anarchy753
anarchy753
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@Tr0g said:
https://forum.deadbydaylight.com/en/discussion/comment/927500#Comment_927500
You could implement a reconnect feature with the killer as a host too. Makes no difference.
Except that doesn't work if the killer DCs, everyone is kicked because they aren't connected to them any more.
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No, she's ALMOST a ghost. She and survivors are on separate planes when she phases, doesn't include random objects.
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@Groxiverde said:
https://forum.deadbydaylight.com/en/discussion/113601/game-crashed-got-dc-penalty-why
Really, this game should add a "reconnect" option. And if you don't reconnect into the game in about 2 minutes you get penalized. Ez.
There's no real reason not to have a reconnect now that there's dedicated servers.
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Nerfing brings things into line with what you can expect a normal game to be.
If you just buff everything to be in line with what's 'top tier' you get a much more confusing mess of random overpowered effects. You go into a match and it's less about how you perform as a player and more what absolute onslaught of curveballs do you face.
It's like moris and keys, they're insanely strong, uncounterable, and really takes away any need for skill from the player. Or old DS and MoM, every player just has an extra hit. Now the devs would need to balance around chases being easier to account for 4 extra hits per match, or they can make the perks more conditional to counter an undesirable playstyle, or reward a positive one.
In general, it's better to nerf things that are significantly stronger than it is to make them the baseline to buff towards. Nurse was an annoyance since her introduction that disguised a single-player game as multiplayer, It took an obscene amount of skill to outplay a Nurse comparative to the skill it took to play her. Yet there were always people saying "she's the only fair killer, buff everything to her level!" Can you actually imaging if every killer was as intense to go against as old Nurse, with their own quirks? It would take an insane amount for players to even start surviving matches. Similarly Oni recently took almost no skill from the killer player and demolished survivors because basically the only counterplay was "be in a locker at all times." People just yell "Adapt!" Adapt to having no safe point on any section of the map you can run on. Adapt to being one shot 180 degrees around a wall. Adapt to a killer that has insane map control and ends chases nearly instantly. It isn't a simple matter of "get better at the game" when the other side is playing with training wheels on doing all the work for them. And it's not a matter of buffing everything to bring the other side up to that level of brokenness.
Yes, lots of killers and perks do need buffs, or entire reworks, but the nerfs that happen happen for a reason, and it's to make a more consistent game that rewards skillful performances from both sides over just picking the "I win" buttons before a match.
Except Legion, who just gets kicked in the teeth over and over because the devs don't want to properly rework them.
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@its_garrus said:
It’s definitely bugged. I know I’ve taken a Protection hit for someone being carried more than 30 times in the past 2 years of playing this game.
It doesn't count retroactively.
As for op, play a few more games, sometimes achievement counters take a game or two before they update the ones you just did.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/924725#Comment_924725
Food for thought, but she's also missing an ultra rare and a very rare. You could add some of those as add-ons without replacing one another. I think refunding successful hatchets would make a great very rare.
Personally I'd prefer to just remove it stacking with +hatchet add ons. Make it strong still but take skill rather than sheer number of attempts. Long range sounds nice on paper, then you realise that they almost never happen, so you're burning an ultra rare in the hopes you get one fluke shot out of it and potentially waste a tonne of time just trying for it. A strong add on should be decent for everyone, not just people who have 3000 hours on Huntress alone.
As for her other ultra rare slot, it'd be cool to have the lullaby affect the whole map at the minimum volume until she gets close, or for a certain duration after hitting a hatchet.
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Most recently I was against a Leatherface doing his basement challenge.
30 seconds in all 3 of my teammates had divebombed in and were hooked in the basement.
I actually played safe and got them out only for 2 to go back in instantly, then I got slugged while the killer looked for the Claudette.
He hooked her, then me, and went back towards her for some reason. I kobed right before Claudette died, got into the locker right next to me, he came back and started looking around. Inner Strength healed me, as he turned to find the locker, I head on'd him and ran, and the hatch had spawned in the next jungle gym over.
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There's only a few perks I get annoyed over.
