ad19970
ad19970
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/724271#Comment_724271
Both of those changes would work as well.
One thing that bugs me just a bit about Dying Light is that you can get unlucky and find your Obsession first and most frequently. It feels a bit luck dependent on how much use you get from Dying Light.
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@MonsterInMyMind said:
I disagree with the 4% first tokens for dying light if you combine thana and dying it slows gens a ton the point of the perk is to get tokens to gain slow down once you got 5 its pretty much over.
Well you did read that I would only want buffs to Thana and Dying Light if those two perks don't stack or if there is a action speed debuff cap so the two perks together can't slow down the gens too much?
However, I'd be fine without the higher values for Dying Light. Like I said, I would only want higher values if the perk deactivates once any survivor is dead.
I do want to say that 5 stacks on Dying Light isn't that crazy though. 5 stacks means 15% decreased repair speed, which I believe is about 14 seconds more one survivor would need to repair one generator from 0 to 100 %. So not that crazy but not bad either.
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@Blueberry said:
Dying Light just shouldn't deactivate if the obsession dies, you should just no longer be able to get stacks.
Thanata just needs better numbers and should include dead survivors.
I'd rather have the obsession give you stacks as well instead of it being active after the obsession is dead. I think it's fine that the perk deactivates as soon as the obsession is dead. Killers always gain quite the advantage as soon as one survivor is dead.
Thana also shouldn't count dead survivor in my opinion. Just better values for repair speed. The way it is now doesn't reward you in any way for tunneling, if anything the perk rewards you for not tunneling. I would like that to stay that way.
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I mean I agree something like that needs to be fixed. But you sound like you think killers shouldn't camp when the exit gates are open, or why would you insult killers who play like that otherwise? And if so, please tell me what a killer is supposed to do otherwise once the exit gates are open and he has a survivor hooked?
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@StupidPallets said:
HAHAHAHAHAAHAHAHAHA. Oh wow. SNares are so worthless, omg. Anyway, thanks dude. lol holy ######### Dev's ... 🤣🤣🤣 Well, ... he's still a a good Killer at least.
Why would they be useless? If they could stop survivors from putting down pallets you just have to put them down right at pallets and the survivor couldn't do anything. That would be crazy. Slowing survivors down though is pretty good if you ask me.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/723137#Comment_723137
If you charge it early, you will not hit them. You move at 100% movement speed.
Yes, you haved to time the charge. While you are charging the ability, you still have ful movement speed. Once charged, as long as you are still holding the charge of the Shred, that's when you slow down.
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@Tucking_Friggered said:
https://forum.deadbydaylight.com/en/discussion/comment/723204#Comment_723204
Even further disappointment is Spirit isn't going to be and Nurse is going to be reworked, not nerfed. They may limit the number of blinks she can have maximum but there are only so many ways to alter that power and they have to have addons for her. If they limit range and number the only thing they can boost is ease of use. This lot always tries to speak on the forums like their laments are prophecies, and it couldn't be further from the truth.
Objective reality, they intend on hiding SWF from killers with dedicated servers and the only way they are going to have a killer population to endure that and a functioning rank system is to have the killers strong enough to deal with it. Ergo, this notion of killers being made garbage to account for the most inept of the population is pure delusion.
I personally wouldn't mind a small nerf to Spirit as well, but yeah, I agree. Though to be fair they can't quite balance all killers around well organized swf teams. Not as long as they haven't buffed solo survivor yet. They need to be considered as well.
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@jeyers said:
You can tell by the non-constructive replies from the Killer community that he is indeed too strong and they have no real way of defending his boost in power without resorting to memes and insults.
I think that proves my point beyond any reasonable doubt and Freddy is next on the chopping block after Nurse And Spirit.
That proves absolutely nothing. But I guess you are entitled to believe whatever you want. I do get the feeling that you'll end up very disappointed once you find out that Freddy will not be nerfed after Nurse and Spirit.
