fussy
fussy
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@DEMONANCE said:
how does one rescue gives two activations at once, have you read the change correctly?
dh is pretty much dead so is coh but coh might be broken with swfs who can coordinate and regroup at the boon and reset in seconds.
Yes, indeed, I read it wrong at first. Thank you for paying attention to this! Then this perk update is not as bad as it could be.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390656#Comment_3390656
Momo’s streak is garbage lol. 95% of those wins were with the gen kick build + pain res and he HARD tunneled somebody out at 5 gens every singe game. Anybody decent with blight can hit a streak with that style of gameplay. Not impressed.
You just took the words right out of my mouth.
An interesting fact in addition: he began to tunnel hard when realized that he quite often loses his streak due to playing too "fair" with strong players. I think after nerf gen kicking perks he will struggle against good players again, even with tunneling. (I'm not talking about his skill, I'm talking about how much Blight is "unbeatable")
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@Alen_Starkly said:
Matchmaking is indeed bad, unfortunately. As a survivor, I get 1 match against a baby killer, who doesn't play that well, and then next match I get a really good killer with whom me and my team can't catch a break. As a killer, I get 1 match against new players who are (naturally) quite bad at the game, and only 1-2 yellow perks equipped, then the next match I get a strong team that gives me trouble.
It sucks. :/
Yeah, same. When I see in one lobby player with 300 hours with 4000 hours player next to him, I begin to seriously doubt that MM works at all.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390200#Comment_3390200
Blight is the single best pallet breaker in the game with C33. The only weakness that Blight has are pallets. A good enough Blight will hit you no matter what, unless if you have a pallet. C33 removes his only weakness. Breaking pallets in power is quick, but it has two downsides: one is that you use TWO lethal rush tokens as opposed to just one, and the other is that you still have the post-break fatigue during which you can't move. C33 lets you just eat the pallet and move immediately afterwards. That's far too strong. Not to mention the Hindered is a lot stronger than people give it credit. An addon that powerful should not exist. If it's to retain the pallet breaking ability, it has to have a big downside. Yes, 3 token Blight sounds significantly weaker than regular Blight, but you also become the best pallet breaker in the game. You shouldn't have access to one of the strongest chase powers in the game at full power, as well as being able to chew through pallets, simply by equipping a single addon. That's absurd.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390204#Comment_3390204
Speed addons are definitely not OP, but they're amongst Blight's strongest and most used. Alch Ring and C33 are just straight up broken though.
"Breaking pallets in power downsides" are not even downsides, lol, it's how his power works and it's still better than spacebar breaking.
I got your point and partially agree with it, but you just want to make a stupid and meaningless addon, like a Hag's shoe. A stupid addon that deprives the killer of his power and gives almost nothing in return, that no one will play with. In this case, it is better to add a completely new effect to this addon.
Yeah, i know speed addons are not op, I just want to find out if maybe someone who demands their nerf has their own opinion, and not just mindlessly repeats after other forum members.
As i already said in other topic: These addons are useful and nothing more, like they should be, they are not OP like Alc Ring. As Billy needs his speed addons to land a hit in some textures, so Blight needs his. Same with Oni, my main killer. Oni's speed addons way more, WAY MORE lethal and no one crying about them, bc this killer isn't that popular.
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@Geiz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390012#Comment_3390012
I believed so but that's my opinion on it, it should either not stack or keep only one of them as it is currently.
Everyone is crying that the speed addons are op, but I still haven't seen a single argument. Maybe you have it?
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@bunnyfengenthusiast said:
Top 150 lethal rushes blight here. C33 and alch ring need a fat nerf. Make alch ring double recovery speed for 5s after landing a lethal rush (same effect, but rewards you more for using less rushes, while also giving buffer between rushes). Give c33 longer stun for Blight, and make it give you a huge downside (2 less rushes, or -10% rush speed).
Vial is fine. The restrictions to turn angle severely limit the hits that Blight can go for.
Lol. So you want left c33 without any benefit, but with FAT downsides? Because with longer stun there will be no difference with usual m1 attack in rush. Should I even say that 3 rushes blight is the stupidest concept for addon. So what's the point, top 150 lethal rushes blight?
