ad19970
ad19970
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Personally I like Ghost Face the way he is. He definitely is powerful because of his good stealth, but not op in my opinion. Maybe having him emit some noise that you can hear when you are within a 6 meters range of him or something like that would be fine. But I feel like he is perfectly fine right now balancing wise.
Also Stealth and his stalking while he is in stealth is really all he has, unlike Pig or Myers, who have powers outside of being in stealth.
His detection does need fixing though. Sometimes you can look right at him and nothing happens, and sometimes you can reveal him behind a wall.
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Well thank god. Haven't seen the challenges myself yet but they seem to be absolutely horrible and encourage bad gameplay that is unfun for both sides.
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Personally haven't had a problem yet, thankfully.
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@PistolTimb said:
There are some window or pallet jukes you can do but it really is 50/50. Perks like spine chill make it a lot easier to keep track of when she's phasing, since most spirits don't stare at your location as they phase around. Iron Will pretty much forces her to predict your movment, but if she's running Stridor she'll hear you regardless. Just try your best to waste her time for as long as possible so your team has time to do gens.
Yeah it's just really not fun to go against a killer whose counterplay is solely luck based. At least because when you are injured she does seem to have quite the advantage.
I'm also at green ranks right now, and the gens don't often go very fast.
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@FriendlyGuy said:
"Spine Chill" is very good against her. "Iron Will" gets hardcountered by "Stridor". Try to extend the chase as long as you can by being unpredictable.
Yeah those perks can help. I'm more hoping for actual counterplay to exist and not picking a certain perk though, but I might start running Spine Chill more often again. But thx.
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@immortalls96 said:
Ignoring the coin flip people I would ask where you usually struggle against her ?
I mean I can't exactly say where. Whenever I am injured and when she is phasing. That's when it seems like I can't really do anything since she can hear me.
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@rch614 said:
It literally is a coin flip. Less 50/50 and more 75/25 on if she gets you or not, especially if you're injured.
I mean it's a 50/50 when uninjured, but yeah my problem is when she is injured. But still some might have some tips that can help.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/872331#Comment_872331
I'm not gonna send someone toxic messages over it, but the sooner the killers get this nonsense out of the way, the sooner they can go back to playing normally, which is better for everyone. The longer it takes, the more farming games everyone's going to have to endure.
Though, some players just farm for the hell of it or to get a breather from the stress/frustration of playing to win. Sometimes people just wanna take a break and goof off.
Challenges that encourage farming. I haven't unlocked the third tier of the Tome yet but I don't understand how that is even a thing. Why on earth would you encourage farming and toxic gameplay with your challenges? It's like whoever made these challenges is quite out of touch with this game.
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@AvisDeene said:
Is she really that bad? I have only recently started this game and was going to give her a whirl since I like that she floats and enjoy her costumes.
What is the difference between now and pre-nerf?
Her addons and that her blinks now have a 3 second cooldown.
She definitely isn't underpowered really, she is still a top tier killer. But I think the problem most people are having is that she is no fun to play as anymore.
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What rank are you at?
Just because you had a few matches where you were able to destroy the enemy survivor team doesn't mean killers are op.
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Well I personally am still certain that killers such as Wraith, Clown or Doctor have almost no chance against a really well organized survivor team that knows how to loop and do gens. But I agree that there are certainly more killers viable than only 3. Maybe not against the top 1% of swf survivor teams that use voice comms to their fullest potential, but you can't balance this game around them, especially not since the balance gap between solo and swf survivors is still too big. And these stats pretty much prove this to me.
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While many maps could need a rework to have more loops that killers have counterplay at, this game is in a fine state at the moment. Killers certainly aren't anymore at a level where they can easily be tormented, as you put it.
The fact that gen speed is fast is what gets people so stressed up, and when they then lose, they immediately come to the conclusion that killer is underpowered. But I believe that's no longer the case. Unless you are playing one of the weak killers.
