StickyB
StickyB
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@jayoshi said:
Something that affects the killer -
BHVR: Kill switch it right away!
Something that affects the survivor (like merciless storm) -
BHVR: We will take our time updating it and won't kill switch it.
Dredge going invisible got kill switched, Merciless did get kill switched at one point (sure not long enough but it did), when the clown could get perma haste from bottles he was kill switched.
When killers were being fat shamed due to buggy map generation, those maps never got kill switched. So don't really know what you're talking about.
Can you give me 5 times where something hasn't been kill switched by BHVR that was used to the killer advantage.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410558#Comment_3410558
Does anyone really care which killer is better without addons or perks? When is that ever relevant? If people want to play to win, they'll play with addons.
It's relevant to have someway of comparing. Knightlight plays to win and is on a huge streak easily.
How do you compare the two killers if not to start with a baseline. Who loses their streak first?
If you're comparing with addons and perks then it's just what knightlight is currently doing but amplified significantly.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410558#Comment_3410558
But its default thing to assume that every killer bring their best addons and perks.
So Blight need adjustment no matter what
I agree, he definitely needs adjusting from what he is now. His addons bring him to, as shown, impossible to beat in the right hands.
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@Piruluk said:
Especially after the Nurse nerf, I barely see her anymore, most of her addons arent that good anymore, and her blink attack is considered special, so no m1 perk works with her, on top of that her chase music is extremely annoying. I would say she is FINE now. Yeah extremely good players can make her work, but still most wont even touch her anymore.
While Blight has a very good base just like Nurse, however his biggest strength that most of his addons broken, and can carry players easily, just like Nurse was carried by perks and addons before her nerf. Another thing why the hell is that Blight has 115% speed? He isnt earning his power, and also has same speed like extremely bad killers (Trapper). I see Blight very often, and almost always destroying the team without any counterplay, once learned the basics, Blight is Overpowered.
Momo requires addons and perks, if you look at Knightlight (probs the best killer in dbd), he's on a 200+ streak with Nurse with no addons or perks. Nurse is just fundamentally the strongest killer. If you ask Momo to try and streak without perks or addons, I bet he'd have an extremely hard time getting close to 100 let alone 1000
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@Sonzaishinai said:
I wonder what would happen if we changed the end screen result to work on hooks rather then kills.
So for example
0-3 hooks: entity hungers
4-6: brutal killer
7-10: ruthless killer
11-12: merciless killer
Just change that and nothing else. Would it really change peoples playstyles? That would be really interresting if it did
Issue with this is that it punishes the killer for trying to force the survivor to the second stage if they choose to go for the save last second. And if someone going second gives you another hook state then the gameplay is the exact same.
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Well since I've started learning new killers, if I feel like i've had some good chases (or cool shreds since I'm learning demo) then I'm happy. Sad I have to run slowdown just to have enough time to get lots of chases in else I'd just run Enduring + Bamboozle.
If I feel like I've done well, then it's a win for me, I'm not ready to sweat on most killers.
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@Remedicist said:
And if using Slinger, try using Forced Penance. I manage to proc the broken effect quite a bit, and it leaves the survivor in a pretty vulnerable state for a good duration. Can also pair well with Terminus by the time the endgame has begun.
I've seen Hens use it on Deathslinger too, however I suck at Deathslinger so it might be a while before I try that one out.
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@HugTechLover said:
I wonder if coupe works for a lethal rush on blight. That would be hilarious.
I don't think it does as it's not a basic attack, however I know it works on Deathslinger's attack after the chain hit.
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@09SHARKBOSS said:
try save the best for last on a special attack killer like huntress or nemisis
Honestly STBFL is good on any killer, but yes, been using it a lot on demo.
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@CausticMisery said:
Autodidact is slightly less useless now and I've been having fun with it. Coulrophobia also seems to give me quite a bit more value lately. I pair it with Sloppy /Gift of Pain and run it on Legion, Doctor or high mobility Killers like Billy or Blight to extend its reach.
Coulrophobia is a very nice perk, been playing stealth killers more lately so not tried it much this patch but it's seen a lot of uses on my impossible heal doc build.
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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 don't understand why people stop using Pain Res and Eruption, they were just made balanced. They're just as strong as other slowdown.
Been using PWYF on Legion and Plague, it's very good and can't believe I missed it out.
