fulltonon
fulltonon
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029821#Comment_3029821
Standing in front of the Hook in Endgame is not skillful. Or outplaying anyone. Especially not if all Perks against camping are disabled in Endgame.
Having a hooked survivor at endgame is skillful though, because game doesn't automatically hook survivors at endgame.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3029796#Comment_3029796
And yet both happen. The "Nerf" to NOED (which is more a mild inconvenience) shows that BHVR supports free Kills. So free Escapes should be supported as well.
Probably because NOED kill isn't really free at all, while most second chance perks are literally free with NO interaction from anyone.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3029703#Comment_3029703
"It's not ideal for players have to run a perk in order to play the game." Yet shadowborn has been run by motion sick players for that reason. Id hope that gets addressed sometime with accessibility.
Not to mention that there is pretty much nothing for killers when it comes to deaf players.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029735#Comment_3029735
When working on a generator there is generally only one "ambush" direction. Watch that direction and ignore the rest.
The game has plenty of aspect beside generators, so I think this perk has meant to be reworked for those non-generator situations.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3029703#Comment_3029703
You're effectively removing the value of this perk to a point where no one will use it. I've been using this perk for 6 years and it will be time to relearn how to play the game.
If the killer need direct line of sight to me won't I see them anyway? Honestly this is probably a fair change for stealth killers - but you effectively deleted this perk.
You can't see every direction at the same time, so no.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3029626#Comment_3029626
You really complaining about a feature to help hoh/deaf people just because it makes you have to make a bit more effort to get closer to survivors?
And like it was said in the clip, it wont work on undetectable.
If it's an accessibility it shouldn't be locked to perk anyway, thus accessibility should not be a reason to keep perk strength.
I'm happy that it's being worked on.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3029229#Comment_3029229
I have tried IW at 75%.And you dont get value. Except if you are doing a locker build.
If IW couldn't be used at exhaustion and was 100% maybe people would still use it.
Now that is both 75% and useless when exhausted,I think people will use more powerfull perk combinations.
For me a survivor with 75% IW ,sound like a survivor with no IW and I play spirit.
As for spinechill I do agree with you.
It's probably because you play spirit tbh.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/3029646#Comment_3029646
In theory, could an animation lock potentially prevent someone from being able to drop the pallet before the accidentally run right past it?
I doubt if there is not enough time to drop pallets most of times.
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If it's full 1 second animation AND endurance, it can still be used to drop pallet.
animation has to be longer than endurance effect.
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Even for killers it's seriously stupid as you need to bring best of best killers with best of best addons as you have to consistently win till you get to rank up.
And don't let me start talking about survivors...
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It's a nice thing that this change made people realize how dumb balancing game around sounds are, let's hope for killer accessibility change too.
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Truth is, no changes matter for REAL casuals which consists of majority in this game, really.
They might win more, lose more, or doesn't change at all, but none of casual players care.
That's true reason why catering to them is just wrong, they'll stick here no matter what, what's the point in balancing for those kind of people?
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Yeah, nurse is skewing kill rates due to the fact she being too weak.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3028837#Comment_3028837
You're forgetting the basekit buffs to killer, like the shorter basic hit cooldown, quicker pallet breaks, faster blood-lust.
Also, not everyone will use OTR either (and honestly I'll be genuinely surprised if it makes it live as is) and if the killer hits you that endurance is gone. Not to mention, if survivors are waiting out the whole 80 seconds mid-game then it's 80 seconds they've spent doing nothing, which could cost the team the game. It could end up being a hindrance to the team.
Also, new Spine Chill isnt helpful for stealth killers except maybe Pig. It will be based on line of sight now, so Myers and Ghostface are still countered. SC will alert survivors they're being stalked.
I'm pretty sure the one who don't run OTR is the one who don't run DS/BT tbh.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3029057#Comment_3029057
Parental guidance has no cooldown and Bite the bullet is unlimited with self-care .
one only works while healing only and one needs to stun killers, it's definitely limited as requirement is big.
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What's the point when boons are range limited?
