ad19970
ad19970
About
- Username
- ad19970
- Joined
- Visits
- 9,259
- Last Active
Comments
-
I really hope they nerf Vecna's Mage Hand a bit, increasing the slowdown he has to suffer after using it. Vecna is such a well designed killer in my opinion but Mage Hand being too often a free hit really bugs me about him.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778767#Comment_3778767
No. Tunneling once you realize you're already losing, it's way too late at that point. You just lose anyway. Bad survivors can throw just about anything if they choose to though.
And I'm assuming that's the caliber you're basing all this off of. Like they never have the thought to punish camping by doing gens. Or are you suggesting that because 1 survivor gets guaranteed camped to death in certain hyper specific situations (just Myers and Leatherface), all camping is OP unfair? Idk at this point. But I'm tired of seeing this; there's no diversity of thought on these topics at all. You either have the right opinion, or "Wrong cuz killah biased."
I have seen enough matches where tunneling was able to secure a killer a win where they would have most likely lost otherwise. It's not too late if you tunnel out a survivor who is already on the second hook stage.
Camping is very effective against a lot of survivor teams. Even good survivor teams, if you get a down early enough. But it's especially problematic for solo queue because they can't communicate to others that the killer is camping. Most importantly though, it's just awful design. It's insanely unfun to go against, even if it isn't always an op strategy. Unfun strategies shouldn't be as effective as tunneling and camping currently are.
Also, there are quite a few killers that can be pretty damn effective at camping, not just Leatherface and Myers.
-
But killers have kind of the equivalent to hatch, which is securing a kill during end game. Often enough matches end in a 3 man escape instead of a 4 man escape because the killer can still secure a kill during end game. Which in my eyes would even out the hatch escape rates.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777754#Comment_3777754
Not at all. I almost never see slugging, and tunneling and camping are dead strategies, especially camping. Y'all act like if the killer's around hook, you can't get the unhook. You totally can, given you hook trade. If all 3 teammates run up to hook and take a hit but don't hook trade, then they're bad and deserve to lose. And the person off hook is not helpless. They can easily take the killer on a chase in which DS's timer gets outlasted. If that's not enough, you have multiple perks like Kindred, Camaraderie, and Reassurance, plus the anti-camp meter.
I see it often enough, or have in my last survivor matches, which have been a while. And it seems like a lot of other people also see tunneling and camping often enough to be a serious problem, or there wouldn't be as much complaints.
Those strategies surely are not dead in any way. Tunneling is still one of the, if not the strongest strategy for killers. Even just in videos of content creators I sometimes see how they resort to tunneling if they are losing, and then end up winning because of the tunnel. Tunneling is incredibly effective.
Camping is also effective. Against some killers you can try and hook trade, but against killers like Leatherface or Huntress not even that is possible. Also, if all 3 survivors have to come and swarm the hook to get a rescue against a camping killer, then that's no one on gens at all, which will just lead to a 100% loss for survivors. Them losing has nothing to do with being bad in that case. In the contrary, it's bad killers that have to resort to camping in order to win matches.
At least camping is being nerfed a bit in the next patch, but it surely won't be enough.
DS is good against tunneling, but not everyone runs it. And no, you can't just easily take a killer on a chase after being unhooked. 10 seconds of BT aren't enough for that, against strong killers with good anti-loop it's very possible to not last long at all, given you are already injured when coming off the hook.
Kindred, Camaraderie and Reassurance can be helpful, but often enough only in a swf. Not sure why you would even mention the "anti-camp" mechanic, it isn't an anti-camp mechanic, but an anti-facecamp mechanic. It does nothing against regular camping.
-
I just never see the endless amount of deadzones on maps that some people seem to talk about. Some maps certainly have unnecessary deadzones, and some maps are receiving more and more weak pallets for some reason, no doubt, but I also don't think it's that bad either.
My experience with hitboxes are also never that bad, even though they can be questionable at times.
