Archive512
Archive512
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@ASurvkillivorer said:
So do you not actually gain any currency IN matches. Only from the tome?
yep, by doing tome quests. would be better if all of them were killer or surv, since i hate playing killer, but i'll suck it up and get ttv bully squads for some free loot.
@Mandy said:
Can confirm you will be able to get everything with the Dark Trinkets.
thanks for confirming
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im curious, can you get everything in the event tome with the new currency? or do you have to choose which ones you get
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so far the main two not even complaints more of annoyances, are these:
flame turrets are useless. a slow for like 2 seconds and if you are lucky actually helping with the aliens power isnt that good. the trade off for going right up to a vent, being slowed massively while holding one, then the tricky placement of it makes them not worth it imo. at first i thought every alien was running an addon that made them not as useful. nope, thats just how they are. if they just booted the xeno out of his power for X seconds, it would give the turrets some actual use and give survivors a fighting chance against my second annoyance...
the tail. no matter what ive seen done (pre dropping, going for stun, faking windows / pallets) nothing can really help with her tail during a loop or chase in general. besides a small audio queue there is no way to know whats gonna happen - you try and bait out the tail, you get hit with an M1. dont bait out the tail and go for a greed or even just dropping the pallet, you get hit by the tail. seems kind of out of like with other 'ranged' ways of hitting (nemesis has his whip out, huntress hatchet is ready, gunslinger is ADS, PH has his sword in the ground)
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TCM has been out for 2 days and people are already saying that its gotten stale?
dbd has had seven years to get a bajillion perks, survivors, killers, maps etc. if people would stick to another asymetical horror and give it the same attention as dbd, there would at least be another game to play other than this one. if you abandon a game the same week it comes out because it 'doesnt have enough in it' then get ready to just have dbd, since no other game can be given any time to actually flourish and create more content.
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jeff main, i remember when my friend was like 'why do you play jeff, hes the loudest survivor in the game when injured etc.'
thats when i found out survivors have different sound levels, and out of a mix of pure spite and loving the heavy metal costume, ive not looked back
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i would do dailies if they werent all for killers.
i used to play killer, i got mega stressed out while doing so. i have no more interest in playing killer, not even in kill your friends. yet i get nothing but killer dailies, so i always ignore them. plus due to you needing literal millions of BP to get a character up in prestige, an absolute max of 180k (with 3 60k quests) is like a drop in the ocean. at least with rift quests you can choose to do survivor or killer ones.
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ive been brainstorming to the group i play with often that perk tags would solve a lot of 'problems', real or not.
'the heck are perk tags?' i hear you say. well, each perk is given one or sometimes two tags, depending on what they broadly do. kindred? vision / aura. dead hard? endurance. self care? healing / recovery. prove thyself? generator, etc. it would mean you could search 'healing' as a tag and get all perks related to healing, which pretty much already happens with the search bar.
heres the kicker: no more than two of the same perk tags in a build. you bring adrenaline and DH? cant bring any other exhaustion tags. have stake out and prove thyself? say goodbye to hyperfocus. means killers legitimately can no longer complain about a 'meta build' because there would be so many variations on the groups of perks. plus, it would give some lesser used perks at least a chance.
oh its not just on survivor, its on everyone. goodbye 4 slowdown perk builds for killers, as tags will be on killers perks too but altered towards killer objectives. heck, if tags are too complicated just use the points categories as a system. would solve or at least help out with the 'killer / survivors are only using [PERKS 1-4] and its ruining the game' ideology.
again, this is just me brainstorming ideas with the guys i play with while i wait for their skilled patooties to finish punish looping a killer for 5 gens bc i got tunnelled out due to my tunneling skills being as solid as overcooked noodles. any ideas / opinions are welcome, lets discuss!
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@Mad_Rachett said:
It has nothing to do with perks being overpowered, killers being "strong" survivors being "weak". Nothing to do with the balancing of the game. It's all the fact that survivors just flat out quit over the smallest reasons. I have not been able to play a single half decent survivor game in the past two weeks because everybody just drops out for whatever reason or kills themselves on hook.
