ad19970
ad19970
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I honestly doubt and would hope that those perks don't affect it. I mean those perks are about the blood puddles that survivors leave, blood orbs are a seperate thing. Plus it would probably screw up this killers balance too much.
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@Eleghost said:
I feel like the changes they have said they're going to do are the perfect ones to do. Opting to not change her base kit too much but change certain aspects like her collision and speed after coming out of her ability. Prayer beads change is iffy as i feel it should have just been changed to ultra rare instead. Overall though it doesn't seem like they're cutting her ability like they did nurse.
Well it's true that these are just small changes that in no way will make her unviable. Which of course is good.
Personally though I'm so happy that Prayer Beads is getting nerfed. Even as an ultra rare those would have still been broken in my opinion. The effect is just too good no matter the rarity of it.
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@Rivyn said:
I'm okay with the collision being added, and the change to prayer beads, but removing her window phasing? That was part of the mind game, and they just removed it? I don't recall anybody complaining about it, personally. Thought it was fun to go against, since it could be baited.
I'd rather not have that changed but have other changes that allow for more skill based counterplay.
On the other hand her vaulting mindgames don't seem very skill based, it's just you standing near a vault and then waiting to see what the survivor is doing.
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Skill doesn't really have anything to do with a killer who's counterplay is almost purely luck based.
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@Phox said:
Daaang. They got the MoM treatment.
But MoM is pretty much useless. These addons can still do quite a lot on the other hand.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/796176#Comment_796176
I hope moris never get nerfed. The weeks leading up to it would be back to back mori spam like instas were.
Still better than having them the way they are as of now forever.
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Many People also gave positive feedback regarding the base kit changes to the Nurse.
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I really hope they'll change more than just his addons.
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/98850/flashlights-need-a-buff
Flashlights wont get buffed, literally every item or addon that was good for survivor except keys have been nerfed.
You should use your keys now while they still do something useful and not inventory waste of space.
Your whining is record-breaking.
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You do realize that using self care to heal does not waste any more time than when someone else heals you? Either you take 32 seconds to heal yourself, which means one survivor is not on gens for 32 seconds, or it takes 16 seconds to heal if someone else is healing you, which means 2 survivors are not on gens for 16 seconds.
Let's say one survivor is self caring, the other is working on a gen. 32 seconds later the self caring survivor is healed, and the other survivor has repaired 32 charges of the gen, cause you normally repair one charge per second.
If the other survivor is healing you, that means you are only wasting 16 seconds on healing, but none of you is working on gens. After you healed, you can both work on a gen. Working on that gen for another 16 seconds will allow you to probably repair approximately 30 charges of that gen, because survivors suffer a small repair speed debuff when working on gens together.
So actually, in that case, after 32 seconds, you are able to repair slightly more charges of a generator when one survivors is self caring and the other is repairing a gen. If you decide to repair a different gen than your teammate, chances are high you will be wasting time getting to a different gen.
This also doesn't factor in the time you waste running to a survivor so he can heal you.
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@Awakey said:
Prayer Beads should be an UR add-on. However, I've never had an issue with moris.
That won't really help though. It's effect is still just way overpowered. It really needs a nerf.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/774048#Comment_774048
PC. It happens everywhere, mostly on windows and pallets though.
Interesting. Then I don't know. I do get bs hits against me at rare times, but other than those instances, I don't really have a problem with hitboxes myself.
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@ItsYourBoyGuzma said:
I agree to an extent.
Some maps need a real looking into but I do not think all pallets should be safe pallets.
This is almost just as bad as ScottJunds really dumb suggestion of nerfing toolboxes.
Yeah go ahead and VS Freddy with both swing chain addons, ruin, dying, thana, and pop with nerfed toolboxes Scott.
I mean, you shouldn't need toolboxes to be able to counter that or? That's more of a problem regarding the stacking potential of action speed debuff effects. Toolboxes shouldn't fix that problem, but rather a cap for how much survivors action speed can be decreased by multiple effects stacking.
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@Kebek said:
Yes, you now have to WIN pallets on new maps insted of getting 6 loops for free and a pallet stun as a bonus. Good survivors still have no problem on these maps since they know their and killer's limits. Who knew skillful gameplay was bad design that endangeres DBD's future.
The problem is that many of the pallets on Hawkins map can not really be mindgamed by a survivor. The only chance they have is to stun a killer with one of those pallets, and the chances are always much higher that a killer will avoid the stun than the chances that the survivor will actually get the stun against the killer.
