Yippiekiyah
Yippiekiyah
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- Username
- Yippiekiyah
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Comments
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Probably sill a worse combo than either perk with rapid brutality.
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What if the survivor runs upstairs in the house, how u gonna catch them?
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Should've made it 40% and just removed hindered from it so it doesn't affect Freddy and Clown. Everything else was fine I'd say.
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Actually think Wraith is one of the most balanced killers. If Your specifically talking about coxcombed clapper then it is a bit on the strong side but I don't even run it I prefer faster uncloak, speed.
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Coulrophobia was slept on for ages, it's come into use a lot more lately and now its getting nerfed.
Languid Touch, Forced Penance, Genetic Limits, Dissolution
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@Pig_Is_Pog said:
what reason does wolf form need to get haste as a bonus passive? he already has a double demo lunge.
it would make much more sense (both balance and thematically) if the scent orbs highlighted blood pools instead. haste is completely unnecessary. thoughts?
It's not too strong and has already been nerfed
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We got Dead Hard and SB, we're coming for Lithe and BL next
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Dying Light/Thana are the worst slowdown perks and are affected by Diminishing returns, both could be doing with a buff.
Deathbound is an interesting concept but the oblivious status just makes it a boring perk.
Dark Arrogance was only a synergy perk and no one is ever gonna choose it over bamboozle. Make the numbers super good 30-40%, i don't even care if you have to increase the downside to balance it.
Hex Scared To Death could easily have its activation condition reduced or not be a hex at all, same with Nothing But Misery which is an inferior Rapid Brutality.
Wretched Fate- Think it's a cool concept but why does a perk that only affects one survivor and can be taken away need to show it's aura. You know the whole idea with hexes is that survivors are meant to find them.
Huntress Lullaby- Think the perk would be better if it made skill checks harder to hit for survivors without taking all match to build up, 6% extra could be removed in exchange for making sc have no warning sound.
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Their perk balances doesn't make much sense. Nurse's Calling and STBFL are getting buffed even though their already decent, while there are dozens of trash perks like Haywire that will probably get skipped.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100873#Comment_4100873
What's wrong with them? I know some people think two seconds of speed are overpowered, but they're really not.
Its not the two seconds of speed thats the problem, it's how often you can use them and the activation trigger for most of them
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Dying Light -Obsession healing and unhooking boost reduced from 33% to 20%
For each non obsession hooked, all non obsessions suffer from a 3% repair speed penalty and a 6% penalty to healing and sabo speeds
Thanatophobia- Each injured survivor reduces the repair speed for the entire team by 4% to make it more consistent on killers that cant injure everyone but not much stronger on legion and plague.
Hex: Wretched Fate- Remove ability to see aura of totem
Hex: Nothing But Misery- Reduce the amount of hits required to activate perk from 8 to 6
Hex: Scared to Death- Reduce amount of survivors hooked from 3 to 2 to activate perk
Deathbound- Change Oblivious status effect to a 3% hindered for both survivors
Haywire- When the exit gates are powered Haywire activates for 80 seconds, if survivors let go of a gate while Haywire is active it will regress at a quarter of the speed.
Hex: Huntress Lullaby - Now gain a maximum of 3 tokens reduced from 5
Every time a unique survivor is hooked gain a token- 1 token reduces skill check warning cue by 28%, 2 tokens by 56% and 3 tokens suppresses warning sound
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Killers win more often often because of the asymm nature of the game. Lets say a team has two excellent survivors, one good and one noob if the killer gets the noob out early then 3 v 1 is very hard for survivors to win. If it's four really good survivors, on comms all running meta I think it does become overwhelmingly survivor against most of the killers.
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Hex Undying
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Who is running Coulrophobia?
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Killer Main here, I do think Jason leans on the strong side. Spears are mostly fine but reloading mid chase is a bit to easy, omnipresent definitely is strong. Can probably do with a cooldown increase, speed reduction and haste reduction for OPE.
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089998#Comment_4089998
I saw Scott's video and laughed at that part, like he's talking about how well designed Jason is and then his solution of what to do to counter him is to just stop playing the video game. Like brother do you hear yourself?
Scott also said he’s a new killer and all new killers overperform for a while
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I know most would say the movie sucked but i think I Know What You Did Last Summer chapter would be cool.
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If your taking stakeout you'd be as well choosing Hyperfocus too then you have the most op combo in the game.
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You made all of those perks arguably too strong tbh.
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Make his terror radius 24m, buff useless add-ons like prison chain and hellshire iron.Both those add ons could easily have their effects doubled and still wouldn’t be problematic.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084340#Comment_4084340
Except some of said niche builds were also overtuned and unhealthy for the game, stacking 4 of the same effects together to a ridiculous amount is not good for neither the balance nor the health of the game, no matter how subjectively fun you may think they are.
Also at least i'm not a reactionary with a hostile attitude to others who don't agree with me.
Folk need to stop obsessing about balance.I’d rather go against a killer with a haste build than losing 20% of my gen with pain res and then getting kicked off it for 35 seconds with dms
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@Goblin_BHVR said:
Hello!!
Thanks for taking the time to write out your thoughts, even the criticism are always appreciated!
We'd be interested in hearing more about what people think - which perks would you like to see changed due to Diminishing Returns? What builds do you feel it has affected? Anything else you can think of that's relevant, please please feel free to let us know!
Thanks!
I'm fine with perks not stacking but I don't think killer powers should. Always loved Bamboozle on Myers or Rapid Brutality on Dracula coz it stacked with the wolf. I've just reverted to using 4 slowdowns on those killers now which is boring for everyone
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@Wyndsor said:
If they gut pallet density, then they need to add more windows, make maps bigger, and remove short/short loops.
