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albertoplus

albertoplus

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  • @Nikolai_0311 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/472298/killer-perk-changes-feedback

    Here's my feedback:

    Agitation, iron grasp, deerstalker: i put them all together because they received kinda useless changes, deerstalker ok i'm not complaining about a 1 second buff but agi and iron grasp literally didn't get changed, Just remove the perk tiers when the new rebuild of the game comes and we're ok

    Bitter murmur: the perks itself Is just outclassed, why should i lose a gen just to not even get the auras of all Survivor but only the one close to It? The perks still remain niche at best

    Fire up: i love Fire up don't get me wrong, but 8% feels kinda meh, buffing It to 10% per token would make It feel Better, giving you a huge boost when all generators are repaired, or make It a compromise style perk, where completed gens gives you a huge 40/50% boost in the category already buffed by Fire up for 60/120 sec

    Game afoot: i'm not wasting time here, the perks Is still trash, the limitation of only getting this effects while chasing the longest Chase time Survivor Is TOO situational, change the obsession swapping prerequisite

    Spies from the Shadows: good change, love It

    Unbound: good change i Guess? Idk if making It return to 10% for 10 second world break the game honestly, but i'm not complaining nonetheless

    Help wanted: woah... Compromised perk are the coolest idea of perk ever, but the requirement to activate It was infuriating at minimum and only machine learning was worth running, now with the 3 compromised limit and the change to help wanted i can safely say that this category of perk finally found it's cool niche, approved

    Machine learning: good change, not complaining

    Dark arrogance: if i had the dev who made this change right in front of me i would gladly marry them, this perk got the biggest glow up in the whole killer section of this ptb, the buffs are strong but only on weak M1 killer (trapper, Ghost face, skully) meanwhile being useless on strong M2 killer (nurse, judgment, blight), and with the diminishing return, staking basic Attack cooldown makes It redundant, Absolute stellar design here, i hope It doesn't get changes to live

    Dead man's switch: kinda bad change here? If a Survivor let go off a gen for more than 2 seconda probably the surv wasn't gonna keep repairing It to begin with, i'll gladly buff the duration to 60 seconds and also increasing the cooldown to 60 seconds, other than that the perks Is completely dead

    Dissolution: the design of the perks Itself Is flawled, nerfing It won't solve the problem, maybe i'm overreacting but the whole perk need to be completely redesigned to the ground up, maybe returning It to it's previous design but making It a hex or something, other than that this change it's a thumbs down

    Blood favour: good change, unlike dissolution the M1 requirement makes It more fair when going against stronger killers

    Distressing: i kinda see the visione here, but 8% Just isn't enough, buff It to 10 or i would Say 15% could make It a good perk for countering Survivor working in your vicinity, but here we encounter the problem, this perk is only useful on 40tr killers (and also doctor), meanwhile being completely useless on low mobility killers and stealth killers

    Dominance: good rework, maybe buff the block to a bigger number since this is a 1 time use perk and it's chef's kiss, if It doesn't get changed i'm not complaining

    Nothing but misery: good change, nothing to Say here

    Thrill of the Hunt: interesting changes.... It makes It more of an Active hex instead of a passive one, but It need to be tested more before i find a conclusion, keep It like this for the Moment

    Insidious: …. The perks Is still kinda meh, i get it, the concept Is cool, but i would gladly take secret project or unforseen instead of this, One cool change would be to make It a support perk for undetectable builds, reduce the lingering effect when begin moving to 3 or 5 seconds but add a effect like lethal pursuer, increasing the instances of undetectable you get from perk and addons by 5 or more seconds

    Knock-out: still Need to test It more, but It seems alright all things considered

    Ravenous: whoa mama, i love these changes, making It useful After the Primary effect took place Is a really cool idea, but the 4% hooking Speed per token Is redundant, change It to 4% picking and dropping speed and it's ok

    Monstrous shrine: i kinda see the visione here... But in the majority of the matches for how long a survivor Is gonna remain on hook? 20? Maybe 30 second if you proxy camp? The effect Is cool but getting a ruin for that Little time doesn't change anything, buff the regression go a significant margin like 250 or i even dare to Say 300%!!! can make this perk a "oh ######### se need to rescue NOW" type of perk, and maybe make the regression continue After a Survivor has been unhooked until it's stopped (idk if It works already like this i still didn't see It) p.s. the previous effect of faster sacrifice Speed was interesting, maybe buff the numbers or give It an additional effect and slap It into hangman's trick

    Shattered Hope: cool effect i Guess.... I need to test It more but It could find it's niche with plaything and pentimento, ok change overall but it's still too niche

    Superior anatomy: GOOD buff, exactly what this perk Needed to become useful outside of meme vault Speed build, now i can run It on it's own without feeling like a clown, 10/10

