RavenBirb
RavenBirb
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Comments
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094031#Comment_4094031
It sounds like you have a lot more autonomy than the average Survivor then. You're still choosing to play super aggressively in the event queue as well, which honestly is only proving that even with stronger powers Survivors will still be easily steamrolled if Killer wants it bad enough.
I'm speaking more on the normal queue front. without any crazy add ons or perks from an event standpoint. The pallet density alone gives the survivors the power role depending on the killer. Handful of killers aren't teleporting through everything to end a chase, and if they have build to counter that then that leaves gens to get instantly turned on in most cases.
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@UnicornMedal said:
Why would Survivor play? The most aggressive Killers are in the event queue and the only thing that's fundamentally different is putting food on a table. 🤣
You need to play super aggressive or lose, survivors power through mostly every game if they aren't afk or playing brand new.
survivor mains really just need to get a clue
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devs dont care they only run in circles on survivor and add new outfits. Killer in general is trash and gets pummeled by swf its been needing a fix for years, but we needed this and pallet density? its gross
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@coldflame said:
the pallet situation has to change, imo
What should change is just buffing the lower tier killers that are borderline unplayable because they get bullied so heavily from all the pallets, they shined when you broke a chunk of them down some through the match. Now since theres much more they remain locked down for almost the whole match and it's not fun.
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@coldflame said:
the pallet situation has to change, imo
Pallet density is a cop out to add anything new or exciting to the game. I agree it's ridiculous how many more there are, So we just spam pallets in every corner now? like that was ever fun to begin with. They couldn't bother adding one other thing to dodge or escape a chase from as a new feature. Instead were focusing on getting scooby doo cosmetics
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@esarraf said:
Well, we know for a fact based on all the stats provided by the devs that's not true and that killers are doing fine and all of them except nurse I believe have an over 60% kill rate. So I'd say focus more on how it feels to play killer because the objective reality is that killers are actually all doing extremely well with the game being heavily biased in their favor.
and you can say for a fact that those numbers are true? lol ok
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@NeverSolus said:
Killer is in a terrible spot, except for where it isn't. The A+ tier killers are mostly fine. Everything else is so painful it feels like I should get a 401K for queueing into it.
thank you
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@pidgeon said:
I'm a killer main atm and I kinda disagree
(Edit: mild rant incoming also respond to this and let me know if my takes are stupid)
I do think however that the game has sucked out like 90% of the skill required to play the game which is really disheartening especially after they nerfed Wesker who was in a great spot for both sides and now he feels extremely easy and boring to play since they removed flicks and made techs incredibly easy.
I agree that survivors have some absolutely insane perks that would be completely healthy for the game if people didn't optimize it by trying to force the tunnel so you get multiple health states out of it (DS, OTR, DH, ect.) Killers also have a bit of problematic perks but majority are only a problem from my experience if you run 3-4 slowdown, which with some killers is unfortunately needed.
Survivors aren't genrushing nearly as much as you think its just the fact that ever since the pallet density update they went from 12-13 pallets per map to 20-22 which literally doesn't affect you as long as you play an A tier killer, even then by the time the pre dropping sable on tricksters delusion is hooked 2 gens are within 20 seconds of popping. I genuinely did not have a problem with pressuring gens against sprint burst teams until the pallet density update.
The only low tiers I play that actually use bloodlust is Trapper Hag and Sadako and bloodlust genuinely works wonders for them (aside from hag) so I don't find much of an issue with it. But sadly if you wanna win with some of the lower tier killers you have to A: be insane at m1 chase or B: literally one trick the killer.
Realistically if you are above average with the killer you play you should be winning with your killers I have about a 60%-70% kill rate with all my killers.
For some builds you wanted I recommend not running regression perks based on kicking gen since right now depending on the killer you play you just don't have the time for it so I've been running stuff like Pain Resonance, Turn Back the Clock, and whatever other perks I feel works great with the killers. BUT if you play a high mobility killer Eruption + Pop is the best gen regression from my experience. For F2P regression I would run Ruin + Undying or Pain Resonance + Grim Embrace/Pop
Some basic tips for killers:
1: If you play a setup killer and do not have Corrupt Intervention play around your spawn since survivors will instantly get on generators in their spawn.