Freddies snares are fine, a power that helps cutting loops short isn't op, why should all killers be easily loopable? Killers can't waste a lot of time chasing one survivor since gens can go very fast if they do, so having an ability that helps him with catching survivors isn't op since it doesn't ignore survivors defenses and doesn't make them useless.
His teleport has a cooldown and is a great way to allow him to apply enough map pressure to be able to have a chance to defend generators enough. His chase potential and Map pressure is the right amount for him to stand a chance even against really good teams without being op, like Nurse.
The one change I would want to see is that Borrowed time can be used against him again.
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I'm almost sure this is a joke. But if not, why the hell does there need to be a drawback to a killers power? I don't get that at all. Freddy's power is perfectly fine and balanced right now, not too strong but strong enough to actually help in chases.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/722816#Comment_722816
Takes too long to charge and has no lock on like Billy. If it did, it would be WAY too good.
You just have to start the charge early enough, the charge time as long as you time it right should never be an issue with Demogorgon since you don't lose movement speed until after the Shred Attack is charged. Demogorgon moves at full speed while charging Shred.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/721505#Comment_721505
Billy has better map pressure and a insta-down. They have the same weakness, jungle gyms.
I feel like Demogrogon does actually have some potential to get survivors even at jungle jyms, his lunge can be quite helpful at those tiles.
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Sorry, but if people agree on that, then that's their right. Has nothing to do with feeling like a victim and that crap. Except maybe a few special individuals that exagerrate.
But just looking at the possibilities of the powers of some killers, I personally think there are a fair amount of low tier killers that have no chance against an optimal team. Or maybe someone could explain to me how a killer like Clown is supposed to down survivors fast enough and be able to defend generators, especially on big maps, enough so they can have a a chance to win against survivor teams that are optimal.
Clown, Doctor, Leatherface, Legion, Trapper and Wraith are those killers I believe definitely need some buffs. Doctor is getting some changes luckily, so I'm happy about that. And I do feel like many people agree. I feel like Hillbilly and Freddy are more or less the sweet spot for balance. So Spirit and and Nurse could use some small nerfs, while weaker killers like Clown or Doctor need some help.
What rank do you play at with killer?
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/715830#Comment_715830
Reworked Freddy is as close as you'll get to that. Don't ever expect another Nurse (not that I blame the devs on that) and a Billy/Spirit tier killer is unlikely.
Instead the devs plan to fix all the broken maps with their insane amount of safe loops.
By far the best they can do now. Those map reworks will definitely help the weaker killers that struggle.
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@survivormain1105 said:
So we just played against the new demogorgon. Not to bad of a killer. Only a few question and complaints. Charge time seems to fast. what is the approx charge time.
On to complaint #2
The pallet breaking thing seems to much. My wife was being chased threw the pallet stunned him he broke it and she went down. All at the same time I think that's a problem. Yes he can break the pallet that's fine. But shouldn't be able to hit to. What yall think?
No that sounds like either a bug or the demogorgon was using Enduring plus Spirit Fury
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Uhm that definitely doesn't make pallet useless at all. You can bait him to do his pounce, and even then breaking pallets with his pounce takes more time than with billies Chainwsaw. It's probably as fast as breaking pallets with Brutal Strength. Definitely not op.
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Good question, though I would assume no.
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I really like the fact that they did, but I would hope they don't do it with other maps such as Haddonfield as well, and instead just try to rework and improve as many existing maps as possible from this point on. I'd be pretty disappointed if Haddonfield was the only map they would change with the next patch and none of the other maps, like some of the older maps that have horrific window spawns.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/708606#Comment_708606
Do you think it is OP when a Trapped Survivor has the gen pop while they are still on the hook vs. a Pig with TT and Crate? If so, that would mean one of those two would need to be nerfed. If not, why is adding RSN2 (which, as I have said earlier, does not change that best-case scenario for the Pig) the straw that breaks the camel's back?
That doesn't happen that often though, while with Rule Set No. 2, that would happen every time. It could become particularly problematic if two or more survivors have Reversed Bear Traps on their head and are all just starting to look for jigsaw boxes at the same time once their Bear Traps have been activated.
