adirgeforthedead
adirgeforthedead
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Possibly, but who knows. I do think Eruption is overtuned in its current status. It's not game-breaking in my opinion, but it does provide a lot of information for such a simple interaction and it absolutely demolishes teams in SoloQ.
I think decreasing or limiting the incapacitation time should suffice, but I can see them trying other solutions. The reason Pain Resonance was changed was because of Dead Man's Switch... it was reinstated because they broke Merciless Storm with it for some reason.
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@FearlessHunter said:
It should have either been 75% reduction and works while exhausted or is 100% reduction but doesn't work when you're exhausted. It should never have been both. They went overboard with the perk changes, just like calm spirit.
I agree with this notion. It should've been one or the other, both were really overkill. Granted I still use it in some of my builds since it helps in some situations, but it's become pretty niche like most of the perks in the current roster.
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Dredge. It's the one Killer I can't believe was pushed for release by worsening it's occlusion when most of the feedback from visually impaired people was pointing out Nightfall was too dark and they were like #YOLO and still hadn't addressed it... the visual fatigue it causes matched up with my colorblindness makes it up for some of the most insufferable matches I have every now and then.
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Last year, we unexpectedly got blighted Pyramid Head and blighted Nemesis. Technically, Project W is the Halloween chapter of this year, so I'd assumed blighted Wesker is a given, but I'd think someone else should get a blighted skin. I want to believe Deathslinger, but from the original characters Oni, Twins, Trickster and Artist are still missing and Dredge was just released this year. Other flexible licenses I could think of is maybe Onryo/Sadako, but I'm not too certain.
As for Survivors, Meg is long overdue. Ace and Kate would also be strong candidates. I'd love to see Yoichi, if possible. Then, there is also the chance of being a "repeat" like Doctor and Hillbilly getting new Halloween cosmetic for The Midnight Grove, but I'm hoping it is not the case.
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This would just effectively make Discordance meta and just entice people to run all slowdown builds because people would team up for generators giving the Killer free localisation. Terrible idea.
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My bet is they found a key and just reopened the hatch after you closed it. I have done it once with that one challenge of escaping through the hatch.
But I don't know there are a few factors that could add to it, depending. I tend to play with Resilience and that 8% bonus in opening the gate does wonders from time to time.
Nonetheless, the other day I was in a match where the last generator was done in concurrence to me downing a Survivor. I picked them up, hooked them (the went down merely like six steps away from a hook) and by the time the hooking animation was done, a gate had been opened and I was all "What? How did they open the gate so fast??" But I do think that was hacking.
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No. I think what we need is a give-up button... like if the Survivor has been slugged for x amount of time, they should be able just give up and die.
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@[Deleted User] said:
Eruption should have basic attack conditions. There's currently zero way to play around it as a solo survivor. It's way too powerful for it to have zero meaningful counterplay. As long as a killer kicked that gen, it regresses by 10% and incapacitates the survivor for 25 seconds.
There's nothing the player on that gen can do outside of straight up guessing when a solo teammate might go down, and even then, that's only to avoid the Incapacitate. It doesn't even alert the player that Eruption is active on that gen before it goes off. Additionally, there's nothing the player in chase can do to avoid the regression or stop the gens from exploding. Go into the dying state by any means, and Eruption procs.
But adding a basic attack condition for the dying state allows the survivor in chase the opportunity to jump in a locker to negate the Eruption proc. It makes the perk somewhat consistent with Jolt. It's counterplay that doesn't need communication, so it's viable for solos. And if we're being honest, 90% of skill brackets aren't even going to think of counterplaying it that way.
Alternatively, they could remove the incapacitation. The reason Jolt is fine is because it doesn't make it so Survivors can't do any actions for a set amount of time, but I do agree Eruption is too strong in its current state and provides too much information.