Survivors certainly still have good perks. When it comes to perks, the game is pretty well balanced at the moment in my opinion. Most exhaustion perks, Off the Record, DS, Iron Will, We'll make it and more are all great perks in my opinion.
Tunneling, camping and slugging are the real problems for survivors at the moment, in my opinion. Especially tunneling and camping, even though the latter is at least being nerfed a bit next patch.
-
Had a match on Ormond today and didn't notice any problematic new tiles. Which new tiles were added that are useless now? Because I didn't see any. I also didn't have any noticeable deadzones on Ormond. Map was filled pretty well with tiles and pallets. Don't see how Ormond is problematic now.
I agree that the new tiles that have been added are very questionable. I discovered new edge tiles on the borgo maps that are pretty useless, which isn't good, because they take away from the max pallet count. I found Borgo to be perfectly fine until now, so no idea why they added those tiles.
Haddonfield is also pretty killer sided, definitely a messed up rework.
But I also don't see how all of the newest map reworks have been so bad. Coldwin has received a few pretty weak tiles, but those maps still spawn enough useable and strong tiles as well in my experience. Rancid Abbatoir is the exception there, that map I would call killer sided. Mother's Dwelling is now also a really well balanced map in my experience, and Temple of Purgation generally as well, it's just a tad too small in my opinion.
-
@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765367#Comment_3765367
Haddonfield: I don‘t need to explain why
Cinema map: Only trash pallets and trash loops and terrible gen placement
Garden of Joy: Almost nothing good outside of car park, shack and main.
Temple of purgation: Nothing outside of main and main isn‘t even good.
Both Borgo realms got Terible maze tiles, are far too small and have terrible/almost no loops
Coldwind: The one with shack and rancid abattoir lack in almost everything. Overall old coldwinds were far better.
There are other maps that I got problems with, but that are the worst ones.
No way you just called Garden of Joy killer sided, or? How is that even possible?
Haddonfield is surely killer sided, but most other maps you mentioned are fine. Rancid Abbatoir is the only coldwin farm map that is killer sided, and the Borgo maps have enough usable tiles and loops for survivors, and I also don't see how they are too small.And then there is Garden of Joy, which is too big and has an extremely safe main building. That map is survivor sided.
-
I have autism myself, so when I am really into DBD, I sometimes get anxious of possible changes to my favorite killers and what not.
But that's not something BHVR can take into consideration. DBD is a live game, it needs changes, especially a live game like DBD that still has a lot of room for improvements. Stopping with changes just because of a handful of people with a disability would be a really bad decision, and extremely unfair to the vast majority of the community.
-
Even the newer maps and map reworks still have tiles that are strong and safe. I am not sure where the 90% is coming from in that case. They certainly have been making new tiles that are overly unsafe, that I agree with, but I feel like the amount of unsafe pallets that exist on most maps according to some is a bit exaggerated.
-
@Aven_Fallen said:
I mean, did anyone expect anything else? From their most recent new Maps and Map Reworks it is quite clear where the direction is going. Overly unsafe, useless Tiles.
Which new maps and recent map reworks have generally overly unsafe and useless tiles? Haddonfield is bad for survivor, but even that map still has it's share of safe pallet loops as well. It's pallet count and size are just too small. Forgotten Ruins and Greenville are quite the candidates for having too many unsafe pallets, admittedily, though the latter makes up for that with the amount of tiles it has, but a lot of the other map reworks and new maps seem fine in that regard to me.
-
@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744949#Comment_3744949
and what exactly is the difference? He has different animations for his spells
The difference is that he can hold on to the charge of FoTD. At a loop that is crucial. If you react to him charging FotTD and then crouch, he can simply not activate FoTD immediately and close distance to you. Just like Nemesis can when he pulls out his whip, but then doesn't use the whip because the survivor is crouching, gaining distance on the survivor that way.
Also, if you do not have line of sight on Vecna, you won't be able to react to FoTD when spawned on top of you as well.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743631#Comment_3743631
If you aren't enjoying the game, don't play it. You're spending too much energy on hating other players.