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@drakolyr said:
https://forum.deadbydaylight.com/en/discussion/comment/3029045#Comment_3029045
And survivors should start on the hook, while killers can mori after 1 unhook. If survivors dont heal themself near hook in 2 secs, they go down again and will be automatic put back on hook.
Killers get then 128k BP, cause its 4 vs 1. And survivors bad. BAD!
Hmm makes sense, I didn't expected such sophisticated and smart suggestion from this forum.
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too long, could you make it shorter.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3028970#Comment_3028970
Well you will have no sound with both.I can literally heal with bite the bullet and have a spirit phase next to me.
Not only you have no sound but as survivor you heal and then have more time to do gen.
But as you wish.
There is extremely big difference between something that is limited and something that is permanent.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3028998#Comment_3028998
I disagree with everything, if we nerf Killers based on the Solo Queue experience then Escape Rates will drastically go up which they currently don't need and it will HUGELY benefit coordinated SWFs. This is NOT THE WAY TO HELP SOLO QUEUES. You are only using the argument to help Survivors get buffs, you might not even Solo Queue ever and only play in SWFs.
I'd rather remove something that skews data tbh.
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I think removing hook grab not gonna help with escape rate.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3028892#Comment_3028892
So you would rather get stunned with parental guidance (leaves no scratch marks,blood and you have zero garnts of pain),then survivor has -any exhaustion perk- and heals with bite the bullet (zero sounds when healing) and a ranger medkit.
Cause for all the iron will mains that's what you will face.
Like I said the only way it counters those killers you mentioned, is because it reduces breathing sounds.
Also you can not use it when exhausted.So no one will use it anymore. But if they use it against the nurse,during a chase a good survivor will try to lose visual.During that time he can crouch to reduce grants of pain even more.
Iron will as killer was the least of my problems.
Both of those are much better than permanent ultra stealth mode tbh, sound is THAT important in this game.
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@HexDevourAvocado said:
https://forum.deadbydaylight.com/en/discussion/comment/3028843#Comment_3028843
well with the spine chill nerf it will not trigger like it used to. It will trigger and stay for a few seconds.So during a chase it might be misleading
0.5sec is long and short at the same time, I won't say it's too bad.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3028947#Comment_3028947
I don't think reducing chase time would help Myers more when the Survivor Meta is just pre drop pallets as every pallet in Gideon is Safe + there are currently like 20+ pallets there.
Even now I don't even see my Pig winning in Gideon with Brutal Strength and STBFL.
so now with buffs it's much easier to stop survivors from reaching pallets, while also making it much easier to break, and catch up after breaking pallets?
It's not like M1 killers have literally 0% kill rates in high MMR, I'd say myer on gideon would have biggest difference between before and after due to excessive amount of pallets.
You asked if they gain better performance with changes, not if they can win.
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@D3spair said:
https://forum.deadbydaylight.com/en/discussion/comment/3028938#Comment_3028938
With this changes then, Would Myers in Gideon have a better kill rate once the changes release? (In High MMR where everyone actually know what they are doing)
...yes? there is no way reducing chase time not gonna help M1 killers.
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3028835#Comment_3028835
Yes, apparently I did. My mistake. But my opinion still stands. The upcoming buffs to swing cooldown and pallet breaking will make chases short and meaningless, that is something not needed in the game considering survivors are going to be nerfed to the ground along with said changes. And it just buffs camping more. So, these changes are still bad regardless.
Chasing never be meaningless and decent survivors are already chasing too much with perfectly safe loops, I say this change is great for health of the game.
Also no basekit of survivors are nerfed but actually buffed, considering biggest hit they took is chase nerf and DH nerf, it won't be that bad as those two were just too strong in the past.
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I mean why are you even trying to play a game that is just... not fun, no matter what.
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Also this changes are already trying to reduce killer discrepancy, I don't really get what you are trying to say.
Map balances are something they are doing recently (and not exactly doing great at it), it takes time.
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3028670#Comment_3028670
Solo q at low mmrs, it's going to be a massacre. Enjoy having all your teammates hide and do 45 second self heals.
I mean they are already doing 32 second self heals, difference is miniscule.
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I doubt it as it's very likely they have stats for each killers on each map.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3028878#Comment_3028878
But they would get banned for accessing content they shouldn't. DBD just has awful anti cheat.
