Akumakaji
Akumakaji
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1) Show in the Post game screen who was in a SWF with whom, so that killers can realize that they stomp and get stomped by SWFs and that a lot of their surprise wins was actually just altruism.
2) peeps in SWFs can only have a single copy of each perk. Casual SWFs will barely notice, while bullies can't use 4x Head On with Dead Dog offerings or 4x MFT+Resilience+Hyperfocus etc. SoloQ are, of course, unaffected.
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I am with you, camping is boring and could do with some more punishment. But do you know what is boring, too, and could see a bit of the same? Splitting up on gens. This "technique" is so boring and no-skill-braindead, yet it yields the highest results and is the most effective thing survivors can do. You would think that cleverly interacting with the killer should be the road to success, but it actually is just minding your own business in a secluded corner of the map, holding M1 at your own gen and hope that you get to be kept in peace by the killer.
Splitting up is so disgustingly effective, you can run into a survivor right at the start of the match and have a really quick and clean chase, and still got three gens blowing up in your face by the time you reach the hook. At that point you can either chase ineffectually after one of the three other survivors or keep the one you got hooks company and slap them on the hook till they unhook themselves. A quick camp and tunnel might be the only way to salvage this trial that was already decided, before you got a real chance to do anything.
So, of course I am baiting you, but I am not entirely jesting. Gens fly like crazy and you can EASILY see 3 gens be finished by the time the first chase comes to an end; if you fumbled that chase and the survivor got away, you are already with the back against the wall and facing unsurmountable odds. A survivor who is downed within 30s of the trial starting still has a reasonable chance of a fun game and even an escape, as they just got "one hook", but a killer who starts the trial with 3 gens completed with them not so much as getting one hook have it much, much harder.
The game is at a breakneck pace right now and doesn't allow for any fun or dillydallying on the side of the road for but a moment, its all about efficiency and wham-bam that gen/survivor.
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@mikewelk said:
If there's a duo running Buckle Up + For The People, they have no valid reason for whining about killers tunneling. I went up against it for the first time and this is disgustingly overpowered. Luckily I was playing Pyramid Head so I didn't have too much trouble, especially since they were so bad they relied on it.
I was also lucky enough that the other two survivors caught on and didn't take hits to delay the duos inevitable sacrifice. I let them out because I'm not going to punish others for something others do, which I know a lot of killers do. I got name-called for that by the duo, saying I was simping and whatever. It's such a stupidly overpowered combo that it takes me back to prime Dead Hard days. Other survivors shouldn't have to suffer for others abusing this combo. Fix this BHVR. Please.
Indeed. If someone picks a downed survivor up with Buckle Up + For the People, my general MO is to drop everything else I am doing and throwing the game in order to down and hook that combo user. I then usually face camp them and slap them on the hook till they unhook themselves, then slap them out of BT and tunnel them as hard as I am physically able. That perk combo is so busted and sucks the fun out of my games, so I just take it as a given that the fun part of this trial is over, once the combo is used.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606773#Comment_3606773
I don't understand this or I read this wrong. I'm not saying it's %100 correct, I keep saying NL was pretty accurate when it comes top picked perks which is an objective truth.
They got the general picture of the top picked perks almost completely right. Placing 8/10 and 9/10 of perks somewhere on top correctly among hundreds of perks but because they didn't get 3 perks right it's "very wrong" and completely unreliable?
edit. I just realized I kept saying "perk pickrates" on some of my comments instead of "top picked perks" by accident so now I feel kinda dumb I apologize for the typo.
Here is the reason why nightlights survivor usage rate is quite accurate: you are getting 4 samples collected in the wild for each game played. And often through several MMR and skill regions, because that's just how the MMR system works.
The data of the survivors I verse matches a lot with the official releases one. The official data, though, is the global numbers over all skill levels and regions of the so are bound to be differences from what you verse in your own games.
That so much matches up, though, makes Nightlight a good temperature barometer IMHO. Its not to be taken as an exact tool, but it shows trends very well and you could see the raise and favor of MFT in real time on that page, while people were mockingly stating that MFT wasn't even in the top10 of BHVRs released stats of that time, wh8ch was purposefully ignoring the fact that MFT wasn't released for half of the time bracket that BHVRs stats were collected in.
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It's a touchy subject and of course you shouldn't punish people for playing with their friends, but even a casual SWF group can do some callouts that give them big advantage, like "careful, killer went to main" or "I'll try to loop him towards shack", that don't require comp level clock directions.
My vert simple fix is twofold
1) show killers after the matcqhq who was paired up with whom. This would show killers how often they actually face SWFs and how often they stomped them unknowingly. A lot of duo SWFs go down go altruism, trying to save their friend, while a lot of 3 or even 4 man SWFs wil try to gaslight the killer in post game chat ("no, we never ß
2) in a SWF, don't allow any duplicate perks, but just a single copy. Yes, this would make playing with friends slightly less fun, as it intrudes on personal expression, yadda yadda, but it would also give highly competitive SWFs something to ponder and figure out, while only minimally affecting casual players.
In my regular SWF we only have a couple of duplicate perks, as most players do their own style. But it would prevent 4x MFT, 4x Resilience squads of the past, or 4x Head On bullies sending the killer to Dead Dogs. And of course, soloQ could bring whatever they like, as they are indeed solo.
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@Cyber686 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605639#Comment_3605639
its exactly what pay to win does.
I would strongly disagree. IMHO (and you might challenge that) pay to win is not "pay us some money to skip some grinding for characters", its "pay us money to get stricktly better stuff then any free options, without that you have no real chance to compete against other spenders and whales will eat you up".
Lets do the thought experiment: on one hand you got Cheap mc Cheapskate who never spend a dime on the game. He got all the free survivors and killers, and while we would wan't a couple of the licensed characters, he spends his first 350h P3-ing all his free character. After finishing this, he got a lot of great perks, like Bond, Proof, Spring Burst, Adrenalin, Balanced, Quick n Quiet, Empathy and Botany, Unbreakable, Iron Will, Dead Hard, etc. on the survivors side and Agitation, Brutal Strength, Enduring, Tinkerer, Nurses Calling etc. on the killers side. After this Cheap got enough shards to buy 4 - 5 new survivors and killers and can pick between classics like Feng Min (Lithe, Alert), Kate (Windows of Opportunity, Boil Over), Jeff (Distortion, After Care), Mikaela (Boons) or Gabriel (Made for This) on the survivors side and Clown (Pop, Bamboozle), Spirit (Spirit Furry, Rancor), Legion (Discordance), Plague (Infectious Fright, Corrupt Intervention), Blight (Blood Favor), Artist (Pentimento, Scourge Hook) or Knight (Nowhere to Hide, Face the Darkness) on the killer side. All this characters offer fantasic perks and many of them are meta. And some choice license perks can always be picked up at the shrine of secrets.
