Xernoton
Xernoton
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Take a break. It doesn't have to be years but a week off DBD until you really feel like giving it another shot won't hurt. Many players do that. It's healthier than forcing yourself through the anxiety and it works much better.
A good rule of thumb: If you're constantly having second thoughts about queueing up, you probably shouldn't. Your brain is trying to tell you that it's not ready to deal with this.
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Would it feel better for killers? Yes.
Would it mess with muscle memory for survivors going for a flashlight save? Also yes. After 10 years, you can't really expect people to get used to a new timing on that part.
I don't think the pick up speed should be changed. The hooking animation could be a little faster though.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099399#Comment_4099399
I think this is a pretty good layout of the killer arguments, so let me explain why the opposite is true for people who find survivors anxious.
Note, this is not to deny that some people find the above anxious. However, its not a universal 'factual' feeling that has kind of come up in the thread, but something that applies to some people, not all. Just as what I'm about to say applies to some people, not all.
Killer:
I think what sets killers and survivors apart in this is that a killer has nobody else to blame but themself.Alternative: Two things here
1: You have no one to let down but yourself. Personally, I care far, far more about what happens when I'm in a team than playing individually. No one likes losing in either scenario, but if I make a bad play as survivor it bothers me far more than if I do as killer as I have not just let down myself, but three others.
2: Having to only worry about yourself only takes out a lot of unknowns. Even if I'm doing a gen and someone else is in chase, I'm wondering - are they fine, should I be setting up for a save, bodyblock, stay on the gen, etc.
To try and not sound too critical of the killers in the thread as I'm trying to be fair minded - but the ease at which some blame the other survivors instead of themselves surprises me. I tend to focus on what I could have done better, as killer that's usually pretty clear, but survivor leaves you with lots of question marks (thus causing more stress).
Killer:
When you lose as a killer, you're bad at the game, you're a loser and you obviously should uninstall.Alternative: Wins are rare, thus that feeling of almost getting it adds the stress. Again perspective, if I win four games as killer and lose one, I focus on the four I won, not the one I lost (I understand others are different). But when wins are rare and a game is going well it really ups the tension 'am I/we actually going to escape this time?'.
Killer:
This is amplified by the fact that you as a killer have a lot of control over the match.Alternative: Kind of dealt with this above. The control is a relief. From the start of the match there are a lot less unknowns to worry about, I see the gens, picked the killer, and can make a general plan really quickly. While constantly doing something as killer, I'm deciding what to do. As survivor though there are a lot of factors outside of my control, what the killer decides to do or the play of the other survivors.
Killer:
You're stressing about a strategy, become stressed because your strategy didn't work out and because your strategy didn't work out, you are further away from winning the game, which also stresses you out.Alternative: Kind of like the winning point. As killer I set up the strategy, but survivors have to do the work and beat it. Far more stressful as survivor to be doing that in the moment. If as killer my strategy is bad, I can see where I went wrong and take as much time to readjust as I need and/or the fact it wins far more outweighs.
Once your brain associates playing killer with that level of stress, you get killer anxiety.That's true, but same for survivor.
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On a final personal note, I should add my take on this changed as I got older. When I was young I found playing on teams (soccer, basketball) fun and relaxing, but sought out individual sports (running, wrestling) because of how much more stressful/rewarding they felt. Now, being quite a bit older, I'm the opposite, if its just me I don't worry so much about it, but feel a much stronger sense of not letting the team down.
1: You have no one to let down but yourself. Personally, I care far, far more about what happens when I'm in a team than playing individually. No one likes losing in either scenario, but if I make a bad play as survivor it bothers me far more than if I do as killer as I have not just let down myself, but three others.
I think most players care first and foremost about their own experience. There is nothing wrong with that but other players will be lower on their list of priorities. People rage quitting the game has been pretty common for years. That goes against caring about anyone other than yourself, which again is fine, if you don't go out of your way to make the game less fun for everyone else.
Most survivor players do an objective and don't think about all the other possibilities. Because they don't have enough information to even begin playing on that meta level. Competitive teams definitely do at least as much micro managing as the killer but these are extreme cases and don't apply to your average survivor. For a solo player it is unrealistic to even acquire all the information needed for that, so it's out of your control and something you can accept a bit easier.
