IWasLrft2Die
IWasLrft2Die
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I'd be into more skins for characters and a lot of the classics can do without new skins for about a year tbh (such as Dwight)
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410851#Comment_3410851
Then play him... nothing's stopping you... unless you haven't bought him yet
Oh yeah I have everyone. I wasn't sure if he was unbearable on console or not
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Deathslinger has intrigued me
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410789#Comment_3410789
Me too! I tried his double iridescent add-ons for the first time the other day and it was rather boring and anticlimactic. I’d rather his base-kit be Scratched Mirror and his Iridescents get changed to make him faster with a greater lunge and/or more silent.
Yeah its not that exciting. Maybe the could keep tombstone for final Survivor in the trial.
I'd say they could remove tier 3 altogether (although tier 2 is same pose as tier 3). Myers can go back into tier 1. Mirrors are basekit. Increase movement speed and lunge of both at base. Maybe one iri gives tier 3 as an option. Last iri you lose aura reading of mirrors but greater speed of movement, Vaulting, etc
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410792#Comment_3410792
it is, it should be changed. killer should eventually win the chase if they dont drop it, i think that would lead to less camping and tunneling since the killer can know that theyll down someone else if they stick to the chase instead of needing to tunnel
Bloodlust is really not that amazing. Yes it does technically help already strong killers too...but those killers ought to be able to get you anyways (such as nurse) so bloodlust doesn't matter much. Someone like myers kinda has to have it in order to be a threat. If basic m1 killers got a general speed boost then I could better see a case for removing bloodlust
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I would suspect slugging to grow a lot if they just simply removed grabbing at hooks. You can get better defense of someone on the ground than a hook if you can't grab anymore
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@jinx3d said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408336#Comment_3408336
bloodlust is NOT as good as some of you think lol. you cant break pallets or use your power, youre an m1 killer who cant break pallets for a LONG time in exchange for a slight speedboost
Bloodlust being lost to breaking a pallet is really dumb lol.
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@HugTheHag said:
https://us.v-cdn.net/6030815/uploads/3ZY1SKKICDD8/image.png
Meanwhile, some people can appreciate a good Scratch Mirror on Lery <3
I'd love myers to be designed around scratched mirror rather than his instant down
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Healing is now fine largely, although I think the medkit charges could be buffed a little.
Self healing needed a huge nerf.
There is counterplay to being camped. Go do gens if you are not on hook. If you are on hook, stick around and not die early. That's the best way to punish killer and you are likely to get off hook if you stick around and your team slams gens. A good killer isn't going to just settle for a 1k (and if they do, it teaches them to not do it when they get barely any BP)
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I think I'd be all for removing the grab at hook if survivor on hook lost collision on unhook and/or if basekit BT was removed. Right now the unhooked survivor can just eat a hit which prevents a trade on hook.
As it stands the unhooked survivor just body blocks on unhook so even if you hit the unhooking survivor they get essentially another free hit.
Removing grabs is fine but killers would need something to be able to utilize for defense because right now it's easy to just bodyblock killer as unhooked survivor
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I have heard Otzadarvas Plague is pretty solid but not sure if it's one of the better ones
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Killers not mentioned
Dredge
Knight
Hag
Doctor
Legion
Plague
Leatherface
Freddy
Sadako
Dredge
Oni
Demogorgon
Pinhead
ghost face
Artist
Myers
Trickster
Deathslinger
Pyramid head
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Trapper: Otzadarva
Nurse: Knightlight
Hillbilly: DMR1
Pig: Scorpionz
Blight: Lilith Omen
Huntress: Ralph, CoconutRTS, and Umbra
Spirit: Wizzle
Twins: Pixel Bush, Lynxi
Skull merchant: Adrianaskully
Wraith: Hexy
Clown: Pro Vengeance, Arinad
Nemesis: D3adplays
Wesker: alranican or ScooteyBootey
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Killers not mentioned
Skull merchant
Dredge
Knight
Wesker
Nemesis
Hag
Doctor
Legion
Plague
Leatherface
Freddy
Sadako
Wraith
Dredge
Oni
Demogorgon
Twins
Pinhead
ghost face
Artist
Myers
Clown
Trickster
Deathslinger
Pyramid head
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So far we've got suggested
Trapper: Otzadarva
Nurse: Knightlight
Hillbilly: DMR1
Pig: Scorpionz
Blight: Lilith Omen
Huntress: Ralph, CoconutRTS, and Umbra
Spirit: Wizzle
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Old hatch rules you had to tunnel key users.