Lmao no it's better that people who don't enjoy the game because of tunneling and camping speak up and give their feedback. These forums are there for feedback in the end. And the game should be as fun as possible for as many people as possible who like the core gameplay of DBD.
Tunneling and camping are cheap tactics that are simply very unfun to go against. The "don't play" suggestion is pretty pathetic and will just lead to long killer queue times.
-
@motiRobot said:
And solo q will decrease by the next update more
Why is that?
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744681#Comment_3744681
I don't think people realize how impactful this change can be in the current survivor meta. The current meta is already hold W until completely zoned. With Iron Will, you remove any audio input the killer had to tell that a survivor was even still at the tile.
I really don't see how this is so bad. I mean survivors that are healthy don't make sounds except for footstep sounds either. And it's not impossible to keep up with healthy survivors.
-
I couldn't agree more with this. A lot of the changes seem fine, but that is the one change I really disliked. I love the high skill cap of Singularity and I feel like that will lower the skill cap too much. Plus the challenge of orientating yourself when you switch to a cam and then finding the survivor as quick as possible is one of his fun challenges.
-
@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744402#Comment_3744402
why i can react to it? I did it first try. And i have nearly zero survivor gameplay experience and 80-90 ping
Did you react to them spawning, or to Vecna raising his hand? Because that is a key difference.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744101#Comment_3744101
Why buffs and nerfs? You already acknowledged that it's a matchmaking issue, and that all is good if the team is decent. You can't then say it's also balance that's given solo a bad hand, because it destroys your own argument.
No, while matchmaking is one of solo queues issues, there certainly are some balance issues as well when it comes to solo queue. Solo queue could definitely need more information to close the gap between swf and solo survivor, and camping and tunneling are generally just problematic strategies, as their effectiveness is way too much for how little skill they require. They are pretty much easy ways out for the killer.
-
@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744402#Comment_3744402
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744398#Comment_3744398
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744390#Comment_3744390
im surprised they didnt fix FOTD insta spawn in hitboxes cant this be fixed if we just put the fotd spawns closer to Vecna cause for a unreactable tech it shouldnt be a thing
That surprised me too. I do have to say though, while it isn't reactable, it is predictable. You can dodge the insta tech by predicting the move. Which is why in my opinion the tech isn't that problematic.
-
@Bafugaboo said:
just played killer and 4k with no skill and gained tons of bp. Yup take sides.
In that case it's because you went against survivors that were much worse than you.
-
@Merciless_Killer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741467#Comment_3741467
If he blocks the pallet the survivor usually has enough time to make it around the loop again before vecna can hit them unless he is just right on top of them when the block happens - in which case he just timed it correctly and should get the hit. That is how the killer being right on the survivor should work most of the time imo.
But Vecna kind of needs to be on top of the survivor for the survivor to stun Vecna. That's the point. Survivors can't really go for the stun against Vecna because then he can block the pallet and get a hit like that. There certainly are exceptions to this but not enough.
It's whatever anyways, they nerfed Mage Hand now and I hope it's a fair spell now.
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744329#Comment_3744329
Insta tech doesn't work when I know animation. All his animation for casting are unique, so I can tell what spell he is about to use and on insta-tech range, I can easily see it.
As survivor you can predict the insta tech, but you can't react to it. That's why it's rather similar to Nemesis whip over loops. It's definitely strong.
And at loops where survivors have no line of sight on Vecna, the insta tech is particularly strong.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744390#Comment_3744390
Correct?
I'm saying I can still instant hit you, pallet or no pallet using the skeletons. You either keep running, in which case I get a hit on any safe loop, or you get bombed at the pallet.
Survivors can predict that Vecna will use FoTD and duck in time, as far as I can tell. Then they drop the pallet after that, but they have to predict the move of Vecna, they can't react to it.
But I do agree that FoTD is still strong enough, it's not weak at all.
