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@Luigifan64 said:
https://forum.deadbydaylight.com/en/discussion/194748/quit-designing
How in the ######### is a completely optional challenge proof of "devs being too survivor sided", I agree with you on the iri challenges being boring slogs, but not on the rest of it. Seriously, survivors have the same kind of challenges, and they're just as tedious (seriously that "unhook a survivor who unhooked you" one can blow me). This honestly just seems like a bad bait post, and if that's the case, well done sir you have baited yet another fish into this terrible argument.
Obtaining Iri on Survivor emblems - the equivalent for this task being Benevolent - is a breeze compared to the Devout. Survivors can max out Benev just by unhooking, hiding and healing one another, or even having other Survivors unhook the hooked Survivors. Killers can only gain Iri Devout by intentionally letting their sacrifices get unhooked and hooking a minimum of nine times and getting a 4-kill. Survivors can get benev Iri and still lose (I've done it at least twice now myself).
And it is because it is just one of many parts of the game that favor Survivor - not because it is the 'end all be all' swing in the Survivors favor. Yes, some of the Survivor challenges are tedious and just as stupid - but that doesn't stop or prevent the fact that several of the Survivors' challenges as well as basic gameplay design is far simpler and less tedious or stressful than Killer challenges/gameplay design.
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Necro is worth it if the problem is still a problem after a year (or longer). Proves that nothing ever gets done.
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@Bard said:
Like, this perk is already dogshit, but this just makes it confirmed dead.
DMS blocks gens until 45 seconds after the hook happened.
This has some synergy with the current Pop, because you can force survivors off of a gen to block it and prevent it from getting done, and then you can chase the survivor and come back to it later, since you'll have a 15 second window between DMS ending and Pop expiring.
With this version of the perk, using DMS alongside Pop will effectively make it impossible to use the two perks together.
As if people needed more reasons to avoid using Dead Man's Switch...
Unfortunately, that is BHVR's design path - designing all game-slowing perks to not synergize with one another because they're "too strong" that way.
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@Pipefish said:
Decisive Strike is now an exhaustion perk. Meaning using it causes you to be exhausted for 60/50/40 seconds. You also can no longer use it while exhausted. This would counter its synergy with exhaustion perks and make it much more fair in my opinion. What you all think ?
I don't think exhaustion would help it. I think following the suite of threads suggesting turn it strictly into an anti-tunneling perk as it was intended by having it deactivate if the survivor hops on a generator or heals a health state is the way to go. If they have time to heal or work on a generator, they aren't being tunneled anymore and the perk isn't needed. It was meant to combat tunneling so let it do that - and only that, as intended.
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@SkeletalElite said:
what does the emblem system and the archive have to do with the game's balance, it's literally meaningless.
And balance also includes ease of each side performing the same 'features', the emblems.
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@SkeletalElite said:
what does the emblem system and the archive have to do with the game's balance, it's literally meaningless.
Because the emblem system affects leveling; which is game design - and I didn't say balance, I mentioned biased game design. The emblem system is ten kinds of ######### up, rewarding not playing your objective to the maximum effectiveness and instead ######### around the entire match so Survivors "can have fun".
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@AetherBytes said:
Just had a game where I had 3 hooks on the basement all had been sitting there a full minute after gates were powered, during EGC guy comes in, all of them instantly recovered with Adrenaline, making it impossible to down them again, and with the gate open I either hit them and go to slow to ever catch up, or just dont hit them.
I get adrenaline is meant to be a stupidly OP perk, but ######### me it needs to expire at some point as a punishment for being on the hook when it triggers in the first place. If it expired, I'd at least get a well deserved 2k, but because of Adrenalines bullshit I couldn't even get 1.
Adrenaline needs a nerf, full stop. Otherwise it's abused like this to open the gates and make it impossible to down them again, even if they were hit on the stairs, without NOED or the like.
The only nerf Adrenaline needs is the inability to activate on a downed Survivor - the amount of Survivors that have had a second chance free escape through a gate across the map because they were downed while I hooked their friend; crawled away somewhere to hide; and were magically healed from dying when I closed the Hatch is stupid.
Adrenaline should only work for healing injured to full health; not down to injured.
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@BlueYoshi1492 said:
His static shock is annoying at best and at worst its toxic gameplay that prevents players from having fun. He just spams his shock and gets to block pallets/vaults by making the survivor scream repeatedly. Will there ever be justice for survivors?
4/10 bait.
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@cyniChris said:
The punishment for camping is letting the other survivors do gens and escape. The only reason camping ends up being so effective is idiotic survivors who try to rescue the person being camped only to go down and be camped themselves.
If survivors learned to do gens when someone is being camped, killers wouldn't do it as often. 2 minutes (plus travel time after) is just about enough for the other 3 survivors to finish the remaining generators, provided they split up.
1000% This.
The only "punishment" that comes from people wanting to punish killers that effectively secure their hooked sacrifice (ie. "camping") is from the victims of that sacrifice.
Camping is already beneficial to the other Survivors - but instead of asking Devs to punish killers ask them to change the reward system to stop forcing Survivors to need unhook saves and other altruistic actions in order to be rewarded like a good puppy.
Camping is only as much of a hinderance as the Survivors make it.
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@ZCerebrate said:
https://forum.deadbydaylight.com/en/discussion/comment/1648068#Comment_1648068
I'll like to point out that if Spine Chill did not have a directional indication based on Killers looking in that direction and was purely radial like Whispers then it would make survivors even more flighty than it does now and have no direct mechanical counterplay that you as a killer could employ to successfully ambush anyway. While this might be a huge loss in productivity if survivors are more likely to run or hide just at the sheer sight of you being within 36m away - it still doesn't garner any increase in interaction and address current killers complaints in this thread about Spine Chill gamers.
