fussy
fussy
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@Rokku_Rorru said:
I think Blood Amber is one of the more unique survivor items and should be left well alone, maybe make it an iridescent even. It already has a downside, I don't think we should tamper with it as it doesnt effect those in undetectable. I'd rather keys be made into actual aura reading items, especially broken ones to have more duration, I'd use them a lot more.
Maps are the ones that need love too, they should do more, maybe increase bless time etc with certain addons in exchange for charge.
Syringe? I'd not miss it if it was gone, I feel the nerf it recieved has put it in the right place for an iridescent addon. Unlike gel dressing which is very ??????? inspired.Maps doing their job fine, I don't know what else they can do. But extremely short range is my problem with them. I think it should be 16 meters by default, so you can run something else except double range addons. I would also increase Ultra Rare map's charges to 30.
Maybe they can make it so you interact with every thing which is tracking on the map 10% faster. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839600#Comment_3839600
I see, so we balance around average, solo queue megheads and also top tier high mmr nurse mains with 5k hours. Got it.
It's forum's classic.
You can't compare survivors with killers… BUT if argument works in my way, you can.
You can't balance around top SWF… BUT we need to nerf X killer, because 30 people in whole world are too good with him.
Stats doesn't show anything, because there are so many other factors in it… BUT if I need to prove my point with it, I'm glad to forget about it.
Let's punish killers for forcing their objectives… BUT survivors end match in 3 minutes with broken stuff? Oh, it's fine, you don't see it every game, just take L and go next.
SM is braindead, play a killer, which require some skill. Wait, you r good with killer with one of the highest skill floor and skill ceiling? Nahh, bhvr, I'm the best player in the world, I can't be outplayed, nerf it. -
It was obvious even before Devs Notes. Watching how we reset 5 health states in 1 seconds makes me laugh so hard, it's super hilarious. Didn't think I see games, where buffed Blight and Nurse isn't enough to deal with survivors, but it's fun anyway.
I personally think survivors abilities should be toned down on third (50>33%) and killer's perk should be buffed, they are barely doing something. But maybe with fact that queue for killers didn't changed at all, I don't mind playing 90% of survivors at all, if it will stay this broken. -
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838997#Comment_3838997
So survivor sided none of the survivor classes—not one—could even break even (50/50) with killers. The killer win rate was still higher in 2v8 than the survivor win rate.
Oh no, game mode with no mmr didn't break 50/50 in game, which balanced around 40/60, sheeeesh, real tragedy.
If you so obsessed with stats, and see literally nothing behind numbers, surely we should buff Nurse and nerf Freddy, right? -
I mean, last time it was survivor sided, but with no mmr it was pure chaos, so on average it felt kinda balanced. And even with this, I didn't escape that much in 1v4 EVER, even with half of survivors do nothing but throwing, almost every game someone made it to gates. I barely saw killers stomped matches, unlike in 1v4.
And with these insane buffs it will be only better, so I don't know about all these "miserable to play" and why there is so much need to play victims no matter what, survivors will be more than fine, it's not even a question. I definately will play more survivors, than killers in 2v8. -
Yo, it's crazy, I didn't even think so many 40y+ gamers here! Ngl, it's heart warming <3
I always say that age is nothing but number, it doesn't tell anything about person at all. And everyone who thinks that games are only for children should put his clown's nose back C:
Pretty sure I will play games my whole life! -
Why? Aren't we allowed to have weekend laugh session?
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Yep, yep, only killers should be punished for forcing their objectives, but if match ends under 3 minutes, because survivors just picked a bunch of stupid things, it's completely fine, we have a million excuses for that, because "oh you don't see it every game".
I mean, we can have a game, where killer forced to 8 hooks before kill right now, I don't mind, but literally same people here will be crying that game is unplayable and chases are instant without even understanding they asked for this. Go for it, I will be happy to watch this comedy-drama serial. -
@Jock21 said:
https://youtu.be/wmyh6gVq_qA?si=xFZcv2M_ROcFWxoR
This is a video of a Xeno (aka a killer with a very strong antiloop power) running a full chase build (supposed to make said antiloop even stronger) getting absolutely obliterated by survivors doing 5 gens in less than 3 minutes. And then people wonder why are killers inclined to run full slowdown builds even on top tier killers ?
