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jesterkind

jesterkind

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  • I'm not actually all that familiar with this property, but from what I do know, some kind of television-based teleportation mechanic seems like one of the obvious choices- whether it's what she gets or not I guarantee it was on the table during the design sessions, lmao.

    Based on what I know of the video tape mechanic, I did have the thought of some kind of potentially-lethal status effect that can only be avoided if all the survivors gather together in the same spot to "share" it, but I'm not sure how feasible that would actually be. Fun to think about, at least!

  • It's not a guarantee, but it's a possibility. I'd personally wager that it's a little less likely- Leatherface has been around for a looooong time, and has a presence in popular culture that far outstrips DBD, so his presence there isn't actually competition in the way that Demo in DBD would be competition for a Netflix game.

    That's just a guess, though, and lord knows companies aren't always logical.

  • Don't delete it; that's a nuclear last option that should frankly never be deployed on something as big as a map. Instead, rework it.

    Split it up into two or three, with some adjustments made to the edges of whichever direction you choose to split it, and the map will already plummet from worst spot to "mildly annoying on some/most killers", so that's pretty clearly the first thing to do if you want to fix this seriously.

  • @FFirebrandd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698439#Comment_2698439

    To be honest, the only nerf Deathslinger got that I was OK with was the added delay between having his gun up and lowering it and being able to M1 again. I always found his ability to freely tap M2 to get the Survivors to start dodging and lose distance to be really dumb. So... I personally didn't do it. I'm glad they nerfed that... I'm just... not happy with anything else they did.

    It was definitely the one unambiguously necessary nerf on the list, no complaints about that part.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698381#Comment_2698381

    But the issue with that logic is many other chars have fakes and they are removed

    Huntress can fake a hatchet

    Demo can fake a leap

    Phead can fake a judgement

    Doctor can fake a shock

    Billy can fake a chainsaw

    Plague can fake a vomit

    Trickster can fake his knives

    Pig can fake a ambush

    And all the relevant ones on that list have to commit to that fake. Huntress has a cooldown before she can M1, Demo has to commit way more to a "shot" than anyone else on the list except Billy, Phead has a cooldown before he can M1, Doctor shock isn't damaging so isn't relevant, Billy has the Overheat mechanic (lol) but more importantly has to commit more because using his power hurtles him forward and missing is more punishing, Plague vomit isn't damaging (or it is but at that point the fake also incurs a cooldown + slows her), Trickster got given a cooldown before he can M1 (noticing the pattern?), and Pig... I guess technically Pig can fake an ambush, but that isn't quite the same thing, you can't make survivors lose distance by repeatedly faking an ambush due to how slowly she moves.

    None of that to say the devs didn't overkill with the nerfs that Slinger did get, but the examples you gave actually support the ADS fake nerfs.

  • I'm not a main, per se, I've only played a moderate amount of him pre and post nerf, but my read is this:

    He's no weaker than he was before - people like to pretend he didn't get any buffs to compensate for his nerfs, but he did, and those buffs helped him just barely break even - but he feels a lot clunkier to play. The changes I'd personally want to see are his Terror Radius either being reverted or converted to a lullaby, and something to address how sluggish he feels. Whether that's adjusting his ADS animation, or just making him 115%, I'm not sure, but he definitely needs something.

  • Pretty obviously not. Even setting aside the fact that licenses bring in killer and survivor players, new or old, they clearly add licenses because that's something that put them on the map and because they enjoy it.

  • I think this would be the fix to the rubber-banding stalk in action- no longer will you hold down the button for a while and have the stalk meter jump back down (or up sometimes) because of latency.

    Combine that with his genuinely pretty incredible stalk rate increase addons and he can get to Tier 3 pretty damn quick.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698030#Comment_2698030

    They could still distance themselves from the involvement though.

    and they kinda did with a statement after info about Hellraiser NFTs got out but then in a following statement they made a turnaround and revealed they deliberately worked with the license holder on this. and this statement was the worst part of it. If it was just the license holder using the models it would still be bad but they are to blame. But BHVR was directly involved in this and I just want clarification that this kind of deal won’t be made again.

    Ehh... not really. They made a statement saying that the license holders were allowed to do whatever they wanted with the models, and that they had to help. Then, when it was officially released, they said that they helped port the models over. They were actually pretty consistent about it- there was no turnaround, they never said or even implied that they had zero involvement. It's extremely telling that their response boiled down to "look they're technically allowed to and we can't stop them" initially, and that their involvement beyond that was a single tweet and not even a news bulletin in-game.