Now we get Whale McBluewhale on the other hand, who just splurges and buys every single option the game has to offer. He can't buy bloodpoints directly, so the quest to P3 every character is in itself already a daunting one, but at the very least he can invest all his shards on the shrine of secrets and buy 400k extra BP per week. Noice! McBluewhale was access to some great license perks, like Decisive StrikeDetectives Hunch, Stakeout, Buckle Up, Fixated, Inner Strength, Blast Mine, Flash BangWiretap, Reassurance, Dramaturgy and Plottwist or
Save the best for Last, BBQ, Blood Warden, I am All Ears, Surge, Lethal Pursuer, Deadlock, Plaything, Floods of Rage, Ultimate Weapon, Rapid Brutality and Friends till the End. All of this are nice and offer a lot of fun builds to try out, but none are actively OP or overtuned, besides maybe Ultimate Weapon. I would say that McBluewhale has more fun at the game then Cheapskate, as he has way more option and ways to play, but its a hard sell that he "bought his wins" and would have an easier time.
So no, I still STRONGLY disagree that DBD is a pay to win game. All it offers is "pay to dress to impress" and "pay to grind less" coupled with "pay for some fun options". And I can totally and 100% live with that. Other games have it way worse, with paid options being much more effective on all levelrs of play, you needing certain costy items or randomly aquired characters, just to not drown and certain Gacha games can have certain whales pay the equivalent on a fully paid of car for some anime JPGs that are so strong, that no other player can compete with them, unless they coughed up the same amount.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605686#Comment_3605686
"Not that easy to pull off if someone knows how to avoid getting juked" how is this bad, so if a player is good at avoiding juked it is expected for them to be hard to juke? Am I missing something? Are we really expecting killers should be easy to dodge/juke even if the player is good?
Thats what a surprising amount of players seem to expect. To many, counterplay seems to be something along the lines of "when versing X, do Y to get away scott free, until unfair Bloodlust 3 kicks in and the killer gets an undeserved hit."
And often, it somewhat works like this, its the reason why so many seasoned survivors can verse the killer fearlessly, when they just stand at their shack checkpoints. To me things are more interesting, if counterplay means "the optimal way to play against this, but it could fail", like predicting a killers projectile power vs reacting to seeing it,
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605778#Comment_3605778
On the other hand: this is such a niche problem, maybe we should focus on something else.
yup. never a high priority, just wanted to speak my mind on the current hot topic. distortion is not perfectly fine, but definitely not a broken perk of any sort. i couldn't care less if it stays the way it is, they need to resolve ratting issue and that's independent from stealth perks' strength/state.
Maybe a perk like Distortion could have some dynamic recharge rate? If a killer got a veritable aura reading build, yes they can easily burn through the stacks, but if all they brought was BBQ, they might as well play with 3 perks.
i'd be all for it if they removed stacks altogether and reduced the aura block time so only a few select strong aura reading perks can get value. you still get notified, and can play around them with lockers. this maybe could fix, again, its uneven effectiveness against different aura reading sources to some degree. spammable aura reads can eat stacks with ease but perks like bbq and floods can't.
Or how about this: Distortion changes the aura reading into a single survivor notification for the killer, maybe even scattered 2d6m from the actual spot. This way killers would only get a general idea where you are and a snapshot, but no idea if your are loitering or moving or in what direction you are moving, with the caveat that Distortion players don't get total immunity in some matches, and get burned to the ground in the next.
I know that people HATE Ultimate Weapon, but I am still in the camp that people exaggerate its tracking effects. The perk gives you a snap shot where everyone is, but no further info. If you move into that direction you got a good chance to start some chase, but very often that survivor has moved away or went into hiding and thats a way more healthy effect then many people give it credit. Slight off-topic: if UW had a bit of increased range, but didn't linger around the killer for 30s and disabled in a 1v1 situation, I think it would be the perfectly fair tracking tool.
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Maybe a perk like Distortion could have some dynamic recharge rate? If a killer got a veritable aura reading build, yes they can easily burn through the stacks, but if all they brought was BBQ, they might as well play with 3 perks.
With Dynamic I mean, if you got only one aura reading perk, maybe Distortion shouldn't recharge at all or only slowly, while at 4 aura reading perks, things move along much faster. This would be a slight nerf to Distortions effectiveness, but would come with the added benefit of getting some info on the killers build and aura reading capabilities.
On the other hand: this is such a niche problem, maybe we should focus on something else.
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@Xernoton said:
I recently had a match in which I used Lethal Pursuer, Nowhere To Hide, Floods Of Rage and BBQ. Against 3 survivors with Distortion. I got very quick downs and could always hook them on a scourge hook, so everything went pretty well. But I did not manage to burn through their stacks. And this must be the most aura vision a killer can have. Every time Floods Of Rage activates, that burns 2 stacks on every survivor.
I don't really want to complain about Distortion but it is definitely quite strong and should not be underestimated. Maybe it's time for me to use UW for a change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605407#Comment_3605407
Flashlights aren't a vital part of the game. Information on the other hand is. Also, it's a big difference when the killer gives up one of their 4 perk slots to counter 1 or 2 flashlights compared to survivors using some of their 16 perk slots for distortion, which then have the potential to counter multiple perks and addons the killer uses.
I am in your camp and don't think that Distortion is an unhealthy perk per se, but that its often impossible to burn through its stacks. One game I was matched against a 4 SWF group of all Claudettes with Distortion and stealth builds who send me to Dead Dogs Saloon and later claimed that their game plan was to just fool around and see if I would DC out of sheer frustation. For whatever reason I had chosen Pig with Amandas Letter add-on and thus had pretty much constant aura reading, and it still took close to 15min to see the first glimps of any aura. Because their game plan meant that they never touched a gen, I had no easy paths to patrol and often had to linger in out of the way locations, hoping that I somehow burned through 3 stacks of someone hiding there.