    Undone: really cool, but there's One problem, to get the maximum effect of this perk you Need to hook 3 Survivor without kicking gens, but for the same requirement (3 hooks) you get 45% Total regression with pop and you can use It every kick, if this perk Is meant to be a gen nuke where you have to charge It for a long time then i could safely see the blocked time for a generator be increased to 15 or 20 seconds per token, but If It isn't changed i'm not gonna cry a river, i'm sure this perk Will take Place in a lot of build i make post patch

    Unrelenting: also a good change, the basic Attack cooldown could see and increased to 15% but the thing that really saved this perk was the inclusion of obstructed hit, making It a really solid choice for singu, xeno and dredge

    Whisper: here is the Last perk, you could say i saved the best for last, idk if there are more perk like this but i think this Is the First actual map traversal perk in the game without being limited by a timer or a cooldown, but the 5% is really too Little, increase It to 10 or 15% could make It a good perk without being too oppressive in Chase (since It deactivate up close)

    Vote for the whole killer perk changes 10/10, please make more of these

    Dominance says thats is 1 time per totem, not one time use..

  • I totally understand it can be rough to be the slugged survivor. I have been there too.

    However, i'm going to say something that for some reason people do not seem to understand:

    Killers are entitled to kill as many survivors as possible the same way the survivors are entitled to try to escape as hard as they can.

    Now, if that can create some unpleasant scenario, then maybe they can implement something like the 3rd survivor can bleed out faster or something.

    But the killer, as long as he is not doing it just to being an ######### and just to secure the kills, he is not a "bad" killer at all.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102833#Comment_4102833

    Well I guess that also doesn't matter, but in that case the killer can also abandon or do I remember wrong? xD

    The killer can abandon only if they surrender yeah, but that is not the case…

    The case is that the survivors can chose to leave when "everything seems to be lost" but the killer cannot do the same.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102812#Comment_4102812

    What are even the situations you can dc at right know? I just know the one during moris (even tho it feels increadible pointless because it's literally 5 seconds at max), after being slugged 2 times in a row and I believe the one where you can skip the death-animation on hook.

    I don't really think that those are harmfull in any way even tho the slugging one is probably not perfect I guess. That's a situation where another way could be better, but I don't know enough about gamedesign to make it fair for both sides.

    The survivors can also surrender when all of them are slugged.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102790#Comment_4102790

    I wouldn't care about that really, so for me it would be fine. However most people wouldn't like that I imagine - so at least keep it at problematic situations, things like op discribed simply is not a situation we should enable that for.

    Dc's for free just because you're simply losing is something I don't like because it just enables ragequits and doesn't force people to get better at the game. Situations like being slugged for ages without any intend to pick them up or survivors hidding for ages without touching anything are situations I can accept dc's for even tho I won't use that myself - that being said it would be better to try to fix this without more dc's because it's just creating the sitution I described where we don't play the game anymore.

    The problem is that it seems a bit unfair that right now the survivors have the option to say "oh well the game is lost lets get out" while the killers do not seem to have that option.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102787#Comment_4102787

    Saw rift was the first licensed one with pig getting the beartrap crown thing and tapp getting the barbeque outfit.

    And i wouldn't say that anyone was complaining about the amount of content from castlevania. Its the quality of the content, particularly on the survivor end, where the complaints are mostly from. Dracula was absolutely fine skins wise and everything besides the wolf form being an odd addition where u tend to feel like playing in his vampire form more since its closer to the source material. But survivor wise, we got Trevor. Thats it. Then we got alucard, and soma. But what happened is trevor's "Skins" ended up counting as cheaper replacements for other characters, that some wanted WAY more than Trevor himself. And we got lots of cosplays in the rift, all of which again fully blocked those characters from ever joining the game.

    I certainly did not want cosplays of my favorite characters. And i have not complained about how much content we got, i wasn't even that worried about a map. But the quality of the content recieved absolutely butchered some fans hopes and expectations, not even including Richter. I'm not trying to sound arguementive or anything jusr clarifying its about the cosplays that never needed to be there, when we could have had those characters in the game. And the hope that they can still add them later, perhaps in another chapter.

    I totally understand the sentiments about those "cosplays". I suppose it was the only way for them to try and get more Castlevania characters into the game without paying even more or needing more time to model those characters…

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/470431/give-killers-an-abandon-feature

    How about we just don't do that, learn to live with the existence of bad games and just play the game. The more dc opportunities we add the more we don't play the game anymore.

    Then honestly the fair option is to remove all the DC options for the killers and survivors tho.

  • Big Castlevania fan here and Dracula main since his inclussion.

    Im surprised people here are saying that Castlevania content in this game is lackluster while it has been one of the chapters with the most content they have ever released. The only thing missing is a map (which is a shame tho, i would have loved a Dracula's Castle map).

