Edge_Sangral
Edge_Sangral
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- Edge_Sangral
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So they cancelled all the planned Survivor things like anti tunnel and anti slug, like all Buffs for the Survivors, but the changed Killer Perks that were there to counter the new Survivor Buffs are still released? So it's just another Survivor Nerf?
This f'n company man....
They need to Killswitch all the buffed killer perks NOW and also the nerfed Survivor Perks or this game is finished. How dumb can a team be? Why would they do this?? Off the record endurance removed without the anti tunnel system? Ruin buff without the new systems??? Are they high or something?
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This is STILL not fixed with the Springtrap release patch! What are you doing BHVR?????
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Why are they not fixing this???? Newest patch, still no change for hundreds of head cosmetics.
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@LockerLurk said:
Mildly concerned about the perk buffs but this all looks pretty good and healthy for the game.
I really appreciate these Go-Next prevention changes, it fixes a lot of the biggest gripes with them. It also means Survivors will have to save their friends and that not only gives Killers a little more pressure around hooks, but it could also do wonders against the Gens B4 Friends effect in SoloQ - now someone MUST go for that Survivor, so SoloQ Survs should get some relief there. It also punishes people who try to Go Next or do Go Next, as intended. It should always have been a disconnect penalty, and should always have resulted in a Loss for that Survivor period. Hopefully now all the Go-Next types will sink lower in MMR and not ruin games for the rest of us, meaning I will get Survivors that actually try as Killer, and team mates that won't just hop off the ship first sign of a leak as Survivor. I am unsure if Deliverance and Wicked still work with this system but I assume they do; it'd be really weird if they didn't. It also appears that with these changes, trying to Kobe or getting that off one percent chance of escape is dead, which should make people who hated doing the hard work of hooking but then losing it to a random chance happy. Now you need to build around it - and luck offerings have a purpose again. Good rework, Devs!
The map offering change should have been a total removal of them or made them NOT go to that map, but I'll take a flat percentage that is no longer guaranteed and doesn't stack. That should help with Survivors who like to get in SWF and force Killers to unfavorable maps, or Killers who like to force Survivors to maps they prefer. That was always a needed change. Hiding offerings is also a good move, though Killers can always still tell by checking the pause screen to see who brought what since it appears map offerings are secret now alongside Moris. This will help hide Mori offerings, keeping them a secret surprise as intended.I'm not sure if the AFK update is going to really punish hiding enough, but maybe it occurs faster or is harder to remove? It doesn't appear that you removed the trick of picking up and dropping an item to remove crows, which was always a huge issue, but we'll need to see. The rest sounds good, anti-body block was always necessary. I'm sick of trolling team mates doing this to me, and I'm sick of Killers doing it too. It should have been like this to begin with.
That Mori update is chef's kiss, and will greatly make the waiting at the end of an already won round less painful for both Killer and Survivor. Thank you for letting us just finish off the Mori with the second to last person struggling on the hook and the last one downed, but it should really be if the second to last person is on the hook at all and the last Surv is downed. Otherwise we have to wait for the Survivor to go to second stage if the Killer wants to Mori, which could be a painful scenario.
Spawn rules are perfect now, and the shroud items have a use plus counterplay. Much better. Again, good job Devs.
The updates to Artist are… questionable when she is in a good state already, but I get it. It's nice to keep Killers tweaked and ready. The Vecna changes will make him a bit more powerful with a bit more counterplay, which is always good. This may actually get me to learn him, he always intrigued me a bit. Happy for the Artist and Vecna mains!
Perk changes appear to be designed to boost them in viability, which is always good for variety. I'm super excited to see CoB and Thrilling Tremors on that list, and am hopeful this means they will both become viable anti-generator progression perks for Killers - something that feels sorely lacking. Thrilling was always a personal fave of mine for doing two things in one (gen control and info), so seeing it get buffed will be awesome! I'm also happy to see some of the chase perks and stealth perks become buffed, those were always fun picks and I would love to see more surprise attacks from Killers running these - and run them myself. I'm a firm believer that some of the most fun you can have as Killer in DBD is with surprise attacks, and these will cement that if they're made slightly better. I am a little concerned about those Survivor perks since buffing Exaltation could create some nasty scenarios with items. I'm also lightly concerned there may be an increase in attempts to flashlight squad with Champion of Light, which worries me for newer or weaker Killer players who struggle to counter flashlights consistently yet. I always liked Desperate Measures but if adjusted too far I suspect it could become another We'll Make It or Babysitter, and we don't need those two things stacking with it. I'm a fan of the Light-Footed change and hope it will become like Iron Will but for being uninjured.Overall these look quite solid, I just hope the devs put their money where their mouths are here.
