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fussy
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@joeyspeehole said:
Counter argument on complaints about buffing or nerfing based on pick rate- BOON: CIRCLE OF HEALING and DISTORTION. Mic drop…
Nobody ever said it was nerfed because of pick rate. Sorry you dropped your mic for nothing.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031698#Comment_4031698
Hey, at least Haddonfield got nerfed, right?
Literally everyone in feedback said that it was good change, I doubt they nerfed it. But if they did… I will laugh hard.
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Where is Autoheaven realm? Gas Heaven went from S tier survivor map to S++ survivor map, and you did nothing with it, really?
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@Another_LegionMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031690#Comment_4031690
we both know if there is gonna we a rework it'll be in 20 years
True, but why rework perk into flopped design mechanic? My suggestion isn't delete this perk, but make it fair and balanced.
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@Another_LegionMain said:
maybe if it was an Invocation that lasted until the exit gates are powered it'll be balanced (better to what it is now)
Invocation honestly flopped design, it needs rework.
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Idk, I completely fine with variety on survivors, there are dozens of builds I run at least from time to time. Almost every chapter I add something in my builds or at least create something fun, even if I don't use it a lot.
On killers it's completely opposite – there wasn't really good and universal perk in 3 years – since Knight chapter. There were like 4-5 good niche perks or perks that good on several specific killers or in specific situations since then, but that's it. What is even worse – they keep deleting killer perks. Stbfl, Franklins, Monitor, Overcharge, DMS (on most killers) – they are all gone from my builds. And only perks I added in my builds since then are Oppression and Batteries on specific killers.
And on survivors I can play with whatever I want and have way more space for experiments, on killers you are forced to bring at least some slowdown, because even with supershort chases m1 button will be stronger without any slowdowns. That's why I wish we have at least half of survivor build variety on killers. -
@Classic_Rando said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031322#Comment_4031322
Yeah, same experience here. It’s not that all Sables are bad, they just seem far more likely to be bad than most other characters. Leons, Sables and Mikaelas are usually the worst.
Yeah, sure, I don't judge on player only by character he picked, I just see the pattern and judge on what I see the most. Otherwise I would be leaving every lobby with them.
Kates are also here. I swear before Sable and Mikaela release all these players were Kates. -
@SoGo said:
I feel like it should have the actual effect reduced to 40%. It is apparently 66% now and it shouldn't be.
And of course, it shouldn't affect Freddy Snares and Clown Bottles.
I would take it, if it won't affect other survivors completely and won't work on killers' powers.
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I currently fine with game on both sides on average. The only real issue is MMR, because there is where most problems are coming from and I'm glad that devs finally realised it right before ruin the game in its core.
I really hate extremes like 4 slowdown hardcore tunneling Nurse/Blight/Ghoul or swf with 20+ funny pictures with funny effects, but this is, once again, MMR problem. These people should just play against each other.
There could be many QoL/small buffs on both sides, but the only thing should get nerf here and now is Syringe, and thankfully, it lives its last day. -
@SoGo said:
Remove the activation condition.
Make it so it lights up on the first M1, and already starts giving the effect to survivors.
Agree, it's stupid that this perk activates at best only in mid game. Have 0 ideas why I should pick this perk over Blood Favour.
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@sizzlingmario4 said:
I do think Vigil needs a nerf and mostly agree with your reasoning, but I don't really want it turned into a boon, just toning the numbers down and removing the interaction with certain base killer powers it affects would be enough.
But yes, I agree it is too strong right now. The numbers are too high for how versatile of a perk it is and for it being a completely passive effect with no input. They tried fixing it by making it unstackable but this didn't really address the issue with the perk and why it's frustrating to play against since the stacking was only ever a problem because of the numbers being overtuned and more than doubled from the previous version (30% → 66% and 8m → 16m). Stacking pre-buff Vigil was never a problem.
Anyway, buffing exhaustion perks is a very strong effect on its own but on top of that it also makes several killer perks and addons far less effective and too weak to justify using considering how popular Vigil is right now. I don't think it necessarily needs a revert, somewhere around 40% increased recovery and a 10 meter range would probably be okay (and this would still be stronger than the old version), but in its current form it's overtuned and not healthy imo for the reasons above as well as that it further supports the survivor meta while also discouraging off-meta killer builds as most of the perks/addons that are affected by this are not meta options (not all of them, but most of them). On top of that, it breaks a longstanding general rule that perks shouldn't have an effect on a killer's base power (Clown, Freddy, and Nemesis specifically are affected by this, some others are not though).
