People Complaining about PT will lose their mind when the new perk comes out
Some people are completing gens solo in 45 seconds with the new hyperfocus builds. Imagine how much complaining thats gonna cause if people are already complaining about PT, which is basically a killer sided perk : D
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If that is easily possible in whatever situations, that is basically equivalent of reverting all the killer buffs.
what's up with BHVR lmao
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Hyperfocus is fine tbh, any console player running it trying to hit greats at max 60FPS is gonna be hella funny.
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Wouldnt call being able to semi reliably hit great skill checks easy. But it is possible. Its got some really good synergies with toolboxes which increase the rate of getting skill checks and stake out which gives you freebies so you dont lose your bonus.
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probably non issue for majority but would be literally game breaking at higher matches I guess..
Seems to be a fun perk to run but I doubt it to go live anyway.
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Thats like saying nurse is fine because console players cant play her well : D
Its an interesting perk though probably too restrictive to be meta. I like that they are taking chances with risky perks like this.
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I hope you dont mind me asking, but how is Prove Thyself a "killer-sided perk"?
Prove is really strong when used right.
- It removes a majority of the downsides of working on generators with multiple survivors which can make the final generators (in which spreading out generators is somewhat pointless due to the lack of available generators to repair).
- It let's survivors finish a generator close to completion a lot quicker when the killer is going to pressure the generator. It has it's utility when used right.
- And with multiple survivors and strong toolboxes, you can immediately slam a single generator before the killer even has a chance to reach you (literally at the start of the match).
I use it but will normally tell my teammates to go and spread generators, I only use Prove when it needs to be used.
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Honestly, they could nerf it to ######### and I wouldn't care. I just wanna see console miss skillchecks, #########'s hilarious.
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I am on console and it's really not difficult to hit greats
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Let me correct your title:
"People that play DBD and take this mess of balance and rng too serious and can't let go of it will inevitably lose their minds again and again."
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Yeah sure towards the end of the game it makes a lot more sense and there are a lot of situations in which its 100% a great perk.
But more often than not, average survivors who have PT kinda tend to seek out other survivors to use it instead of splitting up like they should. And thats free pressure for the killer and a lot more manageable.
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Reasons why I stopped caring so much about game balance. If I find something fun, Imma talk about it, if I find something not fun, Imma talk about it, and if something seems interesting... I think you get the idea.
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As a console player I can attest to this.
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Why is it that every time that a survivor perk is called out for it's clear potential of being OP, people still pretend otherwise and defend broken garbage? COH, Boil Over etc. We have seen this time and time again. If it can be abused, it absolutely will be abused until it gets nerfed accordingly. If you play against people who can hit the skill checks and gens fly that fast, it is unwinnable for the killer.
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I mean just because someone doesnt use it right doesnt make it a horrible perk to use or make it "killer-sided". It would be like saying "because (insert new player) cant use Nurse properly, it clearly is a horrible killer that gives survivors easy wins" when it's not the case. You need to look at this from the best case scenario.
(I hope this makes sense, Ive been on a hot streak of messing up my words for a really long while.)
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I'm on console too... the Nintendo Switch 🙃 I'm not even bothering to buy the new chapter haha
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I get it but when 8 times out of 10 i see it being used its in my favour, im going to think of it as a pretty advantageous perk for me
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But especially in current "way" of regressions, finishing each gens with two people tend to do better than splitting up and doing two gens with two people.
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I seriously doubt giving the killer double the pressure is in your advantage but i dont really play survivor so maybe im missing something.
Edit: And i only use PR for slowdown so im probably missing the new way of regression, that might be the disconnect here.
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Basically killers don't need a hook to activate regression perks anymore, gens loves to regress to zero.
It really wasn't the case before unless people repeatedly downed quickly and allowed killers to activate PR/pop multiple times in quick succession.
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Why is it that every time a survivor perk is nerfed, people complain about other perks,that were not considered op before, but people just pretend otherwise and simply attack the next best thing survivors use? DH nerf, Boil over nerf, DH, etc. We have seen this time and time again.
If it can be used, it absolutely will be complained about until it gets nerfed. If you play against people who can stack slowdown perks and end chases fast, it is unwinnable for solo survivors.
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THIS. THIS RIGHT HERE. It's genuinely never enough, it's like they're begging for their power to be buffed to the point they land slide unreasonably. No one knows why, and I can only hope that PT doesnt get nerfed, it's the only good perk that is genuinely worth the effort and a viable one since killer can put on easier pressure and down quicker in chases.
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This right here is.... hypocrisy.
Thana just got nuked because sirvivors complained.
Range addons got nerf confirmed and suddenly "nerf nurse" threads got replaced by "nerf pinhead".
Do notice it's both sides complaining.
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At at no point did i say it wasnt the same the other way around.
