Mentally_Mechanical
Mentally_Mechanical
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Ditto. It's not as bad for me as it was, but especially repeat blinds utterly screw with my head. I know that it's necessary for blinds to, y'know, BLIND, but a toggle to make it a bit darker would be nice. Until then I'll just close my eyes and play by ear until the blind is over, or bring Lightborn as my comfort perk.
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@n000b51 said:
To listen to you, all old perks for old characters need a nerf. Glad you don't work as advisors for BVHR…
Literally nobody is saying that.
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It's especially bad when people 99 their heals (why is this still a thing, it really shouldn't be) so there's not even a risk to using it. Not to mention the way it dumpsters hit and run playstyles, or killers who use constant injures like Plague and Legion. I sure do love getting punished for using my power because there's no actual detriment to being injured.
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@Elan said:
Poor neglected Xeno. he indeed needs some buffs. 4.8 in crawler mode would be good start.
I don't want to overly buff Crawler too much, since that's the mode you're in most of the match. I'd prefer Runner get some things to compensate for when you don't have your power (a full stance switch would be a fun mechanic, but one thing at a time)
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Funnily enough, I had a similar idea for a post series like this.
I don't exactly agree with basekit Wrap, but I've always been partial to the idea of traps resetting themselves automatically and maybe basekit Sack in some way. The setting speed is fine as is, the main issues are the small trap inventory and that they can be indefinitely disabled unless you go out of your way to rearm them.
Might be an unpopular opinion, but I honestly don't think Trapper needs much more than some QoL. His snowball potential is incredible in the right hands, he could just benefit from a little touching up on his biggest problems like Wraith and he'd be fine in my eyes.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116589#Comment_4116589
Yeah I mean when all the survivors just stay injured the killer is essentially just m1, although there is some skill expression with using power to cut off survivors from resources. Legion being weak is something that also needs to be changed by the developers by perhaps giving him something while he is out of power or chasing someone in the mending state, but his weakness of (usually) having to down survivors as a normal m1 killer is not something that should be solved by unhealthy addons that promote an unhealthy playstyle.
I agree. Maybe some tweaks to deep wound to make it actually mean something beyond cutting endurance would be nice.
Frankly I don't want Legion to change too much, but I wouldn't complain about buffs.
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@Rick1998 said:
last time they buffed pyramid heads add ons they also massively nerfed his basekit for some reason when he was not even top 10 . Not sure why we need compesation nerfs for killers that are not even op and now i also haven't seen a single PH in ages .
Besides the Rites movement speed and constant cage nerfs (which I think are entirely unnecessary) I can't think of any other nerfs he's received, at least not "massive" ones
I could agree on him receiving buffs though, a few little touch ups would do wonders.
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@Rick1998 said:
i mean legion basically has no power anyways . Will always be a bottom D tier unless they get a completelly new power.
I think the main issues with the power are that a lot of survivors don't care about being injured—and in some cases are even buffed by it—so forcing everyone to remain injured doesn't do much unless you're a chase demon or have perks like Thana, and the chain hit pretty much doesn't exist when even a single survivor is out of commission.
At a surface level Legion's power is solid, being quick and easy injuries to keep the survivors on the backfoot, the problem lies more in the nuance.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116573#Comment_4116573
the boon is only good to soften the blow of how long it takes to set up a boon
The aura reading is worse than quick gambitSure, the teammate read could be a couple seconds longer, but it also tells the entire survivor team where you and the killer are clearer than other perks. That's still a good effect.
Also yeah, that's how boons work. Time investment for a stronger effect. Framing that as a complaint doesn't make sense.
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What do you mean they're not good perks? Teamwide aura reads, free haste and healing for generators, HALVED regression speed and a gen speed boost in one boon. What more could you want for them to be considered good?
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This entire post feels off to me. The Xeno king wasn't given more detail than the queen because of "patriarchy", that's just its design, presumably for the purpose of being intimidating because it's the hive protector, or simply because it was designed later for a comic series that could afford to give more detail to its designs.
