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Wait for another month or two and if they will leave him as he is, then yeah, he worth it.
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I hope they given up on invocation concept, because it doesn't belong in this game. Flopped concept from the start, because it extremely abusable in swf and not great in solo. That's why this type of perks never will be too good, as most survivors expect.
Dying Energy concept is beyond stupid, you don't need to have even 100 hours in this game to understand it. -
I hope they will left this funny gimmicky bug in game honestly, it doesn't hurt anyone, but I laugh every time
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It needs buff, if anything.
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I really miss dark, mystic, horrific and scary skins. Variety of skins is good, but lets act like this game is still horror and release something that's not from Fashion Week at least from time to time.
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It's super funny how survivors are mad over mechanic which existed in the game without any purpose or meaning and act like it killers buff or something.
When I read it in devs blog, I didn't even think that there are so many people on forum who love chilling on the ground for 4 minutes. Why? -
No, not at all. My playstyle has changed several times, but definitely not because of the forum. Some discussions motivated me to try something new, but that's about it.
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@Mandy said:
Singularity is very complex to play, there's a lot of macro gaming that's required to be successful with it.
Also there's a lot of frustration around various parts of his kit, aiming etc. And we're looking to address these with this update.
Whilst a top line Singularity is of course pretty strong, very few players are at that level with it, and making the character more accessible to all players is the desired outcome here.
On a paper I feel like Singularity changes are best work on mistakes in dbd history, when we talk about killer changes.
Absolutely every my issue with him was solved in this patch (and even more) and I really hope we will see him on live in this state.
And I don't think he really will recieve this big buff, most of the changes just QoL updates, which will make him much more pleasant to play as, at least for me. He definately will be my new main, if he won't be changed much after ptb. -
I mean, I can do fine without auto-aim and killer instinct, but I also understand it made for new players and console players. This killer is nightmare for new players and these changes won't take your "skill" anywhere from him, I swear. But he will be more welcome to pick him up. I adore absolutely every change in this patch about Singularity, can't wait to test it.
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@HolyDarky said:
True. I highly doubt it that the developers will make the locker placement better so instead of increasing the duration of the perk, they should increase the range of the Perk by like two or three meters. The Perk is very unreliable due to the bad locker spawns on many maps. But even with a good locker spawn, they are sometimes a meter or so too far away from a Generator to get value from the Perk. It's sad. The perk can be even bad on indoormaps like The Game or Midwich. So even with the longer duration, the perk is still outclassed by other Aurareadingperks like BBQ or NWTH because they are more reliable and give more infos that you can control.
I also don't understand why they buffed the duration because a long while ago they asked on Twitter how players would buff this perk and many players said that the Perk needs a bigger range. So why did they not listen to them? Maybe they are afraid of a UW2.0?
In my opinion they should increase the range and keep the duration but can add a bigger requirement so you don't open a locker at the start of the game and have a built-in LP (e.g. can be used once you hook a survivor). I'm also okay with only buffing the range and not the duration. But only buffing the duration won't make the Perk good.
even if i don't get this devs note about "more aggressive using in
chase", because only Huntress and Trickster has opportunity to use this
perk like that),They already take into account the upcomming high pickrate of Iron Will. Jokes aside, maybe when you afraid of a Flashlight or Palletsave that you can open a locker to check for another survivor or when you play hit'n'run. Otherwise, Idk.
I think it easily can be 12 meters and it will be super strong only on Midwich and maybe Hawkins anyway. Not sure how this perk is bad on Midwich, because Midwich is heaven for Dredge due to amount of lockers.
I also don't understand why they buffed the duration because a long while ago they asked on Twitter how players would buff this perk and many players said that the Perk needs a bigger range.
I didn't know about it, it's funny. But i'm not surprised :D
Jokes aside, maybe when you afraid of a Flashlight or Palletsave that you can open a locker to check for another survivor or when you play hit'n'run. Otherwise, Idk.
Aura perks barely used in chase, maybe only on some specific killers, looking for saver teammates is still not in chase, it's strange devs take anyway.
