illNicola
illNicola
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342856#Comment_3342856
That 70% is in the whole MMR, not only in high MMR or low MMR. In low MMR is really high, because survs doesn't even know how to run, in high MMR kill rate is lower because high MMR is dominated by swf and, without hard tunneling, killer have hard life.
IIRC, kill rates have consistently been higher in high MMR than in low MMR.
Latest statistics, from October, indicated the average kill rate over all MMRs was 59.1% (Pretty high), whereas the average kill rate in the top 5% MMR was 61.3%.
So no, low MMR is not pushing the kill rates up. High MMR is.
But kill rates doesn't mean anything, it would be a problem if kill rate is like 90%. In a match there are 4 survs, so obviously kill rate will be higher than escape rate (in every match at least one surv die, so you know), but Devs doesn't count suicide, rage quit and things like this, they only see "Oh this month's died 7728293939393 survs", they don't see "Oh ok, this month's died 73839292939393 survs, but half of this are suicide on first hook and a 25% is from ragequit" for example. If this are numbers, then, are still wrong numbers. For the next kill rate I would like to see every %, % of suicide and % of ragequit, so we will see if actually kill rate is this high and, if it will go higher after the next patch, is because killer will hard tunnel more and play only strong killers, so they maybe have a chance against good swf.
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@appleas said:
Game is swf sided, not solo queue sided
I agree, probably because they doesn't see how broken can be swf
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343586#Comment_3343586
Eruption was over nerfed I agree it should have been gen entity locked and kept the regression it had and that would have been fine
Prove thyself could use a rework but It should be a smaller nerf not something overly nerfed to being unused like it was during the first nerf it got where it was worthless like maybe between 10 and 12% instead of 15 that it is currently
No, 10 percent is too much. If they want to keep it like this, 5% max because Devs should understand that a 15% surv side isn't the same as a 15% killer side. For example, pain resonance remove 15% from a gen? 15% from a gen are like 2 seconds, and you don't even know where the gen is. 15% with prove thyself is an higher value because it can cumulate and then you devour gens too fast.
As I said, they should completely rework the perk, making it skill based. As I said in the main post, is called prove thyself not degree in mechanical engineering and in a game where Devs want skill based match making it doesn't make sense that a perk that work without any skill requirements and give you this advantage exist.
In my opinion, how I would rework the perk is good because you deserve to use it. In every matches I always keep the killer in chase, sometimes also for the time required to make 2 or 3 gens, so you know I will use this perk in all my build because it is like "Oh ok, I kept the killer for a long time, now I can focus on gens and repair even faster for some time".
Sorry for my English, I'm Italian and I'm writing this fast because I'm going to work now😅
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@thrawn3054 said:
I don't believe they favor any side. They just seem to lack the ability to make small nerfs to popular perks. Self-Care was very popular but pretty weak so they obliterated it.
Casually they nuke only killer perks uh? Because survs have medikit, that are really strong, prove thyself to devour gen, coh that can help healing very fast, dh, otr and other things. Killer saw every of their meta perks nuked in couple of months one by one, Devs took 5+ years only to fix dh, transforming it in an even more broken perk, and people still cry saying that dh should be reverted. If they nuke prove thyself I retire everything, because prove really unbalance the game
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343590#Comment_3343590
But at top 5% MMR the killrates are even higher than on all mmr.
Or do you think that the game should be balanced around those who playing 12+ hours a day, dont work, on their life to play dbd?
Its like 1% of playerbase, if you buff killers even more the game will shutdown, because survivor is unplayable, in fact I will switch to play killer only, so much more relaxing, because SoloQ already autolose.
Killer is unplayable, surv is really chill. I'm at top mmr both surv and killer, surv is really chill, killer is stressful as #########. In fact killer is so overpowered that lots of killer mains are becoming surv mains. Yes switch playing killer but don't play only nurse, play every killer at top MMR and tell me how relaxing is. You will regret soloq, trust me
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343560#Comment_3343560
Honestly survivor are just a very annoying role now, killer is way more fun, because you have full control over the game, sure one might encounter a very good SWF rarely, but the majority is SoloQ stomping.
Survivor is overnerfed to the ground, and only meant for SWF play now.
Tell me you play in low MMR without telling me you play in low MMR. At top MMR you find like 99% of strong swf, rarely you find soloq.
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343468#Comment_3343468
Oh I'm happy about the hatch nerf I was just making a list of more recent nerfs for the survivors
Survivors get more nerfs than you realize outside of perks if you saw how many pallets that used to exist and how broken flash lights used to be near the beginning of the games life you would understand what I am getting at it doesn't take years for a nerf it is just more difficult to nerf survivor side with some perks abilities and maps
The devs have to take into account how many survivors there are vs killer in a match 1v1v1v1v1/4v1/2v1v1v1 ect. Survivors are not a team unless they choose to play as a team so the devs have to look at each individual perk and how they are used
Eruption was hurting the game with incapacitation make a survivor only able to enter a locker or hide while for 25 seconds which hurts SoloQ and 2 person group players which is the larger group of the player base
I play killer and survivor I was just giving insight that it survivors used to be way more powerful in the past and were constantly getting nerfs for years in the early life of this game because survivor was unhealthy for years this game is starting to get more balanced out and just because a perk is getting nerfed on the killer side doesn't mean they won't look at survivor perks either they have limited time frames and have to work and they are still learning on what perks are super unhealthy
And the iron will was needed to be nerfed but they nerfed it a little to hard by making it 70% because people use this perk on specific survivors that are way to loud like Rebecca Jeff Feng min and a few others
The real problem is that they don't nerf the right things. If they nerf prove thyself and everything that makes surv's objective way more faster than killer objective, so both objective can go at the same speed without needing tunnel/camp/genrush. Because killers hard tunnel to make their objective as fast as surv's objective. Eruption nerf is good in a balanced game, but this game isn't balanced so you know. I know very well eruption is annoying, but it's more annoying to be genrushed as #########.
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@Jeromy137 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342729#Comment_3342729
Iron will nerfed more than needed
Calm spirit bugged as ######### an never fix (always alerts crows when it is supposed to never alert crows) and also makes opening chests and doing totems slower
Borrowed time and off the record disabled after certain conditions met making it easier to tunnel
Self care nerfed to the ground (solo q savior because some survivors never want to heal others)
We're gonna live forever basically a worthless version of tenacity
Hatch and key nerfs
End game collapse being added was also a nerf to survivors (needed yes but still adding for the point)
Since you think they only nerf killers you must not have been playing dbd for very long cause they were constantly nerfing survivors for years because they used to be more powerful than they are now
Ok, first of all let's see how much it takes for Devs to Nerf something surv side. Like years, killer perks are nuked after couple of months. Ok I agree that self care is nerfed without a reason, but bt and otr doesn't activate under certain conditions because they will be a free escape. Hatch nerf? Lol, it was necessary, and in my opinion hatch should work the same as before (spawn only at 3 gens remaining). If you think that keys and hatch didn't deserve a nerf, bro you're blind or never played killer. End game collapse isn't a problem, because you put exit at 99% and it's ok. Iron will I don't even know how it works now because I didn't understand the exhaustion thing, but I'm ok with the nerf because a perk shouldn't counter at 100% another perk of the other side (Iron will countered at 100% stridor). Survs still have lots of viable perks, killer doesn't have anything that can help their work anymore.
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@Marik1987 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342967#Comment_3342967
he will not have an answer for this question LMAO.
Sure bro, already answered
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@ButterFlee13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342812#Comment_3342812
Dude, where is the 70% percent kill rate come from? Is this state you saw in the sky or something?
Last time we got data was in october.
From low mmr + high mmr. It's a simple answer. In low MMR is really high because survs doesn't even know how to run, in top mmr survs devour gens really fast (in fact surv objective is faster than killer objective) and because of this kill rate is lower at top mmr. Do you know why Devs doesn't show the kill rate in every MMR? Because it will show how much is unbalanced this game in top mmr. But it's ok, killer will "balance" the game with hard tunnel and camping, because devs want this
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@Chaosrider said:
"Eruption was healthy for the game" ... How could anyone sane come to such a conclusion?
The answer is simple. Exist prove thyself? Ok, so eruption is required. They nuke prove thyself? Eruption must be nuked because in that case eruption will be broken, but now it isn't
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342746#Comment_3342746
solo q is still the worst part of dbd, until bhvr buffing killer and solo q (solo q action buffs, a genarel killer buff patch like the last) bhvr can so often close their eyes to reality at some point they have to admit it, at some point they make a big mistake where nobody is so keen on solo q and killer anymore, unfortunately we caught devs who have almost no idea about their own game, they are very very slow in everything and if they want to do something they are incompetent, meaning it doesn't even work what they are trying to do, ignore facts and and...