They're just streaming on twitch lol
I'm saying that, by looking at current DbD, you can expect those cheaters to somehow abuse auto-ban system and ban everyone they match with.
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Are you sure that auto-ban system won't be used by cheaters itself?
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/3028863#Comment_3028863
That's on top of increased gens basekit. Plus whatever else slowdown you want to use. And mending simulator on top of that.
I mean, those things are what changing game.
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@Bwsted said:
Even if the were, which is debatable, new Thana is going to turn the tables. Then Legion will have the last laugh.
uh, I doubt 2% more reduction is the game changer.
I think it's basekit buffs.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/3028850#Comment_3028850
I've been facecamped at 5 gens before and no one was coming for my rescue at all. It still wound up a 4K because it got paired with NOED and hook timers are too short, so he was free to roam with NOED before the gates were open.
Camping is absolutely OP and is the lynch pin for the game's abhorrent balance.
If it's just NOED it's more on RNG or survivor's mistake tbh, combine it with rancor NWO and now this is laughably OP.
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I wonder if there is enough players in PTB without new killer tbh...
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facecamping was unintended mechanics anyway, so it kinda makes sense when they ignore it's existence for balancing changes.
Problem is the fact there is no fix for it yet.
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@Murgleïs said:
You guys keep focusing on the nerfs and not the buffs. I play mostly in soloQ (or duo), and imho survivor is going to be stronger now than before. In fact, I would not be surprised if killrates drop.
Before you needed selfcare to heal yourself after being hooked. Now you have 80s of endurance with OTR to find someone or boon a totem.
Or just use a medkit you know ? It’s a free heal without using any perk.
Spinechill was a hard counter to stealth killers. It has to go, so they can finally play how they are suppose to and surprise survivors. You will still be able to hear them coming by focusing on their breathing sound (it’s quite loud).
Also spine chill could somewhat help chasing as you can now use it to tell if killer is ACTUALLY looking at you or not.
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@Aurelle said:
No thank you. Killer swing cooldown and breaking animations are already getting buffed, adding this would make it nearly impossible to escape against a killer.
I suspect you are misunderstanding something here.
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Game is actually slightly more balanced with all the small tweaks, will it be too much or too little is unknown.
@versacefeng said:
All I'm gonna say is that unhooking against a camping killer running STBFL after the change comes out is gonna be nearly impossible.
Technically there is no difference between after and before the update, because with STBFL you can't unhook people anyway.
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Yes, entirely disabling an aspect from the game is extremely strong.
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hooks in general is too few tbh.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3028602#Comment_3028602
The Game was deffinatly not survivor sided back then. Like @fulltonon said it would be crazy survivor sided now adays
No I mean game itself is survivor sided, just that players weren't.
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@LiquidPhat said:
I know how you feel. I love playing as a solo Q survivor, I feel more immersed when I play by myself. Its very rare that I play with friends or join the DBD server and after this update comes out, it feels like I have no choice but to play SWF just to even have a chance of escaping.
I just wish BHVR found a better way to balance SWF and Killers, without heavily messing up people who solo Q :/
Literally impossible, there is not a single one of PvP games where soloq is NOT messed up.
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I suspect if people from nowadays play old DbD it gonna be loopingfest.
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@legacycolt said:
On high mmr you see them very often. What you also see often is people disconnecting against her. I hope the devs do something against nurses overpowered nature.
Uh, I wish dev to do something against hook suicide and disconnecting, that is pure trolling and hurting game much more than nurse.
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I always thought NOED was a mostly waste of perk slot, seems like it's not exactly too far from truth.
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/3027099#Comment_3027099
That doesn’t change the fact people are giving up/ disconnecting against this killer.
According to that fact, we should fix those players because they are what's breaking the game.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3026230#Comment_3026230
"2k is 6 hooks worth of kills so I don't get why you put 2k there"
Because it's not 6 hooks. 2k can be me literally just standing in front of a hook reving my saw on Bubba.
Hooks are much more indicative of skill than kills are. They are not equivalent as you are using them.
If you can't kill anything, hooks are just waste of time anyway.