Vampwire
Vampwire
About
- Username
- Vampwire
- Joined
- Visits
- 377
- Last Active
Comments
-
Tbh just getting recognized from posting so much. Posted for the first time in a while once and somebody mentioned it was good to see me again. I used to be a huge dbd nerd, like to an unhealthy degree. Still am to an extent. Just tried to stay a bit away from it all, since I needed to do something more productive than "debate" on forums lol. But hey, it's been real everybody.
-
@cogsturning said:
Sable Ward the type of goth to use the incorrect plural form of "vinyl"—oh wait, no, that's you.
cries
-
@wesker_shades said:
You want to know what's funny?
In Dead Dawg Saloon, if you drop down inside from the second floor where the breakable wall is next to the generator, you will land on a table. Now all you need is to bring Sable, and there is the joke, right there in plain sight.https://us.v-cdn.net/6030815/uploads/53PCNXSUC6DN/sable-on-a-table.jpg
Sable on a…hardwood furnishing?
-
@wesker_shades said:
https://us.v-cdn.net/6030815/uploads/0PXZ8B67GFHX/karen-sable.png
Karen Sable would like a word with you.
Im the ceo
-
@BlackJimmy88 said:
What?
You have to be in the subculture to get it
-
I would love to see weaker killers get buffed, but it really depends. Honestly there will just be bad killers no matter what. The ones that were playable in like 2018-2020 aren't viable anymore because of powercreep. Some are just designed to be bad. I also think buffing every killer to be around A tier would just not be fun. If you focus more on power than fun, the game is just miserable for everyone. I think Myers is a perfect example of this. He's just Chucky and Oni mashed together. You pretty much just force him to break the pallet, run to the next, then repeat until you either die (most likely) or he loses power.
You can overbuff killers to be good, just at the cost of their identity and anything that made them interesting. Most of it can be relatively fixed by just making some add-ons basekit. Like dropleg knife sheath or iri stone. Because with Ghostface the issue is you mark them, then your only real advantage is occasionally hiding your red stain. Not awful, but not enough. Or trapper just literally impossible to use your power so long as someone disarms the traps. Making the traps have like a 60 second timer to reset themselves after disarmed is great. Enough downtime to make it a time wasting ability, yet also encourage trapper to still reset his traps.
-
You really just need to kick the infinite window, and sometimes that's even optional depending on your killer. But I agree they're bad design and I'm glad they're phased out atp.
-
I used to love unknown and still do. I really think his #1 issue right now is you have realistically a 2 second window to take a shot. He was my main for a while and some of the best matches I've had were on him. I think what really hurts him is the lingering reveal. You look at his general direction, look away and you can get over a quarter of it gone just from a glance. I think unknown is in the territory where he noob stomps too hard, so bhvr doesn't want to buff him for high mmr. You just need insane accuracy to do anything cool, or just play super safe and never do any of the fun skill expressive stuff.
-
@jmwjmw27 said:
I don’t think anyone should get out of game hate or threats for playing a character.
That said, the annoying part about knight has not changed from his first PTB. If you are not at a loop and within range of another, the knight gets a free hit by farting out a guard and standing still. Which makes the playable area much smaller and like artist, just means you’re shift+Wing for the majority of the chase. You say he’s a weaker spirit, but spirit has a much more interactive mechanic which is what’s important (see: F tier skull merchant).
After his minor rework, they also removed the counterplay that existed (taking the guard for someone being chased so the knight can’t use it on them), and now there really isn’t any since he can just summon a different one.
Not saying you should get hate for the character, but definitely not forced. It can be fun to juke the knight with the guard window mechanic or by using knowledge of guard pathing, but sitting at a loop waiting for knight to use his power and walk you down is not fun or interactive.
There's still plenty of time to react to him placing a guard now. I won't deny that yes you're screwed with nothing to chain. But you're given ample time to run somewhere else, and the best thing to do if chased by a guard is worry about not getting 2 tapped and forcing the knight to hit you before the guard does. Which doesn't last more than 10 seconds max now.
-
@tes said:
Every couple of seconds (I'm unsure how long would be best, let's say 30 meaning it teleports twice before second stage) the cage will automatically relocate, and the range on the relocation is much larger for when the killer is near
As person who use cages for redirecting players and the only way for map pressure on this killer I heavily dislike this idea. We have RNG in this game. I would like to have some reward for understanding cages logic
thats fair enough honestly. my main draw with it is i think its underwhelming for anything than general info now. it can be used as good bait but behavior has made it pretty clear they dont want you to know where your cages are. so its more aligned with that thought process. but as a ph main i understand you completely.
