BlueRose
BlueRose
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588521#Comment_3588521
1. Who are you to say why I'm playing a map offering? This week I've played half a dozen HNL cards and Nostromo airlocks just becauss I wanted to play on those maps. First because I'm showing a friend who's new to the game and really loved Stranger Things, and also because Nostromo has that fun secret room.
2. Yes offerings are supposed to grant you an advantage. That's why they exist, and why everyone gets one. Oaks, Reagents, Coins, Shrouds and Blueprints all exist to grant you an advantage. Maps are no different. Bring your own offering for your own advantage.
You've just admitted that if you end up on GoJ through chance you don't care, but if someone plays an offering it triggers you. The issue is not the offering, it's your interpretation of the act of playing it. The result is the same, only the players choice is different. If map offerings were secret like Mori's, you wouldn't care.
I see you a map offering user. I have no nothing else say for someone like you and no amount of arguing with you will change your mind. So have a great day and enjoy my ignore list bc I have no time for someone like you. bye bye.
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@Seraphor said:
Yeah, we're not allowed to have fun here. Can't choose to go to a map you enjoy. You have to be serious and miserable and enforce 100% perfect balance in a casual game where you dick about with goofy horror icons.
I'll never understand the "remove map offerings" crowd. You can still end up on the same map without an offering.
Case in point: I recently played a Hawkins offering, the killer played a Sacrificial ward, we still ended up on Hawkins through chance, killer dominated.
Case 2: While playing Dredge I considered playing a Midwich offering because I always* win as Dredge on Midwich. Decided against it to play a BP offering. We ended up on Midwich by sheer chance. I lost.
Map offerings aren't the boogeyman, you're all running scared for no reason. Your real issue is your perceived attitude of the opposing side when they play an offering. You've got it into your heads that playing a map offering is an insult against you. If someone plays an offering, they must be sweaty and toxic, and they shouldn't be allowed to do it, because everyone must be punished. How dare other people besides me have fun.
When the reality is that you're far more likely to lose because the survivors were a highly coordinated SWF, and the fact that they played an offering is just happenstance.
The reason why a lot of us dont like map offerings is that map offerings are not used as the means of "Oh I love this map so much and want to play it" or "I haven't played on this map for so long and I want to go here." No, they used it as a means to get the advantage over the opposite side. For example, I highly doubt most of my survivors are so much in love with Graden of Joy and are only sending me there so they can enjoy their favorite map, no they sending me there because they know that GoJ is a heavy survivor side and will have an easier match on that map. On the flip side, I bet most nurse mains are not sending ppl to Midwich just bc they really love the map. Most uses of maps offerings in this game are not used in an innocent way they are used to make their exp better while making the other side's exp worse.
If the game decides to send me to GoJ or another survivor-side map then fair enough, rng wasn't with me but at least I knew there was an equal chance of getting a map I enjoy on Killer versus a map I hate as killer. Map offering also goes against the map repeating system they put in where the odds of getting the same map over and over are lessened. Map offerings overwrite the system. One night I'm not joking I got GoJ 5 times in a row. First was a random chance of getting it, then I got two survivor groups who used the offering, then the game sent me there again, and the last time I got GoJ offering once again.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588358#Comment_3588358
2.2K Hours on Console and 850 Hours on PC; have never had my Sacrificial Ward countered by 4 Survivors using the same Map Offering.
Also rather than outright removing Map Offerings, why not provide constructive criticism in the Feedback and Suggestions about the lack of Sacrificial Wards in the Bloodweb?
My question is why are you defining map offerings so hard? Are you one of those who has to play on your favorite map no matter what to even play the game?
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@Iron_Cutlass said:
I mean the Killer can bring Survivors to maps the same way Survivors can bring the Killer to a map.
Map Offerings exist on both sides. Dont like being sent to a map? Use a Sacrificial Ward or a Map Offering.
I can understand the frustration as Killer, since I play both roles (Survivor/Killer), but there are ways to deal with Map Offerings, it's not as huge of a deal as people make it out to be.
I hate it when ppl say "Just use a Sacrificial Ward" when it comes to map offerings. Do you know how rare those are right? You lucky if you see one every 10 levels. It's impossible to bring one every single match. Map offerings are a huge issue in this game for both sides bc the map balance is hot garbage. Also new flash a Sacrifice Ward can be trump by a swf by bringing 4 of the same map offerings. Shoot survivors can even over turn a killer map offerings by being multiple of the same map offerings. Map offerings are heavy weighted towards survivors because there more of them than killer. Every thing a killer can do to prevent a map offering can easily be overturned by the survivors just bring multiple copies of the map they want to go too.
Also some of us aren't hypocrites. I will never use a map offering under no substance because I wholely believe map offerings should be nerfed or deleted. If anything sac wards should be bump down to yellow or brown so we can at least bring one every match. Right now have 100s of brown offerings and if sac wards was one of those browns I would use it every single match instead of bp offerings.
