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MechaSandvich

MechaSandvich

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MechaSandvich
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  • The game isn't survivor sided or killer sided per say, it's SWF and S tier killer sided. When you have mostly solo or duo survivors in a lobby up against a killer who is solid but not overly oppressive (say Bubba for example), the game is pretty well balanced overall. But if the survivors are a four man squad with thousands of hours on the game, that tips the scales to the match being survivor sided. On the flip side, if that first group of mostly solos and duos go against a highly skilled Nurse, Blight or Kaneki, the match will be killer sided, where it would be more balanced (though extremely sweaty) if it's that four man squad against the S tier killer. And that doesn't even factor in stuff like how maps change how good a killer is (Bubba is awful on Trickster's Delusion, but Myers is super strong on it for example).

  • I just wish they'd make killer power work the same way addons do where just adding one perk on top of an effect the power itself does doesn't trigger it. Clown is just awful now due to power being effected by diminishing returns with just one perk that also has haste.

  • @esarraf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095148#Comment_4095148

    No, that's not even close to the issue with him. He needs to have the haste removed fully, no longer be able to see people in the mist if they are working on an objective, and remove or drastically reduce the scrap piles so that he can't just reload everywhere because being able to reload at every loop due to the insane hook density and scrap piles are far too much.

    Jason would be F tier if he had no haste in the mist. That's a horrible idea.

  • The insta heal and the unbreakable pallets are the two things that feel the most bad to go against, so I agree, as long as the pallets go too, it can be really badly abused on maps like Midwich and legit trap the killers, at the very least they should killswitch Creamypasta or make it so that it only effects one pallet within a certain radius. I actually don't mind the other two dishes overall, I actually think the haste one is mostly balanced given the killer slowdown ability, and I've been able to adapt to the invisibility since they make a loud noise and it's not too long of an effect, so if you stay in chase and use your ears you can probably still get the down. Also maybe they can keep the insta heal but it only does it when you eat a morsel in the dinner event after a table is set up, I think that would balance it overall.

  • Yeah the "fix" just makes the whole situation feel worse, like they aren't even listening to the feedback in the first place and doing the bare minimum. I feel even less motivated than I did before the change to keep playing, especially with how the event is designed.

  • It's not fair to be honest, I genuinely don't even feel motivated to bother playing the event this year, on survivor it's too easy, and on killer it's pain.

  • Carnage, despite Hulk legit being my favorite character in all of fiction, I don't really want Devil Hulk as I don't think his powers would translate to DBD at all. He's just far too powerful to make sense in game. Carnage power wise can work in DBD, and also is really fitting for DBD in terms of how visceral he is, and I think giving him the ability to perch on walls (Like Spider-Man also does) would be really cool to see for a killer. I also think if we ever get any Marvel stuff Blade as a survivor is a must, maybe even Johnny Blaze (depowered, not in full Ghost Rider form) as a legendary for either Blade or Nic Cage himself.

  • The Pallet update was definitely not fine, and honestly smoke bombs weren't either, I do think they may have been slightly over nerfed but launch smoke bombs were way too much with infinite uses. Also McMillan and Azarov were not the map offerings people complained about, it was maps like Badham, Garden of Joy and Eerie that were heavily abused by bully squads, I don't love the current map offering functionality but it was for the best.

  • This might sound harsh, but I really think people that really abuse it should get banned. Not permanently, but like, for a day, and if they reach the threshold of doing it so much again right after that ban, it goes up to a week.

  • I think if they do the punishment thing again it needs to be 3 hooks only and a kill (4 at most) and I don't think the punishments should be permanent, nor nearly as hard as they were. And also Anti Tunnel punishments need to turn off at 1-2 gens left, not Endgame..

  • I think we should definitely get a boon class for survivor and maybe even a hex class for killer, maybe have the killer one also have to manually place the Hex's and have the Hex's made specifically for 2v8 (as I think a lot of the really good hex perks in 1v4 would probably be overkill in 2v8).

  • I don't really think most of those killers listed would be as divisive in 2v8 as Legion, except for Kaneki, Plauge and maybe Knight and Singularity. Legion was really hated for how effective their power was in 2v8 the first go around (Though I don't really think they were a problem last time when they were nerfed and it was a case of people having their minds made up before the game even starts like with Skull Merchant hate post her rework)

  • I'd say for the overall team, a win would be 3 or 4 out, but for an individual being productive to getting that is most important, even if you end up being the 1 death in the game with 3 outs, and I'd still count that as a win personally when I play survivor.

