xni6_
xni6_
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so survivors can dc without penalty
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honestly bhvr should just kidnap a blight main for playtesting purposes
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from how often i see twins, less than 10% of players have probably ever vsd them, and of those less than 10% id say maybe 1% of them actually know how to vs them at an even half decent level
you vs some random killer you didnt know existed and youre a whiny crybaby, as soon as you start losing youll dc
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twins. solo q does not know how to completely trivialise them
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if youre mid tp when it shifts to nightfall you wont speed up (and if youre mid tp when nightfall ends you wont slow down)
its been like that since release, i dont think its a bug
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undetectable hides her terror radius and red light, doesnt mask her super loud noises or her phase "terror radius"
directional audio is super easy to pinpoint her if youve got a good headset
the map wide phase is essentially just the sound but not directional (i think it removes all directional phase sound as well, but the addon doesnt say that [it mightve been a bug that got fixed at some point tho, outside the normal phase sound range it 100% isnt directional tho])
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i think adding back stun-fatigue would be good for stuns in post blink (i think you suggested this), i think having stuns deplete her charges would also be good (all stuns - head on, ds, pallet, flashlight/pallet save, wiggle off, blast mine, everything), and being able to stun her mid fatigue (rather than her gaining a skull of titanium capable of withstanding the almighty strength of the PALLET)
maybe also blindness while charging a blink since auras completely delete any counterplay from survivors but thats not 100% necessary imo (but it would be nice)
but i dont think shes op in her current state
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make the activation condition for the haste be getting hit during the endurance from the perk, and remaining for the duration of the deepwound (this makes the haste tied to the endurance part of the perk, rather than having 2 perks in the same slot)
so its a gimmick perk instead of ridiculously op, and you know when it happens as killer bc you watch the pickup, watch the endurance state, and can choose to ignore sonic the survivor and theyll have to mend out of their haste if they want to do more than run in circles begging for attention
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i tried it out, its effect is pretty good but the issue is you dont know when a gen is getting done, so you cant play around getting value with it
itll just happen and youll go "cool this is helpful" or if you arent in chase "welp there goes 1 of my 5 uses of this perk, how sad"
itd be cool if it was token based. +1 token per gen done, and you could manually spend a token to proc it when you need it
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for how little her power does, and how easily you can counter turrets, shes not gonna be like singularity in this regard, more like sadako (not in the whole "ima insta kill you" way, but in the "i better do this bc thatll be helpful soon" way)
not "free power removal" but instead, "additional threat to killer and additional objective for survivor"
if your power gets removed, go crawl around in your tunnels and get it back (after punting the turret into the next galaxy ofc)
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a telltale sign used to be the vigil + bond combo, but it might not be a thing anymore. im really not sure
vigil would give wall hacks and bond would give speed (i think? idk how that actually worked)
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spirits recharge is meant to be 3 seconds for 1 second of use
its not the same as other killers where its a flat number for regen, her duration is meant to affect her regen
the only change id make to her is let her use her power once she has 5 seconds of duration (base max charge) so that the yakuyoke amulet doesnt feel so awful
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its more a read the room thing. there are times when 99ing the gates is good, and times where its better not to
same with times where its just better to leave and hope the surv being chased can get hatch, and times where its better to run back into the map to take hits
it varies, unfortunately people choose to default to 99ing and it doesnt always work out. solo q is just like that since they dont get much info
if it makes you feel better, your teammates were probably trying to be helpful, it just didnt work out for you
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endurance procs when you should go down, and its an extra health state
