SimpleYetKomplex
SimpleYetKomplex
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- SimpleYetKomplex
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Certainly not "the end" for killer but we're definitely going to see less M1 killers thanks to the pallet density update. While it was presented as QOL, it has left a big impact in gameplay.
BHVR have hit a point where too many pallets make weaker killers feel miserable but too little pallets make survivors feel miserable.
The good news is the Roadmap says we are going to be getting Killer Updates. Whether this is just Bug Fixes or QOL improvements we'll have to see.
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I'm rather disappointed that you guys didn't act on the feedback regarding The Executioner. Increasing the duration of Rites of Judgement still encourages the killer to hold power until they're right behind the survivor, leading to an easy hit with either an M1 or M2 (especially because the survivor loses distance with each attempt to juke or dodge). I remember my feedback on this is Pyramid Head has to at least be 4.0 m/s while using Rites Of Judgement for it to feel fair.
I'm also surprised that Fog Vials weren't heavily reworked or delayed, as the mass amounts of feedback were against their PTB state. Giving an item infinite recharges is a bit concerning, especially when every other item cannot do that. By making Fog Vials infinite, you discourage players from swapping items when theirs run out; further discouraging using chests.
Also removing Franklins’ charge drain, while it is annoying, feels like a slap to the face to killers at the moment. We are in the middle of an aggressive healing meta with a lack of item variety. Franklins is the only way to counter medkits & toolboxes other than Leverage & Weeping Wounds. I firmly believe you removed this not because you thought it was strong but because you didn't know how to work it with this new charge system that you created. Fog Vials in particular would’ve countered this due to their recharge feature. This is likely also why Streetwise got changed. You came up with a new charge system, while keeping some of the old charge system, & made the perks that impacted these redundant.
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No, just nerf its duration to 30 seconds or something, no need to add another requirement (especially since the perk is meant to counter gens with multiple survivors in them).
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Likewise, a few maps that have been made smaller also need to be bigger. Lampkin Lane in particular is oppressively small, and so are a fair few of the Coldwind Farm maps.
I think the worst candidates for being too large are Greenville Theatre & the Autohaven Wreckers maps.
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What is this?
Not only have you removed existing survivor mechanics but you have given survivors an unconditional infinite lasting DS/Unbreakable if they get downed within 30 seconds. Bad ideas all around for both sides, you’re basically telling any killer to get stuffed, not to mention the survivor abuse/time waste factor is wayyy stronger here than it was before.
You completely gutted the perks that became basekit and made Wicked & Babysitter almost obsolete with your Borrowed Time suggestion.
And then you made survivor equally a disaster with that hook incentive; 30 charges are 33% of a gen (90 charges). You made a stronger Pain Res that repeats and impacts all generators/hooks basekit.
This would be more unhealthy than the current state of Dead by Daylight, hell it’s more unhealthy than anything DBD has had since 2019.
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Did you make an account just to come here & complain about things we haven’t even seen in depth?
Yes, these changes will impact killer gameplay the most, as they focus mainly on encouraging chase gameplay for both sides, however that doesn’t mean killer will be “gutted” or that the devs are survivor sided.
In a lot of updates, killer has been recieving buffs, including major ones that applied to every Killer. Stop it with the Us VS Them mentality & at least hold your tongue until we actually see what's going on.
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The whole point of Deep Rift is that it's a reward for players who go beyond the original 70 Rift Tiers. It is an accomplishment.
To make them available to everyone is to demean this accomplishment, which the original Rift outfits already do. However, the original Rift outfits can, & do, get further recolours available for all players. Deep Rift is the slimmest bit of exclusivity and it’s pretty much just Fortnite’s super styles. Cool to have, but not detrimental to miss out on.
At the end of the day it is FOMO & encouraging grinding, however not everything should be served to players on a silver platter. Yes, grind should be easier, and BHVR’s new Quest System & upcoming BP spend button is intended to make it easier, but that doesn’t mean it shouldn’t exist, nor should players not be rewarded for going above & beyond. If this were the case of the original Rift outfits or Shop outfits, I’d see your point.
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A Backwater Swamp that doesn't feel like a wet fart would be a-okay with me! (I find it miserable to play on for both sides due to its dark appearance and squelchy noises)
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He's been nerfed twice, although I don't think they were in the right place.
