Valaryyn
Valaryyn
About
- Username
- Valaryyn
- Joined
- Visits
- 378
- Last Active
Comments
-
There are a lot of good changes here and I love the overall idea, but this is too much handholding for survivors and way too much complexity. Advanced survivors will abuse these mechanics while newer survivors simply won't be capable of understanding why any of this is happening, much less leverage it effectively.
I love all of the specific killer changes, and removing collision from unhooks is fantastic (especially for basement situations). Gradually increasing survivor speed over time while they are slugged is a reasonable change. Basekit unbreakable will NEVER be a balanced ability to give survivors and should not be implemented.
I like the idea of a temporary generator kick buff after fresh hooks, but I greatly dislike the survivor reveal and haste. Those just punish survivors for setting up for an early save (and make a lot of killer perks pointless). Instead I would prefer that killers temporarily see generator progress like how Wraith's irri addon works.
-
None of Artist's addons should have been nerfed. Her addons are notoriously bad and most of her good addons still have barely any gameplay impact. The only reason Hands sees so much use is because it is by far the most impactful addon she has, not because it is overpowered.
-
There isn't really a killer meta in the same way anymore, which is probably a good thing. Pain Res is still good, but Pop is definitely usually not it anymore.
Perks that grant undetectable like Trail of Torment and the Unknown's perk can be very good now, and several perks that used to completely suck like Oppression and Dragon's Grip are actually usable because their cooldowns got halved. Surge is still quite good as well.
Spirit in particular received some addon nerfs, so maybe that's what you're feeling.
-
A couple easy things could be added to make slugging much less of a powerful strategy:
1. make bleed out times invisible to the killer
2. make bleed out take longer (5 minutes instead of 4 for example) and add a method to bleed yourself out faster if the entire team is incapacitated (hooked, bleeding out, or dead)
3. make it possible to put your recovery progress to 99% without Unbreakable instead of maxxing at 95%
-
@Ohyakno said:
These are not quality of life changes. They are survivor buffs. Rather large ones.
Survivors should be able to body block for one another. If your unhooker is on death hook and you're not, taking aggro is frequently a good thing. It's part of the macro gameplay that encompasses the survivor skill cap. Conversely a killer sometimes needs to get someone out of the game to have a chance of winning. They should be allowed to do so as well. It's all player agency.
Most of the changes I mentioned would benefit survivors more than killers, but the slugging changes especially are hardly large buffs.
As for your second point, you are correct that it is sometimes smart for survivors off hook to bodyblock for their teammates. This is SUPER irritating when playing killer because then you are often forced into tunneling. How exactly is it player agency when the survivors force you to tunnel because they abuse a free endurance state? My changes will INCREASE player agency, if that's what you're worried about.
You can't seriously tell me that at least some of these changes wouldn't be a good thing. Instead of being negative about everything, how about you tell me some ideas that YOU like, because slugging and proxy camping are huge issues and these changes would help with both.
-
Scott's idea of a slightly faster crawl with much faster bleed out would be a super easy way to make slugging for the 4k less obnoxious
-
The new elk skin for huntress is a really awesome design, but it gives a really unfair audio advantage to the killer.
The grunt that huntress usually makes on wind-up is nearly impossible to hear, which is an enormous advantage in chase. The proximity lullaby is also much worse for determining distance from the killer, often allowing huntresses to sneak up on survivors, especially on indoor maps.
Please make the elk audio more audible. Thanks!
-
Pain Resonance is still one of the best killer perks in the game. Regressing 100% of a gen for one perk is no joke. You definitely have to play much smarter with it now though, making sure there is a gen with at least 25% and it isn't blocked by another perk.
-
Pain Resonance is still pretty good. Overcharge and Call of Brine clearly took the bullet that should have been for Skull Merchant though.
-
I would rather they just disable the visual heart for lullabies since Trickster is also problematic.
-
I personally love Artist and she is my main killer since I started playing right before her release.