The tactical part of this kept me entertained, but only because I knew what was going on and that I had an actual chance to counter their build. It still took an extraordinary amount of time to move the game along and each hook and eventual kill was a slow burning slog through some muddy fields after a stormy, foggy night.
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@Halloulle said:
Mindbreaker(/Fearmonger) and Surge(/Jolt) are handy for a number of killers - but in no way gamechangers. Especially not for beginners. - Well, actually Surge(/Jolt) may be, because from what I can tell beginner killers who can't use their M2 well yet often choose to M1 instead - a behaviour Surge(/Jolt encourages. --- Which, for the record, is a bad thing.
Tbh, I think it's a very good thing if mostly gimmick/niche perks are commonly available and new players play without them for a while. It prevents them from being over-reliant/carried by them.
--- If anything there needs to be a "kiddie pool"-detection; where genuinely new players (not smurfers) are placed in a separate matchmaking-pool (idk how you could identify smurfers tbh, maybe based on how quickly they unlock certain perks or sth...?) so that they can get to know maps, mechanics, tiles, perks, add-ons etc. pp. among themselves. The learning curve for dbd is extreme at this point and no new player should be forced to jump into the shark tank after just a dozen or so matches that, for some reason, went well.
This! So much this!
The gme is so unforgiving, beyond any reason, to new players. My 2500h arse was matched with a 19h Nemesis killer player the other day. Let that sink in.
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@Cyber686 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605101#Comment_3605101
yeah sure 70 hours to unlock 1 new survivor or killer definetly not a pay wall
Actually, yeah. 70h in this game is nothing and obviously you shouldn't be able to unlock the next survivor/killer one you P3ed the last one, but the paceing isn't completely ridiculous moon times. Someone did the math that you need to play approximately 210 games to grind for a new character. But having an incentive to buy a character to skip some hours isn't exactly "pay to win".
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@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605187#Comment_3605187
Welcome to 2023 where calm spirit, distortion, and windows of opportunity are over powered and must be nerfed into oblivion to appease killers. BHVR really needs to start ignoring the cries for nerf this or that on these forums and reddit. BHVR design your own game and balance it for the type of gameplay YOU think is healthy. Ignore all of us (after this post). We know nothing of game design and if our suggestions are listened too, no one will want to play this game anymore.
I strongly believe that there is at least SOME blips in BHVRs infamous data pile, that shows a distinct difference between perks like DH, MFT, Buckle Up/FTP, Eruption, Overbrine etc on one side and WoO, Distortion, Lithe, Pop, Lethal Pursuer or Jolt on the other. I really, really hope so...
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605101#Comment_3605101
Didn't Steam just give you the achievement?
Tools of the Trade was retroactively given to people who had already done the required 5 trials before the achievement was introduced to the game.
I joined DBD as sort of a FOMO move in November '21, when I heared that the Stranger Things chapter would be leaving and I thought "come on, just buy it and give it a try and maybe you can becomr a Demogorgon main." And the rest is history.
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@Cyber686 said:
this game is pay to win after all what do you expect? XD
That's a pretty bold and farfetched claim; I would say that DBD is about as fair and accessible as possible in this regard. A lot of survivor staples or viable perks, even mega picks, are either free (DH, SB, Unbreakable, Iron Will) and others are bundled with OG characters, that can be grinded for with Shards... a slow work, but it will keep you busy for 600h+ Feng, Kate, Gabriel or even Jeff are great early picks that will yield you great perks for your first couple of thousand Shards.
@jesterkind said:
No players need gen regression perks, but new players 'need' them the least. They aren't at the point where survivors are taking long enough in chase or sticking to generators enough for regression to even do that much for them, at least when it comes to genuine newbies vs newbies games.
Also, a lot of the base perks are perfectly useful for beginners, including the base teachables. They've got tracking perks galore, a few utility perks, a few chase perks... basically all they don't have is regression, which isn't that big of a deal for new players.
In fact, I'd argue learning to play without regression is probably better for new players. They might learn how to actually get work done with good play instead of relying on perks.
Still, it does suck to lose a few utility perks, especially on the survivor side. Those perks were useful, especially for newer players, and losing them is a bit of a shame. Not "basically doomed" by a huge margin, but it is a shame.
Very good assessment. The only thing I would want to add is anecdotally: when I tried to do the "Tools of the Trade" achievement (achieve 5x merciless victory rating by only using basic killer perks), I was heavily carried by mind breaker / claustrophobia and Surge/Jolt, because here were so little good killer perks in the basic pool.
Back then you needed a night perfect game, nowadays you just need to kill all 4 survivor, so you can occasionally stumble into a winning match, but 2ys back it was pretty rough.
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@plattenpanzer said:
but killers can't have increased hooking speed perks. Talking about double standards...
I'm joking but for real why can't we have Fire Up with increased hooking speed?
While we are at it, I also want a killer version of "Left Behind" to even the playing field a little bit 😎
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One thing that has galled me for the longest time is the way that killer only ever get binary (or threeway) information out of their power, even though they are supposed to be the master and wielder of said power.
Plague is literally the vessal and high priest of a mystical illness that she literally pukes on survivors out of her rotten guts, but she only ever knows "not infected", "infected" or "fully infected". Thats quit some mythical mastery *rolls eyes*, while the survivors get a live ticking and 100% accurate progress clock on the infection levels of all survivors. Well, THATS someone who did their master in microbiology! (get it? THEY masterd that ability. *badabum*)
Same with Wesker: he is a genius level evil scientist and BBEG, who harbores the virus in his own body and is able to infect others with it, yet his "genius level knowledge" is limited to the same three states as Plague, with a full blown progress clock AGAIN on the survivors side. And with the Onryou its basically the same: the killer only knows if a survivor is cursed, uncursed or condemned, while the survivors know all this and anything in between.
While I understand that this measures were put in place to prevent tunneling, its also holding the killers back and make them feel much more incompetend. It feels like things should be reversed! The killer should be in full controll and knowledge about their very own power, that they spend considerable amount of time to master or are an intrinsic part of their identity and being, with the survivors only knowing their own state in broad terms.