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@Blueberry said:
Finally got my p100 Onryo today. Quite a long journey. I'd been just spreading blood points all around the killers pretty evenly and then enjoyed Onryo enough to solely push her.
Didn't think to start recording my stats on the journey till p15 or so.
Wins: 456 Losses: 9
99.98% Win Rate roughly rounded
Longest Win Streak: 152 (still ongoing)
Zero tunneling. I see most streaks involve tunneling and that's fine, but for me that nulls out the streak entirely. The whole point of a streak is to measure how skillful you are. Tunneling removes skill. Personal opinion but that's why I don't do it and I think it artificially boosts peoples win streaks without relying on skill.
6 of those losses were in the first 100 matches when I was still getting the hang of her and figuring out optimal strategies and builds. The matches I lost were mostly 4 mans with some variation of styptics/syringes.
Very few games made it to 1 or 2 gens. Most games were over at 3+ gens still remaining.
On average I'd say I was getting at least 2 condemns per game.
Best maps were Game, Midwich and RPD.
There's a large population of players that seem to still not understand Onryo mechanics. Lots of players would totally ignore on TV's sitting right next to them.
Primary build for like 95% of the journey: Undying, Face the Darkness, Surge, Sloppy Butcher
Final few matches I started swapping Undying and Face the Darkness for Franklins Demise and Weave Attunement when I saw 4 items. A bit easier countered by good teams but more reliable in the sense of not being removable hexes. Super strong on indoor or smaller maps but quite weak on larger maps, whereas Undying/FTD is more consistent regardless of map size and even better on larger ones since they tend to have a harder time finding the totems and no range limit on the aura reading.
I like Sloppy since I'm all over the map so rapidly I tend to interrupt heals a lot and I like that it's passive. Same with Surge. I keep the pressure up super fast paced and any kicking kills pressure so I like that they don't slow me down from being all over the map. Also since all the other gen regression/blocking nerfs it's just made Surge look a bit better, but I was running it before those nerfs any way.
Addons used for almost the entire journey: Blood Fingernails and Remote Control
I think these are her two best addons. A vast majority of your hits are from the post teleport zoomies and fingernails just amps that up further. Helps compensate for the very large audio queue they get warning them of your teleport. Remote Control is essential for cut offs and preventing tape pick ups. Since you now basically have zero counter play in tape returns your only real tape counter play is to prevent them from picking them up in the first place. You gotta keep those TV's off. Remote Control aids in this.
Unfortunately most of Onryo’s addons are really bad so she doesn’t have much variety of choices here and her two best feel nearly required.
Special shout out to Videotape Copy though, also very good. If they ever gutted either of these addons that would probably be my replacement or if your stock pile of Remote Controls is low.
——————————————- Conclusions:I think Onryo is very underrated and most people don't realize how good she can be if played well. Most I see play her incorrectly. That said, I do still think she's weak overall and has some design flaws. I think she gets such good win rates from the vast majority of people simply not understanding her counter play and not respecting condemn until it's too late. She also has the added bonus of killer rarity. She's so rarely played that people typically don't have much experience playing against her to know what to do. Anyways feel free to drop your thoughts if you did the journey yourself on her or any questions you have on Onryo. I feel like I learned a lot about her on the journey and can help anyone out who's also playing Onryo and having any trouble.I streamed about 90% of the matches and let them just auto record on twitch for people to watch back.
Congrats! Great job, I opened for me Twins recently and looking forward for Onryo after your post. Also, can you share your twitch? Will be your follower, teaching new killer.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745408#Comment_3745408
i wanted more versions of Ormond. Now all we need is more versions of Eyrie of crow.
I think that if you want to add additional rooms to your house, you first need to deal with others that are barely holding on, falling apart and it's scary to live in them. Then we can talk about new rooms.
@SoGo said:
Eyrie should get nerfed+ needs something like a sandstorm happenning so you can't see a killer from across the map.
Also, delete Badham variants and do something about the loop strength. Just, not like Haddonfield, less of that.
Honestly, even after 4 years in this game I still don't know which Badham variation is which. Also will be glad to see only 3 of them left.
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And I believe Gas Heaven also needs changes, just not this much. Map always on second place on survivor side after Eyrie.