Changes to cancelling during a Kagune Leap, Vault Speed & further nerfs to his autoaim & buffer, sure, but I don't think his mobility should be hit. Almost everyone agrees his mobility feels really good and the majority of survivor complaints don't lie in that.
He definitely needs a louder power cancellation sound & cooldown before he can M1; and he shouldn't be able to counteract loops so easily with vaulting. Honestly, if they removed the multiplier for Enraged Mode, I think both sides would be happy, since it makes the numbers consistent so nerfing or buffing the speed won't make his default state too slow or Enraged state too fast.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/442814/i-m-so-tired-of-rpd
Stealth/information builds are so good on RPD, can catch a lot of people off guard, surge has insane value too, I recommend going into custom games if you aren't sure of the layout so you can get used to it, it really helps with cutting people off and learning what you can do to mix up your chases as killer.
I run Surge usually, and it's not very useful in this event. Infectious Fright would be more useful, I think. However, I know every room & every hallway so my issue isn't navigation, it's just the layout leading into a a variety of pallets & windows for survivors.
Unfortunately the balconies can only be accessed from upstairs and when I notice a survivor on them I'm usually downstairs in the main hall, where they can notice me. If I want to reach them it’s already a lengthy process to take the main stairs, which is the obvious route. I could take the stealthier route but that’s far longer and such a time waste.
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@justadreampallet said:
https://forums.bhvr.com/dead-by-daylight/discussion/442509/thoughts-on-the-new-chapter-teasers
it could be the guy that hired The Doctor and made The Dredge. I have no evidence other then it might be related to the doctor
I’m fairly certain the person leaving those notes is the one that’s taken, not that guy.
She is talking to someone who is already dead, by electrocution, while the descriptions are of a woman’s disappearance surrounded by black fog.
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@Aven_Fallen said:
I thought Survivors just have to adapt? And apparently they do this with bringing MFT and using RPD-Offerings. So should they not adapt?
RPD is clear, simply because it is probably The Ghouls worst map. Even tho he is obviously still busted on it.
And when it comes to MfT… It is not even THAT good against Ghoul and overall not really good against most Killers. In fact you mostly hurt a Legion or Deathslinger more with it than a Ghoul. (I am using MFT myself, but it is not like you can get that much advantage against a Ghoul-player who at least somewhat knows what they are doing)
Yeah, you’re not wrong for adapting. I literally can't blame survivors for wanting a fighting chance against Kaneki. The twisting hallways of RPD are perfect at making sure he can't leap ahead of you, but he can still catch up relatively quickly. It's just exhausting to go against it so much and know my struggles are due to something outta my control. Then again, that’s probs how survivors feel atm.
MFT seems to work best against Kaneki players who try to vault after you by using Leap, it's very much the difference between reaching a pallet/window or not.
I think it’s just bad timing. The event gutting a bunch of killers, RPD having a hook bug & the release of an oppressive killer has caused high tension and lack of diversity in killers & survivor builds.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911074#Comment_3911074
but why not just play ghost face?
Ghost Face costs money, and it's clear this person enjoys Pig more. The fact so many killer players feel forced to change who they're playing during this event is absurd.
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Yeah, a lot of the killers I play interact with the gens (Houndmaster, Pig, Freddy), and it is so infuriating to play this event as them.
Only mobility killers seem to be viable during this event, which is the same type of killers survivors dislike going against.
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@neuroaktivo said:
i started having this issue today. On PC steam
https://us.v-cdn.net/6030815/uploads/6H068SBDA9O8/screenshot.png
Steam Maintenance seems to have triggered something that's causing DBD not to load for Steam players. A solution for PlayStation (where it is likely PSN issues) won't help you here.
All we can do is wait for BHVR to release a fix for Steam players.
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@Agt_Scully said:
Did you ever find the fix? I'm just getting this error now on PC.
Steam Maintenance seems to have triggered something that's causing DBD not to load for Steam players. A solution for PlayStation (where it is likely PSN issues) won't help you here.
All we can do is wait for BHVR to release a fix for Steam players.
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Audio Sliders for Plague’s Vomit & Dredge’s Nightfall would be nice.
Plague's Vomit triggers emetophobia and can cause the players themselves to feel nauseous.