You can see that someone is in chase, and you get to see what your team mates are doing. That's enough to have an idea of whether or not it is "safe" for you to sit on a gen or go for a rescue. Gens become a sort of down time for survivors because it means you do an objective without having to stress about it. There isn't too much you can do wrong when repairing a gen and you get a warning whenever the killer gets closer via their terror radius.
I'd argue you don't have anything like that as a killer. Even when you end a chase and go to hook a survivor, you're constantly thinking about how you need to be somewhere else or whether or not you can afford the time to pick a hook that might be more advantagious.
Alternative: Kind of dealt with this above. The control is a relief. From the start of the match there are a lot less unknowns to worry about, I see the gens, picked the killer, and can make a general plan really quickly. While constantly doing something as killer, I'm deciding what to do (edit to add: much like a horror movie, where you build tension via quietness, those moments of 'am I safe? am I doing the right thing? what's going on? are far more stressful than the killer who never has the need to stew). As survivor though there are a lot of factors outside of my control, what the killer decides to do or the play of the other survivors.
I'm not sure that knowing about your impact on the match will aleviate some of the stress you feel. Mostly because it is very rare that you start off chill and decide to play more serious later on. A rough start can kind of ruin your game (no matter the side you play), so most killers try to play as best as they can from the very beginning. When you see that that's not enough, you won't immediately think that you just need to do one or two things differently but that there is nothing you, with your skills and the information you have, can do better right this second. You just feel powerless even though you should be the one in control.
Alternative: Kind of like the winning point. As killer I set up the strategy, but survivors have to do the work and beat it. Far more stressful as survivor to be doing that in the moment. If as killer my strategy is bad, I can see where I went wrong and take as much time to readjust as I need and/or the fact it wins far more outweighs.
As a survivor, you mostly react to the killer. So there is less stressing involved about what the other side might or might not do. You do less predictions outside of chase and even in chase, there are a bunch of check spots around many loops that make a tile far safer, if you know how to use them.
When playing killer, you constantly try and play around hypotheticals. You could predict that someone is going for a save, a gen can still be defended, or 2 survivors are somewhere healing and you try account for that mostly by going there to stop that. If you are wrong, the survivors don't have to compensate. They just behave differently than you expected, which means you waste time. The risk is entirely on you. The survivors don't even know you make that prediction until it either pays off or it doesn't.
I'm not arguing that there is no stress involved when playing survivor but I don't think it's as much as playing killer, which makes killer anxiety a more prevalent phenomenon.
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I think what sets killers and survivors apart in this is that a killer has nobody else to blame but themself. You can always try and blame the other side but that's less convincing.
When you lose as a killer, you're bad at the game, you're a loser and you obviously should uninstall. That's the emotional overreaction a lot of killer players get after a loss. You can't really shift the blame on anyone else, so it's much harder to deal with.
This is amplified by the fact that you as a killer have a lot of control over the match. That doesn't mean you always have a realistic chance to win but there are very few things that happen during match, that you have absolutely no impact on. You unconsciously associate everything that happens with how you perform, which logically makes sense but emotionally can be quite draining because you learn to expect these things and try to play around the possibility of a survivor doing X thing. Whenever that doesn't work out, you not only have stressed out about something irrelevant, you're also worse off than before because you didn't account for what they actually did.
Meaning: You're stressing about a strategy, become stressed because your strategy didn't work out and because your strategy didn't work out, you are further away from winning the game, which also stresses you out. Once your brain associates playing killer with that level of stress, you get killer anxiety.
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Get well soon! We all wish you the best.
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Killers will stop tunneling the moment they are replaced by bots. Until then, there will always be killers that try to tunnel. Even if survivors got a base kit DS with infinite duration and 3 minutes stun time some Killers would still tunnel.
I'd probably do it just for the added challenge at that point.
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I agree that there are quite a few killers I dislike playing against but no matter what killer you pick, someone will dislike (or like) to play against them. So this is completely subjective.
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No. Not by a longshot. I have Billy on P100 and I still suck on some maps.
Prestige tells you nothing other than that a player really likes that character.
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@SummerBBQDwight said:
The point is to punish clueless, bad or new survivors.
Horrible design either way.
I fully understand why they nerfed scampering but in combination with hard capped turns this is really bad.