-
Honestly I think counter-picking against a killer with cheats is more effective than straight up speed hacking. But u could always jsut be unlucky, thats the way it goes.
-
@Destaice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029038#Comment_4029038
The cage has always been a situationally useful tool and that hasn't changed. The only change that has occurred is the noise notification and the upcoming anti-tunnel changes.
It's not really a strawman it's the only thing you're complaining about.
Again, disregarding everything I've said to focus on one detail. What I want is for cages to not lose pressure. I want there to be some consequence to being caged. There isn't that anymore. It doesn't have to be tunneling, but there needs to have some sort of urgency to being caged that frankly is completely gone now. Literally any compensation like shorter sacrifice time or literally just not spawning right next to a teammate. Boiling it all down to "a niche function" and not a strategic part of his kit (i.e choosing what hook stage you want to use a cage on or what scenarios it'd even be worth using in outside of save denials) doesn't address anything. Half of his kit is basically a downside now. There is no actual reason to cage anyone atp because chances are you'd have better chances leaving them on a hook.
So no, I don't want "muh tenneling" back. I want my secondary power to be useful. Because outside of that all I have is a 1v1 power that's countered by leaving the loop. This is basically like if plague couldn't see scratch marks with corrupt purge because too many people use corrupt purge to tunnel. Doesn't really fix anything, just makes it more awkward to do.
-
@Destaice said:
Is this even a complaint about Pyramid Head when your core complaint is "i no longer get easy wins by running to the saved survivor and downing them before a reset"?
I'll spell it out for you: There's no detriment to being caged now. You essentially get all the benefits of being unhooked despite perks, ones which u might not even have. Then total stealth when being unhooked, making it basically a free save. This is all considering you don't get sent 5 feet next to a gen your team is working on already. Cages at this point are worse than hooks in every way, as they're only good situationally and generate basically no pressure. While also not even activating perks killers get for hooking. If you're just gonna strawman me by saying I'm mad I can't tunnel anymore, then don't even bother getting into the conversation.
-
@Massquwatt said:
I'm still going to cage survivors regardless because it's cool as hell and I love getting captive sacrifices in the game but you're generally right that there really isn't much use for them anymore aside from denying pallet saves. I think we can make them more of an attractive and unique option even with the current changes. Because endurance/No unhook notification is a thing I propose changing cages so that you get the skill checks on the first phase, they just won't kill you for missing. Second phase no longer has skill checks but the cages themselves relocate every 30 seconds to put pressure on survivors who don't go for the save. A bit stupid maybe but I'm just throwing my two cents in.
I like this idea. I think it kills two birds with one stone. Makes tunneling not an issue, since the cage would be moving around a lot. While also not just being hook lite. I think what would be even better, or even just as it's own change, would have the spawns work like a Pinhead box. Just the farthest away from both sides. Also makes caging at all stages actually have it's own weight.
-
@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028726#Comment_4028726
Remote hook that makes all unhook perks useless too.
@AcesSpeedo said:
why is it that people complain about carrying survivors to hooks taking too much time but then theres people on forums complaining that a "glorified remote hook" isnt good ? hm
@Firellius said:
I don't think cages are worth using anymore. They're basically glorified remote hooks from the anniversary event.
How are you going to claim they're not worth using and then immediately follow it up by handwaving a huge benefit?
It's still way, way faster than normal hooking and can't be denied.
@[Deleted User] said:
the cages let you hook a survivor immediately while also avoiding ds, dh, shoulder the burden, resurgence, etc. Even if you do not tunnel and don’t care about this benefit, the ability to practically instantly hook a survivor and continue chasing others nearby is a huge benefit that no other killer has (besides sadakos rare mori) and would have to slug. So in a way you also somewhat counter anti slug perks.
@Memesis said:
Well, consider that caging a survivor makes you immune to ALL forms of saves, base-kit. You're never forced to do it, so it's fine to have some downsides. You instant hook, but you don't know exactly where they are. You prevent a potential save, and in turn the survivors are protected from camping and tunneling.
The more altruistic the team is, the more they are punished, because now they wasted their time attempting a save and have to cross the map to unhook, wasting even more time. If the survivors are smart and leave you alone with your downed survivor, you can freely hook them and save the torment for the mini mori.
