dspaceman20
dspaceman20
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@JustAnotherNewbie said:
https://forum.deadbydaylight.com/en/discussion/comment/3282269#Comment_3282269
I don't think people complain about these things in a vacuum. They complain is that you have to make a leap of faith. Ok so I hate slugging, camping and Tuneling. So I bring Unbreakable, Reassurance and Off the Record. That leaves me with one perk now so i'll probably use an exhaustion perk. Well what do you know, the playsyle of the killer is not countered by any of those things because he wants a slow game and keep his 3gen. What am I supposed to do now? Hope my teammates have a perk that deals with gens?
You go in completely blind as survivor, not only against the killer but against even your own team. Why can't we at least see our team's perk? Maybe then I can try to bring something that I feel the team lack, you know?
You use it as a safety net. Something to have in your back pocket if the situation comes up.
I do agree though you should be able to see other survivors perks as you can probably plan ahead but when it comes to the killer you have to make the choice of when and when not to use something.
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It was more of a balance change then for pick rate. It's mostly fine now
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@Seraphor said:
But that's how perks work. The vast majority of perks are not universally useful, they're situational.
Unbreakable is used when you get slugged. If you don't get slugged you've wasted a perk slot.
Off The Record is used when you get tunnelled of a hook. If you don't get tunnelled you've wasted a perk slot.
Lightborn is used when you get blinded by a flashlight. If you don't get blinded you've wasted a perk slot.
These things have conditional circumstances that either activates them, or makes them useful, and by their design they are counters to those situations.
Repair perks are a counter to 3 genning.
Gen regression perks are a counter to gen rushing.
Healing perks are a counter to injuries.
Everything is a counter to something, it's just a matter of how specific a circumstance you're talking.
To say that "You shouldn't have to run Lightborn to avoid getting blinded by a flashlight" flies in the face of the entire purpose Lightborn exists.
Aura reading perks are a counter to things that can be countered if you can see the killer or survivor, and Obliviousness is a counter to aura reading perks. That's just how the game works. So those aren't invalid arguments.
This doesn't mean Eruption is fine as it is, but those are counters to Eruption. Both things can be true at the same time.
The question is "Is the counter a fair cost, and does it make up for the discrepancy between SWF and Solo?" and the answer is "probably not."
Blindness counter aura not oblivious
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I think counter picking is a valid argument.
You use perks to counter things that you most hate the other side using. The counter is there any other exist. It's like when people complain about Survivors body blocking but then they don't use the perks that counters it.
This goes for both sides. If you hate being slugged then use perks like unbreakable to help mitigate it. Otherwise you shouldn't complain about it because you could have used a counter you just choose not to. That's on you.
But i also feel its a different question of is the counter effective to justify the use of counter picking
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Like @MaTtRoSiTy said no. He isn't fun to play against
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3281881#Comment_3281881
I did not play that much during the last days, but if you are on EU-Servers, yes, this might be possible. :)
Even tho; I rarely recognize names when playing (let alone Maps). I have the same name ingame as on the Forums.
Dang I'm in North American servers. So we probably didn't.
My name on the forum is different them in game
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3281887#Comment_3281887
How would you nerf the perk to bump it out of being incredibly good while retaining the core aspects and effects of the perk and not creating yet another useless survivor perk, further limiting the already slim meta?
I'm not saying it does need a nerf or rework but you could rework circle of healing entirely. There was an idea I saw that makes it so it provides a passive heal to a certain extent and that seems pretty interesting. Although you would still need to buff all of the other boon perks too.
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@Aven_Fallen said:
You are 100% not forced to run either of those. In fact, I almost never see Survivors with Hyperfocus, I think it is incredibly overhyped and since you are not going against Wesker on RPD basically any Match anymore (which was the case when Hyperfocus was new), you dont get Stake Out-Stacks on a regular basis, meaning it is harder to keep the Hyperfocus-Stacks.