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I'm guessing they talking about the 10sec increase they did in 6.1. The devs increase the time to do a gen to 90secs from 80secs.
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I wish I was excited for Chucky. The only thing I like about him is his voice lines and the fact I like the IP but his power to me looks like a power I'm not very good at and don't have fun with. I'm not a fan of dashing powers like blight and Oni powers due to the fact I'm so horrible at them and they usually require you to learn techs that are nearly impossible for me to pull off. Like Oni I can't for the life of me pull off a flick. Chucky just looks really hard to me. I most likely just stay with xeno.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588103#Comment_3588103
Yeah, I'm not sure why the OP didn't link the video. Might as well so everyone can hear the idea right from the source.
I'll help the OP out here. If anyone wants to watch the video Aven and CatnipLove talking about here you go. Like I said I agree with Otz here that losing ST perks as universal perks is a bad thing for newer players and BHVR really should look into making better beginner universal perks. For ex killers universal perks really should have at least one slowdown perk.
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I agree, new players are really going to have a wrost time in the game now. I think they really should either make few new universal perks to help newer players or keep these are universal perks. To the ppl who say "well they can just buy the chapter to get these perks" Here I question for you. Did you buy dlc for a game you just bought without knowing you going to enjoy the game? No one will buy a games dlc without playing the game for at least few hours (10 to 20 hrs). Chances are a newer players going to buy DBD have a horrible time bc the perks they have access to are the worst on the game and never play it again. Killers won't even have a slowdown perk when surge goes back to being a teachable perk. Say what you will but this change will negatively effect newer players and can lead to the game not growing.
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@So_Saucee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586777#Comment_3586777
Yall did the same thing to us with COH MFT SC DH DS and GEN SPEED
All I have to say before I ignore you is COB, Overcharge, Ruin, Pop, eruption, and tinkerer. As I said in my post it's both sides but from MY pov survivors are much louder. Anyway, have a nice day, and enjoy my ignore list.
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@BooperDooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586777#Comment_3586777
This is both sides. MFT is also complained about and getting nerfed
My post never said it wasn't both sides. I just spoke from the side I play the most and that is killer. I very rarely play Survivor (once a night at least) and I lose every time I do play Survivor but honestly, I dont care bc I still have fun. Unlike most I actually hate chase as a survivor bc I hate having to look backward while I am running away, I rather sneak around, heal others, do unhooks, and do gens. So I find the things most ppl hate about Survivor enjoyable.
Either way yeah this is true for both sides and if you read my other posts on this thread I even said it's for both sides and it's an endless cycle but honestly, I see a lot more survivors complain about killer perks than killers complain about survivor perks. The only two perks I have seen that killers complain about over and over were old DH and MFT. I saw a bunch of threads about SB, Lithe, Hope, and other survivor perks. Meanwhile, I always see a lot of threads about UW, any slowdown perk, SBFL, NOED, and even Bloodlust. Agreed tho it is both sides as you said but from my pov it seems to me one side is a lot louder than the other.
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@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587374#Comment_3587374
in my case i never complained about old dead hard, but i did about mft. mft is going to be in a good spot soon though.
Yeah I'm happy with the changes to MfT. I can't really think of a survivor perk I want nerfed now honestly. Unlike so many others I don't jump to the next powerful perk on the side I don't play much and demands nerfs. Actually I rather them buff some useless perks instead now. My whole point of my original post on this thread is the cycle of complaining about perks in this whole community is unending. Maybe it came off one-sided sure but honestly this is true on both sides. I just spoke from the side I play the most and that is the killer side. I guess that fact kinda threw over Venusa head tho.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587374#Comment_3587374
I never said you personally complained about those specific perks though. I simply said your comment was unfair and one-sided since both sides ask for "what's the next nerf" constantly and gave some examples. That's all.😉
Ok sweetheart 😘 Have a blessed day 💋
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586777#Comment_3586777
Just like how Killers have already started demanding Adrenaline, Resilience, WoO etc. nerfs after MFT nerf was announced? To paint "survivors" in that light is unfair and hypocritical and doesn't accomplish anything but inserting your one-sided us vs. them mentality into an argument.
Oh please this whole community is a us vs them augment. Every single day I see the same stuff on both sides I just decided to join since there no point in fighting against these arguments anymore. We all favor one side over the other and DBD will never be a truly balanced game. I just write my opinions down and leave them. Ppl can agree or disagree with them all they want, it honestly doesn't matter to me bc at the end of the day my life doesn't revolve around what faceless strangers on a Internet forum think of me or my opinions.
I can't speak for all killers but I can for certain say I never complain about Lithe, SB, WOO, Resistance, or adrenaline. I think the only two perks I ever really hated and complained about are old DH and MFT. That's it nothing else. I may make few comments about other survivor perks but I never went on and on about them. Take WOO I never thought it's a op perk it only really helps newer and average players in chase. Nothing wrong with this perk and honestly I don't mind seeing it in every single match. Adrenaline is annoying but honestly I never play for the end game in DBD anymore especially since hope and MfT has made end game more miserable but I still don't think Adrenaline needs to be nerfed.
