Lavoonus
Lavoonus
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120002#Comment_4120002
Residual Manifest works with any means that blinds the killer, so even for killers who ignore the pallet and windows, it still works against them.
Through blast mine I guess yeah, but as low mobility killers they both aren't very likely to be kicking gens for slowdown, so even then its half your build for a huge gamble. Still though, the question is more if the buff would be enough rather than being too much.
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I mean the idea is that m1 killers get perks to improve their chase while m2 killers get their chase power and addons to help with it. Introducing M2 specific perks would just exacerbate the imbalance between them, just as it did when Tinkerer affected charge speed addons.
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I find the reasoning for this buff a little strange since Nurse and Judgement are the killers least likely to be affected by this perk. Regardless its obviously really bad in its current state and increasing the blindness duration would at least help it a bit.
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@Elan said:
Agree on Road Life and Borrowed Time. Otherwise I think the perk changes are fine and should go live as their are. You issue with Dark Arrogance and STFL isn't solution. Dark Arrogance = 5 stacks of STBFL which is already enough to deny unhooking. So making it weaker in chase won't change camping potential. And with STBFL working this way already in live you won't get QOL truly.
I know its enough to deny unhooks on Doctor, is it really enough for everyone else? At 5 stacks you have a 2.025 second cooldown compared to the 1 second it takes to unhook, even deducting an additional .3 to account for human reaction time and ping it still seems possible. Compared to the combined ~1.35 second cooldown you can get by stacking them on the PTB, I think it would make a big difference.
Also to clarify I think everything should go live as it is anyways, this post is more looking at possible adjustments they could make in the future (Maybe except Bitter Murmur and Whispers, just because I think they're gonna end up immediately forgotten again even with the buffs). -
Ignoring the potential balance problems your anti-bm idea could create, you're missing the fact that bm isn't something you can just remove from a multiplayer game. No matter how you lock down communication, players will still find a way to do it. You mentioned flashlight macroing in the post, but that hasn't been possible for years. Has that led to a decrease in toxicity? Obviously not, they just went back to tbagging, and if you remove that they'll use emotes, remove that and they'll nod or crouch and spin or etc.
I'm also not a fan of making MMR visible. Regardless of what the specific numbers are, the much more important parts to matchmaking are still on behavior's end with determining the balance between matching players who are close in skill versus lowering queue times. All it would do is lead to is people using it as proof of being more skilled than other players and encourage people to game the system to force their number up or down.
The most important point I want to make though is that balance alone isn't what makes players want to come back. What matters is bringing something new and fresh that breaks up the monotony of what they're used to, and that's what meta shake ups like this accomplish. And despite what you said, all the things you're suggesting feel like band aid fixes, things that at least in theory could be nice but don't actually keep the experience fresh for veteran players. If you want people to actually feel like returning to the game then you should want new base game mechanic and a more active meta, not just band aid fixes to nerf SWF or stop tbagging. -
Would love to see him lose the start of match cooldown as well, he really doesn't need to give Survivors such a head start when other killers can use their mobility immediately.
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@SpyUA said:
Despite being able to serve as one, it's not an anti-tunnel perk
It's literally is a anti-tunneling, that's the purpose of it.
I am pretty sure your version is literally just a stronger version of shoulder the burden.
Is it though? Anti-tunnel is a major use for it sure, but if the killer hooks a survivor, hooks two other people, then hooks them again it'll work just as well. That's why it's more of just an anti hook perk.
Compare it to DS pre 4.6.0. It's useful against tunneling sure,but it could also be used as a shield to work on more dangerous gens in the killer's face. The killer doesn't need to be tunneling for it to provide a direct advantage against them, so was it really an anti-tunnel perk?
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472502/simpler-stb-rework-concept
wait a minute are you able to take more than one hook state from stb? can you word it better?
Oh whoops, yeah the interaction would remain the same, you would unhook and take 1 hook state.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117699#Comment_4117699
The haste is a minor benefit. The reduced area is the majority of the buff value imo.
Maybe, even then it's still very meager compared to other info options we have available. There's definitely some killer perk buffs I'm a bit concerned about, but seeing so much hate for the whispers buff in this thread is so strange.