A huge part of killer gameplay is controlling where your hooks are, putting them in places where survivors can't easily save for free. You know what cages do? Randomly put survivors somewhere, often right next to teammates. This means you get a hook, yes, but most of the time NONE of the pressure that comes with said hook. That survivor isn't gonna be stuck doing nothing for very long. Their team won't have to sneak around to get the save. It's far more common to have them get sent to a cage, then be saved less than 30 seconds afterward. A quick hook with no pressure is farrr worse than a normal one with pressure. The benefits of potentially outplaying hook perks or slug perks (which normally isn't very hard) is also miniscule. Along with avoiding pallet/flashlight saves, which are almost always a waste of time for the survivors. Realistically none of these things are enough compensation or impactful enough to be worth going for. At most they're convenient, at worst they're a free save. This is all even considering you get a survivor tormented in the first place btw. Cages aren't consistent enough to need to be heavily nerfed with no compensation.
-
@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/459479/do-you-think-well-see-any-new-ghouls
As an avid tokyo ghoul enjoyer, I don't think many other ghouls could work due to how the power does function, I think maybe Narshiro or Kurona could work as they have the same kagune but they aren't exactly iconic enough to warrant a legendary. Honestly, I just really want a Haise skin for kaneki or one with his centipede kakuja.
I forgot to mention the centipede, but yes that too. I was thinking of haise as well, but the whole point of dbd kaneki is that he's in a feral state. I haven't gotten as far as seeing haise go insane but also its really not that serious and most characters in this game have skins that dont fit their character in lore.
-
@tes said:
Even if I agree dc should stop and it ruins games for others, I don't appreciate loud titles with X side ruins the game. Comments under this post just proving people just ready focus on this rather than actual context.
Can we just get rid of “X side ruined game experience”? It's vulgar.Thats true, and i tried to clarify I don't mean it that way. But just from observation the majority of the time this behaviour comes from survivor. I made this post after 4 back to back games of dc's against killers in winnable games. Then we're left with a bot that hides and maybe does half a gen the whole time. I'm not with the opinion that one side is superior to the other, I honestly can't stand killers who are similar like this that decide survivors are the root of all evil and make the game miserable for them just because they had a bad match. But overwhelmingly this comes from survivors. This discussion did really quickly turn into noobs yelling at noobs tho. Kind of proved the point that a lot of people just DC cus theyre angry and bad at the game.
-
@Duncan_Ellis said:
The bulk of the DCs I've seen (and done myself) are related to slugging and hard tunneling.
3+ gens and everyone is on the ground rather than hooking someone. Yea, people are going to say screw this.
The player that gets unhooked and 2 others are near by or a gen that someone is working on is near, but magically the killer decides to go right after the person they hooked again. Yea, that person has a high chance of saying screw this.
We've been warning that this behavior by killer players was going to snowball, we've been begging BHVR to do something about the toxic play, but nothing has been done except lip service from BHVR and killers amping up the problem.
Y'all screamed about the anti-tunnel/slug changes that would have started to heal the game, and now you're complaining about the results of doing nothing.
Until real change is implemented to curb the toxic killer behavior this is only going to get worse.
I'm not trying to be mean but a majority of the time tunneling and slugging is only good because the team is bad. I agree not everybody should have to sweat just to have a fun match. But the majority of killers shouldn't be getting 3-4 man slugs in the first place. Everytime my team gets slugged hard, or I get a bunch of slugs as killer, is largely because people don't want to heal or split up. Usually both. 90% of this game from survivor is not getting in a bad position to begin with. Some people do play like losers, so you just have to play better. It's that simple.
-
I've had a similar issue pop up but not that extreme. Couldn't see a downed survivor or when they got hooked.
-
@DarKStaR350z said:
It’s from the latest ‘quality of life’ update.
Don’t know when we started referring to straight up realm wide buffs to one side quality of life, but here we are.
Basically be prepared to have an awful time unless you’re playing as one of the top couple of killers who can ignore some pallets.Not saying it doesn't hurt the already weaker killers, but it's really not been impossible. Made me pick up Doctor again and I've rarely lost so far. A lot of the pallets are poop pallets anyways.
-
Sprintburst (worse): Adds a chance of tripping and taking a hard fall.
Pain Res (better): Applies incapacitated and blindess for 10 seconds to survivors working on the gen when it explodes.
Dramaturgy (better): A loud buzzer plays and ur aura is revealed for 60 seconds whenever u get exposed.
-
@Emeal said:
Imagine a Killer Ghoul, The Ghoul we could call him.
Say that again…
-
@angrychuck said:
The creator of marble hornets has already expressed interest in adding his version of Slender to dbd as far back as a year ago, and even went as far as actually contacting BHVR about it.
That’d be cool but I think fox or warnerbros owns the Slenderman ip now after the movie happened.
