AGM
AGM
About
- Username
- AGM
- Joined
- Visits
- 1,157
- Last Active
Comments
-
Or just show our teammates' perks to us already.
-
@Skitten56 said:
Artist is fine, maybe could use a few tweaks but not any significant changes. They are strong but they take skill to use. This means they are healthy for the game. It is fine to have killers that are hard to play but reward skillful play like Singularity and Artist. If players want to play easier killers, they can play something like Ghoul, Dark Lord, or Clown.
Also for the love of the Entity do not do a rework for Artist. After all these botched reworks, how could anyone thing reworking a more or less perfectly fine killer is a good idea.
If I were to tweak Artist, maybe make birds have more vertical hitbox for maps with elevation and maybe add an extra .5 sec for swarmed birds to disappear so Artist has more time to get snipes.
Yea I agree. Artist has been an established killer for long enough with an original power that doesn't warrant reworking. Just some very slight all around buffs to her numbers would go a long way towards making her slightly more forgiving, kinda similarly to what they did to Vecna when they reduced his spell cooldowns.
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987987#Comment_3987987
So run more medic classes and stay away from your teammates until they're injured and the Legion is gone. As rare as Legions are in 2v8, he still has the same old easy counterplay of just splitting up, which still shouldn't be too difficult with a 2nd killer. The hard part is the chances of you getting 7 teammates in a single lobby who have common sense like that is next to none, almost no solo queue teammate, let alone 2V8 ones where theres no MMR, have absolutely no clue what they're doing majority of the time.
When a killer is so meta-warping that it requires survivors to stack up with 3-4 Medics just in case they happen to go against that killer, I think it's pretty obvious that something's wrong here. I should be able to play the class I want, and not have to begrudgingly switch to Medic because we "only" have 2.
Heck, Medic is only a light counter to Legion anyway as Medics don't have any extra effects on survivors afflicted with Deep Wound (nor should they, as that screws over other killers with Deep Wound in their kits but aren't problematic).
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987873#Comment_3987873
Its really not that hard to beat, even with a team of insta mend players who group up.
It's not just about whether they're easy to beat or not.
This game mode desperately needs survivors, and Legion in 2v8 is skill-less, boring, unfun survivor repellant.
Additionally, the whole idea of Legion as a killer in 1v4 is that they can get the first hit easily but then for the most part turn into an m1 killer in order to get the down. When you add a second killer into the mix the entire conceit of Legion goes out the window, as the other killer can clean up with their power, nullifying Legion's biggest weakness.
It just doesn't work in 2v8 from both a logistical and balance standpoint without heavy nerfs to Legion, and if that's the case, why are they even included in the first place? It just doesn't make sense to dedicate resources towards balancing a killer that fundamentally doesn't work with the game mode.
-
As for my opinion, Legion is still way over tuned for the mode. Frenzy provides a ridiculous amount of slowdown for the killers. The only ways I can see him being balanced are:
1.a) Some way to counter Deep Wound. One suggestion: The Medic class could have a skill tacked on that increases the rate at which they mend survivors by 100%, and their AoE healing skill instantly brings a survivor out of Deep Wound.
1.b) Alternatively, in order to not punish the killers that inflict Deep Wound but aren't problematic, when a survivor is inflicted with Deep Wound via Feral Frenzy, decrease Deep Wound mend time by 2 seconds for self mending and 1 second for altruistic mending, resulting in 8 seconds of self mending and 5 seconds of altruistic mending.
2) Reduce Feral Frenzy duration to 9 seconds, but increase the speed gained for each Frenzy Slash by 0.1 m/s.
3) Give survivors some kind of indication that Legion is about to get their Lethal Feral Slash built up. It's obnoxious to be unexpectedly downed just because other survivors got Frenzy Slashed enough times.
4) While in Feral Frenzy, Legion gets killer instinct only on healthy survivors. In exchange, remove the artificial cap on survivors that can be tracked via Killer Instinct while in Frenzy, and make Frank's Mix Tape base kit in 2v8 to synergize better with the reveal status on survivors near a kicked gen.
-
When I play survivor I can say that one scenario I find extremely frustrating is when I'm dropping a pallet with plenty of time to spare while Wesker is charging at me and yet he's able to teleport me to the other side of the pallet, grab me, and slam me against the now dropped pallet.
I get that it's a ping issue, but there really should be some kind of special validation middle ground here where Wesker gets pallet stunned but the survivor gets infected without getting injured.
-
I had this perk combo used on me once. Conviction, Exponential, Tenacity. There was a survivor with a flashlight (that they looted) nearby. If I pick him up, I lose, if I chase away the person with the flashlight, I lose. People don't realize just how easy it is for someone running Conviction to run off to the other side of the map while you're chasing off someone with a flashlight, and how robbed you feel when they avoid being hooked through very little fault of your own.