if you were to go from healthy to downed, itll instead take you to deep wound (im not 100% sure if it actually procs here, but i remember at some point it did and idk if thats been changed). if you were to go from injured to downed, it instead takes you to deep wound
if you get hit with endurance while in deep wound already, it does nothing and you go down
your first game you went from healthy to injured, endurance never proccd
second game your explanation doesnt tell me alot. your endurance mightve timed out, or maybe you got grabbed (which ignores endurance. you did say that you were m1d both times but maybe you considered a grab an m1? id have to see what happened second game for endurance to not have worked)
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- make t1 a 4.4 with lunge instead of 4.2 without
- make changing tiers an option, not automatic (so when youve filled the meter from t1 to t2 you can press a button to enter t2 instead of it being automatic, and also let him hold onto surplus charge if he keeps stalking with a filled meter)
- survivors recharge their stalk over time (after 15 seconds not being stalked, they regain their meter at half the speed theyd lose it)
- his t2/t3 vault bonuses also apply to pallet breaks, hits and picking up survivors
- the further someone is, the more stalk you gain (unchanged point blank stalking, but at a distance instead of slower its much faster)
- up t2 tr to 24m, and up t3 tr to 36m
- give him an addon pass (no insta mori addons, in general make more of his addons viable)
it might make him a bit crazy but hes meant to be an unstopable killing machine of debatedly supernatural origin, so i think thats fine
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i agree it shouldnt go through walls
but i think having the red stain is better than not having it (it could make killer weaker, mindgames involving the red stain are gone completely, and that just hurts the already dead and buried m1 killers)
i dont think its meant to go through walls tho, i think thats just spaghetti code
and as for cosmetics idk how theyd go about fixing that, but yeah making killers a massive red lighthouse does make them look kinda silly
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its multiplicative, not additive
its -75% of the default 100%, then -75% of the remaining 25% (which is like 6%ish volume)
its not a bug
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people are leaving because the devs make balance changes in the worst possible order. they decide to try to fix low priority issues (in the worst possible ways that end up making much larger problems) while high priority issues are actively ruining the game and the playerbase is kinda sick of their ######### at this point
artist, trickster and pinhead are worth getting for perks. wesker is pretty good and fun to play and vs, sadako is fun but pretty weak unless you use one specific build, the rest arent particularly strong or fun (but singularity [current ptb killer] is pretty good so far, and really fun minus some stuff survivors can abuse to make him miserable)
survivors are still all just skins of the same character, but for perks noone new has anything particularly amazing, but mikaela, rebecca and vittorio have decently strong perks (if a bit gimmicky/situational), but jill, leon and ada have fun perks even if they arent great
best perks are probably corrupt, deadlock, jolt, pop, pain res for slowdown. stbfl is probably the best chase perk, brutal is stronger than it was, bamboozle is unchanged. noed and no way out are the best endgame perks, but there are new ones that are fun too (terminus is fun and new, bloodwarden isnt new but still fun)
best survivor perks are still exhaustion and anti tunnel. iron will no longer makes you silent, dead hard was changed a good bit to half a second of endurance on press, and only active after being unhooked or unhooking another. off the record is now anti tunnel, and ds is weaker. just running the same stuff from before should work fine.
meta is not the same at all. you cant commit to chases, and you need to plan for a 3gen near immediately, with slowdown being significantly weaker you will also be forced to tunnel much earlier against good survivors
as surv you need to break 3gens asap, and prepare for a game of being tunneled or saving someone being tunneled. otherwise loops are still strong, they still dont know how to make a good map and god pallets/vaults and pseudo infinites are still aplenty for you to abuse to your leisure
survivors now have a hud that shows whos doing what (i.e. if on gen, totem, healing, or doing nothing, shows if anyone is in chase not just obsession). more than just dead hard is used in terms of exhaustion even though its still the strongest when used right, gens take 10 seconds longer, killers do thing marginally quicker, medkits arent as broken
new chapter looks cool ig, but no
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438140#Comment_3438140
Hard to say,6%is a strange number.
