azame
azame
About
- Username
- azame
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ausanimal said:
One thing you left out and is one off the biggest reasons why people say the devs are survivor bias is when they change a perk it's how they explain the reason behind the change to the perk. Take Ruin when it got nerfed and the reasons why they changed it one i can think off is that it was not fun for low lvl survivors so of cause people are going to say the devs are survivor bias because they changed a perk because survivors weren't having fun.
People can go back and forth with what perk got nerfed on each side or a item/addon but the biggest thing that makes people think the devs are like that is how they word the changes to stuff, It's really not the best when they explain the reason behind the change and a lot off killer nerfs come off as they are doing it to make things easy for survivors. That might not be the case but that's how they are explaining the change if they explained the changes better then people might not have the mind set that the devs are survivor bias.
Sigh you simply dont understand. Old was too hit or miss. Good players could consistently hit great skill checks and make the perk utterly useless. While bad players couldnt hit great skill checks and make it extremely good.
New ruin is more consistent for good killers who can pressure survivors off gens. It wasnt bias it was to make the perk less hit or miss and remove inconsistency.
-
@Callmehandsome said:
https://forum.deadbydaylight.com/en/discussion/comment/1659107#Comment_1659107
You can avoid hooks with new DS. Old DS could avoid the first hook if hooks weren't close enough, but it also had more drawbacks like enduring was a soft counter to stun, unnerving made skill check extremely hard to hit, skill check was literally 2x smaller than it is now. Also now if you kobe, get saved decently close to exit gates, Killer can only down you and you can crawl out of exit gates while killer can do nothing but watch. New DS is stronger than the old one
Getting to 35% wiggle state was not hard. If you were in swf you could easily bodyblock. Also hook spacing wasnt as bad back in those days you actually had to go somewhere to get hooks.
Enduring did counter it but with the number of pallets and how tiles worked back in the day it was fair. Larger maps, closer tiles, more pallets. Nobody ran unnerving it was a waste of an perk slot.
You needed good perks to weaken survivors overwhelming power. New ds doesnt avoid first hook which btw stopped the killer from even progressing towards their objective.
Do you understand that the killers couldnt even achieve map pressure, and had to go through another pallet eating chase. With how survivor worked back then old DS was simply broken.
You could say new DS is more broken because of how it works after hooks and how powerful it is at end game but really I think people forget old DS combined with all the op survivor stuff. Dont forget prepatch 2.0 vacuum pallets with old DS
-
@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1613154#Comment_1613154
billy chainsaw ghost hits are a thing for a while now
I thought you meant like m1 ghost hits.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1663262#Comment_1663262
Undying + ruin is a strong combo that probably will get slightly nerfed since it's too strong but I've tried undying + haunted grounds, it's not really that strong as you'd think, if there all 5 totems are alive, pretending that no survivor has done a single totem then it is strong but usually if a totem is there it gets cleanse, that is just my experience, if there are no 2 dull totems available, haunted grounds will not get restored.
And I'm not saying that nurse isn't strong, I believe she is still top killer but there are still a few things that a nurse can't blink through even at fully charged blink.
Also, thana and sloppy aren't really that great, but I guess that is just because of how I play, and with the new buff to thana I think it can make things a little bit better but who knows.
Lastly, I wanna talk about breakable walls which in fact are in favor of the survivors until broken, it really doesn't make sense that those walls exist since most of the time they are just time consuming, the more the killer waste the more survivors gain.
Undying ruin is definetly gonna get nerfed. Its too strong against solo which is another problem of mine. In swf its fair and balanced but solo it destroys. It's the fact 2 haunted grounds can proc which is 60 seconds of isnta down and heavy slug potential. It doesnt seem strong at first but tis definitely powerful.
The nurse bugs are very tedious but it still did not stop her top pick in botb.
Thana and sloppy with new thana can potential slow the game down heavy if you get multiple hits. Either they heal and waste time or they dont and take longer gen progress.