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Survivors should remember totem spawns. That's part of their skill expression and their counterplay to hex totems.
The problem is that most totem spawns are obvious and super convenient to go to. Like they spawn right next to gens. Oh what is that? My hex totem is right next to the survivors' objective. Surely they won't cleanse it when they have to go there anyway.
Even that wouldn't be as much of an issue, if survivors didn't have such a good chance to spawn right next to a hex totem and cleanse it in the first 30 seconds of the match.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895260#Comment_3895260
I imagine you would not feel the same if the situation were reversed… "Survivors should be able to win any match regardless of the skill of their opponent, a chaotic system is more fun, if a new Survivor perk is massively OP, leave it for a while so they can have fun at others expense"
Killers do not need to all be S-tier Nurse level. Variety is the spice of life, after all, and a bunch of overpowered Killers doesn't sound too fun to play against.
What you will actually find is that strength matters far less than how fun they are to play. For example, Legion isn't very strong, but he's a blast to play.
Not that I disagree with your point but as far as I know this killer can't use their power to down anyone. So he is more like a better version of Legion, isn't he?
I don't think that's anywhere near S-tier even considering the crazy mobility. He is still mostly a pure M1 killer against an injured survivor (unless there are some exploits that allow him to use his power for that as well?), he doesn't deal that great with windows because the vaulting is so slow and for pallets it's the same thing.
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Honestly, they ran out of original concepts years ago. I mean, there really is a killer for everything.
You wanna run around like a crack addict? Blight.
You wanna be invisible? Spirit.
Your brain goes BRRRR? Billy.
You want to tag team survivors? Knight.
You want to play a FPS? Huntress.
You want to feel like a mastermind pulling the strings behind the scenes? Hag.
You want to play the game without actually playing the game? Nurse.
You don't like survivors? Legion.
You don't like yourself? Skull Merchant.
There are only so many things a killer can do that don't require changing the entire game to accomodate for it. Of course those things will repeat and generally people like to play mechanically demanding and very mobile killers, so it's not too surprising that multiple killers do something that.
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I think the main reason why they did remove it wasn't because of strength but because of how stupid it felt like as a survivor. You apply the correct counterplay, which is to put an object between yourself and the killer and they still hit you.
I highly doubt that this happened often enough to significantly impact his strength even on the highest skill levels but it's equally important to consider how fun something is to play against as it is to play. And in this instance it felt terrible getting hit like that.
I don't like removing skillful gameplay options and I can 100% understand why you wouldn't like it but looking at this from a neutral perspective, there was no way to satisfy both sides.
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I know what that feels like. Some days you go in with the intention of just having a bit of fun and it absolutely doesn't work out for you.
Unfortunately there isn't much you can do other than just stop playing for the day. You get salty after a while and that makes everything worse.
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@Cataca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893929#Comment_3893929
Brutal, fire up ,knock out they be forced to leave and it will proc
Just Knock Out on its own is enough to trigger it every time. That seems like an oversight. I don't think it will be incredibly overpowered but it definitely doesn't sound right to me.
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One way to do something about it is to remove convenience from leaving the game. It's always the same. Someone is salty, so they throw and then they have no reason to even try anymore because they have already ruined the match, which reinforces their decision to go next.
After Meg got unhooked, she had already wasted her second hook stage. So she was in a position where it didn't make any sense for her to continue playing because she would die anyway (if you hadn't held their hands, that is). Remove those things and you force people to stay in the game at least for long enough to calm down again, which will reduce the amount of people rage quitting.
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@ReverseVelocity said:
I think Blight is generally fine, and adding extra cooldown to Nurse won't really fix her issues.
The problem with Nurse is that she is fundamentally unbalanced because of the way her power works. I can see why people think that a longer cooldown would help but it would only affect mediocre Nurse players while the ones that actually know how to play her would be just as unbearable as they are now.
And that's why I am against blunt nerfs to her. Nurse becomes problematic, when the person playing her reaches a certain skill level. Anyone that is below that can be beaten quite easily for the most part.
Nurse needs a rework. She ignores fundamental game mechanics and is one of the only killers that can counterplay her own counterplay.
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I have waited for this moment for years and it's finally happening. RIP Knock Out. You won't be missed.
I'm not so sure about the new version though. You can always force it to trigger just by breaking a pallet immediately, which seems a bit weird, given the requirements.