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@ReefGeeked said:
I’ve been both a survivor and killer and I can say blight needs a nerf when I play blight he’s extremely oppressive and I’m only on console but PC blights are a whole different story especially with their movement speed and their turn hits. I don’t understand why BHVR nerfs hillbilly add ons when he’s not difficult to go against and has many counters while blight has close to none I faced a blight a day ago and he was a prestige 40 something blight the next day he’s a prestige 76 blight his name is Griffin and if you see his games it’s almost like his Blight is hacking because he’s constantly rushing and it’s almost like his hits have a lock on mechanic you could be behind him while he’s rushing and it still hits you there’s nothing you can do besides feed a decent blight pallets or go down because some can literally 360 and hit you during a rush I even have clips it’s insane. It was like he had speed add-ons adrenaline vial and alchemist ring and the thing with a hacking blight and a really good one is you can’t tell the difference. I know I’m gonna get hate from blight mains but they don’t play survivor they literally abuse the most OP killer in the game I’d rather go against a nurse than a blight and even she got nerfed. You force these blight mains to play survivor and go against an insane blight they’ll dc. There’s literally nothing you can do, watch Lilith Omen, watch Array gamer, watch any of these blight mains and see how oppressive this killer is even against some really good teams and the pain they give sólo Q players as well. Every killer has been nerfed besides blight and that’s why so many players abuse his power and his busted add-ons and it’s mostly PC users a console user cannot turn or have the same movement as a PC user and that’s not fair at all a blight should not be able to do a whole 360 during a rush and hit a player behind them because they’re on PC. It’s unfair and on top of it hold down a button to avoid bumping and then get the most convenient bumps to change direction and hit a survivor especially when the blight is hugging a wall. Blight either needs his speed add-ons nerfed or his base speed or his turn hits especially for PC because you’ll never see a console player blight turn hit the way a PC user does. Nerf blight period , his add-ons his base speed, or his turn hits or even all 3. Nobody likes facing an oppressive blight not even blight mains.
If you really watch the streamers you mentioned, and did not go to them for one match to make up your "objective" opinion, then you might have noticed that good players feel absolutely fine against them. And this is probably one of the most interesting and equal matches that happen in the game: good Blight against good survivors.
As a survivor, Blight is one of the funniest killers to go against, because I know his weaknesses and I play for him quite a lot myself.
And his basekit is probably the most balanced in the game, along with Wesker, in my opinion. There only 3 addons that need nerfs:
- Alc Ring. Everyone agree that this addon is stupid and unfair in current state. Give this addon two charges back and it still be useful as rare addon and fair.
- C33. Only problem with it – no debuff + u can stack it with adrenaline to become extremely oppressive.
- Adrenaline Vile. It's already have huge debuff, but more I play with it, more I realize that benefits gained from this addon greatly outweigh the weaknesses of this addon IN RIGHT HANDS. This is why this addon became so popular. All it needs is to increase cooldown a little and it will be fine.
Speed addons nerf is bullshit. With all moaning on these addons I haven't heard a single argument why they need this nerf. These addons are useful and nothing more, like they should be, they are not OP like Alc Ring. As Billy needs his speed addons to land a hit in some textures, so Blight needs his. Same with Oni, my main killer. Like Oni's speed addons way more, WAY MORE lethal and no one crying about them, bc this killer isn't that popular.
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True, true, true, true, TRUE. That's why all this "iT's AfFeCt SoLoQ" is white noise for me. Only problem with soloq is teammates. I made topic about it too
https://forums.bhvr.com/dead-by-daylight/discussion/354883/stop-crying-about-soloq#latest
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389165#Comment_3389165
Time investment isn't worth it at that point.
Find totem, bless totem, two Survivors run to Boon, two Survivors waste time healing.
That's probably at least 40 seconds they could've spent on gens. I will 30000% take that.
Depends on the situation. Sometimes it is enough to bless one boon somewhere in the main building to make it occupy half of the map and it will benefit the rest of the game. For example, on Gideon, two totems are enough for almost the entire map to be in its radius.
But yeah, sometimes will not worth it too, especially on big maps.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388973#Comment_3388973
Injuries would matter if CoH and 5 heal Med-Kits were gone.
Now two people have to waste time healing.
Believe it or not, CoH will still be pain in the a$$ if healing will take 16 seconds again. It's MUCH better than it was, but it will be. People just need time to realize that this is still a good perk, especially in a team.
20 seconds for the two survivors to be healed is still nothing.
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@dollidahlia said:
And revert the hillbilly changes, Then boom. The patch is perfect-ish. Medkits and COH definitely needed a nerf along with dead hard, and I couldn’t care less about the gen defense nerfs.
Agreed, but not with the last thing. Regression perks nerf (or better say hard annihilation) looks fair with 24 seconds healing background. Since 24 sec healing 99% not a thing anymore, they need to revert these changes too. Or at least nerf them SLIGHTLY.
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@Blueberry said:
I agree as well. I’d rather keep the gen regression perks in their nerfed state and keep the healing at 24 seconds though. I like the move away from having gen regression required.
One of the best patches they’ve had in a while. Unfortunately they’re going to listen to the casual player complaining instead of improving and revert a good bit of the healing changes I expect. Hope I’m wrong.
