joeyspeehole
joeyspeehole
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@Rigbeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797288#Comment_3797288
the problem is no one wants to learn counterplay. They say that "its unfair" because you can't avoid the scan lines, when literally you stop mov9ng for an iota of a second. There's also the fact that plenty of killers get way more reliable and consistent usage of their power on a survivor yet Skull Merchant is somehow considered brainless and the worst.
Its ridiculous, people refuse to learn to adapt and instead try their hardest to just strong-arm every killer to be within the same range of "loop for eternity".
If they hadn’t kept nerfing the counter-play perks, survivors wouldn’t be so upset about the Skull Merchant. Perks like Deja Vu, Prove Thyself, Fast Track, Boon: Circle of Healing, Dead Hard, Iron Will, Decisive Strike, and Borrowed Time were all effective counters. It’s similar to when they gutted Spine Chill before releasing the Xenomorph, or how they released and buffed a ton of killer aura perks before deciding to nerf Distortion.
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“Previously, Distortion would shield the player from having their aura revealed to the killer, using a token each time it activated. Now, the perk has been adjusted to last longer each time it activates, but it will only work once per match. The single charge can be restored by being chased by the killer.” -Copilot
I was really hoping they would improve Distortion, not make it completely useless if the killer uses four aura perks. This must be an attempt to improve a killer’s endgame 4k chances.
I kind of feel like killer mains won’t be happy until survivors have no perks. It sucks. I’m probably going to have to stop playing the game again.
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@LadyOwO said:
I mean I think if multiple offerings are made the map offering that don't win out should be returned.
It's meant to be a gamble, like if someone uses the sacrificial hand. it works the same way with the perks. you can use aura blocking perks, but killers can not choose to bring any aura perks. In this instance, you just wasted a perk slot.
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I think it depends on the game. Sometimes survivors stay on the gen and wait until the last second to come unhook you. Sometimes you want to give the last person more time to find the hatch. I don't think it has anything to do with swf or solo.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773418#Comment_3773418
A game shouldn’t end automatically because four survivors are slugged. Killers should be punished in some way for this as it circumvents normal gameplay.
Sometimes Killers like to give the last survivor hatch.
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@Seraphor said:
Basekit yellow mori: yes
Basekit unbreakable: not in the way it has worked so far.
I think the ability to pick yourself up should only activate when all survivors are slugged. If there is any survivor available to go for the rescue, then that should be the play they have to make. But if all remaining survivors are down, one of them can pick themselves up. Once one gets up it deactivates again and they have to rescue the other(s), until all are downed again, and repeat.
This would only affect killers slugging all survivors (very rare) or killers slugging for the 4K (tiresome and unnecessary). It would make 4K slugging pointlessly risky, as you're now wasting your own time moreso than the survivors.
Slugging as part of normal play throughout the match would remain untouched and a valid pressure tactic.
Hopefully they don't slug- camp the three people, if they slug them near each other.
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@BlightedDolphin said:
I think there are 2 reasons why:
- You can see the aura of the survivor healing them when a gen pops. The survivor that was uncaged doesn't have their aura revealed, which was a nice attempt to reduce tunnelling, but when you see someone across the map healing thin air it's pretty obvious what is happening.
- There's so many survivors and a lot of overlap in character (there's always like 2-3 Sable's and Lara's every game in my experience) that often you forget who you are even chasing and happen to find them again.
There's no way to fix the second one but they could easily fix the first one by making it so your aura is hidden when healing a teammate that was uncaged in the last 10 or so seconds. Or just simply hide your aura for a couple seconds after uncaging/being uncaged someone.
If I hit them, and see that they're emitting white, I usually don't pursue them. I get it though, when it's on accident.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773407#Comment_3773407
What will happen to Tenacity?
Extra speed.
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@Tostapane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777866#Comment_3777866
Again is It aganist the rules? No. Is It pleasant to go aganist? Decisely No. Can be defined toxic? No since it's literally the killer's goal to kill survivors (it's like literally calling survivors toxic for doing generators... It's dumb since gens are their main goal).