I see Prove Thyself a lot, but this Perk is mostly used for the BPs. If you would remove the Bonus, the pickrate would drop a lot. And even if it is used a lot - two Survivors on one Gen with PTS is still better than two Survivors on two Gens without PTS for the Killer...
When it comes to Killer-Meta, yes, this is stacked Slowdown. And this is mainly because the Perks do synergize very well with each other. It is not only Eruption, it is at least Call of Brine on top of it. There is a really strong Synergy in the current Meta and the benefit is mostly gained by things the Killer does anyway - downing a Survivor for Eruption, hooking a Survivor for Pain Resonance, etc... Sure, you have to kick Gens, but this is not even that bad anymore if you pair it with Call of Brine and/or Overcharge and the initial kick also shaves of more progress than before.
And well, stacking Slowdowns is the easiest way to play Killer, so I guess this is why it is used so much.
But from my own experience, you dont need to stack Slowdowns. I mainly run Corrupt Intervention on some Killers and I am doing fine. If I play Wesker with Lethal Pursuer, Floods of Rage, Brutal Strength and Dissolution, I will probably win less games compared to using Eruption, Call of Brine, Overcharge and Pain Resonance, but at least I have more fun this way...
Wait I think I played against a Wesker with that build before.
I think we have played together. I was an elodie on Ormond. I think if was like a few days ago. Does that sound familiar?
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I think its mostly fine. But I wouldn't be opposed if it didn't work with Medkits or other Healing perks
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I'm sorry for the toxicity in endgame.
But this is the most diverse use of survivor perks I have seen in a while.
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You can't really do anything to swf without essentially killing the game. It's unfortunate but that's the reality of the situation.
The best solution is to buff solo to an acceptable point then buff all killers to be good.
Also everyone talk about how unfair it is for killers to go against swf but it's also a bit unfair for killers to go against 4 solos who have no clue what anyone else is doing and in order to have that info they are required to bring perks which killer also complain about having to do.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3280986#Comment_3280986
https://us.v-cdn.net/6030815/uploads/34TJ5TT12CAY/image.png
Think the window might have been missed my guy
To be honest I think I'm enjoying seeing old post be resurrected like this. It's like a relic of past dbd.
Although I do wonder how people even comment on old post considering new post are on the front.
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I'm sure it doesn't happen every match but it does happen often.
Camping and tunneling still are extremely effective strategies.
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Do what killers did before the 6.1 changes. Camp and tunnel. The way I see it in order to counteract gen rushing you going to have to do it.
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To be able to hide for over an hour is really interesting. That person must be the king of stealth.
But in all seriousness I think it's reportable
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3279781#Comment_3279781
- This is the incorrect way to fix this problem. The ONLY perk on her that is a problem is starstruck. Is Jolt? Sloppy? No. The correct fix to this, is to give her a tiny terror radius, but then give her a 40 meter lullaby.
- They already nerfed range addons and this is actually incorrect. At this point most of her addons are bad, or they make her less punishing or are flat out memes, the addons are not a problem.
- This just makes her harder to play, but doesn't actually "nerf her" top tier nurses will still use the information to gauge where the survivor is and blink right on top of them.
- Sure, why not.
As a nurse main, the proper way to "fix" her is to:
- Increase her movement speed to 4.2
- Halve the range of her blinks and make them charge up faster (so you get the same time/distance ratio as now, just the max range is half what it is now)
- Give her a secondary ability that lets her charge a blink on a 60 second cooldown. This blink targets like the cenobite chain and is global (can blink anywhere on the map)
- Give her a tiny terror radius of 8 meters, and give her a 40 meter lullaby.
This allows her to keep her chasing power strong, while weakening her map control but putting it on a cooldown. The way to make nurse more interesting is to make her blinks less powerful, but more frequent, so there is more opportunity for both the survivor and the killer to outplay each other.