Anyways on another note - Spine chill is in the top 6 survivor perks over 250 matches for popular usage and a noted increase for me since adding Crossplay matches.
Loss of productivity by forcing Survivors to flee is better than increased productivity by the speed bonus of Spine Chill and Survivors being aware that the killer is looking in their direction and not just passing nearby.
If anything, remove Spine Chill's speed bonus and it'd be an "anti-stealth" perk still, but without adding an increased benefit to objectives.
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@Godot said:
...And you can't change my mind.
Think about it. It's been a while since we actually got this many perks changed under one update.
There might be the usual minority that will disagree with a few things, such as the Thanatophobia change, however even if the healing penalty will no longer exist for it, people will still find it annoying to go against, especially combined with Dying Light. I mean, I sure would find it annoying to go against, but I can't judge for sure until I actually see the update for myself.
And of course, the Pyramid Head nerf. Thank goodness, I was starting to get too good playing as Pyramid Head.
But the best change of all? Well of course, it has to be the Perk Rarity Simplification! I'm a simple man with a simple mind, and I absolutely adore simplicity in anything. This one just takes the cake. Well done, lads.
I'm eager to try the PTB already!
Pyramid's change was pandering to the Survivors - let's get that out of the way first and foremost.
As for whether or not it is a good thing - that's on bias. There was nothing wrong in the slightest with Pyramid being able to continually bait Survivors with his attack switching. It forced Survivors to not be able to play the same playstyle and looping patterns they were used to.
The only way this change will be "good" is if the cooldown reduction after a range strike is actually considerable otherwise, PH will become even more of an M1 killer than he already is in most cases because his powers are extremely situational and Survivor position dependent. They should have also cut the time it takes for him to enter Rites, because it's stupidly slow to trigger in a chase (which is one of the better places to use it, trailing torment trenches in a loop path as you run).
That, or they should have given him increased movement speed while dragging trenches; outside of chases only to give him map mobiliy. It would have compensated for his (objectively) "skill-based" gameplay.
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@GoodLookinCookin said:
But they said they doubled their team size since 2018?? There is no way it took them eight months to do that...right?
Double team size - half the efficiency.
You'd think with more team, you would have more people available for - designing more cosmetic options instead of the scarce and random packs we get now; more people for designing and redesigning perks; more people for working on killer power reworks.
You can't fix shoddy programmer etiquette though - if they built the game with horribly spaghetti coding then that is entirely plausible that it'd take them 8 months to fix these minor things; and why nothing else ever gets done about some of the more major things in the game.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1646869#Comment_1646869
Did you forget whispers exist? Literally the killer equivalent of spine chill. It's hypocritical to want spine chill nerfed while killers have multiple aura reading add ons and perks that counter survivor stealth while survivors have only one perk they can slap on to counter it
No, I did not forget --- Spine Chill is 100% active everytime the killer meets that condition.
Whispers is sporadic and does not always activate when Survivors are within the radius; nor does it give a directional indication like Spine Chill does.
If you're going to equate the two - then yes Spine Chill needs to be brought down to Whispers level - sporadic activation, non-directional "hey you're close"... Whispers is literally just a non-100% Heartbeat Killers can turn on for Survivors. While Survivors get a 100% active perk anytime a killer tries to come up from behind, which is kind of crap.
Survivors have a ######### ton of aura-reading perks too and flat-out counters and hand-holding when it comes to not having to be taken by surprise.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/1646697#Comment_1646697
But what perk would you create aside from spine chill that has a good counterplay for stealth killers ? I'm saying that it shouldn't be the only perk option for a survivor against stealth and at the moment it kinda is
On the contrary; if Spine Chill wasn't nerfed to make stealth useless against Survivors using it (which I 100% disagree with and do not believe stealth play needs a hard counter; just play more cautiously and watch your back better, imo) - I would instead make a Killer equivalent that is a direct counter to Survivor stealth with roughly the same power - essentially pointing out anyone "stealing" around you.
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@goblinkiller50 said:
I think a great way to deal with body blocking would be quite simple really. Maybe have it where if a survivor is being carried, you gain a little "ability" that would let you hit a survivor into the bleeding state if they're doing a technique that is related to body blocking in front of a hook. What do you guys think?
I get frustrated like this too.
Though, I get more frustrated by Survivors - almost. every. single. one - that absolutely refuse to just leave out the goddamned Exit Gates once they are open. They have to linger around - like it is hard coded into their blood and they will suffer cardiac arrest if they don't.
I think NOED should be base kit to punish Survivors not ending the goddamn game; or lingering once a Gate is open should rapidly drain bloodpoints and emblems. Something to punish Survivors ######### around instead of leaving like they should. I mean hell, killers get punished for securing their kill - yet survivors aren't punished for choosing not to escape so they can ######### around with the killer more? It's bull ######### and archaic by this point honestly and I purposefully will go to the opposite end of the map to deny any extra bp to Survivors that are so "senpai-notice-me" desperate for those last few drops of BP that they linger around instead of ######### leaving.
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@SkeletalElite said:
The totem replacement effect is already insanely good with non token based hex perks and the aura read practically makes thrill of the hunt but better.
Unless you're using devour, I don't see why would ever choose toth over this perk and even then undying is still just as good.
I think just the totem replacing effect is good enough on its own. At the very least, survivors will have to cleanse 2 totems in order to cleanse the perk you're protecting which is very good. At the most it guarantees totem stays up all game when it otherwise wouldn't.
The aura read effect should be moved to thrill of the hunt instead
Thrill of the Hunter alerts the killer with a sound alert whether they are looking in the direction of a totem or not.