    I'm not one to cheerlead for a corporation, trust me, but BHVR deserve criticism for what they actually did wrong, which we don't actually know the extent of- there's a very real chance this was dropped on them completely out of the blue, and there's not much we can realistically criticise them for in that case. In future, we should be looking to them to do everything in their power to distance from NFTs, but the ultimate people we should be blaming are the license holders.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698001#Comment_2698001

    BHVR could come out and tell us they won’t agree to this stuff again for future licenses (though i negotiations for the next 2-3 licenses were already over before Pinhead even got revealed.. let alone the whole NFT thing..)

    They technically can't- if the decision is made by the license holders, they're legally obligated to let that license holder use their models. At least for extant licenses, I don't know enough about license agreements to know if they can write an exception in for future licenses- if they can they certainly should, but I'm not gonna lean that hard into it because idk how feasible it is.

    As you said, this license was probably already agreed to by the time the scandal hit, so that protection - if it's possible - may not be in place this time. It's not really a case of boycotting or distancing from one company - any franchise, company, even celebrity who isn't terminally online enough to know why NFTs are bad may end up agreeing to be involved with some.

  • I very much like that it's a lot brighter- I do wish there'd be some measures taken to help future proof killers who struggle with a lighter floor and have done since the Game remake, but in a vacuum, the maps having more visual variance and also not being absolutely impossible to see three feet in front of you on is an unambiguous good.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697978#Comment_2697978

    I don’t care what you think about it.

    many people are still upset about it and many people left the game because of it. They made 2 statements that are kinda contradicting eachother and never clarified this. I at least want to be sure they don’t make the same mistake twice so won’t buy licensed chapter rightaway.

    You'd be better off looking into the license holders for Ringu- it was the license holders for Pinhead who made that decision, so unless BHVR were really proactive about making sure there won't be a repeat (which they should be, but you can't assume) they can't really tell us anything about it.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697848#Comment_2697848

    There are no ways against a good survivors. They must make a mistake at the shack in order to take M1.

    Is that not how it's supposed to work? Played perfectly, the survivor has a maximum time they can be in a loop for (between entity blocking and bloodlust), but the job of the killer is to like... outsmart them? Make them mess up, predict their movements, utilise their power smartly, etc etc?

    I don't think shack is even the best example of that concept, anyway, you just run it right and at worst you've dramatically shortened how long it takes to block the window.

  • Why not?

    Also they did like three in a row once, they do 'em back to back sometimes.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697785#Comment_2697785

    I'm not sure how it's useless considering I use such info all the time when I check profiles and see someone is teamed. It would change quite a lot but I get SWF's really don't want it due to fear they'd have longer queues, which is of course not ok to them. "Mates chilling out" are still leagues above SWF because you can actually trust people you know. If my friend is teamed with me, I am fairly confident he will rescue people, rescue me, etc etc even without comms. With randoms I have never met, I know nothing about them and must play assuming they aren't going to do jack.

    What I'm saying to you is that you're assuming seeing someone is grouped actually matters- it doesn't, because solo survivors can absolutely pull off saves, efficient gameplay, good looping, even teamwork if they all know what they're doing, and that absolutely does happen.

    You shouldn't brace for a tougher match just because people are grouped, but more importantly from your perspective, you shouldn't do the opposite either. It's only really a very very vague indicator, if anything.

  • @SunsetSherbet said:

    Most issues people have with SWF could be solved if the devs just let people see who was SWF.

    I don't think that's true- people assume that people playing in a group automatically means that they're on comms, they're exchanging (correct, relevant, tactical) information, they're trying to win...

    I see no reason not to assume a huge chunk of SWF players are just mates chilling out with some DBD, and seeing players grouped isn't even a guarantee they're on comms- I've been in groups without comms before, it happens.

    The information you'd get from seeing players are in SWF would actually be kinda useless- you could argue that a killer could brace for potentially tougher matches, but since a group of individual competent survivors can be just as rough, you should probably be doing that anyway. It's just not a useful indicator of anything.

  • How on Earth can you know it's a SWF in the lobby?

  • I do think Scourge Hooks should regenerate, on a moderate delay- idk about the rest of them, that feels like something that might get too powerful, maybe? It'd certainly need testing.

