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jesterkind

jesterkind

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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749483#Comment_2749483

    Yeah, I just did a match in the cornfields and now I'm thinking how cool he'd be if images of evil scarecrows appeared in that map when survivors were hallucinating.

    Oh man, that'd be really cool. I'm imagining some kind of combination of Doctor and Clown, with the hallucinations and the distorted screen type thing- it'd be conceptually very interesting if nothing else.

  • Definitely Scarecrow. Others have some potential, but he's the easiest fit.

  • To be fair, Sidney Prescott isn't absent from the Ghostface chapter- that chapter is not a Scream chapter so there's no reason for her to be there.

    My answer is none, and John Constantine, personally.

  • @JimbusCrimbus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749373#Comment_2749373

    I'd peg every aspect of dead hard as a problem. It's a perk designed to only be usable after screwing up and getting hit, and then only be used to recover from a mistake. It's like a reward for two failures. Unhealthy.

    Eh. Getting hit is not a failure, it's something that is going to happen- the game has two separate mechanics to make sure that the most skilled survivor in the world can't literally loop the killer forever.

    It is definitely a second chance perk, but if you couldn't use it for distance it'd be much more balanced since you can absolutely bait it out.

  • @cburton311 said:

    Dead hard is fine, learn to bait it out. Literally, B tier perk.

    You can't bait out a DH for distance, which is what I'd peg as the problem. DH to dodge a hit is a fair and balanced effect, but it has that strong effect AND the ability to just reach a loop you otherwise wouldn't have, which combine to make it far too strong.

  • That's categorically not true. Many people, myself included, have noticed how their games are actually a little bit better after the implementation of MMR. Furthermore, you're right that a lot of people say how unhappy they are with MMR, but a good portion of them seem to be saying "MMR" when what they mean is "the current meta of the game promoting unfun and frustrating tactics".

    The MMR system is slightly better than the rank system, which was truly garbage, and the obvious, clear smart decision from here is to improve it- something they've already mentioned in their most recent dev update, though admittedly I'd prefer a little bit more than what they mentioned. You don't trade out something pretty mediocre for something just as bad if not worse, which is what they'd be doing if they reverted to the old rank system of matchmaking.

  • ...Is that why Ruin was reworked? I was under the impression that Ruin was reworked because it was a nasty design that completely screwed over newer players to an unfair degree.

    Not to say DH doesn't need looking at, but I see a lot of people claiming that Ruin was reworked solely because it was used a lot, and little evidence of it.

    (Also it wasn't nerfed, it was completely reworked.)

  • I agree, it's a really bad map for Trapper. However, I don't think this map (and any future map) should be expected to give arbitrary, very obvious vegetation for Trapper's bear traps- I think Trapper himself should be future-proofed so maps can have more varied visual aesthetics.

    My proposal is to change the Tar Bottle to provide map-dependant camouflage instead of just darkening the traps, so he'll have something to guarantee that map won't completely hard counter him. That way, he can try and make chase traps work (since those don't need to be as hidden) without it, but has a safety net he can bring if he wants to be more fancy and doesn't want to risk the map being a bad one for him.

  • That information isn't particularly useful in a vacuum. I've seen a lot of people who seem to be mad at SBMM because it's a convenient scapegoat more than because they don't actually like it- and I'm not convinced OP isn't one of them, considering how their reasons for disliking SBMM have far more to do with the current meta, which was already in formation before SBMM was introduced.

    Informal polls that inherently lack nuance and context are a pretty useless metric of feedback. It's not enough to know that [x] number of players dislike the MMR system if you have no way of knowing if they even understand how the system works and what it's actually affecting, because that feedback carries a pretty significant risk of being immensely misleading.

    Also, while the MMR system does need some tweaks, it's already better than the last system. I feel like a lot of people have forgotten just how abysmal this game's matchmaking system used to be, this is only a slight improvement but it's an improvement nonetheless.

  • Oh, good song.

    I heard a cover by, of all things, a vtuber the other week. I'm really sold on it, I might prefer it to the original.