2: I'm begging people to learn how to use crows properly especially if you have a bad headset this is genuinely game saving knowledge
3: Use momentum tech if you haven't used for m1 chase already, if you don't know what it is watch a video its great
4: Master your killer specific mindgames this isn't as important as the previous ones but I'd for sure recommend learning it. Examples would be stuff such as Sadako invisibility, or if you cancel your second dash as Houndmasters dog to make people run into you, or fake revving with chainsaw killers.
5: Please stop overcommitting to chases if you jumpscare somebody with a stealth killer and they run away from your 3 gen across the map to shack its just not worth it
6: Stay on one side of the map unless you are high mobility
All in all, as long as you know how to play your killer properly and are good at applying pressure with said killer you should win about 60% of your games which I thought was stupid until I looked at my kill rates and my main killers all sit at around 65-70% kill rate. And remember to have fun and do not take the game seriously its not like the opinions of the unemployed matter to you.
I'm gonna try some of your build/play suggestions but I'm also gonna follow with that also
The problem with this is in a general sense killer takes way to much to just enjoy casually if ever compared to survivor.
"Unless you do this and unless you play like that" survivor doesn't have this issue nowadays, it's barebones, simple, with powerful, multiple, mega forgiving playstyles. How does that not give them the power role?
very little is forgiving on killer, the game has a very distorted mechanic that's punishing the player for the way you need to play to get a victory.
Mind games only work so much with some of the ways players can stretch out chases for gens to pop and you suggest not kicking gens for the most part
If kicking gens is mostly not a good idea a strong handful of them should be completely changed or overhauled if that's the case. Why coax the player into wasting their time and slots on stuff that doesn't do much of anything but put them at a disadvantage?
I personally think Hex perks should be able to be re lit unless the survivor destroys the totem. They can bless them over and over so the killer should be able to curse them at least more than once.
Trying to not to commit to chases when they have 2-3 second chance perks is challenging because the amount of baseline regressions is embarrassing and just feels like the devs are too scared to punish the survivors at all. It takes almost nothing to make regression stop. Most cases too they can survive and choose to go down and get hooked to complete the generator.
The focus should be more to limit the potential of teams running these very strong builds and voice communicating every move to have this much power in a match, I know for fact solo survivor is different and harder in some instances but there's more swf having killers against a wall with some of these builds or characters that are more quiet than others or blend in environments with different cosmetics.
some of these things killers need perks for should be baseline in killer's role for them in a way that isn't game breaking.
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@Crowman said:
A big part of the problem is that BHVR doesn't really play killer. We've seen the current dev team talk on live stream and they make it very clear they have a bias towards survivor.
My personal opinion is that both killer and survivor are some of the worst pain points in this game's history. Solo survivor can be practically unplayable because too many survivors give up at the slightest inconvenience. Killer gams are often either boring because survivors give up instantly or aggravating because the survivors who don't give up know how to utilize all the resources available to them.
The game being as fast paced as it is just leads to both sides rushing their only objective which isn't fun to face.
There's a lot of areas the devs need to do overhauls to improve gameplay for both sides, but not only do the devs take months to put out small adjustments but I can't see them committing to massive gameplay overhauls. Even the poorly thought anti-camp/tunnel/slugging changes where just bandaid fixes that didn't try to change up gameplay mechanics.
There's a video i watched on someone going over that mechanic for anti-tunnel and etc but i'm not sure if you can post links here and I'm trying to be clear on my complaints but it's just so frustrating and disappointing. This game has a lot of reasons to play it but imo not many right now to enjoy it without some improvements, we need less ons the skins which some were great but way more on quality of life
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@Doctor_Lover said:
I main doctor and it feels that when I use my shock therapy I'm getting punished, the survivor can just run away from it and just keep looping and greeding pallets while I lose distance because of slow down it makes using my in chase ability almost useless and counter to my goal. I do think there should be counterplay but right now the survivors can do anything and not be effected in a meaningful way.