    But for CV chapter we got:

    • Killer
      • 3 skins for the killer
    • Survivor
      • 3 skins for the survivor, one of them legendary
    • Dominus Rift pass, which i think it was the first licensed rift pass we got
      • True Form legendary skin for Dracula
        • Deep rift recolor for the legendary
      • Soma legendary skin for Trevor
        • Deep rift recolor for the legendary
      • 3 "cosplays" for existing survivors (Jonathan, Shanoa and Maria)
      • 1 "cosplay" for existing killer (Death)
      • More charms
    • Dominus tome, with stories for Dracula and Trevor
    • Easter eggs
      • Wall chicken easter egg
      • Dark Lord Soma easter egg

    And thats ignoring the post launch Dracula and Richter skins we got (even if the Richter skin is rightfully "controversial"..). Dracula new skin is incredible.

    The Castlevania content was bloated. As i said the only thing missing is a map…

    There is also one issue i have with Dracula. As i said he became my main killer and i love playing as him, but i somehow still feel like his abilities could have been different…

    And i dont mean that they seem to be directly the same from other killers (95% of the killer cast is like that) but more like in the games Dracula almost never goes into Wolf form for example. I think it only does in his Dracula X Chronicles fight in the PSP. The developers literally said in the Castlevania chapter streaming that they knew Alucard could turn into a wolf in the games so they though it was "cool" to do the same with Dracula in DbD.

    I think Bat form is fine as he does seem to transform into bats more times, but instead of the Wolf form i was expecting him doing different spells similar to Vecna. Dracula in the games is still a sorcerer that usually attacks with fire magic, blood magic, necromancy…

    But hey im still happy with him and the content we got.

  • I dont really understand the purpose of these blatant "us vs them" posts. It seems that their only purpose is to make one side fight the other one.

    Both killers and survivors gets their strongest (and sometimes not the strongest) options nerfed. Both sides gets buffed on some options. The developers also make horrible mistakes by changing things that they do not need to be changed for both sides.

    And i say this as a person who thinks that the developers have more bias to survivors.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098607#Comment_4098607

    Literally any video game. If you single a person out and grief the person, that's bannable. You prevented them from playing the game. You could even argue it's cyberbullying.

    I play League of Legends, if i am the jungler i can camp a player literally the entire game so he is unable to interact with the game and it is not punishable.

    I play Marvel Rivals, me and my friends can go a full dive comp and make the life of a person in the enemy backline completely miserable and it is not punishable.

    Out of curiosity, in which pvp games going against another person non-stop in equal footing and by using the game mechanics is bannable?

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098495#Comment_4098495

    Not really. If one survivor can run run 5 gens in 3 chases (2 of which would be chases started already injured) then that surv would be vastly outskilling killer.

    Is not that hard if the skill level is equal. If survivors bodyblock (like it usually happens on my matches when playing killer, even if i do not want to tunnel), if they wait until the last moment to unhook (the hooked duration even got increased) and if the survivors that are not helping are smashing on gens, is doable. Not counting that you can just pre-drop every pallet you find and unless you are Nurse you are already making the killer waste a lot of time.

    And also ignoring the fact that DS is extremely meta, and is also even being paired with Unbreakable or Plot Twist, so you either make the killer waste your DS and get even more extra seconds or ignore you and you get recovered to full, making you virtually untouchable.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098455#Comment_4098455

    Yeah I'm not really considering comp match level games. I'm looking at the vast majority of matches wih players who aren't both 4 stacked and top bracket mmr. Game doesn't need balancing around streamers and players with 10k plus hours.

    You can leave that part out and my point still prevails. If the game skill level is equal between the survivors and the killer, hard tunneling one since the beginning will probably end in the killer having 1k. Idk if i can count that as a "win".

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098434#Comment_4098434

    So guard gens. I do it all the time as killer, that's the difference between genrushing and hard tunneling. Genrushing has counterplay and I pull it off successfully all the time. Stopping a determined killer from hard tunneling is all but impossible unless the skill game is absolutely insane.

    If the skill level is mostly equal (which means the survivor can make the killer waste some time at least) and the other survivors are on gens everytime the killer is chasing the tunneled survivor, the game will probably end with 1k and 3 escapes.

    I have lost count of the times that i saw comp matches where the killer is just trying to hard tunnel the first survivor since min 1 and once the survivor is already dead the exit gates are being opened by the other 3.

    "So guard gens" has the same energy as "just dont get caught and the tunneling will go to waste".

  • @HexSlugged said:

    my issue is that the game isnt over when 5 gens are done. thats still a situation that can be won or at least a hook secured. i would say if a change was to be made its when gens are done and the gat was opened.

    Would it change anything? If the killer wants to forfeit he could just open a gate by himself then forfeit.