Dont like the killer? Kill self on hook
Dont like the map? Kill self on hook
Got caught first? Kill self on hook
Killer read your mindgame? Kill self on hook
Teammates finishing a 90% gen instead of dropping it to save you on your first hook? Kill self on hook.
only time i sewer slide is one reason (used to be 2). the first (and normal one) is skull merchant, specifically gen merchants. i really dont want to sit and wait a super long time because of a skull merchant. its even in my steam bio so any pc players im with can see it and know what to expect.
second one (that isnt the case anymore) is wesker. not because i got used to playing vs him, i still think hes annoying as hell (it was funny seeing wesker mains cry when an exploit they were using got patched out and floods of 'b-b-b-but its a tech! not an exploit or bug!' comments happened). it was because i had nothing, and i mean nothing, but weskers during the anniversary event. at the start, i played against at least 10 weskers a night. fair enough, he was killswitched and re-enabled during the event (i personally think he should have been re-enabled during the second half of the event) but come on, theres 30+ killers in dbd and it was all wesker. luckily, it isnt the case anymore. i just get tunnelled out instead
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i used to love the wierd and wonderful perks of the game, with silly builds that dont do a whole lot in terms of meta but are quite literally a breath of fresh air. used to always use blast mine, red herring, etc. just to use perks that you rarely see, to make the killer think 'wait, is this [BLANK]? i havent seen that in so long'.
now due to most games either geting to a tunneller or meta slave, im just doing quests and changing my build accordingly. healing quest? healing build. chase quest? case build. gen quest? gen build etc.
my old perks i havent touched in so long since either i get tunnelled out before they have a use or they do nothing because the killers running 4 slowdown.
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I saw a recommendation about the BP incentive, how if a killer is popular at that time, they don't receive the BP incentive and those that aren't played do, to either 50% or 100%. sounds like a pain to implement, but I guess it would somewhat help with the problem of playing vs the same killers all night.
Wesker being re-enabled at the start of the event didn't exactly help with killer variety (i went against at least 10-15 of them in one night at the very start of the event) and since there are a LOT of killers in the game it would be nice to see them all played to a healthy degree.
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i think the rule of thumb should be that a celebrity needs to have been involved / is currently involved in some sort of horror project. maybe actors from horror movies, or high profile producers. personally idk how i'd feel about random celebrities with no real link to horror movies being in dbd
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@sluc16 said:
I recently started learning killer, and I get nothing but OP swf teams and super experience survivors.
Is just impossible to have any fun at all with such unbalanced games, and it just keeps on happening, one would assume that after loosing a bunch of matches you would start getting more balanced teams, but no, is just matche after match of unbalanced skill leves, is ridiculous.
been happening to me too, but i used to play killer years ago. just had nothing but horrible matches, no matter the killer.
my advice? dont play killer. if you want to play something like killer, wait for TCM or the Killer Klowns game to come out. imo, this game isnt it for wanting to be a threatening presence that can ACTUALLY impact the game.
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i hate playing against certain killers. its just not fun for me, like blights or skull merchants. or, just a super sweaty build. like today, i played vs a legion using broken on mend addon with thana, plaything etc. and just gave up on hook. you start punishing people for suiciding on hook, they will just afk in front of hook.
a friend of mine who is a pretty damn good surv and killer put it best: "you wanna play 'this'? okay, doesnt mean i want to go against it'.
im not about to be forced to play against an extremely sweaty killer if i wanna have some fun with a niche or meme build, ESPECIALLY during an event such as the current one.
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While browsing around to find a copy of the nightmare edition, reviews from within a few weeks ago say it works- is the capability to add it from ps4 to ps5 via support ticket what is no longer available?
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@jokere98 said:
"After manually damaging a Generator, Call of Brine activates for 60 seconds. "
alternatively, adding "this perk does not work with gen damaging perks" to the last line of irs description
so instead of CoB working from the explosion of eruption, it works off of the killer damaging the generator
It works exactly like this. Call of brine affects generator only if you kick it manually
does it actually work like this? i dont have ring and when checking the wiki for any info on if it does or not, it didn't specify so I assumed it didnt go via manual. the more you learn i guess.
still, at least we are having a discussion about perks and status effects etc. without going to each others throats. nice to see, and since my times on the forums a less common sight
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@proxy_taxfraud said:
Notice how it's predominantly survivors complaining about killers.