Everyone in this thread should be forced to experience that from the killer side before throwing your opinions around about whether it's fun or not. Both sides' fun matters, and Conviction in its current state is very frustrating for the killer.
As most people have said, all this perk needs is its activation condition changed to healing other survivors, and either a flat timer of 8 seconds spent recovering or an increased recovery threshold.
-
His core concept is fine. Hers wasn't.
Skull got nerfed then reworked then changed then rework-nerfed to the point that nobody knows what she even does anymore. That's what it means to be Skull Merchanted.
He just needs some slight changes so that he's not obnoxious to play against.
A complete rework is how you end up with Skull Merchant.
-
What I'd like to see them do to balance him:
1. Remove Deep Wound from leap attacks. He doesn't need passive slowdown.
2. The enraged timer should have no ties to survivors needing to get out of deep wound and start immediately after his enrage animation ends.
3. Reduce the enrage timer by 5 seconds. The timer is currently 40 seconds, with a potential bonus of 10 seconds for successfully performing a quick time event. He already spends 95% of the game enraged.
4. Increase his enraged vault time by 0.2 seconds. Enraged vaults currently take 1 second.
5. Remove the application of hinder on survivors from leaps that lock onto a survivor but result in a vault.
6. Change the survivor stun on successful leap attacks into a 25% hinder for a similar duration of time. Currently, survivors are stuck in place for approximately 1.5 seconds, but I couldn't find an exact number.
7. Reduce the range of what is considered a successful leap attack by 0.5 meters. This refers to the range at which a leap attack triggers after locking onto and leaping to a survivor. Currently this is 3.5 meters, which contributes to a lot of the janky hits people are experiencing.
Start there, then reassess before looking at numbers that are more impactful to his power.
-
Were they kind to Chandler and Otz when they were trying to provide a work around to the DDoS attack?
No. They interrupted Chandler mid-sentence and basically said that they know better despite having no clue what to do and being aware of the security issue for years.
Were they kind when people requested a game breaking perk be kill switched?
No. They were dismissive, antagonistic, and couldn't even get basic facts straight. Apparently "there was worse stuff nobody was talking about," therefore our concerns didn't matter, until there was public backlash.
I'm kind to people who show that they themselves are kind. If you want to glaze them because you're content with being verbally slapped in the face and served an unfinished product that they expect you to pay for, that's your choice, but their recent actions certainly don't radiate what I consider kindness, no matter how many sanitized corporate apologies and promises to "do better" that they give.
-
I would literally pay for a "contentless" chapter that just focuses on bug fixes and balance changes.
-
Hopefully the license is BUG FIXES AND BALANCE PATCHES. I've heard that it's a really popular franchise right now so they should really capitalize on the momentum.
On a more serious note, I'm not opening my wallet unless I see serious improvement to the game before then, but we already know that their programmers just aren't up to the task. If I already know that I'm not buying it barring an act of god, I just can't get into the spirit of speculating, and I want people to remember why so many people are dissatisfied customers right now, as opposed to "Oh look at the shiny new toy" mentality that makes people settle for this mediocrity.
-
@Chilli_man2400 said:
we say this every time and when they add a character we like or do a change that was requested we will all forget about it like you always do
It’s disingenuous saying they don’t give af when most of the changes and ideas that have happened coincidentally all came from CC mouths like Otz, hens and Scott Jund
Most of there suggestions were actually taken and made into dbd
We who? Speak for yourself.
I'm fed up with how lazy this chapter was. The quality was abysmal and I have spent no money on this game since its release because this is not a product worth supporting despite my desire to try out the new perks.
I'm fed up with the dev team's egos. All they had to do was kill switch Streetwise in a timely manner or tell us it was going to be fixed soon. Instead they condescendingly antagonized the community because "there are worse things that nobody is talking about."
I'm tired of asking for gentle nerfs to Ghoul so that he isn't as painful to go against when I play survivor.
I'm tired of asking for basic perk balancing. They knew that multiple instances of Prove Thyself, Boons, etc. stacking was an issue, so why is it okay for Vigil? (Answer: it's not.)
I'm tired of asking them to give older perks some balancing attention.
I'm tired of my PTB feedback being ignored. Brainless Clown was seen by everyone from a mile away but they still forced it through.
I'm tired of the game getting buggier with every patch with no changes to quality control in sight. You need to read essays worth of guides to find out what broke with the newest update and what longstanding bugs BHVR either ignores or doesn't know how to fix on nearly every killer.
I'm genuinely baffled that the higher ups think that this lack of quality is sustainable, and that the team should just ship broken content and try to fix it later.