Regarding the 8vs2 mode consider It an alpha version of what It could be in the future... Don't forget that devs are actually TESTING this mode in the live version of the game (we can't consider It a full developed mode for many obvious reasons)
I definitely hope 2 vs 8 doesn't become a live version of the future of the game. I have played a lot of killer rounds, but I am not interested in the instant hooking aspect. I like the challenge of deciding how to pursue people base on the fact that I have to hook them. I am not a fan of kicking someone so that I can continue chasing nearby people. As far as the "how" is concerned, I completely understand that some people choose to tunnel. To me, tunneling is like littering because someone doesn't want to find the trash can. I don't mean to sound offensive, I just felt that something about the 2 vs 8 may be broken if many are resorting to tunneling.
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I think this is about the new Dracula killer and has nothing to do with color blindness. It's just like how they nerfed Spine Chill before releasing the Xenomorph.
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@KYLEisaGOD75 said:
I've played this game for years now and have always been a survivor main. I've had ups and downs for perk changes and that has been fine. Now it's just so stacked against survivors and I have no idea how they would get any new players on survivor. To be fair, I'm mostly a solo queue player and I honestly dont really play meta perks. I'm making my own builds, trying to just enjoy a game the way I want. Killers have been buffed and have perks that there is no way in hell that my builds or ability can allow me an equal chance of winning. The game has been completely skewed towards killers for awhile now and my breaks have just increased in duration. I worry for the state of the game and it's ability to draw in players when the odds are so heavily stacked on one side. People can say that it's my fault because of my play style or whatever but my point is that it has become increasingly less enjoyable for me. Players on the killer side have gotten there way for far to long. The voices of the few should not outweigh the many.
Yeah, I don't disagree. When they gutted healing and spine chill, then they came out with a bunch of killers that would be good counters to the perks that they completely cut, the game has been increasingly seeming extremely killer sided now. One thing I have noticed too, is that are building killer perks that are made to counter Survivor play styles, where as the survivors are usually getting perks that counter killer perks. If they do produce a perk that counters killer play styles, it's sure to get nerfed. I've heard killer mains point to Ultimate Weapon as an example of killer perks getting nerfed uselessness, but all that really did was get rid on the screaming. With spine chill you have to be looking at the killer, at a relatively close range, while they are looking at you. …Or when they nerfed adrinaline only to buff hexes.
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If the bats are near you, you can tell where they are, so 20 seconds wouldn't make a difference. The hellfire one sounds insane. I haven't seen that one in the ptb yet. Do you have to be fully healed to get through the gates, or is it a timing thing?
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773845#Comment_3773845
You have quite a strange definition of "greed", especially when you don't call survivors asking for free hatches "greedy"
You can't have a double standard like that, unless you don't care about how you looks from outside
I usually let the last person go just because it would be boring for me to slug to get a 4k. I guess I'm just different. I also hate it when Killers leave the last person on the ground to bleed out by the hook and then camp the hooked person so they don't jump off the hook.
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@Neaxolotl said:
Finisher mori doesn't make slugging any better or worse, and there is no way we should get basekit unbreakable
There is absolutely no reason why killers shouldn't be able to slug for 4k, especially when every single aspect of the game ask for 4k
Greedy
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Is the main complaint about Ultimate Weapon that it doesn't disrupt the generator progress with people screaming near the killer every thirty seconds anymore?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773202#Comment_3773202
BHVR should look at the stats of the top 20 survivor perks, to see if Distortion has a disproportionally high escape rate via hatch, because that would show that too many Distortion users are excessively hiding and waiting for their teammates to die, so they can try to get hatch. Distortion is helping enable an unhealthy playstyle.
As I mentioned before, players can still get value out of Distortion even if tokens can't be recharged… It's just that players wouldn't be able to excessively hide for large portions of the game.
I rarely see people hiding the whole match anymore. After they gutting healing, the self care locker-hiding people disappeared. I just played against The Pig. They hooked laura, making me the last person. When they hooked the person, distortion saved me from being revealed to the killer. Regardless of that fact though, the killer was still able to find the hatch almost immediately. I had to sneakily open the gate to escape.
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@Langweilig said:
The problem with nerfing distortion is that behavior already made maps so bad for survivors and what is even left when we are not allowed to stealth, Loop and chase. There is not much more besides just being a meat ball for killers.
I imagine they want it to be like Emmits mind from the Lego movie, where it's just an open white expanse. Race to the finish, so to speak.