  • With all honesty, i don't really know why is such a "hot" topic since Dracula released.

    There are like, 6 or 7 killers with a "fully, 100% original" kit. The rest of the killers literally borrow some parts of those killers for their kits with some variations.

    I also remember when Wesker did release that a lot of people were saying that he was a better Demo.

  • @Elan said:

    What if I tell you that killer can:

    → get free injury no matter what from 16m

    → on top of that he inflicts deep wounds

    → he can instantly catch up

    → he can cancel dash mid it to being able to hit you 0.5s after he lands behind you

    → he can hold his power for ages

    → he can vault any pallet and window the fastest from all killers

    → has two additional meta perks in form of add ons

    He can do it all, yet he's not op. He's just as miserable to go against as killer can be. Along with most lately released killers, zero amusement to go against them.

    With all honesty, its not hard to transform any killer into being op by being nitpicky and trying to mention every little good thing it has.

    A killer that:

    • Has a power that instantly downs
    • Can shut down any loop with his power
    • Can even shut down god pallets
    • If it hooks a single survivor in the basement can win easily the game
    • Gets speed boost after using his power for free
    • Depending on the map, his power is even difficult to be seen, lowering the counterplay
    • In the best conditions, can down 2, 3 or even all the survivors at once

    I'm talking about the Trapper.

  • @QwQw said:

    Am I the only one who really disliked Tryks? Like she was so annoying 😭

    I'm fine with them switching up the theming of the events, but this one was executed horribly.

    No, you are not the only one. I find it funny how i remember tons of people saying that "pls just mute Tryks she is so annoying" or "pls delete Tryks for next events" and now of all sudden everyone is like "Why did they remove Tryks?? Bring her back!!".

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095845#Comment_4095845

    He did have collision and hit on release but people could still do it with proper timing, then they did change that timing from time to time, sometime they even completely fixed this revolt but double down on it later with just harder timing.Some "bugs" became features and being embraced by the devs cuz this vault is not a balance design and should have counter play, not 100% but sort of a last resort. Crouch tech also being called a bug by many and they could fix it long ago but they don't, whenever they fix such stuff it takes away from skill expression and makes game more stale. You want to believe that they couldn't fix this since 2022 for 4 years straight then you do you but I know for a fact that they fixed it 2 or 3 times thought this time and then double down on it because this thing should have counterplay.

    imagen.png

    Literally added on Live after PTB. So no, on PTB Wesker didnt have any hit after vaulting.

    Edit: Ah, you did mention on release. My bad then.

    But anyways it does have counterplay. Funnily enough in your first video you could just, you know… walked around the loop and you probably would have reach the pallet again before Wesker.

    I mean, i have seen many high level comp players play Wesker and they just never use the vault because its useless on like 90% of pallets. There are even some "god" pallets that you can vault and the survivor can still reach the pallet again before Wesker.

    His vault is already pretty "meh" even with the collision, there is no need to nerf it more.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095711#Comment_4095711

    It was, they fixed it numerous of times in the past (when there were no timing at all, it was fixed completely) and then brought it back shortly after just with different timing. If they wanted to fixed it completely it would've been fixed 2-3 month after PTB, everyone was talking about it, everyone knew about it, it was a counter and it was intentional.
    Just like with the Ghoul recently > they fixed revolt completely so it worked like with Wesker right now, no matter what you did he hits you whenever you try yo revault > they saw backlash > they removed damage when you close to him when his vaulting completely.

    Well I don't remember exactly, maybe it was since release, doesn't really matter, the point is timing always existed since PTB and it was back in 2022, they did fix this numerous of time and then double down on it.

    But again, in PTB Wesker didnt have any hit or collision after vaulting. Literally everyone could phase inside him and vault back with no timing.

    In fact, if i remember correctly, after they added the hit and the collision, people were still phasing through him with timings, and they actually did try to fix that some other times with no avail.

    If now there is always a collision then it seems to be working as intended.

    Also, about the "if it was bugged they would have fixed it in 2-3 months since PTB". My guy, its BHVR we are talking about. Takes years to fix bugs. In fact, funnily enough, Wesker being unable to hit survivors on most window vaults was recently fixed after 2 years or so from being reported.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095631#Comment_4095631

    Sorry but it wasn't a bug, it was always intentional. Just like people mistakenly calling crouch tech a bug, it isn't.
    Him doesn't hit survivor vaulting right in front of him yes most likely a bug, they tried to fix it and ended up breaking him hitting survivors 2 steps away after vaulting the window.

    When Wesker was released nobody called his vault useless lol, people were complaining just like against the Ghoul because this is awful design until most of the people found out counter to it. But on release it was easy timing, they made it harder throughout the years just like 2 weeks ago they made timing extremely precise and if you miss you get a hit. Btw Wesker always had a hit if survivor is too close during his vault since PTB.

