Felgoose
Felgoose
About
- Username
- Felgoose
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Comments
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@Royval said:
I think once the last 2 survivors left they should have their auras revealed every 45-60 secs.
They should get crows from not doing conspicuous actions, even if they're moving.
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There'sa movement right now where console killers are only playing SM until console gets mkb support. They want to get noticed and talked about so maybe some think toxicity is what will accomplish that.
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I hope they're working on him. He needs a bigger detection angle to be usable with controller. It wouldn't affect his effectiveness when controlled by a mouse much at all. Maybe keep the initial detection range small but widen the detection range once someone is targeted. Right now if survivors figure out you're on console they can literally run ina circle under your biopodto avoid getting slipstreamedor teleported to. Controller can't track well enough because of deadzone.
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When they work, 360s work because of lag, not skill.
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Exit gates are just too safe. Survivors should be in danger up to the moment they commit to leaving.
Ideas:
Turn the threshold into a single vault that can't be rushed
When exit is blocked for killer it is also blocked for survivors
Make the exit beyond the gate into a long hallway. Killer is outside the match when in there and free from the entities influence so anyone downed there can be moried.
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Also, if you're encountering this a lot, breakdown is a fun perk to counter hook trades.
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The best tactic is to stay on gens until the last second possible then everyone goes for the save at once. First to get hit runs to a loop. Second person gets hook without getting hit. If third person is there, they can body block for whichever injured person the killer tries to down.
Flashlights are also helpful in these situations.
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That's a long essay to say "I'm lagging"
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@BlightedDolphin said:
The problem with this is that it still hard counters stealth killers, which was the issue with it in the first place.
The perk isn't in a very good spot right now but it shouldn't go back to countering stealth. It needs a new effect at this point because it's current one is either going to be useless like it is now or too good against stealth.
I absolutely loved not looking at a gen as i approached it and catching survs unaware because they were watching for spine chill rather than me.
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I think they changed something with the lag compensation. It's even worse with any kind of ping. However, I noticed that lunge attacks are connecting much more often than they did before, so it could be a tradeoff.
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They just need to make unhooked survivor invisible and without collision until they perform a conspicuous action. Survivor in this state cannot see totems, killer, or other survivors.
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It's countered by a single perk.
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I think the better solution is limiting party size to 3. This would allow more mixing and matching of skill levels and solo que would be better because you would more often be joining a 3 person swf rather than all randoms. I think tunneling would be too be further addressed for this to work well but overall would be a very healthy change to the game.
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If we're gonna share something like prestige, why isn't it player level and devotion? I honestly don't think either should be shown, but prestige makes no sense since someone could be prestige 5 with that character but have thousands of hours experience and 3 other characters at prestige 100.
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I've been playing since pre resident evil chapters and I've never seen the game in such a fast state. It used to feel like you were trying to escape or kill, but now it feels more like a race on either side. Feels like most of my games are less than 8 minutes and somebody gets stomped. It's rarely a close match which are the most fun.
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Gen speed cheats exist. You'll never see stupid fast gens if all the survivors are on console.
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I think they should add secondary objectives that can be done in addition to gens and escaping. Link completing the side objectives to lore and shards. If the game isn't going your way, you can just try to escape, but if you're a sweaty swf team that could finish the game in 2minutes while harassing the killer, you instead try to milk as much side objective out of the game. Taking side objectives too far will increase chances for killer to get a kill or 2 and add pressure to even the sweatiest swf while making the game more fun for everyone.
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Easily one of the strongest killers for console players to play. Speed removes 360s, don't need mouse to get hits. (Nurse and blight are unplayable on console, wesker, hux, alien, chucky, huntress, trickster are all highly disadvantaged without mouse)
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667708#Comment_3667708
Stop blaming survivors for the three gen fix. Knight and Skull Merchant players discovered they could hold games hostage for an hour and proceeded to do it constantly. Put the blame where it belongs instead of blaming survivors for everything.
It's the killers job to defend gens. If gens aren't done 30 minutes in, the killer has done their job and should win. They uoght to have fixed 3 gen games by progressing endgame collapse anytime no one was on a gen at 1 gen left.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658154#Comment_3658154
Easy fix for tunneling. Survivors get 40 seconds of endurance after being unhooked (up from 20).
Only if they remove survivor - killer collision for survivors with endurance. No body blocking from either side. Can't abuse the anti tunnel mechanism nor body block an unhooked survivor.
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@ChaosWam said:
Sure, I agree, but the other problem is it would easily counter Legion and Deathslinger who have deep wounds baked into their kits.
Legion is one of my favorite killers to play and I don't want to see them nerfed. Maybe take killer survivor collision away during deep wound. No body blocks from deep wounded survivors.
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This is a fun concept. Even the balancing issues discussion is fun. I hated og mft enough that I made a bunch of builds based on exposing survivors. With it tied to deep wound I think it could use a buff. Definitely would make it a solid anti tunnel build.
Would legion need a speed buff to prevent deep wounded survivors body blocking or otherwise sabotaging them?
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I like how it is now. Seeing the nearby hooks when someone is picked up and even knowing which ones are normal is huge. I only run it when playing with a friend who has a wiggle build.
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Could limit party size to 3 for public matches. If you have more people who want to play together there's still private matches. I'm biased though. It's almost always me and my favorite person plus one other friend who manage to get together. Sometimes it's more friends, but rarely exactly 4. We're either with a random in a piblic match or playing a private match because we have too many.
