emetSdidnothingwrong
emetSdidnothingwrong
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This kind of drastic change to the game can only be judged once we have the numbers and can actual go in and see how it effects the game. I don't agree with every single thing BHVR is adding (at a glance) into this but I understand the point of it, we just need to see if it's refined enough to be good or bad for the game because it can easily be either or.
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The problem is that every game is a giga-stomp, you either stomp or are stomped and neither of them are fun, imo. All of my best games are typically 3k with all gens done and a survivor getting out, sometimes 2k but rarely 4k and obviously not 0k. I think the matchmaking is terrible and also playing the game at a high level is to stressful to have fun, I'm not sure there is a fix for this other than just playing a custom match with all friends.
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Clocks are to strong, I will agree with this. I think immunity is fine but the numbers need to change, either shorter duration or much longer reuse on clocks.
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A perk that gives the killer a reason to not tunnel or camp and we're crying about that now too? Really? I am fully convinced that people who come on these forums to complain about this tactic or that perk are just salty after getting stomped in a match not 15 minutes ago and came here to just cry how unfair whatever the killer in their last match did or used.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865138#Comment_3865138
Players should not be forced to bring perks to compensate for poor design.
Yes! I also agree that gen slow down perks shouldn't be required to not lose!
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@TonTon said:
I seen many CC and people say STB is an extremely strong perk that will change DBD.
Except in my many matches I haven't seen this perk at all except once and they just used it to go next faster.
Why is nobody using this perk?
This perk is something that makes SWF stronger, not solo que. In a good SWF this perk is a literal game changer but that is because the survivors are coordinated but in solo que there is almost never coordination so this perk isn't nearly as good, also solo que players are often more selfish and are far less likely to give up a hook state for someone they don't know who will likely not repay the favor.
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Depends who you are facing. If it's a average solo que team this shouldn't change much to be honest. If it's a SWF trying hard to win it basically means you can literally do nothing to win anymore, depending on how it's used because as survivor teams become stronger and better at gens the need to tunnel increases and this perk can in the right circumstances stop that single handedly.
TLDR: In 95% of your games it won't do much, in the 5% it does do something you go from most likely losing to guaranteed to lose. This is the strongest perk for survivors and nothing else even comes close but it requires good communication and teamwork to get it's full value, high skill floor high skill ceiling (teamwork) perk. -
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851238#Comment_3851238
Your post wasn't directed at me, but it was on a public forum so I thought I may as well respond. The post I responded to said:
we're complaining about HEX builds lol
This implied you found the idea of complaining about hex builds laughable. I explained the exact change that makes [treating complaints about hex builds as laughable] seem out of touch with the current state of the game, and gave advice as to how you could avoid that faux-pas foe similar situations. Hope that helps 👍
Seems this conversation never had any merit to it, that was my mistake for thinking anything else. Have a good day.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851159#Comment_3851159
You see, if I saw a group of people complaining about something that historically was no big deal, I would look into why they were complaining about it, see if maybe something like Hex: Thrill of the Hunt got hit with a buff that increased its effectiveness by over 200% and nearly eliminated the one downside of hexes. I would try to figure out why they were complaining instead of assuming it was for no reason and making a post trying to laugh about it but making me look out of touch in the process. That's just me though.
My post wasn't directed at you nor was the intent to say your reasons were without validity. It was simply exhaustion from never seeing anything positive on these forums, a cherry on top of the ice cream as it were. If the perk needs to be nerfed or not wasn't what I was even talking about, truth be told I don't care either way if it's nerfed or not I just think these forums are toxic and I'm insane for sticking around thinking it would ever be anything else.
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@ChuckingWong said:
Perhaps we should just remove all killer perks from the game, then we can start complaining about killer add ons
Imagine if this response was given for every nerf we have seen to broken perks
Brokenground player, MFT, both versions of old DH, buckle up+ftbroken combo
Old eruption, infinite pain res, ultimate handhold, deadpausegrim combo
Things get nerfed that are problematic. But to make it entirely about one side is hilarious.You missed the entire point of my post. Idc even one bit that this perk is being nerfed, I don't play hex builds because of how random they are, I just think these forums are obnoxious and filled with nothing but people crying and moaning about the most recent game they lost.