Soloq is the worst part, and I agree, but killer is right under it, in particular at high mmr. It's too frustrating. And I don't know what to say, you said everything right so... GG for you :')
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@Beatricks said:
Let's take stock then!
1) Nurse is completely broken and can mop the floor with comp teams
2) Blight is completely broken and can mop the floor with comp teams, sometimes even harder than Nurse
3) Spirit is completely broken and can mop the floor with comp teams.
4) NOED is a free kill/win button despite it's supposed "nerf"
5) Killrates are above 70% combined.
Yeah, the game is totally survivor sided. What a joke. People need to stop being carried by perks.
1) Learn to counter her instead of crying for nerfs, I can mind game Nurse (I don't say loop anymore because then someone comes out and say "yOu cAN't lOOp Nurse1!1!1!1"). Obviously a real good nurse is really hard near impossible to mind game, but it's the same with every killer, just S tier are hard to counter (but at the same time is ok because are hard to master)
2) Same as point 1
3) Spirit is strong only with mother daughter, she isn't that broken anymore. And same as point 1 and 2.
4) If you play in soloq or you're swf is full of noob, it's not my problem. Me and my swf manage di save also with noed (one destroy noed and the others distract the killer).
5) That 70% is in the whole MMR, not only in high MMR or low MMR. In low MMR is really high, because survs doesn't even know how to run, in high MMR kill rate is lower because high MMR is dominated by swf and, without hard tunneling, killer have hard life.
Yeah, people should stop being carried by perk, right survs carried by DH, prove thyself, otr and so on?
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@jesterkind said:
I think part of the reason you're coming to the conclusion the developers are survivor sided is because you've got some misconceptions about a few things. The biggest obvious misconceptions are your stated opinions on Prove Thyself and Dead Hard- you seem to present PT as some generator-deleting monster perk that has no counters and leaves a killer helpless in the face of tremendously fast completion times, when in reality it's like, seven seconds if two people work on a generator? That's still slower to complete two generators than if those two survivors split up on separate generators from the start, it's really not a problem, it's a placebo boogeyman people use to blame generator speeds on when there are wayyyy better targets for that.
Similar with Dead Hard. Claiming that Dead Hard is stronger now than it was before is objectively incorrect, which contributes a little to the main misconception that you seem to have. Correct me if I'm wrong, but it seems like you're saying killers - especially M1 killers - need Eruption to stand a chance in the face of genrushing survivors, and that simply isn't true. No killer, on live servers right now, needs Eruption. They need slowdown in most scenarios, sure, but they do not need Eruption specifically. That perk isn't the one perk keeping M1 killers afloat and it's certainly not healthy for the game, it's just straight up overpowered and categorically needs a nerf.
(I do think it's being nerfed slightly too hard, but that's neither here nor there)
The bottom line is, the devs aren't survivor sided because they're nerfing something obviously overpowered. The devs don't really have much of a bias that I can see, they just make odd decisions sometimes and can be slow to act on problematic elements of the game. Similarly, killer as a role is not floundering or struggling tremendously, the game is the healthiest it's ever been for the killer role. You have tools at your disposal, they're just weaker than Eruption- because Eruption is too strong.
Yes, they're nerfing something "overpowered" killer side, but not nerfing lots of things overpowered surv side (prove thyself you all bring the example with 2 survs on the same gens, but I use it and trust me that rarely I repair with less than 2 other survs). If the next update nuke also gen speed perks, this will be the perfect update because I don't need to tunnel anymore if gens stop to fly in few seconds.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3342724#Comment_3342724
They don’t do any of that though? Firstly this game is nowhere near dying yet and is only getting bigger all things considered. Secondly they buff and nerf both sides regularly when needed (Meta shake up was overall a killer sided patch backed up by kill rates).
1 necessary perk nerf doesn’t signal the devs are survivor sided just because another perk didn’t receive changes
"Buff and Nerf both sides" so where is the buff to killer? Where is the actual thing that make me say "Oh ok, Nerfed eruption but hey I got this"? Spoiler: there isn't. And as I can see you're or surv main or noob, because saying that the meta shakeup was killer side is admitting that you're noob or surv main, because with the meta shakeup, as I said, they Nerfed slowdown perks for killers and "buffed" ######### perks in ######### was so no one will use them either, and for survs they buffed already existing second chance, added others second chance and added bt basekit with also haste. Where is the killer side in all this? After that patch, in fact, killer started tunneling even more than before because the meta shakeup was for killer benefits no? They need to tunnel to win in high MMR because the game is killer side? Sure bro, sure. If a killer doesn't tunnel is GG ez gens fly if survs are decent, not good, even decent.
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/364297/devs-arent-surv-side
you are right the devs are survivor sided and above all you are right that it is a "skill issue" that people in the solo q are affected by eruption without any info and counter, no! it's definitely not because it's just unfair for solo people and that it hasn't been fixed long ago isn't ridiculous either no no, I always find it amazing how many have no idea about dbd and always talk big, complaining about camping and tunneling (genarel) while it's the real skill issue here, if you're really good and have decision making then you can counter it most have their 1k or 2k lessons and talk like they are veterans even though it's the same people who don't even know how to play dbd properly (they do many simple mistakes) -killer and survivor
if you need eruption (swf can counter it) to beat solo q, then i only see one guy that has "skill issue" :)) you don't have permission, an unfair perk that should have been changed a long time ago
The problem with eruption was on soloq, because they can't be organised, and I agree. In fact people doesn't understand that eruption needed a Nerf but it's not the only thing that must be Nerfed, if you need eruption than also other things must be nerfed. Bro, I don't know why people play soloq, it's so frustrating I can't stand playing it. When I find soloq is an ez win, the real problem are swf (majority of the game). I'm ok with the eruption Nerf, I will just hard tunnel and camp more. The game is meant to be play like this, complain to devs and maybe will understand why people tunnel and camp
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@Nazzzak said:
If you feel that certain M1 killers need a buff, then advocate for such. Give feedback and push for appropriate reworks. It's absolute nonsense hinging a killer's success on a single perk. Every post ranting about the nerf says the same thing - that it helps weaker killers. Then clearly the problem is that weaker killers need adjusting on a base level. We were told several months ago that perk overhauls would be a frequent thing going forward, so a bit of advice to both killers and survivors - don't rely too heavily on any perk to carry you. You're just gonna end up disappointed.
Yes, don't rely too heavily on any perks because dear killers, we will nuke every perks that survs complain, but survs don't worry, we will give more buffs to your perks. This is how worked with the "meta shakeup", killers: we have seen that killers see gens that go too fast, so we need all your slowdown perks and buff others in ######### ways. Survs: we have seen that it seems you need second chances, so we're going to buff the existing one and adding others, and also bt base kit!
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/364297/devs-arent-surv-side
Eruption was healthy for the game because is the only actual counter to prove thyself because manage to block survivors on working together. At the same time required skill to be used because you must down someone really fast to use eruption properly.
Bestie, Prove Thyself shaves like 7 seconds of gen time if 2 people are working on it from start to finish.
Literally reading sentence above takes more that those 7 seconds.
7 seconds × 5 are 35 seconds. In dbd are precious, really precious. And you consider that it only activates with 2 survs, but I use it and it's rare that I repair a gen with less than 2 other survs. Same as killer, I chase one, the others rush gens with prove. Ez no? Eruption countered it because blocked survs from helping each others. People doesn't understand that I'm ok with the Nerf, I'm not ok with the Nerf in this situation, in nerfing only eruption, and it's not a Nerf it's a nuke. Devs when "Nerf" something surv side they change something, a little bit, with killer? Nuke them. Pop, ruin, eruption, Billy, survs? Only ds, can you see now? Survs have broken perks, but how many of them are nuked? Only one. Now, considering this, how can you say that the game is not surv side?
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@Iron_Cutlass said:
I absolutely hated Eruption and even I think the nerf is a bit too much. However that is just my opinion.
It seems like anytime a thing has one problematic aspect to it, rather than fixing that problematic aspect, they just gut the perk. It happened with Billy. It happened with DS. Now it's happening with Eruption. Such a shame to see.
It happened with pop, it happened with ruin, billy, eruption. They nuke only killer things instead of surv things, ds is now off meta, now, after 6 years. Funny isn't it? It took for them 6 years to Nerf ds, to transform it from a shield to a second chance antitunnel.
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@Phasmamain said:
The devs aren’t survivor sided because they have a game that requires both sides to even be played. They quite literally have no reason to cater to either side and no balance changes are made because they prefer 1 side. Changes are made because because some perks are too strong or unhealthy for the game (Like eruption).
