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su11yboy

su11yboy

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su11yboy
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  • As a veteran with over 3.5K hours I've seen BHVR make a lot of questionable decisions, but some of them work out, we just kinda forget about them because the bad changes means we were right, and they weren't necessary so they're easier to remember. But these questionable decisions usually just make us think your out of tune with the community. This new HUD not only makes me think you're out of tune, but that your UI Developers are either completely clueless or were given a ridiculous amount of restrictions that forced them into making this obviously terrible UI. It genuinely baffles me that any part of your team thought spreading the information to all parts of the screen was a good idea. It should be common sense that the Old UI was very good because of it all being at the bottom of the screen, mostly in one corner. It being on literally all corners and sides makes it nearly impossible to absorb all the information at once. It's also more vibrant and colorful which would normally be a nice change, if it wasn't a horror game. It doesn't fit the aesthetic at all.

    I've seen lots of ppl throwing the adept Survivor icons around as a replacement, which would perfectly solve the problem. You could use the old injured and hooked assets because you need to understand, we won't suddenly forget which Survivors were which. I wasn't someone who was ever really able to memorize the names, but memorizing the order wasn't so hard. If I see the order is Kate, Jake, David, Claudette, I'll be fine. So if Jake gets injured and shows the old injured icon rather than his face, and Claudette suddenly get yoinked and then hooked, I'm not going to suddenly forget who those two were. Some new players will, simply because there's 40+ characters and it'll be hard to remember all of them, but that'll come with time.

    Another poor design choice, that's still relevant in the WORK-IN-PROGRESS version of the New HUD, is the Survivors icons being vertical. Again this isn't us completely resisting change its just much more awkward. Looking up is much more awkward then looking left to right. Putting information on the top is the worst place, which is exactly why it was a great place for only the EGC timer, because that asset is huge, and has audio queues for each quarter of time, so you can kinda get away with not even glancing at it. Back to the Survivor portraits being vertical it's worse because you're presenting them along the shorter side of the screen, so it's already harder to see. The horizontal side of a monitor or a tv screen is longer than the vertical sides, yes? So spreading more information along the horizontal sides should make more sense! As I mentioned earlier looking up is the most inconvenient, and with the New HUD you put much more up top. I legitimately stopped playing DBD for over two days, and as a former Survivor main, I'm pretty much never playing Survivor again because of the de-sync, the movement, and the UI (but that's on killer too).

    You guys tried something new, which you didn't need hindsight to know it was gonna fail because of how poorly designed it was, and on top of that THE WHOLE COMMUNITY HATED IT IN PTB, SO WHY DID IT GET RELEASED IN THE LIVE VERSION!?!? I've heard you did it for console players, but we do have twitch and youtube you know? We do have the internet available to gather information! I play on PS4 and I was able to voice my distaste! I appreciate you taking us into account, but it wasn't worth it since I've now lost lots of drive to play anymore, along with a large portion of the community. If this was truly your intention, it wasn't worth it when such a large portion of your playerbase already disliking it. We want some version of the Old UI back, either revert the changes, or move the New UI in the old places (I strongly suggest you think about changing the Survivor portraits, because the colorfulness as I mentioned is out of place).

    This thread is only about the UI, but I still feel it's important to mention this too. The new movement is horribly clunky. Some of the stuff looks nicer, some looks more realistic but is horribly unappealing, and for some parts of the running animation, standing still, and just the clunkiness that takes place between animations all look far worse. In a life or death scenario I'm not gonna stand completely straight, I'm not going to suddenly focus on my posture, it's just unrealistic. Running while full health I actually like, but when injured, it looks terrible imo. The Survivor honestly looks like they are in great pain, not from being slapped with a weapon, but from being constipated or spanked 100 times. The strides just look so small, and honestly the old animation had the arm pointing out way more clearly, and there was an obvious limp while keeping the same pace, which made it more obvious to tell the difference between an injured and healthy Survivor. For a new player it'll be a nightmare to tell the difference, because as veteran who's played for over 2 years, I sometimes can't tell the difference. Transitions between animations make movement seem a lot slower, and makes it feel like the player isn't in a hurry, which for a horror game, definitely makes no sense. As a final complaint on the animations the new hatch animation looks more realistic, but someone sliding into the hatch looks horrible, where as before (while more unrealistic) they'd jump and look triumphant as they went in which was what made a hatch escape feel more rewarding. Now I'd almost rather die then see my player slide into the hatch like a slug. I do like the overall detail in the crawling animation, but bringing the camera closer to the ground is just awkward, and I think it caused a bug that results in the camera being too low when you get hooked.