The reality is that every single normal player usually picks a side they enjoy more in this game and they favor that side. This why I say DBD at end of the day will always be a us vs them game. It not like other games where both sides have the same choices in characters, powers and items. DBD is a role based 4v1 game and it will always be survivor mains vs killer mains.
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I think just UW will be nerfed. I'm sure it has a huge pick rate and survivors can't stop talking about it. I dont think STBL will be touched tho. The real question is what perk will survivors complain about after UW is nerfed? You know they attack the next perk that is too powerful on the s tier killers but ok on the other killers. It's an endless cycle...
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586700#Comment_3586700
"The person I was replying to rather see every killer perk nerf if it to strong on the S-tier killers."
Love how you put a bunch of words into my mouth.😍 All I said was there shouldn't be a huge gap between the value Killers can get from a perk. I said devs should consider this when designing a perk. I didn't speak of nerfs or buffs.
You're going to assume all perks should be nerfed now because Nurse/Blight can get more use of them. That's why I'm mentioning a gap. The last problematic perk before UW was Starstruck in my opinion. The gap between that perks usefulness was so big that it triggered BHVR to rework Nurse's attacks. Now since Nurse can just blink and show up in a location I think they recreated that gap with UW which can be problematic.
Besides couple of perks I mentioned like Starstruck or UW, most perks are still in an acceptable state even though they're more powerful on stronger Killers. So what I said doesn't translate to "let's nerf everything because Nurse". Powerful doesn't always equal problematic.
But with starstruck they did what I would have done which is change nurse, not the perk. What you and many others are asking for UW is the opposite and that is to change the perk, not the killer. That's my whole point, that is a bad way to balance perks in this game in my opinion. Also, there are other perks that are op on Nurse and Blight not just UW. When UW gets nerf, which it will I 100% believe it will because it is the same as MFT devs love nerfing overused perks. When it does get nerfed ppl will just move to the next powerful perk on these killers ask for it to be nerfed. It's an endless cycle that will never end till Nurse and Blight are dealt with.
I'll also go on record by saying I dont mind if UW gets nerfed, I honestly dont care since used it on only two killers(Wesker and Xeno) and I can easily replace it. I'm just tired of Perks being nerfed just because ppl rather see the Perks nerf than the two problem killers. I like aura reading perks better anyway and I honestly wish aura reading perks were better but in a lot of my games, my aura reading perks get little to no value bc of Distortion. I said it in my first post on this thread if UW is too easy to use then perks like Distortion also need to be looked at. The perk gives you 3 stacks at the beginning and you rarely ever run out of those stacks. It's just as easy to use as WOO or UW.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586693#Comment_3586693
It wasn't really AA that was the problem. It was the combination of Starstruck, AA, and Nurse. Nurse has since had her blink attack count as an M2 instead of an M1 so she can no longer instant down survivors with expose. Of course, AA has not gotten reverted since that nurse specific change.
It was still nerf bc of the nurse and that was the main point in my post. The person I was replying to rather see every killer perk nerf if it to strong on the S-tier killers. Something I dont agree with at all. I know AA was nerf bc of Starstruck Nurse but let's be honest ppl would still think it be too powerful on Nurse even today if it had its 2-second aura reading after you hook/drop a survivor even if she can't use Starstruck anymore. In fact, Otz as of late has been saying all Aura reading perks on Nurse are too strong but his solution to this is to nerf Nurse not nerf the perks themselves.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586496#Comment_3586496
The thing is they have to take into account the type of Killers available in the game before designing a perk and make sure there's a fair amount of value they can get from them without huge gaps like Trapper with UW vs. Nurse with UW. Which they obviously failed to do with this perk.
Balancing perks with this in mind is more doable and realistic than rewriting Nurse or Blight from scratch. So these specific Killers being busted doesn't invalidate anything related to perk design and it's a part of it.
I dont agree with this at all. If they balance perks around Nurse and Blight then most perks would be almost competely useless on lower-tier killers. I have one example of this happening and it's Awakened Awareness. In the Wesker ptb this perk was mostly fine since it let you see survivors' auras when carrying a survivor within 20 meters and linger for 2 seconds after you hooked or dropped the survivor. It was nerfed when coming to live by removing that lingering effect and the reason for it was because it was too strong on a few killers aka Nurse and Blight. Now Awakened Awareness is rarely used and honestly, a weak aura reading perk because of that nerf, all because it was too strong on two s-tier killers.
UW isn't the only perk ppl say is too strong on these killers also, I have seen ppl complain how Pain Res. Pop and most aura-reading perks are too strong on these two killers. By your logic we need to nerf all these perks also, guess we need to nerf BBQ bc of Blight, nerf Nowhere to Hide, I'm all ears, etc. Balancing perks around the two most broken killers in the game only hurts the lower-tier killers and greatly resists perks as a whole. It is better to nerf those two killers. For blight, it is as simple as nerfing most of his addons since base kit blight is fine. The only one that needs a full rework is nurse since she ignores the basic mechs of the game aka windows and pallets. I rather them do that than have more perks to become the next Awakened Awareness.