Seriously, at this point only average survivor mains can claim that "good killers don't need gen slowdown perks" cause they want to have easier games against them, but the gaslighting has got to stop at some point.
On previous week I was watching Hens' stream, where he with friends tried to break his streak on fastest escape and almost every game gates were opened before 3 minutes. It's absolutely insane watching how killer barely start his first chase and half of survivor's objectives are already done.
When good survivors actually try a win in public, I don't think even good Nurse can stop them from this, amount of resources, second chances and saved time they can bring into the match is ridiculous. But hey, 9 out of 10 Sable getting two tapped by Pig and put turrets in front of Xeno's exits, so game is killer sided, you know. -
Still a thing on PTB
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Shoulder the Burden is game breaking and omega buff to SWF.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834952#Comment_3834952
Here here.
By the way, if no one has tried it, the new Deathbound is amazing on Bubba.
When I tried new Deathbound on Vecna, in post-game chat survivor wrote me that… Deathbound is unhealthy perk for the game. This community is flopped, people don't even try to express their thoughts, only use strong buzz words to say that they don't like something in such ludicrous way.
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"unhealthy", "bad design", "overtuned". Since when every second post is nothing but list of buzzwords with zero opinion in it?
"Chainsaw swings is not healthy for the game", are you even trying to think about what you're writing? Brain is for thinking, it's not container for buzzwords you can use anytime without context. -
He is still strong, so why buff him?
I wouldn't say so. He is definately above average, but he is far from being actually strong. Many comp players but him in B tier due to how counterable he is. His chase just good, not great, his map mobility is average, really far from being good. I put him in high B/low A. So before forum fills up with crying that "Wesker doesn't need a buff" after PTB, I'll say this here and now: Wesker definitely needs a buff. Especially after the series of nerfs he's been getting since he came out.
What about your suggestion: not necessary, but good suggestion. I just don't think they will waste time on implementing it. I mean, people who ignore sprays will be punished anyway, I don't think it's such important thing and will be a huge difference in matches. -
@Crowman said:
If people actually care about the solving the slug for 4K, they would be asking for hatch changes. This is nothing other than people wanting to remove a fun thing killers got.
Same with "I just want to go next match, so give me basekit Unbreakable". And what will it change except make match with already decided outcome even longer against killer, which want 4k really bad? Faster bleed out option seems like is more logical thing to ask, but people literally ask to make them waste even more useless time into match.
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Not friends-friends, but DBD definitely bring some good people into my life, and I appreciate it.
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@Mr_K said:
Survivors have made solo unfun to play.
They didn't make it, they always were and always will be biggest soloq problem. 2/3 matches survivors in soloq do more for killing, than killer himself. But yeah, AHHHH SKY IS FALLING SOLOQ IS SO BAD GIVE SURVIVORS A GUN SO WE CAN DEAL WITH OP KILLERS
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@Akumakaji said:
Interesting … I always considered 12min to be the sweet spot of a fun match that wasn't steamrolled and snowballed by either side, but seems that I am not the metric here.
Nah, you are 100% right. 90% of most interesting matches are always between 10 and 15 minutes. I would say that almost every match which ends under 7-8 minutes is heavily one sided and almost never feel balanced.
It's ridiculously funny see people claim that match should be under 10 minutes from same people, who think that:- Killer should always go for 12 hook, no camping, no tunneling, no necessary slugging, no possible ways of pressure are allowed
- Good killers with short chase are not allowed, it's not fun and we don't like them
- Slowdown is not allowed, aura is not allowed, everything that saves you time should be nerfed
- "Maps are so small nowdays, I miss time, when m1 killers hook survivor after 2 minutes chase and by the time they came to gen on another side of the map, we can have small talk, play Sea Battle with teammates, smoke some cigarettes and finally finish gen, until killers finally learn that there is no point in leaving hook at all"
I swear bhvr should just release gen repair simulator to finally make most of player base happy.
