount of killers that are unfun for a majority of survivors is already too high.
-
The nerfs he is receiving this patch are completely fine. There is no learning how to play against him if he can just vault pallets in enraged mode and get free hits that way.
And the fact he has to wait a bit more after breaking a pallet before using his power will just give survivors slightly more time to get to somewhere else. Yes that nerf is going to be noticeable but I think it's going to be good. He was still a bit overtuned.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922125#Comment_3922125
No, killers don't have to be fun to go against, you just have to play the game.They can't create a killer always thinking about whether a survivor will have fun with him.There are several things that killers also don't like to play against that survivors have and yet they play.
Do you even play survivor? Of course they should be fun to go against as well. The entire purpose of a game is to be fun for it's players. People play games to have fun. What kind of mental gymnastics is that, to say survivors fun doesn't matter when it comes to killers?
I swear people like you won't be happy until killer queue times reach the 20 minute mark.
-
@daikaimon said:
Now Kaneki will again be following the SM path. The vicious survivors will still be screaming hate when he gets to D-tier.
How many more times will BHVR repeat the same mistakes?
How are these nerfs he is getting even remotely comparable to what Skull Merchant received? Kaneki shouldn't get free hits after vaulting pallets in enraged mode, simple as that. Survivors should have some counterplay.
His mobility is still as amazing as before, and he can still get injures very easily. He will be fine, I am sure of that.
-
@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922108#Comment_3922108
If the ability doesn't help you get hits, then why the hell would anyone use it? Besides, it had a very simple counterplay.
The ability would still allow you to get hits on very safe pallets. But if it can get the Ghoul hits on any pallet loop, that's just ridiculous, because that means survivors don't have proper counterplay to that ability. Killers need to be fun to go against as well.
-
Good to see more Ghoul nerfs. I really hope this change is enough to make it so Ghoul doesn't get free hits after vaulting pallets in enraged mode anymore. But if it's not, I hope that the time to slide over pallets in enraged mode finally gets increased a bit.
-
Are you sure this invalidation counter is always possible?
I played Vecna for quite some time after he released, and what I found is that you can prevent this counter by using Mage Hand early enough. You have to use Mage Hand right before the survivor starts dropping the pallet. That way, your cooldown starts earlier, while the survivor is still in the process of dropping the pallet, and this allows you to hit the survivor after Mage Hand picks up the pallet, and before the survivor can drop the pallet again.
Pretty sure that's how I was able to get hits against the few survivors that did know about this counterplay. Simply using Mage Hand early enough does the trick. This of course forces you to use Mage Hand on prediction instead of reaction, which means if you predict wrong and the survivor doesn't drop the pallet you might have wasted Mage Hand, but that's how Mage Hand should be in my opinion. If you could just react to pallet drops Mage Hand wouldn't have enough counterplay.
-
The game is definitely more balanced than some people would want you to believe. Especially at higher ranks when everyone is good. Both sides have a fair chance at winning.
But it' still far away from being really well balanced in my opinion. Maps for example still vary from survivor sided to killer sided, and killers in particular have access to op strategies like tunneling and camping, and even survivors can still have access to some op tools.
But then there's also the question how the game is balanced. Even if the game was perfectly balanced at the moment, it wouldn't be in a good way, considering how dominant tunneling, camping and slugging are.
-
@Aven_Fallen said:
Or they are not as careful with it as you want and they just finally change Boil Over to a Perk which is not only brought for stuff like this.
(Chances are high that the measurements are completely inefficient and will only be relevant once in a blue moon…)
No offense but aren't you the one who likes to complain about killer players that always expect the worst case scenario when it comes to killer changes and new killers? Why on earth are you doing the same for the survivor side?
-
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895818#Comment_3895818
Nope, it feels like you start another leap just at moment where you touch the survivor in the the air, and for some reason you probably do a m1 at the start. The timing for that is so hard that it's not really usable at least for me xD
OK interesting, but that definitely seems like an unintended bug to me. And I get that killers with a high skill ceiling are a good thing, but not sure if this should stay, considering how much counterplay it could take away from the survivors side.
-
@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895111#Comment_3895111
It has been one day. A killer is allowed to be complicated before y'all come sprinting to the forums begging for buffs to a killer that likely doesn't need them, like folks did with Houndmaster and Singularity.
Seriously, please can we start letting things settle before we overbuff them?
While I agree that this new killer probably doesn't need any buffs, or at least not any noteable ones, Houndmaster and Singularity seem like weird examples, because they definitely needed buffs from the ptb.
