Leguś
Leguś
About
- Username
- Leguś
- Joined
- Visits
- 1,640
- Last Active
Comments
-
@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710736#Comment_3710736
This.
Confirmed in the Reddit AMA of September 7, 2023:
Q: Will you bring back old cosmetics for newer players? There’s a few I’d really enjoy that aren’t in store anymoreA: Event-limited Outfits will come back every year for new players to obtain, same for Very Rare and above Rift Outfits, however Legacy Outfits will not be returning. -Rose
They have not done any for a long time so there's a very small number of said cosmetics.
Also, Meg Tome 13 and Huntress Tome 14 outfits that got Deep Rift version are Rare/green rarity.... Awkward…
Also, also.… System Smasher, Nea's Tome 5 outfit is STILL not in Store.
-
It is a map with pretty hefty RNG, especially on Steam Boat.
The downstairs have 3 spots to have a Pallet. 2 of them are very inside of it and are relatively fine. However, the last one is a god Pallet spawn so go figure. The upstairs part is alright I guess, although the parts with roof are a deadzone to Skull Merchant's Drones.
The Shrimp Boat is pretty awkward to move around, even though it has pretty weak window. It's more of a navigational problem.
Already shared problems with Pier in Grim Pantry's comment so I won't repeat myself here.
-
I could go on why everything in either his or sister Map have issues that are shared but about only this one...
Can we all agree The Pantry could use a slight nerf. I mean, upstairs has the double-window set-up and very safe window which are pretty outdated. The downstairs part is very confusing to navigate, even for a bit more experienced players. Additionally, it's a Drone deadzone for Skull Merchant (causes third of the map to be less playable for her which further focuses ENTIRE cast's gameplay to defending 1 half of the map basically).
It's quite a big map that has a lot of Props set on edges of map, likely result of trying to shrink it back in the day. Could use a bit of clean-up.
About Pier.... There are 3 Piers but also somehow have multiple variants in each other?
But the general types are: Four Lane, LT, Jungle Gym.
Four Lane tends to be the weakest one because even with the Maze Tile part having both windows spawned, the general tendency of inner and upper parts of it being pretty weak in comparison to other types.
LT one has the L-wall moved towards inner part of Pier. It's relatively ok but it can be a bit confusing to navigate in inner Pier. The rest is kinda fine.
Jungle Gym one is just.... Stupidly strong. Not only the Maze Tile part has both windows (very 2016) but the inner part of it has a very, very, safe window. Almost even god-like. It's insanely hard for Killer to play around it on top of Jungle Gym part.
More or less it goes:
Four Lane < LT <<<<<<<<< Jungle Gym
Yeah, it's kinda stupid.
My "desired" fixes are clearly implied within the comment.
-
...Can we all agree that in both extremes The Preschool is pretty annoying?
Potential Unhookable spot, insane loop thanks to the white fence window.... Very linear and casues very uh.... Boring gameplay.
The fact it doesn't even use its' full size is weird (the corner that has hole in it but doesn't havce stairs). I think adding that part would allow for more... Balancing freedom.
Fun fact: These Maps have very stale Pallet count and also even pretty stale proprtions between "park" ones and "road" ones.
The fences/hedges that can spawn to other Landmarks are actually random and thus can be more... Acceptable but also can stretch by pretty much 35m (any house takes 2x2 tile space, each tile is 16x16 so total is 32x32m you can see some fences start from corner, go to next corner and slightly expand from there).
It definitively needs a set maximum limit on the fence length.
Strong loops all-around, even including the filler stuff, could definitively be a bit weaker...
Maybe add a guaranteed Hook in boiling room part of Preschool and I think it could be an ok start.
-
Slightly more towards Survivors.
It's big which is more helpful to Survivors, main is strong but overall relatively balanced (will go back to it in a sec) but it also can have from about average Pallet count to pretty high one so in the middle.... More Survivor-helpful.
The big obvious issue is actually main building.
The Pallet that spawns near chimney/bar area inside of it has 3 spots. Sofa one which is relatively average, the "outside" one which is probably the stronger spawn and the one with armchair, closer to bar which is defintively weakest out of 3.
Maybe at least keep the RNG but make the spawns more equal towards each other? I think 2 out of 3 are more Survivor-friendly so... You know... I wouldn't mind them being a bit helpful to Survivors but yeah...
The shape and usual Hook spread causes a very awkward scenario: Survivor goes to corner on the map, gets Sacrificed on the closest Hook and any Survivor going to same corner is basically Unhookable which actually tends to drag out games and just be annoying on both ends.
I think it's more of a geneal issue than related to this Map specifically but this one tends to have it relatively easy to do that.
On that note, maybe do something about destroyed Hooks after Sacrifice? Not sure.
But yeah, slightly shrink the Map, adjust Pallet strength within main building and... As a band-aid, change the Hook spread on the map?
-
I would say it's pretty heavy on RNG but on edge-cases it's more towards Survivor.