Nothing on these forums is positive anymore, no one even talks about buffing things, it's nothing but constant crying and moaning about how this thing that someone dislikes because they are actually just bad at the game but it's never their fault they lost it's always something else. It's just exhausting is all, nothing here is constructive anymore, everyone is a negative nancy. -
I legit wonder what people want killers to run as perks, seems to me no matter what perk set they run it's always complained about. I mean we're complaining about HEX builds now…lol I never thought I would see the day, hex perks are trash and have been trash for a long time yet here we are complaining about builds revolving around them. These forums have legit complained about every single killer build; heal slow down, hit and run, slugging, tunneling, camping, gen defense, hex builds, chase builds, aura reading builds. Perhaps we should just remove all killer perks from the game, then we can start complaining about killer add ons.🤷♂️
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832647#Comment_3832647
Only if Distortion gets its nerf reverted.
Rat alert! Call the exterminator!!! :3
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832407#Comment_3832407
Offerings aren't supposed to just block out entire mechanisms.
Then make it a perk. :)
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The first person who does this it's unacceptable and is a huge problem in every game I play from both sides, it ruins the match for 4 other people at the entitlement of the one and I will be very surprised if this isn't removed soon. The people who do it after the first one though is understandable, the match is most likely lost and most people just want to reset and try again.
P.S. The only people who defend the hook suicide (the first one doing it, not the follow up players trying to leave) are the people who are the problem and 100% they do it at their earliest inconvenience. -
I believe they should give killers and offering that prevents the permanent removal of gen charges. Though I'm sure everyone here saying how BNPs are fine will argue how such an add on would be super busted and can never be allowed to exist.
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I don't see the issue. If the 4th survivor doesn't hide for hatch then the killer doesn't have to slug for the 4k.
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@GeneralV said:
I think Knight would be perfect for that.
It would be really immersive. YOU are commanding the guards, after all.
I also think it would be cool if the survivors had the option to view it from first person as well, that would add some next level scares imo, they could even add effects and a like slow fade to black or something.
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I must be special or something, because all the crap people gripe about on these forms (slug/tunnel/camp) rarely happen. Just because you were chased twice in a row because you instantly got on a gen after being unhooked doesn't mean you were tunneled, just because the killer chases your teammate around the hook because they won't leave doesn't mean you are being camped, and just because the killer doesn't instantly pick you up regardless of what is happening around you doesn't mean you are being slugged constantly. How about you just gitgud, the killer didn't use "cheap tactics" or "op perks" you just suck at the game. I mean ffs people are now crying about aura reading perks, good god it's like a frikkin south park episode every time I log into these forums.
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@BloodBird said:
If you main one of these three killers can you respond to this post with where you personally would place your main on a tier list?
Pseudo Trickster main here. I'd put him squarely in the middle of B tier as he currently is, his previous iteration (which I have no idea why any trickster players would want him reverted to) was easily F tier right next to Freddy.
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@TheDavidKingMain said:
His kit just has no downsides. He can play essentially any tile with vampire/wolf. Hellfire has INSANE zoning, better than even Pyramid Head, and a ridiculously short (almost nonexistent) cooldown.
And then there’s bat form… where do I even start. The fact that you can get a free hit with drac’s already amazing chase, switch to bat INSTANTLY and render any distance a survivor has gained to nothing, then again INSTANTLY switch back to an oppressive chase power is just ridiculous.
Tehehehe, bet I can guess what killer you happened to lose to 10min before you posted this.
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I don't personally like the idea of reverting Trickster, he was extremely weak before and this just looks like a revert but you keep the QOL without actually buffing him to not be dog water. Not a good idea imo, maybe I just enjoy him being 115 but I really don't like the idea of going back to being the lowest kill rate killer again.
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He is strong but not even in the top 3, why are we talking about nerfing a killer who isn't even the top 3? He is the new and hot right now so more people are playing him but that will fade with time, there is no need to nerf him as people will move on to other killers after the honeymoon phase is over. I would argue we spend more time building up things that need it over nerfing stuff that is just an annoyance, this community is way to nerf happy for the "other side."