Undying only alerts the killer with aura-reading if they are looking in the direction of that totem when it triggers.
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I like it, even if it leaves it up to other players to actually take the time to rate other players.
It's along the same lines as one of my old suggestions that all players receive a "Match Complete" bonus that is 10% the total bloodpoints earned by all players - and you only receive it if you stick around throughout the entire match, meaning if you die you go into Spectate instead of leaving the match and you hang around until completion to get your reward. It incentivizes not DC'ing to lose those bloodpoints and all others; and to try to earn bloodpoints yourself to increase the amount of that post-game bonus. And mercy-rewards survivors that happen to get taken out of the game super early by either tunneling/camping/mori.
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@Moundshroud said:
Nothing is wrong with Undying. I'm sorry you have to work a bit harder and have more objectives now. Bones were always supposed to be important. Deal with them, or not. I don't really care.
"B-B-But we're not safe doing bones anymore. It's not fair that we have to watch our backs and risk being caught by doing bones now. We should be able to do bones in secret again; that's what Thrill of the Hunter was for and now there's two perks to worry about. It's just not fair to expect us to have to give up one of our crutches to run a counter-perk to totems now!"
😑
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Same here on PS4 - happening pretty frequently, every couple of matches or so; causing me to lose hooks because I either have to drop Survivors and leave them slugged where they can be saved -- or they break free because I hit R1 repeatedly and the unhooking process will never begin and there aren't any hooks nearby.
Stupid bug and needs to be addressed ASAP along with many of the other issues in this game.
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@Orionbash said:
Since I've started playing DbD I've noticed a common trend where the devs constantly buff the bottom line of killers and nerf the top tier survivors. This is a constant, time and time again. And it's rather frustrating. On one hand you have survivors that have taken the time to learn to play the game properly and utilize all resources at their disposal to ensure victory whereas killers just wanna M1, BBQ, and get 4Ks. Don't get me wrong, there are a few good killers, but they're mosty....bad? Yeah, bad.
Pyramid Head was kinda the tipping point for a lot of us as we saw the devs flat out give a killer the ability to tunnel without consequences. The devs have admitted it's looked down upon to do so, as they understand the power imbalance, but still created him anyway because they knew killers just aren't improving.
And we're at the point now where the devs had to add Undying into the game because killers can't figure out how to juggle their objectives. As if the constant spoonfeeding of insane buffs to make even the worst killers feel like they're decent wasn't enough. Now killers can just camp a gen and let ruin regress it even though survivors have cleansed 50 totems by that point. There's basically 0 consequences.
It's time for a change.
I propose that all killers change over to an AI-controlled interface. AI has proven to be far superior to humans and will solve a lot of the problems with the current state of the game. Different levels of AI can be implemented to provide all players across all ranks a smooth, fair experience in all of their matches. Just think about it: No more tunneling or camping as the AI can be programmed not to do so. No need to bring second chance perks so survivors can finally use the perks that they want to without having to worry about bad plays. And most of all: It'll finally be about skill and not about finding different, cheap ways to make the worst of the worst seem better.
However I do suggest that KYF still remain as is so that former killers can use the killers that they bought as I imagine it would be frustrating to do refunds.
Bait is bait.
Survivors t-bag and clicky clicky troll the killer.
Killer determines the best and most effective way to achieve kills or deal with these annoying SoB's in to tunnel them into oblivion.
Survivors cry about being tunneled.
Camping and tunneling are direct adaptations and evolved from the playstyles of Survivors - who have gotten to toxic-levels of trolling and annoyance with their add-ons; left continually unchecked; and allowed to play the game extremely aggressively with zero fear of the killer.
Killers are tired of it and have stopped caring about the Devs frowning upon their "not letting Survivors play around" bullcrap; killers start effectively guaranteeing their kills instead of giving second chances.
Don't complain about the behavior of killers when it was the Survivors that ultimately brought it upon themselves by being trolls and annoyances - and the Devs for having such a backwards way of rewarding gameplay by effectively not completing your objective for as long as possible.
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Undying doesn't need nerfed. Run Detective's Hunch or Small Game if you are concerned about totems.
Just because you don't want to learn a new playstyle of using match time to seek out totems - because it interferes with generator rushing and killer trolling - doesn't mean the perk is busted in any way. Just because you don't want to give up a perk slot for one of your crutches to use one of the counter-perks, doesn't mean Undying needs to be nerfed.
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@vbarraganj14 said:
Run detectives hunch to counter a perk? Sounds like pay to win to me.
Not anymore pay to win than having to pay for half of the perks in the first place - including Undying. At least Detective's could show up on the shrine if RNGesus blesses you.
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@PassarinoT said:
As the title asks, I would love to be able to select my own menu music while waiting. Even if I can only choose from the DLC I have purchased, I would just love to play the Stranger Things DLC theme on the menu constantly but currently I just disable the music because it gets boring. Along with some other ones. What would y'all think?
Ditto to this because I personally think the Silent Hill DLC's music is the best theme so far and it's sad I can only listen to it if I go sit on Killer-selection screen with PH. XD
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I'd rather we do away completely with perks that can bypass and/or neutralize stealth killer's stealth mechanics.
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I absolutely hate running against Legion - he's up there with the Oni as my two most-hated killers to face. Reason? I hate his Killer Instinct - the same way I hate the Oni's tracking ability through blood orbs.
That being said, I think the DW duration could be shortened to like 20 seconds instead of 30. Most of the Legions I face anyway tunnel down their DW victims to begin with unless they're specifically using Frenzy to tag multiple Survivors.
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@musefan said:
Why not just prevent the opposite side from seeing any offerings?
Well, with the exception of shared XP, such as cakes.
