fulltonon
fulltonon
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393393#Comment_3393393
As they should because I'm talking about items, not add-ons. Killers don't have to "buy" their power in the bloodweb.
I don't understand much of the difference between two tbh.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393392#Comment_3393392
objectively analyzing it, yes, I can agree with you that they might have failed , which may have increased the gap but that's precisely why I said there in the 1st answer to you, it was the best they managed to do to plesure the 3 roles of the game (killer, survivor and >>solo survivor< <), managing to capture the feedback of everyone, the gap/hole could have been deeper if changes were not reversed in base-kit heal and thought only balancing around swf
I mean, altruistic healings benefit solo q survivors much less, and that's why I do think buffing it ACTUALLY makes gap bigger by stepping up SWFs.
Old changes were more or less nerfed both sides equally, current change mostly hurts solo survivors while keeping SWF nearly intact.
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393385#Comment_3393385
For sure. They'd have to make drastic changes, and they should focus on discouraging tunneling while also making not tunneling legit better in a huge sense.
They can't just oppress killers and stop there. They need to reinforce other playstyles as well.
Honestly they can literally oppress killers like madmen for a patch or two, without actual numbers and statistics dropping in fair games they wouldn't ever understand what issue they have.
Just remove tunneling/camping by extreme means, without quick and decisive action it will never change.
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Hell, killers lose everything regardless of they win or not, it's not like losing things will be problematic from design perspective.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393378#Comment_3393378
even if it is a coordinated team, maybe in the early game, yes, it will negate your hit and run tactic, but in the middle to the end, it will definitely be worth it much more than now, it's more a matter of valuing whether or not the chase is worth to down someone.
changing the subject, I think people are overreacting to the nerfs in gen regression, as if 3-gen and other game design exploits were going to disappear, tunneling will continue to be profitable much more as it is now, and 3-gen will continue "usable" with the cob and overcharge combo together and pain ress has now been "improved" (what I and others are still trying to improve, like giving suggestions for pain res to stop being a scourge perk and improve everyone's experience)
Not that I agree with all the nerfs, but as people have been talking about since the previous mid-chapter, it wasn't just x or y role perks that were nerfed, both had over-nerfs, i.e, centuries ago resurgence, solidarity and other non-meta -survivor perks are dead, in favor of shaking up the meta to reduce usage of some non-issue perks (and other many due to ignoring feedback
It will be slightly, just slightly better than what it is now, but ultimately nowhere near usable.
And healing speed itself hasn't really been nerfed either, as altruistic healing has been buffed to "compensate".
Please do note I never said anything to gen regression or whatever, it's just that they failed to achieve their first intended goal while making gap bigger between those two side of survivors.
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@LuthirFontaine said:
Pinhead is weak?!
He is, he is oppressive but not exactly strong.
Basically better variant of pig.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393356#Comment_3393356
? But back in the day (when Mikaela launched), even though it was 100%, it also allowed (as it still does now) self-heal, it's not comparable (the new one will be 100%, but on altruistic heal and can't stack with items, you can't heal yourself anymore on coh)
One thing I forgot to point out, med-kits' altruistic healings are >>temporary<<, so however much you might want to spend on a teeamate, you're going to be "sacrificing" yourself in their place later on, since the main purpose of a med-kit is heal yourself, and since the charges are right for 1 heal (with a little more than 16 precisely because of the penalty in self-heal all rarities), then it's kind of a choice to bring niched builds around built to last (which can still be easily countered with franklin and other anti-heal perks)
But then people really didn't used self heal, most of the time they used it for extremely quick healing through altruistic healing which exactly they brought back.
Whether it's temporary or not doesn't really matter, early fast heals can negate most of "pressure" through injuries so more or less injure doesn't matter now.
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People repeatedly says "spread the pressure" but we really should understand the fact there is no better "pressure" than chasing survivors and hooking them, which is exactly what tunneling achieves.
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Probably bubba, his camping nature completely ignore all the changes we've got and can reliably kill many peoples.
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393112#Comment_3393112
I agree DH is now going to be countered by camping, it just is because of how it works. That makes sense.
What I don't understand is why a huge portion of killers block themselves into seeing how camping and tunneling is the ONLY way to play as if they are forced to do it.
Well... if you don't try to counter the strongest perk in this game, you are basically equivalent of throwing the game.
Yeah it's not like killers can't play for walking simulator or screaming simulator, that doesn't mean it's a proper way to play a PvP game.
People play for win, and in that case this is pretty much only way to play as.
@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393362#Comment_3393362
Then at worst, nothing changes from how killers seem to want to play now. Tunneling isn't encouraged more because of the DH change because killers will still tunnel anyways.
Ironically, even without this DH rework live, they have literal tunnel vision. They think they MUST tunnel as if they are forced to.
Yeah it's not like tunneling is encouraged more, it's just NOT tunneling is discouraged more.
You'll get punished by playing fair, a good design.
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Bubba the camp king, nigh guaranteed 2+ kills and somehow missed the BHVR's eye.