    I didn't post this just to relentlessly bash on the Devs, I made it because it's really made me and many more very concerned about the Dev team we have for a game we care about, and since we care about it, we want to see it succeed. Please keep listening to our complaints. Don't wait until you release some version of your changes, and we complain for a week to listen to us again. You are the Devs so you're in control, but we are your playerbase. It's alright if you make a mistake, we aren't going to lose faith in you admitting a mistake. We ARE losing faith because you make a change, push it through when it's unnecessary and we strongly voiced our complaints that you ignored anyway.

    Thank you to anyone who took the time to read this all.

  • EDIT: My original essay-length-comment took an extra hour to post for some reason, but it can be located below this comment. If you don't wanna spend 5 minutes reading, this comment is a condensed version.

    Well there's my more recent comment, so I guess my other comment somehow ended up somewhere else or didn't post. In a nutshell I said the new HUD is spread out way too much and it makes no sense, Survivor portraits are too colorful and out of place, and don't put stuff vertically along the screen or up top if you can avoid it. For the movement running and crawling looks nice, although I dislike the low camera and I think it caused a glitch that makes your camera low when getting hooked, the hatch animation is more realistic but sliding into the hatch as you do makes it feel less rewarding, standing still Survivors stand unnaturally straight up, again losing the focus of a horror game (no one's focusing on posture in a scenario like that), injured running looks horrible like they're constipated and their strides are small (old animation had more of a limp, and the arm was out more which made it easier to tell if a player was injured or not), and for me transitions between movement looks way more clunky and slow. Hopefully my comment posted somewhere else, because I spend tons of time voicing my thoughts on a game I care about. It's very discouraging having those opinions shared my many be ignored on a game I've spent thousands of hours on. Consider changes BHVR. It's ok if you admit your mistake, just stop alienating the community. Thanks.

  • @muka3112 said:

    UI: It's pretty, and looks cool, the only problem I really have is the same as everyone else: stuff is just badly scattered..

    1- keep the style but place things closer to each other AND either at top or bottom(prefer) of the screen.. the sides are just too important.

    2- place icons closer to the edges of the screen. that's already annoying to have such a small fov as killer, we don't need to add new UI to make chasing even harder x)

    Animations:

    A-M-A-Z-I-N-G. That's exactly how smooth animations should be in this kind of game. A lot people are just complaning about not being able to pull off their janky 360/juke/whatever they call but ffs.. that was never intended... that's just janky/snappy/irregular/old designed movement and that shouldn't ever be a thing in first place. I can't believe a player can really defend vanishing from another player's screen in 2-3 bad rendered frames. every movement HAS to be as smooth as it can get.

    As survivor, i quite didn't notice all the problems ppl are talking about. Movement feels juuuust a little bit off when it comes to how far you are in/out of killer's range.. I think thats just visual... I feel that hitboxes are kinda "outside" of my char, like its slightly lagging behind my survivor. Out of that i think thats just a matter of getting used to it.

    About bs hits.. i've been reading a lot about them and honestly, i'm having the same amount of bs hits than before 4.5.They are kinda uncommon but when they happen, they happen during the WHOLE match. Thats why i'm pretty sure its just killer lag vpn/bad server but thats another subject entirely.

    If anything, "standing still" pose is extremely out of place x). it's like they are taunting the killer using their coolness.

    Don't matter what you guys decide to do with movement animations, I just wish you keep them AS SMOOTH AND FLUID AS POSSIBLE.. just like they're now.

    Although I couldn't really careless about 360s and their removal being intentional or unintentional, I gotta laugh at the ppl who're like "Yes! No more 360s!" I know those ppl are either new or they're the ppl who somehow make red ranks that completely lose me when I spin and swing like a mad man. I doubt they were removed intentionally, and it doesn't really make a difference to me, but Survivors wouldn't disappear in 3 frames lol. The movement is terrible. I spent 30 minutes typing a response that isn't showing up yet. If it is glitched and doesn't post, guess we aren't ever going to hear my complete reasons or explanations on everything wrong with this patch.

  • @Rydog said:

    The major issue with Myers is that he is too feast-or-famine. Either you snowball early with a strong Tier 3 multi-down, or you struggle to catch up for the rest of the match. All survivors have to do to deny him any leverage is stay spread out.

    @Rydog Yeah he just starts out way too weak, and then his "surge" (Tier 3) just usually doesn't give him enough to make up for how bad his Tier 1 is. After the release of Plague, I started running Infectious on Myers and it USED to be quite strong and successful. It made him easily a high-mid killer. But more recently when I used it a month or two ago, it felt useless. Survivors have gotten better, more aware, or maybe SWFs have just gotten more common. Survivors just don't stay foolishly grouped up anymore. Oni has mobility to quickly surprise people, and down some one fast. Myers doesn't have the mobility to do that, hence why I suggested something like an infinite terror radius.