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@ratcoffee said:
I feel like the 15 seconds stat is actually surprisingly low, given that it's for the whole length of the game combined
- Attack cooldowns are 2.7 seconds, so for a survivor that's been knocked down 3 times that's already 8.1 seconds of total slug time just from the wipe animation.
- A lot of killers will want to take additional actions after getting a down - Hag and Trapper may reset their traps, Clown wants to recharge bottles, Deathslinger wants to reload, and so on.
- Sometimes a survivor goes down vaulting a pallet or window, and then the killer has to break the pallet or vault or go around the window for the pick up.
- Killers like Huntress, Unknown, and Trickster can knock survivors down from range and then need the extra few seconds to walk up to the survivor they downed.
- Sometimes it's hard to immediately find a survivor who's crawled into the grass while a killer takes one of those actions
- Killers aren't going to always pick survivors up with frame-perfect timing.
If a survivor gets knocked down 3 times it seems perfectly reasonable that some combination of factors would take them over that threshold of 15 seconds. Spending 15 seconds on the ground isn't getting slugged, it's par for the course in a normal game where you get sacrificed.
A very pragmatic way of viewing these numbers.
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The amount of rage from people upset by the stats in this post is pretty amusing. I also wonder if these stats factor in the time killers spend wiping their weapon after downing them, around 7-8ss in total if you down a survivor 3 times?? So what we're talking like 7-8s on average if that's the case? Relax people, it's human nature to remember bad things more vividly than good things, no one is picking on you and you don't get slugged/tunneled/camped every other game, you probably just don't enjoy the game anymore unless you win.
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Anyone saying this is coming to the base game is either lying or on some serious copeium. This is balanced specifically for a specific game mode in order to make it more fun and motivate people to play it instead of just going right back to the base game.
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@Farenzyhawk said:
what’s the difference in said “tech” and calling it a “exploit”?
FOV "tech" and 360 "tech" would like to have a word with you.
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@TieBreaker said:
I don't think offerings should hard counter perks. Especially when you have to waste a bunch of time to activate the perks. Not to mention, that if you add something like that, the next one added will be an offering that disables killer add-ons.
Normally I would agree with this thought process but it's more about the item than the perk honestly, currently there is no way to counter a BNP, they just so happened to make it a perk recently as well.
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@Aven_Fallen said:
What does it matter if the killer is slugging for the 4k, you practically already lost so just tab out and do something else.
And the Killer already won. The Killer is basically just slugging for a 4K while already winning the game, just for the Ego, wasting the time of others.
The last survivor hiding is literally the same thing. It's just ego, you already lost, even if you get hatch it's a tie for your MMR. Stop hiding and wasting everyone's time, give the killer the 4k they clearly won.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771907#Comment_3771907
Why would anyone ignore a hooked survivor for 69 seconds if the killer is not camping? Being in a 3v1 is one of the worst situations to be in, so why would a swf double up on a gen and not save their teammate?
It's about time efficiency, this change removes the killer's ability to punish greedy play and rewards survivors for being greedy, both of which are not healthy. There is nothing wrong with going out of your way to punish survivors who make mistakes, this change effectively makes it easier for survivors to not make a mistake while also removing the ability to punish them.
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I mean this change is easily up there with one of if not the most short sighted change they have ever made lol. This is a minor buff to soloq and a gigamassivebigPP buff to swf the likes of which you have never seen before. The only thing this change does is let survivors be greedy. You can legit double up on a 0% gen, finish it entirely then go unhook your teammate and lose nothing. This is like adding an extra gen for survivors (an extra 80s worth of hook states) to do per match this is just outright stupid. You will make SWF a nightmare to deal with, camping and tunneling isn't nearly bad enough for you to make a change like this and this is coming from someone who almost exclusively plays solo-q now, please reconsider this extremely shortsighted change.
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No, WoO is a perfectly fine perk and it's one of the few perks that I think is genuinely okay to be meta. This perk highlights bad map design and closes the gap between mediocre and good survivors without actually making them stronger and they sacrifice an entire perk slot to get this effect. There are a lot of genuinely overpowered things in the game to complain about, this perk is not one of them.