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This killer is nightmare for soloq, but punching bag for swf. Not like something wrong with killer, soloq survivor once again refuse to do even simpliest counterplay to killer. You can completely remove her power, and this killer is best example of how we should get away from put killer's power disable in survivors' hands. Soloq won't do it at all, swf will left you without your power, devs will watch in the middle and say "oh wow, she is in balanced state".
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I'm pretty sure nothing will change with GF until they make mark progress don't remove on hit. This killer always will be super clunky unless I can put pressure on survivor which revealed me and don't deny whole work I did before it.
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Artist: stop place birds (only) in pallets and start to try to predict survivor movement through texturs. It will completely change your killer understanding in some time. It seems as obvious as 2×2 to me, but 90% of Artist I go against/see don't understand it at all.
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It's way worse BBQ with announce that killer knows where you are, so I don't see a reason to use it at all on any killer.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830837#Comment_3830837
DC's are already thrown out and not counted in kill rates to begin with.
So the 68% stat means that if you completely ignore every game with a death on first hook and ignite every game with a disconnect, the killer is still managing a 68% kill rate.
That also means that the player experience is going to be higher than even the 71% because most of those games with a disconnect (that aren't included in that number) are going to be survivors losing.
Trying to use these stats in a thread about the "game being survivor sided" is showing an insane level of bias and mental gymnastics.
>thread "game is killer sided" filled with stats
>you can't prove "game is survivor sided" with stats, it's bias
>talking about mental gymnastic
Why literally every your response to me is so anecdotal? Even if I wanted to put on so many layers of hypocrisy, I couldn't. -
@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830829#Comment_3830829
they have also said that if they took hookcides out SM went from a 71% kill rate to a 68%. 3% isn't much of a change.
I think SM is special case, I've seen way more DCs against her than give ups. People hear her TR and already know that they won't play this match.
I judge based on my games and what I see on streams across many people, and maybe bigger picture isn't that bad, but I think majority will agree that giving up is too common, especially in last ~half-year. -
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830826#Comment_3830826
It’s killer sided at all levels per dev stats. And to your stats that you’re implying are manipulated by people ‘giving up’ matches with one person DCing don’t count toward the kill rate so one person could dc, three survivors remain and play normally yet it still ends in a 4K and this is thrown out.
Yes, DCing, and not giving up on hook, which is by far more popular in matches, because players has no penalty for that.
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- Half of survivors matches someone give up or don't want to play the game and people still think 40% escape rate is low even taking into account that, once again, every second game survivors literally give free win to killer without even trying. I won't even start rant about how awful most of playerbase is and barely understand what game they are playing at, ruining games which literally impossible to lose.
- 48% is 20% more escape rate than 40%, it means that if soloq is balanced in eyes of devs and perform at 100%, SWF performs at 120%. People who claim that it's low difference should go back to school at math classes, I think. "anything below this exponentially depletes the escape rate" in a game, which expect 40% escape rate? No way, how unfair!
- I adore how survivors claim that you can't compare survivor and killer things and instantly compare swf vs killers winstreaks. Someone really need to explain that 4 heads it's 4 times more opportunity for mistakes, misplays and wrong decision making? And don't worry, even if "streaking" is harder on survivors, it's still 99% escape rate for best teams. Lose once in 100 matches doesn't make it less impressive.
It was ( but only after 6.1.0), it is and it probably will always be like this: Game is killer sided on low level, balanced on average and survivor sided at high level. And "average" at this game is really far from "good", it's just not catastrophic awful.
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@SuspiciousBrownie said:
Exactly how I felt about Pop considered being to easy to get. Like really? Chasing a survivor and hitting them twice is too easy? The main thing killers have to do to win is too easy?
It's funny I had a whole thread about it, where survivors tried to prove me that find chase – win chase – hook survivor – find a gen worth kicking is very easy condition to activate. Meanwhile you can't compare it with things on other side, because... it's different, you know.
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I think whole Scourge Hooks mechanic needs adjustment, where every this type of perk spawn +1 extra Scourge Hook. I literally ignore them because of how inconsistent they are, and I want actually use them, that's why I take perks in first place. With this change to Mechanic you don't even need to buff Hangman's with numbers, but additional effects are pretty nice.
