caipt
caipt
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/444096/killer-surrender
Surrender for killer means his defeat, so you win
surrender on killer end is considered a win and kills all the survivors
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915841#Comment_3915841
do you just sit on the forums waiting to crap on any survivor who has an opinion? lol first me then this person christ god forbid someone voices their frustrations
imagine defending a poorly thought outrage post
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913548#Comment_3913548
Maybe they shouldnt touch the vault speed itself but the weird tech where you grapple to the survivor across the pallet to vault it, forcing them to stand still while you travel and hindering them after. I have seen clips where this tech results in the survivor getting hit in shack over god pallet after dropping it and going to the window. Im not sure how strong the vault is without this strategy because its basically the only way I vault but with it is certainly too powerful and is very reminiscent of old chucky who could do basicaly the same thing, even without using his power afterwards. I dont want the vault gutted or anything but it does need some slight changes.
I agree but only to a certain extent. Instead of hindering the survivor or freezing them, I would rather just have a faster vault so that you achieve the same exact result but without the strange or janky-feeling interactions. As I said, fundamentally, Wesker's vault is slower so that he can't just shrug and be like "okay, I can't M2 you so I'll just M1 you for free instead." Kaneki doesn't have the option of M2'ing to down you in the first place, so he has to vault faster. Plus it's only when he's enraged, and only when you're directly on the other side and in line of sight.
I agree that he should vault faster I just feel this is too fast. I don't think any killer should vault that fast, from trapper to nurse as it just creates unfun gameplay with little input from the survivor or killer the get hits. Dropping a pallet should always the survivor some distance, as they've chosen to consume a resource to do so. Having any killer or ability that completely negates that is, in my opinion, bad design.
And on the topic of enraged mode itself, even with the nerfs kaneki with likely have it most of the match and especially during chase considering it doesnt go down while their still deep wounded. I would 100% agree with your sentiment if enraged mode was something more on par with blood fury, which is itself a resource to be earned and managed. And while enraged mode isnt his default state or anything, on open (most) maps getting enraged will not be a major challenge despite the hitbox changes.
The only reliable way a team can deny enraged mode, and in my opinion the most effective kaneki counterplay, is to stealth around enough that he cant find you to begin with to get enraged (but the abundance of aura perks, escpecially on mobility killers like him challenges this).Anyway I've got to go now so if you choose to reply to me (thank you) I wont be able to reply back for ~1h, thank you for the discussion!
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913503#Comment_3913503
It's a really bad idea to nerf his fatigue cancel in any way. He's pretty fair right now after the latest changes anyway.
The whole point of his ability and his skillcap is to dash intelligently to cut off your path, and give you a moment or two to try to get away before he hits you. If you make him take too long before he can hit you, even after playing correctly and performing a good dash, he's going to be piss weak. He's already an M1 killer.
His gameplay loop is to try to cut you off and then down you. It is not designed to "cut you off, stare at you for 3 seconds and let you get somewhere safe before he can hit you". That's not only unfair to him since he can't down you directly with his power anyway, it's also dumb to play against. You're asking for something dumb to play against. You're trying to push him away from using his power in funny ways while chasing you.
I really feel for BHVR here because the community often does not actually know what they're asking for. BHVR clearly seems to have the right ideas though, because they correctly did not touch the cancel fatigue and the enraged vault.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913482#Comment_3913482
As I said, it just takes time to learn where to kite him towards. If the enraged vault means he can catch you with the M1, that just means you can't run that loop while he's enraged and while he can see you to vault at you.
There ARE loops wide enough where his enraged vault does not lead into an eventual M1. My point is just that it takes time to figure out which loops you should or should not run while he is enraged. The vault speed is the way it is because he needs to M1 you. Wesker's vault is slower because he can M2 you, so they slow down his vault to prevent him from just abusing it to catch you with an M1 if you're outmaneuvering his power around a pallet.