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Bruh… reading forum recently I start to think people literally searching for reasons to complain. What is this post?
Easier to pick up = braindead? Blight become more simple? No scamper = more easy? Whaaaaaaaaaaaaaa
Billy is easier than before and STILL one of the hardest killers to mastered, what means that you don't have to waste hundreds of hours just to NOT feeling terrible playing him and still need thousands of hours to be really great on him. Literally same situation with Hux now. Blight literally became harder, since bamp logic is his bread and butter now. Chucky's braindead ability was literally removed, how he became easier?
You all guys really need to chill here and stop exagerrating to this ludicrous degree. -
@VomitMommy said:
Insulting to all 3 people who main singularity?
I think Singularity skill floor doesn't match the results. So it's nice they want to address it.
We will see on PTB how it works, but I definitely welcome those changes.
His skill floor after this update will go from extremely high to just high and skill ceiling will stay the same, maybe slightly lower. Idk what all this crying about. You still need to waste a lot of hours to mastered him.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744803#Comment_3744803
Making a killer incredibly unhealthy to cater to people who don't like him isn't how we should be approaching balance decisionmaking.
I actually love him, because his design is great. He was clunky, had Soma Photo addon dependency, EMPs were absurdly strong and free against people who knows how to use them. Punishment for using your power after hooking was disgusting, spread slipstreams was pointless, simply because there always were EMPs in survivors' hands.
All these changes incredibly healthy, not sure where you found something else. Actually best killer's update after Billy, W devs. -
As not Hux main, these changes are perfect and they solve all problems that put me off playing him.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744686#Comment_3744686
To clear this up real quick, you do not need to draw a 10m path to order a guard to break something. You can still summon a guard right next to a pallet or generator, and you can even be closer than before. This requirement is only for patrols.
you can even be closer than before
Oh, so we don't need to take step back to break it anymore? It's cool! Thanks for clarification, it's already something. Looks like chase ability of Knight is limited now in the end, but we will see on PTB.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744681#Comment_3744681
I don't think people realize how impactful this change can be in the current survivor meta. The current meta is already hold W until completely zoned. With Iron Will, you remove any audio input the killer had to tell that a survivor was even still at the tile.
Do you think it makes sense to argue with people who think that 100% canceling one of chase mechanics is not absurd? I don't know how bad you need to be on survivors to believe it, it's free "ok i'm going to another part of the map, enjoy your mindgames, buddy" in every second tile. Devs don't learn from their mistakes sadly.
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Yeah, 10m of required path is stupid change. Especially if you need it to break a pallet, it will be GIANT nerf to already mediocre killer. He seems like "use your guards to interrupt survivors on gens" only killer now. But we will see.
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Definately want to chose Hexes over other perks. Hexes are not waste of perk slots, believe me.
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I don't think it's that meaningful. Still not bad zoning tool. Stupidest Ring rework is where I had a good laugh.
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@Peanits said:
There's no short way to answer this, so apologies in advance for the long response. There's a couple reasons for this that I can shed some light on.
The biggest reason comes down to bandwidth and how some changes are more difficult to do than others. It's fairly easy for a designer to make number tweaks on their own, but bigger changes that affect how something works or looks requires support from other teams. To use Hillbilly as an example, replacing overheat with overdrive requires programming, audio, and VFX support to name a few. There's only so much time for these teams to work their magic in each update, and unfortunately bigger updates like Hillbilly's can sometimes be out of scope. That doesn't mean these sorts of updates can't happen, but it does mean that they may need to be pushed back until there's enough time for them. Number tweaks, meanwhile, are far easier to squeeze in and help fill the gap between larger changes.
That said, cranking up the numbers isn't always the right move: It's easy to change a number and make something stronger, but doing it in the wrong way can create unhealthy gameplay and/or remove counterplay. To take Pig as an example, increasing her ambush speed would undoubtedly make her stronger, but doing so would make it difficult if not impossible to avoid at certain loops. When a Survivor is zoned and stuck at a loop, Pig players will ambush one way to trick people into vaulting a pallet, then fake back the other way to hit them before they can vault back. This usually works in her favour on smaller loops as it leaves them with less time to react, though the Survivor still has an opportunity to predict whether or not she's going to mindgame and decide not to vault. Increasing her movement speed would not only make this more effective on larger loops, but also make it much easier to correct course if the Survivor did correctly call her bluff and get the hit anyway, as her increased speed would allow her to cover much more ground much quicker.
