TigerSnake
TigerSnake
About
- Username
- TigerSnake
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393202#Comment_3393202
Maybe not stack 4 of them? There are more than enough other decent Perks to use.
And sure, whatever you say.
Yeah, okay, LMFAO.
-
It’s terrible for the same reason the DH nerf is. Limiting how many times you can use a perk is a terrible way to go about nerfing, especially when both perks incentivize tunneling now.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392977#Comment_3392977
No Killer player needs that much Regression.
Why are you not using your other account btw? Abandoning the other for the new is a bit strange.
Then what do you propose to be used instead? Ruin? Pop? Thana? Those are garbage perks and you know it.
And this is my first and only account on this site. If you’re trying to compare me to someone else, you’re wrong, and that’s a rumor you better not be starting.
-
They want to push medkits into being more useful for altruism then free self heals at will.
-
Even if ######### like DH, COH, IW, or DS are significantly worse than before, survivors can still do just fine without them and finish the gens very quickly. Killer however, cannot slow down the game without good gen perks. That’s the problem with the update.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392265#Comment_3392265
Making healing absolutely miserable is not the change the game needed.
The changes are fine, the biggest problem was that self-healing was able to be reduced to just a few seconds. Altruistic healing was never a problem in the first place, it is good that they reverted the base healing-changes and only nerfed Medkits and CoH.
It’s not, but you can’t get rid of all the good regression perks while reverting the healing changes. Gen rush will literally be out of control.
-
Definitely uninstalling and devoting my time to a better game, believe me.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392929#Comment_3392929
Oh?
You get to use PR by tunneling? Do tell me more about that.
I’d rather save my tokens for late game, so the unhooked survivor would be a much more appropriate target for pressure.
-
@Seraphor said:
CoH: still nerfed
DH: still nerfed
Medkits: still nerfed
Seriously, this is like when they teased basekit Unbreakable, a completely broken mechanic, and all the survivor mains had a meltdown when they realised their new OP toy wasn't actually coming out on live servers.
Just because you were teased with a lottery win, doesn't mean the raise in your wages isn't still a net positive.
Btw, weren't notorious killer mains complaining that the healing changes were a bad thing because it would just cause more genrushing?
No one wanted those atrocious healing changes. What we ACTUALLY wanted was those to go away in exchange for our regression perks not getting as severely destroyed, which didn’t happen. They literally gave survivors both benefits of the update which leaves killers with absolutely nothing to defend themselves against gen rush.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392433#Comment_3392433
Pushing people away from tunneling and camping is always a W, imo.
Too bad new PR doesn’t do that, and actually incentivizes it funny enough.
-
Yeah, it’s atrocious. And it’s even more sad that people think this is good. BHVR’s playing a very dangerous game leaving killer in a very miserable state.
-
I agree, us vs them is childish when we could (and should) be discussing how to make the game a more enjoyable experience for everyone, especially when there's plenty of things both sides of the player base should be able to agree on. Like, QoL changes to make the game better for handicapped players, or implementing features that curb annoying, griefing strategies, such as how you can keep someone in a match for 4 minutes.
-
Head On's incredibly easy to counter and is primarily used in fun builds, so no.
Knock Out though I would not be sad to see go.
-
@MrMori said:
They've already announced they're looking into anti-camping measures. I personally don't feel like tunneling happens as often after unhook as it used to. Usually they go for the unhooker and hook them before taking up chase with the person that got unhooked if they can find them.
Also, what do you mean survivors can't gain distance? You get a 10% speedboost for 10 seconds after getting unhooked, even if you get hit. Base DS would be abused hard. And why remove base BT anyway? That just means the meta would be to slug the unhooked then go for the unhooker every time.
"They've already announced they're looking into anti-camping measures."
Really? When?
At topic: Basekit BT was never supposed to curb tunneling, but rather give the unhooked survivor a chance to get to another tile if the killer chooses to tunnel, and incentivize them to go after someone else since there's now always protection for 10 seconds. It was also intended to make you not reliant on a teammate bringing a specific perk in order to not be cold turkey, therefore it also frees up a slot paving the way for more perk diversity which was one of their goals in 6.1.