-
@ArkInk said:
Certain polling I've seen places Slender as incredibly popular in terms of requests. While he's probably the hardest character to imagine slotting into the killer role mechanically, I would love to see the devs take on the challenge eventually.
Many have said the IP would be counted out because of the unfortunate real world attack, which is ultimately up to the developers, but in my eyes, there have been crimes committed in the name of a lot of the IP's on the roster, Slenderman shouldn't be much different.
Which version of Slender do you think they'd go for? I like Marble Hornets as the basis for a chapter the most.
It’s hard to choose, but I’d like a blend of his game appearances with the mythos. Tendrils poking out and such. He is very hard to implement I think because if u make him too passive he sucks and the pages in most concepts are incredibly problematic designs to implement. In a perfect world we’d get a Dredge like fog in the map. With him stalking before attacking. Maybe having to mark survivors, and the pages let them protect themselves? I’m not sure how to do it but that’s what I’d start with.
-
The only thing that changed is my judgement of when I need a sac ward. I've never seen a p20+ Feng that doesn't fall asleep with a poster of Garden of Joy above their bed.
-
@100PercentBPMain said:
Dark Cheryl is all I need
Real. Get that charred hoe in here NOW!!!
-
@Iron_Cutlass said:
Sable feels more like the stereotype of what a goth is instead of actually what a goth is. Like they are still "goth" but leaning more towards the mainstream idea of what a goth is, while also just failing to deliver on what goth is.
Part of this is just about sales. Why appeal to actual goth culture when you can skim in the line for the sake of profits? Since ACTUAL goth culture wont sell since it is generally not appealing to most people.
I was hoping for the more hardcore goth stuff, like straight the Victorian-inspired dresses mixed with punk and modern concepts, but we hardly got that. :(
That's somewhat true, but most survivors are this way too. Like Yun-Jin Lee. She's a made from nothing millionaire in the k-pop industry. The most cliche and honestly unrealistic angle of that kind of story. But that's just a video game thing. Most characters are stereotypes because it's easier to market and write. You are right about the stereotypes, but I also think Sable does have enough substance to be her own character outside of it.
-
@Caiman said:
Sable is definitely a corny weirdo. I hope BHVR leans into that instead of acting like she is a cool badass girlboss, 'cuz she sure ain't. I can't take her seriously, and I don't want to take her seriously, I think she should be funny in a tongue-in-cheek way (in contrast to Mikaela who is just dull).
They definitely do need to reel it in with the cosmetics, though. She doesn't need to be a fashionista, they should take some notes from punk looks and dabble them in. Simpler with a slight edge, not costumes. I'd like her green-rarity skins if it wasn't for the silly haircut they come with, they should stick to styles like those and her base outfit.
exactly my thoughts
-
@sonata93 said:
I think it’s because of the complete meta shift and how most of the original survivor “go-to” perks have been gutted.
Look at it like this: back when the meta was DS, DH, BT, and either UB/Adrenaline, even weaker survivors had crutch perks to waste the killers time. What I mean by this is that survivors with little-to-no chase skills were able to still play aggressively with these perks, and even though they couldn’t loop, were still able to waste time. Remember when survivors used to flashlight click/fast vault to get your attention? Sure, it still happens but nowhere near as much as it did.
This is simply because you can’t be carried by perks alone now; skill and map/tile knowledge is a must if you want to be decent at chases/wasting killer time. Since the meta was gutted, a weak survivor is now far, far more vulnerable than they were back in those days.
Stealth is certainly becoming more popular as it’s both easier to waste the killers time without the pressure of chase, and equally, tunnelling is by far the new killer meta so survivors are trying to avoid being the chosen one. I think this isn’t helped by the fact that the two, so-called “anti-tunnelling” perks aren’t too great. DS is useless, and whilst OTR is good on paper, a lot of killers just eat the endurance hit early on so its secondary effects are pretty useless if you’re engaged in chase anyway.
I completely agree. They don’t have as many aggressive options now so they've become more passive. This is the hard part of balancing this game. They've fixed the issue of good survivors using these perks but now the majority of casual players suffer. Especially against some of the stronger killer builds/add-ons.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604610#Comment_3604610
Thats great!
This is still just the next thing to complain about because there isn't much to complain about right now. This is STILL just complaining that survivors are playing the game. This is STILL ridiculous.
It doesn't matter what is more beneficial... wow. Then tell the tunneling meta to knock it off. They won't, because its the most beneficial method. This stealth thing isn't a meta, OP just called it that. And even if it did become 'the way', its literally the game. Its literally the game.
Stop hiding survivors. Just line up or they'll go to the forums!
I’m not trolling just busy with my life outside of dbd lol.
