dbdthegame
dbdthegame
About
- Username
- dbdthegame
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Why 50 specifically? Seems like an arbitrary number.
But just stack slowdown. Pop+Pain Res+Eruption+Deadlock/Corrupt/NWO. Use Kane's Helmet and your favorite anti-turret addon. Hard tunnel and hook next to a tunnel so you can tunnel effectively.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583921#Comment_3583921
The gameplay against it is fine. I have never once felt frustrated at it like I did against, say, locker saves or when people could bug on top of objects.
I think I've only had someone proc it on me once or twice because I HAVE EARS and will smack the other person whilst zoning the Survivor I was originally chasing.
Also, yes, it IS risky against a lot of Killers.
Oni, Nurse, Blight, Billy, Trapper, Myers, Huntress, Bubba, Spirit, Legion (you won't use it on him, tbh), Plague (you won't use it against her, tbh), Ghostface, Pinhead, Trickster (especially new Trickster, actual death sentence) and possibly Wesker, who may not give you the opportunity due to the slam.
No offense, but I remember you saying the exact same thing about MFT, and look at it now.
Based on the Pulsar frame of reference, looks like a Buckle Up nerf is imminent.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583891#Comment_3583891
You are still faster.
It is extremely unlikely that if they commit to a window, that they'll be able to make a safe pallet.
Consider the following: you down a survivor, they get instantly picked up while you're still wiping, they start running. They already have 2 second headstart on you while you're stuck in wipe animation. Now, they have 8s of Endurance, ~7m of distance, and the entire map to play around with. But sure, "just grab them lmao". Just like you could "just wait it out lmao" for old DH, and old Eruption, etc.
-
@MaddieMage said:
People really want everything survivors use to be nerfed. MFT nerf hasn’t even gone through and you’re already attacking something else.
Every time a widely used perk gets nerfed and survivors adapt and find something else to make useful for themselves everyone starts calling for it to be nerfed.
No one gave a damn about FTP or buckle up until survivors found a use for them and now all of a sudden they gotta go. Not to mention still complaining about windows because it’s the number one used perk.
It’s clear some of you (not all) but some of you just don’t want survivors to have anything that helps them survivor at all because you need that 4K every single match. 🤣🤣
"No one gave a damn about a perk combo until the perk combo became busted and survivors started abusing it every other game to make killers' lives miserable"
Woah. Say it ain't so.
Also, FTP had a large niche usage even before BU buff. It's an excellent altruistic anti-tunnel perk, and forces the killer to switch aggro or have to eat into two health states. Not to mention, WGLF+FTP was a strong combo, but had an activation requirement and was risky for the person using it. Then, powercrept BU shows up and throws all balance out of the window, and all of a sudden, survivors start acting like they discovered some really cool and quirky combo that no one ever thought of. FTP+BU is next on the chopping block after MFT, like it or not. And after that, hopefully UW will get a second look. Neither side gets to have egregiously powerful garbage that soaks up all mistakes and extends the game unfairly.
@LazyClown said:
I think at this moment in time balance wise it's fine, especially granting potential stacks of save the best for last. If save the best for last receives any nerfs then I would say start nerfing the endurance stuff. It does suck to deal with this perk in a trial without stbfl, but hey you didn't run the perk, or hell if you can';t buy the perk run forced hesitation, you can get the hit before they ftp then.
Sounds good. We'll make STBFL basekit then. Deal?
-
@just_one_player said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583794#Comment_3583794
Firstly, keep the discussion at a respectful level, there is no reason to be rude as at no point have I given you a reason to be. You discuss both, although you place more emphasis on the skill ceilling in the third and fourth paragraphs. And that doesn't change the fact that you're arguing about something I didn't write, you already started saying that the game needs more complex killers, showing that you definitely didn't understand the OP.
Yes. Having a simple to pick up power doesn't mean the power lacks complexity, is my entire point. Blight and Wesker both have very simple powers to pick up and understand, yet Blight possibly has the most complex power in the game. Its nuance feeds into just about every aspect of loop generation, realm uniqueness, and game sense. As opposed to a killer like Freddy, whose power is very straightforward (and actually the opposite of complex), and lacks nuance or skill expression.
