vacaman
vacaman
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- vacaman
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2594963#Comment_2594963
Those last stats were very suspicious to me because they were sketched by both SBMM and the old ranking system. The matchmaking system we had before was very benifitial to killers, so kill rates at the time were sky rocketing. We know how essential it is for most killers to have at least one weak link on the survivor team, and SBMM kind of only pairs survivors around the same skill level, so it's a heavily survivor favored system.
They should have shown only the kill rates after SBMM. But considering they took more than a year to release new stats, it's already too late.
Oh I thought those stats were exclusively after SBMM. Then the kill rate could have dropped even more because they were already lower, imagine if they only took games after SBMM...
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@dugman said:
In general, ignoring specific effects of individual hexes and boons, the systems are on par
- Hexes have an advantage in that they are in effect at the start of the match with no action needed by the killer, while Boons need 14 second actions to activate. Also Hexes are map wide effects while Boons have limited radius.
- Boons though can be reset if snuffed out while hexes can’t.
The above system is fine in general, and the balance of individual boons and hexes lies in the specific numbers for their effects. For instance, Circle of Healing would be too weak if it only gave a 1% healing speed boost, but it would be too strong if it let you heal to full in 1 second, so somewhere in the middle is a reasonable balance point.
I think it’s probably a little too early to tell how good or bad the new Boons are exactly. Off the cuff they seem good but I have no numbers to say how good to back up a claim one way or another shrug. But in broad terms the general systems of how hexes and boons operate mechanically overall seem on par with each other.
This would be true if survivors were required to run boon perks to be able to get their benefits but they are getting the benefit of stronger perks not only for them, but for the rest of the team. This seems bullshit to me.
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Boonperks: only for perk 1 slot you affect 4 survivors. Survivors get 16 slots, killers get 4 but they can have perks of equivalent strength with just 1 perk slot. Seems tooootally fair to me. Boon totems should just be active on people that run the boon totems perks, not every survivor, this is complete bullshit i still don't get how is half the community happy with that.
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Killers still have a killrate above 50% so expect even more nerfs until it's "balanced" to this number since it's this what seems to be their idea of balance. Last stats they posted it seemed that killrate went down by quite a bit but its still far from 50%.
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Complaining about NOED when boon totems exist seems almost poetic to me
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@Infinity_Bored said:
https://forum.deadbydaylight.com/en/discussion/comment/2594505#Comment_2594505
I dont play deadhard.
I prefer a fair game over an easy game.
Cool, but your other 3 teammates use deadhard and you can't have a fair game when you are the only one "being fair" in your team
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Rip SSD users disk lifespan and HDD users afternoon.
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A bit unrelated but since i'm in jail and can't post i'll say it here. Solving the Cenobite's Lament Configuration while in the Circle of Healing totem's area doubles the speed of it, bug or feature?
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Ofc the devs are not in fault for that, they are just workers that to what they are told i assume. Who needs to ne accountable for its failures is whoever is in charge of making decisions.
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@Dwight_Fairfield said:
As a Mikey main these are the changes I would love to see;
- Start with his tier 1 at 99%. That way he still has the oblivious effect at the beginning of a match and can get a spicy grab off a gen/totem/chest etc if he likes. I've had many grabs on unsuspecting survivors in tier 1. Or he can just tap himself into tier 2 as soon as he spots a survivor if he wishes.
- Remove the stalking cap on survivors. Or at the very least dramatically increase it. Bubba and Billy are not limited on how many times they can use their chainsaw. Oni is not limited on how much blood he can collect from survivors. Extend Mikey the same courtesy with his instadown ability.
- When in tier 3 have him break pallets faster. He already has the extended lunge and fast vaulting speed in tier 3. Tier 3 is Mikey at his most powerful. So give him the full monty, make him a total beast and have him chew through pallets quicker too.
I love the changes you proposed. Maybe add a softcap on stalking where if you reach it you stalk at half speed that survivor instead.
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@Kumakx said:
https://forum.deadbydaylight.com/en/discussion/comment/2592298#Comment_2592298
really active, while being on the ground, holding M1 to recover for half of the game... yeah, sure.
I guess you prefer staying on hook, holding... Nothing. At least when you are slugged you can reposition and don't lose a hookstage.
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@Kumakx said:
yee man, lets buff slug builds, it is SO FUN to play against them. Survivors gonna love it for sure. Good and healthy change for the game.
I'll never get why survivors hate slugging builds when it's the playstyle that forces you to be the most active instead of just m1ing gens all the game and go for an occasional unhook. Yeah games get longer but you get more chases and you have to be more active, i think that if you don't like slugging you either love repairing gens or just don't enjoy the core game.
