jesterkind
jesterkind
About
- Username
- jesterkind
- Joined
- Visits
- 17,633
- Last Active
Comments
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2734199#Comment_2734199
Balance adjustments probably shouldn't be treated as major months-long patch cycles, is one thing that this tends to highlight.
Probably not, no.
How about big security flaw fixes, validation bug fixes, a massive code rewrite for one killer to fix a laundry list of bugs, two separate accessibility options (+ a new framework for testing future ones), and balance adjustments?
-
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2734391#Comment_2734391
I didn't mean to make it an us vs them I am just stating what was shown which it does mean QOL stuff was added for survivor and not the killer while stuff can come (which I doubt) that's yet to be seen but much like I said before that "wait to see" mentality is taking people out due to things such as bad nerfs or questionable decisions taking longer than needed.
Also the issue isn't that they did changes to addons imo but , more why change addons when most of killer's base kit sucks now. Deathslinger got nerfed recently and while it's nice to see a perk of his buffed he still sucks, they adjusted the twins addon but why play them when they are buggy as #########, they nerfed clowns iri addon however clown is terrible because instead of it being a way to make clown fun it feels just like what they doing with huntress where it feels like they nerfed it because some ego driven survivor main bitched about instadown stuff again.
And the patch is underwhelming due to three questions that needs to be asked for any update
Does this add anything significant or note worthy?
Are the changes justified?
Will this make the game more balanced?
And to be honest unless dead man switch for killer is something that you use I would honestly say no to all three.
So, I feel like this is again getting caught in the weeds of discussing whether the addon nerfs were justified. They weren't, that isn't what we're talking about. Let's look at your three questions to find out why.
Does this add anything significant or note worthy? Yes. That's what I've been saying this entire time, it adds a lot more than the average patch if you look beyond the balance changes. Those changes are also absolutely justified- the game's security has been lacking, the DH validation glitch is annoying, better accessibility options are always good, Nurse being rewritten from the ground up should help fix a ton of problems with her...
I disagree with your last question. I think you're phrasing it wrong. The question isn't "Will this make the game more balanced", the question is "Will this make the game healthier", and in this instance the answer is categorically yes.
-
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2734374#Comment_2734374
They are going to patch specific examples of cheating and since they didn't specify what those changes could be pointless and the other stuff is underwhelming
First they added more QOL stuff to survivors
Second mostly nerfed killer add-ons
Third while they are addressing hit validation with how people talk about the bad optimization on console and people can potentially rig it on pc it doesn't change much
Fourth while yes it is nice to have beta stuff implemented on console, with how jury rigged the engine is now it can lead to even worse experiences than now
And fifth they addressed ptb file storage which to my knowledge is only on pc so it means jackshit to console players
While I would love to have that optimistic attitude to this game the fact that the main problems people are having are not even addressed, the rampant want for people to play this with both the free week and the chapter teaser months in advance and potentially said chapter adding in even more bugs and potentially being another over priced bill of goods I don't think the devs or at this point of good portion of the community with what I have seen on for forums care enough about the games health.
Alrighty, let's crack into that!
Obviously they're not going to specify what their changes are, if they were any more specific than they were it'd be shockingly incompetent. Moving on...
First, the current crop of QoL stuff is for survivors, yes, but they're still players of the game and there's nothing wrong with giving them some QoL stuff. This isn't an us vs them, that isn't how balance or game design works. Killers get QoL too from time to time, same as survivors.
Second, more killer addons were buffed than nerfed.
Third and fourth are both completely impossible to disprove OR prove, they're just conjecture based on already assuming the worst. Additionally, it only matters a little bit how well those changes work, since we're talking about whether or not this patch is more of the same. It's not.
Fifth, they addressed file storage for the whole game on all platforms, it's just first utilised in this PTB.
It's not that I'm optimistic, it's that this patch is a pretty good one overall. They're taking things seriously and putting in some serious elbow grease to improve the game in a few different areas, and that's just objectively true. How much that effort pays off is a different discussion, of course, but for the topic at hand it's just flat out untrue that this patch is another example of a bad patch that ignores issues. It just isn't fixing the specific issues you want addressed, and while I empathise with that, a broader perspective would be helpful here.