Oh i do notice that. Survivors do it differently, because they just go after the killers themself, instead of the perks, most of the time.
However, i did a direct response to someone, who did exactly that complaining, and you just point the finger and cry "but survivors too".
Where do you think the value in your post lies to this matter?
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That's precisely the problem. It's too strong in the hands of good players, and useless in the hands of bad players.
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"If you are winning, you will win more" at it's finest lmao
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boil over does not work too often, it saved me only few times
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Boil over DID worked extremely well, too well and actually got fixed.
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Not the nerfed version you have now. I’m referring to the pre-nerf version that was absolutely busted and of course swfs abused it by sending killers to RPD (and ran to the library where they would be unhookable).
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The difference being your statement is false. An average team can power through any gen defense and still manage 3 man escape. If gens are consistently able to be completed in 40-50 seconds, it’s not enough time for a killer to keep up. But yes, let’s pretend it will be healthy for the game.
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tbh being able to deny hooks with so many methods just kinda discourages killers from going for hooks at all. why risk all of that in a 1v4 when it has less impact in a 1v3? or 1v2? Its just yet another argument for getting individual survivors out asap.
Flashlight and pallet saves are one thing, since they require a separate survivor to make a timing specific interaction, and even they have their issues with stuff like corner lockers. But making wiggling stronger in any capacity just encourages slugging and camping. As usual, until better strategies than those are allowed to be more viable (or even preferable) for killers, perks like that end up working against survivor's best interests.
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Because this comes up every PTB and it misses as often as it hits.
https://forum.deadbydaylight.com/en/discussion/comment/2814038
https://forum.deadbydaylight.com/en/discussion/comment/2832281
- Here are complaints about Boon: Dark Theory.
https://forum.deadbydaylight.com/en/discussion/comment/2158002#Comment_2158002
Here is a complaint about Lucky Break.
https://forum.deadbydaylight.com/en/discussion/293795/overcome-is-too-much#latest
Here are complaints about Overcome.
https://forum.deadbydaylight.com/en/discussion/242302/small-game-open-handed-changes-are-swf-buffs
Here are complaints about Small Game and Open Handed getting buffed. Neither have been changed since that PTB and I don't think either have come close to cracking the meta.
Seriously, go back through the PTB Feedback Archives and you will find 100s of doom and gloom predictions that never actually changed the game once they went live. Sometimes they are correct (such as Boil Over or Circle of Healing, as you pointed out) but both of those were nerfed (or multiple nerfs) shortly thereafter.
People disagree about this one because its not 45s gens at base just be equipping a single perk. Its stacking 2 perks, charging one of them for 2 minutes, reliably hitting great skillchecks that continue to get faster, plus using up a toolbox with add ons for a single gen.
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I noticed how you conveniently left out the actual examples I used lol. The PTB versions of COH and Boil Over were clearly busted and survivor mains still defended them. And what happened when they hit the live server? Abused immediately. If it means easy wins, people create the builds to do so and will happily teabag and click at the gates when they do it.
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CoH has never gotten the actual nerf that would fix what is exploitable about it, which is why its still plenty strong with coordinated groups now. BHVR are incapible of designing or adjusting things in a way that doesnt hurt solo more than swf, they just don't understand what makes things broken regardless of how much people spell it out for them. Remember when they defended old OoO because "the person who runs it usually dies?" They're simply incapible of considering the factors involved when making these types of decisions, and it happens with everything in the game (even the prestige rework.)
People doom post about the possibilities of these things because BHVR doesnt even consider them.
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I don't think I saw anyone defending the Boil Over buff.
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I don't know if you just skipped my last paragraph but I SPECIFICALLY mentioned Boil Over and CoH? Why would I find examples of those when the point was to show that for every remembered correct prediction, there are at least an equal amount of incorrect ones?
I'm literally just pointing out hindsight bias to help explain why you may feel people ignore your obviously correct opinion on OP perks.
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This is so true. I don't camp or tunnel unless it's a necessity but if you were running BO and running to a specific spot on a few maps I'm Just going to slug you and keep coming back and downing you because that's the only choice I've been left. Same thing goes for sabo squads I'll just slug everyone then hook them all after.The original CoH made tunneling almost a necessity because how fast survivors were healing and how many times.
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Allow me to introduce you to the wonderful world of stakeout
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Can you define "the average team", please?
Because on my definition of the average team, no, they cant, and your statement is false. But i think it hinges of the definition of what an average team is.
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Sure, that makes sense. But the point of my post wasn't that "these perks are fine", its that whos feedback do you consider?
Its very easy to notice flaws in the PTB, point them out, and then forget about them if they never become an issue in live. But if they do? It all of a sudden becomes "everyone knew and pointed this out, how could this have happened?" Plus, as you alluded to, it becomes even more of an issue of how to fix it.