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I don't get it though. I feel like many people have already pointed out why stats are not fully representative of the game's balance. It's pretty obvious in fact. The community manager peanits himself said that there is more to the game's balance than just kill rate. Obviously these stats shouldn't be ignored and are a good reason as to why killers don't need any general buffs anymore in my opinion, but still.
I'd laugh my ass off if every killer including the likes of Wraith and Clown would get nerfed.
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Yeah. At this point the devs really should simply expect that there is always that portion of a community that conists out of people with the IQ of a doorknob.
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@UncannyLuck said:
https://forum.deadbydaylight.com/en/discussion/comment/871380#Comment_871380
I believe that the entire match was discarded if there was a DC, according to Peanits. I don't know if they excluded suicide on hook.
That would be smart and make the stats at least a bit more representative of the game's balance.
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Yes please. Mashing one button is really annoying, and leads to some unwanted deaths.
One game in particular I remember, where I really enjoyed the match against a Demogorgon, and then I accidentally killed myself on the hook. So stupid.
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@UncannyLuck said:
https://forum.deadbydaylight.com/en/discussion/comment/871336#Comment_871336
DCs aren't counted in these stats, per Peanits. Also per Peanits on last time these stats were done, DCs don't really change what they look like.
For the other stuff, that's what's nice about average over large data sets. Unless keys and moris are being run every game, they end up being noise that gets drowned out by the sheer volume of games played.
But uhh I guess continue trying to come up with reasons why the stats are wrong rather than just... considering you might be mistaken?
I'm not coming up with any reasons for why the stats are wrong, no. I just gave some reason as to why the stats aren't fully representative of the game's balance, pointing out what factors have an affect on these stats. I see no reason to ignore those.
Of course, Moris and keys have the least influence on these stats, but I don't think they should be ignored. Matchmaking and ranking obviously has the most influence on the stats.
Also, if you say dc's aren't counted, does that mean the entire match isn't counted? Since one survivor dcing or suiciding on hook often screws over the other three survivors and gets them killed, even though they would have had a chance to escape if that one survivor didn't rage quit.
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@UncannyLuck said:
So are we all going to ignore that the Nurse's kill rate on the PC only graph is nearly identical to the mixed console/PC red rank graph?
I do also agree about not releasing stats. They're neat to look at but people are just going to keep their opinions even if the stats don't support it, because most people posting on here are statistically illiterate.
If you're aiming for an average of 50/50, and literally every killer in the game is significantly above that, then something *is* wrong. Could be a whole bunch of things (maybe it's too easy to rank up as survivor, maybe moris are used frequently).
There's so much that goes into this. DC's, survivors suiciding on hooks, Moris, keys, afk killers, and in particular match making and ranking. It only takes one lesser skilled survivor to screw over the entire team.
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You really think the devs only listen to the survivor side? How do you ignore all the buffs killers have received in the past?
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In my opinion, after having insta heals nerfed, they still need to nerf Mori's, keys, and certain killer addons that are still too strong. Like Iridiscent Head. Luckily, Prayer Beads is being nerfed in the upcoming patch.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/871270#Comment_871270
They're extremely surv biased.
Wait who is?
To be fair though these stats also show that multiple killers probably don't need any buffs. If kill rates get to high, that would mean survivors don't get to escape very often at all, reducing the motivation to play survivor. It also shows why we can't balance this game around perfectly organized 4 man swf's, and why increasing objective time at the moment without a plethora of other changes at the same time would ruin this game.
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@Seanzu said:
But the second graph is literally only red ranks.
you killers can interpert the results as much as you want but every time the devs have released stats the kill rate has ALWAYS been above 50%.
Except last time the results (according to killers) wasn't accurate because it involved DCs, now that every killer is basically 60-70% the stats don't prove anything (according to killers) because y'all want super specific results to try and make killers look less powerful than they are.
Again, the only people complaining about the stats is killers, I've seen two dozens posts from killers "this doesn't prove anything" in the past two days, and one survivor post titled something like "this proves killers are wrong".
