Comments
-
Yes, I'm sure a video game company would make it their top priority to ensure 80% of the player base doesn't have fun. This is totally a good-faith argument.
-
You're discounting several things to make this argument. You say it takes 3 survivors 12 seconds to reset, which lacks a lot of nuance. For one, it requires all three survivors to first run to the same location, which takes time. Also, you neglect the amount of time it takes to set up the boon (14 seconds booning + 40…
-
DBD players say this after every. single. update. You will still play the game-- quit your complaining! If you think the game is biased towards one side, you're free to play that side which you believe is busted OP too strong pls nerf. Sometimes patches have to be "killer sided," sometimes patches have to be "survivor…
-
Personally, I think the most recent changes are fine. Though medkits are still a little more efficient, that's the benefit of bringing one. Using a medkit saves 8 man-seconds on one heal, maybe two with add-ons. Consider it's opportunity cost: instead of a medkit, you could bring a toolbox, which easily saves more than 8…
-
"Why nerf pain res?" It gave killers 15 seconds of free additional pressure & either revealed a survivor's location or auto-regressed a generator after each hook. Many many killers ran it each game. It is not unreasonable to nerf the perk.
-
The devs have said that they tried this, but it felt really bad to play against Nemesis without the speed bonus.
-
"This could be as simple as scaling their strength with the distance to the nearest trap." Your explanation leaves much to be desired. What does "strength" signify in this context??
-
It's not really a nerf for Plague, just a buff for all other killers which she does not benefit from. I guess the only thing you can say is a "nerf" for her are the gen regression perk nerfs, which I don't think will end up being a huge deal. In fact, these changes might even be a buff for Plague, since they may encourage…
-
A Binding of Kin was not a bad chapter. The perks on Elodie and The Twins are very fun to use & introduce new mechanics. The killer itself had some major issues, but everything else about the chapter made it worthwhile I feel.
-
These changes are almost certainly more beneficial for killers. Even if survivors all stay injured and choose to rush out gens, you're essentially playing with the added power of Plague, plus they cannot activate Dead Hard anymore since it has been neutered. Though gens may go faster due to a lack of distraction to heal,…
-
Most obvious bait haha.
-
The healing nerf is a massive shadow buff to Twins. The counterplay to Twins has always been to group up while injured. If Victor downs a survivor with a pounce, then the other survivor could kick him & then pick up the other survivor before Charlotte can arrive. If healing now takes an additional 8 seconds, that gives…
-
What are you talking about? I never said anything about SWF. You're strawmanning.
-
All facets have to be considered. Again, if a change is busted even in just one particular build, then that's a problem. Doesn't mean the change itself is the issue, but something will have to be altered.
-
No doubt Coulrophobia will become more frequent when heal speeds worsen.
-
Yeah... seems pretty painful now. Though I'm really glad to see the medkit & CoH nerfs, I don't think the 50% longer heals should apply to altruistic healing. On the bright side, Autodidact, Resurgence, Solidarity, Renewal, Reactive Healing, & Inner Healing all got shadow buffed, which could lead to greater perk diversity.
-
You have to balance the game around any potential setup that someone could bring. If something is oppressive in only one build, it's still a problem.
-
Blocking line of sight through some 20m circle is really not much of a power. Seems like a less-powerful version of some stealth killers which already exist in the game.
-
But good SWF groups will be able to give incredible information. Most high-level groups will proclaim (for example) "Shack is bottom left," them stem all of their callouts from there. Then, all someone has to say is "Being chased mid right," or "Killer dropped chase top left." Even with simple call-outs, this provides load…
-
The horror experience of DBD lasts for only a few moments when you first start playing the game. Anyone who has played for more than several hours no longer feels the horror atmosphere. I agree that it's important to have thematic appropriateness, but gameplay is also equally important and should not be neglected in favor…
-
Please do not try to foster an "us vs them" mentality on my forum post. There are many other posts on the forums for that.
-
Why?
-
NOED gives undeserved kills because it guarantees you get a +1k to whatever you were already gonna get. No perk should reward you like that. It's fine for perks to have strengths but the effect of NOED is too strong since you're bringing 1 perk to increase your kills by 1.
-
Very interesting proposition about NOED lighting up all totems, or some sort of NOED system which warns survivors that it's approaching. I hope that the devs experiment with one of these & find out which is most fun. Maybe NOED could work like Pentimento, except it lights up all dull totems instantly when the exit gates…
-
Fortunately, BHVR frequently doesn't listen to complaints of the player base when its comes to balancing changes. They tend to try to use statistics to guide their decisions instead of the hate comments of thousands of angry gamers. "Forever Legion" isn't really a thing, and survivors will soon figure that out. Just sit…
-
You still get information of if the killer is nearby & how far they are, which is more than you got before. It's up to the player to take use of the information.