Do these changes miss the mark sometimes? Of course but that’s not bias that’s just human error really. Anyway as for the eruption vs dead hard they said these were only some changes and dead hard very well may be nerfed soon
But as you see more killer mains are starting to play more surv or became surv main because it's easier and less stressful than killer. And this game will die soon if it keeps this way, it will be alive only for casual players. The real problem is not with a mistake, is that these Devs make only mistakes, and they doesn't understand that you can't Nerf only one side in a game that is a 1vs4. It's simply to understand
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/364297/devs-arent-surv-side
2 people working on gen:
0,85 charges per second ===> 90/0,85/2=52,9 seconds to finish gen.
With Prove:
0,98 charges per second ===> 90/0,98/2=45,9 seconds to finish gen.
LITERALLY 7 SECONDS.
Probably you never saw more than one prove per match, likely I can talk because I'm at the top. Ok, so I use prove thyself and you're never alone doing gens. So now let's do math: 7 seconds × 5 gens are 35 seconds, in dbd are precious. But I don't know who you match up, but when survs I find against are never less than 2 doing gens, lots of time are 3 survs doing the same gen with prove. Same when I play surv, it's rare that we're less than 3. So you know, you brought only the case of 2 survs with prove, not with 3. And you know that at top are always 3 survs doing the same gen because it's convenient. But you know, probably I'm not taking to people at my same level. Tru3 is right, this game make you all feel like champions also if you have 100 hours
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@HugTechLover said:
This post is… something…. Very dramatic.
But I just wanted to say I think it’s hilarious that you think DH is stronger now than it was AND takes no skill to use. 😂😂😂
Like 5-10 matches to learn the timing. Difficult isn't it?
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@jajay119 said:
"Eruption was healthy for the game"
Stopped reading right there and then.
It's been nerfed wrong, but let's be realistic.
Was healthy for the actual state of the game, in other situation wasn't healthy. It needed a rework? Yes, needed a rework only eruption? No, because you can't nuke eruption and leave other things like this
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No we can't, only survs are allowed to complain (sarcasm).
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@Snowflake_Syndrome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340636#Comment_3340636
With those kind of statistics I guess the vast majority of us are all top mmr. Good to know.
And yes I do have more but I won't divulge.
Enjoy your day and/or evening bro.
I can say I'm at top mmr since I play from the releasing of dbd on ps4, I play everyday and win the majority of my matches, in particular I started playing more when my friends bought dbd and we created a good swf (we're not perfect, but we manage to make hard life for strong killers). It's sad to not know the actual mmr, because in my opinion will make people try to be better to reach top of the top.
Have a good day and evening bro.
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@Snowflake_Syndrome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340043#Comment_3340043
But how do you know your top MMR? It's an invisible number...bruh
Are you sure it has nothing to do with a psychological sense of well being and acceptance?
You know, escaping like 80% of my matches, and as killer like 70% of matches 3/4 or 4/4, and I play at least 7 hours a day. Do you have any other questions?
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340043#Comment_3340043
I'm pretty sure I want nothing to do with the original topic but "...Nurse, Blight, and Spirit..."
Nurse and Blight I get, they have mobility or the ability to ignore structures. But Spirit, doesn't feel like she's in the same place.
I get that she was broken for a bit, but she's slowish normally without mother daughter ring, which means BNP and so on really hurt when trying to go gen to gen. And without the scratch marks, finding by sound does work, but its not super accurate.
Am I missing something in how to employ this killer? Is there a person who does videos a lot, that has these issues resolved?
I meant spirit with top equipment. Same Nurse and blight. Since everyone want to win, everyone will bring the top add on and top perks. On spirit I use mother daughter and blossom, so I don't see scratch but I see the instinct.
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@philward1953 said:
Okay, so we all know how Anti-Loop killers tend to be the most unfun to play against from experiences with the Artist, as now mainly The Knight, who I think is essentially just Artist 2.0 with a hint of Twins.
So, I'm playing on Midwich against a Knight, and I get to a loop that is a relatively small one with one pallet. This loop could lead into a window (the one where a killer basically has to break a wall to make it combatable), but The Knight has positioned themselves where I can't run to it without being downed by a basic attack. Cool, I'll just drop the pallet, maybe stun them, and give myself some time! Right? Nope.
What comes next is The Knight just standing still, waiting for their power to come back, dropping a guard, and completely leaving me with nothing to do. Great.
The idea of a killer who can stand still for a sec, and then immediately cut off every escape for survivors is (and my word choice is specific) ridiculous. I'm not sure why the Devs opted to make a killer that mimics the anti-looping mechanic of the Artist (as it cuts off escape paths with a simple action), and the "killer-can-basically-be-in-two-places-at-once" style of the Twins. After Wesker, the Knight is a severe downgrade.
Not sure why the Devs buffed him so randomly...
The reason why I chose the word "ridiculous" is because I do find it funny how the Devs chose to mimic 2 killers who essentially got forgotten or became underused very quickly after release and to combine them into a killer who essentially is the opposite of their last, who was received with overwhelming praise (in comparison to other killers).
To avoid making a simple rant post, I wanna pose some ideas for the knight. I'm not saying these should all be used, at least not at the same time, but maybe, MAYBE these will help.
- 1.) The Knight cannot place guards around hooks in 10 meter radius (the Patrol path will not enter a 10 meter radius around a hook). My reasoning for this nerf is that while guards can be disabled if a survivor unhooks, I find that they can be placed so close to a point where a hit is sometimes inevitable.
- 2.) Guards can only be used to break gens or pallets. I'm not super optimistic about this one, but maybe it'll totally change the knight from being an Anti-loop killer to one that is more chase-oriented. Tension could be made as a survivor would have to quickly flee an area if the Knight renders a pallet unusable. Chases would only be sped up, and not capped off (unless more regular means of ending chase are present like zoning, entering/creating a dead zone, etc.)
- 3.) Survivors can always see where the Knight's path orb is. Idk why the Devs changed this, as now the Knight can almost always sneak up on a Survivor doing a gen in the form of a Guard. Maybe this was meant to be a kind of jumpscare/surprise mechanic. If it was, I don't think it's worth it. In concept it's cool, but unlike a killer whose jumpscares actually work well (Sadako), its kinda weird or annoying in execution at best.
- 4.) The Knight has the option to place down guards for an unlimited amount of time around the map, but cannot use them in a chase or create a path with them unless they are either stunned and returned to him, or the 30-second usage timer runs out. Basically, and I know this is ironic, the Guard could be used like Twins, but only for a limited amount of time (so better...maybe...idk...). Essentially, unlike Victor, they could disappear mid-chase, and the player would revert back to the knight's original position. The main Knight would just stand or take a knee while the player controls a guard. Honestly, I feel like if the Devs combined this idea with idea 2, the Knight would be way less anti-loop, and would have to employ more strategy in regards to gaining the looping-oriented side of his power. I we go back to my situation, I could drop a pallet, the Knight could use a guard to break the pallet, I could take the window, and chase could continue, OR if the knight placed a guard somewhere they could take control of the guard, and chase could begin in another fashion. Maybe the Knight could funnel me back to the room where I dropped a pallet and down me there. Does the power still have great zoning potential? I believe so. Does it leave a survivor with some options before all are 100% exhausted? I believe so.
These are just some ideas, they're probably dumb as they were created on the fly. Idk. I hate this killer and their power should've gone to Legion anyways, and the Artist should be able to temporarily fly. I'm insane.
Also, I'm not trying to nerf the Knight, just to get him away from being an anti-loop killer.
On a positive note, I do LOVE this killer's aesthetic. Really cool visual design. The Knight has a lot of potential.
EDIT: Okay here's a question, do people really think the Knight is weak? I've been told that the community generally thinks he's weak, but I see absolutely no reason for this. Is he S teir? Probs not. F Teir? I don't think so. The main complaint I've seen is that he's annoying af, but not weak. Correct me if I'm wrong here. I'm curious.
I comfirm you that knight is like C tier, and I explain you why:
1) AI Dependant: In a game with killers like Pyramid head, spirit, blight, nurse and so on who are built around mind games, you put a killer who depend entirely on AI (Which is also very #########)
2) Time to place guards: After you write the path for the guard, you have to wait like 0.5/1 seconds before moving normally. This is made to help survs, so in this way they can instantly go to the next loop, completely ignoring the guard.
3) 0 map control
4) Guards cannot be switched manually: this is a #########, I have to place a guard to actually use the one I want, wasting lots of time. And the only guard who is actually useful I think is called the assassin (I'm italian, I don't know english names)
5) M1 killer: vulnerable to bodyblock, ok you can ""prevent"" with guards, but trust me: the AI isn't very intelligent.
