lettuchia
lettuchia
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@thefallenloser said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901187#Comment_3901187
? lol ghostie is bottom five killers in the game, if anyone needs to be using their power effectively, it's ghost face
Is that supposed to be a rebuttal to what I said? where is the correlation
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@arcaneGospel said:
Somehow, worse than the original Freddy rework. At least that introduced his teleport, which was genuinely fitting to his character— It had at least one positive.
This is just infuriating. BHVR has shown that they have no interest in powers that aren't as generically appealing and homogenized as they can justify— Turning one of DbD's three trap killers into another projectile killer with no utility is an awful decision made with blatant disrespect for existing fans of her design. Why are we even releasing new killers at this point if they're all going to be another projectile or dash killer? Why are we getting rid of existing killers with unique functions in favor of Another Projectile?
Bro thinks the original freddy rework was bad? The power they ended up with wasn't good sure but OG Freddy was literally the worst power ever designed
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@thefallenloser said:
This is something I've been going back and forth on since Ghostie released.
The most recent cooldown changes were quite welcome, but I still feel like it's kinda in that sweet spot of being just a little bit too long in basekit to feel like a reliable stealth power against more experienced players— especially on smaller maps or maps w/ many pallets like The Game or Garden of Joy (though these maps are pretty tough for a lot of the cast, fairly).
So, I figure Ghost Face having a smaller Terror Radius would be a more… interesting and nonconventional way of buffing him. Should Ghostie be the next 4.6 m/s, 24 meter terror radius killer, following in Sadako's footsteps?
Alternatively, should Ghostie have a way to reduce his Terror Radius on the fly more akin to The Pig? I'd really enjoy seeing something like Ghostie's Knife Belt Clip add-on (reduces Terror Radius by 12 meters while crouching) be integrated in his basekit? This would enable Ghostie to be consistently more stealthy by slightly softening the blow of losing Night Shroud and letting him be a little more stealthy during that kinda lengthy 17 second cooldown. Seeing as Chucky, for instance, has a 10 second cooldown on his stealth power that's MUCH stronger in chase, this could be a route to take that doesn't include purely reducing the cooldown to something super short.
Right now I could go either way on it, and could think of some pretty good arguments for both sides. I dunno, lemme know what you think. :)No. Killers should be encouraged to use their power, stealth killer gameplay is faceroll enough as it is
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"trap" killers are inherently bad design, good riddance to stealth mode
plenty of ppl downvoting but noone telling me why im wrong because im not
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@DNet89 said:
Scratch Mirror can be buffed to compensate. Remove the 4.2 m/s
Or switch to a different playstyle to get results, one that actually takes skill
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Good riddance, scratch mirror myers has always been a boring and brainless playstyle
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@beerey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899628#Comment_3899628
I think we can agree to disagree on this one.
we can agree to disagree, but if youre the one saying so then its my suggestion that should be actually implemented in the game since its the one that can stay backed up
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@beerey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899626#Comment_3899626
I promise you that your chase times would quintuple against decent to good survivors if you only went for power vaults as Wesker.
I actually 1v1d a pretty good wesker player while playing wesker myself and since they're good at wesker you'd expect them to be good going against them, but just by going for vaults i was able to get chase times on par or even better than trying to go for skillful plays. Assuming you're a decent wesker player which i assume you are based on your commitment to them I don't see why you want less skillful parts of his power to be made better, and again even if this isn't a problem currently I don't know why you'd want it to then start becoming a problem by buffing it
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@beerey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899618#Comment_3899618
Thanks for the constructive feedback! Honestly speaking, the vault cooldown reduction that 2v8 offered wasn't that noticeable and my proposed change would effectively be half of it. Alongside this, I think the current vault cooldown is too slow and is in no way shape or form effective enough for catching up to survivors on short and/or mid-length loops.
I found it very noticeable and have found the current vault cooldown able to consistently get hits at structures like shack and even at fillers less consistently through 1v1s, even if it wasn't already the case there'd be no reason to say it's currently too slow unless you wanted it to be easier to get cheesy hits like this
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I really dislike the vault cooldown buff since it's already way too easy to catch up to survivors after vaulting. Some other changes I have minor gripes with but overall good suggestions, the shorter cooldowns and recharge in particular should absolutely be implemented
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Emergency helmet partial basekit is a massive L but otherwise good stuff
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Is the nerf in the room with us?
