jesterkind
jesterkind
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456169#Comment_3456169
There is no "3 gen problem". The problem is skull merchant being able to camp and hold one from the very beginning. Not every killer can do that, and none of them can do it like she can.
That does seem to be a bizarrely common sentiment.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456189#Comment_3456189
I'm saying the issue is significant enough that it's not enough. It isn't just "some" of the time, it's nearly "ALL" of the time that this happens in sm matches. I'd prefer they acknowledge the problem by getting rid of it till they come up with something better. Otherwise the best solution to a sm match is dcing, every time.
The problem there is that if BHVR disable Skull Merchant until they fix the 3-gen problem, there's nothing actually stopping the players who want to hold a match hostage for 40 minutes from just swapping to the next best killer for it. Disable Knight, and they swap to Artist, disable her and they swap to Doctor, and so on and so forth.
Sure, maybe they'd get discouraged and stop trying, but that's kind of a gamble. If they don't, all you've done is remove SM for the players who want to play her normally/fairly.
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Some kind of nonbinary or otherwise nonconforming character would be a very interesting thing to have in the game for sure, I'd love to see that.
It'd be a small thing, I'm sure, but I'd also like to see some binary trans characters. Even just as a little side note, or detail in their cosmetics like a flag pin or something.
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@Havocus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456169#Comment_3456169
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456182#Comment_3456182
Saying something, and doing something, are entirely different. This has been an issue since her release, and it is how she is played 99% of the time. It is an active issue that makes the game miserable, not a "we'll work on it" issue, more like a disable and back to the drawing board issue.
From PTB to Live she had changes that were aimed at making her more consistent across all playstyles, and after she did hit Live she got some more changes to make her a bit more viable in chase.
They have done something. Twice. Fixes take time and experimentation to develop, and on top of that just changing her has failed twice because the problem is more fundamental than just one killer's kit. Would you prefer them to say nothing while working on it, or acknowledge the problem and tell us that they're working on it?
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I imagine it'd be "nothing", considering they're not only looking at Skull Merchant but also tackling the 3-gen problem in general too.
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I don't think so, no.
With the right investment you have at least one, possibly two decently-timed heals with medkits. Botany + Self-Care is a workable combo. Inner Healing is comparatively even better these days.
On top of that, you can absolutely heal your teammates, and if you do they're more likely to heal you too. This is the best outcome of the healing nerfs, because that's how healing should work, the expectation should be that you're going to heal your teammates and they'll heal you. Self-healing should be slower and less efficient than someone else healing you.
Side note, Botany Knowledge is one of the best healing perks, it is very far from a waste of a slot. A flat 50% speed increase on healing your teammates is a very, very useful effect.
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I thought you only got the slowdown if your actual killer body was near the hook, not the camera you swap to?
With that in mind, it's pretty fair. If you're monitoring cameras while standing near the hook, you shouldn't expect to be able to snap back to reality and instantly chase someone going for the save, that's... just camping.
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Oh hey, we haven't had a good old fashioned "this killer is just a worse [killer they have very little in common with]" for a while. Last was Knight and Artist, then before that Trickster and Huntress...
A proud tradition.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454836#Comment_3454836
Legion, Plague are good start.
Any M1 killer does feel it in chase.
Plague definitely not, she has range. Even without having Corrupt Purge available, it's just M1 looping, so it is a noticeable difference in difficulty but it doesn't butcher her ability to catch them.
Same with Legion. I was playing Legion for a lot of today, and while I did notice a few whiffed window swings that might've been hits otherwise, I can't say I was suddenly rendered impotent and helpless against the awesome might of this new perk. It gave the survivors who had it an edge (or at least, the skilled ones, lol) but it was something I could work around and didn't even affect every chase, let alone every vault.
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I'd swap Hag and Nemesis, personally. I'm not so sure Hag is all that good these days, and Nemesis is consistently underrated as one of the best in the game.
Wraith is also easy B tier, and it's not even close. Other than that I think I agree with the general shape of the tier list, any other disagreements would be pedantic nitpicks like Spirit being S and not A, but since she's still third-best that's arbitrary.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454787#Comment_3454787
It may surprise you but fix might not be simply remove haste effect.
You can make healing survivors on ground faster and focus on anti-slugging part of the perk.