6) You can't spawn guards when you want: If you're too near to a surv you can't spawn a guard. Funny isn't it?
7) Survs can actually have some ideas of where you're spawning the guards, because they see a green sphere that represente where the killer is writing the path.
Ok, the knight can really be a killer who put you in a situation of loose/loose, but it's rare. C tier max
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@TigerSnake said:
I can live with Eruption getting nerfed, although what I don’t like is that it’s probably gonna be nuked into oblivion and be left completely worthless. But what I’m worried about is the other perks that might get hit too. Call of Brine’s got a big target on its back and could also get nuked to worthlessness, or even more perk’s could get nerfed like Pain Res, Overcharge, or Deadlock, with the former two already being fairly weak. BHVR wants to do these nerfs here and there to shake things up and force more creativity and different load outs, but I think doing things like this is just gonna leave even less room for creativity and make the game very stale or even borderline unplayable. Killer needs strong regression much more than survivor needs strong 2nd chances, so if they nuke Call of Brine and nerf more perks than just those two, we’re gonna be in huge trouble as there’ll literally be no good perks for killer to run.
The real problem is that they will destroy every gen regression perks that make killer still be playable at top mmr to the point that everyone will only play nurse, blight and spirit. At the same time, devs will not change shits like prove thyself that actually break the game. Prove thyself is the most unbalanced thing in the game, I win games at top mmr because of this, also with medium chases. Last night I repaired a gen with another surv and with only prove thyself (no toolboxes, no hyperfocus, no other perks to speed up gens) we managed to repair a gen from like 0 to 100% faster than another surv who had a gen at like 50% when we started repairing (no missed skill checks). Maybe on low mmr this is balanced because survivor really last 2 seconds in chase, and this can prevent ending up games with 5 gens remaining, but at top mmr is really broken. Devs should stop balancing dbdaround noobs and start to balance the game around top players.
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@Nihlus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3254051#Comment_3254051
That's a false assumption. You cannot 'fix genrush' without actively doing something to 'fix tunneling'. People do not exclusively tunnel because they feel they have to to win. This game has the worst community I've ever seen. Toxicity is woven into every layer of the game. Plenty of people will still do whatever they can to ruin someone else's experience period. As long as it's possible to tunnel. You will have tunnelers, as long as it's possible to camp, you will have campers. As long as it's possible to bodyblock a teammate to make sure the killer get them, there will be people that sandbag teammates.
These are not problems you can fix with a single change. You have to rip out the toxic rot in the game's core. But no, BHVR would rather just punish people that get upset by these things than the things themselves. At this point, I classify DbD as Digital Self harm. Only played because you hate yourself and want to be miserable.
Tunneling is born to counter genrush. Stop. Few people tunneled before genrush was actually a problem, and you can see by yourself that at top mmr if you don't tunnel at least 1 guy out is gg ez because of the incredible efficiency of the swf you find. The real problem is that bhvr is scared to touch survs things only because the majority of players are surv main, and they're scared of review bombing and people stop playing. Look at this forum, is 99% of surv main who still cry for eruption. And tunneling/camping/genrush aren't toxicity, are playing efficiently. Toxicity is for example the bully squad, the killers who leave all 4 survs down and wait for them to die, those who insult you in chat/private. This is toxicity, not tunneling and genrush.
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@faithfulknight said:
You had months to prepare for the release of 6.5.0 but it broke everything. I had to reinstall the game because it destroyed my entire game and you also bugged the wiggle system. I can't change back to the old wiggle system and it doesn't reward me survival points. What kinda joke is this?
Bro... The old wiggle system is gone, now you have the ping pong skill checks. And what did they brake now? Let everyone know the new bugs!
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@milwaukee354 said:
I swear this game is getting harder and harder to play, if their is another game similar, someone please let me know, because this game is fun, but they keep making add-ons, like the game isn't hard enough, everybody is not God tier at this game, so giving killers extra abilities is frustrating, I just played a blight who used his powers, got a hit on me and within 5sec, got his powers back and downed me, before I could even make it to a pallet, DBD is one of those games that started out fun, but the devs are trying to cater to the community so much, it doesn't even feel like the same game, they come out with a survivor perk, then they come out with a killer perk to counter it and sometimes it even makes some survivor perks that you like to use, null and void
The real problem is that the game must be like 70%/80% reworked. Balance all the add on, rework perks, balance killers in a way that all can be played at top mmr without hard tunneling. You complained about alchemist ring, but bnp is even more broken, because it can be taken up to 4 in a match, same prove thyself, same hyperfocus and so on. The real problem is that this game is really unbalanced, and you have to play in sweaty ways to win.
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@milwaukee354 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325551#Comment_3325551
But you said in your last post, that he had this add-on since he came out, so they're not thinking of changing it no time soon I would guess
Bro they changed ruin after like 4 years, so everything is possible.
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@Zerotoxiks said:
After over 300hrs in this game playing a mix of killer and survivor I’m really on the edge of letting this game go.
now don’t get me wrong, a coordinated swf is very powerful but I mostly play solo queue like many others.
the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.
playing as a killer for the last couple months I’ve never had a game where I didn’t get less than 3 kills. It’s just so easy to win. I enjoy survivor more because it’s much more challenging, albeit too much.
i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.
swf can communicate and killers can still succeed? Why punish solo players?
anyway, just needed to voice my opinion. Would love to hear others thoughts.
thanks.
Lol try play killer at top MMR, and then you can speak. And don't play only nurse, blight and spirit, try playing at top MMR with sadako for example and let us know if it's easy.
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@Dream_Whisper said:
Okay, I see what you are going, but I have to disagree on most of these changes for many good reasons for fairness as well as the flaws of your balance.
GEN REWORKS
Skill check every 9 seconds, multiplied by the number of survs repairing the same gen. If 3 or more survs are repairing the same gen, smaller skill checks;
>>Making Skill Checks happen more frequently, especially when Survivors stack on gens will make gens get done really fast. I preferred to keep them as random as ever, especially when there are situations when you don't get skill checks. Plus, if you make skill checks more difficult when working together; you make survivors split up and go fix multiple gens instead of one; which is bad for killers whom doesn't want survivors to apply pressure by fixing multiple gens at once.
No more gen speed perks for survivors (except hyperfocus).
>>Why keep Hyperfocus, over every other gen speed perk; they are all probmatic and makes gens repairs fix quickly.
>>Conclusion: we need more side objectives for basekit survivors; stuff like searching for Gasoline, wrench, tools/gears, spark plugs, etx. For survivors to go explore and search the entire map for and make gen times insane long until they find the amount of parts they need to fix the gen quicker but not too quickly. That is how I would fix gens speeds, make survivors do more objectives.
ITEM REWORK
Meritocracy: Survs who take red add-on and items are exposed for the entire match. Mori last hook (Like, do you want to use bnp? You have to deserve it);
>>Just Why thou... WHY make red add-ons completely useless, and why does survivors needs punished downside of instant down and mori, that makes running it useless. If BNP and the Syringe are too strong, why not make nerf them or make it have a reasonable downside like.. the Syringe will make you hinder and /or exhausted; or BNP just simply keep 25% of progress on gens permanently, instead of fixing 25% near instantly. It would be useful add-ons without Breakin the game or be completely garbage
No more map offering (both for killers and survs).
>>I Agreed, but I also map balancing should be a priority and instead this offerings get disable for good.
>>Conclusion: you forgot that Some killer addons need reworks and reevaluation; as well as, medkits are also busted with the charge and speed addons too.
SLOWDOWN PERKS
Killers can take only one slowdown perk;
>>Not a good idea as there is the fact that Survivor stack as many 2nd chances/gen rushing perks together. Some to most average killers just simply cannot play properly without stacking gens perks, yet it very oppressive to the strongest killers. I would focus on nerfing them slightly, as well as nerfing the strongest killers too.
Ruin: no longer destroys itself when someone dies. 200% slowdown;
>>Even though Ruin is over nerf, i am also not fan of reverting it back either. I would revert the 200% back but leave the destroy itself upon a Survivor death.
Pop: Last 60 seconds. Instantly removes 25% from gen total;
>>Another perk that needs reverted, even though I miss the instantly 25% from any gen, regardless of how much progress is maded. The 45 seconds is also fine, but I wouldn't mind if brought back the instant regression if it means slicing the gen by 20% instead of 25%.
Pain resonance: if the gen is in the terror radius, the killer see the aura of the exploded gen.
>>Unnecessary, as gens are already highlighted in aura and if you look very closely you can see distinctive sparks and spark explosion from your perk. You don't need aura reading, as you can look carefully or run the perk Survilance.