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Very disappointed to see emergency helmet is still becoming partially basekit, the rest are good though
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@ralecgos said:
This is a good perk. It does not need to follow the killer after a gen kick. It would still be perfectly viable if this perk just read the auras of survivors in a radius around the generator from the generator's static position.
It is terrible design to have the aura reading follow the killer because high mobility killers like Nurse and Blight, which are the most powerful killers in the game, disproportionately gain way more of an advantage using this perk in its current state compared to a slower killer.
Change the way it works from this —>
- The Auras of all Survivors within 24 metres of your location are revealed to you for 3/4/5 seconds.
To —>
- The Auras of all Survivors within 24 metres of the generator are revealed to you for 3/4/5 seconds.
Perks like Barbecue and Chili aren't even as oppressive as Nowhere to Hide, because by the time a Nurse gets across the map after seeing the aura of a survivor with BBQ, she won't still have melee range aura reading like she does with Nowhere to Hide. BBQ and Chili's power is reined in by the fact it doesn't read auras unless a survivor is a certain distance from the hook. And a perk like Scourge Hook: Floods of rage is reined in by the fact it requires a Scourge Hook. And they both require a survivor to be hooked or unhooked to activate. Darkness Revealed reads auras around lockers, not the killer after opening a locker. Darkness Revealed also has a cooldown.
Nowhere to Hide also doesn't have any cooldown or requirements attached to it other than simply kicking a generator, which is a primary action for killers. They don't lose much at ALL with this perk, and like I said at the start, the strongest and most mobile killers are the most lethal users of Nowhere to Hide. Which reminds me that the perk Lethal Pursuer extends Nowhere to Hide's aura reading, and these are very typically paired together.
You guys nerfed Distortion which I think is okay, but please do something about Nowhere to Hide following the killer. There are so many perks in the game that require weird little chores to activate them, and Nowhere to Hide just seemingly dodged every restraint to keep it fair between all the killers.
It should make survs scream instead of showing their auras, it doesn't take any skill to use so telling survivors about it is they least they could do
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A killer without skill expression shouldn't be buffed
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the missed cd buff should def go live since it finally makes hitting turrets w ur tail less punishing, and so should the emergency helmet nerf, besides that no strong positive feelings
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893368#Comment_3893368
None of the stealth killers have ever been easy to play. They're just weak, with little to no anti-loop, no real mobility, etc. So the 1 redeeming thing they have IS their stealth.
they are easy to play, just because they're weak doesn't mean they aren't
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893368#Comment_3893368
Counterpoint: Why should we have to give 120% effort with a simple power on Killers widely not considered the strongest in order to win consistently, but only 80% effort on A tiers for the same results? You can still win consistently and even winstreak as Blight not being amazing as long as you have the right perks. You have to be pretty godly at Pig AND be sure you have a decent perk setup to win against a good team as Pig, and you will never reach the winstreak potential a Blight will.
In no universe do you have to put in more effort on killers like pig or ghostface than most A tier killers like plague or singularity, it's just that those killers are so weak and have very little skill expression that they can't accomplish much of anything, and they should stay weak so long as they have "weak" skill expression
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893742#Comment_3893742
I'm assuming you're new because you're making claims that aren't even in the game. For example, you claimed stealth killers dont need time in order to be undetectable. Anyone with a basic level of understanding on how the game plays would realize this just isnt true. Despite your claim that ghostie can stealth whenever he wants and not need time to do it, he absolutely has cooldowns and absolutely needs time to be undetectable. It would be no different if someone posted asking how to get weapons to kill the killer - id assume they are new because their statements make no sense to anyone who actually plays.
You say ghostie being on cooldown means he made a mistake. Thats just simply not true. Heck, even being revealed by a survivor isn't necessarily a mistake. Popping a quick stealth to 99 someone during a chase to allow them to escape for an exposed hit later even if they get revealed right after is a bread and butter move for ghostie that puts him on cooldown. That's not a mistake, either.