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@cesspoolechochamber said:
The same reason I don't want to play a match against farming killer. People do actually want to play the game. You know be chased and such. If survivors are holding the game hostage it's probably the way you are playing and you probably deserve the toxicity
No matter how you play, some people will be dicks. Playing well is not being toxic. Getting 2 kills isn't toxic either. But that's literally all it takes for people to do this. Not even that, if we consider the (thankfully rare) groups of survivors that start hiding right at the start of the match without ever touching a gen.
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Cuz misery loves company.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891126#Comment_3891126
but killers consistently walk across the map to hook you without you wiggling off so OP’s point still stands.
I went into a match the other day trying to do the ‘sabotage 12 hooks challenge’ so took a sabo build - Saboteur, toolbox with add ons and breakdown and the petrified oak offering.
I saboed two hooks and the killer was still able to hook the survivor with no issue at all. All of that should have some sort of impact but it just didn’t.
The issue is that it's much easier and time efficient to sabotage a hook than to down a survivor. If sabotaging hooks were to provide you with value consistantly, the killer role would be pretty much pointless. Really, what would be the point of going through all the trouble to find a survivor, chase them, eventually get a down, work around possible flashlight and pallet saves just to be denied any progress because a survivor still managed to sabotage a hook?
There are so many things that can in theory prevent a killer from getting a hook, that each one has to be incredibly weak to account for the sheer amount. The game has to guarantee that a killer can progress even in the most extreme cases, if they play well enough (and vice versa). But when it comes to carrying a survivor you don't really have much room for skill expression as a killer. You either manage to get to a hook in time or you don't and since dropping a survivor is equivalent of not progressing (unless you start slugging everyone), there really isn't much wiggle room to play around with any of those mechanics.
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Honestly what this game needs more than anything is a huge update to the tutorials. Especially for survivors.
Killer descriptions should be updated as well with short clips to demonstrate each ability, as well as more information about actual numbers (why do we need to look them up on a wiki anyway?).
Maybe survivors also should have some kind of killer specific MMR. That however could drastically increase matchmaking times, so I'm not sure how well that'd work out.
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I very much agree. The only way to really combat slugging is to give survivors more and powerful tools against it. This however would be heavily abusable. There are situations where you simply have to slug (e.g. imminent pallet / flashlight save, bodyblocking with DS) and a base kit Unbreakable mechanic would punish killers for that.
If we really want to remove slugging from the game, then we'll need base kit Unbreakable and the removal of pick up saves. This is far from ideal.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873192#Comment_3873192
How do they know the killer wouldn't care for the 4k otherwise? Is the saying they need the mori for a daily or tome challenge? Because those would be rare enough not to cause outcry. Killer's want a 4k. They would slug the 3rd to get the 4th, just now they will wait out the 3rd survivors hook animation for a mori.
That's what I'm thinking as well but some others suspect that killer players really want to see the mori each time and that that is what incentivises them to slug for the 4k.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3873192#Comment_3873192
It’s reasonable to think killers slug more to see the finisher mori. We don’t need stats to show that as it is a logical conclusion. In any event, BHVR won’t ever release stats on slugging. It would be awful PR. But I’m sure they monitor it. They don’t release stats on tunneling, but we know for sure they track this data.
It’s reasonable to think killers slug more to see the finisher mori. We don’t need stats to show that as it is a logical conclusion.
It's just as reasonable to think that killers stop caring about the mori after the first few times. The animation doesn't change. It's not like you see something new every time. So we do need stats.
In any event, BHVR won't ever release stats on slugging.
That's factually incorrect. They already did that. They published some data about how long the average survivor spends on the ground etc.
I couldn't find the complete forums post about this but this was posted on Reddit.
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Singularity. I like the power in theory but actually playing Singularity is just not my cup of tea.
Chucky as well. I really liked Chucky when he was released because the flicks were extremely fun for me but now that they're gone I just find him pretty boring.
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872620#Comment_3872620
I’ve been wanting to try Oni but I’m on Ps5… Is he at the near “unplayable” level? Or is he still somewhat viable? I’m a fool for his whole art presentation and sound design.
I tried playing DBD with a controller before and for me Oni felt weird but not unplayable. He is definitely not as precise as with M&K but I think you can still perform pretty well. Maybe you'll be lucky and get to test him soon.