Another thing I'd say is that Repairing/Regression and Healing actions need a max cap of some sort. That'd probably sort a lot of issues the core game has and make it less overwhelming on both sides without having to worry a generator being popped in less than 30 seconds or regressing all the way back in the same amount along with healing in 5 seconds, etc.
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I did it the other night, after easily ten or twelve matches getting three and not being able to get the fourth one. Blast Mine, Decisive Strike, Head On and Windows of Opportunity did the trick for me.
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The issue is there is not way to penalise this without harming legit cases. What if power goes off in the player's house -- or just the Internet? What if their Video Card crashes and the game shut downs? Then you can say "Oh, they can have a crash log and see if it was a crash or a DC" and players would just deliberately crash steam to leave.
Hook suicide is difficult too. What if the Killer is facecamping? What if the match is already lost and they want the other player to have a chance to find hatch? You cannot establish a system where there is no control as to why things happen.
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Half of these don't need buffs. Others are overbuffed, but some seem like good ideas. Claustrophobia, Bloodhound, Predator and Coup the Grâce are the ones I wholly agree with... and returning Thanatophobia to the way it used to be.
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@Zomb1eB0y said:
Interesting idea but I disagree. It simply wouldn't work.
The Nurse needs a rework because games against her are meaningless since she's broken on so many levels. Range add-on adjustment didn't do anything.
The Blight is/could be fine. I agree that his add-ons are a bit too much. Hug tech is getting fixed at some point so I'd say he's okay. It's just the Nurse that needs to go and shouldn't be allowed to stay in the game in this state she is now.
They did not adjust the range add-ons on Nurse. They rolled back that change from the PTB for some ungodly reason.
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@White_Owl said:
I don't like much cosplay skin too. On Feng it does at lease make sense lore-wise, since she is a gamer and likes to cosplay. Felix skin's description is literally "He found himself dressed as some sort of agent or soldier."...
With the possibility of sound like I'm reaching for straws, I feel it'd have made more sense for it to be a Jake skin since he does have the "Afterburn" skin where it says he was hired by a company to take the role of the Captain for a convention and Jake was reluctant, but he loved the series. I like Felix as a character, but I do agree that skin feels random on him.
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As an LGBTQ+ man that's not too conventional with his outfits, I've been looking forward the inclusion of some interesting cosmetics for my mains. As @mizark3 commented, I was ecstatic to see Felix with long hair in that one cosmetic, but also a bit disappointed it cannot be mix/matched with other cosmetics to create different combinations. I am hoping there is an eventual addition of some tanktops or croptops for a few Survivors (give me some Jake love).
I'll admit I love his Waterfront Massacre Collection addition (again a tad disappointed it was stuck behind buying Hooked On You). It's been one of my favourite new outfits for him.
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In the meantime, I get so much value off of Balanced Landing and has been my most consistent new perk to last longer in chases. Granted I'm now entirely depending in which map RNG decides to throw me into.
Keeping in mind, I am from Latin America and my ping is always 100+ ms so latency will always kill me with new DH sadly.
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I rarely point fingers and say "hacking", but a few days ago I had a match where I faced a 3-man SWF (the Adam in that match was the only one that felt like a normal person) they all had such an inhuman good luck at timing DH towards me (even with 6 stacks of STBFL). If that wasn't obvious enough, one of them got up after I slugged them on their own without UB. Even with that and an offering of The Game, I managed to get two of them.
I am also quite certain one of them had wallhacks because he seemingly knew exactly which turn I was going on take in every loop.
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One of the things I do not enjoy of threads like this is the whataboutism that they end up turning into. Even now I see Killer mains making arguments about Dead Hard when this stopped being about Dead Hard since release.
My major issues are two things...
- I'd not mind losing if I still had fun in the matches.
- I'd not mind losing if I was, at the very least, able to finish challenges.
Even with all the Killer changes whose main intention was to promote a healthier game balance. Killer still camp and still tunnel and it's become even more prevalent. My MMR is nowhere near the higher levels, I always died more than I survived. Yet, I have Killers that facecamp and tunnel at 4-5 generators multiple times in a row before I finally have a normal match where people actually get to play.
