ChainsLogic
ChainsLogic
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- ChainsLogic
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Comments
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The mode could be fun, but their vision of building upon the 2nd iteration, which was worse than the 1st one doesn't inspire confidence for this mode's future.
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The reality is that you cannot just cater to one side, because it will create an obvious imbalance. Sure, more survivors are needed for a match, but if you cater too much to them, it will lead to less killer players, and that will affect queue times. Same thing applies in the opposite scenario.
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I don't think the fix actually worked. As someone who's not the biggest fan of playing as/against Artist, having 8 hours on her definitely seems highly inaccurate and I just checked my stats today.
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I think having an option in settings to be able to change between a dropdown menu and the old system where just numbers appear would be great. However, they should also keep the number of presets to 7, since there is enough place to slightly push 1, 2, 3 to the left.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963213#Comment_3963213
With all the bugs she has, she is not A tier. She has 3 or 4 game breaking bugs currently.
Also, I didn’t mention buffs... I requested for her power to be fixed.
The change is intentional, so no, you're actually asking for a buff, not a bugfix.
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Deleting Tombstone Piece, and reworking Judith's Tombstone to only work on survivors who are on death hook, while removing the speed nerf, and allowing Myers to mori both standing and downed survivors (To remove the ability of survivors to deny the mori by using the lockers) would be much healthier and fair.
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Houndmaster is an A tier killer, so yeah, I think buffing her is completely unnecessary.
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@Blueberry said:
BW if anything could use buffs, not nerfs.
Honestly, the perk is perfectly fine, buffs/nerfs are equally unnecessary.
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And the filter option should be included as well. Commenting since I already edited the post once.
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@OnryosTapeRentals said:
In my opinion, maps are the biggest issue with DbD's balance currently.
You have a handful of maps that regularly spawn no usable resources like Haddonfield, Borgo, and Coldwind.
And on the other hand you have maps like Gideon, Garden of Joy, and Badham which have safety everywhere.
They need to dedicate a patch to evening out the disparity.
Borgo has pretty decent pallets on the original map. The Dnd map is a bit worse though. Comparing them to Haddonfield makes no sense though.
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@Brokenbones said:
Hah, surprised you didn't mention one of my personal favourites - baiting a survivor to blind you at a pallet as legion then frenzy vaulting it and immediately being able to m1 them due to the mechanic of frenzy immediately ending with no fatigue once blinded.
It's rare, but must make the survivor feel really dumb for falling for it.
Hmm tbh, I didn't know of this tech, though i do remember Legion can be blinded out of frenzy, which is a bit weird to me. I think they should either stay in frenzy even if blinded or actually get a cooldown. Honestly hard to tell if it's intended or a bug.
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@KeefCheif said:
Most of these techs require a lot of skill/practice to pull off consistently in matches which is why I really don't have an issue with most of them.
I do, however, think that Behavior should address some of the techs that can only be performed with a mouse and keyboard. For example, I purchased Oni for console and now I never play him and want a refund because I'll NEVER be able to 180 flick on a controller.Difficulty is an irrelevant factor in whether they should be removed or not. With the exception of Oni's 180 flicks they are all unintended and lead to cheap injuries/downs/saves/escapes.
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@krazy_ivan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932281#Comment_3932281
I know that it was SUPPOSED to be fixed but it still works in some instances/maps so in reality it's not completely fixed.
Hmm, maybe try to point out specific scenarios/maps this happens in the bug reporting section? I think it would be helpful in improving their fix.
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@krazy_ivan said:
The only one I would agree with is shift-tech, the chase mechanic needs a rework for sure. I would also add crouch-tech needs to be removed.
Crouch tech has been fixed a couple of patches ago, that's why it isn't mentioned here.
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@Teroo said:
Yeah let's remove all the fun and skill expression from the game just because you don't like it lmao
How about no?
Ah, the good old "fun" and "skill expression" defense, for being able to do dumb things in the game, that conveniently benefit you, and are annoying to face for the other side.
