woodenEnthusiasm
woodenEnthusiasm
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just wanted to add it seems ending your power in front of a wall or object will also make them start wandering aimlessly
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The worst part about dead hard is the fact that it just removes your ability to lunge and turns every single pallet into a 50/50 regardless of how close you are to the survivor. A good survivor will hold it and if you lunge just react hard for that third healthstate. If you wait it out they'll just drop the pallet on your face and extend chase for free. It is more balanced, but it's still too strong in the worst kind of way.
There shouldn't be a perk that just disables an entire mechanic and that goes for either side. It would be like buffing blood echo to affect all survivors on every hook. Is it balanced? probably. Is it unfun and effectively disables what is basically a core survivor mechanic? Absolutely.
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@Entitled_survivor said:
what skins are pay to win exactly? Cuz let me tell you most paid skins are flashy and shiny,, the only advantage you can actually make use of the Survivors different grunts of pain range,, ace has in built iron will while let's say david and jeff are moaning like tennis players 😂and that's been acknowledged and scheduled to be fixed but you know it's behavior and it might take a few years 😂
Ace, ada, and sheva have built in iron will, adam has blend outfits, several characters have quieter than average footsteps, seems weird to me that you don't understand a mechanical advantage locked behind a premium currency is the definition of pay to win
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@OnryosTapeRentals said:
I really don't think this is significant enough of an issue to warrant being addressed.
99% of the cosmetics are bright neon colours or bulky accessories that make you easier to be spotted anyways.
Okay, but why would a person who wants to win use a cosmetic or survivor that actively hurts them. Conversly why does that justify telling a new killer player "you lost because they have Ada and you never heard them"
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@Xernoton said:
There are far greater issues with balance than this but actually BHVR is planning to bring all grunts of pain to the same volume. Quieter footsteps is not a survivor issue. It only depends on the ground they are walking on, which makes sense to me. Darker cosmetics are not that big of a deal. The only situations where those come in clutch is on Garden of Joy, Midwich and Saloon and that is more of a problem with these maps as they are too dark in some places to see anything. On other maps, yeah it can be a bit harder to make out a survivor in the distance but you still see movements very well. You can also see crows fly in the distance and know someone is around there.
I keep seeing people say footsteps don't matter it's only the material they walk on. But they never show any proof and you can disprove that theory by just playing a barefoot survivor on the game and have them run next to a survivor with shoes on they sound totally different
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I was hoping it was the case where those were the ones locked to the event track since those skins come out a year later. But unfortunately yes it appears bhvr is moving to a fomo based store, which is disappointing.
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It's been an animation bug for at least a year. Thankfully it doesn't impact the game. It's just kind of funny/annoying
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Part of the reason is because they're critically underfunded. Their entire map team is about 3 people. They're stretched so thin they auto generate their collisions and can't clean them up
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I don't see why people make the argument just tap m1. You aren't that close to tap m1 the majority of the time and you could use that flimsy argument for old dead hard when everyone knows that just isn't realistic.
The fact of the matter is if you're both looping well you have to guess they'll either dead hard or they'll just drop pallet and quite frankly if the survivor is good enough they'll just drop pallet and keep going.
There shouldn't be a perk that effectively disables lunging even if it's balanced it isn't fun having a core mechanic effectively removed by a perk.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3212400#Comment_3212400
Snow can also make footsteps nearly entirely silent, and the footstep noises can get deleted by ambient noises, like fire barrels and the spooky noises in the Joy house.
I know the fire barrel noises is a balance decision. They purposefully mixed footstep audio into the fire barrel, but at least snow isn't super common or at least equal on ormond. Eyrie is 90% sand so unless you brought mdr hope your game sense is on point
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@lauraa said:
This isn't pain or foot related but I've noticed that in the AoT collection, Yui and Megs equipment clank and jingle when they walk or run. Meanwhile Jake does not.
https://forum.deadbydaylight.com/en/discussion/comment/3212107#Comment_3212107
I noticed the same thing with Feng's beach sandals.
