gantes
gantes
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- gantes
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Nope.
As much as close/confined maps can be weird and hard to balance, they're good for the variety.
It just needs to have less safe pallets and less confusing TRs for killers and it's fine.
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Tell us something we don't know.
He never was.
There are probably 5 viable killers at red ranks, and only 3 consistently viable ones.
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@DaBlueBoy1319 said:
https://forum.deadbydaylight.com/en/discussion/comment/549994#Comment_549994
While I admit I have done the same on occasion, shouldn't we strive to be something better than hateful humans who can't accept when their in the wrong?
I mean, we should. We as individuals can try.
But I doubt the community of any game as a collective can be that enlightened. That's just the nature of echo chambers: a few people complaining can make such an uproar that it makes the whole community look like whiny scrubs.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/549658#Comment_549658
Hello? They literally got the plague. why should they be able to repair a gen at the same speed (while puking on it) or just sprint around the map? That does not make sense, a serious illness should decrease some kind of the survivors' speed.
Gameplay always trumps thematics when talking game design. Good thematics don't make up for ######### gameplay.
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Because human beings are bitter by nature and like to blame their failures on anything but themselves.
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I think more chests should spawn in general, as long as they don't give Dull/Skeleton keys if you don't have a perk for that.
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Sometimes I wish the devs listened to the forums a bit more, but sometimes I thank the GODS they don't.
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There are so many bugs for both sides and no one is getting punished
Stop trying to be angry at stuff please
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For people who think he's too easy to reveal: i can't help but think you're not even trying to hide to use his power. If you do, you have PLENTY of time to hide before they can reveal you.
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I'd love this.
I'd also love a chaotic 2v8+ mode, as imbalanced as it might be.
This game has a lot of potential for cool game modes. I think we should have more freedom to make custom matches like that.
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The detection angle WAS a problem though. Your anecdotal evidence means jack.
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@Kenshin said:
just let suvivors repair gens slower while broken and its fixed. so simple.
The devs already stated that they like to avoid stuff that slows action speed, and I tend to agree with them on that. It's not THAT simple.
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I think the most we can realistically expect is news on Freddy and on other things they're working on like Dedicated Servers.
We shouldn't expect anything bug related except for a "we're aware of it and working on it". Sad but probably what's gonna happen.
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@NurseMainBTW said:
Interesting concept. But if you really want to penalize survivors you should run Thanathophobia. That thing is absolutely devastating on Plague since the meta is not to cleanse... and those few people that do cleanse are only playing your game.
The problem with Thanato on her is that you're probably giving up a better perk for it. But I use it sometimes, it's ok but not great.
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As long as all loops are mindgameable, we shouldn't have problem with chases taking too long, unless the killer repeatedly gets outplayed, which means the survivors probably deserve to win.
Just clarifying that currently it isn't the case. Too many pallets are safe. If the map rework legit changes that, then chases will depend more on skill and we'll be fine.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/549420#Comment_549420
It is absolutely fine. But my idea was that if I was to rework the perk and halve the time down, then it deserved a little compensation in the stun power to make it true to it's nature: Discourage tunneling.
Believe me, as long as DS consistently punishes ONLY tunneling, I'd gladly have it stun the killer for 20 seconds with a big foam finger of shame pointing to the killer from the skies.
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Loops are everything survivors have to defend themselves against most killers.
The map reworks should reduce overly safe areas and increase mindgameable loops which is all we need.
@Redd the more I think about it, the more I reach the conclusion that the meta will always be the same killers with no chance of true balance until we introduce universal map pressure mechanics. Map pressure and ending chases quickly are vital for all killers to succeed. Just look at the top tiers, all 5 most powerful killers in the game have both of these to some extent (and that's why Huntress gets worse and worse with every new map, she loses map pressure with every map released). The map reworks might give weaker killers the power to end chases faster if they play well, but if they can't apply pressure, they will always lose to good, coordinated survivors.
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Taking into account that nothing in this game will ever make everyone happy and we should be aiming to have a small, healthy amount of complaint to both sides, I agree that the time could be shorter and stop during a chase. That pushes the perk more towards the anti-tunnel identity and stops punishing people who don't tunnel.
I still think it's fine right now though.
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NOED is already a weak perk as it is.
It doesn't need to be removed, there need to be more perks that interact with dull totems so they actually resemble an objective instead of an afterthought that only comes into play when someone gets instadowned in the late game.
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@OpenYoureyes said:
https://forum.deadbydaylight.com/en/discussion/comment/548541#Comment_548541
Would you calm down?
Can i correct you?