Overall they did a great job this patch though. I like the direction they’re heading.
I agree! The sad part about trying to balance a competitive game with one mode is that you always have to choose between casual players or good and experienced players. And I think it's right to make a choice in favor of good players, because anyhow the player base learns and gets better over time.
But personally i prefer 20 sec healing and not completely useless regression perks. Something on average what we have now on ptb
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@fussy said:
Things I want to say after ptb:
- Healing changes were absolutely necessary, but 24 seconds is too much. The ideal solution would be to reduce healing to 20 seconds. Not too much, as it is now on the ptb, not too little, so that injure survivor do not make any sense, as it is now on the main version. So many healing perks on both sides now look worth, which only confirms that healing was broken.
- Haemorrhage and Mangled status effects should be more gentle and be SLIGHTLY nerfeded.
- CoH still a decent perk. (Survivor mains please keep breathing, you need time to realize this). And it's completely fair now FINALLY.
- The killers' perks were destroyed to a state of utter uselessness. With a 24-second healing it looked fair, but I'm sure you won't leave healing in this state. So leave 20 seconds of healing and bring the killer perks to an average state between the main version and the current ptb.
- I saw absolutely no sense in Billy's changes. Leave him alone, or better buff. And yes, he can now charge the saw for 70 seconds before overheat to facecamp, why? Alc Ring needs changes, not Engravings.
- I'm still sure that in a whole year you could find time to change more than 7 perks. A huge number of perks have been asking for change for years and the community often tells you about them.
Otherwise this is the best PTB that has been in a very long time. This is not only my opinion, but also friends with whom we played on ptb. Even a survivor main friend who plays the game from beta (6k hours) agree with these changes.
Just forgot about these things:
- Updated Autoheaven maps are broken. There are too many pallets now. It's like 50-70% more loops and pallets than there was before update. It's ridiculous to see 6 pallets in 10 meters around you. Reduce the amount and it will be good rework i would say.
- I'm happy to DH nerf, imagine swing without fear on killer. Worst part about it: it still a decent perk since killer will not wait for it. It must be destroyed completely as other killer's perks, to one successful usage per match. And even with this change it could be strong perk, because i had a plenty games on both sides where one dh turned game around. But at least we are there now, thanks.
- Do you guys understand that Overzealous + Resilience is 19% to gen repair and 29% with hex? Do i need to say it's super silly?
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Things I want to say after ptb:
- Healing changes were absolutely necessary, but 24 seconds is too much. The ideal solution would be to reduce healing to 20 seconds. Not too much, as it is now on the ptb, not too little, so that injure survivor do not make any sense, as it is now on the main version. So many healing perks on both sides now look worth, which only confirms that healing was broken.
- Haemorrhage and Mangled status effects should be more gentle and be SLIGHTLY nerfeded.
- CoH still a decent perk. (Survivor mains please keep breathing, you need time to realize this). And it's completely fair now FINALLY.
- The killers' perks were destroyed to a state of utter uselessness. With a 24-second healing it looked fair, but I'm sure you won't leave healing in this state. So leave 20 seconds of healing and bring the killer perks to an average state between the main version and the current ptb.
- I saw absolutely no sense in Billy's changes. Leave him alone, or better buff. And yes, he can now charge the saw for 70 seconds before overheat to facecamp, why? Alc Ring needs changes, not Engravings.
- I'm still sure that in a whole year you could find time to change more than 7 perks. A huge number of perks have been asking for change for years and the community often tells you about them.
Otherwise this is the best PTB that has been in a very long time. This is not only my opinion, but also friends with whom we played on ptb. Even a survivor main friend who plays the game from beta (6k hours) agree with these changes.
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@Shroompy said:
Honestly, I think the best "nerf" it could get is if it were to become base-kit.
Now that might sound crazy at first, but think about it for a second. People have been asking for a secondary objective for a LONG time and this would fit the role. Survivors aren't forced to do it how ever they would suffer the consequences if they don't. Another thing that makes NOED so strong is its surprise factor. Remove that and you'll realize it won't have nearly as much of an impact.
Honestly I think that should be a new kind of perk with a dedicated slot to it. It would work similarly to totems but the perks associated to it would only work during endgame.
Oh wow, probably one of the best ideas I've read on this forum! Not together with a 24-second healing, but as an alternative or with a 20 sec healing is a very interesting idea. (with Pentimento rework :D)
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@Defend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383241#Comment_3383241
https://us.v-cdn.net/6030815/uploads/OLZFYUKRPNBL/image.png
If they reduce it to 20 seconds, good chance its gonna be around 45-50%. At 60% you're basically healing at the same rate that another survivor would heal you combined with botany.
