Avatar

ad19970

ad19970

About

Username
ad19970
Joined
Visits
9,259
Last Active

Comments

  • That seems weird. They changed it that Enduring no longer affects any other stuns than pallet stuns, but they actually increased the recovery speed when getting stunned from a pallet. Before you got stunned for like 1.1 seconds when getting hit by a pallet, now it's just 1 second.

    It was broken for a bit, having a decreased recovery speed, but that was fixed.

  • I mean at least if you are struggling with gen rush you get more options now to deal with the gen being completed too fast.

    They can't generally just nerf gen rush though, by adding a second objective for example. It would break so many things. Certain killers would become so overly op, Nurse is the main contender, Camping and tunneling would have to be nerfed as well or these strategies would become way to powerful. You could argue those strategies are already to good for the very little skill they take.

    And there are a lot of other things the devs would need to look out for, including add ons. More time for example would mean Myers would have more time to get his infinte Evil Within, equipping that perk would in most cases mean an instant win.

    Map reworks is the best they can do to generally balance the game. Especially since it will only buff the weaker killers. I can just hope they turn most loops on most maps into mindgameable ones. They did a fairly good job with the badham maps, though I'd argue there are still a bit too many safe, unmindgameable loops, especially against optimal survivors.

  • If they would decrease the cool-down to 40 seconds and maybe inrease the time gens are blocked from 16 to 25 seconds, it would be another meta perk probably. Right now it's fine but not too great.

  • I'm all for powerful perks, but blocking vaults and windows for 30 seconds each time a generator is repaired seems a bit much in my opinion. Probably not overpowered but perhaps a but frustrating for how random it could be.

    The second perk, having generators automatically start regressing when downing a survivor nearby sounds pretty good.

  • @[Deleted User] said:

    Is this thread serious? Survivors are loud and footsteps are loud as ever. Also they need to buff Lightweight to muffle footsteps.

    @Thaznar

    Well then you are lucky. Survivors footsteps are only loud in indoor maps like Lerry's for most people, footsteps in outdoor maps are pretty much unhearable.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/620087#Comment_620087

    Hearing a survivor's footsteps will negate any stealth. Hiding behind a tree means nothing if the killer can hear you walk away. Defeats the purpose of stealth.

    Let me extend it, if YOU yourself were hiding against a REAL killer, you would walk around as quiet as possible so the killer can not hear you. Have you ever considered that all these survivors in the game are doing that exact same thing?

    If I had to meet you half way, possibly make the running audio louder or particular environment triggers an audio queue. BUT the killer already has tons of information like scratch marks, trail of bloods, breathing, grunting, even perks help on hunting etc.

    @MrPeterPFL

    Well I know you aren't responding to me. But to make it specifically clear, I personally just want the footsteps of running survivors to be a bit louder, like they were before the Legion's update. I fully agree that walking or crouching survivors footsteps shouldn't make any sound. Stealth should be as effective as it is right now.

  • @C0MAxCHRISS said:

    This post is filled with so much salt...you can tell he made this post after survivors escaped his and t-bagged at the exit lol. This is the kind of ignorant, head in your ass attitude that makes this game terrible

    @C0MAxCHRISS

    Sorry but no. All I want is to have the sound fixed to what it was before the Legion update.

  • @Avariku said:

    sorry, but if survivors are consistently losing you by running... you're doing something wrong.

    scratch marks, visual cues, predicting their likely route... it's not all that hard to keep track of them. (most of the time)

    Ill admit the audio seems a bit off and could use some work, but blaming it as a major issue in your gameplay seems like you have had a few tough rounds and needed to vent.

    No not really. All I want is for the devs to fix the sound again to what it was before the Legion update. I don't mind them losing me at times, but sometimes it just feels a bit cheap. Scratchmarks can only help you so much, when at big loops that break line of sight you sometimes can't tell if they are still at a loop or just ran away. And on surfaces with grass scratchmarks can be very hard to see as well.

    Also, I never have blamed it as a big issue, I just don't understand why the sound has just stayed broken for so long.

  • @rina said:

    Yeah, because knowing where survivor is 100% of the time is not busted at all.