-
Crosshairs won't make a bad huntress good.
-
@Rudjohns said:
god forbids survivors to have good perks
Survivors have plenty of good perks. Any exhaustion perk is a good perk. As is Chem Trap, Any Means, Blast Mine, Adren, Inner Strength, Alert, Autodidact, Bond, Botany, Overzealous etc etc.
In fact, I think survivors have more good perks than not. What people don't want is survivors having BROKEN perk combos like, say, a combo that gives you and another person 10s endurance, that can be instantly applied to a slug while killer is still in wipe animation, that only requires you to be close to the person when they go down. Just the same way, I'm sure you wouldn't want killers to have a perk that instantly downs you when you're working on a gen.
-
@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582425#Comment_3582425
I don't really record while gaming. First of all this is a common issue that a lot of people having. Secondly, I play this game on EU server, the ping value is very bad for every people. For example in Canada people are playing with 15-20-30 but in EU it's minimum 50-60-70. Sometimes we use Resilience for vault speed just for to avoid from a solid-hit. So basically, you vaulted the pallet, you are on your foot, you walked a step-away and put a little distance then killer hits you through the window and gets you down. It is very common in EU and a problem that literally everyone experiences.
I'm aware, that's my comment was saying. Funnily enough, even here on NA, I've had hits where I fast vaulted with Resi and got hit half an hour later.
-
@SOULWARRIOR71K said:
It’s great against tunneling too not just swfs. Until tunnel off hook is made less rewarding, this combo should stay as is.
Okay then. Had four games in a row yesterday while playing Naughty Bear where I'm playing against predrop squad, and when I finally get my first down 3 gens deep, out comes Zarina with funny 10s endurance perk that undoes all my progress while I'm in hit cooldown.
Needless to say, I switched to Blight and played like my life depended on it. And all of sudden, everyone is giving up on first down.
By all means, keep your broken combo, but you're gonna see the worst of me. You don't get to whine about killers sweating while bringing broken garbage that makes killers sweat. At the end of the day, killers want a fair chance to win also. You don't get to have your cake and eat it too.
-
@just_one_player said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583448#Comment_3583448
There is a difference between skill ceiling and killer power , and I explained in the post what was defined as complexity, i dont will explaing again because it's was very clear. Freddy has a complex power and low skill ceiling, Blight has a simple power with a very high skill ceiling. You treat the skill ceiling as complexity, which is not wrong, complexity could mean many things, but it differs from what I defined in the post, so you argue about something I didn't write. If what you meant is that what we need is more killers with a high skill ceiling, I completely agree, but I reiterate that this is not what I defined as complex in the post.
"The most popular killers tend to fall in this category: easy to pick up, very hard to master." That's why I wrote that killers with simple powers are the most popular, but I disagree that the most difficult killers are the popular ones, popularity encompasses both killers with simple powers and a simple skill ceiling, such as Legion and Wraith; but also those with simple powers and a high skill ceiling, like Blight and Wesker.
Lil bro, reread what I posted. I'm talking about skill floor, you're talking about skill ceiling.
-
I disagree, complexity in killers is what this game needs. The issue you're describing (poorly) is killers having a high skill floor. Killers like Wesker and Blight are very easy to pick up, with powers that are relatively easy to understand (press to Rush/Bound, hit during Rush/Bound), but they have exceptionally high skill ceilings because of techs, map knowledge, collision understanding, and many more circumstantial variables.
Compare to a killer like Singularity, whose power is complex and hard to understand for a beginner. You have to put down a pod, switch to it, tag a survivor, get out of the pod, then teleport to the survivor. Or even Artist. Put down bird, shoot bird, if bird crosses an obstacle, it turns into a swarm bird, which swarms survivor for X amount of time, during which a survivor will get hit if swarmed again. And you can place birds in certain ways to antiloop properly, or zone while chasing, or pressure distant gens, etc. There are many more steps involved with using your power for someone who's just picking up the killer, which makes it less likely that they'll stick with it.