But nurse could still get value out of other perks that give exposed. I don't think it fixes the problem. If your worried perks like jolt and sloppy won't be effective ok her then why not just buff those perks to work on special attacks too? Wouldn't most other killers get benefits from it ?
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@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3278890#Comment_3278890
But "letting the gen go for 10 sec" is not counterplay. I mean, you cant really know when you teammate is going down.
What if your teammate makes a 30 sec chase? or 1 min chase? would you be looking to the gen for a minute waiting for that chase to end?
What if you wait 30 sec for the chase to end and get in the gen and you are hit with eruption and lose another 25sec?
For an effect that can penalize you for 34sec, there should be some way to counter it.
DS has a tons of downsides. You need to be unhooked, cant do anything to progress the match, only works once, is deactivated in endgame and only stuns for 3 seconds, so any killer with fast movement or ranged attacks can down you again in seconds. Compare all this with eruption's downsides, a 30sec Cooldown (for a 34sec effect) and the requirement of a gen kick.
Seriously, you are comparing a nuke to a slingshot.
Technically it's 2 seconds because one second includes the moment the survivor gets off the killer.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3277547#Comment_3277547
Expo needs you to down in Boon range to take effect, so unless you're vs range Killers which they will be outside Boon range. But usually those killer will instantly pick you up because faster cooldown than weapon whip.
Plus it will need another survivor running around you with flash light that able to hold for 15sec.
Other 3 Boons dont need buff on strength, but buff on range. Except buffing range means buffing Coh.
Yeah but the killer technically doesn't need to be in the boon range for it fo work like if the kill slugs you and you mange to get to the area. Although that is extremely unlikely and the way to get more use out of it is also pretty niche that it's not a very good perk.
I'm not sure if buffing the range is good enough. They will still be high risk little reward even if you buff the range
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@Brimp said:
Or rather... killers being incentivized to camp from the amount of 2nd chances survivors now have ONTOP of exhaustion perks.
The amount of second chance perks survivors have have been nerfed significantly also not even working I'm endgame.
We also observed killers still camping and tunneling immediately after the perk changes came out along with stacking slowdown Perks too.
Op is right on the money on this
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3277434#Comment_3277434
This. This is what I've been saying for a while: the current boon system as it is is just not sustainable. CoH is too strong, but if it's nerfed to the level of the other boons, almost no one will use boons anymore.
It was similar with scourge hooks. We never saw them when they were brand new, because Gift of Pain in its original state was too weak (with pre-buff Hemorrhage and only 9% action speed penalty). Then we got Pain Resonance and suddenly they became popular.
The other boons besides CoH should be buffed and then the boon mechanic as a whole needs some adjustments so killers can deal with them more effectively in one way or another.
Thank you someone understands.
I hate this simple idea of " oh just make it do that the totem can break if the boom is snuffed" it's so clear it's not well thought out
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277480#Comment_3277480
The point of boons is to provide a safe beneficial area to the survivors, no where is there supposed to be a risk that's why they are able to be put up multiple times.And yet every single other boon requires the killer nearby to get value from it. The only real exception is exponential, which has equal value/risk relativity depending on what the intended outcome of its usage is (more than the obvious "getting up" part itself.) You can make whatever arguments you want about what the devs intended the mechanic to be, but youre going to have to wash those down with how hilariously busted the oversights from even the ptb with the mechanic were. Remember when they could overlap and stack? They still haven't even addressed their effective range being considerably larger on multi-floor maps.
If you don't want to compare hexes and boons, they shouldn't have so many similarities. Their differences almost all literally involve boons being similar but less restrictive, which is why the comparison gets made. Most of the differences between boons and hexes are QoL changes that killers have been begging for hexes to get over the years, like being able to relight them. Its an inevitable comparison when it feels like those ideas got lifted wholesale "to make them different."