If you don't want the killer to have perfect info, then WHY do the survivors have to be given all this information on a silver platter? Shouldn't they at the very least have to second guess a little bit and learn the power by, I don't know, counting seconds, just like killers have to do when trying to counter BT, Buckle Up or even DS? The way that survivors have all this perfect knowledge and intell on the killers power has always confused the hell outta me.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603360#Comment_3603360
Playing the killer in general, in my experience, leads to everybody going next at the sight of her, or giving one chase and going next.
Generally, yes, the SM’s I get 3-gen with full slowdown, and are usually pretty toxic.
No specific complaint, I just despise the killer. She’s brainless gameplay.
I am with @jesterkind here and I have player a good amountof Skull Merchant: yeah, some players mysteriously give up instantly against her, but most just play normally and U win some, lose others of this game.
What you describe is either bad luck, confirmation bias, so the games with DC stick out more, or just an individual killer MMR problem. So stick it out, stomp some more games and after 3-6 more you should leave the whiny baby range behind and enter the bad kids block.
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@Komi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603345#Comment_3603345
Oh yeah who could possibly love having on demand Undetectable, injuries without needing to be there, or pairing add-ons to gain faster action speed. If players hate that someone is enjoying these, then that's unfortunate but not proof of a sadist.
You are purposefully explaining Pigs kit, just to get her nerfed, again. T_T
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@Tsulan said:
I wouldn´t trust a game company that instantly and harshly deletes critisism.
There are a couple of games on my wishlist, which i really would like to buy&play. BUT their forums are what you are asking for and the strong censorship reflects on a lot of negative steam recesions. Which is why i´m not spending any money on them.
Valid criticism isn´t something to be afraid of.
This! A lot of the harsh critisism stems from the love people have for DBD. Some claim that its more like a toxic love or abusive relationship at times, but never the less, people are so passionate about this, because they love the good times they had with DBD and they want more of that.
Sure, every now and then we have this "doom and gloom", "now you have done it and killed your game" or "DBD is dying and no one cares" posts, but for the most part peeps criticise aspects that they want to see improvements in.
And about MMR: well, thats a big, touchy subject. I think that a lot of statements about MMR are true: it lead to more sweaty game, it leads to fairer matches, it keeps queue times in acceptable ranges, it raised the stress level, etc. But one of the hottest debated factoids is, if it started to (perceived or real) downward trend of DBD and the decline from its highest playerbase to what we got now or if it was just a coincident. Without going back to the old system we will not know.
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@CLHL said:
In my opinion these perks are overrated, because the only way to take advantage of them is having the lead and continously downing survivors. Although it doesn't surprise me considering the alternatives: Ruin is tremendously weak and self-deactivates, Overcharge and CoB where overnerfed, Surge doesn't work on half the cast, Thanatophobia only works on Plague, Oppression is a bad joke, Dying Light and Pentimento are meme build material...
Deadlock is way better, you always get full value from it. And I think Gift of Pain is really underrated.
Ironically, Thanatophobia again works on all killers, because most survivors refuse to heal. Its so wild...
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@Chaosrider said:
Cause devs thought that a huge regression meta is fun to play against.
What is this huge regression meta you are speaking off, though? I am curious.
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@NomiNomad said:
Easiest form of powerful Gen regression. And the last meta shake-up barely did anything, BHVR just aren't very good at it imo. They nerfed self care of all perks.
"Only form or meaningful gen regression." There, I corrected your statement <3
You can play without gen regression, I mostly do, and my gen defense is pure aggression and downing them faster then they can repair gens, but it's a dangerous tactic and if you slip up your first chase, it's literally "ggez".
The other downside if aggression builds is, that games either end at 6-7min with all gens being done or at 4-5 gens remaining, because the survivors can't cope with the aggressive playstyle, yet holding back nearly always backfires. Basically every game were I was totally in control and then didn't kill off a survivor that I could at 4 gens remaining and spared them, that survivor would play it safe and still slam gens and lose me the game.
Cute, far matches are next to extinct in the breakneck speed meta we got these days.
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Its still up. I finished this challenge ingame, but then it would go back to zero on the tome page.
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I had a Carlos today who I soundly beat at a mindgame at the start of the game, but apparently I missed him by one mm and he vaulted back over the pallet, closing my Window of Opportunity and leading to two gens popping unopposed. He narowly escaped me two more times during that match and I finished it with one or two hooks. Then during the EGC the Carlos cheekily tbagged me without moving away, because the exit gates were close, but he was my obsession and I had Rancor equipped, so I instadowned him.
The little dip ######### (I was playing Chucky, so thats what he said) crawled on the floor with like 200% movement speed, crawled a circle around me and then just crawled out of the gate, laughing.
I am now sure that all this very close encounters we got were rigged in some way and I so hate it. I was convinced the whole game that he was just very lucky and very good and would have never called him out if he hadn't revealed his true cheating power by chance. This subtle cheaters are really the worst, because they really gaslight you and and you can never 100% trust that the player who rolled you last game wasn't in fact a subtle cheater.
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@Marc_123 said:
Got some other killers today too.
But yeah - a lot of Chuckys.
But he is really strong - just got stomped with 4 gens left. Sadly some players give up pretty fast against him...
Just thought - i haven´t seen an Alien for some time now.
People will defend the Alien and claim that the Xenomorph is strong and totally fine now, but BHVR killed this extremely high potential killer by nerfing the tail attack this much and making it extremely inconsistant.
If the Xeno were a normal killer and the tail just its M2, things would be fine, but his M2 isn't up all the time and can be taken away completely by the survivors. This was originally be mallowed and balanced by making the power slightly overtuned (or extremely overtuned, when there was no cooldown at all) and above the general powerlevel, but now the power is just your regular variety of Huntress or Nemesis, while it still can be completely canceled and stolen by survivors. Paired with how inaccurate and inconsistant the tail attack has become, this is another bait and switch performed at the PTB, and yes, I am unapologetic and bitter about it.
Try tails of torment, its so fun: oblivious on end and no one expects it. I have seen survivors scanning the horizon while I ran basically straight at them and jumped them from behind a box or some tall grass. Its so much fun.
