squbax
squbax
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811911#Comment_3811911
Yeah, I would be sad if this zero sense nerfs were to a good killer, but, skull merchant? Nobody cares
I love this actitude after making a discussion complaining that distortion got nerfed. Reminder that the same people that you are openly not caring about nerf to their preffered pmaystyle are also not caring about the nerf of things you enjoy in the game.
But alas I think killers and survivors are incapable of grasping this concept.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811872#Comment_3811872
Make it 15 seconds + increase capacity of tokens to 3, pretty please 😬
This would literally get a token for predropping a pallet, nah I would even go for 25 seconds if 30 is too much, which isnt unless you are versing blight/spirit/nurse/billy. Like looping a ghostface or any m1 killer is at least 1 min of chase time, what are people on about with 30 seconds being too much.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811862#Comment_3811862
Yes, thats why I’m asking, cuz if the perk requires you to be chased for 30 seconds for just one token, then will be bad
Not really, unless we are talking about nurse/blight/spirit, 30 seconds in chase is very doable. Like no killer aside from those should be getting those times without a major misplay happening on the survivors part before.
I actually like the change, it rewards good players for having good chases.
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Aside from wesker all of those others are like sad excuses for a killler, they using an addon to have early pressure is not that bad as those addons tend to have drawbacks.
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Much like freddy after his rework or somehow we will see a change in actitude toward this argument?
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People giving op advice fail to realize they already built an opinion that singularity has no counter and is not actually looking for help, more to confirm their bias rather than to understand that effective EMP use can buy a lot of time.
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Absolutelly not, trap killers are the most boring or underwhelming things in this game. Like trapper is honestly pathetic but skull merchant is miserable to go against, she is not OP or anything but countering her is just boring.
Singularity might be the only "trap" killer thats actually well designed, and thats cuz his traps enable him to get a chase power, in fact a good singularity is effective is chase, if you play him like you are playing fnaf, you will be wayy less deadly.
Also, stealth base killers are kind of obsolete, I mean they always were as people have eyes but now even killers without basekit stealth can use perks to have it, leaving stealth killers as very easy to counter and lacking anything unique.
Bhvr should actually try to design better chase oriented powers, because there is a difference between wesker and blight who feel good to loop against and things like knight or nurse who are just frustrating antiloop to counter.
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@jokere98 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807165#Comment_3807165
you hear it only if Deathslinger aims right at you
which is a wayy bigger help than any lullaby can offer, as it literally tells you when you should dodge.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804585#Comment_3804585
I didn't say anything else, did i?
I wanted to point out how hilarious it is to me, that while there are a lot of killers that are stronger, which you pointed out, the Pig has to be on a watch list.
My bad then, misunderstood the original comment.
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@radiantHero23 said:
It's so funny to me, that Pig got "buffed" and people still see her as bottom tier.
Guess she needs to be on a watch list right?
Buffed pig is still not that good, while yes pub players will go down to no-blink nurse, but it doesnt make that a good killer no?
Like anything pig can do singularity, blight, spirit, oni, nurse, unknown and the other good killers can do better. While pig is no freddy she is still outclassed by better killers.
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I mean playing a killer thats rewarding feels good, playing a killer that requires a lot of effort to get deminishing results feels bad. so people are more inclined to play killers that they know their input will have a proportional or higher reward. Why play something like freddy or ghostface where a good killer play is easy af to counter and your effort does nothing whatsoever.
Also much like in any game, people will just play whats "good" or easy, so tierlist and content creators saying certain killers are good will reinforce people playing them.
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With the recent change it SHOULD, but it does not, as the sounds are not being additive, so until they fix it, as of this date stridor does not counter iron will.
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@Pirscher said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799618#Comment_3799618
"This change will make distortion even stronger for players who take chases and get involved in progressing the game forward."
Stealth play with stealth-distortion-gen-rushing is also quite good at progressing the game forward - it catches the killer off-guard many times whilst they are not being spoon-fed ez-pz survivors wall hackzI guess we just have to let this all run its course.. after this it will only be a matter of time before the devs address the wall hacks.. once upon a time aura reading was not a thing - go back to the roots?
