Libervita
Libervita
About
- Username
- Libervita
- Joined
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Comments
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The Judgment
Needs an active ability that is easier to use, or a new active ability,
rather than the current extreme values. -
It's long overdue to improve the abilities of the super weak killers, especially The Pig. Buying the Pig DLC is the most pointless thing I have ever done. Every time I play The Pig, it's a pain. Every two minutes, 3 generators are repaired. There are only 3 survivors repairing the generators.
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I love this idea, this game needs a little more of a horror feel.
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In my experience, when Hex faces experienced survivors, It often cannot survive the first minute.
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The killer lacks an incentive to find a healthy survivor.
If camping and tunneling are to your detriment, "at the same time"... "at the same time" is important
Killers can gain intelligence or advantages by finding new survivors.
This situation will improve a lot.
This game needs to be bolder in terms of mechanical changes.
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Thanks for teaching.
I like this
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Using the tail to destroy the turret requires a lot of practice and effort. Should we simply cancel the killer's ability?
In addition, survivors can completely stop the alien's ability by placing two turrets, you can try this.
I just do that and it works.
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I think this requires an attractive reward.
Such as Bloodpoints or Iridescent Shards, or a unique limited-time charm.
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I agree with this.
If Distortion is faced with a killer who needs to chase time, there is a high chance that Distortion can be kept enabled.
Not every killer is as powerful as a nurse.
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I agree with this
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1.When the survivor puts in the tape, the TV turns on.
2.The time to insert a videotape is extended to 6 seconds.
3.When the survivor has 6 layers of condemnation, the killer gets a prompt, and the survivor beside him slowly gains condemnation.
The BUFF I can think of is this.
Let condemnation be truly threatening.
And seriously, now When survivors remove condemnation , the killer gets weaker, this is too over.
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I agree.
And have to make camping a killer thing to avoid.
It becomes a situation where the killer will lose any advantage if camping happens.
And make camping less of a way to sacrifice survivors.
Such as survivors who died while camping.
Can continue to help teammates on the field.
For example, increasing the speed of generator repairs, or directly drastically reducing the number of generators that need to be repaired.
If the killer wants to really knock out that survivor, don't camping and tunnel.
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@Darkest_Night said:
You can't bully killers like you used to. The base meta kit to bully killers was gutted. And you hate it. The extra 10 seconds? Forcing you to cooperate instead of antagonizing the killer into chasing you. The 2% cooldown on attacks? Forces you to pick your unhook time a bit better. The increased bloodlust accrual? Forces you to try and and get creative in losing us for a chase.
Because you can't bully killers into quitting anymore, many are throwing a fit. However, look at this patch like this;
It gives everyone experimentation amd freedom to practice characters and perks they've never tried because of the previous Meta.
I agree with you.
It does offer different ways to play.
But unfortunately, when the killer chooses camping and tunnels, all good intentions are destroyed.
When the killer is "clearly" vulnerable, I will always offer advice on improvement.
I also provide advice all the time when survivors are "obviously" vulnerable.
Now, it is the moment when the killer camping and tunnel, the killer is not punished, and the survivors are powerless to resist.
The way generators are repaired needs to be changed.
And the killer can't have the advantage of camping and tunnel.
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This is a good suggestion.
After a lot of Camping and Tunneling.
As a player who primarily plays the killer, I get irritated.
I have been thinking about why there are still a bunch of killers trying their best to Camping and Tunneling when an environment no longer needs Camping and Tunneling.
As a conclusion, Camping and Tunneling need become completely useless.
And the survivors get a huge advantage from it.
Let these two behaviors be things that killers try to avoid.
If you see a killer who doesn't camp and tunnel, chances are it's me.
I can say I'm not strong, but I'll keep practicing.
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@Murgleïs said:
Camping and tunneling are perfectly good and valid strategies. Get over it.
Also, forcing the killer to be 16m away will just promote proxy camping, don’t worry I will still be able to rush at you with my Blight, or teleport in your face with my Nurse after the unhook to slice your throat and put you back on the hook. Ain’t going to solve anything.
- stop unhooking in front the killer, wait for him to leave the area. I said leave the area, not just walking 10m.
- stop expecting killers to play nice and easy. They want to catch you, kill you, and win. Don’t expect mercy. Of course they are going to tunnel if that’s smart.
- use prove thyself to repair gens faster if your team is too slow
- get friends and play SWF to coordinate better.
I respect what you say, but I think you misunderstood something.
I don't care about winning or losing the game.
