DarthYooDar45
DarthYooDar45
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912181#Comment_3912181
just because you haven’t reached Ghoul’s full potential doesn’t mean he isn’t S tier. Go watch really good ghoul players or play like 10 matches of survivor then come back and explain to me how Ghoul isn’t S tier.
Ghoul isn't S tier by any means. Just because survivor main content creators say so doesn't make it true. I would suggest the only change they make to it is that it would deactivate when the last gen is completed…
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@CautionaryMary said:
Because of my games yesterday, I consistently kept getting Pop Goes The Weasel and Pain Resonance (I didn't even know Surge was so large - 32 meters).
Due to the consistency, I find that not many people know that you can indeed deny Surge its value by simply going into a locker right before you get downed.
As Surge works on basic attacks, if you notice a killer is running Surge, and keeps getting value from it - simply vaulting into a locker can deny them it. Edit: (obviously do this when injured). When you're in a chase and you're injured, you know the killer has Surge - you can jump into a locker to deny the Surge value.
I do hope that Behavior looks at gen spawn logic due to how close gens are and how small maps feel like with the retweaked loop system that they've made - it practically net-buffed Surge from how close gens have become.
It's gotten to the point where I dread loading in on Grim Pantry (usually the map spawns so many clusters of gens opposite side of main) where main has one gen on one single side.
They really need to go back to the whole basis of gens where one side has a spread out amount of gens and the opposite has a good mixture as well. Otherwise this game will not keep its newer player base and more veteran players will continue being upset and give up due to how close gens are.
There is no reason for gens to be in clusters of 5 gens all in a close radius of one another and the combination of this with no fog makes the game dreadful to play without a person with Deja Vu on.
You know the entitlement is real when the survivors are complaining about a rarely used killer perk...
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@Yggleif said:
Like presuming you're not playing like Trapper or Myers or the literal bottom of the barrel killers does getting a 4k mean anything anymore? I haven't lost as killer in literally weeks and my soloQ games meanwhile are completely miserable and it just feels like to me the balance of DBD went from completely survivor sided with infinites and quick gens and insta-heals to killers not really having to work all that hard to get kills because maps are much smaller, there's generally speaking much fewer pallets on maps and survivor perks are generally much weaker now so you're relying on teammates that have barely any game sense.
I'm not asking to go back to how survivors were as recently as 2020 that was awful but the pendulum seems to have swung too far in the other direction and now I don't even really feel like I can be happy about going on such amazing winning streaks because they feel like they've practically been handed to me at this point. I've played probably around 35ish killer games this week and I've had to actually put in effort in maybe 2 or 3 of them? So I don't know what's going on idk if killer as a whole is just overtuned rn, all the good survivors stopped playing or if I'm better than I think (I think I'm very average personally) and a lot of killers that arn't me are actually struggling right now.
So I guess my question is to other killer players and I'm just asking how you're doing? Have your games been easy recently or does it feel like you still have to really put in effort to 3 or 4k?
I can tell you now that I get a 3k or 4k every 1 out of 4 games played. That just might be your thing. I am a P100 Deathslinger main on Switch and gen rushing is a huge problem still. Some games, I can't even get one hook before all of the gens pop...
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@Valuetown said:
I fully support BHVR's health initiative, as it is years overdue. I do think that these systems are addressing the symptoms rather than core issues with this game, and more gameplay features will need to be changed in the future. Likewise, I do think that implementing both of these features is overkill during the first iteration. The reason survivors would often go next is because there was no way to surrender an already lost match and save some time. With the addition of the surrender option, this pain point is alleviated. I would suggest trying out only the surrender option first, see how the community and matches react to that, and only if it is necessary, go forward with the "go-next" prevention as a follow up.
In addition, my main concern with the "go-next" prevention system is with the verbiage detailing how the system will flag a player:
- "Walking up to a killer and standing still" - what about taking a hit with borrowed time or off the record? What about a protection hit/down to save a teammate that is being tunneled and on death hook?
- "Running to a hook and pointing at it" - what about bloodpoint farming games? What about players that have an emergency and need to leave?
- "Intentionally failing skill checks while on hook" - what about allowing the final survivor to get hatch in a 2v1 situation? What about the players that really can't hit skill checks due to various conditions or having to play the game on mute?
It is impossible to have a programmed system correctly identify these three points described without making wrong judgements. If ONE player is penalized for something they didn't do, the system is a failure, end of story. This system should be a last resort. Contrary to popular belief, systems that hyper-scrutinize player actions in a vain attempt to curb bad behavior end up hurting the game in the long run.