What are you even talking about?
"It also means Survivors will have to save their friends ….. now someone MUST go for that Survivor, so SoloQ Survs should get some relief there. It also punishes people who try to Go Next or do Go Next, as intended."
Nobody has to do sh*t here. What do you even mean? Everyone can just continue to ignore the person on the hook and continue focus on gens. It's also not fixing anything, people wanting to go next still do so with getting unhooked and staying under the hook until downed again, lol.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932558#Comment_3932558
Yeah and this is an issue cuz I’ve had that happen to me and I’ve seen plenty of players complain about it as well. I’m just not a fan of reducing this game down to “it’s a 1v4 where the match is “over” when two people are left.” What’s the point of playing the game at that point? If the last survivor still doesn’t have a chance at an escape for that last Hail Mary then why bother? It takes away the tension and excitement of the game if my match is over when two people are left.
And people complain about “going next” and this kind of stuff is why people do it. Because there are so many mechanics in this game where as soon as one or two things happen people see the match as being “over” so they figure why bother? This is encouraging that.
Also the go next prevention is still gonna penalize genuine players more than the bad ones because yeah they can’t take themselves out on first hook anymore but as soon as they get unhooked what are they gonna do? Nothing. Run at the killer, stand there and let the killer down them, alt tab out and walk away while they bleed out. People who decide they’re not gonna play the match out are not going to be forced to play a match that they decided they don’t wanna play, so they’re still not gonna contribute to the match. Maybe they don’t go afk to avoid a DC penalty, but I’ve seen people just run around the map, spamming wall vaults, throwing all the pallets or just cleansing totems and opening chest to kill time until the killer takes them out. Not contributing to their team in any way.
People have said this here plenty of times but until they address the reason for the go next it’s not gonna change anything. Yes a small amount of people go next because they’re just mad they got downed first but that’s not the majority of the playerbase. And now making a mechanic that increases the chances of ending the match in the killers favor at a 1v2 scenario, effectively removing any ability for a last ditch comeback, is just gonna increase the “go next” mentality. I’m interested to see how people react when killers are waiting in these 15-30 minute queues for a 5 minute match when the match is over at a 1v2 or even sooner when everyone insta abandons for a 4 man slug at 4-5 gens.
Lastly it’s interesting that survivors are more and more having to equip perks to be able to engage in certain styles of gameplay. We have to equip perks to prevent slugging, prevent camping, prevent tunneling, now we have to equip perks to be able to take a genuine shot at a 4 percent. Meanwhile killers still get basekit tunneling, camping and slugging. Those tactics take zero perks or add ons to be effective.
"I’m just not a fan of reducing this game down to “it’s a 1v4 where the match is “over” when two people are left.” What’s the point of playing the game at that point? If the last survivor still doesn’t have a chance at an escape for that last Hail Mary then why bother?"
Well, when there are only 2 people left and you have like 3 gens left to do, then the game IS over. That's just how messed up the gameplay is at this point.
To what I quoted you, guess what, we had an amazing solution for that years ago, it was called the hatch, a feature that was actually useful, the more survivors are dead and the more gens you finished the earlier it appears and that led to situations where with 2 people left and 3 gens not being done, you could still work on the goal of doing one more gen so the hatch appears. It was actually pretty great, besides the whole issue of hatch camping and stuff, but instead of working on a solution for this, the whole concept of dynamic "x people left & x gens left = another chance of escaping" got abandoned.
In general I am not a fan of the direction the game is going and even what many "hardcore" players demand and agree to. With all this stuff like "go next prevention", "hiding prevention", less map variations to play on, map offerings being killed for good (let's be real, nobody will use this sh*t anymore), 4% unhook being gone, the game goes more and more into a direction of "it needs to be BaLaNcEd" with BHVR getting wet dreams if we are at a point some day where every single round plays exactly the same with no variation or actually surprising things happening anymore in any round ever and BHVR very much dictating exactly how a round of DBD has to be played.
If I wanted to play f'n Dota 2 I would just go and play that. 🙄