  • I saw this idea on Scott Jund's fake patch notes and it was one of the few unambiguously good ideas in that video- I definitely think having it be full power immediately and not require tokens is a good move. Stronger, more pressure to cleanse it, and doesn't really screw over newbies since I have to imagine they get it up to full power a lot anyway.

  • I like the idea! 10% may be a little much, but I'd definitely see the merit in a Haste effect in general. I'd probably see it more as an addon than basekit, maybe merge his (for some reason) separated Sloppy Butcher addons into one and use that leftover green slot for this effect.

  • Dressing this same tired old idea up with a different comparison doesn't change the answer that it always gets, there are plenty of reasons that's a bad idea.

    I could hash those out again if you want, but I have to assume you've already heard them and just don't like them.

  • Not for just the infinite Tier 3 addon, I think you can get that with just two maxed out. If it was paired with the Tombstone it's more, but iirc it's still not actually all four maxed.

  • Overcharge. A meagre benefit for going out of your way to kick a generator, which is not something you want to be doing without a perk to make it worthwhile, which Overcharge does not. Maybe if you pair it with another on-kick perk like Pop or Oppression, but at that point, you're two perks in for regression and there are way better combos to use.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697052#Comment_2697052

    Which creates another objective for the killer. An objective that doesn´t stop at 5 cleanses.

    How would anyone think "cleansing 5 totems for 4 survivors (4!) is to much", but cleansing a possibly infinite amount of boons for 1 killer is totally fine"?

    Because survivors actually need to cleanse totems due to hexes having mapwide, objective-based effects. Contrast to Boons, which have limited utility buffs which do nothing for survivors unless they're actually in that radius. Add on to that the fact that, taking CoH out of the equation, boons aren't as strong and can be left up if you want to either use it as bait or just play around it, and the idea that the killer can snuff totems multiple times to force more slowdown out of survivors starts to have a whole lot more merit.

    Additionally, survivors having to cleanse five totems with old Undying is a problem because that's not the only thing that's happening while those five totems are being cleansed- they also have a very strong hex effect that's up, while they're cleansing, which isn't how it works for boons- once you snuff that the effect ends, and survivors have to kickstart it again.

    The problems with boon totems have nothing to do with the infinite relighting. It's totem spawn placements (as some are in spots where it's not a quick and easy thing to snuff a boon, and that can be a problem), radius size, the verticality component, and CoH specifically being busted. With that in mind, the idea of bringing back old Undying out of a bull-headed misapplication of "fairness" is really laughable.

  • Seconding what others here are saying- it has a pretty decent place in some specific builds, but you're not gonna see much use out of it on its own.

    It's not actually that bad, I expected to get less value out of it than I actually did while I was playing Artist- since I was lucky enough to get Plaything and Thrill on her pretty early.

  • @GreyBigfoot said:

    Big Daddy from Bioshock.

    Or, Jacket from Hotline Miami which would be a wildcard pick but fitting.

    If they ever went with Hotline Miami, I would adore seeing a chapter where the killer and survivor are ambiguously the same person. Jacket as the survivor and, say, Richard as the killer, would be very interesting, though it maaaayyyy strain against canon a little bit.

  • Not a terrible idea- I'd be down for them just making chests quicker to open, too. They really should have a more useful primary effect now that hatch escapes are much more rare, even if it's just making their aura-reading ability a little more potent.

  • I'd be up for them disabling the aim dressing as a trial, like the bloodlust disable they did a little while ago- it does feel like it's not doing anything positive, but we'd have to test that theory by actually turning it off temporarily to be sure.

  • "Taking feedback" =/= "Immediately doing exactly what that feedback says".

    For all their flaws, BHVR very clearly do listen to the community- that's just not the only thing they have to consider when it comes to making changes to the game. Even so, they've added quite a few requested changes recently- the ones everyone's mentioned, but also Trapper getting two bags by default, changing the UI after its first implementation was widely disliked, nerfing boons after the PTB (albeit not nerfing CoH specifically, which people have since realised was the bigger problem anyway), and others.

    Always remember that even within the community, a small sliver of the things that BHVR actually has to juggle and weigh as game devs, there's a gigantic amount of debate and argument over exactly what's necessary for the game. The majority you see asking for a specific change may not actually be a majority when you zoom out to see the entirety of the community's feedback.