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I too wish I saw more PHead in my games. Feels like forever since the last time I did.
Honestly Exile in its entirety I find to be questionable, but that'd probably better as its own topic.
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Actually, I agree with this, especially Julie's. It's so brain-off that I really wish it'd be reworked. It could still have something to do with stuns, like a shorter stun duration while in Frenzy, but anything would be better than what it is now.
Iri Button could be reworked to be similar to one of Wesker's addons (I can't remember the name off the top of my head) where you trade pallet vaulting for breaking. Or just giving it a downside to balance it out, either way is probably all that addon needs.
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It feels like they're buffing the wrong aspects of Judgment. I myself went from enjoying the killer to being unable to stand it, on both sides even. Survivor is a boring and tedious slog, and as Killer it feels like she's being flanderized into exclusively curves and flicks instead of a more interesting way to manage close range, and the constant mouse swinging is not only ridiculous, but motion sickness inducing as well.
Is it genuinely this difficult to address the real problems of a killer's kit? Why does it feel like the wrong choice is consistently picked?
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@SpyUA said:
It's a fine idea.
You could also decrease the amount of tokens gained per skill check from 3 to 2, since greats are far more common than misses.
Keeping it at 3 is good enough, great skill checks are still very rare.
I usually add a "just in case" idea to my balance suggestions so that, if it turns out too strong, there's already an option there to help with it.
Helps make the suggestion more complete imo.
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Cages have already lost their noise notification, not long after the Krasue released.
Torment on hit sounds like a fun idea, but I don't know how well it'd work in practice. Maybe as an addon instead of basekit, that would probably be the better way to do it.
There are some teaks to PHead that I'd like to see, mainly around the cages and torment itself, but overall I do think he's in a fine enough state, especially with the """"bugfix"""" that enables him to shoot up slopes now.
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Address why killers feel the need to tunnel instead of removing tunneling. Outright removing it won't do anything but make things worse.
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@TropesDaMan said:
i honestly think the Judgement is in a very good spot rn. some add ons could use looking at but other then that all good!
I agree. I've been enjoying Judgment a lot more than I initially expected to, but I've also seen a lot of people calling for buffs to close range power usage. I don't think that's necessary at all, but if it does end up happening, I hope they do it in the right way. Would rather not overbuff an already strong killer to the point of being unfun.
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@SpyUA said:
I don't think judgement should get any buffs or nerfs.
I don't either, necessarily. Hence me saying IF buffs were to happen.
I like Judgment largely as is, but if any buffs were to happen, this is the one I think they should do.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113894#Comment_4113894
Okay, again it's the whole even if she could no longer hold a game hostage she could still stall it for a stupidly long time.
Her first iteration, maybe. But she got reworked soon after that, and her second iteration couldn't stall games like that whatsoever, unless the survivors were genuinely braindead.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113866#Comment_4113866
Skull Merchant got killed because she was literally holding games hostage for over an hour and even with the gen regression limit could easily make a game last more than a half hour. If they can make her power stronger without making it so it's the most tedious thing to play against by all means buff her.
That hour long game was one instance, not something she could do every game. Also, did you forget that that was her original version, not the first rework that she received? The first rework had none of these issues, yet that wasn't enough to appease the loud voices.
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A few buffs to reduce her clunk would be nice, though it'd be neat to see what else they could do with her body form especially. Her marking addons could make some awesome changes to her basekit imo, giving her body something more than just the gut shot.
I can certainly hope at least. She's been growing on me quickly.
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Here I was thinking nobody had the same thoughts as me.
I want to love this thing, but they took the least inspired route while designing it. It the lore was that the Judgment was corrupted by its own power and that's why it looked horrific, then everything would fit together and feel like it actually belongs. Yet that's not what they did, so it feels inconsistent. Oh boy, ANOTHER "divine" being that's a violent monstrous thing rather than a gorgeous ethereal being emotionlessly (or even affectionately) doling out cosmic punishment, how original.