You’re missing the entire point of this. It’s not about the tunneling or any of that. The message I was trying to get across is new players cannot keep up. Which is why they're beginning a new strategy of not interacting with the killer. Stealth itself isn't horrible and is sometimes smarter than taking chase. Its an issue when only half of the team is actually present through the match. It hinders the fun of survivor gameplay as well since the killer is only going to go for the ones they can find. Which makes tunneling worse since Leon is blowing up gens across the map and hiding from the terror radius.
-
@WeenieDog said:
I don't know what they were thinking with ultimate weapon.
As a hardcore whispers addict, someone that runs whispers on every single killer no matter what, UW is only tracking perk that has ever changed that. Because it is so free. It's an on demand doctor bomb.
I don't how anyone can complain about made for this being too much for too little and look at this and say it's fine.
I completely agree. UW is super busted but i dont want that to become the topic of the discussion.
-
I also wanted to add that this may also be a result of survivors having less aggressive/offensive perks and tools at their disposal.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/394847/reworking-dated-mechanics-moris-and-hexes
So NOED stays activated from endgame because of the 4% bonus speed? And what exactly would haunted grounds do? Or Deathslingers Hex perk?
You bring up a good point. I think letting those ones stay up regardless is fine. Noed already shows you where its at once somebody goes down anyways.
-
@NomiNomad said:
I think you're forgetting about one Mr. Candyman in terms of classic horror.
In terms of Indie Horror, I think it's a gamble for BHVR business wise. Licenses are (assumingly) expensive, and they have to be assured they'd make that money back. Capitalism!
As I said before, in a perfect world I would love a Bloodborne chapter. While not full on horror, I'd say it's just as horror if not more than something like Stranger Things. Father Gascoigne is a perfect candidate imo, but I sincerely doubt that would EVER happen.
Candyman and Bloodborne would be amazing. I also think Gascoigne would be a good addition. I thought he'd be able to switch stances. His one handed axe would be normal killer stuff, but he'd be able to pepper survivors with his gun to stun them for a split second like the parries in the game. Two handed would make him slower but give him a short dash and extra range. All while his beast form builds up through out the trial. Maybe his daughters music box could hold it at bay, but using it too often turns him into beast form faster.
-
@Rareware0192 said:
In terms of indie horror, I’d really like to see some Puppet Combo representation in the game. Someone like the Driller Killer or the Nun from Power Drill Massacre and Nun Massacre, respectively.
Still my biggest want is Clock Tower (Scissorman) even though that’s not really indie, but besides that a Remothered chapter with the Red Nun would also be cool, being a series that’s directly inspired by the Clock Tower games.
Even though it’s a creepypasta, I still think Slenderman would be a cool addition. I even have some ideas for the powers for those that I’ve mentioned.
I'd love to hear those power concepts if you have the time.
-
@Vampwire said:
I used to main him for a while, and I can tell you from personal experience that he's as fun as the player decides they want him to be.
Hitting crazy shots through walls or loops? Pretty fun. Once you get good with it there's a lot of mind-games to be had. It takes genuine effort on both sides since smart survivors will start to read you while you start to read them. If you REALLY want to get crazy with him you can try using flicks from time to time. Basically impossible to react to and also extremely hard to pull off because the timing is crazy specific. But to be completely honest they're more for swag points than anything.
Torment also serves as a good tool for snowballing and pressure. Torment is something you usually want to save depending of a variety of scenarios.
Now lets go into how people actually play him. The boring way.
Survivor reaches loop, start power, does survivor vault/drop? if yes, shoot. if no, cancel power. Ez hit.
Literally no investment or skill expression. And like many people are sure to bring up, the insane tunneling. If I want to secure a kill all I would have to do is head back to the cage since it tells me exactly where they are. Even if it's first hook securing the second one for basically no time investment is just a net positive.
He can be a beast and I've had survivors tell me in end-game they had fun playing against the first way I described. But the glaring issue is his power doesn't have to be utilized in any engaging way. People are going to take the easier route. The best way to describe it is from this old dark souls skit: "Why does everyone keep backstabbing me?", "Cus it's easy. And it does a lotta damage". Universally this applies to any game ever. Why try so hard when I can just do one thing and get the same results?
Also for fixing him (sorry for the massive text walls but i love this killer). I forgot that part. I honestly don't know how. Because BHVR actually tried this fairly recently on a PTB. His shockwave would apply torment. To encourage people to land hits with it instead of getting a boner at the idea of zoning. But, this just lead to more tunneling since you can hit 2 people when they unhook.