New rule its never been used for hatch in my games
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Not sure if they are the absolute best pig, but I hear Scorpionz referenced for pig a lot
Still missing several killers though.what about all the not nurse or blight players.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409547#Comment_3409547
Non-hook grabs - Yeah, and I have no problem with any of those. (Gen grabs, sabo grabs, totems, chests, etc.) The main circumstance where hook grabs come into play is facecamping though, or at least some degree of camping. Yes, theoretically the Killer could run to the opposite corner of the map, chase the bush crouching Claudette back to the opposite corner (with the hooked Survivor), then grab when she tries to rescue, but that typically doesn't happen in realistic cases. At least some degree of camping must be present for a hook-grab to occur.
Hook Dives - Which is only possible when healthy. If the Killer cleverly uses their power, or spreads pressure correctly, they can negate this possibility entirely. Even in this circumstance where the Killer would be denied a hook grab, they still get a hook trade.
Survivor entitled to unhook - I would argue back why a Killer would be entitled to a hook being an automatic free-kill? Is a Killer entitled to a 4k either by slugging for it, or what if the game just ended on the final Survivor escaping to 'tell the tale' when the third Surv died? Neither side is entitled to a free win. This would make a Killer have to earn the kill moreso than they currently have to, (by forcing them to engage in the '3-strikes you're out' hook mechanic,) while fixing an edge-case problem. Removing hook-grabs wouldn't prevent the killer from slugging the entire team and hooking them. Also the risk has no back and forth, it is strictly Killer-sided. Other facets of the game have both sides have to risk something in order to gain something, and shouldn't be rewarded for doing nothing.
Facecamping's 'penalties' - The issue is how this is bad design. In a versus multiplayer game, the fun is typically driven through competitive interactions through opposite sides, or cooperative interactions with your side. Interactions with others is key, otherwise you could just play a single-player game. When a Killer facecamps, they deny interaction from the other side. The winning move is 'not to play', or more accurately hold M1 for 120/450s. I don't know about you, but I don't queue up to ONLY hold M1 for the sparkly generator lights. This means a Survivor craving fun, will likely try to risk a rescue. The thrill, is in the interaction. The Killer player is weaponizing or holding the fun hostage against the Survivors. This also is a low risk action. Typically risk should equal the reward. This is where people often make the claim 'optimize the fun out of the game', as this is a low risk high reward circumstance. Plus, many people have basic human empathy, and wish that their hooked Survivor teammate could 'play the game' also. Also most facecamps from the onset result in a 2k minimum, not a 1k, if the killer can abuse 1-shots. Heck, even in soloq with M1 killers they can get frequently get 2k+ with facecamping, due to the lack of coordination. Removing healthy hook-grabs is one way they could meaningfully address facecamping, without impacting any major other facets, such as 90s hook timers. The Survivors would know to just hook trade at 55-59s, and Killers won't have any more (meaningful) incentive to facecamp.
Also as I said in my previous post, hook-grabs are based more on latency, not even skill. I shouldn't have an advantage playing with a friend who lives somewhere else in dealing with unhooks. (Albeit, at the cost of chase lag hits.)
Non hook grabs- I agree with most of yours but the Vaulting grab is the worst one imo (worse than hooks even).
Hook dives- I disagree any killer can just counter it. Most killers don't have the ability to commit 3 hits by an exit gate (1 for unhooker, 1 on unhooked bodyblocking, and 1 more for either target). You don't need coms to coordinate that at all. I'd consider those to be very free saves if the killer can't capitalize on survivors making a bad move (doesn't have to be a grab, but there should be something above a basic hit).
Survivor entitled-not a free kill, they are on the hook so obviously the killer got them there. Getting a 1k or 2k is by no means a win by any measure. Someone being able to defend a hook is not the same discussion of "killers hold always get a 4k".
Penalize facecamping- yeah I agree it's not fun being facecamped or having a teammate facecamped, but that's just by design of the game unfortunately. If killers can't defend hooks anymore since most can't get 3 hits in such a short span of time there has to be compensation for this.
I'm all for getting rid of hook grabs if there is a good solution to punish bad unhooks (remove built in BT maybe? although the idiotic unhooker should be punished).
