Azulra
Azulra
About
- Username
- Azulra
- Joined
- Visits
- 769
- Last Active
Comments
-
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992967#Comment_3992967
Let me repeat myself: Ryan clarified that the "dies before 6 hooks" thing only applies to deaths from re-hooking the most recent hook. The video that Onryo main made is fundamentally incorrect because the Onryo main made the same mistake you did: not reading Ryan's post and not knowing that the "dies before 6 hooks" thing does not apply to killer power kills.
With how lazy BHVR have been as of late there's no way we can even trust that
-
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992946#Comment_3992946
I agree that they should make tweaks to how these changes interact with Twins, but the devs have clarified that these changes will only come into effect on deaths from hooking the same survivor multiple times in a row, so Pig's RBT kills and Onryo's condemn should not be affected (and if they are, it should be considered a bug)
They are gonna be affected as one of the punishments for the new systems is if any survivor dies BEFORE 6 total hook states meaning if a survivor dies to Onryo's or Pig's before 6 hooks then they get punished. An Onryo main has even made an example of how badly these changes will affect Onryo as shown below. (If you want a more detailed explanation for this then you can go to JCGlitchmaster's video and go to the time stamp in the screenshot.)
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992946#Comment_3992946
Pretty much nailed it, thank you for typing it out, I'm tired of doing the same lol.
Like, it's not even rocket science to figure out that this is a horrible idea. Any person who plays both sides with an ounce of common sense will know that these changes are gonna be as miserable to deal with as the Finisher Mori and Twins rework PTBs were.
-
@ChaosWam said:
My stats are pretty close to 50/50 last I checked the official stats.
I still have my concerns with the changes. Not entirely, but there are some things people bring up that are legitimately concerning.There's many issues with the new systems that are gonna negatively impact the game across the board.
- Certain killers will be borderline unplayable/useless such as Onryo, Pig, Twins, etc.
- You have numerous lose-lose-lose situations that affect all killers(the ones listed above even more so and, yes, that's right it's not just a 2-way issue, it's a 3-way issue) where if a survivor is unhooked then they have no concerns at all and can just instantly hop onto a gen without even healing because A) if the killer hooks them again then they can get punished for it, B) if the killer slugs them then the Slugging Prevention System(it's not a reduction-focused system, it's a prevention-focused system), C) if the killer ignores them then they lose the generator when they only have 5 gens to defend meaning after 5 downs they're essentially guaranteed to lose the match anyways.
- These systems are direct buffs to SWFs(specifically bully squad SWFs) as they get a bunch of strong perks built into their bully builds now without the need to sacrifice perk slots.
- Not only are BHVR withholding crucial match info from the killer, but now they're making it so that the killer's own UI is actively lying to them while the survivor's UI is giving them almost every single bit of info in the match with 100% accuracy.
- These systems aren't just targeting malicious players and are gonna be targeting normal players by punishing them for just simply doing their objective because 6 total hook states are either A) 2 survivors with 2 hooks each + 2 survivors with 1 hook each or B) 3 survivors with 3 hooks each and if a killer has gotten to that point and a survivor dies after even just 3 total hook states then it's a normal player using killer because tunneling is when you actively ignore everybody else in the match just to keep going after the same person over and over again hence the name "tunneling" because you're tunnel visioned on that one person.
There are so many more issues with these systems, but just these alone are enough to show why this needs to be scrapped and go back to the drawing board like they did with the Finisher Mori and Twins Rework PTBs.
-
@4thdslip said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990157#Comment_3990157
I assume this means the idea of what a fix would be would require heavier work, and therefore, if this is already on the devs' radar, also explains why the Twins are still kinda… in the state they're in?
Honestly they're mostly being lazy. There's at least 2 simple fixes that are already coded into the game that can resolve the design flaws for Twins so it reduces their issues. Also a 3rd change that would make sense, but would have to be decided on.
- When Victor downs a survivor by any means he'll latch onto them in the dying state like in the Twins rework PTB and teleports the survivor back to Charlotte and forces her to pick them up with a base-kit Lightborn(just so a survivor who finds the dormant Charlotte can't just sit in front of her and get an instant save). This alone would be possible to achieve already due to both the cage mechanics in DBD and the fact that Victor can already TP back to Charlotte wouldn't make it random for him to bring a downed survivor with him. On top of that it would solve the core issue of Twins where survivors are downed so far away from Charlotte forcing her to slug.
- Whenever Victor is latched onto a survivor they have a timer that Victor drains whenever the survivor isn't struggling with him to where when the timer reaches zero Victor downs the survivor bringing them back to Charlotte and whenever the survivor stops struggling with trying to remove him Victor will automatically drain 20-25% of the timer so that a survivor can only cancel their struggle attempts 4-5 times at maximum before Victor just outright downs them anyways. This is possible because of pre-existing mechanics such as the mending mechanic. The purpose of this would be to resolve the "survivors taking Victor hostage" situation completely without just giving Charlotte the ability to recall him whenever she wants which is what BHVR tried doing in their rework.
- Whenever Victor finds a survivor in a locker and traps them Charlotte will then gain Haste until Victor is removed from the locker by either Charlotte opening it or the survivor escaping. This is actually a similar mechanic from the Twins PTB that would allow her to have a fair chance at reaching a survivor who is in a locker without just giving her an abusable Haste buff to use in chases since like it was on the PTB since Victor can only hold a survivor in a locker for 10 seconds meaning that this Haste effect would only be 10 seconds long at max.
These changes would resolve issues with them without making them overly oppressive(unlike in their rework PTB) and without changing too much of their main playstyle/gameplay design while also fixing most of their core flaws. You don't need an entire power rework to fix a killer when there's solutions like this.
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820015#Comment_3820015
Is there a minimum time limit for that? Would hate for teams to start shopping for killers by starting a vote as soon as they load in.
In Valorant they don't let you start it right off the rip- In Valorant you have to play through at least 2 rounds to start a surrender vote before the 3rd round can begin
-
@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819991#Comment_3819991
I think it's also another game that also has a surrender/forfeit option as well.
It is- In Valorant everyone gets the ability to call a surrender vote and, for the vote to go through, you'd need the team's mass majority(4/5 people voting yes) and, if the vote were to fail then anyone who voted "yes" would lose their ability to start another vote up, but anyone who voted "no" would get the ability to start up another surrender vote if they changed their mind.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819979#Comment_3819979
That's what was the biggest issue with SM before her nuking since too many survivors refused to give the match a chance and give up which then screws their team over causing them to give up as well.
Well said.
This is what I was trying to explain earlier this year here on the Forums. SM wasn't even near as problematic as her release version was, and in fact she was easy to defeat, but many players didn't understand that because they would disconnect immediately.
Take this screenshot, for instance. April, iirc:
https://us.v-cdn.net/6030815/uploads/1G233IKNGMV4/image.png
Or this one:
https://us.v-cdn.net/6030815/uploads/QQ0QRNXDDV1T/image.png
As long as the whole team doesn't give up, there was a chance.
The problem is that many players give up as soon as they see her, like the Meg did, and they didn't even try.
If they decided to stick around, like the people in the second game did, they would see that she was different from the release version which everyone hated.
That is exactly what I meant- SM was a mid-tier killer after both her rework + the gen update and was easy to beat as long as you weren't making stupid decisions that would result in you getting scanned(especially if she's already chasing another survivor).
The only things SM really needed was a reasonable/fair way to remove lock-on stacks and a way to reduce how long you have an active Claw Traps for. That was all she needed, but BHVR chose to just encourage that negative behavior from those players by nuking her instead rather than attempting to discourage it like they should've been trying to do.
