ad19970
ad19970
About
- Username
- ad19970
- Joined
- Visits
- 9,259
- Last Active
Comments
-
@HurricaneJake187 said:
The nerfs aren't that bad. It's not like he's getting the Freddy treatment :T
Y'all are overreacting
Personally, I think it could hurt Ghost face quite a bit that he can't stalk marked survivors any more.
However, it's not really just about the nerfs. But rather about the fact that they plan to nerf him before even seeing how he does at high ranks. It just shows how afraid they are to release a viable killer at high ranks.
-
Yesterday I made a post wondering why people write everywhere about not to nerf ghostface, and now I understand why, they were simply afraid that it would happen given the recent past, and in fact it happened..
I probably wouldn't even care for the first two and maybe even the last nerf if you could at least still stalk survivors after they have been marked. Have at least a bit of counterplay at safe loops.
The last nerf might be too much though too. It's hard to say right now.
-
@MojoTheFabulous said:
Mostly small nerfs with some buffs thrown in too. Really not understanding the problem.
What buffs?
The problem is they already intend to nerf him without even seeing how he deos at higher ranks.
-
@not_Queen said:
Yes, we will adjust Ghost Face. We are putting a Q&A post up right now, it should be available in a few minutes. You can ask any question about the upcoming changes there if you want.
We decided to publish the future changes before they happen so players would know before buying and could make their choice of getting the character or not based on the upcoming changes as well.
Dear lord just listen to all the negative feedback on these changes.
The fact that BHVR already has nerfs planned before even seeing how he does at high ranks just goes to show how they don't have much of an idea on how to properly balance a game.
If you keep continuing like this, and nerf the other viable killers at high ranks, I can promise you this game's future will not look very bright. I'm seeing people already getting scared about nerfs to the other viable killers. Would be a shame really.
-
@ShaneQ said:
Just played ghost face for the first time, he exposed me while I was standing right in front of him staring straight at him. Pretty good job.
Maybe he already had enough stalk on you so it took him less than 1.5 seconds to expose you while you were standing in front of him?
-
@PoisonN said:
https://forum.deadbydaylight.com/en/discussion/comment/531755#Comment_531755
Awnnn in any case we have the Nurse by the way
Feel the music
Lol too fitting. Survivors seem to hate go against Nurse yet who else are you supposed to pick if only a handful of killers are viable at high rank.
-
This games sounds just seems to be messed up in general. Just another thing the devs don't seem to get right.
-
@scerckan said:
https://us.v-cdn.net/6030815/uploads/642/B023DPZAZ0WB.gif
its ok guys just feel the music
Dude you should maybe start realising that your posts are pointless.
-
@FrenziedRoach said:
Listen, I prefer killer and main it, but play both sides.
And I think y'all might actually be overreacting, just chill and see how it plays out.
I think the point is more that we didn't even get to see how Ghost face does at high ranks and they are already planning on nerfing him.
-
@BBQnDemogorgon said:
@ad19970 Eh i don't see the big deal there that sounds unnecessary to have imo.
I'm just worried about the fact you can't stalk marked survivors. I feel like that might hurt him too much. With the many pallets on a map, 45 seconds might not always be enough time to down a survivor. His ability doesn't help with loops.
Him being able to stalk marked survivors gave him at least some counterplay at safe loops.
-
@Janick said:
Just so you have the exact data, the increase of the detection on screen is a 4% on each side, for a total of 8%. Its very minimal. We didn't want to alter the timing of the current stalk system. But we felt that Survivors where having a hard time getting him out of his Night Shroud Power during a chase.
Thank you!
What about him not being able to stalk survivors that are already marked? That's the nerf I'm most concerned about. Was that never intentional to begin with? I'm just worried that might hurt him a bit too much.
-
@AshleyWB said:
It sounds like a really small nerf but he probably will be more fair like this. He can be lethal but high ranks will probably beva mixed bag for him. He's gonna be fun to play regardless.
I hope it really will just be a very small nerf to him. I was really looking forward to a viable killer at high ranks, and any noticable nerf might hurt him too much.
If they wanna nerf any killer, they should take a look at Nurse and her addons. Still can't believe they don't touch her addons but then nerf killers like Ghost Face.
-
@BBQnDemogorgon said:
Marked survivors does that mean exposed?
Yes exactly. You were able to stalk them to prelong the exposed effect, but not anymore.
-
@YouGotMeHooked said:
These are only slight changes, nothing drastic omg.