    Im sorry but you are wrong here on many levels..

    It wasn't intentional. When Wesker came out a dev literally said that "they will add collision and a hit when wesker vaults" and they did. They didnt mention anything else at all so the fact that was "some timing to still vault back" was probably non intentional.

    And the "Wesker always had a hit if survivor is too close during his vault since PTB" that is completely false. Wesker didnt have any hit on PTB if he did collide with the survivor after vaulting a pallet with his power. It was added after the PTB as people found that vaulting back made his vault completely useless.

  • This is how its supposed to be. It has been bugged for years like his hits when survivors were jumping on a window.

    When Wesker was released people did complain on how useless his vaulting was as he didnt have an ending collision and survivors could just always go through him and vault back before he has a chance to act. So the answer was that they did add a collision to make impossible for the survivors to vault back + an extra hit if he is near them after vaulting.

    But it has been bugged for years and there were some windows where the survivors could still vault back. It was a bug, not a tech or something…

    If now there is always a collision, then it works as intended.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094624#Comment_4094624

    if survivors get to abandon to not give killers the satisfaction of a mori, killers should be able to abandon to not give survivors the satisfaction of watching them leave.

    This is always a strange thing to say. The Killer is the one who wants to see the Mori, the Killer is the one who gets to see the Mori. There is nothing taken from them.

    And if the killer is swapped with a bot when he abandons, the survivors will be the ones who want to see the killer watching them leave, and they will see the killer watching them leave, but just a bot. There will be nothing taken from them.

  • There was another post where people asked for the survivor to abandon when a mori/hook animation was performed in them. And it was somewhat well received.

    This would be the equivalent for killers. And im on it.

  • @esarraf said:

    Wow, two perks and your item to counter one thing. I'm sure that'll be meta now.

    Honestly, two perks to counter the only thing killers have for the event.

  • Killer choice when i want to tryhard: Dracula

    Killer choice when i want to chill: Dracula

    I'm sorry but i'm just a big Castlevania nerd…

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092402#Comment_4092402

    Obviously it does matter, otherwise there would not be the distinction, lol.

    The results on both cases are not going to change, no matter if one side has control or doesnt.

    The same way as when all the survivors escape and they are shown in the "escaping" animation and the killer is the only one in the trial, there are still some seconds where the killer can still navigate before the game ends. Do you think just because the killer still has "control" on that situation it cannot be shortened or something?

    I think i can answer with the same thing you did tell to the other guy:

    "But again, what does it matter to you if killer abandons? The game is over. If you are the survivor, there is 0 difference if the killer just abandons when you are on exit gate already."

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091999#Comment_4091999

    But again, what does it matter to you if someone abandons? The game is over. If you are the Killer, there is 0 difference if there is a Survivor or a Bot lying on the ground.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4092144#Comment_4092144

    It is more the lack of control. The Killer has always full control in your example. They can decide to push Survivors out or not, it is up to them.

    A Survivor on the ground has no control at all what they can do.

    Control doesn't matter. On both situations (survs already on exit gate and mori animation on last surv) the game is finished already and doesn't matter if anyone has control or not: the outcome is not going to change.

    So either make the change for both or dont. But doing it only for survivors but not for killers would show, again, bias.

  • @UnicornMedal said:

    No, because the Killer needs an audience. If they ever became aware that they're only killing bots, there would be an uproar. And as we've seen the past couple of years, they will be catered to if that happens.

    I mean… you sound like the uproar would be a "bad" thing but, it is actually bad? In fact in games like Marvel Rivals there is a big uproar in the community because sometimes after you lose some matches you get paired against bots and the game tries to hide it. The devs hasnt even achknowledged it.

    If i want to play against bots in DbD i would go into a custom match.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091995#Comment_4091995

    I mean, I even wrote that I dont think it is needed to abandon in the sacrifice animation. And I also dont abandon in the Mori animation to give the Killer a middlefinger, I only do it because I think that Moris are pretty cringe (especially the new ones). I dont mind being sacrificed as the last Survivor, but I just dont like Moris.

    But your suggestion really changes nothing for the Killer player. I can only repeat, they want to see the Mori, and they get to see the Mori. No reason to force the Survivor to see it.

    I find it interesting seeing people wanting to "skip" the mori animation because they do not want to be "forced" to see it, but when other people asks that the killer should be able to abandon in end game collapse when the 4 survivors are on the exit gate and the killer should not be forced to watch them t-bag and leave, the most common answer is "lol no, just go and force them out".

    So the survivors should be able to skip the mori but the killer should not be able to skip that part of egc and should watch them leave.

    …….Interesting.

  • @Wezqu said:

    Yeah the so called "final fu" to the killer player. I already see this as a problem with the current abandoning system. I am still in that camp that it needs about 5-10 second grace period before abandoning option comes available.

