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The Undying Nerf

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Comments

  • Seraphor
    Seraphor Member Posts: 9,420

    I think Undying is perfectly balanced as it is now.

    It's one extra perk slot, for one extra totem. That's a fair cost, and as a bonus, you can see people cleansing dull totems, so there's a minor detection perk still in there.

    Is it as good as it used to be? Not even close. But that's a whole different issue about gen speeds and why Ruin-Undying was meta in the first place. That's the issue that needs to be addressed, not making Hex: Undying more powerful.

  • CLAUDETTEINABUSH
    CLAUDETTEINABUSH Member Posts: 2,210

    Answer to the first paragraph: hexed were designed that way, tho. High risk with high reward. Devour is the perfect example, it might be cleansed the first 30 seconds of the match, but it can also last for an entire trial. Undying shouldn't remove the risk factor and amplify it with rng. What annoys you, if I understand correctly, is that if your totem is found the killer has two options: either keep an eye out for it while pressuring near gens or abandon it. So you're basically annoyed by the design of hexes. Other perks can have similar effects and they're not hexes. I can't imagine any hex besides retribution and haunted grounds being a normal perk. That's why the have a simple design:

    If you equip a hex you have a gamble. Either it will give a lot of value, or give you nothing but a wasted perk slot. The mere premise of undying was simple: give the hexes protection in the form of rng, basically ensure that the hexes have value which is a major design flaw. It was basically thrill of the hunt, but the killer didn't have to pressure survivors away from his totems. So basically a perk did a part of the killer's job for him and removed the high risk high reward nature of hexes, so why shouldn't it get nerfed?

    On the second paragraph, the devs actually release some data they collect from time to time for research purposes. It is rather infuriating that it happens once a year or so, but they still are valid. You mentioned different websites in league and dota. As a league player, as far as I know, the sites don't inform you on how often you team up with friends, besides showing the match history. So the ultimate change here is to make a match history for dbd which I want.

    Also, ranks don't matter the devs also admitted that. It basically shows you how much dbd you played in one month.

    Hag is a powerful killer because if played correctly, the survivors can't really counter her easily (michi is the best example, I won't go into detail my answer is already the size of a whole forum). Because killers struggle to regain pressure when they're losing that doesn't mean it's impossible. Obviously they'll struggle since they couldn't get a good start, which is the killer's fault. But they still have high chances of winning. A strat on trapper is to make a part of the map a minefield, so survivors are forced to interact with it and the game becomes stale. Pig has her beartraps where you can get a free kill or a lot of pressure since trapped survivors usually search boxes first.

    Third paragraph: since you agree that undying needed a nerf then why are we arguing exactly? Both your changes are exceptional, I don't mind them because they still FIX what is frustrating about the perk don't they? So you basically agree with me on that part.

    About whataboutism, a lot of people in the community think that if the devs fix something broken on one side, the other side should also have the same treatment. Or most importantly, "you can't nerf x if y (other sides broken #########) isn't fixed. When y is fixed you can nerf x". Whataboutism is like a plague in dbd, no pun intended. I always see forums and post saying ######### like "moris were nerfed, but what about keys? Of course the devs will make a survivor side adjustment since they only want survivors to have fun", even tho they've mentioned that the only reason they didn't nerf the keys alongside moris, is because they have bigger plans than just changing a 1 to a 2. Unfortunately it's a pretty common strategy, but doesn't really prove any point. Just because one thing is bad, it doesn't mean that the other thing isnt.

    I don't remember the number of the paragraph so I'll say "the map paragraph". Deathslingers map is actually one of the smallest maps believe it or not. New ormond is also smaller than it used to be (I think, I can be mistaken but I can do some research, the rework still bangs tho). Same goes for the new clown map rework. I don't really see the map design getting worse, but better. The trapper map reworks made em, arguably, the most balanced maps in all of dbd. So I think that they try to fix their mistakes.

    The game is considered an asymmetrical horror game, where a survivor is rewarding for being either good at chases or immersed but helpful. The killer doesn't capitalize on mistakes to win, they use their skill to outsmart a survivor resulting in a hit. You can argue that a hit isn't a result of the killer's skill, but for a survivor's mistake. But this is like saying "you don't outplay anyone, they just made a missplay". It completely negates the killer's skill. The game has two teams, the survivors who need to escape and in chases spend as much time as possible by CAPITALIZING on the killer's mistakes and various mechanics, while the killer tries to end the chase as soon as possible by outsmarting a survivor and use various tricks to result in a hit. If you want, I can direct you to scott's and otz's videos where they basically say what I say but a lot clearer, and if you'd like I can also post the actual people that use swfs according to the last release of that information, if I find em of course.