mca240
mca240
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@Blueberry said:
We can start by making both his ultra rares base kit as they each fix core problems with his design which are terrible time efficiency and a survivor just following you around disarming everything.
Next either start with all his traps on him, have them spawn much more central on the map, or have them spawn at pallets and windows so even if they’re far they’re in useful spots.
Traps darkened at base as well.
As a general note I also feel like they should be putting way more grass on maps than they currently are.
If he was to get all this however, I would increase the distance that he is unable to place a trap near a hook. Since these are large buffs to fix a lot of his really bad design flaws we need to weaken his hook camping simultaneously so he’s not just piling traps at a hook.
These buffs may sound really extreme but I feel like that should really get across how complete trash he is and how much help he really needs to be competitive. Small buffs or tweaks are not fixing how bad he is.
He needs buffs for sure.
- All traps need to spawn at a loop and already open so you just need to reshuffle a bit.
- His iridescent stone needs to be basekit. Right now you need to run it at high MMR because otherwise one person just wanders around the map disabling them all.
- People can only escape traps if someone else frees them.
- Traps need to be more camouflaged with their surroundings.
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I am very much opposed to anything in the game being exclusive. People miss out on timed cosmetics simply because they go on holiday, end up in hospital or have other things happening in life.
Everything should end up in store including charms. Just make them harder to get in store. For example, charms should be 2K shards per charm or more depending on rarity.
Make a deep rift outfit 50K shards to unlock. Hard to get but if you really want it, you can still grind for it. They might also want to give you an option to buy it with Auric Cells, which would make them a lot of money.
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Depipping needs to be removed. A lot of the time you depip simply because of things out of your control (anything ranging from teammates DCing to you getting tunnelled all game leading to only getting points in chase). If you do not play well...you do not pip, it is as simply as that. I have also noticed people play more aggressively as killer so they pip. Removing depipping would make plenty of people play more relaxed.
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I hope it will better than Jonah's clean shaven cosmetic -_-
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@EliskaMM said:
Not to mention that you can easily go through 8 bloodwebs with 0 invitation... Event is so stupid.
Good, it isn't just me. I thought something was wrong with my game with me getting so little of them.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503084#Comment_3503084
This is an issue with how statistics work. If you are are god tier, lets say Doctor, and win with a 90% kill rate across 10 games, but other Killers at the MMR-softcap only get 40% kill rate across 90 games, that means Doctor has a 45% kill rate, or half your personal kill rate. Even though you are a Doc main who has mastered the Killer to that extreme, doesn't mean other people can't weigh down the stats for the Killer. If that person dedicated their time and experience to learning 1-5 Killers, they most certainly can have a far greater kill rate than the stats.
You're correct. I was just pointing out this person is full of fluff simply for the sake of an argument.
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@spagz said:
Do you know how many times I have been hit by killers while already out the window and running? A LOT. Killers have been having bugs happen that makes them gain power. So something of the sort happens to survivors and you’re mad? To be honest, I didn’t even realize with all of the killers lately who have been tunneling, camping, bleeding, slugging or just playing really toxic. I’m ok with some games being like that, but it has been every game on top of my matchmaking taking 10 minutes to get in a match.
And why do you think a lot of killers play like that and your waiting times are so long?
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@Lixadonna said:
High MMR Killer crying about High MMR matches. What do you expect? Sorry no easy 4Kill for you.
Ah, yes. SWFs having crutches with 0 counterplay is fair /s
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I don't know, what is going through their heads. Probably some people mainly playing survivors complained the game became too hard, especially at low MMR. They decided to throw some stuff their way (MFT, Buckle up, new maps filled with safe loops, nerf regression perks) and now the game is horribly survivor sided.
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I main Trapper and I like it
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503011#Comment_3503011
I play billy, singu, and ghostface.
You play the killers with the lowest kill rate. You cannot be playing high level and consistently win with those.
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I thought it was just me thinking they vault much further than before...