  • I do wish killer power interactions were a little more standardised, so Doctor's shock doesn't destroy a snowman without giving the rewards for instance, and something to stop Victor and Ghosty from being hard countered, but other than that they're great and I'm thoroughly enjoying them.

  • She has a visual/audio tell when she raises her hatchet, and there's a sort of... "sheen" sound when it's fully readied. Don't vault windows in front of her, or drop/vault pallets, because that's a really easy hit due to you being stuck in an animation- move unpredictably, use the environment to break line of sight, and try to count how many hatches she's thrown if she's in chase with you since she only has a limited amount and will have to reload sometimes.

    These tips generally come from me playing as Huntress sometimes, though, if any survivor mains have better tips they'd definitely know more than I do.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694390#Comment_2694390

    Oh, I'm totally happy playing Plague either way; Corrupt Purge or extra noisy, extra visible injured survivors. There's games I'll never need to use Corrupt Purge... I just wouldn't want to bring this addon for the ones where I will need it, because when I do need it, I need to be able to react to situations as they unfold, not have survivors completely control my power. Granted, I haven't used any addons on Plague since I hit prestige 3 in favor of hoarding everything forever, but I still wouldn't use this one in its current state.

    I like the idea of a supplemental secondary effect. If the intended playstyle is to rely on passive charging, while hindering your ability to pick up fountains, it could give a buff to Corrupt Purge length, or cause all survivors to scream when fountains get reset. Like, she has the one brown addon that creates a different playstyle where you infect everything and force survivors to become sick that way, but that one actually buffs what it needs to, so it works.

    I like that second idea- if they all scream on the fountain reset, at least you can know where they are and start to plan whether you can get there to use your Corrupt Purge on them.

    Wouldn't be a bad change at all!

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694353#Comment_2694353

    I get that that would be the theory behind it, but I can't imagine this actually being better than the normal playstyle unless you literally forget to grab your power, or you're new and you don't have the sense of timing that comes with reload-type killers. Relying on passive fill means you're getting 1/4th of the Corrupt Purges you otherwise would. A little bit of survivor slowdown and a little bit of travel time has absolutely zilch on 60 seconds of the deadliest ranged power in the game. CP's also one of those powers where you really want to choose the activation time - you get it when you know where several people are. One of the reasons Trickster's Main Event is considered bad despite its power is because you can't choose when you get it (without handicapping yourself), and oftentimes it makes itself available in situations where you can't capitalize on it. Relying on passive activation for CP is similar; it's the reason her one iri addon isn't as good as it sounds and it typically needs to be paired with Bitter Murmur or the other iri to work it. And even then, gens getting done is way more predictable than when some survivor across the map is going to cleanse.

    Survivors remaining broken has very little to do with the nearest fountain's location. Only smart survivors will consider location at all, and the decision to remain broken is pure survivor preference. Nervous survivors will always cleanse at the first opportunity and experienced survivors will remain broken until something happens to make it unfeasible (they need to go for a save when the Plague is camping, someone else cleansed and now the Plague has Corrupt Purge, endgame, etc.) It's not like alarm clocks where having one near or far alters your decisionmaking on whether to spend the time on it or not. When you need to cleanse, you need to cleanse; when you don't need to, you shouldn't.

    I guess this creates a new playstyle for Plague, but it does so in the vein of Scrapped Tape Doctor; it's worse than how she normally plays. This addon just does not seem well thought out to me.

    Oh, I'm not saying it's good, I just think that's the thought behind it. I'd give it a secondary effect to help emphasise that you're supposed to be playing more aggressively and actively with it, but idk what that'd be.

    I do think it's slightly better than you're making it out to be, there is merit to relying more on the Broken status than the Corrupt Purge if you're confident in your M1 looping skills, but yeah- not great.

  • There are two reasons that this effect could be considered that I'd be able to see, though take this with a grain of salt because I don't really play Plague that much yet.

    The first is that fewer Pools means they're going to be broken for longer, and if you're lucky they have to waste a lot of time trying to find the remaining Pools while they are broken so they're not on generators during that time. The second is that you passively get your Corrupt Purge noticeably quicker since that happens when the Pools all reset, meaning that not only is everyone broken for longer, you have more of a chance to make good use out of that with your Corrupt Purge since that happens more frequently.