The big size makes movement around map tricky and odd shape enforces a bit of 3-Gen strategy.
However, the Gens, even in that case they usually end up being tricky to defend.
(Now you might say I'm a Killer main but hold your horses.)
The big issue is that Shack, even though, it swaps places (only Map that has this) with "The Garden", it always has a Maze Tile right next to itself.
Said Maze Tile can range from Pallet Gym/LT to Trashpile Gym (which is deceptively bugged actually) or Jungle Gym.
Shack rotates.
The Maze Tile pool is more favourable to Survivor side (not a real issue) and thus it's possible to get a very disgsuting set-up of a strong Maze Tile, with Shack with some rotations and such.
Yes, you can get Shack's vault facing away from Pallet Gym but you also can get like Short Wall Jungle Gym's Pallet near-lining up to Shack's vault causing the chain to be nigh-infinite.
Main is fine.
Killer is a bit forced to defend non-Shack half and sometimes that part may have 2 Gens (Aka 2-4 split instead of 3-3 one).
Again, heavy RNG but to summarize it, it's more likely to help Survivors than not.
Oh and both gazebo Landmarks swap places but this time, it doesn't change gameplay much.
My propostion: force Shack to be in singular place and then try to balance map around it. Maybe even adjust a bit shape and size to be less annoying for both sides.
-
I think it's neither of these.
On one hand, the 3-Gen situation is relatively strong for Killer. The main building is overall balanced so to speak so at least it's not a problem.
On the other, relatively great to like blend with rocks and a bit of awkward lighting.
Awkward map shape does hit on both ends however and I think it could be more agreed on.
There's also a very interesting thing. The "gazebos" do swap places. I'm going with Small and Big one.
Small is the one with singular, very fixed and known vault location with usually 1 Pallet attached to it with a long rock.
Big one is obviously bigger, tends to spawn multiple vault locations but it has a relatively weak Pallet between two L-shaped walls.
There's also a Maze Tile chain on one half of the map. Now within said chain you can get either of gazebos.
Depending on a chance, you get either Big or Small one.
Small one tends to be a "break" of the chain while Big one helps the chain.
HOWEVER, the 2nd location of said Landmarks is on opposite side of the map.
So you can get either Big to have more even safety or Small one which relies on filler around it to be decent.
It's a very... Complicated map. One could argue that one diminishes other and say it's "balanced" but I think it has quite amount of issues.
Maybe make Maze Tiles more spread out a bit so with any RNG of gazebos it's not such a big deal, maybe adjust a bit the shape...
Alternatively, you can always make both Landmarks fixed in spots and call it a day. I don't know what you will think of this.
-
@skull_negotiator said:
With the exception of the first one, all others are good. Low power mode can be placed like artists crows at loops and behind cover. It forces survivors to either be scanned or interact with the drones. They can dodge the rotating thing but this one they can't when in chase. The third one is a great addon when combined with the low power mode. You can end chases faster. The first one was more useful in the previous iteration of skull merchant. Then, the addon would give you6 seconds of aura read while in the area. It was really "movement prediction". Now it feels like it can be used with profit at shack but for those occasional long distance injuries, it would not be as impactful.
Expired Batteries give following "extra Haste" on top of your Haste with these numbers:
1 Tracked Survivor: 0.7281553398%
2 Tracked Survivors: 1.19047619048%
3 Survivors: 1.41509433962%
4 Survivors: 1.63551401869%
Even Tier 1 NOED gives you 2% Haste.... Expired Batteries are so laughable with the Haste buff it's insanely garbage.
-
@Huxy said:
This is definitely a Hawkins moment (please disable this Map until the newer Killers are playable on it)
It also applies to Grim Pantry's downstairs or Inner part of Pier of any Swamp Maps.
And few other places also have it.
-
The issue is mainly clunkiness.
- After tagging with Biopod, ALL Biopods get 2s cool-down. You literally cannot tag someone and then someone else across map. Additionally, due to that, you can charge EMP and get rid of Slipstream on-react making pre-emptive EMP use unnecessary in out-of-chase manner.
- The Biopod shooting is very annoying with basically no lingering so even if you were about to tag a Survivor, a singular tiny branch could stop the tag/teleport process.
- You sometimes get Biopod validation, esepcially on edges of areas where you can/cannot place Biopod and thus it can turn into you basically wasting time. I've had too many moments where I was trying to place Pod on some tree or other less usual surface and the game decided to cancel the placing, even when I saw the spot being green-lit before shooting.
- It takes about 1.7s from NO movement speed in order to get to your regular movement speed after Teleport. Comparison: Hag only has it for 1s after Phantasm Teleport. I personally wish it was slightly smoother. Oh and on a note: Exiting Biopod view has 1s duration which has same thing with starting at 0 m|s movement speed.
So yeah, I get a bit of some things there for balancing purposes but a good chunk of it could be polished.