They removed stacking, because more and more people started abuse Head On with it. You could jump in double lockers with friend and infinitely stun killer when he picked up anyone from locker. Pretty sure it's the only reason of this nerf.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031322#Comment_4031322
Again Sable is a popular survivor so you’re gonna have a lot of teammates that are playing as her, you gotta expect that not all of them are gonna be perfect.
Last match with Oni Sable had more than 6k hours and, judging on achievements, all of them on survivors only. Oni wasn't even good, my first 2 chases with him last more than 1 minute both without hit. But guess who gave him first hit early and then went down from m1 killer on buffed Mac with pallet every 5 meters 10 seconds later? Guess who randomly run across the map while Oni was in power and went down for it? Guess who was healing when we need gens? Guess who gave Oni's power whole game?
I swear, in statistic Sable should have 90% kill rate, she is the strongest killer in my games. -
I played 12 matches yesterday and I didn't escape in 4. In 3 out of 4 matches Sable was just second killer. It's always Sable player who makes easiest match literally unwinnable. Do you see some pattern on these screenshots?
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Probably coolest ideas about Trapper I've seen so far, but it honestly changes nothing anyway. I mean, it's amazing QoL for current Trapper, but thing is, current Trapper is outdate in his core and needs some rework.
Even with these changes, he still needs crazy amount of time to set up; he still has no answer to how easy to deny whole his power (auto reset every 60 seconds is nice, but won't change much); using power in chase still has no sense; his only strength – basement – is gone with no real alternative to be dangerous at least at something.
I am huge fun of Agitated Trail idea now, but I hope they are cooking something bigger with him. -
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030614#Comment_4030614
My point is that i believe they're more motivated by what keeps the money coming in than what is actually healthier for the game and broader player base. There's a reason clickbait and ragebait are so rampant among content creators in general.
I also think it's pretty evident that alot of popular DBD content creators are burned out and only keep playing because it pays the bills. A number of them have tried in recent times to go variety but either revert back to DBD because their viewer numbers go down (they've said this themselves) or they stick with streaming variety but majority of their tiktoks or YouTube videos are still DBD focused, so they're keeping their foot in the door to maintain viewers. A very prominent DBD content creator does the latter but I'm not sure I'm allowed to name them here per the rules.
Also, "finally these bad evil killers will know their place," is making assumptions about my views. Saying that I don't think content creators are neutral as you claim shouldn't be a killer or survivor sided opinion.
I know some streamers, who play rarely than before and some who took break, but I didn't see anyone, who was like "I don't like DBD, but I need money". Maybe there are, I just personally didn't meet them. I think it's very unpleasant to watch someone who don't like what he does and people usually feel it.
And what aboutif you are collecting views, it's more reasonable to me to make happier more casual players instead and say things like "oh finally these bad evil killers will know their place".
It does literally nothing with you, read it again.
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Basement and endgame will be stronger for survivors. Definately will be more bodyblocking after unhook. Overall more time to reach safety if needed. But yeah, I would like to see Elusive with it and something done with bodyblocking after unhook.
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030749#Comment_4030749
I don't see why it needed that, you can wait it out, play around it. And the current live servers styptic can help against tunneling. Very undeserved change imo, since the anti-tunneling got (currently) scrapped.
If you can wait it out as killer, then survivor just used it poorly. If survivor is not stupid, it's just guaranteed 20 meters of distance that you can run to safety with no risk and no counterplay on killer side. You see that there is not enough distance to window/pallet? M2+space, there you go, now it's free.
But yeah, most players use it very bad tbf, just pop it somewhere in open field for no reason. Just another example of average players turns things without counterplay into absolutely useless by his cluelessness. -
Styptic needed change, but new effect is just too weak/undertuned.
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Agree, perk was useful for two weeks, now I don't even care about it.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030588#Comment_4030588
Tbf, content creators priority will always be views. They might play both roles but for them it comes down to what gets them the most view$. Is it survivor winstreaks or killer winstreaks? Hens was honest about this not long ago when he said he's a content creator first and a DBD player second.
They might play both roles but for them it comes down to what gets them the most view$. Is it survivor winstreaks or killer winstreaks?