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@Mortimer said:
Yeah, but it's always the same story at this point. Even in this "meta shake-up," most survivor perks just got tiny percentage buffs on perks that were completely useless to begin with, while the rest are straight-up nerfs to the few perks actually worth running (WoO, StB, Self-Preservation, FMA, Stake Out, Borrowed Time...).
Meanwhile, tons of killer perks got massive buffs (Whispers basically giving a FLAT 5% Haste to the killer just for roaming the map now).It's crazy to point to whispers as an example of a massive buff, 5% haste when 24 meters away from any survivor is gonna be very hard to notice, over a distance of 100 meters it's going to get you there 1 second faster.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117207#Comment_4117207
Shoulder exists so friends can introduce new people to the game and not quit because killers will only tunnel new players. doesn't matter if it's at 5 gens.
"i have 5 hooks and no kills! this is so oppressive and unfair!" they say as all those hooks were on one survivor.
If it was for tunneling, it would require the other survivor to actually have been tunneled to use it. It's just for keeping a survivor from dying no matter what, anything other than intentionally 8 hooking gets punished by the perk. I would prefer for it to be balanced around being an actual anti tunnel perk, but otherwise it kind of needs to have downsides like this to not be hilariously OP.
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I think the big two things for me would be standardizing escaping traps and making Iri Stone basekit.
The first one feels obvious for both sides, freeing yourself from a beartrap being based on random chance is just super outdated. Something like a flat 10 seconds at base when doing it by yourself would be fine, and being freed by a teammate can stay as fast as it is currently.
And Iri Stone or some other form of automatic trap rearm mechanic just feels necessary at this point. I wasn't a huge fan of it on Merchant because it made disarming her drones feel like a waste of time, but as long as Trapper has to physically retrieve his traps permanent disarming just cannot exist. It simply destroys his pressure way too effectively. So something as simple as disarming only deactivating traps for 45 seconds would do a lot for him I feel.
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Welp I guess BHVR agreed with you, I'll eat crow on that one lol
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I don't think she needs it but if you're gonna add the flick it needs to be the same duration as the Zealous one. Otherwise it would ironically feel more inconsistent for both sides compared to the current version and mess with muscle memory a lot.
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Regression speed is affected by diminishing returns, but instant regression events aren't.
The regression speed with Lay Waste and CoB is dependent on how much progress the gen has. If the gen has at least 26 charges, the regression bonus is half of CoB's bonus plus Lay Waste's bonus. Otherwise, it's CoB's bonus plus half of Lay Waste's bonus.
When it comes to the interaction between Lay Waste and Pop, it seems to take the initial value when you kick it minus the basekit 5% regression.
With Surge and Eruption the total would be the same since instant regression isn't diminished, so Eruption's 10% + Surge's 8% for 18% total.
Edit: Turns out from what I've seen that Lay Waste's bonus is actually based on the charges when kicked, updated my comment. -
@OrionQc24 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112051#Comment_4112051
I'm sorry you want me to send them elsewhere ? So in the context of I just exiled or hook someone I shouldn't send my beam to a gen ? This killer wasn't suppose to be good at snipping gens ? I should just slowly walk physically to one ? Wow you sound so smart. After that and not understanding exile + hook I'm starting to think you haven't even played her.
So I think you may be having some reading comprehension problems, but I'm okay with explaining it for you again. Yes you should absolutely be sending beams towards the gens! But you shouldn't be trying to just send it directly on top of it. Any survivor paying attention is obviously going to try sidestep it, so just sending it directly at the gen just minimizes the amount they need to move to dodge it. Again much like Artist, you should be sending it off to the side of the gen, to try to predict where they'll dodge.
And with hooking, yes 1 hook 1 exile is optimal, but exiling is always the priority to maintain Zealous and deny off hook perks. Since we're talking good players, then they probably aren't going to be going down in quick succession, so you should be exiling the majority of the time. So once again, BBQ when it should only activate on less than 25% of your hooks is not a good pick. -
@OrionQc24 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4112039#Comment_4112039
Are you compeltely dumb ? No you're not suppose to exile constanty unless you want everyone to reset in 30s XD Like wth lol
Unless you're in endgame or you're downing multiple people at once (Which from the sound of it you aren't), maintaining Zealous is insanely important to keeping her power potent. The empowered beam is way more threatening both in chase and on gens. Also are you just chucking your beams directly at gens? Just like Artist you should absolutely be trying to aim towards where you think they'll move.