Breakable walls on the reworked macmillan and main building dead dawg favor survivors. Badham has killer sided breakable walls.
-
@pepperoninipples said:
https://forum.deadbydaylight.com/en/discussion/196360/getting-sick-of-solo-survivor
That happens to me all the time. I cam run the killer for 3,4.5 minutes and 1 gen or 2 gens get complete. That is other survivors fault not mine. I did my job to run the killer. I have all my fun doing that as survivor. If i escape that is a bonus.
Yeah getting chased/winning is really fun. My problem is my efforts seem to be meaningless. That really kills it for me.
-
@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/196360/getting-sick-of-solo-survivor
Add me. I'll come save u when no one else does. U can leave me and I won't be offended.
I will come save u even w a facecamping Bubba. If all else fails, I'll die w u if it makes u feel better.
I play on PS4 Xbox PC.
You dont have to do that for me. I'd feel bad leaving you to die man that's not cool.
-
@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/196360/getting-sick-of-solo-survivor
Solo sucks. There was a time when it wasn't to bad, because people actually knew what they were doing, and got stuff done, but now it's horrible.
Back then it definetly was better I had much more fun. Sure survivors still werent the strongest loopers but they knew when to pressure gens.
-
@Rivyn said:
So long as SWF remains untouched, I will consider the devs 'survivor sided.'
They cant touch swf they have to buff solo then killers. You should NOT punish playing with friends.
-
@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/196360/getting-sick-of-solo-survivor
A thing I do is I dodge lobbies that look like trash survivors (by dodge I mean leave the lobby, not leave in game). eg: If I see a default Jane I already know it's gonna be a 3v1 so I just dodge. Same goes with Nancys, blendettes etc.
Other than that Better together or Kindered is really good for solos, DS is a must have. If you're running the smol pp build though you wont need kindered or better together.
Bringing a medkit works as well.
Obviously this wont guarantee a fun game but it helps a lot.
I have been dodging lobbies recently especially key lobbies. For my solo build it always has object, adrenaline, sb and a random perk (hope, iron will). I havent ran DS in a long time I rather not run it, its jsut boring to me.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1663878#Comment_1663878
Yeah basically it. Made more fun when Meg decided to use OoO when they were the VIP. I ended up using Autodidact, Dead Hard, Iron Will, and Soul Guard (then when I was VIP it was DS/UB/SG/DH with a key but let's not focus on that part). It was great fun and I hit some sick beamer saves too.
Karu you gotta let me join in on that. Definetly sounds fun and changes up the way you play dbd.
-
https://www.youtube.com/watch?v=HvBMXU5OJ-U&t=75s@Yamaoka said:
Where can I watch the 5 minute chase?
My first match I get chased for about 5 minutes.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1663812#Comment_1663812
I'm slowly being converted back into playing survivor again by playing Protect The VIP with @BigBrainMegMain and a couple other friends lol
Oh what is protect the VIP? Is one of you the VIP and the others like risk their lives to get you out no matter the cost?
-
@CaptainRaider said:
https://forum.deadbydaylight.com/en/discussion/196360/getting-sick-of-solo-survivor
For me I find swf to be unfun, because I am guaranteed to play with people who are below my skill level as survivor. But I don’t want to play solo queue because the game becomes boring eithin the first match because of a lack of social mechanics i.e. mic chat.
Solo can be fun but you need good teammates. Swf is really fun for me I'm usually chilling with my friends and talking about life.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1663361#Comment_1663361
It makes me consider becoming a killer main because then I dont have to have bad teammates holding me back.
This is literally what I did lol
Dang I'm actually playing killer right now so maybe the process has started. I'm enjoying myself so that's good.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1663529#Comment_1663529
It's sad when I see a R1 claudette run to a pallet, stands there waiting for me to get there and then drops it instead of looping it. It just makes me ask "How the hell did you get this high?"
Those are the teammates I get dude. I have teammates who pre throw jungle gyms. I'm actually playing killer right now. Too much salt for one day.
