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Whitey

Whitey

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Whitey
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  • AI-driven changes means nonsense like this gets thrown in

  • No human wrote those patch notes, they're consulting AI based on nothing but the data from metrics lol

  • Ghoul is still massively overtuned, somehow they overtune the next killer even more.

    I have a suspicion they have fired their balance team and are now prompting a chatbot to write their killer changes for them. The only way they thought this could be okay is if like, they saw how awful the tunneling/slugging changes affected kill rates during the PTB, jumped to huge conclusions, asked the bot what could be done and had it pitch serious balogna to them. No human wrote those changes.

  • @Astel said:

    I main the Nemesis and I hope he gets much better add-ons along with the new mori cut-scene with shooting rocket launcher to the survivor.

    They really just need to go over with their current level of technical expertise, scrap the old buggy zombie code, re-do it from scratch, rework the add-ons to be more interesting instead of must-have buffs for either to tentacle or zombies, and give him +1 zombie per infection stage. Maybe an iri that gives +1 zombie by default instead of exposed on vaccine (because he can't even do anything with that information being a non-mobility killer?)

  • @RebeccaGlazer said:

    Those walls are probably there so a killer can "zone" the pathing of survivors or give himself more "opportunities" and in the worst case scenario, the killer only gets some points for breaking them.

    The vast majority of breakable walls just serve as built-in extra time wasting for killers around god pallets or some of the most powerful structures in the game. Breaking several of them even create even more powerful survivor loops for no reason.

    The only map where there's killer agency involved is The Game, which, love it or hate it, has some of the only map-based survivor/killer back and forth macro due to the room gates and breakable walls integrated into them.

  • @GannTM said:

    I think the devs have given up on twins tbh. Remember a few years ago when they said they were “monsters at high level”? They might be worried about the potential of even one bug fix putting them over the top especially with how disastrous that one PTB was.

    Done with the pretend gaslighting "Twins are acutally secret good," there's a reason they're not played in comp regularly and haven't been for years. Between the vast amount of perks that serve as hard counters and the fact that game, map and killer perk design has led in the exact opposite direction of Twins, pile on top of the fact that half of the year the power doesn't even function correctly and instead bounces off survivors, patience is gone.

  • You're not fooling anyone. Every post you make is glazing this update and expressing that you don't know the basic nuances of the role you profess to play more of.

  • @bleep275 said:

    it isnt a sense of security in that the killer is a threat. it just gives security that theyre allowed to have fun now without being forced out of a match right out the gate because people view winning as the only requisite to having fun. The bottom line is…you are entitled to play the game but you are not entitled to the suffering of the other players. You are not actually a bloodthirsty serial killer (i hope). If you struggle to win with the new update then your MMR will adjust to a level where winning is possible.

    if you feel the survivors are not threatened by you…change your playstyle. I run all aura build ghost face and the jump scares and screams I get from streamers are amazing, and everyone has a good time. Ill have em so paranoid they hide in the same room so long they get crows. Even before this update i followed the rules this update proposed…just out of sportsmanship. I do fine. I still get people who friended me when i was killer, and talk about my insane stealth slinger shots. You can be feared…but when they see you're only going for the "tactical clean wipe win"… the fear is gone and it becomes a job. it becomes predictable.

    "I play a build where I kneecap myself and get bullied by anyone with any amount of hours in survivor or a single friend in the lobby, it's tons of fun"

    Survivors trying to appeal to people who play killer for any amount of time is really funny

  • All the focus on the "anti-tunnel' "anti-slugging" comes alongside a patch with so many bundled nerfs and on top of that, maps are being made overtly more pallet-filled, with double digit amount goals on even crotus prenn

  • @tjt85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995921#Comment_3995921

    That last point is something I totally agree with. It's not all doom and gloom for Killers, either. Like, how long have players wanted base-kit gen regression that's way better than just dry kicking a gen? This change alone has already buffed my Billy because I hardly ever use any gen regression on him. I'm already thinking of what perks I could use instead of regression on some of my Killers. It might actually lead to more perk variety on both sides, if players don't feel the need to run so much regression and anti-tunnel.