Thank you! Yeah, I really think they should stay at this point. 20 sec base heal and change self-care to 50%
Also NORMAL pain res rework, no Billy's add-ons touched and I will be happy about this midchapter
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@Defend said:
https://forums.bhvr.com/dead-by-daylight/discussion/369436/self-care-will-be-buffed-right
They're gonna have to buff it to where it isn't powerful with other healing perks. Since when you amp up the self-heal percentage, you're really buffing how effective the healing bonuses apply to self-care.
https://us.v-cdn.net/6030815/uploads/N8R0LAC93UAK/image.png
I can see them buffing it to 50%, maybe 60%. Definetly nothing past that though (you'll get super fast self-heals past 60%). If they reduce the total heal time to 20 seconds they're probably gonna keep it around 45-50%.
Before the big self-care nerf, I usually ran Botany and DM since I only play solo queue. Used to be my bread n' butter before they changed it to .35. So if they do buff it, i'll be pretty excited to run a self-care build once more.
Can you please do the same with 20 sec heal?
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@papi_papayaa said:
Please do not change healing speeds or dead hard, this is going to extremely affect solo queue players!
People have already stopped playing dbd because of the enormous changes it has gone through over the past 1-2 years. Please ask the community who loves dead by daylight what changes are needed, listen to the voices of the community instead of looking at metrics, spreadsheets, excel, statistics, its not about the numbers it about the players. Please do not change healing, dead hard, flash flights, and billy. People already miss the old dead hard, and you're going to nerf it again? Why not just buff billy instead?
PLEASE FOR THE LOVE OF DEAD BY DAY LIGHT.
Listen To The Community! Ask The Community! Do Polls, Ask Questions, Twitter, PLEASE DONT CHANGE.
Lost your favorite toys? Don't worry, it's never too late to grow up and get better at the game without 35 second chances per match.
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@ad19970 said:
There is no way it will stay if healing stays at 24 seconds. My hope is that they reduce the healing time to 20 seconds, but even then, Self Care can not stay at 35%. It needs it's 50% back.
Probably best decision, i think the same.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380101#Comment_3380101
Remember dark days of playing dbd without the force 16:9? Log in but forget to change the monitor to 16:9 and see nemesis headless.😂The patch that allowed you to force 16:9 was one of the best qol patches for 21:9+ players
Yeah, headless Nemesis is the best 😅
Hope we will have FoV slider at least one beautiful day
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@feffrey said:
Dead Hard will activate after safely unhooking a Survivor. When activated, press the active ability button while injured and running to gain the Endurance Status Effect for 0.5 seconds, then become Exhausted. Dead Hard will deactivate when it successfully protects the user from damage.
Why are you nerfing a already bad perk? Now it can't be used for half the game... no more end game use no more early game use. Like this perk has such a huge limitation on its usage that you might aswell not even use it at all.
I play both rolls and never had a problem with DH if I saw one had it I would just switch up my hit timing ... I'm confused on why it was nerf to unusable
So all this whining and crying about one "bad" perk, right? Don't fool yourself at least, 3 health states enjoyer
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@Trollinmon said:
It's because players have no clue how to theory craft. They see nerfs and then proceed to cry since they don't understand the full picture. I think soloq is a dumpster fire right now and understand that these changes are a buff. I mean its pretty obvious to me that gutting 3 gens and promoting split pressure/chases while nerfs to camping and tunneling are buffs for soloq.
omg, someone else playing dbd in 21:9 <3
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Stop acting like everything cause soloq problem. The only problem with soloq is inexperienced and/or stupid players. And you can't do anything about it.
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Hello there,
General Ke...! Same here, i'm so happy about it! -
@KingFieldShipper said:
Bhvr, if you were to listen to anyone about Billy, this is the person you need to be listening to the most. He is one of the best Billy players in the world, and this post is right on the money.
Absolutely true, please listen to the players who have invested years of playing time in the characters you are changing.
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Just tested out new changed few matches in row, my fears were confirmed.
These changes make 0 sense due to the short battery life. 3 out of 4 chases, I didn't even have time to start a chase with a survivor with CT before it disappeared
I will also say what every content maker will say in a day or two: the survivor must remove the trap by himself, as it worked before, and after 45 seconds killer can withdraw CT back to exchange it for a drone.
Traps should be charged within the radius of drones, but gradually, not instantly.
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Yeah, these maps are probably the worst rework they did
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@Timmylaw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364582#Comment_3364582
Yesterday and the day before I had several games that were less than 5 minutes and a few that were only 4 because the gens were absolutely flying. If a team spreads out and applies pressure to multiple gens most killers do not stand a chance of winning. I have over 5k hours and regularly play both sides and am pretty good at both sides, when 4 survivors play safe and hard focus gens unless you're one of the top killers you lose. When I'm playing with my swf we might lose 1 or 2 games a night and that's usually because we mess up, survivors hold such a strong advantage in this game when played optimally and lately I've had to not play the killers I enjoy if I want to win.
