Yeah Devs, nerfs all the killers and leave more evidence that this game is on the side of the survs
Yes of course devs, nerf nurse, nerf spirit, nerf oni .. what will be next?
It is noted that the cries on the part of the survivors claim you ...
But nothing at all about:
- Toolboxes
- The infinites (strongs loops: There are quite a few survivors abuse)
- Bad Maps (Structures very close to each other)
- Gens Rush (There is no mercy for the killers by the survivors ...)
Devs .. and you follow nerf the killers? We will see what future Dead by dayligh has. You will be very happy with the survivor community, but there are more than 50% of the killers we have been holding too much since 2016 (since the launch of DBD) and here we continue to endure, fighting ... but the developers continue to pamper their survivors.
Sorry if I'm talking like that, but it's what I feel and what these developers are transmitting to me right now.
Good luck!
Comments
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Medkits got nerfed.
Balanced Landing got nerfed.
New maps have reduced safe pallets so I'd say that's a win for killer generally.
Undetectable has indirectly nerfed a couple survivor perks.
These are just recent also there are plenty other needs that have happened over the past year, just because there's only 1 survivor that gets affected by nerfs doesn't mean it doesn't happen as often as individual killers getting nerfed.
Grow up man
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You forgot legion being absolute dog poop.
also on how long it took to give the Freddy rework after two days being nerfed after his release.
oh and that enduring doesn’t counter DS, but DS still remains 5 seconds.
big lel
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survivors have been nerfed way more.
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This content has been removed.
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If devs could easily fix bad maps they would. If you see toolboxes bring a mori. What kind of dbd player doesn't know these things?
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How many killer buffs can you name this year alone? not many. End game collapse was quality of life change at best. Good survivors are not effected by it at all if they possess few braincells
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Survivor nerfs are killer buffs. And if you mean specific killer buffs they are far less important than balancing the game. The devs don't want to deal with another Forever Freddy.
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40
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Well by your logic all the killer nerfs have been survivor buffs as well. And there haven't been many survivor nerfs this year. Each survivor nerf you mention, i will name 2 killer nerfs, deal?
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Individual killer nerfs are different from global survivor nerfs.
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oh please. the history of this game has seen more survivor nerfs than i can even count.
next....
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Name every nerfed survivor perk. I will list nerfed killer perks. I will guarantee my list will be double of yours
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this
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Both sides get nerfed all the time. Sometimes a nerf isn't even listed in the patch notes. Resilience no longer increases all action speeds while injured since the latest patch. That's a direct nerf to a perk that's barely even useful due to the hideous 9% value. So even "weak" survivor perks are made weaker. Just to name a recent example.
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What did they change about Resilience? Why are they even nerfing it?
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I don't think they changed it at all, 9% while injured.
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Just a list of some Killer changes:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
- Removed the ability to be able to grab someone trying to jump into the hatch
- Changed the time it takes to open an exit gate from 20 seconds to 15 seconds
- Removed the ability to be able to block survivors at the basement stairs.
- Killers do not see the Deep Wound status effect progress timer; only the Deep Wound bar to know the status effect has been applied.
- The Deep Wound status effect timer does not decrease when within the Killers terror radius.
- Lockers negate all aura reading abilities from the killer
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia twice (one of which was a bug relating to removing dead survivors affecting the living*)
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
- nerfed remember me
- nerfed enduring
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
- Nurse blink attacks no longer bypass mettle of man*
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
- when hitting a survivor and then breaking a pallet with the same chainsaw attack afterwards while using the speed limiter causes the area in which the pallet was broken to be unpassable*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
- Traps that have not been used up by the time the exit gates are powered become inactive.
Legion:
- Nerfed the majority of the legion's addons
- Bleedout time is no longer removed by Feral Frenzy hits (was 10 seconds per hit).
- Feral Frenzy can only be used when the meter is fully charged.
- Feral Frenzy move speed is now 5.0 m/s.
- Increased the Feral Frenzy recharge time to from 15 seconds to 20 seconds.
- Increased the Legion's terror radius to 32 meters, from 24 meters.
- Increased the fatigue time when Feral Frenzy ends from 3 seconds to 4 seconds.
- Missed attacks will end Feral Frenzy.
- Pallet vault duration 1.35s. Cuts time benefit by 25%. (was 0.9s; default pallet break is 2.7 sec. 0.1 for snap, 2.6 for break)
- The Legion cannot see pools of blood while in Feral Frenzy.
