Alex_
Alex_
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- Alex_
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Comments
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These stutters are a problem for several patches now. I think roughly since Krasue's release. The stutters usually affect everyone in the match at the same time (When I play SWF and I say something like "Holy, what was that stutter", I usually get the exact same thing from my friends in call.) It's really anoying and can cost you a chase, no matter which role you play. They need to fix this asap
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gameplaywise one of my favorite maps out of the last ones you released. there are quite a lot of loops, but many of them are mindgameable. I also really like the idea of having the gas stations in the main building. those are really fun. you should make such unique chase things more often^^
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tbh i really enjoy Toba Landing. It's a little bit Survivor sided, as I feel like there are many safe tiles and stealthing on this map is very easy, but overall a great map.
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I think we don't have to talk about this one. stupidly OP main building. Insane setups between Shack and Parking Lot. Huge Deadzones on the left side of main.
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It could be Neon City with the Warehouse somewhere at the edge. Because I really like the idea of having the Warehouse on the map. Could be a great place to add some gore. I love those details, like the hanging bodies in the main of Disturbed Ward.
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To be honest the Breakable Walls in the Main Building are kind of useless in most situations. If the Survivor runs upstairs and vaults, if they go right, it doesn't matter if you vault or go through the broken Wall.
I really like the Breakable Wall in Shack. Adds some variety.
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Definitely better than the first version. Still Survivor sided though.
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@RakNieborakYT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676454#Comment_3676454
If the killer knows the shortcuts, then survivors are pretty much F'ed up! I play as killer on both variations and gotta say, barely any player knows both maps. And the original was a lot in survivors favour and I could get a lot of 4Ks. PPL simply can't navigate this map!
What Survivors do you play against???
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I think we don't have to talk about this one. WAY too many (god) pallets, too little windows. Horrible Locker placement. Semi-fixed gates that are always too far apart.
That's pretty much it. Good size, good navigation between the floors.
If the problems I stated are fixed, it could be good.
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The Map has many positives. I like it's pallet count, the window placement is great and the Breakable Walls are perfectly placed as well. the ratio of god pallets, mindgameable pallets and unsafe pallets is also really good.
What I think could be better though is the size. For setup Killers, especially the Hag, it is very easy to get value out of their power without a lot of effort.
I also think that there could be some kind of indicator about the gen placement. It is so perfectly done on Léry's. The signs help you find gens if you know about it. That's exactly the way I like it. Things that aren't obvious. But there is nothing like that on Midwich (as far as I know).
In general I love this map though. It's relatively easy to navigate between the different floors. If the size is a little increased and there is a gen indicator this could be one of the best maps in the game.
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A lot worse than it's east side counterpart.
The map is bigger and less linear compared to East Wing, shifting the balance in Survivors' favor.
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I really like the map. Nothing much to say. I like that it is largely fixed. This is a nice difference to usual map design that focuses around randomization. The amount of pallets is pretty good, many mindgameable but still save but also some god pallets. Windows could be more, 3 gen potential could be less, but overall a great map
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It is very difficult to navigate, as it's sometimes impossible to see from afar whether a door is open or not. Unlike RPD the doors aren't fixed, and unlike The Game the doors are rather small. This can lead to you wanting to go from A to B and completely wasting your time going to the end of the room, just to realize that you can't leave it there. This can lead to Gens popping in your face as Killer or Unhooks you don't reach as Survivor and it feels very frustrating, because if it was clearer what doors are open, you would've reached your goal in time.
Additionally. the area upstairs is so unnecessary when it comes to gameplay. I NEVER went there in chase or when trying to hide or whatever. It is just there, to exist. The gen there is also terrible. As Survivor if the Killer finds you there, you are dead. As Killer it's impossible to defend the gen realistically.
What I like about the map though, is that it is randomized where the rooms are. This leads to variety in gameplay.
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The map is very big, but from the bit i played on it the loops seem to be on the weaker side. This is in theory a good balancing point. There are many maps that follow this style and that's a good thing. But it think it could be a little smaller, as its size is a bit too much.
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Rammstein pls
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rather Killer sided than Survivor sided, but all in all pretty balanced. maybe one maze tile more or something like that. maybe buff the main building for survivors. something in this direction.
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a bit too big. maybe there could be one or two filler pallets less. because in the areas with fillers only there are quite a lot of them
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Pretty balanced map. A little big, but at the same time there's a deadzone in the middle.
I like it when maps have their nuances, making them stand out from each other, so pls don't change those things
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As Survivor there are no maps I dislike tbh. Ofc I like Garden of Joy or The Game the most as Survivor.
For Killer it depends a lot on which Killer I play, but for many of them I like Coal Tower I, Dead Dawg Saloon, Midwich and RPD East Wing, as they're all relatively small and have not too many connected good loops.
I dislike as Killer RPD West Wing, Garden of Joy, The Game, ... There are many tbh....
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There are many licenses here I'd love to have tbh...