Is there a plan to make doctor better in chase?
and is he in a good spot from your perspective?
Killer in general is weak and the game is built around playing like a bully since the devs want survivors to win every match and or encounter
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083565#Comment_4083565
I understand the frustration, as a fellow killer main. But think of it this way. If someone is in saloon a.d you dont have a way to get them easy, disengage. Especially if.they burnt exhaustion perks to get there. You know where they are. Let them have that stupid balcony gen for most killers. If you know where a survivor is, amd there are no gens there, them you know where to go next. That survivor is stuck waiting or following you. As a general rule if THEY pick where the chase is happening it's not ideal. For most killers. Or, if you dont want to deal with them slamming 4 pallets im your face and heading to a god loop, might.k suggest warmly you take the path any of us have? Play S tiers, or A tiers, or killers that ignore pallets and loops. Personally Dracula can punish saloon, as can Larry, trapper, a sneaky Bubba, nurse Blight, dredge, sometimes knight. Again, depending on who you main you have to know that yes, the saloon is bs for your main, 2, how do you adapt to win? Im not evem disagreeing with you. Saloon is a pain. But for your own sanity think around it when possible.
Thanks for the tips but then it sort of circles back to design on killers not aging well into new meta. Half the roster becomes a bad choice because they aren't S tier.
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/467855/dead-dawg-saloon-has-an-infinite
That’s not an infinite. You can break LOS and mindgame it just fine without teleport or bamboozle, especially with decent red stain control. It’s strong, sure, but absolutely not ‘run forever’ unless the killer misplays.
If you’ve got a clip of someone looping you there forever, post it, because right now this just sounds like a misplay issue, not an infinite.if i find one i'll post it, if you run inside to the window at the top of the stairs and to the bottom of the stairs window you can run out bamboozle and make the chase last forever just circling the perimeter of the building. There is no Mind looping I can do that would really help imo (well if i don't have a tele) because it would just restart the chase. They will wait at a corner and start the process over and over, the only reason i wouldn't call it an infinite is because other killers can over power loops but some killers face this issue and that's the problem I'm really pointing out.
Some maps are just Overly big too like Nostromo, or Swamp can be large. idk why they made such a big deal over RPD and then others remain big
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@Wezqu said:
Maybe you should really describe what infinite you are talking about?
Did you not read the part that says MAIN BUILDING?
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@Callahan9116 said:
Its almost infinite, but not quite
Its super toxic, generally if a survivor gets there you just ignore them and go for someone else.
@coldflame said:
its not an infinite (you need to break the doors though)
dead dawg main is an insanely long loop and you should almost always just not run it though
Why would I just "not" run through it, I get what you're saying but then the survivors know to just run there for safety, which is the whole problem I'm pointing out. Handful of killers become almost unusable because of the map design
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@MicrosoftSucks said:
Does this title ring a bell to you? Yes, the poor get poorer and the rich get richer.
This is no different in. I mean, look at Skull Merchant, Sadako (Onryo), Ghostface or Trapper.
Whilst BHVR is too busy nerf hammering Wesker and destroying weak killers with poor reworks such as the trickster, the strong killers like Blight get a bugfix that buffed him indirectly, while Kaneki (Ghoul) gets nerf after nerf through 'bugfixes'. Then they double reversed on the pallet vaulting hit like what? Is it a fix or not? Hot take, Ghoul was never strong to begin with. He will never outcompete Dracula, Singularity, Blight or Nurse.
Besides that, you barely did anything to elevate the weak killer issue, so why is that? They can't remain in the same state that they're currently in. It's irresponsible and unjust. There is no balance team because if there was, none of these complaints would exist.
There's just a bit of Complacency when it comes to the treatment of killers and I agree, especially with Trickster who needed a balance work to make him fair, not to change his power to arguably make him stronger when he was already strong.