Idk, there are more survivor players, but killer streaks are probably more interesting to watch for majority of viewers. Me personally adore to watch Ohtofu/Angelz/Dino/Alby winstreak lately and I choose to watch it over every other stream.
But overall, what's your point? That they don't honest with their opinion just because it will give them more views? All of them? Idk, if you are collecting views, it's more reasonable to me to make happier more casual players instead and say things like "oh finally these bad evil killers will know their place".
And yes, they are content creators in first place, that's why they are interested into this game be alive in long term instead of destroying core of the game which works for 10 years just to make more casual part of community happier here and now, but let the game float in the same waters where other asymmetries are swimming now. -
@tyantlmumagjiaonuha said:
We should have implemented something similar in the main game. Instead of coddling survivor-only players with repeated failed, pointless measures like anti-slugging and anti-tunneling, we should have provided a proper tutorial to improve their skills (especially for survivors on the North American server)
Absolutely, amount of players with 1000h+ who don't understand even basics of the game is insane.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030252#Comment_4030252
they any sense of changes affecting killers DbD content creators will make "the death of DBD" videos and get it scrapped everytime
Except all these "killers DBD content creators" are both sides players, who have a lot of survivor world records and overall play survivor on level you won't be even close anytime soon? So maybe they see slightly bigger picture, don't ya think?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030301#Comment_4030301
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030263#Comment_4030263
Whole heartedly agree gents, I believe given how the tunneling changes have been walked back on twice, its clear that trying to shunt a playstyle with heavy handed bonuses that just make tunneling impossible for majority of the roster is not gonna work.
The fact they are looking at MMR is very positive change. Currently a Survivor who dies when practically winning the game for their team gets dropped in MMR, but the Survivor who basically just sat on gens, or even worse... ratted the whole time goes up in MMR. Survivor MMR needs to be tied, at least partially, to the result of the trial overall. It's tricky cause you can get carried hard by other players, but careful use of emblem system holds promise.
Tunneling is gonna come up again and again though, and the fact we're gonna have to face is, if you don't want people to tunnel, then both sides need to have their ability to rush down the game cramped significantly.
A killer can only chase 1 survivor at a time, and when spreading hooks needs an average of at least 8 hooks a game to realistically 2k. So if you want 30, 40, 50, 60 second+ chases to be a part of the game, this can't be a chase time that leads to 2 or 3 gens popping. It needs to be worth the killers time not to tunnel, which means effectively slowing the game down.
On the flip side, Survivors need meaningful counterplay against killers if killers do tunnel, the killer rushing down a player at the moment is met with Survivors rushing down generators as fast as possible in the hope they can do it before the tunneled Survivor dies.
There is no 1 change that's gonna address/bandaid fix tunneling, numerous elements of the games design have to changed to ease more towards this goal... My hope with this "Unique Hook"/"Hopeless" mechanic is it can become an additional tool in that series of changes.
but the Survivor who basically just sat on gens goes up in MMR.
And nothing wrong with it. Doing gens is survivors' goal, so why MMR should ignore it? Probably in every 5th game just me doing gens results into 2-3 escapes.
DBD mobile had post-match stats page and it was great example of based on what MMR should work.Your gens progress, your chase time, your rescues/heals/(protection hits also can be here) are perfect values to judge how useful you were for your team and how much you did for win.
I still think my suggestion about point system is fire and we slowly go to it anyway (afk crows are very close to it), and we will come to it anyway, just in few years and through million wrong decisions. -
If we ignore insane amount of bugs, Houndmaster is just x10 times better Wesker. Like in every aspect, except infection.
If Wesker could control distance on first dash, had faster vault, could make another dash after vault, slide textures, had faster m2 charge up, could start dashing while facing fall, had build-in info and, most important, having mobility, what Wesker doesn't have at all. Like I play her a lot lately and I don't understand why I should choose Wesker over her except more cool looking.
Plague is strong but she depends on so many things that I don't even bother to rate her. She can be A tier in one match and C tier in another easily.
So both strenght and fun for me: Houndmaster > Wesker >=< Plague -
Honestly Elusive was good idea, I'm sad it won't hit live. Same with unic hook bonuses idea. Because you won't eliminate tunneling from the game without breaking it core at some point anyway, but I don't see a reason why we can't give killers rewards for unic hooking, since it kinda solve 2 big points:
– Make survivors happier by giving the other side initiative not to tunnel
– Make spreading hook less of a intentional throwing the game
But biggest change is MMR change and I can't describe how happy am I about it. I've said it million times – MMR is where MAJORITY of game problems begin. "Oh no, hardcore tunneling Blight tunnels me out at 5 gens", "Oh no I got 0 hooks against this swf", "Oh no Nurse slugged us at 4 gens" – it's all nothing but MMR problems, where one side going against other side which has completely different skill level.