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660158#Comment_3660158
This. Original characters can also receive licensed cosmetics. A few other examples are the bunny suits for Legion (Silent Hill collection) and the cosmetics belonging to the Artists From The Fog collection. In these cases, the outfits do not receive a Shard price 4 weeks after release but can only be bought with Auric Cells.
yeah, i knew that Original Characters can get licensed skins, I just didn't know that Domrebel is a licensed collection
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the strongest one i've seen so far is Hex: Head by Gay Dwight. But alternatively you can just use something with a <3, because according to a random streamer i've faced once, everybody with a <3 in their name is a comp player
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Do you play the game in english or another language? Because in other languages there are often translation issues. I will take a look at what i can see once i get home. for now, you might need to down them during the same main event (which is harder since his rework)
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@EvilBarney666 said:
I would think Maiden and BHVR would want to make as much money as they can. It would make sense to have them available always.
People coming into the game later down the road who are maiden fans will snatch them up. It just makes monetary sense to me.
But, never can tell.
yeah, you'd think so. but same thing could be said about AoT
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Survivor glyphs are fine. as a team of 4 you will in almost every game have a moment where one person can do the glyph. killer glyphs suck hardcore.
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tbh imo you get tunneled whether you have a p100 or not. it's as easy as that
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@Khastrx said:
Lightweight could reduce the sound of footsteps, or make them sound inconsistent regardless of your health state. I know the Ripley perk silences footsteps while healthy, but Lightweight could be an alternative.
i kinda like the idea, but i think the effect of Light Footed is too niche to need an alternative. it wouldnt be distinguishable enough i think
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658000#Comment_3658000
A cooldown is fine, but then it just becomes a worse balanced landing. Design wise it fits the theme of the perk, but at that point people would probably just run balanced instead.
yeah, but it would still make lightweight better than it is now. plus you would be able to combine it with Exhaustion Perks. plus you could also give it a token system so you can use it for example twice before it goes on cooldown. you could give this either a timer in general, or make it come back while not in chase / not in the terror radius (kinda like Distortion, but reverse).
this would give it an advantage over Balanced in certain builds.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/406203/lightweight-buff
It would be quite over powered. So many loops would become infinites and the amount of distance you would make on drop vaults would be way too much. They removed the 75% on balanced because of the infinite reason.
then give it a cooldown
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@sizzlingmario4 said:
This was actually something that Balanced Landing used to do, where it would reduce fall stagger all the time even when you were exhausted. It was too strong and got removed.
i know that myself, but we are in a different time now and i said it doesnt have to be a 100% reduction
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there would be so many missed opportunities my dude
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i'd love to use chase perks only. as survivor i do, but as killer it depends on what survivor bring. sometimes slowdown is absolutely necessary.
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tbh the game is killer sided is one of the worst opinions ever imo.
not to trashtalk or something, just my opinion. strong perks/addons/items are so gamechanging. and survivors have the opportunity to use them 4 times.
that means, if the survivors take the strongest stuff, the trial will be survivor sided. if they dont, but the killer does, its killer sided.
if they both do or do not, its relatively balanced, but leaning more towards survivor sided imo
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funnily enough i tried to figure out a way to make the grim embrace DMS combo less busted. what came to my mind was to make DMS not activate if you are forced to leave the gen without your will (i.e. a doctor shock, the gen getting blocked by other means). this would also destroy some of the healthy ways to combine DMS (i.e. doctor). So i really like your idea.
i in general think that this kinda logic should be used more often. its like the haste status effect which shouldnt stack imo
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after the buff with overdrive i still enjoyed playing against billy, but the increased window for curves ruined him. i hate to play against him now
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I play both Killer and Survivor, so in my opinion it's a really difficult situation.
On the one hand a strong self healing perks is easily OP, on the other hand I hate it when my soloq teammates do nothing but self-care...
To be honest I would buff it a little, but nothing too crazy
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tbh this changes regularly, but right now it is Distortion, Lithe, Adrenaline and something random i decide freely. I've for example used Diversion as 4th perk or Fixated
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652280#Comment_3652280
Knight and SM are typical press 1 button and get a hit killer.
Its not about best killer or not, its about fun killer or not. And recent killers are mainly unfun for the majority of survivors. Thats the topic here.
Dredge and Artist counterplay is Hold W (if you can). Pretty awesome! Just how interactive chases should be, right? I played enough Dredge to know that this is a fact.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652260#Comment_3652260
"Every complain should be ignored, unless those i agree with"
tbh dredge and artist are very much loopable imo. its all about the mindgames. you can use their power against them.
For knight and SM you are mostly correct. i still dont find them as annoying as most ppl say, but tbh it really depends on how their chase playstyle is.
but even then, knight and SM do not explain why so many ppl talk about EVERY killer in recent times. these are two out of many
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huh? i've only noticed the double basement so far.
tbf i had this one killer match where i was struggling really hard and i felt like they had a very strong version of lerys, but i dont think it was like THAT...
but i read the bugfixes every patch, so by then we shall know
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tbh this really is a hit or miss build, but your chases shouldnt be long with this.