  • @terumisan said:

    If it was a tier list i'd put him mid c

    @terumisan I personally disagree. Unlike other notoriously bad Killers, they were always bad, while Myers has been middle of the road for a long time, because he's grown outdated over time. I wish I included that in my post, because that's crucial. As time has gone on his T1 phase has grown weaker and weaker, as players have gotten better and better. Even bad survivors can be quite efficient which is in the end, more important then chases. His snowball isn't really that good anymore either, due to a lack of mobility, and he has just become outclassed by better killers. He's a lot like old Bubba. He might actually be alright, but why play him when you can play one of the many who outclass him (in Bubba's case it was just Billy)? So even if he is a solid killer, he should still get some form of base kit buff, because so many killers are similar yet better, and he needs some sort of change to make him more unique then them.

  • Sorry my forums page was glitched, and wouldn't update so I didn't see the comments:

    @gibblywibblywoo Honestly couldn't have said it better. His Tier 1 is outdated, and just far too weak rn, and his Tier 3 is simply not threatening enough. I'm fine with having weaker killers (everyone shouldn't be high tier, that's fine), but do we want Michael Myers to be one of them?

    @AhoyWolf Yeah map wide would be potentially too strong, and possibly annoying (personally Iri Button is kinda annoying), but I think it would be make him actually scary. It could be really faint if you're really far, so it wouldn't necessarily be like the lullabies, if anything it would just be really good for Infectious. But yeah I can understand if it's OP, just from a Survivors standpoint I think it would be super fun and scary (maybe make it an add-on then?)

    @LapisInfernalis Lol I love that someone else put a long time into a hypothetical power rework of Myers. I like that we both agree a base kit brutal essentially on Tier 3 would be nice, with the addition of a base kit Enduring as well. I honestly considered this, but I just settled with the breaking speed, and those creative buff ideas I came up with. I also liked that you also thought of the "Tier Up Phase" similar to Oni powering up to for his Blood Fury. I'd really like to see this just as a quality of life, and as mentioned in the essay I wrote, lots of frustration about a Myers 1-tapping you in your first interaction would be gone as well since he'd be stopped in place momentarily. Finally, I definitely like your Boyfriend's Memo change better then mine, as a training wheels add-on for newer players. I honestly couldn't think of a change, so yours is much more creative. Very interesting.

    @SkeletalElite 1) I was talking about the efficiency decrease. It's definitely something necessary, but with how much it decreases, it is way to slow at the max range (It takes a full minute to fully stalk from the furthest range, i.e. it's basically pointless to stalk from super far). 2) This is something I actually already knew. I do not know what you were referring too, but for stalk I specifically talked about decreasing the efficiency penalty as the distance gets longer, and that the max amount of Stalk Points (SP) in a s survivor should be increased, or just unlimited, hope that clarifies any confusion.

  • @ALostPuppy Yeah I think anyone who's ever played Wraith will agree he deserves some level of speed increase in his cloak. Also where do you think I should move this too? It should be in General, but it bugged out when I posted it, and somehow posted twice so I don't know if it got messed up.

    @APoipleTurtle I wasn't sure what a good change would be, but decreased visibility/less shimmer would be cool (could maybe decrease his foot stomping as well), liked the idea.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571964#Comment_1571964

    The SC can be missed, so the point is that it isn't even a guaranteed use perk. Your other points make no material changes to anything, other than reducing the pain for The Killer and not improving the scope for the Survivor in any meaningful way. So you get tunneled then slugged but at 61s it magically is no longer getting tunneled thus the perk doesn't work and you're screwed. Sounds great! The idea that others may get gens done and The Killer has invested so much time chasing you isn't a remedy to getting tunneled. Tunneling doesn't cease to be tunneling if you are good at prolonging the chase. That's yet another Killer sided argument. Tunnel is an individualistic action, and allocating a perk to it should offer a remedy for that individual Survivor. Moving on, you're off the mark with your Killer approved version of DS so I see no point in further engagement. Cheers!