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@Akumakaji said:
Lets get straight to the point: I played quite some time with Machine Learning after the recent buff and it was a lot of fun, because it brought something new to the playing area. Lets face it: this buff was not a buff, but an essential necessity! Before the perk was so unbelievable cumbersome to use, with the two kicks and you really needed to double plan which gen you actually wanted to kick.
So while its now was more easy to plant and plan, it still needed the target gen to get completed, and with 2-3 gens popping targeted and pressured at the same time during the start, its pretty much impossible to get the perk to fire more then 2 times per match.
When it takes effect, the boost of speed and the undetectable are very fun and a good compensation for losing a gen, but the last round of tuning in nerfs really killed the perk for me. You can't plan around the time when the perk activates, and you might be in a really bad position or have nothing around. The 60s gave enough leeway and breathing room to get your bearing and formulate a strategy: maybe you saw a survivor over there, maybe you wanted to stealthily approach a gen from an angle, maybe you were in chase and wanted to quickly end it and to then capitalize on the remaining juice of the perk.
60s gave me all the time needed to play around with my new found speed and undetectable and maybe make one little mistake, but 45s doesn't offer any free space, you either can fully capatilize the moment the perk procs (well, its not programmed randomness, but you get what I mean), or its wasted. And for a perk with such a steep activation condition its really feels like it gives too little for that.
Its a real shame, because I really liked the perk and had planned to integrate it into my new general playstyle, but -15s really killed it and my time of experimentation with Machine Learning is basically over. I really don't get nerfs like this: the idea behind this is to buff perks that basically no one uses and make them good enough that you might consider them, instead of any other more meta perk. Machine Learnign was good and fun, but it was nowhere good enough to become meta, yet still it got clobbered down.
If BHVR really wants us killers to use any of this rarely used perks, don't make them attractive to use and don't kill them the moment they look viable, otherwise its back to Franklins and Weave Attunement again (until thats killed off next month).
I agree, this is also my story with Zanshin. Just found a new perk in my builds once in decade and they nerfed it (thanks Nurse for it again, I guess) to the point I don't want to use it anymore.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829741#Comment_3829741
This is a much better idea. Having more perks that rewards the killers in a good way for hooking survivors is always good, especially in a meta that has not good rewards for doing this. Maybe the Obsession part can still be part of it and be something like "If you hook a survivor, you gain 20sec but if you hook the Obsession you gain 30sec and +10 haste instead of 5% haste and the Obsession is still switching". This could also prevent the killer from tunnling a little bit. But I am okay if this would be not part of it.
And you did "much better idea" even better as always! It could be literally perfect perk. So:
Each time you hook survivor, you benefit from the following effects for 18 seconds:
- Undetectable
- 5% Haste
Hook Obsession will grant you following effects for 30 seconds:
- Undetectable
- 7% Haste (10% will be proooobably too much, taking into account that you can pair it with Nemesis)
Whenever the Obsession is rescued from a Hook, their rescuer will become the new Obsession.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829864#Comment_3829864
Exactly right. I never once heard a good argument against it either. And don’t forget tricksters moves at 96% with knives and 99% with two add ons. Yes he does have to land 8 knives but still he loses zero distance essentially. Not to mention having a main event which is insane as well.
And It’s not even her Hitboxes that are the issue it’s the survivors hitbox not following their model at all and lagging an entire model width behind. On top of it not bending over to follow the lean when running.When they reduced her Hitboxes last time you would actually have hatchets go through the models torso at certain angles and not be a hit. If they fixed the survivors hitbox to match their model it would be a non issue but they won’t.
Yeah, I know how it works, ping is also big part of it, but it doesn't change the fact that her hatchets feel terrible to go against and I saw so many situations (by me and on screenshots/clips), where between survivor and hatchet can stand whole Nemesus and it still count as a hit. And somehow it's barely a case for Slinger, at least nowhere near to this point. I hope there is a way to have something in between.
Trickster too, yes, there is a half of killers roaster as example of this hypocrisy. Literally every killer which can hold m2 is WAY faster than Huntress, even those who have much stronger power. -
Huntress somehow became one of the most hated killers in community after last buff, so you won't find support to it. It's not like I heard at least one strong argument why she shouldn't have other QoL buffs, but people adore to overreact to her after last buff.