Survivors finally got good perk? Well, last good perk killers got is CoB and we know how that went.
The last good perk killers got, even being really strict about what makes the cut, was Nowhere To Hide from two chapters ago.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454836#Comment_3454836
Doctor is the worst I've seen. Messes with the already delicate shock timings bad. Dredge second worst, makes connected loops even stronger than they were before. Legion. I could be running blood echo but then I don't have a chase/gen/info perk on a basic killer. Onryo. Greed greed greed vacuum into pallet stun.
I also play clown and knight but I haven't played them since the patch. It feels unfair almost like how old dead hard did. The feeling of getting robbed of a hit you would have made at a pallet or window without the perk in play.
I'm not even saying kill the perk. Just make it conditional in some fashion. Duration like lucky break. Make it generous. Anything.
Doctor I could see, with the timings. That has to be frustrating, I don't play Doctor often so I wouldn't have seen that.
Can't say I'm all that convinced on the others, though. Heck, I was just playing Legion against three survivors with MFT and it felt fine. The perk gave them an edge, as a chase perk should, but they were hardly uncatchable. I kinda question that a perk "robbing you of a hit" at windows and such necessarily means it's badly designed- isn't that what a perk is meant to do? Give the player who brought it an edge they wouldn't have otherwise had?
If it were every window and pallet that'd be something, but as it stands, it just sounds like the perk does something.
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@YOURFRIEND said:
"Blood echo, fearmonger and such perks"
Just gonna handwave the other truly terrible perks that cause exhaustion? And the fact they blood echo works on like two killers? And that fearmonger's exhaustion is short enough that you can get it back in chase? There aren't viable perk solutions that cause exhaustion. Especially when you've gotta dedicate at least two slots to game stall to counter the insane gen speeds lately.
Yeah, a lot of perks suck. They should be buffed, not overshadowed by yet another S-tier perk that butchers the worst killers in the game. Winning vs it as plague, a high A tier killer doesn't mean anything. She's in a good spot to begin with.
Can I ask, sincerely, which killers does this perk butcher?
Like, specific examples with reasoning, if you're willing.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454347#Comment_3454347
This perk has distance and another effect on top of it too.
I don't think endurance part is weak at all.
The Endurance part is barely worth mentioning. It's a short timer on a very specific trigger, it'll come in clutch once every thirty games but otherwise won't be relevant. The Haste is the reason to run it, that's the strong part.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454317#Comment_3454317
Don't forget a perk that reduces attack cooldown on missed hit, I forgot the name.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454313#Comment_3454313
I-frame was never been a problem, "just bait it out" is more or less always the counter to it, unless people played some specific killers.
What actually became the reason for nerfs were distance, which MFT DO have.
I'm not sure how you thought literal subtle speedhack will not be as broken as free distance, but I guess that's different PoV or something.
The point is, on top of the dash-for-distance being way stronger than a low level constant speed increase, the i-frames were the cherry on top to ensure you couldn't do anything about it. They press E for distance, they get a ton of distance in a short burst and they're immune to killer powers.
Compare to Made For This, which is strong, I'm not saying otherwise, but there's no immediate eff-you moment. The killer is still more than capable of hitting them at every stage, because the meaningful value they're getting is the ability to turn corners a little faster. One more turn around a loop isn't anywhere close to as OP as the numerous different, genuinely uncounterable things old DH did.
The dash was far more broken than Made For This. It's hard to overstate by how much, old Dead Hard was possibly the most broken thing the game's ever seen. Even assuming everyone's doomposting is accurate, MFT still isn't close. It's an increase in difficulty catching survivors as killers without damaging abilities, not an immediate uncounterable chase-extender against every single killer.
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When you say "old" Dead Hard, which version do you mean?
If you're referring to the pre-6.1.0 version of the perk, where you got a dash with i-frames, this is an insane comparison. They're not even slightly close to each other, even if MfT is overtuned it can't possibly be anywhere close to the level of broken that perk used to be. Even setting aside pure strength levels, they work completely differently.
If you're referring to the pre-nerf current Dead Hard, eh...? I honestly think that comparison makes even less sense so I don't like to assume, but if that's what you mean, I'd again have to point out that they work completely differently and don't provide the same kind of value.