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503021#Comment_3503021
Yes... Ppl here are mostly survivor mains that pretend the game is balanced while they have never played killer or almost and they are playing DbD for 2 years...
Also, they refuse to admit there is a problem even though we have had the longest queue times as survivors in the past two years whereas there is a bloodpoint bonus... Without the bonus the queue times would be twice as long.
Every match is the same. Tunnel and/or camp, because the killer otherwise doesn't get a kill (unless S-/high A-tier). Every killer runs the same generator regression perks because otherwise generators get done too fast. Every survivor runs the same build as well. It is so stale. I also feel sorry for the "relaxed" solo team that gets caught in the crossfire.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503013#Comment_3503013
Yes and the community has changed. A few years ago, survivors almost never brought items or strong items.
Nowadays they always bring green toolboxes with the stronges add ons and insta heal green medkits...
Gens are flying and killers have less and less effective ways to prevent it.
I have had a game as survivor, soloQ, where i was paired with extremly efficient survivors... we did all 5 gens in 4 minutes... the killer was a streamer, he could not believe it...
I had 2 of those games tonight. They weren't even good survivors. Red Forest map so plenty of pallets for them to prethrow. I was playing Clown. Decided not to tunnel to make it more fun. They did all generators in 5 minutes flat.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502962#Comment_3502962
The game is more killer sided than it has ever been. If you're unable to enjoy killer anymore due to hard matches, it's ether burn out or user error.
I have played killer for years now. It is one of the worst states ever.
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I am not playing killer anymore. Especially now that next to Made For This/Hope we also have the premades with Buckle Up/For the People with literally nothing you can do about it.
Who in their right mind thought this was a good idea?
But yes, not so much as a field of view slider for killers. I am so tired of this ass game, came back from a break but thinking of permanently deleting it when Chainsaw Massacre comes out.
The developers have no idea, how to balance their game.
Here in Western Europe now the bloodpoint bonus for playing killer is 100% from about 2PM, used to be 8PM. Nobody wants to play the role anymore. Survivor queu times are getting longer and longer.
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Am I the only one?
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@Mandy said:
The system cannot tell if you pulled out your internet cable or accidentally -that's impossible to do, so I'm afraid we're unable to adjust the DC penalty for this type of reason.
But you did however felt it was necessary to increase the DC ban with 5 min. from the get-go, punishing people with a bad internet connection and making more people killing themselves leading to replacement bots being obsolete. Great work...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497338#Comment_3497338
So you want to only be paired with less experienced survivors and only go against cracked premades? Because that's what happened for a lot of players when they tuned up the matchmaking in the blind trials last year.
I want to be paired with and go up against players of my own skill level.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497331#Comment_3497331
And during the blind tests last year.
Players found that games were too sweaty when matchmaking was too good, as well as having long wait times. Looser matches and quicker queues were the best of both worlds.
As much as you dislike the current matchmaking, it IS the best system we've got.
My idea of fun is not loosing more than 50% of my matches as survivor simply because of less experienced co-players nor having to play killer against only cracked premades or beginners who have no idea what they are doing.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/385448/matchmaking-needs-to-change
Most likely a combination of not enough players at a similar MMR when you're playing, and the blasted lobby dodging.
The system keeps prioritising waiting time over actual skill. Too many people are also lumped together in the same MMR.
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Toba Landing is actually a balanced map. I like it. I only wish they would put more vegetation on the ground without hitboxes for my boy Trapper and to make it more like a forest.
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I don't understand how Huntress for example has add ons to speed up every step in the process of throwing a hatchet but Pyramid Head's shooting trails feel clunky as ever and there is no add on to improve this process.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495736#Comment_3495736
There will always be players who would like to exit game as soon as possible just becuase something went not as they planned - they saw killer they did not wanted, they got hook before first gen pops, etc.
There will always be those kind of player, yes. But nearly not as many.
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Behaviour should fix what makes games consistent unfun instead of bandaid fixes such as removing the option the self unhook. If Dead by Daylight would be fun for its players, people wouldn't be suiciding on hook as much.