@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391932#Comment_3391932
I swear, Weskers think there is only one survivor in the entire game
I mean he literally says "I'll see YOU dead!!!" so
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It doesn't make tunneling worse, but more like it punishes not tunneling by giving them third health state.
Funny BHVR still can't understand how their game works.
@philward1953 said:
I think the most ridiculous take I've seen since this new round of update notes is basically that:
"The devs are encouraging camping because of the DH nerf".
This is simply "I can't tunnel easily anymore" disguised as "I'm forced to camp now".
Obviously, there is a time and place for both camping and tunneling, but I hate seeing people isolate themselves into 2 playstyles. BHVR is attempting to encourage going for the survivor who is unhooking by making it harder to tunnel.
Instead of going "I need to camp because I can't tunnel", think "I now should go after the unhooker", and you've aligned with what BHVR is trying to do.
Only giving yourself 2 ways to play is different that being FORCED to have 2 ways to play.
I'll never understand why people complain like this, as the alternative (where DH is given to the unhooker) is "I'm forced to tunnel to avoid DH".
This current DH is a better change because it encourages killers to not tunnel. I'm gonna go balls to the wall and say this is objectively better than then the last update note's incarnation of DH.
I'm pretty sure you shouldn't go after the unhooker, that will potentially make survivors with third health state which is pretty problematic.
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@HarryMasonEnjoyer said:
for whatever reason this is intentional, cages do not work with hook related mechanics making pyramid head the best tunneler in dbd.
they really need to rework his power and add ons :(
He really isn't, you can't even see where caged survivors are.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393323#Comment_3393323
i mean, sure, we can see the COH situation as a point to be analyzed in the long run, since it allows altruistic healing to be very fast and people have to move and group in the radius, maybe the values have to be reduced or reworked for something new, but remembering that this is a boom, which at first would have to be a second objective in the game for the survivors, working as a time-sink and being worth it in exchange for something valuable.
You really don't need to "analyze" it as we HAD that exact thing in past, and it was problematic.
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Same goes for SWF/soloq shenanigans too!
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Better than trash we got in PTB, nowhere near any old decent regression perks we had in past.
So yeah people still has to use it but won't be strong or anything, it's just usable than any other wastes.
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@Bardon said:
So COH is back to 8-second altruistic healing.
Didn't they learn anything from the go-live on this?
Why do you think they remember the old issues?
They have reverted and brought back old problems countless time, this is not new.
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Hell, I'd say just remove regression perks/slowdown perks altogether and simply balance the game around that.
I doubt BHVR have capability to deal with all those perks that directly affect objectives at this point.
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@randonly said:
there's actually no way you can balance the game very well without definitely separating Solo and SWF, so it was the best solution to not hurt SoloQ even more, so they did a good job taking into account the current situation and the feedbacks.
I mean, they keep the base-heal ticks at 16 charges and nerf exactly the problematic point which was being able to self-heal in 8 seconds using med-kits and coh, so, avoided having to mess with various heal/anti heal perks, addons and effects around macro game, puts a debuff on the med-kit's self-healing and thus just tries to force people to group and heal (-2 people on generators) , but still being able to heal yourself with med-kit, but in 20 seconds +- taking into account max potential from med-kit addons (since not stack with coh anymore) with less charges in all rarities.
-2 people on generator rather than -1, but then it's like -90% healing time.
I doubt it will matter much as long as survivors can coordinate together.
Then there is survivors who can't coordinate very well..
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I like how they effectively buffed healing by adding TONS of healing speed everywhere, while pretty much killing regression perks lmao
This is EXACTLY what "buffing SWFs while nerfing solo survivor" is, I really like the balancing of BHVR.
@[Deleted User] said:
Replying in general to players talking about Pain Res: you're viewing it from a very one-sided perspective when you only view hook RNG as something that negatively affects killers. There are also many instances where it's almost impossible to lose with current Pain Res because you get a scourge hook inside of a gen cluster. That's when infinite Pain Res becomes a balance issue. I can't possibly lose a game if I'm on an S tier killer with Pain Res/Agi and hook on Pain Res inside of a 4 gen unless I royally screw up. Like right now, if I get Pain Res on a hill in a 3 gen as Nurse, what are you realistically going to do? It's GG the second the killer loaded in if they're good.
"infinite" when a perk clearly require a hook.
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At that point better remove the ######### hooks, let killers "sacrifice" survivors and let them respawn in 60 seconds or so.
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How about adding a perk that immediately expose nearby survivors by just pressing E for killers then, maybe activate it every 3 hooks or so? that would be as balanced as dh lol
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There is no balancing measure or set-in-stone method of balancing for addons, hell I believe which is the case for literally anything in the game.
I don't even think they can't make things balanced, but I'd rather think they aren't even trying to make this game balanced with actual logics and analyzation of all the data/games.
They do change numbers of perks/addons/killer power here and there for the sake of adjusting usage/kill/escape rate and such but that's pretty much the balancing of DbD, you can see how bad they are at it by just looking at maps.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390656#Comment_3390656
Momo’s streak is garbage lol. 95% of those wins were with the gen kick build + pain res and he HARD tunneled somebody out at 5 gens every singe game. Anybody decent with blight can hit a streak with that style of gameplay. Not impressed.