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I never really played her a lot because I found annoying to have to be in a very quiet environment to play her properly but in my case I enjoy her new purple crutch addon that gives you killer instinct. I hope it doesn't become a dead killer, I enjoyed playing against her because for some reason the majority of spirits I played against were pretty bad.
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@LeonxJiwoon said:
I never get the hate on dead hard, every exhaust perks have their bad and goods about them, dead hard is like a mind game, critical thinking perk that can make or break someone. On bad killers its busted, on good killers its like a 50 50 or just very bad. Compared to other exhaust perks I tried, DH is by far the best for me base on how I use it, mind you dead hard has something that no other exhaust perk can do, its a trappers worst nightmare good for basement saves or hook save, example I pull someone off while hurt on a hook with bt and they are running away and killer if not close enough about to swing on me but i dead hard saving myself + unhook person.
I hate sprint burst because like urban you have some overally scared survivors in random queues who will creep to you or someone else on hook because they do not wanna use their sprint burst, some killers who has dash speed abilities like blight can still counter sprint burst, balance landing is so situational because 95% of the time I do not even try fallen off high buildings because killers has no recovery when they fall off buildings which can clock you in mid fall, litch(am bad with windows) smash hit(oh we know pallets never work 100% of the time similar to dead hard at times). On PS4 it was a nightmare to use DH but now on PS5 with its way super fast speed as good as any pc, dead hard rocks. Finally unlike the other exhaust perks I can decide when to use my dead hard, now if I could use my sprint burst whenever I can oh god ofc that be my new fav perk
Being able to make distance to reach another loop is a bad perk against good killers? I actually don't know what you mean, when I learned to loop as survivor i didn't look back and allways picked up deadhard, it just extends your chases for a quite a bit of time and in the worst of cases you are in a dead zone and maybe gain some extra seconds because you make him miss 1 hit. Now with deadhard and the new Windows of Oportunity i feel so safe against m1 killers.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2592064#Comment_2592064
I'd disagree, a buff would be making a change to the perk, this is making the perk work as intended.
Can you make the animation of getting hit validated server side too so we don't have to eat it when the server denies our hit?
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Lmao not calling it a buff is being disingenuous as #########, the same people that didn't call a buff the hit validation on pallets. Let's make the best exhaustion perk even better, what could go wrong. I'm already hesitating to hit survivors that deadhard, hear the sound of the hit and have to eat the animation when the survivor is on the other side of the map.
They said they were going to fix that btw, i guess they are not in a hurry.
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I hope they add a reaper type killer, I'm surprised there isn't one yet, doesn't even have to be licensed. I think they have a lot of margin to stay with horror or at least evil creatures.
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I'd say bedham and haddonfield are even worse but this is the close next one with red forest. The sad thing is that it's apparently bad for survivors aswell because I haven't seem them give up as much in this map compared to others despite it being a good survivor map.
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You don't lose pips or MMR so that's what happens
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I'd be happy if I was getting match with more killers other than nurse, 50%+ of my games are against nurse and i didn't use to hate her months ago but now it's incredibly annoying.
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Because games get stale, I'm tired of getting no variety in my games.
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@not_Queef said:
It is quite sad that so many killers are offended by the mere suggestion that they show a modicum of empathy for people placed in unfair situations through no fault of their own.
But then some killers can only handle a 3v1 anyway, hence why tunnelling is so prevalent.
Empathy goes both ways, and it is rare seeing empathy from survivor side.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2587268#Comment_2587268
Had to chuckle at that, coming from someone with The Pig as their avatar. 🤣
What is bugged regarding Shadow Step?
The totems are uncleansable at many locations, like a lot of them.
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3 out of 3 perks released are bugged. Quality control is not in Behaviour's dictionary, they treat their customers as pigs.
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20 seconds of regression is too much? Really?
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None
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I'm gathering data of the percentage of people that dc when insidious triggers in front of them hooked when i'm playing Bubba. For now ~30% of people DC the first 5 secs, it's hilarious.
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Kill rates have never been as low as they are now and people are still calling killers crybabies.
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I don't know if you have found a solution yet but now that DC penalties are off keep in mind. DC = 0 MMR lost. So if you know what to do you will only win MMR...
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I don't have Stockholm syndrome so I won't be grateful for it, thx.
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I allways hate the conclusions he makes about stuff... He misses so many variables to make such claims.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/289227/docs-discipline-addons
You read it wrong.
It has nothing to do with your static shock but with the static blast.
Oh ffs. Ty.
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You do realize this would be a buff right?
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I allways liked going against spirit, for some reason most spirit players play like complete newbies and if I run iron will (wich i almost allways do) I find one of the easiests killers to escape from. The removal of the "phasing mindgame" was fine since it was bullshit but i don't like the directional sound, feels like it gives too much info for no reason, i hope they don't add the dust or then she will be bully material.