Honestly I'd be satisfied if the base look just didn't have all the excess flesh and screaming faces. I love body horror, but it doesn't match the rest of the aesthetic.
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@Blueberry said:
Now that you can take Victor hostage and remove the Twins power for 40 seconds on every injure they don’t need any nerfs at all. They still need the hostage situation fixed.
That's not what I'm referring to. I mean those situations where you physically are unable to dodge a pounce because Victor is right there. Especially noteworthy where you're injured, since you can't take the little cretin hostage then.
Just give us some way to avoid a pounce that isn't just praying he misses and you're in range to kick, that's all I want.
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No.
I literally have not been able to play the game ever since the update and I'm not confident that it'll be fixed, so I have absolutely no excitement for the Anniversary anymore.
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@jotaro said:
Been playing plague a lot recently, and i noticed blast mine also cancels the power. Was it always like that? I thought only pallet stuns get rid of her power..
All stuns were supposed to knock her out of her power on release, not just pallets. It was just bugged and was recently fixed.
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I like Otz, but I'm gonna be completely honest, it feels like outrage that one of his favourite killers got a nerf, one that's well deserved because of how powerful her Corrupt is.
Plus, if I'm not mistaken, this actually came with the All Things Wicked update, not this last one. If true, it's been around for a good minute already and people are only now talking about it. Probably means it wasn't that big of an issue then.
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Three days later, I still cannot play the game. I've been successful in getting into the menus, but the second I try to matchmake, regardless of if it's customs or public matches, my computer stalls and the game crashes. I've gotten into one game though, which was so laggy it was unplayable.
I've noticed that the memory usage is abnormally large, which leads me to believe there could be a memory leak of some type. Either way, until the devs get around to fixing it (which will probably take another few days) I have to set the game down because it simply does not work. I know engine changes are difficult, but this one should have been left to cook a little longer.
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Clown with the Parade Gloves. I can't go back to the regular throwing angle after getting used to the gloves, they just feel perfect.
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Tbh all I want for Legion is for their power to be more impactful and less frustrating for both sides. I don't know exactly how you'd do that without it feeling unfair to one side or the other, but that's the main thing I want for the fast-running stab-happy teenagers.
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I haven't even been able to play the game since the update. I've gotten into the main menu exactly once, every single other time it's crashed on either the "initializing shaders" screen, or the loading screen just after the intro cutscene. I've done everything, everything in my power to fix it, but nothing works. I was really looking forwards to the update, but I don't think there's anything else I can do unless the devs fix it, and I'm not too hopeful if I'm being honest.
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Oh god, those survivors that dedicate themselves to be the most annoying people on the planet. Clickies, t-bagging, spamming noise notifications, you name it. I once had a Steve (naturally) spam fast vault for literally the entire EGC when I, a Dredge on Hawkins, didn't manage to get a single kill. Relatedly, for the love of everything holy please leave when the gates are already open. You achieve nothing except waste the killer's time.
To be a bit more on topic, BGP is obviously an annoying perk that never should have gotten buffed, but I find most of the things I take issue with most are items like flashlights, mostly because blinds give me headaches and I can rarely if ever avoid them, which is why I prestiged Billy ASAP to get Lightborn on everybody.
There's also the meta on both sides that I absolutely detest, though that goes for every game I've ever played with a meta so make of that what you will.
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I used to think SM was as bad as the community made her out to be. Then I started playing her, she became one of my favourite killers, and now I understand that most of the complaints are from survivors who can't be arsed to try and learn her. Getting pings and even claw traps across the map because nobody respects the drones, and I even had a survivor says he refuses to hack drones unless absolutely necessary, while simultaneously whining about her getting constant locks. Like, my brother in christ, you're the exact reason why she keeps getting value from her power. Take three seconds to hack her drone and it's no longer a problem.
Someday she'll lose the bad rap, I hope. She's not nearly as bad as people say, they just don't learn. Granted, there are plenty of trolls who feed of the negative rep she has, but that doesn't mean it's wholly the killer's fault.