Of course the original maps aren't much better, being the other way around, with many pallets being unmindgameable for the killer. What this game needs is maps with much more pallets that can be mindgamed by both survivor and killer. So both killer and survivor have similar amount of counterplay. T-L walls are a great example of a loop that can be mindgamed by both survivor and killer.
And while Hawkins has a fair amount of those mindgameable pallets as well, the amount of unsafe pallets that are almost a guaranteed hit for killer is too big on Hawkins in my opinion.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/774036#Comment_774036
What is your ping with dedicated servers? Mine usually hovers around 70-90 and I still get stupid hits every single match. It legit makes me want to stop playing survivor at times. I'm so tired of constantly getting outgamed rather than outplayed.
Not quite sure. Think it should be around 40-60 or so.
Do you play on PC or console? And when do you usually get these bullshit hits? At windows and pallets or rather in the open?
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Maps are getting reworked, and when they hopefully get smaller, killers will have more potential to apply map pressure. That combined with more counterplay for weaker killers in chases when the maps also have much more mindgameable pallets once reworked will allow killer to combat generator speed much better.
Which is why, if anything, I think that once the majority of maps are reworked, if those reworks were succesful, Ruin will need a nerf to the regression it does when hitting a good skill check.
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@ArrowTheGreat11 said:
There’s so many killer mains on this thread that have never played a minute of survivor 😂😂 all of the above for me cause I’ve seen Nurse swing from California and hit me in Texas.
Freddy can start his swing from Africa and reach you in the United States
Unless there’s a car in the way, Huntress can throw her hatchets in any general direction and it’ll hit you
I play a lot of survivor too and I don't really ever have a problem with the hitboxes. Sure there are some rare occasions where hitboxes seem really bad, but that's probably due to connection. But generally I do not have any of these problems. Especially not with Nurse and Freddy.
Huntress hitboxes can feel a bit ridiculous at times, but the community manager Peanits made a post on one thread once where he/she explained why this is the case and that it's an necessary evil, otherwise survivors would get stuck on objects much more frequently if their hitbox was made more accurate towards their model.
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@Mochan said:
The detection part of BBQ needs to be removed. I find this a reasonable nerf because Killers only use BBQ for BP anyway, not for its detection ability.
People use it so much for it's BP, that's true, but that's no reason to make the perk useless beyond for farming points.
@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/773293#Comment_773293
You do realize that Self Care has been nerfed into Oblivion?
Self Care wasn't nerfed, healing in general was nerfed. Sure Self care now also takes longer to heal, but you are still not wasting any more time than when someone else is healing you. It's still 50% healing speed.
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@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/97162/imagine-being-this-butthurt-over-a-match
How can you even call dbd a competitive game LMFAO.
This games balance is a joke on both sides. It's a party game imo
Really? That's the part that bugs you?
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I mean if it would really hurt mindgames of killers at loops with walls you can't see past, than I would rather not have a perk like that. We need more mindgameable loops, not less.
And if a survivor could tell where the killer is by hearing their footsteps, that would eliminate another group of mindgameable loops, which wouldn't be great in my opinion. Especially since most of those loops are only mindgameable as long as the pallet hasn't been dropped yet.
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But it would only be an animation change for the default breaking pallets interaction?
If so then I agree.
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Any buff to stealth or also juking in general is welcome once the majority of maps have been reworked. If killers receive more counterplay in chases to be more deadly, I feel like survivors should have their stealth buffed a bit to have their chances of evading the killer slightly increased.
Personally I wish that the crouch movement speed of survivors was increased by like 30% so it's not quite as slow as it is now.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/767922#Comment_767922
Here's hoping Legion is soon!
Yes please. I'm really hyped because of Doctor because design and lore wise he is one of my favorite killers. But playing him right now isn't always that fun. So I am really happy he is most likely next. But Legion also needs some help, for sure.
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I mean the survivor is using 2 perk slots for that so I don't think that's a problem to be honest.
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Gens can go extremely fast, I agree. But increasing survivors objective time will cause loads of new balancing problems in the game's current state. There are already a fair amount of killers that are viable against really good survivors, as long as the map and it's rng isn't too extremely survivor sided. Nurse and Spirit, if anything, need a nerf and not a buff. And increasing objective time would do exactly that, buff them. Luckily Nurse is already getting her nerf now.