    What the hell? Killers don't have alot of time in this game. Losing a survivor has significant impact on the match. So survivors shouldn't just be able to run away from a loop and lose the killer so easily if he doesn't have line of sight. killers should have at least a chance to hear survivors running.

  • @Frugl1 said:

    I think at this point it is intentional. Audio was really good last patch, but that turned out to be a "bug".

    Quite sad really. I do not mind not hearing survivors when they are walking normally, but when they are running, that's not really fair. Couple that with scractchmarks that aren't aöways reliable, and survivors gets some ridiculous escapes. Which would be fine if they couldn't also waste the killers time on ridiculous loops on many of the game's horribly designed maps.

  • @MegaWaffle said:

    While I cannot speak to the actually mindset or working model at BHVR it to me seems to be another case of "ship now fix later" that so many companies are doing.

    BHVR has a history of not testing things fully before releasing them and just tries to patch things as they go. Take a look at how many recurring audio bugs happen every single update. I get that code is a horrible beast at times, with things breaking that you would never dream should be affected by a particular update but if you are having the same issues time and time again you would thing someone would see to it they are checked off first.

    As far as I know, during the game's early time the sound was actually really good, much better even than the sound before the Legion and Graphics update.

  • @WaffleFalafel said:

    You lose 5% for missing a great skill check, which is 4 seconds. You have to wait 3 seconds to work on it again, making it 7 seconds. You still have to work another 4 seconds to get back your lost progress, making it overall 11 seconds.

    Well working back to your lost progress, that's the 4 seconds you've lost for missing a great skill check. So you're counting the 4 seconds twice. It's 7 seconds in that case.

  • I hope they leave the snares as the main ability honestly. Really enjoy using them. They just need some buffs.

  • Boy that would be so ridiculous.

  • @Kilmeran said:

    https://forum.deadbydaylight.com/en/discussion/comment/525946#Comment_525946

    @ad19970 We have two map reworks in the next calendar year, unless I missed something on the roadmap. At that rate, it's going to be a damned long time before things truly get better.

    Well let's pray that the first patch with map reworks will already make quite the difference.

    I just hope these reworks will finally make the M1 killers finally viable at high rank.

  • Did they seriously? With the hotfix?

  • @NuclearBurrito said:

    That has nothing to do with the detection size. I have no idea why that worked for him.

    It doesn't. The detection being so inconsistent has to be some kind of bug.

  • @XCheekyNuggetX said:

    I just watched this video (I think it's this one at least) and remembering that part without even having to click on the link. Played against ghost face earlier and he could keep going in and out of vision so I can't cancel his stalk but he could continue to stalk me. I thought he was supposed to be stealthy and the point in being that once he's been seen that's it, his ability is over as he wasn't stealthy enough. The way it is just seems like an 'unintended' way for ghost face to continue using his ability even after the requirements have been met to kick him out of it

    Uhm in what way would he be viable if his power was totally gone as soon as you as a survivor spot him? We really don't need killers to be that weak.

  • @tomikomPL said:

    And again about DS ... i cant stop think about when people will finally stop talking about this ######### ... I really hate all these cry baby killers ...

    Did you even read the post?

  • @Hag.is.Dtier said:

    Can we also fix clowns 40 bugs:

    https://youtu.be/Vwn_W-4Qkgo

    I did believe that the gas going through walls and the fact that survivors still fast vault if hit during the start of the vault weren't bugs. Are you sure those are bugs? First would seem like an unnecessary nerf to clown and second doesn't seem problematic at all.

  • @[Deleted User] said:

    Sometimes clown bottles will also just explode immediately when you throw them. Rare, but obnoxious when it happens.

    Luckily I don't think that has ever happened to me. Just when near an object I should be able to throw over.

  • @JetTheWaffleCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/547927#Comment_547927

    They push them out probably because they want aesthetically pleasing map design, but the aesthetic parts of the map end up making the map unfun and unbalanced to play on; along with size of the past 3 maps.

    It takes awhile for Bhvr to learn from these sort of things. They are learning somewhat with the map reworks that are happening. However, like a lot of people like myself fear about bloodlust being unnecessary on the reworked maps.

    If they fix the maps than they definitely need to get rid of bloodlust as well.