It's such a smart move and honestly have a faith at BHVR first time in long months. Biggest, most needed step in a right direction. -
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/460697/krasue-opinions
At this point, yes. We already knew from original chucky and Wesker that having a killer that can vault pallets either problematic and often a useless ability but nothing in between. Still, the devs did what they like to do - not learn their lesson and repeat yesterday's mistake. I also wouldn't call it more fun but let her feel better since you are often force to go back to bodyform, break pallet, go back to headform which feels annoying to do.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029428#Comment_4029428
In my opinion, she is the only killer that the devs managed to ruin from PTB to live. First they overbuffed her in an unfun way and then they nerfed her and left her in a spot where she feels clunky and stupid to play as. Like instead of fixing the tunneling issue like they did with Wesker, they just punish her for hooking survivorsand making the whole fungus play-slowdown-part unnecessary, which also removes smart decisions of where to leave fungi.
I think making the projectile a bigger part of her power and tweaking the dash move with more hug tech could put her in a more fun to play as and against spot.
What you took as an example with your three matches; yesterday I had two matches against full meta groups (four Syringes, three Styptics, two STB, two Deli, four DH, DS, UB). These are the general unenjoyable experiences when everything you do doesn't matter when they get carried by second chance and doing the normal counterplay on top of it - no killer has good time against it. But this is rather a 70% balance issue on the survivor than on the killer side, which the developers probably will never understand based on their last PTB. The other 30% are killer issues: I'm fine with counterplay since it encourages more interaction but killers like Dredge (remove Remnant), Artist (take her crows), or Krasue (bodyblock) feel unenjoyable in the way that's so free to do without any punishment. I wish the counterplay would have a bit more of risk to not make it completely free and unfair compared to other killers.
In my opinion, she is the only killer that the devs managed to ruin from PTB to live.
I wouldn't say so. Most of her changes from ptb to live were with QoL intensions and they improved many things that felt clunky. I think it's her core problem by design: she is very strong against survivors without comms and pretty mid against coordinated ones. It was so even on PTB and nothing changed about it. That's why I think she needs some design adjustment.
Yeah, I would like to spend more time in body form, sadly there is not so much gameplay for it.no killer has good time against it
No killer has TIME against it. It's simply absurd how ignorant we are to this. Every killer strategy was nerfed, every strongest build was nerfed, every strongest perk was nerfed at least twice, what about SWF? Ah yeah, keep getting buffs for 10 years straight while being strongest role.
And worst part you don't even need to be good at the game to perform good with all this stuff. Like, you are bad Blight with strongest build? Great, you will lose, because all your perks work on hooking and you don't hook. You are bad in swf with strongest stuff? Don't worry, perks will carry you no matter what. -
I completely agree with this suggestion. Vault nerf was overkill and vaulting barely make sense now, unless it's literally god pallet. But I would take pallet breaking instead vault revert.
Idk, she kinda need some slight rework maybe, I didn't see her in 2 weeks. And I didn't play her myself for this time, because last 3 games were against really good survivors and it was very unenjoyable experience. But I'm not even sure what could make her more fun for both sides.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029183#Comment_4029183
Are we really trying now to compare Chuckys Dash with Blights Dash?
If both can result into hit after pallet, why not?
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I swear cooldown for breaking pallet is stupidest thing we have ever had in this game. I have 0 idea why killer should be punished for doing basic part of gameplay loop and I hate the fact that devs had no idea how to balance Kaneki created such precedent. I hope we never ever see this "cooldown for breaking" feature on any killer.
Also I don't get why we act like Blight is the only killer who can dash at you after pallet breaking. Wesker? No complains. Chucky? Vecna? Dracula? Singularity? Naaah. Spirit even has addon for power recharge for pallet break, but I don't see complains either. Blight? Ah yeah, it's completely different.
If you want to nerf Blight, make him 4.4 is fair. If you want to make him much weaker, destroy his speed addons, because basekit Blight is nowhere near S tier and speed is the only thing helps him to be viable in most loops.
