Avatar

ad19970

ad19970

About

Username
ad19970
Joined
Visits
9,259
Last Active

Comments

  • @CalamityJane said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555168#Comment_1555168

    "Just cleanse totems" when every totem, even dulls, reveals you to the killer.

    OP is right, the only counterplay to that perk is being on comms to get on 2 totems at once.

    The killer won't spend the whole match looking at totems, and since he doesn't get a sound notification if a survivor starts working on a totem, it certainly won't be impossible to cleanse totems.

  • This will just lead to some killer players ending matches whenever they are losing. If survivors are winning, often survivors will just not be able to play the match till the end in that case, which would be awful. Especially since some people always blame their losses on the game's balance, since they can't accept that their losses might sometimes also be die to their skill.

  • @MadLordJack said:

    DS is an annoying perk, because its job is... Well, pretty much impossible to do, since a killer ACTUALLY tunelling you isn't going to be put off by DS. So it just gets used aggressively and, for the most part, killers just get punished for touching someone within 60 seconds instead.

    I'm all for a "that's what you get for tunelling" perk, but... DS just doesn't do its job. It has a different niche and/or vocation. It submitted it's resume to a different company. It has a new lease on life.

    And, by the way, it is actually an anti-tunnel perk. They mentioned it after the rework when taking about why they gave it a 60 second window. Also, it only activates after you are unhooked AND the killer tries to hook you again, soooo......

    I'm sure itt was intended to counter tunneling, but that doesn't mean that's all it needs to do and nothing more.

    And yes, DS does it's job as an anti tunnel perk. The perk isn't made to make the killer just stop tunneling, but to punish the tunneling killer and giving the survivor a chance to escape to some places where he can at least defend him/herself. Nothing will ever be able to make killers stop tunneling, but making the strategy weaker is possible, and that's exactly what DS does. The argument that the killer will still tunnel you is beside the point. The point is to make the killer waste precious time when he decides to tunnel a survivor.

  • That wasn't a bug fix though as far as I know. They simply increased the momentum survivors have after vaulting through a window.

  • I guess there could have been other designs that would be more fitting to someone who is an alchemist. However, I personally really enjoy the design and the gameplay of the Blight, and as far as I can tell, it does fit when considering his lore.

  • @4scoreand7skinsago said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555444#Comment_1555444

    I said its a strong perk that I believe will be nerfed, I dont think it should be nerfed but I do think it will be.

    I hope not, but if it does get nerfed, I hope they just limit how often a Hex perk can be moved to another totem to two or something like that.

  • These perks are strong, but they affect swf survivors just as much as solo survivors. This game surely isn't just balanced around swf.

    With that said, I do think this game needs a totem counter, with Hex. Undying now more than ever, but NOED is still the main reason a totem counter would only be fair for solo survivors.

  • @[Deleted User] said:

    Really begs the question: why would you put an old iteration of the killer to PTB? You're receiving feedback that isn't even valid and we're wasting time testing a version of a killer that doesn't exist anymore. Pushing stuff that isn't ready is a huge problem in the tech industry and it almost always leads to negative outcomes, yet managers keep doing it despite pushback from the engineers.

    Maybe because the newer version wasn‘t quite ready. Or they wanted to see how the killer performs before the changes. It‘s certainly not a big deal.

  • Mori is far worse than gen rush in my opinion. We certainly have a fair amount of good killers that can at least somewhat deal with the fast gen Times, moris on the other hand just cut the Killers objective time in half, and is ridiculously unbalanced. The devs have made good progress towards balancing the game despite gen times.

  • The hitboxes in general are fine. Reducing it would hurt killers too much, especially at certain loops. Those bs hits at windows are generally due to connection problems.

  • @Masterninja said:

    Listen, is obvius that the developers are doing their best, but they don't really demonstrate it.

    For example: " oh my god, a new killer in the game, (The Blight), is so . . . is so . . . original? I don't think so. They could added him another ability apart from his single power, the rush. Look at pyramid head, the pig, the demogorgon, freddy krueger, michel myers . . . they are more interesting and complex to use, any of them is simple and boring.