-
@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741795#Comment_3741795
Then your just make exceptions if some killers will have uncounterable situations why was chuckys scamper removed let's just remove Mage Hand like we did to Chucky Devs clearly didn't wanna balance scamper why should we with mage hand?
Just scrap it like scamper and Vecna can be a Tri power safe killer
No not really. Again it depends on how often an ability is uncounterable. There are enough killers with abilities that are uncounterable in certain situations. The problem is when an ability is uncounterable in almost any situation. But that doesn't mean one has to remove that ability. What kind of logic is that? It just needs to be balanced a bit better.
-
The addon will be weak, but it's much better that way than having it be op. Now I just wish they would nerf or rework Boots of Speed.
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744189#Comment_3744189
Which is already low...
It isn't low. Learn how to use the spell, especially with the insta tech still in tact.
-
@jwill1197 said:
Turn on your brains for half a second. You can spawn the skeletons to instantly land on survs. You can force them to crouch so they don't make it to the pallet again. You can use it to deny fast vaults. You can confirm hits with animation lock It's not a bad skill; you're welcome, stop playing the victim, learn to play. Sorry that Lich doesn't have two free hit buttons and instead only has one. What do you want next, a spell that instantly kills all 4 survivors upon loading in? lmao
You need to chill out a bit. Mage Hand might not be a free hit anyways anymore after the nerf.
With that said, I do agree that the nerfs are completely justified and both spells will still be strong enough.
-
That does sound like bad matchmaking as well. Solo survivors can still perform well if everyone is good enough.
With that said, I do agree that solo survivor is in a bit of a rough state at the moment. More information buffs as well as nerfs to tunneling and camping would be more than welcome to help make the experience better for solo survivors.
-
@Nazzzak said:
Honestly, every time I ready up the only thing I think to myself is 'hope this killer is chill so i get some points.' This is inarguably THE best time of the year to rack up the bp and do some prestiging, and the only thing I dislike is how as a survivor my ability to maximise bp seems to depend on how the killer I'm facing feels. Because the killer gets crazy good bp regardless. They have no reason to care what i get as there's no incentive for them to do so, so at the very least the devs could maybe increase points for survivor objectives so we can each walk away with something decent on our own esteem and not just if the killer lets us (and no, I'm not talking farming (I personally don't find farming fun)).
This is exactly what happens when terrible strategies to face stay untouched for way too long, being way too strong for the effort they require.
-
The slowdown is generally fine on Vecna's abilities. Even on Mage Hand perhaps, though that is the one ability I wouldn't mind having just slightly less movement speed on use. But it's getting nerfed in a different way it seems.
-
@Fuzzycube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741775#Comment_3741775
IIRC the Ring of Telekinesis add-on (Faster pallet pick up) is getting changed completely as well.
Oh yeah exactly that too.
-
I don't think that's really a problem. These are rather rare situations and as long as you have just a bit of distance to Vecna it is still possible to dodge in between the skeletons.
-
@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741770#Comment_3741770
It's really hard to test right now because he's a new killer, and most survivors don't even know about the counters yet. This is also why I think the nerf was rushed. You can immediately tell the difference between survivors who know the counters and those who don't because they are super hard to catch in normal chases.
Yes, theoretically, the Vecna player can use Mage Hand at the right time so that the cooldown ends just before the survivor can drop the pallet again, but this window of time is around 0.1 to 0.3 seconds. It's not realistically feasible to pull this off. This makes Mage Hand's only consistent use (pallet lifting) pretty much useless once survivors know how to counter it (which isn't even hard, just stay still and spam the spacebar).
On the other hand, FOTD will still have its uses even after the insta-hit nerf, that's true. But using FOTD for guaranteed hits at vaults is extremely boring for both sides. This wouldn't be an issue since many killers have guaranteed hits in their kits, but it's a big problem for Vecna because his cooldown is so long that it discourages risky shots. Why go for a risky FOTD shot when a miss (which is likely) means you can't go for another shot for the next 40 seconds? And with the rest of his powers being as counterable as this one, it's just straight-up a bad play.