    Besides that, players are acting like BHVR are just going to dust their hands off and say to themselves, "that's it guys, we've solved DBD's game balance problems forever. Time to down tools everyone, we'll get that labour of love award this year for sure!"

    Obviously they're going to make adjustments if kill rates start to dip below 60%. Like you say, maybe Killers could even get a mini corrupt that lasts until the first chase begins to stop Survivors getting on the first gen they spawn next to or maybe it could be something else. The point is, it opens up a new way to address some long standing issues and that's got to be a good thing, surely?

    Have you not seen the last few batches of PTB? PTB has nothing to do with actual testing, it's a glorified preview where little to no feedback is accounted for unless the biggest streamers threaten to pull the plug. Now even they're just outright ignored for anything killer related.

  • Yes. The power level is extremely stacked towards survivor, survivor is a role with a much more progressive skill curve, perks are incredibly powerful and compensate for lack of player knowledge, and coordination enables impossible to beat strategies for half the roster. There's a reason competitions ban so much survivor side and limit perks to "one of" per side.

    After the gen kick nerf rounds 1 and 2, there's no competition. It's much more difficult than survivor now. And now that people have played enough for the basic game sense, killers are realizing how unbalanced it actually is. That's it, it's been this way.

  • @Foggyguy said:

    Aura-hiding? My dude, distortion got deleted, fog vials easily took Skull Merchants throne of being nerfed into oblivion, the only thing that's not a total joke is shadow step and even that's not exactly good on most maps.

    Included is aura-reading in the first place, start a new thread to complain about distortion

  • Something like an item focused class and a locker focused class would be neat. 2v8 is a great framework currently, but it needs fleshing out for long-term appeal.

  • Have you considered the idea that Killer is in such a bad state that this is the only way to stay competitive at a certain level? Is that not a bigger core issue than how "unfun" the optimal killer strat can be? Gen defense was completely gutted already. Truth is we need better killer balancing, a parameter that nerfs perk effectiveness for the strongest killers, and a massive wave of reverts of survivor "QOL" buffs that were overtuned.

  • Even in 1v4, Nemesis should be getting at least an additional zombie on map per infection stage. Why ink ribbon+eye weren't included is beyond me, but in this mode, it's more like stars badge movement speed + ink ribbon should be default.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988433#Comment_3988433

    Terrible idea!

    Veterans with a lot of hours would get blocked by everyone, it wouldn't be healthy.

    why are people who get curbstomped by veterans being matchmade against veterans?
    Until MMR gets a trueblue rework, don't force people to get destroyed or rematch against people they don't want to

  • Hit-scan screen-wide aim-assist free hit shouldn't ever exist in a game like this, let alone one that closes miles of distance in a way only Blight can.

  • Coordination and experience issue. Don't punish players for playing the game. A proper mini-tutorial for 2v8 might be nice encouraging players to play the strengths of their classes instead of sit in corners while one player does a singular gen.

  • Why did Nemesis even get the pitiful visual detection buffs for zombies instead of the (basically mandatory) speed add-ons? The sound detection range far trumps the visual range is a remotely reliable method of pathing them towards survivors by default.

    Also, since we're past pretending the "we can't have more than two zombies" and "we can't have that many AI entities in-game at once" were both outed as an issue with inexperience during Nemesis' design and not an engine limitation, why are we playing with giga-sized maps with two zombies?

  • Sorry, but you're either woefully uninformed or exclusively survivor if you think that Legion needs a nerf and not other killers need a plethora of buffs to compete.

  • You can still spread out and do gens. All the counterplay that existed to legion before still exists. You can even rebuild pallets to camp to guarantee a power loss if you play it patiently.

    I'm convinced most of the complaints about 2v8 are people who exclusively play survivor anymore.

  • When they said Nemmy was getting a rework, the hope was that now that they've admitted that "it's impossible to make 4 AI-controlled entities in game" was a bold-faced "we don't know how to do it" lie, we were getting an add-on pass and a zombie rework to make them not 1-in-100 jank.

    They just extended his slappy tool instead.

  • Knight is not a powerful enough killer at this point to complain about him having map presence at all. The guards are not infallible, his addons are limited if he expects the guards to adequately pressure a survivor, and outside of periodic power-use-based haste that admits he lost distance even using his power, he is a generic mouse one killer.