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@Ἥφαιστος said:
https://forums.bhvr.com/dead-by-daylight/discussion/373247/all-my-games-have-gone-to-1-or-0-gens
Yup but as you can see, people review bombed dbd to mostly negative. They're literally full grown adult acting like babies.
Yh, it's kinda sad that people do this to a game because they don't agree with something.
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This bug has been in the game almost 6 months from my experience
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Thanks, I wasn't too sure as I hadn't done any testing and this is basically the only build I run with hex perks
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335620#Comment_3335620
WGLF promoted rushing the hook and farming the person. It was the most "efficient" way to get stacks.
People were forced to play by fun way for both sides.No, they weren't. As killer you didn't have to change your playstyle at all. As survivor you needed to rescue more and fight with other survivors for stacks or alternatively throw the game with protection hits.
Also, There is a protection hit oriented perk atm. It's called Mettle of Man. It isn't good but hey, it's there.
Yh, I know about mettle of man, I just wish they'd buff it to a decent place
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I just want my Twins rework and then me and BHVR will be cool.
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I got told today that I must not have a mortgage cos I tunnelled someone out. While this is true, Can anyone help me find out if this is true with everyone? Do all us people who tunnel have no mortgages? Have I just encountered an economics genius.
I mean in the same conversation I got told B:COH and Dead Hard aren't meta perks but we ignore that part.
But on a proper note, I don't see any issue with tunnelling if you're ok with going against trihards. I struggle a lot now and have resorted to tunnelling early on and it gets me consistently with 2kills+ (I don't run the sweatiest of builds or killers)
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@Brimp said:
You have a perk that literally makes you do totems in 9 seconds after the first one AND gives you aura reading on the next one. Maps also exists.
But then I can't use my B:COH and use my 4 meta perks and bring my medkit
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I started to believe that BHVR wanted camping after the perk rework. Thana, a perk that relies on hitting multiple survivors got nerfed into the ground very quickly (yes I know it was over-tuned but they didn't have to destroy the perk). Ruin, a perk that encourages chasing multiple survivors off of gens got nerfed into the ground. I've started running perks like SH:GoP to give myself a reason not to camp and tunnel but survivors will still complain since I'm a twins player.
BHVR have destroyed hit and run with B:CoH and I've seen it in 32/37 of my games this week which baffles me, a lot of survivors say that they're getting tunnelled every game and all anyone does is tunnelling but B:CoH doesn't help being tunnelled. If anything it gives the killer more reason to tunnel as they're not going to want to hit another survivor if they're just going to heal up 20 seconds later.
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I personally think playing a multitude or low tier killers is extremely hard as you become a jack of all trades, master of none. Unless you have like 6000 hours playing m1 killers then you never really learn which loops each particular m1 killer can outplay. I usually say if you want to learn a low tier killer then play 10-15 games on each map and don't play to win but play to see how each loop works with that 1 killer. You'll realise when you know which loops you can outplay with that killer, them being low tier matters a lot less.
I did this with Doc (sure he's probably as middle tier as you can get) and I tend to perform significantly better than I do with either Artist or Twin (which I'd argue are higher tier). I used to be scared of the game, now I love it as 90% of the loops are unsafe just high risk if you mess up timing. And I only run impossible skill check-esque builds.
TLDR practice one low tier killer for over a few hundred games with the outlook to learn loops and not win.
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@HugTheHag said:
I play for fun and not necessarily to win, so any tunnel in my games is accidental.
But it happens.
It happens because I play Hag and don't control who's walking all over my traps ! So if it happens to be the last unhooked, well. It's very time consuming replacing traps and I can't afford to let a survivor go.
It also happens as I play Legion, when my 5th chain hit happens to be the last unhooked. I'm not wasting a 5 hit chain if I get one !
I used to play a lot of hag (back in 2018) and yh, trying to not tunnel someone out was purely RNG.
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@Laurie268 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315757#Comment_3315757
Sounds like you will tunnel no matter what then since all the things you listed are normal survivor gameplay. I’m surprised you didn’t add in survivors breathing as a requirement too
I think it's satire, but you can never be too sure. Else yes, they do just seem to tunnel no matter what
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@Dogma_loki said:
Well thanks for pointing out the fact that survivors should just play how they want too. How is anyone supposed to know the "Official Killer trigger rules" for each individual killer? The fact is people do it because its easy and effective. Lets just leave it there.