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I agree with you as someone who mostly plays survivor these days.
Exhaustion perks are fine. They have a limited effect. However, perks like MFT and Resilience that constantly give you a boost are just very disruptive for the game. Especially MFT, whole maps have been designed around base speed.
The same goes for gen perks that make you do gens faster with no drawback.
Either perks need a requirement to activate them (like dead hard now) or they need to be limited time wise.
Example how MFT could get reworked: gain 3% haste for 30 sec after unhooking a survivor.
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@ChaosWam said:
Yeah no, this is where I draw the line at how ridiculous people are being about Sadako.
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@Hermit said:
Does the new onryo need some numbers tweaked? Yes.
But your problem is not onryo, your whole team getting slugged is your problem. And basically every killer can play like this.
It is a lot easier on Sadako now than other killers. You do not only have to pick up your slugged teammates but also pick up and get rid of tapes, which leads to a complete stand still of the game.
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@Gandor said:
I thought I just had a bad game. But no. It seems this is the way the game is going to be now:
Between current slugging condemn sadako that occupies all tv's even if you actively try to take a tape at 1-2 stacks (but still get condemn killed) and current skull merchant.... It's really time to take a break and wait for devs to fix their game.
Hey at least killer is still fun. So that's something
Hear, hear. Every, but almost every match is:
- Tunnel, camp, tunnel
- Slugged until death due to bleed out timer
- Terrible teammates who have 1500 hours less than you and are urban evading around the map
With a not working MMR system, rampant tunnelling and camping and a game filled with unfun killers (Skull Merchant, Knight, reworked Onryo) playing survivor is just horrible.
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@CrusaderNella said:
https://us.v-cdn.net/6030815/uploads/A07VDN9X6JC4/image.png
These are so cool. I love them a lot.
Thank you Behavior!
Same here, so much better than the old ones
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The new portraits are so much better than the old ones. The old ones were so bad. Please stick to the new ones.
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They should just disable Skull Merchant until they have reworked her.
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It is literally the same problem as old Dead Hard. Only now they cannot use it once and be exhausted...no, they keep it. They make another tile or loop simply by doing nothing. It is the most unhealthy perk to enter the game since old Eruption. Hence 90% of survivors use it.
A change to make the perk less broken but still useful: after unhooking a survivor the unhooker get a x% haste for 30 seconds.
This will also encourage people to unhook their fellow survivors.
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Survivors should not be able to play with friends. Then it is.a fair playing field. Which is going to happen...never.
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@JonOzzie16 said:
Give it a 4 second stun and remove the damn skill check already. As some have said, the skill check punishes newer players who are the most tempting tunneling choice for killers. 5 seconds would be good too but I'm trying to be realistic in what devs would do.
I wasn't around for the old meta where DS was being abused, but I'm fine with perks that deactivate end game. That's why end game perks exist. End game is a whole new ball game so running an end game perk is never a bad idea.
However, perks are never going to solve the tunneling issue. Until devs address it at its core, it will continue.
Agreed. Buffing DS is fine but it is a bandaid. The core problem needs to be addressed. Spreading of hook states should be rewarded, targeting the same person should be punished (through BP for example). Behaviour should state and implement an actual win condition which does not revolve around the amount of kills you get.
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@BasementDweller said:
Not exactly sure why his "hug techs" and alch ring were allowed to stay the way they are for so long.
Agreed. The "hug" tech is just a non intended feature that should have been patched out ages ago. I mean, let's make a killer super speedy AND make it so he goes 180... As for his add-ons. Yes, they are some of the most busted in the game. Alchemist Ring, Blighted Crow, Adrenaline Vial...they all need a hefty rework.
Why has it taken so long and yet still nothing has been done to balance this killer properly even though Blight is on a whole different level power wise compared to other killers?
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Personally, the only thing that needs change is his infection timer. It should come to a standstill when being chased.