No not every single other boon require for thr killer to be near it to be useful. Even Exponential doesn't need to have the killer be in the boon range in order to get the effect. The only perk you could argue for this is dark theory and we all know how bad this perk is. Yes I do understand how overpowered they were in the ptb. Thankfully they don't stack anymore and the issue with it working on all floors can be fixed when you rework booms as a whole.
Boons and hexes have enough differences that they should be considered to different.
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I think that would be too much imo. I think having it work with only gens are fine
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277434#Comment_3277434
The reason those boons are considered niche is because they require risk to get value from them, which is supposed to be an entire point of the boon mechanic. They are still much less risky than Hexes, which keep getting nerfed and are similarly pretty much useless (and even require a suplimentary perk to have decent odds of surviving long enough to have any impact.) The entire boon mechanic is very poorly implimented as it is, but supercharging bad boons to meet up with the ones that break game design and nullify playstyles is not a very healthy direction to take them, especially considering how much more important time management and map pressure are for the killer than survivors.
Your boon being permanently snuffed isnt even that much of a risk when you have up to 4 more you can relight it on. Map pressure revolves around remaining objectives, and "pressure dead zones" naturally form with every gen completed. All it takes is boons being placed in said areas and the killer needs to directly give up any time involved finding the boon, walking to the boon, snuffing it, then walking back to their pressure they had to give up in order to take that action. The only way that can possibly be balanced is by having the boons require proximity to reduce the amount of time wasted in each of those steps.
The point of the boon mechanic isn't to provide a risk to her value from them. The devs never claimed that. The point of boons is to provide a safe beneficial area to the survivors, no where is there supposed to be a risk that's why they are able to be put up multiple times. And even of they were the risk you take is to great in order for the survivor to get use out if it. Exponential and Dark Theory are perfect examples of boons that have too great of a risk with little chance of getting the benefits without a ton of set up time like bringing a map offering or something. Also we should not talk about hexs and compare them to boons considering that they play very differently and that most hexs are stronger then most boons.
Boons being permanently snuffed out would probably be ok of we were talking about circle of healing only but like I said before the set up for that would make the other boons not viable to use at all. Your ignoring the other boons and only focusing on circle of healing.
To solve the issue with boons your probably going to have to look at totem in general. Or buff all the boons to a good degree then nerf the whole mechanic to compensate.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3277394#Comment_3277394
Thats why CoH needs more restrictions to bring it down to the level of the other boons, instead of just numbers adjustments followed by a hard shrug.
Half the reason CoH is so strong in the first place ties in with the fact that boons aren't permanently breakable: CoH gets maximum value when placed as far away from the killer (and their pressure, like gens) as possible.
If you bring down circle of healing to all the other boons then what would be the point in taking any boon? If Exponential, Dark Theory and Shadowstep are all niche and/or bad I don't think make COH niche and/or bad is a good idea. At that point no one would use boons
I think the best course of action is to buff all boons to current level of circle of healing then nerf the boon mechanic as a whole to make them more high risk.
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Tbh I don't want any knight buffs untill they remove or nerf his anti loop.
Currently he is another hold w anti loop killer like artist. Any buff he gets could make him extremely annoying to face against. I'm all for buff for him to make him fun and balance for both sides but we should deal with his anti loop problem. This way it makes him more unique
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Most boons are not strong enough to warrant this change.
Imo I think the issue of boons and hexs in general is totem rng and not the boon or hex itself
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@Xernoton said:
If BHVR are biased towards one side at all, I think they don't realize. It seems to me they are trying to improve the experience for all players, killers and survivors. The problem is, that DBD is one of a kind. They can't look at other games and just copy their balance. They are pretty much pioneers in that regard, which is why a lot of things spiral out of control before they decide to work on that (like DH's 75% pick rate ore 6.1.0).
That's ridiculous. Dbd is not the only asymmetrical horror game out their. And yeah thoses games are not as successful as dbd but that doesn't mean that those games doesn't have mechanics that dbd can get inspiration from.