-
Probably an unpopular opinion, but I genuinely think STBFL is a trash perk for the most part, with Deathslinger being the only killer I actually like using it on.
-
I mean, everything's hard in solo que. While it's usually a loss, I honestly enjoy going against a good Blight.
-
I could care less about the teabags, but staying in the area until I give them a kiss goodbye is annoying cause it's wasting time for no reason, especially when I may have no idea which gate they're actually going to. Could I get a feature or something where I can end the match early once the end game collapse has been initiated? Similar to how survivors should get an instant bleed out button so they don't have to be stuck in a match for longer than necessary when the killer doesn't hook them.
-
Similar to C33, it heavily reduces the counter play and skill Spirit requires especially with DCB, when she's not even that hard in the first place.
-
Can the Dev’s just come out and tell us that their last developer update was an early AFD joke?
-
@Crowman said:
A blocked gen doesn't lose progress due to being in the regression state, but they should still lose progress from perks that apply an immediate loss of progress such as Jolt and Pain Res.
Pain Res will target the next progressed gen in the situation that the one with the actual most progress is blocked. I think the reason Jolt works is cause it doesn’t care how progressed the gen actually is, while Pain Res will only target the most progressed gen, which a progressed gen that’s blocked is probably treated as having no progress.
-
If the changes went through as is, it would probably see more play for the sole reason that there’s nothing better to use.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388912#Comment_3388912
I hope not. 150 isn't worth using, and uses up perk slots. Meanwhile, reverting survivor healing nerfs is a big win for survivors since that wouldn't take up perk slots.
The result would be survivors getting their nerfs reverted for free, because the killers wouldn't get anything useful as compensation.
Still be better and usable at 150 especially combined, but I agree.
-
I’m anticipating CoB and Overcharge to go to 150 personally as compensation for healing not getting as heavily nerfed.
-
@BlueHorkew said:
Funny, i didn't get anything about Eyrie in the survey.
Yeah, just now realizing that people got different questions from each other. So scratch my theory out.
@Beatricks said:
Can we just please delete the map entirely?
I really dislike the bright, sunny maps.
Way too easy to hold a 3 gen, almost impossible to beat a Knight/DC Merchant.
If you are playing nice, you'll be looped forever as a killer.
Nobody is happy.
I love how BHVR’s “solution” for bad maps is “here, have a 3 gen”.
-
Wait, really? The blog post literally said it’d deactivate after shielding its user from damage, and it didn’t say anything about it deactivating for the rest of the trial. If what you’re saying is indeed true, then yeah, dead af perk. Rip.
-
@Emoba said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384872#Comment_3384872
I've never seen surv mains being particularly vocal against CoB and Overcharge. It only was Eruption that they wanted to see dead.
Then you haven’t been paying much attention as there’s literally been a massive outcry everywhere (not just here) about SM, 3 gens, and the two perks.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384256#Comment_3384256
The only way I could believe that claim is if you legit Bloodlust hits on Blight. That is so far from the truth, that you have to be lying in bad faith. Especially with the claim 'nothing good that can control gens with a lot of progress' when Pop still is ultra effective on 70%+ gens. Unearned healing like through CoH is bad, and unearned gen regression through OC/COB is bad. Both are problems for the same reason, and are being removed for the betterment of the game.
Deleting perks to uselessness instead of trying to keep them at least somewhat useful is a bad way to go about things. And even on heavy progressed gens, Pop is still just “meh”. CoB and OC should be 150 so they won’t just be useless trash.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/369635/high-mmr-is-going-to-be-hell
Thanataphobia will counter the: "i never heal and just gen rush" that top tier survivors will do.
There is also still gen blocking perks like corrupt, deadlock.
Thana's garbage, and Corrupt and Deadlock don't help with playing for hooks.
-
I like the idea behind it, but I think it's gonna fail. Regardless of how you feel, the gen perks do not need to be nerfed that badly.
-
They give survivors EXACTLY what they want by obliterating gen kick meta, but it's still not enough for them. Lmao I can't.
-
Yeah, it’s okay. I do like the Empathy effect they threw on.
-
And people really think that a forever healing meta’s gonna be more fun than what we had before lmao.