Wdym aura reading was not a thing lmao, I habe played since release date and aura reading was always there, genuinly what are you talking about.
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@Merciless_Killer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798777#Comment_3798777
Why not? What part of this makes it impossible?
If you get tagged my a drone that only emits one single beam at the speed the scan goes you are either catatonic or your computer froze, no human player that can react to whats happening will let such a slow and telegraphed attack hit them. And that is WITH the killer chasing them, if someone gets tagged by ptb metchant outside of chase, thats just....LMAO
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Complaining about non tombstone myers is crazy
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Or hear me out, while you are chasing one survivor as an m1 killer, which is basically piss easy to loop. The other survivor is not throwing and goes for the banner? Making you essentially waste your own time and a guards cooldown for fun I guess?
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Wow I nerfed a popular character that is widely liked and sold a lot of skins, now people dont play them and I get less money, Its so good that bhvr is NOT a company and doesnt prioritize money making.
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@MaddieMage said:
I’ve said this repeatedly. Now killers are already running 3 aura perks with Iron Maiden so you can’t even use a locker to counter it. With distortion going into the trash, it’s only gonna get worse now.
Amazing, the killer is not using slowdown, easy 3 man escape if its not blight/nurse/billy then.
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@GonnaBlameTheMovies said:
When they do fix this, can we also fix the double-stun problem, the ability to vault through a stunned Killer, and the ability to drop a Flashbang inside the Killer, too? Those also make no sense and need to go.
I hope they are all removed but as they have commented the dracula techs are the next techs to go. This ones are prob not even in the radar atm.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793367#Comment_3793367
Both have faulty code
Both nurse and dracula can go through vaults/pallets therefore they are the same :)
This is such a reductionist argument. Under this logic literally a bug that lets you use infinite oni power and a bug that lets you flick on punishment of the damned is the same, which is absurd to even state.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789594#Comment_3789594
It’s 1% less than peak MFT. People lost their minds over 3%. If the 2% haste buff boon is in a good area, maybe DT could provide decent value.
The issue is not the number but the fact that it is a boon and as such is confined to an area.
Mft was as good as it was because a lot of reasons, but one of them being that it worked no matter the situation, you could be hit by an m1, an m2, a trap, get hit on a jungle gym, on main building. It proc no matter what, it always got value.
Dark theory only works within that area so all the time wasted booning is lost of you get chased outside that area, also totems not always spawn at strong tiles, so the boon will not let you do the obnoxious looping chains that mft was capable of.
Finally, the killer can snuff the boon, mft basically ignored all killer input, yes there were exhaustion addons and perks but to say those countered mft would be dishonest, much like saying because ds is a thing tunneling is not an issue.
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Just wanted to point out that you can still see who used an offering, it was removed but came back some time ago
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@ChuckingWong said:
Yup this is the pattern they are adopting. Just piling on more and more stuff and…. hoping things work out. So far they havent.
Unknown is just a easy mode version of Artist with a teleport.
Lich has 4 different abilities. Because that apparently needed to be a thing.
Dracula is Wesker, Spirit, Dredge, and Pyramid Head all in one.
Its just a joke at this point. I play legion and plague and theres … nothing even coming close to these new killers power levels. May as well just reintroduce nurse every new killer if they insist on making these decisions.This is just hilarious lmao, for the simple fact that:
1. While unknown is a strong killer he is far more complex than artist, its skill ceiling is incredible one you use the bounce.
2. Vecna has 4 abilities, 1 being just info , 1 being subpar mobility, other being an m2 attack that is only good if you spawn it inside survivors and a final one that is quite a useful antiloop. And yet killers that are more simple can do everything he does better, ej artist, she has info, a better m2 and antiloop, while lacking mobility she has better map pressure, and guess what, she only has 1 ability.
Its absurd to think that just because he has 4 abilities he is better than other killers, vecna and dracula with all their power combined cannot even aproach the likes of billy,nurse,blight or spirit.