Being able to stack up 12 health states, predropping every pallet while rushing gens with BNP & Prove Thyself, always knowing where the killer is with Fogwise is totally normal though.
For the 100th time we're just gonna cry to nerf everything a killer can have so that killers stop playing again or resort to the dirtiest tactics available. Surely that won't circle around into the next best worst meta.
At this point I am convinced that the healthiest move possible for this game's balance is to disable all perks without exception for a Month and draw actual conclusions from the resulting data.
Watch me get laughed at tho because read the first line of this post.
I hope you don't mind but i'd argue against the first couple points you are making. for context, i usually play solo queue survivor running non meta or as little meta as possible. because i personally think that variety is what makes this game fun; seeing both killers and survivors with wierd and wonderful builds prevents a 'stale game'. i want to state here that im not saying 'hurr durr your wrong cuz killer' but instead give what i've seen as a solo queue survivor (jeff main too) so debate what you claim.
firstly, 12 health states. i assume you mean health to injured to endurance hit. i personally have seen a sharp downfall in people using endurance hits, mainly dead hard (affectionately called 'dab hard' by people i occasionally play with) since it had its nerf from distance + effective health state to just a health state. now it is far more imperative to wait it out, and since it only lasts a second it cant really be used to extend chases unless in the right hands. out of the games ive played recently, only a small handful of players ive been with really use it. maybe its due to a difference in MMR, in which case its not really a problem with the perk per se, or even the idea of endurance hits, and more about the still small pool of perks used in higher MMR, something the perk overhaul attempted to fix. either way, the only other attempts to get endurance hits are scarce and highly telegraphed. someone healed mid chase? purple medkit addon. someones taking protection hits out of nowhere? could be mettle of man. the other meta way is off the record, which is only through the unhook and disappears after any real game affecting action. if your allowing a survivor to use OTR as another health state, then it could be the playstyle that you are using that is causing the 12 health states you describe.
secondly, pre-dropping. quick one as above is a mouthful. pre-drop is a double edged sword for survivors: gets distance but removes a pallet. can be frustrating on some maps such as Gideons, but that comes down to something both players can control via map offerings (or not because of map RNG). some killers like nemesis at tier 2, doctor, possibly pyramid head etc. almost require pre-drops. from the casual solo queue, i personally cannot loop that well and if its going downhill, i pre drop which usually results in a health state for me. once again, could be an MMR issue as ive seen far better players loop pallets instead of pre-drop. comes down to the player.
rushing gens with BNP (brand new part) and prove thyself. personally, i use fogwise in an aura build because i suck at chases and dont particularly want to be face camped or tunnelled out of the game, so avoiding the killer is my best bet. using a brand new part lets me see where and who the killer is/are, and act accordingly. no different really than using lethal persuer to see where survivors are at the start of the match (i used to use distortion to counter that, underrated perk imo). thats the heart of the argument - using perks to counter the opposite sides perks that you dont like. hate genrushing? killers are running eruption with call of brine a lot recently. survivors hate lethal persuer? run distortion. dont like protection hits? forced pennance solves that somewhat. the problems occur when one side seems to outweigh the other more than can be seen as 'fair' and that fine line is pretty hard to tightwalk across. look at the eruption + CoB situation i mentioned earlier. i feel there isnt a way to really deal with it other than making a gen finish quickly since there is no way for survivors to know when someone is going down in solo queue, so casual players are feeling frustrated that the line is tipping to killers here. however, killers are frustrated at getting 0k,1k, and occasionally 2k because of genrushing and a camping / tunnelling mentality has slowly taken a grip over some killers because they need points, and to have fun, too.
to put it simply, we shouldn't cry out about one side seemingly having the upper hand due to multiple layers of attempting to counter the current meta. instead we should be taking a step back and seeing what the broader problem is here: the game has become too focused around a singular aspect of the game because thats *all the players have*. gens are either popping too quick of killers to even play, or so slow survivors dont see any value in doing them; chases are either to short to be worth their salt or so long killers get frustrated to the point of calling it a night after a few games. no matter what nerfs or buffs come out, it all boils down to 'what part of the game is now the hardest part'. the moment it becomes the main objective, we have what you see happening in the game right now.