-
@LadyOwO said:
While it's a cool concept SWF would render the killer useless. I don't really see anyway it would work tbh.
Tbh it could technically work if BHVR decided to go the same route as TCM did of just throwing their hands up and shouting "Screw it! No more pre-made squads!"
(This ain't a joke btw because TCM legit did that by making a mode that prohibits the ability to make pre-made squads after getting fed up/frustrated with trying to balance the game around both solo que and pre-made squads at the same time.)
-
@Grigerbest said:
Guys! #### End-#### chat ###### is bulling ##! Everything ### ###### to say - it #### like this ####! Why is this # #####! I'm not ###### a ###### swear ####!
Did you understand what I've said? Me too - but 1 thing I know - I haven't said A SINGLE SWEAR WORD! But this chat is acting like I'm some sort of 50 years old swearing shoemaker who just hit his finger with a hammer!
I'm trying to say something nice in end-game chat, but it goes like this "####" and other players thinking I'm mad or pissed! I'M NOT ANGRY AT ALL!
It was blocking the word: - "Discord", but it wasn't blocking the word: - "Heroin" or "Cocaine"!
Lemme just say: - "Well played guys, this was fun!" Without these: "#######" things!
Thank you for understanding… Into the next match of soloq I go…
The reasoning behind this is because, if I remember correctly, BHVR just left it up to an AI to determine whether or not something in the chat is considered "bad" which is just a dumb idea since many other game/app developers have shown in their own projects that letting AI try to manage this stuff doesn't really work out since so many people use different ways to say stuff that the AI just starts getting confused altogether entirely which is amplified even more if you use a low-quality AI for this job like BHVR did.
-
@supersonic853 said:
Considering overwatch just upped their dc penalty recently to ban you for up to a whole season. I went through a couple of games to see how their penaltys stack up to dbds. (None of these have a go next button like giving up on hook) I choose 3 games to start and if anyone has any other games they'd like to add they can.
https://us.v-cdn.net/6030815/uploads/YXZTLS0RZ2BE/yqv1gf751q8y1712187580255.jpeg
Since this update blizzard has announced their leaver rate dropped by 90% meaning you rarely see a person just hop out of the match anymore. Their dc penalty just ramps up way faster than dbds does, and afking and griefing are strictly bannable (same as dbds)
Rainbow six siege even went further to give you a actual title based on how you play the game.
https://us.v-cdn.net/6030815/uploads/Y57OK8FSFSU5/rdt-20241015-0727341075307971850094436.jpg
And the title restricts how long your penaltys are and what you can do in the game as well as you basically walk around with that title for others to see. So go nuts I guess. I haven't played this game in a while but I know after like 3 dcs in the same day when I last played it was like a week ban. And since this new system their leave rate has dropped by a good amount.
https://us.v-cdn.net/6030815/uploads/3Y8YETI1DAWF/low-priority-queue.jpg
https://us.v-cdn.net/6030815/uploads/RSTTGOOG21FU/leaverbuster-afk-warning.png
League has something called the leaverbuster which they use to keep people in matches and if they want to leave they won't be viewed as the same as others for que times. So if people want to leave, they can. Just the people who commit will probably get faster matches than they do.
https://leagueoflegends.fandom.com/wiki/LeaverBuster
These games don't even have the option to abandon early like the hook system. So they mostly punish for afking,griefing, and dcing. (Sound familiar?) And they come with their own flaws as well. I don't see why dbd wouldn't be able to follow this example and see a benefit as well. And i rarely see complaints with these systems because "i wanna play and leave when I want" coming up. People act like improving stuff in the game will stop people from leaving in most cases (though I've seen people go next on unrelenting freddy). I personally think removing the die on hook system and increasing the dc penalty ramp up will do just the same.
Valorant is another game with a really good DC penalty system. It'll actively keep track of how often you abandon your team by disconnecting from the match and if it detects that you don't do it often then it just lets you know that you aren't gonna be punished and just reminds you to not do it often. If you start to DC too much they'll start giving you matchmaking penalties(I don't think it increases though) and will start recommending to correct your behavior. If you continue that behavior it'll start depriving you of match rewards entirely on top of the matchmaking penalties and will start advising you to immediately correct your behavior(instead of just reminding you like previously). And, finally, if your behavior just keeps going on for too long you'll just be banned outright due to the many warnings(and I'm pretty sure it's a perma-ban as well).
-
A buff that I kinda want to see Doctor get is that his illusionary doctors will actually run at the survivors randomly from time-to-time and, if they reach the survivor before they vanish, they'll "hit" the survivor which will increase their Madness progression every time they hit the survivor.
-
@MechWarrior3 said:
Just got out of a match playing as Skull Merchant. 1 survivor dced and one gave up on hook at 4 gens. Imagine Skull Mommy getting nerfed to nothing and people STILL wanna give up against her. Shrugs To each their own I guess, but its sad…..
It's what me and others have been saying this whole time before the update- No matter what BHVR does to SM it won't change a thing because a lot of players in the game have an issue with entitlement behavior where they refuse to accept any form of reality at all if it isn't their's and will just say "let's go next" the INSTANT there's something they don't like.
That's what was the biggest issue with SM before her nuking since too many survivors refused to give the match a chance and give up which then screws their team over causing them to give up as well. Imo what BHVR just needs to do is try to find a way to discourage this negative behavior from all players on both side instead so that we don't have all these kinds of problems.
-
@MrMori said:
Something needed to change, but we'll see how devastating the nerf is. The choice make radar movespeed 4.4m, but also add the haste back makes no sense. Now you're bringing back the haste that survivors hate, and the radar slowdown which SM players hate, but they'll even each other out, so survivors will feel like they get hit thanks to the speedboost and SM players will feel like they're not getting hits because of the radar slowdown.
The immunity to being scanned when fast vaulting thing is also pretty damn lame. Now she has absolutely nothing she can do on strong pallets that survivors can camp after they've dropped it, they literally can't get scanned and you're forced to kick it. What's the value of her drone in chase then? If you're about to get scanned as you approach a pallet, just vault without thinking and you don't get scanned, no need to play around the drone at all. I can sort of get why they remove stealth scans to help newer players since it wasn't very intuitive, but then you nerf her chase like that?
Same scan line immunity also works when you're fast vaulting a window of course, but I just don't get why they would add this. Now her drones won't be consistent at scanning survivors in chase, made even worse because she only has one scanline.
Partial basekit Ultrasonic speaker is welcomed.
I'm gonna play her for a while and see what I think. She was already very hard to play vs good players, but stomped newer players. I think she'll stomp nobody now as long as the survivors are actually trying.
Someone made a post from their experience against her now with the new update and said that the killer didn't even get a single Lock-On stack until 3 gens had popped and not a single Claw Trap the entire game. That's how bad the situation is because all she is now is a M1 killer who's power was "rebalanced into the dumpster" to where she just hinders herself for even trying to use it.
This change shows what everyone was telling BHVR by nerfing her in any way isn't gonna solve the viewpoints survivor mains have on her and that they should've just left her alone until her rework. She's officially the first ever F-tier killer in the game due to her non-existent power now, survivor mains are still giving up against her, and BHVR should now realize that the SM players and other players who told them that no matter what they do it's not gonna change how people view her. And for the people who said that she was boring to play as before are now sitting there with a miserable experience rather than a boring experience.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3813835#Comment_3813835
In the context of almost all other killers having a kill rate of around 60%...