It wouldn't make any sense balance-wise if Kaneki's enraged vault was too slow because you'd just play Wesker instead. There are fundamental reasons why Wesker's vault takes longer and Kaneki's is shorter.
With wesker though, he is unlikely to M2 you at tighter filler loops which are often round and too short to set up a hit with. His vault largely serves as a counter to god pallets/vaults and has some niche use cases on loops like shack with mindgames. My point being that wesker is countered by tight loops, and his vault does not perform highly on them.
This is unlike kaneki, who is quite adept at longer loops and denies distance better than most killers in the game. he is countered, like wesker, by using weaker tight loops to effectively make him an m1 killer who has to play the tile normally. it isnt like he'd be weak at such loops even if he had no vault, because he could spend the time getting the pallet down, break it, then catch up a few seconds later for the hit if theres no nearby loop. Combine this gameplay with the enraged pallet vault and the survivor is placed with a lose-lose on many loops, where dropping the pallet basically results in a free hit a lot of the time. I say this as someone who was a wesker main before becoming a kaneki main.
Maybe they shouldnt touch the vault speed itself but the weird tech where you grapple to the survivor across the pallet to vault it, forcing them to stand still while you travel and hindering them after. I have seen clips where this tech results in the survivor getting hit in shack over god pallet after dropping it and going to the window. Im not sure how strong the vault is without this strategy because its basically the only way I vault but with it is certainly too powerful and is very reminiscent of old chucky who could do basicaly the same thing, even without using his power afterwards. I dont want the vault gutted or anything but it does need some slight changes.I definitely agree on the cancel fatigue. If they'd touched that I would have never played him again ;-;
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I agree, the nerfs might actually make him more fun to play. I cant count the times the stupid autoaim has blocked my bodyblock plays. I disgree on the vault speed though, the pallet speed could definitely use some kind of nerf. After all short loops are meant to counter his power and the current enraged pallet vault is too fast to handle.
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@Teroo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911340#Comment_3911340
If we talk about Off the Record then sure, maybe I can agree with that, but basekit BT is not only anti tunnel tool but also anti proxy camp and for some reason people get mad when survivors are using it the second way
I disagree. People dont like BT bodyblocks because they punish the killer for trying to go for the other survivor. For me at least, 99% of BT bodyblocks happen because the teammate made an unsafe unhook and the unhookee is trying to keep them healthy, meanwhile I am doing everything in my power to avoid chasing them. At that point you either take the disadvantageous chase with the healthy unhookee or go for the now dead hard/OTRless unhookee who just handed you another hook (which they will be mad at you for)
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@Teroo said:
Ok, hard to swallow pill, but survivors SHOULD body block off hook, letting the killer get a hit (or trade) for free is selling out your teammate
an anti tunnel mechanic should not have a use case in which it is best to take aggro. it defeats the purpose.
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the game is not designed for the survivors to "outrun" the killer, but to last long enough for their team to make meaningful progress. 99% of killers do not prevent this.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909229#Comment_3909229
Can you consider changing 4 stacking aura perks and add ons because of distortion nerf? Having so much 24 hour wall hacks is insane.
it does very little if the survivors do gens considering it would require no slowdown.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/442450/harmless-anti-tunneling-suggestion
Ok, but when will we get anti genrush and anti swf?
anti gen rush on the way, anti swf would kill the game (problem swfs are 1/10000 anyway), and not the point of the post.
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I agree to an extent. I do think the game would be more engaging with fewer pallets, but only if those that remain were stronger, more engaging loops like shack or tall walls. I have much more of an issue with distance button filler/god pallets compared to said loops. You end up having to work through so many boring loops for most of the match since smart survivors know to conserve stronger ones, makes early game excruciatingly boring.
They've got a good reason for existing though since fast killers can deny distance quite easily (like kaneki) so if filler pallets were reduced using one pallet might actually end with you getting hit. If they wanted to fix that too then they've either need to overload maps with stronger tiles, make them smaller, or both. I feel like the last one would be the best option since the first two break the game in their own right (see: GoJ and haddonfield), but it could break the game for fast killers.
