vacaman
vacaman
About
- Username
- vacaman
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Comments
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I was expecting a Pig buff, all she got is a nerf on her best addons and buff on other less powerful ones, so they actually nerfed Pig at her highest potential. So no, i don't want this patch to come, not to mention boon totems and all the new bugs that will be introduced.
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@ukenicky said:
Literally killers will dodge swfs until they get solo queue survivors for easy matches. I get it, I don't like going up against swf squads either when I play killer but killers would abuse this to bully solo queue survivors who already have enough on their plate.
Who cares, let swf wait longer in queue to compensate for their competitive advantage. I thought the whole point of sbmm was to make the matches more "fair", then knowing who is in a group and who isn't would also accomplish that, I already wait an eternity to get a match as killer since SBMM, I don't care if SWFs have to wait a bit more.
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If the game is able to progress it's not bannable, in this case it was able to progress because there were 3 free survivors. At least that's the reason they gave me when i was in a very similar situation.
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@R2k said:
I though who has better ms wins not otherwise. 300ms killers are op now?
If this was the case lag switching wouldnt be a thing
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There is something, Kindred. Here you have your counterplay.
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Watterlogged Shoe
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I did exactly that to test MMR, I played Trickster with no perks no addons and no daggers, just a 110 killer with no power and a lullaby and i never got as many toxic respones as I did, so no, I'll keep tryharding and I'll keep complaining untill they make MMR public and make this a proper competitive game.
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I'm sorry but most of the changes you propose are just... terrible. This would make gen regression perks still mandatory just that even worse than they are now. You do realize that this 1% of gen speed that is supposed to make for all those insane nerfs to gen regression perks is not even 1 second of regression right?
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2535284#Comment_2535284
Do you feel reward for improving should be easy stomp? That's just a failure of matchmaking. But I guess your ideal situation is stomping babies. To each his own, can't argue about that.
??? I just want to see a number that tells my MMR why would that be "stomping noobs"? Oh and i don't know if you play or used to play shooters like Call of Duty or Battlefield, the reward for getting good was exactly that, getting better streaks and stomping everyone. And it was extremly fun to keep getting better at the game and seeing your progress when one day you were one of the babies getting stomped on.
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In my case, every balance problem that the game has would be solved by a very simple addition now that SBMM is in place, no matter how survivor or killer sided is the meta: Make MMR public so i know how much better I am doing in respect with other killers, as killer and other survivors as survivor.
Right now I'm in the dark zone, i have no incentive to tryhard and improve because of the tenedncy of 50% winrate (whatever the system decides is a win) and I might get pissed about some balance choices but at the end of the day they don't really matter anymore. A simple number on top of my head that tells me how "good" the system thinks I am at the game would give me a little spark of interest back to me in the game instead of this meaningless rank system.
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I have a feeling this would actually help survivors with how broken grabs are in the game, half the time i try to grab somebody i get stunlocked in animation, it cancels and it forces an autoatack that misses and makes me waste even more time. Making grabs server sided was a mistake.
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Why would you want to keep playing in a game in wich no matter how good or bad you are playing your winrate will remain the same and won't get any reward for improving?
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2535229#Comment_2535229
I think Pig got some neat addons, and the Amanda’s Letter change was nice.
But yeah, survivors don’t need all the crazy stacking that the devs love to implement.
Pig got her best addons nerfed in exchange of buffing addons that are not viable anyways. If she at least got her basekit buffed... Maybe she will in a near future patch but at this one she was nerfed at her highest potential.
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"We've heard your concerns and we've decided to double the speed of healing, also we're nerfing Pig"
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@Bumbus said:
Do whatever you want, your winrate will be the same
This is so true and sad
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"Counterplay" has become void of meaning
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I mean it's in your title, why would they add skins for a survivor that barely anyone uses, would make no sense.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2532211#Comment_2532211
Not to mention it's going to encourage more hit & run playstyles, since they're cutting off a bit of his chase power.
And hit and run playstlyes are nerfed with the new Healing Circle totem, killer has no time to get value from not commiting to chase anymore if this totem is in play with how fast they can heal.
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@indieeden7 said:
When will people realise that OP just means "too strong" and not "unbeatable"? I highly doubt one add-on nerf and a 1/4 decrease on the duration of his speed boost is going to be that impactful.
Reducing his lunge 20% means he won't be able to catch up in a lot of loops anymore. Do you seriously think he is too strong?
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When they talked about Ghostface i thougt they were going to buff most of his useless addons, not nerf the only useful ones he has.
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They are removing ~20% of his lunge, this means he won't be able to use his power around loops and won't make enough distance in chase. How is this saved? This hurts much more than strong addon nerfs would have.