The game ain't hard, on either side, and it hasn't been for a while.
I'm almost 100% positive if the stats said the survival rate was 70% y'all would be screaming for more survivors nerfs.
Here's the last stats, you can see how little an increase the survival rate is based on how many are in a game, 4-mans only increase survival rate by 7%.
https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest
Except that it's true that these kind of stats are not fully representative of the game's balance. There are way too many factors that influence these stats. It would be the same thing if survivor rate would be above 50%.
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Personally I think this perk is awful in design. It's either useless or game changing, since letting a survivor drop can sometimes be the difference between a win and a loss with current gen times.
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Interesting. For me it has in general been the other way around. Not as bad though, but normally I have to wait 1 to 3 minutes as killer while I have to wait with survivor probably around 30 seconds. Depends on the time though. In the evening killer queue times are quick as well.
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@Mr_K said:
Going by the long queue times for survivor and instant queue times for killer, you already got your wish.
What platform are you on?
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This is true. Which is why I am baffled that some people think SWF was a mistake, or that SWF survivors should receive some penalty. Swf is very important for the game.
It's also the reason I really think the devs should take a look at camping and find a way to nerf it. And why I think the devs are not doing themselves a favor by barely doing anything about the balance gap between swf and solo survivors. Solos need to be brought up to a closer level to swf. They at least need kindred and a totem counter in their base kit, I feel like that alone would make such a huge difference. That would even mean they could more easily buff killers, those that need buffs.
This is also one of the main reasons why having overpowered killers is worse than having underpowered killers.
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His slugging potential needs to be nerfed in my opinion. Hvae his power deactivate when he downs a survivor, but have him not lose any of his power charge when his power deactivates.
Maybe allow him to deactivate his power at will as well.
Some people say he has no counterplay in chases while his Blood Fury is active, but I personally feel like it's just dependent on the loop you are at. If loops are big enough on any side, his bad turning on his dash will make his dash rather useless on that loop. Loops that are more circle shaped in general are good against him.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/866867#Comment_866867
This would only affect slowdown perks that target action speeds directly though. My build with only 1 action speed slowdown would go completely unchanged, even though the number of ppl who ragequit it claiming it to be "Forever Freddy" is staggering.
Well sure, my hope was simply that if they feel like they need to do something about Freddy because of his high kill rate, I'd rather have them first nerf his "Forever Freddy" build than anything of his basekit. Cause I do feel like his basekit is perfectly balanced, and that Freddy can only feel a bit too powerful when he stacks multiple slow down addons and perks.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/866633#Comment_866633
I feel like this would be less of a Freddy change and more of a slowdown perk change. Freddys addons by themselves are pretty minimal.
Yes true. At least a cap to how much action speed debuffs can stack would be a general change. But it would affect him most, since he is the one killer who can achieve these very high action speed debuffs.
I don't think Freddy in general is op, but I can definitely see how a Freddy with Thana, Dying Light, Ruin and two addons that slowdown action speed is unbalanced and not fun to go against. I do think that part of him could need a small nerf, even if it's just by adding a cap to how much action speed debuffs can stack.
It might also allow devs to create more perks that decrease action speed in some way or another.
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@Rin_is_my_waifu said:
This thread is sarcastic. Ofc I don't want him to be nerfed.
Well yeah I get that but I could imagine him getting some kind of nerf with such a high kill rate. So I would hope it's his slowdown potential that gets nerfed, and Borrowed Time working against him again, and not his base kit, which in my opinion is perfectly balanced.
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@se05239 said:
The whole "killer stays within x meters and get debuff" concept has been tried out in a PTB way back and it was abused to hell and back by survivors, so it was canned.
It's a shame they just canned the idea instead of trying to improve it to a point where it couldn't be abused.
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They should just nerf his slow down potential to begin with, so his addons that slow action speed down shouldn't stack with other perks that slow down action speed. That or finally add a cap to how much slowdown effects can stack.
I could imagine his slowdown potential to be one of the main reasons why his kill rate is so high.