If it were up to me I'd make maps smaller and throw in some stronger tiles, then maybe speed up gen/heal speeds if better map control was breaking the game. Overall chases aren't very engaging for a decent portion of the map right now and perks like WoO permit mediocre players to perform above their skill level due to the abundance of low-skill, low-risk pallets that anybody could run.
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real
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908701#Comment_3908701
15.04 is next ptb btw
u the goat
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@Mandy said:
We are looking at adjustments to The Ghoul, HF1 is too soon to get any proper changes in as we do like to give things a little bit of time on the Live game for players to adapt.
Our Designers already have a few tweaks that can be made for the next hotfix to have the character more in-line of what we expect, more details on those will be with the patch notes on its release.
Thank you for the transparency! Are you able to share anything on when the patch might release?
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@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908617#Comment_3908617
His cooldown after engrage vault is literally 1,2-1,5 sec so ofc he could down you.
If this will be 2 seconds, dont care how fast he can walk and he will slowing down, you can make it to the window or the same pallet in time.
Like with Wesker. So he can counter god pallets, but suffer without tools in usual one.The enrage vault is literally less than a second it is clearly the issue, not the fatigue. Nerfing the fatigue nerfs all the aspects of his kit that aren't braindead when we could just target those instead. make enraged vault slower and the problem is fixed.
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@LordHeXaGoN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907886#Comment_3907886
After vaulting a pallet compare to Wesker this shouldnt stay like this. His ability cooldowns are fine, his recovery time compare to others are too low. Will you ever get hit by Wesker because he jumped over a pallet or a window after you? I dont think so. So kaneki shouldnt do this too. Or wesker can use his ability to catch up like Kaneki? No… Only compare there is spirit, but sprit have a decent cooldown to use her ability. And without ring she is nothing compare to kaneki in catch up.
thats an issue with enraged vault speed rather than fatigue
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I disagree, the slide cancel timer is what allows for skilled play at loops. If they want to nerf his catch up then they should affect his cooldowns or change other areas so it isnt a compunding issue imo.
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map variants make the new player experience and pathing in general more confusing than necessary. this change was likely made for the influx of players fnaf will bring.
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Pain res is really not that big a deal. 20% regression for avoiding tunneling and winning chases is fair enough to me. Grim embrace is worth more fury, it effects every gen on the map and then stops you from playing for a minute for the same requirements as pain res. I know your pain though because I've certainly had my share of matches where 2 pain res's pop on my gen because my team is trash. Most of the time it'll only take away like 18s of my time and i can just power through though.
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@jedimaster505 said:
She's not unplayable. You just got too used to low skill cheese tactics, and now you found out you were bad all along.
if you are losing to skull merchant I'd recommend examining your own gameplay. take a peek at any tier list.
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@KuroTin99 said:
His power is a survivor power, i can't understand how the devs thought it was a good idea to make a power that STUNS THE KILLER for 3 WHOLE SECONDS?! I mean if he is like Blight that can put survivors on the ground cool
But he just jumps and attacks, doesn't downsThis guy needs, literally, either a rework or the biggest buffs ever in this game
good use of his movement leads to downs. you can cancel your power mid-swing while maintaining momentum, so you can hit them almost immediately after landing. Also being able to injure survivors with deep wound for free while having strong mobility would already put him in b tier at least.
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I feel like its got to be a typo, like they meant to put 2.5 and 1.5. if not though this is just embarassing.
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you can avoid the double tap by avoiding the pallet, it is highly telegraphed and relies on you going into it of your own volition.
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@ShanoaLegendaryPlz said:
The only auto aim i knew of was singularities biopods. Theres an auto aim for regular m1 attacks?
when the game detects your m1 will land it locks your camera ontot the survivor so the hit will look like its supposed to connect as well. This camera lock and occasionally make you miss hits around certain tiles, or even just out in the open.
