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EvalionVelmore

EvalionVelmore

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EvalionVelmore
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  • @Akayaofthemoon said:

    Yes, I know but when you miss a blind it doesn’t do the visual of the blind or state in the reward points that you have blinded the killer. As I mentioned, the points said the killer was blinded, gave the visual and nothing happened. Also, I did it way after pick up as they were walking around and before making it to a hook.

    Flashbangs are bugged they arent even deafening killers anymore. You can test this in customs with a friend. The only thing they do is blind but they dont actually deafen or stun killers carrying survivors.

  • Yees they are also not deafening killers at all. Which i find incredibly annoying as this aspect of the perk is what i use for my build.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/397325/survivor-perks-qol-adjustments-minor-buffs-reworks

    Some are OK others not so much...

    Visionary is not a good choice, would be super annoying in indoor maps and you always need to keep in mind which gens were done and which gens you just cannot see, also if you remember the positions it let's you know where you are working on the Gen...

    Technician is problematic because checking the sparks I what you usually do, you don't go close enough for the sound, with this change you cannot trust that anymore and need to check more close up, wasting a lot of time running around.

    I would like to keep the token counter for small game to know how many are still up and if your teammates did a Gen, but we could have that as a general UI thing, I guess in that case it would not be too bad, still not much of a fan.

    Repressed alliance is busted and completely counters DMS and Deadlock, making them both practically worthless...

    Left behind is kind of problematic in the sense that you cannot protect 3 spots and cannot know if the perk is in game, so it gives you a fairly easy escape if it comes that far, especially in combination with a hatch offering.

    Hope seems like a nerf, despite all the perk needs is to not stack, so I don't know why... Nobody used it before MFT anyway...

    Breakdown is really busted, sometimes you can only hook on a specific hook, so if somebody decides to go down in that spot he can automatically unhook himself and lift all pressure the hook generates by itself, horrible idea.

    Boil over is a perk that is either worthless or super annoying, the steering is alright but not seeing hook auras... Great so you need to look for them first and waste time and what not, it is probably not even that strong, just annoying to go against.

    Visionary: The change would be cool because it rewards you for committing to a generator, which is the whole point of the perk. The perk is all about (being remarkably focused on means of escape.) This gives the perk a bit of interaction and makes it interesting. You would try to commit to a full generator without letting go. This perk would also have counterplay for killers as they could come and push you off the Generator or many scream/interruption killer perks could break your focus and the perks effects would move to another gen. This perk would also have synergy with perks like Rookie Spirit or Repressed Alliance opening up more builds as you could use those perks to protect your generator or find your generator again later after you get off it.

    Technician: ATM this perk is absolutely useless and does absolutely nothing good. The proposed change I think is absolutely fine and making the killer have to check the generator is fine too. That would be the point of the perk is people that are running the perk you have to check harder to make sure they arent quietly working on it. Thats the whole ######### point of the perk and why it needs this change. It's not like the perk will become meta and 4 survivors will be taking it. Besides you will still see survivors working on the generator with BBQ or other aura reading. This perk change rewards being near the killer when they are in chase. Meaning you are constantly updating the gen u are working on. The chances of you getting found increase so its high risk high reward, but also the gens you are working on will get done much slower since you are constantly moving around to stay near the Killer. Killer will already know where survivors are with that are far away.

    Repressed Alliance: Would be fine because you have to charge the perk first on a generator which is 50% of the gen, and then when you use the block the perk goes on a 45 second cooldown. thats essentially 90 seconds of time to activate its effect. It somewhat counters those perks but it doesnt fully counter them. Very unlikely to use it more then twice a match, those perks you mention value much more often. ATM this perk does legit nothing useful.

    Left Behind: You should have to patrol 3 spots rather then just sitting in between 2 gates staring at both of them. This actually gives the last survivor a chance which is the point of Left Behind. This is an endgame perk meaning survivors is playing with 3 perks before this activates. I think its fine having this effect, the other effect was pointless as Clairvoyance already does what it did better. Also pairing it with more end game perks to make it better is fine too as then that survivor is playing with even less perks and relying on their teammates dying to get value.

    Hope: Yes it is a Nerf as killers are complaining about it constantly.

    Breakdown: Super situational this effect tho.

    Boil Over: Nothing is changing about this perk its a nerfed version of its current live effect for the most part. Also not seeking hooks doesnt matter when there are hooks everywhere. The effect is only really powerful when paired with the current live falling from great heights effect which causes the perk to be broken on certain maps. The new wiggling effect thing isnt anything new, its still the same amount of wiggling except now the survivor controls which direction the tugs are pulling the killer. So again the perk is just function for the most part in a nerfed state compared to live which is broken on certain maps. This perk however would be more fun even if its nerfed.