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@Mr_K said:
Every thread about this says the same thing. As though throughout the history of DBD slugging for the 4k wasn't a thing and wasn't complained about.
Killers that wanted the 4k before are just mori the last survivor instead of hooking. That's all that changed.
Apparently some players are so desperate for the mori that they slug for that alone when they wouldn't care for the 4k otherwise. I have my doubts that this is actually true though. Moris are a nice detail but to be honest, they don't look that good that I need to see them every time and I would assume that's how most players feel.
What could be done though is reworking the mori so it only works on the 3rd survivor, if and only if the other one is not in the dying state. So if by chance there really is an uptick in slugging for the mori it would now disincentivise it.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3872892#Comment_3872892
You typed, “the only thing that really changed…” what does a change mean? It means something is different, correct? And what’s different? It isn’t the action—slugging for a 4K—which by your own admission has always occurred. So what is different? All that is left is the prevalence; the rate at which it is happening. Otherwise there has been no change and your comment would surely state that.
I don't think we even have any data that would show that slugging for the 4k became more prevalent around the time the base kit more was introduced. I know that there were stats about slugging but without a comparison to how much it occured before that, this is really not sufficient. It could have always been like this and we wouldn't know for sure. It's also possible that this started way sooner and just now reached its peak.
It might as well be, that killers overall win more, which leads to more games in which slugging for the 4k is even an option. Or people don't want to take a completely arbitrary risk in hooking the third survivor and giving the 4th 2 more chances to escape. That's really the part that I don't like about the way the hatch works. You win the game by killing 3 survivors but then there is a second and third chance for that last survivor to escape still, which can also be minimised by slugging.
I'd say that's a problem with the hatch. One that unfortunately has no easy solution because without the hatch, that last survivor basically has no incentive to play anymore. The same thing would be true for the last 2 survivors (with 1-2 gens remaining).
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871884#Comment_3871884
https://us.v-cdn.net/6030815/uploads/UU10G57DIZCL/screenshot-20250116-073809-chrome.jpg
I believe I know what I was talking about.
You don't. I mean, come on. This is 5th grade math. You recover at 100% speed normally. With Unbreakable, your recovery speed is INCREASED by 35%. That means you recover at 100% + 35% = 135% the normal speed. That's not slow, that's fast. It translates to 26% less time spent recovering.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871763#Comment_3871763
Lots of survivors perks became trash so about 90% of them and what is sad is that killers has a perk variant to counter survivor version example hate boil over? Agitation or iron grasp is there.
Hate healing or boons? Nurses and shatter hope, I can go on but ill just use those examples and killers get mad and say I should not run x this to counter x this or that or its too weak.
Ub is ONE time use that is what makes it useless and aint no unbreakable one time use is gonna save you from some killers like twins the slug siblings. I dont even know what's is the point on talking about it has not been nerf, why would it need a nerf for its one time use and slow 35% recovery speed?
Count all survivor perks and then actually take the time and think about whether or not they are bad. Both sides have more bad perks than good perks but overall it's not like only 10% of survivor perks are good. Just from the top of my head: SB, Lithe, Wicked, Alert, Bond, Deliverance, WoO, Resilience, Deja Vu, Open Handed (incredibly underrated), Iron Will, Adrenaline, Unbreakable, Babysitter, Kindred, Shadow Step (though this one can be better or worse depending on the map), DS, OTR, We'll Make It, Hope, Quick and Quiet, Lightweight, Distortion and Vigil.
I have no idea what you're even trying to say with perk counters here. Most perks can be countered and that's perfectly fine. Boil Over also hasn't been a very good perk in a long time. It was nerfed, which was 100% necessary and then it was left untouched. Not to mention that it was never a healthy perk to begin with. The best use you could get out of it was by abusing hook dead zones, which made you virtually unhookable and left the killer with no option other than bleed you out. What great design. Almost as great as Knockout.
Bringing Nurse into this argument is the most picture perfect example of a strawman. Because Nurse, the strongest killer in the game by a long shot, exists and can theoretically counter some perks, they are weak. That's like saying that all killer perks are bad because comp SWFs can easily deal with them. And about Shattered Hope… This perk wasn't even used back when boons were still at their peak. Because there is no way for you to know whether or not the survivors will use a boon and even then, you don't counter it. You just lessen the blow. The boon can be set up and used, you need to find and kick the totem, which means that you have to waste time that you should spend in chase and then it can still be used on another totem, so you have to repeat the whole process again.