-
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2734360#Comment_2734360
The updates look at the last few the new killer gets nerfed but the survivor perks do not get touched, the supposed nerfs for survivor perks are an absolute joke, the whole leather face mask vs actual reporting system debacle, hacking, cheating and ddosing being blatantly ignored, pinhead being an nft, the whole boon mechanic, the christmas update (not going too much into it cause it's done and over with) , constant proble.s with maps that are not addressed and much much more.
I mean, they are not ignoring the hacking + cheating + DDoSing problem, that is literally in this patch's notes.
That's kind of my point here, people are treating this like it's just any other patch with a few minor balance tweaks and a few minor bug fixes when there's actually stuff in this one. Everyone's all for patches that focus more on game health than balance or new content until they actually do it...
-
@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2734132#Comment_2734132
But it keeps happening over and over though along with the other major problem that are being ignored blatantly.
What do you mean, sorry? I'm not sure I understand your point.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2734242#Comment_2734242
The problem still lies that nothing has really been addressed balanced wise and now we have to wait months before we even get another attempt.
I understand there was work put into the things in the patch notes. Does not change how slow bhvr is at balancing their game and the piss poor job they do when they do make balance changes.
Eh, that's getting away from the point being discussed here, so I'll not contest it.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2734132#Comment_2734132
As nice as fixing bugs are. It doesn't change how low effort the actual balance changes we got are. We wait 1.5 months to 3 months (depending on if main chapter patches have balance changes) for a few number changes and some minor adjustments on perks that won't see more use regardless.
If BHVR was patching the game every couple of weeks, these kind of balance changes would be fine. But they move at a snail pace and address things that ultimately don't matter leaving the big balance issues still in the game.
Again, balance changes are not the only thing in this patch. There's room here to criticise certain very OP things not receiving balance changes- CoH and some of Blight's addons being the biggest offenders - but when so much work was clearly put into the things that aren't balance changes, it starts to make it more understandable that the ones we got were pretty minor.
This isn't a standard "minor bug fixes and small balance tweaks" patch, there's actually a lot in here.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2734132#Comment_2734132
No.
The fact of the matter is that Clown got objectively weaker this patch. Twins got effectively weaker. Nemesis got effectively weaker.
You know who didn't need buffs? Nurse. The one Killer they buffed.
Am I glad Nurse is fixed? Sure, it's great she's working properly. Does that mean she needed to get stronger than she was already? No. Does that justify nerfing astronomically weaker Killers? No. Does it excuse not addressing CoH? No.
One thing that seems to be getting more and more obvious is that people only engage with patches in terms of buffs and nerfs, and that's a pretty limiting way to look at it- especially when you take this hyper-tribal us vs them look.
I'm not defending the weird addon nerfs, they were unnecessary (except pinkie finger obviously), but they are not the only thing in this patch. The addon changes in general aren't the only things in this patch. There's updates to the game's security, a massive project to help bring one of the buggiest killers more stability, two accessibility/interaction changes, and an attempted fix for the DH validation issue. That doesn't scream "record breaking survivor sidedness" to me.
-
I think takes like these are forgetting that, seemingly, the lion's share of the effort for this patch went to effectively rewriting Nurse's code from scratch to fix a ton of her bugs. Even if they don't all pan out, it's clear that the """side""" (balance doesn't really work like this, but still) that got the most focus, care, and effort this time around was unambiguously Killer.
A handful of weird addon nerfs doesn't really outweigh that, there's no sense overreacting. They can be criticised without... this.
-
You don't really want them to be too open about what it is they're doing, the longer any given hacker has to take to figure out how to overcome their security the better.
-
It's nice to see that none of these are bad at least. I still doubt people will use Buckle Up or Distortion, but hey, buffs are still nice for if someone's doing an adept or going out of their way to use weird perks.
-
@TheMadCat said:
https://forum.deadbydaylight.com/en/discussion/comment/2732648#Comment_2732648
You can buy the Killers for shards, and shards are free.
By that logic, only licensed perks should be in the shrine, which would result in far, far, far less variety.