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@ShanoaLegendaryPlz said:
I dont think there is a cooldown for endurance. I mean theres no effect that prevents you from getting another stack of endurance immediately after the first. Meaning it might end up spammable especially if half the team are guardians.
There is actually, endurance doesnt take effect while in deep wound so that this exact scenario is impossible. I'd love to see these classes in the game!
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Hence, the anti FACE camp has prevented the killer from FACE camping. its almost like this is quite literally exactly what it was made it do.
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875260#Comment_3875260
Now the biggest problem is there is no actual free perks to use that counter tunneling. They literally made dead hard be anti tunnel perk because you get it after being unhooked. And we also have to make it a gamble as well now so you get 2 shots maximum with it. Meanwhile when you use it you gamble if you will even have the killer hit or he just misses and he gets you 5 seconds later. Dead hard is barely used now because it is literally predictable once you use it. SO YOU GOT ONE PERK THAT IS USED ONCE EFFECTIVELY IF THE KILLER DOES HIT YOU if you put so many ######### requirements on one perk LITERALLY no one would use it over something else.
Dead hard is not an anti tunnel perk, is a chase perk designed with harsh restrictions to compensate for its strength. If you'd like relaible, free anti tunnel, consider off the record from Zarina; it doesn't synergize with dead hard well, but functions as a guaranteed one if you are being tunneled. Furthermore blood rush from Renato works incredibly well with sprint burst if you'd like a chase/anti tunnel synergy (without paying money).
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875223#Comment_3875223
bubba eats dead hard Billy is so over tuned that dead hard really don’t matter against him either demo you could just fake your shred chucky current state would probably suffer the most out of any m2 killer
I would disagree for billy because his power comes from the combination of mobility and instadown, so having the ability to deny half the combo is quite effective against him, although it will do little to stop him from pressuring the whole map. Demo is an absolute demon at baiting but, like others, can do little when faced with a DH to pallet.
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@Evanmacmillan said:
Dead hard was only problematic before 6.1 if you actually suffered because of endurance dh that much you were obviously just not playing correctly and just giving them the dead hard
I disagree. While DH for distance was the most problematic aspect of the perk, the on-command 0.5s of invulnerability were nothing to scoff at either.
Many killers rely on their M2 to get hits, which are often highly telegraphed with strict timings between cues and hits; Timings that the DH-using survivor could use to great effect with little counter.
That is to say that for example, a huntress cannot avoid hitting DH with a hatchet against any competent survivor because the extremely strict timings between her rev, charge, throw, and travel time permit the DH user to simply react to its firing. This applies to many other killers on the roster to this day in the post-6.1.0 era.
I'd also like to note that the spirit of DH for distance lives on in the perks current iteration as well. No, you cannot instantly gain 4m of ground, but the 0.5s of endurance do allow the survivor to move during it. As a result, many survivors will preemptively use their DH ~2m from a pallet, allowing them to reach it where they otherwise would have gone down.
Although, this only applied to pallets. I would like to acknowledge that the usage of DH at a vault or deadzone is genuinely impressive and unproblematic, as the survivor is force to either trick the killer or die (as opposed to simple reaction time or prefiring).
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875074#Comment_3875074
so I dead hard at the perfect time but the killer misses it’s my fault I don’t think so HAHAHAH
Purposefully missing the lunge is a tactic killers often use to avoid granting the survivor more distance, as missing a lunge has less of a distance deficit; Furthermore I would argue at that point DH has done its job and given you extra distance where you would have otherwise been hit.
I'd also like to note that there is always the "dead hard while running directly towards the killer" strategy; if their really missing that often, use it close enough that aim dressing makes it impossible. -
You lost me once you started arguing that dh has ever been truly counterable. Anyways, you dont get it back because you failed to use it correctly, not because of the killer. Baiting DH is fair play that should absolutely lose you the perk.