I'd play more Killer if by the time I am able to get on, my queues weren't 15+ minutes. I've struggled so much with the Suffer or Slaughter challenge because, as Survivor, it requires me to escape and only go down once and it's awful in the game's current state.
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When playing Killer, I tend to not try too hard at the game. It is the only reason I appreciate the challenges because I can play the game just fine without being 100% sweating to get a good score (even if some people play like their lives depends on it).
In most cases, if I see someone getting inconvenienced by their team I will probably let them go. The other day I was trying Spirit for the first time and I got two DCs within the first three minutes of the match, I let the other two farm points, hooked them twice each and just let them go. The match was already a tie anyway.
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I don't think they are being announced on the opening sequence, but I did get the Rift Fragments today as soon as I entered the lobby. I got the Rift Tier counter to increase by 5 on its own.
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@OniWantsYourMacaroni said:
I think i've heard august the 30th somewhere
It's possible. Either that or September 6th more or less. It is usually three weeks after the PTB that the update reaches the live servers.
But as usual, take this with a grain of salt because there have been exceptions.
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As Survivor, I only ever used it for Challenges or Dailies on the vein of "Be chased by the Killer for 120+ seconds" because it made it absurdly easy. Now, it may take me a bit longer or a couple of matches to achieve those challenges, but I am willing to live with that than keeping the busted perk.
As Killer, I hated it to no end because I constantly got robbed of down and chases extended for far too long. Now, if someone actually uses it properly, I find myself appreciating a good play on it. It remains a very strong perk when/if used properly, but it doesn't automatically overextends chases just by existing.
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I just finished the third page, I think I completed Nurse's out in the last thing I got. I hadn't been playing much due to the patch and that I don't really know how to use Blight for his challenges, but I've finished as much as I can from everything else. I wish I had played more when fragments were at double.
I want to get to Tier 64 just to complete Jake's outfit.
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I don't necessarily hate him, but I wish there was a way to adjust the darkness. I suffer from a visual impairment condition where I cannot discern dark tones of red, yellow and green -- they all come as a mass of black to my eyes -- so for me, Dredge is far from being a fun experience to match against and it causes me too much stress and visual fatigue.
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Some Survivors are entitled as hell. I once was accused of "hiding the whole match" when I finished three of the four generators that were completed that match and I was shamelessly sandbagged for it over and over.
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@TheSubstitute said:
https://forum.deadbydaylight.com/en/discussion/comment/3096186#Comment_3096186
She still escaped and the game was a draw at 2K 2E. The Killer was stacking Gift of Pain and Thana while the person working on the gen had healed, activating Gift of Pain, while everyone else was injured, activating Thana. It's literally a worst case scenario for that combo.
If she had stayed injured and then healed after the gen was done it would have gone considerably faster. Considering she only got injured on the way out the exit gate the outcome would have been the same or better if she had healed after the gen.
I don't think this video is as damning as you or the OP think it is.
You are missing the point. This is merely one of many scenarios where slowdowns stack like this. There are scenarios where you can't do anything to prevent it like Legion and Plague with Thanatophobia and Dying Light. I was an advocate to increase generator times because generators flew across the map if you weren't playing a S-tier Killer, but I believe it is a tad overtuned in its current state.
If you want to get all "whataboutism", Killers complained about Healing Circle totems overlapping so everyone could heal in less than three seconds when that scenario was only possible in specific maps and with specific totem spawns. As a response, distance was changed and the healing bonus was capped. Which again, just because something is a "worst case scenario" doesn't mean it should be possible to achieve for game health.
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@dspaceman20 said:
While I was watching it I was also in pain. It was so long due to pain resonance and gift of pain
I am not going to lie. I expected her to be hit with NOED at the last bit and just be all "aight, i'm gonna head out".