Pure fact
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362693#Comment_3362693
I think the issue is they're taking the OP as using the videos as evidence of the problematic nature of Dead Hard, but the fact the Killer won the game despite taking multiple Dead Hards is overshadowing whatever issues the OP is trying to bring attention to.
"Okay, Dead Hard isn't easy to bait out. If you can win regardless why worry about doing so?"
OP should have used an example where eating those Dead Hards cost the killer the game.
Agree, maybe he used not the best example, but:
1) This is an incorrect logical chain that they are trying to build here, that dh is a bad perk or that it is a good perk for game's health bc he won anyway. It doesn't work that way.
I've seen several tournament matches where a Nurse lost to survivors. This does not mean that the Nurse is a balanced killer.
2) I am Oni main and I can say with confidence that there are very few killers like him in the game who can turn the game around at any moment. He has the biggest comeback potential in the game.
Again, if the survivors allowed this to happen, this does not mean that the perk is "easy to counter", nor that it is a good perk for the game.
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The thought of the post: DH is not easy to bait out, here is one of the best players who got caught many times
Everyone in this topic: but he won.
Why are 90% of people on this forum not even able to follow the point, but think they are able to have some constructive discussions?
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@HungrySnek said:
After it got announced that Eruption get's nerfed I saw a few people who compared Dead Hard with Eruption and said that when Eruption get's nerfed dead hard should get nerfed too. I have to agree and disagree at the same time. Eruption deserves his nerf and so does Dead Hard. The difference between the two perks tho is that one of them requires skill and the other not.
To get the effect of Eruption you need to win a Chase. Something that requires Skill. If you get looped by one survivor for the whole round you will get no perk value and lose the round. If you are able to down the survivor you get the effect (but for the real effect you need to have also luck that a survivor is actually working on a gen and doesn't repair it completely before the down happens)
Dead Hard rewards you for being bad and holds your hand like a toddler.
"Oh you overestimated yourself on a loop and will not reach the pallet again because you where to greedy to drop it one round before? No worries, just press E in the right moment and you will get a second try and even a small sprint burst"
So one perk requires that you are good to get the effect while the other gives you the effect for being bad. Both are broken and both should get reworked
True. Literally no brain third life on button against every second killer's power. On last week i had a match where dh'ed in time 5 times against Blight. He was good, just didn't wait it out or fake with power. I mean, 5 is almost amount of health's states that i need to be dead. And know what? I have plenty of matches on both sides where even 1 dh turned the game around.
Can't wait this braindead boosted perk will be destroyed. Along with CoH.
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@Peanits said:
Your intentions are good, and I don't think anyone would disagree that making underperforming Killers more competitive is a good idea, but there's a lot more to game development than simply telling someone 'fix everything'. I'll give a quick and simplified example of what this actually entails.
You're told to buff any underperforming Killer. Your first step is to do an analysis on which Killers require your attention. While doing so, you're going to find that most Killers seem more or less where they should be, but if you start to dig into specifics, you might find that some are performing really well in some skill ranges and poorly in others.
And so you'll need to dig deeper and find out why that's the case. Why are some people doing better with them than others? Is there something that more skilled players are taking advantage of that average players aren't? Have good Survivors mastered playing against a certain aspect of their power while average Survivors struggle? This alone is a lot of research, sifting through countless threads, video, streams, and even working with our data team to draw data from thousands of matches.
Once that's done, you'll need to figure out how to change them. What is a change that will make them more competitive in the ranges where they're struggling, but won't make them frustratingly overpowered in the ranges where they're already doing well? The Nemesis is a great example of this. Shortly after he was released, we found that he wasn't doing so hot in high skill lobbies, but he was doing very well in low skill lobbies. Upon further research, we discovered the high skill players were more likely to mutate his Tentacle Strike. And this was the key: We could safely buff the third tier of his power to make him stronger for high skill players without making him too strong for average players (where he was already doing well).
Next, you'll need to find the time to actually slot this update in. This is a very complicated part since every department has only so much bandwidth for each update. If your changes require animation support, for instance, you might not be able to squeeze your rework into an update that already has a bunch of other animation work required (such as a new Chapter).
When you find a spot for it, you need to playtest it and see how everything feels with a wide variety of players. Is it too strong in some cases, or too weak? Does this solve the problems you've set out to solve? Is it intuitive? Are there any control or feedback issues that need to be resolved? Depending on the complexity of the changes you've made, this can be a back and forth process that requires a lot of iteration.
And finally once all that is done, it needs to go through polishing and QA before it can finally hit the PTB, where you may have to iterate on it some more depending on how people feel about it.