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Ever since I started playing Billy more often, I finally understood the sheer dopamine of a long range chainsaw down. Pyramid Head is a close second, especially behind a wall.
Worst would probably be Plague and Legion. Plague feels empty and annoying on both sides, and while Frenzy itself rocks, getting the first hit and realizing there's not a chance in hell you can get more sucks. Dishonourable mention goes to having to exit Frenzy to get a down if you can't hit the 5th hit, so survivors get massive distance and you hardly even benefit from the power to begin with. I would probably be a Legion main if using their power didn't hurt my soul.
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@ExcelSword said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700645#Comment_3700645
If you are playing legion and you stop frenzying just because everyone is already injured, you are not using their power optimally. If you find that the survivor you are chasing is in a good tile setup and you can't secure the down, frenzy them and go find someone else.
Their power is not meant to down. It gets you value if you stab someone and lets you find someone in a weaker position.I don't stop frenzying when everybody's injured, I'm talking about when there's less than 4 survivors at a time. The fewer survivors there are, the harder it is to get decent value.
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@ExcelSword said:
Frenzy is mainly a macro power. The point of it is to punish survivors who group up together, while making your chases easier by only needing to down them once. The 5th hit downing is just to really punish the survivors hard if they were not cautious enough to make distance.
As it is right now it isn't hard to get 3 people injured. If you come across a pair of survivors you would only need to find one more if the reduced the number of hits.My main problem with Legion is that, if survivors aren't making enough mistakes, the strength of your power vastly diminishes. That's true for all killers, yes, but I find it most noticeable on Legion because you need to get multiple hits for it to shine. Also, my idea wasn't to reduce the amount of hits for the insta down, 5 is fine if infrequent, but instead allow you to get a down in power with the caveat that you can't hit the same survivor twice in a row, so it still provides consistent value as more survivors die, (hopefully) without being overbearing to deal with.
@Starrseed said:
Make it an addon. That way both playstyles stay and no one loses anything
That could work too, though maybe current Legion could be made the addon instead. I'm a fan of addons changing playstyles though, so I'm on board.
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I played one game with current Sadako, haven't used her since. It's a shame, because I absolutely adore her otherwise. Like Singularity, it really feels like her built-in counters are far too effective. I don't want a Plague situation where it's damned if you do, damned if you don't, but there's a good middle ground.
I mainly just wish that tapes and TVs weren't as harmless to deal with as they are, that's what bothers me the most (as well as weak addons and my least favourite chase music in the game)
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@100PercentBPMain said:
Stealth is technically more powerful than chase as it uses 0 resources. Dropping pallets is a strategy that, by definition, has a shelf life.
Play survivors that Killers hate, or play in a way they don't like and you can get similar value to chases.
Remind me again how you loop a Nurse on Dead Dawg or Nostromo. Oh wait, you can't.
The amount of people I see say Nurse isn't played like other killers, and in the same breath complain you can't loop her is both hilarious and sad.
Stealth is potentially powerful, my initial point was that there's too many things working against it as things stand.
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@Star99er said:
Killers have gotten so many aura, reading, perks, and abilities over the recent years. On top of that Iron Will got the most unjust heavy-handed nerf ever. It’s just gotten worse over the years and I guess the devs don’t like that playstyle since they nerf it.
Aura reading perks especially are the worst part, typically on the killer side since theirs mostly give survivor auras. Some of them are fine, like Nurse's Calling and Awakened Awareness, some aren't such as Nowhere to Hide and (imo) Lethal Pursuer, but overall there's just too many right now. Hopefully someday stealth can get its dues and not be constantly shot down by everything.
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@GloomySpooks said:
I tried to make a post about stealth and people eviscerated me for it. I think stealth is the optimal playstyle honestly (killers are faster, some have ranged attacks, ping says I can't loop) but it doesn't work if the whole team isn't being stealthy.