    I was about to say the same. Surrendering because the killer is slugging you and another survivor? Okay, it may make sense. But surrendering at the very moment you get downed and the killer is going to hook/mori you? I dont really understand that logic.

    Honestly surrendering as the last survivor should come after 15-20 seconds of being downed in case the killer is just leaving you in the ground.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089803#Comment_4089803

    You're not being shouted down, people just disagree with your opinion. When practically every new killer in the last 2 years has been designed around instantly traversing the map and then chasing with anti-loop powers, survivors need resources to stand a chance. If you can't see the insane powercreep in terms of having every possible aspect of killer powers (basekit slowdown, anti-loop, mobility, information) rolled into every new character, and connect that with map design issues caused by it, idk what to tell you.

    They literally had to add play while you wait to 1v4 mode and killer queues are still 10 minutes. Maybe survivor doesn't feel great right now for a big enough portion of the playerbase to significantly effect queue times. And this wasn't just from the Jason release. Survivor queue has been instant almost all day and night for months now.

    If you don't want your opponents to be able to express skill in chase, then what is the point of playing a PvP game?

    Out of curiosity but, what would be "instantly traversing the map"? Because most of the last 2 year killers have some mobility but its usually limited.

    Vecna: Has fly. Is kinda fast but limited range and high cooldown.

    Dracula: Decent mobility in Bat form. Has a teleport but its very limited (32m baseline and only into windows/pallets), the teleport speed is somewhat on the slower side (and you can see it coming) and has high cooldown.

    Houndmaster: Has fast travel speed only following his dog path, again limited.

    Kaneki: Could be the closest one to "instant traversing map", however if he hasnt bitten anyone then the 2 dashes so not cover that much distance.

    Springtrap: Has teleport around the map but limited to doors. Also im not sure if i would call it "instant" because he still needs to go into a door and all the animation must go on until it goes outside the next door.

    Krasue: Fast travel on head mode but still not "instant".

    Henry: The same as Krasue.

    Honestly, Billy is one of the first killers and has faster travel speed than literally anyone on this list. And as long as he doesnt collide into anyhing (map dependent) he has infinite fast travel speed.

    And about the queue times, i think its region dependent. Its been just some months since i played but some months ago during the day my killer times were a bit on the longer side but on night the killer times were instant.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077555#Comment_4077555

    Vigil IS the real problem.

    Sure, I don't deny that SB and Lithe are strong.

    But if you would nerf them, how exactly do you do that? Increase the exhaustion timer? Because that is the EXACT problem that Vigil solves. The only other thing is to nerf the distance it gives, which.... seems really lame to me.

    Vigil absolutely needs nerfs.

    I agree that Vigil does need nerfs, honestly not denying it.

    I have always though for years that both gen regression and exhaustion perks needs to just be reworked or straight up deleted from the game.

    My reasoning is simple. They both seem to have the "if the other side is competent, you need to take at least one of them" problem. If you are at high mmr as killer and the survivors are as competent as you, you are going to have a bad time without gen regression perks, unless maybe you are, again, Blight or Nurse. Hell usually even those Blight and Nurse players usually play with many gen regression perks. The same is applied with exhaustion perks.

    The problem i see is that you cannot balance gen time or chase time with these perks being the way they are. Gens get a more balanced time to be completed while having gen regression perks in mind? Then the gen regression perks are now mandatory for your build. Were you able to find a sweet spot for the gen progression time while not taking into account these perks? Now those perks will break that time. As long as they exist, a better balance will never be achieved.

    The exact same happens with chase time and exhaustion perks. Chase is one of the fundamentals of the game and they increase that time by just "moving faster than the killer" by some time. So at the end, every survivors ends having at least one of them in their build (hell i have even seen two of them on the same survivor, even with exhaustion in mind, thats how good they are).

    At the end of the day both seems to be mandatory if you want a fair game with the other side, if it is also strong.

    So i think that the best option would be rework or just remove them. Short-term it would be a balancing nightmare. Gens may pop much faster or chases may be much shorter, but now at least you can get a better long-time balance and you can balance the game without having to take those perks into account.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077336#Comment_4077336

    Well, allow me to reiterate, because that is not the point I meant to bring up.

    The point is, they existed for years with little to no complaints about them, unlike the S tiers.

    As Aven_Fallen said, one of the reasons people say exhaustion perks in general are OP is because the goalposts moved down enough.

    And how I said, Vigil is the cause behind this, because it effectively halves the Exhaustion timers.

    But that is.. not true at all.

    Exhaustion perks have always been a point of discussion. Some of them they have always been about the strongest survivor perks.

    Just because there have not been discussed "everyday" for years doesnt mean there have been "little to no complaints" about them.