6% is just over 4.5 seconds off a gen solo from start to finish. its not a massive number but it can be the difference between getting there and kicking or having it done in your face
it probably wont be used every game, but when its run i think the killer will feel its effect even if its small
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buff sadako, rework myers, nerf trapper (imo aside from problematic addons there are no killers that need to be nerfed in any way, shape or form, on any planet, in any galaxy, in any universe. so nerfing the weakest killer is the only reasonable option), remove twins
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pc has more control and precision with aiming, its why games with crossplay give controller players aim assist
naturally anything that requires precise aiming is easier on pc
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you arent entirely wrong
the issue is theres a stage in the game where theres nothing to do but secure a kill
so by penalising the only thing left to do - whats the point?
and camping early game kinda just loses you the game, you might get a kill, but thats pretty much it
and camping mid game is really ineffective, unless the survivors do something stupid that makes camping the best thing you can do
so penalising camping isnt the way to go. adding an incentive to leave hooks might be a good idea? but in endgame that incentive might not do enough, early game the person is camping to troll and wont care of an incentive, mid game that incentive likely wont be enough to get people to leave hook unless it was DRASTIC
a mix of penalty and incentive might be good, but again late game that only kicks killers while theyre down, doesnt effect facecamping bubbas much (if they pause hook timer, slow movement by 115%, whatever they do, bubba isnt effected), and it rewards survivors for bad plays, while punishing killers for good plays when it happens in the mid game
camping kinda just needs to be left alone for a long while. the game might get to a stage where camping needs to be addressed, but addressing it right now will likely do no good
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@GreyBigfoot said:
The tinfoil hat theory is that BHVR looks at the pick % rates so much, that's why they haven't nerfed Blight addons. There's actual good things besides just Alchemist's Ring, so the % is spread evenly.
Compare to Ghostface getting recharge addons reworked, Marvin's Blood, that one Twins sword addon, and Doom & Death Engravings. On killers weaker than Blight, they had worse addons so the % on the few good things they did have were so high. Thus, they got nerfed in order to encourage more addon diversity.
they look at numbers and nothing else, its painfully obvious. why else would they go for a nerf on engravings? they see billy has 2 addons that get used, and the others dont, so they go for the nerf because "number too big bhvr not happy >:("
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421548#Comment_3421548
I am a certified green speed addict. When staked with yellow speed it almost comes down to collision to counter, or absurdly good tiles.
but its not broken. its strong but not completely uncounterable
the survivor still needs to misplay (which is incredibly easy vs blight, more so with those addons, but its still on them)
and you can get hits on tiles regardless without double speed, or any speed, it just significantly lessens the survivor's margin of error. i dont think its broken
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421542#Comment_3421542
Imo alch ring, vial, c33, c21 should be purple, and idk about speed. Speed is def too good for its rarity tho and being able to stack it is nasty
speed imo isnt "too good" same as how engravings isnt. it feels great and makes a massive difference
what makes speed too good imo is alch ring
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i like coal tower and wreckers yard for the most part
darker environment, more or less balanced in terms of pallet count, decent size, outdoor map
they arent perfect but theyre pretty close imo
id also argue dead dawg (but theres a pseudo infinite there) and midwich (but nurse exists)
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really its just alch ring that needs changing, maybe c33 as well?
personally id buff all the other killers addons to be strong like blights are since the devs dont know how to nerf addons without making them completely useless (poor billy)
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@ppage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413405#Comment_3413405
did u literally not read what i said? i said I KNOW its not meant to happen often, but you literally never do it. i literally play hundreds of games and i havent wiggled out in MONTHS. even WITH perks. the hooks are way too close even if a teammate tries to help.
on a map like dead dawg, even if your teammate sabos a hook, theres another one right beside it. unless they take hits AND sabo TWO hooks, theres really no chance. in what world is that fair?...
nevermind the fact killers have perks that help them too. iron grasp, mad grit, whatever whatever.
i know wiggling out isnt meant to be easy, but get real. its a 1 in 100 chance you do, and thats with help. even just expanding the hook distance would help survivors a ton. even if a survivor does wiggle out, they arent gonna make it all that far. mainly if they arent near a long loop.
so you want to just escape a hook state for free?