He's like Hillbilly a bit. Might be rewarding but it takes too many steps and has good chunk of clunkiness to be considered enjoyable to play as by many.
-
People do also forget that Made for This' Haste buffs post-hit boost so catching up to Survivor just passively takes longer. There was Math already done so I will just paste the numbers in. It's obviously not fully accurate but it gives some idea (Lunges near the end of catch-up and such).
For 4.6 m|s Killer
- Current : 23.21s
- Old (pre 6.1.0) : 25.79s
- Current + Made for This : 29.98s
This is at relatively **bad usage** btw. It doesn't factor chasing at loops and such because it's a bit Map-specific.
"But it doesn't pair with Exhaustion." argument kinda falls flat. Especially with previously mentioned speed-boost buff.
"Oh you would've reached the window/drop/Pallet to activate Exhaustion Perk but you were 0.5s too late? Made for This will help you overall to reach these now". Overcome might seem to trumpt it but sometimes you won't be able to be Healed but recover the Exhaustion so MFT just helps with that as well.
The only Exhastuion Perks that don't pair with MFT at all are Sprint Burst and technically Background Player if it's somewhat actively used.
And additionally it has an anti-slug capability from the Endurance part. I hope Twins' changes in early 2024 manage to fix their Endurance problems.
At this point, slightly buff Haste and tie it to Endurance. Basically, gain Endurance with 5% Haste for 6/8/10s. Keep the Perk's effect while Injured but not sure about Exhaustion penalty after changing the Perk to that version. Would need testing but this is one of better ideas I could make on the fly.
Anyone wanna shout "Objection!" and present a proper counter-argument to this?
-
@Herachi_Sakura said:
Recently they added BP to the free empty rift slots. I think there should also be about 1k shards in there. Not a lot but every bit helps. Also agree that we should have weekly rituals that award shards. (Both for survivor and killer)
The idea of giving Shards through Rift cannot happen.
After purchasing Premium Rift, you can spend Cells to buy Tiers. And you know Cells are money currency. So that kind of fails.
-
I personally think we earn too little considering the gain has not been changed over the years but there are more things to spend them on. I have few ideas on how to expand on current system that would encourage a bit more gameplay for even higher increase of them.
- I think you should gain some amount Shards for hitting new Devotion level and add compensation to high-Devotion players if possible. That's kind of a no-brainer but it would already help a good chunk of people.
- Another way is adding "Weekly Rituals" where you just simply have a bigger task to do than in comparison to Daily Ritual and there you could gain Shards through that. It could also compose of few smaller tasks as well.
- Add "Community Goals" section to Archives. It would be very similar to the Event Tome Challenges with Community Goals except instead of Bloodpoints, Rift Fragments, outfits, it's gonna feature Shards and basically work in similar manner. It would help people who did all Challenges and now don't have much to do in the game, it would give maybe a certain breather to people who might be stuck on certain Challenge to complete. Depending on how this is set-up, it could totally work but it could take a lot of work to set-up.
If you have any other idea, please share. Remmeber that there should be no way for player to spend real money on these considering it's "gameplay-only currency".
-
Based Tier List.
-
@SweetTerror said:
How does anyone play skull merchant with that abysmal 2 second loop of chase music? People rightfully gave the reworked chase music for Ghostface crap because it was grating to the ears. How could they not? After all it sounded like a washing machine, and yet the skull merchant is somehow even worse.
Seriously, gameplay discussions aside I can't stand the music. It's very annoying, and no matter how hard I try to look past it, I just can't. Out of all the killers, I can't think of a worse chase music.
One thing people don't seem to know is that the Layer 4 - the Chase track - has to be a bit repetitive because actually at any point of it "playing" the chase can happen. Also, each Terror Radius Layer is actually about 30s in length.
Hag's Layer 4 is specifically even harder to balance out because same Layer is used by Phantasm Traps. Although, the variety in the section is there - the water/log-like sound fades in and out from the layer. Maybe the drums are a little bit too dominant but assuming you know the reasoning as to why it has to be like this then it's at least not terrible.
Knight's Layer 4 has the bell ring change within said Layer. The pattern is "normal - difference 1 - normal - difference 2" and etc. Maybe again, the consistent rhythm part with drums is a bit too loud although you can argue it fits him due to him being a "Summon Army" Character.
Nurse's Layer 4 loops perfectly with itself. The dominant instruments provide lots of variety as well. I don't know why people think it's washing machine-like.
Skull Merchant's Layer 4 has a lot going on with itself. Maybe similar issue like with Knight where 1 sound is a bit too dominant but it's not the worst.
Also, if people are having issues with repetitive chase tracks then why nobody complains about Executioner literally having about 8s loop and the only variation in said Layer is harder to catch.
-
Note: Yes, included human error on Trickster specifcally because Trickster is never hitting 100% of his Blades actually.
