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flybynight

flybynight

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flybynight
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  • agreed, i think the closer to the husk you are the weaker the audio should be (i.e. overextending)

    would make her more vicous for short loops and far harder to avoid, but easier to avoid at longer ranges as the audio would become more pinpoint

    but you are asking on the forums, and the devs are super mask off here about their contempt for most killers unfortunately..

  • @Balrog said:

    The best place to make sure the team is aware of any bugs is via BetaHub. This alerts them directly.

    https://app.betahub.io/projects/pr-5642738318/

    was not aware of it, thankyou i'll submit it when i return from trainings today

  • @jacksonw614 said:

    These killers have completely dominated the meta for years, since they came out. It really seems like there is 0 care from Behavior at all to balance this game. Blight is a 115 ranged killer with an extremely forgiving and high movement power. Even if blight misses every dash, he still can easily catch up because he is 115.

    Nurse also makes the game straight up unfun. She completely ignores pallets, and running away from her is just boring.

    On the other hand, m1 only killers with no antiloop just get bullied during chase because there are 10000 pallets on every map.

    i'd have to dig it up but they've said before with blight it's so if he gets stuck he can unstick himself out of power

    for nurse? this is more of a skill issue here, nurse plays a different game to the rest of the roster and trying to treat her like the rest of the roster is what gets you down… sorry but she's actually in a pretty good state and 99% of nurseposting really does come down to a skill issue

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058561#Comment_4058561

    Already did.

    We almost buffed every low tier or reworked some of them.

    Pyramid head, freddy, singularity, knight, trickster, myers.

    Not every killer is perfect but there are solid contenders.

    The problem is, as long as you have an absurdly easy yet powerful alternative, no one would bother to consistently play anyone else.

    Why would i play myers if ghoul/blight/nurse do it better and easier than what i mentioned?

    … ph wasnt great but he definately wasn't low tier

    also still waiting on a real legion buff beyond making useless addons less terrible

  • @Wirius said:

    I've played for a few years now and have loved almost all of the changes and improvements your team has brought to the game. I see you've been trying to balance around pallet density to balance out killer and survivor. I think one of the problems holding your balance team back is the S tier killers. Balance implementations tend to primarily affect old M1 killers, while the S tier simply do not care. The S tier seem pretty clear in the community. They are Blight and Nurse. Is it because they have the highest kill count? No. Its because they have very little counterplay in the hands of a good player.

    A killer can be strong as long as there is some counterplay involved. I have a few proposals to include counterplay without destroying the core of the killer.

    Blight - Bump his base move speed to 110%. That should fix almost all of his problems. Back when Blight was made, I'm sure the melee move speed was needed because bumping was both new and a little buggy. But that's been largely fixed. People can turn corners with blight on a dime. He's a ranged killer now. The 110% move speed will punish reckless use of his power, and allow one area of counter play by making small loops more effective against him. I doubt this love tap will do much to his popularity, but it hopefully bump him down to A tier while not diminishing his identity or skilled plays.

    Nurse - Nurse's major problem is a good teleport counters all viable mechanics survivors have. Windows, walls, pallets? Pointless. Further, the game has evolved a long way since she was implemented, and people who know how to use her are amazingly accurate with their teleports. So how to restore a bit of counter play while keeping her iconic abilities?

    A. A form of power cooldown - We still need Nurse's mobility, so keep the cooldown the same. Simply remove the ability to attack on teleport. When she M1's someone, which a skilled use of teleport should be able to do, then nurse unlocks her previous ability to also attack while teleporting for 30 seconds. This window of attack could also activate instead of or concurrent with bloodlust to prevent a 'don't heal against this killer' scenario.

    This brings back windows and pallets as important counter plays. The 50/50 can now be which side nurse is going to teleport to. And once the survivor has been m1'd one time, we're back to normal extremely powerful nurse gameplay for 30 or X seconds. This still retains that scary and oppressive nature of a good Nurse. This will require us to increase her move speed to…

    B. Base speed increase to 116

    With the above change to teleport, Nurse is no longer a ranged killer, but a unique melee killer. She'll need that 116 to land that first M1 hit, and we should also let her hook speed and map presence be a little scarier as well. I still think she'll be extremely strong, but the key here is that she'll be easier to balance and provide counterplay. I can't see her not being A tier.

    i feel like this post greatly fails to understand nurse in particular… blight, easy enough give him the token consumption ghoul gets on pallet break.

    but nurse? I feel most of this is coming from a fundamental lack of understanding of both how nurse is balanced and more importantly how to counter her… and i get it, a really good nurse feels unbeatable, hell even a bad nurse can feel that way if you dont know how to deal with her.

    and that's really the issue of nurse, she's rare enough outside the high mmrs you dont get to learn how to deal with her, how to locker escape from lunges, how to double back and juke a lunge, and how to properly bait out lunges around windows and how to judge a nurse's lunge range based on charge time so you can stun her with pallets. but, she's common enough in high mmr that she feels impossible to players who never were able to learn how to play around her.

    which raises the question, should we start nerfing killers because survivors either dont get the time to learn the killer or in some cases actively refuse to learn? I would argue no, I applaud any attempts to truly balance the game and im on board with blight nerfs as blight is a huge problem…. but the nurse changes feel like a fundamental misunderstanding of nurse, her purpose and is the wrong way to balance her

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464318/pig-trapping-and-stalking-you-until-you-039-re-dead

    I do not do this, and any Pig attempting it is actively throwing the trial just to mess with one surv, and likely will only get that single kill.

    was about to say this myself…. pig isn't exactly blight, her messing up one single survivor usually means she's getting 0k or 1k

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057472#Comment_4057472

    I thought it was doing you a favour because all people do is complain that all legions are boring because they run thana and slowdown. make up your mind people Do you hate slowdown or chases?

    that'd require them to try legion lol

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057470#Comment_4057470

    to be fair to BHVR in this regard, Im getting kinda tired of Bubbas who play Surge.

    What you guys COULD do as well is make addons for Killers which makes power-attacks count as Basic-attack?
    Is this something worth implementing??

    id rather they just nerf the outliers than punish everyone for a couple of killers being a pain

  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057489#Comment_4057489

    Other killer powers can cause a perk to be nerfed Its not just blight or top tiers.

    Main one I think of is Singularity and Haywire, only reason that perk was seemly nerfed so much is because Singularity could hold the exit gates with multiple bio pods and make the gates basically impossible to open combined with remember me.

    they can but, to me? this is 100% in the category of blight did something Bs so now all the mid tier killers suffer for it.

  • @Mandy said:

    What makes it hard when perks / powers interact, is that it limits both perk and powers in the design process - we'd have to imagine every perk working with every power to ensure it was still at a playable state, and that's a lot of perks that have to work with killer powers - this is also not something new, we've seen it with Bamboozle and Legion for example, where the window block does not work with that part of the perk when Legion is vaulting in power.

    see this is funny to me, because instead of just changing the handful of outliers that are causing problems (everyone know's it's blight) you take the absolute laziest route possible then try to justify it.

    but regardless, who cares, survivors get to abuse the living daylights out of crap like this all the time and many of their broken "should not work here but does" crap like powerstruggle being able to feed off perks that boost recovery time allowing for infintite second chances so long as pallets are left.

    this is literally nitpicking to appease a overly vocal and frankly very very entitled minority who are whining that a C tier at best perk is screwing over their bullcrap.

    either be consistent and start ripping up the nonsense all around, or realize that not everything like this needs to be gutted to appease entitled streamers and the higherups who have repeatedly had issues, it's hypocritical at best and at worst just deeply frustrating and hilariously out of touch