There's 2 things I would do and honestly would want implemented regardless if he gets back that ability or not. I'd add a little bit of invulnerability to torment after being unhooked. Not crazy long. Like 10 seconds max. He could get that little change back and see how it does. Torment is a powerful tool in the right hands. But it's not hard to force it by trapping someone at a loop.
The second thingy was to make his shockwave hit cooldown shorter if it lands. It'd be a bit of an incentive. I don't know how much would be too much though if I'm honest. But it would help a lot actually, since hitting someone on the other side of shack gives them a ton of distance if they just run away after it.
As for add-ons: His power is too weird to be changed in any considerable way. I think his add-ons are destined to suck forever. Which isn't a terrible thing. His power is solid. One they changed a while ago was his hemorrhage add-on to last until torment is removed. I think this would allow for more interesting add-ons and strategies. Anything that gives him more versatility is great.
-
I used to main him for a while, and I can tell you from personal experience that he's as fun as the player decides they want him to be.
Hitting crazy shots through walls or loops? Pretty fun. Once you get good with it there's a lot of mind-games to be had. It takes genuine effort on both sides since smart survivors will start to read you while you start to read them. If you REALLY want to get crazy with him you can try using flicks from time to time. Basically impossible to react to and also extremely hard to pull off because the timing is crazy specific. But to be completely honest they're more for swag points than anything.
Torment also serves as a good tool for snowballing and pressure. Torment is something you usually want to save depending of a variety of scenarios.
Now lets go into how people actually play him. The boring way.
Survivor reaches loop, start power, does survivor vault/drop? if yes, shoot. if no, cancel power. Ez hit.
Literally no investment or skill expression. And like many people are sure to bring up, the insane tunneling. If I want to secure a kill all I would have to do is head back to the cage since it tells me exactly where they are. Even if it's first hook securing the second one for basically no time investment is just a net positive.
He can be a beast and I've had survivors tell me in end-game they had fun playing against the first way I described. But the glaring issue is his power doesn't have to be utilized in any engaging way. People are going to take the easier route. The best way to describe it is from this old dark souls skit: "Why does everyone keep backstabbing me?", "Cus it's easy. And it does a lotta damage". Universally this applies to any game ever. Why try so hard when I can just do one thing and get the same results?
-
@AssortedSorting said:
Well... What about the end-game differentiates itself from normal gameplay, and what facets about it do you want accentuated?
I would think a drastic change to the basic mechanics of the end-game. Something to help mid-game, then kicking it up to the max near the end. I can't exactly think of something like that in full right now, and I'm away from my pc a lot at the moment (as u can tell from my week long delayed response).
The one I thought of specifically was some-what like pinhead. Where survivors have to play hot-potato to keep the killer from receiving a significant buff or delay. Suffering penalties for holding the said item for too long. But that is also a flawed concept since you can hold the killers power hostage. Or the reverse where the killer tunnels out somebody holding the said power making the scales tip massively in their favor. Neither are bad ideas in terms of winning, but that isn't engaging for anyone.
It's a very tricky concept to balance well. But if it were pulled off to have crazy end-games then it would be fun I think. It needs to strike a balance to prevent the killer from just winning end-game despite playing horribly, incentivize map patrol during end-game rather than camping, and also give said killer advantages outside of end-game.
-
@Annso_x said:
Run Easy anti-cheat as administrator, there should be an option to repair and reinstall it, which should fix the issue.
i did that, and nothing happened.
-
Gen rushing doesn't exist. If you're losing gens that fast then you're doing something wrong. You need to build pressure which is a combination of game knowledge and macro. Way too in depth and nuanced for just a forum post, but if you want things to help then here's some.
Lethal Pursuer: This perk will help you learn survivor spawns until you don't need it. Even if you DO know survivor spawns it can give an advantage early game because you see exactly what the whole team is doing for the first 10 seconds of the match.
Sloppy Butcher: This is for hit and run. It's always good to spread pressure and take easy hits, and this just makes it even better. Healing is longer, if they stop for 5 seconds they have to start all over again. Good stuff.
Jolt: Nasty perk for any condensed maps or close gen spawns. 8% removed from a gen (around 5 seconds) and regression if nobody touches it. Also doubles as an information perk if you pay attention to the "GENERATOR DAMAGED" score. It doesn't sound like a lot but it has a lot of potential to interrupt gens and destroy them.
And overall, read the map layout and don't take bad chases. If they have a filler pallet that leads into a window, leading into yet another loop tile, just drop them. You'll lose more on that. Sometimes survivors get busted loop spawns and other times they only have a single filler pallet and L T wall. Try to keep everything in those places. Chase the guy that has nothing to work with instead of the one who has everything in their favor.