I'm also tired of no new mori's, only if it's tied to a whole viceral level skin and you can only see a difference if you pay big $$$ and only use that skin. If they sold single new mori's for each killer id buy almost all of them because that's the reward i thought. It adds longevity to wanting to be in the killer's role instead of racing to see the same lackluster at times outcome over and over.
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@maybesarahhh said:
i like this idea a lot, it would make getting mori'd more fun.
as a survivor main, I would be incredibly jealous that I don't also have different equippable emotes, though LOL. i understand people worry about them being used in a toxic way, though. maybe some kind of emote to do during the animation as the survivor exits the trial would be less worrisome though?
being used in a "toxic way" just sounds like a cop out not to put them out
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@Emeal said:
Equipable Moris is such a good idea and everyone wants it, but we are baffled at BHVR not having it implemented yet.
"Nah we don't like money" said someone apparently.
I'd buy them all for ghost face there's tons of ideas to be put out. I don't like the limited idea of having to tie to a whole skin and you can use it anywhere else which is another thing not making sense.
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@Yords said:
It makes me sad, he deserves a rework along with the other weaker killers
survivors have their hand held through every aspect of the game especially in swf
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@ShanoaLegendaryPlz said:
Hmm all i heard was that itd be changed in "the next bugfix patch" with the face scan used. But that was before this 2v8 update, so i dunno if thats the bugfix patch they meant or theres another one coming?
I'm just a little lost since she's been updated a few times and i hope there's one last one to really bring in Natalia's Likeness to Nancy in game.
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@Trasher21 said:
Please consider adding the Mind Flayer in the sky while in Worldbreaker mode when playing as The First!
almost like the castle being viewable with dracula?
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@Rogue11 said:
Has anyone shared a render of the new model? I'm curious if it looks better without animations applied in game. I feel like the new one looks ok in certain lighting/maps. I've seen some incredible fan-made models but for BHVR, the model also has to work with all the various animations and fit the game's female skeleton. Are they still working on certain parts of it or is this the final product?
From what I've seen she's still an active project and i believe they are doing another change to her face in an upcoming update
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@takashi98 said:
I appreciate the steps taken in patch 9.4.2 to increase the frequency of Steve Harrington's original scream. However, I originally purchased that character because I loved his original scream and having that be just an easter egg is not very satisfying. I'd just like to leave this request here to voice my opinion that I'd like it restored to how it was before the stranger things chapter 2 patch where it was a 100% chance. Thanks.
Nah the percentage was a nice happy medium, nobody wants to hear that crap all match every match
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They have bad servers that get overloaded and don't work with new updates like this
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@bleep275 said:
It has single handeledly caused the death of my meme builds like jumpscare myers and what not.
Now before people go "mermermer if you need a specific map to win you're not good"It isn't about winning, it is about the jump scares and the reaction to it. I play for fun, not to win.
Not to mention they totally made the "cancel any map offering" offering useless because 20% is not that big of a deal to warrant using one of those offerings.yeah again theres a offering to already void it
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@Fix_Killers said:
Ah yes. Let's nerf Killers just because Survivors DC against them. That's in no way abusable!
Survivors will DC against literally anything they don't like. From 'I was found first' to 'I am not having fun at this very moment' to 'I personally don't like that Killer/Perk/Map'.
Allowing them to control what gets axed by them being salty would be horrid.
I see what you're saying but at the same time if a majority don't find it fun they will most likely do something to make it fun instead of miserable
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@JawsIsTheNextKiller said:
If every killer game really is 4-person L100 SWF then you are probably winning most of your killer games. If that is the case then matchmaking is working. If you aren't winning these games then look out for pre-dodged lobbies (they don't utilise the MMR). You could be taking everyone else's rejected lobbies.
If all your team-mates are terrible then welcome to playing solo. But I have high-hopes of the Go-Next prevention.
@Emeal said:
MMR really dont care about how you feel in the match, all it cares about is how you perform compared to the people you play with. So the question is, What is the result of your matches? cause if you win the mmr will send you up.