If content isn't ready to ship, then delay it. If this is too much to ask for, then you've lost this loyal customer.
The DBD team is obviously spread too thin, and I'm at my limit of what I consider acceptable in terms of how I decide to spend my money.
The Walking Dead collab stream was just icing on the cake, showing everyone the depths of BHVR's lack of care in fixing security issues and listening in a timely manner. I'm sorry that Otzdarva had to deal with such a frustrating and embarrassing experience.
-
@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980785#Comment_3980785
So, there's one major thing. If the killer pays attention at all they can just counter it by picking you up. There should be risks to slugging not less. If they want free pressure there should be a potential for it backfiring horribly on them.
So what is the killer supposed to do if the survivor with Conviction purposely goes down underneath a pallet while another survivor is nearby, or goes down while another survivor with a flashlight is nearby?
I'm not saying you're entirely wrong, just that it's more nuanced than what you're making it out to be.
Perks that introduce lose/lose situations are pretty badly designed, imo.
Slightly bumping up the amount of recovery needed, or making it a flat amount of time spent recovering, would make this perk significantly more balanced. And if it's still problematic after one of those nerfs, then they should consider making it only activate upon healing other survivors.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979812#Comment_3979812
throwing yellow bottles at your feet
You could an did do this before in loops if players used yellows. In straightline chasing you still need to throw ahead of you just not as far. In fact, throwing too far ahead gives the survivor the boost too. It's just clowns didn't use yellows at all to figure this out and just wanted to hinder survivors to a crawl.
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
Previous hinder was 15% and it is now 14%. 12% was in the PTB and is what started all this outrage. Reducing it to 10% might result in some missing fingers by some clown mains.
Oblivious is not strong while in chase. One because the terror radius is over powered by chase music and the killer retains the red stain.
I understand, but the overarching point was to make clown's bottles synergize in a way so that both have to be used in tandem outside of just the haste and hinder effects without making one type better than the other.
In my example of something they could do, I agree, Oblivious isn't strong in chase on its own, but if you have to use both bottles to end up with the equivalent of Undetectable, you won't end up with a single bottle that provides Undetectable because that would make one bottle type clearly superior, which is what we're trying to avoid.
I'm not dying on this hill that my suggestions are perfect, but I do think that they could do something more interesting outside of changing the haste and hinder values of Clown's bottles to force the use of both, where they act as two different but equal parts of a whole power.
-
@Mr_K said:
Yellow activates 1s faster and increase haste 2% more and that's enough to become brain dead. Either nobody used yellow bottles till now or everyone is just upset about the purple.
I mean, at least with 2 seconds of activation time you actually had to throw the bottle further in front of you to actually get the haste, which survivors could sometimes capitalize on by changing directions in a way that would make it slightly more inconvenient for you to step in the cloud.
BHVR's stated that their design goal was to get people to use both bottle types. But these changes just made people stop using purple bottles because throwing yellow bottles at your feet is just that much more consistent, and denies survivors the ability to capitalize on misplaced yellow bottles.
Part of Clown's skill ceiling was having to aim purple bottles at survivors or the environment in order to take advantage of the gas spread mechanics to cover larger areas while using yellow bottles as an anti-loop tool by increasing the speed differential between the killer and survivor.
But why deal with any aiming or knowledge checks when throwing yellow bottles at your feet gives you all the speed you need to act as anti-loop and provide a high enough speed differential on their own?
This might sound counterintuitive, because Clown wasn't really good enough to need nerfs to begin with, but if they really wanted to force Clowns to use both bottle types, then they needed to nerf the speed changing aspects of both bottles so that one bottle type doesn't provide enough of a speed differential to make the other unnecessary/irrelevant. After they do that, they could buff the bottles in other ways to make them synergize with each other.
An example something they could do to achieve this:
1) Purple bottles hinder survivors by 10%, but now make survivors oblivious for the duration of its effect
2) Yellow bottles provide haste to anyone by 10%, but remove the Clown's red stain for the duration of the haste
3) Rework any add-ons that change the haste/hinder values and duration in exchange for addons that affect both bottles at the same time.
(For example: "New" Flask of Bleach - Hitting a survivor with a basic attack while under the effects of the Afterpiece Tonic inflicts mangled for 60 seconds. Hitting a survivor with a basic attack while the Clown is under the effects of the Afterpiece Antidote inflicts hemorrhage for 60 seconds. Both of these status conditions can be inflicted with the same basic attack if both conditions are met.)
Something like this incentives Clown to have a survivor affected by purple bottles at the same time as the Clown is affected by yellow bottles in order to maximize the usefulness and effectiveness of both, without a singular bottle type drastically outshining the other.