Honestly, I think the "free" killers are the best designed in this aspect. They all have a relatively easy power to understand (Trapper has traps, Billy has a saw, Nurse teleports, Wraith cloaks, Huntress throws hatchets) but all of their powers are amplified in strength via the user's game sense, map knowledge, and mechanical skill. The most popular killers tend to fall in this category: easy to pick up, very hard to master.
The reason why you see a killer like Freddy played so little isn't because his power is complex (it really isn't), it's because he's weak, and has a very low skill ceiling. There is no cracked play, or insane game sense that will turn Freddy into a good killer. At the end of the day, you're still playing the redheaded stepchild of Trapper and Clown, with a half-assed teleport and a lullaby. I'm personally of the opinion that it's a good thing for killers to include a certain amount of complexity in their kit, as an incentive to keep playing the killer and get better with it, as opposed to having more killers like Legion, or Trickster, or Pig, whose powers can be mastered with an afternoon on the killer.
-
I kinda do this on Blight, except I'll have 8 hooks at 4 gens, then throw survivors at hooks to simulate me hooking them, and keep doing it until their bleedout timer is almost empty, then I'll just smack them and let them work on gens. I typically end matches on Mac or Auto with 20-30 "hooks". I'll do this when it's obvious the survivors are babyish and I wanna have a fun game without necessarily ruining their gameplay.
Funny that despite this, BHVR considers this a loss and eats my MMR.
-
@coco_shotz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582431#Comment_3582431
You just try to put all of dbds toxicity on one side when it's on everyone to quit being toxic including the killers. Yes killers are quite toxic alot of the time too. Tunneling is not toxic by default, but you cannot sit here and act like there aren't killers blatantly tunneling at 5 gens just to be toxic. It happens just as often as tbagging at the exit gate which can also really mean "ggs" by a survivor. Let's try to take responsibility for our own shortcomings if we wanna try pinning blame on someone else
Tunneling at 5 gens isn't toxic either. And teabagging at exit gate literally NEVER means gg. The only ggs that happens at exit gate is getting out instantly, or even giving your item. Toxic for killer is humping, hitting on hook, and so forth.
-
"Killers playing to win is toxic"
I run into a lot of survivors with this mentality, who feel justified in bagging at exit gate because I *gasp* tunneled at 2 gens left with a C tier killer. So then, I'll make a point of playing Blight and tunneling at 5 gens for the remainder of my play session. And that's still not toxic.
The sooner survivor get it through their heads that killers are allowed to win too, the faster we'll get a better community.
-
@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582261#Comment_3582261
Believe me, the reason people are running Resilience is just for to avoid solid-hits via windows etc.
But it doesn't work most of times though :/
Yo, ref. Can we get instant replay on that hit? - the survivor that's lying 20 feet from the window he just got downed on
-
@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582280#Comment_3582280
Multiplied by 9 because of Resilience... 😡
Resilience doesn't increase vault distance, just vault speed. Just because you got used to timings with female vaults giving less distance than a medium doesn't mean that's the new status quo. Vaults have worked this way for years, then BHVR "fixed" them by tripling distance gain, then broke them, then finally fixed them again.
-
Did I miss a hotfix or something? Are 3 meter vaults back?
-
You need to screw up majorly to get 4 man slugged.
Also, bring unbreakable next time. Survivors have 16 perks. Surely you can afford to bring one (of probably 12) second chance perk in case you hand the killer a 4 slug.
-
@Callahan9116 said:
Is there a single thing you like in this game? Survivor entitlement smh
Of course! I like when I'm playing against a baby Trapper, that never hides his red stain or mindgames, that runs into pallets over and over again, that takes loops super wide and gets 360'd, and that doesn't hook me once the entire game, so I can teabag at the exit gate and feel like the hottest player in the game at endgame.
Hitting me is toxic. Hooking me is toxic. Using power is toxic. Playing any killer above the bottom 3 is toxic. Using any addons except the worst on the bottom 3 killer is toxic. Using any perk that's remotely useful or that you get any type of value out of is toxic.
-
Most efficient way is to tunnel and proxy. If you're able to juggle between two survivors between unhooks, it's even more ideal. You're basically securing two people dead on hook and removing the potential that one stealths out until gens are complete.
-
Report.
-
@radiantHero23 said:
Soooo....
We have all read about the changes coming in the Ptb.