I'm not saying they shouldn't nerf the insta-hit interaction, but if the cooldown remains the same, Vecnas will only use FOTD when it guarantees 100% a hit (at animation locks) and won't attempt riskier shots that might miss. This results in extremely boring gameplay for both the killer and the survivor.
I've been playing nothing but Vecna, and the only things keeping him from the bottom three killers are 1) survivors not knowing his counters and 2) FOTD insta-hit. These two factors will disappear over time, and I think that once they do, Vecna will plummet to Freddy-tier, and the average player won't even understand why it happened.
Yes, theoretically, the Vecna player can use Mage Hand at the right time so that the cooldown ends just before the survivor can drop the pallet again, but this window of time is around 0.1 to 0.3 seconds. It's not realistically feasible to pull this off
Of course it is realistically feasible to pull this off. You just have to predict when the survivor will drop the pallet instead of reacting to it. That's the point. As Vecna you should have to predict when the survivor drops a pallet and not react to it, otherwise there is no counterplay interaction for survivors.
The problem is that this counter is very unintuitive, so pretty much nobody knows about it. Meanwhile, if survivors could just run around the loop again after Vecna reacts to the pallet drop, that would be much more doable by everyone. This way, Vecna would also be forced to predict the survivor pallet drop.
Also, if you expect a Vecna to deny a window vault with FoTD, you can not go for the vault and instead loop to the other side of that vault. Unless Vecna is already very close to you, or it's a god vault. That's some counterplay survivors still have against FoTD. When it comes to FoTD, I am not sure if it needs to lose the insta hit tech, but I also don't think it would be a problem if it did.
I am also not against cooldown reductions if Vecna turns out to be too weak after the nerfs, but I personally doubt he'll be too weak.
I've been playing Vecna as well like crazy, and I am playing him as if he was already nerfed, i.e predicting whenever a survivor will drop the pallet instead of reacting to the pallet drop, and not going for insta hits with FoTD, and I am doing perfectly fine with Vecna.
-
@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740462#Comment_3740462
But if Vecna uses FOTD to deny vaults aint that just another uncounterable situation Vecna gets a free no matter what the survivor does.
Not necessarily. I mean sure, it can lead to uncounterable situations in rare cases, at windows that are particularly safe otherwise. But in general survivors can predict your FoTD and instead loop to the other side of the window, mindgaming it from that angle. Killer shack is an example of this. Instead of going for the window, you can go for the pallet or try to get to the other side of the window.
In the end, powers of killers will always lead to some uncounterable situations, that's can't be avoided. The question is how often such situations happen. FoTD being used to deny vaults and dropped pallets is fine in my opinion, in most cases it does have counterplay, but the ability should do something as well.
Mage Hand on the other hand has little counterplay in too many situations, or so I thought. The reality is that you can actually counterplay Mage Hand if used on reaction, something I have just found out myself recently, but pretty much no one knows about the counter so it's still good that Mage Hand is getting a small nerf, so that it has more counterplay for most survivors and can't be used on reaction as effectively anymore.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741473#Comment_3741473
i don't think FOTD is confirmed for finalized changes.
No it isn't as far as I know, they just talked about how they are looking into changes to FoTD.
The only change that is confirmed is the pick up time nerf to Mage Hand, and even that is maybe not even finalized, maybe they will nerf Mage Hand in a different way.
-
@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740429#Comment_3740429
Personally, I don't get why Mage Hand needs a nerf at all. If Vecna uses Mage Hand to lift a pallet and the survivor just stands on it instead of running, they can always drop it if they spam the button because Vecna can't hit or do anything else, so he just gets stunned.
There's a similar interaction with Fly. If Vecna flies over a dropped pallet and the survivor is on the other side, the game literally snaps Vecna in front of them, so the survivor can just vault back over, lol.