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If you're on windows, go to your install folder and then click on DeadByDaylight → Content → UI then delete the folder in there named Icons.
After that, verify your files on steam and it should reinstall all the vanilla icons. -
@OrionQc24 said:
Oh and note that you will also be unable to charge your power to hit someone AWAY from a hook bc it will still trigger the same anti hook mechanic which prevents you from launching it, forcing a reload. I discovered that one while thinking BBQ would be good on them.
BBQ? On the killer who should rarely ever be hooking normally? If you're not exiling often then yeah the killer will feel very weak.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109504#Comment_4109504
Yet when people complain about tunneling the more reasonable ones complain about literally being focused down and killed with no respite. Theres no switching, theres no breathing room, its chase hooked unhooked chased repeat till dead. The tunneler in these scenarios does not give a damn. Hell a possibility is once they use shoulder the killer manages to quickly hit them and then go for the injured unhooked leaving unhooker slugged. Thats also disregarding the amount of times i've seen killers chase a recently shouldered survivor. You'd think they'd be smart about it right? Its sadly often times no they are not.
It was a point of your scenario. You made it sound like they would skit around being less useful. "Playing it safe" makes it sound really not good as you need to take risks or everyone is likely to fall. And no i do not watch comp dbd as its a joke to me. For my curiosity what would be "playing it safe"?
Now correct me if im wrong but "gen rotation" means they finish a gen then move to the next important gen right? Said tunneler will protect those gens but stop once the unhook happens, hyper focused on the target, and likely be chasing around the hook area. Meaning that its much easier for survivors to rotate. Said non-tunneler wouldn't be running back to the hook (depending on players, often enough some will go back for the unhooker) and likely chase them off and around the area of importance and possibly break chases when smart to. Meaning its harder to rotate between gens uninterrupted and safer as various resources get used in that area. This also is why the occasional healing would be good here as a single misstep while injured leads to easy pressure for the killer.
Yet its a scenario no killer will know going into the match. They can worry about that scenario, they can worry about 4 anti-tunnel perks, the killer goes in blind as to what perks survivors have which means it does not give an incentive to tunnel. Ironically i've used shoulder on someones first hook for a variety of reasons ranging from they were an amazing looper to spite the quitters to simply help a friend in a swf.
I mean yes in normal circumstances one survivor is focused down until death, but when it's for the purposes of guaranteeing a win as easily as possible a tunneling killer is given the benefit of swapping targets if they think the Shoulder user is an easier target. And yes tunneling is incredibly unfun for a lot of players to experience, that's why I'm fine with Shoulder as an anti tunnel perk. My problem is that in its current state it affects non tunneling killers too, and since they're more likely to look for a new target after hooking the exposed doesn't benefit them like it can tunneling killers. If it only worked when a survivor was hooked back to back, the exposed effect could be removed and both problems could be addressed.
Playing safe would mean working on safer gens instead of less protected ones (even if doing so would create a less defendable 3 gen), having someone else go for an unhook even if it takes them longer to rotate over, and pre running earlier than they would otherwise. It's sacrificing efficiency for safety because getting found puts a lot of pressure on the whole team.
Rotating gens is more like survivors swapping the gens they're doing. If survivor A gets found by the killer and gets in chase, they may tell survivor B to come over to finish it while the killer is occupied. It's the same with an unhook as well, if survivor A is death hook they may tell survivor C to rotate over to unhook while they go to work on survivor C's gen. If the killer is spending time protecting the gen that still means at least 3 other survivors are free to work on theirs, so this does not necessarily mean gens will go significantly slower.
And yes of course the killer cannot know what perks survivors will bring, yet their existence is still something they need to worry about. The existence of DS may persuade a killer from tunneling even if no survivor in the match actually has it, which is a healthy effect on the game. Conversely the existence of Shoulder can create instances where they feel encouraged to tunnel since they'll be punished worse by it otherwise, which I feel is very unhealthy. It's like Fast Track in its heyday, perks that incentivize tunneling over spreading hooks are terrible for game.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109351#Comment_4109351
Again, not really.