  • @Firellius said:

    What... What DOES Dark Sense do, again?

    Completely without looking it up in the spirit of fairness, I think it's the one for showing the killer's aura when a gen is completed?

  • Has us in the first half, not gonna lie...

  • DBD's Ghostface is a license of the mask, not the movie. The movie also licensed that mask.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2744984#Comment_2744984

    Or the movie is coming out and it's an advertising ploy.

    But DBD's Ghostface doesn't actually have anything to do with Scream. You think they're working together now, maybe?

  • Huh, it's been Huntress for you guys? It's been Trapper for me for ages, and it still is right now.

    Regarding the question, though, I think it's because the Ghostface DLC is on sale right now. That being said, there's probably a reason for that sale, so who knows what that is.

  • Why remove boons in their entirety just because one of the three boon perks is OP? Just nerf that one and give a few more common-sense tweaks to boons as a mechanic, surely that's the more reasonable solution?

    This goes triple for Dead Hard, too. Obviously they shouldn't remove it, but the best solution for how to nerf it without making it unusable is to heavily incentivise using it for its intended function of dodging hits while punishing using it for distance; it should only get to do one of those things, and the dodge-a-hit version has counterplay.

    I'd propose a brief window where survivors are incapable of interacting with pallets or vault spots after using it, somewhere in the realm of six seconds. This preserves its utility as a single dodge, but doesn't allow for simply using it to reach a pallet or window to reset a chase.

  • Huh. Guess I'm one of the only people who actually likes it, haha.

  • Would the aura you're shown be more impactful than already seeing the aura of those hooks?

    I do like the first change, though. I'm not sure that it's a very thematic change, but it'd be a mechanically interesting one!

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742995#Comment_2742995

    Fair enough. I play on US servers for most games, myself.

    I should have said 'I never saw people on the community forums talking about this problem', as I instead made a very short-sighted sounding comment as if it does not happen because I did not experience it. And I may be a snarky jerk, but I'm well aware I'm not the center of the universe. 😁

    But even if I had made the proper comment, as you say, it does happen.

    Still; I don't see it as an argument against in-game voice comms, because it's not an argument against voice comms in said other games. It's a PROBLEM, sure. But it's not such a massive problem that it should invalidate the fact that voice comms are, literally, the massive buff SWFs have.

    Basically; it still works in basically every other team-based game, and this one issue does not invalidate that fact. WHy should everyone else have an unbalanced game just because a few will have voice comms troubles?

    If that was the case; voice comms would not be in every game that has voice comms.

    Well, think about it this way: Doesn't that mean just putting voice comms into the game wouldn't fix the problem for a pretty huge portion of the player base?

    Sure, you technically have the same ability to communicate as a SWF, but if you're in a lobby as an English-speaking player and the other players are two guys who speak German and one who speaks Russian, that communication is going to be a little bit hampered, wouldn't you agree?

    Compare that to the status icon change that the devs proposed. You don't need to share a language to have the game communicate what you're doing to your fellow teammates, who can then use that information to make more informed decisions, thus bridging the gap far more effectively.

    I'm pretty sure the devs have said they don't want voice comms for tonal reasons, but that isn't the only reason to oppose them as the solution to this problem- they just wouldn't fix it, at least not on their own.

  • So it exists. That's it. The comment was about how that problem doesn't exist for other games that have voice comms, and I'm saying that it does.

    Draw from that whatever you want, it just felt relevant.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742864#Comment_2742864

    It may be way safer, and less hassle, but it also does not fix the massive gap.

    It shortens it, by like 10 feet, if the gap were 500 feet wide.

    The problem is that SWFS have voice comms, and this gives them so much info that SoloQs just don't have. Even casually playing with a mic is just THAT GOOD. And Killers have to stay balanced for the power SoloQs have, or SoloQ will be unplayable.

    But that means SWFs will be the top of the heap, power-wise. Because Killers are weaker to keep SoloQ playable.