-
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/359242/can-we-please-do-something-about-coh
Bahh it's really the only boon that is usable. And tbh it's pretty easy to find because of the sound boons make. I never see people run any of the other boons except mayyybe shadow step along with CoH.
As killer I really don't mind it, easy to find, thunderstrike sound to let you know someone has dropped it, and a practical air raid siren to help you find it. And if you don't snuff the boon makes great bait, injure someone, drop chase and then cut them off when they run for the boon zone.
The only time it irks me as killer is when I'm trying to hold down a 3 gen and don't have time to sniff out the boon. But tbh survs need an advantage in 3 gen situations. They suffer enough towards the end of the trial anyway.
If I was going to nerf it in any way maaaaybe drop the buff to speed healing other survs, but that's not really a big issue.
Tbh all hex/boons are a bit weak except CoH
"They are not as good" meaning mostly they are not as broken as CoH?
Seriously, a lot of other Totem-related Perks are balanced.
Just saying, it took 2 separate big bugs in order to kill-switch Inner Healing because only then it became stronger than CoH.
And btw, it's not even just defending 3-Gen, it's cases like "You Injure 2 people, down 3rd guy quickly, hook them" moments.
Normally? They need to spend time now recovering the Health States.
With it up? They are pretty much already Healthy by the time you gain control after Hooking.
Really, matches without and with it in play are vastly different most of the time.
Dark Theory: It's more of "Boon: Resilience" where usually it doesn't matter but shines on narrow stuff.
Exponential: Isn't used much because slugging isn't really a thing currently. And it is given entire team so...
Shadow Step: When Healthy? No Aura-read and Scratch Marks? With some pathing you can break chase against Killer and go away.
When Injured, obviously, it's a bit weaker but again, it's not bad.
Again, Circle of Healing just completely says no, we are just gonna give insane Healing boosts, mostly on Self-Heals so you can even, after Unhook, run towards it, heal there and Unhooker can just do Gens in that time or whatever. There's just almost really no excuse for this Perk to exist.
-
@Mooks said:
Isn’t that a normal spawn on Eyrie?
No, currently it's swapped with the vault which you may barely notice there.
-
@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3281920#Comment_3281920
Its existence denies hit and run, denies injuring people as pressure, and in general has caused the same problem since it released: if one person brings it, now everyone else can get away without medkits or spending a perk on healing. There's no additional cost to healing beyond the injured person--otherwise, they'd either need their own perk, or a medkit, or for someone else to invest their time.
Free teamwide healing that can be placed in a safe area is bad.
Don't forget it stacks with Med-Kits.
At minimum, 150% Self-Heal speed. And yes, you can increase it well above 200%. Sub 8s Self-Heals!
Inner Healing, has limited amount of uses and is 8s BUT you have to find Totem, go to Locker and then Heal. You can spend a bit more time in Locker and you can just Built to Last that strong Med-Kit.
-
@Leguś said:
https://forum.deadbydaylight.com/en/discussion/comment/3281909#Comment_3281909
Tbf, it depends how fast is said passive heal and how it is affected by Perks.
And how it acts when you actually preform Self-Heal action like Self-Care.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3281901#Comment_3281901
Which would still retain the core aspects and effects of the perk (healing yourself and others) but would also retain the issues the perk has (it's the only boon that doesn't need the killer to be nearby the get the full effect
Tbf, it depends how fast is said passive heal and how it is affected by Perks.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3281887#Comment_3281887
How would you nerf the perk to bump it out of being incredibly good while retaining the core aspects and effects of the perk and not creating yet another useless survivor perk, further limiting the already slim meta?
There are many good Healing Perks that are just... Never used.
We'll Make It, Inner Healing (Inner Strength), Renewal (Second Wind), Desperate Measures, heck even Empathic Connection and Leader.... Adrenaline!
But pretty much all of them basically have some sort of requirement, risk in order to be used.
Just... Why bother with other Healing Perks that are not only decent but also, usually considered, more fun to use? Just run CoH, Bless same Totem in a corner where Killer doesn't want to go and it's usually time neutral or positive.
-
Overall, imagine a Perk that provides Self-Care with 2 stacks of Desperate Measures (28% but cut in half results in 14% speed increase. (49% vs 50% basically)), Botany Knowledge and, on Med-Kits, Streewise (because no Med-Kit effieciency penalty compared to Botany.)
TO EVERYONE.
Just... What.
-
@ScottJund said:
It's certainly strong but it's been triple nerfed to the point of fairness IMO, what more do you want
Triple nerfed and still is insanely strong.
Also, you can Self-Heal with it, next to teammate who's working on a Gen. You may have Prove Thyself which for some reason has 4m range.
And that Self-Heal can be with Med-Kit. So imagine 10s Self-Heal (at weakest) and teammate doing Gen 15% faster.
UHHHHH.... I don't think this is even remotely balanced.