That goes all out the window when you switch to the flip side and you get people who play with their monitor or tv's off. The math aint mathin
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@YamamuraVideoRentals said:
Biggest problems with the ghoul is that the auto-aim hitscan feature of their power even allows them to locate survivors in their peripherals or obscured by things like bushes easily. The first hit they get also feels way too free.
So it's basically like legion, but with much, much higher mobility, the ability to body block survivors, and heck, even a form of ranged attack that can hit survivors up on a different level if there is a clear line of sight.
i hope they get rid of that teeth locator or change how it works
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@JawsIsTheNextKiller said:
If every killer game really is 4-person L100 SWF then you are probably winning most of your killer games. If that is the case then matchmaking is working. If you aren't winning these games then look out for pre-dodged lobbies (they don't utilise the MMR). You could be taking everyone else's rejected lobbies.
If all your team-mates are terrible then welcome to playing solo. But I have high-hopes of the Go-Next prevention.
No sir you don't get it
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@brewingtea said:
Because in order to get out of newbie MMR as survivor, you have to play like a 10k-hour looping god.
But in order to face P100 looping gods as killer, you have to have a functioning monitor.
The latter is easy mode.
pretty much its really infuriating sometimes, there's no way to see your MMR score either?
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@TheTom20 said:
You could place these players next to an open exit gate an they still DC in a rage
because he's unbearable, another killer that's gonna be nerfed and not used because of design flaws
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922872#Comment_3922872
They almostnever killswitch anything unless it outright crashes the game, they didn't even used killswitch to disable boil over when there was many unhookable exploit
i remember they've only disabled a few for bugs and i can't even remember which killers
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@leon_help said:
in an attempt to integrate newer players arguably has made things worse. it feels like such a chore and i feel like im just…. playing the game for lack of a better term lol. i made my match around my challenge and the challenges feel very dull now on top of giving to little to no bp - and the rift change on top of it is just rough.
i feel dbd is generally a learning curve from the get go - and the compendium/tome was certainly not the issue for new players. the tutorial is in a desperate need of an update. they arguably need to be more generous about giving bloodpoints and iri shards so new characters and perks can be obtained more easily. upping the bp cap to then lower how many bp you get is absolutely ridiculous. i dont think alot of players wanted it to be this drastic.
now i do like how we can select several challenges and dailies are actually both killer/survivors.
I agree i went from getting my challenges done to getting my handful of quests done and nothing seemed to progress, did they change the value of doing them to the minimum??
Also it feels very..Fortnite. I Much preferred the old system.
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I wish they'd just Kill Switch him permanently or re design him like Skull Merchant with Kill switch included. I'm tired of facing him, his kit is annoying buggy garbage
@Rokku_Rorru said:
He is just a poorly designed killer, that's not fun to face. Either you nerf him and he is unfun to play, or you keep him and he is unfun to face.
That's poor design, even in the middle it'd just be eh to both sides, nothing fun about it. -
@Daniel_Silva04 said:
If you pay attention, most killers 80% of the addons are useless or very situational that not even worth using. I think they are too lazy to think about addons and just put whatever comes to their mind.
For some i agree, for others i do not
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@deckyr said:
or is it ok for him (and not skull merchant) to sit at a 70% kill rate while he waits for reasonable and nuanced numbers tweaks to bring him slightly down?
interested in your answer, bhvr developers. i'll be considering the reality of what happens to be your answer to this question.
have you not gone against Ghoul?
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@korrok said:
I'd like the new gens better if they were affected by killer powers and perks. They are way too fast as well.
Yes hopefully this is fixed going forward, what kinds of other types of Gens or Objectives would you like to see?
If we had more kinds of gens than the normal ones in "Normal" game mode it would be so much more fun
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@OnryosTapeRentals said:
Blood Moon event is a lot of fun. First DbD event I've enjoyed in quite a long time.
Obviously there's a couple of oversights that need ironed out, but I'd love to see something like fueling generators come to the base game.