It's not just Ghostface sitting at roughly 50% according to NightLight- Roughly at least half of the roster sits around that point
-
@UndeddJester said:
So I know for a fact I'm not naturally gifted at this killer. I play Myers and Pig quite often, but I'm kinda clumsy and on those killers, as I've been getting paired with better and better players I dont have time to try and be careful and sneak up... more often my stealth gets found out anyway, and so it becomes primarily a means of just getting closer before the chase begins rather than truly attempting to sneak up on people. Basically I'm not great at getting angles on Survivors unseen… (honestly the times some survivors spot me is impressive).
With Ghost Face however, unlike Pig and Myers, his power literally doesn't work if you don't get angles unseen, and with the amount of clutter and line of sight blockers in a number of maps, I find it really tricky... but I can accept that is a skill/knowledge issue on my part.
However one thing that I do find often about Ghost Face... I don't know what to do if survivors keep swarming me... I need to stalk to become a true threat, but I can't stalk if people are hovering near me/swarming around me and baiting for chase. On Pig and Myers I can punish this since I can just stalk or exert pressure with my RBTs (messing with me is costing your team more time)... but with Ghost Face I'm just stuck as an m1 killer unless I've been able to build up stalk and bank it prior to this scenario, which can then snowball the game.
Ghost Face needs to be able to disappear after he hooks to keep doing Ghost Facey things... but with people floating around hooks, the moment I tap my button I get instant knocked out of power, and while I can usually fall back on my decent m1 killer mind games and skills, on maps with strong tile connections this can obviously quickly get out of hand so I lose the game....
This is my experience playing vs. Ghost Face as well, if survivors try and split up and do gens Ghost Face is quite strong, but if some survivors follow him around and gang up on him (I've seen many duos and trios not bother doing gens and just follow him around), he kinda becomes bully fodder...
He also has a pretty abysmal kill rate in Nightlight.gg, suggesting this is not a problem unique to me...
https://us.v-cdn.net/6030815/uploads/DL32V1W6Q7D4/screenshot-20241006-114118-firefox.jpg
Does anyone have any suggestions to avoid this problem? Am I missing something? Or does Ghost Face need something in his kit to help combat this?
Actually, Ghostface's kill rate on NightLight suggests he has a balanced kill rate with 0-1Ks being at 44.08%, 2Ks(which is the middle ground) being at 12.46%, and 3-4Ks being at 43.46%. This means that his average kill rates are balanced out and you, typically, don't have to do the maths for this by just simply checking to see how much his 2K percentages are in the middle of the bar and it is also why NightLight averages his kill rate out at 50.91% because it is just searching for the middle-point of his 2K percentage in all of that.
-
@Rick1998 said:
jesus lord allmighty . Can you guys the developers of Dead By Daylight please take a look and potentially remove map offerings ?
as a high MMR killer the only correct plays i have are to bring my own map to potentially win a 50/50 vs their maps or bring a sac ward . Can i just go back to being able to bring bps / cakes as offerings and still enjoy this game . I can't tell if it is the increased bps all around or a more conpetitive mentality but map offerings are present in 90%+ of my matches . They cause dcs on both sides and just unfun scenarios . I can send myself to certain maps with a killer and built to have the easiest more free win of my life . I don't do that because it is boring but there is nothing stopping someone from doing so. I got over 7400 hours in dbd but the " map offering " plague that is current dbd is trully making me despise this game . I can send myself to hawkins as skull merchant or have quad balanced landing on toba landing / erye as survivor . 99% of those bad matches that stick with you for being terrible have a map offering involved . Anyone that defends it at this point is doing the same as me and using them every match . I gave up bringing bps and im sorry for anyone who actually doesn't bring them for that 1/10 match in whoch nobody burns a map ( i will be nice those games ). Anyhow i could go on for this about how outdated and bad map offerings are . The ammount of dcs on the loading screen on both sides is insane and i don't boame the players for doing it either . The dcs on loading screen for certain maps must be 80%+ but i'm not sure if they can see that data . Anyhow this could be a regional deal but i believe high mmr period will have map offerings this often since they can sway so much in your favor . I hope more people feel encouraged to spam this feedback until it reaches their ears .BHVR, last time I checked at least, do intend on removing map offerings in the future as they want to, hopefully, eventually add in a system that reduces your chances of getting a map you very recently played on.
-
@Gplays2000 said:
First and foremost I want to say that I play both roles so I understand the true struggles of this game.
I want to establish the power dynamics:
SWF is 10 billion kilometers in the air, then killer like 100 meters in the air and Solo Queue is in the pits of Tartarus.
This game has to have the WORST Solo Queue experience out of any game I have ever played in my entire life.
Without exaggerating every second to almost every game mates instantly unalive themselves on the hook, get tunneled out of the game at like 5-4 gens meaning the game is unwinnable realistically speaking for the remaining 3 survivors (if you know you know the solo queue classic experience) or you get slugged for no reason whatsoever at literally 3-5 gens….
I want to be honest with you guys I have absolutely no clue what changed. Just what caused this to happen? Solo Queue is in my opinion in its worst state it has ever been at and I have no clue how it happened. All I know is that this gaming experience is so unbelievably miserable that I couldn't take it anymore and just had to uninstall and I'm not going to give it another chance unless they truly address these issues…
The same happens to killers: Immediately seeing someone off themselves on hook early game is just not fun… You just know that this team lost because you play solo queue yourself and know how miserable the experience is… What is the solution. Hurry andd finish the game or f around with them. IDK.
SWF is just plain broken and I believe it always will stay this way. An approach I would recommend is a system that recognizes that people are playing together (2, 3 or 4 stack) and give only them an action debuff to everything they do: Repairing gens 5/10/15 percent slower, healing just everything slower. Let me know what you think about this take.
All in all I just want to make this game more enjoyable for everyone especially for the solo queue survivors, not only because I am a part of that group who just faces the misery head on basically every single game, but also because I feel like the solo survivors are really the backbone of this game and unless we make it more enjoyable for them too (Basekit things maybe idk many people are against the idea of basekit unbreakable) or maybe an action buff for every hook stage/kill the killer got or something. 2% faster repair speed for Solos per hook the killer got (12 hooks meaning 24% faster repair speed as the game is literally heading into the end game) or 5% flat action buff for every kill meaning if 2 are dead you make everything 10 percent faster or just something ffs.
I guess you can tell how miserable and cooked I truly am. I do believe that they will do absolutely nothing, just add more skins to the game and chill until the game eventually dies in 5+ years…truly a sad thing to witness the decline of this game. I also only created this post because I saw a lot of other people complaining about survivors GIVING UP but they never ask themselves just why they are giving up? I donÄt think that they do it to make the game more miserable for their mates. It's just a price the other 3 have to pay for something I guess….tunneling especially at 4-5 gens robs the jobs out of the game and IMO makes it totally understandable to just off yourself on the hook and go next. Just my opinion tho let me know about yours.
ANYWAYS this is enough ranting about this topic. I sure hope they do something…but don't get my hopes up too high tbh.
Well I wish y'all a lovely day and see ya…maybe eventually back in the fog :)
Tbh this is the sad issue- Asymmetrical PvP games are near impossible to balance around both pre-made squads and solo-que players at the same time. TCM even shown that they sorta just gave up on attempting this anymore by making a mode that actually just outright prohibits the ability to form a pre-made squad and, therefor, stopping people from playing with friends. This showed that it is a bit easier to balance games like these out if you just prohibit pre-made squads altogether, but it's also a bit discriminatory towards groups of players who want to play with their friends and also makes it harder for people to make friends in matches.
-
Something that really annoyed me was that Legion was supposed to receive another rework awhile back, but BHVR ended up scrapping it as they were "satisfied" with Legion's stats.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811287#Comment_3811287
Survivor gameplay is not killer gameplay and killer gameplay is not survivor gameplay. Creating false equivalencies in every discussion is one of the silliest things this community does.