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@Bookern said:
Me the humble Trapper: TRAP TRAP TRAP TRAP TRAP TRAP
lol but that pallet was my way out of chase…
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@stanheights said:
as a survivor main i hope they make it to where you gain tokens in chase rather than being in the killers terror radius because in its current state it encourages hiding and hurts teammates :(
As a survivor main, I get hooked all the time with distortion is on my main build. You still have to unhook people which usually activates chase. I wonder what the tunneling side effects will be if distortion is nerfed. I mean at this point it's easy to see that killer mains wont be happy until survivors don't have any perks. It sucks too because I get 3 and 4 Ks all the time as killer without using perks. I usually just double hook everyone and then let them all go.
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Can you limit Ultimate weapon to 3 times per match then? how would you feel about that? …or how would you feel if they did that to Weave of Attunement.
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You only get 3 tokens and you have to be near the killer to rebuild them. It's a useless perk if you only get to use it during the first few seconds of the game.
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I wonder what they are
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772559#Comment_3772559
I'd rather Distortion be nerfed with the same amount of energy as Ultimate Weapon. I've seen ZERO killers use Ultimate Weapon since the last nerf.
Distortion should be reverted to the 2.4.0 or 5.5.0 version, where the tokens can't be recharged at all.
Or make it so survivors can't see how many tokens the perk has, so they can't quickly determine what aura reading perks the killer has. This is even worse in a SWF, where one person uses voice comms to announce the killer's aura perks to everyone else.
So in the very beginning, when the killer's aura perks activate, you lose all of your stacks?
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@CrimsonMothKing said:
Nothing about the Unknown needs changing, I don't know what you're tweaking.
they are probably giving him a buff
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@PreorderBonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768918#Comment_3768918
Some people will never be pleased. This mode is literally the chillest this game has ever been, which is why I think new players who started because of it will have a rough time trying to adapt to the main game. I'm curious how player retention will look.
Also, considering it's a free weekend, I feel bad for the poor souls who buy the game for the new mode only to find out that the main game is not only extremely sweatier, but they also have to spend more money to get good perks and characters, and there's an incredible grind waiting for them.
boo! I'm sure people were excited about the telehooking during the anniversary event too.
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@Donyjunior said:
Until the SWF nerf every single Killer Perk needs to be Buffed, not Nerfed.
There's no way to nerf SWF. Killers are already strong as is. As a community, just like with common survivor builds, you just need to find counters for what you see often. nerfing the game, whether it's weave of attunement or Boon: circle of healing, never leads to "fixing" the game. Drastic tweaks usually lead to pissing off the player base and causing toxic retaliatory game play.
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Behavior wouldn’t be able to know who was on a team and who was not. Discord is only one option. The people could be in the same room or on a cellphone call. Ask behavior to make rules against discord user and watch the retaliation. You’re asking for something that’s impossible.
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@Legendary_deedee said:
It’s 100% getting nerf. My work here is done.
If they nerf it, then you can't use it against them. Make the killer hate the perk.
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@VomitMommy said:
An issue is your problem with it is not really a problem. It's incorrect to say there is no counterplay too.
If you said counterplay is too difficult, or near impossible for soloQ, then I would agree.
So we can try to think of a change how to help soloQ:
Easiest fix would be show an aura of the item that reveals you (survivor).
That way everyone can get easily rid of the item. To compensate the nerf, we can simply buff oblivious duration, because 30 seconds is nothing...
Plunderer's instinct and object of obsession. Put the object near a finished generator or the corner of the map and use the killer's perk against them.
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Object of obsession and plunderer's instinct.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769587#Comment_3769587
that is a survivor perk. Plunder's Instinct.
oh nice! I thought that was just for chests.
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@CosmicScarab said:
Something needs to get nerfed because people are too lazy to learn the simple counterplay of picking up your items?
If it does get nerfed I hope you enjoy people going back using 4 slowdown perks instead, though.
It's hard to see where the items are. maybe the answer is the make the items highlighted when the killer perk is active.
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I was just waiting in the survivor queue for the regular game and it was a long wait for survivor. Either everyone in waiting in queue to play killer in the 2 vs 8 mode or survivors are boycotting the game.
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I feel like it i works well when survivors team up and spread out on gens around the map. If the killer comes, have one person hide near by to jump back on the generator once the killer runs off after the swarming bees.
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I know this is a little off topic, but i heard someone mention "balancing the maps." I wish the would put a vaulting point somewhere on the balcony of that big house ….and not vaulting into the house, but off over the railing.