Finally, if you're playing Sadako and know she's bad can you really complain about losing? That's like jumping into a tiger exhibit and wondering why the tigers ate you.
-
The way match making works is it takes players with similar mmr and considers them, but if there's not enough players then everyone and their grandma is allowed into the lobby. It just serves to separate the babies from anyone with more than 100 hours of experience.
-
Why? The only issue with boons was just how over-tuned COH was. The infinite self heals are gone. Boons were never actually that strong COH was just super good.
-
I do think the perks needed to be tuned back due to them being the main culprit of the 3 gen meta. But, I agree that it's kind of pathetic. I wish they would make more regression perks like Pop. They should be stronger on gens with more progress rather than taking a gen at 20% back down to zero in a matter of seconds.
I think removing the information part of CoB could've been a good change too. It's dumb that you basically got full control on a gen just for kicking it once. But all we can do is hope things change.
-
It's not game stalling so technically it's not bannable. But it's no doubt crappy and unfair. Thankfully there's only a handful of those spots and the majority of people don't know about them. Sorry about the bad game though because I know it's frustrating.
-
Like everyone else has said it's great with MoM. I think it's just more niche especially since there's safer and more reliable perks. But honestly I hope it stays that way. Not because of some issue I have with the perk but I wish there were more like it. It's mostly fun, but still has utility. It's the same reason I love Flashbang. It's just fun.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373145#Comment_3373145
My experience has been the total opposite. The newer, less experienced players have been lovely where as some of the more experienced (especially when in a group) players have been the ones to spew toxic end game chat.
I don't mean complete beginners but more the ones who have a bit of experience but think they're better than they are.
-
@tristenbennett381 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373140#Comment_3373140
Or we just want to turn our brains off and have fun without strategically thinking about what makes the other side have more fun
You can do that easily. But you're also not going to win that way, since you're actively avoiding the challenge of the video game to do so. Strategy is a core component of dbd and if you dislike that then you're never going to like the game. Even simple strategies like 3 gens can be a deciding factor in the end.
-
@sizzlingmario4 said:
I don't think it's really necessary. She is already a pretty strong killer and being able to see the infection progress would actually give you a lot of extra information on what survivors are doing and it's not needed.
For example, you would know that:
-A survivor is not doing a gen and not running around somewhere if their infection is not progressing at all (because it doesn't progress while walking or standing still)
-Whether a survivor is interacting with an infected object vs. a non-infected one (interacting with infected objects progresses the infection twice as fast)
That's actually the reason I want it, but I can also see the potential problems with it as well. She's definitely strong enough without it though.
-
@TWiXT said:
I completely agree with OP, because, Case and point:
Pig and Sadako can't see how close they are to being condemned or how far along their timer is because once full it results in death for the survivor. Doc can see their madness progress because it doesn't affect their vulnerability or give him an instant death state. Freddy can't see how far along they are, because honestly, it doesn't matter since he can put them in the dream state with 1 basic attack. No killer can see how far along the Deep Wounds timer is, because for some, that could be incredibly advantageous and encourage strategic but nasty playstyles. Shape and Ghost Face on the other hand can both see their progress because it results in the Exposed Status, or a state in which the survivors will be 1 shot down-able.
With Plague... I see no difference in her infection bringing survivors to the broken state, and Myers or GF seeing how close they are to being able to 1 shot survivors. For the others, it makes sense why their unique effects statuses are hidden from them, but it doesn't for Plague when we have 2 other killers who do basically the same thing, only from further range, and they don't have a visible indicator that has to be perfectly aimed (Like the vomit) telling the survivors they're being stalked... Seriously Devs, Why can't Plague see infection progress?
Furthermore, having that knowledge will be a better indicator for her add-ons effectiveness, Perk synergy (thinking about Hex: Blood Favor and maybe a few others), and allow her to make more tactical moves when choosing who to chase and when. Just this 1 little change can bring her up from a D-C Tier to a solid B that maybe more people will want to play.
Really there's no reason for her to have this disadvantage.
I think this is the conclusion we all have here. It doesn't enhance her power in a ridiculous way and she doesn't need too many buffs because her design is solid.
-
@RainbowKahn said:
https://forums.bhvr.com/dead-by-daylight/discussion/368217/is-this-the-right-mentality-to-have
There is no solution to this. I watched a YouTube video recently where someone analyzed why Dead by Daylight was considered a highly toxic community. They hopped on and played both killer and survivor, and at the end game chat, they were met with nothing but kind people. This cibfused them. Then they read online forums on reddit, posts on Twitter, and all things like that.