-
@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384263#Comment_3384263
Kinda wild. Taking some power off gen kicks but then adding in entire gens worth of extra healing into the match and people say it won't be impactful.
CoH gone, crutch hard gone, medkits nerfed into the floor, healing time increased dramatically. And then someone is complaining because call of brine won't delete gens passively anymore? It's such a net win for killers, at least any killer that wasn't relying on call of brine.
If they don't heal then they get 1 shot by wraiths, dredge spends all game in nightfall, oni spends the entire game in his power etc etc. Use common sense here. If the survivors can easily get away with never healing all game then you are not playing well as killer
Did 10 extra seconds stop gen rushing from occurring without slowdown? No? Then why would it be any different with healing? Medkits are not gone, if anything, they’re more important to run for what I stated before. Any survivor can loop with one healthstate for at least long enough for gens to get done, especially when SB exists and all these survivor sided maps with loads of pallets also still exist. There needs to be something to take care of gens, whether it’s Call of Brine or old Pop. Otherwise gens will go too fast.
-
@Hensen2100 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384256#Comment_3384256
That's a hot take when with sloppy you are now looking at ~30 second heal times. And crutch hard being gutted?
This patch is a massive buff overall for killer, I would be surprised if it even goes through in it's current form. Some killers like Dredge, Hag, Wraith, etc etc are getting the biggest buffs they have ever gotten all at once.
And what if people don’t heal and rush gens instead? There’s also We’ll Make It to drastically reduce the healing time, and medkits still provide two heals which saves more time than one survivor healing another so longer heals aren’t really going to have the impact you think they will.
-
Ever thought that I’d like to be left alone, free of trash talk, or without people grieving me cause they recognize me?
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384228#Comment_3384228
Which perk are you talking about other than SH:PR? None of the perks proposed to be nerfed are reliant on getting hooks to earn them. The regression perks being nerfed are the 0 skill, all reward, problems of poor design.
COB and OC were basically replacement Pop/Ruin in the sense that they’d quickly decimate a gen with a lot of progress. The fact that they in particular took no effort was only part of their appeal. Now we have nothing good that can control gens with a lot of progress, only trash perks no one cares about, making playing for hooks nearly impossible.
-
Alch Ring is fair and balanced, obviously.
-
I mean, what do you expect when all the good regression perks that make playing for hooks possible are all but gone?
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383616#Comment_3383616
There is still more than enough slowdown to play normally, with being mentally-afk kicking the 3 gens over and over until the survivors kill themselves rather than submit to the torture. Even if you wanted to run 4 Slowdown you can still easily run No Way Out, Corrupt Intervention, Deadlock, and Jolt/Pop.
The abusive part is being fixed. They didn't nerf Eruption's 10% or Jolt's 8% per gen, they didn't nerf the basekit regression rate, they didn't nerf the 2.5% max progress regression on kick, they didn't nerf any of the Killer's basekit in nerfing the problem perks. They are nerfing the basekit of Survivor, even the non-problem parts, so the least they could do is nerf the basekit problem part of Killer to keep things in line.
Edit: Also the important part is healing is not being nerfed to make up for the problem perks being nerfed. Nowhere in the dev update do they even pretend that is the reason. The regression perks being nerfed mainly mention their overuse being the reason for being brought down. The only healing aspect you can fairly claim is CoH being nerfed alongside them, not healing in and of itself.
Lol, Eruption, Jolt, basekit regression, and base 2.5 damage aren’t that good at all. And Corrupt, Deadlock, NWO don’t allow playing for hooks like PR, COB, and OC did. It’s crazy, everyone doesn’t want slower healing, but also don’t want the regression perks to remain either. It’s like they just want us to be left with crumbs as perks.
-
@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383830#Comment_3383830
The medkits that are sure-fired to grant only one heal per game?
They can grant two, which is enough to hamper killer’s ability to “slow down” the game by hitting and running.
-
Hit and run gameplay probably won’t even take off when medkits are still plenty effective.
-
@Peanits said:
I respect the theory, but I assure you there's nowhere near as much scheming going on as you might think. I would love nothing more than to announce some changes and celebrate with people as they say, "Wow, this is perfect!" from the get-go. Obviously that's easier said than done with an asym game, but we try our best.