There are no official rules, but the things I'm trying to point out are things I see survivors do often which result in them getting tunnelled. Some people prioritise getting a killer then pressuring gens and they find that easier, yes. But if people stop taking the hit with BT, or people don't run towards the gens after being unhooked the likely hood of them getting tunnelled will go down even if it's a very small amount.
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@I_CAME said:
Nothing survivors can do will stop tunneling. Killers make up their mind to tunnel at five gens before the game even starts. There's no reason people do it other than it's playing the game on easy mode due to there almost always being at least one guy who is average or below and can easily be tunneled out.
They can certainly reduce the amount they get tunnelled as I can guarantee not every killer has made up their mind at 5 gens. All I'm trying to do is give survivors a few ways to make it less likely.
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@Seraphor said:
Eh... 2 is a bit iffy. Survivors run map offerings because they think the killer is going to sweat anyway and they want a better shot at winning. This is like saying "dont run meta perks or bring items".
1, 3 and 4 are correct though.
Yh, 2 was more of a personal thing, I guess I probably should've mentioned it as even when I put it I found it hard to articulate what I meant by it. Cos I defo think that anyone should always bring their strongest things if they're playing to win but that they also shouldn't complain when the other side does it and was hoping that this post could maybe bring some insight on how survivors could reduce the pain of being tunelled
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Rising Anger:
Each time you down a survivor gain a stack to a maximum of 8 stacks, each stack increases your terror radius by 1,2,3m
Scare Factor:
Every 30,25,20 seconds, each survivor in your terror radius gets a difficult skill check.
Wounded return home:
When you injure a survivor, all survivor's auras within 16m of the survivor are revealed for 10 seconds
(Aura reading would follow the survivor for the 10 seconds)
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@Mockingjay_S451 said:
I believe I have seen people say that BHVR close up shop for the time around Christmas.
That makes sense, guess the 6.4.3(?) Was the last thing they were giving us before they closed. Here's to hoping they release the mid chapter early January
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The video in question has a huge problem and that is the comparisons it makes to other games.
It talks about CoD and how the best gun can be got in a day, however CoD releases a new game every year or so. £60 vs £6-10 every 3 months with deals often. So they come out to the same pricing.
The best comparison I could make would be to R6 which has character that take 40+ hours to get one and sure they don't have characters that require you to pay money to unlock but they also don't get the privilege of having their fav character from similar genres in their game.
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@MisterMister said:
For me It doesn’t matter one way or the other, I’m usually just playing on my phone until the game starts, and rarely even look at the survivors in the lobby. I prefer facing SWF’s anyway. I enjoy the challenge. When I face a solo Q I don’t usually play hard, and let a few of them go if they try their best. With a SWF it’s all out from the jump because I know they can handle it.
But you don't know if they're a SWF? So how do you determine who's solo Q and who's SWF?
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@Exxodus21 said:
More like, I'd change my build if I new I was playing against solos. I tend to bring stronger perks because I assume I'll be against a SWF. If I knew they were solos I'd bring more of a fun build.
I meant it either way, but I agree that I think more killers would be nice vs solos
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@CheesyGuy said:
I do not think there should be a difference between Solo-Q and SWF. I play both sides and yes while the SWF has a huge advantage, not all SWF uses voice chat or any other device and not all of them are doing map offerings and etc... However, I admit that I hate it when the whole SWF team chooses the map because I knew that moment my game will be much harder and less enjoyable because they know where they are going and they took the related perks while my killer can be map dependent and some perks really shine at some maps while the others not.
I think BHVR needs to remove the map offerings which give quite an advantage to a group of survivors if they are friends. Other than that most of the SWFs are quite balanced and fine in my opinion.
I agree that BHVR need to work on others things and not my hypothetical. Survivors bringing map offerings do take a toll on most killer mains I know and I think BHVR need to just fix the map disparity.
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@Aven_Fallen said:
Nah, the Killers who say that they want to see SWFs in the pre-game Lobby dont ask for this to change their build, they ask for this to dodge so that they can cherryipick their games.
I agree that a lot of people would dodge lobbies, but that's why I'd propose a 2 minute lobby dodge system. Or something to stop you just dodging lobbies all day.
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50|50 shouldn't be a things, sure when you look at it from the killers perspective then it should be, but 50|50 means that a Killer getting a draw has 2 survivors win.