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410206#Comment_3410206
I didn’t see that. Could you provide a link or screen shot? Thanks
Scroll up
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@MrPeanutbutter said:
Myers is almost universally viewed as a bottom-tier killer. He only stomps survivors who don’t know how to counter him and avoid feeding him stalk points. However, he does have by far the most busted add-ons in the game and those need to be launched into outer space
He's also considered by many the worst killer in the game... I think trapped is worse overall but I get why people say myers. He needs significant buffs honestly (and sure take away tombstones if ya want)
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410157#Comment_3410157
He is literally unplayable since he was released.
I can confirm pulsar is correct
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@HPhoenix said:
Did one of these survivors used a hatch offering? Or pure RNG?
Pure rng on strode map
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A basekit spirit is much more threatening than most of the killers basekit
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410067#Comment_3410067
3-gen it is. I was using 3-gen Legion build before CoB was a perk. It was with eruption tho.
I may be weird, but I enjoy playing skull merchant. Devour build is so evil on her...
Yeah 3 gen isn't as bad as people make it out to be tbh. That's more on survivors planning poorly than the killer being lame.
The only real way I get irritated is getting facecamped on first hook, but people can play how they want.
Skull merchant 3 gen is obnoxious to me, but I can see why a killer might enjoy it.
Issues with how a killer wins is more on the game having issues than the player themselves to me (unless a teammate throws the game)
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No matter how you play as a killer survivors will complain.
I had a game as Trapper that survivors were saying I was bad for using my traps close to them
Just...dumb
Play how you want
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Doctor would require a significant rework then
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409667#Comment_3409667
You think survivor isn't even more stressful for newcomers? You are ruthlessly tunneled out nearly every game when you're brand new. You literally get denied the opportunity to play the game and the worst part is you don't even have any perks to stop it. OTR, DS, etc are all locked behind DLC. I've tried to introduce people to this game and they all gave up because they kept getting tunneled out while they were trying to learn the game. Just look at which side currently DCs more if you want to see which role is more stressful.
Personally I found getting consistently blinded, bodyblocked, etc as a new killer was much more soul crushing that getting camped and what not. Getting camped is annoying but I don't chalk thqt up to I'm terrible terrible the game. When you start as killer and can't get kills hardly at all (granted this was also peak DS, BT, and DH time) you feel pretty beat down as a new killer. It seems better than it was nowadays but before you didn't have much to feel positive about imo
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409713#Comment_3409713
Maybe your MMR changed? From what I can tell - it feels like there's more SWF players (because soloQ is insufferable - at least for me - at least I personally stopped soloQ altogether now) - which is double-edged sword, because u can abuse their altruism.
Sure - if you get more wins, you will face a bit better survivors. But I still win most of my games (but - I also get 0K from time to time)
Yeah I have no idea. I'm still getting about the same 4ks most games but it's getting much more sweaty getting a 4k (and not in a way I'm exactly excited about)
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409707#Comment_3409707
You are asking for blanket buffs.
Also I have similar (not same - spirit is indeed strong - even with brown addons - imagine I brought MDR+amulet) results with Bubba, Legion, Pinhead, Plague, Doctor. Other killers I play are a bit behind, but still - no problem with playing them.
Yeah the killers I primarily use are very weak. They could use some buffs
And to be clear, I'm not saying it's unwinnable with them. I can still get pretty consistent 4ks with each but it's a lot more tense and punishing nowadays imo than it was a while back
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409677#Comment_3409677
I totally disagree:
https://us.v-cdn.net/6030815/uploads/ATQ8GR80AHX0/1.png
https://us.v-cdn.net/6030815/uploads/XN7NS4X9V1YQ/2.png
This is my usually experience this patch... No camp, no tunnel. This is just most fresh game. But others look very similar...
Well, to be fair, spirit isn't necessarily indicative of general gameplay
I do mostly gravitate to the weak killers though (Trapper, myers, pig primarily) so that also skews things. Not having much gen regression super hurts those killers
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I do think the charges for medkits was a little overkill. I do kinda hope they add some more to them.
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On ps5, easily the worst I've seen the game perform wince i started playing around doctor release haha
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409667#Comment_3409667
This is even more true for survivors. Killers have a low skill floor, survivors have a high skill ceiling.
I feel the opposite tbh. Survivor you mostly have to learn looping, which is tough for sure but the rest of the game is pretty simple as far as survivor goes. I will say survivor solo queue can be super frustrating
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Killer does feel a bit less fun. You have to me more precise and there's much less room for error nowadays it seems. You kinda have to sweat more than you did years ago imo. I still primarily play killer but it's getting less exciting and more frustrating
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Honestly I've seen it more post patch than I was pre patch haha
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@Sonzaishinai said:
I've always found Play with your food underrated. That extra movement speed helps more then you would think.