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This happened to me too, playing on PC. The map and perks were all different- the only other variable I can think of was addons. I was running Crew Manifest (see auras when infecting with Slipstream) and Kid's Ball Glove (longer Overclock).
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Any killer can 3-gen, it's the big thing at the moment. At least BHVR are looking into it.
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He only had seven minutes to play with us...
(Congrats!)
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I'm of the same mind.
Singularity has some balance issues, but as far as these issues go, it's comparatively a pretty minor fix. He's not overwhelmingly broken or fundamentally flawed, he's just a fun killer that needs a little tweak. The perks are fun and interesting, and while the map isn't great, that's been pretty standard for a while. All things considered, this is a pretty good chapter.
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Don't you think this is a little dramatic?
EMPs are a little overtuned but the killer power obviously needs some kind of counterplay, it's a video game.
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How on earth is everything about this chapter busted...?
Beyond EMPs still being a little overtuned, it looks at worst like a neutral chapter.
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Wraith's in a pretty good spot right now, all things considered.
Lightburn being gone gives you more ability to pursue survivors without needing to juke around things weirdly, he synergises well with some of the stronger remaining slowdown perks (especially Eruption), he's always had a super solid set of addons and he's not all that map dependant...
I like Wraith. He's one of the few killers I can do meaningfully different builds on, and he's a lot stronger than people give him credit for.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453692#Comment_3453692
One of the many killers that ignore the speed boost....nurse, spirit, blight? No thank you. The thought makes me puke a little bit in my mouth. You know fearmonger causes exhaustion for five seconds, right? It's complements blood echo because it pauses the exhaustion timer but on its own doesn't do anything. And then the problem is that you're not running any game slowdown so you're just gonna lose. Believe it or not I run these builds often on legion and they are bad. You shouldn't have to run a bad build just to counter one busted perk.
Old old dead hard was way better than the nu version but the nu one was still a huge problem. Aside from tacitly disabling lunges and ranged killer powers it was just frustrating. That sort of consistent friction simply doesn't belong in games. Feeling like your effort just doesn't matter several times over the course of a match in anything is unhealthy.
Nurse, Spirit, Blight, Wraith, Huntress, Ghostface, Wesker, Leatherface, Hillbilly, some Myers builds, Trapper and Hag if you're lucky (although they will care if you aren't lucky, in fairness), Twins, Clown...
Or any killer that prioritises stealth and any perks that give bonuses for injured survivors, for that matter.
If it were "run one of this small number of things", it'd be a problem, but as strong as a 3% Haste genuinely is... it's still just Haste. It doesn't stop killer powers, and it doesn't give you extra health states.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453682#Comment_3453682
Every exhaustion perk is ass or situational on like two killers(blood echo). I've seen septic touch precisely once ever and it did nothing. Most exhaustion add-ons are also truly terrible or painfully niche so that's not an option either. They took away clown's bottles :(
Also I'm not even sure which dead hard you're talking about. The community really needs a way to delineate the two for these slapfights
Admittedly I forgot about Septic Touch, lol. That one is just bad, but Blood Echo should feasibly become more viable when players are trying to stay injured for their perk value. Either way, plenty of killers have addons and they all have Fearmonger, not to mention bypassing the need entirely by bringing Exposed or stealth or hindered or haste... Or just playing one of the many killers that don't care about this, but that's more of an ask.
As for Dead Hard, I assumed people meant the pre-6.1.0 version, considering the numbers and language being used. That is an insane comparison. Post-6.1.0 and pre-6.7.0 Dead Hard is... still a bad comparison but less overtly insane, I guess?
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Preventing a 3-gen from forming is a game-long endeavour, not just a thing to consider at spawn. I could see this perk being changed after the 3-gen problem (IE, killers being able to drag games out for 40 minutes by refusing to take chase and get downs) is addressed, but even once it is, unless 3-gens become completely impossible in general it's meant to show you where those three are throughout the match.
The highlighting isn't a problem, at all. I personally don't think the speed percentage is either, it's a literal 1% boost from a number that was in the game for a year without being problematic or even all that useful, but it's also the part that could be changed once the wider problem is addressed.