Map reworks is the best solution to this. More counterplay especially for the weaker killers once the majority of pallet loops can be mindgamed by both killer and survivor, and smaller maps so that killers have a better chance of applying map pressure.
The number of pallets on a map will also increase, and hopefully stealth and juking potential of survivors will be strengthened a bit as well.
This will allow many killers more actual counterplay to deal with the fast gen speed, but also make this counterplay more skill based, which is good. Simply increasing objective time with a second objective for example will just straight off buff every killer no matter the skill level of the killer player.
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@XeroIdea said:
Since I play both sides of the coin, I can see from both sides. The doctor is not underpowered and that is what doctor mains more than likely say.
As for your perks: Barbecue & Chili, Thrilling Tremors, Hex: No One Escapes Death (after it was buffed), Hex: Haunted Ground, Infectious Fright (its like the step child of BBQ), Cruel Limits, Rancor (it's literally BBQ but minus hooking and more on gens), Mad Grit (It's already hard for survivors to struggle out unless they have decisive strike but even then..), and Mindbreaker.
I have been playing the game since the beginning, thank you. If you have wish to expand my view by explaining yours, then feel free too. The reason for the main post as such is because the game and the forums are full of toxic and troll like people who would rather ruin another's experience than let them enjoy the game.
Ok so you are of course entitled to your opinion. If you think Dotor is op, fine.
But almost everyone agrees that Doctor is weak and needs buffs. Are you seriously going to say everyone who thinks that is a Doctor main? Using that argument won't get people to take you serious anyways, you can't just immediately dismiss other people's opinions that way.
None of these perks are in any way broken either. The only perk that is complained about a lot is NOED, and I've seen a few posts about Bbq and Chili to be op, but those were very few. None of these perks give the killer such an advantage that it's op in any way. The one perk that will most likely need a nerf once most maps are reworked, is Hex: Ruin.
The devs have said Doctor is on their list for changes, most likely he is the next killer after Nurse. And I am absolutely sure that he is getting buffed, as almost everyone agrees he is weak. They'll most likely and hopefully make him less annoying to play against, but at the same time they'll try and buff him to make him viable against even really good survivor players.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/766315#Comment_766315
I was being sarcastic. People cry that Nurse got nerfed. Now people think next one will be Spirit. And since Freddy is told to be the 3rd best Killer now I was joking by saying "Wait, Spirit didn't even get nerfed yet, why already being impatient about Freddy."
Ok sorry didn't get that. I have seen people say that Freddy will need nerfs though.
Also, it's fine to think that Freddy is op. Everyone is entitled to have their opinion. I just doubt they will change him.
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@PigNRun said:
https://forum.deadbydaylight.com/en/discussion/comment/766364#Comment_766364
His power is about chases. Unless they add something as a secondary power, his power needs to be powerful. How come Freddy, who has a power for chases and pressure, has a stronger chase power than Clown even though their ability is the same? How come snares that have no add-ons attached to them, other than the one that makes them worse for more BP, are better than a whole power dedicated to the same concept?
I personally don't think Freddies snares are better than Clown's bottles. They both have their advantages. Difference is Freddy has a fantastic secondary ability to apply map pressure, and Clown doesn't.
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It's a nice idea for sure. But solo survivors should be able to see the perks of other survivors. Not only because of this buff to Deja Vu of course, but if this perk would work like this, if other survivors use Deja Vu it would probably be somewhat of a wasted perk slot for them. At least when more than 2 survivors are running it.
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Keys should only be removed or nerfed if the same thing happens to Moris, and overpowered killer addons like Prayer Beads or Iridiscent Head. Since Insta heals have already taken a hit.
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I have to disagree. we don't need anything that further discourages cleansing against her.
Without Corrupt Purge, she really isn't much of a unique killer anyways, which is a shame. I wish there was more incentive to cleanse against her.
Making survivors have another debuff while broken through her Vile Purge, and nerfing her Corrupt Purge would be the way to go in my opinion.
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A second objective would always be welcome for survivor. But only if gen times get decreased to balance the second objective out.
In this game's current state, increasing survivor objective time will make too many things unbalanced.
Whenever Lightboxes are shown and one of them has a red light, all the auras of all survivors should be revealed to each other, or at least the auras of survivors that are working on the lightbox with the red light should be revealed to all other survivors, otherwise this second objective will hurt solo survivors more than swf.