I just want a satisfying horror game.
What I want to see is to use their own pursuit skills to beat the killer of the team.
Instead of boring statues staring at hooks in a daze.
Being a hook statue may be your pleasure.
But it wasn't a decision that effectively helped the game develop.
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@D3spair said:
I am seeing a lot of feedback from post here on Reddit and here that Update Sucks because so and so. Its the first day of the update! Can't you guys try to adapt first before complaining that your crutch perks are gone?
I agree.
Those killers who don't camp keep honing their skills.
Time for a survivor.
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I'm looking forward to this update
Because it means the killer doesn't have to worry about too fast generator speed all the time
Because it means that survivors don't have to worry about camping and tunnels all the time.
But the effect is not obvious
"This update is a good direction, but more needs to be done."
The advantage of camping to the killer is too great, and it needs to be radically cut off.
I don't like camping because it's boring, I'd rather have a rich and scary game.
Slowing down the generators is a good idea, now there's the camping problem to solve.
"The need to make camping an act without any advantages."
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@[Deleted User] said:
Yep, almost every match I had tonight was face camping, tunneling and waiting out the base kit Borrowed Time to slug people.
Real great, so glad they buffed killers and then politely asked them to 'choose' to not tunnel and camp. And now with longer gen times, facecamping can net the killer a 4K. So that's. Just peachy.😑
I agree with this update for slowing down the generator and increasing the strength of the killer.
But it all has to be based on "eliminating camping".
All the benefits of camping need to be erased.
This is the big decision to improve the game.
As long as camping still has an advantage, it's hard to break through in this game.
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I agree.
NOW Many killers choose to push the limits of camping.
Then this change is necessary.
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@Onyx said:
Literally first two games of the day I get campers. Both times I used party streamers. How is this enjoyable. I would love to know why the devs think this should be a strategy at all? Also I am posting the screenshots to show that you don't need to be a bubba to be able to camp, as showcased in the game with Freddy.
https://us.v-cdn.net/6030815/uploads/EH63C90OE747/20220713215349-1.jpg
https://us.v-cdn.net/6030815/uploads/D0TRGOWOHQOP/20220713220436-1.jpg
I still remember that comment where the devs said they don't want tunneling and camping to go because they add to the "fear of the game, because what if this match I get camped" (something along those lines)
That is not something you want people to think when going into a match. You know why? Because it limits on what survivors use. If they go in a match with the mindset of "I might get camped/tunneled" they won't bring offerings at all to not have them be wasted and only bring strong perks that can help in those cases. It's the same with killers going into a match with the mentality of "these survivors are a 4-man SWF that will genrush me", because then they just bring the best perks in the game to deal with that scenario in their head.
So I want the devs, especially Patrick, explain to me as to why do they think this is good game design, literally telling survivors "well, you might just not get to participate in the match at all, die and leave with almost no points to your name". That is terrible to tell your playerbase, imagine if any other multiplayer game went "well at one point you might just not get to experience the game at all", do you really think people would play a game where it's a coin toss if they are allowed to actually play the game or not?
Like, this is the reason right here why I want a mode where it's just against bots. Because I wanna play the game, do challenges, go for achievements, earn BP for progression, but I don't wanna do it against players. I want to go against bots that can be programmed to not camp or tunnel at all, because why would they care if they 4k or not anyway.
Anyway, rant over. Just wanted to showcase how annoying this "strategy" is and how tired I am of people making excuses for it not being solved or somehow justified for it existing. Literally nothing has been tried on live and people go "well, there is nothing that can be done, because survivors can exploit it" as if that is some amazing excuse to keep survivors from enjoying the game.
PS. Those two games were in a row and in the Freddy game that was literally my first hook. I play soloq. I don't want people to "just do gens so you can escape". I want to escape! I want to be saved! I don't want a camping solution that goes "well this makes it easier for the rest to escape", I want one that punishes the killer by having everybody escape if they camp. Or at least compensate me with max BP in every category for being camped. At least with 40k BP I know I am safe to bring BP offerings and not feel like they and my time wasn't a complete waste if I get camped.
I agree.
I don't mind being sacrificed or dying in the game.
I play the survivor because I want to experience the horror of the killer for a long time.
Instead of boring camping.
Camping and tunneling aren't scary, they're just annoying.
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The hook on Trapper may be more reflected
Such as when a survivor who didn't go into a chase is next to a closed bear trap.
Trigger range: 6 meters
Cooldown: 30 seconds
struggling time: 5 seconds
Bear traps will hook out and will definitely catch survivors, giving the Trapper a hint.
