lettuchia
lettuchia
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@Emeal said:
What is the skill expression that is being taken from him?
Aiming, biopod management, being rewarded for slip streaming multiple survivors
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@OrangeBear said:
This sounds like gatekeeping to me.
It's not gatekeeping if inexperienced could literally just play more and get better instead of complaining. The concept of bad players performing badly makes sense to most people but in the dbd community it's "gatekeeping"
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@Cali88 said:
Remote biopod breaking is nice but I don't get the intent behind a lot of the other changes as well - instead of improved biopod collision with the environment (which is the area he particularly feels lackluster in) he gets extra potency to hold 3-gens which will make him 10x more oppressive to face, especially with the announced Oppression buff. I'm not a fan of the purported QoL that eliminates much of Hux's skill curve either
That's fair - I'd be willing to forgive the remote biopod breaking but on top of everything else it's just...very reminiscent of the trickster update
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@Leguś said:
Please let us start Patrol Path from the Knight's position instead of in-front of him.
PLEASE!
It would've made him so much smoother.
Adjust the 10m stuff into 11m or something like that if you need to but please…LET US START FROM KNIGHT'S POSITION.
I agree but with the ability to manually choose guards coming I feel like it'd make carnifex abysmal to deal with as surv. I'd much prefer they don't allow manual guard switching in the first place but oh well😭
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744701#Comment_3744701
The only buff Is you can switch Guards. The rest Is either change to make you long paths or allready existing addon that just add to base kit, thats not a buff directly speaking since you can allready do it Now.
So I quess Its nice that Knight Is Now M1 Killer in chase And only thing He can do Is annoy survivors from distance to Push them off the gen or something. Wow what a good Killer.
So lets change his identity And chase Power completely after 2 years of existince. He sounds like a D tier Killer Now.
He can hand shake with trapper And Freddy.
You can just...create paths longer than 10m, and if you know what you're doing then you're literally fine. They're still buffs btw because it means you can use other addons on him now. Also complaining about changing a killer's "identity," really? Not every killer's identity is one that should stay in the game, case in point the knight! Being able to drop a guard at your feet for easy zoning was pretty blatantly bad design.
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hook deadzones will still exist, but sure im not exactly against annoying perks being nerfed I guess😭
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@Chocolate_Cosmos said:
- Can't use it on loops (10m minimum path pretty much destroys any loop unless its like a very large connected loop).
- Guards are still slow AF before they will catch someone (no movement speed increased).
- Duration if you get near your Guards gets deleted pretty much so you never can effectively chase 2v1.
- No more sandwich situations since Guards deplete way faster / longer path to create.
- Less time on Guards unless you create a giant path.
Buffs:
- No more Map of the Realm add-on reguired (this isn't a buff tho but nice QoL change).
- More chase time on guards if you spawn them very far away.
- Can pick a Guard of your choice (QoL than a buff).
Sounds like Knight will be very bad killer, its like no chase power and just scout/ocuppy survivors that will never get hit anyway.
This will be similar to the Chucky update where bad players say it's a nerf and good players say it's a buff. Also...why are you dismissing objective buffs as just qol, yes they are qol but they are still buffs?
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@Rickprado said:
Hi! Hope everyone is doing fine.
I am playing Vecna these days and could not notice how "similar" the spells and the Knight's guards are: its like different powers in one killers (although the Knight Guards are far more similar among them than Vecna's spells).What if the Knight had a system just like Vecna, where he could select a guard having individual cooldowns for every guard (like 15s each)? At the start i was against the Knight having the ability to choose a guard because of how the "sequence" is part of his learning curve - a good Knight player should have in mind the sequence of guards and how will use them - but i feel Knight would be so much more pleasant to play if he could just select his guards as Vecna select his spells, according to the moment of the match needs.
Jailer is said to be the useless guard but most of this come from the fact that he is better used as a tracking tool than a chasing tool and sometimes you have to "waste" jailer into something to draw a Carnifex or the assassin. But this would go away if you could choose jailer only when you need more tracking or you are uncertain where the survivors are. Same for the other two guards.
Of course, this alone wouldn't fix the all the problems the Knight has, but would be a nice addition.
Fellow Knight mains, whats your thought on this?