But, once again, if you want to nerf S tiers, let's do something with S+ tier first – swf.
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@AcesSpeedo said:
well yes… when you eat every pallet as bubba instead of mind-gaming an unsafe pallet, youre likely gonna get ran for 5…
he also stupidly played m2 only bubba, if he used his m1 at a few points the chase would likely have ended a lot sooner.
It's clip of top-17 Bubba player with 43k+ chainsaw downs, but surely you know how to play Bubba better. Go teach him a bit how he should mindgame predropped pallets lol.
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I would like to see some changes almost on all of these killers, but definitely only after swf nerfs. Even Nurse and Blight are still weaker than swf with equal skill levels and this gap will be only bigger after upcoming update.
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I kinda mix killers and survivors usually, but I definately know what you are talking about. It's pretty often when I just logging in, look at killer pool and then just "Nahnahnah, not today, I will better chill on survivors". Literally today I planned to play some 1v4 on killers, but I played 3 hours of survivors in 2v8 with 3 matches on killers.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026982#Comment_4026982
Well that would all depend what we consider "soft" reworks I suppose. Like as an example I like the idea of using an effect we've rarely seen in Deafened. You could attach that to Legions Frenzy hit and it's applied just until the Deep Wounds is removed. I like this because a lot of the time Legions just Frenzy hit and then immediately run to spread it to the next survivor while that survivor immediately starts mending. With this change it adds more skill to Legion(and more decision making) with the potential for more strength. You could just continue to spread your Frenzy hits or you could break LoS and cancel your Frenzy to double back. That survivor now has to play smart on if you actually left and he wants to start mending or play safer because he could be doubling back. The Deafened prevents him from not only hearing the TR but also his sound of canceling his Frenzy. Bad Legions aren't gonna utilize something like this well but good players could. There is a slight base buff here at base as well since the Deafened can make it easier to mind game at loops since they won't hear his footsteps, vaulting sound ect but this type of buff on someone as bad as Legion doesn't seem unreasonable. Maybe this is what you would consider a soft rework I'm not sure, but it's as simple as throwing a status effect to it, so barely any work at all and identity unchanged.
While just one example this concept could be applied to many of the bad killers. Generally speaking, buffs that are only buffs if the killers is skilled enough to utilize it. This leaves it buffing those weak killers at higher level (where they're weak) but not really buffing them at lower levels (where killers typically do fine).
"Also yeah, Rickprado is right, some killers, especially these who have second built-in objectives, perform way better no matter what. That's why I doubt we will ever see Onryo or Freddy (yeah, I know he is not bad) buffs sadly."
Unfortunately I generally agree. They are unlikely to buff any secondary objective killer even though they do very poorly against any remotely competent player just because they do well against bad players. Realistically this shouldn't be a good reason, it just means we need better tutorials and things for educating new players on what to do. But yeah. This is similarly why I think they don't want to buff the stealth killers either even though they are generally all very weak. This all said, I do think these type of killers could be buffed for the reason I mentioned earlier. You buff them in a way where the buff requires skill to utilize it. Bad/low skill killers aren't able to utilize this so it isn't making them stronger at the lower levels like we're worried about but makes them more viable at the high levels. Just tie the "buff" behind skill requiring things, not just "number is higher", which would buff low skill killers, which is what we don't want.
Like another example. If you buffed Onryo's phasing in and out while demanifested. No low skill Onryo players are timing this for mind games, even most high skill Onryo's aren't doing this. Not specifically saying this is what they should do, but just giving an example here. That wouldn't really hurt low skill survivors but it would help high skill Onryo's in high mmr, which is what we want.
So skill requiring buffs, not free buffs is the goal here. That's how you buff them at higher mmr's without hurting the low levels. Clown failed because it was just free buffs that all Clowns could use for free.
Total tangent but I really wish we'd see more secondary objective(macro) and stealth killers. Those are my favorite kinds but it feels like we haven't had many in ages. All we get is dashslop or anti loop killers over and over. Not my cup of tea. I like Onryo, Pig, Knight type stuff.
Sorry, but Legion buff will do close to nothing against not completely stupid players. He has similiar addon and played with it some time and it only worked against completely clueless potatoes.
Onryo suggestion is nice and I will be glad to see it, but, once again, it will do very little against normal survivors, because her core problem is in her counterplay, which makes you basicly powerless, when is not ignored. She will be better, but still pretty weak and it's about it.