Increasing missed attack recovery speed is similarly risky on powers with high mobility. This is something we could see in action with the original PTB version of Chucky; even if the Killer missed their Slice & Dice attack, they'd find themselves close to the Survivor and ready to attack almost immediately after. This becomes problematic because even if the Survivor does dodge the hit, there's a good chance they'll get hit anyway, making it a lose-lose situation for them. It would be stronger, but not in a way that has a positive effect on gameplay.
To complicate things further, it's incredibly difficult to balance something equally across all skill levels by virtue of how their powers work. Some Killers thrive in the lower-mid range, others excel at the highest level. A Killer like Trapper will always be more effective in the lower to mid range where Survivors haven't quite clued in on where he's likely placed his traps, but may struggle against Survivors who know what to expect and can change their pathing on the fly. Likewise, a Killer like Nurse with a high skill ceiling may not do so well at the low end where Killers might have a harder time predicting Survivor movement (or simply struggle with aiming their blinks), but can dominate at the high end in the right hands.
This gets tricky because a Killer may already be balanced or even strong for some people, but lacking for others. To use Nurse as an example again, buffing her to be effective in the hands of new players would cause her to be way too strong in the hands of people who have mastered her. This same problem exists in reverse too, where buffing a Killer to the point that they're effective in the top end could make them much too strong for everyone else.
That doesn't make it impossible to change them, though! There are sometimes tweaks we can do to make a Killer stronger for some players, but not others. When Nemesis was introduced, we noticed that he typically performed well, but struggled a little in higher end matches. Interestingly, higher end Killers also used his Tentacle Strike more, causing them to reach higher mutation levels. This created an opportunity for us to buff his Mutation 3 Tentacle Strike, increasing his effectiveness in the higher end without having much of an effect on the lower end, reducing the gap. Similarly, changes that make a difficult Killer a little easier to play but not necessarily stronger (e.g. simplifying controls, improving visual feedback) - or lowering the skill floor - can help them perform better in the low end without impacting their performance in the higher end.
All this is to say that number tweaks can do a lot of good, but they can also do a lot of harm if done poorly. Pumping up some numbers can leave them in a better spot for some and worse for others. Ultimately this is a game for everyone, not just folks in a certain skill range, so we need to handle those changes with care.
I'm begging on my knees, if you think that faster Pig's dash basekit will be too strong, at least remove this silly downside from Last Will addon, so we don't have to bring second addon (Workshop Grease) to make Ambush finally useful. After her buff I played a lot on Piggy and there is only difference in strength of ambush with these two addons. Please please PLEASE remove charge time downside, so we can bring actually two addon instead two-addons-to-make-one-good.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743593#Comment_3743593
"If perk gets nerfed, I run 4 slowdowns"
Repeat this sentiment for the last five years and you have modern DBD.
I speaking for myself, and I trying my best to play with different perks on killers, even knowing that 80% of them are hot garbage. I wish killer role has at least 1/3 that variety that I have on survivors, but it seems like impossible challenge, when community crying even over killer wastes 2 perk slots just to have easy counterable info.
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I've never played with this combo before, but I swear, if this perk will get even tiny nerf, 4 slowdowns will be the only build I will run in any mood, any day, against everything. Because if you guys gonna cry that hard on every somehow viable perk combo (not even perk, combo) appears into killer side, you deserve absolutely nothing but sweatiest tryhards every single match. And I will become one, because I tried to read this bullshit. Respectfully.
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@Junylar said:
Before you ever evaluate a killer, play AGAINST him, not AS him. Otherwise your "feels like" will always be biased and won't actually tell anything.
And you decided that this experience is not based also on games against him due to what? Last Dredge I played against got 4 hooks on RPD. Now what? Am I entitled to have opinion now?