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I'm gonna play the devil's advocate here and say this: if you don't like bleeding out (I'm assuming this is mostly because the killer slugs to combat the hatch) then don't crawl away into some far off corner or the basement. Which is more important to you, not bleeding out or the small chance you get that hatch?
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First off is the easy thing, give him an add on pass. As for Nemi himself I would improve the zombie AI as well as some other generic buffs for them, such as speed+ etc. Finally for the big guy himself I think when he is in T3 he should always injure wit his whip no matter if they are infected or not.
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@Jacknalls_Paw said:
At this point I think the reduction of hooks is needed, or at least increasing the distance between them.
What? If your team has 2 people on the hook at the same time that isn't a hook distance issue that is a major and I mean MAJOR skill issue on your teams part. I don't understand this community and thinking that the killer player should be punished because one solo que survivor is pissed off his team sucks when in reality he is just as bad because he also didn't save the first hooked guy before the second was put on a hook.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744697#Comment_3744697
I really don't see how this is so bad. I mean survivors that are healthy don't make sounds except for footstep sounds either. And it's not impossible to keep up with healthy survivors.
This is incorrect, allow me to correct your lack of understanding, which is fair in all honesty because this perk isn't run hardly anymore so people who aren't more old school wouldn't know because they haven't had a chance to deal with it.
Here is the thing, when you are not injured you do make sounds, breathing mostly and the killer CAN hear this, it's very subtle and hard to notice but I have found survivors hiding because of this. Now when you are injured you do NOT make breathing sounds, you only make "injured" sounds, and Iron Will removes these injured sounds when it is 100% this you are in fact actually quieter when injured than when you are alive and it makes it very VERY hard to track survivors. This is a very unhealthy change imo because back in the day this perk was absolutely a free chase escape and you don't do anything to earn it and it has unlimited duration, very overpowered. -
@Mondhirsch said:
Basically no one plays Iron Will anymore since it got overnerfed (from -100 noises to only -75% noises AND not working while exhausted).
Still I gave it another chance lately.
But now with "Languid Touch" in the game when literally every crow makes you exhausted, it's the final nail in the coffin for Iron Will.
Maybe it's time to remove the Exhaustion-Restriction since no one understood why it's even needed in the first place.It was not overnerfed. You could make an argument for the exhausted part but that perk was wildly overpowered, an entire method of tracking survivors removed for free, literally free you do absolutely nothing to get it, do you think that removing scratch marks forever (while injured) just because you got hit is also balanced? Because it's the same thing, it's a tracking mechanic for killers and that perk just removed it for no cost and an unlimited duration.
Now all that being said I think removing the exhausted portion of it could use discussion but if they do remove that I think it should get a set duration because it already makes you so quiet that if you don't already know the survivor has it you aren't listening that closely and will still lose track of them after they break line of sight. Also you gotta remember that there are a lot of perks to remove scratch marks as well, the potential synergy to removing 2-3 tracking mechanics from the killer is rather high so while at first glance you think the perk is weak a minor change has the potential to make it busted with specific perk combos (kind of like how buckle up became a stupid perk combo with FTP.) -
I mean they buff an already meta perk back to what it was when it was being used by everyone so this outcome is completely expected, of course people will be aggressive with DS, why not there is no reason not to be, it's a lot of free time given to your team and costs nothing, just bring unbreakable and body-block, now no matter what the killer does his time gets wasted tunnel-wunnel or otherwise.
@ImWinston said:
- how is it possible that every game you play is against an aggressive SWF? I also play killer, but all these dramatic things are not so common. maybe I'm lucky🤨
The same way apparently every single survivor on these forums gets tunneled every game yet I as a solo que survivor rarely get this, maybe I'm just lucky.
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He could use some QOL changes and a few add on buffs to be sure but honestly his base kit is mostly fine the only thing I would change is make him break pallets the same speed as bubba and Billy.
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If they made it stop working with FTP then I think it would be perfectly fine. I for one would like it to keep it's current effects, just not work with FTP...
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For me it's about playing with your food. I do what I must to win, if that means camping and tunneling then so be it, but the moment that isn't required to win I will lay off the pressure and give chances to recover, but make no mistake this isn't about mercy it's about getting them to believe they can still win and to give it their all before that crushing defeat just seconds away from victory. In my opinion there is nothing more satisfying than this.