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For tunneling I'd really like to see something where players get teleported when unhooked. This prevents most purposeful tunneling and is balanced by survivors needing to take the time to find someone to heal them. This would also make the circle of healing boon much more useful and interactive.
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Newer killers like knight and skull merchant have some of the most viable play mechanics for console players. Btw, can we finally get mouse and keyboard support for consoles? What's the holdup with that?
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@thatkatemain2468 said:
OK, Nurse Blight Plague Wesker Spirit Billy Huntress, all very strong killers. None of which fall into the topic of this thread. All very fun to play as and against with unique powers to shut down chases without making looping obsolete.
Meant to quote this
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Other than Spirit this is a great list of killers that are unplayable on console.
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How about survivor and killer cannot see, hear, or physically interact with each other during the immunity time and survivor cannot see totems or auras. Survivor and other survivors still see each other normally and survivor can end the immunity by any conspicuous action. Make immunity only last for 30s max.
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The game is a safe and healthy way to increase exposure to phobias. That's what horror media is all about.
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Items should still be seen. Prestiges should not. Disable character switch in last 15 seconds.
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She doesnt need a nerf. Stealth drones encourage stretegic placement rather than just on top of gens. She's fun to play and I rarely get to play against her despite playing primarily survivor.
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I don't see a big problem with them treating the phasing sound like a lullaby. As long as it is only noticeable at the same time a reasonable abled hearing player would notice the sound this wouldn't hurt or overadvantage anyone.
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She doesn't need a nerf. She's not very strong and she's one of the few killers that are quite playable on console.
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Or if we want to be more reasonable, they could just remove the regress event cap on the gold gens. They're usually central and important to defend.
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They should make the end game collapse slowly shorten anytime no one is working on a gen when only 1 is left to go. If it gets down to 1/8 max collapse time, survivor auras are revealed to the killer anytime they have not worked on a gen in the last 40 seconds and everyone is broken.
It's not killers that drag out 3 gens. If survivors can't get a 3 gen done in 5 minutes, they've already lost.
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@Rick1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637936#Comment_3637936
Pinhead is allready bugged at 103 idk if other killers would bug out even more at 120 fov
How is Pinhead bugged? Can't try til later.
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People are playing him because they are excited for the change and he has challenges for this tome. MMR hasn't caught up with the changes, so there's bound to be mismatching for a couple weeks. Give it time and the new Built will feel balanced.
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@Astel said:
It is good but would be better if it can be increased to 120
The increased FOV also increasing the possible blinding angle is ridiculous. Nobody should be punished for using option for accessibility. The blind angle should be fixed value.
No one would be "punished" by coupling blind angle to fov. Larger fov allows killer to see survivor running for a blind earlier if they have to run through several degrees of fov to get to where they can successfully blind. If an accessibility feature gives players an advantage, it's perfectly reasonable to balance against the feature.
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Of course survivors keep their ability to repair gens and unhook one another. Should've expected it with a survivor sided game.
Have you tried playing as killer in the event? It is impossibly difficult to track survivors in chase without scratch marks while chase music hides all survivor sounds.
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@poujh said:
please keep the max fov at 103, there is a reason why fov is limited
Killers are already first person view. You can tell what they do and do not have line of site to. Limited fov is especially painful for console users. The frame rate already drops as a chase closes in, allowing survivors with the right amount of lag to fully disappear between frames. Visual tracking through lag teleports and frame drops is difficult, and with ajoystick it's sometimes impossible. Widening the field of view can drastically improve these technical shortcomings and make playing as killer much more accessible for console players.
Just make flashlights and other blind events work as long as they're in fov to balance out the advantages.
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I'm liking the new changes. I haven't really encountered people 4s repairing gens to keep regression on them, or if I have it's made them easy targets.
Devs could make gen kicking perks allow regressing generators to be kicked without causing additional damage, but just activating kick perks. Even better would be that survivors lose repair progress if they stop repairing before fixing regression. <- take away the added kick regression and represent it here.
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The game favors PC players right now. Would need console M&KB support to be balanced.
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What I'd really like to see it EMPs break each other. 3 survivors get together and one person uses EMP, the other 2 EMPs are now busted. They could also make it so that instead of printing EMPs the cases just recharge them. You'd have to go drop off your EMP after using it and come pick it back up later. This could be balanced by giving everyone a charged EMP at the start of the match.
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Wurt from Dont Starve Together!
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I personally feel that 360s ruin the game for newer console killers. If someone spins me successfully, they're getting tunneled.
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This also really depends on whether you're playing on console or PC. On PC learning Nurse, Blight, and/or Wesker is your best bet to do pretty well any match without trying too hard. Those same killers are basically unplayable with a controller and even if you get as good as possible with them, survivors will be able to bully or just finish the game in a few minutes much of the time. If you're on console, I'd recommend Dredge, Twins (fun to play with ultra rare addons), Legion, Knight, and Spirit.
I play on console and probably have the most fun as Dredge. It's the only time I get messaged by players saying I made the game feel scary. Dredge also has the loop counterplay that feels most fun to me.
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^This, and M&KB support for console players please
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Please comment "Git Gud", "Sounds like a skill issue", etc if you're also having these issues.