That's why I say there is a design limitation, which can't be solved with only number tweaks, some status effects. And I'm glad that they give some rework to Trapper because of it. You can give all his best addons basekit and he still will be mid killer at best. -
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026791#Comment_4026791
I don’t think there’s a design limitation with each killer. The issues you’re describing are very easily solved. It’s because you don’t just do number tweaks. You make changes that require skill to see the buffs. This solves the issues of too much power that’s too easy to access. IE changes that high skill players can access with skill that low skill players aren’t able to.
Well, it requires at least soft rework then, like with Mayers, and it's not that easy. Safe original identity of killer, keep design aspects that people wasted time on, create something new on top of it without destroying original idea and make it not too easy to get value from.
Also yeah, Rickprado is right, some killers, especially these who have second built-in objectives, perform way better no matter what. That's why I doubt we will ever see Onryo or Freddy (yeah, I know he is not bad) buffs sadly.
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@Blueberry said:
Idk why it’s so hard to get buffs for all the low tier killers so we can get some variety. I don’t know why they’re so reluctant.
Because there is a design limitation for every killer. Look at Clown's case: he was A tier for some short time recently, but at what cost? Braindead easy to pick up, braindead easy to be good with, very strong. And that's the good example of how you can't just tweak numbers for low tier killers without making them stupid at some aspect of their power. To some degree, of course.
Like, let's take Legion and give him 1s fatigue instead of current 2.5s. And make his Frenzy start with 6.0m/s. He will be A tier for sure, but, once again, at what cost? Once again, braindead easy to pick up, braindead easy to be good with, very strong.
But, honestly, it's the way the game goes anyway. Survivors become easier with almost every patch and it's strange to ask killers to be very time and skill investings to perform well, while other role slowly becomes an auto-pilot. -
@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026636#Comment_4026636
I started playing when Spirit's just introduced, and I got mocked in most of my matches back in the day… It was so painful that I actually had PTSD of it and stopped playing ANY PVP games for 3-4 years because of it.
Although things are much better now, but it's slowly getting back to the past with so many buffs to survivors.
Yep, I had close experience to yours, I played almost only survivors for first year just because killer felt impossible with gigatone of toxicity from survivors in every match for nothing.
Even now, so many years later, I still need to pull myself together a little before pressing "play as killer" button.Although things are much better now, but it's slowly getting back to the past with so many buffs to survivors.
Absolutely, I noticed that too.
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I don't think it's the biggest perk's problem. 20 meters is very small radius and in majority of your games you are just see no value at all. "Ah yeah, everyone is somewhere on the map on gens. Great info."
Even with 28 meters there will be bunch of more useful info perks. -
I noticed way more toxicity since pallet density update even in normal queue and not like I am surprised. Back in the days, the stronger survivors were, more toxic they were to killer for no reason. Because, why not mocking your opponent, when you are almost invincible, right?
And now I find myself in this situation pretty often: entity knows why I picked low/mid tier killer, and every one emotes me / teabaging me from the start, standing near 6 connected pallets and tiles.
And it's normal queue, what should you except from 2v8, which is survivor sided to some ludicrous degree?
Not like I didn't see "gg ez" from killers, there are a lot of sore winners too, but I think it's almost the rule: the stronger survivors are – more toxic they are. -
Nemesis is easily worst killer in 2v8, idk why he is untouched for so long
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He could see more buffs, I expected at least lower cooldown after using M2 and something cool like pallet breaking, but I don't think he is bad, just mid.
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@InquisitorKng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025487#Comment_4025487
In the PTB patch notes, this is already marked as fixed, so theoretically we just need to wait for the update.
Good to know, thank you!
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It's strange, because seems like Hens now making progress this achievement on stream, while I can't.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025127#Comment_4025127
So it needs something passive on top of it, maybe killer's instinct in 8 meters near chest or something like that.
Unfortuantely that completely invalidates Human Greed, which is the only perk that has a shot at making Hoarder remotely viable.
Hoarder is also stuffed by the fact its loud noise notifiaction is completely trumped by Weave Attunement when it comes to items.
It'd be nice if Hoarder could somehow make chests something Survivors need to do.