They deduced that things that are fun for survivor are deemed toxic by killers. Intense looping, consistent blinding, pallet stunning, gen rushing, etc. He deduced that some survivors may choose to get into chases, not to be toxic, but because as a survivor, you truly have zilch to do. You have to repair gens, save people, and heal people. That's really it. What else is there except chases to make the game more thrilling for survivors?
As a killer, you have one objective. Stop the survivors from escaping and kill them. To secure these kills, sometimes there will be camping/face camping. Although this is more common among new players, this is still an occurrence in higher mmrs. Tunneling, or chasing a survivor thats just been unhooked, is another way to secure these kills. Bringing Moris is another way to kill survivors, and it adds flare to it with a more stylish animation.
Realize how both sides have things that make the game more fun that are called toxic by the opposing side. I play both killer and survivor decently equally, so I see the frustrations from both sides. Honestly I feel the only way to have a solid opinion on the state of the game IS to play both sides. For example, there was this YouTube video on ways to change underutilized survivor perks to make them more viable, but at the end of the day, they would be way too op, but the creator doesn't realize that because they don't play killer. However, that topic is a whole different conversation.
My point is that it's important to have an open mentality when playing this game and realizing that what's toxic to you may just he the opposite sides style of gameplay.
As a survivor, I've never really been good at chases. I'm a Gen jocky, meaning I repair gens heavily. I'm also super altruistic. My go to build is for the people, lithe, we'll make it, and borrowed time. I have countless times sacrificed myself inorder to help someone else escape. Does tunneling frustrate me? Absolutely. But do I recognize it as a valid strategy? Yes. Is camping dumb? Yes. But is it game breaking? No.
As a killer, I actively try to avoid doing things that I find frustrating as a survivor. I don't camp at all. I hook a survivor and run away, unless the endgame collapse is happening, then I'll proxy camp and try to trade hooks or something. Tunneling is something I also actively avoid. However if I'm walking around and I see someone that was just unhooked because they ran at me, I'm putting them down. I played a game once where a Feng was unhooked and ran at my face. I hit her and downed her. She messaged me saying that I tunneled and it was like "get real. You literally ran at me and I'm not supposed to hit you?" Some unwritten rules truly have no logic. But if I'm approaching a hook as someone is getting unhooked, I chase the savior as opposed to the one who was saved. There's also challenges in dbd that may require Tunneling, such as killing the obsession by any means. Like I just want my challenge done 💁 I also find myself more apt to tunnel if a lot of Gen rushing is going on. There has been several games where three gens have popped almost simultaneously, especially on bigger maps. Sometimes you need to kill a survivor as fast as possible to stop the momentum survivors have. All "toxic" things survivors do also frustrate me. Last night, I got so tilted at this one claudette who was disrespecting my drones as skull merchant. She was letting herself get exposed, but she was so good at looping, I couldn't catch her. So props to her honestly. Ggs to me.
At the end of the day, what people on both sides need to realize is that as killer, the only way to pip consistently is get your hooks and kills. As survivor you can pip even if you die by doing gens, winning chases, and saving your teammates. You don't have to escape to double pip. (At least you didn't awhile ago. I took a decent hiatus from the game so thus may have changed since then.) If that remains true, killers win by killing. Survivors win by getting blood points.
If both sides were more open minded, this game would have a very chill community, but that's not how the world works. All we can do is be those people who see the big picture, and not say the other side is wrong when we have never been in their shoes.
This is it mostly. A lot of "toxicity" is usually people goofing around or players who haven't unlearned bad habits. Like camping and tunneling killers will almost always win against your average solo-que team. But put them against a group of experienced survivors or a swf that can coordinate around that then they fail miserably then call it unfair. Or calling saves toxic. A majority of the time a survivor gets a save is because you messed up and got too rushed. That alone has gotten me tunneled and insulted in end game chat, but those killers only had yellow perks. And like you said with that Feng too, they were mad because you didn't do what they expected.
So many of the "toxic" players are just less experienced and frustrated opponents. My Pyramid Head plays against survivors within the 30-100 prestige levels, and while that's not all encompassing of skill it is a sign of experience. But rarely are any of them ever hateful. Even in frustrating matches it still is good for both of you to say "hey you got me pretty good with that one thing". It clears the air of any spite and if the other guy decides to respond with any flame just tell em "good luck next match" and leave.
You can't fix it, but you can also choose to not participate within it. Overall it's better for your own enjoyment. Wasting your time in the end game chat fighting and getting worked up over this game gives you nothing.