You're whole thing here isn't about buffing killers, you're whole thing here is entirely focused punishing them for "mistakes". A smaller TR always helps. Your suggestions only help under specific ccircumstances and rip it away if the killer makes mistakes. These killers are already very weak - they don't need further punishments. What they need are reliable buffs, and a smaller TR is low hanging fruit for the devs.
I was mostly talking about pig and skully when I said that, I don't expect you to know that but jumping to the conclusion that I'm new just from that is just childish, you're just coming up with excuses to call me new, it's cringe. And I've said multiple times that it's a mistake specifically under the circumstance that my suggested change is made, which would enable the option to stop yourself getting revealed in the situation you described. You're continually insisting on not reading or misinterpreting what I'm saying just to call me new, we're done here and it has nothing to do with me.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893740#Comment_3893740
I just think it's a bit silly you're claiming that ghostie being stealthed, exposing a survivor, and downing them and in turn being put on a cooldown is classified as a mistake by the killer and they should be punished. I get it, you're new, so I'm just trying to explain - there are multiple ways for ghostie to have a cooldown on his power thay doesn't involve being revealed by survivors.
Considering I am only saying that under the assumption that my suggestion to allow ghostie to manually exit his power without getting a cooldown is implemented, yes that would be a mistake, but I would not care if downing a marked survivor bypassed the cooldown as well since that'd mostly just be a qol. Also calling me new just because you don't agree with me is cringe
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893730#Comment_3893730
It doesn't resolve it at all, it's still on coold....okay I think you're just messing with us at this point. In any situation on a cooldown, a smaller TR is superior than nothing because "it's your fault". Also, you clearly have absolutely no experience with ghostie, so I don't think you have much room to demand changes about him. There are multiple ways to be on cooldowm and not in stealth without ever being revealed by any survivors. I mean heck. You claimed ghostie doesn't even have a stealth cooldown saying he doesn't need time to stealth.
Either you are absolutely brand new to the game, or your pulling my leg, here. If it's the former, and more than happy to teach you how to play. If it's the latter, we're done here.
You are simply not reading what I'm saying, I am responding to your concern with being on cooldown. There's no reason to end up on cooldown with that change unless you make a mistake, in which case you deserve the drawbacks of being on cooldown as they are currently with the TR still at 32m, the point is to put whether you go on cooldown or not in your control, not to help you when you go into cooldown
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893720#Comment_3893720
That doesn't address the issue when it's currently on cooldown and having to sit back and wait to approach a gen until the cooldown is off. A smaller TR helps, here.
Yes it does, because if you have that option but still end up on cooldown it's because you got revealed which is your own fault
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@RpTheHotrod said:
Perhaps you're just not familiar with how these killers play. I'll give ghostie as an example.
First, some of these killers have cooldowns. A smaller TR simply helps them bridge the gap of being stealthy when their stealth is on cooldown. That's a nice lil buff.
For example, sometimes you'll know someone is on a gen, and youre wanting to ambush them. Problem is, you're on a cooldown, so you have an awkward moment where you have to stay away from that gen just outside of the TR until your stealth is off cooldown, can stealth, then approach discreetly. Otherwise, if they hear a TR, they immediately run for the kills. A smaller TR lets you get closer and buys you a few seconds which may prevent the need to stay back and wait.
Another example is understanding that the way to counter ghostie is to have someone keeping tabs on him - meaning someone tailing him (ghostie's hard counter). There will often be cases like this where you don't want to just activate stealthy willy nilly, as anyone near will just instantly reveal you which then puts your stealth on cooldown. A smaller TR helps you at least get closer to someone (and in turn a slightly smaller head start on a chase) if you do have someone always tailing you. When being hard countered, ghostie uses his stealth offensively for surprise mid chase stalks instead of ambushing. Essentially, a smaller TR offers some slight mitigation vs ghostie's hard counter - and way to close the distance on chases since he won't be able to use his stealth to ambush anyone while being hard countered and instead save the stealth for chase stalks.
Ok so here's a suggestion for a buff that's healtheir while addressing your issue: Letting ghostie exit his power without putting it on cooldown. This way the only way he can get booted out of stealth is if he gets removed, which is a mistake on the ghostie's part and can be avoided.