    Hell since Nurse has been released there has been a general opinion that she is overpowered. Same as Blight. But has been years and years and of course people do not discuss about them every single day. There have been many months where you did not see any single related discussion about them, yet people knew that they were not ok and did deserve changes.

    Exhaustion perks (at least some of them) have not been ok for years and years, and vigil just worsen the situation, but its not the real problem.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077259#Comment_4077259

    They never changed for years now.

    The reason behind the Exhaustion perk epidemic is Vigil. Vigil is genuinely too strong.

    I dont really support the "X has not been changed for years so it means is good" argument. Not only in DbD but in general.

    By that point of view Nurse and Blight didnt got changed for years (albeit recently they did change them and some years ago they did also change Nurse a bit), but before that, if im not mistaken both have been on the top for many years without any changes (or at least, any relevant changes).

    So does that mean they have been completely fine and should never be touched at all?

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077259#Comment_4077259

    Yet those exist for years and did not get complained about. Complaints only started when so many other things for Killer got improved, as I said, the goalpost got moved. Now it is "We will stop tunneling if Exhaustion Perks are nerfed". Before it was many other things.

    How the Perks are balancing bottle necks or compareable to Nurse and Blight needs an explanation for me.

    Exhaustion perks have always been a point of discussion.

  • @Elan said:

    Well, I will astonishingly judge the best here. I hardly disagree with all people that say "windows are for newbies" or to switch off your brain. Main strenght of windows is to pinpoint you what pallet has been used and what tiles the rng generated. It's known that no map is same, no loops are same except for few static maps.

    These are exactly mi thoughs.

    When people are discussing about WoO, tons of people mention that the perk is a "clutch" or "not very good" because "it does only help newbies". And that's completely false.

    WoO has also a big value to know where the pallets have been used or not. Otherwise, you need to either see it by yourself or "guessing" that a tile may not have a pallet because some survivor looped a bit here, and that ends being a gamble.

    I have seen a lot of times streamers or the best players going down in a tile because when they went into it to loop the killer the pallet was already used.

    WoO is one of the best survivors perks in the entire game, and while its true that it helps newer players (no one should deny it) it does also help experienced players by a lot.

  • So you literally want to take one of the best survivor perks in the entire game right now and make it basekit.

    I mean… uhm.. dont know what else to say.

  • I always have wondered why people do not like the stunlock animation with Ghoul but seems to not have a problem with Wesker?

    Ghoul locks your movement but at least keeps you in place, so you can keep your original path. Meanwhile Wesker not only locks your movement but also moves you against your will, but people never did seem to have a problem with it at all.

    Keep in mind im talking just about the stunlock animation, not about the free hit that comes with hit. Discussions about the free hit are different.

  • I'm pretty sure that people are mad not because the map is ugly but because how it is played.

    Is the map visually good? I mean, the common answer is that it is one of the most impressive maps they have done, some even say the prettiest map.

    Now about the gameplay portion? Awful map for killers. One of the worst maps (if not the worst) for killer.

  • Or you could just you know, carry him a little further outside that distance, secondly, clearly you aren't reading what I'm saying, so read carefully, if a killer camps in a 10m radius for an extended period of time without moving out of it, the 15m radius anti-camp would gradually be increased to 24m.

    So i should just not do a totally good killer strategy (hooking survivors near gens to make sure they have a difficult time) just because an anti camp feature would trigger while i am not even camping in the first place. Honestly, doesn't sound really good.

    You dont need to increase the anti camp meter. I'm not sure if you know but the anti camp meter was originally even smaller because it was not really an "anti camp" but more like an "anti face camp" feature. It was increased because yeah, killers could almost "facecamp" just going at the very limit of the area. 15m is mostly fine.

    For the rest i think i did answer already. Mods are not against camping, the feature is mostly an "anti face camp" feature just made a bit bigger. Camping is a valid strategy and the mods have stepped in some conversations actually saying that, they just made it a little difficult for killers to stand just near the hook to secure the kill. But again, it is not a reportable offense so it's a valid strategy.

    I would like to see an actual video of the match because if the team did not rescue you its probably their fault.

    If Dracula camped inside the 15m radius, you should have been able to unhook yourself.

    If Dracula was outside the 15m near radius, survivors had plenty of time to rescue you. And yes, Hellfire is really good to secure a hit into the two survivors but you still get the basekit BT and can tank one hit.

    Also, if the survivors did finish the gens while you were hooked and that did get rid of the anti-camp meter, then thats also on the survivors fault for not waiting to get you free before finishing all the gens.

  • Uhm…yes? I though we were talking about Wesker, not Blight?

    Hillbily and Blight can pretty much do that. Wesker cannot.

  • @DemonicDemons said:

    With that being said, mod already commented saying camping an entire death from first hook to sacrifice is not right, therefore I won't be making anymore comments on this issue, thanks for your participation.