-
Imo Ghoul is a bad comparison point as he's still pretty over tuned even after his latest nerfs. And I agree with the sentiment that Legion, while not amazing, is in a good enough spot where there are higher killer balance priorities.
Plus, it's hard to get a good idea of how strong killers really are when so many of them have off-putting bugs.
-
@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978659#Comment_3978659
Couldn't have said this better myself. It was my understanding that the Kill switch was for things that are genuinely game breaking. That is, game breaking in the sense that they cause a crash or can be used to grief players and hold them hostage (like the Flashlight / locker glitch).
Having an infinitely charged item is not in the same category as crashing the game or preventing someone from playing for an hour. So while I personally felt they should have kill switched these perks (as well as other bugs that arise and give unfair advantages), I can also understand why BHVR initially chose not to.
Weird thing is, we know they have player consultants. I wonder if they reached out to any of them to ask if they felt these bugs could become a much bigger problem. Maybe they could form part of a future new and improved kill switch system?
Except that in the past they've used it for add-ons, perks, and killers that granted unintended advantages but didn't necessarily impact the stability of the game, so I think a little consistency would have gone a long way.
-
You could have saved a lot of time by saying "I want fog vials to stay unlimited use because I find it unfair that killers get to have unlimited uses of their powers but survivors don't."
I disagree with you because that kinda misses the whole premise of the game. Survivors are supposed to have limited resources that act as a pseudo variable time limit on how long they have to complete the generators and escape. Their items are just another one of their limited resources, along with pallets, perks, health states, hook states, and more.
Also, I'm not really sure why you're so against some killers having multiple abilities as part of their power. That's been a thing since Doctor was released. In my opinion the only killer who has multiple abilities in their kit that out shines their progenitors is Dracula, but even he is manageable to play against.
-
Let me just start by saying I like the concept for Ghoul and would hate to see him "Skull Merchanted." I just think he really needs some number tweaks and slight changes to some of his mechanics.
My personal reasons for disliking playing as and against Ghoul:
- Janky hits around corners and obstacles. We all know this one.
- Lack of a higher skill floor. His first hit is essentially free, and his mobility is almost unrivaled.
- His leap attacks have no reason to put players into deep wound, especially for how forgiving they are. He doesn't need passive slowdown in his current kit.
- His Kagune's mark timer is too long, to the point that he spends nearly the entire match enraged.
- His enraged vault speed is too fast for the amount of the game he spends enraged.
- Leap attacks that result in vaults apply hinder to survivors.
- Leap attacks stunning survivors don't make for interesting gameplay. (For a contrasting example, when you're grabbed by Wesker, you at least have to look at your surroundings while the attack plays out and figure out your best options depending on where you were slammed or thrown.)
- His mobility makes him amazing at tunneling.
Keep in mind I'm not saying Ghoul should be gutted or have all of these "pain points" changed at the same time or at all, but here's where I'd start:
- The enraged timer should have no ties to survivors needing to get out of deep wound and start immediately after his enrage animation ends.
- Reduce the enrage timer by 5 seconds. The timer is currently 40 seconds, with a potential bonus of 10 seconds for successfully performing a quick time event.
- Increase his enraged vault time by 0.2 seconds. Enraged vaults currently take 1 second.
- Remove the application of hinder on survivors from leaps that lock onto a survivor but result in a vault.
- Change the survivor stun on successful leap attacks into a 50% hinder for a similar duration of time. Currently, survivors are stuck in place for approximately 1.5 seconds, but I couldn't find an exact number.
After these changes, I'd take a breather to reassess, and if he's still too strong, then I'd start looking at small number nerfs (fractions of seconds) to the amount of time he has to perform consecutive leaps, his amount of time spent in cooldown after manually ending consecutive leaps, and possibly remove deep wound from his kit entirely.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978119#Comment_3978119
I don't know, they specify game-breaking here, that's a pretty vague term with two general definitions… and those two definitions are pretty in line with the two expectations that are laid out.
"To ensure continued enjoyment" seems like general video game PR speak, which I mean very neutrally here. That's just sort of how these things are written, the part that conveys more information to me is the phrase "game breaking".
In this context I'd personally interpret that to mean "so you can continue playing the video game", not "so the video game continues to be enjoyable to you personally". There are some people who probably were enjoying having access to the bug, after all.I'd also highlight that "make the game less fun" is extremely subjective, that clearly can't be their main criteria here. That'd mean also listening to the people who ask for perks that are just too strong or just kinda annoying to be killswitched, and that seems like a giant overreach to me.
I also think that this very conversation highlights even more that clearly there's some wires getting crossed between different people's interpretation of the killswitch.
I agree with you that the term "game-breaking" is vague without more context, but based on their past use of the kill switch, I personally think it's pretty clear that they use the kill switch in situations where either definition applies.