As I stated above, the surrender option should be tested alone to see if it is enough to curb the giving up behaviors we have grown accustomed to seeing. Only if it fails to make any meaningful change should the "go-next" prevention system be implemented.
I have made this discussion in General Discussions to get more of the community's opinions, since nobody but the dev team checks "Feedback and Suggestions" page. Please let this thread live here for a bit so more thoughts can be shared on the matter.
The only problem is if these systems are implemented, it will prove that BHVR blatantly supports giving up and hating killers because of it. I believe BHVR has been supporting the hatred and nerfing of killers the past few years…
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@Lixadonna said:
A Killer with an inflated Kit is not fun for Survivors. It's why people hated playing against Skull Merchant. You're just going to see more disconnects and self sacrifice with the Nighmare.
Oh my goodness, you survivor mains complain about everything. You are mad because Freddy is finally a good killer. It's the survivors fault if they rage quit, not the killers lol
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@ok9873 said:
I have a question. Do you remember the nerf to the pig that removed its ability to read the auras of Saw cells and added time to the timer? Why not remove the same auras for survivors? Why casualize an already simple game for survivors, where they only need to take 4 red parts with correction and win? They removed the delay, brought in the anti-camp system, but what about genrush? Why can't they nerf this system as well? Why have killer mains been getting so many nerfs for months now????
And another question. Do the developers really care that much about their game and the community as a whole?
The sad part is that if they nerf genrush, every survivor main that plays this game will complain on twitter and say that's not needed. This game is and has been like this for the past few years and they are never going to nerf it…
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@Equinox_One said:
TL/DR: A big part of why I find myself playing 'sweaty' half the time is just how BM survivors are when they win. Killers can be BM too, but nowhere near as frequently. I wonder how many killers sweat and slug because it's better to be cursed out by sore losers than gloated at by sore winners?
OP: Trying to play chill during the event this afternoon. Silly themed builds, mostly playing for snowman jumpscares and laughs. As long as survivors are mannered and at least trying to interact with the event I'm happy to let everyone get some BP/tome challenges done and I'll maybe kill 1-2 to pip and let the rest go.
Game 1: Bubba. 3 fun survivors, one insanely BM Ace (why is it always an Ace?). Teabags after every pallet drop. Gets cocky so I happily tunnel him out and let the remaining 3 go. Get asked why I tunneled in postgame, I laugh and say that he was BM. Get 'oh come on bruh its not that deep stop being so serious its the internet'. I facepalm and move on.
Game 2: Shoe Hag. Fun game, 2 hook everyone, kill one to pip, let rest go. Great banter in postgame.
Game 3: SM Myers. Incredibly stacked 3man SWF and a good Nancy. I'm running a meme build. 4 hooks. Get teabagged from gate until I finally chase everyone out.
Game 4: Ghostface. Maybe SWF or maybe just a really strong team. Yet again, 4 hooks all game, 3 of which I got by trading in endgame. Teabags and GGEZ in postgame.
Game 5: Ghostface. Claudette kills self on hook on first down. I just wipe everyone and go next, not wasting my time. Felt a bit bad.
Game 6: Trapper. Crazy 4man SWF. One player with almost 15000 hours. Didn't get a single hook. Teabagging from exit gate, letting me down but then just endlessly body blocking, flashlights and sabo, would NOT leave. Finally endgame collapse kills them all. Clearly a SWF trying to keep MMR low.
Game 7: Nemmy. Full SWF. Get lucky with an early down then a second hook and T2 at 5 gens because they tried to sabo and messed it up. They then proceeded to hide around the map, avoiding AFK crows. Postgame 'tryhard killer.
Game 8: Billy. Playing around with Weave, Franklins, Insidious and Primer Bulb (stops instadowns from saw). Not SWF but strong and serious group, 1 hook all game. I finally get a second hook in basement, endgame. Rest just leaves.
Now annoyed, I throw on Grim, PR, DMS and Disc (my go to 'serious' build), fire up Artist and end up winning 3 games easily, back to back. Get asked why killers are playing so sweaty. When I respond that I'm tired of losing to people who don't want to meme around (and getting BM'd for my trouble), am told that I'm oversensitive and 'killer need a sense of humor'.
I give up and go play survivor.
Ugh.