    And I don't get this 'language barrier' argument. I never heard this argument in DoTA, Lol, Overwatch, Planetside 2, CS:GO. Etc. etc.

    But everyone acts like DBD will have this ONE problem that no other teamwork-based game with voice comms has had, and think it invalidates balancing DBD properly.

    I'm sorry; I still think we need to give SoloQs the ONE THING they lack that a SWF has; voice comms. Then balance around that. It's the only way to properly balance the game.

    And yes; SWFs do have another thing SoloQ's lack; your teammates are mates you've known for months, if not years. You work well together because you think together. But 'teamwork skills' is not something that can be transferred, so I'm sticking to the one thing SWFs have that CAN be transferred; voice comms.

    If we don't do this; BHVR will continue to give Killers Stealth Killers and Perks that theoretically work in an information blackout...which SWFs ignore because they give each other information at the speed of sound, literally.

    Then those Killers smash SoloQs, and then those Killers get smashed by 2-4 people on mics. And we're back to talking about the power gap between 'The entire damn game' and SWFs.

    Just chiming in to say that while you've never heard of the language barrier problem before, it exists. It was something that annoyed me a lot while I was playing Overwatch and trying to get good at it- all the videos I'd watch would talk about how important communication is and how you should always be joining team chat, but I played in the EU servers, there was no guarantee everyone spoke English and a pretty large chance that at least one person wouldn't.

  • There are a few reasons not to do it!

    The biggest and most obvious one is: If people could see their MMR, they will probably end up feeling as though they're supposed to be increasing it. There's a number that they can make go up... so they're probably supposed to do that. It's a logical assumption to make, but since that's obviously not the case, the number shouldn't be shown.

    There are also a few others- generally it makes debate about the game even more miserable since people of low rank are discarded out of hand, for example - but the main one is that showing it to people would give the wrong impression as to what it's for.

  • Repairing, healing, in chase, totem bless/cleanse (this could be the same icon for both, I think), opening chests, exit gate opening, and unhooking would be my suggestions.

    Maybe some killer-specific ones, like for searching Jigsaw boxes and disarming bear traps?

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742640#Comment_2742640

    And what happens when that gap is bridged then? the game already favors SWFs in many ways and while the devs say that they'll balance killer accordingly afterward remember how long something like ds took to nerf along with the nerfs to killers like deathslinger, the many for twins,and the most recent patch nerfing the only good add-ons for a few do you really believe that they will actually do the right thing and fix it or just say that its fine and only fix it when the game becomes an undownloaded icon on people's owned game list.

    I understand that a lot of people have doubts about their competency, but there is no way forward that does not involve improving SoloQ. Whether they're competent from that step forward, it is still the only first step that can be made.

  • @Myla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2742640#Comment_2742640

    It is exactly hand holding. You're handed information on what everyone is doing because people have the game sense of a potato. It is the same exact reasoning when they rework Ruin because people couldn't hit skill checks so they made it easier for people to do. God forbid Survivors has something difficult in mind that they can't figure out a workaround Cough Kindred Cough

    There's a lot of built in formation already in the trial. My rule of thumb is as a Random Survivor is splitting generator. If a survivor spawn with me and I know what generator he started pumping I can come back to it at some point in the game and if I exactly know what he's name is(Lobby) and I noticed that he got injured and down then it's not rocket science on what you're supposed to do in that situation. You're also severely underestimating the amount of information the game feeds you when you get downed as well and what people are doing while you're on hooked. It basically says what gen is getting worked on and it's up to you what to do with that information what you should start pressuring to avoid a three gen scenario. You can also make educated guesses based on Killer movements, What direction he started heading off to and how fast he got someone injured so that means a generator is getting worked over in that general direction maps like Dead saloon make this easier. That's just on top of my head.