-
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1663602#Comment_1663602
I hate solo as well, that's why I basically never play it.
You don't need to worry, the devs won't nerf swf or add an opt-out, playing with friends should never be punished.
Ik they wont and cant it will definitely kill the playef base. They need to buff solo and buff killers accordingly. They also need to fix window hits I'm do tired of getting bit when I'm taking steps.
-
@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1663544#Comment_1663544
SWF isn't that broken in my opinion. It's the only way to have fun as survivor for me, and it is only OP if you are a 4 man optimal swf with all second chance perks, and OoO.
Most killers like to use swf as a scape goat.
I agree with you on that but swf complaints are heavy and when I play solo it's hardto have fun.
-
@[Deleted User] said:
Probably unpopular opinion, but I feel like the reason a lot of bad survivors reach high rank is because they rely too much on the amount of crutches and second chances perks provide them.
When you have an arsenal of second chances at your disposal, you don't need to be good to pip in this game.
I always encouraged people who want to get better a survivor to take off perks in general. It will help you learn to loop better without relying on deadhard or an exhaustion perk to bail you out, you will learn to use your eyes and ears without spine chill outright just telling you something is coming, you will learn to safely save people from hooks efficiently instead of just farming survivors because "BT", etc.
Many, many, MANY survivors do not know how to do any of the above. They just rely on perks to do the work for them. The amount of survivors I've been able to sneak up onto survivors on killer by just walking to their location backwards to avoid spine chill is kinda depressing sometimes.
I can agree to this to a certain extent. Some perks really so remove the learning with certain things like safe hook saves (bt) or looping(dead hard). Although I dont think this is the reason for red ranks being inflated with bad survivors.
Ranking is simply to easy. You vany pin it on perks because in the first week you could definitely get red rank survivor. Do a couple gens, pre throw pallets in chase and get saves.
It's the ranking system not the perks.
-
@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1663361#Comment_1663361
Been there, done that, although I still try to play both roles equally. Currently I'm Rank 1 on killer, somehow, and I constantly keep de-pipping as survivor. I don't mean to derail the conversation but I guess this just shows that playing as killer is somewhat slightly easier than survivor, and then there's of course what you said: you don't have to worry about getting bad teammates.
People can complain all they want about swf but solo is the most unbalanced thing in this game. Then people get mad when you want to run swf.
-
@Godot said:
To be honest, I've had my most fun in this game while:
- Playing as a killer and getting a 4k.
- Playing as a survivor, solo, with random perk builds (created by the DBD bot in my Discord server).
But I can see where you're getting at. Randoms during your solo matches are rarely ever amazing. There's been only one time where I was playing solo and I was just absolutely baffled by the amazing team-play these guys did... Turns out they were SWF and I was the only one solo, but we still pulled off such a great play that even the Trapper we were up against was confused and amazed, despite him trying to camp and tunnel us. This was the only time I had an unreal amount of fun during solo, but other than that, I tend to not get upset about solo unless I actually get worthless teammates, such as the ones you mentioned: leaving you to die when they have all the chances to rescue you, etc.
It's just that how are these guys even considered "high rank." It confuses me. Then they can't do anything productive. It makes me consider becoming a killer main because then I dont have to have bad teammates holding me back.
-
@MeltingPenguins said:
The thing about DS (as with all hated perks and offerings) is how you use it:
If you DO use it against tunneling, fine. but if you have a killer who plays fair and you use it against the, not fine.
If the killer doesn't camp, doesn't tunnel and perhaps even goes out of their way to not hit you if you run into them after getting unhooked, ignore the DS skillcheck when they down you again fair and square.
It's the same as with moris:
you can bring them, but if there's no need to use them, don't
So we are supposed to let the killer get a second hook on us? Ight g almost had me there.
-
@CashelP14 said:
Once the killer finds out you don't have DS your getting tunnelled. It's why I always run it.
Nothing worse than playing with randoms, see them get tunnelled and not have DS.