All that being said though in my experience hard core tunneling doesn't happen that often, and I do play survivor a lot these days. I honestly believe that most people on the forums crying about tunneling are people who just want to win and focus on a specific element of the game to blame when they lose, instead of looking at their own self. As for reasons to not tunnel, why not give them a BP bonus? All I ever read are forms of punishment but the stick loses it's value without the carrot.
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What was originally a buff turned into a nerf, classic BHVR lol. Honestly I'm not even surprised anymore, he feels so bad to play and main event is a joke. Also I remember when they nerfed his knives down from 60 they said it was because you only required 6 hits instead of 8 to damage, well guess what one was reverted and the other wasn't, wanna guess which?
Oh well, I was looking forward to the changes originally, imo all they needed to change from the PTB was how quickly he got main event and some add ons but they went a head and ruined his entire power.
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@okaayletsgoo said:
Mainly blight but on smaller maps nurse is way to powerful with it as well. The fact that you can spawn in and have Blight or Nurse on you within 3 or 4 seconds is kinda of ridiculous.
Blight is already the strongest killer and his add-ons make him even harder to counter. Lethal just starts the snowball effect way too soon in the game having a hook within 10-15 seconds of the match starting. Especially considering MMR is atrocious so a lot of new players go against comps or sweats and even anyone who is marginally okay with Blight or Nurse.
Thoughts? It not this change then what could be done to level the playing field a bit against blight?
If it bothers you so much then bring distortion or object of obsession, you can switch your perks up too just in case you forgot.
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No, it's a "win harder" perk, besides it also means you are 3 perks all trial.
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The simple fact is an unlimited movement speed boost with no downsides is never going to be balanced. I mean imagine if the new killer perk just gave you a 5% haste after hitting a survivor and didn't expire until something stupid like getting stunned by a pallet, it would be wildly overpowered.
Imo they should make it like Lucky Break: a set duration of the perk being active that runs out over time and can be recharged via some kind of action, such as healing others or honestly not let it recharge at all depending on the duration. As for the numbers that's not for me to say, one thing I do agree with Otz on though is haste stacking should not exist in any form.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498871#Comment_3498871
Guessing you're not aware that the devs said the 3 genning strat was not an intended part of the game and they're currently working to make it impossible to do so? I mean, that's quite different from tunnelling and slugging, which the devs have said are legit strats. But they've outright said you're playing the game wrong by 3 genning.
People don't want to spend an hour of their time locked in a game with you. You can get the same amount of bloodpoints in a 10 min game with any other normal game than you would in a 30+ min 3 gen game. Not worth people's time.
Yeah and they also said looping and 360s weren't intended either.
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How about we nerf a problematic killer not an entire strat. What do you want the killer to do at this point? Tunneling is bad, camping is bad, slugging is bad and now 3gen is bad. I'm not even being sarcastic, what tf do you want the killer to do?
SM is the problem, not the 3gen strat, nerf the crap out of SM or better yet just delete her.
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Depends, when I'm solo que a 40% escape rate is about the norm, when I add a friend into the mix I jump to probably 80% and with 2-3 friends with me it's easily a 99% escape rate.
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No way, medkits are way to plentiful to buff them. Other than gen slow down (which literally every survivor cries and moans about) the only way a killer can slow the game down is by forcing you to spend time healing, it's quite literally not possible to every win if there is always 3 survivors on gens, they are suppose to force you off the objective and to do something else.
Good grief man this community, I swear killer isn't "fair" until you can solo escape 95% of the time no hatch required. Hit and run is the most fair type of playstyle a killer has ever been able to do and still win because 12 hooking isn't happening without 180s gens.
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Apples and oranges my guy.
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It's because they dislike losing, everything else said about it is just an excuse to come on here and ask for a nerf. His ability to tunnel isn't even hardly any better than other killers either so that is also just an excuse. Besides anyone who has played this game for more than a few months should know full well if they did go to "nerf his tunneling" they wouldn't stop at that, they would Billy the ######### out of him so how about lets stop trying to fix something that isn't broken, yeah fellas? I can think of 15 killers who need attention for better or worse more than Wesker who really we should treat as the gold standard.