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Bold of you to assume my teammates even touch gens
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I'm guessing you play on pc, there is no issues at all with great skill checks on console.
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Survivors with about 300-500 hours. If after that many hours they still don’t do gens, it just means they are garbage at the game. It does not take being in a swf to play in a competent manner. It’s generally bad players that are the real issue.
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I missed what was in the parenthesis. My apologies.
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Knowing what feedback to listen to and what to ignore certainly takes some nuance, and its part of why i absolutely loathe people doing stuff like crying for kindred to be basekit when they refuse to even run it in the first place. The majority of feedback in the game is blatantly self centered, people only want to buff themselves and nerf the other side. When people show that they are actually considering any given thing from both sides in an impartial manner, thats feedback worth listening to. Unfortunately it gets drowned out in a sea of "nerf X cuz i dont wanna learn how to deal with it!" and other similar whining and they don't really do anything to curate things on their end. Many users who arent even on the forums anymore have done full breakdowns of every hypothetical in the game (complete with infographs and large sample sizes) and done more to document statistics more than their own internal systems do. They've all either eventually gotten banned or just gave up.
The amount of work that people have volunteered into this game is actually kinda wild, especially since people who stream the game basically become playtesters. The unforgivable part is that they ignore all of that free work all the time.
Edit: To add to this, I remember someone specifically making an extremely detailed explanation and overvew of the efficiency cap issue in the game, as well as ways to address it. back in like 2018. They still have yet to even acknowledge its a thing.
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Exactly. Even with all of its nerfs, CoH still nullifies hit and run playstyles because it creates a free self care zone for all survivors while only requiring 1/16 perk slots, and then people are suddenly surprised that camping and tunneling are more common than they were before. Same with removing the notification from pain resonance, same with making BBQ be an "only for the aura" perk, these types of changes always have consequences that people just don't consider.
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Stakeout is a great combo but it's not completely free. It does require time spent in the TR while not being chased. Of course, part of that can be from doing gens while the Killer is chasing somebody nearby but hopefully the Killer will have enough situational awareness to chase the person doing gens off.
It's more problematic for the Killer if the map is the Game or Midwich or other multi levels where the Killer is either below or above the survivor. In most maps, though, I think it would be helpful but not totally busted. It's a two perk combo though so I think it should have a noticeable effect.
I agree with the make it so it doesn't work with toolboxes though since toolboxes give so many skill checks. Hyperfocus, Stakeout and Built To Last could have way too much synergy if Hyperfocus does work with toolboxes and Hyperfocus seems like it would still be with running without a toolbox but with Stakeout for most players.
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Well in my opinion if you end chases quickly you should win the game like doesn't matter if its solo survival or 4 man SWF a killer ending chases fast deserves the win survivor is a team mode, like any other team games if you're losing because of your team its not the enemy's fault just the game for the poor match making so it doesn't matter if you're solo survivor and your teammates are downed super quickly the killer deserves to win you deserve to be angry but try to be angry at the team or the game for the matchmaking not the killer or their perks the fact that you need a bunch of regression perks to win when you end chases quickly isn't necessary bad just shows an underlying issue with the base game mechanics not rewarding the killer properly I believe gen related perks shouldn't be a thing for killers, the game should by default reward killers with wins if they end chases quickly perks should be used to make chases either more interactive or even change the game up a little or provide a very small advantage in game but I personally would prefer if they would help with game progression in general like BP if doing certain stuff
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Fast chases doesnt actually mean a guaranteed win. If you are getting 1 hook every 30 seconds meaning 25 second downs and 5 second hooks, the game would last 6 minutes.
More than enough time to do all gens and get out.
You need to consider if you need a 3 gen if yes, which 3 gens.
You need to consider which survivors are on which gens and which survivor is healthy and can make a save attempt.
You need to consider which gens are worth defending and which ones are in a strong position and should be given up.
You need to consider if an area of the map is safe or if its a deadzone.
You need to consider how likely you are to snowball at any given time depending on if multiple survivors are injured and if they are in unsafe areas and close together.
You need to consider at any given time if you should return to the hook to ensure the survivor goes to 2nd stage/gets sacrificed.
You dont need to actually consider any of these if you are against survivors that arent efficient with their times or bad survivors.
But if you are against efficient survivors and on top of that if you are in a big map? Doesnt matter if you get downs 10 seconds after seeing a survivor, you will lose.
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I mean the more survivors are gen speed focused the more killers are full slow down focused. If I start seeing a bunch of pt hyper Focus I'll start running gen regression/slowdown. I don't intend to lose vs bad players with descent timing holding m1 even though my chases are 25 seconds.
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Unless you make all your build around it. (But then if the killer notices and can't hook you, you'll kiss the ground instead)
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