It is frustrating for a killer to go against a stealthy team, but it can also be frustrating when you want a real game and some survivors are just making it too easy with their flashlight clicks and teabags, you down them quickly because they want your attention but they're not that great at looping and then you're steamrolling the team because they started early unhook pressure on the team by getting caught immediately and no one is doing gens lol.
Stealth is the best option when there's no pressure to NOT be stealthy. Unfortunately so many people think if you get in a locker, you're being useless. RIP Built to Last, head-on, inner healing, flash bang, not to mention avoiding aura-reading events. So often someone harasses me in game because they saw me get in a locker 🙄 when I'm literally running streetwise/built to last or trying to head-on the killer if they're coming and the team just tries to give my position away.
And with killers now like the Unknown, who can not only range attack but teleport, stealth is key in most games.
In short: Down with ultimate weapon, basekit lightweight for all!
Lightweight is the only perk I want to become basekit. Scratch marks are supposed to be imprecise, so let them be harder to follow without other tracking methods.
Thankfully I've not come across any people in game who try to rat me out or sandbag for being stealthy--in fact, most appreciate it because I'm actually getting things done--but that's one of the things I dread running into. The opinion that if you're not looping, you're useless is unfortunately very prevalent on both sides, which is incredibly upsetting since there's already a lot of ways to all but shut down stealth, such as auras, UW (I pray they nerf it) and those scratch marks. Just feels like I'm being kicked while I'm down, y'know?
I'll be honest, and this is a take I know nobody will agree with, but I think there's just too much information on both sides. It's why I feel like Lethal Pursuer, a perk often considered not that special, is incredibly cheap because you don't even have to guess or search for survivors at the start of a match, you're just shown them right off the bat. Takes the hide and seek out of the supposedly hide and seek game. Yet I still see people wonder why Distortion is so common nowadays.
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@Sava18 said:
It's better if stealth dies, it provides nothing to the flow the game.
I want to know why you think that, considering there's already several stealth perks and mechanics. Why should it not exist?
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@SimpleSage said:
Honestly I don't mind stealth at all if you're productive about it. I don't think anyone likes the teammate who hides in the corner all game and frankly that doesn't appear to be what the original topic of discussion was.
I 100% prefer a teammate who knows they can't loop so they stealth and use that time to do gens, get unhooks and heal, over a teammate who wants to get chased and goes down instantly and can't contribute to the workload because they spent the entire match on a hook. While fully immersed stealth can be a hindrance on the team, so can being overly aggressive.
Taking chases doesn't win the match, completing objectives does. You can loop the killer for 3 mins and it means absolutely nothing if gens aren't getting completed.
That being said, I usually play with a decent bit of stealth but it really depends on some factors.
What killer is it? Is it one I can loop decently/somewhat or one that stomps on me no diff? If I can't loop the killer at all I'm not going out of my way to take every chase that comes my way, I will absolutely avoid what chases I can (within reason ofc) and opt to do gens, get unhooks, eat that pesky Devour Hope and heal. I am way more useful to my team when I'm jumping from completed gen to completed gen than I am jumping through my hook states. It is worth more to my teammates if the killer spends 50s looking for me after I got tagged on BBQ while I run across the map to get unhook, heal and double a gen that was half way done while my other teammates sit on theirs, than it would be for me to gladly take the chase and force another teammate to get off their gen for unhook, only to be sitting on a hook myself 20s later. That also being said if its a killer I can loop or I'm the last one w/o hooks I will take a chase.
How good are my teammates? I have no intention of taking chase from the Renato who has been looping a Doctor for 3 gens without taking a hit (and because I didn't he looped for 5 gens and escaped while taking a hit running to the open exit gate.) And the 3 man SWF that mugged a P100 Wesker and left him with 2 hooks probably preferred that I was willing to pop 4 gens solo. On the other hand if it's Billy or Oni I will happily go run them down and/ or steal chase if my team needs me to if I haven't already attached myself to their back like a parasite.
If you're getting tunneled out at the start of the game you can 100% expect to see me when you hit death hook to force a down and hopefully take a hook state to give you distance and a chance to reset. I get that in some cases stealth can hurt more than help, but I see more people outright hate it in any form and I don't see the logic behind it. If the goal is to survive, why do I have to play every moment like I'm rushing to be sacrificed?