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@PigNRun said:
About Clown, that solves nothing of his problems. Tattooed Finger is only largely LARGELY situational. Making an underwhelming ultra rare add-on basekit wont make him better.
He needs the following:
- A bigger slowdown on his bottles (Flask of Bleach basekit), or longer intoxicated effect duration basekit, or both.
- Reduced reloading.
- Optionally a secondary ability to defend generators.
- Not getting slowed after a throw.
- An additional effect for landing direct hits. Not as powerful as Pinky Finger, but something like Begrimed Chains or Heads.
- And, most importantly, fix all the bugs he has. Especially, bottles exploding on his hands and Survivors not getting intoxicated.
I mean he definitely doesn't need all of that. A few buffs yes, but not all.
A secondary ability for map pressure would be nice.
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I do agree. Camping isn't unbalanced. The problem is that it's ridiculously unfun to go against. And that's something you normally don't want in your game. A game should be as much fun as possible for both sides at any time.
That's why I would love camping to be nerfed in a way that doesn't punish the killer if they are forced to play campy because of survivors swarming hooks. So it is discouraged even more against normal teams. I get it can be countered, but solo survivors have a much harder time countering it than swf, and if the killer uses Ruin and NOED, camping will still most likely guarantee you two kills at the least.
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I agree with the killers you listed here needing a change, except for Pig maybe.
All the 6 killers listed first do need some buff in some way. But they don't need to be big buffs. As for Clown, I would really love his map pressure to get buffed some how, but if they just further buff his chase potential, I do think Flask of Bleach should be basekit. And his bottles should automatically refill when downing or hooking a survivor.
I do personally think that Pig doesn't need to be buffed honestly. We need to keep the planned map reworks in mind, which will already buff most low tier killers, and mid tier as well. I think Pig will be perfectly fine after most maps are reworked, as I feel like she is pretty strong now already and doesn't need any other help.
I do think Spirit's base kit needs some looking into as well. I do wish survivors counterplay against her was more skill based and less luck based. A small nerf would not make her unviabel in my opinion, but more fair to play against.
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@MrDardon said:
Wait, Spirit wasn't even nerfed yet. So be patient with Freddy, devs will nerf them anyways.
What makes you think Freddy will be nerfed after Spirit? The devs won't go through the entire killer list an dalways pick the one killer who is strongest and then nerf them.
This post isn't even about nerfing Freddy. Solely his potential to slow down survivor action speed is too much and needs to be nerfed. Which can be done by simply adding a cap to how much killers can slow down survivors action speed when stacking multiple debuff effects.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/757972#Comment_757972
Hah that sounds like my matches when Old Freddy was a thing. (RIP Old Freddy) I'd use my stall and juggle targets to sleep everyone and quite literally waste everybody's time until I got 50 concussions from pallets dropped on my head, then survivors were screwed.
I always ran something like DIscordance, BBQ, Monitor, STBFL, and I could close out games pretty fast even at higher ranks without ruin. (Survivors would kind of brain fart against OG Freddy. Sure you play against Nurse and Billy 24/7 but what about a Freddy who knows what he's doing and is constantly dropping targets and reengaging unpredictably? Especially if he burns a thick mist offering, making it very hard to spot him in the dream world. I also got plenty of gengrabs on cocky survivors working on gens because they expect 7 seconds when in reality my addons might have reduced it, and I had a very fast reaction time for the grab.) I later ran a One Punch Man build during the mettle of man crisis (STBFL, PWYF, Monitor, Rancor.) so I could one-hit-mori the mettle of man mcloopypants after ignoring them all game.
Loved Old Freddy. I can confirm matches took a very long time though. If you wanted to be really toxic you could run the "Classic" Dying Light + Black Box + Mori "Tunnel Freddy" build. Throw in Swing Chains and Jump Rope and you could slow the game down so much people start DCing because no progress can be made while asleep.
Either way the new "Forever Freddy" is nothing like the old one. The only addon combo I see that's cheesy is Red Paint Brush + Swing Chains but the debuff is less than Thanatophobia. Maybe if survivors combo Red Paint Brush + Swing Chains + Dying Light + Thanatophobia it gets bad but I've yet to go against it and it's still nothing like the original Freddy.
I could see that as one of the reasons why old Freddy was also no fun to go against, despite him being weak.