We (all) rejoiced about mft nerfs and maps shrinking.
The changes to trickster seem to be rather controversial from what I've seen so far.
Most of this is about his movement speed and the changes to main event.
However, one "small" line made me honestly kinda frustrated.
Due to trickster being a 4.6 movement speed killer, his terror radius will be increased to 32 meters to keep it in line with the other killers.
This has happened before.
Let's take you back to a time where one of dbd's biggest memes was born. Early 2019.
Patch 2.5.0 to be precise.
This patch marked the beginning of a line of nerfs for the Pig throughout the whole year.
From the beartraps to her ambush.
The nerf that I dislike the most is the one that got introduced first. The pigs terror radius got increased from 28 meters to 32 meters due to her movement speed being 4.6.
Why do I dislike it? Because of Wesker and Sadako. Both are 4.6 and have either bigger or smaller terror radii.
Now that Trickster gets the same treatment, this old inconsistency came back to my mind.
Why do these two killers get the special treatment but Pig and Trickster have to be "put in line" with the other killers?
In my opinion, the Pig needs her terror radius reduced to 28 meters. Just like it used to be.
BHVR basing their balancing decisions on this rule seems weird, due to inconsistencies with the more recently introduced killers.
Justice for the Pig!!!🐽
What do you think?
We hear you. We've implemented some feedback we hope Pig players will enjoy:
The Pig's crouching speed has been changed to 10s. We hope this will make her look more dramatic as she crouches up and down.
The Pig's ambush charging speed has been increased to 5s. We wanted to make her roar sound intimidating. We also halved the duration of ambush because only a really good player can get value from it.
The Pig now has only one RBT and there are 10 boxes available on the map which are not visible to her. We hope this is more lore accurate to her character.
Scourge Hook: Hangman's Trick now only spawns one Scourge Hook.
Also we buffed her least used addon by making it 5% more potent. We hope this provides more options for Pig players.
See you in the Fog!
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577995#Comment_3577995
extremely strong? i don't see OTR as extreme strong anti-tunnel perk. I would say the perk is stronger at bodyblocking when killer then anti-tunneling. the same is true for DS. When someone uses OTR or uses Decisive strike, it makes me want to tunnel the person even more because of sunk cost fallacy. I don't know but lately I have been taking decisive strikes and animation feels longer. It feels more like 4 seconds instead of 3 seconds but I am not sure. either way, it is not deterring me as killer from tunneling.
Current MFT is only perk on survivor side that deters me from tunneling as killer. If I see the loop is too strong and I know survivor has MFT. I will not chase a strong looper using MFT. the chase is too damaging. the dev are making MFT into anti-tunnel perk where if the haste becomes powerful enough, it will deter killer from ever hitting borrow time. Otz talks about this in his perks problematic perk video in STBFL section.
The fact you WANT to tunnel into OTR+DS+possible DH is very likely why you'll lose the game, and is the problem with using anti-tunnel perks aggressively. We don't need to throw funny 3% haste on top of it as an extra incentive to tunnel bait.
-
That's Endurance, not Undetectable.
-
@Devil_hit11 said:
the proposed mft is not strong enough deter killers from tunneling. I have feeling they will buff this perk to be strong anti-tunnel perk for killer that purposely hit borrow time to tunnel off-hook and it might become stronger post-ptb.
We already have one extremely strong anti tunnel perk in OTR. I could agree to DS receiving a small buff in some way (increase stun to 5s, or killer can't use power x seconds after DS), but we don't need any more incentive for aggressive play off hook. Tunneling isn't a problem that needs to be fixed.
-
WoO is strong for a few different reasons. For one, it exposes a problem with the oversaturated map design in the game. Two, it helps solo Q players ascertain which tiles can be ran and which are unsafe, helping to breach the gap with SWF.
That being said, WoO having a massive range and being constant does create a problem where it becomes a crutch for many survivors, instead of a means to learn common tiles and maps. It essentially becomes easy looping: the perk, especially when combined with something like MFT. I wouldn't be opposed to seeing the perk have a small cooldown after using a resource (window or pallet) so that it still communicates the same information but requires more involvement from the user.