All of this is for one Killer. There are soon to be 31 in the game. Meanwhile, you also have problematic perks, maps, mechanics- you name it- that people are giving feedback on which also require your attention.
Thinking, "Hey, let's buff weaker Killers" is only step 1 of the process, and it's a thought that everyone has had. If it were as easy as that, I promise you we would have done that already. Balance changes like these can take anywhere from weeks to months of work depending on their scope, and while we would love to be able to snap our fingers and do this for the next update, we're talking about literal years of work for this alone, let alone Killers who may be too strong or perks.
So yes, the intention is very good! But the TLDR is that it's not as easy as you think.
10000 analyses, reflections, analysis of options, discussions and implementations
VS
Traper sucks, it's obvious to everyone, let's buff it, guys (injured iri basekit)
(jk <3)
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358693#Comment_3358693
My guy (or gal, I won't assume), Pulsar literally said
"try to herd people toward areas that have had their resources used"
then your response is "uhh so like you can teleport them???"
What was your point, exactly?
He said "You shouldn't be in a position where you MUST swing at a pallet that often." That's what I was responding to.
You can't avoid it and it's pointless advice.
I do not understand where and why you are trying to push your conversations about deadzones, if we are literally talking about a hit under the pallet.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358686#Comment_3358686
Creating deadzones near generators is killer 101
If you chase a survivor who's giving you a tour of the whole map and you simply can't catch them, it might be time to cut your losses and go for someone else.
Cool story, bro, how does this relate to my comment?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358663#Comment_3358663
You shouldn't be in a position where you MUST swing at a pallet that often.
You can chase people in tiles, but try to herd and move people into areas of the map that have already had their resources used. Much easier to bait out a DH at a window
Bruh...
Do you have the ability to teleport a survivor to a specific location in the tile during a chase or what? What else? Overtake the survivors so that they don't reach the pallet?
If 16k of your comments are just as meaningless and useless, well, then I don't envy your conversationals.
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@Akumakaji said:
Hello everyone. I will try my hand at one of this rants, too, just to talk it off my soul
Today I tried a couple interesting non- meta builds and I failed miserable. Unless MMR throws you a bone and you get a full team of potatoes, losing two gens first chase is now the norm, often with the 3rd one following shortly after.
I then tried a couple of games were I hard-core tunneled from gen 5 on, which sometimes stalled the game slightly due to altruism. But someone would always stay sticky to the gens, no matter what happened and every single game proceeded to the end-game or 1 gen remaining with massive progress on that one.
I won those few games, where I managed to down two survivors at the same time and got an early kill, but even games were one survivor DCed at 4 gens, when they realised that they were tunneled weren't a walk in the park and still had me to play devious or perish.
And DH is literally everywhere and hard-carries a lot of games. A lot has been said and discussed about DH this last couple of weeks, but it has become so oppressive that it basically feels like pre-6.1 Yes, in theory it's "much fairer" and you can "bait it out", but by now all the good survivors have adapted to DHs new rules and know exactly how to bait out hits or put the killer in lose/lose situations.
Heck, most of the time I can call out when a survivor is going to use a DH pre-vault and often it's still a 50/50. And at palettes this game sense doesn't give you any advantage at all, as survivors can drop the palette the instances their "parry window" closes. The killer has literally 0.1s to hit the survivor or get stunned
and this is such a dangerous gamble, as if you fail your are left with nothing to show and the survivor doesn't even have to mend.
DH once again has a stranglehold on the game and the killers are mostly relegated to survivors playthings. Many claim that killers have it at their easiest, but that was the week or two after 6.1 dropped; this times are long gone and survivor's can greed palettes with impunity again, having so many resources that they basically can never run out.
I know I sound like "just one more salty killer main who got rekt", but I don't consider myself a bad killer and it really pains me to see the game in this state again. It feels like pre-6.1 all over again, were 3/4 of the games are just torture and you have to play in your most unfun and unsavory way, just to get a foothold, while sniffing each and every survivors butt.
I think that the problem is more complex then a single perk or a couple or overtuned numbers: some players have literally thousands of hours and know this game inside out. They can run every single tile absolutely perfectly and greed every single palette, no matter how unsafe, to its absolute max. This might indeed be the hallmarks of a great survivor, but against such opposition the game mechanics just break down, and you get multiple safety nets like DH, BT basekit and now hyper efficiency via HUD on top!
In the past the game was meant as a desperate war of attrition: you chase, get a couple of palettes out of the way, you eventually win the chase, hook and repeat, while slowly gen after gen was done. Now most of the time it's chase, greed, greed, greed, maybe get one palette out of the way, DH, t-bag, 3 gens pop.