    @Nicholas The idea is a survivor punishes the killer for tunneling. Not that the you guarantee jump off the Killers shoulder because they tunneled you. Lets say you got downed in 5 seconds because there were no loops nearby. Now if the killer waits it out, you telling me that isn't a punishment for tunneling? Sure the survivor feels screwed over. But they got an extra minute of life, and they'll get it on their next hook as well. If you last over a minute in chase you didn't need the help of DS. But you might need it the next chase. It would probably be broken if it exceeded a minute (although like I said values could be changed. It could be a 20 second timer that gets 2/3/4 times longer when you are near the killer or slugged). Whether the killer waits out DS or eats it, it is punishing the killer for tunneling. The survivor either gets an extra chase, or the Killer waits out the remaining time, leaving 3 survivors ignored. See you later man, I appreciate hearing your opinions and thoughts. Have a good rest of your day/night.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571927#Comment_1571927

    That is a design problem. You want to limit the perk to deal with tunneling, which is a problem Survivors deal with but you want to balance and define it based around the experience of The Killer. The Killer hit with DS was correctly struck with a perk that clearly states if you grab the Survivor within 60s of being rescued you are stunned - IF they hit the difficult Skill Check. Again your entire premise is The Killer but what about the Survivor that is indeed tunneled and it lasted more than 60s? Or The Killer slugged and waited out the timer? This is still tunneling yet the perk doesn't help. Any anti-tunnel perk needs to be built from the ground-up and would actually provide a compelling mechanism against getting tunneled. Hint: tunneling can exceed 60s, and you can be tunneled TWICE per match. Use that as a building block for your next iteration of your redesigned DS that is intended to be effective exclusively when being tunneled. Good luck.

    @Nicholas Alright I see your point now that you've stated it. First of all the skill check isn't that hard. Are we really complaining about that? It can be made easier if that's a problem. If a survivor lasted more then 60 seconds then the other survivors should've gotten a solid amount of gens done, and the survivor can use DS on the next chase. The killer made a mistake committing that long, and lost a lot of pressure already. You also mentioned slugging. Again the idea suggested addresses this. If you get slugged the timer gets longer, up to 60 seconds. If no one picks the survivor up after 60 seconds that's on your teammates for being trash, unless the killer just camped out your slug which is the same point I made earlier. The killer devoted 60 seconds to you, that's plenty of time for the other survivors to slam gens (3 should pop, maybe only 2 if the killer has pop). This also misses my whole point where I said values could be tweaked. I was mostly just seeing how people liked the idea of a short timer that gets much longer if you're in chase or slugged.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571914#Comment_1571914

    I agree with the chase, but the reason I say while slugged is bc killers like to slug and wait out d's. It's like, ######### you clearly tunneled me. Thats my problem with ds.

    @hillbillyclaudmain69 Oh for sure, definitely. I saw that same issue, which is why if you're slugged the timer gets longer. It being stopped would be kind of busted. SWFs could just leave people on the ground for as long as they want because that person is immune on the ground, then pick them up when it's safe.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571869#Comment_1571869

    Your idea was nothing helpful or new. I already outlined why I think your idea is terrible, I don't also have to explain how to change it to make it work. It doesn't work because again it is exclusively designed to favor The Killer. You already list ways in which it can be circumvented, quite easily, thus it is ineffective at accomplishing the stated goal: to be anti-tunnel. The issue with every idea is to narrow the scope of the perk to tunneling but at the same time provide no real remedy to it. At least DS has some utility in certain circumstances and the incidents it works outside of tunneling is the nature of the perk. If you want to really make it anti-tunnel, it would require a fundamental change to the core itself not merely time adjustments that are designed to improve the experience for The Killer.

    @Nicholas Yes it favors the Killer more, because the problems I mentioned are when the killer gets DSed for not tunneling, a Survivor favored issue. And you didn't explain why it was terrible. You didn't say why it wouldn't work just that it wouldn't. I said that Wraith and Pig could circumvent it. They're mid-tier killers, and they wouldn't be able to hit you for 15 seconds. That's plenty of time to reach a loop, also remembering Pig moves slower then survivors in crouch, and Wraith has to spend 2 seconds uncloaking. Moonwalking is another issue someone else mentioned, and the solution we came to was it would be based off of being a certain distance from the killer rather then in chase, which also solves the issue with the 2 stealth killers. If you saw another issue, tell me specifically what it is so I can try to think of a solution.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1571857#Comment_1571857

    Should be 30 seconds and goes down 2x faster on objectives. It stops while slugged, or chased.

    @hillbillyclaudmain69 There could be problems with it being totally stopped while slugged or chased, just cause then it could last the whole time you're on the ground, which is why I went with the root that the timer goes slower. Also as mentioned earlier using the chase is kind of unreliable since sometimes you enter chase before you see the killer, or you never enter chase even though you're clearly getting chased. Although it allows for survivors to be aggressive easier the better solution is if you'e close to the killer, or slugged. I like the idea of the timer going faster while on a Gen though. Thanks.