    I think you misunderstood what the mod said. Strongly think he meant that in your scenario (you hiding doing nothing and your team also trolling/doing nothing) no one is right, it didnt have anything to do with the camping.

    And that is more clear because doing nothing all game and trolling is a reportable offense, but in the game rules it is stated that camping is not a reportable offense.

    Also, funnily enough, i just had a game where i hooked a survivor and im sure that the last 3 gens were within 24m of the hooked survivor, or at least very close to it.

    So if the survivor had 24m anti camp radius, then great, i would just need to leave both the hooked survivor and the 3 gens because it would count as "camping".

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071768#Comment_4071768

    https://us.v-cdn.net/6030815/uploads/BELMW2BUNQC0/image.png

    This is not long, same as Hillbilly. By Catching up i mean you wont lose so much distance from hitting a survivior or breaking a pallet, or if they used Exhausting perks. Because you can close it with your power. This wont be as effective as Ken, but if Wiskas can its catching up.

    Difference is with Hillbily you can pretty much run around the map and start the chase with a survivor with your power. Then inmediately use your power to hit the survivor. Then using your power again to break the pallet the survivor did throw. Then using your power again to catch again the survivor. And finally using your power one last time to down the survivor.

    The screenshot you did show us is just the time Wesker has after he uses his power before he can M1 again, it is not his power cooldown. Once you use his 2 charges, he will need to wait a full 10 seconds to be able to use his power again.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071746#Comment_4071746

    Wesker Is mobile, can he cut off? (No)
    Can he quickly catch up? (Yes)

    So whats the difference between these 4 killers then? (Every one of them can quickly close the distance between them and survivor. That makes them similar.)

    What do you mean to "quickly catch up"? Like, hitting a survivor and then going after him a second time?

    If thats the case, then he cant.

    If he used his power to get the first hit, he has big cooldown so he cannot catch up fast to the survivor.

    If he just M1 to get the first hit, then he can catch up quickly, but again, that did mean on the first hit he didnt catch up fast anyways as he did the hit as a normal M1 killer.

  • Wesker being called a "mobile" killer has always been overrated as hell.

    He has big cast time where he is slowed, he doesn't go that far and he is slowed again big time after his power ends. And then it has a big cooldown.

    He is definetly faster than killers like Trapper but his map mobility is actually "a tiny bit above average" and putting him with other killers like Blight or Billy is actually insane. In fact his 40m TR also doesn't make much sense at all.

  • With all my due respect, you are not making much sense here with this rant.

    You tell us that he got 2k but "could" have got 4k, but are somehow angry at him.

    Actually in both cases you were dead anyways.

    So you are actually ranting because… the killer did got a "draw" by the dbd standards (2 sacrificed survivors) instead of an absolute win? Doesn't make much sense.

    Also, 24m anti camping its kind of absurd. That would trigger even if the killer is just searching for other survivors or even patrolling gens on a really wide area.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070012#Comment_4070012

    And killers have the option to abandon when all survivors are bots

    True, but what has that to do with what i said?

    You were saying that survivors could only forfeit when the game was over already (everyone hooked, slugged or dead) and that is not true, survivors can also forfeit when other players are bots.

    Can the killers do the same? Yes, but that doesn't change at all what i said.

    The initial post was about giving killers new options to surrender, you said that survivors only could do it when game was over, i said its not true so killers can still get more options to surrender that dont depend on the game truly being "over" for them.

  • If i am not mistaken they are using the free Easy Anti Cheat version instead of, at least, a paid version.

    What can you expect of that…?

  • @Nazzzak said:

    That would just be legitimising ragequitting. The game isn't over just because gens got done. The killer's objective is killing survivors. Survivors get the option to abandon when the game is over (everyone down, dead, or hooked) because the game literally cannot progress at that point. The game is still in progress even when the last gen pops.

    Half-true. Survivors get also the option to abandon when all the other survivors are bots.

    On that case the game is not over (as you did describe a game being over when everyone was down, dead or hooked) and the game can definetly keep progressing at that point.

  • @AbsolutGrndZer0 said:

    Well, I have been against survivors knowing other survivors perks before end game for years, and my title is why. Will it happen every game? Probably not. But, its going to happen. If you bring a perk that someone doesn't like, some players are going to be petty and either actively sandbag you or just not bother to rescue you when you're hooked.

    Urban Evasion, Low Profile, Distortion, and Left Behind are likely the worst offenders. You bring any of these "selfish" perks, your odds of being sandbagged or left to die on first hook is going to rise exponentially.

    On my experience as a killer: If i bring meta perks i'm tryharding. If i bring off-meta perks im a trash player that plays a "chaos suffle" build with useless perks.

    You will never please everyone so play whatever you want.

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