Skull Merchant with Brutal Strength, Coup de Grace, Rapid Brutality and Save the Best for Last
if the Survivors pressure Gens you can struggle, but if they are overwhelmed by your chase power it's easy
If you want it 100% evil go Myers with Coup de Grace, Hex: Haunted Ground, Hex: Devour Hope and Hex: Undying and double stalk speed (Memorial Flower and J. Myers Memorial i believe)
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652064#Comment_3652064
In my opinion, MMR feels a lot like old ranks. My games are mostly all over the place but that's probably for the best.
As much as we would like games to be more even, none of us like the feeling when all our matches are super sweaty and the game feels more like work than a way to have some fun and relax. So the only thing they can do is to try and reduce the range in which these games can swing in either direction.
Changing the way MMR is calculated could have some positive effects but I'm not sure how much good it would do. The average team would probably be a bit more consistent in strength though.
Fun Fact: this is literally my experience as killer. as long as i play every killer only for one match and then change to another its fine. but as soon as i start playing a killer for 3 matches in a row or more, i just get the best survs in this world 5,6,7 times in a row. then i get ONE match that is so easy that the survs stand no chance. repeat. its so stupid
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652142#Comment_3652142
He is very strong but at the same time has absolutly fair counterplay. His anti loop is not a silly press 1 button and win mechanic what we usually get now but rather he must play well to perform well. And so do have survivors. A bad survivor wont last more then a few seconds against a good Wesker. Skill expression at its finest we have.
I do not quite understand what you mean with "press 1 button and win mechanic"... what killer has this in your opinion? Why are there so many people in this threat who just cant do anything but complain. Do you realise that many of the recent Killers are not amongst the best Killers? Why do you say that Wesker is so good because he has fair counterplay, if there are Killers like Dredge and Artist who also have fair counterplay?
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tbh i loved Xenos PTB chase music...
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Depends on the situation. Its totally fine if its in endgame or if the survivors didnt unhook for 50 seconds and you camp the hooked person to second stage for the last 10 seconds. But mostly its just unfun for anyone. The anticamp is definitely a good thing, but it needs improvements, for example on multiple floor buildings. Now, calling it "not fair" is maybe a bit over the top. Its rather toxic/boring. But i assume this is just a bad choice of words abd this is what the author meant. Correct me if i'm wrong tho.
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But I think rn Kindred is also bugged, bc I've heard that you sometimes don't see the killers aura. Haven't had it myself tho...
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Mine is not there tbh. The only thing i want them to do, is change the challenges that are impossible rn. Like the one from tome 2, where you have to avoid a basic attack via dead hard.
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I'm gonna use it to play KYF with less then 5 people.
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@Kosturko92 said:
I don't know who came up with the idea that deliverance pairs with off the record, this should be removed asap
The SWF team at high MMR is impossible to beat most of the time.
Please buff killers.
1) Make gen 100 sec
2) Nerf MedKits and Boons ( make that you can apply boon only once per tottem )
3) Give us old corrupt intervention basekit
I agree that items need a clear nerf, but the other suggestions i dont think are good. Instead balance maps. I think maps and items are the biggest problem rn.
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@WeakestNurseMain said:
From my perspective, the only way you can win vs solid SWF's without camping and tunneling is play a killer like Nurse or Blight, they're the only killers that can keep chases short(if you're good at them) and have enough time to 12 hook. But I've seen people here on the forums who think that mid tier and even low tier killers can 12 hook and still 4k vs good survivors if they get good enough with their killers power, there's got to be something I'm missing here because at 3k hours into DBD(with most of it spent of killer) I just can't win without tunneling and camping, I've learned the majority of the killers powers, I know all the general tiles in the game, I know how to chase and loop with most of the killer roster, but I just simply can't win without camping and tunneling if I'm not playing Nurse, Blight, or Spirit.
Tbh i think camping and tunneling is fine if done tastefully. I mean, obv facecamping is bs, but if a team genrushes you or uses a disgusting map offering then its completely fine to proxy camp. Also you dont have to ignore someone just bc they have been unhooked. If they thinl they can bully you, bc they have been unhooked and if you go for them they are toxic in the end game chat, you can go for them. You just shouldnt tunnel people off hook.
I recently had a match with a leon who sent me to the meat plant (i was a pinhead), used meta perks and an insane item plus addons. Afterwards he complained about me proxy camping in the endgame, bc i had like 2 hooks.
I think the biggest problem is not killerd being too weak, but items and maps being too strong. The difference between survs with OP ######### and survs with basic or no items at all is huge.
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@danielmaster87 said:
You can't. Any buff to solos will be a direct nerf to killers, especially the weaker ones.
Thats why the person opening the discussion wanted to buff killer afterwards... that litetally makes your comment unnecessary.