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PTB is usually a Demo version, almost no changes are made until 5 patches later. And PTB is exactly for that btw, to explain everything that's wrong before they implement it to live, i don't get why you are bothered that people voice their concerns before they are implemented, seems that you complain just for the sake of being a contrarian.
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Because you don't find a key everygame and medkits have allways been stronger anyways, keys were just like Deathslinger, annoying to go against but don't necessarily made you win. The changes they made to perks and the new boon totems are meta changers.
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32m, reblessable, are active for ALL survivors, and have a strong effect. Oh and not only that, they nerfed Thrill of the hunt just for them, apparently a perk that can be permanently removed is too strong but 4 players being able to activate strong perks over and over and share effects is completly fine.
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@McLean_Yep said:
4.4 m/s * 1.045 = 4.6 m/s
This dude literally just created his account to correct your maths.
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@SirGando said:
https://forum.deadbydaylight.com/en/discussion/comment/2527599#Comment_2527599
yeah not much. i personally dont even care cause i dont play him. i just find this quote hilarious. it shows how out of touch the devs are with the game.
That he actually loses distance unless he uses the faster uncloak addon, you used to gain distance in chase. They are nerfing his lunge by 20%.
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Just make him able to grapple himself into the environment for mobility instead
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If video tape doesn't give extra traps i think i woun't even try it. Why would i want to remove all my traps at the start of the game when i have 0 chance of getting a kill with them and could get slowdown anyway through the game. But if the description is correct it should give 4 extra traps not replace them.
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/2526593#Comment_2526593
It's 70k at very peaks. Even then my killer queue times are pretty long. It was instant before SBMM.
Then the problem is SBMM and not splitting the playerbase. I also have a very long queue time in some killers despite being so many players online at the same time. If you split in casual and ranked, you would have a similar queue time in ranked and an instant in casual, at this volume of concurrent players what matters is not the quantity of people playing but the proportion of players in each bracket of mmr and proportion to killer/survivor.
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I guess it depends on the size of the area of the boontotem, the effect of it and the distance of hearing it so killer has a chance to find it without having to waste time looking for it specifically.
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@kaeru said:
It will divide playerbase which is already not that big. So queue times probably become awful on both sides in both modes.
And competitive mode seems pretty casual to me already. It depends how seriously you take it.
How is 70k concurrent players not that big? I want a mode where i can see my mmr and grind it, now we have a mix of everything that is very unsatifying.
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Yep, if it's not 4 extra then the addon description is wrong and i won't be using it for sure. 4 extra traps seems busted but if it's not extra this should be a common meme addon at best.
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People are exagerating about this change. This is not a good addon imo, sure it will be easier to get the first hit but at the time she recharged the survivor will be miles away from her.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2524757#Comment_2524757
Healing does waste time from gen progression. If you're not close to a gen, you could easily be injured again quite quickly and at best, you've done nothing for 16 seconds except require another hit.
If you remain injured as long as possible, heal next to a gen and then proceed to work on a gen, or heal and go to a gen before the killer finds you again, you gain time, while maxing out the chances of actually finding teammates. If there are 2 teammates, great, you save the medkit for later. If there are less, great, you can heal yourself and gain time. Otherwise, there are quite a lot of ways you end up losing time for your team as a whole.
The only way you could heal yourself anywhere without losing any time, is when the killer is being very inefficient. Self-Care is either a gamechanging perk for survivors or for killers, depending on how the survivors use it. If survivors use it as above, it's a game changer for survivors. If they use it anywhere, it's a game changer for killers unless killers are inefficient.
I mean with that kind of logic we could argue that rescuing survivors is also a waste of time, after all you could be m1 a gen. Of course healing is an objective that you must do or you increase the chances of straight up losing the game or even wasting more time because of instead of making the chase take longer you are hooked instead and have to waste 2 survivors time to come rescue you instead of spending 16 seconds healing. Every action you do in the game is supposed to progress the game, only in a vaccum where the killer doesn't exist medits don't save 16 seconds of survivor time.
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The terror radius reduction will mean that survivors will be able to hold W sooner making him have even less map pressure. This is a complete disaster for a nerf that only bad survivors asked for. If you nerf his chase power you nead to compensate it somehow.
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I like this change so much that i think i won't bother slugging for the 4K anymore, I'm happpy to let the luck decide wether he escapes or not.
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@humanbeing1704 said:
At this point it's only maps and flashlights
Wait what? You just mentioned the 2 worst items. The best ones and by far are medkits, and then come repair kits.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2524468#Comment_2524468
I mean, there are ways around it, a brown medkit only saves survivors 16 seconds if they heal themselves next to a gen, and even then there should be only 1 or 0 survivors, as 3 survivors fix a gen slightly fast enough to be worth double healing that survivor.