  • It can give an advantage but I don't really consider it full on cheating, I think it's similar to SWFs with comms in that it's an advantage over how the game was designed to be played, but just completely unenforceable and not bad enough of an advantage to make it a major issue. I used to use reshade just to slightly increase the brightness back before the gamma setting was added, but stopped using it since then since I only ever used it due to the game not having a gamma/brightness filter back then. And even if BHVR were to ban reshade you could just change the settings on your monitor straight up to get the same effects, which is why it's just unenforceable.

  • Would be cool to see, at this point I'd even settle for some new skins like a legendary Hopper skin. Also massive long shot but if we do get a chapter 2, would be cool if they give the Stranger Things survivors voice lines like the Walking Dead ones.

  • I'm sure she will be added to 2v8 someday as I'm pretty sure every original killer will be added at some point. It's a matter of when more than if.

  • Ormond is especially rough with the pallet density update and definitely needs to be reverted or adjusted, Ormond was already in a pretty good spot balance wise before (I'd argue the Lodge arguably favored survivors, but not by a huge margin to make it a problem or anything), but now it's really rough if you aren't playing an S tier killer like Blight, Kaneki, Nurse, or Krasue.

  • Autohaven might be the worst offender of the problems with the Pallet Density update that isn't Crotus Penn, the maps were all pretty balanced before except for Azarov's Resting Place that I do think is a little too big, but now the maps are all pretty survivor sided.

  • This realm is weird as I think certain maps like Rotten Fields are more balanced now but other maps on this realm now have too many pallets, even if I do think most of the maps did need some adjusting pallet wise, so I do think there needs to be more tweaks to pallet density on the maps that aren't Rotten Fields, but this realm shouldn't be fully reverted.

  • I think the Haddonfield changes are fine and no need to go back on them. I do think Haddonfield needs a little more love like slightly increasing the maps size (though not to the size it was before), but in terms of the pallet update it's the map it worked the best for.

  • Also Ruins is completely fine with the new changes, and it does help the map, so no need to tweak that one.

  • This realm is weird as I do think it did need the pallet changes, I just think for the original Borgo map the pallet density went a little too far, this one shouldn't be reverted like I think most of the realm should, but I do think it should be tweaked slightly to have a little less, but still more than it had before.

  • This realm doesn't just need the pallets reverted, it really needs a full rework, because it's honestly miserable on both sides most of the time, for killers the new pallets can be crazy at times and really out of the way gens at random places make patrolling annoying, and for survivor there's hooks also way out of the way that are hard to get the save on, as well as weird totems. Hopefully we get a realm beyond for Swamp too.

  • This realm needs to be reverted

  • This realm needs it all reverted except for Shelter Woods

  • This realm should be reverted.

  • I think Merchant is in the most desperate need of it, but they all could use updates honestly, of varying degrees.

  • @Massquwatt said:

    All they need are number tweaks again. Keep them strong but keep the limited uses, also change that green addon to give you an extra charge.

    Agreed, the problem with launch vials were they were unlimited and very dense, the solution should have been to just change one, but BHVR changed both which was a mistake.

  • The pallet changes in this last update really should just be reverted, at least for the most part. Coldwind and Borgo can stay with the updates.

  • I hope and pray, whoever gets to make the calls, do it we want more Bubba! Kim Henkle, BHVR, whoever, it's easy money!

  • Also almost forgot the Monitor and Abuse nerf doesn't make sense as it was never a problematic perk at all.

  • Ok a bit I want to go over and give my feedback for.

    The tunneling penalties can’t stay these can occur even if the killer isn’t tunneling as the qualifications for meeting them isn’t that hard to run into without bad intent, especially since the three hooks in a row part has no time limit to where it wears off. I also don't really know how to feel about the killer not being able to see the hook status, this is something I got to see more in game to come to a conclusion. The other aspects of anti tunnel I do like though.

    And the anti slugging buff goes way too far by making it possible to move while recovering at no cost and automatically. I don’t hate the concept of being able to recover while moving but you shouldn’t get the same recovery speed as when your still. I also don't love it keeping the resolve bar between separate downs.

    And adding more pallets at the same time as doing this is insane and will lead to a dramatic increase in bully squads. That said the pallet buffs are a good idea for Haddonfield and Coldwind, though I'm not sure how they will pan out for the other maps listed, but this is something I need to test in game to have a full opinion on, so I'm gonna assume it's mostly fine, as the spawn logic for loops can be weird. Again at the same time as the slugging changes might not be a good idea though.