For this scenario as the tunneling killer is focusing on A the rest have the time to focus on gens realitively unimpeaded and without fear. A tunneling killer would NOT switch to D (as per a high amount of basic definitions of tunneling) so the part of D having to worry is redundant. The only time wasted is getting the correct survivor to get the unhook as once the unhook happens the tunneler will almost usually stop whatever they were doing and rush back to the hook. This time would depend on positions but if this is a organized swf like the OP mentions, then it will be negligible as they can…well organize themselves to be where they need when.
For this scenario the survivors did not have all that time completely free and assuming that "playing safe" means being near useless. I've both been and seen people on death hook "play aggressive" so its not like it actually forces anything. This scenario the killer is basically spreading their attention around anyway so things would be pressured even if no one is on death hook and theres probably more time used healing or now theres multiple easier downs instead of them glued to the gens as the killer did pressure the others in that scenario. This is also assuming that the killer wouldn't proxy hooks, people freely do that without tunneling such as waiting for the unhooker and going after them, chasing survivors around said hook or nearby, etc.
Both these are also not even looking at the long terms after those hooks. How many gens would get done during each scenario? My money is on the first scenario would have more gens done while the second would have some with progress but fewer actually done.
The tunneling killer would be more likely to win regardless as thats kinda a big reason why people tunnel. Its easier to win doing it. In these scenarios however the answer is no due to the above mentioned long term.
A very specific scenario that the killer would have no way of knowing regardless? Thats a pretty poor example. And no, the killer isn't given an incentive to tunnel from THAT because they have no way of knowing if deliverance is in play or not.
I mean they're not tunneling because they made a vow to only hook one of the survivors, they're trying to get someone out of the game as fast as possible. Unless the killer is a 4.4, both the survivors have equal hook states and will go down in one basic attack, so there's not much of a difference even for a tunneling killer.
I mean sure, nothing's forcing you to play safe on death hook, but I think its pretty self evident that the killer is gonna find it beneficial if they find a death hook survivor doing an unsafe gen. And to be clear, playing safe doesn't mean going afk on the outskirts of the map, but it does mean doing less protected gens or going for an unhook is much more risky. If you've seen any comp dbd, this is definitely something even the best survivor teams play around.
I mean yes the tunneling killer is likely pressuring gens less, but if we are indeed talking about a coordinated SWF shouldn't they still be rotating gens efficiently against the non-tunneling killer? I don't really see how they would be forced to spend more time healing against them either, without a particularly vulnerable survivor or a need to take hits there's no reason some of the team can't stay injured. I don't think the difference would be as great as you think, and at the end of the day 4 survivors alive at 3 gens is still a better position than only 3 with 1 gen left.
This scenario is actually a game I had a few weeks ago, someone getting Shoulder'd on first hook is a pretty big tell that they have Deli and want to get use out of it. I had the choice to break chase and try to hook them again, or ignore it and keep chasing. I don't like to tunnel personally so I chose the second option, and like I assumed once I later found her on a gen and hooked her again she used Deli to remove my hook pressure. The better play in that instance would have been to slug her out of course, but its something I wouldn't have even needed to consider if I just ran back to hook to tunnel her. -
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109292#Comment_4109292
…Read this again:
IT DOESN'T DO MUCH IF YOU DON'T FOCUS ON ONE SURVIVORIts the one survivor part you seem to miss.
Let me ask this: Are you tunneling?
If yes, shoulder is working as intended and making it very difficult to tunnel a single survivor out in that manner. If no, then shoulder is not really doing anything that would affect you.
Also if you'd please explain this:
I'd take two decisive strikes, not to mention the other shoulder hits.
I don't exactly know what you mean so before i make an ******* of myself could you please clarify?
Shoulder is still very effective against non tunneling killers, arguably more effective than its primary use.
Let's say a tunneling and non tunneling killer each get 4 hooks against survivors A, B, C, and D. The tunneling killer hooks survivor A back to back, with survivor D using Shoulder to take their second hook state. Since this killer is trying to tunnel they're proxying the hook, so once that happens they can chase A or D, down them in one basic attack, and have a survivor on death hook. From there they can tunnel whoever they chose to hook, and if they're Jason or brought a Mori offering they don't even need to worry about survivor D having DS. In this case the tunnel out was delayed, but by 4 hooks 1 survivor is dead and another one is a hook state down.