Survivors will never be hurt by a situation like this.
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@DyingWish92 said:
All survivors are alive. A gen takes somewhere between 100-120 seconds to complete solo. Increased from the 80.
Now listen. For each survivor that dies to the entity survivors get a big speed increase on the gens. Somewhere between 35-50% perhaps.
What this does is allow the killer to go for multiple chases in the beginning of the game without losing 3 gens in the first chase. It punishes the killer hard for tunneling someone out of the game to as the 3 survivors left get a big speed increase on the gens. It also allows the survivors to still have a chance when it's a 3 v 1. It gets rid of lots of landslide/stomp potential on both sides.
Of course I'm not 100% sure on the numbers of the speed buff and debuff at the gens but something like this would be great I feel. Getting a 4 man escape would probably be very difficult but not impossibe.
Something like this would be implemented with the perk reworks. So gen slow down perks reworked so the killer can't make it like a literal eternity to finish a gen because they brought pop, pain res, Ruin and so forth. We assume those perks will be reworked.
Gen speed is a big problem, tunneling is a big problem. Do something that helps with both in one base game change. I understand lots of people don't like the idea of making gens take longer something has to be done about it. To many games end in 5-7 minutes because the killer has a first chase that lasts a little to long.
I think this is a good idea.
But testing may be required.
These mechanics may also extend additional tactics.
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I agree.
But maybe later when a lot of perks are refurbished, these will be of different usefulness.
I keep a wait-and-see perspective.
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I agree.
We should be able to save our teammates when the killer camping goes wrong.
This type of problem has been fixed before, but it seems to have reappeared in the last few updates.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2990504#Comment_2990504
I mean, survivor players probably also still need to get used to him more. I don't see him being stronger than other A tier killers. His mobility is great but his chase really isn't that oppressive at all. But who knows, both sides probably still have some improvement left.
I agree.
The killer needs more time to watch, and the survivors I've met have come to know how to deal with THE DREDGE.
When the ability is cast, the Survivor will observe the angle and surrounding objects, and quickly pull away from the Killer.
Most of the survivors I met had the basics of dealing with THE DREDGE.
And when encountering experienced survivors, THE DREDGE will have a hard time dealing with survivors.
Unless these survivors are disturbed by their own teammates or the environment.
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I agree.
Dredge is an important killer to improve the environment of this game, and weakening him means that the game will lose the sense of fear and fun that was finally recovered.
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Dredge is a fun and balanced killer.
To weaken Dredge, it would be better to directly give the survivors a "victory button".
When the survivors face Dredge, they can deal with Dredge well as long as they plan their route.
But many people don't experience the game and just want a "victory button"
When the button is pressed, the survivor wins unconditionally, as in the past.
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familiar image.
Survivors who don't hone their skills ask killers to become weak.
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I agree, the showdown with "The Dredge" was the funniest experience I've had in years.
"The Dredge" really scares me, and I love it.
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Some might say that killers can go after other people.
This means that some people did not read the full description.
These invincible places, [more than one].
Every survivor is endlessly getting rid of killers in these invincible places.
Why there are still selfish survivors, the comprehensive view is never considered.
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Except the nurse.
Killers other than nurses are painful.
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HADDONFIELD has many invincible places to get rid of the killer endlessly.
Pay attention to the location and route of the windows, this is a basic subject for survivors.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2905122#Comment_2905122
DS is a perk meant to discourage reckless tunneling by giving a large time window with which good survivors can make a ton of progress
DS only lasts for 60 seconds, and the survivor who got unhooked only has DS as long as they don't touch a gen, totem, or heal/unhook action. The moment that survivor does anything to progress the match, they become hookable. If a survivor gets to use DS, either they were being tunneled off the hook with no chance to get away, or the survivor hung out on the map doing #### all for 50+ seconds waiting for a chance to use their perk and doing nothing to progress the match or help their team.
I can't remember the last time I saw a killer slug someone to wait out DS, either. After all the changes made to DS, most killers realized that a 5-second stun means very little. Either the survivor isn't skilled enough to use their second chance to make it to a safe loop, or the survivor is now free to be tunneled out next time they're out of zone.