  • @Nicholas Thanks for absolutely nothing helpful. I listed the only way I could think of where it would be countered, tell me how it's bad.

    @NivlacACE Yeah I thought of that too. Honestly if the killer is moonwalking to end chase, it reaches that other point I made about Wraith and Pig going in stealth. It makes it so they aren't really focusing on them, and gives them a chance to reach a pallet. But I do agree sometimes you just can't enter chase so making it so you have to be a certain distance might be better (like 8-12m). Like I said the values could be changed slightly, like maybe 20 seconds, and then change the multiplier so it's about the same. Appreciate the feedback.

  • Tombstone is not very good. If that gets nerfed I'll laugh. The only way you're getting a mori is if you somehow sneak up on someone or catch them in a dead zone. It's pretty balanced for an Iri Addon. It has a powerful effect, but it's really hard to actually capitalize.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000209#Comment_1000209

    You cant look around if line of sight is blocked thats the issue. There are a number of gens where you cant see if a killer comes around a corner for example. I had a gen the other say on yamoaka and there was no way you could see a killer coming from any direction but around a wall which gave you like half a second to react.

    • Wraith can get you but him uncloaking gives survivors a small chance.
    • Pig can get you but at least in terms of balance she is slowed down
    • - Ghostface suffers no such downsides.

    Of course everyone tries to look around when they’re on an open gen. It should be easier once Ruin is gone so you don’t need to concentrate so hard on skill checks. All I’m saying is that with Ghostface being so stealthy, zero noise, leaning around corners, dark cosmetics, ability to crouch.....if you don’t hear him because hes pretty much silent and you dont see this tiny little head bobbing around a corner within about 3 seconds then you’re going to be “exposed”. It seems a little harsh no? That someone with by far the strongest stealth in the game also gets to instadown with it.

    Even if you do spot him you cant reveal him if hes behind a corner and again, if hes already stalked you for a couple of seconds then you’ll never be able to reveal him in time before you’re exposed. His stealth is too strong, he exposes too fast and the way he can pop in and out of cover to exploit the reveal mechanic to stop the survivors progress but keep his own leaves him feeling cheap and unfair in a way that other killers don’t.

    The amount of gen grabs or instadowns I’ve seen from this guy right at the start of the game. No killer should be getting that many.

    @ClickyClicky "You can't look around if line of sight is blocked" Yup that is the point. So what do you do? The large majority of Gens have at least one side where you have a good view of the killer coming with plenty of reaction time. And that doesn't even matter too much against non-stealth Killers. If you're really uncomfortable doing a Gen where the Killer could grab you, DO A DIFFERENT ONE. THERE'S 7 ON THE MAP FOR CHRIST'S SAKE. THAT'S THE POINT OF STEALTH KILLERS, THEY CAN MAKE STEALTHY PLAYS. Complaining a killer is really good at grabbing Survivors off gens, Wraith, Pig, and even Myers can get some consistent early grabs with the right Addons, because THEY'RE STEALTHY. But they all have ways to know if they're nearby:

    Wraith has his Bell, but even with Coxcombed Bell (Silent Bell) he has loud footsteps. You can usually hear him stomping around nearby, and when he starts uncloaking he makes almost a sudden drum beat stomp and is silent. I legit must've made this one Wraith crazy making him think I had Spine Chill, but I always heard the final stomp. He also makes snarling sounds as his breathing, I play Wraith a lot so I sometimes catch it, but the footsteps are what you wanna look for.

    Pig is laughable bad at grabbing someone. Not only is she slower but she also has to unsheath her weapon and come out of her crouch. Some people can also hear her breathing. I usually cannot, but I sure as hell here her stand up and unsheath her knife, so she never grabs me.

    Ghostface is probably the hardest, because he can just long distance stalk you and it won't matter that you hear him because he's too close. But you can hear his cloak making a blowing through the wind sound. And to counter getting stalked from faraway just position yourself where you can't get stalked from a large majority of angles, and pay attention to the weak angles where he could sneak up and yoink you or stalk you.

    T1 Myers has no terror radius (pretty sure) or red stain, but he's insanely slow, and has almost no lunge. He's also a heavy breather. You can hear him breathing from pretty far, it's much louder then Pigs, but on a Gen it's a little difficult to hear, but once again he's slow so you should always have like 2 seconds to react.