So if he gets FOTD nerfed (because let's be real, without that interaction, it's the weakest power in the game), Vecna will easily drop to being one of the top 5 weakest killers in the game. Every single aspect of him can be easily countered, lol.
So the counterplay you described with Mage Hand is actually the reason I have to admit that I underestimated Mage Hand's counterplay a bit. My problem with Mage Hand was that Vecna can just react to pallet drops instead of having to predict it. However, as I have learned thanks to one survivor I went against, if you react to the pallet drop, i.e. use Mage Hand after the survivor already pretty much dropped the pallet, the survivor can just drop the pallet on top of you because the cooldown is too long for you to get a hit before the survivor can drop the pallet. Meanwhile, if you predict the pallet drop, enough of the cooldown is spent during the pallet drop animation and you can get a hit before the survivor can drop the pallet back on you.
So in that sense Mage Hand does have counterplay, since theoretically you do have to predict the survivors pallet drop. But the problem is that pretty much no one knows of this. Which is why in most cases, as Vecna, you can just use your power on reaction. So in my opinion the nerf to Mage Hand that is confirmed is a good nerf. As it will simply allow survivors to loop the pallet again if Vecna uses his power on reaction instead of prediction, meanwhile survivors will be less likely to redrop the pallet on Vecna immediately because the pick up time will be longer.
When it comes to Fly, I really do wish you could bodyblock vaults and pallets, but that right now sadly doesn't work. Crouching under Fly should probably not be a thing. It's still a great map traversal and anti-w tool.
However, we disagree when it comes to FoTD. It can deny vaults and dropped pallets, and hit survivors while they are in animation, in my opinion FoTD will still be strong enough, even if it loses it's insta hit tech.
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741457#Comment_3741457
Skeletons even on 10 seconds cool down as single power is still terrible. Just compare it with Pyramid head, or Artist.
Fly would be also terrible, I can just wait on pallet/window and you won't down me there. So Billy, Blight, Nurse, Chucky in comparison?
If you compare any of his power to other killers, they are just terrible versions of those.
That means underpowered to me. But they should be for sure, but right now I think they are too underpowered when you combine with (still) huge cool down and attack delays after his power.
Fly on a 10 second cooldown would give Vecna a lot of map pressure and anti-w power. He'd just be bad at loops. So probably high C tier or low B tier, but it really wouldn't be that bad. FoTD can deny vaults and dropped pallets, and hit survivors in animation, so that ability too is decent. You just need to know how to use it.
His spells shouldn't be as strong as other killer abilities, agreed, but I don't think they are underpowered. Vecna at the moment is a pretty strong killer, and he will be even after the small nerfs Mage Hand and FoTD are receiving. Vecna will be in a perfect spot once he receives his small nerfs, and I am positive after his update he won't be needing any more changes. He'll be strong, but also fair for survivor. Exactly what a killer should be.
If he does turn out to be a bit too weak, they can reduce his cooldowns a bit more. That's at least the buff I would want to see in that case.
-
@Merciless_Killer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737764#Comment_3737764
You greed the pallet until he is catching up. He will either respect to try to get the lift which can give you distance, or he won't in which case you can just drop the pallet on him. You can pretend like you are going to drop the pallet when he is close and get him to block the pallet instead and then he won't have mage hand available for 38 seconds.
But again, if he is close enough to the survivor that the survivor can get a stun against Vecna, Vecna can just block the pallet and get a hit like that. Survivors need some distance in order for block to not lead to a hit, because the slowdown after using Mage Hand is rather little.
Mage Hand has a bit of counterplay, like at loops where Vecna can not see the survivor, he can not know whether the survivor is waiting at the pallet for a stun or not. But the counterplay is too little at the moment. Once the nerf happens, survivors will be able to mindgame mage hand if they have enough distance, because Vecna will be forced to use Mage Hand on prediction instead of reaction.