DS is useful for when your ####### teammates farm you off the hook instead of taking aggro, making a safe hook save, or at least bringing BT. So, for me, like 99% of my games DS would be really nice if I could actually use it. Maybe I'd make it to a safe zone, maybe I wouldn't, but damn I'm sick of being at the mercy of teammates who just want an extra 1k BP before hiding in a bush again. DS certainly isn't good enough to justify such a tiny skill check, though. It's once per match, and making any progress whatsoever deactivates it. Which is good, that's how it should be, survivors shouldn't be invincible while working on a gen or making an unhook (god I hated those days), but since DS is no longer the perk it was originally released as, it doesn't need the tiny skill check that prevents new players and a large percentage of the console playerbase from using it.
When I play survivor, I actually see very few people running DS, because most of my random teammates happen to also be console. Which is sad, because killers will absolutely tunnel the crap out of a survivor they realize is a console player. (It's not about the globe icons or anything. I've been told that PC killers can tell the difference due to the way a survivor moves during a chase.) As a Switch player I can tell if I'm against a Switch killer because they will go through hell and high water to attempt to tunnel me out. They often fail, though, because killer is that bad on Switch, but they do still try.
DS doesn't help with camping. Kinship helps with camping, and Borrowed Time to an extent. DS gives survivors a second chance if they're being tunneled and/or their teammates are useless.
Technically, there's nothing in the game that "prevents" camping or tunneling, as those are considered legitimate tactics by the developers.
Unfortunately, the developers have also designed the game in such a way that killers are required to run generator perks to slow down gen repair. The game is balanced around it.
I agree.
But it's my fault that I didn't describe it completely.
It mainly discusses the QTE of DS, which is easy to fail due to network decision or similar reasons.
Mainly thinking about the problem of QTE.
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@Coffeecrashing said:
Survivor status icons should be added to the game, and the killer should be able to see them as well. This would help bridge the gap between solo and SWF, and compensate killers as well. If survivors get to be more efficient with voice comms and/or survivor status icons, then the killer should see those icons too, so they can also be more efficient.
The best way to balance voice comms is by giving everyone else in the game more information, so everyone can have better efficiency. And this wouldn't make SWFs with voice comms stronger, because the survivor status icons only give information that is already easily known and communicated via voice comms.
This is also the best way to compensate killers, because it gives them more efficiency, without directly telling them where the survivors are. For example, if a killer is walking towards a generator, and notices one of the survivor icons stopped being a "survivor on generator" icon, then maybe a survivor was on that generator, and is leaving to hide..... or maybe it's a completely unrelated survivor. The killer won't know for sure, but it would at least give the killer some interesting game choices to make. And killers might be more motivated to patrol the generators if they actually knew when survivors were on generators.
I agree.
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@IHRTCHU said:
She'll be slightly nerfed in 2 weeks and nerfed into the ground by next chapter just like Pinhead and Nemesis were. They make more money off the crybaby survivor mains so they will keep catering to them, and not give a flip about killers or the fact that it's supposed to be a horror themed game where you should feel scared as a survivor and scary as a killer.
This is a possible future, thank you for sharing.
But we still hope that this game can continue for a long time, and not just treat the killer as a waiter or just consider the advantages of humans.
Although, this is the current situation.
However, we always hope to expect something. At least I hope the company really wants to make the game well.
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@Munqaxus said:
"We'll Make It" is a 100% speed perk. Also, CoH cannot be superimposed. So it's already what you want it to be.
I really want to agree with what you said, but... the reality is that it can still be superimposed with other Perks.
Such as Botany Knowledge, Resilience... we haven't even mentioned Med-Kits yet.
Survivors can heal themselves in five seconds.This Perks is still a huge problem.
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Add-on of the legion:
Frank's strategy notes:When you play Frank, You can know the location of all members, and the member’s capture range is increased by 6 meters.
Julie's invitation:When you play as Julie, when the survivor repairs generators in Terror Radius or crosses windows or pallets,Will give Julie a hint.
Susie's bracelet:When you play Susie, you Disables the Terror Radius, and Disables the Red Stain.
Joey's Trophy:When you play as Joey, The Terror Radius extends all across the Map.
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Boon: flashlight charging station:
For survivors within 8/12/24m, the flashlight in their hands will be continuously charged.
And the survivors who died in this area will not lose their flashlights.
Boon Totem: Fake Statue:
When within 8/12/24 meters of the totem, you can place a fake statue that will not move (the fake statue has the same appearance as the user).
The fake statue has a collision volume. When the fake statue is destroyed, the Boon totem will change back to the bleak totem.
When the Boon Totem is destroyed, the fake statue will disappear.
All items born from the Boon Totem will disappear together when Boon is destroyed.
Boon totem does not have to be overly powerful, but at least it must be interesting.