I don't know why Slinger "allowed" to have 3,74 and Huntress can't have even 3,28, when Slinger will destroy you in most loops, where you are completely safe against Huntress, and outclass her in zoning. I don't know why Nemi "allowed" have 4,0 with way stronger antiloop and being 4,6. Idk why PH with 4,4 in m2, denying every your move and hit you through everything, is fine for community and Huntress 3,28 is OP CANT STAND A CHANCE AGAINST IT SO BUSTED.
I mean, I know a reason behind this hate – her hitboxes, which feel completely off and unfair, and I agree with it. My dream changes for Huntress are: make her camping significantly weaker, make her hitboxes smaller and buff her chase by a mile. -
@Goblin_BHVR said:
As a team, we were so lucky to have Peanits with us and he will be sorely missed. He's been such an absolute delight to work with and he cares so much about all of you. We're just glad that he's not going far :)
We know you all care about him too and we'd like to reassure you that we'll be doing our part to make sure that you all still feel seen and heard, as we know he was amazing at that.
As for his new role, he doesn't wish to talk about it at this time and we want to respect that and let him bring it up when he's ready, but we all know he's going to absolutely crush it.
Godspeed Peanits, and don't be a stranger ❤️
We know you all care about him too and we'd like to reassure you that we'll be doing our part to make sure that you all still feel seen and heard, as we know he was amazing at that.
Glad to hear it, thank you! <3
As for his new role, he doesn't wish to talk about it at this time and we want to respect that and let him bring it up when he's ready, but we all know he's going to absolutely crush it.
Now I'm even more sure in my theory that he is new lead game designer, but we will wait as long as he needs to have his word. Thank you for response!
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I honestly think whole Obsession restriction should go. 5% Haste and Undetectable on 18 seconds isn't something that crazy, what needs another condition other than hooking survivor.
Maybe decrease it to 15 seconds, idk.
UPD: yeah, nah, tested it in custom again, it will be fine even with 20 seconds. -
I don't know why everyone says old BBQ effect basekit, BPs are literally last thing I care in this game, I literally tired to waste it and I'm more than happy with amount of them on killers. And it's more incentive to non-tunneling than to hooking itself.
I had some idea of how to incentivize both non-tunneling and hooking. I think they are still pretty good.@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635598#Comment_3635598
I have some i'm not completely sure in.
Like few examples, don't take the numbers too literally, they, of course, in a theoretical situation, need to be tested. And each of ideas has a bunch of "what if", yes, I understand that, I just don't want to go too deep.
+3% to speed outside of chase and +4% to all actions for every hook if you are keeping your hooks unic. Drop to 0 if you hooked someone two times in a row. Possibly could start working from second hook. It also will help weak killers to control maps while barely will do something for strongest.
Old Grim basekit: if you hook 4 different survivors without someone being hooked twice in a row (and no one is dead), all gens will blocked for a 45 seconds. Work twice with same rules. Probably without Obsession's aura.
Light Pain Res basekit: 10% from most hot gen if you are keeping your hooks unic. Start working from 2nd hook and completely disable after survivor hooked twice or dead.
I had also idea of Gift of Pain basekit, but it will be boring to see red progress all the time and other questionable "what if" are also here.
In any case, it's game slowdown and not speed of chase increase, because i don't think this aspect of the game should be touched with any ideas of alternative playstyle.
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Only Rancid needs a slight buff. Cowshed is pretty balanced and sometimes even leans to survivors with wild RNG, Thompson House is also fine. Rotten Fields and Creek are fair on average, but really depends on RNG.
Haddonfield yeah, it's first map on par with Eyrie which needs changes imo. -
both the dying Survivor and the rescuer could be protected with Endurance.
It IS a problem, if picking up is that free and fast, 2 seconds slower healing changed literally nothing about it. Either buff it to 150-200% and remove Endurance or remove healing speed to 50% at least. This perk is nothing but help to "I'll go down in the pallet, guys, bait him" SWF, which definately doesn't need any help.
@fussy said:
It's basicly FTP+BU situation all over again, but with extra step.