Literally happened to a feng in my game. The clown found out she didnt have DS and tunneled her out the game.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1662168#Comment_1662168
She's considering coming back, and wants her special magic skins to still be exclusive. Else I'd be able to have her account and my own pretty shiny Napkin skins
Ok if shes coming back that makes more sense then.
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1662076#Comment_1662076
yes having a teammate tell you where all traps are or the killer in general is isn't toxic because its not gesture. not everything is black and white its toxic because it creates a situation where the survivors all know your location and actions which allows them to make plays that are drastically disadvantages to you. leaving a gen early, avoiding dangerous area's, completely avoiding the killer, and sabo'ing traps.
simply put it puts you in a disadvantage until the OoO is dead and the team knows your actions and can act on them accordingly. as said not everything is black and white.
edit: also a lot of players who use the perk are toxic in general. almost every OoO i go against use the perk to waste as much of my time as possible and if you try to ignore them and they know they will just watch your every move and later in the game they can take some hooks and will t bag and FL spam to get your attention.
There are other perks that put the killer st a disadvantage sprint burst does at the start of the chase. What makes objectnso different. Is it because its stronger and allows for accurate callouts? Toxic is how you treat someone, let's say I'm tbagging to make the killer mad that's toxic or spam clicking to make the killer mad that's toxic.
Running a strong perk isnt toxic. You have versed me using object was I toxic. Not all object users want to abuse/violate killers we just want to be chased and chill.
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1658967#Comment_1658967
That was an example, not exactly 50 but currently it's like 50-70 not 50-100 like I said.
And no, killers aren't immune to nerfs but usually nerfs ruin a killer badly, I loved playing as nurse, I can't anymore because of the massive bugs she has now, I still get the crow sounds and that.
And I don't believe survivors are close to 50 yet, since there is too much synergy perks for them meanwhile killers are getting synergy perks removed to an extent of course, some are "bugs" according to the devs.
I personally Think it's for 60-65 because most of the things are the survivor sides are just a shell of their former selves.
Nerfs havent ruined killers badly. As you seen in botb nurse was a top pick. Yeah she needs her bugs to be fixed but she clearly us still really strong to be a top pick.
Killer have strong synergy undying ruin, sloppy than, undying haunted grounds. They arent bugs and thsor are extremely strong synergies.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1662130#Comment_1662130
idk my friend's legacy nurse looks so nice :(
Karu I understand you are against legacy coming back but if you friend doesnt play why does she care if legacy is distributed? She doesn't even play the game anymore it shouldnt matter.
-
@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1661660#Comment_1661660
OoO is perhaps the one exception to that rule.
It's a perk just like no other perk. I run it solo am I toxic? It makes virtually no sense. Toxic is being intentionally rude to aggravate other players. Having an aura reading does not do any of that.
-
@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1661660#Comment_1661660
assuming your not a killer constantly in undetectable and its used in a swf they have constant info on you can can coordinate with that info. if your hag or trapper you might as well give up. how is having your entire team know where the killer is not toxic. sure its not directly toxic like t bagging but its still toxic regardless.
So you are telling me that without bragging or spam flashlight clicking no bm. Nust having an aura reading is toxic? Ok man that's kinda funny. If you think it is so be it let's agree to disagree.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1661675#Comment_1661675
No, I explained how it's supposed to work. He replied to that by saying that was dumb. No mention of bugs in my comment nor his reply.
Yeah I misunderstood what you said. However explaining how it works is irrelevant to this post when op is simply complaining about how bugged his power is.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1661664#Comment_1661664
OP was replying to my comment succinctly explaining how it works and didn't mention bugs at all in that reply. I extrapolated that they meant the way it's supposed to work is dumb. If you didn't catch on, I am aware of the issues with the mechanic, I just said how it's supposed to work.
How it works is irrelevant when its bugged to all hell. Also he didnt explain how it worked he simply stated it was dumb.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1661383#Comment_1661383
Why is it dumb? It prevents you from revealing him when he's just a tiny speck in the corner of your screen, which would be dumb.