@Bot_Salvo88 said:
Do like I did. If you see so many circle of healing perks, try to use shattered hope (generic perk for killers) so you go in a far corner of the map and destroy that damn totem :D
Shattered Hope hits other Boon Perks more than CoH. Just saying. Mainly because of how CoH is used.
-
@Gandor said:
No.
The map is good as it is. Middle has only fillers. Main can be exhausted and because of it's length can't be used multiple times. The map is very open making it very easy for huntress, spirit, oni, blight, nurse, deathslinger and many more killers. Also as you stated the map relies heavily on tiles you get - and new tiles are a joke. So winning as killer is easy if you get 2 new tiles next to each other.
Your inability to play the map is 0 reason for actual nerfs. I know that yamaoka maps are not fine for me. But that does not mean I will ask for something like adding extra badham's main on one side and headonfield 3-window house on the other side.
About middle: It can have 4 fillers or none. You never know. YOU NEVER KNOW.
Yes, main can be weakened but time spent in it is not worth it. At least when you maybe compare it to Wretched Shop for instance. And yes, they are similar size.
It is open unless you meet Car Wall. You still have to go around it unless you are The Killer That Shall Not Be Named.
Map never has adjacent tiles, you can literally see and if you don't trust mini-map then launch the game and check for yourself.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3204021#Comment_3204021
Yes, because Endurance doesn't make tracking survivors completely miserable.
You could make it get disabled by Conspicuous Actions even. The main point is that, it's meant to help with stealth which is something an Item actually never really did more directly.
Styptic Agent's Endurance is way too unconditional and even if it required like 24 charges of Med-Kit, it would still give Survivor essentially a 3rd health state (Unless you are somehow not getting ANY safety on the map but that's impossible considering there are at least few windows on each map.) and potentially lose the match.
And you also don't know if it's that or Blighted Serum or Syringe.
Current iteration is that it's an add-on you suspect it might be there, could wait out, might someone extend Endurance durarion with Dead Hard, could have Syringe with Healing buffs so it will heal you about in same, or faster, time than Endurance.
It's way too much in current iteration, way too much.
-
@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/347733/styptic-agent-rework-idea
Any idea that removes 100% of grunts of pain, should be thrown into a fire. It's so awful that BHVR keeps adding this feature, when we STILL have unreliable footstep noises, and still have indoor maps where the survivor can quickly move behind multiple line of sight blockers very quickly.
And any idea that wants to combine hiding pools of blood, scratch marks, and grunts at the same time should be launched into the sun. That's not fun and gimmicky. That's completely miserable for the killer on certain maps.
Is Endurance any better?
-
Who said game has to be balanced around 50%?
It could 20% or 80% even and some might say it's "balanced".
Also, we can put counter-agrument to yours' by saying Med-Kits even without Syringe/Styptic, BNPs, Prove, CoH, Blood Amber, mostly map balance actually goes to Survivors if you analyze all maps. So yeah, here's that.
And before you say anything, I didn't say "Leave OP things for Killer alone".
-
@Gandor said:
Styptic is not as strong as killers view it. It takes more than second to apply it. It killed me way too many times. And even if I successfully apply it - a little bit observant killer just counts to 5 and smacks me. So it gives net benefit of 4s immunity that is very well telegraphed once in a match if not already bleeding. Considering facecamp bubbas exist and this thing being the only stuff that allows you to save, it's not that unbalanced.
It's 8s of Endurance and if you have decent outputing time you can pop Styptic almost instantly.
You can also use Dead Hard right when it ends so you can be even greedier in chase.
Also, can be used in conjuction with Anti-Hemorrhagic Syringe, the Syringe time can be modified meaning it can heal you in sub-8s.
Basically forcing the "Damned if you hit, damned if you wait." cases. Both need to be looked at but Styptic Agent seems to me like priority no. 1.
-
@scoser said:
The new versions are much too small from a survivor perspective. A killer can easily patrol around the middle gens around the main hall or adjacent rooms and pretty much guarantee a win, especially if they can hook a survivor in that area and camp/tunnel while still being within patrol range of those close gens.
The added paths/openings into rooms are fine as is the new outside corridor. If they were to revert to old size while having more openings, it would be much better.
Tbf, the map is meant to be played a bit like Azarov's Resting Place, Sanctum of Wrath and etc. It's just that now it's more indoor than outdoor.
But yeah, that's how it technically should play out. You may like it, hate it, but it's how it is.
-
@scoser said:
Neither of them work, revert back to the original version of the map, which, while terrible, wasn't as bad as either of the two new maps.
Where do they not work? Don't give me "It was made for RE" because that tells NOTHING. I've pointed out where West doesn't work, where East does and opposite side of coin.
-
Perk Tiers, formerly had a chance to not repel a Crow near you, with the change they've removed randomness of it so they've needed something for Perk Tiers.
This is what happened.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/345465/eyrie-of-crows-sinkholes-pits
wait they did? why. those were favorable to killers lol. they should stay a flat land is boring
Those were also nice hiding spots and BL triggers.