I'd say that both the increase of the detection area and the fact that you can no longer stalk survivors that are already marked will definitely have some impact on him and will make him just a bit less viable at high ranks. And we need more killers viable at high ranks.
-
@Jimsalabim said:
another crybaby. let's gooo
Dear lord. I'm just stating my opinion. Stop crying about people who don't want any viable killer to get nerfed.
-
@Jimsalabim said:
and the crying can begin.
It's just frustrating that the devs seem to want to nerf any killer that actually seems viable. If he indeed turns out to be op, than a nerf would be fine of course. But maybe they should wait and see how he does at high ranks before planning any nerf already. It's getting ridiculous.
-
No, because it would totally deminish the close chases when a survivor is barely escaping the killer in the exit gate.
-
@WildDovami said:
He went from sub-par to OP. Nerfed is appropriate.
Viable doesn't mean immediately op.
-
How on earth is NOED the killer equivalent of Adrenaline? One perk gves you a boost for your team completing all 5 gens, the other gives you a boost for pretty much losing to survivors since they were able to do all 5 gens.
-
@Awakey said:
More pallets, less SAFE pallets.
I don't know, many of those pallets still seem very safe.
-
@Ihatelife said:
They're planning to make shorter loops at pallets and windows, so it will require more skills from survivors to mindgame a killer.
Boy I hope they'll be succesful. It's no fun to go against an insane amount of safe loops-
-
None mindgameable loops are the problem. If they were mindgameable than they would be fun. But too many loops right now are not. The good thing is that they are working on map reworks so that maps have much more mindgameable loops in future.
-
@Victory said:
https://forum.deadbydaylight.com/en/discussion/68835/pig-needs-love-and-attention
Yeah, a few things actually :), 1. RBTS that are not active should have a 25% action penalty on survivors, so there is a reason to get rid of them, or to buy her more time if people just 99 gens, 2. Reduce the time it takes to get up so she can actually mind game pallets with crouch like ghostface. 3. I want RBTS to change to you hook a survivor instead so it feels like I have control over the rbts like she does in the movies. 4. Change her to roar after the ambush has started. 5. she should be able to see the auras of survivors who are removing an RBT. 6. RBT's should pause in heartbeat due to #5, and 7. make it to where you have to search a mininum of 1 jigsaw box before it comes off, its really ######### you use it to apply pressure and comes off on the 1st box.
I think most of your suggestions seem fair, though I don't know if she needs all of those buffs. I only disagree with you 5th point, that wouldn't be fair in my opinion.
-
Yes, the cornfield maps are just bad. Pretty much no mindgameable loops on those maps. It's awful.
-
@Mochan said:
Stop using Hex Perks then.
That's definitely not the right fix to terrible totem spawns.
-
@Malkhrim said:
https://forum.deadbydaylight.com/en/discussion/comment/525969#Comment_525969
It was 3 sec before the buff, as also before the update.
That's fine with me as well. Though I think 4 seconds would be best. 5 seconds does seem like a tad much.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525965#Comment_525965
You keep saying both sides like it's going to be SO MUCH FUN for a killer whose power, with a massive cooldown that can already be disabled, is also going to have their power rendered completely unusable any time they make a decent play.
This mechanic isn't 'fun,' it's a safety net for survivors who make bad decisions and still demand to win.
Well first of all I fail to see how Ghost Face won't be fun for killers because they can't hide near a hook and wait until someone comes to unhook the hooked survivor.
However, as I said in my first post, if Ghost Face still feels to weak, and of course that can lead to him not being so fun, I do hope they buff him further. However, I would just hope that they buff him in a way that makes him more fun to play as, but not less fun to verse as survivor. Something that's important for all killers. This isn't about balance, but about game design.
I'd argue DBD's biggest problem is that both sides have viable strategies that are extremely frustrating to deal with for the opposing side. That's something an online game should reduce to it's possible minimum. Right now it can at times feel like a coin toss whether you'll enjoy the next match or not, which in my eyes is flawed design for an online game.
-
@weirdkid5 said:
@Peanits wasn't DS buffed to compensate for Enduring? Now that Enduring doesn't affect DS stun times, DS should be reverted back to 3 seconds, correct?
I think it was 4 seconds. Would be nice to have that reverted back to the 4 seconds. But I do think this change is good, making DS more reliable against any killer.
Also, it's now slightly faster at pallets, so it's not just a nerf.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/525945#Comment_525945
He ALREADY has a built in mechanism to prevent this, requiring only that the unhooker looks around before making a bad play. He doesn't need a massive shackle like players with NOTHING to do except look at him permanently disabling his power ins a huge aoe.