I won't be leaving the game, but soldier on and suffer, and I am aware that few will have any sympathy or empathy for my plight, but: DH needs to go asap, for each match that it stands, it's sucking more and more joy out of the game. And maybe we need more dynamic trials. Let the Entity work as a game director and help the side that has fallen behind and gets stomped a little bit out, it would even be lore accurate. Let The Entity block windows or destroy a couple paletts if 3 gens pop at zero hooks, or hide the survivors scratch marks and maybe respawn a shack palette, if the survivor in chase is on death hook at 5 gens.
I don't know, maybe I am just worn out and burned out by this game, but it doesn't feel like a skill issue, as I was fine till just a couple of weeks ago. Could be that it's mostly the HUD change? Well everyone, you can now shoot me down.
Yeah, man, feel you, 1800 hours and with every hour of playing killers, I'm only getting more exhausted.
I like playing for the killers a lot more, but for the last six months I've been playing for the survivors way more, just because it's a thousand times more relaxing.
You lose on them only if you really ######### yourself in every moment, or if your teammates are really bad. And it doesn't matter so much, it's not your fault most of the time, you just move to the next game.
And if all the survivors are good and understand what they are doing, then this is a simulator of killers bullying.
DH should leave asap, I agree, but CoH is still the most broken perk in the game. I realized this even better when I started playing for survivors more.
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@TOFFU said:
How to pop Erupt : ( Very easy and OP )
1.) Find working gen
2.) Kick gen
3.) Hope nobody will tunnel gen for 30 sec right after you turn your back on it
4.) Find surv to kill to pop Erupt
5.) Loop surv for eternity eating 300 pallets and God loops
6.) Hope gen with Erupt didnt pop yet
7.) Hit surv and eat more 300 pallets
8.) Hit Dead Hard and eat more 300 pallets or be lucky and kill
9.) Down surv and HOPE nobody used VoiceChat.exe to get of gen and was working on that exact gen and didnt finished it for 30 sec and Catch him with Erupt..
Very easy to do i know...
How to play Dead Hard
1.) Press E
Or get auto DH wich a lot of ppl use but nobody care
So definitely Killers are the ones should be nerfed... Couple last working perks remain...
Soon they also will be nerfed....
The Surv Casuality and noob level line will just be going down more and more ... On each level they will cry bec ppl with 100 hours and 0 skill are allowed to cry on forums...
On eqch nerf qnd noobility line level they will cry and lower this line with new nerfs...
Thats how Casuals ruin every game with WOW being great example....
At same time SWF and VoiceChat.exe wl bot be nerfed breaking the game by side programm....
Bro u should be president or something. I dont know why it is necessary at all to explain such things to people who are disgustingly sure that they are saying something clever.
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Never used it before, now probably will on Dredge and Oni.
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@ARTRA said:
Jolt + Eruption = 18% , aura reading and scream for a posible Dead Man Switch.
We need to try it but seems ok.
Lol. DMS works after hooking. Jolt only works in 32 meters. Try again
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Call To Arms doesn't need to be basekit, but Map of the Realm 100% needs to be. His power is nearly useless without this addon.
I agree with the rest of the changes too, but so many people, including me, have already written similar topics, it seems to me, the devs decided to leave another killer unfinished.
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@Zokenay said:
https://www.youtube.com/watch?v=kjpF-8_ktfY&ab_channel=notOtzdarva
Even one of the most chill players in DBD gets frustrated af due to awful maps like this one, you could really feel the frustration, and killer players most likely got a sense of deja vu for feeling the exact same (most likely worse).
How he won? skill? power? perks? no, tunneling the weak link and the survivors becoming overly altruistic to save that person, but had they just left them to die, the 3 of them would have escaped no problem, so it ultimately came down to the survivors making multiple mistakes at the end, on a match that was heavily in their favor until that moment and would have been a win otherwise.
Even on his survivor match the killer got frustrated enough to call hacks, which might be funny to some, but shows how infuriating maps like Cowshed are.
Even i had this kind of experience, particularly on Haddonfield and Garden of Cringe.
On the first one i actually had one of the best matches i ever had, with both sides being competent, it was fun, but realistically, i only won cause i got someone out, which was when i was already on my last 2 gens, after that it became a real struggle for both sides, from me wanting to keep the last gens, and the survivors constantly running to super safe areas, that being the houses, away from the gens, i ended up losing one rather quickly, which resulted on the last 3 gens, in the end i managed to down someone and put them on a scourge, which bought me enough time to get to the last two before the last gen was done, from that point on, it became a slug fest to secure the win, from downing one and going to another to stop the last gen from being done, got the second person out, stopped caring about the gen and went after the third person to secure the win, got them hooked, 4th finishes the last gen, but i knew where they are, and i got to them.