For the non tunneling killer, let's say their first three hooks are on A, B, and C. Afterwards, they run into A again. This would put them on death hook, which means that even while going out of their way to not tunnel they would still force survivor A to play very safe afterwards to avoid getting sacrificed. However instead, survivor D recognizes this and uses Shoulder to take their second hook state. Since the killer isn't planning to tunnel they were most likely not proxying the hook, so they end up with 4 survivors with one hook state. None of them are close to being sacrificed yet so there's no need for any of them to play safe either, they are free to focus on pressuring gens. Shoulder being used once completely eliminated the pressure of the survivor getting found again, with no extra danger from the exposed due to the killer not wanting to proxy their hooks.
Would it not be fair to say the tunneling killer is more likely to win their match from here than the non tunneling killer?
One more example: A killer's first hook is on Survivor A, who has Deliverance. They seemingly lost their chance to activate the perk, however survivor D uses Shoulder to take their hook state. Now the killer has a choice, they can either tunnel and still prevent the perk from being used or they can ignore it and leave the opportunity to be punished later when they hook survivor A again. Is this not a situation where the killer is given incentive to tunnel? -
Most of them are god fillers against an m1 killer, but once one of the pallets is broken they're not super useful. I wouldn't call them especially fun to run for either side though, so I would prefer them to be used pretty sparingly.
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The problem with Krasue is that she's really not that weak. Being 4.8 with a 3rd person camera and a pretty good catch-up ability makes her fairly oppressive in chase. The problem is simply that she's super boring, and simple buffs alone won't fix that
Making survivors lose leech on hook was both important for reducing her tunnel potential and kinda ruined any potential skill ceiling she could have had. She instantly lost the macro aspect to her gameplay, as mushrooms became kinda useless when she would usually handle cleansing for you. I think it needs to be changed so that survivors become reinfected 25ish seconds after being unhooked, so that they still need to find a mushroom but a hard tunneling Krasue wouldn't gain much by waiting instead of just reinfecting manually.
Her whip needs some kind of soft rework, as it's just bland compared to a lot of dash powers. Increasing the curve time would only exacerbate this, as you'd be able to just hug most tiles and get free hits like on release. I think Pixelbush's suggestion was pretty cool for this, where whip hits would cause you to wrap around the survivor and let you throw them at walls or other survivors to damage them.
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@GRIG0 said:
Hitting people on hook repeatedly and humping them for example, but I guess only survivor bm should be addressed :/
You know what you're right, if they do that the Judgement should gain heresy so that the survivors can exile her once they down her.
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The problem with punishment mechanics like this, outside of minor thematic additions like with Judgement, is that it inevitably becomes an arms race of how players will BM with an increasing amount of false positives at every step.
Punish bagging 3 times at the exit gate? They'll start bagging twice. Punish that? They'll bag once. Now any injured survivor running towards an exit gate against Lich is screwed because dodging under flight of the damned is detected as BM.
The better approach is reducing the incentive. Make a basic m1 killer bot that works in every map, then let the killer silently abandon and swap out with it if no one is on hook after all the gens are done. Now you'll see more survivors just leaving because they don't want to waste time BMing a bot.
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Obviously the reason is money, but I do wonder if there was an explicit agreement made to keep the perks out of the shrine for a specified amount of time.
Like the move from Tomes to Quests played a part, as the lack of quests requiring using the perks meant that there was no expectation for them to be made immediately available in the shrine, but you would expect at least one of them would have shown up at this point right? I'm definitely gonna be keeping an eye on how long it takes any of Jason's perks to show up, its going to be very concerning if this becomes a trend. -
Springtrap's cameras don't care about map geometry like Singu's do, as long as he's in range you can reveal him.
For Singularity himself, my best tip is that you can sometimes scan survivors in those situations by positioning the bottom of the outer ring of the camera hud on top of them instead of the center crosshair. I don't know why exactly it works, maybe something to do with survivors' weird hitboxes that extend above their head a bit? Regardless though it's my go to in those situations and it works a good amount of the time.
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I really think they should have just moved the exhaustion reduction off the perk and left the rest alone, but it'll still probably be about fine as long as they fix the killer powers that still inflict regular hinder
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@ChaosWam said:
Am I the only one tired of this Us VS Them rhetoric? I feel like the forums are getting worse about this.
While I agree some players blow things out of proportion, it's fine and not 'whining' to point out when something is busted or overpowered. Doesn't matter which side has it. It's especially important in a game like this, being an asym where one side needs leverage against 4 others.