    Another example: I have to admit that the recent graphics an animations update is amazing, excellent, perfect. We don't need a new map with the completely reworked of (bhadam preeschool and the yamaoka estate). Congratulations, but since the beggining, the developers had been missing in all the chapters that they have done one thing very important, make good perks for survivors and killers, and they really need to buff them, because now in the game there are more of 40 perks from survivors and killers that are garbige and terrible.

    I mean i bet it‘s not easy to come up with new odeas for every killer. But i would also argue this killer is much more unique and complex than killers like pyramid head or clown for example. I personally find him to be pretty fun. That‘s at least my personal early impression.

  • I find him to be very fun, if he gets some small buffs to his chase potential before he releases to the live version i think he‘ll be a very good killer.

  • I do hope the survivor perks will see some buffs before they go live.

  • It's one of my favorites honestly. I feel like it's balanced enough with a fair size and mindgameable pallets to allow the killer to have good counterplay, but survivors definitely have some strong defences as well on that map. i'd argue it's one of the more skill based maps.

  • @RakimSockem said:

    I can definitely see Dragon Grip becoming meta. One of the biggest killer complaints I've seen on the forum for months is survivors being able to just run by a gen that was kicked, tap it and keep running. This perk is a direct counter to that and makes doing so a fatal mistake. 60 seconds of exposure and your location is revealed

    That's a good point. Will definitely counter gen tapping.

  • @APoipleTurtle said:

    I could see Undying mostly usurping the role of both Retribution and Thrill of the Hunt. Plus it would certainly add an extra layer of safety to builds that rely very heavily on keeping one or more Hex totems up (like Devour Hope, or a Shaman Bubba). However, most Hex Perks aren't meta because they are so risky to use; it's hard to count on a perk that may randomly be deactivated within the first 30 seconds of a trial. After Undying's "new perk" phase wears off, I don't think we'll be seeing a crazy amount of it (probably will be the same as what happened with Soul Guard last chapter).

    Admittedly, Undying actually makes me a little sad though. It's nice that additional Hex protection is being added into the game, but it ultimately feels more like a perk built as an attempt to bandage the general unreliability of the Hex Perks. Personally, I was hoping that they might consider reworking Hexes to be a little less all-or-nothing in their use (with a major ability only active while the lit totem stands and a minor ability that can't be removed), which seems far less likely to happen after the introduction of Undying.

    As far as a totem counter, I'd be okay with them adding one to Small Game (it would be an excellent buff to that perk) but I DON'T want a base-game version of one. Sure, coordinated SWF teams get this feature for free. But they also get pretty much all of the other info perks (Kindred, Bond, Empathy, etc) for free as well, so I don't see why a totem counter would deserve special treatment beyond being a perk.

    I think the only way to balance the game properly is to closen the gap between solo and swf survivors, so I think a totem counter is only fair. Not just with a perk.

    Undying makes the hex perks less risky to use, giving you a much better chance of gaining proper value of the Hex perk you are using. With something like Ruin, I think this perk will become pretty damn good. I think it's fair that they didn't just use such an idea to imrpove hex perks in general, as hex perks can have very strong effects.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551142#Comment_1551142

    I suppose I could agree with those map totem spawns being too good if hex totems in general were good. However, most hex perks are honestly quite bad. So I kind of see very good totem spawns as being a bandaid for bad perk design atm.

    The only hex perk that I see as being good enough to warrant being a hex is DH. Not saying the other perks shouldn't be hexes, but simply that the other hex perks should be improved to match their high risk involved.

    Other than DH most hex perks are a high risk/low-mediocre reward, when they're supposed to be high risk/high reward.

    Other than most those indoors map spawns what maps are you considering good totem spawns? I think most other maps are god awful spawns where you literally just run into the totems without even looking for them.

    I would argue Dh and Ruin are both very good. Ruin in fact is incredibly powerful. Maybe not as good as it used to be, but really good. Admittedily, perks like Lullaby or Third Seal won't see an increase in usage, but Ruin in particular will benefit from the perk.