@[Deleted User] said:
I also thought I would be a Dredge main when it first released but unfortunately I just can't play it very well at all. Survivors always seem to know where I am, where I'm teleporting, and what I'm doing the whole game. Nightfall doesn't even seem powerful most of the time. I like everything about Dredge except for actually playing as Dredge.
BTW I keep seeing your opinions on this forum and we think alike on almost everything. Just thought that was funny and wanted to share.
Oh, it's cool, brother in mind! <3
@Blueberry said:
Too addon dependent and too much information given to survivors.
Yeah, that's also point I forgot to mention. He announces everything. Oh i'm here and i'm there. I love his sound effects, but it's too loud.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743279#Comment_3743279
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743343#Comment_3743343
Regarding slower teleport speed at the start of nightfall: This happens because there is a 3 second transition period between daytime and nightfall where most of the benefits of nightfall haven’t gone into effect yet. If you begin your teleport during this 3 seconds, you don’t get the faster teleport speed (it is still 12m/s).
When you see the circle around survivors’ portraits turn orange, that’s when nightfall actually starts and that’s when the faster teleport speed (and faster cooldown) goes into effect. But if you start the teleport during daytime or during the transition time, it keeps the slower speed for that entire teleport.
Yes, that's what I said briefly. Thank you for info anyway!
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@Yharwick said:
I would say C tier but yeah Dredge is good on Midwich and not great everywhere else and considering the buffs they gave Huntress and Trickster it seems they have no intention of increasing the number of lockers on maps. Considering this I think the locks on lockers should be removed entirely, Dredge isn't strong enough to warrant the mechanic.
Singularity without EMPs is easily A tier, Xeno without turrets would be a top 5 killer, Dredge without locks would still probably only be B tier on most maps.
I agree, locks on lockers can be removed easily.
But can't agree on Xeno, he won't be top 5 without turrets. Some matches against bad survivors you only see turrets in disable state after exiting tunnels and I don't feel he is that strong to be top-5. I can win a lot of time against him in some maps.
But Singularity definately will be top-3 killer without EMPs. I did post here, where suggested to remove them, but after conversation I changed my mind. I think EMPs should be nerfed, but not removed.@OrangeBear said:
I feel the same way. He is pretty weak outside of nightfall and locker spawns make him weak in nightfall.
To really have a chance of success as dredge you are pretty much locked into a playstyle of using Malthinker's Skull add-on and injuring everyone and then getting downs during nightfall.
Also not sure if it's a bug but the first teleport you do in nightfall isn't sped up which affects him noticably.
I think he needs buffsI think if you started teleport in "day", it won't speed up.
I don't even consider him as hit and run killer anymore tbh, with Sloppy and 3 gen nerfs, he can't keep up with temp of the game anymore.@Huge_Bush said:
I haven’t purchased him just because he’s too map dependent. Maybe they should allow him to teleport to chests and totems to help him out a bit.
If they not gonna do anything about lockers spawn, maybe teleports to chests isn't bad idea tbh. Giggling while thinking about possible animation.
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@Crowman said:
Why should a killer perk provide a benefit for survivors?
Because Dark Arrogance is not enough, all 3 killer perks every chapter should give something to survivors for at best mediocre effect it provides.
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@HexHuntressThighs said:
It’s literally useless without Franklin’s. Like an easy D Tier perk
Yeah, this. Franklin is the only perk which makes Weave somehow viable. And 2 perks combo counter is still just pick up item, lol.
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It made getting saves consistent
Ah yeah, get guaranteed saves from 20 meters just because there is no wall killer can look at or survivor went down under a pallet not stupid at all and completely fair.
See ya.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740598#Comment_3740598
Im not sure i understand your question, what is going to change??
He means, your chases won't become better if you gonna avoid them.
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Same with Vecna.
🚫 Put invisible walls where they are needed
✅ Put invisible walls where they are not needed -
YES! 100 yes on it!
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Meow-Jin and Artist / Twins
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@Raccoon said:
Chucky is pretty weak and bland these days.