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I'd rather not see it again. It was a pretty boring gimmick.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/441025/mori-perspective-changes
Trapper and wraith are also first person or do I remember wrong? xD
A couple of patches ago they started making most of the killer moris 3rd person. So while many older killers were indeed 1st person view from the killers perspective, now only Leatherface and Myers using tombstone add-ons are first person.
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895859#Comment_3895859
Yeah the downvote button serves very little useful purpose. There were people day 1 commenting on threads that they were gonna downvote everything and laugh at the reactions when the button came back.
Very true. Before, if you didn't like a change, you either had to ignore the post, or reply to it. And it's much easier to see if somebody has an actual argument, or is plain biased when they have to write something. Now, you can simply downvote, and it's technically feedback, but many downvotes translate to "I'm biased, and I dislike this" regardless if the post they're replying to has actual merit or not.
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@Skillfulstone said:
I heard they mentioned on Twitter (shortly after she got destroyed last year) that the rework is planned for this year or next year (not sure which it's been a while).
This year. I imagine that one of the things we'll get with the anniversary chapter will be a Skull Merchant rework.
Edit: Damn, somebody really hates Skull Merchant if a fact and someone guessing the date of rework makes them downvote, lol.
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There are 20 different realms in the game, 1 hour will not be enough time to get to see all these maps. I would say the average match lasts between 7 to 10 minutes for me, so anywhere between 6 to 8 different maps is what one will see in that time.
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I would make 2 additional changes for bloodpoints:
1 - Currently, both killer/survivor have 4 bloodpoint categories (5 when there are events) that cap at 10k or 40k bloodpoints in total. This is increased by cue incentives/offerings, but a slight increase to 15k bloodpoints per group/60k in total would help further reduce the grind
2 - Make the bloodpoint cap 5 million, that way you can hoard bloodpoints for a bit longer before deciding on what you spend them on
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Downvotes definitely need to go. I just made a post on Singularity changes, and despite knowing the nerfs I proposed are reasonable, I also know that many Singularity players are biased, and by the downvotes/upvotes dynamic you would think my idea is awful, but none of the comments actually provide any arguments against my points, all of them are either "No" or "I think the latest changes made Singularity better to play"
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The mmr is the same way in 1v4 but people constantly complain about it, so I find this assertion strange. I have killers that I play a lot, and still I'll get anywhere from very experienced survivors, a mix of good/decent and bad ones, and the occasional just installed dbd group.
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A biased Singularity player gives no counter-arguments to my proposed changes? I'm shocked /s
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Make your profile private or friends only? Or just use anonymous mode yourself? Why do you care for non-anon profiles to see your nickname?
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@bleep275 said:
the teleporting to healing survivors is so dumb and facilitates tunneling so much. He can teleport to finished gens, he should have to at least to that if were gonna be revealed while healing.
Very true. I made a post when the ptb changes were released (That somehow got deleted) and when I said teleporting to asleep healing survivors shouldn't be a thing, I had people say I was trying to ruin how "fun" the new Freddy would be. Also being slowed down while teleporting and having the full cooldown for faking teleports instead of the old one that was around 4 seconds or so definitely makes the new change not worth it, imo.
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@Mandy said:
The bug report template contains all the information that we need for a bug report, to allow QA to find steps to repro the bug whilst also allowing us the ability to see if it's platform specific, how many players it affects etc - whilst I appreciate your sentiment, we only ask for what is needed from players.
But you literally don't ask for what's needed. Going through the declined bugs section there are so many bugs where the video is simply an alternative way to showcase what's being written, but it's definitely not needed.
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Nah, if anything, it's them making changes for the "unbalanced fun" crowd that makes me play the game less. It's very often small things, but there's a lot of them. I still play the game, even if much less than before, but they definitely need to ignore the "unbalanced fun" crowd (Aka killer/survivor mains) if they want the game to continue being successful.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862650#Comment_3862650
Maybe reading the post a couple more times might help to get a grasp of it. About lawsuits- people rarely realize that they don't own digital content.