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I'd say even with demogorgon you might even get more value from some other perk than STBFL. I usually only pick it if i think they are a swf and more likely to take hits for each other.
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@Xaraleph said:
https://forum.deadbydaylight.com/en/discussion/comment/2581988#Comment_2581988
I have been. But even that doesn't work if your teammates can't last long enough to make it in time. Even with Kindred, they are stagnant. It's worse than I remembered. I thought we were all gen jockeys at birth. This experience has proven me wrong.
I can actually see this happening in an assymetrical game where at the very low end it's impossible to get out. My build would be purple medkit with good addons, iron will, dh, ds and deliverance so you don't get abandoned and try to be the one that gets followed by the killer while you pray someone is holding m1 on a gen.
I hope they release the stats on the lower MMR to see if people actually get 50% winrate
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I give it half a year maximum. "We figured out Plague is a bit op" following with nerfs that make her unplayable.
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I'm reporting everyone who uses blessings in bugged maps for glitch abuse right now.
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I used a build that removed 2 fountains and started with 1 infected to not power up and keep all fountains infected when they clenase. I didn't realize that fountains reset if they get all infected.
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What you have to do is tryhard as much as you can and when the last gen pops go right to the gate and ignore any teammates hooked, do not risk anyting and eventually you will leave mmr hell.
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Because he is garbage at using his power in loops, he is so easily jukeable. Just a m1 killer with mobility most of the time. you just take wraith instead that has even better mobility and is better at m1ing.
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They have 0 respect for their customers. Instead of improving their service they throw us BP in the face.
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@SudoK7 said:
Can't say I'm surprised lol the average player probably don't know about NFTs or don't really care.
And the people that think know about NFTs don't either because they just read a post from tumblr filled with misinformation.
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The ironic thing you are the only one doing something bannable if you are ragequitting
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You are using stretch res. I hope you are getting more of those hits.
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I wouldn't use this addon even if it was brown rarity and actually worked. The description is wrong, it uses inventory traps. The headpopping bug is just a happy extra feature.
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OR bring back Thrill of the Hunt
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@baseballfan4877 said:
Good job. Amazing choice. Well done.
It was still slightly viable to play, had to nerf one of his addons on live version to make sure it's buried.
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@Lochnload_exe said:
Boons are not OP at all. If the devs introduced a killer perk that would randomly just make survivors not work on gens for 16 seconds, the outcry would be insane. Doing it on a hex? 24 seconds. How are fellow killer mains not seeing the value. It is because Boons are strong effects that newer and more casual players struggle with, stuff like micromanaging and tracking.
I've never been the most affected by iron will or lucky break because I usually just hear the loud footsteps and can still chase and mindgame really effectively. Shadowstep just does the same thing as lucky break, but it takes 16 seconds to activate it in a specific area. It also has anti aura reading which hurts BBQ, but I only use it for BP and using game sense I can usually figure out where people will be anyways, plus now whispers is more useful lmao.
Circle of Healing is actually pretty good for survivors. While it still takes 16 seconds to activate, or 24, you can now heal teammates faster in that area, or heal yourself there for normal time, faster time with a medkit. This is good, but it is still that normal medkit time to heal, on top of the 16 seconds to proc it. Now over time there is definitely time saved, but even playing normally you can just walk and disable it super fast, and if an entire team is running it, that is 4 survivors each wasting a minimum of 16 seconds. That is still a really great slow down.
They really are not op in the slightest. If I were to change anything, I would make Circle of Healing not boost medkits, and I would make Shadowstep not hide auras. I really do not think anything else super needs to be done, but the reason for that is because I have experience.
I have been playing for a lot of years, and I know how to play fairly efficiently. I am no comp or pro player, I don't even have as many hours as some people, but I do know how to play at a great level, not as a flex or anything it just happens if you play something for this long. From the complaints I've seen from other killers is that "shadowstep makes chases impossible" or "finding boons take too long" and it is a fair argument. But in the end, they really are not as insanely strong as people say. Circle of Healing can be good, and might actually be a new good thing to bring, but it does have counterplay, unlike some other top meta perks that are complained about.
TL;DR - Boons aren't very strong, they just affect things like tracking and micromanaging that very casual and newer players (I am casual, I just have played for 4 years and I have experience) already struggle with. They affect the fun portion of the games, while they also help with gen speeds, but you don't notice that if you focus on the 1v1.
It takes 12 seconds to activate. And it's 1 perk slot to give 16 seconds self-care to 4 survivors. I repeat 1 perk slot. 1 perk slot out of 16 that survivors have available. A perk that is as good as a killer hex but that instead of occupying 4 perk slots it just takes 1.