id like to finish with an example from this thread:
@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303728#Comment_3303728
I started playing camping bubba again yesterday. Easily 2K and throw on NOED, 3K and even 4K at times! I don't even care anymore.
because of the current meta of genrush, killers are having to turn to tunnelling and camping to get kills, and by that regard, quest progress and BP. this has caused survivors to now genrush even harder, which in turn has caused more killers to be forced to resort to tunnelling and camping to feel like the time and stress they put into a match is worth it (i used to play clown and myers, i know what stress as killer is like). now we see solo queue players hoping that just one match they can have fun, and SWF's now being used as the example picture of survivors because they are the ones that get the most attention from killers and survivors alike.
thank you for taking the time to read this.
(merry christmas / happy holidays to all who read btw)
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@steamed_hamzzz said:
This has been a problem for a while now, I’ve had game after game where if I try and solve the box during chain hunt I’m still continuously harassed by chains making solving impossible as my progress is repeatedly interrupted
surely this is a bug? Otherwise it’s pretty much a complete death sentence for all survivors once the chain hunt has started with no way to end it
the box itself will still spawn chains on you, while pausing the chain hunt for everyone else. on of my major complaints with pinhead tbh, it should remove all chains from you when you start to solve it.
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@Rizzo said:
The required perk is Self Care, Peanits already confirmed the description is getting fixed as soon as possible:
https://forum.deadbydaylight.com/en/discussion/comment/3176355#Comment_3176355
if i was to do it with self care, would it still pop? or do i need to wait for a bugfix or something
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3159645#Comment_3159645
And yet there are many, MANY people who complain about Call of Brine or Overcharge. And Blast Mine is specifically there to punish killers who insist on a kick before chase to get the regression rolling.
But, for some reason, it's fine to complain about killers running all regression perks, but totally unreasonable to actually run the survivor perks that punish killers for running regression.
Weird how that works!
regression perks can get value from them no matter what, even if it is only a small amount (survivors succeeding at overcharge or finding ruin for example). with blast mine not only was it a slight delay before you could put regression on a generator, or cut off a part of its progress (pop goes), or make a survivor one hit with it (dragons grip), but you could SEE IT on the generator. it is physically on the top of the generator so the killer knows you are running blast mine and to not stomp it for what, 10-15 seconds? with killer regression perks, survivors dont know you have it until you got value from it. the only thing survivors had to deal with that is now one of the weakest perks.
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i see. i rather like this new swamp map, luckily i didnt play against a dredge on that map, its gonna be a lot better
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@SOULWARRIOR71K said:
My experience so far tells me that the biggest change is that I now have to think a bit about my loadout as a killer. However, other than that, I feel like the survivor meta will simply be gen rush (Prove Thyself & toolboxes/bnp) + speed boost chase/exhaustion perks like Spring Burst and Lithe + endurance perks like off the record.
SWF: when going against a coordinated swf of 2 or more, the game feels more or less the same as prepatch in terms of gen speed. Survivors are using prove thyself to power through the extra 10 seconds + they will play extremely safe by sprint bursting off gens as soon as you get close (making fearmonger a must have depending on the killer in my opinion). It's almost as if the extra gen time is having the reverse effect in that survivors feel they need to slam gens more now even though most meta gen regression perks have been nerfed.
Good Solos: If the solo queues focus on the objective and don't dc or let the first person second phase for no reason, these matches tend to be the most fun. A good back and forth.
Uncoordinated Solos: tends to be a blood bath that ends at 3/4 gens. I honestly don't think this is due to the chances to perks or basekit of either side. I think the reality is, most survivors aren't that good without dead hard and/or being in a swf. Too many survivors just weigh their teams down with bad plays, not doing their objective efficiently, or just giving up too soon.