Events since the serum one make this happen... maybe they are badly thought?
So the oceans of people saying they stopped playing survivor for the event because of bloodpoints don't matter?
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@OpenYoureyes said:
Sorry but I am looking at 18 months trend: wouldnt define that cherrypicking... :)
I am not saying game is dying - i hope it will not - but still not sure the reason why some of u are trying to negate the obvious.
Negating the playerbase trend, negating the dev stats...
Then, again, my explaination for bad matchmaking is just the easiest connection: if there is any better hypotesis - supported by any minimum evidence - I would be glad to read it.
The event giving at least 2 103% bonuses per bloodweb for killer and one each 5 bloodweb for survivors? The higher BP gains as killer that make every single event that involves BP bonuses, be it bloodhunt or distribution of BP offerings, only worth playing as killer?
Anybody can see that. You can't because you want to be wrong for some reason. Events ALWAYS make this happen.
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@ASurvkillivorer said:
They need to just bring Were gonna live forever in line with BBQ and Chili.
As a killer if you can't manage 4 hooks you're trash. Getting 4 stacks with WGLF is not only harder it can be counter productive to the overall goal. IDK if it should have an in game advantage like BBQ does but I think getting the points should be easier. How about healing a health state also gives a stack? Cleansing even a dull totem gives a stack? That way it can be more like BBQ where if you want those points...here they are.
That's something that doesn't get talked about enough.
BBQ would already be used by most killers even without the BP bonus because it's a good perk, period.
WGLF makes you sacrifice a perk slot for the BP bonus, and getting 4 stacks is a lot harder.
No reason to play survivor during events when as killer you get 100% bonus bloodpoints by simply playing the game if you have BBQ.
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I think we'll just have to settle with the myriad of bugs the last patch gave us until the hotfix. All hail spaghetti code.
Speaking of the hotfix, it probably wasn't released yet because of the absurd amount of bugs they have to fix.
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@Talmeer said:
But you miss the point that the Legion should not be a m1 killer.
Pre patch, his ability was good enough, to be not like that.
Besides, you think you hit everytime with a hit? Yes? How many would you bet on this?
I would take the bet and then let you play against a few lagging surivors :).
Pre patch his ability was an abomination that removed all skill involved in the game if the Legion player so wished, so it's not a good model of how a killer should be designed.
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Billy is fully at the mercy of the game's randomness. Spirit reduces the variance of chases so much she's better in 90% of scenarios against good players.
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As long as we have this level of randomness and poor map design, DBD cannot be considered a competitive game, period.
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Yes, she is.
She cares a lot less about which map she's in. She has little to no counterplay during chases, especially with sounds getting better.
The higher you go up the ranks, the better she is in relation to Billy.
Not to say he's bad, he's still likely number 3 and all killers should be balanced around his power level imo. But she's better against good survivors.
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Ignoring this thread from now on, people who think they deserve to secure kills with no counterplay aren't worth my time.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/548272#Comment_548272
It's not entitledment mate, it's the fact dumb plays should not have massive rewards. Rushing a guy on the hook while injured should cost you a hook, not reward you for not using the perk as intended. Survivors should be rewarded for not farming themselves and their allies, not for rushing the killer because they know they have a "get out of jail free" card.
Well, it punishes facecamping AND tunneling, which I think should be rewarded even less than rushed saves, so yeah. I'm fine with it.
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@Visionmaker said:
https://forum.deadbydaylight.com/en/discussion/comment/548276#Comment_548276
Having to play differently makes people feel bad so why change how you play when you can just complain instead?
And it's not even like MoM that only had "play a top tier killer" or "camp" as counterplay.
The counterplay to DS is stuff that has been in the game for ages and people are only bothered because it gives survivors tools, even if those tools can be countered.
People are just a joy over here. Almost as fun as people on reddit or the steam community.
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If people are gonna whine about stuff that has clear counterplay and opportunity costs, I give up.
Just a heads up: it costs literally nothing to be unbiased and look at both sides.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/548256#Comment_548256
it is a larger problem. The perk is meant for Anti tunneling, but if people are using it too bum rush hooks too get rescues that they shouldn't get. Clearly you will not always get too a safe spot on all maps all the time, but that also can be said about the perk currently, and if you use it against a Nurse it won't matter at all. 3 seconds is more then enough time too get away, long as you put yourself in a good spot too use it since it relies on you making it happen.
What determines if people should get saves or not? You thinking you're entitled to a kill?
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@Redd said:
https://forum.deadbydaylight.com/en/discussion/comment/548245#Comment_548245
It doesn’t encourage anything other than apathy on the killer end of things.