60|40 means that 1 Killer winning should result in 1~2 survivors escaping. As BHVR has made it clear that this isn't a team game where if 2-3 people escape then your team wins, it's if YOU escape then YOU win and YOU have your MMR increased, regardless of performance.
I could even see them aiming for a 65|35, meaning statically a 3K is more common than a 2K. But due to hatch, I see this being more unlikely.
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Yes, the guards need LoS
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@vBlossom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3274109#Comment_3274109
"can just run to the opposite side of the map"
Ah yes, I'd just literally teleport to opposite site of the map.
I don't understand what you mean, my argument is saying that a killer can't both protect a 3 gen and chase a survivor. If all 4 survivors are alive, the moment a killer comes to the gen they're on, if they pre run the killer really doesn't have much of a choice, if they chase then they're losing their last gen, if they don't then the survivors either gets hit and runs to the boon or the killer doesn't even hit them as they have to run to one of the other 2 gens that the survivors are pressuring.
It doesn't take long for a survivor to get from one side of the map to the other if they pre run + getting the speed boost from being hit
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My only thing is, 4 slowdown perks make a 3 gen extremely slow to finish. But survivors who have 1 boon can make a 3 gen significantly easier as survivors no longer need to heal each other and can just run to the opposite side of the map. 1 Survivor Perk out of 16 vs 4 Killer Perks out of 4. If all 4 survivors brought the best possible builds then the 3 gen wouldn't even be an issue.
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@Sonzaishinai said:
Ow there is a achievement that requires you to grab a survivor after a blink.
I wonder if that's a reason why they haven't changed nurse to special attacks yet
I know consoles (well at least PS4) aren't a huge fan of changing achievements so I could see DBD struggling to make that change due to that reason
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My headphones don't come with an adjust volume button, and I can't exactly tab out of the game while on second hook or go into options.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3266009#Comment_3266009
Pop is a joke. Overcharge/Call Of Brine can be gen tapped.
Pain Res can be sabotaged or body blocked, DMS can be never proc'd, Ruin can be cleansed, you can run away from gens to stop jolt, you can heal against thana. All slowdown has counters.
Also you don't need perks that reward for downing, since downing gets hooks which gets kills which gets wins. I think most people will still kick gens even if eruption gets nerfed.
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@danielmaster87 said:
Without going into the numbers, Eruption is the only perk that rewards killers for downing, besides Jolt which... pfft. Kill Eruption, and you take away the only incentive to kick gens.
Call of Brine + Overcharge are 2 very strong gen kicking perks which people were using before people realised the strength of Eruption. Pop still works in certain situations.
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@RaSavage42 said:
If you get into a match that has 4 Solo Queue players chances are that Eruption might work 3-4 times in the trial
If you get into a match that has a 4 man SWF playing chances are the Eruption might work once if that
Once you realize that the Killer is spending more time kicking Gens then actually chasing flags must be raised
Also Gen regress at .25 charges per second
I don't know the math behind using Eruption, Pop, Jolt, PR
Or Gen slowdown using Thana, GOP, Dying Light
I would like to know
I made this post a little while ago when the rework first came out with the math behind a lot of the gen regression, where I tried to compare all of them to a single use of Pain Res
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@Carth said:
I do think eruption is over tuned and a dumb perk and should be changed in several ways but disagree with your analysis
Problem 1. You are defining an eruption as 2+ gens per proc most of the time, this is based on what? If a killer is going around kicking every gen prior to getting a down or even kicking every gen they see then that is time spent not chasing or doing anything else. So either way the killer is either not getting multiple gen procs every eruption or they are spending time not chasing/doing anything offensive except going to kick gens prior to trying to get a down.
Problem 2. "There's the undodgeable Incapacitation". It is dodgeable. Very dodgeable. By a SWF. "Guys im about to go down, let go of gens" completely dodges it. Yes I am aware in solo queue you do not have that option and I agree it is bad, but let's not pretend is a flawless uncounterable incap.