>>Conclusion: Even though I understand that slowdown is problematic when it comes to stacking and make it gen time take longer; it will not help change the fact that killer essential need them in order to stand a chance to win. Many killers are not fast, lethality, or even good enough to apply map pressure; so they need stacking Regression perks to delay the inevitable Survivors whom efficiency work on their one and only objective.
PERKS
Killers can bring along an additional hex in addition to 4 perks. This doesn't mean that killers can't take more than one hex with themselves.
>>Are you trying to apply a basekit 5th perk slot, dedicated to just one Hex perk. NOPE, LETS NOT as this eliminate the synergies with other hex perks. Some hex perks are more effective to pair with other hex perks, like Retribution, Haunted Grounds, Undying, etc. Those perks also need massive buffs or reworks to compensate as a one time active hex perk. Most hexs are not that oppressive enough by themselves, and are usually ignored by Survivors, and even then, they would be easily cleansed or Blessed by a powerful boon perk like CoH.
Rework Undying: If you carry with you an Hex totem, when it's broken, you can choose a free totem to reactivate the totem. It takes 1/2/3 seconds to reactivate. You see the aura of survivors near 8 meters of a totem. You can replace boon totems with your hex to reactivate them (can be done indefinitely)
>>That sounds like a nice rework, I would be okay with that.
>>Conclusion: Hexs are not the problem, even when stack with other Hexes. Survivors if coordinate can communicate and find totems effectively, especially with maps and perks. And time when it is safe to cleansed or determine whatever or not hex are worth cleansed. Good experience players who play a guessing or observation game on which side's perk builds and determine the best way to play and counter theirs.
SCOURGE HOOK REWORK
If the killer bring 2 perks with scourge hooks, scourge hooks add up. For example, with pain resonance and gift of pain, I have 8 scourge hooks instead of 4.
>>That's sounds broken to me; I am fine with Monster Shrine grants additional hooks in basement; but I cannot lie that i have alot of scourge hooks in the map when stacking Scourge hooks would be quite deadly and make the perks even far stronger then the randomized of 4 hooks in any part of the map.
BASE KIT MECHANICS
BBQ bk: Everytime a surv is hooked, the killer see where are other survs with the killer instinct. With BBQ: Killer see the aura instead of killer instinct;
>>Not a bad change, incentives less camping if necessary. As usually it is a challenge for new killers to find survivors without perks.
Reassurance: It activates only if the killer is 15 meters near the hook. Same effect as reassurance. If a killer is defending the hook or chasing near the hook, it doesn't activate. Rework reassurance: if you're saving an hooked survivor while you're injured, you obtain endurance as long as you're saving the surv. This effect persists for 2.5/5/10 seconds after you rescue the survivor;
>>That sounds broken to me, especially in Endgame when the killer has nothing to do nor gens to defend. Exit gates are usually a lost cause if it on the other side of the map. It's a good thing that you mentioned camping as not camping with other Survivors are being chase next to hooked survivor. Also, the Reworked Reassurance sounds busted on any Survivor going for free hooks as both would be under the effective of endurance and will result in more face camping and waiting for free hook grabs. There need to be punishment for going for unhook in front of the Killer's face, and this perk rework sounds like a "no skill, get out of jail free card", to me!
Ruin bk: Generators lose progress over time if left "unattended";
>>Then what would be the point of kicking gens then if that was the case; not only you make certain kicking gens or regression gen kick perks like Call of Brine, Pop Goes the weasel, and overcharge useless. It funny how you mentioned, reworking Pop goes the weasel and implemented this change also which kills this perk.
Pyramid Head cage basekit: I know, this name suck, but I don't have any idea of how to call it. However, the entity, in case the Killer stays for more than 10 seconds in the area of the hook, will move the hooked survivor in the hook farthest from the current one. Does not activate if the Killer is defending the hook/chasing in the hook zone.
>>Cage of Torment, and the hidden mechanic of it respawning to a new location if the killer gets too close for a short duration. Also, what would also be the point of your basekit Reassurance change also, if this was the case. Again, WHY would you implement another change and it also counter the other solution you mentioned about protecting the hooked survivor from killer close by. I get that no survivors like to be camp, but making hook respawn on the other side of the map would be bad for the Killer's pressure, such as Endgame and the exits gates are 99% on the opposite side of the map and the hooked survivor just so happens to respawn right next to their teammates next to the exits, while you are far away. I say, stay Pyramid Head main and let's just keep the cage mechanic exclusive to him, and not make regular hook teleport survivors randomly in the map.
Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed.
>>The Last Stand mechanics that was tested in the PTB was a horrible implement, especially with the Basekit Unbreakable and the "buffs" to every Unbreakable perks which makes playing Killer horrible and for soloQ survivors whom decides to group up agaisnt a strong killer like nurse as easy Throwing the game.
Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
>>That would make super strong killers with grand mobility and lethality super strong, and if you got a veteran killer wirh best maps, addons, and perks whom is able down everyone in less then a min; Game over for Survivors whom cannot do anything about it. Plus, it makes killers prone to slug more often and possible make them DC. Just not fun to play as and it would be too easy for some killers and very difficult to even impossible for other killers.
Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.
>> Buffing AFK Crows to be more Lethal, and revealing aura. What if there are new players whom have no idea on what to do or playing immersive and stealthily behind rocks until the terror radius goes away. If they hide in lockers, the aura reading is pointless.
>>Conclusion: I do respect that you want make the game better for both sides, but some of your ideas also counter or make your previous idea invalid or useless. Please reconsider all the positives as well as negatives effects that you idea of balance have on the rest of the game; you will be surprised on the amount of flaws such idea will have negative impact on the health of the game. Killers need to camp, tunnel, slug, and use regression perks; as the win conditions is to kill as fast and efficient as possible; as well as delay the Survivor's objectives to escape. Same for survivors, getting their objective done as quick as possible or gen rush, ensure that the killer is not able to get a easy down and hook, used the best perk/item builds to ensure that the killer cannot applying any or less map pressure as well as putting as much distance between them and the killer to ensure survivability and everyone gets out! That is why the meta is constantly changing and coming back to form again; the game needs to constantly change the meta but also significantly buff the weaker sides of both sides to compensate for stale gameplay.
GEN REWORKS
In my head, more skill checks can be also punitive. If a killer interrupt you while you're doing a skill check, the gen explode. But, as I said, it's only an idea and, in my opinion, it's sad to repair gens sometimes without seeing a skill check. And why hyperfocus? Because it's the only one skill based, not like prove thyself that doesn't give anything skill based.
And your conclusion is top bro, really, I thought about something like that, but I thought it was too much. I'm glad that someone else think that survs need load of side objectives.
ITEM REWORKS
Meritocracy: Ok, I exaggerated, but at least for the first down, a surv must be exposed because if you bring a red add on you must deserve it, not only because you find it in the bloodweb. Why this? Because lots of killer's red add on are like "you gain this, but you loose this". Ok, not every red add on are like this, but the majority yes. You're rework on bnp it's interesting, I never thought of something like it.
Map balancing is a priority, ok, but there will always be a prefered map for survivors (and for some killers, like silent hill for Nurse). So I prefer total removal of map offerings, so it will be only rng based. This idea came out after 10 matches in a row in eyrie of crows because all survs I met used that offering. Should have been 11 but I quit while loading because i refused to play 11 games in a row on that crap map. Regardin your conclusion, I have already lots of ideas about how rework every add on and perk of the game, to make loads of synergies.
PERKS
The idea of one slowdown came out because I tested it in private matches with my friend (we played like normal matchtes, we didn't take it easy etc etc). With only one slowdown and without genrush perks, the game is balanced even with D tier killers. Obviously, I will balance every killer around this idea, but this is for another post.
Ruin: ok, but if it deactivates when someone dies, Ruin can't be an hex.
Pain resonance: I see that you don't know the recent updates, because pain resonance doesn't show you anymore the gen that exploded.
The problem with hexes is that they can explode in like 10 seconds after the beginning of the match, and if it happens is GG you play with 3 perks.
SCOURGE HOOKS
Ok, maybe adding up is too much, but at least I want 1 more for each scourge hook a bring would be fine. 4 Scourge are too few.
BASE KIT MECHANICS
Reassurance: it's only an idea mine, obviously it must have some "clauses". The rework of the perk ok, can be really strong, but actually can be interesting at the same time, because you have to loose time to heal from deep wound, so it could be both a strong rework but, at the same time, you loose an health state to save someone and you have to recover to not going to dying state.