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@JdoHybrid428 said:
I do but it seems most people on this forum either started playing the game in the past few years or truly don't think through what they're saying and arguing (not debating). It's just sad. One example is how people think prove thyself, tool boxes and brand new parts are broken. When in reality they're pretty balanced currently. Even before the Nicholas Cage update. Brand new parts used to be able to finish entire generators and people complain about 25%? Generators used to be able to spawn so close where prove thyself could work on both, yet people complain about people rushing, most likely, one Gen at the beginning of the game? NEWSFLASH: There're plenty of counter perks with multiple build archetypes. People want to complain about how toolboxes are currently? They used to be able to have up to 200+ charges. Yet people complain about today's toolboxes which I think at most have less than 50. It should be noted, I play killer and have more fun then playing survivor.
Along with countless other little things that aren't actually broken. In reality you most likely, believe it or not, aren't good at the game. Most people in most games aren't good. That's just a fact of life. It takes time and a lot of learning/studying/practicing to get good at something, including games.
I get there are some actually broken or borderline broken things in the game but most people on here aren't actually complaining about the true ways those things are broken. Made for this(and hope combo) being a big example. Sure it's really strong but not broken (except against tier 1 Myers bc of the equal speed).
I get that pentimento/plaything is really strong but it's not broken. I do think overall it hurts the game (once again I like playing killer more than survivor).
I just read through a post some, replied and read some replies revolving around totem spawns. They did get redone a few years ago. They are a lot better on those maps overall. Sadly, for some reason all the maps released since haven't had the same treatment. People think a totem spawning next to a tree or locker or Gen is bad. Imaging it spawning out in the open by absolutely nothing, that's a bad totem spawn, which existed before the redo.
Most of you sound like entitled 2 year Olds. Which actually, most 2 year Olds that I've met are way more mature than most of you. Once again that's really sad.
No one is forcing you to play the game. If you truly think so much is wrong with it, speak your mind once and stop playing the game. Behavior devs do an absolutely amazing job on the game, keep actual bugs and glitches to a minimum, constantly work to improve it(which most of you don't understand a millionth of what goes into making a game). Yet you all just complain and b!c!h. How about being grateful for the countless things that are above and beyond done well?
So many of you complain about the game being unbalanced? NEWSFLASH: It's an asymmetrical game, it's never going to be balanced, not in your wettest dreams. It's not possible, so get that ignorant thought out of your Minda.
It ticks me off when people want to complain about a game in every possible way. There could be 99.99% of game working perfectly forever and you mf would just complain about the .01% that's not perfect bc you don't appreciate anything.
Then you're going to argue "I'm just letting them know what's wrong with their game and trying to help make it better". No you're not. You're complaining and telling them that it's wrong or broken or that you hate it. You're berating then with more hatred and insults. When in reality they probably already are aware of the concer seeing how countless others are bandwagoning the same thought that they probably didn't have in the first place.
The average person in the dbd community doesn't deserve to play the game or the devs that work so hard on it.
How about all of you start having your own original thoughts and start appreciating how great the game is, how much of a privilege it is that you get to play it in the first place?
I'm just so aggravated and disappointed with the community. Not all but most.
I just needed to vent.
A lot of people complain, yes. And not always with the right intentions.
However, you calling Brand New Parts not busted simply because they were worse in the past just shows your true colors.
“Nurse is fine now because in the past she could blink 9 times!”
The same goes for denying Made For This, Prove Thyself and toolboxes (commodius) being busted. They are unhealthy for the game and need to go. The same way facecamping and hard tunneling are a problem.
This whole post reads as “I am an entitled survivor main who uses this stuff and am pissed the community at large is complaining about what I use because now it is getting nerfed”.
And that’s the real problem with this community: a lot don’t care about the overal health/balance of the game. They care only about themselves and their crutches. Me, me and me. It’s the same people complaining when Dead Hard got nerfed. And it is the same people defending Blight’s add-ons as “balanced”.