Overall, I'm doing just fine with this patch, but it really does make me think that "balance" is not something that is truly achievable in this game. Reason being solo queue exposes weak survivors and killers (myself included) don't want to play against coordinate swfs every game. I'll be honest and say that I don't want solo queue buffed anywhere close to swf because i don't like playing against great swfs every game. As such, I'm okay accepting that some games I'll stomp, some games I'll get stomped, and some games will be 50/50.
im playing solo survivor queue and i agree that its a bloodbath. either there are compitent people who know what to do and its usually a 1-3 man escape, or its people who sandbag a hook, usually go down for it, and then the person they are trying to save gets hooked. as such i couldnt care less about solo queue. with my friends? sure, i'll concentrate and play well. other than that i focus on doing challenges and dailies, and try to progress through my tomes.
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@bm33 said:
Survivors aren't throwing to inflate kill rates. That's like saying killers were throwing to inflate escape rates.
A tome just opened up, survivors have always put their challenge ahead of gens. This is felt more now because all the killer buffs make just one survivor not focusing on match hurt survivors more.
Survivors giving up when a killer is running a full slow down/regression build (especially on specific killers) or camping/tunneling just makes them feel like the match is a lost cause so just move on to the next as fast as possible. This was an issue before the patch, the patch buffed these so you see more camping/tunneling and slowdown/regression load outs which in turn has survivors giving up more often.
The DH change isn't the issue, even before the change all the survivors said they would just use SB or Overcome or some other exhaustion perk instead - which they have done. The only ones making a big deal about DH are the killer mains that were so obsessed with it BEFORE the patch that they ignore the multiple buffs killers actually got just focus on thinking it's DH when the things making survivors give up have nothing to do with DH.
Survivors complained alot about Legion with slowdowns BEFORE the patch. This buffed and made more miserable by increasing gen times and buffing slowdown/regression perks.
Survivors complained about killers camping/tunneling BEFORE the patch. Not only was it buffed thanks to increase gen times that total are 50 seconds (almost a full hook state) while hook times stayed the same but the only buff survivors got that could've helped, basekit BT, doesn't actually last long enough to get a survivor out of the basement or to a loop - especially since they buffed the killers cooldown after successful hit and nerfed the distance survivors get after a hit.
There has been an increase in Prove Thy Self because survivors ARE trying to get gens done. I've seen multiple people already bring up seeing it more often, even some killers already calling for it to be nerfed. I've seen a noticeable difference in my matches when no one is running Prove Thy Self and when one player runs it to the point I've added it to my load out. While it doesn't guarantee 5 gens will be completed I've had more matches where 3+ gens are completed now that I've started running it because it's the only thing to counter the increased gen times and gen slowdowns/regressions.
okay, thanks for putting it so consisely! ive been using prove thyself for the longest time anyways but i guess now i'll see it more used.
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@Tiufal said:
Where exactly did you see anyone pointing at the DH nerf? There is not even literally no thread that mentiones that in any way. Youre not the first one mentioning that, and its just a lie.
i swear i saw it in a couple threads, but i must have been mistaken. sorry for mis-info
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3084041#Comment_3084041
If you are not playing all killers, you can only p1 them. This will be enough for your main killers. All perks will be added on your loadout as tier 1 but you can open higher tiers on your bloodweb ofcourse.
ah okay, so i dont need to p3 them, just p1 them then sink some bloodwebs into the killer.
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@MikaelaWantsYourBoon said:
1,6m for from level 1 to 50
20k BP for each prestige tax.
You will need prestige them 3 times.
4,8m you will need for total.
so its went from about 1 mil bp into a character you dont play and a couple bloodwebs to get a perk on your main to almost 5 mil bp into a character you dont play to get the tier 3 perk on all survivors / killers, even those you dont want to play? yikes.
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@TheSubstitute said:
You've seen a non-tunneling Huntress? For real?
usually they arent terrible, but recently i dont know what it is but every time they have just been sat on the hook. ive been camped out of a game 4 times in a row tonight so thats enough for me, i'll play something else or watch a movie or smth.