@TheycallmeLix said:
I know people are really hyped to play as Chucky and I’m happy for them, but I HATE seeing him EVERY GAME back to back.. like I had him 3x in a row today and I told my friends that I’m gonna end it here since all we get is Chucky. And I don’t like how most of them play like jerks with stacking Pain Res + Pop (this meta combo is really annoying and needs some nerfing imo). I would like to face other Killers besides the same one back to back every game. Anyone else also agrees with this? Kinda getting demotivated from playing DBD this week cuz of Chucky, hope the hype will go down this week.
I play a lot of Chucky these days and have hardly gotten any games out for my boy Pyramid Head. Chucky is really a lot of fun to play, as you can finally truely mindgame and not auto loose because your head pokes over the wall. That being said, the Pain Res + Pop on him is basically the only gen regression route left, everything else is dead. Though I play nearly exclusively the Obsession roulette these days: Friends til the End/Nemesis/Furtive Chase/Rancor. No matter whom you hook, something crazy will happen and you can sow so much confusion amoung the survivors. And at the end no one ever knows who will get moried. Fun. (though sadly for me, a lot of the times the last survivor was a cute one who wriggled on the floor and I had to let them go. Got only a couple of moris out, because I got a soft spot for these survivors).
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601057#Comment_3601057
You clearly didn't understand their post. Can you touch on what they were explaining about the psychology and confirmation bias? Its like a coping mechanism.
Separately, people seem to really hate map offerings. I must say I was astonished. Map offering or not, you're gonna get a map. Why does it matter if an offering was used? This is to everyone as I just don't understand the logic. Maybe its my killer, maybe its just me. But regardless of the map, my Evan is getting the W.
I'm not being snarky, I am genuinely curious about this. Why are map offerings hated? Why do they bring out the sweat in a killer?
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600960#Comment_3600960
No, it's not. Loading into an unfavourable map might make me cringe at the start and course my luck, but that's that.
Survivor's purposefully SENDING me to a certain map, though, has a very high likelihood that they selected their perks to give them maximum advantage, leading to very unfun and unfair games.
It's not just psychological that 70% of Dead Dog Saloon games with the corresponding offering are a painful Head On challenge or 95% of The Game offerings are sweatlevel over 9000.
It really is an outdated and unfair mechanic and the only reasons why BHVR kept it in dbd game is probably, that they don't know what else to do with offerings.
It's neatly explained just a bit further up. Enjoy.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599101#Comment_3599101
Exactly that tome 6 self preservation maybe I give it yet another try and get hopefully lucky like you.
I don't remember any patch notes that it got fixed, but I just tried every now and then again and one day it completed and I was beyond exhilarated. Sadly I can't tell you which way I did it, ie jumping into a locked at once, or killer not finding me 5s afterwards etc. as there are a couple of contradicting posts of how to complete it around.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599987#Comment_3599987
I don’t know you to say you’re bad. And I can’t really answer what other people think of you. In my experience as in based on what I’ve seen, you are very killer-sided. For better or worse. 🤷🏽♀️
I can only repeat one of my most stated spiels here: yes, I am a killer main, but I also play a fair share of survivors, probably around 30-35% and I have finished every singel achievment and tome challenge in the game, so I have seen nearly everything the game can throw at you from both sides.
So while I am biased for the killer side, I always try to balance my opinions somewhat out and also see it from the survivors perspective. And as stated a bit higher, I recently came to the realisation that all this different people with their vastly contrary opinions are probably all at least partially right: MMR brackets exists and what happens in my games might not nessecarily happen in yours.
This leads me to think that the game needs a somewhat more granular approach instead of "one size fit all"-blanket solutions. Low MMR favors killers, high MMR favors survivors, and yet all play with the same set of rules. Thats why this game can never be balanced.
@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599987#Comment_3599987
For a "(x) main" you are pretty even handed when it comes to balanced opinions. What's better is your posts generally have a lot of thought and consideration behind them rather than being knee-jerk reactions and that's something this forum could use a hell of a lot more of.
As for the original question, I'll offer the same warning someone else posed: be careful of being too nice as it turns into a exponentially worsening situation. The more survivors would struggle, the more likely I was to let them all go, which would lower my MMR, leading to survivors struggling even more, meaning more free escapes and so on. It ends up being miserable for everyone
These days I'm very careful to manage my MMR. If I let everyone go, I make sure the next match or two I go hard and get a 3k or 4k to balance it out. I still play pretty fair and avoid intentionally camping/tunneling, etc, but if they are struggling and I just gave a free pass to the last lobby, I just try not to drag it out.
Usually now I limit it to two survivors escaping to stay MMR neutral on the match. On my normal wins, I almost always let them grab hatch or finish the last gen, just to keep my MMR from swinging the other way too quickly.
Awwww, thank you :) This must be one of the most uplifting and nice things someone on this forums ever said to me. I want BHVR to hire me as a balance team member. They need to try a couple of more bold things that are still reasonable and I am their man ;D
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600531#Comment_3600531
Most of the issue with map offerings is psychological. You could just as likely load into an unfavorable map by chance.
If they were changed to be 50% and hidden, you could never know if you ended up on a map due to an offering.
Now blueprints. They're only really fair if all players know about them... but they could add a hidden, green-rarity blueprint to spawn the hatch in "either the shack or main building". So your side gets a straight 50/50 and the opposition is still checking the entire map.
No, it's not. Loading into an unfavourable map might make me cringe at the start and course my luck, but that's that.
Survivor's purposefully SENDING me to a certain map, though, has a very high likelihood that they selected their perks to give them maximum advantage, leading to very unfun and unfair games.
It's not just psychological that 70% of Dead Dog Saloon games with the corresponding offering are a painful Head On challenge or 95% of The Game offerings are sweatlevel over 9000.
It really is an outdated and unfair mechanic and the only reasons why BHVR kept it in dbd game is probably, that they don't know what else to do with offerings.
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@So_Saucee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598320#Comment_3598320
How about we take away the ability for killers to see what we're bringing as a basekit? Every killer main on all these forums do is whine cry and complain and even when the devs give in yall still find more reasons to complain. Yall won't ever be satisfied. All bc you have a few bad matches you run to devs and forums to cry and complain. Meanwhile solo q for survival is the worst its ever been, yet I still manage to just get over it and still play.
So that's what you take away from my rather innocent idea? Have you fallen for Demogorgons and Trappers doing he fake pickup in a couple or games and now balk at the idea becoming more widespread?