Again, Unbreakable wasn't nerfed at all since its time in the meta. Are you going to tell me that survivors had worse perks back then? That doesn't really work with your argument that survivor perks all get nerfed. It doesn't need a nerf but it's still just as strong as back when you used to see it pretty much every match on at least 1 or 2 survivors. Also, maybe you should read up on what Unbreakable actually does. You don't recover at 35% speed but at 135% speed. That is a massive difference.
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I think that both sides have issues that definitely should be adressed. Sometimes they are very closely connected and sometimes they have nothing to do with each other.
In my opinion it is completely fine that both sides do have some issues that are expected to be fixed with perks. That's why they exist after all. However, there are some fundamental problems that perks can't fix (like tunneling and slugging) without creating new issues, that might be even worse.
The reason why discussions often lead to nothing is that a solution would require everyone to debate based on logic and facts. But when people don't come to believe something because of logic but personal experience, bias and emotions, they begin to rationalise and in the process of doing so they become irrational. At that point there is no sense in arguing anymore.
Many people hate being wrong because they view it as a negative indication of their intelligence (which by the way it isn't). So they will come up with all sorts of reasons why they must be correct, which leads them to the conclusion that you are wrong and everything you said was irrelevant.
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Nah, endurance is fine as it is. I wouldn't call that endurance stacking to be honest since it has nothing in common with actual endurance stacking where survivors could use all of these in a single chase.
If a survivor dedicates their entire build to get endurance, then they will lack something else and you can capitalise on that.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870443#Comment_3870443
WIth nonstop nerf to any survivor perk even if they are niche and rare in a build. Conspicuous actions making the niche ds and otr waste of value, the niche and worthless ub/ exp for slugging.
Conspicuous actions made DS and OTR useless? DS has worked like that for 4 years and it was fine. The perk isn't meant to be a "get out of jail for free" card but an anti tunneling perk, which is much healthier for the game overall. The same goes for OTR and that perk was buffed about 2 1/2 years ago and never touched again.
If the killer is screwed for simply doing their objective then what's even the point? These perks deactivate whenever you do a conspicuous action because that means you aren't tunneled and don't need that extra protection. If they worked either way, then the killer would simply have one more reason to tunnel because otherwise you'd sit on gens with nothing the killer could do to stop you, just like it was before they added conspicuous actions.
Unbreakable used to be a meta perk and it wasn't nerfed since. Calling it worthless really just makes me afraid to ask what you would consider a good survivor perk.
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870460#Comment_3870460
Clown
Trapper
Hag
Do the literal exact same thing. Throw something down at a loop and it becomes unusable yet its only a problem when she does it lol. And if a survivor is being injured without being in a chase with skull merchant thats a fault on the survivors end. Her drones were extremely easy to dodge outside of chase so to try and say 'remote injures' made her OP then thats like saying Trapper's downing add on and Trapper in general is OP because of his 'remote injuries' with no effort on his end.Hag doesn't apply any status effects (except for that one addon, that isn't even good) and is a killer that survivors typically rate extremely unfun to play against. Her kit however is much less stuffed than Skull Merchant's. She also doesn't punish you for the mistakes of your teammate like Skull Merchant does. Trapper doesn't apply any status effects either and he only has 2 traps on hand at max. Disabling his traps also comes with a much greater payoff not to mention how much more counterplay a Trapper has. Clown has to reload and is countered by pre dropping and, you guessed it, isn't considered a very fun killer to play against.
What I meant by remote injuries was that you don't go through the normal hit cooldown. That's a huge difference in the distance that a survivor makes after being injured. That may have been a poor choice of words on my part.
The 3 killers you mentioned do something similar to Skull Merchant but to a much lesser degree. She simply combined too many things at once, leaving survivors with minimal counterplay and making her overwhelming for many players.
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Can someone please explain why BBQ or Lethal Pursuer are considered problematic? These perks don't injure you. They also don't stop you from progressing the game. The only thing they do is give the killer a direction to go in, so that they can do what they are supposed to do, which is chasing and hooking survivors.