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As others said it's free information that is on a low cooldown. That said one major reason killers are running it is because aura reading is in a weak place. You don't know how many times I run into distortions in my lobbies. Ppl talk about how easy UW is active well let's talk about distortion and how easy it is to get your stacks back. For one thing you start the match off with max stacks of it and it kinda easy to get them back before you run completely out of them. I run it alot myself and I don't think I ever ran out of stacks of it. In my opinion if UW needs a nerf because of how free it is then distortion needs one also. Nothing huge maybe make it where you don't start with 3 stacks of it at the beginning. You get one free stack and you recharge it up to 3 stacks by being in the killers TR. Overall I'm fine with them nerfing UW as long they make aura reading lil better. That just my opinion tho. I probably get a lot of heat for this but I honestly don't care. Just how I feel about the subject.
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I dont understand why you and many others even care this much about what perks ppl run on a killer. People are allowed to run whatever perk they like on any killer they play. If someone wants to run SBFL on demo they are allowed to. I know I used to run it on demo since it was a comfy perk to me on him. Nowadays I do not play demo anymore since I have Xeno. I find Xeno power a lot more fun to use than demo's power. Demo is honestly one of the most boring killers for me bc all his power is a lunge that can dam ppl and break pallets. Either way, you may be right that it doesnt help ppl but who cares? I just dont get why ppl care so much what others do with their builds.
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I just dont see them teasing a rework and we already know we getting a Trickster rework in this PTB. If they were reworking Myers I honestly think they would told us in the dev update along with the Trickster rework. Plus if it was a rework that would mean we still haven't gotten a teaser of the new killer since we were told that we getting a licensed killer for Ch 30. So yeah its a cool theory but I just dont think this is a Myer's Rework. I just think it's more likely this is a teaser for the new killer since we haven't had one yet and they usually do teasers for new content.
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*deleted*
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570589#Comment_3570589
Jesus Christ. I'm criticizing this trend of jumping on literally anything that poses the smallest obstacle in game and immediately calling for nerfs.
I'm not gonna try to say that *break down* of all things is some game winning, S tier perk. It isn't. And like a lot of niche perks, it can come in clutch at times.
I got value out of soul guard once too, and that doesn't mean it's immediately grounds for being nerfed into oblivion.
I never said 'all killers', I'm specifically targeting the group that tends to post in reaction to one, singular event that they blame for something frustrating in game, not necessarily even a loss, and have zero introspection to think that maybe, just maybe they could've done something on their end about it. In this case, it's not even like break down continues to show you a hook aura here. OP likely just wasn't paying attention, and got bit for it, then posted here. Zero consideration of whether they did anything wrong, and this person in particular usually has a massive ego that only reinforces that assessment.
I'm kinda done talking to you too, since you've done nothing but try to put words in my mouth since you first responded.
Fine with me if you're done talking to me. I'm not even trying to get in a fight lol. You are the one all aggo here. I just point out that saying Breakdown does nothing is false and a wrong statement. Maybe its time for you get out and touch some grass my man lol. Have a nice day. ^^
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570606#Comment_3570606
But that's more of a map problem and less of a perk problem.
BTW... Why do hooks still get destroyed after a survivor is killed on them?
It only serves exploiters at this point.
Oh totally it's a map issue not breakdown.
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Yeah, Breakdown on Midwich is a killer's nightmare T.T
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570257#Comment_3570257
And it'll take you an awful lot of games before you get any value out of it whatsoever. I never said it does nothing, I said killers call for nerfs if and when a survivor perk does anything at all, which is what this post is about.
Breakdown sits at roughly 0.73% usage rate. For comparison, Thana, a perk that is constantly referred to as 'useless', 'gutted', and 'not worth a perk slot' has more than five times that usage rate at 3.67%.
In reality, this perk cost OP, at best, one kill because he wasn't paying attention, then he came immediately to the forums to ######### about it. Which kind of sums up the forums lately.
And I never said I agree with the OP either. I dont think it needs nerfing. I just saying it is useful and you not giving the perk enough credit. Also, not all killers think this perk needs to be nerfed. Stop grouping everyone together just bc one person makes a thread you dont agree with. Also if that is how you feel about the forums then stop coming here and go on with the rest of your life.
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@AmpersandUnderscore said:
Survivor perk: *does literally anything*
Killers: this is outrageous and requires a nerf immediately.
It does do something tho XD On some maps a broken hook for 180sec can be a big deal esp when the may be running Pain res. The perk get even stronger if the survivor brings a hook offering that spreads the hooks out even more. I cant tell you how many time I have to drop a survivor because someone with a breakdown took out the only hook at have in an area.
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@Neprašheart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566830#Comment_3566830
The suggestion sounds nice and all, but you do know people, don't you?