It's a number of factors I think.
a. She requires a ton of decision-making skill and lots of people would rather turn their brains off.
b. Her chase music is not liked by some players (I personally love it although I'll admit it's slightly too loud).
c. Skill differential matters a ton when playing her; weaker survivors are absurdly easy to down at times, but she has very little in the way of catch-up potential if she falls behind because chases are taking too long.
So unless you're very good with her and know all of her fun tricks she can feel very underwhelming.
-
Yeah, between two survivors, altruistic healing already takes a combined 32 survivor seconds (16 seconds per survivor involved). That's a lot of time. With a combined 16 seconds added to that, survivors might as well just sit on generators.
-
Dead Hard and CoH did not need nerfs to begin with, and the Dead Hard change is terrible for the game because it encourages killers to tunnel people off the hook and not chase the person who did the unhook.
Anyone who is cheering for this change has irrational DH PTSD and needs to step back and reconsider the overall health of the game.
-
I just dislike how powerful it is around hooks. You shouldn't gain tokens for hitting anyone within 10 meters of a hooked player.
-
This poll is really poorly worded. Eruption is not actually overpowered, but it is badly designed.
It is much better against solos than against SWFs, which is silly. Incapacitated is also an incredibly unfun status effect. Being unable to do anything for 25 seconds is quite boring.
I would like the incapacitated effect removed and replaced with more normal regression instead.
-
Artist can't use her power near hooks either. They've changed their policy for new killers and their powers around hooks, which is fine, but I wish they would standardize things a bit with the older killers too.
-
I would put Deathslinger in low C Tier, but he's definitely not the worst. I think Trapper, Freddy, Myers (besides a couple broken addons), and Sadako (besides a very specific mori build) are definitely in a worse spot.
You're not wrong that he feels awful to play sometimes though.
-
I voted no because I think there are a lot of other things that should be the priority right now. Maybe down the road a couple tweaks.
-
I also got some free prestige levels on a few of my most played characters, so it's not just you.
-
It would be the perfect excuse for the first 120% base movement speed killer.
-
I just think her addons are a bit restrained and could be made more interesting. It would probably be difficult to rework her power without making her too oppressive.
-
There are fewer people playing solo survivor and more people playing as a squad in comms. That makes most games much harder for most killers. That's why solos need more help and also why the game should be balanced around survivors having more communication/knowledge.
-
I do think that hooks should no longer despawn when a survivor dies on them in order to reduce the amount of truly unhookable areas that can be made. Other than that, I actually think these changes are fine if they do a reasonable rework of Twins.
-
*Cries a little bit inside as an artist main*
-
Blight is fun, Nurse isn't.
-
Kate's face is bugged at the start of a match too :(
-
I mean, it's a bit weird, but tell me it wouldn't be hilarious to see Velma and Shaggy running away from the Black Knight or Captain Cutler.
-
@EQWashu said:
Ooh this one is kinda tough. I'm never against new chase music, but, hmm... I am pretty attached to the original chase music. Although, according to Samination, the Trapper wrote his own music, and I personally feel it is only fair to allow him to use what he would like to lol
What about a Trapper skin where the terror radius plays "gingersnaps" at varying volume? I bet Sam would be game to give the rights to BHVR.
-
If they hurry up and make solo queue feel a bit more friendly, that ought to help killer queue times by shifting more people into the less played role naturally. Messing with the equilibrium will lead to really really long queue times.
-
IMO, deathslinger is low C tier. 110 killer who can sometimes miss several shots in a row at crucial moments. Reeling people in is slow, reloading is slow. Few killers can ever truly feel like they don't have a power. Deathslinger is one of them.
-
90% of the time, the survivors are countering themselves by giving you free hits and/or not being on gens. If it's clear they're going for sabo plays, you can also go to a different hook.
-
Speeding up the process of clicking on bloodweb spots to claim them by 30% would probably improve things drastically. I don't want to spend hours working on blood webs, I want to spend that time in a match.
-
We have so many dark dank maps already. Coldwind is like a breath of fresh air while doing a lengthy session.