    Actually, I feel like every map has quite good totem spawns, when hidden well. Jungle jyms for example have a nice hiding spot for totems. In general I find the totem spawnsto be fairly good, with certain exceptions.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1551101#Comment_1551101

    If all the maps were Midwhich or Lery's I'd see more merit to hex perks. However, the vast majority of the maps have god awful totem spawns where you'll be losing them in the first minute. I wouldn't call a few seconds to cleanse the totem much of a benefit for an entire perk slot. Seeing as the luck is basically determined by your random map, the odds are not in your favor.

    I do still agree that we will see the perk a lot. However that's simply because the majority of the player base is at low ranks where they don't know totem spawns or even what's going on for that matter. Every perk looks strong at that level. At high ranks we won't be seeing it though.

    I actually believe that the totem spawns in Lerys or Midwhich are slightly too good. Don't get me wrong, I don't want totem spawns like Crotus Penn totem spawns, but in general the totem spawns have been improved a lot and are much harder to find, so at average I'd argue Undying will become very good. On maps like Hawkins, Lerys or Midwhich the perk will be particulaly strong.

  • I actually really like the design of the killer, and I don't believe and wouldn't hope that the devs would change him in any significant way. He might need some tweaks to his power, to make it better in chases, but that's it in my opinion.

  • @Blueberry said:

    None of those perks are even remotely close to meta.

    Hex Undying completely relies on it not being the first hex cleansed, of which it would now do completely nothing. You need consistency in perks against good survivors.

    Neither of the new hex perks are worthy of being hexes imo.

    Meh, even if it is the first perk to be cleansed, that still wastes quite a bit of time of the survivors unless they are lucky. Of course, Hex perks always rely a bit on luck, but I feel like we could be seeing Undying quite a bit in the future. Not sure about the perk that blocks all pallets within a 16 meter radius of a hit survivor, since they can easily sprint far away, but the other two perks seem like they could have quite a lot of potential.

  • As already mentioned, the devs won't give him a rework, since he hasn't even been released to the live version yet. I think people are underestimating his power a bit. But if he does need buffs, with the right amount of tweaks to his power, he'll definitely have the potential to become another viable killer. His map pressure already is quite insane, if they can improve his chase potential a bit he'll probably be a viable killer.

  • @LastShoe said:

    Totem counter? Maps and small game.

    Those are perks or items, meanwhile swf survivors don't need perks or items for that. It's all about closing the balance gap between solo and swf survivors.

  • @DetailedDetriment said:

    I absolutely love the level 40 survivor perk. A Ranger Med-Kit will now get three heals instead of one.

    Admittedly that's not bad.

  • @Todgeweiht said:

    I was thinking something like

    • Tremendously reduces blood fury duration (20 seconds down from 45.5 seconds)
    • Blood fury completely recharges after downing a survivor.

    Please no, he is already the king of slugging. We don't need an addon that supports that strategy even further.

  • @Heartbound said:

    Unpopular opinion maybe but I've always thought it's survivors games to win or lose, you're just there to capitalize on mistakes. No matter what skin or gimmick the slasher has the game is ultimately up to survivors.

    I could honestly imagine this being an original idea of the devs. They simply didn't expect this game to be taken so competitively by their player base.

  • I kinda like the Fresh Meat perk, I would just have it so it shows the aura of all survivors except the survivor that got unhooked.

    However, before they add a perk that increases footstep sound, they should firstly fix the sound of the game in general. I also fear that the first two survivor perks might be a bit too good, especially False Trail, though I might be wrong. Whereas Second Chance seems rather useless, since killers try to avoid going through pallets when caring a survivor anyways.

  • While I'm not sure if it's really as bad your points make it out to be against competent survivors that know how to go against him, and of course that will need a bit of time and practice too, I do also fear that they have overbuffed him a bit. His ability is now pretty good against loops, yet at the same time it just one shots survivors.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485003#Comment_1485003

    What maps did they change again? Pretty sure the main maps people have issues with are Ormond and Haddonfield, which remained the same, right? But instead they change Macmillan, Autohaven, and the Swamp.