Urban Evasion because people take that perk as permission to do ######### all or leave people on hook while they inch their way over, despite the killer being busy on the opposite side of the map.
Self-Care, because it absolutely pains me to see how many times people spent massive chunks in the game doing nothing except self-caring. Run a goddamn medkit, or at least Inner Strength does something of value for the team AND is faster. Self-Care is the team-killer.
Plunderer's Instinct, which is basically just a completely uncounterable key 1 in ever 2-3 matches. That perk literally went from "get good items to use" to "how often can you get a really cheap escape with no counter?"
No Mither, only if they go down fast (let's not kid ourselves, they always do.) It's nice that you think you're good at the game or something, but when you plainly aren't it sucks that the whole team loses because it's a 3v1.
Object of Obsession. Absolutely disgusting, game-breaking perk, and the people running it know it. More often than not I'll bleed them out on the ground. You want to ruin games, yours can be ruined too.
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I personally just kind of dislike how EVERY action seems to lock the camera in place for the killer.
I'm stepping over a low window ledge, I can do that very easily while turning my head to the left or the right rather than stare straight forward.
And yet survivors can do a full parkour movement over the same ledge, and have their neck wrenched 180 like an owl to watch the killer's movements. Yes, there's a third person camera vs first person, but the first person camera doesn't need to be so goddamn locked half the game to FORCE you to lose sight of people.
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I enjoy that they give me more of a reason to play, and more interesting things to do than just 'after this I get points to level up.'
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I feel like we're still riding this cop-out of map design that is "realms."
You go to a coldwind map; there is ALWAYS a meat tree, there is ALWAYS a shack, there is ALWAYS a cornfield. There is ALWAYS a harvester, or if you're lucky, 2 of the exact same harvester. Plop in 3-4 of the same T-L walls, then the only unique feature is a couple of tiles of a main building. Hell, one of the maps defining features of being unique is that IT HAS NO UNIQUE FEATURE.
The maps lack identity, they lack an actual feel to them. I don't do "well hey, I was on Torment Creek, then Thompson House, then Fractured Cowshed, that all felt like 3 different maps!" No, I've just been on corn all night and I'm really bored of it.
Sanctum of Wrath is at least a little unique in that the main feature of the map is a pretty large section, but the outskirts of it are all copy-pasted assets from the estate.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/920995#Comment_920995
Generally, we try to avoid resurrecting old threads on here that no one has commented on in months. If you have opinions about the cosmetics in the game, it's better to make your own new thread to share them 😊
It IS their thread. Points are still valid though, it's not like they're discussing balance of something that's been altered since then.
There's a very knee-jerk response to necroing thread even when it isn't something that's no longer relevant.
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Vigil should be buffed by affecting more statuses.
For one thing EXPOSED isn't affected. Yes, there are exposed effects that work from the killer side, like EWIII should not be lowered, but when it is a timed debuff like Iron Maiden, Make Your Choice, and Haunted Grounds, Vigil should lower that.
Additionally, I think it should affect infinite debuffs. You get mangled and that effect lasts until healed? With Vigil maybe it caps at 60-120 seconds before disappearing.
The issue with Vigil is that it doesn't affect anything common, or that you actually want lowered. Everything is either endless duration or not covered by the perk at all.
And no, Vigil should never recover exhaustion while running.
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Rework Mettle of Man, don't buff it.
It's design is so inherently flawed it just needs to go. If it's simple and manageable to get the requirements, it's on every single survivor and it breaks the game. If it's difficult to get them, it's too rare to work so nobody runs it at all.
They should make it easier to gain stack but have it only protect from one-hit downs, rather than being downed from injured. Make it a counter to strong effects, rather than a counter to any killer who exists.
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I'm not a firm believer that Ultra Rares should be necessarily strong, I would prefer to see more things that make the power work significantly differently.
Iridescent Heads make the game boring as hell and basically guarantee a loss for survivors, Iridescent King is basically "give every survivor player a migraine with an overload of effects," they're massive buffs to the strength of the powers but the powers still work identically to the base power, hatchet tossing and zap for debuffs.