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The overall balance of the perk aside, the number of people comparing this perk to old Dead Hard is insanity. Amount of distance gained was never the problem with old Dead Hard, it already gave massively less distance than the other Exhaustion perks, it was how quickly it gave the distance, when that distance was given, and how uncounterable that distance was that made it problematic. None of those apply to Made For This; it gives the distance slowly over a long period of time, granting multiple opportunities for the killer to get a hit, and it has multiple counters that are more meaningfully achievable than old Dead Hard's ever were.
As for the overall balance... I think it's pretty obviously an acceptable perk if taken on its own. It's a noticeable speed boost but only when you're vulnerable, and the killer has more Exhaustion tools than ever to try and deal with it- not to mention that the survivor is dissuaded from using Exhaustion perks themselves, and it's just a speed boost, not a dash with i-frames or Endurance. It won't stop killer powers at all, other than by helping a survivor turn a corner a bit faster.
I do think Haste stacking is starting to become a problem on the horizon. The question of combining current tools for Haste aside, the devs basically can't add more consistent Haste now without stacking with Made For This becoming a huge problem; some kind of hard limit there would be pretty freeing for the game's long-term design space.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452942#Comment_3452942
You.... You can tell when a killer is coming 99% of the time. Who's sneaking up on you to the extent that you can't tap a heal? Every stealth killer except ghost face has a tell.
I'm speaking from the perspective of someone who literally plays whatever the incentive is. I don't have a "side". I've played with 99ed heals and resi a lot when vault build was a thing. It's no more dangerous than being full healed.
If you're tapping the heal as soon as the killer approaches, what's the point of bringing the build? It's a chase build, Made for This is literally doing nothing if you play like that and the benefit of Resilience isn't unique either.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452929#Comment_3452929
Like I said, you ain't gotta stay injured. There's an easy way to negate any of the cost around that build.
I think you're wildly overestimating the safety of the 99'ed heal strat. You're still injured when the chase starts, which still makes even attempting it suicidal against a fair number of killers and builds.
I'm saying this from the killer perspective, for the record. I do consider survivors who stay injured ones who are taking a risk, because it puts a lot more pressure on them to not mess up and renders them helpless if I'm playing a stealth or ranged killer.
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Unless they removed this from PTB to Live (haven't gotten a chance to play today), Hux does have restrictions in place for his pods and camping.
If the pod is too close to a hooked survivor and he's monitoring it, the lock-on feature for applying Slipstream or for teleporting is dramatically slower. If he's close to a hooked survivor while looking at pods, he's slowed down significantly when he exits the pod view.
It's kinda like Knight. Neither of those killers can use their powers to camp more effectively because of the restrictions they have, but since those restrictions aren't just disabling the power, it can be easy to miss exactly how it works.
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@YOURFRIEND said:
You've had other survivors heal you before, I assume? More common these days than before. A medkit with a small charge can heal you to full if you break off a heal before it's complete. It's not hard and requires no communication.
Being injured is not risk in of itself. It's an eventuality.
Being injured is not a risk. Staying injured is a risk, and is actively suicidal against certain killers.
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It's usable. It's a thirty second heal iirc, which for something unlimited is pretty good; it's only a bit longer than medkits, and you can only get two heals out of those. Plus, Botany Knowledge applies when you heal your teammates too, it's one of the best healing-related perks in the game.
The combo has a weakness, though, and it's that it is quite badly affected by anti-heal sources. Thirty seconds is already on the upper end of how long you want to spend doing this, and ideally you'd be doing it in bursts rather than all at once, so Sloppy Butcher alone harms the combo fairly noticeably.
Still! It's not a bad pick.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451818#Comment_3451818
There also needs to be testing of what the killer is supposed to do if a survivor purposely stands on the opposite side of the hook, just out of facecamping range.... and forces the killer to either run through the facecamping range, or forces the killer to awkwardly walk around the facecamping range in a giant circle. It would be even worse if two survivors were doing this (so the killer and both survivors are in a triangle shape, right outside the facecamping range), where the survivors are trying to bait the killer into entering the facecamping range. And yes, survivors would try to bait the killer into entering the facecamping range.
The survivor radius might need to be larger than the killer radius, to stop this from happening.
Maybe, that's a concern- though in that scenario you're not exactly being forced into a lose/lose, at least. That's three people occupied, that's about as much value as you should be aiming to get from any single hook.
Still, there's plenty to test on the PTB.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451798#Comment_3451798
No. 16 yards is not "adding a little extra radius". Also, "directly next to" and "close enough to interrupt a save" are not equivalent statements.