In reality, we just aren't afraid to try bold things. The PTB exists for a reason. We can try these things out and see how people feel. If it's not popular; that's fine, we can change it before it goes live. We've gotten a lot better at this as time has gone on. There's a lot more knobs and switches we can fiddle with behind the scenes to make these changes a lot quicker than before, making it less risky to try. Basically, be bold, but be receptive.
Ultimately, nobody can say for sure how people are going to feel about something until it's actually out there. Not even us. We would much rather test things and get feedback than be too scared to touch anything and constantly wonder, "What if?"
Well I sincerely hope you guys are considering doing some of these nerfs less severe or even forgoing some due to some negative feedback from a lot of these things.
-
There’s a lot of criticism about a lot of things in this update. I only hope they’ll listen to some extent. Don’t make altruistic healing take 24 seconds, come up with a new nerf for Pain Res, put CoB and OC to 150%, and don’t nerf Billy’s engravings then I’ll be happy.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383212#Comment_3383212
You wanna know why the +10 seconds of gen time didn't reduce the need for slowdowns?
Because the same patch that added that gentime also made BT obsolete, killed DS, and by extension, made unbreakable extremely unreliable. With killers getting the green light to slug, camp, and especially tunnel, survivors had to adjust to games where killers could cut corners to kill much faster.
Hence the increase in BNP, Prove Thyself, and other means of genrush.
It's perfectly balanced, you see? It's not what -anyone- wanted or asked for, but it is balanced.
What a load of #########. You call giving a free anti-tunnel perk as basekit that’s better than the original “obsolete”??? DS isn’t even that bad, and how on earth did you get to the conclusion that UB is somehow weaker too? 10 seconds didn’t do anything cause it’s incredibly insignificant when hold M1 as much as possible is miles easier than sacrificing survivors, especially without “foul play”.
-
Lol. Asylum’s one of the worst maps for killer, and it almost never spawns gens like that.
-
Don’t give them something else to whine about.
-
I don’t even think 24-30 seconds of healing will make up for the loss of slowdown. We have no good perks, and even less variety than before 6.1. Way to go BHVR.
-
It's an overall buff for Hag, imo. Everyone can disable traps now, but they can't get rid of them as quickly or easily.
-
@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383212#Comment_3383212
I definitely disagree with that. Even at the highest ranks, survivors still sometimes need to heal. And increasing the healing time will slow down the game. Those extra seconds will quickly add up. There is a reason why medkits in particular are so strong at the moment.
If survivors do not heal, then matches will indeed be quicker, but killers will also be able to end matches much quicker, by "kill rushing" survivors. You can easily snowball as killer if every survivor is 1-shot. Especially as a killer with some chase power, or as a stealth killer. Stealth killers aren't in the best place at the moment, but a nerf to healing will surely help them out in particular.
The execution might not be perfect, but I think the direction BHVR is going is a good one. I just think 24 seconds will be too much, 20 seconds would probably be more reasonable. But if I had to guess, I would say that BHVR already has a 20 second heal time as a back up plan ready. And they just want to see how far they can actually push the healing time with the ptb.
I do hope they buff the regression of PR as well a bit, to 20%.
Medkits are strong cause you don't have to find someone else to heal you, that part of its not been eliminated, and if anything, it's even more important to carry one around than it was before so you can suck through the 24-30 seconds by yourself instead of with someone else. Good luck snowballing with a trash can killer, especially if survivors play super safe to avoid the 1st hit even happening in the 1st place. The fact that you want the only complimentary "slowdown" killers are getting nerfed without any compensation like less severe nerfs to the 3 gen perks really tells me you don't know what you're talking about. Also, Pain Res is trash now cause a perk you can only use 4 times is stupid design, especially on one that already has flaws. Increasing regression won't improve that fact. Crazy how prominent the 3 gen butthurt is in this thread, especially when current Overcharge isn't even that good by itself. People just call anything killer's have that are good "unhealthy" lol.
-
The only possible solution would be if matchmaking spent more time on finding skilled players, instead of finding a quick match. Eliminating lobby dodging too by hiding prestige level, player names, and characters would probably help too.