  • @Rokku_Rorru said:

    I'd also like to see boons radius' increased now they are so highly situational atm, to the original ptb amount would be nice

    I agree honestly.

  • @D0NN1ED4RK0 said:

    Your deliverance change makes it pretty busted

    it’s meant to be a high risk/high reward perk

    thats what makes it a balanced perk

    I dont think it's really that busted tho. LOL. It's designed for solo queue and already has a number of disadvantages like the broken status effect and the unhook requirement. You absolutely should have more time to to activate deliverance. If you think this perk is broken then Coup De Grace needs to be nerfed as well, why does the killer get a double lunge for losing the game? hmm?

  • @Rareware0192 said:

    Part of me likes the idea of having Dramaturgy and Scene Partner also affected by Luck. You know the Luck mechanic is so incredibly outdated when the devs didn’t even think of applying it to those perks. Tbh I think Luck should go through a major overhaul or be removed entirely if all we get from it is just unhook chance.

    I agree fully. Luck needs this rework and there are now many things that it could potentially effect.

  • @Devil_hit11 said:

    lots of controversial changes in my opinion. decisive strike gaining haste is weird because entire reason why they nerfed DS to 3 seconds was to not make a must-pick perk in first place. Unlikely there would be an additional effect added over increasing stun duration.

    Deliverance and Breakdown are strange changes that promote instant unhooking in the end game.

    Power struggle is odd design because.... their design is to be a perk that punishes the killer for attempting to hook survivors that were slugged. I do not think your change supports dev vision of that perk.

    Fast Track: The fast-track perk is another weird perk. From survivor point of view, it is comeback perk for when killer does well in chases. you get rewarded for hook progression. From killer point of view, The killer is getting punished for killing survivors early. Killer is buffing survivors for successfully winning the game? Really weird design.

    Hyperfocus & This is not happening changes are weird because I am very certain that these smart perk synergy are intended to work together. This is not happening could use better numbers.

    Hope is end game perk.... it was always designed to be an end-game perk that does nothing throughout entire trial but gives a absurd advantage in end game. I remember otz saying that Hope is terrible perk 1 year ago when he made a video on it and now it gets buffed to infinity duration and suddenly it is a problem? very confusing.

    Self-care being immune to mangled is weird. Reactive healing and Reassurance being immune to hemorrhage is also weird. All these perk are healing perks and those effect are anti-healing effects. why even making anti-healing effective if they don't do anything? /shrug

    Spine chill, Better than New and Cut loose all have window vaulting speed. I highly doubt it would be possible for these to not stack. window vaulting speed perks are weird for survivor because survivor already fast vault in 0.5 seconds. this is already extremely fast so I don't think 30% is doing anything with 0.5 second. where window vaulting speed is super strong for survivor is at medium vaulting. this is because medium vaulting is 1.1 seconds so being able reduce medium vaults by 30% is substantial because it reverts that old change from 5-6 years ago where survivor could fast vault from any direction and any distance. the current fast vault becomes same as "buffed" 30% medium vault. In other words, you can camp windows... and that is super strong for long-wall window tile set loops like shack, jungle gyms etc.

    I do support survivor having increasing perk variety but i think that perk variety for survivor has to be looked at from perk genres and perk types rather then individual perks.

    DS is actually useless there a number of videos showing it legit doing absolutely nothing, giving it a bit of haste so u can reach a spot while being tunneled just makes the perk work a bit better at its job since atm it doesnt do its job.

    Deliverance already doesnt work in end game, just fyi and breakdown would be so situational.

    Power Struggle doesnt function at all on its own which is problomatic, you shouldnt need flip flop to make the perk work. Thus it needs a rework.

    Fast Track's entire purpose is to reward being a solo queue player and give you something as your teammates fall, i think this does that job. This perk is perfectly fine and if Killers dont like it then we can also take a look at Coup De Grace and have that perk fully reworked or gutted/nerfed considering it rewards the Killer for losing the game.

    Hyper Focus is a perk that many killers complain about because it works with toolboxes and its synergy with other perks. This is why its been adjusted.

    The Hope change i wasnt really sure of myself, only put it in there cause killer mains are crying about it.

    Self Care already takes 60 seconds to heal self it doesnt need to take any longer that is why it has that immunity on it.

    Resurgence legit does one thing and thats gives you 50% healing off hook, that should absolutely not get immediately removed by sloppy butcher. Sloppy butcher already counters so many forms of healing. All this does is give you a few seconds of immunity before you lose your 50% so you can be healed under hook, if you dont heal under hook then you will lose the 50% so Killers can push you off doing it if they really dont want you getting the 50%.