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And then Killer mains ask from where Survivors are getting the 260+ seconds to complete a single generator or that they are just bad players.. The issue is how everything stacks the way it does which paired up with the new generator speed makes it all last on forever and this is why most Survivors are complaining.
Some people have suggested that there should be a max stack of slowdown if they intend to keep the build up like this, but it's genuinely so discouraging to play Survivor right now and this is, still, a "normal" match. If you add camping and tunnelling, it essentially makes games impossible to win.
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@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/337237/why-clown-was-really-removed
Because they want to replace him with a realistic figure of the balance team leader.
I hate you for making me laugh as hard as I just did.
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I prefer this explanation over the "We realised Clown got a permanent haste effect when using his bottles"
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It's basically how my games have been... I've been trying to do the "Cleanse 8 Totems" challenge from the new Tome today. First match, a tunnelling Oni who would ignore everyone to go and chase me. A single generator was finished through that lapse (but God bless the Dwight that was trying to take the aggro).
And, in my stupidity, I thought it couldn't get worse than that and my second match was a facecamping Legion with Insidious who would step out of the range of Kindred and just wait for people to go for the unhook. No generators were completed in that match. Why is always Susies who are the scummiest of Legion players?
Gotta love this community.
I'd play Killer, but this 15+ minute queues are atrocious...
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@konchok said:
hmm, how about nerf the current slowdown perks and leave pop alone
After fancing three Legions and a Plague back to back all with Thanatophobia, Dying Light and Jolt... my God I've never been closer to uninstall this game.
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I have mentioned in more than one occasion that I suffer from a form of visual impairment which prevents me from discerning dark tones of red, yellow and green.
Needless to say, my matches against Dredge have been far less than miserable... I am starting to seriously consider just plainly DCing when I see the locks in the nearby lockers and it makes me feel bad, but I really get far too stressed in matches with him for the game to be remotely enjoyable.
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@Mandy said:
https://us.v-cdn.net/6030815/uploads/4VZVJDJ41PE4/vbvbkpo-5b1-5d.png
This explains how to get the AoT charms
I'm sorry for bothering you, Mandy, but I never got the Cadet Crops Crest Charm and I've been playing a couple of matches every day since the Midchapter was released. I did get the Garrison Regiment Crest one when I got one of the outfits.
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Nurse, Dredge and Cannibal.
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I'd also say I think MMR was a bit tuned in this update (that or I've just been extremely lucky with my matches). I play both roles, but tended to play more Survivor because I found it less stressful and I have a lot of anxiety when playing games (which toxic Survivors loved to trigger). I played the PTB and wrote my thoughts and feedback in the matter (mostly in terms that I felt Spine Chill and Self-Care didn't need to be nerfed and how Endurance shouldn't stack the way it did), but found everything else rather malleable.
Needless to say I continue to be tunnelled off of matches before two generators are even completed. This has been my experience in 6 out of 10 games -- whether it is inexperience or just Killers loving to grief me, I don't know. I'm just mentioning it. My matches as Killer in the other hand have been less stressing. I feel I can do so much more without camping or tunnelling and I've been getting 2k to 4k without needing to sweat (as Sadako, I'd add). At the very least, I do hope in the near future something is done to solve the issues with camping and tunnelling. People may argue they are strategies, but with the new changes they are no longer needed... low and mid-tier Killers have more control of the match and I dread going against high tier Killers.
In a summary, I do believe most of these changes were done in the right way that now make the game feel somewhat more in-tune with giving the Killer more control over the match without being too overbearing, but I still think more changes need to do on both sides to solve some underlying issues.
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Despite being a fan favourite, I'm surprised Feng Min hasn't gotten her own tome yet. As much as I love Felix, I think Jeff and Adam deserve to get their tomes first.
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Sadly, since the Lullaby she has while demanifested is the original presence tune she has in the Ringu movie, I don't think they are doing off with it. I also think it's subtle enough to make her stealth viable, but perhaps, lowering her visibility may help this to an extent. She does need a cooldown for manifesting and demanifesting or we'd enter another issue like we did with Wraith that they may feel overwhelming in some instances... granted Onryo does not have the capacity of bodyblocking like Wraith does so we could have a ground to argue in regards of her needing something to compensate her chase viability.