Scamper is borderline useless, he eats pallets like a champ, gets bodied by windows, and has extremely linear gameplay revolving around Slice n Dice.
He may as well be 115.
Yeah, it's perfect description of his gameplay. He is not super weak now, but mid. But bland is his second name, definately.
I hope they will give him back 180 flicks (or at least 135) and make possible to turn after scamper, so it will be at least slightly useful in some situations. -
Another "oh it's bug", which exists in game for month or years. Wow, what a surprise.
If you decided that new cooldown of ability is too short, then say so. No need to invent new "bugs" that no one believes in anymore. -
We need to explain to survivors how to pick up item now? This perk is not even mediocre, but I won't be surprised to see survivors are mad about another aura perk, since there is not so much left to complain about.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737925#Comment_3737925
when you whole team use exhaustions.
That's the issue and it can't be Sprint Burst.
It's just terrible without Spies for sure.
But I think there are simply way better chase perks, which cam give you more value and more reliable.
Maybe you are right, I'm still testing it. But deny someone's Lithe or dh is huge anyway. At least it not completely bad option, how many others perks are.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737423#Comment_3737423
I have tried it with new exhaustion crow perk. (Not that good imo)
But spies from the shadows definitely surprised me and gave me lot of value in most games, but it's definitely map dependant. Indoor maps had way worse results for me.
Glad to hear it! New exhaustion perk is kinda underrated also. I thought it's bad, until I played custom with friends with and against this perk. It gives you a lot of value, when you whole team use exhaustions. You don't see this value, but it is there. And with Spies it even better and helps you to see this value in some degree.
I would say you NEED to use it with Spies to get value from it in half of cases. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737460#Comment_3737460
DBD is an asymmetrical game. You cannot compare the two sides as they are, for all intents and purposes, different games.
Pop does not require much, objectively. If you are playing DBD, assuming you are somewhat competent, you are going to get downs. You will activate Pop. Comparatively, Pop is slightly, and I do mean slightly, more difficult to activate than PR, in that you need to walk to a gen. Much less difficult to get value than Ruin though or more derived slowdowns, like Sloppy on a stealth Killer.
Once again, Survivor is effectively a different game. The roles are uncomparable.
I saw this exact argument when Pop was nerfed the first time.
Oh, so now "it's different" argument comes in clutch, of course. Roles are uncomparable, I agree here. But time is comparable and amount of work for buying this time is absolutely comparable.
@HolyDarky said:
I personally love the reason for the PainRes nerf more "want to make this Perk less of a clear choice for all builds". The nerf didn't change anything in terms of perk choices. If they want more perk diversity in killer builds they just can't only nerf the good ones and leave the average, bad, and risky ones as they are since otherwise the nerfed ones are still the best choice (players still run Pop, Pain, GE, and Corrupted). However, nerfing the best perks and then hoping for a change is the easiest way.
I understand what you say. Some nerfs on one side were absolutely fine since they were not healthy for the game like old Eruption. However, it always depends on if it's not healthy or if you just want a change when the metagame gets stuck and stagnates and in my opinion the developers wanted the second one. I can understand that facing full slowdown - basically the same build again and again - every match is not good and the meta is stucked but just to nerf these things won't bring a change. I think the developers went the easy way by nerfing the perks without giving us alternatives to use different builds. Thus, they can't say that since otherwise they would expose theirself but giving a bad reason is also not good. I really hope the developers will buff or rework other perks to make them more viable. Some perks just need a little tweak (reducing or increasing one number) to be good. It's not that difficult.
There is also the problem that the developers didn't ask themself why many killers run full slowdown: With the recent nerf to all the strong perks, playing weaker killers became much more difficult and harder because they are rely on this extra power as their mainpower is rather weak. The stronger killer,s on the other hand, don't mind these nerfs very much. They still perform very great. The result is that many (or at least some players) will stop playing these weaker killers and start to play the stronger ones which means that survivors will still face the same full slowdownbuild but will see more often Nurse, Blight, Spirit, and Wesker. I don't think this is healthy. Sure the developers give weaker killers some good QoL changes, tweaks, and buffs but many of them feel a little bit of a makeshift repair (e.g. Bubba has still some issues, Demogorgons Portals are still weak, Pigs Dash is only a little bit better). And in return they nerf some of the stronger killers like Blight and Wesker which is very good (no complains about this). It is also questionable if it's a good idea to nerf the perks that these killers need first and then buffing them a few months later (Freddy, Trapper, Sadako, Ghost Face, Legion and some more still feel rather weak).