I'd buy not having actually free, base game characters' teachables in the shrine, but Pop and Undying are perfectly legitimate. Not everyone wants to grind a ton for enough shards to buy every non-licensed killer and then grind the BP to level all of them up to get their teachables on everyone else, the shrine exists for convenience against that exact thing.
-
@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/2732656#Comment_2732656
If the nerfs to those add-ons are so minimal, why include them at all in the first place? I don't get it.
The changes seem pretty random, like they literally had to fill the second part of the Dev update somehow really fast, so they just took some random add-ons and nerfed them for the sake of the Dev update only having 5 lines of text without those changes.
I'm not defending them, I'm saying that the patch isn't an absolute let down because two addons got minor nerfs they didn't really need.
Most of the content is pretty good, it's nice to see weak perks and addons getting buffed, and some of them might actually be usable now. Especially Boil Over and Dead Man's Switch, those might actually be quite strong now.
-
Most of this is pretty good? I mean, sure, nothing's being buffed to particularly amazing levels (save for maybe DMS and Boil Over), but nothing's actually that bad either. Maybe a few addons that didn't need nerfing, but even those haven't been nerfed into the ground, they'll still be usable- and the majority of changes were buffs, too, killer addons overall got buffed.
Some weak perks/addons being buffed and some accessibility options makes for a pretty good patch, to me.
-
@Norhc said:
We are? Those all are free perks. If you're new and don't plan on getting Clown anytime soon or grinding David for a mere 35 bloodwebs then that's nice I guess but that's about it.
Neither Undying nor Pop are free, and the convenience of not grinding a character you don't intend to play is still a positive.
-
@Sakurra said:
Thank you for what? Now power struggle is dead in my opinion.
...Why?
Nothing's actually changing about the wiggle mechanic, you just increase the bar with skillchecks instead of tapping A and D, or whatever it is on console. There's literally zero reason to assume the actual time it takes to wiggle will change?
-
See, I think this is a good idea specifically because it doesn't cannibalise Kindred. You'd still get the far more useful information if you chose to bring the proper perk, but you aren't left completely in the cold if you don't bring it, so you'll have information to make choices at all moments, not just when someone's hooked.
Also, most things in Patch 7.0.0 were extremely contestable, they were not at all the obvious and clear best options for future balance.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2727399#Comment_2727399
To clarify, there's no particular reason to show MMR like you said, but there's also even less reason to show opponent's grades since they're not used at all in the matchmaking and just cause confusion. One of the devs last month even asked on the forum if people thought they should remove opponent Grades from the endgame screen and the overwhelming response was Yes. So hopefully that's something in the works.
Oh, yes, I do agree with that. Nobody needs to see their MMR but at the same time, showing Grades is kind of unnecessary and leads to unwarranted confusion.
-
@dspaceman20 said:
Wait so is it basically a ptb for console now?
Sort of like a mini PTB. Based on the way they described it, it's going to be a way to test new changes to mechanics- right now, it's a toggle for actions instead of having to hold down M1, and a change to how you fill the wiggle meter. Nothing technically new, just changes for accessibility.
Seems like the change the struggle phase got also would've been tested here too, if we had it when that was introduced.
-
I'm definitely going to opt in to the toggleable interactions change, I hate holding down M1 whenever I do play survivor. I'll probably try out the wiggle changes too just for the novelty, but I'm less enthused on that one.
-
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2727399#Comment_2727399
Giving players feedback on their performance as well as where they stand relative to the community helps a ton with a lot of things, for instance, pretty much anybody can just say they play at high MMR and say they are having a great or awful time whereas who actually knows if that's true. It being visible would also grant a large amount of transparency to how the MMR actually works and would allow people to see if actually works at least vaguely.
I expressed a lot of distrust over the MMR system because frankly, the tests were all awful experiences and because having a secret MMR shows me they have zero confidence in it working properly, so far most of my worries have been proven true and after playing for a month with MMR I quit the game and haven't been back since, I keep up with the game's progress purely because there aren't any decent alternatives in the genre and would love to see this game turn around and surprise me with some good things but so far it's only been more disappointment with BHVR since I stopped.
Right now, anyone can say they play at high MMR, but if MMR isn't hidden you'd have the problem that games with ranked modes face; elitism over ranks where people with ranks perceived as too low will have their opinions and arguments discarded out of hand, which is the last thing this particular community needs.