I'm all for rewarding snowballing, but a swift 4 gen remaining victory with a lot of hook actions and injuries should absolutely be rewarded more than one snowball play on the end of the game after you failed to defend gens. So yeah, I see where they're coming from.
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@BunnyTheHutt said:
Flashlight stuns are about 3 seconds. Pallet stuns are 2 seconds. In both these scenarios the survivor can easily get too another loop. 5 seconds is just too strong IMO. Especially because not everyone is going too just run away. If they know they have DS, they can just run into the killer if he is chasing someone else, baiting a down and a grab, then get away scott free because of the 5 seconds timer. This is a massive loss of momentum for the killer since he has too now go after another person who has made it too another loop. And this isn't even mentioning the fact everyone can bring it with no downsides for not being the obsession like old DS.
https://forum.deadbydaylight.com/en/discussion/comment/548147#Comment_548147
The survivor can easily get to another loop in 3 seconds on many map setups, sure. But in a lot of map setups they'll just run to a dead zone and die again. So the anti tunnel perk wouldn't be doing its job.
Pallet stuns are different. The killer generally has to kick the pallet to get anything done.
Stopping to blind the killer generally makes you lose distance overall.
I just can't see the huge problem with DS being a 5, effectively 4 second stun. You're using a perk slot for an effect you're most likely not even gonna use. If it'll make people feel better, just make it 4 seconds without the small self stun for the survivor for all I care. People are just overreacting to something which isn't even a problem in the larger scope of the game.
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At least I think applying pressure and going after multiple people is more fun for everyone than just slugging and roflstomping a game. Just as going for saves and being chased is more fun than just holding M1 all game long for survivor.
The pipping system may be bad but at least it enforces gameplay more fun than strictly the win conditions of the game.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/548145#Comment_548145
Sometimes you can't avoid it. If the unhooked person immediatly runs too another person who is hooked, you have too down them. It's not about tunneling, its about the fact that the stun timer is way too long. It was buffed too 5 seconds because Enduring made the old stun 1 second. But since enduring was nerfed, the old DS stun should come back since 5 seconds could get a survivor too 2-3 loops before the killer can catch up.
Reducing the stun does nothing to solve the problem you pointed. Reducing the timer does.
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Honestly, do you guys have any idea of how outplayed a decent killer needs to get to miss a hit?
Unless you're talking about console, you deserve to lose your power if you miss.
Legion is as strong as any other average M1 killer now. The problem is how weak M1 killers are, not with Legion specifically.
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Sadly Head On could have a 2 minute stun and it would still be bad because of how broken that perk is. #LoveForHeadOn
@Salty_Pearl said:
Head on and DS's stun times should be 4 seconds
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/548193#Comment_548193
I think that would be amazing but the change would have to be like 30s otherwise it's again getting a bit to close to immunity perk teritory.
I honestly think that'd make the perk fit it's anti tunneling aspect better. I'd settle for that change in a heartbeat.
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Besides, survivor being a team game really makes the variance higher. You can have the worst game of your life and still get carried and pip, or you can get a very bad team and nothing you do can stop you from depipping.
That doesn't happen as killer. Relying solely on your performance to rank up can make it seem tougher. Responsibility for results feels tough in a game like this.
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The way they determine the pip requirements is by the percentage of the playerbase on each rank iirc. They probably aim to keep a 4:1 survivor to killer ratio.
I personally think the survivor requirements are fine and the pipping system as it exists is terrible at evaluating killer performance. That's why they're gonna change it later this year.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/548146#Comment_548146
I think that better change is that survivor who just got unhooked keeps DS active for 60s unless they do gens,healing,sabo etc. That would be logical since tunneled survivor can't do gens when he's beiing tunneled right. Dunno I don't really mind new DS that much but I think some adjustments wouldn't kill it.
There's nothing stopping a killer from finding and tunneling a survivor that has a few seconds to do something else. Tunneling can exist without camping.
I think it would be fair to decrease the timer but stop it during a chase.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/548133#Comment_548133
1. Yes DS can be worked around but for what cost. You know that minimally 1 person has it with obsession mark around said survivor but you can't tell if all have it or just that one. If you have to give up all surviovrs after the most unsafe rescues ever you're playing really unoptimally and with off meta killers that guarantees loss most of the time.
2. One minute more is only significant if you did something usefull during it. Unless you're breaking pallets or huting survivors 1 minute of patrolling gens that nobody works on is 1 wasted minute. Survivors can work on totem while you're not chasing anyone or even at the start of the match. That time is uselles for killer since you're not progressing in killing.