The competitive players would've simply abused it and queued for those event queues just to ensure playing easy matches until they'd get bored outta it.. And given the world population, that could easily cost you the entire event duration, no?
People will always find a way to get even the tiniest bit of advantage if it helps them out.. The ones with competitive mindsets and selfish personalities, at least, whereas the rest would feel bad for doing that and stop with it after a few matches without a doubt.
I get where you coming from and that was my argument against having a rank mode and a qp in dbd. I know ppl will take advantage of these queues to get easy matches and wins. The thing is an event is supposed to be fun but it's not fun when one side wants to do the event and the other side doesnt. In all my matches I have not gotten a single survivor who has shown any interest in going into the rift and playing around. All of them only care about sitting on gens and getting out.
Honestly, if we can't have an event queue then I just rather now have an event at all. I'm sorry but these events are never fun to me since I feel I can't actually do them. All I hear on here and in other places is "We want new modes, we want new objectives" but the second they add something new to the game ppl just ignore it and just continue to play the same old dbd. I dont know how to solve this issue, all I know is the event might not as well be happening right now bc it doesnt feel like no one is doing it.
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@Malkhrim said:
Some level of balance is necessary so both sides can enjoy the event. You shouldn't have to choose a specific role just to enjoy an event, and you definitively shouldn't have to throw a game to interact with event features. But right now, that's how it feels. Going to the void and releasing ghosts takes way too much time, which is bad but manageable as survivor but terrible for killer. The event is SUPPOSED to give both sides benefits to compensate for that and incentivize interacting with the Void, but the benefits survivors get are clearly better. They can refill their toolboxes, get endurance, break chase (and bloodlust progress) by going into the portals (you can only interrupt them in time if you are already close), hide inside portals to confuse the killer, while the killer's best benefit requires luck, which is suddenly appearing next to a survivor when leaving the void. Undetectable can be fun, but it's way weaker than endurance. There's a reason why Myers, Ghostface and Wraith aren't top tier killers.
Also, there is another thing that gets in the way of fun: killer is incentivized NOT to enter the void. Survivors can actually gain some benefits from doing it. As a result, you will find survivors less often while you play killer. If survivors hide in the void while healthy, you might take some time to notice they're there. In the meantime, there's a good chance you will walk for a while without finding anyone, which is boring.
By the way, all the improvements the recent events had in comparison to their past versions were based on FEEDBACK given by players in the older ones. People need to point out the problems in the current event so it gets improved.
This is the best explanation of the new event and it's problems I have seen so far. As Malkhrim said there needs to be some degree of balance so both sides can have fun while doing event stuff. Right now it's honestly only fun for survivors and queue times can show that. I had a 10 min queue time as survivor last night while killer was near instant. I can only assume the event has something to do with this since doing the event is much easier and fun for a survivor than a killer. As killer the only way to do the event without feeling like you throwing is to kill two survivors as fast as possible so you can have the time to do all the stuff, this of course leads to survivors not having fun either.
Is it a cool event? Yes but it's not a balance one in terms of fun.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566548#Comment_3566548
Fact is, you can't pick your opponents. If one side is focused on a 4k or escape while the other is focused on the event, then yeah, the game is probably a loss for the latter. Coordinated teams can genrush in a matter of minutes. If a killer had time to do event objectives AND apply gen pressure AND hook and kill all survivors in a matter of minutes, then what hope would non-coordinated, non-genrushing teams have of getting anything done?
If a team is genrushing and you want a 4k, then yeah, unfortunately you'll probably have to pick how you spend your time. BHVR can't force people - survivors or killers - to participate in the event.
Yeah, and this is why I think events should be a different queue than being shoved into normal matches. As you said you can not choose what kind of opponents you get in dbd. If they want to do events like this one then I think its time to do an event queue.
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Not great...every match last night was miserable as killer. I try to have fun with the event mechanics only to lose bunch of gens since I was doing side objectives. I still think we need an event playlist just for those who actually want to enjoy the event and not just sweat every single match.
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@SimpleTora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566335#Comment_3566335
I agree, people get so mad when the devs DON'T add things for "fun" then when they do people complain that it doesn't give them a competitive advantage over the otherside. Like if you want to play a game PURELY for the fact that you want to WIN then go play a competitive game I will never understand why they come to a casual game like DBD then complain something about DBD just mushes peoples brains into paste and render any sort of thinking obsolete.
"BUT LOSING ISN'T FUN ONLY WINNING IS" that's quite literally a phycological issue that stems from a deeper issue, if you CAN'T have fun in both victory AND defeat then that stems from a more personal real life issue that you need to deal
Personally, I dont care if the event gives me an edge over someone or not, I just dont want to feel like I'm throwing the match when I want to do the event. Last night I played a few matches as a killer and tried to play around with the event mechs but I was the only one doing so. All the survivors did in those matches was sit on gens and got out bc I was busy doing side objectives. I had one match where I got one single hook and depip bc I did event mechs. It's not the event that doesnt give me an advantage in the match its the fact that doing the event at all is a disadvantage. You either have to play the match normally or play for the event and hope the other side is too otherwise you going to get competely stomped and have no fun. Losing isn't fun, and it's a normal human emotion. Every single human in the world has little combativeness to them and dont want to lose and want to win, that's why humans play sports and pvp games. It's not a psychological issue it's a normal human action to be competitive.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566179#Comment_3566179
Most people playing PvP games aren't playing to win no matter what. They play to have fun. Running strong perks doesn't mean you care about winning and nothing else. I often run meta perks and I'm almost never playing with the attitude that it's win at all costs.