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welcome to DBD, where you have to throw games to get survivors at your MMR level. theres a reason why playerbase on steam is constantly declining: the game isnt in a good state for new players, and old players have gotten bored of the same meta for 5 years. im waiting to get a beta key for VHS then im playing that way more. it seems to have its ######### together
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maybe give players a way to 'burn' offerings for BP or something. ive had blueprints and mist offerings in my offerings list for ages and never use them. or possibly a way to trade up offerings, so you could turn 5-10 brown offerings into a yellow, then to green, then to purple? kinda like the CSGO trade up system.
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it depends on a lot of factors:
first up, the killer. if your playing a meta killer, such as nurse / spirit / blight, or a killer you know really well, then that helps. if your playing a killer that is seen as bad (whether for funsies or because you like how they play) then its gonna be more difficult, as there is a reason why certain killers are objectively 'better'. i will get to that soon.
next is your loadout. if your running perks with high synergy, or they work well with your killer, or do well on a certain map then it helps. same with addons, which are usually the higher rarity ones such as the iridescent camera for ghostface, redhead pinky finger for clown, triple blink for nurse etc. and finally an offering can help you get a map which your killer works well with, or bonus BP, less chests, lower hook distance. however, if you have just jumped into a killer, or have no really 'decent' perks with little to no synergy or rely on a certain playstyle that isnt yours, then theres gonna be some trouble. some addons are useless, and for killers like pyramid head it can be quite the majority. or a certain addon is required to play a certain way, like freddy's dream pallet addon.
we also have now the core mechanics of the killer. recent additions like nemesis, pinhead, pyramid head, artist etc. can deal with loops pretty well, or the new leigon and twins along with plague can force survivors to play a certain way or keep them vulnerable for a long period. on the other side we have the 'hit and run' killers, like michael, onryo, trapper etc. who may have an ability to help them on some situations, but boil down to pressing chase, M1, chase, M1 (although with this meta now its more chase, loop, hit, chase, wait DH, loop, maybe M1). these hit and run killers have a tougher time due to not having much to deal with loops, relying on mind games and survivors making mistakes to get ahead.
how the game has now made matchmaking work also is a difficulty for killers now. i cannot tell you how many times ive personally got up from my chair after a game and wanted to uninstall this. killers are expected to get better, but how can we when there are others with double, triple, sometimes quadruple the amount of hours in this game? which does matter, because if you put a new survivor and an experienced one in the same match, there is a total difference in how they play against the same killer. i have about 450 hours over around 2ish years with some breaks. if the people i am against with 1000+ hours were making simmilar mistakes to me, i could understand. but the idea of rainbow ranking has now developped into MMRainbow. its increasingly odd how matches seem to have someone with very few hours and others with thousands in the same match, when surely MMR should split them apart as two wildly different skill levels unless something external is happening, like smurfing.
the map itself can have a large affect on how the match goes: i personally think RPD should have stayed in development, so when i get RPD i will do worse because i dislike the map. long maps, like pyramid heads map or artists map, can be worse for certain killers (like hit and run) or better (ranged killers or high speed like hillbilly). on a more specific note, map tiles can make or break a chase, as if RNG has decided to put some pretty safe pallets nearby, you might have to either tackle that area part by part or be at a massive disadvantage trying to just eliminate that areas pallets. again, hit and run killers have the worst time here.
gen times tie in with map, particularly size. when i play with my friends as survivor, we found that one person running prove thyself and a toolbox of any kind can make a gen pop within 20 seconds with is 3 on it. so if survivors spawned nearby, or your in chase as a killer, it takes just 20 seconds to pop a generator. if the map is large enough, some killers cant have enough gen pressure to stop this, making the match a 4 generator one before it began. but, if you run certain perks this can be stopped. but then we have another problem:
the wide array of killer perks, against the few survivors use. there are some popular killer perks such as BBQ+Chilli, thanataphobia, corrupt intervention etc. but there is a wide variety of perks for killers to use to maximise their particular playstyle, whether they like chases, messing with terror radius, gen slowdown, or dealing with the various wrenches that survivors try to throw in their plans. however, as im sure everyone has seen, perks like dead hard, circle of healing, borrowed time, and ive personally seen an odd rise of head on users. i am partly at fault here: i use borrowed time, but because i run an altrusitic unhooking and healing build because i find generators boring and i suck at chases. because some perks are so valuable to survivors in terms of either giving other survivors as much time as possible to complete the match, or for their own survival, we dont see much variation. there are those who use the wierd perks, like myself (i ran autodidact and for the people for a while) but the vast majority are ones that make chases longer, which is what a killer doesnt want, or making your escape from certain 'death'.