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To add. Scratch mirror Myers and Hag are just dead in the water. Certain builds like an endgame build is also obsolete. Good luck going against MFT + Hope
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483527#Comment_3483527
The 3% is absolutely better than any other haste perk in the game. Its not about numbers here, its about consistency. Every other haste perk has massive limitations set on it.
Hope: Must survive until endgame
Blood pact: heal the obsession+stay near them in chase for value (doubling chase pressure)
Power of Two: Stay near them (same issue with blood pact), deactivates on hit, and has a 2m 20s cooldown (for 5% haste)
Dark Theory: 2% is powerful. But you need to place the boon. Chase in that area (which will eventually run out of pallets, unless RNG says theres a totem within range of a TL or something), then you need to go place it again after its broken. Giving the killer slowdown just to get your very limited 2% haste chase extender.
Speed Exhaustion Perks: Very quick bursts of speed that gain major distance. However they are best used for chaining tiles, not extending them. And even then they are one time use in chase.
MFT: 3% haste for being injured.
the killers speed advantage is 15%. You can decrease the speed at which they gain distance on you by 20% since 3 is 20% of 15. Meaning MFT allows you to extend chases by 20% by default against m1 killers. Chase killers also suffer, since the situations their power will be useful will come much fewer and juicers will get like an extra 10s out of each pallet loop.
You might say that its balanced since it requires you to be injured, making it risk/reward. That doesnt apply here. MFT only gives you any value inside a chase, so what is the point of being injured outside of it? There isnt any reward big enough worth staying injured for outside chase. You will get more value from just healing up. If you stay injured the 3% wont extend the chase beyond how long it would be if you had 2 entire health states over 1. Nothing is punishing you for healing, nothing is rewarding for not healing. So you heal, get the chase extension from healthy and MFT. Resilience is different because the 9% speed on gens is impactful enough to be worth staying injured to get value from. If it was just 9% vault speed then you would just heal. The same applies here.
MFT is massive chase extension for free with easy clutch to boot.
Amen, thanks for the long but accurate explanation
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@ImTheOneWhoChases said:
Unfun? Survivors got DH nerfed more times than they gained a good chase perk in the last few years. Self healing got completely killed for killers. I get that 3% with hope is nice, but hope already was that, that's not the problem with made for this. The problem with made for this is that it gives you free endurance without penalties after you take the hit. You mend, no exhaustion, the perk is still up. That is the problem. Not the 3%. What about bloodpact? What about the team haste perk? The yoichis boon that gives around the same % haste like mft but nobody talks about those? You have exhaustion perks that are extremely op. How is the 3% any kind of problem!
Flat 3% without having to do nothing but being injured not being a problem? Every map and loop has been designed around base speed. That 3% haste can extent chases easily by 30-60 seconds depending on the density of pallets and windows. Other perks that increase haste require you to set up, to stay close and so on. They is a reason why over 75% of survivors run Made For This.
I play survivor 70% of the time. I only play solo. I escape a majority of my matches without using a busted perk like old Dead Hard or Made For This. Stop denying it is gamebreaking simply because you like using it.
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@1ettuce said:
https://us.v-cdn.net/6030815/uploads/WVWV3J3AZMX4/image.png
You guys have recognized before that perks that give easy free distance to survivors are a problem and don't have counterplay from a killer's end, so then why do you go on and make MFT and Dramaturgy? They could at the very least have SOME precondition or requirement like SB and Lithe, but no. All Dramaturgy requires you to do is press a button (sound familiar?), and MFT literally doesn't require you to do anything! In fact, because MFT has no cooldown, you can do with it near or on par what you could've done with old DH at loops, but over and over again instead of just once....
The only significant difference between MFT/Dramaturgy and old DH is old DH's i-frames, and I'm not gonna sugarcoat it, that was absolutely never the bigger issue. Although the i-frames part had its points where it was uncounterable, they were overall NOTHING compared to the sheer consistency of straight up extra distance. The only real situation I can think of where the i-frames were more useful than the distance was vs a nurse, but it's nurse, I'd much prefer nurse getting the short end of the stick over the rest of the killers, especially the already weaker ones, getting it.