Reason is, there seems to be a lot of loading screen DCs these days. I can only assume people are seeing a hidden killer offering and assuming the worst. If all were hidden it might prevent this from happening, or at least reduce it.
I mean, is there really any point in seeing offerings anyway?
And no, i don't personally use moris, I mostly play survivor.
I agree with this. The only reason it is there is mostly for Survivor's - but also in case your offering gets canceled somehow it doesn't burn away -- but I think at least all killer offerings should be secret so it isn't so 50/50 obvious that they bring a mori into the match.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1637772#Comment_1637772
No I just think you're being a ######### to survivors, generalising them all into one stereotype, instead of actually trying to be constructive and unbiased you're bashing survivors like they both don't have any issues to deal with, or like killers don't also ######### about things.
I don't love riding BHVR's dick (though I do like sucking on Pyramid Head's), I like calling them out on valid issues on both sides. Like how Blood Lodge can have about 60 pallets, but also how it can have about 2. Like how Spirit, Deathslinger, and Pyramid Head exist, but also how Prove Thyself, DS/Unbreakable, and Head On Squads exist. Like how Ormond, Haddonfield, and Mother's Dwelling exist, but same with Lery's, The Game, and Hawkins.
I don't ride BHVR's dick, I just try my best to not be a biased cuck. Try it out sometime, it does wonders for your self-esteem.
For the record, killer main.
Yeah, I'm biased as hell - because the vast majority of Survivors and Survivor mains piss me off. Because they don't want a truly balanced asymmetrical experience - with a clearly defined 'power' role and a clearly defined 'numbers' role. They want a game they can troll around with their friends on and screw any sense of stress or having to actually try or having to focus on something other than just goofing around in most matches. It's clear as day in the difference between stress/anxiety levels when playing a killer and playing a Survivor against opponents of similar skill as you.
And BHVR pisses me off because they cater to them far more frequently than they do Killers. When they cater to a Survivor - they nerf perks left and right, gut characters for a 'rework'. When they cater to Killers, they ignore problem perks that the majority of their Survivors enjoy using on all their builds, and focus on things like maps and pallets and vaults and loops; and it's just bull.
Don't get me wrong though - Killer mains piss me off too because they're always concerned about "high rank play this; high rank play that" and screw any gameplay that isn't red ranks in almost every thread I see about what are "problems" and what isn't - because there is this obsession with rank despite it being worthless and arbitrary.
I don't see problems in Spirit, or Deathslinger, or Pyramid, or any of the killers that have been released - in terms of them being too strong, like most people think they are. I have gone against and played just fine against these killers and yes - some of their abilities are annoying, but I am far more irritated whenever paired up against the bullshit of Legion and Oni. Or a facecamping Bubba and Billy because the chainsaw killer-players don't have any other tricks in their bag (but I also recognize face camping as legitimate and not a 'red flag' on killers unlike most players).
So yeah - it pisses me off when legitimate changes are proposed that would balance out the roles are immediately torn apart and shot down because it would upset the delicate power scales between killers and Survivors. Most of the Survivors reasonings are "well this hurts solo players", well I'm sorry - but this isn't a single player game? Maybe quit vehemently hating every change proposed, let the game be changed, and THEN push more actively for balancing SWF and solo play for Survivors instead of crying out so much that powerful killer tools and mechancis need to be nerfed so Survivors can go back to trolling in matches instead of sweating every now and then.
The proposed thread here - restricted camera on generators. Immediately shot down instead of any sort of constructive modifications like only having a blind spot and not an actually locked-one-direction camera: changing it to where the fact that the generators have different angles to work from becomes more of a consideration when placing yourself and yes - you would need to rely on other Survivors more often to cover your blind spots when you couldn't but that's the essence of a multiplayer game.
But no, instead it gets immediately torn apart and thrown out by Survivor-players because it would mean making generators dangerous and risky instead of a "i'm going to sit here, spin my camera 360 degrees and pay zero attention to the generator unless it makes a sound about a skill check". And then when I point out exactly why this change would never happen even in an altered form - because Survivor-mains will legitimately never allow a change that makes their objectives harder directly (as evident with Undying pressuring totems and taking time away from generator repair to look for totems), 'oh no that's wrong, you're wrong and bad' all because I won't sugar coat it with PR-level vagueness and bs. It is what it is.
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@bjorksnas said:
I think the situational cooldown + extremely strong effect suits this game better than small upgrade, even if the perk was 30/40/50% I would still never, ever, a few more ever use it, I think killers need more active use chase perks than they currently have with enduring, brutal strength, im all ears, spirit fury, beast of prey.
That's interesting. For me personally, I won't run any of those really (when I'm in KYF - because my killers aren't leveled due to playing with IRL friends constantly XD so my BP goes to my survivors atm) and prefer the match-duration perks that keep up pressure or active effects. Then again I don't press hard for a 4k when I play killer - I'm more relaxed usually.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1637756#Comment_1637756
also the fact the survivor no where near as hard as killer where there not many red rank killer and low rank killers are getting high rank survivors in matches and MM messed up.
I don't think the game will ever have a working Matchmaking system; there just aren't enough active players.
As for killers ranking quickly, yeah - I think both sides rank easily in many cases. Depending on the killer, securing a 4k is easy and that is the fastest way to rank with a killer (if you engage in chases and multiple hookings, of course). When the killers reach the high-ranks - if they are working on maintaining that rank, they have to play with a mountain of salt and toxicity because that's how the emblem system rewards them pip-wise. Same on the Survivor's end - they have to play extremely altrustic and troll-y to pip on their end.