You don't even need to be blight to make streaks with that kind of strat as long as you play correct timezone of correct regions lol
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It was quite funny seeing 3 pallets within 16m radius, how can map designing skills of BHVR gets worse and worse every versions?
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@Omans said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389926#Comment_3389926
It is always the same 4 or 5 posters who vehemently argue against anything that might nerf any aspect of the killer role, acting as if we are still playing a version of the game with infinites around every corner and keys that can be used to 4-out a team. They should just be ignored.
Anyone with even a little sense and experience in the game can see that BOTH sides have things that are super busted and need to be looked at. Blight's addons, of course, are things that need to be looked at. Anyone saying otherwise isn't speaking in good faith.
Too bad the devs are busy nerfing one of the only decent addons on a weak killer like Billy.
Look, it's one of "same 4 or 5 posters" who repeatedly ask for exact same thing without any proof or logic and talks their opinions like a fact.
Those kind of statements are pointless when you don't have anything to back up it, can you stop, please?
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@Eli_The_Fox said:
They probably stopped since its a bit easier to get a lot of bloodpoints now with the recent changes they made with the game.
That literally conflicts with their statements "all the BPs includes code and such would have more value" which they've made when all the costs in bloodweb items are lowered.
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Ah yes we should nerf killers until all the survivors in the games where DC/suicide happened can win, which didn't even tried or intended to be a good teams.
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Honestly not having exact win/lose condition is already flawed in PvP game.
There should be pure WIN, LOSE and maybe TIE, but not like all those emblem blah blah blah systems.
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@jajay119 said:
I think people are already dropping out. Queues have been taking a lot longer this past week.
Problem is which WHAT queues taking longer, there is no time where BOTH queues takes long.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389692#Comment_3389692
Stop trying to disprove the fact his addons are busted.
lol, what kind of logic behind that "fact"? is there any math or statistics you actually used there?
It's funny how people repeatedly yell "fact" and "obviously" and "completely" when they don't have any reasonable "proof" of it.
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Lol, hilbily nerf was a mistake, no need to make more of it.
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Honestly removing RNG would do good, it's not like RNG maps are fun or anything.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388364#Comment_3388364
I didn't say it didn't
You've used the word "balance".
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@Rudjohns said:
Wow, its almost like this is the only solution to actually balance the game (if all changes from PTB go live)
Lol, this exists loooong before any changes.
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I mean pig was statistically OP once ago, that's the thing.
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I mean, contact him and ask him?
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Hooks, generators, mid-game removal of players, RNG nature of the maps, and the map design itself, all those things are legit "problem" if we think about it.
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Eh, just remove/buff hook kobeing to not lose hook timer, and also remove stage 2 skillchecks, so at least there will be slightly more functioning games.
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@Nirgendwohin said:
My guess is they are shooting for 70/30 kill rates now because 60/40 not push away enough players from the game.
lol, that's an outdated stats.
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I believe this is EXACTLY what meta shake looks like, which is considered "something that is not underwhelming".
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Why do I hate a term simply because people misuse it?
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Bruh, if killers somehow injured many survivors and also managed to protect many generators, and then hooked a survivor, they deserves to win lol
You don't need a counter for "camping", face camping is a problem but camping is not.
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@Chocolate_Cosmos said:
She can still 3-gen well with her power and you can also camp your hex totems (Devour Hope) and make it almost impossible to remove it.
When you want to play her non-camping playstyle, her chase is still pretty bad with avarage 3% Haste on chase since you will rarely get beyond 5%.
She needs more changes or some kind of rework. I like her power on paper, but there needs to be less heavy on gen control and more about area / chase control.
I mean what's the difference between area control and gen/totem control.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384303#Comment_3384303
https://us.v-cdn.net/6030815/uploads/DMFHLQ6G3K1P/image.png
You dont need to test to see Gen rush will be the obvious thing to do in the next update.
2 survivors healing each other cost 1 Gen.
2 survivors healing each other cost 1 hook state.
There is nothing Survivor 'should' do except Gen.
Gen rush is always an only thing to do tbh.
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You really should be clear when you gonna be sarcastic, sometime you'll be taken as opposite side lol
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It's honestly off-topic but may I ask the reason why every your post has same format of "lets discuss~~" style?
I'm not sayin this to judge anything but I feel this is kinda mystery.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383848#Comment_3383848
50% is absolutely an oppressive effect.
"Healthy" perks deserves to be oppressive tbh.
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@BlightedDolphin said:
If the killer was tunnelling, how are you all injured?
Yeah, this is certainly not a situation of tunneling, but more like a match with decent amount of skill gap.
If 3 players are injured and one died, and there is lot of generators to the point healing will be better option, that is basically already losing game.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384220#Comment_3384220
As killer? Sure, I'll play. I'll probably be disappointed at how easy it is, but I'll definitely give it a shot. Maybe I'll be wrong.
As Survivor though? Nah. Pretty much all of those changes massacre solo q players.
Literally anything that affects swf will massacre solo q players no matter what, those reasoning seems to be pointless.