-
@GentlemanFridge said:
Assuming you're from Asia, I believe it's because SWF is considered cheap in your region, whereas it's considered by some to be the only way to play here.
Pinhead is a solo stomper, and Wraith can get ambushes off much more easily if his approach isn't betrayed by survivors on comms.
So you're telling me solo q are actually competent in Asia?
Where can I buy a cheap flight to Japan? Asking for a friend.
-
Least smug Feng in DBD
-
Probably would help if you posted the video.
-
@Kaitsja said:
Yes, it was overnerfed.
The perk was strong, yes, but the majority of players using the perk weren't getting value out of the endurance side of the perk. They were able to get value out of the 3% because it was a non-exhaustion perk that was the difference between making a pallet/vault instead of coming up just short.
I would've preferred the Endurance side to be removed from it and added a repair speed penalty while injured to prevent it from synergising with Resilience, and also removed haste stacking to prevent it from synergising with Hope.
Now, the perk screws over killers with built-in Deep Wound, and the options for survivors to trigger it are OTR (Twice per match), Dead Hard (Twice per match), Styptic (Once per match), Basekit BT (Twice per match). The odds of uncoordinated solo's/duo's getting value out of the endurance from healing is going to be rather low. It's just going to be a Win Harder perk for 4-mans, and it will still stack with Hope.
I don't really care that it got nerfed, I'm just disappointed this is the direction they chose.
The 3% was precisely the most problematic aspect of the perk, and is exactly why everyone has been asking for a nerf for the longest.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576803#Comment_3576803
It’s never really been good and is just bad now. It’s almost always, always more beneficial for survivors to split up on gens. Heck, 2-4 survivors running individual gen repair speed perks and grouping up (to, say, break up a 3-gen) are actually more efficient than just one of them using PT. Killer mains complained about survivors grouping on gens, PT was nerfed. Now, I see complaints about survivors splitting up to different gens. Because that was really always the best choice.
Right, that's why comp players, who aren't even allowed to use Prove, will typically stack a critical gen. What works in a vacuum isn't what works in practice.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576803#Comment_3576803
Saying it's not is literally wrong.
Still top 10 most used perk for survivors, still lets a 2-man repair a gen in ~48 seconds and a 3 man repair a gen in ~35 seconds, still banned in comp.
But sure, "garbage" perk. Same way Pain Res is a garbage perk because it only chews up 25% of a gen's progress.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576603#Comment_3576603
Prove is straight up garbage along with DS.
Adrenaline has an appropriate pay-off for the punishment of only having 3 perks for a whole trial.
OTR is okay, honestly the Endurance gets me less value than the Iron Will effect.
Resi is also good, but risky.
Saying Prove is garbage is one hell of a hot take though.
-
I've never met a single swf that was halfway decent that needed to bring that much into a game to secure a win. What you're seeing is a group of bad players stacking all the odds in their favor to feel like good players for a game.
EDIT: Honestly, the most infuriating part of this whole interaction is you said "gg" and they replied with more insults. That's just pathetic.
@[Deleted User] said:
Sounds like you just need to practice and actually get good with the killer you are playing
"Just play around my Discord comms and my 30 second chance perks, busted items, while I'm playing on one of the most survivor sided maps in the game"
Then you whine about Blight being too strong lmao
-
It's only 3% 5head lmao just run faster
-
@LilyPad said:
-BHVR has been doing a good job
-80% of the list is heavy survivor nerfs with no compensation.
I guess if you're a Blight player then sure, this year has been great in removing obstacles for you.
BHVR has been doing a great job for everything outside of Balance. Their art team has been knocking it out of the park.
But the balancing is terrible and very ignorant to how the game works. Its very clear they play the game infrequently or only play in controlled environs like custom matches.
-Gen slowdown meta is still very much in flavor with pop buff. It's not uncommon to see four slowdowns and DeadLock is as unhealthy as ever.
-Onryo rework did nothing to make the killer better. The efficient playstyle on her is still just as stale and poorly designed as it was before. It just requires more knowledge to pull off.
-Skull Merchant rework was a failure, nothing changed. The merchants that intentionally use their power wrong just so people don't dc are still the same, anyone that plays her correctly shows how nothing changed.