Also in my opinion your perspective as a trapper main could be clouding your judgement of DH and other exhaustion perks. Bear traps are one of the few things DH does nothing against, so a good trapper like yourself can effectively corral the user to their doom without worrying about it.
Compared to Lithe/SB which are extremely effective against trapper by allowing the user to bolt away from the entire web, leaving the low-mobility trapper in the dust.
All this to say I disagree but 100% respect the trapper main motivation
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874390#Comment_3874390
dead hard was never an issue to me because I loved using dead hard my self it was a fun perk fun to chase and fun to use it wasn’t I vault a window and get free distance but that’s just my personal opinion
Dead hards intended usage was the fun dodge way but most people used it to cover 4m in 0.5 seconds, essentially as a mistake eraser etc without any conditions. I understand your sentiment though, its no fun watching a survivor zoom away especially as an m1 killer.
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874387#Comment_3874387
find it crazy I’m a trapper main and I have more fun chasing 4 dead hards than 4 lithes and sprint bursts lithe has no counter dead hard did…
you say that until they use dead hard to I-frame all your traps… fearmonger takes care of sprint burst fairly well if your looking for a counter.
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if anything the games only gone up since then. I would actually quit without basekit bt and the death of dead hard.
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@theonryo123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870911#Comment_3870911
They literally have sprint burst that’s what’s sprint burst is for. They are running at a normal speed rate but all they have to do is press the active ability button to get speed it’s lien having sprint burst but instead your running
SB ids a 50% haste boost for 3s, dramaturgy is 25% haste boost for 2 (with a 25% chance of doubling to 4s). Dramaturgy is 50% worse than SB 75% of the time on top of possibly exposing you.
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@CrypticGirl said:
We're talking about a game where the slightest Survivor error can doom the entire team (even without "going next"), and even finishing all of the gens doesn't necessarily mean they win. Is it any wonder why people go next?
DBD: The only game where players will defend throwing.
Boo hoo. you queued up to play, you should have to play. if the games in such a bad state then quit, stop ruining everyone elses matches. -
@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858910#Comment_3858910
With the state of many of the maps the way they are now an m1 killer probably could get almost 50% kill rate. Loops, which are part of the map, are basically the only way for a survivor to get away most of the time, so, on new coldwind for example, where there are essentially no usable loops anymore, an m1 killer should win a lot of the time. So why don't you stop playing the game since you obviously dont understand it and just demand that your side have an advantage at all times. Its truly pathetic that you're so bad at games you have to play the stronger side on one of the most unbalanced games ever made and then pretend like you play survivor much at all or give a crap about them. Looking at your post history you just seem like a normal gaslighting killer main and the fact you try to get personal just makes you more sad and pathetic. And guess what I'm going to keep playing dbd and I'm going to keep going next whenever something is unfair or even just if I feel like it and hopefully I can help to get a lot more killers like skull merchant and chucky, and now hopefully slugging in general as well, nerfed.
most m1 killers are already around 50%, but I hardly find that balanced considering the game is balanced for 60%.
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@Emeal said:
99% stalked Ghostface is just awful gameplay, it needs a change.
Why because if I was exposed idd react diffrent, but if im 0.3 sec from and I dont know how screwed I am I dont.
You can almost always tell if hes stalked you enough if you've been looking around.
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Imo it would grant the survivors too much control over the killers objective regardless of its strength
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/434252/1
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850946#Comment_3850946
"Freddy's coming for you?"😂
What are we doing here?
im not exactly sure but im here for it
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I agree, as of now its only good on larry. speaking of I can only imagine 13%-18% haste larry post tp….
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I hate that some survivors have taken bhvrs acknowledgement and solutions for actual problems and decided that means there should be no scenario where the killer has an advantage if they dont like it.