Also, players have feedback on their performance. That's what the emblem system does, and now that it isn't being forced to try and be an objective, universal measure of skill for matchmaking, it actually does that pretty well. Note that I don't mean grades, just the emblem feedback on a specific match.
-
There's more coming tomorrow, to be fair. Not to say there definitely will be CoH nerfs in that, but best hold off on that criticism until after you've confirmed it.
-
They mean as transparent as possible with the development, not with the mechanic itself. There's no real reason to show people their MMR, that wouldn't really achieve anything beyond satisfying idle curiosity.
Though, I agree, seeing more about how it functions regarding disconnecting would be a very helpful bit of info. That'd help contextualise how the changes will affect it- hopefully they'll be more open about that when they've got more to share about how they're making those changes.
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2727301#Comment_2727301
I don't need to know where it's happening. If the killers terror radius is audible then it's close. I am not running the perks to see the auras but for the info of knowing what is done. IMO there is no way to argue this isn't a sizable buff. But hey, at least I now have 3 free perk slots to work with.I will not be running those perks in the future now as they won't be necessary anymore. Guess I'll switch to DS, BT, COH, DH.
And yes, I will reject any improvements of survivor until killer improvements come. Solo queue is far stronger than killer and queues are becoming absurd. Fix the actual issue instead of just buffing survivors more and more and more. You can keep pretending giving the survivors massive info isn't powerful, but that really means little to me. My suggestion is buff the side that needs buff and then maybe buff solo survivor later. And I'll comment because it's not against the rules and you aren't entitled to a group hug thread where people don't state they have issues with the devs design. Do better at design and the posts may leave.
Ah, there's your issue, then. You're assuming that game balancing works that you look at "what side" needs "buffs or nerfs", instead of looking at where the problems in general lay and what the solutions would be. There are problems on the survivor side too, and there's nothing wrong with fixing those if doing so is quick and simple- and while these proposed changes are by no means a full fix, they are quick and simple, so implementing them is just fine.
There is absolutely no reason they can't make changes that will benefit both sides at the same time- and if they don't, that's worthy of criticism! But leaning hard into criticising an attempted fix for a problem that very much does exist, just because you can't look beyond the "us vs them" side-based view of balance, is a very silly thing to do.
And again, this isn't a massive buff. Survivors already have access to much stronger versions of this effect, either from perks or from being on comms with friends. This will only benefit people who don't play on comms, and the gap between SWF and SoloQ does need to be shortened before any meaningful balance can be made. This is laid out in the dev update that sparked this conversation, even.
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2727267#Comment_2727267
Bro, giving survivors the ability to see what each other is doing is such a massive buff I don't even know what to tell you. If I know when my team is doing things, I can react appropriately and know when X or Y is safe or not safe. My entire survivor build involves bond, open handed, kindred solely because the info of knowing if teammate 1 is working on a gen, or teammate 2 is being chased, or teammate 3 is doing a gen. Knowing this information vastly changes what I do, how I play, and how effective I am. I actually won't even run the build I have primarily run for near half a year now because this one change will give me most of the reason I run the perks, but as a passive.
It's a terrible change and I hope tomorrow shows killer buffs. If not, that's enough evidence the game is entirely survivor sided and I expect more "Why are my queues 15 minutes?" posts in a month. Entire perks exist solely for information. Giving info for free is a buff. Plain and simple.
A common thing for me with bond+open handed is that I can see if a teammate is actively being chased. This allows me to know I can safely continue working on the gen, even if it seems the killers terror radius is nearly on top of me (which is common on Midwich and the Game.) if I didn't have the info, I might pre-emptively leave for fear of the killer coming. But since I know my teammate is being chased, I have no reason to leave the gen. I know I am safe. The info has ensured I did not stop working on a gen at all. Now, this buff won't give them an aura, but it effectively does the same thing. On my HUD I will see my teammate is in a chase, and thus I will know the killer is not right out in the hallway about to kill me. I may not know exactly where they are, but I know what I need to know.