Hey orion if you didnt catch on the mechanic is bugged. You cant reveal him when staring directly at him even with your characters model looking at him. Other times you can get him behind a wall. OPs complaint stems from the fact it is inconsistent.
-
@MadLordJack said:
Yes, but any OoO user knows that THEY are being a bit toxic and could also potentially be calling out to their teammates, so... Kinda like mori'ing keys. Just a big old filthy slap fight.
Running a perk isnt toxic. That makes no sense. It isnt bankable and it is allowed by the devs. Its only toxic if you use it to mess with the killer.
-
@Pepsidot said:
https://forum.deadbydaylight.com/en/discussion/comment/1659987#Comment_1659987
If I could find the youtube video I'd show you, but players have literally lost all their progress (including legacy) on a live stream (with hours of footage of them using their legacy skins AND losing their progress in one stream) and haven't been refunded. I for one have video proof of losing all my progress, of me wearing my legacy skins in youtube videos, on a twitch clip and many, many steam screenshots. My prestige achievements also back me up.
We can throw as much evidence at the devs as we can, but they don't seem to even look at it. I'm saying this because your comment suggests that the developers WOULD give players back legacy if they could, but evidently, this is simply not true. I have emailed support countless times and they always said they're looking into it and it will be addressed in the future!
Also the thing is, many people lost legacy AFTER they migrated the saves to their 'secure' servers. Why aren't we refunded?! The funny thing is, I had 50+ backups of my local save file. If I had lost my progress before the migration, I would have simply replaced the corrupt file with one of my backups. Because I lost my progress on their 'secure' servers, I could no longer do this as they were no longer stored locally. That fact really triggers me.
Show me some videos I want to see that also it sucks to here you couldnt replace your save file. I know many people who lost their legacy did that before dedicated servers.
-
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1659399#Comment_1659399
I did make suggestions:
https://forum.deadbydaylight.com/en/discussion/195539/how-to-fix-dbd
And yes, it has been slowly, it took them 3 years to fix God Windows. You go back 4 years ago the changes look drastic, but it's been 4 years. Survivors back then were absolute monsters and it's amazing the game even survived. But it survived because of exactly what I said. Killers start leaving, behaviour makes a couple of changes, killers come back, rinse repeat. If they were truly unbiased they wouldn't make some of the choices they make. And Pop vs DS is just ONE example, and the most recent.
I like alot of what you put into the post switches would be a nice start game concept. Although 10 pallets per game is terrible. On top of that half are unsafe ones which in order to get use you need good distance or a stun. Stuns are unreliable with latency and apparently you want survivors to move slower? So chase would fall out of meta.
The perk changes are good but you neutered object. It's a long list but some things need adjusting like 5 regions completely changes the game. That needs a little reworked. Also not to mention if there are only 10 pallets its 2 per region. Pallets are easy to get down well atleast filler pallets. That means a guarenteed jungle gym per region If that's a change you want made or atleast to make it fair.
Also chaining tiles is a skillful task not every survivor can do. If you want tiles to be too far spaces bamboozle has no counter.
-
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1659358#Comment_1659358
They've been very slowly nerfing survivors because the number of killers fluctuates. They make a change, we come back, realize it still sucks, start leaving again, then they make another change. The biggest example of this was after the ruin nerf, people left en masse so the next patch was maps made smaller and God windows finally removed after 3 years.
They haven't been nerfing survivors slowly its almost been a new thing almost every patch. What exactly do you want gadly? Do you want every map to have 5 pallets and no windows? Make suggestions don't just say the devs are bias and spit nonsense. They can't just make survivors incredibly weak or make chases impossible to survive that would kill the playerbase.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659348#Comment_1659348
So do you blindly believe all of what the devs say even though they constantly go back on what they say?
No, I'm presenting you with the evidence. If you don't think the devs are trustworthy, then there's no point in us having a discussion. You can project literally any reasoning onto them and dismiss what they actually say as a lie.