MFT is a perfect example of a perk that's more fun than it is actually useful. If you have a win at all costs mind-set, there are much, much better perks.
You sound very naive to me. I don't think you understand how majority people play pvp games. Winning is part of the fun, no one likes to lose that why they play the meta. Just because you don't care about winning doesn't mean other feel same way as you. It doesn't matter if it's a super competitive game like CS go or a party game like Mario party, ppl play to win.
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So I just did few matches and I can say I really don't like this event as killer.All my matches was miserable and not fun. Survivors not interacting with stuff and just sitting on gens while I collect energy and going into the other realm. I don't think I saw a single survivor enter the other realm at all. I DC on my last match just because it was so boring.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566153#Comment_3566153
That's not true at all. Most people playing are going to want to engage with the event. Winning means absolutely nothing in DBD and does become kind of monotonous. Most people would take a little disadvantage to change things up.
DBD doesn't have a ranked mode or any way to compare yourself to others. If you care more about winning every game than having fun with a limited event, what are you even doing?
I competely disagree. Ppl do care a lot about winning in dbd, if they didnt you wouldn't see MFTs, slowdown, BNP, map offering and ect. DBD is pvp game at the end of the day and in pvp games ppl want to win no matter what.
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@mca240 said:
The idea behind the event is to have fun and enjoy a different mechanic. If you want to play competitively, then ignore the void and play normally.
the problem is that you most likely going to be paired up with ppl who want to play competitively. The problem here is that you as a killer have to throw pretty much if you pair up with survivors who might just want to play the game normally. This is why I say they need two game modes. A normal game mode and an event game mode.
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I just think they should do these events as different game modes instead of putting it as normal games. A lot of time for me it feels like a waste of time to do the side objectives. A lot of times its hurts killers more when doing these side objectives. You have to make a choice either play around with the event and lose or compete ignore it all altogether and just play normally and get called a sweatly killers
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@Chocolate_Cosmos said:
People screamed for nerfs and got what they wanted, that's what happend.
Then after they get said killer nerfed they turn around and complain about how they only see the same 3 killers every match.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3558274#Comment_3558274
Release tail attack was bugged. Devs fixed the no cd bug AND nerfed it back to PTB cd. On top of that, another bug was introduced that makes it extremely hard to hit even at point blank distance.
Dont you love it when the devs fix one thing only to break something else...honestly, I dont know many games that have this issue.
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As others said xeno was nerfed and her tail has been bugged ever since the nerf was done. I'm not surprised, nerf new killer who also has a bug means everyone will go back to their old favs(Blight, Nurse, and Wesker).
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557573#Comment_3557573
Pretty much this. I would ignore the Bug, because, well, it is a Bug and will be fixed rather sooner than later.
But that it follows the Killer is way too much. Playing against something like a high-mobility Killer or a Nurse is really painful when they have Ultimate Weapon.
IMO even if the Perk would not linger and would just work on a radius after opening a Locker with a 30 second Cooldown, it would still be very strong. It would basically be a Static Blast for every Killer, so a Killer Ability as a Perk. This would already be good. But that it is lingering is just too much IMO.
I feel that is to close to Darkness Revealed. It's a decent change for UW don't get me wrong but Darkness Revealed already kinda do that but with aura instead of screaming. I feel that just makes the two to similar to each other.
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I know I'll get some heat for this one but it's Billy. I just hate everything about him. I hate playing against him, I hate playing as him and I hate his design. Just one killer I can't stand.
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Tbh I dont get it either. To me, the perk by itself does not seem all that powerful or op. I saw someone say it only helps the top-tier killers more but isn't that most perks in dbd? Top-tier killers can make any perk super op bc you know they top tier killers. Survivors perks have something like this also. A lot of strong survivor perks have little to no effect on top-tier killers but greatly hurt lower-tier killers. Look at MfT, it does nothing against a Blight, Spirit, or nurse but against a Trapper or m1 killer it's super strong.
I do know UW is really strong with DMS but it's not the first perk to be strong with DMS since DMS's buff. Pain res is still super strong with DMS also. I also know there is an evil build for pig that makes searching boxes super annoying and deathly but again I feel this is a pig box issue, not a UW issue. I just feel no matter what they do to UW to solve ppl issues with perk are going to keep it a decent and useful perk. I feel any nerf to it will just make it competely useless since it is not super strong, to begin with. I dont know I just dont understand why UW has been on everyone's list to complain about as of late. I just dont see it really.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557006#Comment_3557006
Frankly, I don't think anything increasing or decreasing runspeed should be a thing at all unless it comes with exhaustion, and even then, it should be very limited in how long it lasts. It really destroys the whole balance flow of chases for both sides.