Yeah sometimes I think BHVR focuses too much on details at the detriment to balance.
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@Coffeecrashing said:
Footstep audio needs to be equalized, so it can be reliably heard within a certain distance of them.
There shouldn’t be ground materials that lower or silence the footsteps, and they shouldn’t be affected by line of sight. And chase music shouldn’t be so loud that it drowns out the footsteps. And the ambient noises (like the house on the joy map) shouldn’t be so loud that it drowns out footsteps.
And I still haven’t been given a good reason to why sounds get muffled or silenced when line of sight is broken, when it’s an unenclosed object like a thin wall that doesn’t have a ceiling.
Sounds are even muffled if I’m a survivor repairing a generator, and I swivel the camera so an object blocks part of the generator.
It's wild how they thought it would be a good idea to make sand nearly entirely silent. I know I'm biased because I play a lot of spirit, but wow playing a guessing game is unfun
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3211962#Comment_3211962
Now I could be wrong, but I dont think footsteps are affected depending on which Survivor youre playing.
Their grunts and breathing tho? Absolutely
They're affected by the survivors footwear+the material they step on. I'm not even joking
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@Shroompy said:
what?
They said they'll equalize the sound of survivors crying in pain. Will it extend to footsteps too? They vary per survivor as well for instance ada is much quieter than most survivors
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PTB is always a mess. People check things out then dc, queue times are insane, and there's no matchmaking so usually I play a match or two and stop
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3209180#Comment_3209180
It's not scheduled to go live next patch...that's not to say it's not going to come to Live at any point. The new mori system needs testing and refining, which is why it's in this PTB.
So will Sadako ever be looked at? Given her review has been skipped twice now
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@Lyonic said:
.. all they would have to do is stop making map tiles random.
The game may have needed random tiles when there was few maps - this is not the case anymore.
Pallet spawns and windows should be fixed, along with the tiles. Then collect data from the maps. Then balance them.
That is all this games needs.
They could still do random tiles, but they need to be normalized and re-weighted. The new MacMillan tiles for instance have the wrong weighting so you can get a map that's entirely one tile. Variance is good but right now there's too much variance
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3208167#Comment_3208167
Pretty one sided take, since removing them entirely means that survivors can divebomb the hook without risk or penalty. What happens when survivors lead chases directly to the hook while healthy? They just get a free save for basically sandbagging their entire team? Its a necessary evil until they come up with better means to address the situation uniformly.
I mean survivors with reassurance can practically dive bomb and loop around their teammate with no penalty
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3208140#Comment_3208140
Then every killer gets a lagswitch to use for short intervals to guarantee instadowns? nah. Grab interactions like vaulting already require the survivor to be injured in the first place, and stuff like gen grabs are usually extremely unrealistic in normal play. Better to not open another avenue for exploitation for minimal reason.
Edit: Grabs should definitely be fixed, but not buffed. I do agree that there should be changes to things like hook grab standoffs, if that is part of the consideration here, but not necessarily just making the survivor exposed and instadowned for it.
How is it a buff to fix them to do what they're supposed to do in the first place? Also if we're designing with the idea people will cheat then nothing in the game should exist.
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/348523/will-grabs-ever-be-fixed
The fix was that it should have a hit properly follow through if a grab is denied. The issue is that this still doesn't work properly, and hits can just not connect due to the amount of time required in reconciling the rollback. They need to change it so that if a grab gets rolled back, it counts as a hit was registered, instead of having it go for a "second chance" hit afterwards.
Thats part of my point. Grabs are instant down, why are killers being met halfways for the games bugs? At this point just remove grabs and give them like .5 seconds of exposed instead
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@SmarulKusia said:
If you are to ask for my honest opinion, I think this patch (If it is to go through to Public Servers) is a form of in-game penalty.