The difference between the build you laid out there and this change is that those perks show you where those things are happening. An icon just shows you if someone's on a generator, if someone's in a chase, if they're healing, on a totem, etc. It doesn't show you where those things are, and that is a huge difference.
This is a great suggestion for a change specifically because perks like Kindred, Bond, Empathy, and all the other aura-reading perks will still have their niche and will still be far more useful, because knowing what someone is doing is only a fraction as important as knowing where they're doing it.
Objecting this hard to such a milquetoast and obvious change kinda implies to me that you're going to object to any change to help out the gap between SoloQ and SWF, and at that point, why even bother commenting? Do you have a better suggestion in mind to fix that problem?
-
@SunsetSherbet said:
https://forum.deadbydaylight.com/en/discussion/comment/2727160#Comment_2727160
It doesn't seem logical at all to ensure queues increase when they are already closer to 10 minutes than ever. No one has any reason to believe the devs saying one day, after buffing survivors to god hood, they will maybe buff killers. Do the buffs at the same time. Otherwise, killers are entirely in the right to be upset that once again they aren't getting much but more difficult tossed on them. "We can't have the solo queue survivors have miserable games but for some reason it's fine if killers have them until the devs finally feel like tossing a bone."
Buffing survivors to godhood? Dude, it's a QoL change to ensure SoloQ survivors aren't at quite as big of a disadvantage, there's no reason to assume this will result in longer queue times. Relax. This is a good change that has been a long time coming, and they're not even committing to actually doing it without more deliberation.
Miserable games are a problem. One side having them isn't more or less important than the other, in either direction.
-
@The_C12H15NO2 said:
So they acknowledge killers have a much harder time against swf, but then decide to buff solo q closer to swf? Prepare to have much longer q times as survivor after this launches. more killers will leave.
The opposite is impossible, and soloQ survivors still have a miserable time in some games. This approach is the only logical one, and it's not like they can't also buff killers and nerf some survivor tools at the same time/afterwards.
-
Unnerving Presence.
Currently, the shrunk skill checks actually make it easier to hit a Great for some players, while not being a particularly difficult effect even for lower skilled players- especially since they're the type to run as soon as they hear the terror radius anyway.
What I propose is to keep the increased skill checks in the terror radius, but make them old Ruin skillchecks instead; you have to hit a Great or you fail the skill check.
-
Justice for Dwelf!
-
Things shouldn't just be removed. Haddonfield needs to be fixed, not removed- that's the more reasonable, realistic, and responsible approach to take.
-
@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2724586#Comment_2724586
Luckily for us. DBD doesn't have to shoot for that. It already has a huge clusterfuck of mindless fans that will eat up anything the developers dish out. If they made it a reality. It wouldn't stop anything. It only takes 1 snowflake to start an avalanche and if you live through that, everything else is a cake walk.
Huh?
-
@mynameisBlade said:
https://forum.deadbydaylight.com/en/discussion/comment/2711419#Comment_2711419
Body blocking is stupid. They should make it realistic. Nobody is going to body block Freddy Krueger...or Michael Myers. If you are touching the Killers "box" or whatever, (right next to them for more then 3-4seconds) you should just get damaged. It looks so stupid and makes the Killer look like an idiot. More realism and less Survivor happy fun time BS is needed in this game.
I don't think that's a particularly helpful way to look at this game, or any other. Most games could do with a heck of a lot less realism, in my opinion, and any time a game tries to shoot for that it usually falls flat unless it's like, a survival sim.
However, adding more tools to deal with body blocking could be fun. It's already nice to get off a good Forced Penance or Mad Grit play, maybe a cheeky Starstruck hit, so more tools like that - maybe ones with secondary effects so they're not a wasted perk slot for the rest of the match - would be pretty grand.
-
The MMR system isn't a progression system, you shouldn't be looking to that for whether or not you're improving. At best, it'd be a placebo that may or may not be giving you accurate feedback, and at worst, it'd be used to make the conversation surrounding game balance noticeably worse, as tends to happen when there are visible ranks.
You don't need to see your MMR. There isn't actually any benefit to it.
-
Boons breaking on snuff is not a good idea, as it doesn't preserve the intended back-and-forth slowdown in exchange for buffs and is a wildly unnecessary nerf for two-thirds of the boon perk list.