    And I get your point. I'm sure though that it's possible to create aesthetically pleasing maps and still not make them to huge.

  • @se05239 said:

    • Map size needs to be reduced overall.
    • Most maps need a revisit to change super safe loops to be less safe.

    If the two above points are handled, the game will be better overall.

    Weaker killer will end up stronger since they can end up at place B faster from point A and their effectiveness in chases will be improved, resulting in shorter chases and more map pressure.

    Couldn't agree more. Boy I hope the upcoming map reworks will be good.

  • Wait how is your second complaint a problem? The game doesn't need safe windows. Most loops should be mindgameable.

  • maps in general are just badly designed. I'll never understand why the devs keep pushing out huge maps that makes gen pressure almost impossible. It's crazy that they just don't improve in that area.

    Let's hope the upcoming map reworks will help this problem.

  • I think 4 seconds would be the sweet spot for this perk.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/544267#Comment_544267

    "Already wasnt red rank viable"

    Every killer released has to be red rank viable now?

    ######### me I figured youd all at least be happy its GhostFace at all. But ofc not.

    Dude of course they should be. At least in an optimally balanced game. The devs should at least try to do so.

  • @Carpemortum said:

    Yep. Because its Ghostface.

    I dont need guaranteed 4k every match to enjoy playing who I want to.

    Nobody wants guaranteed 4ks every game. They just want a viable killer.

  • Would be nice if we got some buffs to compensate for. But I doubt that will happen.

  • @AetherBytes said:

    @jeyers @Dehitay @ad19970 Props do not block a survivor from detecting him, so gens, hooks, totems etc. If we had other killer items in the game at the same time, the pigs jigsaw boxes wouldn't block it either. Also, you need to be in a certain range to detect him.

    I know that. But sometimes I was behind a wall or a rock where they shouldn't have been able to see me. It could have been delay of the sound of course, warning me too late.

  • @jeyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/544340#Comment_544340

    You can literally stare at ghostface standing out in an open field with no cover and still not reveal him. That is broken.

    I haven't ever experienced that yet, but if that's true and you were aiming your screen at him, than that is indeed broken. He does have add ons though that decrease the range at which he can be broken out.

    Also, it goes the other way around as well. Ghost Face can get broken out even if he got behind cover fast enough and couldn't actually be seen by survivors anymore.

  • @jeyers said:

    Broken and not fun to play against - just like ghostface.

    @jeyers

    you can't be serious right?

  • @prettyf said:

    https://forum.deadbydaylight.com/en/discussion/71522/insta-heal-rework-idea

    than they should fix mori too like last phase only

    Yes please. Both need to go.

  • I don't know. I feel like Clown's power can in fact be quite powerful. Even then he is not quite viable enough at high ranks because of his horrible map pressure.

  • @Andreyu44 said:

    https://forum.deadbydaylight.com/en/discussion/comment/542283#Comment_542283

    That change wont make a difference if its bugged.

    Currently, the "break him out of stealth" thing is very bugged. I managed to reveal him through walls and I couldn't reveal him when he was in plain sight.

    (Also, he can just crouch in the grass and you can not break him out of it)

    This is somewhat true. It does seem a bit bugged right now. But besides fixing that they shouldn't change his detection any further. He's definitely not op right now, so no need to make him weaker.

    Also if he's hiding behind grass he shouldn't be able to be detected. Give him some kind of advantage, he is the killer after all.

  • @Orion said:

    All exploits are bannable. It's right there in the rules. Don't exploit and you don't run the risk of being banned.

    Problem is all the people who use the perk without knowing it's bugged right now. They are unintentionally exploiting that perk in that case.

  • @prof_teabagger said:

    I mean, the hardcore killer mains did that by themselves. Survivors always asked for more bloodpoints, or at least point points when using WGLF. But they discussed the ######### out of it to deny it as much as they possibly can.

    So during the double bp and now the anniversary event with double bp offerings everywhere it's just logic that everyone wants to play killer.

    It happens every time lol, but noone wants to learn from that

    This is true. The devs should at least increase or just get rid of the Blood point caps for each of the 4 categories for survivors. The general 32k cap should still be there of course, but the category cap needs to go or at least be increased to 16k.