So, you downed a survivor, see/hear flashlight saver, go give him a hit, come back in few seconds and see how survivor is already up and run worried about absolutely nothing, because "hey, I can run 40 meters with endurance". I had it 4 times for 3 hours playing session and I'm better go back to old FTP+BU than this, because at least one survivor sacrificed health state for that. And WGLF simply obligated me to pick up survivor no matter what, if I dare to stop saver, survivor will be on his legs in like 5 seconds.
Either healing speed or endurance should gone. Or maybe bring back tokens to earn Endurance at least. -
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826985#Comment_3826985
WGLF got nerfed as well.
2 seconds slower heal is barely nerf, considering how much it was buffed. I'm talking about real nerf, not numbers change, which doesn't change literally anything.
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I support making smoke bombs as a perk or item, but that's why I think it should be extremely limited. Like 1 time use as firecracker or, if it will be perk, at least for 100% of gen repair. Otherwise, yeah, it will beyond busted and annoying for killers. But I definately want to see it on a survivors again.
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Somewhere in BHVR's office: "yeah guys, this one time use combo with Plot Twist is really op. I saw in our stats that whole two players used it with 100% win rate. Let's nerf it instead of WGLF."
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Distortion is endless again and Machine Learning, which in best case scenario will be used twice during match, nerfed. And two good perks nerfed thanks to Nurse again. While WGLF still free af.
Seems like amount of my survivor match goes to 100%, alright.
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@HermanTheDoctor said:
You're right. He takes time to get hits. At the end he's an M1 Killer. But i think if you use your shocks and environment smart, he can be good.
Honestly i think the Range and Detonation Delay buff was a big W for Doctor players. Discipline is not a necessary add-on anymore. More Add-on variety means different playstyles. Which also means people have more fun with a character which is more than 7 years old and gives him more replayabilityhttps://forums.bhvr.com/dead-by-daylight/discussion/comment/3826047#Comment_3826047
Yeah, i'm not saying he is F tier awful or something, I think he is just really average.
I don't know about second point, buffs were nice, but didn't change much as I see. I would say range addons aren't necessary anymore and Discipline is still kinda needed, every time I go without it, I see how survivors still jump into windows a second after my shock (my average ping is 60) and it makes me really mad. They are not necessary, yeah, but still pretty required, if you want to be consistent with your power.
But, as far as I know, you are well known Doctor main, so you definately should know better, I'm probably pretty casual Doctor player, at least in comparison with you. -
Good suggestions, but I believe he won't be perfect with it. His chase is still pretty weak in terms of time wasting. Even if you do all your shocks perfectly, against good survivor you will waste 30-40 seconds just to have 1 hit, if map layout is lucky for him. It's an unacceptably high number for current DBD.
We gave Doctor some not very useful minor buffs, but chase is in the same place where it was. You still bring Discipline addon as Doctor just not to see survivors drop pallet or vault window a second after you shocked them. I believe Doctor should have decreased time to charge shock or increased moving speed while charge it. And then with your suggestions he will be perfect, yeah. -
@Leachy_Jr said:
https://us.v-cdn.net/6030815/uploads/I1FU4L8LDXRO/image.png
https://us.v-cdn.net/6030815/uploads/ZBKEBC9FUVTP/image.png
https://us.v-cdn.net/6030815/uploads/QLE7EAU7Y3GV/image.png
If you can change DEMOGORGON and DRACULA, 2 of the best designed killers, over Skull Merchant with the state that she's is in….
Will be big sad.
I hope SM is NOT on this list, simply because I don't want they waste time on something that will be drastically changed later. What's the point? Let's just wait out to full rework in 2025, as they said.
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All good, but Vigil and Deep Wound are kinda scary. These two things I don't think need any buffs or nerfs.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824399#Comment_3824399
Maybe it's a situation of different priorities. To me, the value of 99'ing a heal with Resi is that you get repair speed and vault speed- you prerun as the killer approaches, hit a few fast vaults, and tap the heal as the killer gains on you to extend the chase further. With Haemorrhage draining as you run, you only get to use the repair speed and have to tap the heal immediately if the killer starts approaching.