As for needing perks to be stealthy, I think you might be surprised. It's much harder to do against killers who have the mobility to immediately respond to info, but the rest of them? It depends a bit more on if the killer is using their brain or not, for a while now its been common occurrence to come across killers who cannot find survivors at all without info perks and the survivor panicking. 9/10 times if I'm stealthing a killer I'm perfectly visible, in their face, just chilling. And I can't tell you how many times I was able to calmly walk away without the killer finding me after I got hit with Ultimate and they came for me. Understanding the killers thought process, what's in their LOS and how you can deny tracking perks without using perks of your own can't be understated.
To all of my useful stealthers and Gen Jockeys out there: Keep up the good work.
I read your last paragraph and it really did make me think. You may be right with your sentiment that it's easier to stealth without perk benefits than I think it is, it just takes more understanding. I'll keep that in mind next time I try going stealthy (which tbf is most of the time) and see where it gets me. Who knows, maybe I'm underestimating what I'm able to do if I just put the skull meatloaf to work. Suppose we'll see how things turn out.
Will say though, being a stealth gen jockey who shows up for protection has been some of the most satisfying gameplay I've had yet, and actually makes me want to play more survivor. Popping gens and harassing the killer off weaker teammates just hits right for me, and is likely how I'll mostly play survivor from here on.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681123#Comment_3681123
I pretty well accept it and fortunately those type of players I mentioned are rare but they absolutely leave a stain on the idea of stealth in DBD even though it's absolutely smart to play to waste the killers time.
At the same time though I would agree that stealth is underrated - A lot of people don't really do enough to remain hidden but at the same time I feel a lot of people get discouraged with the slew of tracking perks the killer has now and it's a guess whether it's worth it to try to hide or just leg it.
I'm fine with either playstyle though as long as survivor players do their part in a game.
That's also one of my biggest pains, the sheer number of different tracking perks. Some are fair, some aren't, but there's just so many of them that it makes it a rigged coinflip on if stealth is even worthwhile in a match, let alone possible. Both sides are guilty of this, though killer does tend to get some of the more egregious ones.
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681026#Comment_3681026
You’re not supposed to win every chase, that’s by design of the game, the killer runs 15% faster than you. You get three hook states for a reason. There are also plenty of perks, builds and playstyles that can help you escape chases more often.
By all means enjoy what you enjoy and play how you like and I don’t want to come off like I’m telling you not to do what you find enjoyable, but to say that gens are more fun than chases is a little puzzling to me. There’s no actual meaningful interaction to be found with gens.
Mindgames, pathing, gauging distance correctly, optimizing your movement in loops, hitting hard fast vaults, etc. There’s just so much depth to the chase in this game and that’s why people have thousands and thousands of hours in this game. Every chase is different and keeps you on your toes.
I'm not saying I want to win every chase, there's just a lot of times where I feel like breaking one off is downright impossible due to extant game mechanics like scratch marks. I can perfectly accept losing chases, just let me have a chance to actually get out of one if I can play my cards right. Also, it's not the gens specifically that I find more fun, I just like hammering out objectives regardless of the game I play. Gabriel kinda became a favourite of mine because of perks that enable that, Scavenger my beloved. I find chases are usually more tiring/annoying/frustrating than anything, though I have had my share of enjoyable ones too (ironically some of my favourites have been against Blights).
@Starrseed said:
But why aren't you just running perks to prevent being found?
Someone who wants to have chases and be good at it will most likely run chase perks to be better and there are perks to make you more stealthy. The only thing you cant counter at all is killer instinct and that's by designe
Simple answer, I don't have enough stealth perks widely available yet. Longer answer, I mostly just feel like there's a couple too many ways to find survivors unless they're running very specific perks, and as somebody who doesn't have all of those specific perks, it kinda feels bad to be punished for committing the sin of wanting to move at a decent speed when a killer is dangerously near, only to have a big neon sign pointing my direction.