If BHVR wants to call this an anti-camping mechanism, then fine.... but 16 yards being considering facecamping is completely unreasonable. Why is BHVR going through all this effort to massively change the definition of facecamping? Why won't they just admit it's an anti-camping mechanism? It would be the right thing to do.
Edit: Or even better, they can make up a new term, like "close camping", so they aren't breaking the existing definitions of face camping and proxy camping.
They're not equivalent statements, no. Because "close enough to interrupt a save" is the one that matters, and "directly next to" is the one that doesn't; if you're close enough to interrupt a save, it doesn't matter exactly how close, that's the range where standing still and camping is a problem, and thus the range that any anti-facecamp methods should be looking at. Facecamp vs proxy camp has been more about whether you're patrolling or standing still for a while now, anyway.
Of course, I'll reiterate, it could be that the extra radius added is too much and it has to be shrunk. We'll have to test it to be sure.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451677#Comment_3451677
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451679#Comment_3451679
Considering that facecamping used to mean "a killer standing so close to a hooked survivor that it's preventing other survivors from unhooking, because swivel hooks didn't exist back then, and facecamping literally used to 100% make it impossible to unhook"....
.... It's ok if people want to evolve the word to mean "directly next to a hooked survivor", but 16 yards is completely unreasonable.
"Directly next to" only matters if the killer can change gameplay because of it. Ergo, facecamping is standing close enough to the hook that you can interrupt a save. Add in a little extra radius to encourage actually leaving instead of standing slightly further away, and you get a larger radius than you might necessarily consider facecamping in a vacuum.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451619#Comment_3451619
The system currently affects proxy camping though. They announced the mechanic goes out to 16 meters, which isn’t face camping at all.
It's not that far off, though.
Facecamping is standing close enough to the hook to prevent a rescue, which given speeds in this game would be, what, ten to twelve metres? Add a little extra distance to dissuade killers from just standing on the very edge, and sixteen does seem like a reasonable number.
It's all speculation until we can test it, of course, but I personally feel like proxy camping involves a patrol route further than that sixteen metre radius.
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@DbDistorian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451035#Comment_3451035
I'd honestly take these stats over the devs since these are from people who play the game
Some people who play the game.
The stats the devs have reflects everyone who plays the game.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450602#Comment_3450602
Totems not being hidden at all is the reason I dont want to run Hex Perks.
Why would I run a perk that can be found so easily? Its a waste of my time.
I hear you, but that doesn't really change what I said in my post there. Even with that in mind, boons still exist, and totem placements now have to take them into account too.
A middle ground is surely possible, and there are ways of helping hexes independent of totem placements.
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The perk can be activated infinitely, not just five times, but otherwise I do agree with you that its deactivation could be looked at.
I'd suggest it being lost on a down, rather than on an injure. That still puts the burden on the survivor player to be good enough in chase to actually escape, but doesn't render their perk useless if they have to take a protection hit or if they're playing against a stealth killer.
Everything else about the perk is fine, imo. Bring it with other totem perks and you aren't wasting time activating it, the repair speed is noticeable but not overtuned, the risk of losing it is present but not overbearing... I'd be alright with the state of the perk if it deactivated on downs rather than injures.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450602#Comment_3450602
I don't need them super well hidden, but I think you should have line of sight at least under 5 meters +/- to see it, so you actually have to check it.
It would also make totem hunting perks better. They were valid only during Ruin / Noed times.
That'd be pretty ideal, yeah.
Personally I kinda want totem spots to randomise every six months or so, in such a way that you genuinely don't know where all the spawns are for a little bit afterwards. I don't know how doable that is, but it'd be a great spot for encouraging totem hunting perks even in established veteran players.
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@IamFran said:
ThE GeNs ArE ThE OnLy ObJeTiVe.
Signed: The survivors who escape with 16k BP and say "We WoN".
Signed everyone who has a basic understanding of the game...?
Gens are the only objective. Or at least, the only guaranteed objective; you could argue cleansing hexes counts, when they're in play, but that's not always present and is kind of arguable to begin with.
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While I do think totems like that are a problem, it is worth remembering that hidden totems aren't always a benefit to the killer anymore.