    They changed the Cornfield maps quite a bit. Which people were complaining about a lot. Probably more so than Ormond. They reduced the size and made the tileset distribution fairer on Rotten Fields, Cowshed and Thompson's. The god loops on the other two maps are also gone. They also changed the tile distribution on Ormond. I don't think those changes were enough for Ormond but they definitely did make changes to that map, and it's at least a bit more bearable. They also got rid of the long fences on Haddonfield, and while again I don't think that's even remotely enough, they did at least something.

    A few other maps also have seen their size reduced, and a lot of the god loops were nerfed, some of them in fact too much, and that's always been something people have been complaining about.

    Downplaying the map changes is a bit ridiculous, those changes did quite a bit. Even just getting rid of the god loops made a nice difference on those maps. And again, there were much more changes as well that show that the devs aren't completely ignoring the feedback of the community.

  • @calem said:

    https://forum.deadbydaylight.com/en/discussion/comment/1484965#Comment_1484965

    I don't think removing a few God loops changes much on those maps. They are still pretty survivor-sided in my experience. As long as the survivors aren't potatoes, it's pretty easy to get the gens done and escape.

    Those weren't the only changes to maps. 6 or 7 maps got their size reduced and/or their tile distribution changed so strong loops wouldn't spawn too close together. So many people wanted map changes so they would become more balanced, especially changes to god loops, and that's what BHVR did.

    Again, they also have listened to the community in the past as well with many other changes. Whether they listen enough I'm not sure, but they certainly do listen. But as with every developer team, they do make their own decisions as well on what needs to be changed and what not. Not all the changes they make are great in my opinion as well, but accusing them of never ever listening to the community is just overreacting really badly, and makes your post seem ridiculous.

  • I love how you are complaining about maps being too survivor sided and that they should be changed, yet BHVR just released a huge patch a few months ago with many map changes that made them more balanced, meanwhile you are accusing them of never listening? That's ridiculous.

    BHVR is certainly listening to their community, otherwise we wouldn't have gotten nice buffs/reworks to killers like Doctor, Leatherface or Freddy, and those map changes wouldn't have happen either. It just takes time to implement these changes. Whether BHVR takes too long to implement such balance changes or not is something I can't say, but accusing them of never listening is just a bit ridiculous.

    Also, I get that probably the majority didn't want any changes to Billy at all, but there have been enough people that think that he was just a bit too good as well, and BHVR of course tries to listen to their entire community, not just the part of the community that you agree with. And after the feedback from the PTB they even toned down the nerf of Hillbilly quite heavily to make him less affected by the chainsaw overheat.

    So I really don't understand how you come to the conclusion that BHVR never listens.

  • @DezzyTV said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483755#Comment_1483755

    Slowly I understand his mechanics and which addons are good on him. He is strong, definitely, but he is... different. I think I still have to get used to it!

    Oh sure he will need more practice. I really do think they buffed him, but they also made him more challenging to use, which really is a good thing in my opinion.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483747#Comment_1483747

    My view is that if it was just needing to look at the bar, it wouldn't be that bad. But bubba has to pay extra attention to geometry lest he gets a terribly long tantrum.

    He already needs to pay attention to geometry, so should he need to look at a gauge too?

    I would argue that with practice, you won't have to really look at the gauge anymore since you get a feeling for when to chain his chainsaw charges. But of course I am not sure of this, it might be a bit too much, can't say. I do think that making his chainsaw usage a bit more challenging is a good thing though since it has been buffed so much, just not sure if it maybe is a bit too hard.

  • His chainsaw is now much stronger at loops because it is much faster and has a longer duration. He is also now even more deadly in deadzones, which this game has enough of, so I find him too be much stronger now.

  • I mean the only thing you have to manage now in addittion to the chase is pressing your power button at the right time while he is chainsawing. It definitely takes some practice, but I think that's fair when considering how much he got buffed. He's much stronger now, so he shouldn't be as easy to use as he was before his nerf.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1483253#Comment_1483253

    Maybe if you took time to read the patch notes instead of trying to talk trash to people you disagree with....

    ”The Hillbilly has a versatile kit with traversal and double-damage effects as a part of his base power, leading this character to overperform compared to other Killers.”