@Satelit said:
I saw them on the Garden of Joy recently.Or were they removed in this bugfix patch?
Yes, they spawn there but a bit different.
2 sides of it are blocked so you cannot use BL off them, only some niche stealth plays.
-
Open-Handed extends the range of player Aura-Reading, not Generator's.
Kindred is technically player's Aura-Reading aka ones who's Hooked.
Meaning you, or others depending on situation, see someone else's Aura-reading. Hence the name "Kindred".
-
Not sorry for some proxy camping on Garden of Joy because let's be honest, it's a map you have to cheese to do anything.
Also, I did manage to tunnel someone down once because I confused them with another Survivor on this map because Garden's lightning is what it is.
Otherwise, camping Survivor because others swarm them is acceptable imo.
Or if they are literally in the middle of map. You physically won't be able to NOT "camp" someone there.
And about camping/tunneling, it's player behavior so it cannot be completely removed. It can only be discouraged.
Also, with Solo Queue. Yes, played a good chunk of it and even with info Perks, people still don't come towards me for heal with Empathic Connection. Solo players sometimes after Unhook go to corner of map, where the Killer is just to tank OTR hit. Even on Death Hook. And then in post-game chat complain about "tunneling".
You cannot buff Solo Queue because a lot of its' player mindsets don't think about how their moves affect entire team.
That's all folks!
-
Imo, Prove is basically giving Survivor permament mini-Toolbox.
And you only need 2 of them from whole team to massively pressure Killer.
It's like old Dead Hard. Very strong overall, very non-interactive. It's also one of few Perks that heavily can throw Killer's game sense off.
Yeah, this Perk is, at least execution-wise, very broken.
I don't think toning down numbers will help.
-
Well, it was counteracted by running Ruin/Pop/Pain Res/Deadlock before update but 3 of them got nerfed (You cannot tell which Gen had most progress with PR for instance). You may argue PT was both nerfed with 10 extra charges but also buffed due to nerfs to bigger slowdown Perks.
Discordance helps but you will not be able to make value out of it on maps like Gas Heaven, Sanctum of Wrath, Mother's Dwelling and such because it's just not gonna work out.
-
@Neyar said:
https://forum.deadbydaylight.com/en/discussion/comment/3148131#Comment_3148131
This has never been correct.
Two survivors and the killer would all have to work together to 'troll someone on hook forever'. The perk only works within 6 meters, so you'd have to have the killer standing there allowing it to happen.
Which is exactly the same scenario if two survivors body block a third in a corner indefinitely. If the killer just stands there nodding you're still just as screwed for however long until they all get bored. Wait, that doesn't happen?
Two survivors and the killer would all have to work together to 'troll someone on hook forever'. The perk only works within 6 meters, so you'd have to have the killer standing there allowing it to happen.
What if Killer wants pressure, everyone hides and just pauses the timer, then when Killer starts to proxy camp you can do Reassurance abuse which is gonna be gone.
Listen, if there's a shimmer of possibility that there's something Survivors can abuse, they will do it.
cough Cough RPD Library, Midwich + old Object, old infinities **cough**
-
2 people could troll 3rd person on Hook forever if they wanted to do.
And in end-game it basically felt like old Hatch stand-off. Either one side gives in or we reach a stalemate.
There's a reason we have a Bleed-out timer even though long slugging doesn't feel "fun".
-
Listen, if there's a mild chance Survivors, or Killer even, can abuse certain mechanics/parts of the game, etc. they will do it.
Reassurance feels like something people may abuse. There's a reason Kinship is one-time use and only on Struggle Phase.
It should help against camping but not completely kill it because of potential Survivor-induced camping like people just running around the Hook instead of helping teammate by Hook trading.
It's especially powerful in endgame because of basically feeling a bit like Hatch stand-off where Killer or Survivors will lose for whoever does first "bold" move.
Honestly, remove Hook Grabs/speed up base Unhooking/etc. and then maybe see how camping works before this Perk releases in this state.
Problem with balancing this Perk is that it's Altrustic and has multi-use due to cool-down unlike Kinship that's on you only and having more restraints.
Because of it both being an Altruistic and multi-use Perk, making it strong from 1 person makes it basically overpowered when used by multiple people. While making it strong only when it's used by multiple people, 1 person running it wouldn't get value.
I feel like this is probably better way to change Reassurance by still making it an Altrustic anti-camping helping tool while not making it abusable:
When within 6 metres of a Hooked Survivor, press *Active Ability button* to halt their *Sacrifice Process* for the next 25/30/35 seconds.
If the Hooked Survivor has already entered the *Struggle Phase*, its Skill Checks are paused for the duration.
Reassurance recharges once you've performed Safe Hook Rescue.
Slight buff withit but I feel like you cannot balance it around having cool-down due to reasons mentioned before. Would still help with camping but no longer a "eternal Hook Stage" deal. So it's now Token-based while still fitting its' role of helping Hooked person.