Good killers will mostly not need to look for survivors anyway, since they always have an idea where to go. Lethal Pursuer is a way to deal with the rng of spawns in the early game. You can put 1,000 hours into this game and learn all possible survivor spawns. But when you spawn in the middle of the map or you are sent to a map with inconsistent spawns you have to guess where to go. This can already decide whether or not you will win the game.
BBQ is a way to deal with survivors that play more stealthy. In a way it is like exhaustion perks. It will work very well in some games and only give minimal value in others.
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No. That's not the case. The reason why Skull Merchant was nerfed was because she had some very fundamental issues, that would take another rework to fix. You put a drone in a loop and now that survivor was screwed no matter what they did. That is extremely unfun and demoralising to play against. Factor in that many still hated her from her 3-gen days and you got yourself a very understandable reason why people hate the character. It's not just her mechanics but pretty much everything about her.
With the press of a button you suddenly got information, haste, a way to injure survivors remotely, hindered and undetectable. All of this could be activated with a single press of a button and there wasn't really anything much you could do against that. Especially not in chase.
The devs knew that they couldn't fix her issues immediately, so they decided to nuke instead her and sweep her issues under the rug. That wasn't a good solution (especially considering that some other killers at the time were higher priorities when they were fine) but it is the solution they went with. Skull Merchant will get another rework at some point but unless they change the foundation on which she is built on, people will still hate her.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869792#Comment_3869792
Ahahahahahaha, you are quite a good troll... I took you seriously for a brief time... that's on me.
Well done 🤣🤣🤣🤣🤣
Sluzzy's 3rd coming. 😂
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869792#Comment_3869792
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869794#Comment_3869794
👀
So you accuse @Xernoton of having hacked to forums to put malware here specifically for you?
You do know how that sounds, right?
@BuffDH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869794#Comment_3869794
Is that one of your imaginary friends? Stay away from me you psycho.
Sluzzy is neither imaginary nor would I say I'm friends with them. Though their posts are entertaining.
Thinking about your theory of me hacking the forums… I would have needed to find a way to embed a video that isn't actually on a supported platform on the forums and then also make it look like it's youtube video, while somehow tracking your IP or installing malware on your device without you ever leaving this site. I'm not even sure, if that is possible.
Thanks for the compliment though. I must be pretty smart to do that.
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@BuffDH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869783#Comment_3869783
So you just admit sending malware? Gotcha. Good thing I didn't click on it.
Sluzzy, is that you? Genuinely curious because I get the vibes here.
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@BuffDH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869775#Comment_3869775
I ain't clicking that. Could be malware or IP tracker site.
I haven't had that good of a laugh in a long time. Thanks.
After all, youtube videos are known to contain malware all the time. 😉
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https://youtu.be/gEY438O6ToU?si=eZyduMCmKDAvrFWk@BuffDH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869767#Comment_3869767
Riiiight that's not the majority though now is it? Most survivors hate to play against onryo so we fundamentally agree to the issues she has.
This is a video that explains the problem pretty well.
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@BuffDH said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3869752#Comment_3869752
No, I'll keep saying it. Killers that are unfun, oppressive or boring need completely nerfed, not killswitched, nerfed to the ground like they did Skull Merchant then rework them so then playing as the survivor isn't becoming insufferable.
List of killers that are considered unfun, oppressive or boring to play against:
Trapper, Wraith, Huntress, Nurse, Blight, Spirit, Xeno, Billy, Trickster, Houndmaster, Freddy, Clown, Demogorgon, Dracula, Singularity, Doctor, Chucky, Wesker, Nemesis, Myers, Hag, Plague, Bubba, Pig, Legion, Ghostface, Oni, Deathslinger, Pyramid Head, Pinhead, Twins, Artist, Sadako, Dredge, Knight, Skull Merchant, Unknown and Vecna.
If you can't tell, that's 38/38 killers. You will always find people that hate to play against a killer. Name a killer you like to play against and there will still be others that hate it. By that logic we would need to nerf every killer to the ground. We can definitely do that but it would undeniably result in the game dying. If all killers were bad that means all killers would get bullied again just like in the good old days… We saw how long survivor queues took back then.