I mean really, Sprint Burst hasn't been touched in what, 9 years and it's finally getting a nerf and now suddenly killers are taking it too far? Heck, I don't think they went far enough with nowhere to hide, seeing as it should stick to the gen's radius and not the killer for aura reading, and yet 1 less second of haste is the breaking point for some players here?
Or the endless whining about cross examination being nerfed. It wasn't a good idea to begin with because elusive wasn't meant to be thrown onto things for basically free. Long wall loops made it give insane value for delaying chase or altogether losing the killer with no effort. And on the other end of this spectrum, the 'buff' to repressed alliance is now making it harder to finish gens, and I can only see it being good with wiretap to keep it active longer.
Seriously, I would like to see people play both roles, especially try a variety of killers since survivor doesn't have as much to them as killer has.This game just does something to people, nothing is simply a balance change they don't like, it becomes another way bhvr and 'the other side' are ruining everything for them specifically. The amount of times I have seen people compare themselves to victims of abuse because of a perk or addon nerf is uh, disheartening.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102071#Comment_4102071
Aside from Shane's Cross Examination (which never should've gone live like that), which new survivors got gutted? I can't think of any recent survivor who had their perks nerfed majorly aside from Cross Examination. Unless you are counting changes from PTB to live, then I guess Five Moves Ahead, but that's still a pretty decent perk.
I'm looking through the survivors trying to figure it out, maybe Michonne with Last stand, otherwise potentially Gabriel with Scavenger? I really don't think it's all that common an occurrence, I think people really overstate this idea of bhvr regularly gutting new perks or killers. Numbers wise it just doesn't happen that much.
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102066#Comment_4102066
'Swung more towards survivor' when we just got done getting through with Dracula/Ghoul/Jason. Blight gets compensation buffs and is still just as overpowered.
'Swung more towards survivor' when the TWD chapter and map exists.
Or how about when tunneling and proxy camping still haven't been meaningfully address? Nor has slugging.
4 slowdowns meta has been a thing since 2023. No meaningful nerfs.
Every 'strong' survivor thats new immediately gets gutted into niche tier.
Are you sure?
Wait just got done with Dracula? He came out 2 years ago. Also when did Blight get compensation buffs? I only saw a summary of the recent stream but I don't remember hearing about anything like that after the nerfs.
Anyways, yeah we've also gotten some really good killers, I'm not in anyway trying to argue that Killers haven't been getting some strong as hell stuff too. But with the overall increased map strength with pallet density changes, as well as some very game changing perks like Resurgence, Shoulder the Burden, or Plot Twist not being touched much I think Survivor is still pulling ahead a bit overall. I think the recent 800+ swf streak that happened recently shows that off a bit, the impact some of these perks have on a match is kinda crazy.
Btw yeah Fallen Refuge is still god awful, but with Trickster's Delusion also being added I think it's impact on overall game balance is pretty small. -
I love checking here and the killer subreddits because there's always people acting like the balance change of the week is proof that their side is being treated as second class citizens.
Like, over the past few years we've had a steady trickle of very good survivor perks. Along with some nice basekit buffs like the improvements to basekit bt and anti-camp, I think its fair that the strongest perks available (Especially the ones that shine in full swfs like Deliverance), get toned down a bit.
Should more nerfs to the upper echelon of killers follow this? Of course. But I find this kind of overexaggeration a little silly when the pendulum of game balance has overall swung more towards survivor for a decent bit now. -
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101574#Comment_4101574
I can't remember a single general survivor perk that is any good. Can you name one? Spine chill, deja vu, resilience, no one left behind, this is not happening? Those are meme at best and with diminished far beyond, same on killer side.
They mean perks with general use, not General Perks. So that would include stuff like Sprint Burst, Lithe, Resurgence, Resilience, Vigil, Dead Hard, etc.
It's stuff that's going to make an impact pretty much every single game, while Counterforce is still a bit underwhelming even against Jasons with hex builds.
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I've actually been experiencing this too, I thought I was just letting go of the button without realizing. It's not super consistent so I wonder what's causing it?
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I don't think Windows is really a problem personally, it's good but it's not letting you get to resources you couldn't get to otherwise. I think poor map balance is usually the real culprit.