Had it not been for me getting the first survivor out by tunneling and the admittedly excessive slugging, it would have lost that match without question, even then, most of my experiences on that map are just a slog due to how safe the houses are (some being borderline infinites against M1 killers)
Then we go to Garden of Cringe... these matches ultimately come down to me getting even one kill, easily one of the worst maps next to Cowshed and Badham, and all have the same problem, too big, many safe structures, too many pallets, etc, i often just feel helpless on these maps.
It just goes to show how bad the balance of the maps currently are, doesnt help that Red Forest was left the same in the new patch, and Shelter Woods is still a mess.
And these are just the worst examples, we also have the likes of Suffocation Pit that has one of the most outrageous middle zones, filled with loops with several pallets and even more safe windows, or both of the Crotus Prem maps, having horribly main buildings that become infinites in some cases.
Seriously, the balance of the maps should become top priority for a while, it would make easier to balance both sides, specially the killers, and we already saw how pushing for multiples releases ends up, with Tools of Torment already being regarded as one of the worst if not THE worst chapter in the game before it even comes out.
We have enough content for months, put some resources on improving the game instead.
Believe it or not, if I used to hate Farm offerings, now I glad to see it (except Cowshed, of course). No, not because they got better, but because the devs managed to make the last 3 maps even worse than the Farm. (Fortunately, with the exception of the Eyrie, this is now one of the most balanced maps imo)
It's funny that the only thing community asked for devs in Forest rework was for it to become at least a little smaller, but they couldn't even do that.
The team responsible for the development of maps absolutely do not understand what they are doing and don't play their own game, that's what I'm 100% sure of.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343881#Comment_3343881
55% Kill rate live in action
DC in every match and stupid randoms plays live in actions
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I have only one question for those who play for one side and make such posts. Then why don't you switch to the "easy" side?
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Yes, do it and I will probably totally play only on the top 5 strongest killers. Bring this moment closer, because the SBFL is the only reason why I still suffer on weak killers for some reason.
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The idea of having a third health stage literally every chase just by pressing a button is so ######### stupid. It should work like a DS - once per game when pressed successfully. And it's still going to be a pretty strong perk, like DS still is.
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As I already wrote in another topic: Perk can't be "fine", "good", "balanced" if I HAVE TO play from it in every chase with every survivor, even if it is not in the match at all. I wish looping will have sense one beautiful day in this game. I'm so bored from this perk it's unreal.
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@KingDeathly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335265#Comment_3335265
Dude this isn't a eSports tournament game. It's.meant to be a casual game. It's not league or call of duty. You are confused about what game you are playing. The majority of players in DBD is casuals who don't want to spend hundreds of hours fine tuning there skills. Some people have lives and other ######### to do.
Yes, I also play about twice a week. And I have no problem with the fact that someone doesn't want to sweat in this game. I played for a long time before becoming a good survivor, even longer to be a good killer.
Every time my chases were about 20 seconds, all I thought was, "Okay, I'm still bad enough and I have a lot to learn. I'll take this lesson to be better next time in this place/against this killer."
Yes, this is a casual game, you can play as you like, but please do not forget that this is also a game in which experience and skills play a big role. Therefore, do not come to the forums and ask "Please I need everyone come down to my level" if you are not going to grow in this game and just came to press the buttons with beer in one hand.
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@soulfire22 said:
3 matches in a row now to where the killer gets his hands on me and then refuses to leave the area of the hook. i can watch paint dry i can stare at the clock i can do literally anything and get the same result as i do playing the game in its current state, and unfortunately that leads me to come to the conclusion that until this is fixed i might as well just not play for the time being.
Do you know what is the best solution to resist tunneling? Be good at the game. It's pure pleasure to run the killer 2-3 generators, then be taken off the hook, run 2 more generators and escape into the gate. This happens only when your team knows how to press m1 on the gens. Sometimes you might not be lucky with RNG. Or it's a very powerful killer with fast chases. But these moments and games are worth it when it happens.
It's a pity that you'll never know what it's like, because modern survivors have stopped even trying to be good at the game. "Mommy, I want the game to protect me from any troubles. Which button should I click to win the game? WDYM it doesn't exist? Well then I'm DC and leaving the game."
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@[Deleted User] said:
It's a nasty window, but the only way someone is getting 3 vaults on it is not landing a killer's power or not running Bamboozle. You either have a killer power to help out with that or run Bamboozle on the Pig/Freddy/Sadako/Pinhead/etc killers. If you're doing neither....why?
It turns out that I should only play on strong killers, or necessarily take one perk slot with a perk that corrects the terrible design of the maps made by the devs?
And after that, the whole forum is crying that there are only Nurse and Blight in their matches? How surprising...