-
I don't facecamp at 5 gens and I don't hard tunnel unless they make it easy for me. Everything else is fair game.
-
Survivors should play as a team, and I personally try to play as part of a team (Kindred helps a ton). Unfortunately a lot of current game mechanics don't really tie into that ideal.
-
I think it could be a 3-4% buff. Higher than that and it could become too scary.
-
This poll isn't biased at all /s
-
You forgot Lethal Kitten Dress (Susie).
-
There are a lot of perks that need help more, like Autodidact. They should fix those perks directly rather than indirectly by adding secondary effects to other perks.
-
@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/343203/10-second-bt-isnt-the-right-fix
Remember why this change was added, everyone continues to forget that before, you had to BRING bt to stand any chance against someone camping, and It was your fault for not bringing it, in a way forcing a meta to be formed because if you didn't have it you were a jerk. this is the solution, it's not clunky, it does its job and the stats show that
You're right that basekit BT helped to reduce usage rates of actual BT, so if that was the goal, the devs accomplished it with flying colors.
But now survivors are forced to run perks like OtR and soon Reassurance instead, so frankly, gameplay is still pretty similar.
I don't know what the stats say, but if the devs think going to 10 second BT is necessary, the stats must indicate that camping and tunneling are big issues. I'm just suggesting we tackle the roots of the problem.
-
@DredgeyEdgey said:
https://forum.deadbydaylight.com/en/discussion/343203/10-second-bt-isnt-the-right-fix
The time isn't the issue it's the fact they can body block you remove the collision and it should be fine
This dosent punish the killer if they aren't tunneling and will if they are
I agree with you. This would improve the situation by fixing some of the current clunkyness. I just figure why stop there? Might as well tackle the root problems that make 10 second safety so necessary to begin with.
-
@ad19970 said:
The suggestions you are making are more nerfs to camping than tunneling. Inrceasing the hook phase duration would mainly nerf camping, as killer would have to camp longer for the survivor to be sacrificed.
I definitely think that each hook phase duration should be increased from 60 to 70 seconds. I would also love to see the unhook animations have their duration reduced a bit, but I think far more important would be to remove hook grabs. That is an absolute must in my opinion.
I do think that the nerf to tunneling is good at the moment. Survivors need this big time. Maybe there could be better solutions down the line, but survivors being able to take an extra hit after being unhooked for a long enough duration is very good in my opinion. I also don't think it's bad that survivors can bodyblock with it. It just discourages the killer a bit more to stay near hooked survivors, or return to them immediately after they have been unhooked. And if they bodyblock, they are free to be tunneled again.
Camping and tunneling are related problems. Most hard tunneling occurs when the killer is face camping or proxy camping the hook as the unhook happens.
Thus, they are in prime position to chase the unhooked survivor. Aka tunneling.
Extending the hook timer and reducing the unhook animation frames discourage camping, and by extension, tunneling.
-
I still think that reducing the unhook animation time and extending the base hook timer is a far better solution to camping than basekit BT ever could be. Way less abusable by coordinated bodyblocking SWFs too.
-
Yeah, I noticed this too. I'm sure it's a bug since this didn't happen before.
-
DS should be a perk killers have to look out for. Right now, it simply isn't.
-
Sole Survivor is the worst survivor perk in the game.
Edit: Actually, the new Ada perk that just hides your scratch marks when you are the last survivor is probably even worse.
-
Fantastic idea as long as it picks the cheapest route.
-
As an Artist main, I agree. The DMS/Pain Res combo is way more obnoxious and frequent than Pain Res/Merciless ever was.
Moreover, now nobody will ever run DMS without Pain Res. Without Pain Res, it's basically a dead perk.
-
I think all they needed to do was change the 20% extra medkit efficiency into a 30% extra medkit INEFFICIENCY. I think that would have been sufficient. Most good players using Self-Care did so because of how busted it was with a strong medkit.
-
I like the idea. Would better differentiate it from other endgame perks at the very least.