I complain about community's hypocrisy (what is understandable, because
survivors are majority), that extremes should always be banned/nerfed
on one side, but they can safely exist on the other for long years.I think I understand this correctly, if not please correct me: This is a general issue on both sides because many players play one side and missing the other experience to understand why some things are the way they are. I played for along time competitive Pokémon and I as well as the opponent played the same game with the same Pokémon and the same experience since it makes no difference when you switch the side: It will change nothing. However, this is not the case for DbD. Playing killer and playing survivor is a huge difference in terms of experiences and feelings. I really wish we could get a modifier that would force us to make the experience of the otherside to understand them a bit better. (I read a lot of posts from you, I know you know that but I want to say it for players that might not know it)
I think hooking a survivor is a good requirement to active a killer perk because it rewards the killer for doing good. There are also not many options besides that since killers don't have the time to go out of their way. If the requirement for hooking is missing or would be take too much time (e.g. blessing a hook for 10sec to turn it into a PainRes or hook a survivor within 30sec after hitting them to activate Pop) then slugging would be much more common since you can win games this way. In addition, if you don't find this requirement good then what is the alternative? Survivors also have perks that reward them for doing what they should do anyway: Generators (Blastmind, Wiretrap, Flashbang) or unhooking/healing (We'll Make it, Botany). Of cause there are perks on both sides that don't have a (high) requirement like Corruption or LP. However, this is more of an exchange for a better early game since this is the weakest point of every killer. Survivors, for example, have WoO that gives them more self-confidence or Bound. Sometimes it is good when a perk has no requirement when it's affact has a healthy effect on the game. However, (in my opinion) there are still perks, items and Add-Ons that are neither healthy, good for the metagame or do something else positive that should be reworked like NOED, Knock Out, Syringe, strong Toolboxes, Distortion or instadown Add-Ons but this is a different story.
Too make it short: even when the requirement is that what you do anyway doesn't mean it is always bad or easy. It can be healthy for the game to not push the otherside in an unhealthy, unfun or something like this direction. There is also the psychological aspect for grind that the hook rewarded you with pressure and then the perk activates and then finding and kicking a gen with good progress feels good for many players.
Yeah, like I said above, nerfing best options without buffing worst/mediocre is very strange decision, which won't change anything. I just hope that next midchapter is a huge perks overhaul. Especially on killer side, because on survivors I don't have problems with variety at all, not even close to killers situation.
I think I understand this correctly, if not please correct me
Not exactly this. I'm not respect opinions of one side players anyway, these people almost never want balance, but only chill game with insane amount of crutches they ask for themselves. You won't be any good at this game if you don't play both sides, that is what I hard believe in.
But I'm talking about another thing. About way of thinking of majority. Few examples:
There is always discussions "oh this perk broken for high tier killers", but there is none "this perk is broken for SWF", because, you know, not every SWF is good players, but of course every high tier killer is 10K hours god tier player, which impossible to win.
We always assume survivors, when talking about "new players", because if new killer can't keep up with something, then "oh he just need become better", but if new survivor player need to learn something, there is always "oh not everybody can live in this game to learn everything, it's party game, you know".
4 slowdown killer is too much and let's create typos for perks and give killer only 1 or 2. SWF using strongest stuff every game? Oh chill, just go next, you know, you don't play against it every game, it's alright.
Good killer should win majority of his game and those winstreaks are showcase, but lets act like good SWF doesn't win 95-99% of their games. It's different, you know.
I'm talking about these harmful biases that are well-established in the community, and I can give these examples for very long.(I read a lot of posts from you, I know you know that but I want to say it for players that might not know it)
Thank you for that! It's always a pleasure to have a conversation with you!