That's still good, which I think is fine, but it reigns in the really obnoxious stuff you can do with Resi and a 99'd heal. I don't mind strategies like that existing, I just want to lower their maximum value ceiling a little.
As for the last part, isn't that how it should work? Shouldn't you have to be actually leveraging your status effect to get value out of it? To me, the way Haemorrhage is designed is as a tool to use when interrupting heals, and reign in 99'd heals on survivors you're actively chasing. I don't really see how it's engaging or fun for either side to just disable specific weak perks with no further interaction.
And like Ohyakno said, your Haem suggestion really just don't do anything. If Haem someday will recieve any change, it must be hard counter to 99% healing still. Point of Resi is having reward to stay in risky state, so "high risk – high reward", but 99% healing is what make it "no risk – high reward". And no, Resi don't lose any "chase value" from this, I honestly don't even want to explain why, it's hilarious take. Even if it was the case, it does nothing with Haem discussion.
As for the last part, isn't that how it should work? Shouldn't you have to be actually leveraging your status effect to get value out of it?
For the most part – yes. It was, it will. But your suggestion will also completely remove value from some rare situations like when survivors need to get rid of T3 against Doctor, remove birds against Artist etc. Not a big deal, if Haem will be useless anyway, but I won't be glad to see another status effect will lose gameplay variety.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824365#Comment_3824365
I'm not sure I understand your position- it would help killers with 99'd Resi because survivors would start to lose the progress as soon as the chase starts, so no more healing at the last second after benefiting from the vault speed.
Sure, survivors could 99 with Resi just for the repair speed bonus and heal before the chase starts, but that's cutting out the actual chase value of Resi so I think that's generally pretty fair.
As for Reactive Healing, you'd lose progress if you're disturbed, sure, but you have more control over how much- not to mention that sometimes not getting to use RH because you have to run is better than never getting to use RH because the status effect hard counters it immediately.
"It would help killers with 99 Resi, but actually it wouldn't, but my suggestion is fair, because Resi lose its chase value (wat???)" I read it 5 times, but I can't help but can't find a tiny sense in it.
but you have more control over how much
Yes, that's why it shouldn't be implemented, it will be too harsh nerf. Effect will do something only if killer actually chase survivor and you don't really need Haem for chases only.
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I think make Haem lose 1% of progress every second is more fair for both sides. Lose it only in running won't help killers with 99% for Resi, it also won't change anything with survivors perk like Reactive Healing. You will lose this progress regardless, doesn't matter what disturbed you to save this progress, because current numbers simply deny it too fast.
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823936#Comment_3823936
Very relatable. I've had people be rude to me in post-chat, when I obviously let them all go. I had hooked evevrybody twice and downed 3, but I let the 4th revive them, only to unironically get: "ez scrub, git gud, l2p".
It has gradually made me lean towards "Victims deserve no mercy", but I still can't help but to let a few teams go sometimes.
So true. Recently had match, where two survivors left, I downed one of them. I saw scratch marks in ~20 meters away, but was like "eh, whatever, she can have hatch, if lucky enough". I hooked first person (last hook), went afk on a minute, came back and see match is still going. Went for search, and you won't believe... Yeah, Kate tb-ing on a hatch for almost two minutes.
I'm like 200% sure that in the next match she was slugged for 4K and she came here to cry about it after, lol. These players always want politeness to them, but they also spit into your face as soon as you are polite with them.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823727#Comment_3823727
Why the killer gain the indetectable effect, have power and can have an information of who is in the void, since the survivor are exhausted, broken (if they are injuried) in the void?
I can understand the broken effect, survivor can go in the void just for a safe healing, but why the exhausted effect since the killer can use his own power?Look, I don't see a reason for survivors to be exhausted in void as well, but this is not the reason for killers to not have powers there. Last year simply proved it was wrong, when against many killers (NarkoTri1er already mentioned them) you can simply ignore their powers by going there.
Survivors as always prefer to ignore that void in this year also got several strong loops and god pallets, but even with this, who said void should be safe space or something? It's already literally another small map killer should pressure and work with, so I except survivors are exhausted I see nothing wrong with how it's working this year.