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jesterkind

jesterkind

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jesterkind
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  • I have a question for the people who think that NOED is unfair and that cleansing it/doing bones isn't a reasonable counter to it - and I'll even ignore the other counter of just leaving as soon as you see it pop up for the sake of this question.

    What makes NOED unfair and undeserved where Devour Hope isn't? They both have extremely similar effects- everyone is Exposed, and NOED has the added benefit of increasing your speed because it's only going to activate in the endgame whereas Devour's extra strength is in the mori capability if you build it up further. Both require you to play a portion of the game with only three perks, both can be undone at any time by the survivor...

    Why is NOED the subject of all this debate where Devour isn't?

  • NOED does not need a rework. Especially now that boons prevent it spawning on some totems that are still standing, if you're worried about NOED you should go take care of the bones during the trial.

    If you don't have time to do the bones, you have two other options after it procs:

    • Go find and disable the totem it spawned on.
    • Leave.

    This is why I do support it being announced as soon as it activates- it has tons of counterplay, but to be fair, the first guy who gets hit doesn't have a chance to employ over half of the available options.

  • There are definitely tools to help against CoH specifically, but if you're looking for perks that are more about giving you an edge against boon totems in general, there are three that I've found, to varying degrees of efficacy.

    Thrill of the Hunt: Decent slowdown, especially against someone trying to bless a hex. It doesn't lose tokens when a totem is blessed, so it's permanent slowdown until it's cleansed- with the downside being that... it's a hex, so it can be cleansed pretty easily.

    Undying: Gives you auras on anyone trying to bless a dull totem, which at minimum means you know where that boon is if you don't have the ability to go interrupt. Can be paired with Thrill to make the slowdown last longer. Downsides are... again, it's a hex.

    Plaything: Much less of a counter, to be fair, but if the person who's affected isn't one of the ones on the team with a boon, they have to break it and ensure that their teammates can't use it for boons later. Similarly, people who do have boons are probably going to want to bless it and not break it so they don't waste a totem, meaning that you're wasting more of their time. You are at the mercy of decent spawning, though.

    As for CoH, Exposed and Broken help.

  • I'm gonna be honest, while there are problems with boon totems, I haven't noticed any actual detriment to hex perks specifically. Right now, hexes get cleansed within the first minute of the trial, and before boon totems were introduced... hexes were cleansed within the first minute of the trial. It's really not any worse.

    Also, I like Mikaela. I think she's cute and her story has some interesting elements.

  • I'd use the absolute heck out of a trans flag charm, I'd definitely support that.

  • You do absolutely have to use those addons, it doesn't work otherwise. Good luck, it basically requires that the last guy let you have it instead of stubbornly hopping into a locker.

  • It depends on the killer, but I usually prioritise balance. I've been trying not to use Ruin/Undying as much, since it tends to get cleansed pretty quickly and only gives insane value on killers that have enough mobility to pressure people off gens anyway, so I'm still experimenting with exactly what I want my regression perks to be.

    On Wraith, I've taken to running Pop and Brutal Strength, with the logic that I'd already been running two perks for regression so I might as well pick a second/backup perk that'll also help me in chase as well as helping cut down on how much time I have to invest in gen regression. That's only right now, though, I'm still experimenting- though I doubt I'll take Lethal Pursuer off him, nor BBQ, which are the other two perks.

    On Myers, I run Lethal Pursuer, Plaything, Surge, and the last one gets swapped around a lot. Plaything is good for him- nobody expects a silent Tier 3, haha.

  • In its current state, that probably wouldn't be a good idea. It'd only incentivise absolutely everyone to go for dumb bodyblocks (then complain about getting tunnelled when they refused to make distance and made themselves a one-hit down versus a potentially healthy rescuer...) and incredibly unsafe unhooks.

    BUT, some kind of basekit answer to tunnelling also wouldn't be the worst thing in the world, at least in theory. Some other parts of the game would have to change alongside it so killers aren't just put at a disadvantage with no upside, and it'd have to deactivate after the last generator is completed, but a basekit answer to tunnelling is probably actually possible, much more so than the equivalent for camping.