I've read it, and my conclusion is the same. Did you read your post before posting it? Because retiring a killer so they wouldn't be a balance concern, either because they are strong/weak means you wouldn't be able to play them. And that's definitely not the way to go.
No, we don't own our digital games, but in a sense of not owning the ip, or the ability to sell our digitally owned games to others. However, the license to play that game is usually available forever. Mostly multiplayer games are at the risk of you losing access to majority/all of it's content, since they usually close down when the server costs outweigh the money they're earning from that game.
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I have to say that your way to make the playerbase grow is so weirdly backwards. Making people unable to play a killer they like is only going to bring negative attention to bhvr, possibly lawsuits for not allowing you to use content you bought. The fact that you thought about this, typed it out, and thought it was even close to a reasonable train of thought is very worrying.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842159#Comment_3842159
There is no discrimatory behaviour at all with bug reporting or with any part of the moderation of this forum.
Whilst I understand the concerns regarding bug reports, unfortunately previous reporting was missing vital information that took longer to get from players, meaning that we were unable to ascertain what the main issue was. Hence we now have the reported formula - for 99% of bugs this information is essential to our QA in order for them to pinpoint where the issue lies.
99% of bugs? No need to exaggerate here, 20% would be a more realistic figure here. Most of the bug reports I see here, images or a video wouldn't give any more info than a couple of sentences of text you would get instead. A system that asks for more info to be provided within 24 hours before being declined, if the issue is truly complex enough, would be reasonable, but again, only if it's complex enough.
Considering that you just grossly over-exaggerated how often this is essential, I have little fate that you will ever make this system work properly. I definitely won't be wasting my time reporting bugs anymore.
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There's been some improvements, but the nerfs make him a bit weaker overall. A mid/low B tier killer made into a strong C tier. He's still playable, but is overall worse, and also still bugged as ever.
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I think his tantrum should be 4 seconds basekit, instead of the current 3, since it's much harder to bump into objects ever since they lowered his environmental collision.
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@korrok said:
I don't like it, you'd get people hiding in a bush in a corner of the map until the gates open. Then they can just go there and have a guaranteed escape. With hatch there's rng so you won't know where it'll be.
The gates wouldn't open by themselves, they would just be powered. The survivor would still need to open it. There are 2 gates, much harder for the survivor to escape since you know where the gates are. There is also a period of 30 seconds after the 3rd survivor dies where the gates aren't powered which lets you search for them for a short period of time without worrying about the gates. People here sure don't like to read beyond the post title, and a little skimming, since I keep getting questions or complaints that already have an answer in my post.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822162#Comment_3822162
Hatch is meant to be a chance to get out and last I checked a 3K hatch is still a win for the Killer.
You'd still have the chance to get out, but it would be less rng based. I personally only slug for the 4k when doing adept on a killer and otherwise don't care for the 4k, but realistically many killer players do. Reworking the hatch mechanic to not be rng based would help mitigate this issue.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820738#Comment_3820738
I read your suggestion but I still don't understand your main argument. If you mention Vecna, then I assume you also know his dungeon map. The problem here is still that the exits are almost always right next to each other. This is something that would be really easy to fix and yet it hasn't happened yet.
If the resources aren't there for that, do you really think they'll build in a mechanic with a one time use hatch (sorry it's supposed to be 3 hatches) to teleport you to another position on the map?
If your main argument is that the keys are used so rarely, yes, that's true. But to incorporate such a complex mechanic, I might see a game studio like Larian Studios but not BHVR.
BHVR wants it simple. A simple solution to this would be to turn all breakable walls into breakable doors. these can be passed instantly with a key. Wouldn't change much tbh but the keys would at least have sometimes some use until they are empty. ofc there should be breakable doors on every map and never more than 4 to keep it fair for the killer.