Could add QoL improvement where HUD will show Reassurance in blue for other Survivors that it's been activated tbh.
Also, about range: Multi-floor maps. Just imagine on Midwich, 8m around Hook. Possibly disgusting.
So basically, I want to help countering camping but not completely eliminating because again, Survivor-induced camping exists and that's very annoying to deal with both as Hooked Survivor and as a Killer.
-
Also, generally the maps with bigger tile variation, like Mount Ormond Resort have them more spread out.
Macmillan is know for having tile chains. In order to keep new tiles, they need to move them a bit.
Probably going to do today a Forum post on how I would change Macmillan Estate's Maps to work more like newer maps with tile distance without completely killing new tiles.
(Yes, Suffocation Pit will no longer have middle section, I don't think you can balance that.)
-
@OneGoodBoyDemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3086875#Comment_3086875
This is my conception of what a balanced map should look like:
a map where the killer can defend generators and put pressure on survivors and that also has strong loops not necessarily connected so the survivors can do something.
Coal tower and Chapel are a great examples. Both are small maps that killers don't need to run a marathon to get to a generator and manage to injure multiple survivors in a short time putting some pressure and both maps have strong main buildings as well as other loops to compensate for defense and pressure that the killer may have, making a fair map for both. But like i said, it's my conception.
Hot take: Chapel isn't balanced.
You have guaranteed inner/outer 4-lane or short/long wall jungle gym kissing Shack.
Main building has spawn for either EXTREMELY safe window or just straight-up god window on lower floor next to Basement spawn.
(Fyi, I would've put there a doorway instead of Basement spawn and put in below the Gen spawn. So the windows could be still decent but not stupid.)
-
Very hot take: The slowdown add-ons could've stayed if the condition was different.
Imagine if it was "Survivors who are put Asleep with Nightmare's Basic Attack" instead of just being Asleep.
-
@Marik1987 said:
The new patch is coming and I am really looking forward to it. Especially with the Deadhard-Change, the games should become more balanced.
But: With a lot of changes ahead, there are unfortunately even more Nerfs for Freddy coming.
Allow me to explain my sight of things:
Freddy is a killer, which has abilities, when survivors are asleep (and only if they are asleep). Therefore, he has, for example, a lullaby instead of a Terror-Radius.
Perk-Issue
This in mind, you will propably be well aware, that he cant use a lot of perks, because this perks are only available if u have a Terror Radius. For example the new Dissolution, Septic Touch, Coulrophobia, Distressing, Infectious Fright or Starstruck.
This are some "Chase-Perks/Anti-Healing-Perks", who arent usable as The Nightmare.
Whats left is Gen-Protection and Gen-Regression. Well, Gen-Protection like Corrupt Intervention, Deadlock etc. is what he has left (what every killer has by the way, so no speciality), while Gen-Regression like Pop goes the Weasel (with works perfectly with his teleport in combination with Pain Resonance at the moment), Overcharge (what will become useless with a start less than a regular kick) or Hex:Ruin are getting nerfed or even completely unplayable (Hex:Ruin).
So at the end he cannot use a lot a perks by default, his only strengh, which is the Dream Projection, becomes more useless because u cannot combine it with good Gen-Regression-Perks (well, besides Call of Brine for now) and his antiloop is doing nothing at most tiles. Well, u can outplay some tiles with the snares, but for the most part, they cannot help.
Dreamworld
In addition to this problems Ive counted here, he has a major weakness, which is the Dreamworld itself. If u take a look at The Dredge, which is well designed, thanks for that, you will see, that the Dreamworld is, compared to Nightfall, doing almost nothing. I dont want Slowdown-Addons like old Jumping Rope back, dont get me wrong, but what reason should a survivor have to walk to an alarmclock, when Dreamworld is literally doing nothing?
What is the Dreamworld doing? Well, you replace the Terror-Radius with a lullaby and survivors can interact with Dream Snares and Dream Pallets plus you get your Dream Projection a little bit (1-2 seconds at best) faster back. Thats it, unfortunately. So there is no danger and therefore no reason to waste time for waking.
Lets compare this with Nightfall: While Dredge has his antiloop at any time, he can teleport 3 times in a row MUCH faster and has decent addons to reload it a lot faster than Freddy with Nancys Masterpiece or Sketch in their current state.
Addons
Now lets move on and look at his addons. He has one addon, the Red Paint Brush, which gives survivors at least 1 time they actually need to use a clock (at least 1 of them) for staying awake (if they want to). Besides this addon, I think everyone in the community will agree, he has nothing in his addon-pass. Hearing things louder is, sorry, not worth running, inflicting hemmorhage only when several parameters are in place (being asleep AND interact with a trap) or Blindness isnt really good. Besides that, he has 3 4%-Penalty-Addons for failing skill-checks. But: when survivors fail a skill-check, they wake up, if u dont use Red Paint Brush and the addon is doing nothing. In my games, I can say, the survivors trigger the penaly once per game AT MOST.