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No, It's not time to nerf Windows of Opportunity. Justification: the developers already laid their nerfing hands on adrenaline. Cut the survivors some slack. Until they nerf a bunch of popular killer perks like noed, and then release three insanely powerful survivors that said perks would be great counters to, then no nerfing anything.
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i haven't seen people get salty and I've been playing Killer an survivor for like 6 hours. It must not be common.
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@MaTtRoSiTy said:
"Survivor sided"? Jeez not sure I agree with that as being repeatedly tag teamed by a Nurse and Huntress feels anything but survivor sided.
These games modes aren't meant to be balanced or fair though in fairness so you should perhaps play the main game if you are looking for a more balanced experience.
That being said, I am not a huge fan of this mode either as it feels too chaotic and the core gameplay experience feels a bit lost to me. Not sure I would call it "garbage" which is a bit harsh but I far preferred Lights out or Chaos than this mode. It's too chaotic for me
Maybe they should have called this one "chaos mode".
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Would you have preferred 4 vs 2? Is that the general reason for the discomfort?
@kosaba11 said:
It's unbalanced, way too survivor sided, and frankly not fun as killer. Why BHVR thought this was a good idea is beyond me - this has to be the least thought out game mode I've ever played in a game before.
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@HolyDarky said:
The developers can nerf WoO and give it a cooldown (it had a cooldown) but this won't change the usage of the perk. It's like Adrenaline and PainRes: When these perks got nerfed, everybody was like "now it's useless" or "they are fine and we need them" but they are still one of the best perks in the game and many players use them despite the nerf. Same will happen to WoO. It won't bring a metagame change. Beyond that, just nerfing one Perk won't change the metagame. To make a metagame change happen, the developers need to buff and nerf many other perks (in the right direction). Of cause, some players don't like it when "their" perk gets nerfed but this happens everytime.
WoO is an easy to use Perk: If players want to know where and when their teammate used pallets then they could use Alert or Any Means Necessary but these Perks requiere attention and you have to keep in mind which Pallet got dropped/destroied. WoO is simple and easy to use. However, this does not make the Perk super strong. It is just helpful for every player - for beginners, experience but also for veterans. I also feel like some players overreact a bit and abuse the mistake the developers did with Haddonfield. The developers did a good job with the Red Forest maps and even changed Ormond to remove the deadzones for survivors. Their latest maps are also much better then their older ones. Of cause not every map is perfect and could get some adjustments (Greenville) but it is nearly impossible to make every map both overall balance for survivors and every killer but also unique. Thus, I have to admit that I don't like the variants of Ormond and Yamako and they are rather questionable than good. I also feel like the map RNG should be more reliable and should have a better spawn logic like some other maps have.
Nevertheless, the question could be where we draw the line between "the Perk is helpful" and "We rely on this Perk":
I remember when the Chaos Shuffle Modifier was playable and some survivors looked so lost and the reason was that these players rather rely on WoO and had no clue what they should do without the Perk - sometimes they had a pallet right next to them and they didn't saw it, they just ran past. So maybe adding a cooldown could be helpful to teach survivors more awareness of their environment. Something like "after vaulting a window or pallet or after dropping a pallet the perk goes on cooldown for 20/30sec" but at the same time increasing the range to like 40 or 48 meters. With this, the perk would be still helpful but requieres some awareness of the survivor → the survivor has to plan their chase and where to go next when leaving the tile/loop. At the same time could also be to buff/rework Alert and Any Means Necessary like "When a Pallet gets destroied you see the aura of every Pallet and Window around you for the next 30seconds but no longer the aura of the killer" (Alert) and "Once a survivor drops a Pallet, you can see the aura of every Pallet and Window around you for the next 30sec" (AMN, wouldn't remove the liftup part). This could also help the survivors alot.
However, in the end I don't really care too much about it because I don't have any problems with this Perk and there are other Perks the developers should nerf/rework. WoO has a rather low priority - in my opinion - because it does not make the metagame unhealthy.
Exactly… if people are asking for a nerf to a survivor perk, it will happen. I never thought they would touch adrenaline, and they did. Let's just look at the fact that a 30-second cooldown is a long time. It might as well be an exhaustion perk at that point.