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@Bartlaus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681040#Comment_3681040
I still enjoy playing DBD, otherwise I wouldn't still be here after seven years. But I have to take regular breaks so that I can still enjoy the game after such a long time. Overall, DBD has definitely improved over the years, although there is still plenty of room for improvement.
I've not reached the point of taking frequent breaks yet, though I do find myself idling in menus for extended periods of time (this is the only game I've ever played where I'm apprehensive to press play when solo). It's certainly improved in a lot of regards, and I hope it only gets better from here.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681055#Comment_3681055
I dont care for scratch mark either but knowing how they function can be used to break los and escape chase while the killer searches a loop. Ironically I find them completely useless as killer. It wasnt until I practiced with the perk that makes them visible that I got a much better understanding of where and how they trail behind.
Having blood trails as a second tool makes sense as a very minor penalty for the failure of being hit. Since there are perks that can remove either of these making tracking all the more difficult ; half a loadout seems like a fair trade.
Noise notification I find acceptable, its a good way to curb the benefits of rushed action with risk. I hardly consider them an issue since silent versions of the actions are available. But if they ever decide to remove hook notification for both sides Id be in full agreement.
For me, the risk of a rushed action, at least in the case of lockers, should be the volume of the action itself, not broadcasting to the killer you just launched yourself into a locker while on the opposite end of the map.
Consider this, an idea that just came to mind: instead of scratch marks, what if survivors left prints? A more subtle indication that a player has ran through that area, rather than the big red marks that go everywhere. Predator might be seen more positively in that light. It'd likely not work on a lot of maps, unless it was something like a highlighted footprint, but it's still an idea.
@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681077#Comment_3681077
Gone completely would be too strong but basekit Lightweight wouldn't be an issue. That's not a change I would advocate for mind you but I wouldn't complain if it happened either.
Basekit Lightweight would be the perfect compromise I think. You know a survivor was in that area, but it's less precise and doesn't last as long. I'd be in favour of that.
@Dustin said:
I feel stealth is undervalued but at the same time it's also detrimental when it's not communicated among your team that's how you will be playing and gets the non stealth players of your team focused out. If you have a teammate that's good at running the killer it's not really an issue if people are doing gens but in most common games that's simply not the case.
I do feel there are varying levels of stealth but my view of what most people refer to stealth as is as you mentioned. Past that I think it's fine to play stealthy and usually smart as well. Eventually the killer will find someone and it's ideal it's not someone doing the objective or on death hook.
My only gripe with "Stealth" is a very specific small pool of players who will absolutely take zero chases and run Distortion / Urban Evasion and just hide and will not do anything risky even if they have zero hooks and your entire team is all on death hook. Those players are what makes stealth an annoying concept in DBD at least from a survivor POV. They took zero risk in the game and likely either they'll be the last alive or they will die on first hook because their team cannot take a risk to save them if they even have a team at the end of the game.
Playing stealthy is usually the smart thing to do though -- But at a certain point you have to show up to help take pressure off of your team.
That's unfortunately always gonna be an issue I think, regardless of how good stealth itself is. I take (calculated) risks when I stealth, but not everybody will. Just one of those things we have to accept, I think.
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@Yharwick said:
I find stealth to be very viable, my hardest games as killer are when I struggle to mind a survivor quickly for first chase. Getting as much progress as possible before the first hook or two is what largely determines escapes in my experience.
Being extremely stealthy while death hook is very strong as well as being able to deny the 3v1 is also powerful especially if the killer is actively trying to find that person while ignoring others.
However if you're only stealthy and can't be bothered to protect your death hook teammates or stealthy at the cost of gen progress then is when it becomes a hindrance.
People understand that last part that's why we have so many Distortion threads as most people think that's the type of people Distortion users are which isn't completely unwarranted but I think many players don't understand the former two concepts very well.
The person who actively seeks out the killer because "chases are fun m1 boring" are putting their team at risk just as much as the overly immersive survivor.