  • Because it's a game. If a killer's power can't be meaningfully dodged or interacted with by good survivor play, then the survivor players would rightfully feel like there's little point to even playing.

    Attacks being telegraphed is absolutely decent design and it was always a problem that Slinger could essentially fake the telegraph and hit without telegraphing. The Nurse example doesn't bear out either, that power is still telegraphed because you can see her raise her hand and hear her wheezing.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648277#Comment_2648277

    Yea and everyone talking about it was wrong. The fact is that he is going to be forced to shoot at some point, otherwise you will break line of sight or reach a safe structure. Making up a little ground doesn’t mean much when there are multiple safe pallets per map.

    ...Yes, exactly. He's going to be shooting at some point, so you can't ignore him ADSing briefly, but he's also not going to shoot you just because he's raised his gun, so you can't just keep swerving because you'll lose distance.

    Combined with a quickscope being literally too quick to dodge when he's at a certain distance from you, and survivors are at a lose/lose with no real agency in the chase beyond hoping there's something to break LoS or hoping that the Deathslinger just misses when he does shoot. The changes needed to go deeper than what we got, but they were still ultimately necessary.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648228#Comment_2648228

    You bait the shot by swerving in one direction, then back the other way, and then back again. If he is aiming his gun, he isn’t making up much ground since he moves slower than normal while aiming. Obviously if he is close, you are getting hit, but that’s the case for every killer. A quick swerve would have made the insta shot miss pre nerf.

    But that's exactly what we've been talking about- if you're doing that, then you're not gaining as much distance, which means he's gaining on you. All it takes is for him not to be holding his ADS for the entire chase, which even bad Slingers don't tend to do, and you're in a lose/lose scenario where you're either easy to shoot or you're losing a ton of distance by running erratically.

    He's going to shoot eventually, you don't know when, and he loses nothing by making you swerve to avoid a shot that you have no way of predicting or reacting to even if you could manage to guess right. I'm not the first person to say this, it was the hot button topic about Slinger's design for a while.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648195#Comment_2648195

    You’re implying that only he makes a choice. Survivors can trick him into shooting.

    How?

    I do actually want to know, so I'll hold off on saying anything else just yet.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647904#Comment_2647904

    key word "chooses." If he chooses wrong. the survivor gets away. Sounds fine to me.

    So the survivor counterplay to Deathslinger is to hope that he makes the wrong choice? That doesn't sound like a particularly interactive and healthy game mechanic to me, friend.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2648112#Comment_2648112

    No hypocrisy here. I suggested an alternate change, but if they're going to make his 1v1 less oppressive they would absolutely have to balance his 1 v 4 more adequately. People have said this before, it is not a new thought.

    He did not need a nerf.

    Yeah, there's no denying that the change was handled badly, just as there's no denying that there was clearly something about him that sparked a change to begin with.

    The changes they made were (mostly) necessary, just done poorly and with not enough compensation in other areas.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647904#Comment_2647904

    And this could be completely corrected by putting a cooldown on lowering his rifle, or preventing him from raising it again/M1ing, instead they gutted him and made him shoulder his rifle slower than literally anyone who's ever used a rifle for more than 2 hours.

    So the answer is no, he did not need a nerf. And to add my experience to the others above me, I've stopped playing him completely, and I've seen 2 Deathslingers since the nerf as a survivor, and he got ruthlessly stomped.

    ...You just explained a more reasonable nerf to give him, and then concluded by saying "no he did not need a nerf".

    So, like, which is it? Which of those two statements is your actual argument here?

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647907#Comment_2647907

    What was i talking about is that i suppose that the notification thing that is the useful thing on the perk only works on hexes, the slowdown is there but if you stop to think you have to use two perks to counter one of the survivors, this is balance?

    It doesn't give a notification at all anymore- it's purely a slowdown perk, and it's a pretty alright one at that.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/295503/killers-need-something-to-counter-boons

    I'd totally be up for a Killer perk that increases the time it takes to bless a totem.

    May I introduce you to Thrill of the Hunt?