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@bjorksnas said:
Yea but people seem to prefer strong effects rather than weak long term effects
I think I'd opt for just increasing it's effect a little bit - so it's stronger over the course of the match instead of having any sort of cooldown. It is currently 20/25/30%, so maybe something like 30/40/50% would give it power during chases and to combat things like Dead Hard or a Sprint Burst away - but wouldn't suffer from the cooldown making it situational.
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@Friquoild said:
I, personnaly, think that the Pyramid head's cage is a bad design beceause this just make the killer a tunnel machine.
The fact that the killer can avoid Decisive Strike by sending survivor in cage is a good idea, but How can you think Decisive Strike and Borrowed Time shouldnt work when you get uncaged. For me it's a problem to let a way to killer to tunnel easily survivor. This is just unenjoyable for survivors.
And for people who are going to tell me that DS is broken so it's cool to have a power to avoid it, as I said earlier "The fact that the killer can avoid Decisive Strike by sending survivor in cage is a good idea" + I also think that DS should be reworked, I don't know How but I don't want to let DS as the best survivor perk.
I'm open to discuss but just know that I only want the game to be enjoyable for both sides, and for the moment i'm not having fun against a killer that can avoid 2 perks, that let me some chance to not get tunnel, very easily
(Sry if I make mistake too, i'm not english and there is not forum for my language ^^)
Thx for readiing ! Have a good day.
His cage had a good design in the beginning; but because players didn't like the fact that PH players could see his Cage and just run towards it after sending a Survivor there - to combat people just letting them out of the Cage literally like 5-10 seconds after they're being sent there like they do now; so it got nerfed into the ground.
Now, PH can't even go near it without it sinking into the ground and teleporting somewhere else in a ridiculously short span of time. Additionally, PH can't see his Cage anymore so he can't go disrupt a release (because that would be 'camping' the cage) - and his cage has a horrible habit of not actually spawning on the 'opposite' side of the map from him; but sometimes closer to the middle or just in the 'general opposite direction' on some maps (if PH is in say bottom-left corner of map and cages someone; the cage should be close to top-right corner of map if it went off pure opposites).
I think the fact it cancels DS and BT is more than fair to compensate for how gutted it became.
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@bjorksnas said:
You recuperate faster from any attack made with your main weapon. The cool-down of missed attacks is ignored once every 50/45/40 seconds
Effectively giving you a attack with a mad grit cooldown once every 50/45/40 seconds
Instantly back on them if they make you whiff by using dead hard or sprint burst
Double lunge for large distance covered in chase making it another strong chase perk
Gain extra distance outside of chase for a little bit of mobility
Many more possibilities than current unrelenting
Cooldown just because a double lunge is very strong chase ability
This is a tough one. I think having no cooldown would be powerful - but having it be on cooldown is more limiting that reducing your cooldowns permanently the entire match.
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@Avarice10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1637763#Comment_1637763
This thread wasn't about SWF, OP made no mention of it. Splitting up is typically what solo do, partly because they don't know where the others are on the map, the only time they stack is if they spawned together, found each other or it's the last 3 gens.
If you made stacking 80/65 then it'd be faster to spread out which will hurt most killers who benefit from survivors being grouped up. If you made solo too long people would stack, and if you made both too long you'd destroy the balance of the game for solo players.
You'd alse see nerfs to killer gen perks, like Ruin and Pop.
Hence why there are constant calls for second objectives that Devs refuse to look at or take the time to try to implement (takes too much of their DLC generation time with their limited staff I guess, Idfk). Undying was meant to push doing totems to draw games out a little longer since totems were meant to be the 'secondary' objective but just get ignored in more cases than not (because no one wants to sacrifice precious generator repair time to find them; they just want to rush the primary objective and ######### around at the exit gates for the time they could have spent doing another objective).
And I mentioned SWF because even as a Solo player they only split up by lack of knowledge - whereas SWF will split up by coordinating it. Mostly pointing out the fact that it is a situation that BHVR can't fix because it's an either-or situation with no actual "fix" relating to that objective and thus would need other fixes, like a forced and required secondary objective.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1637750#Comment_1637750
If devs only listened to survivors why did all of this:
*ahem*, infinities went, bloodlust exists, we have nurse and Spirit, vacuum windows and pallets went, pallets were nerfed twice, maps were shrunk, hawkins exists, bnps were nerfed twice, syringe went, beamer were nerfed twice, pick up animation increased, BT was nerfed, Exhaustion exists and was nerfed twice, etc etc.
Get changed again?
Does everyone here love riding BHVR's dicks and trying to excuse them for current imbalances by bringing up past changes they've done? They're not doing ######### now about anything and when they do, it's something Survivors complained about (recently: Pyramid Head Cage nerf because "waaaaah camping the cage"; here soon - bet, Undying will be changed because of Survivors constant whining about it); what they did in the past is irrelevant to that fact.
If the Devs really listened to killers lately - we'd have changes to Survivor meta and crutch perks that we've been asking about constantly. As it stands, BHVR is like the government -- trying to appease people by making changes everywhere but the areas that are constantly asked about.(Gen repair speeds; NOED; DS; BT; Adrenaline; Self-Care; Toolboxes; Keys; Moris; etc. etc.)
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@Avarice10 said:
Well, it takes 80 seconds to complete the action to repair solo, but when survivors stack on gens, that time is shaved in half for obvious reasons making gens get down really quick, that's why they added the debuff to gen repair speeds with stacked survivors. It's still faster but also slightly slower too. By spreading out you can get 3 gens done, whereas stacked you'll only get 1 to 2 in the time it takes to get 3 done had they spread out, and spreading out also counters killers with poor mobility. That's why survs work on gens spread out, it's only the last 3 gens will they stack up.