    My guess is that it's supposed to be an addon that informs an active, aggressive, rely-on-passive-reset playstyle, as opposed to a more measured and tactical one where you go out of your way to manually activate your power at select times.

  • Wow, that's an extremely broad list- I can't speak as much to the survivor side but some of those killer perks are actively good, not just decent, Plaything especially is an actively good perk that can give quite a lot of value.

    Similarly, Bitter Murmur, Coup, Bloodhound, all the other Hexes you listed, and Dark Devotion have very legitimate use cases, they really aren't that bad at all. As for the rest, sure, most of them are pretty useless, but I'll get to that in a second.

    On the survivor side, I know for a fact that Deja Vu is a really good perk, and it seems like most of the others can be useful too.

    Regarding the overall point- I don't support removing anything just because it's not as useful, so everything on the list should either be buffed or reworked, and the actual solution to the problem of the bad grind is to fix the grind. Remove perk tiers, overhaul the bloodweb, give more BP in general and/or lower the cost, make new characters start with three perk slots unlocked instead of one, change Prestige to not just be a giant BP sink... any or all of these would be a far, far, far better solution than just deleting perks.

  • The "hook action" is when you actually physically hold the space bar to put the survivor on the hook- if they progress through hook states without being rescued, that doesn't count as a hook action.

  • I'd agree with this sentiment. Boons themselves do have some sticking points- totem spawns need to be updated to work with them in mind a bit better, and I sincerely think boon effects shouldn't go through multiple floors- but they're not actually a fundamentally imbalanced or unworkable concept. It's just that CoH is far too strong, that's all.

    I'd propose the two changes I already outlined, and also that self-healing speed be capped at around +75% through any means, as well as maybe lowering CoH's healing value a little.

  • As Killer, I personally find the AFK crow notifications to be extremely annoying, so I go hook that survivor straight away. I sympathise with the team, but they're not actually in a worse spot for someone being on the hook versus just standing there.

  • Making BBQ's BP gain basekit is definitely a good first step, but honestly, the game needs far more than just that- and BBQ itself might need a buff too, since its actual effect isn't that great.

  • They definitely need work- if they could just unstick themselves from random props, they'd already be ten times more consistent as tracking tools.

  • Well, while I fully agree that Jolt should be updated to work on special attack downs, there is something you're missing, which is that Jolt is far more consistent than either of those. Pop has to be used on a strict time limit and you have to physically be present at the generator you want it used on, and Pain Resonance requires you to be in range of one of four random hooks in the trial- whereas Jolt will always work provided that there's a generator in range.

    If it were buffed to work on special attack downs too, it'd actually be a really solid perk, not a weak one.

  • @DorkianBae said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694098#Comment_2694098

    The game director.

    This is old news and it's only being brought up as a joke, but his statement was trash and shouldn't be defended.

    Saying people "hate" the game for criticizing it, they should "get a life" and "go play something else".

    This is what you people sound like

    https://www.youtube.com/watch?v=x2bOXQibamM

    Nah. It is old news, that's why you're seeing people get a little annoyed- it was true at the time, it's true now, it's not stopped being true between those two time points.

    Less being a fanboy of the game director, more having the history of this tired, incorrect old meme as context to the response, making it a bit more critical.

  • @DorkianBae said:

    Yikes, so many fan boys in this thread

    Fanboys of... who? Scott, or the guy in the clip?

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694082#Comment_2694082

    Yeah man, I get a lot of enjoyment out of watching other people in interact with the cool new stuff in the game. The stuff that does nothing but stymie me while giving my opponents an edge.

    Killers should have gotten something out of this event. It shows where the devs' perspective and focus is that the entire event is focused around survivor enjoyment.

    I do often find that pushback on that sentiment is predicated on survivors getting "an edge" from snowmen.

    Killers did get something out of this. As already said, killers get to enjoy the goofy nonsense of the snowmen just as much as the survivors, and killers got more of the cosmetics.

    Giving more directly interactable things for killers would be an improvement, but it's not a fix.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694002#Comment_2694002

    "Looking at" is not necessarily buffing. I'll never understand how people make this connection.

    Moreover legion is braindead easy to balance. Reduce the fatigue cooldown, make their movement in frenzy slightly faster, reward players for chain hits.