- Window vault duration 1.1s. Cuts time benefit by 25%. (was 0.9s; default window vault is 1.7 sec, fastest Survivor vault is 0.8s).
- Fixed an issue that caused The Legion's Nasty and Filthy Blade add-ons to stack, causing extremely long Mending times*
Plague:
- Fixed an issue that caused The Plague's Corrupt Purge to ignore unhook immunity.*
- Fixed an issue that caused The Plague's Vile and Corrupt Purge to apply on-hit effects from certain perks (Remember Me, Save the Best for Last, Sloppy Butcher, Hex: The Third Seal, and Hex: No One Escapes Death)*
Anything else?
Post edited by OMagic_ManO on25 -
Oh boy am I gonna have fun when I see a list twice as long as this one.
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It used to affect the speed at which you got healed by other survivors till the last patch. This effect is now gone even though it only cut off about 1 second.
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Thanks devs. People say they only nerf killers. Guess I'm not using Resilience anymore :(
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And people wonder why survivors bring the same stuff over and over again. Even if you are willing to do without meta perks like DS, Dead Hard, Adrenaline, Borrowed Time etc. you end up getting kicked in the balls for trying something else.
The devs really need to learn how to make non-meta perks attractive.
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The killer nerfs are all about the 50/50 balancing. On average two survivors should be able to escape.
That means that if good killer mains can regularly get 4k then the mechanics need to be made harder for less good killer players so that they regularly 0k to make up for the 4k's.
Post edited by tortrader on2 -
The devs think it's a good idea to have only a few survivor perks viable. Can't wait till game balance and map reworking is all done so they can diversify the meta. Maybe even make the game fun.
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I don't think the nerfs are... particularly egregious. However I find them doing balance changes during a hotfix to be incredibly scummy. They could have shoehorned in worse changes and not given a damn what the community thought. Balance changes should always come in a PTB before release.
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I like how the DEVS don't want things to be Survivor Vs Killer mains...
Yet... We continue to see this type of trend happening. Killers getting completely ######### on, despite the clear advantages of survivors. I'm about over this game. If this content was free, that is one thing, spending the amount of money I have on this game and they continue to do this type of #########, is another.
I hope more people lash out, I hope more people express their discontent. I know I'm tired of the BS.
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They put terrible changes on PTB all the time and still don't give a damn what the community thinks.
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Doesnt matter what any of us think. Current que times give pretty good idea whats the current state of the game.
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A lot of these aren't good arguments for what is a nerf for killers. Like the literal face camping thing. You're not entitled to a kill just as survivors aren't entitled to farming if someone disconnects or getting the hatch because they were last. A good amount of things here is just whining and complaining. Things get nerfed and things get changed. If you feel this game is more favored towards one side you're probably not very good at this game. Some things can be op on one side but this game has to be playable for people of varying skills. Survivors get nerfed and have been a good amount lately and spirit got nerfed. Freddy and Oni got add on nerfs the freddy one takes away frustration and the Oni one is probably justified because it sounds like it gave him free nurses calling globally.
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I doubt they’d change anything with the perk... it’d get swapped with DS/BT which sounds better? It’s like a B tier perk since getting 99’ed can prompt a skill-check and ruin everything. Rather they did something to Thanatophobia like more time on the ground slugged or smaller skill-checks per percentage. I also think Deer-stalker should mirror unbreakable better by Deer-stalker increasing downed recovery by 20/22.5/25%.
Resilience doesn’t directly mirror Thana with the vault speed but that’s partially due to Bamboozle having a whooping 15% increased vault speed and Thanto does generally get more value than resilience if directly mirrored...
The killer will generally always occupy atleast one survivor (chase) so they aren’t getting an increased value at all times.
I also think Dying Light needs something more... like the Obsession’s heal speed bonus lowered to 8% from 33%... it’d be a third of the maximum 24% the killer gets which’d make it more fair imo. I kinda get why the obsession is immune after some thought since only they could counter the killer’s high% in certain situations.
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Not sure which is more fun to watch Killer mains over reacting to nerfs or Survivor mains over reacting to nerfs.
Either way it is very entertaining, carry on.
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I'm waiting for people to bring out the huge list of survivor nerfs lol.. this kinda talk is crazy.. is the game balanced yet? No... is it steadily getting better... kinda.. tho really slowly.
At red ranks survivor is still the power role and a lot of stuff still needs tweaked here and there. We need to all chill and think of ways to fix the game and make it more balanced.