The nerf Mage Hand will receive is completely fine, believe me. Mage Hand will still be strong after the nerf, you'll just have to try and predict whether a survivor will drop the pallet or not.
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741284#Comment_3741284
I fail to see how they are underpowered.
All of them except mage hand would be incredibly weak as single powers.
That kinda means they are underpowered, no?
Meh not so sure about that. FoTD and Fly would be pretty decent if they were on a low cooldown. But of course there are killers with powers stronger than Vecna's spells, that is true.
-
@Feneroe said:
They gave him four underpowered abilities and survivors passives they can grab for buffs. He absolutely does not need a nerf.
I fail to see how they are underpowered. The aspect that keeps Vecna balanced are the long cooldowns.
Mage Hand is even in need of a small nerf.
-
Pyramid Head could definitely use some addon buffs. However, he is already a very strong killer, so I am not sure how I feel about basekit buffs. If anything, he could even use a very small compensation nerf if his addons ever got buffed, because even without good addons Pyramid Head at the moment is pretty damn strong.
-
@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740165#Comment_3740165
@ad19970 Still think Vecna gonna be viable after this?
Yep, I do. If not, I'd rather have them decrease his cooldowns a bit instead of having his abilities be too strong.
On the other hand, when it comes to FoTD, I am not sure if I think any nerf is necessary. But when it comes to Mage Hand, again, I think even after the nerf he will still be viable. And I do believe he will be viable even if FoTD can't be spawned on top of survivors anymore. It's still gong to be good at denying vaults.
-
Well mage Hand definitely needs the nerf it is going to get. When it comes to FoTD I am not quite sure what I should think. I can understand arguments from both sides. But I definitely doubt that nerfing FoTD like that would make Vecna weak. Far from it. Flight of the Damned will still be really good at denying pallets and windows.
-
What exactly? That the power stops after passing through a window or pallet? That is intended.
-
@Jaredleto1234 said:
Good luck, the forums are full of coped out their mind killers. The truth is no one cares about solo survivor, and if you play by yourself. The best thing you can do is go play a different game like this.
BHVR does not care about you or even acknowledge that you exist.
The forums really aren't full of coped out of their mind killers. People who believe the game is balanced aren't immediately killer mains. And the devs do care about solo survivor, they just don't do enough for the role, that is true.
-
@[Deleted User] said:
I thought it was gonna be yesterday; then I thought it was gonna be today. I guess the patch will come sometime in the next 24-48 hours?
I was really hoping it would come out today, but seems like it will release right before the event starts.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738264#Comment_3738264
He has like two chase perks and both of those are extremely limited in usable situation while requiring skills, definitely not "strong enough" for sure
No, I disagree, both of his chase abilities are pretty strong, especially Mage Hand will still be strong after the nerf.
He also has fly which is a great anti-w tool.
-
@I_CAME said:
The games being close is ideal. The gens should get finished on a regular basis. It means both sides have a chance. If most of your games are you winning with two gens done then there is a problem. Longer games just means making the game even more killer sided than it already is. That just doesn't work on these tiny maps that have enormous deadzones and weak pallets.
While I agree with the first part, I am curious what maps exactly are tiny with enormous deadzones? The only maps I can think off is Haddonfield, the upside of Forgotten Ruins and maybe Rancid Abattoir.
I also wouldn't call DBD fully killer sided, it very much depends on lots of different factors.
-
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736562#Comment_3736562
His other tools are certainly not strong for 38 seconds cooldown, decent maybe, but definitely not strong
They are strong enough. The reason they have a 38 second cooldown is because he has 4 abilities at once, not because of their individual strength.
-
@Merciless_Killer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736570#Comment_3736570
Huh I must have imagined all those survivors doing it to me. /s
it absolutely does work. It has happened to me when I play Vecna and I have done it against Vecna.Again, how do you bait out an ability that Vecna can simply use on reaction? He just has to react to the pallet drop and that's it, or he blocks the pallet in time if survivors get in stunning range of him and gets a hit that way.