I appreciate that you recognize that each guard should have it's own cooldown along with this instead of just being a flat buff, unlike other suggestions I've seen 😒. Still, I feel like this is something unique to knight and doing this would make him too similar to Vecna
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@The4thMagi said:
I've been thinking recently about the state of solo queue which I almost exclusively play, as well as the new player experience. I recently have been playing with a friend who is new to the game. They didn't want to purchase Kate to get Windows, and tried learning the tiles without the indicators. This experience was not great for them without indicators. They just told me that they would prefer to drop pallet instantly and W key to the next tile.
I was wondering if others feel similar that having base kit Windows Of Opportunity (WOo) would be a welcome change. Feel free to leave detailed comments with your thoughts.To be honest I can't help but feel like this makes sense given that killers see gen auras at basekit, it feels pretty similar to me, both are defensive objects you go to to prevent the other side from doing their objective. Still, if this were to happen then maps would need to be in a way better spot which I struggle to see ever happening
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@Royval said:
Survivors asking for move perks basekit. When will us killers get something “basekit”?
Like what? I'm guessing early game and general gen slowdown?
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@Leachy_Jr said:
His rework was good, however the panic nerfs he got from PTB have plagued him with issues
- EXTREMELY add on reliant, almost as reliant as knight (memento blades, main event duration)
- Even more map dependant than before
- Throw rate too slow base kit
- Lullaby still exists, when he is harmless past 10m, and only encourages W keying
Buff throw rate to PTB 0.25s (instead of the current 0.3s), increase blade count to 50, remove lullaby and/or reduce TR to 24m. Easy fixes.
if you think the rework was good you should watch this video, it honestly almost couldn't have been worse
https://youtu.be/yKeT0sf4lAE?si=oLxmstrytvfpWrZY -
@vol4r said:
Hello.
I feel like we should have some perk balance changes. I listened some of my ideas below.My ideas consider niche perks, with low usage for both roles.
Survivior:
- Spine Chill - revert the nerf. We don't see that perk anymore.
- Iron Will - give it 100% but doesn't work while exhausted or leave it be 75% but exhaust status doesn't affect it.
- Lucky Break - let healing other increase the duration on a higher rate, 1 sec of healing = 1.5 or 2 sec of perk duration to be increased
- Pharmacy - rework the perk so it gives medkits from rummage, not the chest itself.
- Bite the bullet - reduces the noise when you heal but also when you are getting healed by others.
- Blood Rush - let the perk be used 2-3 times in a match, based on tokens which player is granted at the beginning of the trial
- Botany Knowledge - let's get rid of reduction healing efficiency of medkits, we can't get 1 heal of a MK while using the perks without addons.
- Calm Spirit - get rid of speed reduction.
- Clairvoyance - we could use it while holding an item.
- Distortion - recharges only while in a chase.
- Empathy Connection - increase healing speed bonus.
- Light-footed - decrease or get rid of it's cooldown after rush vault actions
- Low Profile - let it work after the unhook for 30 seconds. That would give surviviors a way to hide after being unhooked, possibly preventing being tunneled by the killer
- Poised - on top of hiding scratch marks it would show auras of generators for 6/8/10 seconds
- Scavenger - reduction of repair speed would last 25/20/15 second
- Self-care - let's make it 40/45/50% healing speed. That would make self-healing take 36 sec
- This is Not Happening - we don't need to be injured anymore, works while fully healed
Killer:
- Blood Echo - decrease cooldown to 40/35/30 seconds
- Bloow Warden - adding feature: exit gates close for 5/10/15 seconds after opening the gate
- Dissolution - actives 1 sec after injuring the survivior, instead of 3
- Fire up - each token grants 4/4.5/5% to action speeds.
- Hex: Ruin - buffing regress rate to 100/125/150%
- Oppression - decrease cooldown to 100/80/60 seconds
- Overcharge - make th regression to start from 100%
- Save the best for last - revert the changes. Perk was not that opressive while unhooks, surviviors still could trade even with 8 stacks
- Septic Touch - make effects linger for 10/15/20 seconds
- Surge - Increase regression to 8/9/10%
- Thwack - would activate whenever you break the pallet, without getting a hook, but the range would be 5/10/15 meters
- Trilling Tremors - change cooldown to 80/60/40 seconds
- Undone - surviviors don't really miss skillchecks. let's grant 3/5 tokens for every successful hit on a survivior.