You've got a point but to me that's too far away from being the same so to me Rule Set No. 2 still seems too good for Pig.
I wouldn't mind some small buffs to her but not that one.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/706260#Comment_706260
That's the problem, the developers want a 2K balance for all killers yet when you do get a 2K as the killer, the ranking system likely de-pips you.
The developers unintentionally made a ranking system that goes against their word. :(
I suggest they redo the killer piping requirement because right now, things aren't adding up.
Really? I don't think I've ever depipped when getting two kills. I normally black pip when getting one kill. the only problem I have with the ranking system is that I feel like black pip too often when getting 3 kills, heck sometimes even 4 kills.
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@QwrtyMan213 said:
https://forum.deadbydaylight.com/en/discussion/comment/707502#Comment_707502
2-addons would make a killer way too good! Oh no! We should prevent that at any cost!
-Iridescent Heads + Infantry Belt
-Coxcombed Clapper + Ghost - Soot
-Fragrant Tuft + Judith's Tombstone
-Omegablink Nurse
-Prayer Beads Bracelet (1 Addon = SS+ tier killer)
Your argument is not valid. Pig needs buffs, period.
I've explained why I think it would be too much, getting kills with Bear Traps often would throw the game's balance out of the window. Showing that other killers can have overpowered combinations doesn't really change my opinion on that, and doesn't make my argument directly invalid. Of course this is just my opinion though regarding Pig.
Also, I don't feel like Wraith's combo is op, and that of Myers is pretty damn bad as far I can tell. I mean you've got low movement speed plus you need to stalk for ages. Omegablink Nurse is not even an argument anymore since it will be gone once nurse is reworked. And Huntress with Iridescent Head, yes I'd probably agree that's a little too good. I'd rather have that changed though.
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@Horror_Gaming said:
https://forum.deadbydaylight.com/en/discussion/comment/707502#Comment_707502
Then make it so Jigsaw boxes can not be touched until the trap is active
or
If you search a jigsaw box but fail and your trap is not active. All other Jigsaw boxes are deactivated for 30 seconds. Causing more risk in early bear trap gameplay.
Your first suggestion would be pretty much the same thing. The game is balanced around the fact that killers need to hook survivors three times or long enough until their Bleed Out timer hhas run out in order to get kills.
A buff like this or Rule Set No. 2 will give her a much higher potential to simply kill survivors with her bear traps, which the game is not balanced around, and would just throw the game's balance out of the window. If a survivor gets killed by a bear trap early on, than that's a huge advantage for a killer simply because you were able to down a survivor once and rng was on your side. I think that would be too much for Pig.
Especially since I also think thhat Pig isn't a weak killer. She has the best ability to slow down the game already, plus stealth, plus even some mindgame potential on loops other M1 killers don't have with her Charge attack.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/707489#Comment_707489
The slug tactic is a headache, what's annoying is that whenever I remove Bond or Unbreakable or even No Mither that's when I run into a killer who wants to slug.
But with slug tactic you mean when a killer tries to slug all right? Not just one or two survivors to gain map pressure in rare situations. Then I agree. I once went against a Nurse who slugged everyone, it was awful, even more since it was done by an overpowered killer. It would be nice if something could be done about such strategies that are so annoying to deal with.
I'm surprised OP didn't mention a match where his friend got camped. I feel like that's the number 1 reason why people would leave the game after trying it out. Who the hell wants to play some more DBD if they get camped multiple times in a row?
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I'm surprised people want Rule Set No. 2 in base kit. I personally don't think that would be good. The main purpose of Pig's Reversed Bear Traps is to slow the game down, not kill survivors.
If it becomes part of the base kit, then you could use the addon that increases the available jigsaw boxes by one and the addon that decreases the Bear Trap timer. It would be way too likely to get kills via Reversed Bear Traps. And probably very annoying for survivors as well since it's based on rng.
One buff I would love to see is for survivors to have a 0% chance to receive the key for your Reveresed Bear Trap in the first Jigsaw Box you search. But Rule Set No. 2 would be too good in my opinion.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/707123#Comment_707123
It's sad that unfun mechanics are "correct and viable and needed."