Which I have a feeling wouldn't be approved of either, so what is the solution here?No they dont game was fine before pallet density, there were only a few problematic maps
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I've played this game this 2021 and just returned after a four month break. Let me tell u the map balance is the worst it's been in the time i've played and it's not even close. So many pallets and they all chain into each other. Can't see me sticking around playing pallet break simulator, it's a shame as this game really has potential to be one of the best ever but being ruined by a balance team that has no idea what they're doing.
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@Balrog said:
Currently, there are no plans to look at the pallet density. Pallet density was last changed in 9.3.2 to address the rest of the feedback and find a middle ground between Killers and Survivors after the original pallet density changes. What is currently in the game is the current pallet density, and they are behaving as expected.
Whilst the team doesn't have any specific plans to share, the team is always open to feedback and we want to iron out any bugs. Specific screenshots of areas and other information is always helpful and passed along. These can be added to the Forums feedback section or suspected bugs can be added to BetaHub so that we can look into any major issues.
Almost every killer is massively underperforming in the nightlight statistics and thats all you can say
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@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
Revert them, nerf medkits and toolboxes or they'll see no use
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Worst thing is you know they're gonnae nerf the hell out the yellows now and not restore the pinks to what they were previously.
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@MoZo said:
for those with the answer of “he’s busted”, would that be around S tier? i’m trying to get a general opinion on what tier he sits in.
He's arguably S tier, he's top 3 in the 1 v 1
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Her stealth also has a lullaby
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Trapper- Mangled and hemorrage can be combined, give deep wound on escaping traps basekit.
Deathslinger- Add on pass
Huntress- Iri Hatchet rework
Clown- Pinkie Finger Rework
Wraith/Doctor- Don't need 3 variants of same add-ons
Sadako- More add-ons that affect condemned
Myers- Tombstone Rework
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I like to run BFF add-on with NOED and No way Out
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@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963027#Comment_3963027
Nah, you still run into the same issue. Doing three 50 second gens and a major nerf to gen speeds while everyone is alive? That's actually much worse than the current situation since survivors are less likely to get gens done in the first place and while the time is slightly reduced it's not enough to make the risk of being caught actually worth it.
Those were just numbers i pulled off the top of my head, could be 70 secs with 3 alive and 40 for 2, would need tested. It wouldn't help with 3 gens left but if survivors are so far behind why should it. It would certainly help with 1 gen left.
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Make Gens 100 seconds when 4 survivors alive, 75 when 3 and 50 seconds when 2 alive. Thats the best i can come up with thats fair for both sides.
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@PolarBear said:
Both 2v1 and 3v1 situations desperately need to be looked at. This is going to sound unpopular but there needs to be a catch up mechanic for when a survivor dies early to keeps survivors engaged instead of what we have now where the game grinds to a halt and the survivors eventually all die. For me this is the biggest pain point in the game, before it was manageable since you could just die on hook but now that its removed you are forced to stay in the match for several more minutes than before. Complete misery for everyone involved, even as a killer because now if you want an actual interesting match you need to play worse to give the other side a chance.
I could agree with this but surely killers should have catch up mechanics too, i regularly lose 4 gens and i have like 1 or 2 hooks. At that point the game is lost.
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I think she should've got shiny pin basekit instead of the extra hatchets.
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It'll go the same way as maps and keys, nobody will use it not because it's not useful but because medkits and toolboxes are ridiculously overtuned.
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Crows aren’t really necessary until there’s only two survivors left.
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Dying Light is only really a Plague/Legion perk as they don't really care that ur giving the obsession free Botany Knowledge.
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The balancing is all over the place. Remember when they were gonna increase the base healing time to make hits feel more impactful but reverted due to backlash. Now they've buffed a lot of perks that increase healing speed. Need to make their mind up, does injuring a survivor feel impactful enough? Cause they already told us in past it doesn't. Throw darts at the dartboard and see what perks it lands on, coz it sure seems like it when perks like Botany are getting buffed when there are dozens of perks that are literal dog meat.
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Should just get rid of the drones and rework her power at this stage, clearly never gonnae work.
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My escape rate is 47% when i was expecting around 40%. As a strictly solo queue player i was quite chuffed.
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You could ask 100 different people and get 100 different answers when it comes to killer strength. Also some of the supposed weaker killers like Sadako and Pig have long been amongst the highest killrates. Do you buff them and boost their killrate further? Also if killers are needing buffed it's better to buff their power than give them free perks.
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The only way tunneling can be stamped out completely is either shared entity progression where the survivors share the hook states then maybe first one dies on like 8th or 9th hook or the other method would be to stack survivors with anti-tunnel defence like Off The Record and DS basekit. Would need massive changes to maps, gen speeds etc so prob not gonnae happen.
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@Firellius said:
With a guest appearance of invisible Springtrap, too, it seems.
But yeah, Dawko's a big name in the FNAF fandom, so this could be real, real bad for the momentum of this chapter.
2.2million subscribers
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Nothing like humiliating a player by telling them u suck so bad at the game that the system thinks you're trying to go next lol
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Terrible nerf to a perk that wasn't even all that strong. 4 second window to interrupt now, only good use i can think of is with Blood Warden or Remember Me.
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@Daniel_Silva04 said:
The devs nerfed the perk back to 5%... It was a perk that nobody used and was only used in niche builds. This is why I was in favor of the Haste stacking changes. And they also nerfed Unbound which was a perk that actually became decent, and now it's back to being obsolete.
Unbound back to 5%?
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Oni since they increased his turn rate. Way too fast now.
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It says a lot about the balance of those maps that survivors always want to play on them.
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Nurse doesn't overperform in any of the statistics be it low mmr or high. That's not to say she's not a poorly designed killer who ignores the map (apart from LOS blockers). Wonder if a 115%, 1 blink nurse would be better than we have now?