    I'll also mention the grab animation is kinda buggy. I have not been grabbed off a Gen in months, but I actually should've a week or so ago, but the game just said "no"

    There's your counterplay. And I said it earlier about Ghostface stalking Survivors. If I see him stalking me, I hide so he has to come to me, then I run straight into him and he'll try to stalk so I'll stand right inside him since you can phase through Myers and GF when they stalk. Stand inside GF he can't stalk, but you can reveal him although with Drivers license it's harder still do-able. Now GF is out of his power. He'll either hit you and reset your stalk meter or chase you for however long it takes his power to recharge and try to stalk you again. He might get you if you were close to 99 but you still wasted a lot of his time.

  • @Infinity_Bored said:

    The Ghostface should be the next part of this game that has to be revisited. This killer is totally unfun and frustrating to play against, especially for casual players.

    There is no real counter to his power, since you can be exposed while literally standing in front of him and staring at him. This killer is the ultimate tunneling machine, since he can easily counter BT and down people right off the hook again.

    Most GF players rely on tunneling and slugging.

    GF should not be able to hide his red stain and his TR. It benefits the killer way too much without requiring any effort any effort.

    The ability to crouch spam should be taken away, since it is abused by almost every GF killer.

    I can see the devs' original intention when creating this killer, but sadly these things are abused by killer main players.

    Please make facing ghostface enjoyable for survivors.

    First of all I'll agree his reveal mechanic is pretty buggy but it's so damn easy to reveal him. Just get him to come close to you, ambush him and when he tries to stalk you just stand inside of him. You can phase through Myers and GF when they're stalking. So stand inside of GF and reveal him. You'll almost never get exposed again. The no TR or Red Glow argument is weak. And the fact you call everyone above Purple sweaty hurts my head. So many ppl suck so much ass and are in high ranks. And you can hear him coming if he's within like 8m away from you. His cloak makes a blowing through the wind sound. And you can also genrush the ######### outta him so there's more counterplay. But speaking of "frustrating yo play against" you know Bubba is rather hard to counter considering he can just camp the top of the basement stairs. Probably should nerf him too.

  • @jackkn12 I know how you feel. A lot of ppl are toxic especially in this community. But its peoples opinions. Just try and play the game and stuck with your opinion. I'm personally a survivor main (I play both though) and I think killer is weaker. If you go to Red Ranks you'd see why I think that. I realized it a couple months ago. I was Rank 2 or 3 we went against a huntress and she was REALLY good. She chased me twice and downed me pretty fast both times. I have never felt so powerless as Survivor, I had no idea how to counter her. And she downed everyone quickly. But in the end he got screwed by Adrenaline and got no one. Personally I think Survivor is fine, most of the killers need some tweaks, and Survivors need a second objective, because killer is supposed to be the power role. It's supposed to be difficult to escape. However I'm not trying to convince you. Believe what you want. It's your life, and your experience. I hope this community doesn't ruin the game for you. And if it does, well it isn't the best game despite being so ######### addicting.

    Note: Freddy is so fun I'll be so sad if they nerf him. Idk who they listen too for the Ghostface nerf. Everyone I heard said he was fine, I didn't hear a single person say he needed nerfs so, I wouldn't be surprised if Freddy gets nerfed.

    Have fun in the Fog.

  • My problem with mori's is that they're super strong, but there's also no hope of pipping as killer with a mori. I don't think they're too op since the killer has to grind for them and all, but I'll also say I've been getting LOTS of Ebonies lately (in my bloodwebs, I've seen an ebony, and then another the next level countless times). I don't usually use them except for dailies, a toxic swf, or for a trophy lol.

  • Starting from the top, Nurse needs some of her addons changed, because half of them allow bad nurses to do well, and limit a lot of counterplay. But the top tier killers aren't really broken OP by any means. But the bottom 10-12 killers all need changes. Its funny to me that none of the licensed killers are top tier (I rate Myers the highest at 7th best). Wraiths cloak speed is barely faster. He has decent addons which can make all sorts of fun builds so I'd like a small buff for him to be decent. Doctor is weird. He really isn't horrible. But I rate him bad because his base kit is #########, and he almost has no power. Buff his range, and shock charge speed a tiny bit and he would probably shoot up to at least mid tier. Trapper is also weird. He has the potential to be strong, (I've seen some strong games from him) but he can be VERY underwhelming. It also takes so much time to set the traps. If he could start with more, and set them a bit quicker he'd be stronger as well. Leather face is just garbage. Idk how to fix him, hopefully the devs know how to fix him. Ghostface should have his nerfs un-done (as it was incredibly unnecessary) I actually revealed a Ghostface once and I still don't know where he was (I clipped it, have rewatched it a million times). There was also no terror radius after he got revealed too (so he was far away). Then I think Pig and Legion are mostly fine. A lot of their addons are pretty #########, and I think they could use a bit of minor tweaks, frenzy hits should be able to down survivors (eventually even if its a lot of hits it'd be progress), and I think Pig's endgame needs some sort of tweak. Maybe make it so the traps can be set off but it slows the timer as if someone was down. I think with this DBD would be a lot closer to balance (they also need to force a secondary object that hopefully isn't just holding a button down). People could pick the killer they like and it wouldn't be impossible to win. Imagine that.