It's one of those situations that they either fix one end (stacking) and cause problems with spreading out; or they fix spreading out and cause problems by stacking because they won't address the real issue and that is just the times in general and the items/add-ons of Survivors. If they nerfed stacking benefit for 2-stack; and required stacking 3 or 4 to actually get a considerable benefit (something like 80 solo, 65 for 2, 50 for 3, 40 for 4-stack) then SWF groups will just coordinate (the problem with SWF that makes it such an imbalanced part of the game) and spread out and do gens solo.
If they leave it as is, 80-47-etc. then SWF will either spread out still or stack two on two and knock them out ridiculously fast -- especially when paired with toolboxes that, while nerfed into oblivion, are still ridiculous when using the right add-ons and a perk like Streetwise.
Personally - the first scenario, forcing them to spread out, is better, but the base times need to be adjusted to be longer to compensate chase time; pressure time; etc. Something like 100 - 80 - 60- 40 would be fine. And taking another look at toolboxes even those they're already gimped.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1637006#Comment_1637006
If devs only listened to survivor outcry on perks why has NOED remained the same since Hag's introduction?
Obviously you don't take every suggestion fo the side you want to favor - you have to leave some untouched so it doesn't blatantly look like bias and favortism.
One "example" doesn't excuse the Devs.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1635121#Comment_1635121
No man, Freddy is my main. I don't normally use add-ons at all (because lets be real they all suck since the nerf). But If I do use add-ons my main squeeze is Swing Chains w/ Pill Bottle, Blue Dress, Jump Rope, Nancy's Masterpiece .
If I felt like going pallets then I would use just a pallet add on, and obviously the best is Paint Thinner w/ any of the above including Swing Chains.
If you can't tell I also don't focus on just one thing being stronger than the other. I mix and match, because again. Freddy doesn't even need add ons, but the ones I have listed are deffiently the strongest and usually the only ones you ever want to use.
The reason why Black Box, and Red Paint Brush are entirely pointless to good players, is because you don't get much from keeping just 1 survivor in the dream world (black box). In addition to that - good survivors don't fail skill checks to wake up easily (Paintbrush). On top of the fact that to counter both of them, you just have to wake up the same way any good survivor normally would, so they are add ons that are only difficult for less experienced players. Good players wake up and stay awake from getting hooked, using a clock, or waking each other up. It's how you counter freddy by staying awake without having to fail a gen check, so the Paintbush is pointless outside of the fact that everyone starts asleep, but then they just mad dash for their clock and go on the nearest gen, hiding from Freddy is easy when in the dream world he has a set terror radius at a large range, good survivors always see freddy long before he see's them (Which is why many consider Pill Bottle the best on him). Also Swing Chains is a nice bonus to reducing gen speed, but even good players can barely notice the difference and slam out gens just as easily even when in the dream world. As far as keeping survivors in the dream world. Freddy has an easy time keeping ontop of all the survivors all the time, and good freddy's do - they don't need an add on that puts or keeps survivors in the dream world.
Nancy's masterpiece though, hidden secret for good Freddy's. It's extremely useful to make staying on top of survivors stronger. Since you can keep everyone in the dream world anyways, when they are all stuck there your teleport cooldown is incredibly low, and you are teleporting as often as hooking and cutting people off in chases.
So yeah. I am not just a beginner on Freddy. Especially when I have to explain the basics of the killer to you.
In my experience, Survivors could care less about being in the Dream state and waking up -- ever since the ridiculous nerf that removed action speed penalties while you're dreaming. (What a stupid change along with his invis nerf; #ForeverSour about the Freddy "rework" lol)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1636948#Comment_1636948
Devs have confirmed they're working on perk changes for the next mid-chapter patch. Also if you think ds or unbreakable are op now I really want to see your reaction to their original forms. Same with when you could combine Sprint Burst and Balanced Landing and when they both had a cooldown of 40 seconds not Exhaustion.
I am well aware the perks were beyond busted in the beginning -- but the mentality of "well they're not as busted now as they were back then; so that makes them better and okay now" is unhealthy for the game.
Devs can confirm perk changes all they want - but until I see them actually released changes to problem perks first, instead of changing perks that really could have gone without being adjusted; any promises from them are just... hollow. More times than not, their changes result in Killer perks being modified because "they aren't performing the way we wanted" (I can almost guarantee Undying will be changed because of the outcry); but the major Survivor perks that are constantly being called upon for changing will get ignored. As usual. Because of Dev fear (ie. spinelessness, incompetence, etc.) when it comes to touching the "meta" and "crutch" perks of a Survivor.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1636928#Comment_1636928
Please tell me you didn't just say that the game isn't more balanced than it ever was before when, *ahem*, infinities went, bloodlust exists, we have nurse and Spirit, vacuum windows and pallets went, pallets were nerfed twice, maps were shrunk, hawkins exists, bnps were nerfed twice, syringe went, beamer were nerfed twice, pick up animation increased, BT was nerfed, Exhaustion exists and was nerfed twice, etc etc.
Did these things need to be changed? Yes. Does it change the fact that these things were still nerfed and the game is significantly more balanced than it has been? No. Not at all.
And in their place we have a slew of overpowered, broken, or underpowered perks that never get touched on because BHVR apparently has a crew of like 2 people that never have time to put out anything but cash-grab DLC's every 3 months; and rarely any rework/perk balancing or other minor update patches because anything major is always left for mid-chapter or chapters (a horrible patching style that other Devs follow too).
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@IIITweedleIII said:
Just a thought, but how many would appreciate it if DBD relocated newly spawn areas of Generators. Just to refresh things up abit. Considering we got new looks of gens, why not new locations.
Or
Is everyone too much into muscle memory and want to keep things the way they are?
I am always a die-hard advocate that all hooks, all generators, and all totems should be pure random spawn - no memorizable possible spawn zones.