    You can make a lot of educated guess and put a lot of faith in your randoms. You only need to do one thing and that's keeping them away from the Killer. Loop him away from the area they're working on, See a generator get popped while in chase? Then it's up to you try and redirect the killer in that area since there's no more objectives. Don't let them get injured since it throws a lot of variables into the mix. If the killer won't chase you then just start pumping generators. The killer can't physically chase four individuals in the match. Avoid getting injured at the start of the match and bring circle of healing so everyone is as efficient as possible. As for hooked scenarios, You're in a third person camera perspective. You can immediately spot someone running towards a hook and double back depending on the map and only do an unhook if you the second person got injured then apply the same mindset. Sometimes you can still mess up and do a double save with someone and that's fine at least you're sure the third person is pumping generator that way and you found out that you can leave the unhooking to this random you double saved with. There's a lot of time lee way on the hooked timer before they get to second phase so only move when you really have to and just do generator. On top of my head.

    Yes, as I already said, you can make a lot of educated guesses if you want to. However, educated guesses are nothing compared to actual communication.

    You can currently do all of those things, and there is also currently a giant chasm between SoloQ and SWF that makes balancing extremely difficult. That hasn't changed because you've listed all the tools survivors currently have, so I'm honestly not sure what your point is- unless you're trying to tell me that chasm doesn't exist despite it being officially commented on by BHVR themselves? Is that what you're getting at here?

    SoloQ needs to be brought up to the level of SWF, or at least close to it, so that the game can be balanced. That doesn't mean SoloQ currently has zero tools at their disposal or that it's completely unwinnable without comms, so I'm not sure what your point is.

  • This is not handholding at all. This is exactly what it says it is- an attempt to bridge the gap between SWF and SoloQ in terms of pure exchange of information.

    Additionally, this wouldn't cannibalise the value of perks like Kindred at all. All it does is tell you what a survivor is doing, not where they're doing it. That's not handholding information, that's just giving you the tools to use your game sense and make an informed play if you aren't playing with friends on comms.

    Speaking of, I'm not sure how you'd get this information from game sense? Certainly if you're sprinting around the map you can get a sense of what your teammates are doing, but if you're on a generator and someone gets hooked with none of your teammates around you, no amount of game sense is going to let you psychically know what those teammates are doing. At best it'd be educated guesses based on what they were doing when you last saw them and what the smart thing to do would be- the latter putting a lot of faith in your random teammates.

    The gap between SWF and SoloQ needs to be bridged somehow. That's always going to look like buffing SoloQ, since the alternative would be very stupid, so this seems like a perfectly reasonable change that doesn't step on the toes of established tools and doesn't help out SWF in any way.

  • I quite like these, actually! Slinger doesn't need dramatic changes, just a suite of minor ones, and I really think this is a good list.

    I think the addons would have to be tested, though- especially the movement speed ones, movespeed can get pretty crazy even with single digit percentage increases. Ammo Belt is probably fine as is, though.

  • Don't try and snuff the totem until you've earned yourself a little leeway. Treat it like breaking pallets, kicking generators, or reloading for the killers who have to do that- you do it after getting a down or getting a hook, if it's in range. If it's on the other side of the map, honestly, do your best to just ignore it and watch out for a mistake you can capitalise on.

    Sometimes it's not that hard, sometimes it's really rough. Some maps are particularly bad for boons in general, even the balanced ones.

  • @FIzzbin said:

    Boons are the worst kind of feature.

    • It made an objective that Survivors did anyway into a straight buff
    • It added a new objective for killers who already are time crunched
    • They are wildly better for SWF teams
    • Anyone who hates NOED will happily tell you survivors absolutely were not already interacting with dulls and that it definitely isn't an objective of theirs.
    • It's not an objective for Killers either, but it is meant to provide back-and-forth slowdown only currently made impossible due to how strong CoH actually is.
    • Do agree that it's better for SWF, but I wouldn't say "wildly". Solos still see the aura and still know which Boon it is, they still benefit pretty heavily from one of their teammates bringing a Boon perk.
  • Your proposed solution isn't a good one, because it focuses too heavily on one boon perk. Making boons one use would be a kind of adequate, extremely lazy, boring nerf to bring Circle of Healing in line... but it would be a nuclear sledgehammer completely obliterating the other two when they aren't even remotely as big a problem.