  • @Boss I've noticed that! You really see the difference when she hasn't found anyone for awhile. She sounds angry and agitated as she hums.

  • The change seems like a pretty cool change. I don't think it's too broken and if it is, I think it only being personal would be a solid nerf to it. I'm also not sure about it effecting speed boosts. I think if it just effecting survivor timers, and negative affects would be enough. It shortening the exhaustion to 26 seconds, for a 4 second speed boost seems kinda crazy compared to a normal 40 seconds of exhaustion for a 3 second speed boost. Nice idea though!

  • @ElusivePukka @George_Soros Thank you for at least understanding the point I'm trying to make. Most of the people are just commenting saying I'm lazy for not breaking totems, and saying it's on the team for not breaking totems (which is true). However as I'd assume most of you know playing solo survivor can be pretty painful even in red ranks. I don't break totems because none of my team does, instead I just remember where I saw dull totems, and if the killer is awful I might start looking more for them, and if I find enough dull/broken totems to account for all of them, I'll start breaking them. No one I've played with ever breaks any totems, or more then 1 which is pretty useless as it still leaves 3 more (assuming there was Ruin, leaves 4 more if there's no Ruin, and no one else is breaking them). All I'm saying is Noed rewards bad players. To me it seems very obvious. A lot of the points some of you made, how it punishes lazy survivors is true and I agree 100%. I play both sides so I understand, and I don't want to necessarily nerf it (although my change was definitely a nerf and I get that might've pissed some people off), I just want to rework it so it doesn't reward the killers who aren't good at killer and purely rely on it to win the game. Just like how bad survivors would rely on DS so they'd never get hooked, or they'd use MoM so they would have long chases, or killers would have to give up on them. There was even Wakeup! where survivors took advantage of a big exploit in a bugged perk. Noed is a good punishment to bad survivors, or their mistakes, but it also rewards bad killers which is problem for me. Maybe when killer actually receives some buffs to be stronger then survivors we can worry about changing noed to fit the goal I want.

  • @George_Soros said:

    "Rewards bad players." Meaningless statement. NOES gives the exact same benefit to a good killer as to a bad killer, once conditions are met. You're shooting at a mediocre, easily counterable, not very strong perk. And you're doing it by parroting the same stupid thing that has been said thousands of times. NOED "rewards bad killers" looks like an argument, but in reality, it's just a cheap rhetoric that makes people who say it feel smart, but in fact, it's 100% false.

    Sorry man, I mean no offense, but literally ALL "nerf NOED" themed discussions are just poorly concealed expressions of frustration, by players who got sacrificed because of it.

    I don't have a problem dying to Noed actually, and I can understand what you're coming from. I get tunneled, facecamped, or knocked from my team's incompetency, but it's just a game so I don't get too frustrated about it. People who use Noed are generally bad at the game because it's a strong end game perk so they don't have any reason to slow gens down, and they don't. I've never played a single decent killer and then seen they had Noed. I've literally seen a killer get only 3 downs all game and they were all to Noed, so they got a 3K, so its definitely not 100% false. People who use it usually use the killers power wrong/or not at all if it's a harder power to use and are generally bad. I respect your opinion, and I disagree. Noed carries bad killer players, just like DS carried bad survivors. I also don't want o necessarily "nerf Noed" I want to make it so it's strong, but more challenging to use so, like I said bad killers can get better from using it, or at the very least not get carried just from one perk. Ruin for example is slightly stronger then Noed (IMO), but it takes a lot more skill to reap its benefits because if you don't know how to use the killer you won't be able to get downs efficiently. With Noed it doesn't matter if you know how to use the killer's power you can just M1 them once and you get an easy hook.

  • @Milo You said "how exactly does 'knowing someone is on the door' give you a guaranteed kill UNLESS its EGC?" (you literally wrote that in both your comments) so I answered that question after I said "As for what you were saying how does it gives you one down?"

