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My take on the Q&A 3.

RuniverRuniver Member Posts: 2,095
edited August 2018 in General Discussions

Hello, first, make sure to watch this, if you haven't.

  • Secondary objectives are a good idea. No project for it after 2 years of it being asked, however, is rather disappointing and doesn't make us think anything is gonna happen before at least 6 months, which isn't very promising to say the least.
  • "Kindred" as passive for all survivors is just a buff to all survivors, including SWF. It's not closing the gap that much. Especially since Aura is WAY superior info than voicecom in general "I'm going for the save" is way different than being able to see who's the closest, who should go for the save and such. Not to mention the lack of mindgames and faster reaction of the team, and better coordination, which will make the survivor's team way more efficient, while it could have given room for snowballing before.
  • WGLF not giving stacks & BP for unsafe unhook sounds pretty allright. May just force a BT pick but at least it'll give the hooked a chance in that scenario.
  • Invincibility frame while being unhooked could do. But as not_queen stated : I'm not sure if you should unhook in the killer's face in the first place. Not sure why you would reward that.
  • Faster unhook cancelling, I'm not sure why it should even be a thing. It sure is a room for more "mindgames" for survivors, and sure would help against camping to some extent, but it would also help with Bullying to some extent. Not sure why a HOOK mindgame should be survivor oriented. It's also a pretty huge nerf on Doc's grabbing, and most grabbing in general obviously.
  • Dead Hard buff : a more responsive DH would be cool for survs. Tho, predicting it/being predicted while using it shouldn't be buffed, because that's the cost of it being on an activation button rather than automatic.
  • Pallet stun speed increase : Could prove to be an issue, as it will transform a lot of mindgames into simple reflexes. While the survivor had to PREDICT to some extent (similarly to what the killer has to do, basically predict the survivor won't drop the pallet), now it may just allow reflexes to be enough. Not to mention a lot of experienced survivors are already hovering at the far end of the pallet, walking back and forward to make it a feint, that could be punished before that possible change, and may just not be, after it. Not to mention the looping aspect of the buff.
  • Bloodlust nerf : As I stated above, that you probably read, as long as windows are so strong and lacking so much mindgames in several spots in the game, I doubt it would be changed. I can understand that BL3 is an issue as you can easily "cheese" a hit at some pallets using it, which is definitely wrong, but it also prevent extensive use of the same exact windows in succession. Basically punishes brainless play and force survivors to use SAFE pallets in order to pay for their extensive use of strong windows (that usually require no mindgames as they give full vision over the killer, and are usually surrounded by a lot of safe pallets anyway, aka Coal Tower entry pallet). Removing BL3 entirely sounds like a better option, overall, than nerfing BL2 speed, if you truly want to nerf something. You could easily imagine a simple time reduction (like 12-13s instead of 15) to get bloodlust, and only make it to have 2 levels, with the current values.
  • The "Trap disarming" feature sounds very useless, as more traps are placed in tight corridors, and the disarming survivor will block the passage anyway. If the trap is not in a corridor, you can easily get past it considering the super small trap hitbox anyway. I'm not sure what's the thinking behind that, but I don't see any scenario when it could become handy to have that "feature". I'm not even sure survivors deserve it considering Trapper is far from being a huge threat, even post-buff, compared to the state you may want to bring him.
  • The Statut reset/exhaustion recovery upon unhooking sounds both unnecessary and counterproductive. Unless you want Sprint burst to become even stronger. Not to mention it would make, in the case of you cancelling the "Mangled" status, to make a lot of add-ons to become obsolete. For example, the Billy Very rare Begrimed Saw and such, which would solely become Slugging tools. It's basically a nerf of its possibilities and strength that should at least be adressed/advised.

What's your opinion folks ?

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Comments

  • Sally55Sally55 Member Posts: 368

    @Runiver said:
    @Sally55 I doubt it would apply to the Pig, as the effects are applied as long as the survivor wears the helmet. Tho it sure would turn a LOT of add-ons into pure slugging add-ons, which isn't quite interesting.
    Not to mention the effect on The Third Seal, an already Hilarious perk, that would become even more pointless.