Yeah there's a good handful of perks that do not work properly with the new gens in this event that is sad but other than that i have had tons of fun rather than "normal" mode
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@Emeal said:
Yes. I want different types too!
- Smoll Generators that finish faster.
- Heavy Generators that finish slower.
- Old Generators that make alot more noise and more skillchecks.
- Generators which need a part to finish, (try to repair it, shows aura locker has the part missing to complete.)
- Evil generators which gives the Killer Instinct once you finish half way, also failing skill-check injures you.
- Linked Generator, Regressing this generator sends 50% of progress lost to a different generator, then starts regressing it.
- Glitch Generator, finishing 25% of this generator makes it disappear and reappear some other place in the map.
- Warped Generator, finishing this extra long generator send 25% progress to another trial's gen, then starts regressing it.
- The Meg-arator, Leaving this generator reduces progress by 10% but gives the survivor gains 150% haste for 3 sec.
- Its a Bomb! Generator, finishing this generator injures all survivors in range around the generator.
Okay, the brain is all dry now.
This is good but I do want to still focus on that Blood Generators require you to find the pump first, I like this formula a lot.
Imagine if something like keys were around the map and we had to find a certain amount to unlock stuff like the gates or something, just an idea like that
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@ChrissyG88 said:
Killer queues are now longer than I've ever noticed them (except for the 2v8 periods). And going into survivor matches is almost instantaneous now. Again, except for 2v8 periods, these queue times have never been so far apart from each other. Goes to show that more people are desperate to play killer and survivors are just not logging on because of the current state of the game. I'd rather go back to the day 1 Skull Merchant or day 1 Knight times than this rubbish.
As survivor, I'm sick of coming up against the same OP killer than obliterates me and my team every game. But if I want to play as killer, as Doctor, I have to wait 10 minutes in the queue. It's just not fun for me either way.
Sorry man i feel that
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@Nicholas said:
Every day has that day one launch feel where 90% of matches feature the newest killer. This is a sign that he is fun, easy, and OP, which is why everyone plays him. Ime no other killer has this pick rate for this long, even highly coveted and anticipated IPs like Silent Hill, RE, etc. I didn't run into launch killers with this repetitiveness for this long.
He's tired boss
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@HolyDarky said:
Hey,
just out of curiosity what is your opinion about the new feature that survivors have to go to a blood pump, fill it up with blood, and then go to a blood generator and fill it with this blood. Of cause, the feature is still completly new but what is your first impression after playing as survivor or killer and play around it.
Also, what is your opinion that it is an intended feature that no perk (both sides), addon, and killer power applies/works with blood generators.
i love the blood generators, they need more variety like this in normal games stat
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@Bodark said:
I think there are much cooler things that can be done. Like finding spark plugs and ignition cables in order to start working on a generator. But then decrease the time it takes to complete one after that since you have to find stuff for it. The current blood can things is still very boring imo.
All the reason just to add more and keep these gen types for normal games
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@Mechanix82 said:
He is way overtuned. A Camping and Tunneling moster with unreasonable chase mechanics. He is legion and nurse combined. How did this make it to launch?
He needs a way, WAY bigger cooldown on his leap ability, otherwise he's pretty fair. However some builds with what he has right now in terms of know how, add-ons, especially his pinks needs to be adjusted, he has to much roam and pressure.
Also his bite crap that will get you through mostly any wall is so ridiculous, what is that devs e.e
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854539#Comment_3854539
First thing I'd like to see BHVR do is fix particle effects so they're not such a resource hog. A different game I play with much, much better graphics has a setting for the quality of the particle effects. I turned the quality of the SFX down and I have a gorgeous looking game that runs smoothly despite being on the otherwise highest graphics settings.
I go into an area of a DbD map with fire and smoke, things get bad. Someone burns a fog offering, I can't hear the game at all for the PS4 fans turning into jet engines. BHVR makes some new menu screen with more fire and smoke and fog and now the menu runs like hot garbage. Killers with a lot of SFX cause performance drops, too. I'm being chased by Plague, frames are dropping and now I can't interact with the damn pallet.