    Reactive Healing has the same problem as Resurgence, thus this change allows you to within 20 seconds find a spot to use self care or a med kit. These perks are already super situational they should not be countered by sloppy butcher a perk that is already very reliable and already gets value every game. It sholdnt nullify 3 perks from being ever taken.

    Spine Chill and Better Than New will not stack i just didnt put that in thedescription, we need more ways to get this 9% vault speed outside of resiliance to shake up the meta, this does that I think that is a good thing. The effect is already in the game just having different ways in which you can use it is perfectly fine. Both these ones require you to be healthy to use.

    Cut Loose is the only perk that iwll stack wiht those vault speeds since it is a skill based perk that barely ever gets any value and when you do try to use it to mind game the killer u need speed on ur vaults during that 6 seconds. This has a cooldown already and I think it would be fine for that reason.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581121#Comment_3581121

    Oh no. I completely agree with that and would celebrate features to reduce trolling/griefing potential from both sides. Though I see that it is hard to accomplish that from a game design point without also punishing players that play the game in the intended way(s).

    i do feel like BHVR is headed into the right direction (eg anti facecamp, more focus on accessibility, etc) though there is SO much that needs improvement and it’s not possible to tackle everything at once.

    -Also I find it funny that you say "without punishing the players that play the game in the intended way"... what do you mean by that I feel like 80% of the player base is this toxic and is not playing the game as intended. about 20% of the player base is genuinely nice and playing the game as intended that isnt a large enough amount of people to be making decisions based around them. You should never balance or make changes around the minority in your playerbase.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581121#Comment_3581121

    Oh no. I completely agree with that and would celebrate features to reduce trolling/griefing potential from both sides. Though I see that it is hard to accomplish that from a game design point without also punishing players that play the game in the intended way(s).

    i do feel like BHVR is headed into the right direction (eg anti facecamp, more focus on accessibility, etc) though there is SO much that needs improvement and it’s not possible to tackle everything at once.

    It's not hard. Just provide a button that lets u bleed yourself out faster if you are the only player left in the game, or just let you DC the match with no penalty if you are the last survivor. That fixes a huge problem. It's a very simple change that fixes a huge amount of grief instances.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581114#Comment_3581114

    I am just a random person responding and not associated with the company nor the forums.

    though.. to be honest, gotta disagree with you here. If you do genuinely not have a fun time then don’t play. That’s valid advice for any game.

    also it’s not breaking the rules to disconnect from a match that goes like that where you are literally being grieved/held hostage. The button to leave a match is especially there because of situations like this.

    i also didn’t try to shut you down or say that your feedback isn’t valid or shouldn’t be considered for improving no the game…

    I mean its good advice but its not what I wanna hear. I wanna hear that people want the game to change and that this behavior will be punished in the future, but i guess that is asking too much. Anyways thanks for your response. Also the reason I say what you said is part of the problem because all you are doing is dismissing what I say without leaving room for a discussion about how the game can be fixed. It's just "stop playing" which is dismissive and seems to be the response anyone gets when bringing this stuff up. Anyways tho yea, im not mad at you or anything. Just at this point tired and over DBD. Wanted to leave this last message for the devs maybe it will get through to one of them, doubt it but yea.

  • @Maperson said:

    You are taking games way too seriously, just play for fun, when it stops being fun don’t play it

    How am I taking the game too seriously? I was just trying to play and have fun but i am forced to sit in a match for 30 minutes thats over? It stopped being fun when i was forced to sit in the game essentially slugged and having 30 minutes of my time wasted. Has nothing to do with taking the game too seriously. I take my time being wasted seriously.

  • @Mooks said:

    Haven’t read everything because holy wall of text (sorry don’t wanna sound disrespectful)

    but in case you experience a match like you described with the doctor and the two trolls, there is always the feature to leave a match. Which is very much warranted in a case like this and as long as you don’t overuse it you will only experience a very short matchmaking ban.

    that said, if you think your overall experience with this game is more frustrating than fun - yes, stop playing the game. Do not try to force yourself to play a game - it will not make it better.

    Then the response to everything i say is "yes dont play our game" instead of "we will do better and try to fix the game, here are solutions we are thinking about etc." no. its. "just dont play and break the rules and DC". That's the real cherry on top. IDK if you are just some random person responding or someone that works with the company or is a moderator. IDK but... your response is just part of the problem (Sorry if that comes off as disrespectful, its just how it feels). Anyways... Ive said my piece.