-
I appreciate greatly your sophisticated post here. Glad to see that it's not all just worthless arguments on the forums! You're right about NOED-- I hadn't really considered it before, but the perk is largely contradictory with many game mechanics. I think that the new NOED is definitely an improvement compared to the old…
-
I'm not really sure what either of you are talking about... I was an avid Spine Chill user before. New Spine Chill is ABSOLUTELY stronger. Not only does it light up whenever the killer is within 36 meters (no matter what!) but it also visually shows the exact distance between you and the killer. This has given me tons of…
-
Thana got a buff from 5%/injure to 5.5%/injure. The difference is approximately 3 seconds worth of gen time per gen, assuming all four stacks are maintained throughout the game. If all four survivors aren't constantly injured, then the difference is even less. Reverting Thana will not solve the problem which you posit.
-
Holy..... I thought that the Spine Chill change was a direct nerf. I just tried it out in a match and it has many features that I had no clue were implemented. This perk is definitely busted. New Spine Chill is now my favorite part of this patch.
-
I assumed that Spine Chill would be worse. I'll have to try it out, thanks.
-
Nah, I disagree. Cleansing a hex totem is something that /someone/ has to do in a match. If the person cleansing the hex totem has Overzealous, then in addition to completing the required action for progressing the game, they also get a 16% repair bonus for some time. Of course Overzealous won't actually decrease the…
-
Cooldowns are not a downside. Having a perk with a cooldown is still objectively better than having a perk without one. Sprint burst, for example-- even though the cooldown limits the ability, you still get faster movement speed every so often, meaning that it provides you with additional utility had you decided to not use…
-
Perk downsides are fine. Most perks don't need downsides because the benefit is minimal. However, if a perk exists which has a major benefit, then a minor downside could balance them out. Let's say perk A provides +5 utility points to your character. If perk B provides +10 utility points as a bonus, but also has some…
-
Alert already gives you more than that much aura reading, unless survivors use 0 pallets in a chase (which is certainly rare).
-
Yeah, never really got value. Don't really see the purpose in this perk when Bond, Empathy, Aftercare, and Blood Pact exist. Plus, this perk is actually made weaker if your teammates bring Lightweight or Lucky Break.
-
Making different rulesets for players who choose to play with their friends is childish. No other game has a mechanism which discourages players to join matches together. Rather, solo players should be buffed to the same level of SWF, and killer should be buffed to compensate. Then, every type of player will be of…
-
You can always just go into a custom game. All the add-ons will be unlocked already on every killer & survivor.
-
If survivor is so OP, consider switching to survivor. It should be pretty easy for you.
-
I came to this thread to agree with OP, but you've made a really convincing point. I think you're right.
-
Been playing for 2 years. Killers always say this after every single patch. I remember killers saying that they were gonna camp and tunnel every hook when Pop's duration got nerfed from 60 seconds to 45 seconds. You go ahead bro, play how you want. No one will stop you. You're not punishing anyone but yourself.
-
Right, & I get that and think that's quite appropriate. The only thing that doesn't sit right with me is that the survivors go invisible. Maybe instead of invisible, they could be "uninteractable" for 5 seconds OR until the killer breaks chase with them? Not sure.
-
I think this is an interesting idea, but I'm not sure if it fits super well into DbD. This system seems like it greatly discourages tunneling in a fair way. However, thematically, it is a little strange. Survivors disappearing doesn't really fit within the realm of things that survivors "should" be able to do, as indicated…
-
That sounds decent, except for the "3 minutes" part. A killer who makes survivors regularly unable to do anything for 3 minutes would instantly become the strongest & most busted killer in the game.
-
I think you misinterpreted what I said. In my post, I stated that it is impossible to make all perks equal strength. Having perks be equal is an approximate goal, not a fixed one. There is bound to be some variation. Some will be slightly stronger, some will be slightly worse. I also never said that the devs did a good job…
-
Alert is a very fun and powerful perk against most all killers, there's just a few scenarios in which it won't provide much value. All perks have their value & situations, save a specific very few. You can't judge a perk by its absolute worst case when the worst case is pretty rare.
-
BHVR realized this somewhat, with the Ruin & Pop nerfs, but the buffs to Thana & that-healing-scourge-hook-one-i-cant-remember show that they're not quite there. I hope that the devs will use data from this next patch & feedback from players to deduce what future changes need to be made.
-
Yeahh, I'm a little worried about this too. Maybe this won't really be an issue later on, but it feels like Legion matches might get even more boring. Even if Legion is still a "bad killer," and even if it's still easy to win against him, it's not gonna change the fact that holding M1 on a gen for two minutes (or sometimes…
-
Meta shake-ups are good. Seeing the same perks every match for 2 years has gotten pretty boring. In any game, there is guaranteed to be a "meta"-- this is inevitable. You cannot prevent some strategies being slightly better than others. This is because developers are trying to balance between two different things with…
-
They are not doing anything about camping this patch. But that doesn't mean they won't address it later. Oftentimes, BHVR will purposefully swing the pendulum too far to one side in order to acquire less messy data from matches. They then use this data to figure out by exactly how much to swing the pendulum back to the…