    I agree. Third seal will basically become a waste of a perk slot. My concern is that this will bug out the RBT and cause status afflictions to be cleared even if the helmet is still on.

  • RuniverRuniver Member Posts: 2,095

    @ShrimpTwiggs
    I agree with the fact SWF & Solo gap should be lowered since it's the only (sad) solution. But I doubt it's the right way either.
    For the disarm, I guess it could be decent for the vaulting indeed. Not sure how often you would encounter that scenario tho.
    I agree with the fact it should only affect Exhaustion, tho I still think that, in that case, Sprint Burst should be adressed and its impact lowered, as it would nearly become a MUST-HAVE compared to other perks in term of strength and effectiveness (even tho Dead Hard could do some nice tricks). The conditions for the other exhaustion perks just cannot compare to the "no condition" for SB.

    So far I mostly like the WGLF change for less toxicity/farming/sandbagging. I still suspect that sandbaggers and farmers will just bring out BT and play the same tho. But at least.. it's something ?

  • Mc_HartyMc_Harty Member Posts: 3,293

    @thesuicidefox said:
    The status effect thing should only apply to Exhaustion and Hindered. Every other status should remain, especially Mangled because then what's the point of using Sloppy Butcher or certain add-ons if it only applies for one chase. I also think they should re-ka-gigger Mangled and Hemmorhage statuses. Hemmorhage should basically do what Mangled does now, and Mangled should reduce repair time. Then add-ons like begrimed chains/hatchets would inflict Mangled and slow gens, and Sloppy Butcher can go back to just doing Hemmorhage but basically be unchanged in terms of it's effects. It just seems odd that we have this specific debuff for begrimed items that's not a status effect. It'd make more sense as a status effect, and then we could get perks or more add-ons that inflict it.

    Regarding the Kindred stuff I think that's a bad move. Instead, you should just see other survivors only within say 16m of the hook. Then when you have those situations where everyone is circling the hook for the save other people can see someone in a better position and bait the killer to a chase, or just go and do gens or something more important. I think that would be more reasonable and would definitely help solo survs without being way too powerful for SWF. If you want full range and killer aura then you should have to run Kindred.

    The rest of the stuff seems like good changes. I know killer mains will REEEEEE all over the place, as if they are the only ones in need of gameplay fixes, but truth is there is some BS stuff that happens to survs too, namely the new vacuum-less pallets favor killers way too hard. It's too easy to just swing through a pallet and almost always get the hit even if they dropped it at the right time.

    Basically this.

    Kindred would screw over killers if it was built into the base part of the game. Having so it would reveal survivors in a certain radius is a great idea.

    The Blood Lust nerf is like the exhaustion nerf. Pointless. Only bad killers will be affected the most by it. Blood Lust was always a band-aid to fix the real problems (which was the maps).

    Everything else is either to prevent farming or quality of life changes.

  • TsulanTsulan Member Posts: 12,687

    @TheXenoborg said:

    @Tsulan said:

    @TheXenoborg said:
    They better add AI killers once they add in-built Kindred.

    The tutorial lvl already has AI killers. Now they only need to show them how to run in circles and they are good to go.

    That shouldn't be hard to code, but then the devs don't know how to code, so I doubt it.

    Fair point.

  • thomasnutthomasnut Member Posts: 113

    What i get out of this is - the changes will promote more unbalanced game play. More bullying/blocking from survivors with the changes to unhooking them. More infinite looping, and with the blood lust changes far more of what i always called my "just fast enough rule"

    Survivors will now find it much easier to make it to every pallet in the game, running from one to the other, making it just in the nick of time, every single time, and killers getting screwed over in the chase once again. Espeically the weaker killers with poor map control.

    Nice one devs..