I'd rather just have them nerf specific parts of him that seem particularly strong than his basekit all together. If it doesn't reduce the kill rate they can take another look at him then. I just hope his base kit doesn't get hurt in any particular way.
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@DuckApproved said:
@HeHeBoii This is for the sake of the game. It is unhealthy for killers like this to be uncounterable. Also will help the clear imbalance when it comes to Killers V. Survivors. These two are way to strong as of right now. tbh they need to nerf Spirit again before these though.
But he has counterplay. Especially on loops like Jungle Jyms. It's just harder to mindgame and loop him.
On many loops, you are simply forced to put the pallets down faster. Maybe you just have to practice some more against Freddy. He's definitely strong so he is harder to counter. But he definitely has counterplay, since he can't ignore pallets and vaults.
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I think DS is fine they way it is now. I don't think it has to be a 100% anti tunnel perk and nothing else. It has counterplay, but is still strong. I don't want even less strong perks in this game.
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@TragicSolitude said:
I'm also on PS4.
When playing killer, I've been yelled at by survivors for not playing the way they think I should play.
When playing survivor, I've been yelled at by survivors for not playing the way they think I should play. (Even back when I was new at the game and still learning, and I tried to point that out and apologize, the invective didn't abate. Admitting I wasn't good just got me, "Yeah, you got that right." -_- Way to encourage new players to stick with the game, guys.)
I do not know what it is about playing survivor that brings this out in some people.
This is with gaming in general though. While I still believe the majority of gamers are normal people, there are also these weirdos that believe you need a certain skill level to earn the right to play a game.
The fact that there are people with a certain gaming skill level that get all cocky and offensive towards others with a lesser skill level is just baffling to me. It's as if they believe gaming skill is in any way an important skill to have as a human and people who don't have that skill are lesser beings. It's honestly pathetic, sad and even scary, because you realise how many people there are without an actual life outside of video games.
I've just started playing Paladins again and I'm not the greatest at the game, and the insults I've already got thrown at me and others are crazy. Often amusing, but still.
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I'll definitely get Oni day one. I love his gameplay and visual design. Unless they nerf his power in any significant way of course.
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Gen rush is a much more complicated matter than the balance of a perk or a killer. Increasing objective time would screw over low rank survivors, make already powerful killers brokenly op and cause many other balance problems.
They are working on map reworks, which will help the weaker killers be able to combat gen speed a bit more. Though these reworks are sadly taking ages. Buffing weaker killers is the other solution to this.
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@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/854314#Comment_854314
I'm not sure if something as extreme as nerfing is the solution, killer mains would hate that, but definitely something has to be done to encourage both killers and survivors to use a wider variation of perks, I mean there gotta be over 50 perks that nobody ever uses.
Well there is still a bunch of weak perks that could all need some serious buffs. This would help shake up the meta. Some more other viable perks that help counter gen rush would definitely help with less people using Ruin.
The problem is that Ruin helps slow down the game at the beginning, when killers struggle the most with map pressure because there are so many gens. And the only other perk that does a similar thing is Corrup Intervention. It doesn't slow gen speed but allows the killer to apply much more map pressure. Problem with that perk is that survivors can just wait those 120 seconds until the perk deactivates.
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This is getting too common now. People always only see the one side, never both. I'm really not sure though how you manage to only see threads about killer mains whining. Both sides have many people who whine about buffs and nerfs. Of course, when a killer gets nerfed, you'll mainly only see killer mains complaining. Do I really need to explain the reason for that? I really hope I don't. When survivor gets nerfed, there are just as many complains. Maybe take a look at the ptb Feedback section, there are a lot of people complaining about the Balanced Landing changes.
No doubt that people sometimes just complain immediately without trying to understand why the nerf they are complaining about might have happened, jumping to conclusions too early and make a drama out of nothing. But this is a forum, and people are allowed to voice their opinion. And there are enough people who don't just complain without any reason.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855561#Comment_855561
I run impossible skillcheck doctor so idk what about him needs buffed lol
Just his chase potential and maybe also map pressure. Pretty sure they want to make him more viable while also making him less frustrating to go against. So I guess that build won't be a thing anymore after his changes, but he'll be generally more viable. That's what I am hoping for.