Not only have they used the kill switch many times in the past when something directly impacted game stability, they've also kill switched many bugged perks, add-ons, and killers that provided a massive unintended advantage to players despite those unintentional advantages leaving the game in a technically playable state.
However, I'm glad that they're going to clarify the criteria for kill switching something in the future.
-
@I_Cant_Loop said:
Why did it take mass community outrage and a PR disaster to force BHVR to do something so simple, harmless and common-sense? That is the real problem that needs to be fixed.
'Bout damn time. It shouldn't have had to come to this but some of these devs have serious ego issues. They think they know better than the players every time. Sometimes they do, but sometimes you just gotta admit you screwed up and take steps to mitigate your mess.
Before this patch I used to think that the devs not playing their own game was a ridiculous idea, but now I don't even think the QA testers even play it, if they even actually have any. And if they do, then they obviously need either more, or people who will check past whether the game boots up or not.
-
This happened to me as well except instead of just the survivor getting stuck, both of us were, just like Wesker's 2v8 bug. I play on steam, and had no choice but to dc.
-
Right now my biggest problem with Ghoul is the stun on a leap attack. If they got rid of survivors being stun locked, I think he'd feel a LOT better to play against, because even though the hit is free, the distance you get while Ghoul enrages would be more meaningful following the hit, and his power will still allow him to close that distance pretty quickly.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922987#Comment_3922987
as we learned with kaneki any killer who's remotely strong will get nerfed into the ground because survivors on mass will complain
Yea, Nurse and Blight's nerfs definitely made them F tier. 🙄
It's not that he's strong. It's that he: 1) Is piss easy to play for how strong he is; 2) has a free first hit that feels janky as hell, locks you in place, and provides passive slowdown with deep wound; 3) Has very little counterplay if any at all.
Like, even Nurse and Blight have some counterplay (lose LOS and play around edges of the map for Nurse; use bump logic against Blight, keep track of Blight's rushes to know how much time you have to get to safety) but for Ghoul you just have to hope they're bad, I guess?
With the most recent nerfs, trying to force pallet breaks seems to be what BHVR wants the counterplay to be, but considering his enraged vault speed, I have a feeling Ghouls will just ignore breaking pallets…
-
Just to throw my 2 cents in:
I've been playing since Oni. Rarely do I ever take breaks from DBD. I even stuck around during Skull Merchant's reign of terror.
Personally, Ghoul feels so awful to play against that I had to stop playing survivor completely.
As killer, many times people were thanking me in endgame chat for playing something other than Ghoul. I've never seen that before for any other killer's release (not even when Wesker became so common). Make of that what you will.
-
Babysitter was good before, but with this buff it's now great. I want to see more perks able to compete with meta perks, and this buff may help it do just that.
(Though I do agree with the general sentiment that it was an odd perk to change the numbers on, considering how many other perks are a dumpster fire.)
-
Will haste/hinder stacking be revisited in the future?
I understood the intent behind the change, it just feels very confusing trying to figure out which movement speed modifiers actually count as haste and hinder effects. (For example, is Billy revving his chainsaw considered a hinder effect? Is Billy's sprint or Blight's rush considered haste? What about Blight's rush speed add-ons? Why does Singularity have regular haste while in Overclock instead of a movement speed modifier? I could go on but I think you get the point.)
-
The BP bonus is fine, I guess?
I care much more if they'd stop forcing bots down my throat. Last game I had one heal me to 95%, stop due to the terror radius, then body block me from having any chance of escape. Extra BP doesn't make being forced to play with bots any less infuriating.
But more importantly, extra BP and even shards don't address the actual issue that 2v8 survivor just isn't all that different or fun. There's very little I can do as survivor in 2v8 that I can't do in 1v4, but there's A LOT that I can do as a 1v4 survivor that I just can't do in 2v8. They need to make the 2v8 survivor experience have something major that survivors can only do in 2v8.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884325#Comment_3884325
Or or... hear me out... they want to interact with their community, like they have been doing with the last 2 events.
While I'm sure that some people did before, why all the denial that there's a significant number of people who don't want to play with these garbage bots in their PvP games? As a survivor, they're infuriating to play with. I've heard complaints from killers too. They've absolutely decreased any interest or excitement I have towards 2v6+2 if this is the future of it.
-
@GuineaGamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883612#Comment_3883612
The bots are only added in the 2v8 mode, not the main game. You will get bots in the main game ONLY if your teammates give up for some reason. You can choose not to play the 2v8.
Idk if you've ever tried to play 1v4 while 2v8 is going on, but it's more miserable than usual. There are longer queues all around because many people (especially a lot of casual players) play 2v8, and so the only people left in 1v4 queues at my mmr are legit sweat lords. The occasional sweaty game is fine, but it's not very fun if it's nearly every game (as it is when 2v8 is going on).