imagine playing killer. you just simply cannot make it to a hook so you lose a hook state and are forced to either slug or have them wiggle off
isnt that fun and rewarding gameplay? going through a chase, first hit, second hit, having a successful pickup (because saves can happen), and then you just cant get a hook
wow how fun. your vision of the game surely wont make the killer pool less than 1% of the playerbase
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wiggling out is only a thing so that people dont get basemented from halfway across the galaxy
you arent meant to wiggle out consistently
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they are completely different in effects and usage
lethal probably feels more impactful because you can actively see its effect
but corrupt's effects from the early game ripple throughout the entirety of a match, and it usually has a much larger impact but because you dont actively see it you dont feel it as much
if you want to test it id recommend running a killer you like, with a map offering that only has one map in the pool (dead dawg i recommend), and just run a build, that includes lethal, then the same build but swap lethal for corrupt and track the results (amount of hooks, amount of gens done, length of game, amount of kills) between the 2 games to compare
if you have friends that would be willing, for even cleaner results, run a kyf lobby and have those friends be your survivors, same perks and items between the 2 games
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its gonna be glue self to gen with resillience and never heal surv vs slug and tunnel snowball killer
honestly? i think its better than injured state doesnt exist outside of chase and even if it does theres dead hard anyway get ######### killer lolol surv vs 3 gen forever while tunneling killer
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aces, fengs and neas
im gonna p100 cheryl when im done with spirit
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spirit
everyone else is either miserable to play or fun to vs
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id just completely nerf it the way they nerf killer perks:
press e when injured to gain a 2% haste for 3 seconds, become exhausted for 40/50/60 seconds
done, completely useless
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i think twins is more chucky than xenomorph (i cannot see it im squinting so hard my eyes hurt)
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327139#Comment_3327139
They addressed this already. They'll compensate killers *if* killrates are affected by these icons. Currently they don't believe they will be but they are watching. It's just like how they buffed killers mid-year and then proceeded to watch solo queue players get steamrolled so now, several months later, they've added these icons to help us out a bit.
the heirarchy before is solo < killer < swf
theyre buffing solo to swf level, killer will inevitably need buffs to be equal to survs if they succeed in closing the gap
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i think its more that the meta changed in a way that hurt dem dem
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buffing solo to swf level (not quite there but getting there) and not compensating the killer in return was a mistake
lets hope soon theyll figure it out and give something to help out
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need more information - what do you mean?
i dont think terminus has ever stopped slugs from being revived by adrenaline
and before (if there has been a change) terminus just stopped adrenaline from putting survs from injured to healthy, not stopped the speed boost
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wasnt worth killing but a nerf was necessary
for some reason while upping gen times they buffed thanas slowdown (5% of 80 per injure to 5.5% of 90 per injure)
like when they made gens take longer they shouldve tuned down thana so its value didnt change
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sounds like shes wearing concrete slabs for shoes wth
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there is but its survivor exclusive
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tunneling is near 100% required against better survivors, and also really easily countered by them
for new and/or bad players, tunneling is way too effective, and near impossible to counter
and for the average player it can be game changing, and likely a 50/50 whether its effective or countered
tunneling is a bandaid fix for core issues with the game. its not fun for either side, but the devs dont want to balance the game so its either here to stay or will be removed without the devs even attempting to fix or understand the reasons tunneling is necessary and effective
the game needs to be in a much better state to even consider removing tunneling
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if i knew it was a 4man swf id bring terminus and bloodwarden since i know they arent leaving anyone behind and thats the only way id be able to secure more than 1 kill
id also bring the best addons i could and a mori for the best tunneling experience
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devs couldnt be bothered learning the timing so they made it so blinding at any point got the save
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tunnel and pray
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@Meako said:
yes one appeared above the locker
crows deactivate head on, not a bug
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did you have a crow?
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they arent catering to new players - thats where killer is actually strong. they cater more to the low-mid average skill level. not good players, but not new ones either
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3279374#Comment_3279374
I understand the intent, but it might just lead to 4 slowdown perks when you cannot use aura reading effectively anymore...
aura perks would not be useless on nurse, you would see the aura until pressing m2, still more info than not running them. its just yknow, having counterplay is important to survivors isnt it? and nurse running slowdown is much less of a deal than her getting downs in under 20 seconds. like would you rather spend 10 more seconds on a gen with a living teammate or 10 seconds less down a teammate?