Bloodlust has nothing to do with survivor perks.
You clearly only read a few things in my response and ignored what I was talking about. I was talking about "getting rewarded for playing poorly" which is stuff that is in the game on both sides.
-
@Zesty_Renato said:
I've seen a lot of bad takes from Survivor mains, but I recently stumbled across a YouTube short where the comments were filled with people complaining about how "unfair" Bloodlust is. Correct me if I'm wrong (I'm not), but isn't that the point, considering Dead by Daylight is an asymmetrical horror game?
The original purpose of Bloodlust was to aid in dealing with the infinite loops situation the game had back then. Some survivors try saying that it's bad because it "rewards the killer for playing bad" even though survivors have either had or still have perks that reward them for the same exact reason of "playing bad" because of examples like both old MFT and even current Resilience where the survivors are actively buffed by the perks for being simply injured which means that they have to get hit therefor rewarding them from the killer's efforts.
Also Bloodlust is still very much needed due to 1) there's still a fair few of M1 killers in the game and physically need Bloodlust to help them counter some loops such as Ghostface, Myers, Trapper, Plague(yes, Plague, because she can rarely get her Corrupt Purge and therefore is restricted to M1 most of the time), etc and 2) as I mentioned with the original purpose of Bloodlust, there's still some infinite loops in the game that killers physically can't counter without Bloodlust such as the fence vault directly in front of the school on Badham and removing Bloodlust would result in a lot of survivors bringing offerings to these kinds of maps for that specific reason.
The point is that Bloodlust is still a much needed gameplay mechanic and, on top of that, survivors should be careful of what they say about it because, if BHVR were to take their side in the argument and remove Bloodlust(which they won't) that means that killers could use the EXACT same argument to get more survivor perks nerfed.
-
@Wibwob said:
A couple of weeks ago he would've been rare, but he's been one of the most common killers in my games over the past few days. My guess is Survivors forgot how to counter him, so he gets good results now. I don't mind him in chase but I wish my teammates would last a bit longer.
Has anyone else noticed this trend? Do you think he's a fun killer to face?They gave him a bit of a rework that makes him easier to play/more accessible and EMPs/Printers were nerfed in the rework so that they wouldn't be nearly as oppressive as they was before due to how abundant they were so survivors just never bother with EMPs anymore since they're too lazy to finish the last 10% progress on a Printer for their EMPs.
-
@legiondoctor said:
Hex penimento is a overrated perk that is gettint hate on even tho survivors can go back and cleanse totems. This perk is not even good i say its prob one of the weaker perks
It is also countered by Counterforce
-
@LadyOwO said:
When will my favorite hellpriest get so love?
Never-
In all seriousness though, I honestly hope he doesn't get any significant buffs because I never actually liked the character design nor the power and, therefor, prefer to just not see him that much. If they're just fixing the issues with controlling his chains then that's fine, but nothing else lol.
-
@Huge_Bush said:
They’re not going to refund anything. You still have access to her and you also signed the TOS which basically lets the devs do whatever they want to their characters, whenever they want. You have a very limited license that only allows you to play the game until they decided to ban you or shut the servers down. All online games are the same. It sucks, but it is what it is.
What you can do is to voice your concerns constructively on the forums, in review sections, social media or even mail. You can also choose to close your wallet when you’re not happy with the product, like any sane consumer, and open it when you are happy with it.
Even their TOS does have limitations. If they didn't say anything then it would've been fine, but actively speaking about it is typically when they cross one of those limitations hence why I specifically said "legally." There's a reason companies who do similar things keep their mouths shut when they do something like this and it's to not put themselves in a sticky situation.
-
@radiantHero23 said:
There has been a lot of mixed feelings about the recently published patch notes for the upcoming ptb. The loudest feedback came from the Skull merchant changes, which are undeniably nerfs.
A lot of people rejoiced about the changes due to the killer still being majorly unfavoured by the community. (Which might be linked to bias from her 3gen days, but i digress)
Other people have pointed out, that gutting her is just going to make her vanish from matches and would result in a Freddy - like situation, where nobody wants to play them and nobody wants to play against them. This being bad practice towards the playerbase of the character if no changes happen over a longer period of time.
I personally emphathize with the second group of people, despite not liking the killer very much.
What is important now, I feel like, is an official statement adressing the situation. BHVR should openly state the idea behind the nerfs, which due to the lack of compensation, give the impression to just serve the purpose to send her into the void.
Additionally, and this might be a bit much to ask, there should be a statement about prioritization of balance changes. I greatly applaud BHVR for making changes happen a lot faster over the last few years. However, I feel like this resulted in priorities being presented incomprehensible.
I personally dont get why Plague, a killer that I deem fine with the exception of some overtuned addons, has higher priority than Freddy. Skull merchant should also be very high on the list now as should Myers.
I hope a community manager adresses the situation soon, so that we stop going at each others throats.
What do you guys think?
Currently Skull Merchant, from someone who plays her a lot and has no problem playing against her, her current state is relatively fine as is with only a few core problems being 1) she shouldn't have Hindered because the 3% (sometimes 5%) Haste during a chase is fine, but the 10% Hindered was a problem and 2) there isn't a reasonable/fair way to remove Lock-On stacks which removed any interactivity purpose with her power. Those are the only core issues she has at the moment.
-
@MaddieMage said:
The last three days, 80 percent of the killers I’ve faced have been running full aura builds for 3 perks and then Iron Maiden. I don’t know if a streamer or popular player has pushed it but it’s literally 4 out of every 5 killers I’ve gotten suddenly running this. Getting in lockers is supposed to the the other counter to aura reading but with Iron Maiden it’s completely nullified. Distortion is the only perk survivors have to counter full aura builds. Nerfing that is gonna cause a huge problem and I’m waiting for the backlash to it.
This is FAAAR from being a problem since this means less 4 gen slowdown builds and more chases. That is the actual fun in the game is doing the chases and not hiding/sitting on gens the entire game. BHVR even knows already that DBD isn't a simple hide & seek game anymore and is why they're actively trying to discourage hiding the entire match.
-
@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792867#Comment_3792867
"The killer gameplay changes are primarily just needed for killers like Trapper and Myers and that's it"
I disagree with that. For example Killers like Demogrogon or Bubba also need Corrupt - basically if you face Survivors that are just good - not insane, but good, having Corrupt Intervention is must have at current Dead By Daylight and many Killers lose a slot for that. Basically I can say that most of the Killers need that perk if they want to play for win otherwise they gonna lose 2 or 3 Generators fast if Survivors won't make serious mistakes. List of Killers that usually bring Corrupt in my opinion.
Trapper - Myers - Hag - Cannibal - Freddy - Pig - Plague - Ghostface - Demogrogon - Oni - Nemesis - Sadako - Singularity - Chucky
I would add even more Killers for this list to be fair. It doesn't matter that for example Oni is a strong Killer, but without Corrupt gameplay starts at 2 Generators left or even more.
Changes to Billy : I would nerf only one thing that makes him that strong, that really really strong - the intial Turn rate and you gonna say it's a bad change. This nerf would bring back more Skill on Hillbilly where he is very strong now, but if you say so… About the Add-On that would increase charge speed by 5% - there are much better Add-Ons on him and this Add-On wouldn't be unhealthy. Stop overrate Add-Ons that modify charge speed - it's not 30% or even more that Billy could reach in 2016-2020. He already has Add-On that increase charge speed by 20% in both states and it's not a problem at all.