The same way that DH was a crutch that allowed Survivors to greed a loop/pallet/window, the same way that Hatch was. This change will disallow players the opportunity to hold hostage a game (If someone sees this, and cries that it's not holding it hostage, that my definition is wrong, save urself the time). It will directly punish players that actively go against their main objective of hooking/killing the survivor by allowing the survivor to pick themselves up.
If you do not slug - you are not affected by this patch. If you do not slug someone for more than 30 seconds, you won't be affected by this patch.
The only people are those that actively choose to use and abuse the slugging mechanic in-game.
You can deny this mechanic ever by coming in to play by simply hooking a survivor.
Can you report a person for slugging? Does the game end if everyone is slugged? It isn't holding the game hostage. Quite frankly in my experience people who slugged and bled everyone out to troll are extremely rare.
Meanwhile we've had multiple map and perk changes because people would find spots you physically couldn't hook them.
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@gemgames_86 said:
According to Behaviour's future change whenever Last Standing activates, both killer and survivor will suddenly have an FOV change. And it will change back if you either get someone off the hook or heal them from dying state. In my opinion this is a really bad idea because with sudden FOV changes, people are going to get motion sick from it. Especially if it goes back and forth repeatedly. I know I will. Please do not implement this feature into a future live patch.
Seems weird to me they patch an exploit that gives you more fov only to make it basekit during potentially one of the most crucial times in a match that now has a time limit to find and down them
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Better than nothing. It's still a bad change since you have an entire group of killers who are meant to slug and snowball but it might be okay then
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3205325#Comment_3205325
I feel like you may have quoted the wrong person, but anyway. Maps are an entirely separate issue and are the reason I feel relatively confident saying that all killer needs in terms of basekit adjustements are regression changes. Maps are the real problem causing such a massive balance discrepancy and they need to be addressed ASAP, but this is entirely separate from basekit unbreakable, different perks, etc.
I did quote the wrong person and I cant seem to fix it sorry. But thats the point isn't it survivors are getting perks that fix core flaws as basekit, why cant killers have the same?
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@GoodBoyKaru said:
You mean like 2.5 stacks of STBFL, tier 1 Brutal Strength, and a mini PGTW on every kick?
Also you don't have to stack slowdown to win. Anything which can interrupt survivors (Infectious, for example) bricks Hyperfocus, which is the common point of complaint.
The only thing I want to see is base regression doubled to 0.5c/s instead of 0.25c/s, with Call of Brine and Overcharged adjusted to max out at 150% each (0.75c/s, and both together would be 1c/s).
My issue with that is how often do you run into those killers? Also if knock out is the problem just nerf or change knockout? Meanwhile load into the wrong map as a mid to low tier killer and you may have lost before you even got to play
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@Bot_Salvo88 said:
That's a solid no. Let's say I wait as killer 5 mins to get into a match. If you're nurse it's an insta 4 man DC right there after the first blink. If it's Wesker it's another DC because "I face the same killer over and over". If it's Twins "they're slugging me". If it's Bubba "he's facecamping" and the list goes on.
Same goes for killer. Map they don't like, insta DC. You get 3 gens done and he didn't even get a hook, insta DC. You loop very well, insta DC. Flashlight click or a teabag, insta DC. And the list goes on, here too.
Bad idea
You make it sound like this isn't the norm already. Not to mention survivors can just circumvent the dlc penalty by suiciding or afking.
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3204245#Comment_3204245
Watch the killer for any cues that they’re about to strike while watching where you’re going, time the ability so the animation finishes when you need it to, and compensate for any lag within a .5 second window? That’s easy?
Lots of offline games need quick (< 1 second) reaction times - there aren’t many online games that do without something like aim assist baked in.
Perk popularity isn’t guaranteed to be correlated to perk strength. Self Care is more used than Dead Hard and I wouldn’t consider it overpowered.