True, but still it can be hard to spot Ghost Face in some situations, and I just think that many players would play him like that if hooked survivors couldn't disable his power. I think it's the right decision of the devs. They need to try and make a killer as fun as possible for both sides. And having hordes of Ghost Faces just stay at the hook would be pretty bad.
It's the right approach for all killers in my opinion. Encourage and reward killers more for playing skillfully and in a way that's fun for killers and survivors, and less for camping and tunneling, which isn't so fun to go against. This isn't an issue of balance however, but of design. The more fun an online game is for both competing sides, the better the game is.
-
@DocOctober said:
https://forum.deadbydaylight.com/en/discussion/comment/524915#Comment_524915
It will no longer be possible to medium-vault Windows/fast-vault Pallets from a stand-still. You know, those scenarios where Survivors stand right next to a safe pallet and vault back and forth across it with full momentum, something which is not possible in reality.
Just like IRL, Survivors will have to run up to the vaults for a bit in order to get the faster vaults. This change is intended to lower the amount of safe pallets and remove some of the more obnoxious window loops.
Wait, are pallets affected by this change as well? I thought just windows.
-
@tariousx said:
They're not going to do a darn thing, its been this way for 3 years now. Not gonna change anytime soon.
It will probably get better with the map reworks, since you'll have better chances at downing survivors fast enough with more mindgameable loops.
-
All Ghost Face would have to do is hide somewhere near the hook, stalk the survivor who is going for the save and then instadown him. It would probably be the most effective way to play Ghost Face. But that would simply be bad design and wouldn't be fun for survivors at all. If Ghost Face will still need more buffs, than I do hope he gets them, but that's one thing I hope doesn't get changed.
-
@Tzeentchling9 said:
The sounds are better in the PTB. Hopefully it makes it to the live version.
Boy I hope so. But if the sound is only better because of the very low chase music, than that has been confirmed to be an unintended bug. Whatever they do though, I hope it gets better.
-
It's definitely not the second one. It's just by design the game can get very, very stressful for killers.
However, let's hope that the rework to the game's maps, getting more mindgameable loops, will lessen this complaint by quite a bit.
-
I definitely agree with you on Ghost Face. His entire power is more or less based on sneaking up to survivors and not getting seen. Not sure about the other two.
-
@Blueberry said:
15% repair speed debuff while fully infected/broken and 1 random fountain will become corrupted every minute.
I think the first buff would be great. However your second idea with the first one would be way too much, pretty sure of that. She'd constantly be able to have corrupt purge, which would be too strong.
-
I think the second suggestion would be the best. That change alone would really make a difference.
-
@Tensor said:
Because killer mains demand survivors are nerfed into the ground so they can claim "EZ" after every game
Pretty much no one demands that except for a few special people maybe. But there are also these special survivor mains that want exactly the same, just the other way around.
-
One problem with these statistics though is that if only one survivor dc's it pretty much screws over every other survivor in the team as well. Those are two or three survivors who didn't escape because someone dc'd, and that isn't representive of the game's balance.
And as far as I know, dc's seem to be quite common.
-
Personally I think the gen perk will be pretty good. Definitely going to be trying that one. Though I wouldn't mind if it's effect duration of blocking gens would last a bit longer. 16 seconds seems a little short.
The other two seem pretty bad though.
-
@kaio_stk said:
https://forum.deadbydaylight.com/en/discussion/comment/376337#Comment_376337
I still think that something is missing, for example taking the time out to use it or putting another 1 second of stunning, I never used the perk to be toxic but to save time!
That was the biggest balance problem of the perk. Since killers already were under high time pressure, having that perk buy survivors so much more time was broken.
-
@Yamaoka said:
Ds is definitely totally useless now. I just tunneled a ds user while running enduring tier 1 and I actually laughed because he couldn't even take a few steps before I downed him again.
Lol it's far from useless now. Are you gonna tell me it was balanced before the patch?
-
@Caffeine said:
I have dropped from a locked 60 to around 40FPS with this patch. It is ridiculously painful.
My current setup:
CPU: Intel i7-9700k 3.6Ghz (8 Core)
GPU: NVIDIA GeForce RTX 2070 8GB OC
RAM: 16GB DDR4
I can run most of the newest games on ultra at often 150-200+ FPS... So there is no excuse for this kind of performance drop even when neither the new survivor, killer, or map are being used.
Exactly. It's ridiculous that a pc like yours with those system specs can not run this game, even though it's visually not nearly as good as other games.