That is the point the OP is trying to make. This game allows and even encourages too many stupid and unfun gameplay styles and mechancis that aren't doing it any favors with new players.
Doctor is one of the worst killers in the game to go up against because he just makes everything play badly for survivors.
Doctor is only bad if whoever plays with him makes the matches last for ages. Maybe the devs will be able to do something about this when they change him.
Slugging is definitely needed in some situations in order to apply more map pressure as killer. It becomes a problem though once killers just slug the entire team and then hook survivors. It would be nice if the first survivor downed would receive a free Unbreakable as soon as at least 3 survivors are all lying on the ground.
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Bug fixes, matchmaking fixes and improvement, improvement to the ranking system, better map design with loops that can be mindgamed by both killers and survivors, maybe better Bloodpoint balance for survivors, closing the gap between solo and swf survivors by buffing solo survivors, and perhaps most importantly, some camping and tunneling nerf, though I have almost given hopes up for any kind of nerf to happen. Those are my quick guesses.
Oh and maybe a much better and more detailed tutorial for killer and survivor, the two we have right now are pretty bad in my opinion.
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@Mochan said:
Small game is a training wheels perk.
I've always been a totem hunter, long before Inner Strength. I know all the spawns on all the maps. I don't need Small Game to find totems, and on some maps its even counterproductive (like in The Game).
Let's not pretend small game is a good perk. Its not. Its best use frankly is to warn you of devious Trappers that are creative in their trap placements. Anyone can learn totem spawns if they put the time into it.
Use small game as your training wheels, but you should graduate from it as soon as possible. There are better perks to take up the slot.
But it does let you not waste time checking every single potential totem spawn place. If you do that and get unlucky with finding a hex totem, than you've already waisted quite some time that could really help the killer.
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I agree with the Macmillan Maps. Only Suffocation Pit I'm not that much of a fan of, since it's pretty damn big. And the braindead window loop of Ironworks is so bad.
I also really like The Clown map and Lerys. And the new reworked Badham maps, which are great, even if they do still sometimes have a few too many safe loops and pallets in the building tiles.
Both Farm maps and Autohaeven maps just have so few mindgameable pallets, it's crazy, not a fan of those. And Haddonfield is the biggest atrocity of all maps.
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God I wish those two first suggestions of yours would be implemented into the game, seriously.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/89607/older-maps-ever-be-reworked
"Easy enough to mindgame" By that you mean, wait for crutch bloodlust for free hit
What? Just what the hell?
People want more mindgameable loops so killers have some counterplay on those loops. Nobody ever said they want mindgameable loops so they can just bloodlust those loops to get easy downs. Once all or at least most maps have been reworked, they can finally get rid of bloodlust, which pretty muchh just lets you get a hit on survivors with zero effort needed.
Honestly I can just pray that devs alter all the other maps they don't rework in the next patch as well so that braindead safe window loops get removed, and maybe the size of a few pallet loops get decreased so they become mindgamebale, and then they can turn off Bloodlust with the next patch as well.
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@Alba said:
Next chapter will be a map rework, but I dont know which map
God I hope it's more than just one map being reworked. Otherwise, at that rate, they'll be finished in late 2020 or early 2021.
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I don't think she is op, and I don't think that's the problem for many people. The problem is that the counterplay against her is practically 100% luck based, cause you are just guessing where exactly she will reappear. There's no visual feedback for survivors to try and mindgame her by reacting accordingly to the visual feedback they get. It's just guessing where Spirit will be when she has finished phasing.
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I actually hardly believe that would be a reason if the game is in fact dying. Awful map design with braindead loops, getting camped and tunneled as survivor, awful matchmaking, that's the kind of stuff that makes people quit playing the game.
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Offerings shouldn't have such an impact on the outcome of a match. So yes please. Equipping an Ebony Mori is pretty much just an insta win button, unless you are maybe playing bottom tier like Wraith against absolutely optimal survivors.