-
I didn't start playing this PvP game to end up getting matched at the start with or against bots, and I don't intend to now. Full stop.
DbD is basically dead to me for this entire 2v8 event, because 2v8 screws over 1v4 queues too. So, if I'm either forced to play this game with bots, or play another game, I guess I'm playing something else. I was going to buy some RE skins too, but I'm not rewarding these devs for their poor decision making.
-
- I preferred the iconic, silly look of the inflatable snowmen.
- The notifications for triggering a decoy snowman felt unfair on both sides.
- The amount of bloodpoints for interacting with the event mechanics seemed so low that it was almost not worth interacting with them.
- Hiding inside snowmen doesn't seem worth it for either side unless you want to camp as killer.
- The randomness aspect of trying to aim the snowskulls was just annoying.
- More winter/snowy maps would be appreciated.
- Certain spawn points for snowmen and snow piles made some loops stronger than usual.
-
This is one of the biggest maps left in the entire game.
I think it could be good to just remove the 2nd maze tiles (i.e. the ones on the edges of the map) from those 2 areas that have 2 maze tile spawns right next to each other, and just move the border of the map inward to the first of the 2 maze tile spawns. At the same time, increasing the filler pallet "spawn range" would be good to make up for the loss of the maze tiles.
As for the Main Building, the collision along the debris ramp entrances are atrocious and don't look like how they should be able to be walked on. There should only be one gen spawn in main; either the greenhouse or the upper floor. Finally, the basement spawn in main is extremely campable; saving versus a camping killer (especially in solo queue) is nearly impossible.
-
Yea this bug has been happening to a lot of people, myself included. Sometimes it even happens to me in match as killer and then I get blamed for the dc and get a dc penalty despite having no actual problems with my internet.
-
Yea, they need to do a pass on all the perks and perk interactions that change a gen's aura color. I think something along the lines of: Highlighted in yellow if positive effect, highlight in pink if negative effect (similar to buff/debuff colors), and white if blocked, as well as a 4th color if under the effects of a positive and negative effect simultaneously.
They also really need to do a pass on every perk that changes a gen's aura color to decide if they're really necessary. For example, Better Together would serve exactly the same purpose if it showed the survivor's aura instead of the generator's. And is Eruption marking gens for the killer really even necessary?
-
@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600030#Comment_3600030
I have been playing DbD, since 2018, when it was fun, had almost no aura perks and killers had to rely on actual skill. This game was "hide and seek", now it is something more like killers 4k every time no matter what. They even brought in bots so if survivors want to leave the match killers still get to 4k. It does not get more killer-sided than that. Because I don't see any bot killers running around when a killer dips.
Yea because they actually do gens.
This game may have originally been envisioned as "hide and seek" style but they then realized it works far better as a tag/freeze tag game. If you want a hide and seek game then what would the point of generators and chases and killer powers even be? In hide and seek the game would be over when the killer sees the survivors. May as well just go play prop hunt on GMod if that's what you're looking for.
Topic: Nostromo needs more LOS blockers and few more (and slightly stronger) filler pallets. Just my 2 cents.
-
I just had a game today where I was trying to chase a survivor with a filler pallet tile next to the long wall window of a jungle gym tile. It was a busted setup for her and she knew it.
The second I realized what she was up to I literally did a 180 out of there to try to find another survivor on the other side of the map.
-
Just because sometimes the obsession doesn't realize that they are the key to the perk's counterplay doesn't warrant nerfing the perk.
The obsession needs to confirm that the killer has the perk, and make themselves an "easy" target and/or take protection hits for others.
The obsession not playing against it correctly isn't the perk's fault.
-
@okaayletsgoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571096#Comment_3571096
3000* been playing for 5ish years on and off.
I'm still not quite sure what you're not understanding. Oni doesn't start with his power. The proper way to play against Oni is to deny him his power for as long as possible. This is achieved by not letting him injure anyone for as long as possible.
You do this by:
1) Run away to a pallet when he starts approaching you.
2) If he engages in a chase with you, don't try to loop the pallet; just drop it. This is what people mean by "pre-dropping" pallets.
3) If the Oni breaks the pallet, run to the next one during Oni's regular break animation. If he doesn't break the pallet, loop the pallet until the Oni gives up and breaks it. If he refuses to break it and uses bloodlust to force a hit, that's a huge waste of time on his part and your team should usually be able to complete at least 2 or 3 gens before the Oni is able to get his power.
If all survivors play like this the Oni probably won't be able to get enough hooks and/or downs to get a 4k.
Some other tips:
- If the Oni uses his power without knowledge of another survivor's location, hiding away from objectives for the duration of the power can be a good stall tactic.