So you think indeed that killers should only ever be the bumbling oaf and not bring able to pull off some tricks themselves, besides moonwalking?
Do I come off as whiny and calling for some nerfs of your favorite perk or toy? I am really curious and puzzled by the way you lashed out, but I feel you, we have all been there.
But while I am a big, bad killer main, I actually try to contribute in a balanced way to the conversations and discussions in the forums. Sure, sometimes a bad mood gets the better of me or I over extend with a thought, bit contrary to what some survivor mains might claim, I am not one of those killer mains who want "all survivors start on the hook" or who "mercilessly ask for nerf after nerf till there is no perk left besides Red Herring and Poised".
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@Xernoton said:
Base kit perks aren't a good idea for either side. Not only do you get the advantage of a perk without having to equip it, you also free up perk slots for whatever else you want to use. Base kit BT might have been a mistake after all. They set the precedent and now everyone keeps asking for base kit adjustments.
This is what rubs me the wrong way with BT, the AFC and the upcoming 3 gen change too. A killer that does neither of these things is still heavily affected because survivors do not need any perks for these situations and can instead focus on everything else, which makes them much stronger even outside of these situations.
This! Every time something that was formerly covered by a perk becomes basekit, this just diluted perk variety and cements the meta even further. Its like wanting the cake and eating it. My personal take is that if a perk has an effect that you would want it to be basekit, why not simply make room for it in your loadout and equip it? People are often so hung up on the idea that they need to run their 4 meta perks, OR ELSE! Newsflash: you can do pretty fine without meta perks, so you can most definitely do fine with 3 and one off-meta perk. (BTW, even though I said "you" a lot, I wasn't addressing you, but some player in general, I am just using your comment as a jump off point).
The only perk that I would consider getting a basekit version is BBQ. Hear me out! Back in the days everyone had BBQ equipped for the blood points. I remember how BBW was permanently fused to all my killers first loadout slot, it felt like you were actively hurting yourself to not play with it. But with everyone having it equipped, killers saw all kind of opportunities after hooking and got a new target, thus peeling them away from the hooks.
I always propose two things:
1) give killers old BBQs bloodpoint mechanic back at basekit, ie +25% more BP for each different hooked survivor, but only increase the counter as long as all four survivors are still alive. So if you want the max +100% bonus, you can't tunnel any survivor out of the game before you got everyone hooked. This is the carrot part that many seem to forget exists, too, we are so eager to apply the stick.
2) upon hooking show the killer ONE aura of a survivor, preferable a non hooked one and never a survivor on death hook, that is 40m away. Way worse then real BBQ, but still something to work with at any level and maybe enough to peel even contemporary killers away from the hook.
I am 10000000% convinced that with these changes we would see a lot less tunneling and more spreading of hooks. Then we should tackle gen speeds next, maybe by rearding survivors for working on gens together and a shared +10k BP if they finish gens together, leading to less spreading and pressure on the killer during the early part of the game. We could limit this to the first three gens done, so if survivors spread out at the start and three gens pop during the first chase, that means less BP for everyone.
Just my two blood points, but I think we should think more about the carrot aspect of incentivising players to do the proper and right and fun thing, and less about pummeling everything we don't like or nuking it from orbit.
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The cages work indeed right as you exlpained it and thats part of his kit. The caging animation is takes less time then picking a survivor up, least walking over to a hook and throwing them on, so its foremost a massive timesaver.
Second, when Pyramid Head cages a survivor they are teleported to the furthest part of the map from Pyramid Heads position. Sometimes you don't care and just want a quick and fast hook and one more hookstage. At other times you can do it strategically when you know that the furthest part of the map is a dead zone and that there is probably no survivor over there. Also, if you are good at predicting cage logic, you can move over there and sometimes interrupt the unhooking process or even hit any would-be-saviors. There is also the fact that the caging animation can't be interrupted, so if the survivor went down under a pallet and there is another one close by, just cage them and go chasing.
And yeah, you already teasered one of the cages strongest mechanics: its completely unphased by hook related mechanics, perks or abilities. No basekit BT, no DS, no nothing. Someone send to the cage has to pay the price for all this perks in another match and a mean Pyramid Head can capatilise on this and even time his POTD projectile to his the unhooked survivor when they touch the ground, just like in the glorious olden times. Bonus points if the unhooker is also wounded and you get a double down. Thats truely one of the most heartsinking moments that survivor gameplay has left.
So you see, there is more to the cages then meets the eye at a casual glance. Yes, Pyramid Head can tunnel like in the old times, but thats actually a sidepart of his kit, as he is a cold-hearted executioner of the damned, and doing so is actually an expression of skill, because you correctly predicted the cage spawn location AND moved there in time before any other survivors, which is only possible if they adhere to the old addage "gens before friends" and thats their decision then.
Appart from this, not every Pyramid Head player will try to tunnel off-cage, as it is really scummy, BUT sometimes you are left with no other option when you are backed against the wall and really need to secure that kill. And unless the unhooking survivor was wounded and also downed by the POTD, there is at least one warm body to potentially protect the tunneled survivor.
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@Lixadonna said:
Devs solution to Map balance = more Dead zones.
Survivor answer to more Dead zones = Windows of Opportunity.
Seeing it that way, it sounds about fair.
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@IamFran said:
More than generators speed (repairing them is already boring) is the lack of a secondary and mandatory objetive for survivors (without considering the opening of the gates).
Some people have mentioned several times that a good secondary objetive would be finding a piece of generator in the map before starting to repair them and without that piece the survivor repairs that generator at 75% speed or so. I like the idea.
Currently killers rely too much on gen regression/protection perks and the meta builds have at least two of them making the suitable killer builds a bit boring if you don't want to lose 80% of the matches, so the idea of the pieces would slow the game a bit, making the gen regression/protection perks a bit less mandatory and making the survivor do one more thing other than just hold M1 and press space.
Thats sounds like a good idea. I was brainstorming myself and came up with something else.
How about something like Corrupt Intervention. At the start of the match all gens are blocked by The Entity and the survivors must then do something to lift the claws, find some book, crystals, serums (maybe reusing the Cancer Plants from Tome 5). One alternative could be that this works like Corrupt Intervention, by only blocking the three furthest gens, and when the killer actually equips Corrupt, then all gens get blocked. Obviously, this block would be lifted at the first down.