The actions speak louder than words especially with BVHR but you seem to be on their side 100% regarding things.
I am literally speaking out against BHVR in this thread, but that doesn't fit your narrative, I suppose.
Its not that I don't think they are trustworthy but do to how they can't seem to keep their words on some thing I only take most with a grain of salt. They said they were working on hit validation and fixing hits so they don't look bad. Still bad hits that have been here ever since dedicated servers. Still getting hit through windows consistently. This type of stuff makes taking their word hard.
Yes I understand you aren't with them here but a trend I notice is when it comes to buffing or changing something a killer has people are always skeptical and saying its gonna be bad but when it supports their argument on a survivor nerf (example) its accepted. So we are talking about devs saying enduring is the reason for DS being buffed. These same devs have said different things regarding killer lock and why its bad.
It sounds confusing but the point is when it comes to BVHR they aren't consistent in what they say. It's better to look at what they do.
-
@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1658974#Comment_1658974
I'm sorry, what? Which perk are we talking about? Pop?
or, did you respond to my post in error?
If you haven't, my evidence is the trend of chapter releases, what each contains, and how we're clearly barreling past the 18 killers or so for which the devs originally stated they were aiming. Other evidence includes the decisions made around publicity for changes, the constant shifting of perks for killers to compensate for the issues of the core game so that the devs never have to actually fix the issues, the statements about not needing a health chapter because the devs can work on both new content and health at the same time (and the devs are probably conflating balance and health in this statement more than they should), the careless attitude the balance team head has toward the community and criticism, and the way that the PTB has become a worthless thing for testing features and only serves as a marketing stunt.
This list is neither exhaustive nor exclusive.
No because you brought up how they are biased to one side that brings the money (survivors is what you are talking about).I then mentioned pop because it was recently nerfed and a lot of killer players are complaining and saying bias. Its not a bias to make perks to bandaid fix core issues its the devs being straight amateurs. The devs are amateur when it comes to this game they still have a mountain of spaghetti code which they refused to fix before it was too late. All the things you mentioned aren't even bias induces its just bad development.
-
@Dead_by_Gadfly said:
I mean, they very clearly are tho. All the why's and how's have been pointed out hundreds of times now. There is absolutely no defense for them nerfing pop while ignoring ds when the logic they used for nerfing pop is LITERALLY the problem with ds (it's not MUCH of a problem granted, but neither was pop). You can't ignore that, and that's just one example.
@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1659001#Comment_1659001
You're very much overestimating how long it takes to fix one perk.
If the devs are so biased why arent my insta blinds, vacuum pallets, infinite, op fast vaults, insta heals, etc not in the game? If they are as baised as you think why have they spent 2 years straight nerfing survivors? Why have they spent 2 years buffing killers and still continuing to do so? Are you simply just oblivious or want a reason to be a victim? Its honestly pathetic. One more thing they have spaghetti code so any "simple" changes could bug something else.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659315#Comment_1659315
The explicit reason for the buff was Enduring. That's what the devs said.
No, you couldn't say that unless flashlights had been nerfed because of Lightborn.
So do you blindly believe all of what the devs say even though they constantly go back on what they say?
The example sticks. Flashlights nerfed. Lightborn buffed even though flashlights were already nerfed. Enduring nerfed DS buffed even though enduring was nerfed. The actions speak louder than words especially with BVHR but you seem to be on their side 100% regarding things.
-
@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1659095#Comment_1659095
Of course the number of killer mains here is lower now because Devs are pumping out nothing else but Killer buffs and surivivor nerfs since a long time. Only delusional killer mains would ever claim that the recent changes were survivor sided. Even SpaceCoconut is running out of ideas.
I have been saying that nothing but survivor nerfs until recently we are finally seeing some changes which is nice. The only "delusional killer mains" are the newer ones but they are simply inexperienced. On the topic of space coconut he have good ideas but it falls back due to the fact that he never plays survivor and yet makes bold claims.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659107#Comment_1659107
And I gave you a good reason as to why they can, with the devs' own reasons. If you think it's unbiased for the devs to say "We're buffing DS because of Enduring", then saying "We're nerfing Enduring because it's impossible to balance stun perks with it, but we're leaving DS buffed even though the reason for its buff is gone", I don't know what to tell you.