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Nobody would play it because killer would be a boring powerless mess without help from soloQ teammates and survivor would be a slug fest
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You literally heal the whole team instantly, pop gens in record time, have team wide sprint bursts, and get unhooked nearly instantly…
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While slugging for the 4k is a problem, offering survivors more ways to game end is not the solution. Side note: the devs to not aim for 60% win rate, they aim for 60% kill rate. a notable distinction because a 50% kill rate = 50%wr for surv but 50% tie rate for killers. 60% kill rate puts the avg 3k at ~50% chance.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840578#Comment_3840578
A killer being strong doesn't necessarily mean they are unfun, and vice-versa.
Hillbilly has always been fun, in my opinion, and for a long time he was the second most powerful killer in the game. Trickster on his release was weak, but still miserable to go against.
Wesker doesn't have to be among the top to cause problems. He already does.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840581#Comment_3840581
It shouldn't be a thing at all, imo.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840584#Comment_3840584
His power doesn't need to work the exact same way as theirs, but it cannot remain in its current state either.
Agree to disagree I suppose.I'll definitely agree that oni and billy are the absolute goats to face though lol. Out of curiousity would you say that blight is an unhealthily designed killer as well? Asking because I personally feel hes much more similar to wesker than billy/oni.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840437#Comment_3840437
Because of how bloated his kit is, for a power of that nature. Hyper-mobility can be tricky to balance because of the way survivors have to play around it. They are powerful abilities, after all.
Hillbilly and Oni are good examples of well-designed killers with hyper mobility. Hillbilly has the charge time to keep in mind and Oni has to build up his power, but in return they are gifted a good power. That is fun, and fair.
Wesker in the other hand, is a perfect example of a horribly designed killer, for a power of that nature. He has barely any charge time to worry about, he can vault, he creates a countdown towards Hindered and he gets a notification of your location as soon as you get rid of the infection (which you have to do). Passive slowdown and information are good abilities, but they cannot be paired together with mobility. This is way too much.
Even if you somehow play perfectly against him you will go down, because you will get slowed down and once you're fully infected he only needs to get you once, while not worrying about… well, anything. And it doesn't help that the few resources you can use against him are scarce, thanks to the map reworks, so regardless of which direction he throws you (which shouldn't exist as an ability to begin with), there is a good chance you will be stuck on a deadzone with nothing to use. His hitboxes are extremely inconsistent. Not to mention his incredible potential for tunneling, which thankfully isn't as intense as it used to be before his nerf.
Also, he doesn't even contribute to the horror atmosphere and his voice-lines are annoying.
He is not unbeatable, of course. No killer is. But I don't think his power is healthy for the game. I would be happy to never see him again.
Terrible killer design.
I find the comparison between Billy and oni vs Wesker to be inaccurate, as though their powers have similarities, they have different drawbacks and strengths to keep them in check. For example, billy has a big wind up because he instadowns, curves, and has no cooldown; Oni has to earn his power because blood fury is billy if billy didnt have any limits. Wesker doesnt really have the strengths to justified the drawbacks. Oni and billy's highly lethal mobility speaks for itself, but weskers just got a strong chase with decent map traversal, made up for with slowdown as a reward.
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@ProjectWolf768 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3837490#Comment_3837490
He needs to be nerfed bc it's some total bs that he can just spam that move to trap you. It needs a cooldown
Weskers virulent bounds have 2 tokens, which can be used consecutively, doubling the reach of the second dash. Each token has a 6s (soon to be 5.5s) cooldown, and goes faster based on how many people are infected. What do you mean by trap you? As in like, he was keeping you from the exit gate by throwing you over and over? If thasts the case, just dodge.
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@Lentara said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840053#Comment_3840053
- personally i didn't notice any dif
2. <3
3. fr? so why basically all the time I play this it was only 2😭? Its not a joke?
4. HOW. Is it working only in some speific moments?
im not exactly sure as I havent been slugged enough to have a chance to use it yet, but according the the 2v8 patch notes survivors should be able to pick themselves up with their unlock ability unless its bugged/im an idiot
- personally i didn't notice any dif