I also agree with you that why I'm not a huge fan of all the haste perks that are being added into the game right now. I think it was fine when it was just Hope and NOED since they both are endgame perks but now they seeing more and more haste being part into the game.
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Yeah, I noticed this when they reworked Buckle Up. It seems the devs have gotten in the habit of picking a static effect and putting it on every new or rework perk to come out. We have so many Endurance perks now that they starting to run into each other and getting harder to tell which perk is being used. For killer it seems to be Haste, last few months we have gotten three perks that give haste for killer: Machine Learning, Rapid Brutality, and now Furtive Chase.
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@CodeDB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556603#Comment_3556603
And thats good! I see your perspective and understand. Totems, especially once at a high level of play, really are inconsequential and I 100% agree. But that's why I think they should do more with totems to make survivors want to actively cleanse them. Make totems have a generic slowdown effect in a radius around them, allow killers to "activate" totems to give them a speed boost in a radius around the totem (with caveats around hooked survivors), I'm even not opposed to making something like the NOED speed boost basekit where the killer gets additional power for each totem still standing during end game. All of these would, of course, require game balancing changes but the point is I want to encourage more interactions and choices when it comes to totems to try to make them an actual secondary objective.
A perk like Pentimento though runs contrary to my ideal improvements though. Any perk brought by the survivor/killer shouldn't actively punish the secondary objective, in my opinion. If totems aren't meant to be the secondary objective for survivors, fine, Pentimento can remain where it is as its interaction with things like Plaything or Devour Hope are an interesting dilemma for survivors to work around. It just means that survivors will continue to have no secondary objective (boring for the survivor and even more gen focus from the killer) and tome challenges will continue to have huge swings in the solo queue experience.
So I competely agree with you on all those points. If Devs one day say "We want totems to be a more interactive part of the game" and do some of the ideas you listed then I will be all for changing/rework Pentimento. I also love to see that happen but the reality is devs haven't shown any interest in doing that and till that day comes I think Pentimento needs to stay the way it is. That is one of my issues with Otz's video on Pentimento, he did not say anything about making Survivor want to do totems. He talked like at one time survivors wanted to do bones all the time and now Pentimento is in the game it punishes that when there was never a time in DbD history(as far I know since I started playing when Nemmy was added) where survivors actively did bones. Either way, I do completely agree with you and wish the devs did make totems more part of the game and if that ever happens then I will be all for changing Pent.
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@CodeDB said:
I feel like nearly everyone here is missing the forest for the trees. Otz isn't saying this is a list of perks that are poorly balanced or ruining the metagame, he is saying that, in his opinion, their core function/ability leads to less fun games.
Take his top choice, Hex: Pentimento, for example. Under his (and my) assumption, survivors should have a secondary objective or something else they can do to help them with a match that isn't just sitting on a gen. This will not only allow for a bit of slowdown from "gen rush" from the killer's perspective but can do so in a way that allows for survivor interaction which allows more diversity in gameplay and feels less like the game is arbitrarily slowing you down with no input on the survivor side.
For a while, totems were kind of that secondary objective in regular gameplay. Cleansing them could clear hexes (obviously) but also prevent something like NOED, give stacks of Inner Healing, but also just give a bit of a BP score. So, at worst, you were trading a bit of your time for a few extra bloodpoints and one less spot to check for NOED.
After Pentimento was introduced, cleansing a totem became an actively bad thing to do. Survivors have no way of knowing if Pentimento is there (until a totem has been cleansed) so the best course of action is to completely ignore them and not to bring perks that encourage cleansing (as a single heal or a slightly faster gen speed increase for a single survivor is not generally worth it for a universal slowdown that can be defended once activated). Without this side objective, it leads to more time just cranking out gens.
Add on top of that the tome challenges that often specifically require cleansing totems and now you have an issue where solo queue can feel even more miserable because you can't coordinate expectations of your intentions in the match. Now, the Leon who normally was just wasting time with his side quest is now actively harming the team.
This is also consistent with his complaints for other survivor perks like Deliverance then. If the killers main goal is to sacrifice survivors, spreading hooks between survivors can be seen as a "secondary objective". Spreading hooks can lead to additional slowdown (as it occupies a survivor with rescuing/healing) as well as make for easier options on who to chase when it comes to the end game (as you may have multiple people on death hook) and either way, gives some bloodpoints. It's obviously arguable how efficient this "secondary objective" is and not the point of my argument but having it is as an option is a good thing in Otz's opinion (as well as my own). Deliverance then can actively punish a killer for pursuing this secondary objective. That additional slowdown I mentioned as a small bonus for spreading hooks is completely eradicated if it procs Deliverance as no one needs to get off their gen to go for the rescue.