Brown and green medkits(base) are fine. Yellow's are okay-ish, a bit too fast for healing teammates but fine for self healing. It's mainly the addons and Purple medkit that are absolutely disgusting when optimized.
Wait what? Why would it only save 16 seconds if they heal themself next to a gen? And 16 is being conservative and the worst case scenario because I'm not counting the idle time the survivor spends trying to find another survivor.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2524285#Comment_2524285
Medkits have been the most busted items since the Toolbox changes, I am honestly surprised that you can have a Purple Medkit with Gel Dressings and BTL, and essentially have 9 full heals. Adding Streetwise gives you 12 heals. Currently, you would need streetwise, BTL, Gel Dressings AND Gauze Roll to get even close to 8 full heals.
Healing is by far one of the biggest reasons survivors can get the upperhand on killers, giving Medkits this big of a buff is insane.
Yeah, even a brown medkit saves survivors 16 seconds, the best repair kit saves 8 seconds.
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I feel personally attacked
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Someone in the forums explained a good idea to compensate for the nerf would be to give him more mobility by making him able to grapple himself into stuff and pulll himself faster so he has more map pressure.
They will have to compensate the nerf with something because he wasn't an op killer, just unfun to play against according to many people and this nerf by itself seems unfair.
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Yep, a dev answered that they added the cooldown to counter the possible genrushing with busted toolboxes. Tankbuilds with medkits will be incredibly strong now though.
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It's allways fun to see that half the comments have only read the title of the post. Feels like being a clickbait journalist getting responses that have nothing to do with the article lol.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2523860#Comment_2523860
It says nothing about starting with 0 RBTs. If Ruleset No. 2 stays, those two add-ons combined on RPD will be NASTY.
I actually hope they change the Ruleset No2 because it's kinda bad and would only be good in combination with this already busted addon that is good by himself.
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@Clevite said:
Does she lose traps in her inventory, if not, why wouldn't you run this?
If the description is right she does not lose the traps. If she lost the traps this would just be a meme common addon. Instead it's a busted iridescent addon, and the thing is that it replaces an ambush addon wich makes me thing that they will buff her basekit.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2524021#Comment_2524021
I never said otherwise. I think being able to shoot the environment and grapple himself closer at a quicker speed than 110% would be very cool to do, for example, and might even give verticle mobility if the devs are feeling nice.
Like imagine how cool that would be on The Game- you're repairing upstairs when suddenly you hear a "BANG" and a Harpoon lodges in the ceiling. Cackling, Caleb lifts himself up to your level and swings forward to break the chain, landing in front of your staggered self as you try to comprehend what just happened and scramble for cover.
This is actually an awesome idea
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When survivors bless a hex totem they remove the hex and apply the blessing, when killer removes the blessing they just do that, and survivors can go and bless the same totem again.
I really hope blessing totems are mediocre perks or will be incredibly op with how easy they are to apply over and over.
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@Superyoshiegg said:
They're not nerfing Deathslinger because he's broken or too powerful, they're nerfing him because he's not fun to play against.
His zoning provides no opportunity to the Survivor to dodge, because the speed he can aim and fire is far quicker then any normal human's reaction time. You don't dodge a Deathslinger shot, he just choked it.
Pyramid Head's ranged attack and zoning has far more counterplay and interactivity to it. Counterplay and interactivity generally means more fun for both sides (one of the main complaints of old Spirit was her standing still "mindgame", for example), which means less complains against Pyramid Head, even though he's stronger.
You don't see many people complaining about Oni or Blight even though they're both strong Killers, and that's because they're fun to play against in the same ways I mentioned Pyramid Head is.
Then don't you think they should compensate the nerf to his chasing power with some map pressure? If the reasoning is not him being powerful but him being unfun to play against, why not buff a fun part of him to compensate? Now you won't gain half as much distance because people won't have any reason to try to dodge the shot because now they are safe unless they see you aiming, and when you aim survivors are still faster than you so...
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@MarcoPoloYolo said:
He wasn't strong enough to warrant nerfs period. At minimum he needed buffs in other areas to fully compensate for his chase being weaker. No one says DS is an OP killer.
"No one says DS is an OP killer". If you have a peek in these forums or the reddit you will see a lot of posts crying about this B tier killer. I really don't understand why they are nerfing his chase power wich is the only thing he has going on.
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People are happy that deathslinger is getting nerfed and plague buffed hehe. Plague was already better than deathslinger and more annoying to play against, it's just not many people play Plague. I think a lot of people will regret being happy about these changes when they realize it's painful to go against Plague.