Both sides have totem-related perks now, and a hidden, out of the way boon can be less than ideal for the killer. A middle ground between genuinely hidden totems (like that insane one on Lery's) and obvious ones like your screenshot example would be best.
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If you're referring to the announcement where they're working with that studio, that's for a separate game, they're not gonna change DBD to fit it!
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I mean, what else are survivors supposed to do?
If the killer isn't creating some kind of pressure to do something else, generators are the only things survivors have to do. It's not exactly fair to expect them to arbitrarily decide they want to mess with totems or chests for no benefit, after all.
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I wouldn't say any of the map reworks were a failure, at least not the ones I was around to see.
Even the worst of them, Gideon Meat Plant, had a lot of upsides along with the downsides. The pallets were definitely a problem, even now, but it is undeniably extremely nice to be able to see on that map and not have the downstairs portion be impossible to navigate.
If the Red Forest ones were intended to be balance changes, I'd say them, but the goal there was only ever to make them look nicer and I think they succeeded there.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450435#Comment_3450435
It's just bad Surveillance...
It and Surveillance have different but adjacent niches. Surveillance tells you when a generator stops regressing, Call of Brine tells you which generators are actively being worked on, a subtle but noticeable distinction. Surveillance also makes repairs louder, while CoB's loud noise notifications can be a lot smoother for some people because they're harder to miss (plus they attract the Nemesis zombies, iirc).
They're similar perks but they aren't identical and even as-is I don't think CoB is just strictly worse.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450470#Comment_3450470
I disagree.
maps should be designed to be fair from the start.
currently, the baseline is way too favorable to survivors on most if not all maps and its insanity.
there is always a safe window / god pallets a few steps away in the beginning of the match and its absolutely crazy.
people in the old day were losing their mind over shack pallet and now "shack pallet" is just "half the pallets of the god forsaken map"
Maps favouring the survivor slightly is fair. Those resources are pretty much all they have, disregarding like... Sprint Burst and maybe Dead Hard specifically.
They need to have some resources, and at the start, those resources should be enough to buy their teammates time for generators. That favours the survivor, at the start.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450467#Comment_3450467
under all due respect, learn how to read then.
It address the fact that you think its okay to favor the survivor in the first place when they already were favored for long and they keep getting more and more over time for the sake of "their fun"
its about time they stop with that mentality of giving survivors free wins every games.
My comment has nothing to do with positive changes- I am not saying maps need to favour survivors more than they currently do.
I'm saying that on a fundamental design level, talking about maps starting from a blank slate, maps are supposed to favour the survivors. It isn't unbalanced for maps to favour survivors to a degree, because they are meant to. They're just supposed to get more killer sided over time in a match as resources are used and deadzones are created, and that doesn't happen on too many maps right now.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450454#Comment_3450454
well no.
Survivors start with enough ressources to pre-drop every pallets on the map and still make it to the next one until there is like 2 gen left.
have you ever seen a competitive game with survivors on coms?
its braindead easy, these guys just call which one was dropped and they move to the next one. people only start to go down on last gen and as they try to open the gate.
the reality of it is that to play killer casually is absolutely impossible this day unless you area will to take the L EVERY games or bring some sweaty addon/perks combination.
Meanwhile when I play survivor I am chilling with my buds on discord being impossibly bored by how brain dead easy they made the game for survivors with all the basekit everything they put there.
Honestly, how do people ever die as survivor?
all you need is a duo.
Only thing that seem to get me when I play survivor is either; Good nurse, Blight (of course) or the occasionnal spirit/myers with certain addons... plague would be a bit of a stretch but sometimes tho.
when I see any other killer I feel like DCing just because there is no way they can do anything.
...None of that addresses what I said in my post?
Maps are still meant to favour the survivors, to a degree. The problem is how many of them favour the survivors too much.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450347#Comment_3450347
if something is favoring a side over the other, it is problematic.
Maps are meant to favour the survivor very slightly, though, because maps are the only thing survivors really have to stay alive. They're meant to start out with resources that deplete over time, giving the survivors something to work with that they need to manage smartly.
So, if a map has resources that are too plentiful or chain together too easily (especially windows, which don't deplete), then it's problematic. If it just favours the survivors a little in ways the killer can circumvent with smart play and aggressive resource destruction, though, that's balanced.