As I am a P100 Deathslinger main and just a killer main in general, I think the word "sweaty" is just overused in general. I feel like the correct definition of the word is using your killers power well, which I can do with Deathslinger. The other one is what most scummy killers do, unless you are doing it for pressure. Survivors are going to complain about killers playing sweaty, meanwhile they will bring crutch perks like WoO and Adrenaline and win the game singlehandedly because of them…
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@HLuccaSkywalker said:
I'm so tired of the BS perks that killers constantly have to worry about whether or not they're even being used. Back before this trend started, if you downed someone on a pallet, you just had to glance around and listen a bit to see if anyone is nearby, and maybe somebody would be hiding further with sprint burst to surprise you once in a blue moon. Now, you have to worry about Light-Footed, Background Player, Dramaturgy, etc. Not to mention if the downed survivor has a power struggle build, then it's an automatic lose-lose and you get nothing. Either you pick up right away and they get rescued, or you wait even a few seconds and they can save themself for free. And slugging also does nothing because they most likely have a way to pick themself up if they're running power struggle, and even if they don't someone else will come do it in three seconds.
Then there's the silent flashbangs around corners (I'm aware it's a bug, that doesn't make it less BS.) so survivors can escape chase for free by pressing one button at the right time or save a carried survivor without having to try at all. Doing 40% of a gen and then getting in a locker for 2 seconds doesn't count as a side quest worthy of getting a powerful effect.
Now looking at killer perks, there are quite a few that kind of just break the game. For one, new Thrill of The Hunt is completely absurd. I recently played survivor against it and one of my teammates finished a generator solo before I finished the totem. Only for that to be the wrong totem. Cool, I spent almost a full minute cleansing nothing.
I also am not a big fan of Coup de Grace even though it usually flies under the radar. I think people ignore the fact that one quick down can change the outcome of an entire game, and Coup makes that much easier. There's also no way to tell a killer has it until they use it, and at that point it's a little late, because they already got that potentially crucial early hit. There's too many perks like this on both sides that have way too much power and are easy to underestimate. Thankfully MFT got nerfed quite a while ago, but it wasn't exactly unique.
Now we have All-Shaking Thunder which STACKS WITH COUP in case you didn't know, and provides basically the same effect as Coup does. Some windows were already useless (like the one that can spawn on Ormond right above the bar window, where if you're injured when you reach the top window you just die unless you have balanced landing or a good chunk of distance since you can't vault the bottom one fast enough, and the Garden of Joy main building window that just drops you in a dead zone) and now those kinds of windows are even more useless because now if the killer just has a specific perk it doesn't matter if you have distance there since they can just get a massive lunge instantly and catch up with no issue.
I am not trying to offend anyone, but Coup is fine. I am a P94 Deathslinger main and I only use it because it makes hitting trickshots actually rewarding. Any survivor that complains about a killer perks that gives a benefit, but they lose something crucial is just overreacting…
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@menacing_goose said:
how is it that tunneling is seen as a valid strategy to play off of but survivors running anti tunnel is crutch I’m obviously looking at this from survivor perspective so I need to understand from killers cuz personally I just see running anti tunnel as a means to safely play the game and go into a match which I find stupid in the first place because I shouldn’t feel I need a certain type of perk to play the game. I completely understand tunneling if you’re having a rough match to get pressure back and won’t even blame someone for it but there’s many people who tunnel at 5 gens like winstreakers, “comp” players etc. so it doesn’t make sense to me how running anti tunnel is crutch when tunneling is so commonly seen and played off as a strat when survivors have less control over whether or not their killer is gonna tunnel. You can be tunneled for being the weak link or if the killer takes a bad chase on you so it’s not like there’s an in between so I just want to hear from a couple killer main perspectives
I main killer but almost never tunnel. At this point, every survivor just assumes every killer tunnels in a match…
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@Iron_Cutlass said:
I see a lot of posts saying “just use Counterforce to deal with Hex: Thrill of the Hunt” but I’d love to just collectively deal with all of these threads by bringing up some counter arguments that completely shutdown Counterforce entirely.
First off… let’s talk modifiers… and math…
For those who don’t know how modifiers in DBD work, perk descriptions work in percentages but in DBD’s code these percentages are converted into decimals and equations to calculate what happens at a given time. Based on how this equation is set up, it can result in positive or negative modifiers being more or less effective.
To put it bluntly, Counterforce got the worse end of the stick here. Negative modifiers are applies first. Positive modifiers are applied second. This results in Counterforce having a diminished effect at cleansing totems due to how the match works out for the Charge per Second (C/S).
- Hex Totems take 14 seconds to cleanse; 1 C/S and 14 Charges, 14 Seconds.
- Hex: Thrill of the Hunt applies a 70% deficiency modifier; 0.3 C/S and 14 Charges, 46 Seconds.
- Counterforce applies a +20% (or extending effect) efficiency modifier afterwards; 0.36 C/S and 14 Charges, 38 Seconds.