It's the same problem as knockout, blindness in general, and most of the other meme countered by swf perks with the difference being that this one is very tangible and noticeable whereas hiding auras aint that great unless you are going out of your way to slug. The design is still awful though. "destroys solo queue and is destroyed by a good swf" does not equal balanced to me
For problem 1, most killers running eruption are also running eruption + CoB (from what I see). In the late game, after they get a down, they hook in their 3 gen and keep the pressure on those 3 gens. There's plenty of time to kick 2 of your 3 gens in your 3 gen. But even early on, unless they take info perks, which I'm seeing less and less of, they don't have anything to do other than kicking gens while searching for survivors.
For problem 2, yes this is more aimed at soloQ, I tend to either play solo or maybe in a duo. So I can't comment on how easy it is to dodge in SWFs
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3265864#Comment_3265864
What magic world are you playing in where you have all this time to kick gens as killer? On weaker ones I can barely find time to use Pop some games, let alone go around stacking up kicks on gens.
The only survivors losing to eruoption are garbo; or probably losing the game no matter what perks the killer brought
I'm not saying that I have all gens kicked? Just that I will kick the gens that I want to defend then take chases on the people who're pressuring those gens. And sure on some weaker killers you may struggle to find the time.
I disagree that the only people who're losing to eruption are bad players, it's the soloQ nightmare.
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@FellowKillerMain said:
You're not considering that regardless of the number of generators affected by eruption, the perk goes on cooldown. Then, while it's on cooldown it cannot be applied to any other generators, and it cannot be activated again until the cooldown is complete, a generator is kicked, and a survivor is downed again.
So, it takes 16 seconds to hook someone, then there's an additional 14 seconds where you cannot apply eruption which means that the first gen you visit after hooking someone usually does not receive eruption. On top of that, you will often times get into another chase soon after kicking that gen if you go to the generator with the most progression, which it makes sense to. So eruption might become active while you're in a chase, and have not kicked any generators. So, unless you're a killer with high mobility, if you don't exit or postpone a chase to kick gens, you're likely not going to have it fire on every down.
You can use empathy to counter the incapacitation, and cooperative repairs with prove thyself to complete gens in between downs. If you really want to avoid it, only work on gens that are at zero progress - they're less likely to have had eruption applied to them.
The incapacitation is 25 seconds, and the cooldown is 30 seconds, you can not kick the first generator you go to regardless since it'll be regressing as no one can tap it cos of incapacitation.
Sure there may be 14 seconds where you can not kick gens, but that also includes running to the gens (higher the rank you go the more likely someone is to hold a 3 gen)
True I had not considered taking empathy, however having to use a perk slot for the potential to go against another perk is similar to just using shattered hope to counter boons. IMO bad game design.
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I tried playing her again today after not playing her for 11 days and got the bug first game instantly.
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11 days later, and it's still not fixed. What is going on? They need to remove her until she's fixed as she's unplayable.
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My only opinion on this is:
That they should make the big maps smaller
Remove god pallets that you can not loop but have to pre drop (e.g. the pallets to the basement on the game etc) as nothing is worse than either a survivor predropping this pallet and you can't do anything or a survivor being forced to use one of the few god pallets on a map as they have no other option and the killer can just insta break it.
Remove unsafe pallets (e.g. the pallets in middle at sanctum of wrath) and replace them with actual loopable pallets. Nothing is worse than wasting a pallet as it's the only one you could reach and it literally can't be looped.
Everything should be skill based. There should be no gamble of "what pallet will I get?"
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Doc, he is one of the (if not the only) killers that can make use of terror radius perks. Just wish Huntress Lullaby didn't get cleansed 2 mins into a match :/
He's still incredibly fun though and wish more people would give my lil psychopath some love
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Camping is definitely not always the best play, when you camp, you have to wait for 60 seconds to get another hook state out of the survivor. Meanwhile 3 gens will be getting done once they realise you're just going to camp.
Vs
You going for another chase, meaning 1 survivor is going a gen, 1 is going for the unhook (which should take about a minute to run over, heal the unhooked then run back to a gen) and another survivor is in chase.
I've always seen it as, if you can't chase and down someone in 120 seconds (+seconds depending on slowdown perks), then yes, camping is more efficient. But on smaller maps where you can get into chases very quickly, I've never seen a reason to camp as it is just incredibly inefficient.
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Using lethal pursuer means you're most likely using at least 1 other aura reading perk, which means killers running it aren't stacking 4 slowdown perks. Isn't this what survivors are wanting?
Aura reading is hardly meta right now, yet lethal pursuer incentivises taking more aura reading and not stacking slowdown.