They need to hurry and finish buffing solo survivors so that they can buff the hell out of the mid and low tier killers. They need to double time on the map reworks and then just start balancing atleast every 2 weeks having updates.
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So this post is a poor attempt at reverse psychology?
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I think they're done buffing solos.
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u should eat more bbq with chili ehhhh
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Well for perks you've had:
Pop Goes The Weasel
Territorial Imperative
Infectious Fright
Dark Devotion
Dying Light
Beast Of Prey
(To be fair most of those are pretty garbage anyway)
The entire Freddy Rework was a buff but yeah.
Adding undetectable to all stealth killers was a buff.
The new maps being made/adjusted have all been more killer friendly so that to me seems like a buff.
All of this has been since Ghostface came out so you can't really act like nothing changes for killers.
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Well if the only buff was kindred... meh.. but I'm ready for all the killers that need love to get it. Most of them just need minor number adjustments that could be done almost instantly and then we could test it live lol. Most of them dont need full reworks.
And then they could tweak the numbers every other week as necessary and it will be real balance changes.
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I agree. Buff weak killers before weak survivor perks. But eventually get both finished please.
(I know I say this a lot but please give us more reason to play an individual survivor as well)
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have you seen DBD in 2016? the mentality of "the devs only buff killers and only nerf survivors" is stupid. reason? if DBD 2016 balance was implemented for ONE SINGLE DAY, no one and I mean NO SURVIVOR would die in green ranks and below. all the survivor nerfs and they are still the power role since 2016. really says alot
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DS was purposefully kept at 5 seconds even with the Enduring change because what sort of threat is a 2.5 second stun? Killers shouldn't not care whether a survivor has DS or not.
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If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.
Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.
Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.
My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.
For example some core gameplay mechanics that have changed since 2016:
- Medium vaults added
- Entity blockers will now block windows after 3 vaults
- Killer vaulting is faster
- Pallet breaking is faster
- Generator regression implemented
- Generators now take 20 extra seconds to repair
- The end game collapse was added
- The Hatch can now be closed
- Bloodlust added
Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.
I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.
That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.
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Good Point.
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I'm guessing people feel targeted when their fav killer gets adjustments and immediately goes.. all killers are getting nerfs.... tho I agree behaviour does some questionable balance changes. It has slowly been getting better... just to slowly..
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I dont think its any secret that the game is in favor of survivors, optimal SWF are going to win unless they make a dumb mistake
But non-SWF? I think its pretty balanced. I play solo and still win more often than not when im not throwing for the stupid rift challenges but then again i often feel like i dont get as good of killers as myself. The devs said something about giving all survivors more communications and then balancing around that which i think will help....but until then i guess the game just wont get balanced lol.
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Right. They make missteps all the time, but no ones going around in BHVR plotting how to make Killer's lives missurable or something like that.
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To quote a certain rapper, ahem "It do not matter."
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OP definetly a new player to this game, survivors have been nerfed so much since beta.
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I know both sides have been buffed and nerfed, and that the game in some ways has gotten better from release, and in some ways worse. SWF ruined everything to start off. It made the game a mess that is nearly unbalancble. And it when it comes down to who is stronger, its still survivors, which is why all of these killer nerfs, especially to some of the weakest are completely unnecessary and just kind of a slap in the face. It also looks like doctor will be getting nerfed, as it looks like they are targeting his ability to find survivors, one of the few things that actually make him decent. And while there have been some survivor nerfs, such as medkit and balanced landing, it isn't even close compared to what is being done to killers while refusing to buff the already weak ones. If they would focus on redesigning maps so that they are more fair for both sides across the board that would help. But as they are taking thier time with that it would be better to give weak killers buffs instead of nerfing the already strong ones. They are supposed to be the power role for gods sake, but the devs don't seem to understand how an asymmetrical game is supposed to work.
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Nerfs always have priority over buffs
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Killer able to use the items from other killers, geting blood points from hitting hooked survivors and redusing struggling effects when hiting a wall. How about you take out the bug fixes and make a list of actual nerfs? If you want to make a point you need to compare actual nerfs and buffs or we are not going anywhere.
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how can we achieve 2 live and 2 die when there is zero incentive to survive as survivor, since the pip system is not tied to escaping?
I have had 4 man basement kills after both doors are open because survivors have no reason to leave, because they technically "win" even if they die.
Post edited by snozer on0