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@PetTheDoggo said:
It's quite a big deal at least for Skully and Pig. Simply because their stealth is not good to have all the time on(pig), or it can't be used all the time (skully).
Which means, you can use Whispers and use stealth before survivors hear your TR.
The point about buffing their stealth still applies, if it's not good all the time but then even better when you have it then it's still better design than giving killers extra benefits without any input from using their power (even making skully's undetectable last long enough so she could always have it up would make more sense than this change)
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893641#Comment_3893641
That decreases her skill ceiling by a lot. Not being able to remove condemned, that is applied so easily, would make her far too strong.
how does it decrease her skill ceiling? and it's not applied so easily since you have to know where survivors are, except for being able to do it mid chase which should be patched similarly to how it was with passive condemned in her first iteration
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@Langweilig said:
It allows to approach without being noticed easier and gives you more time to get into undetectable powers.
You can use whispers to know someone might be at that gen and crouch just in time. This combo doesn’t work when the terror radius and wisphers has the same radius.
It’s also a good nice buff, that allows to use other perk combos on those killers.
you don't need time to get into undetectable powers
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@Emeal said:
It just reduces the alert he can create from his TR when hes not stealthed, makes perfect sense to me.
its not about the person getting sacrificed, its about other people finding out where someone is being killed.Makes sense to me.
So it makes them more stealthy while not using their stealth power, that makes sense to you how exactly?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893541#Comment_3893541
Yea. Did you read mine? I'm saying it doesn't hurt. It's an easy tweak that doesn't warrant them spending years worrying how it could break something in the code. A quick TR is far more likely to occur than them going through and doing an addon pass or something per killer - that usually takes them literal years to do.
It kinda does hurt tho, why buff a killer in a way that encourages them not to use their power instead of in a way that encourages them to use their power?
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893536#Comment_3893536
And what would you do?
My intention is not specifically to get that exact buff. I want to bring attention to Sadako, so the devs might do something at least. As the devs just announced they will reduce other killer terror radiuses, it was the right time to ask for this and it doesn’t matter whether or not it is a super skillful buff.
Multiple things, but one would be to apply perma condemned on survs you tp within 16m of
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@RpTheHotrod said:
They are already incredibly weak innately vs other killers that are more aggressive. They can get all the help that they can get. Ghostie is approaching a 49% kill rate - that's just sad.
Like I said, why not buff them in a way that makes actual sense then? Did you read the whole post?
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There are ways to buff sadako that increase her skill expression and getting closer to survs before they can know you're there just because you asked for it is not one of them
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Let's be clear, this is not a strength issue. Xenomorph would perform better against coordinated teams with these changes than they do now, since getting guaranteed burned out of power after ~10s of chasing is still better than getting guaranteed burned out of power instantly because of double turret setups. The issue with these changes lies entirely with design, since it makes the xeno's reaction time play much less of a factor in deciding whether they stay in their power or not.
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@redhat74 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893526#Comment_3893526
So they aren't stealth, can't get early hit then run?
There are people who like the game to be played how they want it to be played, you know the sort who tell you it is a party game, do gens don't hide. These are all interesting but it is like slugging and hooking, these are two styles and thank god there is a mixture otherwise we all do gens, leave totems and exit… kinda yawn?What are you trying to say
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@redhat74 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893521#Comment_3893521
Meaning what is the point to play a 'stealth' killer as their power is their non-existant stealth to get a surprise hit but then be useless with no power for the second down
Mostly to play hit and run sadly, but my issue with stealth in dbd as a whole is a whole nother can of worms
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@redhat74 said:
Lets not forget how 'stealth' killers aren't actually stealth killers no matter what terror radius.
Wraith: crackle crackle Bing Bong… or crackle crackle whoooosh with IRI addon
Myers:Hooooh, Hoooh
Ghostface: Flap, flap, flap… burrrrzss (wait, I'm looking at the killer??)