  • If there's any problem with the game this video points out it's just the map itself. Farm maps are horribly designed because they have pretty much no mindgameable loops.

    The devs are already working on improving that so we'll just have to wait and see how that goes.

  • Even if DS sometimes helps even against non tunneling killers, what's the problem? Right now it seems like a fairly powerful perk without being op.

  • Dude, if anything the sound is finally fixed for killers.

  • I wouldn't mind if the stun time was decreased from 5 to 4 seconds. Nevertheless, this perk is now fantastic. It shoudln't really be nerfed in any other way.

  • @HavelmomDaS1 said:

    https://forum.deadbydaylight.com/en/discussion/comment/533521#Comment_533521

    Explain why. I bet you have zero clue what you are talking about.

    Perhaps I didn't realise the problem with the new fast vault. Oh no how terrible.

  • Despite the upcoming nerf, I personally do think they really did a great job with him. He is both fun to play as and to play against.

  • They are fine the way they are now.

  • @Leatherbilly said:

    https://forum.deadbydaylight.com/en/discussion/comment/533475#Comment_533475

    Same. To be clear, I'm fine with adding more, gamable pallets if they fix the issues on these maps and it turns out to make Killers too dangerous, but a lot of these maps are just free losses right now because the strongest loops also lack counterplay.

    Couldn't agree more. Let's pray the map reworks will be good. Then I wouldn't mind these Ghost Face nerfs at all.

  • @Leatherbilly said:

    https://forum.deadbydaylight.com/en/discussion/comment/533363#Comment_533363

    They were, but loops aren't the only issue, as a ton of maps just need to be smaller than they are. Map size exasperates the disparity between the haves and the have-nots; don't have mobility? Chases take longer and patrols take longer.

    Then because Hillbilly exists and negates map size, BHVR has to throw in a ton of loops to make Hillbilly not overpowered on that map, which doubly screws the non-mobile cast of killers, which is the majority of them.

    Not to mention an overwhelming number of maps need loop changes, and the pace at which they're reworked is rather slow because BHVR isn't prioritizing this issue.

    That leads me to this thread; people see GF, correctly identify that he isn't viable, but then they reach the conclusion that GHOSTFACE has the problem; he does not, it's the game itself that is the operative factor in his non-viability.

    That's true. Maybe he was nerfed because of the upcoming map reworks. Which will hopefully balance the game much better.


  • @Blueberry said:

    Not only does he not need those nerfs coming but I think he still needs buffs, the dude is pretty bad. Against any competent red ranks you are getting looped to oblivion.

    Well that will most likely be fixed with the map reworks. I'm guessing maybe those are the reason he is even getting nerfed, but in that case I would wish they'd nerf hiin the same patch in which we get those map reworks.

  • @Mashtyx1 said:

    HA!

    Honestly they aren't that bad of changes more like quality of life things. Because the state he is in now is pretty hard to "detect" him especially with the reduced detection add ons. People cry to much in this game and its really sad to see... Pathetic really.

    People are just worried that they already announced nerfs to Ghost Facebefore even seeing hoe he is at high ranks. If he'll still be viable and good, than I wouldn't mind the nerfs either.

  • @Catbucket said:

    https://forum.deadbydaylight.com/en/discussion/comment/531931#Comment_531931

    the pallet change was infact pretty widely requested, and it just makes sense.

    To be fair that nerf seems totally fine. But not the third and fourth one.

  • @Seanzu said:

    They haven't even put the "nerf" live yet.

    They've literally told you the upcoming changes so you can decided whether to purchase with the changes coming.

    You guys are honestly the GREATEST at exaggerating ever.

    I bought him, because the bug fixes are fine, it's a 4% increase on the size of the detection zone, and considering they bumped his exposed time from 15 seconds to 45 I think making it so you can't stalk while they're already exposed is fine, not to mention it was likely unintentional, so it was a bug fix.

    I hardly believe it's a bug fix.

    I still believe that him not being able to stalk marked survivors will hurt him too much, since it was his only counterplay at safe loops.

    And it's also about the fact that the devs are already planning to nerf him before they even see how he does at high ranks. That's not how you balance a game.

1 … 94 95 96 97 98 … 109