Also, I really feel like Pentimento is more reason not to do this? Wouldn't that perk be far too strong if you could go break those totems yourself?
-
@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/2718952#Comment_2718952
How do you determine whether or not a killer is "camping"? If I hook in the middle of three gen and I'm patrolling the hook and gen at the same time, I've done everything right. Why should my hook disappear?
I think even the tightest three-gen has quite a bit of distance between gens one and three, for instance. Make it so the killer leaving the radius of the hook refreshes the time they have to be standing there before it relocates, and it'll actively reward you for patrolling instead of sticking too hard to the hook itself.
I'd also probably suggest that a chase in the radius also deactivates it, if I were to make this concept work. I'm not necessarily saying that this is the best solution, but it's one that isn't so fundamentally broken that it's a nonstarter.
-
Oh, I misread- I thought you meant just the relocation if the killer is camping, not the initial hook. That part's bad, the killer has plenty of reasons to want to pick the hook that they're hooking a survivor on- if nothing else, Scourge Hook perks would be useless with that portion.
The relocation part is possible, but not the initial hook.
-
Seconding that it would need to deactivate in the endgame, since a hooked survivor is the only environmental bait a killer has once all the generators are completed.
This would definitely be a better fix than most other suggestions with that change, though. The most important parts of a fix for facecamping is two elements- it mustn't screw over killers playing legitimately, and it mustn't be something that survivors can abuse. I don't see a way for survivors to abuse this, though it'd need to be tested, so that first part is the only part that needs addressing here.
-
Definitely echoing that BBQ is for bloodpoints, and that its info - while not strong - is still pretty nice on some killers.
My main gripe with the rest of this post is how exaggerated it is? You're treating "inability to down survivors" as a consequence of those survivors being good, and not you struggling against them. Even top tier survivors still go down, and I straight up 100% have zero reason to believe you or any other given forum user are actually going against top tier survivors. Info perks still matter, because they let you make decisions. Hell, take BBQ- say you hook someone, and you see a survivor on the other side of the map kneeling down and fiddling with something that isn't a generator. A few seconds later, the thunderclap of a boon sounds. Without BBQ, you wouldn't know where that was, but now you do. Chase info perks help you use your killer's power or out mindgame a survivor, you are not helpless in chase against even good survivors.
Regression I do somewhat agree with, I do think outright delay is a little stronger right now, but it's still not useless because you can still make it activate for the reasons laid out above.
-
I understand the reason behind making it on a timer, I just think that timer is too long. Make it activate slightly quicker and it'll be much better.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2715811#Comment_2715811
Lets say the Survivor is the Feng Min on the far right in OPs picture. This person would not need to check the Totem in the Coal Tower, next to her or the other side of the Coal Tower. She would know that the Totem is located near the Shack, since the Oni spawned there.
Right, but getting to that totem will take longer than if the totem were next to her, so I don't think that time loss really... matters? She still has to go over there, and she's still putting herself at risk of being intercepted or detected by the killer while she travels there, so even in the worst case scenario that hex is doing more for the killer than the worst case scenario right now.
-
@Aven_Fallen said:
First of all, you are not "fixing" Hex-Totems, you are buffing them. Can we for once stop to use the word "fix" if we are talking about Nerfs or Buffs?
Second, the idea is not really good. Of course, you have in mind the situations where a Survivor spawns next to the Totem. But, there are also situations where the Totem is well hidden. Especially newer Maps have really good Totem Spawns (even Outdoor, looking at Dead Dawg Saloon). Those would be gone as well.
Instead, the Survivors would have a clear idea where the Hex-Totem might be located. Which of course removes the bad spawns, but also the good spawns. Reminds me of the old times where Killers tend to walk to their Ruin at the start of the game, which was the sole reason why at least one Survivor knew the Location of the Totem.
I'm not sure I follow- the spawns themselves haven't changed at all, just which side of the map has them light up. If a survivor knows all the spawn points, it doesn't make any difference beyond stopping the possibility of spawning adjacent to that totem.
Unless I'm missing something with your objection?
-
@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2715746#Comment_2715746
That's true.