Again, I am not even referring to the current situation, this is older than that.
the stun wasn't 3 seconds the animation ate most of it up. The reason for the buff isn't gone. Enduring made DS a 1 second stun and even with 5 seconds it would be more like 2. Why do you think they removed the red square that would indicate how much stun you had left? You could move before it was over. It isn't bias it's just making the perk do what it does well.
I could say the same about lightborn. Lightborn was here to combat flashlights. OP flashlights got nerfed. Pickup animation got reduced and yet Lightborn gets a buff? Could I say that is bias towards killers? Seriously you need to cut it out.
-
@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1659087#Comment_1659087
I didn't even mention the current situation, both my examples are old. The Enduring one is the most egregious, IMO.
DS was nerfed multiple times, yes, but then all the nerfs were reversed, with the exception of the timer.
You did mention how killer perms being changed could be applied to survivor perks and I gave a reason to why they can't using DS as an example.
You know have to be hooked. Which IMHO is the biggest nerf of them all. You could avoid hooks with old DS. This one you cant.
-
@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/1659001#Comment_1659001
Well first of to the topic I think the devs have sometime just no idea how stuff impacts in the game since I think they don't play dbd enough and on the right ranking. As an example I take the old occasion, I read a few days ago here, when a dev said old flashlights were fine and was instant blinded a dozen times in an exhibition match and shortly after came the nerf.
To the point of ds and rework time. Since many ask for deactivation conditions for a possible, ToT got new ones on the ptb. I am no coder but I think it shouldn't be too hard to take the used Codeline and fit them into ds. As an example, instead of "undetectable status on killer gets deactivated when survivor stops regress" make it "ds active status gets deactivated once survivor does X for Y amount of seconds".
The devs definitely dont play the game enough. I was watching a stream and one of the devs coldnt so proper moonwalks as killer. The insta blind nerf was right after Mathieu got violated live on stream.
I don't think it's a case of deactivation conditions I think its figuring out which ones they want. That's why the DS nerf(rework) hasnt came yet.
-
@xEa said:
You do realise this forum is Killermain City, do you? So.. of course according to the majority here, the devs are all survivor mains who hate Killer and it does not matter what you say about that, it wont change.
I mean we had serious discussions here about which side they nerfed and buffed more in the last 12 months so...
It definitely is way more killer sided but not as much as a few months ago
-
@Kebek said:
I highly doubt people will stop spewing nonsence about devs beiing biased to either side. It's been ages since any truly bad change/update. Pretty much everything they've been doing for a while has some amount of solid reasoning behind it.
I hope they keep up doing good updates and possibly get even a bit braver with some changes. I mean, I get why they don't want to make a hasty change to anything but for example this new perk update patch is rather underwhelming. I'd just love to see more brave changes, possibly even reworks then only a very small tweaks to numbers of perks.
Exactly but community backlash keeps them from doing anything bold in perk changes or overall game changes. I'd like to see more build variety but as it stands the camping and tunneling is insane. Had 2 games in a row on shelter woods where the killer got someone in the basement and just wouldnt leave.
-
@Orion said:
This has nothing to do with which side gets more or fewer nerfs. The issue is that a lot of the devs' reasoning for nerfing killer perks can be applied to survivor perks, yet the survivor perks aren't nerfed.
If you want an old example, DS was buffed to the current 5 seconds because Enduring affected it when it was just 3 seconds and made the stun too short. Enduring was later nerfed to only affect pallet stuns because the devs (rightfully) realized it was impossible to make a stun perk that wasn't too powerful without Enduring, but also wasn't worthless with Enduring. However, DS remained at 5 seconds, despite the devs outright stating that 5 seconds was too much when the killer didn't have Enduring and using that as a justification for nerfing Enduring.