I agree with two of the changes in her Projection, her Undetectable and the reduced cooldown, but the sound is used to give Survivors an audible cue that she has teleported. If anything, I'd say removing the "map size cue" would be good.
Condemned should not give Killer Instinct because then we'd have Onryos spamming Projection from one telly to another. The other three suggestions are solid. I've been an advocate of adding Exposed to fully condemned Survivors. I'd suggest Survivors gaining condemned passively through the match, either by being close to a telly or just close to the Onryo so Condemned raises a sense of "urgency", in its current state is very underwhelming.
I had never considering changing interactions with the tapes because well, with Onryo's condemned being so underwhelming I never really found a reason to change it because it genuinely doesn't add or remove anything from the match itself, but they could be interesting additions to the overview of these changes you suggest.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3034148#Comment_3034148
You are not supposed to react. You are supposed to predictively out mindgame. That’s why speed add-ons are a non-issue.
I meant the recharge speed, sorry. My argument was mostly about Alchemist Ring, I sort off tripped in the chain of quotes there.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3034027#Comment_3034027
https://forum.deadbydaylight.com/en/discussion/comment/3034021#Comment_3034021
https://forum.deadbydaylight.com/en/discussion/comment/3034019#Comment_3034019
What I find interesting is some people hate his speed add ons. But don't hate his basekit. But don't seem to realize that blight doesn't really suffer without the speed. The SAME hits you can get with speed. You can get without them 🤭
Personally, for me, Blight is at a playability level where his power is hard to use, but it rewards well use of it without being that terribly oppressing. You are right, he doesn't need the extra speed or the automatic reload tokens and it's that reason why those add-ons are essentially broken on him. They give no chance to react and continuously create lose-lose situations.
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I am with the idea that he is fine in basekit, but I do agree his add-ons would need to be looked at, especially Alchemist Ring.
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I have a form of visual impairment and the changes from PTB to main game made that so bad up to the point my experience against him is worse than miserable...
I'll openly admit I do DC if I face a tunnelling Dredge.
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Deathslinger: Reduce his terror radius to 28m so the combo of M&A is viable, but also gives space for Survivors to react. Give him a faster reload speed (and adjust the add-ons to it so they aren't too much overwhelming). I've found that only stacking reload add-ons is the only way I can play Deathslinger to a glimpse of his former glory because otherwise the matches are insufferable at best and I hate having to rely on add-ons to gain control of matches.
Onryo: Reduce the timing it takes for tellys to turn back on by themselves to a reliable state (Dredge came in and practically overshadowed her in every way due to his teleporting being more consistent). Change the way and amount Survivors gain Condemned to make her secondary power more dynamic and, if I may add, make a fully Condemned Survivor exposed in addition to triggering Killer Instinct. If anything, I find the random triggering of the Killer Instinct distracting rather than useful when playing her because I ain't going to break chase with an injured Survivor to go after a healthy one.
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I have never used DS because I found the perk to have little to no value. If I am getting tunnelled, I will be tunnelled all the same even through DS and everything in between -- at least that has been my experience as Survivor with hardcore tunnellers when I encounter them.
Though, it does pose the question. Wasn't DS stun set to 3s at some point before then it was changed to 5s because Killers kept hardcore tunnelling and they wanted DS to have more value and give Survivors more chance to make distance? Odd how somehow we are back to square one, but with all the changes we may see this pan out better, I hope.
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With the exception of a few changes (ie. Self-Care and Spine Chill), I believe most changes are in a good direction to address some overbearing issues the game has had for a while.