However, something like Tombstone, Oni's aura revealing, or Plague's Corruption on gen completion completely shift how the power works and makes the game completely different for survivors.
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@ScottJund said:
https://i.imgur.com/DSxhqW4.jpg
I still say the only possible way an Emblem system could work is with killer-specific Emblem weighting, because using the same system for a Clown and Spirit means the system will never, ever be accurate.
I made this a long time ago as a general idea; https://i.imgur.com/DSxhqW4.jpg
It's a decent system, but would need more fine tuning than "good killer = harder emblems." I mean look at Hillbilly in that; yes, he's a strong killer and performs well most games, but his power causes him to lose a lot of emblem points in the chaser and malicious emblems for playing WELL.
He should definitely lose out on the gatekeeper section because he can apply a massive amount of pressure and snowball compared to what is expected early game of every other killer, but he should equally be compensated in his shortcomings of less chases where the rating is based on # of hits and # of chases.
Similarly Trapper should have much the same bonuses applied, but only in regards to "chases" that happen through traps. He plays well and a survivor across the map gets trapped and then hooked, but afaik that only counts as a hit for malicious.
Also, not that I'm encouraging its existence or use, but Iridescent heads is also an interesting case, (and I guess Pinky Finger) where a killer just using their own add ons sacrifices a huge amount of their emblems by turning their default chase hit into a one-hit down which loses them a huge amount of emblems. Let's not even go into the emblem fiasco that is tombstone Myers. Do they all get modified emblem scoring for specific add on builds?
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They said WAY BACK (like right after the survivor emblems got messed with a bit) that they'd be giving the killer ones a pass over soon™.
As of yet that absolutely has not happened.
In my opinion, Malicious and Chaser should reward 1.5-2x points for chases ended in one hit using either an instadown ability, or if survivors have been broken more than a minute or two for Plague. That would stop punishing people for using their powers. I don't really think that bonus should extend to one hit down perks as they are optional and should carry the risk that taking the easy way to avoid too many chases will risk your chaser rating. Using powers is an important part of each killer and a skillful display, using perks to halve chases is a matter of ease of life.
Gatekeeper should lose its skew towards keeping 5 gens alive. To get a solid gatekeeper you need to keep ALL gens unfinished for a minute or two at least, AND finish with at least 1-2+ gens still incomplete. It's not feasible for many of the M1 killers, or when it does happen it's down to survivor stupidity more than killer skill.
Devout is in a pretty good spot, but I'd prefer if they lowered the required 9 hooks for iridescent down to 8. That prevents penalising people for ignoring one survivor (like, say, the obsession while using PWYF) or if someone quits or gives up on hook #1, in which case you basically need perfect hooks on everyone else without anyone else giving up, or not being saved by an ally that wants hatch. None of which is your failure as killer. 8 hooks is 2 apiece which is plenty to cover not camping excessively.
In the end, new rank reset is going to force everyone into red ranks anyway, might as well reward them for playing well now regardless.
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I feel like Ghostface needs some significant changes. The fact that people outright ignore what SHOULD be the major part of his power is problematic.
They need to get the reveal mechanic sorted out to actually function properly, and make it faster to expose.
It isn't that he needs a nerf, it's that his power needs to be fixed so he isn't ONLY played as "no terror radius m1 killer."
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In aus at the moment, at least at the red ranks, my survivor queues are basically instant but my killer ones are longer. It differs between regions.
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I personally don't understand why this has happened. Recent changes to the emblem system has made ranking up harder but still not altogether difficult. It's still largely playtime=rank.
As a result of nobody resetting more than a handful of ranks, within a month or two the red ranks are going to be basically everyone. It's going to remove that separation of sweaty tryhards from the more casual ranks, and it's going to make new players find it almost IMPOSSIBLE to get a match against similar ranks. They'll have long queues every single match to be dumped with red ranks anyway.
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Pig could definitely have the shotgun collar as a variation for RBTs. Saw have been letting them do all sorts of cosmetics, so it isn't even a stretch.
