Comments
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@humanbeing1704 Certainly hope not.
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@Advorsus I was enjoying the variety.
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@Mavericks Pretty nonsensical.
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In addition to this, because Pain Resonance and Dead Man's Switch interact with each other again, it now provides the same level of information as before. Given that DMS highlights the affected generator in white, PR now functions exactly as it did before when combo'd with DMS.
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Instead of attempting to address concerns introduced/worsened in 6.1.0, they reverted on the intended changes 6.1.0 i.e. increasing perk variety by nerfing perks or perk interactions.
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They could have handled the Thanatophobia nerf differently, but it was a point of frustration and so change was warranted. Bringing back the Pain Resonance and Dead Man's Switch combo? Pretty bizarre.
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Botany Knowledge could have simply been changed to function like Solidarity, where it does not activate if a Med-Kit is being used, which would've addressed the main point of abuse being Med-Kits. And the Pharmacy change could have just been an added bonus to its old effect.
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@Chaoxide @Mavericks The funny thing is, since Pain Resonance knocks people off gens again, its combo with Merciless Storm is arguably stronger. Where before, you'd have to go through the skill check gauntlet to avoid the gen being blocked. Now if this rare interaction happens, the gen will just be blocked outright. No…
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@GreyBigfoot As well as better promoting behavior that actually contribute to success i.e. raised values for safe unhooks and escaping chase.
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The game has been in need of some sort of categorization for killers (and potentially perks) for a while now. So yes, something to this effect would be appreciated.
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@ThiccBudhha Once the matchmaking BP bonus returns, queues will balance themselves out more. Plus, in addition to the intended effects of these changes, if survivor becomes more appealing to play, then more people will play survivor. And if more people play survivor, then the matchmaking can put together matches more fair…
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@Nazzzak Addressing issues through perks i.e. Kindred, Borrowed Time, Decisive Strike, Buckle Up, Corrupt Intervention, etc. etc. has been Behavior's plan of action for years, and it has not been successful. There needs to be new base mechanics to solve base game issues.
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@Gindaen Again, I don't personally find chases to be the fun-est part of the game. I was speaking for the sake of argument. And I agree with most of the changes made to killer for this patch, even with the present consequences. I do however, think that Behavior should have taken more dramatic steps to handle camping and…
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@KayTwoAyy This sums up much of my thoughts as well. Being chased is a fun "part" of the game, but whether it's the fun-est part of the game is up for debate and even so there's a limit to it. The planning and moment to moment decision making makes up a chunk of that fun too. And besides, even if we were to say that it is…
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@ThiccBudhha It is a single factor contributing to queue times. I am fully aware there are many more, as stated in the previous comment.
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@CookieBaws Perhaps we've stumbled upon two different versions of Dead by Daylight then. Since, in my own experience, which is substantiated by the pick rates of perks revealed by Behavior, the most common perks I ran into were things such as: Hex: Ruin, Pop Goes the Weasel, Corrupt Intervention, Scourge Hook: Pain…
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Three or more slowdown/regression perks has always been the meta. That being said, not opposed to further balance to avoid stacking of slowdown/regression.
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There are about a dozen reason one could list, but the disappearance of the Queue Blood Point bonus is a large reason I am playing solo survivor less and mostly playing when my friends are online. Once it comes back, I imagine queue times will improve by a fair bit, considering how much people are inclined to do things for…
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I see where Scott is coming from however, when I'm playing as survivor I much prefer stealth game-play. The chase is something to escape, and the escape is the point of fun for myself. Similar to how in an intense game of whatever, the game itself is stressful, but the victory is the release. Besides, I also don't enjoy…
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@HUAPA456 The numbers are more than open to tweaks. The four second stun is merely a middle ground suggestion, but it's not at all crucial to the intended outcome of these changes.
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@kaoraku It has been repeated in several comments of this discussion, but these changes would not be implemented alone. They would be accompanied by multiple upward adjustments for killer, and most likely tweaks to the suggested mechanics themselves. Both sides should be fun to play.
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h @SOULWARRIOR71K It can be addressed through penalties and/or rewards, it's simply a matter of preference. If something is an effective solution with niche cases of abuse, then it can be implemented and adjusted in the PTB.
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@SOULWARRIOR71K If it was just the opinion of a single individual or even just a vocal minority of the community, then perhaps camping and tunneling could be dismissed. However, Behavior themselves have as recently as this patch, attempted to address camping and tunneling. So making suggestions on how to better do that is…
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@DEMONANCE Additionally, individual killers can be buffed if they are especially hurt by the implementation of these changes.