Ruin bk: It would work only after too much time the gen isn't touched by survivors and my idea is to make this to help killer with low map control and, as another guy said, it could be different for every killer. For example trapper would have a bigger ruin bk than nurse, for example.
Pyramid head cage: it's only an idea, obviously it must have some "clauses". These ideas would not be implemented at the same time let's say, my idea was either the reassurance base kit or the cage. I don't know, but in my opinion these changes should be tryed to see if are actually healty for the balance of the game.
Last hope: it activates only when 2 survivors are alive, 2/4 not everyone alive. If someone is in dying state, he could pick himself up in like 10 seconds, example. The next time, to pick himself up he will take like 20 seconds, next 30 and so on. It's boring waiting to die, and with this at least there are more points and maybe 2 survs can change the match (it won't be the first time I see games overturned by two survivors).
Massacre: You know what isn't fun? Loose a game because you find a 4 swf with 4 unbreakable, you manage to down all simultaneously 4 times, but they manage to save everyone only because they have unbreakable. Ok, maybe not instantly dies, but I would love to see a punishment because all the 4 survs are downed simultaneously, maybe when one of the is hooked everyone gain an hook and they can pick themselves up, something like this, somethings to punish bad plays and that can't be countered by one of the 274882747 second chance survs have.
Punishment: With "Constantly revealed to the killer" I inteded also in lockers. Obviously if someone is hiding in the terror radius doesn't count, it was too obvious that I didn't think it was necessary to specify it.
Everyone complain about tunneling/camping and genrush, but you say that killer must tunnel and survs must genrush. I agree, but then why do people complain if these things are good? I know, killers must kill fast and survs must repair fast, but what if this isn't needed? Some years ago genrush was rare and tunneling same, now is a must in particular tunneling because survs objective is way faster than killer's objective. But both tunneling and genrush are boring, so i would like to find a way to make dbd more chase oriented instead a repair gen simulator, also because it's ridiculous the time a gen take to be repaired.
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@GolbezGarlandGabrant said:
How would a survivor using a syringe be more punishing than a Spirit with Mother Daughter Ring or Wesker with his Uroboros Vial.
In fact, it was only an idea, however, it does not represent all cases. Obviously the syringe would not be considered because it is well balanced. My main post was a set of ideas summarized not to create an eternal stuff, I have a file word where I have analyzed every possible case, same as I will rework every perk in the game. You can tell, I really don't have ######### to do.
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@Archael said:
Hex: I don't use hex lol, when there was the boom of ruin/undying I was the one who hated it, because it's pure RNG. There are matches where survs literally spawn in front of a totem, and instantly destroy it. GG, wasted slot for a perk instantly destroyed. So, or we fix this thing that survs can't instantly break a totem 10 seconds after entering a match, or an hex slot is the more balanced solution (and it's not that op as you might think).
Best thing would be to make hexes lit the totem only when effect is in use. To brake hex, surv have to destroy lit totem (destroying dull totem will not brake hex, hex still can light up on different totem), totem will not fade out if survivor is currently clensing it (but will fade out if surv will stop clense, and effect will not be in use)
That's a good idea too, but in my opinion hex must reborn to face boon, because hex must be wasted slots because they can be broken instantly, but boon can be used over and over during the match and, in my opinion, it isn't fair. So, if hex can't be light again, at least an hex slot will be good.
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/361041/how-i-will-personally-balance-the-game
Last hope: in case two survivors remain, if one of the two is knocked down, he will be able to get up on his own until the last one is alive. As soon as the other dies, all survivors will die sacrificed. Each time a Survivor gets up on their own, it will take longer and longer than the last time. When all survivors are downed simultaneously, they die instantly sacrificed. Massacre: in case all survivors are knocked down at the same time, all will die at the same time sacrificed.
If so... i would vote for: if all remaining survivors are downed, they got abiliy to stand up on their own (this will prevent slugging and ecourage killer to sacrifice, which is their objective.
Punishment: If a Survivor hasn't interacted with totems, generators, or survivors for at least 5 seconds in a row for more than 30 seconds, they will become vulnerable and their aura will be constantly revealed to the Killer. It doesn't activate if the surv is healing and the killer see him and start going in his direction.
Yeah, unless surv is hiding within killer terror radius. Surv should not be punished for killer doing nothing. If killer is looking for survivor and thus surv is escaping from killer terror radius and yet do nothing, then yes, should be shown, but this is why afk crows exists, right?
Also, ruin regress speed, and other slowdown perks should be tied to specific killers, based on their movement speed and traverse power. Trapper should have best bonuses through regression since he cannot be in few places at the time, while nurse, blight, hillbilly who can traverse map with easy, should have little regression since they can apply those regression faster and more often.
You're right, in my head worked like that (if 4/4 survs are downed they can pick themselves up) but this must be only once per match, because if you meet a swf who wants to save at all cost and you down them all not one but maybe 2 times, they don't deserve a third chance. Or, I thought about it now, maybe if all survivors are downed at the same time, they gain a cicle on the hook (if someone was never hooked, he will be on second hook when hooked, if someone is already second hook, he can be moried) but maybe this is too much. Yes, needs a lot of effort (or stupidity of survs) to down all survs at the same time, but I don't know if this incentives too much slugging.
For ruin bk, I just jotted down the idea, like many things (for example the red things with exposed, it's obvious that the red syring doesn't count because it's balanced, but I explained myself briefly without specifying each case so as not to write an essay), and in my opinion the "ruin bk different for each killer" sounds good, also because as you said killer like Nurse and Blight have a big map control. Maybe for trapper it could be 50% of regression, and for Nurse 10% (is an example).
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318082#Comment_3318082
Gen Rework (Skill Checks):
- Is the increase in skillchecks also present while there are fewer generators in play, and the Killer has an easier patrol route?
- Does the increase in skillchecks negatively impact the skillfloor for Survivor players?
- Would this be a potential method for BP farming by purposely having multiple Survivors on a Gen?
- Does this further reinforce the idea of split up on Gens?
Slowdown Perks:
- We're unaware if your matchups between yourself and your friends are a good point of reference. Even then, if More slowdown is brought, that is less Lethality or Information Perks brought which reduce the overall time-to-down potential of a given Match. Slowdown is one of the more noticeable categories when it works.
Hex Slot:
This sounds like your issue is with how Hexes Spawn.
Scourge Hooks:
So long as all Scourge Hook Effects apply on every Scourge Hook, I'd focus on having a sacrificial slot for a Perk that boosts Scourge Hooks in the Trial, rather than making each Scourge Hook add more in.
BK BBQ:
It's interesting for sure, Killer Instinct bypasses all forms of Aura Block, but the one thing it doesn't give is the Aura Outline which can be used to identify who in particular that effect is coming from.
Reassurance/Echos:
The Basement should be a scary, yet powerful, place to be. Try not to get Hooked there.
Ruin BK:
Just keep in mind that passive regression has a decent impact on Killers who primarily need to be mobile throughout the whole match. This would have to be done as a standalone test.
Last Hope:
You were the one that decided not to pick them up and Hook them, leaving them to do the same thing you're now doing searching for them: a whole lot of nothing.
Punishment:
Generally speaking, the Killer is the punishment, as if they're doing nothing, the Killer will overpower them eventually (so long as they can find them). That being said, the Crows systems could probably be tweaked. Hell, the Crows system could be used to address your issue with slugs.
Skill check:
Yes, also when the killer has an easy patrol route. 90% of the map (I think 90%, don't know if I'm wrong) can be splitted. With that in mind, I don't repair gens all on the same side. It's my fault if I split the map, not killers fault. And it means nothing splitting a map because gen can be done also when you split a map, like 70% of the times I split a map I escape, so you know it's not a big problem.
Slowdown:
I'm at top mmr with both killer and surv, one of my friend is at top mmr killer and is a pretty good surv, the others are good surv and killers. And, as I said, we played like normal matches, without taking it easy. So, considering this, we managed to make balanced matches, playing efficiently without genrush, tunneling, camping and slugging.
Hex:
I don't use hex lol, when there was the boom of ruin/undying I was the one who hated it, because it's pure RNG. There are matches where survs literally spawn in front of a totem, and instantly destroy it. GG, wasted slot for a perk instantly destroyed. So, or we fix this thing that survs can't instantly break a totem 10 seconds after entering a match, or an hex slot is the more balanced solution (and it's not that op as you might think).
Scourge hook:
Ok, a perk that increase scoorge hook could be really good, but it must have more effects than this, not only "You have 1/2/3 more scourge" for example.
BBQ:
In my opinion, a base kit BBQ will be good, but I don't know if it's better with aura reading or killer instinct. I thought killer instinct, but also aura reading can be good and replace BBQ effect with killer instinct.