Dredge's Nightfall is very loud and it causes a few people to become overstimulated, particularly neurodivergent players. You can still hear The Dredge over this anyways, so I don't think there'd be much advantage.
Additionally, it'd be nice for an option for blinds to make the screen go black/dark rather than white, for sensitive eyes. Not everyone appreciates being assaulted by the full power of the sun.
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Cool
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Exactly, it's like people are forgetting that this has to go through testing and THEN a PTB before having a chance of hitting Live. If things go terribly they'll not implement it and take in feedback to make a better system.
We don't even have the specifics at the moment.
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Similar issue, although I don't get an error! I was directed here from my own post to add more info.
When attempting to level up the bloodweb with the automatic purchase button, it doesn't progress and I'm barred from exiting the lobby or entering the other menus. All I can really do is start the game.
Step 1: Select Survivor
Step 2: Open Bloodweb
Step 3: Press Automatic Purchase
https://youtu.be/kx1WnZ3meXY?si=WSPdPlYxjsU8SpD6As you can see in this video, I opted to play in hopes it'd get rid of the issue. However, the same thing occured when I joined a lobby and tried using automatic purchase again.
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I don't see what the issue is. Survivors will only heal if YOU let them. If that means you lost them in chase and they had the time to heal up, even with Sloppy, that is an issue on your behalf, not theirs.
Otherwise, when they're healing after hooks, that means they're not doing generators. Remember that PTB that made healing take longer as a whole? Which was quickly changed for Live because the issue was self healing? Self healing still feels like a slog to this day, despite the perks to speed it up.
The survivor side doesn't need even more healing nerfs, especially given one of the big perks (Botany Knowledge) has a major downside and the others either don't boost it much (Empathetic Connection) or are situational (Desperate Measures).
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So glad this isn't just me. Likelihood is it's a PS issue, I know something similar occured a while back for PS and Xbox so hopefully this'll get fixed.
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The same occurs to PS5.
The only “solution” is to play a killer match first and then try survivor.
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@Devil_hit11 said:
i am starting to think that instant downs as exaggerated by the survivor side as killer exaggerates increased survivor movement speed. being instant down means that you are in injured state. being permanent injured is not unbeatable.
I don't mind instant downs but it feels less skillful when a Killer can actively slow you down so they can be almost up your ass and easily "earn" it, unlike the other Killers who have to work with the cards they're dealt. I have an issue with Skull Merchant (and her add-ons) for a similar reason. What was meant to be a simple and unique surveillance killer became a gen campy and chase oppressive shell of its former self.
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@biggybiggybiggens said:
Rework Idea: Pinky finger - Bottles stay at 4 - You have to hit the Survivor directly with a Pink Bottle AND a Yellow Bottle in the same chase. Then having been hit by both colors the Survivor becomes exposed. That makes it less like a 1 and done surprise. This will at least give the Survivors a chance to figure out what's going on when they get hit directly with the 1st colored bottle as it will popup with a warning even though they are not exposed yet.
I dunno, I feel like that's TOO finnicky. Requires Clown to switch bottles and reduce a tiny bit of pressure. Although the same issue could still stand, with the survivor being slowed down with Clown right behind them for an easier hit with the yellow bottle.
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@ReverseVelocity said:
Pinky Finger is in a really weird spot. It's absolutely awful by itself and only really good with another purple addon, but even then it feels pretty terrible to use since you're down one bottle. The effect is unfair with too many bottles but absolutely terrible with not enough, and there doesn't seem to be a good in-between value.
I don't know how I'd rework it, but it needs an entirely new effect. If they really wanted to keep the exposed perhaps they could move the Exposed from Intoxicated to Invigorated and remove the bottle penalty downside.
Invigorated, that'd be a weird gambit. Give Survivors speed at the chance you might insta-down them. That'd have to remove the bottle hitting requirement since invigorated doesn't activate immediately but would still be pretty fun!
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Of all Disney owned IPs, Haunted Mansion sounds the most obscure. I'll take it you enjoy Disneyland or Disneyworld a lot and want a bit of the park's magic in the game.