I think hooking a survivor is a good requirement to active a killer perk because it rewards the killer for doing good.
Exactly. Half of people here act like hooking survivor is free and you just bring a perk and it just helps you regardless of how you doing. No, it's not and that's why hooking meta is most healthy meta in dbd history. I saw so many killers which bring Pain Res, Pop, Grim and it did almost nothing for them, because they were struggling with chase. Exhaustion win you time regardless of how good you doing, it's just value every chase for bringing perk, not for doing good.
We can discuss how hard or not it is to catch survivor, if is reward too big or too small for this on Pop, but in the end it's just a fact that Pop has most complicated requirement and biggest amount of work to get value from. Among slowdown perks definately and among most of perks overall on both sides. And that's what this post about in a half. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737411#Comment_3737411
That was not your argument.
You directly compared Pop to Survivor perks, not to any other Killer perk.
Try not to move your own goalposts :)
LMAO yes, maybe because it was YOUR argument? YOU said that Pop doesn't requires much, and i'm asking: do you know any other slowdown perk that requires more work than Pop?
I compared Pop to survivors things which win comparatively the same amount of time for doing almost nothing, yes. And you trying to prove what? That find-win chase, go find hot gen is the same amount of work as press M2 on mouse, press space into window or bring item into the match?
Try maybe to understand what the dialogue is about first, read the post that you are trying to comment on before giving out advices, lol. -
@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/416922/garden-of-joy-question
They tested in an older PTB but removed it after that because the feedback was quite negative about missing the point of nerfing the mainbuilding by adding this useless breakable wall. so they left it as it was with the note that they will give GoJ another look in the near future.
Yeah, and as we see, "near future" didn't happen.
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Trapper, Freddy, Dredge and Myers should see some significant buffs, Knight should see minor buffs and QoL changes.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737413#Comment_3737413
It's random, just unreliable.
I suggested nerf to end the effect after first scream, which would be fine and just reliably get you into chase.
Current version is just terrible on most maps. It can get use maybe from Huntress/Trickster, but that's about it.
I will rather use Spies from Shadows than UW, it's just trash.
Believe me or not, but Spies actually insane info perk. I recently changed most of my info perks on that on some killers. Some matches it can be not that good, but give it a chance.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737240#Comment_3737240
If you aren't getting downs consistently, which is what I'm being led to believe from "getting a down is one of the most demanding conditions", then even if Pop was 100%, it wouldn't help.
You want me to take things seriously and not meme? Make a better argument than, "Survivor perks are easier to activate and getting downs is too hard."
You had any number of decent arguments about Pop and you chose this one.
Oh, so you know another slowdown perk which requires more work than Pop? Let us know which perk demand something more than down a survivor, shed some light on it.
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@Pulsar said:
Okay, gonna stop after the first paragraph.
Getting a down isn't a big ask. Gonna be real. It's 2024 DBD, not 2018.
What is this "stopped reading after" cringe fashion on forum recently? Don't waste your time on post and don't expect OP will respect your opinion in comments, if you are not gonna read whole post. What a strange proud of childish maximalism.
Getting down isn't big ask just because survivors are not god mode anymore like it was in 2018? Insane logic. Even if it were true, it's still require several time more work to activate it than many many other things on both sides. -
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737200#Comment_3737200
I still sometimes lose out on hits as a result of Grab Validation, it's not as common as it use to be but it still does happen nonetheless. I wouldnt have mentioned it if it still wasnt an issue.
I didn't notice it in my games tbf. Maybe try to report it as a bug? Because it doesn't work as intended then.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/416889/thing-that-keeps-me-mad-for-a-month
You forgot to mention the most egregious example Windows Of Opportunity. Literally requires absolutely nothing to activate and makes everyone who uses it a far better looper. Insanely strong perk that is literally free.
Can't agree on this, bad looper is still bad looper, even with WoO. Bad loopers with this perk even worse for team than good one, which already good even without this perk, because half of map will be deadzone after first chase of bad looper with WoO. It's no doubt free value, but can't say it buys you that much time or something.
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Agree on first point, but about second point: pretty sure you give hit if validation canceled grab. They changed it few years ago.