Big agree on that last part, sometimes I feel like the "chase me please" survivors are even more detrimental than the hide-at-all-costs ones unless they're god-tier juicers.
Distortion is a fine perk, since it requires you to put in a little bit of effort to maintain it and all it does is block aura perks from working on you.
Question, since this is what I really want to know, how would you feel if scratch marks were just gone all together, or just reduced to not be constant? Personally, I'd be just fine if they were totally gone, I don't care for them regardless of which role I'm playing, but I want more input on the matter since I never see anybody else talk about it.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681042#Comment_3681042
Ive been playing a long time now, which helps me recognize what perks are in effect and how they opperate. Many of the perks have conditions or windows of counterplay. When many of these perks were released and pick rates high; I began just expecting them and using the counterplays even if there was no evidence of them in play.
If there is any one perk that completely boosts my stealth play its Alert. This one perk allows me to make smarter decision and create situations where I can track the killer.
Recognizing perks early is important, that's true. My main issue is some can completely shut down the playstyle, as well as some mechanics making it nearly impossible in certain circumstances.
I've brought it up already, but let me elaborate on it; scratch marks. I don't like them regardless of if I'm playing killer or survivor, though the latter is more relevant. It makes escaping a chase virtually impossible except in very specific circumstances or aided by perks, and in cases were a survivor is injured, feels rather redundant having two trails leading you to the same survivor.
In addition, a few loud noise notifications have a similar problem, like unhooking a survivor and fast entering a locker. I don't think either of these should have notifications, one's already loud enough and the other just feels wrong having give a notification (I wish I could be more descriptive, but that's really all I have for that one)
These are of course my opinions on the matter, but that's why I wanted to make a post for it.
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@DemonDaddy said:
Stealth is still 100% viable, if it wasnt my playstyle would have changed a long time ago.
It can be, my thoughts are mainly that there's so many perks and gameplay mechanics that frequently shut it down or require specific counterbuilds that leave little room for other perk options. That's the main reason I made the post to begin with, to discuss things such as scratch marks and the abundance of info perks and how people felt about them.
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I feel like the game suffers most from questionable balance decisions, a frequently poor community, and rarely if ever fixing what needs to be addressed.
I still play it because I see what it could be, but I don't really foresee it ever truly improving at this rate.
Still, I do have positive feelings, when things go right it can be incredibly fun and satisfying even when losing, though having enough factors go right for that is unfortunately very infrequent.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681020#Comment_3681020
Bro... with all due respect, if you care about stealth that much then that is exactly what stealth is; hiding and letting your team mates take all the aggro while you hold M1.
Don't get me wrong, if you actually do gens you are still better than 90% of the survivors in solo queue and I have no problem if you want to play the game like that as it isn't like tunnelling where you do ruin the experience of others.
I know this mindset as I was like this early in my DBD days but you said it yourself "avoiding chases" so you are still putting the burden on the rest of your team, who also do objectives as well as take killer aggro.
The more you play the more you'll realise that chases ARE the fun part and holding M1 on gens is just the boring stuff you do to progress the game when the killer is not on you. If you are going to stealth though, at the very least when you see a team mate is on death hook then make yourself very available to take a hook state or even trade a hook rather than let a team mate die while you have not been hooked.
I see that far too often with stealth players
I brought up an example in my last reply where I said I do take aggro and hook states for fellow survivors, where two that were on death hook got out because I had the ability and resources to trade and protect them throughout the match. I try to avoid detection from the killer, yes, but I do so to progress the game and do my best to help my team where it matters. If everybody has hook states and I don't, I will do everything in my power short of throwing the game to guarantee I'm the one hooked next instead of them.
Also, hard disagree on chases being the fun part. I've gotten relatively good with leading chases, but I absolutely do not enjoy them at all. The gens are the fun part, because what I enjoy doing most is working towards objectives. If there were more reliable ways to break a chase outside of being downed I would enjoy them more, but that loops back around to my original point of there being too many ways to shut down stealth.