I would just be glad if people stoped complaining about perk as weak as NOED. DS could still use some nerf or qol change for killers but I don't mind the current version. It's as fair as strong survivor perks can get.
TBH it's the same as playing around Borrowed Time. Except on very specific scenarios I go for the rescuer.
1 minute worth of pressure can be a lot. Assuming all survivors are working on separate gens it's 75% of a gen, maybe an entire gen with a toolbox. This game is almost entirely about time management. If slugging someone for a minute because of DS, it's probably because 1 minute can be an eternity in this game.
I honestly think that NOED, despite being bad game design, isn't OP. Far from it. It's a weak perk in almost every scenario unless you're talking about mid-low tiers. Killers can't even afford to go for any build too different from the standard most of the time, which is a whole other problem. So honestly, all you have to do is stop taking complaints about it seriously. Unless it's people saying it's poor design, which has its merits as a claim.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/548160#Comment_548160
In my defense, you said it as an addendum to a comment that was actually directed at me. Also, I'm the one downvoting you. So yeah, it was about me.
Nah, it's about these forums. You ain't that special.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/548150#Comment_548150
I'm a survivor main. I haven't touched killer in weeks, maybe more.
You're not the only person in this thread. I was talking about the thread as a whole. Not everything is about you.
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But you know, saying anything that isn't killer sided in these forums is asking to be downvoted because people can't be bothered to play both sides and be unbiased, so I know I'm wasting my time here.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/548137#Comment_548137
The game didn't change in any significant way for these supposed stats to have changed to the point that increasing DS's stun by 2 seconds (66%) is balanced.
If DS was balanced at 3 seconds without Enduring, it's not balanced at 5 seconds without Enduring. This is basic logic.
I'm personally of the opinion that being an anti tunnel perk should guarantee you get to another loop when it connects. So 5 seconds is fine and 3 seconds isn't always fine depending on the map.
If you're gonna nerf it, there are plenty of good ways to go about it, like a shorter timer that stops during a chase or deactivating when you hook someone else. That way it's still an anti tunnel perk but it doesn't punish players who don't tunnel.
I just don't think a 3 second stun for an anti tunnel perk is good design, since it'd be nothing but a minor annoyance in certain maps.
EDIT: keep in mind this iteration of DS is relatively new and they hardly had time to "balance" it before it got increased to 5 seconds so I don't think they were ever fully satisfied with where the perk was.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/548125#Comment_548125
It's funny, it was also fine at 3 seconds without Enduring, so how come at 5 seconds - also without Enduring - it's no different? Sounds like a poor excuse to ignore common sense to me.
Hey, your point was never if it was fine or not, you were arguing that it should be reverted because of the Enduring changes. I merely pointed out that this is not the way the devs determine balance changes.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/548021#Comment_548021
Lol I think you meant 10 times weaker. Even now DS is far superior to NOED. If all survivors run it, it can waste up to 4 minutes of killer's time or give survivors 4 bonus health states and lose all killer's momentum. Unlike NOED these DSes can't be disabled by some simple action and you don't even know if all 4 surviovrs are running them so you can be wasting time trying to avoid it on someone who doesn't even have it. And if you don't tunnel even a little bit against good survivors and not punishing their mistakes for doing unsafe saves then you're giving them ton of time to do gens without worrying of someone dying. That's how you lose games as killer by not killing anyone while all gens pop.
Noed on the other hand can maximally give 1 down against good survivors and against great ones it doesn't even activate. Saying you don't have time to clease totems is very lame excuse since it's surviovrs who set the pace of the game, killer just reacts to it until they make mistake and get hooked. Yes noed can win games against noobs who just mindlessly run into killer with noed but that's their fault in all acpects.
2 things:
- DS can be worked around
- Against great survivors at high ranks NOED is almost guaranteed to activate because the optimal play is to ALWAYS be on generators. Against the best of the best NOED pretty much guarantees you one down late game. Is it worth it? I don't think so, which is why I don't use it. But saying it doesn't activate is innacurate. If it doesn't, you just had one extra minute worth of game progress to make plays while they were doing totems.
Edit: obviously DS is better than NOED because NOED is a bad perk. Every single meta survivor or killer perk is better than NOED.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/548117#Comment_548117
The scenario is an example to show why people are asking for DS to be nerfed. Address the argument instead of nitpicking those details.
That's not how devs decide if something should be nerfed or not.
They analyzed the current iteration for DS and reached the conclusion that it doesn't need nerfs. As simple as that.