What are you talking about the Nurse? I just don't understand. If it's a joke - not funny at all. My suggested change would award Survivors for great play against her and that's all. I wouldn't add 200 years cooldown on her Power after missed attack or something like that. She still would be S++++ Tier Killer as she is now. Dead By Daylight isn't even in 1% close to be P2W game. The strongest Killers as The Hillbilly, The Nurse, The Spirit, The Blight are aviable for free or Iridescent Shards. With your logic they shouldn't buff Licensed Killers and they shouldn't nerf Oryginal Killers. That's weird statement.
Bubba - How in the world 10% faster charge speed would make Leatherface unbalanced? Other Add-Ons changes would make these Add-Ons worth to play with. I explained why I would change specific Add-On - for example Carburetor Tuning Guide. Additionally, some of my suggested changes are just a fixes to his Shadow - undocumented nerf in 4.4.0 Patch. Increased movement speed would eliminate obligatory to run The Beast's Marks Add-On in every Trial and other changes to Add-Ons would make better Add-Ons variety on Bubba. He still needs some final Buffs that are easy to implement - not a total huge Update.
Shadowborn - how in the world this perk would be very unhealthy. Killer lose 1 Perk Slot to get MAYBE 1 down on Exposed Status. After that, the Survivor gives information about this perk and it's completely useless. Nobody would run this perk as meta.
Save The Best For Last - This perk do not allow Survivor to do a Trade if Killer has many stacks. Did you think about it at all? I would bring back to 5% and it would be nice - also wouldn't lose stacks from M2 Attacks, but I would eliminate only one unfun aspect of this Perk - Camping. Killer can just go back to the hook - he doesn't need to camp. Let's say they have 20 seconds left to unhook - they can't do that, because STBFL will just completely destroy them for that.
Nemesis - Base Kit Changes I would make are very close to current version. Currently the Hindered Power isn't correct and it doesn't work at all. But if they would fix that - The Nemesis would become problematic topic, because 20% it's a massive slowdown and it would create two taps. So I would decrease it from 20% to 10% and slightly increase the duration or even don't touch it. About the Add-Ons - when I thought about it I think zoning Add-Ons isn't a good idea, but you said it's good idea, kinda weird haha. Other add-ons to be fair… I like. You get Mutation - you get very nice effect for some time.
About Corrupt - I made a change for Corrupt for Killers that have base kit part of Corrupt. The Nurse, The Hillbilly and The Blight would be able to use current, not changed Corrupted Intervention.
Surge - cooldown is just additional minor thing. Wouldn't make a huge impact. We can just remove it to be fair.
Windows - this perk totally turn off Survivor brains, so I would make it perk healthy for learning the game, but many people just can't play without it. Survivors should have knowledge where Pallets are or specific renders and one perk shouldn't completely fixing that in my opinion. Chasing weak Survivors with this Perk and Lithe is just the most boring chase ever…
I don't really ever see any Freddy's, Pigs, or Ghostfaces using Corrupt very often even more so with Onryo players. And I don't really see as many Singularities using it now with his new rework.
The Billy add-on I mentioned wasn't his charge speed add-on, it was his Thermal Casing add-on that you suggested to be changed so that it increases his movement speed while charging the chainsaw by 2.5% which, by nature, encourages back-revving.
Nurse is the strongest free killer in the game. She is slower than the survivors when it comes to her "running" speed meaning it is physically impossible to run after a survivor and you're suggesting a 12 second cool down to her power for missing which would force her to run after survivors. This would significantly lower her power level which would give other DLC killers the ability to pass her on power level. Also, no, Blight isn't a free killer because he's a DLC killer. There's base-game DLC and Licensed DLC and the only free killers are the ones that you start with upon playing the game for the first time which are Trapper, Wraith, Billy, and Nurse.
Spark Plug giving +12% charge speed would make the downside of Beast's Marks essentially non-existent and would make how fast his normal charge speed annoying for a lot of players.
The reason that Shadowborn change would be very unhealthy is because +10% Haste for 20 seconds means that the Haste would last significantly longer than any blind the survivors do to you and that much Haste on a killer is already strong enough to, essentially, guarantee a hit which would be fine on its on for the most part until you realize that there'd be a 30 second Exposed effect stacked on top of it meaning that it'd be, essentially, a guaranteed down for blinding the killer which would be making so many people upset.
Even at max stacks you can still get a save against a killer with STBFL because of the AFC system. I know this because I tested it when the new system first came out. By time the killer reaches them they've already filled up the unhook bar so hitting them won't even stop the unhook from happening meaning that both survivors will just run away. Plus, even if BHVR did this, they wouldn't have that part working during endgame where most of the face camping happens now because BHVR essentially made it clear that face camping is actually encouraged during end-game to "secure that final kill" as they said which is also why AFC disables during that time.
The Hindered on Nemesis was shown to not be problematic since everyone who played the PTB pretty much all agreed that it wasn't all that bad since you 1) took no damage for getting infected, 2) got a major speed boost for getting infected meaning that all the Hindered really did was reduce that speed boost's effectiveness, and 3) since there's only 4 vaccines(one for each person) that means that you're more than likely only ever gonna get this Hindered 1 maybe 2 times in the match.
With your changes you said that Nurse, Billy, and Blight wouldn't get the base-kit version of it nor the perk version of it. Also, regardless, you physically CAN NOT EXEMPT killers from using any teachable perk no matter how you feel about it as this goes against the fundamentals of "teachable perks."
As I said before, THEY ALREADY TRIED THAT with Windows and nobody liked that. The perk originally had a 60/50/40 second cool down and absolutely everybody hated it, then BHVR dropped it down to a 30/25/20 second cool down and everybody still hated it, then they removed the cool down altogether so everyone would stop complaining about it. The ONLY way I would change the perk is make it so that WoO only shows the auras of windows and the pallet aura part should, honestly, be transfered onto maps so people would actually have a reason to use maps.
-
@100PercentBPMain said:
If the bots are anything to go by, their wisdom suggests "never be seen by the Singularity ever."
I wish to ascend to their level someday, but alas my biology holds me back.
That is actually the point of him is to just never be seen lol. He watches a lot of stuff and you just have to be mindful if he's watching or not technically.
-
For everyone saying that the DC penalty is consistent on how long the punishments are, they really aren't. I got bored of DBD for a bit and took almost an entire month off the game, played for 3 days straight after coming back, then got slapped in the face with a 5 minute penalty for my first DC in at least 2 months. That doesn't look very "consistent" like people try saying.
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792955#Comment_3792955
nobody is removing your right to quit a match.
However, we reserve the right to allow you time to cool off before ruining another match. We have no plans at all to remove the DC penalty.
I do want to mention that keeping it in does actually result in a worse experience for teammates. If somebody wants out of the match and don't want a penalty then they'll just let themselves die on the hook which then disrupts what the team is doing because they're forced to rush to the hook to stop them from doing that and even if you do manage to keep them from doing that there's a good chance that they'll just refuse to play by just running to the killer, waiting under the hook to die, or, even worse, start throwing a tantrum when the killer refuses to kill them by throwing down every pallet in the map. On top of that if you don't let them disconnect in peace and decide to let themselves die on hook you'll get no compensation bot to replace them and I don't know about you, but I'd MUCH rather have a bot on my team than a missing teammate entirely early on in the game. All this kind of system does is encourage more disruptive behavior which is why a lot of game devs are resorting to making it to where you can't earn rewards from future matches after a disconnect rather than a full-on matchmaking ban. That way they can still disconnect and play, but they just can't earn any rewards even if they stay in the future matches. I, honestly, think that the game would benefit from that system more than the current system.
-
@BubMickey07 said:
Anyone else notice that alot of killer powers just straight up try (and usually do) ignore pallets? Let me give a list.