Echos:
The basement is already the best place to hook, for multiple reasons. If we put the facts that can be both risky and rewarding at the same time sounds really fun. "I can save my friend on the hook teleporting him in the basement", this will be good, but what if you're friend is already in the basement?
Last hope:
In fact I would love if the one downed can pick himself up, at the same time the other guy if he is doing nothing he can be found by the killer real quickly. And remember, I imagine this with the surv that takes longer and longer to pick himself up.
Punishment:
You're right, but I wanted to punish every surv that do nothing in the match, like you're kicked out of the match, so he doesn't have the chance of escaping from the hatch or maybe opening an exit game. Punishment in my head works only to prevent escape for survs that do nothing all the match.
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@AssortedSorting said:
Gen Rework:
- Skill Checks: Why make skillchecks harder the more players are on a Generator? This shouldn't impact good players, even if so, it would have a greater impact on lower skilled players.
- Why nerf a Perk like Resilience, which is dependent on the Survivor choosing to stay Injured, and keep a Perk that has no downside?
Item Rework:
- Why make Iri Addons Expose the Survivor? Seems kind of counter-intuitive for something such as the syringe, since you'd never be able to use it in the first place, since you'll be exposed, and put into the dying state. I don't think this is a good idea.
- "Mori last Hook", can you elaborate what you mean by this? This is how Mori Offerings Work.
Slowdown Perks:
- Instead of limiting to one per, which undermines player agency, and looks bad from a design standpoint, figure out how to leverage different mechanics to prevent certain perks from overlapping: EG: Can't Kick Generators that are Blocked by the Entity. Generators that are Blocked by the Entity do not regress. Some Perks, like Pop, have only a limited duration with which to be used, or Ruin, which can be cleansed by Survivors.
Hex Perks
- Adding a dedicated Hex Perk slot is powercreep plain and simple. If your concern is the lack of basic Killer Interaction with Dull Totems, try approaching it in another way than just "Basekit Hex"
Scourge Hooks:
- This change significantly undermines taking a single Scourge Hook Perk, and effectively boosts the Power of the Scourge Hook Perk when used with another, and all Scourge Hook Perks would then need to be rebalanced under the assumption that they could basically be applied to every Hook in the Trial with no sacrifice made to the Killers build.
Base Kit Mechanics:
BBQ: Killer Instinct is more powerful than Aura read as it bypasses all forms of Survivor Aura Read suppression. I do think that there should be some kind of mechanic for the Killer to move to another "Hot Zone", but I don't think base-kit it should be seeing Survivor Auras. Maybe something like showing the Generator that has the most progress on it currently. Which would also help with applying pressure.
Reassurance: Anything base-kit like pausing the Hook timer needs to be done by the other Survivors. No checking to see if the Killer is close or not. Just make Survivors able to pause the Sacrifice Timer by interacting with the Shrine of Sacrifice in the Basement, So the Killer has to either leave the Hook to interrupt that Survivor, or just wait around at a Hook where the Survivor isn't being sacrificed. This also means that this is something a Survivor has to commit to do, which takes them out of the gen cycle, and will be unlikely to be used to the benefit of the Survivors simply from happenstance of abusing chase around a Hook.
Ruin Basekit: No. If you want the Gen to regress by itself, the Killer needs to interact with it in some manner, otherwise you actually reinforce the idea of just sitting on a gen over all else as you get penalized at base if you get off it.
(Pyramid Head Thing) Echoes of Sacrifice: Once again, only make this kind of relocation/anti-camp thing something that survivors must choose to do if a Killer starts to camp, NOT automatic. Maybe interacting with the Shrine of Sacrifice Hooks in the Basement allows Survivors to channel a ritual that will bring all Hooked Survivors into The Basement, or to other Hooks.
Last Hope: Instant Sacrifice gives the feeling of a lack of autonomy, and a more on-rails experience. I do think that something needs to be done against slugging to death, but I think that it should be a mechanic that is active at all times, and not under specific criteria.
Massacre: A bit of an uninteresting end to a Trial. Auto-completed action. Not saying that the issue of "cleanup" gameplay may not be that enticing, but I don't think the game auto-resolving is the best choice.
Punishment: I feel that this is far too extreme a penalty for something automatically done by the system, for such a short amount of time.
So, I answer every piece of you're comment as you did.
Gen rework:
Skill check I said in a previous post that I haven't thought about the fact that smaller skill checks, more great skill checks. So maybe it will be better if only the area of the great skill check is hidden.
For resilience, ok, you're right, but I didn't say "Remove only the gen boost", I thought it was obvious that perks like resilience, prove thyself and so on must be reworked in another way but keeping their souls (resilience: you have some boosts while you're injured. Prove thyself: incentives teamowork).
Slowdown perks: as I said in a previous post, if you manage to fix genrush, 4 slowdown will break the game. In a test I did with my friends in private matches, only one slowdown worked without seeing prove thyself, bnp and so on. You know, I thought about it because I saw that it could work
Hex slot: so, is it fair in your opinion that survivors can spam boon and killer when his totem explode, that could be also a matter of seconds after entering a match, he has to say "Ok gg, I have to play with 3 totem"? In my opinion no, and it's why I would love to see a dedicated hex totem, so if it pop instantly you didn't loose anything, you still have your 4 perks.
Scourge hook: that's what I thought. A full scourge hook build. Because in my head the more scourge you bring with yourself, the more scourge hook you must have in game, not only 4. Maybe I exaggerated by saying "they add up", but at least 1 more for each scourge wouldn't be bad.
BBQ: Seriously? I didn't even know that killer instinct > aura reading, because I don't use anything that use killer instinct because I never liked that. Now that I learned this it's interesting. And for the "Basekit BBQ", it's only an idea to incentives killers to leave the hook zone and they may have some ideas on were to find the next prey. Maybe also seeing the aura of gen as you said will be efficient.
Reassurance: you know, this is my idea to go in combo with the pyramid head thing. Like "Oh are you camping? Ok, I give you like 10 seconds to go away, after that this surv will go away, at the same time he will have the same effect of reassurance". This in my head works, but it must be tested to see if it could be actually a thing.
Ruin bk: in my head, it goes only like at 25% of the regression speed, but because in my opinion gens are faster also because the killer "damage" to them is like 1 seconds for them. I kick a gen? Ok, a surv repair this 2.5% in like 1 seconds. Pain resonance? Maybe are 3/4 seconds, it isn't that much you know. A Basekit ruin will make sense only because with this, a killer can defend a gen keeping surv away from it, and at the same time his work isn't nullified in seconds.
Echoes of sacrifice (thanks for the name, pyramid head things was horrible): you have a point, but what if the killer is camping the basement? Ok, the fact that survs have the chance to choose if teleport is ok, but in my head it will work better automatically like ph cages.
Last hope: I hate when survivors crawl away to corners of the map just to not give me the hook. With this, in my opinion, the game ends automatically when the last survivors are in dying state, and I don't have to wait untill the other die in a corner because he doesn't want to give me the hook.
Punishment: bro, if you do nothing during a match, you deserve to die (in game obviously). So I thought that if a surv literally doesn't do anything for a tot amount of time, he must be like thrown away from the game. Obviously, this must have more "clauses". For example if someone is hiding near to the killer, he doesn't activate the punishment, but if he is in a corner running to not attract crows, bro you choose death.
Sorry if I wrote something bad, I apologize for my English. As I said in the "main post" I'm Italian.
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@WesCravenFan said:
I think it is funny that people want the hook to move if a killer is near it. You do realize as a killer I can weaponize this right?
Hmm. No, I don't like you being hooked here. Oh look, her comes Jane! Let me just stand right here aaaaand...
POOF!
Get rekt, Jane! Your Princess is in another castle! Better hurry up, Red Forest is a big map and it looks like Dave here is about to Stage 2....
I'm a main pyramid head, and you know I never weaponized the fact that the cage teleport. However, it will work ONLY if the killer is camping the area, not if there is someone who is saving or something like this. As I said, it activates only if the killer is in the area without a reason, not because he's defending the hook or chasing near it.
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@GensByDaylight said:
Your changes are interesting, but many of them have large flaws.
Making having an iri addon or item give permanent expose would just make them useless, if you want to kill BNP you could just say to remove it. Maybe massively reducing its progression, or as some have suggested, making it so the gen cannot regress beyond a certain point could work.
The "massacre" would just make already meta killers (nurse/blight) extremely overpowered. Slugging would become a meta tactic, and hooking 0 survivors all trial would be extremely viable. This would also make scourge hooks useless, as everyone would run builds like knock out, deerstalker, nurses, chase perk. It would also make unbreakable have a massive pick rate. Maybe something like if all 4 are downed, they all gain 1 hook state, and are instantly healed to the injured state could work.