- Hex: Face The Darkness makes Survivors outside of the Terror Radius scream every 25 seconds, reveal their location, and interrupt actions. Even with Counterforce, you are unable to counter Hex: Face The Darkness, the cleanse time is just too long.
Second off… Counterforce is licensed perk…
This can lead to a whole set of issues when it comes to came balance. Licensed Perks are normally designed to be “gimmicky” or “really bad” to avoid being meta.
If a Licensed Perk becomes necessary to run every game, and the only way to actively get said perk is through spending money, it leads to issues where the game becomes Pay to Win.
There is the Shrine of Secrets, which sometimes holds Licensed Perks, but it is unreliable and might not even release the License Perk you need. There are many cases where perks (including Non-Licensed Perks) have not shown up in the Shrine of Secrets or take literal years to show up.
I don’t think this is healthy design for the game.
The fact you are complaing about Hex Thrill Of The Hunt shows the entitlement of the survivor community. It's one of the most useless killer perks in the game…
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@TheRealChessBoy said:
So huntress hatchets has unlimited range, but slinger's gun has a pathetic 18m range? Come on bro. Here's my change idea:
Increase the Redeemer's range to 24 metres
Decrease miss cooldown by 0.5 seconds (since increasing range = increasing miss CD)
When achieving sharpshooter score event, reeling speed is increased by 15% (this is so that slinger can reel in people shot from far away)
Far away shots are more dodgable anyways, so ifl this change just adds more fun to slinger's kit
I actually disagree with you slightly. I currently main Deathslinger and I am P91, almost P100 with him. I do agree with most of it. The only issue is that he would get nerfed almost instantly because of the council of survivor mains.
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@MaddieMage said:
Guess I’ll always be playing the gen class to try and make gens fly as fast as possible since that’s the best way to counter a one tap killer who has a teammate for extra help. Let’s go for 5 minute matches 😆
Don't make it sound like he is too strong. I would say survivors and everything they have are even stronger this time around.
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@trapners said:
Between the slugging ,the tunneling, and all the other playstyles that inherently make dbd so much easier for killers,how is it that that this game is survivior sided?
Did research and
-the escape rate of iri-1 -swf-4 survivors is 48%,anything below this exponentially depletes the escape rate
-the highest survivior escape streak is around 50-60, yet killer streaks with competent people get to the 3-4 digits
-survivor “second chance” perks are conditioned whilst killers “second chance” are mostly passive and promised value
Killers will complain survivors are to oppressive with flashbang, toolboxes, exc exc but they themselves will slug,tunnel and have access to addons.
Also. I know killer and survivior have two separate win conditions, but the escape rate practically provides with us at best; surviviors can tie whilst a killer is expected to get a 2k at worst, and with some skill a 3k
If the killer isn't doing those things, the survivors have way more of an advantage.
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@TheDavidKingMain said:
This issue has gotten 10x worse this past patch, because for some reason the devs think that killers need moris basekit. Now every match is just killers slugging people out instead of hooking so they can get the mori.
There needs to be a base mechanic to address this. Funnily enough, they were going to do this alongside the original basekit mori, but forum killers complained and complained and so the devs had to roll it back. Typical.
Come on, devs.
To be fair, survivors just gen rush and if any complaining was done, the survivors did way more of that than the killers did.
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@Rawrbot5k said:
Every single event game, slug and tunnel without fail. The first one hooked gets tunneled out. We try to be altruistic and help out but we just lose because of it. This game doesn't reward survivors for working together when there's no incentive for killers not to tunnel. We just need to accept the fact that one person will get to wait 15 minutes for a game to start and spend the next 3 minutes on the ground or on hook. Rinse and repeat. Can there be an incentive of ANY KIND for killers to spread the hooks out? And now slug for the mori. Person 1 tunneled out person 2-3 is on the ground from trying to prevent the tunnel and the last survivor is hiding in a corner waiting for hatch. "Get rid of distortion to prevent hiding" ######### are we supposed to do when 3 are slugged? Try and pick up someone just to get downed ourselves? They wanted killers to get the upperhand and they got it in spades. Survivors are quickly losing reasons to keep playing survivor. No amount of X% bp is going to keep people playing for long. "60 million players" Most of which only come back for events just to get reminded of why they stopped playing in the first place.
To be fair, maybe if every survivor didn't gen rush and make every match last five min, killers wouldn't have to slug and tunnel. I understand if you are exempt from this, but 90% of killers only slug and tunnel because of gen rushing. It's the only counter to it because every gen regression perk gets nerfed to oblivion. This game caters to survivors heavily and you can't convince me otherwise.