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Some of the devs would like to, but it isn't that simple;
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@LostAndConfuzzled said:
Didn't Oni get nuked into oblivion the other day?
No, Oni got a completely justified change.
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At that point it's time to slug everyone. You don't want to be picked up? That's fine, you can all enjoy 4 minutes on the floor together.
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Oman is a country, an omen is a warning.
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Devs provide much more insight into the issues than just speculation, so that ones a big yes. Community managers is similar. Mod, not so much since they often are on even footing with the rest of us so it's nice to see but doesn't mean more value. Trusted is a worthless tag that just wastes space on the screen and makes useful information harder to spot through the junk.
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@brokedownpalace said:
I ask because they have given characters details like that in the past, like Claudette's Vitiligo.
And also Claudette's inability to close her gaping gob.
Also Claudette's T-Rex arms.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/913454#Comment_913454
Hmm really now?
If you say they don't then why did all of a sudden the next character to get focus on was Spirit and not Doc.
The Devs metioned that after Nurse was "reworked" they would do Doctor next, but instead they listen to the survivor community and Spirit was next to get nerfed.
It's obvious they listen to the survivor community based on the example above that the Devs did.
Spirit got minor changes, that's very different to a rework.
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Doesn't have to be a sweater, but Christmas lights tie in with Stranger Things.
We could totally have Demogorgon wrapped up in Christmas lights that turn on and flash whenever he roars.
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@DeKillerKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/913755#Comment_913755
I mean he doesn't really need to rely on Add-ons to begin with.
Plus the nerfed rope add-ons are still pretty good. The most you can get were 8 seconds from a maxed out Swing Chains add-on. So I doubt it'll be a huge gamechanger to nerf it this low.
Not needing add ons isn't a good excuse for having bad add ons. He has an add on now that adds less than 2 seconds to a gen, and now that scales up to a very rare that adds 6 seconds, and that 6 seconds is CONDITIONAL.
That compared to other killers' add ons is pathetic, like Trapper has instadown traps, Hag has stealth traps, Pig gets to cut the RBT timer down by 30 seconds. This is just a pitiful waste of 6000 bloodpoints.
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@starpilotsix said:
https://forum.deadbydaylight.com/en/discussion/comment/900114#Comment_900114
"Sacrifice fun for the sake of consistency" is practically BHVR's motto. ;) Except, of course, when it's consistency between the level of difficulty of adept achievements between killer and survivor, because that's too much consistency I guess?
But yeah... when you think about it, "Merciless" became a dumb name for it once the emblem system came into play, because often to get a double pip (particularly at higher ranks) you have to play MERCIFULLY. Make sure everyone gets two hooks, make sure not to tunnel (getting hit with DS loses you points), definitely don't Mori, make sure the game lasts long enough that you get enough Chase points, basically give the survivor's a chance, i.e., mercy. Everyone knows that a 4K in the first minute or two of the match, which would probably count as actually BEING a Merciless killer, won't get you that rank, so why keep the name? And at the brown ranks, it's actually possible to get merciless while giving a survivor the hatch... a merciless killer while giving mercy. I've done it because I was scrupulous about making sure every survivor got two hooks before I killed anyone, and gave the last the hatch. (At low-number ranks you usually need that last kill, of course, but the point remains, you can get merciless while being merciful)
Call it Devout Killer maybe, because you're playing the game the Entity wants, drawing out the game. Then, again, you can leave Merciless as a category strictly for 4Ks. If you're merciless and devout, you did an awesome job. If you're merciless and entity is displeased, you didn't give the entity (or the other players) satisfaction of a good game. If you're Devout but not Merciless, you played a great game but one player survived, your heart wasn't in it.
As for the adept achievement... Even if you can only do it on PCs and not consoles, making the killer adepts closer to survivors is still reducing inequality. Currently, all killers (PC and console) are suffering in this regard compared to all survivors. Change it, and console killers may suffer compared to all survivors and PC killers... so you've reduced the amount of people suffering inequality. And, you get to say to those console people "Yeah, sorry, console won't let us change the achievements, you'll have to complain to them we can't do anything about it" (how ridiculous is it that they won't let you have control over your game's achievements? People SHOULD be complaining to them) which is at least ironclad rather than having to tell people "yeah we could reduce inequality but we can't do it for everyone so we're not going to do it at all, because consistency!" And if you ignore the consistency-is-king mantra and just make NEW killer adept achievements 4k-based then the level of people bothered will continue to drop as people (gradually) get the OLD adept achievements the hard way and not have to suffer the inequality anymore on the NEW ones.