  • @KblokoBR said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647896#Comment_2647896

    Thrill of the hunt is the most decent one, the problem is he only works in hex totens, so dull and blessed aren't included.

    I'm not sure what you mean by that? Thrill absolutely does slow down blessing dull totems, that's its entire function. It also doesn't lose tokens when a totem is blessed, so it still works fully as long as it isn't cleansed/blessed.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647882#Comment_2647882

    You dodge in anticipation of the shot. If you are about to round a corner, he is obviously going to raise the rifle. That mindgame is completely dead now

    You dodge in anticipation of the shot, thus losing distance if he chooses not to shoot, thus opening yourself up to an ADS fake hit. That was the entire problem being discussed long before the nerf actually hit.

  • Thrill of the Hunt: General slowdown perk, even if you don't end up interrupting survivors it makes them waste more time on boons - which means they're not progressing the objective, and they're also not benefiting from boons during that time because they're still setting them up.

    Undying: Shows you the aura of anyone trying to bless a dull totem, meaning you can go try to interrupt them, or at least know where the boon is once it's completed. Can be paired with Thrill to make its slowdown last for longer.

    Plaything: Sort of a sideways counter, but once a totem is lit by Plaything, only the person it's associated with can interact with it, meaning they have to waste time blessing a hex that may not be in an advantageous spot, or they have to break the totem and can't use it for a boon placement anymore.

    We can argue about the efficacy of those counters, but they undeniably exist. Between that and the intended counterplay of snuffing and ambushing, there's not a lack of options- there's just arguably not enough impact from any given one.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647842#Comment_2647842

    And why should you be able to react to the gun? Counterplay is not having a safe option every time, which seems be what survivors think it means. Survivors should have to guess, not be able to shut down the killer.

    Because the gun is a killer ability in the game Dead By Daylight, and thus shouldn't be a guaranteed loss. You're right that it doesn't even make him overpowered, but it's not exactly a healthy power if you're just guaranteed to be screwed unless you're lucky enough to have something tall enough to duck behind so you can break LoS.

    You say they should have to guess, but how? If he quickscopes you don't have time to dodge, and if he doesn't he'll keep faking to make you juke to lose distance. There's no correct guess to make, that's the entire argument against old Slinger.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647824#Comment_2647824

    At no point has anything on DS been a “problem.” Holding W was and is incredibly effective against him, as is breaking line of sight and wiggling. The real issue is that survivors were mad that they didn’t get to control the chase like they do against most killers.

    ADS fake and quickscope were considered problems, and I think that's fair. You couldn't react to a Deathslinger quickscoping, so the realistic counterplay was to just juke and hope that he missed- and if he chose not to shoot, your juking lost you distance, so now he could ADS fake and hit you. Was it OP? Eh. Was it cheap and unpleasant? Absolutely, it was worth fixing. The fact that it was done poorly shouldn't distract from that.

    If the weakest killer in the game had a problematic aspect to them, that would warrant fixing just as much as an OP killer. This isn't even a hypothetical- Clown's instadown iri addon is cheap and unpleasant, I'd support that being changed so long as it's done well and, ideally, comes with a suite of buffs or a full rework.

  • @AVoiceOfReason said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647810#Comment_2647810

    That map is supposed to be dark. Instead of being dark, it's just a gross green filter that blends all color together.

    Most maps started out with that same intention, and the ones that got brightened are better for it, setting aside their balance.

    Removing the filter would be fine but they absolutely should not make it darker.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647766#Comment_2647766

    “Problems” when the killer had a pretty low kill rate and no map control. Sounds like survivor entitlement to me

    Problems are problems whether the killer/perk/item/whatever is OP or not. It's worth fixing- and in the process of fixing it, BHVR messed up and caused new problems.

  • Removing the filter is one thing but good lord, don't make the maps darker. A lot of maps in this game need to be brightened up, even.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647766#Comment_2647766

    Personally I feel like all it was needed was a slight ADS tweak like they did with Wraith, small but noticeable. Even a very little number change would've made so survivors could loop a few more times in a tile, which is more than enough.