What you guys think?
most of these are fine but
spine chill-vault speed should stay gone
lucky break-doesnt need a buff
pharmacy-im guessing u mean at any time instead of only while injured? since otherwise this seems like a bit of a nerf
blood rush-idk this perk is dangerous, maybe make the broken duration longer and/or only recover from exhaustion at the end of the timer
botany-it should only affect self heals then
ruin-doesnt need a buff
save the best for last-definitely doesnt need to be reverted
undone-should really be on downs if its gonna be that many tokens
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i really wish i could say yes but so long as dbd doesnt have spyware anti cheat it would create an absolutely awful cheater problem
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743771#Comment_3743771
Sorry, I could’ve worded that better. What I meant was I think turrets basekit don’t need any changes at all, but Star Map + Emergency Helmet make them too ineffective since they make them much easier to counter and allow them to be m1'd more often (instead of having to use the tail). I agree with you that (basekit) they should not remove crawler mode more often than they do now.
I think Xeno just needs those 2 addons changed + some buffs to a few of his worst addons and that’s all.
edit: oops I quoted the wrong comment and it won't let me change it, I meant to quote your reply to me
I definitely agree that star map and emergency helmet should be changed, though I left those suggestions out of this post simply to direct the focus away from suggestions which I'm concerned about coming to the game (I'm more concerned about xenomorph receiving bad changes than I am about them receiving no changes at all)
But I can understand it both ways, the harshness of the cooldown is definitely exaggerated but I still get why people don't like it, 10.2 meters is nearing double the distance gained from an exhaustion perk. I think the suggestion is a decent compromise, but perhaps a good place to start would be with 2.7 seconds to match the basic attack cooldown time and to see how well that plays out
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@Sava18 said:
It's so tough for dbd players to hear this. Most killer designs do not warrant a high level of power(not saying all high tier killer deserve their power such as nurse and spirit who are pretty easy compared to oni, billy, wesker and blight). Making half of the roster a current B+ tier killer wouldn't work. You can ever so slightly buff some killers but not many. Choosing billy of all killers as your example is how do I say this… not it. The killer is the highest mechanically demanding killer in the entire game and is still fair outside of obvious general killer bs, the only one who tops him on a overall skill level is blight but that's due to an unreasonably high amount of knowledge required compared to most things in this game we call dbd.
Anyway back on topic. Try to make clown or legion oni tier without making them more insufferable to play against and keeping their kit the same. You can't, it's not possible.
Not all low tier killers deserve to be low tier and not all high tiers deserve to be high tier, generally they do though. Pigs power for instance could be made a bit better base kit even because it's interactive, I MEAN THE DASH NOT THE TRAPS OBV.
Very well said! Killers like pig and dredge couldn't be buffed significantly without also being nerfed first, traps for pig and probably nightfall vfx and hit and runs general pubstomping for dredge. Billy was basically the only killer that could be buffed without being nerfed at all, healthy strength can't come without healthy design first.
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@Mortecaii said:
I find this so funny seeing this, after playing nonstop since the event started and getting constant 4k's with Xeno lmao. I think I lost maybe 1 game out out of like 200+ as Xeno
in case it's not clear I'm not really trying to suggest that they buff xeno, moreso that if they want to buff him then that's what they should do if that makes sense lol
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@sizzlingmario4 said:
Turrets are fine basekit and don’t need buffs. But with Emergency Helmet and Lambert’s Star Map the turrets become too ineffective. I think those addons just need to be nerfed.
the suggestion i made nerfs turrets, do you mean they dont need buffs as in they dont need to be changed in a way that buffs xenomorph? sorry the wording w killer items is confusing
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@Ohyakno said:
It definitely feels like turrets don't do anything from the survivor side, but I understand as xeno they're very inconvenient. Maybe just let people move a little faster while carrying the turrets? It'd definitely feel very unfair to not have your power much of the time.
very unique suggestion!! 35% hinder going down to 30 or 25 def wouldnt be the end of the world
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@Devil_hit11 said:
or increase his missed movement speed cooldown to a higher number then 26%… like 50-60%.
sure i mean thatd basically do the same thing, any reason in particular u would prefer movement speed over duration changing?