Another example, NOED. It used to last forever, so survivors just GTFO while the killer sometimes got one extra kill. When survivors complained about the perk, it was nerfed to only last 2 minutes. However, that still wasn't enough, because it was "boring" to hide and wait out NOED, so the devs changed it again to become the only hex perk whose activation can be prevented outright. Survivors still complain because they don't want to cleanse totems, but I hope the devs are done nerfing it.
Now, I doubt the devs are intentionally biased toward survivors, but it's hard to look at their decisions without thinking that they're at least a little biased toward survivors.
Orion DS is gonna get a full scale rework I'd say let's forget about it for the time being. If you apply the reason pop was nerfed to DS it still wouldnt stop the complaints of getting but outside of tunneling. It isnt faith to compare the two.
On the topic of enduring and when DS got its first full scale rework. 3 second stuns arent short. The devs have also said things and gone back on their words. For example they claim they want no more exclusives yet have an event crown exclusive. You see they constantly go back on their word this is no different. Same thing can be said about legacy no more exclusive yet that remains locked. The 5 second stun is give survivors enough time to make it to another tile.
Your noed thing can be compared to DS currently. It's been nerfed multiple times due to killers complaints and hopefully it should be nerfed 1 last time.
I still find it hard to believe they are biased when they have been getting nerfed for 2 years straight. If they truly were some stuff would still be in the game.
Like I said before if you want to nerf tbe survivor perks they need to be actually like full scale reworked. They are different from killer perks and therefore shouldnt be treated the same unless they are bbq and wglf which are the same.
-
@OtakuFreak said:
I mean, let's see:
-Latest update told us PGTW is being nerfed because the killer can do everything else and still have it.
-Survivors can do generators, heal the entire team, foster five grandchildren and still have DS up, yet it gets a pass on the nerf.
See why we think they're biased?
It takes time in order to change DS to satisfy all the killers. 45 seconds wont stop you from getting hit outside of tunneling. Did you ever think that a full rework takes 2 days or are you gonna continue to fall back on this bias argument?
-
@ClickyClicky said:
You can't counter it. That's the point. But it's fine because survivors are allowed no counterplay.
Now lets focus on gutting Pyramidhead, Spirit and Deathslinger because they have no counterplay.
Clicky you have to stop man this is heavy whataboutism. Only thing I agree on is the perk Is hard crutch. Also those are killers and dead hard is a perk with a cooldown.
-
@Kind_Lemon said:
The devs (management and the balance team specifically) are sticking to one side.
They follow the money...
So what facts do you have to support this. A 15 second nerf to a still strong perk?
-
@OldHunterLight said:
Truth but I complain more about entitlement than the devs.
While I personally hate a few things they do, Billy nerf as an example, I know why they did it.
But here is a question regarding balance and here is what I will say first before the question.
You can't have 100% on one side and 50% on the other, so while they are nerfing survivors often now, they still have to get closer to the 50%, I'm not saying that it is easier for one side, I'm saying in terms of balance.
So here is the question, which nerf for survivor hasn't been called for? Toolboxes? They got butchered now but they are still great,old insta heals?? Yep, they were a lot of fun to play against, old BNP? Yeah no, running and recovering exhaustion? Fair as hell especially with vigil and SB, old DS? I think it is better now than before (I only used it once before the nerf since I was a scared cat player), vaccums? Hell no.
Currently I don't think the devs are biased as much as they were before but some nerfs aren't really called for.
Waiting for your answer Azame since I know you can actually have a great discussion without going to insults and that.
Why do you think the devs arent at a 50 for survivors or atleast closer to it than you think. After everything that's happened I would say they are very close.
Alright so all the nerfs you mentioned were called for. However my problem stems from the fact that all of this is somehow forgotten when a killer gets nerfed. It feels like people think killers are immune to nerfs.
Some nerfs arent called for like the billy nerf. Now it's a bunch of m1llys every time hes played. The add on escape nerf that was uncalled for.