Anyone else remember when the opening/offering screen with the red clouds was causing issues on console? I remember. I complained about that a crapton before they finally fixed it. But they don't seem to have learned from it.
There's no way to make any online game run perfectly at all times, but DbD has a ridiculous amount of issues. The devs don't do a decent job of optimizing performance on any level, so it adds up more and more and this little problem here and this little problem there compound into me sometimes asking why I'm even bothering to run when the killer sees me.
So yeah, the devs can't do anything about people's internet connection speeds, but their game's coding is a tangled mess with so many if-else-else-else-else-else statements and uncapped SFX that the game is doomed to bad performance even before internet connections become part of the equation.
I remember when there was a time that youd hear the scream of getting downed, but still be standing if the pallet stunned the killer and "Hit" you somehow mid interaction. Thats out the window these days
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@TragicSolitude said:
I noticed yesterday frame drops on console were taking away my ability to drop pallets and I was getting downed for it. Super fun. That was on the PS4 Pro with SSD, not Switch, so I was a bit taken aback when I realized that was happening.
Meanwhile as Killer I get stunned by a pallet that's half a mile away.
We don't need pallets removed/replaced, we need the game to function in a consistent manner. BHVR messed with killer powers to make them "consistent" across killers, but we have latency and optimization issues screwing us so the base mechanics don't work in a consistent manner.
Performance takes a hit when there are a lot of particle effects on the map and/or the killer. That never gains traction, though.
wonder what's the antidote for this, what yould yours be other than trying to maintaine 100% optimization with base game mechanics, thats a reach for any online game, some people's connection sucks.
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@OnryosTapeRentals said:
Pallets are kind of annoying at times. It’s so frustrating pressing space, seeing yourself start the animation and then having nothing happen because the killer moved a millimetre and is now blocking the drop prompt.
this too
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@tyantlmumagjiaonuha said:
All I can say is, practice chasing with Window.
If you don't like Franklin, hook up a VC with a friend and say, "Keep your items around the middle gen!"and you can almost ruin one killer perk just by saying.
The only way to deal with knockouts is to lock in before you go down. That way other survivors can see your aura as you are carried by the killer and can figure out where you went down. Or call a friend on VC.
why is it so complicated for a seemingly "basic/average killer" hes clearly strong
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"I wish he would be fixed to maybe chase and earn tokens to use his chainsaw, this seemingly unlimited chain swing is not healthy for the game, there's no other killers like that other than HB and even he's not this unfair imo."
"he pretty much counters the "anti camp" system as well with just how he is supposed to play his power."
"I know perks like Sprint Burst would be good but even then it doesn't get you that far away from him".
"he downs so many teams in the start of the match and everyone just gives up. games of this in groups (worse in solos) have pushed me to write this post."
people have also brought up other great points.
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@fussy said:
"unhealthy", "bad design", "overtuned". Since when every second post is nothing but list of buzzwords with zero opinion in it?
"Chainsaw swings is not healthy for the game", are you even trying to think about what you're writing? Brain is for thinking, it's not container for buzzwords you can use anytime without context.If you read the whole post you'd find the answer you are so rudely searching for, go on a vacation
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820651#Comment_3820651
Sure they have more Mori animations, they also have a Gacha system which has certain Gacha-only "platinum" skins, guaranteeing such a skin can cost around 200$ if unlucky.
Some characters in the past could be acquired slightly earlier than their official release…only in the Gacha and possibly costing more than the core game alongside most of the DLCs.
It's bad enough that the Finisher Mori system actively encourages slugging for the 4k to see the juicy animation now, it would make it so much worse by having Mori that people bought and so will sweat/slug even more to justify their purchase.
I mean not totally because if i got one id just bring a pink and say gl to the surv, even then. Slugging and that stuff devs said isn't an issue thats worth focusing on rn, theres lots to aid against it perk wise