    What needs to be done with CoH, in my opinion, is to nerf the healing values for it and to put a cap on self-heal speeds in general. After that, the much more minor annoyances regarding other boons can be looked at without the pressing need to fix CoH specifically looming over the decision making.

  • I dunno, man, Nemesis is a pretty alright killer- he's not even in the bottom tier.

    It is technically a third health state, but as the above comment says- that can only be healed a limited number of times, that goes down if you bring specific addons. The tradeoff for that is that you get a very good antiloop damage power that makes pallets and windows all but worthless, so I think it's pretty fair.

    The zombies aren't useful for damage but they're very useful for information, even in their current state. They need some fixes, since they get stuck a lot, but that doesn't make him "pay to lose".

    Nemesis is pretty okay, in summation.

  • The thing is that those three examples aren't bad ideas. Boons are functionally a very workable concept that need very minor tweaks (+ nerfing one of the perks pretty hard), breakable walls are proven to be something that can work when they're used more intelligently than simply making a god loop you can break, and the MMR system also needs tweaks more than being completely broken.

    As for "relying on data without backing it up with actual game knowledge", I don't think they do? If they did that they'd be buffing Nurse and nerfing Pig (for basekit, not addons), but they already know not to do that. I feel like this is one of those things people just assume without actually having any evidence?

  • I'm honestly surprised I'm still seeing posts about the devs refusing to do anything about the cheaters when this latest patch literally does exactly that.

    Like, damn, that is really surprising. I thought it'd at least shift to like, not doing enough, or doomsaying about how long it'll take before cheaters are on top again, not literally ignoring it being done.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739601#Comment_2739601

    There could be several options.

    Bringing solos to the level of SWFs completely, like this: adding icons showing who is doing what (including chases), adding quick global messages like "the killer is near me" or "my gen is X% done" (that would show the exact %), adding text team chat at least, making Kindred, BT and DS basekit, etc.

    Moving SWF to a separate game mode with separate game rules.

    Removing SWF completely: wanna play with your friends - go to Kill Your Friends and bully one of your own.

    etc.

    Still, not a single attempt to do ANYTHING to address the problem (the main problem of the game to that) has been done for 5 years.

    Ahhh, I see. I mean, part of why you've not seen any attempt to do this things in five years is that most of them are very stupid.

    However, that first idea is a good one, though the "completely" stipulation does make it impossible. But hey, they're moving towards doing that now, at least- I know it's very tempting to say "yeah after five years" but the problem with that is that it becomes literally impossible for them to ever do the right thing after a certain point. If we want them to close the gap between SWF and SoloQ, them doing that is a good thing even if it took a long time.

  • @Junylar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2739167#Comment_2739167

    SWF hasn't been fixed for 5 years and counting, and it's the main reason this game is impossible to balance. And it's just one example. So, the main idea of OP is still valid.

    I'm curious, what would you say "fixing SWF" would look like?

  • I really don't think this is a "second chance" problem, is the thing. Most survivor second chance perks are pretty fair, and all killer second chance perks are very very mediocre.

    Dead Hard is basically the only problem and it's a problem because it doesn't have to be a second chance perk- if all it could do was dodge one hit it'd be far more fair, but you can also use it to gain distance and reach a new tile. Both those effects are quite strong, and combined they're too much.

  • The latest patch notes include comments about tightening up the security, so it seems relatively likely the DDoS problem has been resolved, or will be with the next update.

    Though, if you're concerned about DDoS attacks, you should probably know you're not, like, safe with other games or even on the internet at large. It's always a risk, so if it worries you then something like a VPN might be a wise investment.

  • Damn, bro. Trickster's pretty fun, maybe you should give him a shot.

  • What his videos actually show isn't that SBMM changed or even that Otz is lucky- what it shows is that Otz is, statistically, just better at identifying and capitalising on the weak link that is almost always there.

    It's easy to see it when you're watching a video but it's harder when you're actually in the middle of the match. All you see there if you get tilted is the good plays, not the bad ones- and even if you see them, doesn't mean you know what to do about it.