The entire fighting game genre requires that kind of skill, but okay
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@MDRSan said:
https://forum.deadbydaylight.com/en/discussion/comment/3204230#Comment_3204230
I think if they nerfed Dead Hard to require a .01 second reaction time and protected for half that long people would still call it a 3rd health state and act like it’s always available and effortless to pull off.
If you've played games where you need quick reaction times you'd know its easy to do it. Why do you think it's still one of the most picked perks?
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204196#Comment_3204196
Exhaustion perks exist because killers are designed to win chases as a) they're faster than survivors b) bloodlust c) they can use powers to end chases quicker. Is it therefore not only fair that survivors receive some strong exhaustion perks to help them counter the aforementioned points? Also, killers have tons of chase/anti-loop perks (Crowd Control, Blood Favour, Bamboozle, Superior Anatomy, etc) and that doesn't even take into consideration individual killers powers and their abilities to quickly close distance (Blight, Nurse, Wesker), and/or shut down loops (Artist, Dredge, Clown, etc). Taking this into consideration, is it really that unfair that survivors have a few perks which give them speed-boosts for chases!?
Again, I'd argue that many of the survivor perks you listed are conditional or situational. Reassurance exists to punish camping whilst Unbreakable punishes slugging. You can consider these tactics 'good plays', but why's it so unfair that survivors have perks which counter these playstyles? Killers have plenty of perks that counter specific survivior play-styles i.e. anti-loop, gen slow down, anti-healing builds, etc. Hyperfocus relies on you consistently being able to hit great skill checks, and Adrenaline is conditional on you making it to the end game. There's a clear counter to COH (snuff the totem which takes like 2 seconds), and regarding BBQ: sure, it's 'just an aura reading perk' but it still remains very popular (still one of the most used killer perks) despite them removing the BP incentive - there's got to be a reason for that, right?
You say that survivors have perks that 'cut gens down' and 'cut healing down', but again, killers have perks that consistently block/regress gens, and make healing slow/inefficient. Not to mention there's countless perks/addons/killer powers which permit insta-downs, which makes healing useless anyway. Equally, there are killers who consistently keep survivors injured anyway and punish them for healing (Plague & Legion).
I understand what you're saying, but I guess we'll just have to agree to disagree.
Please name a killer perk that turns off all looping unconditionally like reassurance does with not just camping but being near the hook at all. Same with unbreakable. Those perks aren't just anti perks they're hard counter perks and one of them is likely becoming basekit. Killers at best get soft counters to what you're talking about.
Secondly I'd argue exhaustion perks are badly implented. There shouldn't be a perk or set of perks so strong that they're basically base kit. Either just make them a core mechanic or nerf them or even give killers a proper exhaustion perk instead of ones with obscene conditions or minimal duration
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@hailxsatanxeveryxday said:
https://forum.deadbydaylight.com/en/discussion/comment/3204143#Comment_3204143
People are complaining about Lucky Break?
Yeah, sure, it's a great perk... the first time you use it every match. And assuming you center your entire build around it.
Honestly, I don't know if there are any OP survivor perks at this point. Maybe Hyperfocus, but that's not easy to pull off. Dead Hard is still annoying sometimes, and I kick myself for not seeing it coming, but, on the other hand, I only don't see it coming because I don't expect every survivor to have it because not every survivor runs it because it's halfway fair now.
I wouldn't say either dead hard or hyperfocus are hard to pull off. Hyperfocus is just reverse og ruin. Why behavior thinks thats okay who knows. New dead hard basically turns off killers ability to lunge if you have reaction time and now its just third health state the perk
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@sonata93 said:
I agree that the latest chapter contained two strong survivor perks (Reassurance and Hyperfocus), but you have to look at the bigger picture. In the last few chapters alone, killers have received multiple meta/strong perks like Lethal Pursuer, Plaything, Pain Res, Call Of Brine, Merciless Storm). I mean, look at the last few survivors and their perks: Haddie, Yoichi, and Jonah... none of them had anything remotely meta or particularly strong (maybe Overcome but it's probably the least popular exhaustion perk and I suppose I case could be made for Residual Manifest). In fact, I'd argue that prior to the latest chapter, the last real 'meta'/really strong perk that survivors got was COH with Michaela.