3. Finally new killers may be more complex but they are not necesarily very powerfull (they are not bad either tho), as I said even with this complex killers, old killers are still fall more powerful than them.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785283#Comment_3785283
no it shouldnt, it's enough it applies slowdown.
A slowdown on the level of old licker tonge too.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783155#Comment_3783155
People give up because Bhvr has messed up the game balance. Bhvr listening to Killer mains too much will destroy the game eventually unless the trend is reversed.
Yeah no, if people give up when they get sniped by slinger because they messed up the dodge, bhvr cannot play the game for them. The same thing you are doing is what those killer mains that complain to bhvr are doing, you both are ignoring your skill issues and blame it on bhvr for not being able to balance the game.
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Absolutelly, some killer players just hate people who play with friends as they believe all swfs are a seal team thats very good at the game. It creates a concept in them that all swfs are unfair.
However Id argue this is a general feeling to almost every dbd player, survivors also seem to dislike any match thats not an easy win. My teamates give up as soon as the killer is not throwing the game, and from the killer side I personally play without slowdown and If I hit a snipe at the start of the match 50/50 times the survivor will give up on hook or dc.
So I would agree but more so as a community we have a huge issue of people just wanting easy games overall.
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While it shouldnt dmg it should at the very least add some time for the weakened effect because right now even an amazing snipe as unknown is useless if it was a direct hit.
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I hate to be that guy but don't play knight at the highest level, any survivor thats good will make the guards effectively useless. As using the ai against them is easy af. Against good player knight is just a killer that at best can waste time.
However seeing that you are more than likely playing pubs, just use slowdown perks, the average pub warrior will even die to trapper on springwood so at that point even meme killers like legion or freddy can be a menace to someone who for example doesn't know what a checkspot is.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778554#Comment_3778554
Putting him in top 3 is delusional. You are just blatantly lying to yourself if you think he is there.
I don't need to lie, billy getting better results than blight consistently on tourneys is just proof of it.
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@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778548#Comment_3778548
People are just so happy that he's not literal dogwater anymore that they are over inflating how good he is. Sure he's a tier but he's bottom a tier. A good team that knows when to cut their walls wide and when to predrop can still handle him just fine.
Billy literally becoming better than blight in comp, while having a restricted perk repertoire, but playing against actually good players would differ.
Billy has become actually incredibly strong as I tell you that mf became obnoxious in freaking como matches. Denying he is top 3 is delusional.
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773393#Comment_3773393
Thats exactly what the update will do tho, they will gather scratchmarks more than they used to gather before. I get that the new scratchmarks had a little bit of a spreading issue, and then a lighting issue (not too much tbh, and nothing color blind settings couldnt fix, its a workaround sure, but whatever). But after this update, everyone will play Spirit because of how easy its gonna be to trace.
With iron will back on the manu I would not care much if people play spirit.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773108#Comment_3773108
So you admit there IS counterplay in your perk you just don’t wanna use them. Thats on you.
I need people to realize that you’re not going to go into every single match being able to counter every situation. That’s why perk choice is a roll of the dice. You’re not meant to be able to counter every situation in every match. That doesn’t mean there is no counter. You just didn’t bring the thing to help you counter it.
By this logic old ultimate weapon and weave attunement are balanced, which you would be delusional to think so.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773387#Comment_3773387
What was the Eruption counterplay? Not doing gens?
Nothing, as I said eruption had no counterplay and was a BS perk, it needed its nerf.
Much like getting flashbanged while looking at a wall. But I feel you will quite disagree with the second one, just a hunch of a feeling.
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773317#Comment_3773317
My main issue is legit that this is basically Predator t2. So I feel like that perk needs a rework with that change too
Idk if you are out of the loop, but predator no longer does this, in fact it does the opposite, it clumps scratch marks toghether making them harder to see, while yes the perk needs a rework because it is detrimental to use it idk how its related to this change.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772737#Comment_3772737
I play Freddy and I am pretty good at it
Its all about skill issue
Remember, a perkless trapper can destroy a full 4-men SWF
Maybe if that swf is catatonic, you have to be only like 10 h to let such a player beat you.