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I agree .
Dead Hard can avoid many deadly attacks, such as nurses, The Blight, chainsaw...
But the Bear trap of The Trapper really shouldn't be evaded.
But this requires an additional program. Although it is difficult, I still hope to come true.
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Thank you for expressing your inner thoughts, but unfortunately, this opinion cannot be agreed.
1. You don't understand the difficulty of the killer.
2. You are not familiar with the advantages of humans.
3. You refuse to discuss with everyone.
Our starting point is the same. We learn the skills of survivors and killers, and are well aware of the difficulties of playing both sides. We all hope that this game will become more interesting and balanced.
But you ignore the powerful power that survivors have.
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@R2k said:
But, but.... U know looping is hard and only Jedi with 1000h mediation and universal knowledge can do it, and BNP is one time use only so I can't bring it every single game not to mention Keys are nerfed and Medkits work only when I'm injured. But i don't want to be injured. Please don't make me sweat to win, this is so unfun.
Hey, the player who plays the killer is the same as you.
Then why can survivors ask the killer to spend a lot of time honing his skills, just to give the survivors an "interesting experience".
The killer is also a human, not a waiter for the survivor.
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I have defeated many doctors and plagues, sorry, survivors can easily deal with these killers.
Survivors who know the killer's ability can completely avoid the situation you said.
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@Sluzzy said:
This is so broken it reminds me of machine gun build on killers. How is this available in the game in such a way that survivors are constantly hindered from doing any actions in the game?
Survivor is already the most steep hill to climb, I don't think this is necessary for a guaranteed victory for the killer.
I played a few matches where the killer was constantly able to keep the Chain Hunt in action because he was always notified where the box is located.
Dear BHVR, nobody could do the objective except for the killer.
No, just like the combination of The Huntress and Iron_Maiden, Pinhead has the right to use Hoarder. You are not entitled to deprive Pinhead of power. Pinhead still needs technology to knock down the survivors. Don’t blame your laziness on the combination of Pinhead and Hoarder.
Please stand by the killer's situation.
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I always look forward to getting some special experiences, such as finding some special objects.
But now it’s still repairing the generator, again, again, again.
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The official did not consider what would happen when the survivors learned about the game.
Many survivors just want to easily defeat all the killers.
And the killer game experience, they don't care.
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So you plan to weaken a killer who doesn’t have any special abilities. Well, who is next, all?
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Thank you for organizing the information.
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The current system encourages everyone not to take care of their teammates and encourages everyone not to enjoy the game.
The current system only rewards survivors who repair the generator quickly.
Over and over again ignore the current situation.
Over and over again, Ignore the survivors who like this game and interact with other players.
Encourage all self-interested behaviors over and over again.
These things need to be improved, and only a small change is needed. These problems are the most fundamental problems that need to be improved.
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@freak_115 said:
I disagree to a certain extend.
I cannot loop, want to improve but the longest i've looped atm was 58 seconds against a golden nurse as a bronze surv.
Many of my games encountering a killer means I'll get instant hooked and then probably no1 would come save me or instantly let me waist a hook phase cuz it takes them to long.
doesn't mean I wouldn't go near to killer to hide from that gen i was trying to fix. trying to hide or sneak around a killer that's a bit close to the hook but not really camping in front of it for an attempt to save it.
It shouldn't require me to loop or stun pallets to reward me pips i think.
However. I don't think a player who just didn't even got the terror radius near him should get rewarded for some1 else doing all the looping and maybe even sacrifising him/herself for that one player who didn't bother trying to save ppl at all....*
So I get the frustration you have but I also hope you understand mine.
You know that if your teammate doesn't repair the generator effectively, you won't get any points, right?
You can imagine a survivor who protects his teammates for more than 3 minutes. The final score is only 6000~8000. What is this concept?
This environment needs to change, and survivors who have the courage to interact with the killer need to get the points they deserve.
Not just as a survivor. When I played as a killer, I saw a strong survivor whose score was less than half that of other teammates. Other survivors even repaired the generator quickly and did nothing.
Even abandon his teammates directly.
These things need to be changed, and the system should encourage everyone to hone their skills instead of not interacting with anyone.
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We need to give survivors the points they deserve.
When the survivor interacts with the killer, he will get the corresponding repair score, instead of relying on his teammates, every second of the interaction with the killer, Every second of protecting teammates can get the score of the target.
Let survivors get the rewards they deserve, and encourage survivors to hone their skills.
Instead of simply pressing M1.