In both these scenarios then you can see how doing the secondary objective is actively punishing because of the mechanics of these perks. Killers should want survivors to spend time clearing totems and survivors should want killers to spread hooks but these perks are a hindrance to that.
You can agree or disagree with this sentiment, but if y'all are going to deride someone so bad, at least address what is actually being said instead of whatever you presupposed the argument was going to be based on a thumbnail without actually viewing it yourself.
I personally understand his reasoning but here is why I disagree with him, at least when it comes to Pentimento. I personally never have seen survivors want to do bones as a secondary objective even before Pentimento was added to the game. I still remember reading posts from survivors asking for a NOED nerfs bc they didnt want to do bones to counter it. Most survivors still rather bring a medkit over inner healing since it doesnt take a perk slot and it's still faster to heal with one since with Inner Healing you still have to find a totem, cleanse it, and then sit in a locker. The only time I have seen survivors get excited or want to touch bones was when boons were added to the game and CoH was so strong. So even if they did change Pentimento today I dont think anything would change. Survivors would continue to not touch dull totems and just continue to hold m1 on gens unless there is some hex they need to get rid of like Devolt Hope. The reality is that survivors rather have a more interactive secondary objective than just holding m1 on an object. Pent never changed that mindset to begin with and that's why I dont think it's all that big of a deal and why I disagree with Otz's opinion on it though I do understand where he coming from.
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I say give it to Friday. Thought its not a great sign for SM if there no dev blog since that means they didnt change next to nothing for her and if that is true she most likely be the weakest killer in the game. Congrats Trapper Mains you are no longer the weakest and worst killer.
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So I haven't watched all the video(mostly bc I haven't had time to watch 40-minute videos since FF14 just had a major patch lol) but I watch Otz pretty much all the time I know why he thinks these perks are unhealthy. The main one I want to touch on is Pentimento. So I start off by saying I understand his reasoning why he thinks Pentimento is really unhealthy since it does suck for survivors to be punished for doing side objectives but here is the thing for me, when did survivors ever do bones to begin with? I remember before Pentimento came out, survivors complained about how they didnt want to do bones to counter NOED and acted like they didnt want to do that side objective. Even if they nerf Pentimento and killers stop using it I dont think this mindset will change. Survivors will just continue to hold m1 on gens and the only way a killer can make suvrivors do bones is to bring Hexs.
I also add that I really dont like he didnt even offer up an idea of how to make Pentimento healthy. Like if you think it is so unhealthy then how would you change it without competely gutting it? The one thing about dbd and its devs that gets under my skin is whenever something is unhealthy they tend to competely gut it and make it completely useless. I give two examples: Erupition and SM. though I do agree that Erupition needed its rework/nerf since 25 incap was dumb but the Erupition we have now I find is competely useless and too weak to even run. Most of the time when I'm using Eruption and kick gen it usually gets finished before I even get a down and even if it doesnt get finished it gets finished as soon as I get close to it again after I hook a survivor. Plus the Aura reading is such useless info that by the time you get it, it is gone by the time I hook the person I down, and even then if I hear a person scream I already know someone was touching that gen I kicked and dont really need that aura reading. I just find Eruption not worth running and it just joins all the other bad killer perks. As for SM, again I agree she needed her upcoming rework and her 3 gen need to die but as we saw in the PTB she has now been made to be so weak, I would say she going to be weaker than Trapper if they dont make changes from the PTB. Once again another case where something unhealthy gets changed but not for the better it just gets worse in a different way(aka becoming competely useless or super weak). I feel the same would happen to Pentimento if the devs decided to change it.
Overall though I do understand Otz's reasoning for not liking Pentimento but I dont think it's all big of a deal since survivors barely ever do bones in the first place unless there is a hex they need to cleanse. Even if they change Pentimento I dont know how they would without competely making it useless and the devs doesnt have a good track record with these types of changes, to begin with. Would been nice to at least hear some idea from Otz in this video about how he would change it. This is honestly the first list/video by Otz I mostly disagree with him on also. ALOT of the perks he listed are not as unhealthy by themselves.
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I agree with you, I feel the Soma Photo is kind of required for him, at least for me. I can't play him without that addon at all. If I do play him without the addon I feel like my teleport doesnt do nearly enough. I also think switching cameras and just controlling the cameras need some kind QoL change since they are very disorienting to use. Overall I do think EMPs aren't his main problem, it's the fact that his teleport is not a threatening power without the Soma Photo addon.
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I would say The Game and RPD are pretty killer-sided since gens can be harder to find in maps like those and the looks are kind of weak outside the god pallets. That said that doesnt make them fun to play on as killer. Yeah, I win most of my matches on The Game and RPD but those matches are usually the most unfun matches. Take The Game for example, the maps just boil down to just breaking pallets most of the time and making dead zones, yeah I won my match but all I did during the match was break 10+ pallets and chase survivors in the dead zones I made. For RPD I find that map annoying to travel since it's two stories of nothing but hallways so walking about to check on gens is a pain.