    Instead they got rid of everything that made Deathslinger a good ranged killer, making it no reason to play him over huntress

    There was already no reason to play him over Huntress, she was always stronger and they always played completely differently.

    That aside, basically yeah. I think the ADS fake change was perfectly fine, and the inability to quickscope is also totally fine, but his ADS time is now too slow. A middle ground where he can still reasonably react but the survivors have time as they see his arm raise to dodge is more than achieveable, and I think a lullaby radius would've been a better change than to just increase his terror radius.

  • Yes.

    It was needed, but it was mishandled. Quickscope and ADS fake were undeniably problems, and now there is a new problem, which is that he feels very clunky.

  • I remain completely unconvinced that Exponential is going to be OP. I'm more concerned with Overcome, that's going to have an actual effect on the match that isn't dependent on the stars aligning for the survivor to get value from it.

    And in fairness, killers are getting some decent new perks. Pain Resonance is meta material, Pentimento is interesting even if it's not likely to see much use, and Grim Embrace is... fun, at least. So, new killer and at least one solid new perk, which is... exactly what the survivors are getting; one character, one strong perk.

  • @Krimbar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647653#Comment_2647653

    As I said in my post already, the system might be working properly, but the effect it has on matches tends to be more negative than positive.

    "Play the way you play and, with some adjustments, this system will try to match you with players who'll be responding accordingly." I don't think the system is even remotely capable of achieving that with such vague data being used. It's not hard to "accidentally" make the system think you are looking for a more "challenging" experience, which although very subjective, seems to be very unfun for a lot of people.

    Yep, it definitely needs smoothing out. It's just important not to act as though this is some new ranked mode where you're supposed to try and get to a high MMR, it's not that kind of system.

  • Pretty much. The fact that it's equal-opportunity terrible for both sides means it kinda just wins by default, but I do think it's bad enough for either side to warrant top spot anyway.

    The funny thing is that it doesn't have to be- even its maze-like quality would be an acceptable downside to the map if it weren't so goddamn BIG. Three separate floors, each one pretty wide, is just too much. Cut it up into three separate maps, with a few tweaks to address various nasty areas like the offices, and this would be a pretty decent realm.

  • Minor point, but there's no incentive to gain MMR because it's not a progression system. You're not supposed to be going out of your way to try and get max points, it's supposed to be puttering away in the background. The theory is, play sweaty for a 4k and (after you're placed properly) you'll be matched with players who can handle playing sweaty for a 4k, and vice versa.

    This system nearly works properly all the time, but even after they patch up its current holes, people need to stop approaching it like it's some kind of progression system, and that they'll be "punished" for escapes/deaths. Play the way you play and, with some adjustments, this system will try to match you with players who'll be responding accordingly.

  • I understand why there's a time restriction- at least, I think I do. I think it's so that there's a rhythm to playing Trickster, so he has spikes of lethality instead of getting to choose when he triggers his extra strength like most of the other Killers with similar mechanics. I think it's reasonable, but it's far too punishing currently.

    What I think they should do instead is, if you don't use Main Event in time, it doesn't reset progress back to 0, it resets it to 50%.

  • I definitely also had the misunderstanding of what Exposed did, I equipped NOED thinking that I'd get some tasty aura reading when the last generator was done and thought it wasn't working properly lol

  • @ColonGlock said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647413#Comment_2647413

    I am just pointing out killers have a way to recover faster when it happens. It is happening to me every match so there is value there.

    I'm only really commenting to clarify because people are responding with disgruntlement that they have to run a perk to "fix" something, so it's pretty relevant that Unrelenting does nothing to fix the Dead Hard validation issues- just helps with Dead Hard itself.

    I agree, there's value, because it affects what the perk actually does, not the bugs it currently has.

  • I mean, it doesn't counter the validation so much as it lessens the impact of Dead Hard. The missed-swing thing is just what Dead Hard does, the validation only causes the audio bug.

  • God no, it's way too dark. A little graphical updating would be a nice thing to have, but certainly not at the cost of not being able to see anything.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647234#Comment_2647234

    Hope that the devs might listen and things will change?

    Also, bloody-minded spite is a great motivator for doing something.