I would say addons are not nearly the same as medkits and toolboxes. Most killers don't have addons that strong and if they do they're iri or purple quality. Meanwhile even a brown medkit is literally better self care. And before people start with the but it has limited charges argument you can just slap addons onto it; you're not going to need to heal more than 3 or 4 times in the vast majority of games
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@Relix_Fichter said:
Most survivor perks either provide too little benefit, are way too situational, or have activation requirements that you're not at all guaranteed to meet even across several matches. It's extremely rare that they influence the outcome significantly.
Yeah perks that activate by doing great skill checks and getting hit are really darn situational huh.
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204187#Comment_3204187
Okay, remove Thana from my list and replace it with Eruption.
My point still stands.
Okay I'll now list all strong/meta survivor perks. All exhaustion perks. Thats at least 6 if you wanna ignore the lesser ones. Reassurance, lucky break, coh, you could argue street wise now, prove, hyperfocus, adrenaline, unbreakable, ontop of that they have medkits and toolboxes, ontop of that you're 4x more likely to be sent to a map that favours them massively.
Which to be contrarian I'd argue the vast majority of the perks you listed are good but not nearly as strong. Bbq is just aura reading which you can replace with game sense, same with lethal, blood warden only works well with terminus and even then it's just bad nwo. Devour is a massive gamble and can easily give you no value. Starstruck is practically just a nurse perk.
Meanwhile the perks I mentioned cut gens down, punish the killer for making good plays, extend chases, or cut healing down.
I'd like to point out nearly every good survivor perk just makes them massively efficient with little to no downside. Meanwhile killer is 90% slowdown and 10% conditional slowdown
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@sonata93 said:
https://forum.deadbydaylight.com/en/discussion/comment/3204157#Comment_3204157
Only 6?
Sorry to be a contrarian, but off the top of my head: BBQ, Tinkerer, Pain Res, Deadlock, DMS, Lethal Pursuer, Discordance, Corrupt, No Way Out/Blood Warden, Call of Brine, Starstruck, Thana, Devour, Pentimento, etc etc. These are all strong and/or meta perks, and there are more I missed out.
Then, if you want to talk survivor perks that range from mediocre to outright useless: Corrective Action, This Is Not Happening, Poised, Premonition, Technician, Slippery Meat, Dark Theory, Empathetic Connection, Inner Focus, Self-Preservation, etc.
I would argue there's a pretty fair balance of meta, good, mediocre, and bad perks amongst killers and survivors.
If you think thana is good you haven't played the game in a few weeks I take it
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Stacking the game against me and bming about it. It's one thing to send players to awful killer/survivor maps and bring the sweatiest builds possible. It's another to do that and talk trash and bm
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/348178/why-do-survivors-get-stronger-perks
Survivor's perks are so much more powerful than Killer perks that survivors lose 39% of the time.
Because games are entirely decided by perks and not by killers and maps like say 3 specific killers that basically break the game
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@Raccoon said:
DeadLock is one of the strongest perks in the game.
Because seeing survivors at the start for 10 seconds is comparable to doing your objective in half the time
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@sonata93 said:
I agree that the latest chapter contained two strong survivor perks (Reassurance and Hyperfocus), but you have to look at the bigger picture. In the last few chapters alone, killers have received multiple meta/strong perks like Lethal Pursuer, Plaything, Pain Res, Call Of Brine, Merciless Storm). I mean, look at the last few survivors and their perks: Haddie, Yoichi, and Jonah... none of them had anything remotely meta or particularly strong (maybe Overcome but it's probably the least popular exhaustion perk and I suppose I case could be made for Residual Manifest). In fact, I'd argue that prior to the latest chapter, the last real 'meta'/really strong perk that survivors got was COH with Michaela.