Red Paint Brush with Swing Chains is in no way a problem. Especially since it's an ultra rare and a very rare addon. But using it with Thana and Dying Light, and it gets a bit too much in my opinion. Especially since it slows the game down especially during the late part of the match, when there are less gens left. Which is why I think a debuff cap of 25% for survivors action speed would be very needed. It will have to be a thing once the majority of maps are reworked. It would otherwise be too strong and boring to play against.
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@BearJaw said:
https://forum.deadbydaylight.com/en/discussion/comment/765818#Comment_765818
I was aware he was getting add-ons looked at, but is he truly next in the list? I also agree that windows could potentially hurt newcomers but let's be honest, that's all The Doctor really does any good against realistically. I think his ability to jumble up the skill checks already is awful for them. Which is why, combined with a potential fake doc coming at you while your trying to pay attention to the mess he creates could be affective, like really affective. Potentially way to powerful.
I mean to me it sounded like he was next. And it also sounded to me like they would take a look at more of him than only his addons. I really hope they do.
Of course I don't know for sure, so don't take what I am saying for granted.
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Well he is getting a rework next, so that's good. We'll just have to wait and see what the devs do to him, but he definitely needs some buffs.
Not sure how fake windows would work though, since people who play this game somewhat regularly will know where exactly windows spawn and where not. It would just hurt newcomers so I wouldn't want that.
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I agree that would have been nice. I was also really hoping for Clown's gas to be orange instead of purple with his Blight skin equipped.
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@altruistic said:
"I lost, must be SWF."
Why do so many people on these forums immediately jump to conclusions regarding people who post on these forums and claim they said something they never did?
Maybe he was wrong with certain assumptions that survivors were swf, but him losing and that's why the team must be swf is not what he wrote in this post.
Unless you can read people's minds, then I apoligize.
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I honestly haven't noticed any difference really. Dedicated servers are up now for about a week, right?
If so, that's good though. Anything to improve hitboxes is always a good thing.
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Surge needs the 12% additional regression and then I would say we've got a very nice alternative to Pop Goes the Weasel.
Really a shame that many new perks that get released just don't seem very strong.
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I feel like the conclusion you come too, that all members have to be killer mains is a bit unfair honestly. Most people just want a fair and balanced game, that's all. It's not just that all forum members are killer mains. The majority might be, but many play both sides.
If you want to find out if you are the only survivor main here or how many survivor and killer mains are on the forum, the best you can probably do is take a look at the Poll created by one of the Community Managers, it's the very first Poll posted on this subforum. That poll asks whether you play survivor, killer, or both.
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Well this sounds pretty complicated. But from the sound of it it seems like it'll bring back some of the frustration that survivors had against old Legion as they just ran around with little counterplay until Legion downed them with their ability.
I do think this would be way too much work for the devs as well, as they've got enough else to still balance.
Also, your idea of Legion mimicking a Survivor won't work, as it can be countered via voice comms. It would be strong against solo survivors, but useless against swf teams, especially a 4 man swf team.
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Damn that's weird.
Bugs that increase or decrease someone's movement speed is not good at all.
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Was the map Fractured Cowshed? Cause that map is just terrible anyways.
I know it seems like gens go way too fast but increasing objective time for survivors right now is no option. It would imbalance too many things. Maps are what need to be reworked, and at least according to the devs they are working on it.
It also sounds like survivors probably got a lot of progression done while you were setting up traps, which has always been a problem for Trapper. And maybe you didn't apply pressure optimally. But of course I don't know that.
It is agreed on by many though that Trapper is also one of the weaker killers, who could use some buffs.
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I do really hope we'll see more buffs to weaker perks in the future. We've got a bunch of them.
And I hope the devs aren't too afraid of making perks strong. With the latest perks from the Stranger Things DLC, I sometimes feel like the devs are afraid of making any more good perks. I still wish Surge would have the 12% additional regression instead of only 8%.
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I think that's the one area Leatherface really shouldn't be buffed in.
He needs some buffs to make him consistently more viable.
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I think there are some nice ideas here. Some might be a bit too much, but still.
The one perk rework I disagree with is Deja Vu. Having pallets repair themselves is too strong in my opinion, especially at the current state of the game with many maps having so many safe pallets. If every survivor is running that perk, that's like up to 8 pallets that repair themselves.
I also wouldn't want a perk like Monstrous Shrine, which makes the already really strong basement even stronger. It needs a rework in my opinion. And survivors footsteps are already really hard to hear so I don't know how I personally feel about the buff to Lightweight.
The other ideas are all fine though as far as I can tell in my opinion. Especially the idea for Premonition.