Deathslinger:… wait scratch that, he was nerfed
Onryo: The LOUDEST 'stealth' killer ever
SkullMerc: So bad to play even DBD doesn't seem to give this killer as a daily
Chucky: Ha ha ha ha…
All of these I can happily sit on a gen not looking with the exception of tier 1 myers, I just listen for the 'stealth' killersThank goodness for that, if it wasn't for the sound effects stealth killers could always just get free hits on survs so long as they're not completely in the open
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If turrets can't be placed next to each other you shouldn't get your power back faster in the tunnels, without double turrets there's zero excuse to be knocked out of power
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If anything they should nerf tunneling as a whole, not just a specific or handful of specific perks
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The other killers shouldn't have had their TR reduced to 24m in the first place so, maybe for the better that bhvr doesn't make further bad changes
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I agree with most of this but not that this is a net nerf for xeno, I would say this buffs xeno vs better survs since it'll go from losing your power immediately no matter what from double turrets to losing your power eventually no matter what. The issue with these changes are entirely from making xeno's gameplay more scripted, a design issue, not a strength issue.
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Honestly the issue with these changes is their effect on design, not strength. The best survivors could already knock you out of power consistently and immediately with double turret setups, now it'll still be consistent but not immediate, and it's always been balanced out by the fact that you can get your power back by spending less than 5 seconds in the tunnels. The issue is that this makes xeno gameplay more scripted than it already was since it goes from "react to the turret in time and keep your power or take too long and lose your power" to "almost regardless of how long you take you won't lose your power now but you're guaranteed to lose it in a bit"
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The terror radius reduction for stealth killers is not good, why encourage stealth killers to not use their power for stealth? As if stealth killers weren't already easy to play now you're being encouraged to play them with even less effort
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@duygu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764125#Comment_3764125
its literally not a buff its a QOL change
It literally is a buff you're objectively wrong lol! These are also not mandatory addons, maybe you just crutch on them
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@Marioneo said:
Nobody liked the knight changes except the hunt time and banner time increase multiplier
We really gonna act like the minimum path length is a bad change? And map of the realm partial basekit?
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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
Survivor comms are just about the only thing that make stealth builds take skill xd
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763947#Comment_3763947
I mean if it was an addon that makes a difference in a good killer like blurry photo on unknown or scanning distance on singularity it will be something of value. But its a good addon on a killer that is easy af to dunk on so I guess its nice the knight can run other addons? Still the guards are a minor innconvenience at best.
getting pincered is not a minor inconvenience lol
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@BuddhistLotus said:
The knight meta litterally camps hooks with his guards and camps gens with his guards which I get is a mechanic and a strategy that normally works.
Camping is trash, in general, but I get the gens. I mean I had a hillbilly facecamp me last night because I looped and dodged him all game and no survivors bothered to help, just as I was about to jump off hook they finished last Gen then just left and I wasn't able to get off hook because of it.
Same thing happened a match prior with the knight.
I looped and dodged him the whole game and helped with gens and the moment I got knocked they all ran out the exit gate teabagging.
Are you aware that starting to unhook while being hunted by a guard immediately makes it disappear? Should be really helpful against a knight camping hooks w guards
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@bornagain234 said:
BHVR, you need to remake the game. I say remake because I imagine DBD2 youd need to renegotiate all the licences again.
This spaget code is getting insane. Things are breaking in insane ways now. Even a health chapter wouldnt help at this point.
It would be a huge job, but in the long run it would be worth it. I get little bugs, but how do we end up with things like 2 gens being done at once….
An addon on one killer gets adjusted, and it breaks something completely different. The way everything is connected is so odd.
If I'm not mistaken I'm pretty sure anyone with good experience in programming would say that this wouldn't solve the issue
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@squbax said:
I mean who cares, avoiding the guard and getting to the banner is still incredibly easy so being detected is not a big issue.
@Neaxolotl said:
Does it matter when he is literally one of the weakest killer anyway
How does it not matter it literally means you don't have to run map of the realm anymore
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@danielmaster87 said:
Well we can't have Knight be that strong, can we? Demand he be weaker from every conceivable angle!
Who exactly is demanding he be weaker
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@Toystory3Monkey said:
as long as autoaim delay is making it worse than manual aiming, then it's fine.
he would be more accessible, but skilled players would have to use manual aiming to get best results
This I can get behind but I have a feeling they won't do it, I'll have to wait and see tho