  • I could see some QoL things that might make it slightly weaker or stronger- maybe having it (and Plaything) snuff boons to spawn if it needs to, and on the other end, having it announce its presence as soon as it activates- but it doesn't need a giant rework or a huge nerf.

    It's a kinda weak perk that can only really give you value if you play decently leading up to its activation. NOED isn't handing you a 4k after a game with only two hooks on two separate survivors unless the survivor team massively ######### up, but if you need a slight edge, it'll give you a slight edge.

  • The short answer is: They are listening to the community.

    The longer answer is: Game development takes time, and not everything the community says (in the scant few examples of there actually being a majority agreement) is actually a good idea. When you see new things in a patch, they represent a few months of work, typically, due to the way actual professional game dev works- it's not a private modding project or something, things are worked on in a specific order at specific times by people who are being paid to work a certain amount of hours. Changing those parameters is what leads to crunch, which is a massive issue in the game development industry and isn't something we should start demanding.

    Also, yeah, your equivalences don't match up and they did address cheaters in this patch, alongside both wiggle changes and the mask removal being things some people did actually want.

  • I'm going to second that Vanity Mirror does deserve to be a purple. On its own it can be pretty rough, but if you pair it with the right build and don't get completely screwed by map, VM Myers is a perfectly legitimate purple addon playstyle.

    Scratched Mirror, though, should really be a brown, maybe a yellow. That's his actual meme addon where you're actively given a way harder match for the lols- and this is coming from someone who really likes playing SM Myers so I'm not inclined to downplay its strength or lack thereof. In a hypothetical world where Myers gets his tier 1 buffed, I could see it remaining a purple, maybe, but right now it should really be lower.

  • I think the term would be 'classist', instead of 'racist'.

    That being said, since our dear Billy's story is more of an inversion of those tropes, I'd hesitantly say it's probably fine to specifically invoke them with the name.

  • Congratulations! That's a heck of an achievement!

  • Looks like you just have to have played him at all. Presumably, it's to also make sure they're compensating players who were trying to earn the faces but hadn't done so yet- like me lol.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735818#Comment_2735818

    Hit validation has at times been more than just audio there's also been visual as well at times.

    So they are rewriting one killers code, ok good why then wouldn't they at least have said they were looking at others as well? Hell maybe the code "fix" might be like DH "fix" and actually change nothing due to one hiccup.

    As for what you put in for your suggestion for making the game healthier First solo queues are only like that at first because of the balance being horrible and SWF being much more viable while yes they said they want to close the gap what would that entail because at the moment it seems that instead of actually balancing the game for both sides or just making SWF a reportable offense specifically comm ones since it is something not in the game they just want to band-aid it with more perks which at the moment is one of the main problems why no one wants to play killer at the moment. Cheating fixes are good for the most part but as I said before as long as we don't know what that means that could just be a fruitless gesture to say " we are looking into it but, not what you are thinking" and it could lead to nothing substantial much like my thoughts on nurses code rework atm.

    As for matchmaking, I am just going, to be honest, as long as MMR and SBMM still exist that's never going to happen because IMO I don't think even the devs know what is a balance of skill and luck cause of how dependent on rng the game is.

    QOL stuff that was added was mainly just one mechanic rework, the ability to go into beta stuff which again can result in a broken mess, and pointless nonsense regarding the grade system, yes more blood points is nice but remember this is a company that made joke codes that might as well give you nothing instead of the amount you got so could be worth it or it could just give you an extra 50 for being iri level.

    And for that little remark about me being limited about what is going on, There's a fine line between being limited and not sucking up to the devs. as much so as there is one for that and being downright ignorant to what the update can entail. I do understand it but much like how some people want to see most of the game's issues it's not "Yay they improved the game!" and more "Really this is what got?"

    I'm gonna be honest, my man, so much of this is just you going "yeah well they probably ######### it up/can't do it properly", and if that's your opinion, there is literally nothing that could be added to the game that wouldn't spark this same response from you.