The devs can take some mechanic from other games I think they are just too proud to do so and it's making things worse.
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Bestie is this a cry for attention?
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@Aurelle said:
The Guards are a complete joke most of the time because of the fact they're really slow. They need to chase for longer and do more. Survivors also shouldn't be able the see the green orbs and the detection radius around the guards.
And it's very disappointing because I actually like The Knight and going against him (not because he is weak but because his power is really cool), but nobody is gonna play him in this state.
People keep suggesting that survivors shouldn't see the green orb but I'm not sure about that. I feel like that would make chases too oppressive.
Also wouldn't that make his anti loop more annoying to deal with
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Thank you you have a blessed day yourself.
We should all use this thread to post food we are eating
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3275031#Comment_3275031
Doesn't surprise me.
It surprised me. I thought that wouldn't be possible
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@Moxie said:
You can drop a pallet on the guards?
Whenever I tried, they either ghost through it or hit me anyways.
I think you drop the pallet when he is using the ghost to make a path.
I did it and it stunned him
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Ok
In before people start complaining about it again
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1. I mean this isn't new. The dbd community has always thirsted for characters. They did it with fale characters did they not? They did it with David did they not. There is nothing wrong with that and we shouldn't shame people for it
2. To be honest I like the direction they are making with Vittorio. To be honest I think it would completely take me out of it if they had a person for the middle ages doing a generator a machine they have no concept of even knowing. At least this direction it makes sorta sense.
I'm going to say it I hope they don't make too many historical outfits and stick with mostly modern one I would like to imagine from that time explore different time periods and how they would react
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I'm sure there are other killers that are worse then knight
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The fist time i used the perk in a game the killer brought fearmonger. It hard countered it and I got absolutely 0 value from the perk.
I also went against a stealth killer and i also didn't get too much value from it.
I love the perk regardless though
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I absolutely love it. But unfortunately the first time I played with it the killer brought fearmonger so I got no value from the perk
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Ok and?
I'm loving this and absolutely living for it
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3271416#Comment_3271416
I don't tunnel or camp unless I'm BMed when I play Killer. Then I tunnel and camp them out and usually let the survivors farm me for points. BMing is toxic and only creates toxicity as a response.
I mean if your bming the killer then what ever happened is your fault. But generally speaking killers seems to tunnel even if the survivors isn't bming mainly because it's the best strategy
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3271410#Comment_3271410
I shall disagree with your statement. Calming down with a good sleep and a nice TV netflix show :D
Sir you cannot disagree. Disagreeing is bad
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You act like killers don't tunnel regardless if the survivors bm or not
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I'm assuming because of tunneling it would be really annoying to not be able to get anywhere if you didn't have your exhaustion back
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3271407#Comment_3271407
Dead Hard is not fine man, is just not fine. I shall stop speaking about it because my head gets big day by day but it's far from fine. I may stop now though, my head's spinning with DHs from today
Just calm down sir. It's fine as is now.
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Not this again.
Both perks are mostly. Dead Hard is fine as it rewards skill and have a decent counter.
Circle of healing is mostly fine possibly could use a rework. Possibly a change to boons as a whole
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No it's fine perk. Let's not get Adrenaline nerfed please
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Dead hard is fine and circle of healing is mostly fine. Like others have said one thing being op doesn't mean other things have to be op. Dead Hard and circle of healing have been dealt with already.
There is no good argument to keep eruption as is
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I am. From what I can tell they didn't nerf fogwise and that's the perk I'm most excited for
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I feel disappointed because the knight had a lot of potential to be very unique and strategic killer for both sides
oh well
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@[Deleted User] said:
its only logical than you cant hold your breath while exhausted, and 100% was really too much.
Have you even tried it with 75%? it works like a charm still
Using logic in this game is not really a good argument considering other things
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I think Vittorio is definitely going to be very popular because he is a hawt daddy
Knight seems dependent on if they receive changes to make them more balanced