But consistency, I guess.
@Almo said:
You are correct, but changing what Merciless means, if done properly, will require more work than just reverting it to 4k. The idea would be not only to change the requirement (to whatever it becomes), but also to clarify to the player what's going on with it.
That was similar to what I've been thinking recently. It's strange that you CAN get merciless killer while being merciful.
If they did just rename what "double pip" was called, merciless could be a little additional quantifier for a 4k. It would both be a very simple solution to implement without touching the achievements, while also increasing the clarity of merciless as Almo said. (ie. Merciless = you gave no mercy and killed everyone, rather than just 'performed well.')
On the topic of consistency, survivor still only has "Sacrificed" and "Escaped," it would be nice to get a bit of an update to those as well. Since their results and pipping are different, it could be prefixes like "Triumphant Sacrifice/Escape" for a double pip, "Worthy Sacrifice/Escape" for a pip, "Scarce Sacrifice/Escape" for a safety and "Inglorious Sacrifice/Escape" for a depip.
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I think that it was perfectly justified to nerf the build, especially when we've seen that Freddy has an immense winrate, and assumedly since these were the only things touched, it's because of the "Forever Freddy" build.
My issue with this change is that rather than replace the add ons with something worth running, they've all just been nerfed to values so low that it's not worth running any of them any more.
They basically just deleted add ons when they could have changed them. And Freddy already had enough junk add ons before this with all his haemmorhage and blindness nonsense.
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Because it would be overpowered to have a really weak effect that takes forever to build up last for more than a minute or two. Duh.
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Thank god for these changes. The flick was insanely overpowered. It took basically no skill to use oni with it.
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Because there is no middle ground. If someone finds a build that functions they're top tier, until then they're garbage tier.
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There was no leak. Someone just left the tap running and now the bathroom is flooded.
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@ScottJund said:
The only time the Oni is unable to be looped in any form is when he has the Scalped Topknot addon which is super broken for some reason. Without that double charge speed, there are definitely short loops he can't really dash around so he's not completely uncounterable.
That addon is absurd though.
Be fair, you deserve a reward if you're ridding the world of man-buns.
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Your best bet with Left Behind is to 99 the last gen while someone's on the hook and let them die, or just wait for the animation to end, and then pop it.
Worth scoping out the exit gates first though, cos if they're close together you just lose.
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I just think that hiding the red stain should be incorporated into blindness. That gives it a tangible effect within chases on the MANY effects that cause brief blindness in chases where aura reading is 99% of the time, irrelevant.
As for haemmorhage, yes, it should just be deleted and be made a part of mangled.
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Personally I'd like to see gen times increased, like up to 2 minutes for one gen, BUT for each generator completed, subsequent gens go 10 seconds faster.
That would slow down the game substantially at the crucial early stages, and reward working together on one gen at a time over 3 gens which would all be maximally penalised.
However, getting down to the 3 gen situation you wouldn't be at a disadvantage compared to now.
Obviously the numbers could be tweaked, maybe make the last gen faster than now for instance.
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I was watching people play "welcome to the game 2" on twitch, and they switched over to DBD afterwards, playing Pig on the game.
As a Saw fan I was pulled in instantly.
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@Dr_Trauts said:
His addons have plenty of versatility already
They really don't though. Nearly every one accomplishes the same thing in different ways, it's all just annoyance/confusion/tracking.
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@HexMoriMeMommy said:
If you had to nerf him, nerf his addon's that turn his chainsaw into an M1, I'd like to see because instarev chainsaw isn't something that takes skill. It's literally walk behind someone and get a free down if they don't have a pallet right in front of them.
Other than that he is fine.