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@ArthurDent said:
https://forum.deadbydaylight.com/en/discussion/comment/1636934#Comment_1636934
Love the headless horseman idea!!! Throwing the head is genius
Literally the miss and cooldown animation could be the head whirling back to the killer - with his vision "tied" to the head, so like you throw it and your camera "follows" the head until it hits or misses - then the head flies back to the killer and your camera is locked looking at your body as it soars back to you (since the animation is meant to "hide" where Survivors run too, sometimes. Most animations of wiping weapons you can still see the survivor run.)
Edit: Or leaving your head somewhere like a "camera" that you can check with your power and/or teleport back to.
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@Pipefish said:
This debuff causes survivors to split on gens. On large maps this makes it impossible for a lot of killers to get there before the gens pops. I rather survivors stack on gens so I can pressure multiple at once and this discourages it. 😒
I'm sorry I'm a little confused by the usage of 'debuff' here. Do you mean why is there a benefit to reduced repair time for stacking Survivors?
If so, then yes - the current gen times are ridiculously busted: 80 seconds solo; and then it drops an entire 33 seconds to 47 seconds for two survivors hopping on one gen.
And Devs sit there like "hurr, gen times are fine durr".
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For me, personally, I'd like them to branch out a little more from horror movies and such - like they did with Silent Hill (even though that was an iffy branch out because of the live-action film).
I'd like to see:
- Chucky - Actually tiny, actually terrifying.
- Dullahan (Headless Horseman) - Obviously without a horse; ranged killer that throws his "head" to damage survivors.
- Slenderman
- Vlad the Impaler - Though this might be hard given he is considered a national hero in Romania.
- Pennywise - This one should have been a given, but with the surge of IT craze I bet it's licensing fees are ridiculous.
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@SimplyNotFun said:
https://forum.deadbydaylight.com/en/discussion/comment/1636897#Comment_1636897
Not really. It’s quite annoying that people are constantly trying to sneakily propose survivor nerfs to be incorporated into the game. They’re trying so hard. It’s already too easy
Oh there's no sneakily about it. Survivors do need nerfs to several of their crutch/meta perks, items, and mechanics.
You're right - it's already too easy: the difference in stress and anxiety levels playing Survivor vs playing Killer are day and night by this point; and it is evident by the fact that queue times are still ridiculous because more people flock to Survivor and killers are quitting constantly.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/72160/proposed-gen-repair-with-camera-lock-zoom
It’s also realistic that if you know a killer is out to get you then you would be alert and looking around and not looking at 1 thing. 🤷♀️
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1636904#Comment_1636904
This was from 2019
There have been copious other survivor nerfs/killer buffs since then.
The game isn't exactly balanced but its better than it has been before imo. However back when this thread was made, the game was a lot more survivor favoured.
And "realistically" you can't focus on mechanical/electrical/whatever-the-hell engineering to repair a goddamn generator and see out the back of your damn skull either.
360-degree vision is absolute bullshit. At most, 270-degree in either left or right turn is more realistic and would provide the right amount of danger to repairing generators that they should have; and allow killers the ability to come up on Survivors in a blind spot - the way they should.
And someone else mentioned that next we'd ask for not being able to turn your head in a chase -- yes, realistically you would not be able to keep running in a directly straight line and be able to see directly behind you. Again, 270-degree with a blind spot is realistic. It's bad enough that the bullshit 3rd person perspective of Survivors lets them hide around corners and see around them in most cases. This game would be 100x more terrifying and 100x more balanced if both roles were in first-person; or is Survivors did not have 360-degree vision; but a modified field of view with a definite blind spot.
Seriously - these mechanics are just blatant safety nets and diapers for the Survivor role - one of the 500 second chances programmed into this damn game because Survivors are "too delicate" to play their numbers role and have to be the power role too in most cases than not.
The game may have changed - but it is not really anymore balanced than it was. Survivors are still babied, pampered, and favored - almost everything they cry about ends up nerfed down the line; while killers are constantly ignored time and time and time again when we ask for something on the Survivor end to be nerfed --- and when it is nerfed, it is never actually "nerfed" directly; but reworked so it is just as powerful but "performs differently, so it is different, shut up killlerrrsz'.
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@MrPenguin said:
DS does not need any buffs right now, it needs to be taken the other direction and be nerfed a little. Right now it hits people who aren't even tunneling and punish killers for doing well because the timer is so long and it has no deactivation condition. Slugging is just the lesser of 2 evils most of the time. The killer can't hook you, and its better to have you on the ground then doing something. Its still a lose-lose for the killer.
DS is already used and abused in its current form to make really aggressive plays or to make a "mistake" on purpose and punish the killer for it when the survivor should be punished, we don't need it to be stronger.
Bring the timer down to 20-30 sec or so, make it deactivate on healing or entering a locker or interacting with a gen (you aren't being tunneled if you have the time to do any of these), have the timer pause in chase and downed. Do all of those changes and it'd be closer to a balanced anti-tunnel perk.
Also, slugging is not tunneling unless they camp the body for the whole duration after chasing you off hook.
"Bring the timer down to 20-30 sec or so, make it deactivate on healing or entering a locker or interacting with a gen (you aren't being tunneled if you have the time to do any of these), have the timer pause in chase and downed. Do all of those changes and it'd be closer to a balanced anti-tunnel perk.
Also, slugging is not tunneling unless they camp the body for the whole duration after chasing you off hook."
This. 1000% pure logic - which means it will automatically be thrown out and hated with a passion.
Touching a Survivor's crutch perk is like sacrificing a sacred animal in a religion - taboo and how dare you suggest such a thing. /s
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@Eyhnal said:
Salty? If anyone is salty here It’s you based off by your attitude. So slugging is a viable strategy okay well is it fair for the survivors to just be on the ground 24/7? Do you hear me crying or whining about being slugged? No I gave my opinion on why ds is not that viable as it should be.