I'm totally spitballing, but to give a zany idea, say the first time you hook each Survivor, a random chest gets highlighted and the Survivor suffers the exhausted condition. Opening the chest (or rummaging if already open) will recover a horror token of some kind... maybe a little plasticine doll or something? (If you wanna get really cool, some unique memento/indicator for each Survivor, like a personal item or hair strand coloured to match them). The survivor retrieves this item and crushes it to remove the status effect.
I dunno something like that would be kinda cool?
Nah, I also tried to come up with something to get survivors to interact with chests, but I couldn't come up with anything. Your idea is brilliant!
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Franklin's definitely should be reverted, there is no need to reinvent the wheel.
Hoarder works on killer's belongings is too much I believe. At least on Onryo, Xeno and Singu it will be nonstop info. And work only on killer powers is stupid design honestly. Why create perk, which do absolutely nothing on 70% of roaster?
Hoarder isn't awful, when it works, problem is in most matches you don't care about chests as survivor. So it needs something passive on top of it, maybe killer's instinct in 8 meters near chest or something like that.
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The only news I want to read about Hawkins is "Hawkins is finally deleted!".
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Can we just delete Hawkins instead? 🥹
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Yes, if we talk about matches, where survivors understand what distance is. Prerun probably is strongest thing you can do against killer without mobility and easily will buy you at least same amount of time as chase itself.
I remember match on garden of trash against Deathslinger, I did almost full circle around main, run into it to use BL, then do another circle around it. More than a minute of killer's time literally on nothing, he couldn't even use his power on me, because I always wasn't on his LoS.
These survivors are rare, but I'm sure if everyone had experience of a match on non-mobility killer, where they would spend 50-70% just to start chases, there would be no "no" answers.
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@CompetitifDBD said:
I kinda wish they'd buff whispers to let the killer hear and see (accessibility feature from mobile) the closest survivor's tr. It would work pretty much the same, but the visual would get more detailed the closer you are to a survivor, just like how mobile Whispers worked.
Yep, I started to play DBD on mobile first and it was my most used perk back then. When I equipped it on PC, I was surprised how this perk does almost nothing here.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021575#Comment_4021575
I think its quite telling how at one point in time he was considered highly mobile killer because the number of killers that could do what he does was not a high number at all.
But nowadays... well… to put it another way...
Idk, I never considered him "high mobility", because he obviously never was. Even on release there were a lot of killer with better mobility: Wraith, Billy, kinda Freddy, Clown, Spirit, Demo, Blight, Twins (at least in terms of map pressure/control, collecting info), Onryo and Dredge. Even oldest killer like Wraith has x10 times better mobility than Wesker. It's not like he has it back in the days and now lost mobility aspect, I think it's more people have trapped themselves into thinking that dashes = mobility.
(Btw +rep for gif, I just ended collect all achievements in Lego The Incredibles 👉️👈️) -
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021690#Comment_4021690
What you said is true and I agree. But another thing about this power is that you can zone players with it too if you hold it. It can be useful for stopping them from going to a certain loop. You can hold it when camping a 3 gen and a hook and it's meh for defending like that. The problem is even if you hit the survivor you actually have to go with them and like you said there's no real mobility like ghoul's so you have to walk back if you want to drop chase. So yeah I agree, he's not A tier and imo it's because his numbers are limited. not actually because of the power design being weak like for example doctor's.
I think his power is comparable to nurse's. Not actually great mobility but works very similarly and even the counters are similar (break los), only nurse goes through objects.
it's because his numbers are limited. not actually because of the power design being weak like for example doctor's.
I would say the opposite. Doctor is limited by numbers, because you can decrease his charge time or/and increase speed time while charging and he will have one of the strongest anti-loops. And it's kinda designed that way, but super limited by numbers and only because of this Doctor chase is super long, even if your actions are perfect.
And Wesker is limited by design, because you can be best Wesker, but you can't do much with 2 dashes in most loops. Like watch any comp match against Wesker, they almost don't try to use their power in fillers and some edgy loops, because it's almost pointless against good players. It's better pick Brutal and catch up in between loops.
That's why I believe 3rd dash would help him a lot. He has so much more flexibility with his power in 2v8. With 3rd dash you can use power in many situations where you couldn't before and it opens a giant field for skill expression, you actually have some sort of mobility with it (still kinda mid, but with 3 dashes at least you can call it mobility overall and 40m TR finally make sense on him) and you have enormous 16.5 seconds cooldown for it, if you want to use it all.