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I love this thread not because of the topic but because of how funny it is that when a killer perk or a killer has no counterplay aka old eruption or old slinger people scream that it need to be nerfed, which is absolutelly fair, and telling people to equip perks to counter it or make it weaker is bad game design.
But when the no counterplay strategy pertains to the survivor side there is absolutelly no issue just equip x perk, hey dont hook, you are just bad.
Imo when something has no counterplay it should be looked at and changed for both sides but this is just hilarious.
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@WolfyWood said:
Range reduction and duration on oblivious would be fair nerfs imo. Even just a range reduction would be fine.
I feel like the perk is only oppressive when Randoms refuse to pick the item back up or drop it in the corner.
I really want an explanation on how changing oblivious does something for the perk. Imo this perk is strong for the sole fact people are weird. Like the aura effect is strong af but I have never had an issue with picking the item and eating up the oblivious, like oblivious is such a non threat like how the hell do people get affected by it? You can still see the red light so its completely useless for people with eyes.
I genuinly do undertand why the perk is strong but what I dont get is why are people not just picking the items, oblivious does literally nothing if you are aware of your surroundings.
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That perk is so useless, I tried so hard using it as someone who really doesnt like camping. Because I thought, hey I will not camp anyway so faster entity progression is extra pressure from a hook. Well I was mistaken, I even timed the rescues because I tought I was going crazy.
Its useless, the update just makes it more useless, it needs either a rework or ifk what but the perk is horrible. Changed it for gearhead on some killers and unforeseen on other, as those perks actually do something.
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@KillerKittens17 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771672#Comment_3771672
I agree with the blindness and undetectable, but visually it's a bit too dark and constricting right now. In my opinion anyways
Nightfall is not dark at all, its actually the filter they added after ptb, but I have no idea how to change it. As ptb nightfall was useless for all purposes and current nightfall while annoying its still a non factor against good players.
Its a weird change, however I am happy because thr buff actually changes dredges biggest weakness, the fact he is loud af.
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@Langweilig said:
Singularity is easier to play, but is weaker. I would prefer the older version.
I don‘t know about Knight, but his guards are very strong in soloq and my soloq mates constantly die through them.The duration buff is very strong.
I really want to understand how my soloq teamates play, like after the rework I have gotten hit by knight guards like 4 times max, but I see my teamates going down to them and literally chocking and easy loop. Like I do not understand whats going on, he is so easy to counter.
I hate facing knight now, not because of the knight which was the case before but because know I see how awfull my team can be.
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@dbd900bach said:
I mained Dredge for a long time and him being weak has never really been my impression of him when facing goof survivors. Yes, he's map and add-on dependent but he's one of few killers who can create map wide pressure.
Yes he needs tweaks and Qol changes but anything beyond that could legitimately make him too strong if mishandled.
He should only be able to create map pressure in nightfall if survivors know the handle animation mechanic, so you have basically a worse oni.
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@Thusly_Boned said:
- Dredge isn't that bad
- Dredge is an aesthetic blank canvas, which means the art team can get more creative with cosmetics, which is probably more fun for them
Dredge spawns in springwood, the game, borgo, coldwind or toba, the survivors need to be throwing to lose that match to a killer whos map traversal just became really bad due to locker rng.
He cant mindgame due to the audio cues that do not get affected by sound oclusion, so there is that.
On top of that dredges teleport is useless against good survivor if they use the locker handle visuals.
Even then, lets say we are dealing with and average to bad survivor who do not know the handle trick, if you use the lock mechanic which is incredibly intuitive and easy to use, dredge should never sneak up on you.
I am a huge dredge fan as his design, music and theme is marvelous but as a killer, he is mostly subpar unless he spawns on midwich.
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What makes me sad is that he just needs few changes to actually be good but he is still stuck as a glorified m1 killer that much like its kin its just too easy to beat.
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While you can wait for crows that means gens will be done so that is NOT a solution. Best solution is to pick em up and eat the flashbang/stun, there is no real counterplay if you do not have lightborn but you can just eat it up and try to continue the match.