-
@piplup55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895503#Comment_3895503
Don't bother. Killer mains can't stand losing gens and being patient, they just want an easy and strong killer that doesn't require effort to get 4ks. Look at the Houndmaster, or rather, don't, cause nobody plays her (I understand her power is janky and buggy, but I haven't seen her since one week after release).
I really wouldn't generalise killer mains like that. I myself am a killer main for example.
-
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895503#Comment_3895503
He can down, I just don't know if it's intended and it's super hard to do xD
Damn how exactly does that work? Do you cancel the power while sliding, allowing you to get a hit? Doesn't seem intended to me honestly, and probably shouldn't be intended, considering survivors should have some counterplay as well.
-
@KuroTin99 said:
His power is a survivor power, i can't understand how the devs thought it was a good idea to make a power that STUNS THE KILLER for 3 WHOLE SECONDS?! I mean if he is like Blight that can put survivors on the ground cool
But he just jumps and attacks, doesn't downsThis guy needs, literally, either a rework or the biggest buffs ever in this game
I don't see how that's the case at all. His ability to injure survivors is really strong. He has good mobility which allows him to apply map pressure, and while he can't down with his power, he can still use his power to catch up to injnured survivors, making it harder for them to get to a pallet or window. He seems pretty well balanced if you ask me.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887097#Comment_3887097
The killer doesn’t always have the option the hook the survivor. That’s the biggest problem with these anti-slugging conversations. Too many people assume that killers always 100% of the time can hook survivors.
Survivors can purposely place themselves in situations where the killer can’t hook them, and the killer shouldn’t be punished when this happens.
You mean when all 4 survivors are down? Ever since hooks can respawn, are there really places where survivors can place themselves that make hook sunreachable?
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887740#Comment_3887740
Those aren't the real reasons.
Players do that, specifically, because they feel the game is no longer worth playing, in your example. Killer brings a map offering to stack the odds in their favor, Survivor brings a map offering to stack the odds in their favor. As of right now, the game is Killer-favored and a lot of Survivor players are struggling, both to escape and to have fun. Killers don't seem to be struggling to kill, but I have seen a lot of general burnout from them too.
Look at it this way. As a Survivor loading into a match, you see a Killer map offering to go to a strong map. What are the positives in going into a game already stacked against you? Brownie points for losing? You won't get any BP, you'll lose rank, probably no Archive progress and the game will be frustrating and make you not want to play.
At least for Killer, you'll probably get BP and Archives done. Not much better, but it is something, at least.
As for your solutions…most maps are either Killer-sided or neutral. Making maps larger and giving Killers a speed boost (ala Blighted Serum) would be preferable to me.
Unfortunately, the Killer issue will not be going anywhere. There are a lot of unpleasant Killers to face and that has little to do with strength. Sure, a god Nurse is not fun, but neither is a camping Bubba. Slugging Twins, microboxing Pinhead, etc etc. There's just a lot of unfun Killers and there's nothing to really be done about it.
Fun is very subjective though. And what you might not find fun, others might. Of course there are certain killers with certain strategies that almost everyone deems unfun, and it would be nice if BHVR addressed those issues, but often people just quit out of the game because they simply don't like a killer personally which others might like. Or because they were found first. Or whatever petty reason.
I see no reason to act like there aren't a lot of petty reasons why survivors quit matches sometimes. The go next prevention might cause some frustration at the beginning, but that will hopefully become better with the anti-tunneling, anti-camping and anti-slugging changes. But it will also improve the game already for survivors, not having teammates that give up because of some petty reason.
Also, the game has a lot of balanced maps if you ask me, and some maps are still survivor sided as well.
-
Nerfing tunneling, slugging and camping in a signifcant way is the only way to really improve the game's health gameplay wise. These strategies are insanely unfun to go against, so they shouldn't be encouraged, not like they are now.
If these nerfs are done right, it will create a much better foundation for the game. And then, the killers that will start struggling too much, can definitely be buffed in more healthy ways as well. So I am very hopfeful that BHVR will implement proper anti-tunneling, anti-camping and anti-slugging changes to bring this game into a much better fundamental state.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887012#Comment_3887012
- Some slugged survivors purposely crawl away and hide, to spite the killer.
- Some survivors purposely wait at exit gates, or on top of hatches, to spite the killer.
- When the surrender option is added to the game, some survivors will purposely not use the option, to spite the killer.
How could they spite the killer that way when the killer simply has the option to hook the slugged survivors? The survivors not surrendering wouldn't really be spiting in that case.