Potential changes;
Lower his movement speed while revving the chainsaw. Prevents him keeping pace with survivors without losing ground for as long as he likes while he keeps the chainsaw ready to drop.
Add a chainsaw cooldown, proportional to duration. You use it quickly in a chase, you might get a 5 second cooldown. You charge across the entire map and land 5 meters from someone? You can't immediately rev that ######### on their ass for an easy down.
110 speed. Billy mains LOVE to talk about how highly skilled they are. Well if you're such a god with a chainsaw, then being slower otherwise really shouldn't affect you at all. Simple.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/904098#Comment_904098
He got a huge weakness. Loops. Understand how to run a jungle gym and he needs to M1 you. After he M1ed you, you basically won the chase no matter what, because his strength in chase only comes from his instadown.
That's just a terrible argument. There's plenty of M1 killers that all have to deal with exactly the same loops and they do just fine WITHOUT cross map one-shots and permanent long lasting map mobility with no cooldown.
You know why other mobile killers are 110 movement speed? Because their power is strong at getting downs and allow them potential hits that are otherwise impossible. They lose that speed SO THAT loops are actually a legitimate weakness when they fail at using their power.
Billy is the only outlier amongst all killers that has no cooldown or prerequisite to his power, no base-kit drawback to humongous advantages, literal training wheel add ons that remove the skill required to use his effectively, and no movement speed decrease for a permanently active mobility tool.
Billy is not "the most balanced killer" like the parrots keep mimicking because X streamer said so while they maintain their 90%+ 4k rate on him. Billy is just an overly strong, flashy killer that has a hoarde of followers who rush to say the exact same bad arguments every time he's brought up in the hopes he doesn't get brought in line with the otherwise consistent rules of killer powers.
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From the "accidentally shown to everyone on the live build" details, it looks as though he is losing the form swap, which I agree is a great change. It's stupid that he has to be a 110 killer to build up his minimal stalling which wastes more time for him with all the potential hits he could have had otherwise.
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@Hex_BoopTheSnoot said:
https://forum.deadbydaylight.com/en/discussion/comment/904944#Comment_904944
Well personality I wish Exhausted just prevented Haste from triggering, and I personally don't care if different Haste perks have passives. Like I wish Lithe made Haste duration gauges pause while falling.
That's more of a fix to the issue of 2nd storey vaults not working with Lithe at all, it's still something that would only trigger with the sprint effect once.
The issue is that ANY exhaustion perk is already a significant perk that extends chases. None of them need passive effects as well to basically double the value of the perk. It'd be like if Nurse's Calling and Sloppy Butcher were merged into one perk. Dealing with 4 exhaustion perks on a team is enough without them also affecting the game outside of their initial sprints.
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It is a buff to the perk to compensate for the lack of a constant passive ability.
It also opens up new avenues for stealthier play to break into a sprint without the killer even knowing you're there yet.
The goal was to bring it into line with other exhaustion perks by removing the constant passive effect, (along with un-breaking a tonne of maps) so what possible reason would there be to give it a NEW constant passive that no other exhaustion perk has?
They already do their job as one-off chase extenders, they don't need an additional effect at all times as well.
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"The classic counterplay of pallets and windows."
More than half the cast of the killers move at the same speed as him and have to deal with pallets and windows WITHOUT being able to cross the entire map, one hit down, have almost 100% uptime on those abilities and have insane control over them, and they get by.
Arguing that a killer with an ridiculous potential for a very low skill requirement like Oni has is balanced because "windows and pallets exist" is just naive.
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@tylerlogsdon1 said:
https://forum.deadbydaylight.com/en/discussion/comment/902309#Comment_902309
Find a gen and hide behind it's aura
Even then the gen up there is a storey above everything else. No matter which side you hide on the killer can see your feet poking out underneath.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/902396#Comment_902396
How are you sure they’re decent survivors? I mean it’s nearly reset so almost anyone who tries is red rank by now... these are the times you can screw around, try challenges and still 4K with trapper for example.
I live in Australia. When you get to the red ranks often enough you know most of the decent players there.