It has been shown time and time again that the gen spawns are one of the biggest culprits of poor killer games, when three survivors spawn next to gens and can start working on them right out of the door, before the killer even had time to turn around in a circle. This could be too strong, but thats why its a brainstorm and not a ripe idea.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599665#Comment_3599665
If you really believe using Discord is equal to cheating, i have no words for you.
But non of online games will ban people for using Discord. So maybe online games are not your thing.
He isn't arguing that its cheating, but riding on a technicality. Thats how courts work all over the world, you have a ruleset and then people try to argue within the ruleset if someone broke the rules, bend them or if the rules were ambigious and need to be modified or ammended.
TECHNICALLY Discord is a third party programm that gives you a rather sizable advantage in game, but like you said, claiming that this is something like cheating is bogus. The big discrepancy between soloQ players and even casual SWFs with coms is staggering, though, and IS something that BHVR should work on in one way or another. And its not banning players who wanna talk to each other in game.
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Yes. 6min games shouldn't be a regular, but frankly this happens way to frequently.
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WoO can be really obnoxious at times, when you feel how the survivor is going on autopilot. These specific kind just bee-line to the next pallet, drop it and bee-line to the next and you as the killer can't do anything about it besides breaking chase. In essence, this turns the game into an interactive movie, where you just follow the script and press a button intermittendly to proceed the script. Its boring as hell.
But not all WoO users play like this, most use it as a sort of radar to see whats going on in the trial: there is a pallet being thrown over there, there is a dead zone over there, the injured person is close to a pallet, so maybe they can go down under it, "OMG that other Meg is throwing every single pallet on the map one after another, maybe I should let the killer injure me and take the chase, otherwise we will be out of pallets in about 1min" etc.
I really think that info perks are the least of our concerns, info is important and info is strong, but info also leads to interactions and more fun aspects of the game. Usage percentage of a perk should never be the main deciding factor if something got to be nerved, we don't need a 6.1 meta shakeup every 6 month, thank you. What should be looked at are individual perks that are overtuned and that are breaking too many rules at once. DH and MFT on the survivor side and Eruption and old Thana on the killer side, for example.
WoO is not such a perk, even though I hate the way some players auto pilot with it, but that is more of a nuisance then a soul killing torture like old DH was. A kina comparison could be made with Ultimate Weapon that as a whole isn't as OP as some players claim, just very stressful at times to verse. At heart it is a strong info perk that gives a momentarily round about check where everyone is, but you don't see any aura and unless a scream happens right next to you, often times the survivors will have booked it by the time you arrive at the scene, BUT it keeps the game from getting stale and moves things along, leading to chases instead of the killer stumbling along aimlessly with 2-3 gens popping unopposed. The only real scenario where the perk is unfair is in endgame with 1 person left, as it trivialises any gate play and I wouldn't mind it loosing that part of its power. I do love the way blindless messes with WoO users, though, so I really wouldn't want to keep that, but in the end that could go, too, I only really care about the one time scream. (Oh, and the way it interacts with Pig Boxes etc. Thats probably unneeded, too).
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599504#Comment_3599504
The end days. Lol.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599544#Comment_3599544
That is probably the fairest statement I have ever seen come from you. Well done.
Well, thank you. But for real, do I come off as such a bad and unforgiven person? I always thought myself, even while killersided, relatively levelheaded. I think all the times of how to improve the experience for both sides and it took me quite some while to realize, that most people are trapped (or secluded) in their own MMR bracket and corner, thus my gaming experience will be vastly different from others. Whatever. Happy gaming.
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@TheycallmeLix said:
Honestly, Pain Res and Pop should not stack. It’s really annoying when you know the Killer has it and when the game is already looking like a GG..
Well, the two actually don't stack. Pain Res explodes the most progressed gen by a fixed 25% and then starts gen regression. A regression gen can't be kicked by Pop, unless a survivor jumps right back on that gen, and thats on them, if the killer is near. Jumping back on a regressing gen isn't always the best thing to do, just like hooking a downed survivor isn't always the best way of action, like for example when you know that meanwhile two survivors sit on a 90%+ gen nearby. You need to develop a certain game sense to identify this situations, but its not like soloQ players are helpless to the currents of such an event, its just a bit harder to learn how to swim.
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@[Deleted User] said:
Also keep in mind the role queues are going to be extremely one-sided right now with the release of Chucky, and matchmaking is going to have to compensate somehow. Things are going to be weird for a week or two with everyone queuing up to try Chucky.
Thats a good point! We have a singular killer release with no survivor to split the hunger for new content, so thats a good explaination why MMR feels so weird right now,
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599506#Comment_3599506
Yes, actually and I got it on the second try if I remember correctly. I could force them to cleanse by proxy camping someone on a hill, that was already on second stage and Infectious Fright and her addons helped quite a bit. I think that was even before 6.1.0, so Corrupt Intervention didn't deactivate on first down.
Needless to say, I still had to play scummy by refusing to kill them until I was sure I would get the adapt. Slugging was a big part of that match...
The change to the merciless killer rating really helped a lot in this regard, unter the old system, Plagues power actively made it harder for her to gain enough points to earn an Iri emblem in all cathegories. Getting a 4K can be tricky sometimes, but it will eventually happen, while the old system was nuts. It also was night impossible to adept killers once you reached Gold or Iri grades, I remember a couple of night perfect Pyramidhead and Artist matches during that time, but sometimes that one single heal in the corner knocked me out of Iri into "Gold, one nails breadth from Iri" territory and that was pretty frustrating. Meanwhile survivors just had to escape one single, measly match. :D
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@luvcraft said:
FttE is his only good perk, and mostly in combination with other perks. this is gonna take forever...
My first Adept try was against a french TTV SWF group in Lerys. It was a kinda good game with lots of sneaky downs and crazy chases, but eventually I had them all downed and one Kate 4% off the hook, ruining it all. She ran me all over the map and when I finally hooked her and returned to the last downed survivor, that one bleed out LITERALLY 1s before I could reach them, and I learned the hard way that a bleed out didn't contribute to a Merciless Killer rating. So close, yet so far. It took me a couple of games to finally get the hang of Chucky and adept him and it feels good to be able to use proper builds on him.