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I don't see why they would nerf this perk. It needs to be fixed, simple as that. If they'd nerf it instead, that would be the biggest joke ever.
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@AWesley91 said:
https://forum.deadbydaylight.com/en/discussion/comment/701374#Comment_701374
Why do killers need buffs?
Is there ANY stats showing that killers are not getting average 2k per game or very close to it?
Stats are however not accurate because of survivors dcing or killing themselves on hooks early, which screws over the entire team. There are definitely enough matches where survivors could have won but somebody who dc's or kills himself early enough ruins the game for the other survivors.
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Really? I'm just surprised cause I thought survivors could hear his footsteps from 16 meters away.
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Looks pretty accurate in my opinion. I just think demogorgon deserves at least B tier.
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Would actually seem fair honestly. A good thought.
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There are definitely a lot of maps that seem a little to big. Rotten Fields in particular comes to mind.
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I find his portals to be really good honestly.
If survivors destroy those portals, they are wasting time tey could use doing gens. It's like a second objective for survivors at that point.
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Seeing Doctor and Clown always so low on every killer tier list just hurts. But I totally agree. Can't wait for the Doctor buffs.
I'm surprised to see Demogorgon so low though on people's lists, I mean I don't have that much experience with him yet but he seems to be at least A tier to me.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/695250#Comment_695250
Does OoO have the Demo using a "crawling" animation while traveling or does his aura just move?
Pretty sure you can't see his aura at that point anymore, since he already has the undetectable status effect applies while moving through his portals. The black smoke around the screen appears while you are teleporting.
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There needs to be a cap in my opinion. 25% action speed debuff should be the maximum. Then they could maybe even buff Dying Light to 4% per hook, so it's actually more useful on it's own but not op with Thana and Sloppy.
To be fair though, if a killer is able to get 34% slowdown with those perks, I feel like the killer would have won anyways, with other perks as well.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/695065#Comment_695065
instead of this band aid perk being added, those problematic windows should've been addressed. it hurts all the other fair windows that shouldn't be able to blocked like that. it's the same thing with the last vault change. it happened because god windows were being fast vaulted from both sides, so instead of fixing those windows they changed vaults, hurting every other fair window in the process.
I agree. But for some reason it's not as easy as it seems or so. I don't know. I know we are getting map reworks, but it would have been nice if the devs would have at least already adressed those window loops. Some loops especially I feel like could be very easily fixed. Take wretched shop for example. All they need to do is remove the tiers around the side of the window vaults, maybe even just one of the window vaults. And those double windows wouldn't be a problem anymore.
But who knows. That's probably easier said than done.
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I'm starting to like the map. It has a lot of new and quite unique pallet loops as far as I can tell, which I think needs some getting used to.
Visually it's particularly impressive.
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@Zertix said:
The new map looks astonishing. The best map that they have ever created in terms of visuals, details, atmosphere ... etc. Kudos to them.
Gameplay wise, it is the worst ever. Playing in this map feels 2 dimensional without any depth. There are a lot of pallets but 90-95% are too unsafe; there is no space for skills or mindgames. It is just holding W for both killers and survivors. The bottom line is, it is BORING.
90% of the pallets are unsafe? I've played the map a few times and I don't see how that's true. There are definitely some unsafe ones, but also some safe ones and a good amount of mindgameable ones. I feel it's quite well balanced, though a few less unsafe ones and a few more mindgameable ones would be nice.
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Lol. It's still just a few minutes, so nothing too bad luckily.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/695156#Comment_695156
From the sound of things, it seems like them taking a look at the Pig won't happen for a bit of a while.
True. Right now it's Nurse and Doc. Can't wait for the Doc changes though.
I do think she is quite good though at the moment. She really doesn't need anymore than maybe just a few small buffs, if anything.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/695135#Comment_695135
Yes, ever since the new one, it's been way better.
Interesting. My lobby times have seem to increased. The last few days before the new patch, here in germany in the evenings, I'd get queued up very fast. But since yesterday it's taking longer.
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I think making it simply 32 meters makes it much more consistent across all killers.