    That would be where "relatively high chance" comes in. I sincerely doubt they'll nerf Legion- people act as though they just make nerfs willy-nilly with no rhyme or reason, but that's not actually true, they just make nerfs for questionable reasons. Even with that, there's a relatively high chance Legion will get buffs alongside nerfs if any nerfs are in store, which will hopefully leave them in a better spot than before.

    The first two I see, but that last one is where the sticking point comes in. Reward players how? That's not something you can gloss over when you're making out that they're "braindead easy" to balance.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693998#Comment_2693998

    The issue is more that killers don't get any sort of new tool to play with, while survivors do. The Halloween event demonstrated that BHVR can make an event with fun and dynamic stuff for both sides.

    I think you are drastically underestimating how strong the snowmen can be when used correctly. I see a lot of people run into them and use my miss animation to just make it to a pallet they wouldn't have been able to without it.

    And yes, the fact that it futzes with killer powers while being completely negated by others (Doctor, Bubba) is annoying.

    It just feels like this event was farted out without much testing or consideration.

    I don't subscribe that much to the idea of "one side" getting things while the others don't; both sides got the comedy of snowmen trudging along in the middle of the trial. Now, that being said, I think that comedy would have been increased if killers could also hop into snowmen, so I'd definitely support that being made as a change if this rolls around next year, but that's a slightly different matter- an improvement, not a "fix".

    As to your other points- did they really manage that, though? The snowman would have to be in an extremely precise location for that to work out, since the enter animation is nowhere near instant. If by the time you've caught up they're fully inside the snowman, I find it really hard to believe they wouldn't have reached the pallet in time anyway.

  • I don't really think that's accurate, personally. Not because it does much versus CoH- it does something, but not really enough to be a hugely relevant time waster - but because it was already kind of irrelevant before. It's tied to M1 attacks only, healing speed was already pretty high, and a lot of survivors are just comfortable being injured so they can make use of perks like Dead Hard.

    It's mostly the same. It comes into play more often, but does less, so it averages out.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694046#Comment_2694046

    That would require a increased movement speed for Frenzy, duration, decreased cooldown for Feral Frenzy, longer time mending etc. he was that once and everyone was so bored of them, even killer mains.

    It was so boring to play against because it was basically a mending simulator. Everyone didn't like that, even the killers, because survivors were rushing the gens while being injured, because they knew that their power was absolutely no threat regarding to down them.

    He needs a second ability like throwing knifes at survivors while they're affected by deep wound. One blade will result in 50% decreased progress of deep wound, second will down them. It should be something better than huntress but worst than trickster.

    A secondary ability wouldn't solve that problem, and the one you're proposing is a little too derivative anyway. Which leads us to the same thing I said at the start: They either need a complete teardown rework, or some light number adjustments, because they're really hard to balance properly due to what a mess they were on release.

  • @Exxodus21 said:

    He's wrong though. The question asked if anything was going to be done to improve the game experience for killers. There should have been a list of upcoming changes or at least some canned response about always monitoring the game blah blah blah. But instead he reinforced what everyone feels anyway: we don't care much about the killer role, so either play the role we do care about or don't play at all.

    You can even see the look on Not_Queen's face. She wasn't pleased with that answer at all, which leads me to believe that there are members of BHVR that don't agree with the direction and balance of the game, but the people in charge won't listen to them either.

    He's actually not wrong! See, the question wasn't just asking if something was going to be done to improve the game experience for killers- it was a long list of extremely whiny complaints. Even if you agree with them, there's no denying that the tone was a very emotional one, and that is not something you want to encourage as a game lead.

    Can you imagine how utterly miserable the state of discourse surrounding this game would be if all the ranting got reinforced by the developers themselves? That'd be a nightmare.

    On top of that, he was still completely right. If Killer is frustrating you, take a break. That's completely separate from balance issues, that's going to be the case even in balanced games and the thing you need to hear when that happens is to take a break. Period.

  • @PlayTwink said:

    https://forum.deadbydaylight.com/en/discussion/comment/2694005#Comment_2694005

    Honey, he needs a second ability to help them down survivors. Their power is literally NOTHING for a survivors.

    Which is legitimate design, IF they're actually good at doing the stuff they're supposed to be good at, which they currently are not. If Legion's power was for mobility, tracking, and easy injures, with light slowdown, that'd be a perfectly legitimate killer- albeit a weak one.

    Right now, though, they have extremely minor mobility, tracking, and slowdown, with only the first injure being guaranteed.

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