- Sometimes, if you do get hit first, it can be beneficial to get downed early on purpose so that there haven't been enough orbs spawned for the Oni to fully charge his power and so he has to get yet another hit.
- Pay attention to the Oni's playstyle. If you notice that he likes to slug the first survivor downed in order to snowball during his power, it's usually in your best interest to drop what you're doing and immediately pick up the slugged survivor to avoid the snowball.
There are some other tips and tricks, but I think this is a good place to stop for now.
-
@blithes said:
it was such a strange rework to me, no one i know brings a med-kit to heal other team mates, except for maybe the off chance they are running ftp/buckle up. most people bring/brought med-kits for to use on themselves. i can understand they were strong before, especially that the green med-kit was quite over tuned, but i don't really know why they didn't just tone down the percentage speed of self healing.
That was one of the central changes they made though: 33% slower self healing with a medkit. That, coupled with the add-on pass made it so medkits in general became a less efficient, noticeably limited resource.
Don't get me wrong though, I agree with most people on this. I'd like to see them given modifiers that both give each medkit an identity and are deserving of the rarity each medkit is in.
For example, if we look at toolboxes, there are some better for sabo, and some better for gens. That is the kind of differentiation I'd like to see.
Maybe green medkits become fantastic for healing others with the fastest altruistic healing speed and an efficiency bonus for altruistic healing, but only let you self heal at 50% speed, while purple medkits could have a reduced altrustic heal speed but a reduced self heal medkit charge efficiency penalty. Who knows! But something to make them have noticeable differences from each other would be amazing.
-
Was playing killer literally a few hours ago and it happened to me. I got disconnected from the server and then the game itself said I had no internet connection. I checked my connection and whether it had been interrupted recently but it hadn't been.
Considering how many people are reporting this, I suspect that the most recent patch might have messed something up, because this only happens to me very rarely, and if it does then usually there's an explanation on my end, but not this time.
-
@Sandt1985 said:
I'll never understand the hatred twords anti loop killers. Looping is an aspect of the game, but its not, nor should it be, the be all end all of Dead by Daylight. Not every killer is meant to be loopable. Some are meant to have strong chase powers that make pallets less and windows less useful. How do you counter this? Don't get chased. How do you keep from getting chased? Don't get caught in the first place. Stealth is an option, you know.
For me it definitely depends on the kind of anti-loop. I personally find player agency and the utilization of that agency during interactions with your opponent to be one of the most enjoyable aspects of the game, and so if a killer's anti-loop power takes no skill to use or only have a single correct option for counterplay, that's when I find certain anti-loop killer powers extremely boring.
For example, Knight can just plop a guard down at a loop and there is only one course of action the survivors can do: leave the loop. On the opposite end of the spectrum are Wesker and Blight, who can do all sorts of mind games and techs with their powers, and can similarly get mind-gamed and teched by survivors into making mistakes, missing, or losing the survivors altogether if a survivor unexpectedly leaves the loop.
In the end it really comes down to player agency. If a player feels that they have no good options for a given scenario, they often come to the conclusion that "X is unfun."
-
I don't really get the hate for Xeno. Now that they made the tail attack cooldown movement speed 1.2 m/s, I find Xeno pretty fun to go against, because even though pallets and windows are weaker, the inclusion of a renewable place-able structure as a means of both couterplay and distraction add an element of strategy and coordination that you can't find when you go against any other killer.
You probably just haven't learned how to play against Xeno yet, no offense. Try not to let it get you down. You'll get the hang of it soon enough!
-
I completely disagree. In the case you just described you already know that there's another survivor nearby with a flashlight. Punishing the survivor who played skillfully just because you made a mistake doesn't make sense to me.
Flashlights are pretty easy enough to render ineffective to begin with anyway.
-
I'd like medkits to have some differentiation as well. Your request is reasonable, but your proposed specifics are... poorly thought out.
No medkit should have their base self heal speed rate above -33%. Your green and purple medkits are automatically nonstarters. There's a reason so few perks and add-ons change this speed by much, and why it was set to -33% in the first place.
The self efficiency modifier has wiggle room enough that one of the medkits could have a slightly smaller penalty.
But they could do things like:
- A medkit that gives more skill checks and greater bonus progress on great skill checks
- Something maybe like aura reading of injured survivors in a small range
- Greater disparity of the altruistic healing bonus between medkits
- A medkit that has an efficiency bonus for altruistic healing
And more.
-
I honestly suspect that this is a trial run on adding more variations of other maps in the future; MacMillan was just the easiest to try this strategy with.