Last but not least: Fake-Pallets (3 addons)
A fun part of his kit, but I think 1 addon would be more than enough, you dont need to use 3 of them just with different aura-reading. The aura-reading means absolutely nothing, because when(!) they interact, they are in front of you in a chase. I dont have to say, that in higher skilled games, literally no one falls for them anyway.
Conclusion
In my conclusion, Freddy is nothing but a very weak Dredge-Copy (or Dredge is a better version of him), having no power at all when survivors are not asleep, he cant defend clocks or anything, because he cant see their auras (compared to pig for example) and besides that his antiloop is too weak to be a real problem for survivors or being respected at all.
The extremely low pick-rate compared to high kill-rates (january-official-announcement) comes, because you will see Freddys most of the time in low MMR I assume, but u will very rarely see him in higher mmr. I would be wondering if thats not the case what I wrote down here.
I really hope that the devs will do another rework or at least giving him decent addons. His Dreamworld needs, in my opinion, a look too.
Thanks for your attention!
Wanna learn extra depressing facts?
Hitting an Awake Survivor, who's Injured but has Endurance does not make them Asleep. For some insane reason.
He can't see Auras of placed down Snares. Why? Who knows. Extra kicker: He can see Auras of placed down Pallets.
Oh, his add-ons are bad on their own? Let's just comb- NOPE! Not only they are bad on their own but you cannot stack them at all. Hey, you wanna use Blue Gress and Green Dress? Just use Blue Dress and Wool Shirt, literally same effect. Unlike Hag or Shape, his add-ons aren't that transformative enough to variant lack of stacking.
Cry me a river Nemesis and Executioner players with their add-ons. Nightmare's add-ons are on whole different level of being insulting.
Hot take: Freddy's worst Killer in the game. The only reason he can win is because your average player loses 50% of braincells when facing against him. Pre-rework Bubba syndrome. Some people may know what was old Bubba syndrome, right?
-
Problem with making Blink Attack a Special Attack: Blink Grabs.
And you would be like "Well, Blink Grabs might be stupid".
Well, there's "From the Void she kills" Achievement which requires Blink Grab after 3 Blinks.
About omega-speed-Blink Nurse: The reasoning why it works is because of Nurse having maximum "Blink traversal" duration.
And where it matters? Looking down to short-Blink. I think we all know that it takes about 2s of Nurse's Blink to do short Blink. Which is where the "Blink traversal" duration kicks in. Now add range add-ons into it. If you make "Blink traversal" longer based on range, it would indirectly affect those short-Blinks. Unless you change something around those, range add-ons will stay in a game for a long time.
-
@Leguś said:
Some Survivor exploits are not talked about at all.
Double Locker Flashlight saves. Just hope they are in situation chaining them doesn't make you waste too much time.
Groaning Storehouse, just die on the "wing" of it and any Survivor going there is Unhookable because why not?
Yeah...
Oh, let's not talk about how new Botany with green Med-Kit and Syringe/Styptic combo you are gonna be practically invincible because there's nothing wrong with Med-Kits and their add-ons.
Either exploits as bug or just abusing certain parts of the game to just... BS through. Nobody thinks about this and it's really worrying.
-
Some Survivor exploits are not talked about at all.
Double Locker Flashlight saves. Just hope they are in situation chaining them doesn't make you waste too much time.
Groaning Storehouse, just die on the "wing" of it and any Survivor going there is Unhookable because why not?
Yeah...
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/330438/stranger-things-characters-prestige-question
Empty. None of them have any perks anymore. The perks are "basekit"
Source?
-
I really do feel a solution to face-camping would require Survivors to do certain interaction on the map in order to have easier time rescuing a Survivor.
Not exactly "Portal that acts like Cage" or stuff like that. But you need to be careful with trigger conditions AND time required to do so. Otherwise, it gets abused or the interaction is faster than just travel time to Hook and direct rescue.
I'm trying to think more of "Active Interaction" to change face-camping instead of "X thing is passive" deal. I think that would've been pretty fair compromise for each side.
-
When "stacked":
2 Blindness add-ons. Unicorn Block will override.
2 Hemorrhage add-ons. Z-Block will override.
3 Dream Pallet add-ons. Strongest one will override.
3 Skill Check add-ons. Strongest one will override.
Kid's Drawing. Doesn't work with Dream Pallets at all.
Sound add-ons. The fact you can kinda hear sounds better already in Dream World, due to overlapping sound filter in it, make them less useful?
Black Box. Why is it an Ultra-Rare?
Class Photo is fine arguably. Pill Bottle is gimmicky and at least interesting. Nancy's Sketch/Masterpiece have miniscule effects but they are at least consistent. I don't like Red Paint Brush but it's generally his best add-on (4-man spawn at the start do weaken it a bit).
So uh... Yeah... This.