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@ratcoffee said:
Me when my side [good :))))))] but also the other side [bad :((((((((]
The one complaint I've seen about 2 killers is that even without coordination they can just eliminate the "chase" part of the game. Comparison to SWF is entirely inaccurate.
While this is true, swf does eliminate some aspects of the game, for example killer stealth. Undetectable is completely useless against a swf.
However stealth killers are useless if people have eyes and ears anyway so its not a very crucial part of the game.
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They still have 1000s of accounts thx to epic games gifting the game so I doubt they care.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766856#Comment_3766856
Sure, but that is a conspicuous action (or if it isn't it should be) and then you lose it, and get deep wound.
In terms of hag, you are basically not part of the physical realm, so you wouldn't trip hag traps by running over them.
Almost if not all interaction with killer powers are not conspicuous actions. That means EMPs, Turrets, the lament configuration, any kind of trap.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766197#Comment_3766197
Yeah, I agree. I rarely see it anymore. But that doesn't mean it was nerfed to the ground. True balance means that all perks should be seen rarely since there a so friggin' many of them now.
It IS literally useless, most tracking perks are just better in every way. The perk was problematic af but its new version is on par with beast of prey and the like.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766732#Comment_3766732
As a killer main, i actually feel this is the case, unhooked survivors SHOULD get a full reset and the game should be balanced around hooks instead of chases. What i would do is probably the following:
Survivor changes
- Remove 4% and rework the lucky mechanic
- Deliverance and guaranteed self unhook style perks can stay though
- Remove the anti-facecamp mechanic
- Remove basekit BT on unhook
- Survivors now share the 1st hook state, but only the 1st hook state
- This means that the earliest you could eliminate a survivor is after 6 hooks, 4 hooks to burn through the teams shared hook state, 1 for the survivors personal, and then another for the kill.
- Nerf and/or rework all the anti-tunnel/anti-camp perks to be something else, they will literally no longer be needed after the following:
- After a survivor is unhooked they are granted a new status effect called "Ethereal" for 30 seconds
- While Ethereal…:
- The survivor moves at 200% movement speed
- The survivor makes 0 noise the killer
- The survivor leaves 0 scratch marks
- The survivor is completely invisible to the killer
- The survivor has no collision with the killer
- The survivor sees the aura of all their teammates
- The survivor is no longer affected by killer perks
- All other status effects are removed from the survivor (unless otherwise specified by a perk)
- Basically, this works like a survivor version of spirit's power.
- If the survivor performs a conspicuous action, the effect is removed and they receive a deep wound status effect
- After the effect ends NATURALLY (not by performing a conspicuous action) The survivor is fully healed
- While Ethereal…:
- Make hooks work like Pyramid Head cages, but increase the range to 16 meters.
- The timer doesn't start ticking down until 10 seconds after the hook to give killer a little time to leave
- If the survivor is relocated
- They are teleported to the hook that is closest to survivor that is furthest from the killer
- This should guarantee they have enough time to get unhooked and trigger ethereal
- The killer will no longer see the hook aura
- They are teleported to the hook that is closest to survivor that is furthest from the killer
Killer changes:
- Nerf/completely rework all gen regression/defense perks
- Basekit kick is set to 10%
- Basekit regression is set to 0.5 charges/second instead of 0.25 charges/second
- Basekit: After hooking a survivor, the generator with the most progress is blocked for 10 seconds
- This doubles as not only telling you where to go next, but also stopping gens from popping too quickly, giving you a chance to get over there, kick it, and start a chase.
- Remove bloodlust tier 2 and 3.
A bunch of other tweaks should be done, but this would be a good start to see how things go.
I would so use ethereal mode to disarm all the killers set up, imagine you see someone get unhooked as hag and all your traps being triggered without you being able to stop it lmao.
- Remove 4% and rework the lucky mechanic
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766335#Comment_3766335
Then play someone else
You play Dredge because you like his powers, right?
Why would you want any QoL? Just play something else. Idk if this is ironic or you are legit this biased against contempling any QoL for other players.