Survivors can teleport from one locker to another if they have a specific item from Vecna. So that's what I suggested for the hatch teleport, hatch being the entry point, and a locker x meters away being the exit point.
It's not a resource problem, but a priority problem, concerning the exit gate distance. Also, i believe they already made changes to doors on the Vecna map. But if they were reworking the hatch it would be a feature that has priority in it's implementation.
You said survivors on steroids would be hoping around, implying the hatch would be somewhat op, hence me explaining why it wouldn't. The hatch would remain in the game, since thematically it would still help survivors, but it would be nowhere near op.
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@Chiky said:
awful idea in so many ways
Why exactly?
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/429993/hatch-rework
so you can just hide, never touch the generator and get a free escape, maybe we’ll immediately add an RPG to kill the killer?
You can't hide the whole game, and hop into hatch? Because last I checked, that's absolutely a thing some people do. With my rework it would be harder to get a "free" escape, as there are 2 gates, so you know where to look. You also have 30 extra seconds after the 3rd survivor dies to look for the last one, before the gates are powered. Even then, with endgame collapse lasting 2 minutes and the survivor having to spend 20 seconds to open the gate, it definitely makes it harder to escape, then randomly coming across hatch and hoping in. Did you even read my post at all?
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@Senaxu said:
You already realize that your Mario pipe hatch mechanic would require more resources from the devs than some new killer perk sets.
Realistically speaking, do you think they can implement it this way without causing errors somewhere else in their clean code? Do you think killers would find it exciting to chase a survivor on steroids the whole match or could they also hop through this Mario pipe hatch?To the point with the 30 sec timer until the gates are powered, the endgame starts:
What would you do as a survivor if the killer simply runs straight to a gate after the last one dies on the hook or is in the dying animation and defends it until the endgame starts. If the gates are not completely far apart, as is often the case, the endgame would be like as it is rn. with the difference that as killer you can prematurely defend the gates.
sorry, but there really wasn't much thought put into thisThey could simply increase the distance between gates on some maps? Like, it's a really easy solution, I think you're the one who hasn't put much thought into their reply.
They could teleport you to a locker, like with Vecna, to make the teleport mechanic easier to code. Also, you need a key to open hatches, and each hatch has only 1 time use, so in any case this would be a 3 times thing at most, survivors wouldn't be on "steroids" jumping around all the time. Some people on these forums need to work on their reading comprehension.
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@Ohyakno said:
I've always thought when there is one survivor left the entity should pick them up and drop them outside the exit gates with a little gold star for being such a good sport. Easier than this, similar effect.
Easier for the killer to patrol 2 exit gates, than hope that the hatch rng is on their side. If you think this will make it easier for the survivor to escape, I don't think you actually read what I wrote.
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Pig is fine, and it's clear from the proposed changes that you have a very strong bias for her.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796289#Comment_3796289
I'm not asking for nerfs, I'm asking to make him fun to go against, and for him to be fun to play too for those who enjoy them. People in here have mentioned they struggle with gens etc and the 1v1 is the only place he excels. I didn't state I was dying to him, I Just think the way we are going with current killer balance isn't not the right call, I feel Dracula is a better example of what a killer should be rn.
So you say "haste" Clown seems a bit too op, but also that you don't die to him or ask for any nerfs. Even though your title and this comment conflict each other, let's say I believe you (I don't) and move on to address your other concern. You say he's unfun to play against, but in a game with such varied killer designs, I think you'll just have to accept that some killers won't be fun to play against for you personally.
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Clown is in a decent place now, a low B tier killer. You just aren't that good at the game is all, and it's fine, but killers need to be actually able to somewhat deal with 4 survivors, since it's a 1v4 game. Instead of trying to ask for nerfs for "haste" Clown (haste bottles are literally part of his power) try getting better at the game.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782539#Comment_3782539
Shes hardly from completely silent. She makes a very loud static noise you can hear through walls. Sneaking up on people in general with her is very difficult and it defeats the purpose of having a stealth ability. Its sad when you have to resort to using undetectable perks/addons because your actual ability cant be relied on.