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@SOULWARRIOR71K Attempting to address the seemingly facetious commentary: Is not a argument for anything, getting downed is a nigh inevitable part of DBD The point is to have mechanics that address unfun strategies built into the game regardless of how you play, what you play with, or who you play with DBD is largely a…
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@SekiSeki The argument can extend to any perk that does not specifcally push a survivor towards team-play i.e. Adrenaline, Inner Healing, etc.. Simply using a perk and engaging in stealth-play, which is not team oriented, can count. The previous response should be clarified though. Both are preferences, but the Behavior…
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@Chaoxide That may very well be the case. And if it turns out to be so, then it shall be reduced in the the PTB of said changes. It is worth noting however, that this mechanic would be a much shorter duration, at twenty seconds compared to sixty. And as stated in various other comments, these changes intend to address…
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@SekiSeki There shall be an attempt to break this down in pieces. If one finds team-play more interesting than solo, that that is there preference. However, it should not be overstated, especially considering there are numerous perks and builds that expressly promote solo play i.e. Sole Survivor, Left Behind,…
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@Murgleïs The desire is to introduce mechanics that ensure fun is a more likely scenario by lessening the effectiveness of unfun strategies. If that comes at the cost specific builds, then so be it. Also, a few things to note. The actual amount of killers participating in these strategies, as well as the effectiveness of…
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@Murgleïs Whether a kill is guaranteed or not is irrelevant to the matter of if it is fun to be face-camped. Of which, the general census of the Dead by Daylight community is thus: being face-camped is not fun. And more over, the matter of these strategies being unfun is the entire grounds for these suggestions. Playing…
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@Chaoxide The proposed stun is four seconds, a middle ground between the previous balance point of Decisive Strike and the current. Addressing the other concerns though, other comments shall be deferred to: The buffs to survivor will not be ignored, and further balance on the power dynamic shall be applied in the same or…
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@Murgleïs 9 Again, the specifics can be hashed out on a PTB. And once more, whether it can be abused (by survivor or killer) in niche scenarios should not be the wall stopping the introduction of this mechanics. Face-camping is not strictly a Cannibal issue, he is a notorious face-camper, however it is not exclusive to…
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@VoidOfMe This can certainly be a point of consideration. However, considering how harsh it is, perhaps it should be implemented afterwards. Once, the strategies themselves become inherently less appealing and killer is upwardly adjusted, ensuring both sides are still having fun.
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@Murgleïs Those scenarios can potentially be addressed through additional caveats or adjusted ranges. Perhaps the paused progression can be disabled if the hook itself is within range of a generator? The exact details can be addressed during a PTB where these situations can be actually observed. However, one can argue that…
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@SekiSeki There appears to be a noticeable difference of beliefs then. Given that camping and tunneling are vocal points of frustration in the community, given that Dead by Daylight is a video game for the purpose of fun, should it not be a given that the game be inherently designed to combat unfun scenarios?
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@BrokenSouI Thank you for providing an additional response, now to address it. One can argue that there are many situations where camping or tunneling is the most effective play. However, whether or not these strategies are effective or not, they can be noticeably frustrating for players on the receiving end. As such,…
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@Murgleïs Thank you for taking to time to provide feedback. That being said, consider the following. Citing a situation where the paused progression can be abused would be appreciated. Also, the intention, as stated, is to address camping specifically. Adjustments to killer can be handled in the same patch or a following…
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@BrokenSouI Care to elaborate in any capacity? The post was kept brief for the stated reasons, however, responding to concerns in the comments is should be fine.
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@Chaoxide Care to expand on your thoughts?
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Perhaps it could have an exception for non lethal powers. However the restriction is intended to prevent something like light speed Bubba chainsaws.
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”Never” is a bit absurd to say. There simply needs to be a variety of restrictions or caveats to the effect. Such as other Survivors in range trying to unhook in front of the Killer with no consequence. In that situation the effect should probably be disabled, as mentioned in the post. There may need to be a decent amount…
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This wouldn’t fix camping in its entirety, no. However, these changes would effectively remove face camping from existence. And open opportunity for additional changes.
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Because removing perk tiers and the mediocre blood point offerings would have been too easy.
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@Chaoxide I think it’s pretty decent if not great.
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@Freedo This seems like a pretty reasonable, fair, yet effective buff, nicely done.
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@Kyxlect Nerf? Beast of Prey currently only gives you Undetectable as long as Bloodlust is active. Bloodlust requires a continuous 15 second chase without hitting the Survivor, breaking a pallet, or using their power at all. None of which accounts for the inconsistency of chases and how easily they can suddenly end. My…
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@Firellius The idea is to reward Survivors doing a multitude of things that assist everyone’s escape. Cleansing dull totems doesn’t help the team in any way, shape, or form, unless the killer has NOED. And I understand that it would make the stacks more difficult to achieve and that Hexes are not always an option. It’s why…
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Well given the nature of these perks, number adjustments could have large enough impacts on them to balance them. The idea is to avoid ill or unfun behavior. WGLF pushes rushed unhooks or unhelpful body blocks. Insidious pushes camping and Beast of Prey encourages using Blood Lust. Whether they’re under or overtuned can be…
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@DbD_Enjoyer This isn't a post about fixing the imbalances in the game, I have a dozen other posts about that, check 'em out. I don't know how you could think my versions of Beast of Prey, Dead Man's Switch, Insidious, and No Way Out are worse than their current iterations. If you do feel that way, could you explain?
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Fixing spawns would go a long way to improving the pacing and consistency of the game.