The "punishment" mechanic would not stop 2 survivors from hiding in corners, they would just touch totems or something. It would punish survivors who are playing normally more often than not.
With the massively increased amount of skillchecks, gens would go even faster, as putting multiple on a gen would allow them to get loads of great skillchecks. They would also be able to bring chase builds as well as having fast gens.
Just my ideas on how this would effect the game, tell me if I misread or misinterpreted anything.
Ok for the iri add on maybe was too much, but at least you have to deserve to use like a bnp. But that's my opinion. If I use bnp it's only because I feel like "Ok, I'm a good player so I deserve to use it" but the real problem is that possibly break the game. Maybe the permanently expose status is too much, I agree with you, but at least for the first dying state (I mean, if you bring bnp and I manage to make you going to dying state, you will not be exposed anymore because you brought a bnp). I would like to see more meritocracy to the game, not only "Oh I found bnp in my bloodweb, gg ez".
I don't think slugging will become meta if "massacre" will be actually a thing in the game. Only because it will be done only by few people. Also this was done because, as I heard I don't know if it's true, but there are already people who takes hostage by sending every surv in dying state and waiting for them to die. I thought about this only because I heard about this problem, and because I got tired of matches with 4 unbreakable, because 1 or 2 ok, >3 broke the game. In a match some months ago I faced a full swf with 4 unbreakable. Sent everyone to dying state simultaneously 4 times, and managed to pick themselves up everytime because someone healed everyone with unbreakable. So I was like "Ok, I sent everyone to dying state. Finish". Maybe this need some adjustment, but it's not a bad idea in my opinion.
The punishment probably was poorly explained, but I didn't want to make that post too long. However, I just thought about it because I hate survivors that just stay in a corner, run a bit to not take crows, and so on untile the hatch spawn. I would love something like this, only because you can't play like a rat anymore. In my head, it doesn't activate obviously if the surv is hiding in killer terror radius, it activates only if the surv is doing anything, at least break a totem, heal someone, touch a gen.
With the skill check increase you're right, I didn't think about it. Maybe it will be ok if the area of the skill check is only for the good skill check, because with 3 or more surv the gen is fast enough.
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@Ginnypig said:
Do you change lobby? I do.
Nah, 2 or more toolboxes aren't a problem only because I'm a good killer. The real problem is if they use them to mask subtle cheats, because this game is really full of them at top mmr😅
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@BabyCameron10 said:
I understand why it was no longer usable in the endgame as it guaranteed an escape but cutting it down to 3 seconds? Come on now
Which is basically a pallet stun (2 seconds) without the benefits of a pallet.
Was it because it was overused? Overpowered?Did you guys even bother figuring out why it was used a lot?
I truly want to know why this perk was overly nerfed as much as it was and besides, Laurie Strode deserves to have at least one good perk.
Because it was a shield where that surv was untouchable for 60 seconds. Now it isn't a shield anymore, in fact I rarely see it. Same otr, because they aren't shields but anti-tunneling perks. In my opinion, ds now is balanced, before was really broken
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@Raccoon said:
It doesn't really impact my own Survivor games, but anecdotal experience aside, I think knocking the Incapacitated tiers down to 8/10/12s would be fair.
What do YOU think?
>:3
It doesn't need a nerf at all. Never got problems with eruption, and for everyone who complain about it: get ######### good. It's a skill issue. It's like pain resonance: oh I know the killer has pain resonance, I don't want my gen to be blocked with dms, so I stop doing the gen, wait for the hook, let the gen pop and continue with it. Eruption is a little different, because in solo q can possibly be lethal but because the communications is absent. I play only with my swf, and we say "I die" like 2 seconds before the killer can hit us and bring us to dying state. So we prevent eruption.
Get good instead of crying for nerfs where aren't needed. And for soloq, I'm sorry, but this game can't be balanced around you all, and you can't cry for a nerf where isn't needed.
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@oxygen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309206#Comment_3309206
Pretty sure it's from an interview a content creator did with a cheater or cheat developer (can't remember). And not too sure if it's something that's considered alright to directly link to on here considering the topic.
Personally I don't exactly think that makes the figure very believable to put it that way.
Because lets be real, a 10% cheater rate would lead to FAR more complaints and reports about running into them than we already have. Especially when the nature of MMR thanks to the softcap means they wouldn't even be quarantined in some sorta cheater-only shadowban bracket above humanly accessible MMR.
You have to consider that there are 3 types of cheaters:
1) People who only cheats the in game money, like bloodpoints and cells (that in my opinion is like 0.1% of the 10%)
2) Subtle cheaters, who only speed up things like they augment their movement speed, their repair speed, healing speed and so on. This I think is the 9.8% of the 10%)
3) 100% cheaters who takes you in hostage for example, where you have to quit the game or wait like 2 hours (or 1? I don't remember) for the match to close automatically. This in my opinion is always like 0.1% of the players, because this are very rare.
In my opinion the majority of cheaters are subtle cheaters, because they are very difficult to notice and only veterans and who play too much dbd can notice them without a doubt.
And one last thing, you have to consider that cheaters obviously are at top mmr, so you consider a very small portion of the players, so that 10% isn't absurd.
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@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309175#Comment_3309175
What?
10% of the DBD player population are using a cheating software...
This means that every 2-3 killer matches there will probably be a survivor who is cheating.
And because of the high win rate of cheaters they are at top mmr, so you know you are more likely to encounter them if you have a very high mmr.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309236#Comment_3309236
Definitely. Also, I wouldn't consider a cheater or cheat developer as a very honest and reliable source.
Why that? He didn't say name and surname of people who cheats. He only said the percentage, and he has anything to gain or loose by telling actual data. Why, in your opinion, is it not believable?
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309173#Comment_3309173
It's somewhere between clutching a really good SWF and when you some how get a baby meg,that makes every mistake in the book and you give them hatch or door whatever's convenient
It's not an easy answer as far as beating high mmr player's because they use every perk and items to extend chase's and speed up gens.If I get beat by them it's not a win for the swf because,I know how the game is designed and nothing can stop a gen rush ,as long as I get hooks and used my power to get good shots then,i kinda won because i had some fun
The problem is that they hadn't anything for speed up gens. No prove, bnp etc. 2 gens, with deadlock so we can consider 3 gens (I forgot to mention that I use deadlock, but it's obvious for me that a killer use deadlock because it's really a must have, in my opinion), in less than 20 seconds. This isn't playing good, and if this is playing efficiently the situation is worst than I thought, but fortunately I know that it's not only playing efficiently because I play lots of survivor and I use gen speed things. Not even in 4 on the same gen with prove and hyperfocus can devour gens so fast, imagine 3 alone who manage to do 3 gens and luckily one is stopped by deadlock. I know that at top mmr isn't easy, but I play considering that I meet onest players, not cheaters who speed up gens, healing or teleport (returning to the speech that yesterday I caught people disappearing going behind a rock. I still have to understand if there actually is a portal to Narnia behind the rocks and I was not aware of it).
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@Mockingjay_S451 said:
I’m sorry, but nobody faces this many cheaters. It just isn’t feasible. And nobody can see their MMR, not sure how you know you are at the top.
I usually win like 90% of my matches, and I play every night like too many matches. It's rare for me to even draw, I usually do 3/4 only because the hatch. It's because I used to win every match that I played that I know I'm at top mmr.
It isn't feasible? Bro, seriously? I never complained about cheaters. Never, because I thought that it wasn't even this common. But after 3/4 nights playing dbd and seeing gens popping in less than 20 seconds without prove, bnp etc. I think that it's not skill issue, or at least not mine. Like for example, I started using call of brine (I think that it's call of brine in English, I'm Italian and I don't remember if "Richiamo salmastro" is call of brine) and I managed to make gens go to 0%. Now explain me how is possible, without prove thyself, hyperfocus and toolboxes, bring in like 5 seconds a gen from 0% to ~90%. Explain me, because it happened in like 90% of my matches in this days. I'm not saying I met only cheaters, and if I said that it's my error, but every match without cheaters I'm not saying was easy win, but we are close.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308986#Comment_3308986
I mean nothing will change, survivor's get things nerfed that could be viable in higher MMR, it's no reason for you to play boring games where you destroy casuals and solo q, hince why they want a buff.
In fact I like challenges, if I destroy everyone in like 5 minutes where is the fun? This game has so many problems, but at top MMR I deduced that playing sweaty and efficiently means win like 90% of the game. But if I play sweaty at low MMR, where is the fun? Where is the actual satisfication in win a game?