Do Disney own the rights to Twilight Zone? That'd be something I can get behind. Or, given the recent space theme, even Star Wars? Don't get me wrong it'd be weird to see Jabba the Hut chasing Laurie Strode but it'd at the very least be more iconic and sell well over a random park ride. Maybe even Pirates of the Carribbean?
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@Robotfangirl67 said:
I kind of where you are getting at. I will agree that yes Blight and Nurse add ons do need to be nerfed. I also say nerf more the weaker killers like Freddy, Michael,Trapper, etc. What I don’t agree is that MFT doesn’t need a nerf. I say it does cause it causes problems when being used on certain maps. I know I complained a lot about map designs.
I just wish they tone down the certain loops,windows, and tiles on a bunch of maps that are still also problematic. So I kind of agree and disagree with what you are saying. I say that again because MFT doesn’t help with the map designs. So anyway for now I say they should changed the maps more. But if I going to be honest I say nerf MFT more cause working on map designs take time. So anyway maybe they’ll nerf the map designs more first. Apologizes for going off-topic.
No I get what you're saying, a lot of the advantages seem map based. Like how The Game is pallets galore while Macmillan and the Swamp maps sometimes feel pallet starved (Although Macmillan has an issue with several connecting window loops). Something like making MTF deactivate during endgame so it doesn't stack with Hope (the issue I'm seeing highlighted the most) might be the way to go for the short term.
I think in general killers should be nerfed and buffed so they feel more equal, of course a lot of that highlights the “meta killers” but as you said, weaker killers will definitely need changed in some aspects, even if it is in the form of a few nerfs mixed with buffs.
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@Tsulan said:
Is this thread about MFT not being strong or about the 3 meta killers being to strong? I´m confused.
It's about how killers with similar mechanics are treated differently by BHVR for no reason. Nurse and Blight were just used as examples of how high mobility killers are treated differently terror radius wise.
I just highlighted MFT because everyone's talking about it through several discussions. However, I don't personally have a problem with it.
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Survivor: Quentin
Killer: Either Demogorgon or Pig, I find them both fun
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425692#Comment_3425692
But you know, there was a time before basekit BT where the survivors still escaped. They woul have to use NORMAL BT then.
So I'm thinking, how about disabling base BT in endgame, but not BT perk? So if you really want that extra bit of protection in end game, you have to bring good'ol BT perk in your loadout.
I'm in agreement with everyone else here. Turning BT back into a necessary perk just because a basekit mechanic is disabled during EGC is just stupid imo.
If you have to go out of your way to make a perk feel needed, when it wasn't before, then it's poor perk design. Sure the change saw BT drop but we shouldn't hinder or punish progress just so one perk can see more usage. The BT glory days are over. Get used to it.
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I've seen your old thread and I honestly think DH is in an alright space atm.
With DH the survivor has more to consider than "when will the killer strike" there is also input delay and latency that interferes with perk use. I can't even begin to tell you the amount of times I've pressed the button only to be downed cuz it was registered too late.
Another thing I'm seeing is the complaint of how it wastes killer time regardless while they try bait it out. While it's true a few seconds are wasted, it's not much and shouldn't be too detrimental in comparison to the 16 seconds it takes for someone to reboon COH (I saw someone else talk about how that's nothing for survivors when it's literally 16 seconds of someone off gens so if that's nothing then your DH baits are nothing). So really you're not wasting much time and, if you're relying on those few seconds for something magical in your gameplay, you might want to reconsider your strategy.
Last complaint I see is how Survivors could theoretically camp pallets or windows with DH saving them. From experience on both sides this rarely happens and is punished most of the time. In fact I've failed DHing at a window far more than succeeded because the killer was patient and I was skittish (like most DH users). As for pallets the general advice I have is either fake it or attempt the lunge. Survivors can panic and either waste their DH or the pallet and some survivors are caught off guard when you attempt (especially if you stop before doing so) and will genuinely go down.
I know this is a giant wall of text but I genuinely think DH is in a healthy place atm. It's less punishing for killers and more challenging for survivors to use. It's a high risk, high reward perk and I can respect it way more than its old counterpart.
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This has been a bug pre-patch as well. If you selected a challenge but rebooted the game you'd have to reselect it to get any progress.
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Camping is the most effective Endgame Strategy and is done by a variety of killers to ensure the kill. Annoying yes but most survivors understand