Thank you for agreeing with me that killers know how to play against DS that’s all I needed :)
you can now shut up and stop answering on this forum I don’t need your unlogical cheap arguments 💋
"Do you hear me crying or whining about being slugged?"
You literally were complaining that DS was useless because you got slugged and was situational because killers could slug you to time it out -- that is complaining about being slugged and it negating your crutch.
And thank you, I don't know what I would have done without your permission to shut up. ######### off with that; open forums, I don't need your precious permission to do #########.
Imagine, being part of the community that the Devs are terrified to piss off by making any changes --- and STILL thinking your crutches need to be even more powerful. God, I wish the Devs would grow a pair and make the changes this game needs just so I could drink the salty tears of all the Survivor outrage when their perks were brought down to the power they should be.
Talking with you is talking to a brick wall, but I swear the wall would be a more coherent chat partner. You're so back and forth - changing your statements based on what I say to make it look like you've won the argument...
"Thank you for agreeing with me that killers know how to play against DS that’s all I needed :)" Exactly, you dumbass. They know how to play against it - and DS does not need to be changed just because your precious ass got slugged and the killer was smart enough to put an end to your second chance bullshit.
#########, Survivors shouldn't even have second chance perks - they are not the power role in the game to begin with. But the Devs know jack ######### about designing an actual asymmetrically balanced game and are just spineless when it comes to anything relating to Survivors.
Learn to play the game without your precious crutch perk if you aren't smart enough to run Unbreakable to counter your slugging problem. Otherwise - deal with it and bleed out on the ground where any decent killer should put DS users - because having the perk always makes you cocky and make the 'dangerous' save or play, because "Oh I have DS".
DS doesn't mean and should never and will never mean 100% free killer stun in every situation.
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@Eyhnal said:
https://forum.deadbydaylight.com/en/discussion/comment/1636732#Comment_1636732
That is exactly what I’m saying. A killer shouldn’t be able to avoid ds when you’re downed. Let the timer pause when you’re downed and when you get healed to the injured state let the timer start again. This would be an anti tunneling mechanic as it really is situational right now. Oh and for the record slugging me for a good minute and then hooking me is still tunneling.
And you saying that DS needs to be nerfed cause It’s a crutch perk? Oh my lord you literally just said It’s an anti tunneling mechanic and now It’s too much for a killer to handle?
I still think you’re ignorant but you do you.
Wow, I had no idea that crutch (meaning Survivors can't go without the perk because its makes their dicks go limp) means too hard for killers to handle. Clearly, it isn't hard for us to handle - you're just salty because you're precious second chance perk can't save you from a killer that can anticipate it coming - because it is so commonly used. And no, the only way slugging you is tunneling is if the killer slugged you and stood over you for 60 seconds, chasing no one else or downing no one else. If they downed you and then went after other people that is not tunneling. Slugging is a viable strategy whether it makes you upset and feel let out of the game or not.
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@Eyhnal said:
https://forum.deadbydaylight.com/en/discussion/comment/1636272#Comment_1636272
I absolutely disagree you’re just saying that DS is way too op when It’s really not? You just want DS to get nerfed so hard that survivors will stop using it well honey it doesn’t work like that.
Killers these days know how to counter DS by just slugging you until they know that the 60 second cool down is over. That’s when you get hooked again and DS is totally useless.
You’re trying to nerf DS by making it absolutely useless. I have never seen such an ignorant idea in the forums.
It is indeed a anti tunnel mechanic well how is it anti tunnel when the killer won’t pick you up until the cooldown is over? It isn’t anti tunnel then now is it?
Just as ignorant as saying DS needs to be buffed so the killer has zero way to avoid it or run the timer out and just let the Survivor using it run free for 60 seconds. DS has its uses - and if you think the killer is going to slug you (because not all of them slug you right off the bat; many do if you are playing overly zealous against them like you want them to hit and pick you up) then that is just a moment that sucks for you.
Yes, you counter DS by either letting the Survivor go - or you slug them and leave them on the ground where the other Survivors can go aid them; they can raise themselves with unbreakable if they run it; or they bleed out if they're the last Survivor. DS does not need to be buffed to where it is a 100% guaranteed use against a killer. That is just ridiculous.
And you're insane if you think DS doesn't need to be brought in line so it quits being an absolute crutch for Survivor players so much so that the very thought of not running it is laughable.
And for the record - 'slugging you' is not tunneling you. It gives you ample time to crawl somewhere else or recover if you're left on the ground. If you're having that much of an issue being slugged - ditch one of your other perks and run Unbreakable with it. Otherwise, no - killers should be able to let the timer run out and the Survivor should only be able to run the hell away from the chase/hook but not get free 60 seconds of worry-free progress on gens and patching themselves up because "oh I'll just DS them if they down me again".
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1636259#Comment_1636259
I don't know how many survivors you talked to because most of who I know want a different objective because holding m1 is boring
https://forum.deadbydaylight.com/en/discussion/comment/1636106#Comment_1636106
What do you mean
Most want a different objective - then BHVR introduced Undying and incentivized doing totems; but Survivors hate being "forced" to do spend time looking for totems and doing them; and then turn around and saying Undying "punishes" them for doing their objective because it makes them have to watch their backs because of the aura reading.
And what I mean by rarely playing killer is - I prefer playing Killer (because they get Bloodpoints faster = faster leveling of my characters); but because I enjoy the game more with my irl friends I have to play Survivor more than not because killers cannot 'Kill Your Friends' and still earn bloodpoints and progress.