There are drawbacks to every solution. But atleast with yours it atleast takes some map knowledge skills instead of luckilly spawning on a hex
Pretty much. It wouldn't be perfect, but it'd at least have a reliable upside.
-
Don't fall into the trap of assuming that because a change hasn't come through yet, the devs think that it's fine and doesn't need to be changed. My understanding is licensed characters are slower to change in general because they have to run things by the license holders, too, so I think that's why it's taken a while?
But yeah, he does need some changes. I'd say give him a normal lunge in Tier 1, make stalking at range more viable, and a few buffs to Tier 3-- my personal favourites being brief Killer Instinct on everyone past 50% stalk progress when it pops, and the ability to just walk straight through dropped pallets and breakable walls at a speed penalty.
-
@Sonzaishinai said:
Loved the illustrations.
Not a big fun of the idea itself though. Doing this means that survivors can have a very good idea of where hexes are based on where the killer came from.
You generally spawn away from the killer so most likely wherever you are the totem is close to the other side of the map.
You are going to have players who if they see where the killer came from know exactly where their hex totem is going to be.
That's the downside of making hexes less rng. That also works into the survivors favor
While that is true, remember that the alternative is that a lot of the time they just spawn stupidly close to a hex and immediately start cleansing/blessing it. At least with this change, survivors would have to travel across the map and potentially put themselves at risk of being chased by the killer before they can start disabling hexes.
-
I like this change! It's definitely a smaller change they could implement and then monitor without breaking anything- this'd hardly put hexes in a worse position.
-
I've been playing him a bit more myself, and the backlash to his changes were definitely partly an overreaction.
I'm still not 100% sure what should be done to improve him from here, but I still support a few things. I think his terror radius should be reverted, and the difference made up with a lullaby radius instead, and maybe buff his movement speed up to 115% so he can actually loop better.
The changes he got were mostly... fine, but needed to come with more positive changes than he got. ADS movespeed and the stun reduction were a good call, though- he does feel nicer to play in those situations.
-
I'd argue some breakable walls in DBD show that the mechanic does have promise- I've always liked the ones in Gideon's that can be either broken for easier access to a gen, or left intact to force a bottleneck if you're the kind of killer who really relies on forcing survivors to move in a specific way.
There are a few on Coldwind and Autohaven that... almost meet this criteria, but not quite, it's still just better to break them. They aren't fundamentally terrible, most just aren't really implemented well.
-
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2714324#Comment_2714324
I'm torn on this. I think in a vacuum this would be an excellent change because it would take the perk from extremely niche and only worthwhile when you get slugged to max recovery to something that may actually have an impact on a more regular basis.
However other perks do need to be considered, and this would mean that without any form of recovery speed boost like Unbreakable or Exponential, it would only take 8 seconds to trigger Power Struggle. It would mean all you'd have to do is go down near a pallet and the killer basically cannot take even a few seconds to check that there isn't a survivor right next to you waiting to pallet stun, or picking you up will free you regardless.
I want Flip Flop to be more viable, but due to the existence of Power Struggle, a flat faster gain in wiggle progress would make it far too easy to abuse, especially in SWF.
That is a concern, but I don't think it'd be that big of a deal? And frankly, I'd kinda rather see way more survivors running Flip-Flop + Power Struggle over their current loadouts, even if that means I'd have to respect pallet pickups way, way, way more.
I think that it would be worth testing just as is, but if it does end up being too oppressive, I think incurring a slight debuff to recovery speed wouldn't be the worst change in the world. Even without that, though- unless you're on the Game, there's a pretty limited amount of pallets on the map, and every Power Struggle is a pallet that can't be used in chase later.
Still, it is a concern, so it'd be worth testing.
-
I'd rather see it be brought up to one-to-one conversation with the same cap- IE, instead of reaching 50% recovery and that translating to 25% wiggle, reaching 50% recovery would translate to 50% wiggle but can't go any higher.
-
Why would they disable a perk...?
No, seriously, why? Is this drawing some kind of parallel between that and the Bloodlust experiment? Because those two things would be dramatically different.
Besides, they don't need to do this experiment. Not only are Dead Hard's problems obvious, so are multiple solutions to implement, there's no need to make sure that it really is Dead Hard or whatever.