The static noise is her lullaby audio, I never said she's completely silent, just that her audio can be subtle.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783040#Comment_3783040
Basically you call a useless ability good. A stealth ability is supposed to not get noticed easily. Otherwise we can just remove it already. What else is a stealth ability then even supposed to do?
And how do you argue about dredge then, he had a very loud lullaby that never was in the visual heartbeat and nobody complained, but deaf people actually had a disadvantage to normal people there while for Sadako deaf and most not deaf people would not notice it without it.
The purpose of the visual heartbeat is to make it even between deaf and not deaf people, but here they have no disadvantage. It only makes Sadako stealth terrible. Then again why doesn‘t it show nemesis super loud footsteps up in the visual heartbeat when he is undetectable.
First of all, Dredge never had a lullaby. He was just very loud, which thankfully got fixed in the ptb, by making him much quieter. Here is a link to all the killers with lullabies
Her stealth is fine enough, imo. I swear some Sadako mains want to 4k every time, and if they can't do that, then the killer is weak and needs to be omega buffed. You might know she's in the 24 meters vicinity of you because of the visual terror radius, but that's about it. She could be to your left, right, behind you, about to drop down from the second floor, and you have less than 6 seconds to figure it out before she manifests and gets an easy hit.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782539#Comment_3782539
While I didn‘t suggest removing it completely, I think it wouldn‘t make it unfair, because she can‘t strack instantly like every other killer, which is a big draw back. I suggested/requested it getting removed from the visual heartbeat since you also agree with me that it is almost not noticeable, which means there is no real disadvantage for deaf people. And it shouldn‘t be directional both of those defeat the purpose of a stealth ability.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782535#Comment_3782535
TV auras are terrible, because you can‘t use your tp for getting close to survivors and in chases. They will always see where you tp to and hold w in the opposite direction, which renders this ability useless. You cancompare her tps from before the reworks and afterwards, that’s a huge difference.
I agree that tapes are too free, but I don‘t think you can give them any real threat without making her condemned too strong while her tp stays bad.
I literally am NOT agreeing with you. What I'm saying is that Sadako herself is very quiet. Without visual terror radius her lullaby is quiet as well. Poor audio mixing resulting in something that even people who can hear can barely notice, is only even more of a reason to keep the lullaby in visual terror radius, when deaf people are considered.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782741#Comment_3782741
"It makes him ever so slightly stronger than he needs to be" means he's overbuffed because of the killer instinct, at least that's how most people including me would probably read that.
I don't think it makes him really stronger but just takes away things you have to think about and it give a little bit of information that doesn't really matter that much.
Besides that he was buffed a little bit yes (at least for most people, singularity mains aren't that happy about the changes as far as I've seen xD), but the point they wanted to reach was mainly to make him playable for more people. Many people playing him were just constantly confused because of the different pov's you have to switch quickly around, the killer instict just makes it so that you instantly know where you marked him and you don't have to be so good at orientating after getting out of the camera.
I find most of his buffs reasonable enough, but now with his chase potential made much easier to achieve, I do find getting this info given to his basekit unnecessary, and just a bit of a buff overload.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782543#Comment_3782543
It doesn't even make him stronger really, in chase it's just a thing you don't have to micro-manage for once and outside it's okay information but nowhere near to strong xD
I said it makes him ever so slightly stronger, meaning a minor buff, not a major buff like you seem to imply is what I said. He has enough buffs that this is really unnecessary.
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They should remove killer instinct notification when a survivor is slipstreamed. It's really not necessary info for him, and it only makes him ever so slightly stronger than he needs to be.
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Sadako is almost completely silent when undetectable. Removing her lullaby would allow her to sneak up on anyone super easily. Basically tier 1 Myers without the drawback of slower 4.2 m/s speed and shorter lunge. So no, the lullaby needs to stay.