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I feel like the unknown has a lot of power, it's just… you know … you can dodge the huntress hatchets around turns, but its 100% harder against the Unknown. The unknown, unlike the huntress, can also teleport. I get the tug and pull on ease of play between survivor and killer, and I completely understand the pushback, I just feel that it wouldn't be that big of a deal on the killer's behalf.
The suggestion someone made to me is that the unknown shouldn't be able to shoot people through walls, however I feel that my idea would also alleviate that concern as well.
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@SweetbutaPsycho said:
I mean I get that a lot of people will just dodge. On the other hand I find it pretty lame to make a build with Hex: Plaything, Trails of Torment, Insidous etc. and get 0 value out of it cause people just constantly call out where I am. Tried this build for like 8 games and in 3 it was literary useless cause ppl were SWF. That also shouldnt happen tbh, that a whole category of build just instantly becomes useless with no way to tell upfront
That's still five games where it worked.
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It must be an ongoing thing every time they make updates. I was using Head On in the new 2024 anniversary event, and the same thing happened to me in every single game I played. I know that Some killers don’t have to open up the doors when they grab you, but not every killer. Or maybe it’s a glitch with the Head On perk. I wish I had a picture.
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I also have trouble healing survivors immediately after I unhook the person. I have to move around to engage the heal action. I don’t know if it is a time limit issue or boundary problem.
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@Dreigonix said:
They fixed the 3-gen issue with Merchant LONG ago. Just get better at disabling drones.
The changes to the drone mechanic have significantly altered its functionality. While the pressure it exerts on survivors may remain similar, the removal process has arguably become more challenging due to the introduction of the wounding effect instead of exposure.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637746#Comment_3637746
I understand "they're too weak". It's understandable to not want to run a perk you think is weak.
Like I said, it's the "but I don't want to run them, because what if they don't tunnel?". When supposedly it's super frequent. That's been said even when people think the perks are strong at what they do.
Plus, only tunnelers would have viewed the old Ds as strong. So why should it have been an annoyance to killers if tunneling is so rare.
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@C3Tooth said:
The game will never be balanced in the eye of average killers
I've consistently observed that updates presenting nerfs to killer perks often appear to result in unexpected benefits for killers.
I imagine the developers fear an imbalance in player retention, potentially leading to longer wait times for both sides. In an ideal scenario, updates would foster a balanced and enjoyable experience for all players, regardless of the chosen role.
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I often play with the same teammate in the same room. Despite playing for three years, I've been knocked out first in the last 20 games, while my friend escapes through the gate or finds the hatch. Playing with someone else in the same room doesn't seem to offer a significant advantage in my experience.
I always wondered why killers often prefer solo players over groups who can communicate. Having recently started playing killer myself, I perform noticeably better in that role. I don't have a way of knowing which players are communicating in-game, regardless of their team structure.
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@Slowpeach said:
Honestly I'm so sad that Surveillance got double nerfed. Not only because of the kick limit but also because it does not tell the killer anymore when the generator is being worked on, it ONLY triggers once it is past the regression point which is a net negative because that's 5 seconds of repair time (or rather an extra 2.5) that survivors get without surveillance triggering.
Even worse this means combined with the bug, a survivor could make surveillance do absolutely nothing. What did this perk do to deserve this? It's an intel perk, not a slowdown.
Really hate these changes and I said as much during the PTB even though it wasn't active. Just pushes killers to use meta perks even more and leaves niche perks like surveillance, brutal strength, trail of torment, dragons' grip and others in the dust.
I could easily record a bot game where I hit the kick limit using my usual build and that's without three genning: Surveillance, mad grit, agi, awakened awareness, no slowdowns outside of surveillance if you count that.
It also gets rid of greedy survivors, that's one way that I used rack up kills. They would try to get that extra tap in.
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@ArcT said:
If the goal is that the limit on regression events is supposed to affect only a tiny percentage of games, then why is regression getting such a significant overall buff, both in kicking and in removing gen tapping? Those changes affect essentially 100% of games. Are devs seeing regression right now as too weak? Seriously?
I never imagined that the devs care too much about appeasing the survivors. With low killer count, you have high wait times. It's just like when they got rid of Boon circle of healing and gutted self healing, every nerf or buff is a killer buff in disguise.
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I agree with Hex Ignored. My opinion is that this new update seems like a huge killer boost that will only really help survivors in matches with crazy three gen killers that are usually limited to one per night.