  • MaxiferPriestMaxiferPriest Member Posts: 189

    Well boys if these changes come true, it's time to buy Deathgarden since they are not ######### pussys who lick survivors's butts and make killer useless! Cuz survivors really need buffs in dbd yes, they are not op, they cannot loop u for 15 mins in almoust every map, whilst killers are very op right devs -.-" just idiotic changes that they described in this q&a. BL nerf, pallet buff, survivors have kindred by default? killers no longer have hex perks, noed is deafult also ruin is deafult killer "perk", why not do that either? morons!

  • SkorpanioSkorpanio Member Posts: 605

    I'd like for some more Hex totems other than NOED to be hidden, which would incureage survivors to hunt for them.

  • brokedownpalacebrokedownpalace Member Posts: 8,025
    Can't believe people are legit complaining about unhook cancelling and not being able to hit a survivor who can't move. You will ADAPT and GET GOOD. 
  • brokedownpalacebrokedownpalace Member Posts: 8,025
    Every single strategic move in this game is ######### bullying to some people.
  • deadwolfwalkingdeadwolfwalking Member Posts: 624

    The part that bothered me overall was 'trying to make solo play as balanced as swf'. I'm not totally against that if they balanced the maps and made them less survivor-friendly. But i heard nothing mentioned as to 'making killers more equipped to handle swf'. So i suppose this was yet another '**** YOU, KILLER. GO PLAY CIV 5'.

  • switchswitch Member Posts: 489

    My opinion on this Q&A is : PLAY ONLY NURSE OR SURVIVOR.
    I can't really think of something else why bother play the other 11 killers when you can ignore this nonsense throw at you by the devs.

  • TsulanTsulan Member Posts: 12,687

    @switch said:
    My opinion on this Q&A is : PLAY ONLY NURSE OR SURVIVOR.
    I can't really think of something else why bother play the other 11 killers when you can ignore this nonsense throw at you by the devs.

    "nurse OP! pls nerf!"

  • MaxiferPriestMaxiferPriest Member Posts: 189

    @TheXenoborg said:

    @MaxiferPriest said:
    Well boys if these changes come true, it's time to buy Deathgarden since they are not [BAD WORD] pussys who lick survivors's butts and make killer useless! Cuz survivors really need buffs in dbd yes, they are not op, they cannot loop u for 15 mins in almoust every map, whilst killers are very op right devs -.-" just idiotic changes that they described in this q&a. BL nerf, pallet buff, survivors have kindred by default? killers no longer have hex perks, noed is deafult also ruin is deafult killer "perk", why not do that either? morons!

    "BHVR messed up balance in Dead By Daylight so I will go and buy Deathgarden which will speculatively not have balance issues because it is made by BHVR who know how to balance a game." What?!?

    DG is BALANCED! it is made by a different BHVR dev team and you CANNOT win without team work in DG. it's the balance that dbd should have but never will cuz devs are morrons and are just buffing survivors more and more and more and more and more

  • PeanitsPeanits Dev, Community Manager Posts: 6,750

    I would disagree about the kindred being better than voice comms thing. Kindred has a very limited range. I can tell my buddies, "He's camping" when the killer is just outside the radius with insidious, meanwhile kindred would not show that. Figuring out who's closer has never been an issue. I can very easily say, "I'm half way across the map, is anyone close to them?" and figure it out in a second. You'd still have to spend the same time looking around to figure out who's closer anyway, and you'll then have to figure out who's who so you can coordinate it (where applicable).

  • RuniverRuniver Member Posts: 2,095

    @Peanits said:
    I would disagree about the kindred being better than voice comms thing. Kindred has a very limited range. I can tell my buddies, "He's camping" when the killer is just outside the radius with insidious, meanwhile kindred would not show that. Figuring out who's closer has never been an issue. I can very easily say, "I'm half way across the map, is anyone close to them?" and figure it out in a second. You'd still have to spend the same time looking around to figure out who's closer anyway, and you'll then have to figure out who's who so you can coordinate it (where applicable).

    It still make coordination a whole lot easier, especially for things such as bodyblocking, instantly know who has to save, where to come from and such. A whole lot of info that voice com doesn't give.

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