    Good lord, I hope that first part isn't it, this is the literal worst possible method you could employ to achieve that goal.

  • Don't hold back now, tell us how you really feel.

    What are you still doing here, man? If I felt this way about any game I'd stop playing it in a heartbeat, I don't fully understand the mindset behind feeling this way but still sticking around to make posts on a forum dedicated to the game.

  • Then I think this could be a reasonable change, gives the killer a little bit of leeway while still allowing the survivors to try and scramble to turn off some hexes if they want to straight away.

    Not a bad idea!

  • Generally speaking, if I feel that the game has been a fun and fair one where the survivors weren't trying to be too cocky, or if I notice that the last guy left played well and just got unlucky/screwed over by their team. Multiple DCs also generally spur me to let the last person have hatch, because that match is basically a wash anyway.

  • @Szarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647161#Comment_2647161

    I would say it's fully stealthed. After this 30 seconds random totem, that is avaliable lits up and can be destroyed.

    Interesting. What if there are no available totems, though? If all the dulls were broken, or all the standing totems are blessed?

  • I like the idea of guaranteeing some time where survivors aren't staring at your lit totem, though I'm not quite sure whether this would work out, specifically. Would the survivors still be notified of the Hex being in place, so they can go try to break dull totems in the hopes it's the right one, or would it be completely stealthed?

  • The idea is to gently encourage people to play the other side, so I don't think people should be able to completely opt out of the other side's challenges. What I think should be changed is that you should get three Killer rituals and three Survivor rituals a day, so you have a full suite of challenges for your side and the ability to gain more bloodpoints by playing the other side if you want.

  • Technically speaking, there are counterplay perks to boons on the Killer side- Thrill and Undying both give you an edge against players who are dead set on making full use of their boon perks, and if you're lucky with spawns and who you down in what order, Plaything can help force survivors to either break a totem or spend more time blessing it while oblivious, as well as locking that totem out for anyone else. Then again, some people seem to think a "counter" can only exist if it puts a hard stop to what it's countering, so in that regard, there aren't any.

    Aside from that - I think it's important to make the differentiation between "boon totems" as a mechanic in general, and the specific effects of Circle of Healing, which is the only boon perk that actually is too strong and needs to be adjusted. The other two are fine- I'm not even convinced Exponential is any good at all, it's definitely not broken.

    There are some things that can be done to help boon totems play out the way they're meant to even with that in mind, though- there are some weird finnicky totem spawns that end up far more of a timesink for the killer to go snuff them, for instance, and multi-level maps make boon totems a nightmare. That'd be the direction to start looking, in my opinion.

  • Yup- all the Stranger Things perk names got changed when they were swapped to general perks instead of character perks.

  • For brief context, I do not think this game has an F tier.

    Trapper has moved from near the bottom of the D tier to the very top of it, in my opinion. His fundamental design is always going to put him quite low, but this did wonders to make him smoother and more interesting to play, so it's still a good suite of changes.

  • I can't remember exactly where, but I'm pretty sure I remember them saying that they still can rebalance anything from the Stranger Things license, but I don't know if that means they necessarily will any time soon.

  • @ManOMaker said:

    https://forum.deadbydaylight.com/en/discussion/comment/2645280#Comment_2645280

    With that being said, would someone with only 300hrs but they have watch quite a lot of dbd videos be comparable to someone with 700-800hrs with no dbd videos watched ever?

    Depends on the someone. You can't strictly tie it to hourcount, there are probably people out there who go past "good" and into "top tier" really quickly because their brain is wired in a way that really clicks with the way DBD is played. Other people could rack up multiple thousand hours and still be below average, because they're either unwilling or unable to reflect on their mistakes and grow as a player.

    Time played only gives a very general suggestion of skill, it has to be measured completely separately.

  • It's not about the hours, it's about how much knowledge you've acquired + then a little bit of time added to that to get experience putting it into practice.

    Generally I think you'd get enough understanding of the mechanics to be considered "good" after about 50 hours, if you also understand how it all works. For survivor, anyway- killers require their own individual learning curves as well as a general understanding of the killer game.

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