However, if you were to change it what would you do? I'm curious to hear what your ideal version of Windows would look like.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100888#Comment_4100888
They have been nerfed already. Most of the newer killers make sprint obsolete. They have ranged attacks like Jason or just ignore it like Ghoul.
Have they been nerfed? SB hasn't been touched since they introduced exhaustion as a status effect, and Lithe last got a change in 2.6.0. They've gone untouched for a surprisingly long time.
Some newer killers have a way to bypass it yes, but it's still a meta pick for a reason. Not to mention that balancing killers around these perks creates bigger balance issues than just tweaking them directly to limit their uptime
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@AVoiceOfReason said:
Really? Aura perks are now on the hate list for killers? Just rotating stuff through, huh? Next it'll be back to hook perks again. Then gen blocking perks. Then Regression perks. It never ends with the complaints. I rather have all aura reading than someone with 4 regression or gen blocking perks.
I mean I don't think it really needs a nerf, but I don't think it's that strange for a meta perk to get complaints.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100873#Comment_4100873
What's wrong with them? I know some people think two seconds of speed are overpowered, but they're really not.
Most exhaustion perks are fine sure, but that's because they usually need to be used in chase to get value. However the reigning champs Lithe and Sprint Burst are not only good in chase but are also very valuable outside of it to force a lot of killers to spend time catching up to you if they even want to begin chasing you. With exhaustion builds being a staple for any survivor build to help with chase, I think this added benefit in the macro game feels a bit much.
I don't think they need to be nerfed into the ground or anything like that, but I feel their flexibility warrants bumping their exhaustion timers up to 60 seconds instead of 40.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100361#Comment_4100361
I'm specifically talking about you. You are the only race obsessed person on this thread here.
Akward.All I'm saying is that if you want a skin to race swap one of the few visibly black killers we have in this game, it should at least be related to some kind of horror property. But instead you want the Disney franchise with the guy who played Tonto.
'Akward' indeed.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100356#Comment_4100356
Oof, race obsessed people, keeping racism alive
I mean if we're gonna talk about race obsessed people, I think we should look at Johnny Depp with all the weird things he's said about black people.
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Houndmaster finally getting a skin and its one to turn her into a white guy. Would be pretty fitting with how they've treated her since release.
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I'm curious what the pick rate of vigil would look like if they moved the exhaustion reduction to another perk. I feel like the problem with vigil is that it's a good perk that also happens to reduce killer status effects on top, rather than that being oppressive in and of itself.
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I feel like they're much more timid with balance changes because they want to avoid screwing with the balance of the game too much, but ironically it just makes it worse. The fast track change was a kerfuffle that probably wouldn't have caused so much vitriol if it came with a bunch more perk changes to test out and shake things up more. But instead it was the same game with a busted perk just added on top.
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If you look at a lot of killers on nightlight, you'll see that they experience a large drop in killrate around 9.0.0, which was the fnaf update. This update didn't introduce any new survivor perks but did notably introduce the abandon system.
Ever since then, most abandons have been counted as escapes by nightlight's detection system. This means the killrates there are heavily deflated, which makes them useless for balance discussions.
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I think he needs a jason-esque invisible mobility mode, but changed to let you reappear anywhere and without a map wide tell to encourage moving to unexpected angles. In exchange after reappearing it would take longer to regain full movement and still let you be revealed, so you'd get punished if you tried to just play him aggressively like Jason.
My worry with buffing ghostie in chase is a myers situation where it becomes better to just play him like a normal chase killer than keep to his stealth identity. So I'd rather the extra power he needs be put into letting him stalk survivors in a much more time efficient way rather than risking that.
The main concern I'd have is with his control scheme, since he already uses m2 and ctrl in his kit. As an experienced ghost face player, would you say you get a significant amount of use from stalking while not crouched or leaning? As if not, maybe the traversal mode could replace it, with stalk being exclusive to crouch/lean with the increased stalk rate.
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Its something they should put a pin in for next year, it's fine in this iteration due to the imbalance of power already, but if they bring in some more transformative abilities next year then removing this strat would be a fair tradeoff
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Honestly I don't mind the invisibility too much, I've found the ringing makes it not too difficult to track them once you get used to it. The portals seem the more problematic aspect, just because of how easy they make it to prolong a chase against a lot of killers.