-Healing rework was a failure. Making medkit rarity irrelevant makes no sense, it served to make solo queue far worse. The only plus is that the addons are better than before but the fact hemorrhage wasn't adjusted to compensate just removes anything good from these changes. CoH nerf was warranted ill give you that. But it was nice for sloppy hit and run playstyle to be dead.
-Funny that everyone praises DH nerf when the thing they were complaining about the most didn't get changed. Just how often they see it. Now killer players proclaiming they wait out DH anyways just proves that the perk was never actually overpowered and had sufficient counterplay but people just didn't like being outplayed and the perk was overused.
-By incenticizing hooks you mean down survivor and carry them to scourge hook inside gen triangle with agi and pop nearest 3 gen with pgtw and pain res then proxy camp with deadlock stalling the game until you force 1 for 1s and repeat the process until its a 3v1. This isn't any healthier. Deadlock being removed would contribute heavily to fixing this however.
-Anti-facecamp is a useless addition to the game that pretty much exists to satisfy a quota. Being kissed on hook was such a niche problem that could be solved with specific killer tuning and was mostly solved with the removal of hook grabs. Basement camping and proxy camping are both bigger issues and still not addressed.
-Weaker killer buffs, fine. Though they feel seemingly random and don't actually help the killer too much.
-Weaker perk buffs, good. Background player changes were very nice. But they should stop releasing perks in such a terrible state to begin with. And there's still a ton of dead or extremely conditional perks.
-Alien was and still is a terribly designed killer. The only saving grace is that the justified nerfs put a lot of people off from playing them. I still have yet to have am enjoyable match against this killer and despite having success in running and escaping from them I still see nothing redeemable. Anti-loop killers are a bad band-aid to balancing map design and should be retired as killer design.
-Kicked down a notch you mean utterly destroyed that yeah. But this is nothing new and everyone knew it was coming so nothing worth being upset about. The only perk that was tuned differently was Pain Res getting widely compensated despite its unhealthy nature of encouraging proxy camping to force trades. I still prefer this method of tuning that keeps perks meta but reworks them though. The balancing for Eruption/CoB/CoH/MFT/Overcharge were all terrible however. I dislike perks being scapegoated for inherent bad game design as the fundamental issues remain unchanged. Perk variety just decreases with perk bloat increasing.
-BNP changes are nonsensical and yet another change that exists to fulfill a quota. Commodious toolboxes are still just as overpowered with charge addons untouched which was the entire problem.
-Strong perks for both sides, fine. I actually enjoy when new meta perks are released and don't really mind them if they add more interaction to the game such as No Where To Hide, Ultimate Weapon, and MFT.
-Map changes probably the worst of the bunch. The only good realm change was Azarov which is actually quite a good rework. Every other map change or release has been terrible. Unsafe pallets being the norm is not good game design. Tiny maps becoming the norm is not good game design. Nostromo has to be one of the worst maps they've ever released and I have 0 faith the Red Forest and GoJ changes. As maps continue to get worse and worse camping and tunneling will continue to grow in how strong they are. It's a bad turn of events in my opinion.
DDS, RPD, Gas Heaven, and a few of the MacMillan maps continue to be some of the only well designed maps in the game. They need to take inspiration from these again.
-Reverting planned changes is a good thing. But the bar cannot be so low that this is seen as extraordinary when it's normal for every other game. I am glad BHVR finally caught up in that regard however they still are rusty when it comes to listening. A learning process for sure.
-Spirit and Nurse addon passes are wholly irrelevant because their addons just contributed to them being overpowered rather than being the root cause of it. They're still just as much of a free win if the player is good and I expect Blight to largely be the same if he eventually gets a nerf as well.
Basekit nerfs are the only thing that will change the status of this top 3.
So yeah, I dont particularly enjoy being so cynical but the past year has been largely a miss filled with pomp and fluff changes to give the appearance of better balancing.
The best thing BHVR did balance wise was remove hook grabs and I will praise them for that.
But not much else.
When biased survivor mains read the patch notes and make an account just to express their discontent: The post
80% of the list is survivor nerfs? I typed it just out of pure memory. I read the first half, and it's all harsh killer nerfs.