so is killer hard? yes, and it would be wrong if it was a breeze. but impossible? i agree, but only because it has been made so by years of the same meta, and killers being forced to play certain types of killers to deal with this meta. to be honest? we're tired. we're tired and bored. we can either play for fun and make out with next to no points, or we are forced to play every match like we are one pip away from a new grade for what, more points. for new killers the game IS impossible. with the 'changes' to MMR creating the MMRainbow we have, it is impossible for new killers or returning killers trying to learn a new killer to possibly get better because they arent playing against people their level, and as such honing how they play and getting gradually better at it. the game is throwing new players, who might not even know how to use their killer properly, against teams who could speedrun a match in a couple minutes tops.
thank you for your time to read this. its long, i know.
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@humanbeing1704 said:
uh oh moonlight offerings are back smh
thats before my time, care to elaborate?
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@Laluzi said:
I got that too! I was wondering if Haddonfield had a day/night cycle or something, because I couldn't make sense of it. Started dark, went bright for about 2 minutes halfway through the match, then went dark again.
mine lasted the rest of the match, which was a good couple minutes.
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@dugman said:
Am I missing something, what are the shadownerfs you're complaining about? I don't recall any unannounced intentional nerfs to killers. (And no, bugs aren't "nerfs".)
P.S. The Pyramid Head thing wasn't a "shadownerf", it was in the patch notes. And Shadow Dance - White and - Blood never changed.
the only shadow nerf im aware of (although, i dont read patch notes) is that they made charlotte not have a hitbox while piloting viktor, because you could close off a loop pretty well with that.
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i asked because we went against the same huntress 2 days in a row ( i play with my friends). playing killer now is the same old match, just different survivors. well, at this point its just survivor 'skins' because they all play the same. killer matches are abysmal, i wondered why i had so many cakes left over from 2 years ago on killers, guess this is why. now i just play at night with my friends and never else really, apart from the odd attempt to grind out BP which never works because cake + bp perks usually means survivors sweat it out and i get nothing out of it.
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heres what ive found:
learning doctor can help with grinding BP because he gets it pretty well; stealth killers are pretty hit or miss, against SWF is usually miss. even though you said you dont like nurse, a have a buddy who plays on console who didnt like nurse at first, but then stuck to it and is loving it. the flip flop nature of matches is just something you have to deal with- no match is the same and you wont just dominate with one killer. for chases and gen pressure pinhead is a good one to learn. his passive can be a great slowdown, and his active while tricky to hit can make chases a lot easier. sometimes, perks can help out gen pressure like corrupt intervention, ruin, discordinance, etc. so look into getting some gen pressure perks. also another reccomendation would be freddy, but SPECIFICALLY with his addons that give him dream pallets. they look the same, and tons of survivors will drop them thinking they are real, which is practically a free hit. plus being able to teleport to any generator is cool, as well as the hemmorage update coming soon making one of his addons decent now.
TLDR: pinhead, freddy, get some gen perks under your belt, and chill out! once you seperate having fun from winning with this game, it becomes way better (trust me, i used to main clown)
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i run gimmick builds, usually based around a certain idea (currently have a shoulder build, a healing build, and a totem / objective map build) or if i am for whatever reason doing a quest on someone, i try to not run meta because i play both sides: i know how annoying it can be to go to endgame chat after a bad game and see the same handful of perks every match. i know how bad it feels to have every unhook have borrowed time as killer but i also know how it feels to be unhooked in front of the killer without it; it sucks having a hard chase get decisive striked but hell a lot of the time ive wished i had it. but each match is different, and depending on the perks you bring it can be a good build or a bad one. main focus of the game, or any game really, is to have fun! if you find meta builds fun, go ahead. if you find the jankiest synergies fun to try and see if you can get them to work, then try it! dont listen to someone trying to dictate what you shouldnt / should use. focus instead on 'am i having fun with this perk setup?' if the answer is yes, then great! if not, theres nothing wrong with trying new perks, meta or not.