-
@The_Crusader said:
Wait 3 minutes for a game - toxic looking swf - dodge
Wait another 3 minutes - long loading screen - 2 survivors load in
Yeah not gonna sugar coat it, this sucks. I can not believe the infinite loading screen still isn't fixed after all this time.
I'd guess it's because more people want to try the new killer.
However, I agree about the loading screen bug. Absolutely unbelievable that they still didn't fix that. Thank god Sekiro is releasing on friday, so I can forget about this game.
-
@MhhBurgers said:
The PTB windowbug is still there, guess there was no need to fix it because it buffs survivors, welp maybe in 6 months we won't get looped like crazy anymore.
Wait what windowbug?
-
Oh boy, this game is getting better and better
-
Damn one of the only perks that awards killers for not tunneling and camping. Well than, how laughable. It's even a nerf.
-
@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/354456#Comment_354456
You're missing the point, it takes almost a minute to heal solo now with that combo and even healing another takes almost a minute. With BK it still takes upwards of 32 seconds which is why it's broken.
Quite a few killers run sloppy and thana already so it's not a big change and most Legions already run it. You're also forgetting the new gen perk which if you'd actually tested it out is brokenly op.
If the killer knows what they're doing and runs those 3 perks it's a 4k very quickly because they can just spread the damage. Go into the TPB play a kyf equip those 3 perks and then time it, you'll find it's op when taken together.
I tested it with some friends and even running BK and the healed person running Leader it was still insanely slow. There might be a bug currently though since there's no noticeable healing speed increase.
The issue is really this is the wrong way to slow down gen progression and is a substitute for secondary objectives. The perk changes will either never go live like this, they'll get tweaked.
The other option is it'll get the mage nerf bat once secondary objectives come into play since it'd be like Nurse on steroids at all time. Then killers will complain about it getting nerfed similar to how the Tinkerer II bug got exploited.
But seriously get a full kyf together and play both sides and test it and you'll see it's way too strong, I played both sides as and against the new killer.
Didn't think anyone would call the new gen perk op. It blocks three gens at the start for 120 seconds, how is that op?
Honestly, I do not have the option for kyf at the moment, so I'll just have to see how things will go. However, personally, I have a hard time believing that that is actually op. But we'll see. However, that's why I suggested the max healing cap, so sloppy and thana combo wouldn't become too much. However, you are the first I've read from that thinks the new gen perk is op, so I doubt that will see any nerfs to it. And as of right now it seems most don't feel like the combo will be op at all. And I don't think so either.
Also, even with all four survivors injured, which is very rare, I'm pretty sure it takes far less than a minute for one survivor to heal another survivor. Sloppy increases the healing time from 16 to 20 seconds with it's 20% decreased healing speed, I doubt an additional 24% will bump it up to 60 seconds. Even with Self Care, without BK, I'm pretty sure the healing time will be 50 seconds at most.
So personally, if anything, there should be healing cap. Neither Thana nor the new gen perk in particular need nerfing at all. If there are ever secondary objectives, sure, but it seems like the devs want to give killers a way to slow down the game via perks, which is only fair. For every perk they take to slow down the game they are using one less perk that aids them at tracking or chasing survivors.
-
@powerbats said:
Than + Sloppy is op even when healing another survivor it takes forever as if it was self Care speed. You have to equip BK+ have someone running a perk that buffs it and that's just to heal others.
Throw in a Nurse/BIlly/Spirit with NC and the new gen perk and you'll have the game in the bag.
That's not actually what I was getting at. I have to heavily disagree with you here, Thana plus Sloppy isn't op at all. Which most people seem to agree on. I was just concerned that it might become to annoying for some, at least when coupled with Coulrophobia. But op? No, not really. Especially not with the current gen times.
The killer is using up two of his four perk slots for that combo. With the Thana buff it's now just probably a viable build for slowing the game down. Which is definitely nothing bad, killers need all the help they can get against gen rush. There are still enough other killer perks and perk combos that are just as good.
On Nurse it might be op, sure, but that's a problem with her. I still believe she is simply op.
-
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/354241#Comment_354241
The game will try to spawn pallets evenly as much as it can, but if there are no more valid spots and the minimum number of pallets has not been reached, it will put the pallet wherever it can. That could be what you're noticing, but that has not changed in a while.
There were some other changes to spawning in this PTB (things like vertical distance being factored in), but not specifically to make double pallets appear.
I personally have seen a jungle jym with two pallets on Azarov's resting place. And I find it hard to believe that that map doesn't reach the minimum amount of pallets even when keeping the distance between any pallet, which is why I'm confused.