- Nurse
- Huntress
- Legion
- Deathslinger
- Pyramid head
- Trickster
- Nemesis
- The artist
- Wesker
- The singularity
- The xenomorprh
- Chucky
- The unknown
- Vecna
- Dracula
Mind you there's 37 killers..
That means that only 22 killers are actually affected by pallets...
Pre-nerf Chucky, yes, but not anymore since he can't turn after going under a pallet during Slice & Dice meaning he can't hit a survivor camping on a dropped pallet.
Deathslinger, no, because he can't down you through a pallet.
Wesker's pallet vault isn't very good unless the survivor is acting like he's Chucky or Legion and tries to camp on the other side of the pallet.
Trickster not so much since he needs multiple knives to hurt you meaning unless it's a low-wall tile he can't just ignore it.
And Legion can't even ignore a pallet to down you unless he's already got his 4 hits in and vaulting a pallet then canceling it gives the survivor plenty of time to just simply hold W away from him since the fatigue slows him down by a lot.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792816#Comment_3792816
OP is a killer main. I don’t think it’s a problem that EMPs need to be completed by survivors but it’s tough to use them efficiently in solo queue. You basically need someone constantly finishing them
The purpose of that change was to 1) make the EMPs not as oppressive to the killer since they made his power not feel rewarding with how easily deniable it was and 2) it's to give him a little slowdown since survivors now have to actually go out of their way to get an EMP and since you need to be tagged to see the printer auras that means you'll mainly only have them when you actually need them rather than constantly always having one. (Plus this change made it so that he isn't immediately revealed to the survivors since his printers are now hidden at the start.)
-
@ays12151 said:
I got an idea where I would prepare some changes that would fit into Developer Update and I want your opinions about some changes.
Survivor Gameplay Improvements
[NEW] Within 16 meters from the hooked Survivor, all Survivors Auras are revealed for each other.
[NEW] When Survivor drops a Pallet, his Aura is revealed for his Teammates for 4 seconds.
Notes: These features do not apply for Survivors that joined from the same Lobby with 3 or 4 players.
Killer Gameplay Improvements
[NEW] At the start of the Trial, the 3 Generators located farthest from you are blocked for 60 seconds.
Notes: This feature does not apply for Killers such as The Nurse, The Blight and The Hillbilly.
Killer Updates
The Hillbilly | Base Kit Changes
[CHANGE] Decreased the Chainsaw's Sprint intial Turn rate to 0.75 seconds (was 1 second).
The Hillbilly | Add-Ons
Counterweight
- Decreases the Chainsaw's cooldown after successful Chainsaw Hit by 15% while in Overdrive.
Thermal Casing
- Increases movement speed while Revving the Chainsaw by 2.5%.
Discarded Air Filter
- Decreases time required to charge a Chainsaw by 5% while in Overdrive.
Ragged Engine
- Successful Chainsaw Hit extends Overdrive duration by 5 seconds.
High Speed Idler Screw
- When Overdrive activates, The Hillbilly grants Undetectable Status Effect for 8 seconds.
The Nurse | Base Kit Changes
[NEW] Killer Stun applies 12 seconds cooldown on her Power.
The Nemesis | Base Kit Changes
[CHANGE] Increased the duration of Hindered to 2.25 seconds (was 2 seconds).
[CHANGE] Decreased the power of Hindered to 10% (was 20%).
[CHANGE] Increased time required to open Supply Case to 8 seconds (was 4 seconds).
The Nemesis | Add-Ons
NE-A Parasite
- Reveals Survivors auras within 12 meters from the Zombies.
Jill's Sandwich
- Blinding or destroying Zombies by any means applies Exposed Status Effect for 30 seconds.
Adrenaline Injector
- Increases movement speed while Charging Tentacle Strike by 0.1 m/s.
- Decreases Tentacle Strike cancellation cooldown by 0.2 seconds.
Tyrant Gore
- Reaching Mutation II grants 5% Haste Status Effect for the next 30 seconds.
- Reaching Mutation III grants Undetectable Status Effect for the next 45 seconds.
The Cannibal | Base Kit Changes
[CHANGE] Increased Chainsaw's Sweep movement speed to 5.45 m/s (was 5.35 m/s).
[CHANGE] Decreased time required to reach maximum speed during the Chainsaw Sweep to 0.6 seconds.
[CHANGE] Decreased time required to recharge Chainsaw Charge to 3.5 seconds (was 4 seconds).
The Cannibal | Add-Ons
Spark Plug
- Decreases time required to charge a Chainsaw by 12%.
The Beast's Marks
- Increases Chainsaw's Sweep movement speed by 3% (was 2%).
- Increases time required to charge a Chainsaw by 15% (was 12%).
- Changed rarity to Ultra Rare.
Knife Scratches
- Increases movement speed during the first Chainsaw Charge by 2%.
- Decreases time required to reach maximum movement speed by 20%.
Depth Gauge Rake
- Grants 1 additional Chainsaw Charge.
- Increases time required to charge a Chainsaw by 15% (was 18%).
- Decreases Chainsaw's Sweep movement speed by 1.5% (was 2%).
- Changed rarity to Rare.
Carburetor Tuning Guide
- Automatically consumes all Chainsaw Charges while triggering Chainsaw Sweep.
- Increases Chainsaw Sweep duration by 0.5 seconds.
- Removed movement speed penalty.
- After Breaking a Pallet, time required to recharge Chainsaw Charge is decreased by 15% for 6 seconds.
- Changed rarity to Very Rare.
Map Updates
[CHANGE] Changed the shape of Suffocation Pit I & Azarov Resting Place maps to remove 3 gen playstyle.
[CHANGE] Decreased size of Gas Heaven Map
[CHANGE] Changed Main Building on maps like Gas Heaven, Groaning Storehouse, Garden of Joy & Grim Pantry.
[CHANGE] Many changes to buildings on Badham Realm.
[CHANGE] Many changes to Eyrie Of Crows tiles.
Killer Perks Updates
Shadowborn
- Being blinded grants 10% Haste Status Effect for the next 20 seconds (was 10 seconds).
- Survivor that blinded a Killer suffers from Exposed Status Effect for the next 20/25/30 seconds.
Corrupt Intervation for all Killers expect The Nurse, The Blight & The Hillbilly.
- Increases the Generator blockade duration by additional 40/50/60 seconds.
- Downing a Survivor deactivates the perk.
Notes: Base Kit Mechanic does not deactivate after downing a Survivor.
Save The Best For Last
- Hitting Survivor that isn’t Obsession with your Basic Attack grants 1 Token up to maximum 8.
- Each Token decreases cooldown after successful Basic Attack by 3/4/5% (was 2/3/4%).
- Perk deactivates within 12 meters from hooked Survivor.
- Hitting Obsession with your Basic Attack will consume 2 Tokens.
Surge
- Downing a Survivor with Basic or Special Attacks, all Generators within 32 meters lose 8% of total progress.
- Activating a Perk with Special Attack applies 8/10/12 seconds cooldown.
Survivor Perks Updates
Alert
- Increased the duration to 6/7/8 seconds (was 3/4/5 seconds).
Breakdown
- Increased Aura Reading duration to 8/10/12 seconds (was 4/5/6 seconds).
- Increased time required to respawn the Hook to 220 seconds (was 180 seconds).
Calm Spirit
- Removed penalty for Chests & Totems.
Resilence
- Removed the repairing speed bonus.
- Increased the strenght of other bonuses to 10% (was 9%).
Windows Of Opportunity
- Added 30/25/20 seconds cooldown after Vaulting a Window or Pallet in Chase.