Thats because survivors have had meta perks for years. For instance why would anyone ever take off an exhaustion perk besides to handicap themselves. You'd be hard pressed to find more than a few survivor perks that aren't at least a benefit. Meanwhile killer has 6 good perks maybe?
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@Raccoon said:
DeadLock is one of the strongest perks in the game.
Yup. Deadlock, no way out, noed are probably some of the strongest. Versus the plethora of perks that are nearly as strong and also boosted by the fact that you can stack them up to 4 times
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@GoodBoyKaru said:
Oh are we back to complaining about Lucky Break? That died down a bit so I was wondering when I'd see it next
It speaks volumes that you think I'm complaining about the perk. Instead of pointing out how the side with a massive perk advantage has much stronger perks overall. Glad to see you implicitly agree that it is strong though
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3200803#Comment_3200803
But again, you generally shouldn't be slugging in the situations where this makes slugging less viable. It's not a good play to just slug for the sake of it when you don't have another survivor to immediately chain a chase to.
Barring nurse blight and spirit how many killers do you know that can down and get back to the survivor in less than 45 seconds? The new change isn't just it kills slugging when it doesn't make sense it's just it kills slugging. It's another stopgap on killer snowballing. Which is how killers win.
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@[Deleted User] said:
I'm having a hard time seeing where this becomes hugely problematic. 45 seconds is a long time to be in a 3v1. If you're being forced to slug, 99% of the time it's because you have an immediate chase option and those are situations where you wouldn't be picking up/hooking anyway. They're typically easy wins when teams try to gang up around the killer.
A. You shouldn't have to be comsidering always taking a perk to combat a base game mechanic.
B. You can just use unbreakable to halve your self pickup time.
C. 45 seconds alone is short enough that unless you see a survivor 10 feet away and injured it isn't worth chasing them, effectively killing slugging which is another snowball chance for killer.
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Just in the past two days I had a survivor turn off his scratch marks and another one doing gens at double speed. If I wasn't diligent and checked for perks or their teammates didn't rat them out I would've missed them both. Makes me wonder just how many people are cheating
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Something I haven't seen people mention much is how telling this is for the state of the game. This isn't just a fun decision for a streamer.
Quitting your main game has massive impacts on your viewership and your income. Add to it that Otz is arguably one of the most devoted players to DBD with the kinds of videos he's put out and it really tells you where the game is at in its life cycle.
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@Zen_but_not_Zen said:
https://forum.deadbydaylight.com/en/discussion/347203/cheating-is-rampant-again
Wait the cheaters can bring killer offerings lol? why though, so you can mori them or grant you BP bonus 🤣
They can bring killer offerings, addons with no items, they can even change their skin midmatch
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@Yankus said:
the amount of people cheating is sad, idk how anyone gets any enjoyment out of only winning because of cheats
Here's the worst part. For every cheater you catch imagine how many were cheating subtly enough that they weren't caught. Now you have no trust in any player in DBD and every time you run into a skilled player you have to ask yourself is this person cheating?
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Normally killers are reviewed during the midchapter patch after their release. However it just so happened this midchapter patch was when the huge perk rework was and the dev team didn't have time to review her. Supposedly she will he reviewed alongside Wesker during the next midchapter.
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It looks great, but plays terribly. Mostly because the hitboxes are some of the worst ones yet. It could be good if they had time to trim the hitboxes, but the map team is like 3 dudes and a hitbox generator
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I haven't had a single match without a dc or suicide in 4 days. If you don't wanna play the game just stop playing it. No one is forcing you to sit and suffer.
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I wouldn't call it a hot take. Behavior said they didn't want it to be third health state so they did the reasonable thing and made it into a third health state. Latency aside it's not hard to time it. Souls like games have much smaller reaction times and players very consistently land those. Add in auto dead hard scripts and hey suddenly it's just better dead hard.
I'm partially glad its changed. But frankly it should have had a total rework. There is no way to make current dead hard healthy or fun