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my current one is hex: devour butthole
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Eyup, I've been trying to find it and I can't seem to find it via search. Would be nice to compare the lists
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Can someone link me to the killer perk one? I gotta send both to a friend to prove a point I've been making to his meta-only 'survivors have it worse' ass
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All I do is watch back their vod and see if I made them mad. Oddly cathartic to see a salty twitch streamer mad BC of me
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@GHOSTfaceP3 said:
Circle of healing is really strong but it's not over powered I mean the problem with boon totems is theres no cooldown on placing them ...even then it should only be like 40 seconds maybe 50
Yes. Because being able to effectively bring a group medkit with decent healing speed (the one thing that is a downside to say, self care) being able to place it on a boon without s cool down then also forcing killers to waste time finding the boon to snuff it out only for it to be relit the moment you move away is the worst addition to the game. Now you have to account of the whole team effectively having a medkit along with whatever item they bring. However it has meant sloppy butcher is seeing a rise in popularity, but even so it should be that dull totems are broken or at the very least blocked by the entity for a while once it has been snuffed out.
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@smartemarte said:
https://forum.deadbydaylight.com/en/discussion/comment/2754079#Comment_2754079
it slows you down ..... making you blind so you can hardly do anything isn't really a fun mechanic in a video game is it ? maybe if you actually had a chance to dodge vs a good clown then yeah
So what about flashlights? They blind you and slow you down because you can't see where your going.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2696341#Comment_2696341
They should just make it so that stomped totems are broken.
seconded. if hex totems are broken and disables a perk when cleansed, surely the boon: i dont need to bring a medkit or boon: remove how a killer sees in a chase should work the same.
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@Chilli_man2400 said:
No what it means is if all 5 totems are cleansed you can bring them back as rekindled totems and each totem rekindled has a effect
1 totem=30% gen slowdown
2 totems=30% healing slowdown
3 totems=30% recovery slowdown
4 totems=30% slower exit gate opening
5 totems=all totems are blocked by the entity and can never be cleansed again
i see. the games wording was off then, thank you for clearing that up, i thought i was onto something then
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@Laluzi said:
It's a well noted phenomenon. Nighttime favors SWF more because everyone is home from school/work/whatever business they had that day and friend groups can coordinate. Daytime favors solo because fewer people you know will be available to play with you. It's also linked to killer daytime queues being longer and nighttime queues being instant.
is it a fair assumption to say that the reason that daytime queues are longer is because killers dont want to go through the stress of click clack meta perk survivors?
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@HaunterofShadows said:
its a trickster archive
Does that matter? Not a cool thing to just sit on a hook and wait to get a kill
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We find that most trickers just sit on hook which is annoying for us because we are playing together- we wanna help eachother, but can't if there's a camping trickster unless we all run anti-camp perks, which is not what we wanna do (I run healing perks like autodidact)
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tried to level up some survivors, and some killers too, but this game crashes almost every match after the recent update so now im waiting for the 27th for the quality of life update to see if it foxes the spaghetti code that is makes me not able to play
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what about the sequels to tremors where they shot fireballs out their behinds, and were legit called a$$ blasters.
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to all saying about using perks being toxic, i should rephrase: its less the perks themselves, but more so the purple / red rank 'gauntlet' of the big 4 meta perks made to just ruin a killers day. doesn't exactly help when I'm hovering in green ranks (or lower thanks to crashing) and i just wanna play a nicely back and forth game of dbd when suddenly 3 gens are done within a first minute, im being looped and click-clacked, next thing you know the gates are 99'd and your only hooked survivor has been unbreakable'd. just feels bad man.
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@Zucker_Schock said:
https://forum.deadbydaylight.com/en/discussion/comment/2320809#Comment_2320809
._. I hope the event will be at least somewhat playable, and maybe they extend the duration or something, since it could very well be problematic.
extending the duration would be cool, would mean people like myself could not be time pressured and constantly worrying about being DC'd because of an error I have no idea how to fix and have to frequent the forums to ask why im getting error codes (thanks BVHR).