People have been asking for more maps and/or variations of maps in older realms for a while, (even if it wasn't necessarily MacMillan they were asking for) but by trying to tinker with new versions of maps that people generally perceive positively, this allows them to: try out the feature without sinking too many resources into it in case players aren't happy; and train inexperienced devs on how to edit and potentially create new maps, experience which they would need to create remixes of some of the maps with more complex tiles, layouts, and assets.
I'd personally love to see a second Saloon or Chapel or Ormond with the layout of the map remixed. Heck, maybe even another Shattered Square if this upcoming rework fixes its problems.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531924#Comment_3531924
"I Dont want to end xeno's power if a couple of flames lick it"
"I want it to remove charges so it loses crawler mode for a couple of seconds if a flame licks it"
How do you manage to contradict yourself not even 2 sentences apart...
If it loses charges and gets knocked out of power, then hes a glorified M1 killer, glad to know yall only consider killers "balanced and fair" if they are just powerless M1s.
Did you miss the part where after flame turrets are destroyed that Xeno's power charges up automatically? Losing all 35 charges worth of the gauge is not the same as losing a small piece and waiting a few seconds for it to charge naturally. Like I get what you're trying to say, but my dude, not everything is black and white. Add a little nuance to your thought process.
-
@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531313#Comment_3531313
Yes, you do need clips, as far as im concerned you could be running in a straight line trough a turret, not even attempting to properly counterplay.
Xeno has to be able to be in crawler mode a good portion of the time, otherwise hes just an M1 killer with crossmap traverse, arguably worse than demo at that point.
Turrets shouldn't knock xeno out of its power if he gets burned for a second, right now it takes about 2 seconds to knock xeno out of power and thats a healthy amount of time to allow for counterplay while also allowing xeno to react and defend itself.
A good portion doesn't mean it needs to be more than 95% of the trial.
And I didn't say anything like ending Xeno's power completely if a couple of flames lick them.
Currently, Crawler Mode takes 35 charges to activate. Above ground, Xeno gains 1 charge per second, and when in the tunnels this is (absurdly, imo) boosted up to 8 charges per second. I just think the flames from turrets should drain the power gauge by a certain number of charges per second instead of making it an all or nothing interaction. That way after every flame turret (not just when it successfully knocks Xeno out of Crawler Mode) the player has to make a tactical choice as to whether they should continue chase as an m1 killer or drop chase to reobtain Crawler Mode.
But in regards to survivor tips, I'm not sure why you keep bringing up the flame turrets when I'm specifically talking about the scenario where you're being chased by a Xeno in Crawler Mode and any flame turrets nearby have been destroyed. You can't place a flame turret mid-chase, so I'm not sure how turrets are relevant to the scenario I'm describing in any way. And I'm not sure why you need a clip to imagine the scenario unless you've never played against Xeno, as it happens literally every game against them.
-
@WilliamSN said:
Provide clips or a recording if you do actually want feedback and tips.
Additionally, playing xeno yourself would help you understand what works against it and what doesn't.
General tips are understanding that the turret beeps warn you the killer is within 41m of it, and the faster/louder it beeps, the closer he is.
And dont place turrets in a direct straight line from the tunnel to wherever you're going to be, place them to the side of where you're going to run to so xeno is forced to pick between getting knocked out of M2, or destroying the turret but losing track of you / conceding distance.
You don't really need clips to discuss meta killer strategies for both sides.
As you can read in the original post, I have been playing as him, and I generally understand how to use flame turrets. As I stated, the main situation I don't understand is what survivors are supposed to do when flame turrets have been destroyed and Xeno inevitably catches up with you, because it's literally impossible to place flame turrets faster than Xeno can destroy them, and then even if the turret ends Crawler Mode they can just pop in the tunnels for less than 5 seconds to get it back.
So given that when I play Xeno and I can essentially be in Crawler Mode for the vast majority of the game... now what are survivors supposed to do? When I catch up to survivors they literally have no way to avoid getting hit. They cant even duck to avoid hits at some loops. Even Pyramid Head and Nemesis are slowed down while they have their powers out and if they miss. Hell, Pyramid Head even gets slowed down even more just for taking his sword out.
And against those two killers there are general counterplay tips while in chase (i.e. duck after vaulting to try to avoid the tentacle hit, path unpredictably around a loop if a Pyramid Head is going for prediction shots, use the time when they get slowed down after a missed attack to make distance). But a comparably similar special attack on Xeno has very little counterplay, barely has an activation condition, and has the tiniest penalty upon missing. Taking into consideration Xeno as a whole, it just seems to me both that Crawler Mode is overtuned and that flame turrets aren't effective enough of a counterplay mechanic. Heck, if flame turrets removed X amount of charges per second from Crawler Mode while Xeno is being burnt instead of it being an 'all or nothing' scenario I believe they would be in a much better spot as a means of counterplay.