We need to find a way for killers to be strong and fun to play against. That however isn't an easy task. Some survivor players like playing against very chase oriented killers, others don't like being chased as much, so they would want something completely different.
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That's the lowest you've ever seen? Billy used to be at about 46% for a time and there others that were even worse.
I agree though that they really went too hard on Chucky. I loved him when he was first released and I even bought the Tiffany skin but then they removed his flicks, which already sucked most of the fun out for me. It was good that they did something about the whole scamper into hit thing but with so little complexity to what he could do, I feel like they already had maneuvered themselves into a dead end with Chucky.
Either his power has a low cooldown so that you can use it all the time and hopefully get hits from that or his cooldown is too high and they also lower his speed, so that he barely has any way to use his power. He's not the worst (3rd person on a small killer will naturally give him some slight advantage) but he is not in a good spot at all.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868127#Comment_3868127
Regardless of any changes which can happen to slugging, Knockout simply has no place in the game anymore. It is a really unhealthy Perk and also not even strong. It is only used for Griefing nowadays.
100% agreed. This perk needs a complete rework. It doesn't have any use outside of excessive slugging, which already makes it unhealthy.
How this perk could stay like this for so long is beyond me. I guess we all need to start running Knockout every game to speed this up (doesn't mean that you need to use it).
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This is horrible. Take responsibility, admit that it was genuine mistake and offer refunds. That is the only ethically tolerable course of action. Everything else looks like fraud (though legally this is a bit more complex).
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@TicTac said:
The stun is communicated in the patch notes. (Didnt get edited in, i read them yesterday).
For the topic: yh they pretty weak, you need the addons for them and the right map and maybe then you get a hit.
I think the basekit range needs to be bigger. Stun i dont know, you can outplay that pretty easily.
About the visibility: yh that makes them weak, but with the teleport to healing freddy is already a pretty good noob stomper.
So yh they need a buff, but they should aim to make it more useful against good survivor and not awful against newer ones (bc then we get 100% a freddy nerf in 3 months)
yh they pretty weak, you need the addons for them and the right map and maybe then you get a hit.
Not really. You will get a hit anyway since there is no actual pallet to begin with. It's one of these things that sound strong on paper until you consider what would happen without the ability, which is the exact same. So it's not even an actual noob stomper ability, since it will only achieve the exact same results as nothing at all.
I'm fine with the fact that these things can stun you but the fact that survivors can now tell whether or not a pallet is actually real is what breaks this entire thing. Without that, you would have a chance to surprise survivors with them and get a rupture hit that way.
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@cowfarmer said:
Can we just finally admit that this game doesn't have a single decent killer perk? All of them are a heaping pile of garbage.
Corrupt Intervention, BBQ, STBFL (it didn't deserve to be nerfed as much as it was but it's still decent), Lethal Pursuer, Pain Res, Nowhere To Hide, Grim Embrace and Surge are all pretty good.
This really makes me wonder what your standard for a good killer perk would be.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867037#Comment_3867037
It sounds like his snares will be a projectile similar to Artist crows rather than a trap anymore.
That could be quite interesting and it would add a little layer of mechanical skill on him. Although it would probably feel pretty bad for survivors. He will have quite a handful of ways to get survivors into the dream world after all.
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@supersonic853 said:
Does it give spirit fury stacks? I need to know for science.
I highly doubt it. They went out of their way to remove any synergy his dream pallets had over the past 2 years.
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@Shroompy said:
Bambam does NOT need any changes, it's just fine the way it is.
In fact basically all these perks are just fine except for Fire Up, and maybe Dark Arrogance could be a little less punishing when stunned, but even then I'd say its just fine
I agree but I wouldn't be opposed to Brutal Strength getting a 5% buff. Could be nice but probably wouldn't be that impactful. It's a 0.09 seconds difference.
Fire Up would probably need a secondary effect that is completely independent from how many gens remain. The perk is just bad and buffing it would mean to reward the killer for losing or performing poorly. That's not a great concept for a perk to begin with.
Dark Arrogance is a perk with no niche as far as I am concerned. In a vault build, it's over the top and unnecessary and both Bamboozle and Superior Anatomy are better, if you just want to use 1 perk to help you out with windows. That perk needs a rework.
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Masochist Freddy is back! Can't wait to plaster everything with dream pallets and never rupture them.