- Decreased the Aura Reading range to 28 meters (was 32 meters).
(I would put Myers & Freddy reworks here, but it would be to much)
Give me your thoughts
Most of these changes I find to either be unhealthy or just bad in general.
The survivor gameplay changes, as BHVR said, wouldn't ever be a thing since survivors are supposed to get as little info as possible plus they'd make 2 perks completely useless.
The killer gameplay changes are primarily just needed for killers like Trapper and Myers and that's it.
The changes to Billy are essentially all bad and one of the add-on changes would even encourage back-revving survivors which is unhealthy.
Nurse physically can't be nerfed that hard at all since major nerfs to her would mean EVERY paid killer would also need nerfs since they can't have paid killers being stronger than any free killers otherwise the game would, officially, receive the Pay2Win tag.
Nemesis base-kit changes don't justify each other, but the longer crate opening would be good. Adrenaline Injector would be the only actually good change for add-ons since one of them is redundant, one of them encourages using M1 which is more boring than M2, and the other one is just pointless since it just gives one-time-use effects.
Bubba doesn't really need those buffs exactly since he just received some amazing buffs to his kit and, just like with Nemesis, only one of the add-ons would be good and the others would either just be hard nerfs and unbalanced(especially with Spark Plug).
Shadowborn would quickly become an unhealthy perk for the game real fast.
Corrupt Intervention shouldn't be made unavailable to ANY killers since that is the ENTIRE purpose of teachables and wouldn't make sense.
Save The Best For Last should be buffed back up by the 1% they took from it, but the deactivation for the perk isn't needed due to it just being a major redundancy since you can't face-camp within 12 meters anyways and being past 16 meters would likely result in the unhook happening before the hit with STBFL can even land meaning the survivors can still get away regardless if they get hit.
Surge would be nice to work with an M2, but the cool down, just like with several other of your suggestions, would primarily just be a redundancy since the only killers who'll typically be able to do this would mainly be Bubba and Oni.
Alert buff would be nice. That's all I have to say for it.
Breakdown is already a frustrating enough perk as is so it 100% doesn't need the respawn timer increased.
Calm Spirit, even though many people don't like the debuff, I actually like it just for the fact that it makes sense with the fact that you're not rushing your chest opening actions and such which is what makes it quiet. Plus the perk does need some kind of downside with how many positive effects it gives.
Resilience I'd actually prefer that change.
And, finally, for Windows Of Opportunity this change would be HORRENDOUS. If I remember correctly, BHVR attempted to test how people would feel if it had a cool down at all and they were hit so hard with so much backlash that they got rid of the cool down immediately. I don't even use the perk all that often whenever I do play survivor(mostly because it doesn't help me that much), but even I know that it having a cool down would be aweful.
-
@reca said:
I have 3k hours in dbd, but so many of my fav perks got nerfed, idk back in 2020 smth, dead hard, iron will, decisive , i didnt feel like playing anymore. I come back this year to see they kept that party going. At the same time they seem to have buffed killer perks alot. And release some insane anti loop killers. I dont disagree with all of the changes, but i just wanna know from the killers side of things (ive played a fair amout of killer but its nowhere near as intriguing as playing a surv to me)
Do you killers also see things are getting way too unbalanced? Do you win everygame you play? (3 dead is a win yes?)
I dont care to escape trials (but dont get me worng i will sit on a gen any sec i get) ill die for that last teammate on hook, ill get downed for you if you are on your last hook.
i just want FUN gameplay. TEAMPLAY. But bvhr really made sure thats impossible now.I cba going in to specific perks/ changes , just in general. I wanna know what killers think, preferably those above the k mark in hours played.
If I'm gonna be fairly honest, I think that some of the perk changes are questionable while most are being reasonable. The gen protection perks that block gens getting nerfed can be justifiable a bit with the current gen block meta of both DMS + Grim Embrace, but some of the killer perk nerfs that recently happened to both Pain Res and Pop were some of the REALLY questionable changes since Pop isn't a flat percentage and was literally never used at 20% because of that and now it's back to 20% and Pain Res was brought down to 20% from 25% since now it is only 5% stronger than the original Pain Res while still being restricted by its token system. BHVR's "reasoning" for those two nerfs was so they could bring Pop and Pain Res into line with all of the gen regression perk when, in reality, they aren't really comparable at all. DS which was a popular perk back then was buffed back up to 5 seconds despite everybody's warning of 5 seconds being too much without old Enduring so they eventually listened to those people and brought it down to the good point of 4 seconds like everybody said to do. Iron Will got bumped back up to 100% again and since survivor mains were all very happy with it, but killer mains weren't at all about it since it completely screwed Spirit over so BHVR decided to reverted Stridor back to what it used to be to counter it making both of those perks back to square one. And so on-
TLDR: They're mostly nerfing a lot of the gen protection perks for killer while bringing all of the perks that are bad up-to-date so that they're actually more tempting to use.
As for all of the anti-loop killers you mentioned, the reason for this is because now most killer players view the killer roster as this: "if it doesn't have anti-loop it's not worth using." If we'd want to see anti-loop killers fade away from the game then we'd need looping severely nerfed to make it to where they're no longer needed and, as you can expect, many players are gonna hard disagree with the idea of severely nerfing the ability to loop which means that anti-loop killers are just gonna keep being a thing in the game.
-
It's not that EMPs take too long to print, it's that you need to manually finish them. I knew that survivor mains were gonna complain about it, but it was a needed change on him since, before the change, it made EMPs too readily available and, therefor, made using his teleports hard to do since everybody would just have EMPs constantly to use.
-
@LordGlint said:
I like to cycle between about half the killer roster and at this point, I don't consider any killer my "main" anymore. That being the case... there's definitely alot of killers that I hit prestige 3 and basically ignore after only playing them a handful of times. I went ahead and played afew games of Singularity afew weeks ago to some much better results than my original playthrough of him (don't get me wrong, I still suck as him, lol).
Tonight I tried dusting off Dredge and... so far I'm loving it. It's alot of fun. MAYBE I'll try Knight soon... maybe... ANYWAY, has anyone else experienced this where you go back and retry a killer you completely neglected? I'm not talking about a Doctor main who is enjoying his minor buff, but rather people who found a new enjoyment playing Nemesis or something.
Sidenote... Gearhead is pretty awesome on Dredge. It burns through distortion stacks fast and lets ya play hit and run if you want.
Nope- Not at all for me lol. Spirit and Blight have been sitting back of the closet of killers I don't play collecting dust for the past year. Bought them, played them both for a day each, never touched them again.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789886#Comment_3789886
I think really all it needs now is to apply the 5% to all the gens it hits really. With the shorter cooldown it can be much better but it needs to apply at least that.
Agreed that is what it needs at the minimum. I think your idea would just be a buff and mine would be more of a rework. The only reason I thought that the gen blocking part would be a cool touch instead of a skill check is because the icon for Oppression is a hand grabbing the gen so gen blocking would fit that icon since it'd essentially be the entity grabbing the gen.
-
To answer everyone, the Hindered wasn't shadow-nerfed from my understanding, the wiki specifically uses the stats for killers that are in the game's coding and it is showing now that the Hindered is 20% for 2 seconds so it is more likely just bugged at the current moment since that is a common theme with killer changes recently.
-
A simpler and more reasonable change would just be that if a survivor goes down by the killer when there are 2 survivors left then a pretty short timer(10-15 seconds) starts counting down to pick the survivor up or else the hatch will open and picking up the survivor will reset that timer + pause it, but this would mean that the killer can't just juggle them for resets and can't infinitely carry a survivor that is wiggling.