Also honerable mention to Eruption and Pain Res.
People are a bit too quick to write any change as a nerf into the ground. They are still amazing perks.
I find pain res often being better then it was before
I do kinda think play with your food could use a slight buff (maybe slight change is losing tokens?) Maybe you only lose tokens when hits connect?
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I always feel torn on this. Tunneling is obnoxious but as a killer if you run into the person that was unhooked and see nobody else it only makes sense to go after them if you have no other targets in sight. It's also harder as a killer since you don't have much meaningful regression available nowadays. The only meaningful regression you have guaranteed is one less person unfortunately.
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Making killer less stressful and more approachable for newcomers would go a long way.
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Tbh, I've never been bothered by the other exhaustion perks as a killer or even survivor player. Dh was unique because it gave survivors essentially extra lives in the past (and still does but in a much less significant way).
Some of the exhaustion perks are hot garbage though and need looked at
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409343#Comment_3409343
Why should facecamping be rewarded in the first place?
Not every situation is face camping when you can grab btw.
Plus, even as a survivor player you are just asking for people to dive dumb hook grabs (which was more of a thing prior to built in BT and ot was awful).
And on the other hand, why should survivor always be entitled to an unhook? There should be additional risk making a risky play. Survivors have a choice to engage in the unhook game where they can choose not to and prioritize the actual objective as well. Killers are protecting their own objective.
Facecamping is definitely already penalized, just not in the way people want. You get a lower score if you facecamp and if the survivors just do the gens rather than engage with the facecamping killer and the killer will get a 1k (~8000 score). Does it sucks being the camped survivor? Yes, but survivors don't have to play into it.
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I really don't know why L4D never had extra content in the game
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Keys really need addressed. They shouldn't be as good as before, but I'd be okay if they, say, slightly speed up opening exits by a few seconds. Nothing huge, but it would make them worthwhile
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@Phasmamain said:
Tbh alert has been super strong for like 70% of DBD’s lifespan and still isn’t used. Same applies to fogwise
As for lethal it’s an amazing perk but not unbalanced and distortion still counters it
Alert is a bit slept on imo
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I've started to come around to it. It's not gamebreaking but it's a pretty solid perk. One I can't really judge a killer for using
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I'd be okay with removing hook grabs if there were an equivalent for being punished for attempting to make a grab on the killers face (such as exposed for a brief window etc). Not sure what's best though
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Grabs Vaulting stuff is something I don't think is needed
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@I_CAME said:
I love how killers whined about people saying "just wait it out" for dead hard and are now doing the exact same thing for hook grabs which create a similarly awkward situation for survivors. Removing hook grabs would kill facecamping with little risk and would not prevent killers from trading hooks. It's one of those things that only really works consistently on uncoordinated solo players anyway. A strong SWF can coordinate an unhook with proper bodyblocking without much issue. You can't do this in solo.
That's not the same. DH you must engage with as a killer at some point since your goal is the survivor while unhooking you don't have to engage in as a survivor. It's certainly wise to but you don't. You can still coordinate in solo play as well
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@blmpride5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408760#Comment_3408760
I didn't play for that long but seems like it was always a hex - https://deadbydaylight.fandom.com/wiki/Hex:_Ruin#1.3.1
Oh yeah thats what I meant by it being cleansed. I'm mostly speaking to the part where people are arguing it has to deactivate when a survivor dies. It always existed before without that condition and wasn't op
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@blmpride5 said:
If ruin was just always up until someone died that'd be the strongest killer perk in the game
That's how it existed for the first 5ish years of the game (aside from being cleansed) and it wasn't the strongest killer perk. On top of that it had 2x the regression it has now. It was good but not broken by any means.
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Yes. I'm a fan of not giving free saves. They should get punished for making bad calls. Survivors shouldn't just divebomb into a hook and get a hit at most. Being given a guaranteed hook trade (best case scenario for killer that is) is punishing killers and ultimately I think worse for the game. I'd rather have camping and such than potato random survivors just dive bomb and get us both killed.
I understand the stalemate not being fun but survivors do have a choice in engaging in it. They could go do a gen, heal someone, escape, open a gate, etc. They can also try baiting the killer away for a friend to get the save. You could body block for a friend to get a grab. There are several choices available.
I will say that the killer hovering over hatch is dumb. I do think that should automatically close if the killers stand over it for so long. Feels dumb as a survivor your choice is to sneak into hatch or work on 2 gens if they refuse to close hatch