So please, change MFT and Dramaturgy (and Overcome maybe? :3) and stop making stupid perks like this that just give survivors extra distance for nothing, they're terrible for the game and you guys should already know it based on your understanding of the problem with old DH.
Overcome is fine as is. You’re exhausted after activation.
I haven’t played the PTB but Dramaturgy at least isn’t consistent regarding its outcome.
Made For This is just busted and should be removed from the game. I have even stopped using it as survivor because of how unfair it is toward non S-tier killers.
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Make hexes so that the totem lights up the moment the perk takes effect, like Face The Darkness is right now
Examples:
- Ruin: after a survivor lets go off a gen
- Devour: after first hooking a survivor
- Undying: after another hex lights up
And so on. It prevents survivors from spawning on top of your hexes and getting rid of them straight away.
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@Uxoxe said:
Hope and Adrenaline only matter if the killer already lost the game. This seems like a non-issue.
However, premades have no problem making it to endgame in general. And with MFT/Hope endgame builds are dead.
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It is the new Dead Hard. Another broken perk.
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@o7o said:
MFT really isn't that big of a problem unless you pair it with other haste/endurance perks. I maybe get a loop or 2 worth of MFT value until I get caught, yeah, sometimes on Blight survivors will gain like an extra 2 steps ahead of me but I don't find it threatening.
Resilience is a good "in case of an emergency" perk. Like trying to loop on bad ping, etc. Not that huge of a problem.
Hope only activates when gates are powered, although I feel MFT should not be allowed to be stacked with other haste perks, that's when it becomes troublesome.
People still have terrible pathing using WoO. Honestly waste of a perk slot unless you have trouble navigating on some maps.
Yeah it's unfortunate when you're trying to slug for pressure and last gen pops and your slugs have adrenaline but is it really that problematic? It's just to be expected at this point.
It is a big thing. With smaller collision boxes you can make use certain loops at least 3 times more if not more.
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@not_requested49 said:
And im sure survivors are tired of seeing deadlock, corrupt, sloppy, and lethal too
Or pain res, pop, noed....
But at the same time crying you only see people play Weaker and Blight.
MFT/Hope is broken and you know it.
No killer perk comes close.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476406#Comment_3476406
The problem with just giving blanket BP increases, is all it does is devalue bloodpoints. That may not be an awful thing if BP are too difficult to get in general, but it does nothing to fix the imbalance between killers and survivors. Which is why I've suggested additional ways of scoring BP for specific actions to address the balance.
How does it devalue? You need a lot of bloodpoints in this game, especially as a newer player to get all things unlocked. The sheer grind alone is turning off people from picking up the game. To veteran players who have everything it doesn't matter either since they do not need bloodpoints anymore.
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@Seraphor said:
Removing healthy hook grabs has been suggested many times as a counter to face camping.
The killer is already more than capable of securing a hook trade when face camping, which is still in the killers favour, as it's still reducing the survivors hook count by 1, and results in an injured survivor running away from the hook. There's simply no reason why someone who is face camping needs to be doubly rewarded with taking out two survivors at once.
Additionally, it results in the absolutely ridiculous hook standoff, where and survivor will run up to the hook, and be unable to take any action, while the killer stands there, unable to hit them, each of them waiting for the other to flinch. This is utterly ridiculous "gameplay" for a horror game, and even if you don't think 'immersion' is at all important, its still a boring mechanic that relies on player ping more than anything.
This is entirely different to grabbing survivors from gens or totems, because neither of these scenarios result in a 'stand off' mechanic.
Healthy hook grabs have already been disabled on pallets for a long time.
To add: very ping dependent. I have been grabbed off hook, where I already let go simply because the killer has bad ping.
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@DaddyMyers_Mori said:
Just make it so infection is not progressing while in chase. That would fix all of those.
That would be great.