Generator speeds have been an issue for quite some time and that required changes to a lot of generator progression and regression perks, I do not know why Prove Thyself wasn't touched in this update, but I expect some changes to it in the near future. Alas, I'd rather see how these changes pan out before panicking and asking things to be toned up or down. In text, some are important changes, in practise, we'd need to see how they actually work together.
I think the major issue they were addressing was to incentivise the Killer to go after other players rather than camping and tunnelling by giving them more chances to react, extra time and make chases less taxing. From my perspective, it seems a tad bit over-toned, but again I'd need to see how it works in practise.
Nonetheless, I do believe Killers will still camp and tunnel regardless and more chances may need to be taken in-consideration to finally address those.
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@ad19970 said:
I think just with all these perk changes in general, especially if killers get some form of slowdown built into their basekit, Blight and Nurse will need a nerf, sooner than later. And the devs will probably realise this quickly enough.
I pointed this out in an earlier thread where I hope they realise that increasing generator time by any means would benefit the middle and low tier Killers, but it'd also boost the high tier ones to abnormal heights. I guess we will see how they adjust this because playing against those will be hopeless for a couple of months and I do not envy high ranks in that regard.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3009285#Comment_3009285
Sadly i know they will just try to rework these perks and add 100 more bugs into the game.
I hope they are at least fun bugs like the entity getting kinky from the previous patch or the one where the Killers would wear the Survivors like their extraorbital hats with a completely new sense of "It's fashion", extra points for style when it happened to Plague and her runway catwalk.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3009273#Comment_3009273
What they need to do is stop trying to do so many killer survivor patches and fix the main mechanics of the game like servers and hit boxes.
Yeah, but they are not going to do that. I say as I always get hit through pallets by Killers who are a mile away and when I try I get pallet-stunned. Tasks always fail successfully.
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For what I gathered from the Anniversary stream, I'm a bit concerned, but also hopeful. They are finally addressing generator speeds which is why I believe 2/3s of the perks in the list were there because they affected generator repairing and regression which I believe is a change in the positive side. I literally just got off of a match where the Survivors repaired a generator before I even rounded the map once as Killer, but then I also remember Forever Freddy was a thing a few years back up to the point it was impossible to do anything during matches as Survivor so I hope there can be a middle ground.
I only ever used Dead Hard as Survivor for challenges that required me to be chased for 240+ seconds so I could do it in one match and move to the next so I'm not too overly concerned about it. I'm curious about some perks that I rarely see used that were on the list, such as Tenacity, so we will see how it goes.
This game has needed a health patch for quite some time and much like many people I have my doubts, but I hope this is finally the patch where they address a series of errors and complaints from both parties.
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@Thunderfrog said:
All they had to do was bake his low terror radius into a part of his kit with some kind of limitation that said his terror radius, when active, cannot be less than X meters.
Done.
Now unless he's using insidious or some other form of stealth activation perk, you at least will have an idea when he's coming.
Personally, I also think Monitor & Abuse could've been reworked to increase/reduce the base terror radius by 25% instead of the fixed 8m. Then all 32m Killers retain the 8m reduction and Deathslinger, along with other 24m, only get 6m reduction which leaves him at 18m which is exactly the range of the harpoon.
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It's funny because my experience as both Survivor and Killer have been interesting through these matches. As it is customary during Anniversary and Halloween events, I expect sweat, but not even regular sweat -- just literally everyone playing the matches like their lives depend on it. My first few matches were OKish, I had two or three Killers that let Survivors collect the invitations and escape then the avalanche of hardcore players began and they started camping/tunnelling and just generally making the game such an insufferable experience so I thought "I will play just a couple of matches as Killer then" and, well, the experience was pretty much the same.
Not only, as Killer, none of the Survivors even put flans, but I had players literally take the invitations right before me when they saw I was trying to get to them and not actively chasing anyone. Along other things, they play as the same sweat squads, trying to bait DS by jumping in and out of lockers, body-blocking me after being unhooked with BT right in front of my face without giving me a chance to leave. Like I'm sorry, but the crude reality is that both sides play like this during events.