As far as Blight mains go, BHVR has been making maps with worse and worse collision, and even breaking the collision on some old reliables. As a Blight main, this was not a good year for us.
How is Deadlock unhealthy? It prevents 3 gens from popping back to back, AND it has counterplay. Pop/Pain Res is a much healthier regression meta than we've had in recent history. Pain Res actually deters tunneling, and Pop rewards hooking and interrupting high progress gens, instead of being extremely oppressive like old 25% pop.
I actually half considered reading the rest and formulating a proper response, but there's no point.
-
@HugTechLover said:
Agreed, they need changes. Some of his addons need buffing.
Basekit Alch Ring when?
-
@DrKetchup said:
Every single time I go against her my teammates give up. I don't mind playing against her, I take it as a challenge and I want to see how much I can survive in chase. But my teammates flat out go afk and give up, EVERY SINGLE TIME!
If this would be a once-in-a-time occurrence, I'd understand, but this is just too much for someone like me playing SoloQ, the moment I hear that blink cross the map I already know what will happen... Please BHVR completely rework the way her power works. 🙏
Sounds like an issue with the player base rather than the killer.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575538#Comment_3575538
Apparently it's a penalty perk from what I'm hearing now and always has been.
It counters a penalty, but that penalty exists for a reason. The "nerf" barely made a dent in that penalty, and the fact it's still extremely common shows that people weren't "just running it for the BP bonus".
-
@Ariel_Starshine said:
I'd just like to see balance instead of make something extremely OP or make something useless.
It's getting old. I'm not spending money anymore on that stuff.
10s of endurance after a heal AND 3% infinite haste while being in Deep Wound isn't balanced for you?
lmao, survivor mains when one perk doesn't let them run killer for 5 gens, do the 5 gens at the same time, open the exit gate in 2 seconds, take 6 hits, pick up every slug on the map instantly, and BM the killer.
-
Because it's not still busted at 10%, right.
-
To be fair, survivors have been the more powerful role as of late.
@not_Queef said:
Nuke Pop + Pain Res
Individually they are annoying, but somewhat balanced.
Together they turn every game into a tedious slog.
I don't want to repair 7-8 gens every game any more and I don't understand why the forum isn't filled with people complaining about this.
As much as I understand your frustration, I don't think the problem lies with either perk. Mathematically, you outpace both perks if the person holding chase can hold it for a very meager amount of time. The problem is when you have teammates feeding hooks.
-
@CECIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573576#Comment_3573576
nope, it's literally tested over 80 hours of gameplay lol
I have 2-3k hours of gameplay on Blight.
-
Blight running from nerfs with double speed.
-
Yeah there's no way those Trickster buffs make it to live as they are. For one, he should never be a 4.6, and two, the Main Event buffs are straight up dumb. I'd understand cutting down the blade charge to like 15-20, but 6 is beyond stupid. This will turn him into the strongest camper in the game.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575487#Comment_3575487
Ironically, now you can combine DH and MFT because they're removing the Exhaustion restriction.
I still wait DH. And at least now, there's an actual downside to running MFT, and an actual activation requirement to funny 3% haste effect.
-
People said the same thing about DH. And good. Toss it in the trash heap where it belong.
-
...and on the seventh day, God created Unbreakable
-
BHVR: we're releasing an anti-FACECAMP measure
Survivors: WHY ISN'T YOUR ANTICAMP MEASURE WORKING IF THE KILLER IS STANDING ON THE OPPOSITE CORNER OF THE MAP???
-
@ProHillbillyMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573897#Comment_3573897
uhmm yes? Finding obsession first? Or being in chase with obsession in chase the entire game? Yes Remember me is RNG. If you find obsession you have Value if you don't, you don't. And coup de grace is just dumb, some tiles are unsafe because of it, that's why it's banned.
Also I added you for the scrim, hopefully that other guy will send friend code too.
Scrim will be tomorrow, it's almost 1 am here no ones up from my group.
That's actually not the reason why Remember Me is banned. There's a lot of banned perks in most of the popular comp leagues that are banned for reasons outside of being "overpowered". My point being, something being banned in comp doesn't mean "it's broken!!!!!!!!!!"