    I'm going mostly over red ranks. If we're talking low ranks then you are correct, not the best pairing with BW. In high ranks there are two exits, 2+ survivors (if not EGC) and 2 exits so if the killer finds one person there's definitely another survivor on a different exit, or already replacing the survivor who got caught. The killer can give up and go after the ones who're now on the exit, or continue the chase, it's their decision. They could run it by itself, with BW, Remember Me, or both. But this was missing the point. I created this discussion not because I thought Noed was OP, (I'm sorry if I conveyed that, or said that). My problem with it is bad killers reach ranks higher then they should be and do well because of Noed. I tried to think of rework for Noed so that after the gens are done, it gives you an easy down right off the bat, but then (assuming the exits are open by now) the killer now has to capitalize on this easy down with their skills to benefit from it. Maybe my idea was horrible for reaching this goal, that's why I created this discussion, see if anyone liked my rework idea or had a better one.

  • As a survivor main I've never ever had a problem with slugging, even when I was new. As for Camping and Tunneling they aren't really fair, because it kinda sucks for the survivor, but they aren't OP strategies. Camping and Tunneling leaves 3 ppl do whatever (in the case of tunneling it leaves 1 person unhooking, and 2 ppl still doing gens maybe briefly leaving to get the unhook then going back when the other survivor beat them to the hook), which means an easy counter is gen rush which is btw pretty unfun for killers. But is Gen Rush unfair? No, because they're doing the objective, just like the killer is doing their objective of killing survivors in the way they know how.

  • @Milo said:

    "apply zero gen pressure whatsoever" Or they get genrushed.

    "The Devs buffed this perk for god knows what reason awhile back so all tiers give instadowns," For reasons known. The tier 1 and 2 were basically useless and waste of a perk slot.

    "3/4/5% speed boost" It's 2/3/4% actually

    "The idea is its a perk that should give the player basically a guaranteed down before the exits are open" (your change) how exactly does "knowing someone is on the door" give you a guaranteed kill UNLESS its EGC? And how would that pair with BW? Maybe with Remember Me but still if feels really uneccessery to have 2 endgame perks that only work on exit gate being closed.

    Thanks for the corrections. Idk if you were being helpful or trying to make me look dumb but either way thx. As for what you were saying how does it gives you one down? The idea was that the killer is still faster and a lot harder to loop, and gets a little bit of information so they can find one survivor have a quick chase and down them. Maybe for what I'm trying to meet the speed boost should stay the same? I was thinking it could be all tiers you're 4% faster, but you only see an alert (when someone touches an exit) for 2/3/4 seconds. It would go well with Blood Warden because if the idea is that "you get a guaranteed down" then you can hook that person, and no one can leave (unless the exits aren't open yet obviously). It would go well with Remember Me too of course.

    @Jdsgames I have a problem that Noed carries bad killers, I'm just thinking of a rework that would lower the amount of bad killers reaching higher ranks so they can better like everyone else. I read the post, and I agree Noed is useless if everyone cleanses totems, therefore it survives from survivors laziness and that's fine.

  • Definitely like this idea. Could also be really good if for the Killer gens aura change color to show they've been blocked indicating a nearby survivor.

    For example the 4 closest gens would show red as normal, the 3 furthest would show white to indicate they'll be blocked. And if a survivor *triggers* the Entity to block them they could change to yellow auras. This would help because I'm sometimes required to go check the blocked gens because 2-4 of the survivors are just crouching waiting for the gen to be unblocked, making this an almost pointless perk.

  • I don't think this is a great idea. I think just adding another objective to the game is a better solution. I don't want to just hold a button down for longer just so its more balanced. Friday the 13th has it so it takes finding multiple things to start the car for example. Have it so survivors have to fix 5 gens and collect 5 batteries for the gens. Could even make it so the last battery doesn't spawn for say 5 minutes (just an example) so the game can be a minimum of 5 minutes, unless the killer absolutely dominates. The Killer is supposed to be the power role. Survivors aren't really OP rn, Killers are just weak. And I see people saying "It'll be unfun for noobs" Are you high? IT'S SUPPOSSED TO BE UNFUN BECAUSE AS A NOOB YOU USUALLY SUCK. IT'S SUPPOSSED TO BE BALANCED WHERE EVERYONE IS AT MAX SKILL LEVEL.

  • I like the decreased timer to 20/25/30 along with it not going down during chase. Maybe make it so it goes down slower in killers terror radius instead of just stopping in chase? So the timer is 20/25/30, but if your in the terror radius it can be up to 40/50/60 seconds. Or just have hooking another survivor completely cancel DS, until your hooked again. The stun should then just be 5 seconds to punish tunnelers. I don't think it's possible for someone to be efficient and hook someone else and still get DS'd on. As survivor if I'm dead on hook I'm sometimes unsure if I should purposely go down when my timer is about to run out so this would solve the problem.