    Which is what people like myself and others who actually understand the game have been saying for a long time. It was obvious to anyone without bias that Hillbilly was overperforming and made most other killers look ridiculous.

    In their first post where they talked about upcoming changes to Leatherface and Hillbilly, they also stated that they were happy with how Billy is performing. It's quite obvious that the devs intended small changes to limit Hillbillies chainsaw usage, but without hurting him and certain playstyles too much and making them unviable.

    The typical accusation of yours that the devs only carter to killers, which is why they weakened the nerf, is as immature as always. So many people said that they went overboard with the Hillbilly nerf on the ptb, saying all those people have no idea of this game's balance is ludicrous.

  • Have the problems with new map happened with this new map or are those just issues that have been with the map from the get go? Even though I feel like the map could be improved quite a bit, I don't find it too be that bad.

    However, I can't actually believe that I am reading about BHVR having added even more bugs to the game's sound. This is getting more and more ridiculous. How do you even do that?

  • I mean increasing gen times is not the way to go in my opinion. The devs have once talked about an early game phase that they are working on which sounds much better. But yes, I conpletely agree. If the gen rush problem does get adressed, camping and tunneling will need addressing too, otherwise killer queue times will become way too long i fear.

  • If the devs add the early game phase that they have mentioned in a stream to increase the average length of matches without touching some of the biggest issues survivors have at all, then just wait and see the killer queue times sky rocket like crazy. I‘m pretty sure that will happen in that case.

    The devs can‘t just increase the average length of matches so every killer has a better chance of winning and then not touch on the frustrating strategies for survivors to go against, because those strategies will become even less bearable and fair.

  • I think that could be a nice idea, but only once keys have been changed.

  • Which perks? And how does this prove that this game is so survivor sided when considering all the buffs to killers that i mentioned in my post?

  • It sucks, and I‘d hope that the devs could maybe do something about that, but i believe its not reportable, since the killer isn‘t holding the game hostage, and instead is just guaranteeing one kill in a very peculiar way.

  • Now this is what i call a necro post.

  • I would guess its most likely because they didn‘t have enough time to do so.

  • I would argue that at least spirit and freddy will still be looked at. I think it would be very understandable as to why.

    A few nerfs to the absolute top tier killers is not a bad thing, especially since killers in general have received some nice buffs in form of map changes and gen changes not too long ago.

  • @DBD78 said:

    No point in stocking up on addons for any killer since nerfs is always around the corner.

    Why the exageration? You make it sound like the devs are going from one killer to the next and nerfing every one of them. And that‘s just not true, not even in the slightest.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1454376#Comment_1454376

    That only works at a pallet that can’t be mind gamed, not exactly a problem unique to Clown. That said there are many “safe” pallets that Clown can make unsafe because of the survivors slower vaulting speed.

    I thought the clowns bottles only slow down window vaulting speed and not pallet vaulting speed?

  • @LetsPlayTogether said:

    Wow you "outplayed" a Rank 20 clown. Good job.

    Habe you ever actually made a constructive comment on these forums?

  • Yeah that setup is quite crazy, but since the map reworks i feel like these situations happen much less frequently. The corn maps for example are pretty balanced the majority of times, at least in my experience. Its just rng that can screw you over at times, but i would even say that can happen to both killer and survivor.

  • The preschool maps always have that many pallets, because most of them are mindgameable, and therefore killers have counterplay at those pallets. So it doesn‘t really matter that the maps have so many pallets, thats just so that survivors have less of a chance to end up in a deadzone.

    I guess you kick every pallet as soon as a survivor drops one, but that‘s not how you should do it. Instead, you need to learn to play around the pallets as a killer. It takes practice, but those maps are arguably some of the most balanced maps in the game.

  • @Freesham said:

    Devs have shown that every since Mettle of Man, they're scared of making new perks that can rival the meta perks. So while we get these few simple buffs to perks like Lightborn and Tinkerer, they'll never be up to the level of the meta perks.


    Actually, I am quite hopeful that tinkerer might enter the meta with the planned buffs. I feel like those buffs will actually make it pretty dann strong. So i am hopeful they‘ll do that with more perks in the future.

1 … 60 61 62 63 64 … 109