    Pain Res being nerfed is a mistake when your trying to stop tunneling when it’s one of the only perks that actively gets killers to not tunnel.

    I actually don't mind Pop being nerfed with the basekit Pop for not tunneling, or BBQ being reworked for the same reason, that said BBQ's stats here look a bit weak and might need some tweaking, depends how the PTB tests for it go.

    Leverage being nerfed is a mistake with how strong the healing meta is, especially when a perk like Resurgence is untouched.

    Lastly, Clown’s change is a step in the right direction by making his yellow bottle require a charge up like it did before his rework, BUT his purple bottle linger is still too low, as Clown’s linger used to be 2 seconds, with just 1.6 seconds for the linger, these changes turn clown to just being in a worse state than he was before his recent rework that was meant to try and make him better and more varied. Please listen to the clown playerbase, we’re not asking for much, just give us the nerf to yellow bottle and revert Purple to how it was before and Clown would be in a balanced and healthy state for the game.

  • Anti Tunneling sounded too good to be true, and it was because the ending, about punishments for "tunneling" these can't go through at all and if they do will make the killer experience miserable. Stopping gen regression for hooking the same survivor twice in a row is such an absurdly comically bad idea I genuinely don't know how it got past the drawing board. There's a lot of issues for this, first off, say the survivor gets off hook and decides to be aggressive with that, they can body block to take protection hits for their unhooker, forcing you in a lose lose scenario with no counterplay, as you can't cleanly get to the unhooker, but you also can't tunnel the bodyblocker (as this would be valid time to do so), as doing so removes your ability to regress gens all match. Even worse, there's no listed set amount of time this triggers for, so going off this we can assume this will happen even if you haven't hooked for over a minute at all and aren't tunneling, but just get your first hook since the last on the same survivor by chance.


    The repair speed boost is also likely far too strong a punishment, especially when the criteria is a whole 6 total hook states to be in the clear. This is made even worse by the fact the killer no longer sees the hook progress, so a survivor could be on hook longer than the killer realizes, he goes to hook them again, and boom, survivors get a gen speed boost.

    I'd also argue that tunneling past a certain amount of gens is not an issue and that the system realistically should disable besides the standard elements you get at Endgame at either 2 gens or 1 gen left, but that's more debatable.


    The other things brought in to address tunneling seem like enough on their own, there's no need to add extra punishments to it, especially when your rewarding not tunneling. These punishments for "tunneling" target far more than those who hard tunnel, and will only make the killer experience completely miserable.

  • Eventually but not anytime soon, it needs more content before it's in a place where it being permanent would make sense.

  • Reposting this post I put on the Subreddit here so it has a better chance the Devs see it.

    As someone who is a bit of a Clown main (only behind Bubba for my top played Killers), these new Clown changes are a monumental failure. The original intent of these changes was to encourage Clown players to use both sets of bottles more actively, which on paper isn’t a bad idea, but the execution of these changes are resulting in the exact opposite of the intended outcome. For starters -The Hindered Linger now being only 1 second is a massive blow to Clown’s purple bottles, especially considering current Vigil and how it’s in the meta, making the 1 second linger only 0.5 seconds very often. -Combined with the nerf to hinder being only 14% compared to its previous 15% is quite noticeable, causing less use of the purple bottle. yes it’s only a 1% difference but in a game like DBD, 1% can make all the difference between if the Killer gets a hit or not. -Now the major changes, to the yellow bottles are completely borked. They allow Clown to go at Mach 10 speeds, especially when combined with haste perks like Play With Your Food, Rapid, Batteries, etc. and the 1 second activation for yellow removes the skill required to get real value out of yellow bottles as well, as now it’s easy to just throw a yellow bottle directly in front of you instead of planning and landing the bottle a bit away so you reach it as it turns yellow. This makes the Clown’s play style go from a more tactical play style to one that’s pretty brainless.

    And with how good yellow bottles are now, and the nerfs to purple, most Clowns aren’t using purple bottles basically at all now, leaving us back at square one of one bottle type being used far more than the other, though this time arguably a lot worse, as even before these changes most skilled clowns agreed that yellow bottles were actually quite good and should be utilized. That’s even one of the main takeaways from the big thousand plus page Clown guide.

    So my advice to BHVR, is to revert most of the changes back to how they were in live before this update, and to only keep the changes to VHS Porn, Cigar Box and the bottle reload change, as Clown was in a healthy spot before this update, and now is becoming a problem for the games health.