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I'd argue that keys are op and need looking into, but yes you shouldn't lose your addons or offerings if a killer dc's.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855511#Comment_855511
They should also try to make all killers viable legions like dead dead after the nerfs get pushed to live with the changes to ff.
Well maybe the devs willlisten to the community and only apply the buffs, not the nerfs. Would be nice.
And yes, there are other weak killers that still need a buff. I am still really disappointed that Doctor still hasn't received his buff in this patch. Yet we get these weird changes to Legion.
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Oh wow yes I just now realise what that means that his Feral Frenzy attacks don't count as normal attacks. No STBFL, no Sloppy Butcher. That's something you really can't understand.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/855456#Comment_855456
The reason people dont want nemesis fixed is the bunch of nerfs he got despite being the weakest killer in dbd. And he lost access to all his synergies stbfl sloppy and dark devotion and will probably lose bop so nemesis would be the only perk holding him up as viable at all. Im tired of legion being a joke
Yes I get that: I wouldlove to see some proper buffs to hiim as well. But bringing back old Legion is not the way to do it. It's nothing but awful game design, something a game developer should try and avoid.
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@LordGlint said:
Oni starts the match in a really rough spot, having absolutely no power at all. If he can injure 2 separate survivors, while having no special base stats, being easily seen and having a 32 meter TR... I think at that point hes earned being able to have an ability for abit. I do agree that the ability seems really strong, so it wouldnt surprise me if they tweek the ability itself some.
As you pointed out though, whenever he doesn't have his ability, he is really weak. So I really do hope they don't really nerf his actual ability in any way.
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I believe the reason why they nerfed balanced landing this way is because it could allow survivors to run certain vertical loops three times in a row without any counterplay for the killer, which wouldn't be possible without balanced landing, which makes these said loops hard to balance. THey are either very bad without balanced landing, or too good with balanced landing. Running around a loop three times until the entity blocks it is no fun at all for killer.
However, with all the complaints I am seeing on this forum, I am positive they'll revert the changes to balanced landing. I personally think balanced landing is fine the way it has been before this nerf. They just need to be a bit more careful when designing loops that have survivors fall down to the ground.
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There are two fixes that I can think of right now. The first is to have the deep wound timer stop when within a certain range of Legion, not depending on whether you are in his terror radius or not.
The other fix would be to have any effects that work on survivors only when they are in the killers terror radius work on survivors that are oblivious while they are in the terror radius of the killer, even if they can't hear the killers terror radius. I'd prefer the second, it would definitely help with the game's balance again. Legion couldn't abuse Nemesis against survivors, and other problems such as Borrowed time not working against Freddy or OoO wokring against him at any range would also finally be adressed.
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@nerfeverything said:
If camping and tunneling are fair game, so is tapping. Can't have cheap play styles for one but not the other. Get over it.
I'd argue that's not a good way to balance and design your game though. You're right though, both need adressing. Camping has been a problem in this game since the beginning, and getting camped is the exact opposite of fun. Gen tapping should be adressed nevertheless in my opinion. Just because one thing is bad doesn't mean we have to keep other bad things as well in this game. But camping should also be nerfed to make it even less viable, to discourage people from camping as much as possible.
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Rage is like the only perk I see to have potential. I like the idea of having a perk work with the broken status effect. Though having to be stunned 3 times just to be able to give one survivor the broken status effect is too much of a condition.
Odd One Out sounds way too op and no fun to go against, Killing Veil might not be op but still really frustrating to deal with, since basement is already strong enough.
And the other 4 perks just seem almost useless. Especially Death's Lash and Jinx.
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Nerfing it would not be a good idea. The best the devs can do is buff solo survivors and then buff all the killers that still struggle with swf groups.