    There is a gigantic chasm of difference between "sucking up to the devs" and disagreeing with an incorrect criticism of the current patch, too. I'm not sucking up to the devs and I think they mess up a lot, as they did with these addon nerfs, but saying this patch is "survivor sided" or just more of the same is flat out wrong. They did a lot this time around, it's just that most of it isn't balance related.

  • @CyberDragoon656 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735154#Comment_2735154

    I am not going to repeat myself with the DH hit validation " fix" since it remains to be seen because it's not a glitch the devs even said that it was meant to have hit validation and the problem it's more that hit validation, in general, is broken and tbh there more issues with survivor second chance stuff that needs to be addressed first.

    secondly is that they fixed one killer, one out of 3 noticeable nerfs with no compensation to said nerfs, even if not taking those nerfs into account the bugs were an issue for a long time, and IMO I couldn't care less about nurse getting it since I don't play nurse, blight or spirit.

    Also, I might as well ask the question you showed with one of my own " What makes the game healthier?" cause IMO it's not this.

    To me at least what would make the game healthier would be making more killer playstyles viable since right not the only real viable killers are rushdown killers such as nurse and blight and maybe oni however no one else is at the moment, Now that might not be what you think is healthy for the game and TBH i strongly believe the devs don't either maybe im wrong and they want that or maybe its like what most people think now and that the devs just want the game to be a survivor circlejerk with dressup mechanics and maybe a pvp game in there as well.

    The... Dead Hard validation glitch is the false audio you get, the scream without the survivor going down. The validation is just having it function on the server side, not the scream. The scream is what they're fixing, devs haven't said that it's supposed to have that fake scream.

    Yes, they fixed one killer, but fixing her required almost completely rewriting her code from scratch. I don't think it's fair to expect them to put that much work into more than one killer at once, especially when they're also doing everything else in this patch. I'm still not defending the addon nerfs so that's irrelevant right now.

    What makes the game healthier is fixing problems wherever they are. Yes, more killers and playstyles should be viable on that side, but also, solo queue survivor needs to be brought in line with SWF, QoL changes should be made for both sides, some killer aspects need nerfing, the game's security should be beefed up due to the cheater issues, matchmaking should be improved... there is more going on here than just buffing or nerfing killers, my guy, your scope is far too limited to have a proper understanding of what's going on here.

    This patch has a lot of very good, very necessary steps taken to fix things. It also has some weird addon nerfs that weren't necessary but also probably aren't going to make that much of a difference. Those two things are both true, at the same time.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735626#Comment_2735626

    I'm saying that the rest of the patch doesn't shield the balance portion of it from criticism on the grounds of how little it covers, and that BHVR's balancing patch cycle really needs updating.

    26/27 killers, over 500 addons, 200+ perks across two sides, another two or three dozen item addons on both sides of the game... there's too many things and too many players to do it every few months now.

    There's a lot in the rest of this patch, though, I don't think it's sustainable for every patch to have this much content on top of huge balance passes. I absolutely agree regular patches should have more balance changes in them instead of mostly being bugfixes, but when they do things like massive overhaul to a killer's entire code and a lot of changes to the game as a whole, I think those patches are absolutely justifiable to have less balance changes.

    This isn't a conversation about the rest of BHVR's patches, is the thing. If your take is that most of their patches have too little content, I agree. But this conversation is about this patch, and this patch has a lot in it that isn't "record-breaking survivor sidedness" or another example of their normal patches.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2735199#Comment_2735199

    It means they should stop trying to do the big things like that and the incremental "you need to do this regularly and in small doses" balance passes at the same time.

    Legit question- are you saying that this patch should've had no balance changes in it...? That seems like what the conclusion to your logic is but I don't want to put words in your mouth.

  • Or... they already knew there was a gap, and attempted to figure out just how big that gap is?

    Not to say they couldn't have done it sooner, but this isn't quite simply stating the obvious. We didn't actually know that percentage until just now, for instance.

    Besides, they're acknowledging it now, and that's what we wanted, right?

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