-
This isn't a good idea in the slightest- With the fact that Legion is significantly faster than survivors are and can vault windows + pallets many players will just disconnect the VERY INSTANT they hear his music since an immediate insta-down during Frenzy would just result in every chase ending as soon as they start.
-
Yeah, I very much agree with Narko, that just destroys the purpose of the perk and its identity plus, on top of that, it would likely just result in more survivors instantly disconnecting at the start of the match which would just be a worse experience than current NOED.
-
@hygcat said:
First of all, I'm not a killer player, but I really like this perk. The only downside is the cooldown is quite long. I think it pairs well with the Surveillance perk. As far as I know, it doesn’t work with the Nowhere to Hide perk, but I think it would be great if it did.Do you think Oppression and Nowhere to Hide should work together? What do you think about this?
They actually cut the perk's cool down by half so it's not very long now due to it only having a 40 second cool down now instead of the old 80 second cool down.
However the buff that I think Oppression should get is that, since it doesn't work with other gen regressing perks, it should just be made to where it regresses gens at a faster rate than normal(even if it's just SLIGHTLY faster) and, instead of a skill check for survivors working on targeted gens it should just kick them off of the gen and block it for a short period of time then start regressing the gen after it isn't blocked anymore. Yes, this would remove the chunk of progress that failing the skill check would remove, but it'd be made up for by the sped up regression speed and the gen blocking would be making the perk a little more consistent.
-
@LadyOwO said:
i just had 10 straight matches with Diffrent nemesis players that camped super hard to the point whoevere gets hooked gets tunneled to death the whole match and when we got 3 or 4 gens done they always DC...
It's because of how Nemesis is designed. He can't effectively end chases as fast as many other killers, his mutation system puts a handicap on him making his pressure even worse during the early game since his chase potential is weaker, his infection system doesn't do anything special like Wesker's, Plague's, etc, his zombies aren't very reliable for map pressure since a lot of the time they'll just be wandering around an empty part of the map, he doesn't have the speed to quickly get around the map to pressure gens, and the list goes on.
Most of his design sorta just simply railroads most Nemesis players into this bad play style. If BHVR fixed his zombies to home in towards infected survivors and stop homing in once they're within 24 meters of the infected survivor then that would resolve a decent chunk of his problem since the zombies won't just be aimlessly wandering around in an empty part of the map that isn't important which would then give him some actual map pressure that is a little more reliable without being guaranteed.
-
@Crowman said:
Being oblivious means that Legion can't track you with Feral Frenzy. So you can just not cleanse the plaything totems.
Yeah, I was about to say that Plaything, or anything that causes Oblivious, is just gonna hurt Legion more than anything unless he's running Suzie's Mixtape since that's the only way he can still use Killer Instinct when he's using either Oblivious or Undetectable.
-
@Rulebreaker said:
We dislike the coldwind and swamp maps the most. Basically maps where locker spread is bad so it's not wholly specific realms.
And The Game/Gideon's Meat Plant- Don't forget about that one because almost EVERY LOCKER that is on that map is crammed downstairs leaving the entire top floor devoided of lockers to TP to.
@LordGlint said:
I've heard he's very map reliant... I'm probably gonna stick with him for awhile and just wanted to know which ones are suppose to be his hard ones.
In my, personal, opinion I'd say that Midwhich is his best map due to the size of the map and the fact that there's usually at least 1-2 lockers in every room in that map and every hallway has lockers in them. Sometimes the Badham maps can be sorta decent maps for him due to the locker spawns and the amount of LoS blockers he can use, but it's typically just up to RNG for those maps.
-
@Valuetown said:
I'm not going to sugarcoat it: this combination needs a nerf. Franklin's in and of itself is already such an unfun perk to play against, but Weave Attunement takes it 100 steps too far.
Please stop giving killers aura read for almost 0 effort. The aura range needs to be cut in half at least. It provides too much coverage at loops. Oblivious needs to go. Either that or have there be a cooldown on the perk. Better yet, make Weave Attunement only activate within the killer's terror radius AND have a cooldown.
This game is balanced around killers using addons and survivors using items. I would much rather play against 4 slowdown with an item of my choice over 2 slowdown and no item because of this awful combination. Too much information for free. Unnecessary status effect. Zero cooldown. Terrible design.
This perk combo isn't actually all that unbalanced overall when you look back on stuff like Overbrine and such and, unlike popular beliefs, it DOES have at least 2 counters to it that the survivors can do against it which is either just simply put your item in a part of the map that has a good chance of nobody ever going to like a corner of the map or just use Distortion like everyone did before this combo existed until we see what changes Distortion is gonna be receiving. One counter doesn't need a perk and the other counter does so it's two decently reasonable methods.
-
@Astel said:
Cannot understand why devs did not buff this perk already. Many people said this perk is weak and needs buff
There's several recent perks that BHVR added that are in need of either changes or reworks. Undone is an example of one of these perks since, according to BHVR's stats, survivors miss roughly 7% of skill checks on average making this perk only have a 7% chance of ever getting tokens.
There's just multiple of these kinds of perks in the game and it's just mind-blowing how much BHVR neglects them. However though, I do find Boon: Illumination a little more useful than the credit it gets because it is a pretty decent Boon perk to have in a Boon support build since it gives +10% blessing speeds which helps with setting up new Boons and after healing with Boon: Circle Of Healing you can just run to the gen that you want to work on next since the Boon revealed them for you.
What I, personally, find to be less useful than Illumination is Dark Theory since Dark Theory specifically only affects you if you're in the range of it while ONLY giving a +2% Haste effect whereas Illumination shows all gens and chests that are on the map while in the range of it while also giving you the +10% Blessing/Cleansing speed regardless if you are in range or not.
-
@pigslittlepet said:
I like this idea. I get tons of rage messages "just part of the existence as a sm main but of the few people the actually give honest feedbackthe biggest complaint is normally that her power is uncounterable. It's not once you learn her but people just don't bother. This would add another level of counterplay for survivors.
That's the point- It'd give her a little more counter-play while also giving a little more information for both her and the survivors.
-
@pigslittlepet said:
Contrary to popular opinion she's fine as is. She's not overpowered. She has a high kill rate because people traumatized by past skull merchant still insist on giving up. It doesn't matter what they change people will hate her and complain. The dbd community doesn't know how to move on from things. I'm a SM main "pre 2v8" and trust me shes middle of the road.
That is completely true and I 100% agree with you(mostly because of what I'm about to say). The ONLY change I think she needs to receive is that survivors can hack drones to remove their Lock-On stacks(1 stack for each drone hacked) to improve upon her interactivity. That is really the only problem she has in my honest opinion since she doesn't have very much interactivity that gives much of any rewards(hence why nobody touches her drones).
Although there will have to be something put into place to prevent survivors from hacking a drone that just scanned them so they can't just straight up run at the drone very blatantly, get scanned, and hack the drone to remove that scan instantly. The way I would probably do it is that whenever you get scanned you have an effect meter on your character picture that everyone can see that goes down at the same time that you're on the radar. This would actually be good for two good reasons where 1) it helps with letting you know when you can start hacking drones to remove your Lock-On stacks and 2) it'd help people know exactly WHEN and how long she has Haste for since she only gains Haste if survivors are currently on the radar. Only potential downside is that her one brown add-on will have a side effect of extending that period where you can't lose a stack since it extends the amount of time survivors are on the radar for by 1 second.
-
@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771543#Comment_3771543
No. They said the opposite. They said they are not content with her at all. That's why they're changing her again next year.
Even if they are changing her it's gonna be, effectively, pointless unless they do a total overhaul of her power design since, regardless of how she's reworked otherwise, people are still gonna complain.