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@Ayodam said:
Is this like killers throwing games to ‘counter’ survivors giving up on hook so the devs believe things are balanced?
Not everything has a sinister plot behind it, sometimes people, like me, just don't enjoy stomping down and mercilessly slaughtering players who got no chance at all.
@MikaelaWantsYourBoon said:
SM and Knight are understandable, both killers hated so much by community but i just don't know where people are giving up against Chucky?
Except one match, i don't remember anyone give up against him. And i played against him maybe +100 games and i played +50 games as him as well. Like where is these survivors are giving up agaisnt him? Why my games are hard, i wish i get these teams too but no, nothing.
People are actually giving me good fight. I still win most of games but some really good teams won against me.
And when i played against him, same thing. People never gave up. And actually he was enjoyable because he is not braindeadly boring like Knight and SM where you only can shift + w. You can mind-game him and he can outplay you which makes chases excited and fun.
When i go against SM, most times people are just giving up that's true but this never happened to me with Chucky. So i doubt this is happening so much.
The most fun I have with Chucky is playing him with Trails of Torment. Its so fun to catch survivors offguard because you got no terror radius and then literally jump on them from out of nowhere and give them a heart attack. In the same vein, the Friends til the end/Nemesis combo works so well, but in that case the Obessession knows that something might be up, while Trails of Torment Chucky can approach with his small stature and get many unexpected hits.
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There is some validity to that claim, but it's more nuanced and complicated. All killer share a basic movement, ie at least he broad categories of 110% and 115% killers and most M1 killers play the same on the basic level. Player with 2000h in Wesker won't be a total noob when playing Pinhead, but yeah, the ins and outs of the power, all the little tricks and specialities will elude them.
I have close to 2500h in DBD and about 1800h of this must be killer, but there are certain survivors that I just can't catch no matter how much I concentrate because they run every single structure every single loop, every single pallet absolutely perfect. That's the effect OP mentioned, as there is no difference between survivors, as they all play exactly the same. And even this god players often run the absolute meta builds, adding insult to injury.
We often talk about finding the weak link in a team and Hammer that down, but that of course is subpar and unfun for the stomped inexperienced player. When all survivors are quite skilled and they all split up and priorities gens, there is very little the killer can do, wins in such situations mostly stem from overconfidence and altruism. A 1k would still be a loss for the killer, but many SWFs want a 4E, so this over commitment is why so many games sometimes flip in the late game.
I think the big problem with all this is, that we have a single blanket ruleset for all killers and survivors, no matter the skill set and level. Maybe we should try to experiment with different MMR brackets and slightly modified rules there in. Like, in low MMR, where survivors tremble before the killer as the power role, maybe they could all get a 3% haste and slightly faster vault speeds or reduced injured volume, while in high MMR, where most killers have to sweat exorbitantly just to stay afloat, things could be flipped a bit in the opposite, as the survivors are now mostly in the power role.
Some might balk at this idea of "punishing players for being good and having skill duh", but it could also be seen as leveling he playing field and a batch of honor, ie "they have to debuff me in order to give em a chance. Huh. Then come at me."
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@SOULWARRIOR71K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596910#Comment_3596910
Not sure why not tunneling should be rewarded with a one shot down. It’s basically bbq on steroids.
Because a carrot would be a welcome alternative to all the sticks of late. Just give it a try.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598079#Comment_3598079
Speaking of tome challenges do you have prenomination challenge done? It seems to be bugged. It's only challenge I have not been able to do apart from new tome which just came.
I must have it done, since I got them all, but I don't know which one this is, can you give me the tome name? There was two tome challenges that were bugged for the longest time for me, one was linked to Spies in the Shadows, where crows startled by survivors just wouldn't count for the challenge, and the other one was Tome 6 Page 1 "Self Preservation". There was a long standing bug report about this challenge and I intermittend tried it again and again, until it finally one day completed. That challenged wasn't helped in the slightest by a very ambigious wording that could be read a couple of different ways. At least with the in-trial counters you can see live when you got a challenge completed and don't have to guess or eyeball it and then find out that you missed the mark by 3s or something.
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@JPLongstreet said:
While it always stings bad, this is part of the deal when running hex perks. High risk but high reward as they say. Overall Devour is in a pretty good spot imo.
Totem spawns do need tweaking on many maps, cannot deny that. Not just to be more hidden, but better spacing away from gens as well as surv spawn spots. From what I can tell they did move some around a bit maybe two years back, but not much since then and no updates about it either.
Devour Hope is basically the only Hex perk that fits this description, basically all others are just "High risk, mediocre to smol rewards".
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@BlightedDolphin said:
I agree that they are doing amazing this year and that the communication has become so much better and I really hope they continue doing this.
But I also think people are allowed to not be happy with the road map. All the changes shown are great, but it’s still frustrating that we’ve been asking for YEARS for Freddy and Myers changes and the last things we’ve heard are they’ve been pushed back and they still haven’t even got an idea for what they want.
What they are doing is great and I understand they can only work on so much at a time, but it does feel bad that by the end of this roadmap it will have been over a year since we were told Freddy changes were “on the radar” and we probably aren’t even closer to seeing them then we were back then.
It probably wouldn’t have been so bad if they hadn’t nerfed Freddy this update, and I think that’s why so many Freddy fans are complaining, but them nerfing the only fun and skilful thing about him and then showing us that he won’t receive any compensation for over 6 months just seems like they have forgotten about Freddy.
Very good comment! I want to root for the developers and tell them to keep doing their good work, because they really did a lot this past year ... but then they come along and nerf Freddy, of all things in the game. Really, this is so out of the loop and tone deaf, that its impossible to wrap my head around. Its stuff like this why the community seems to be so reluctant to give DBD the "labor of love" steam award, and why it will go time and time to Deep Rock Galactic, even though I WANT to root for DBD. Stuff like this is unbelievable frustrating.
I can somewhat understand the situation they are in: they are constantly forced to come up with new killers, new perks, new licenses, work on new stuff, and any idea they could use to improve poor, old Freddy is probably an idea that could be developed into a propper new original killer. Its a loos/loos situation. BUT, DBD being the place where all the big names in horror mingle and rub shoulders, BHVR have a sort of responsibility to handle big names like Myers or Freddy right, this are some of the very biggest of horror icons, and yet they are so under developed and showing their age; honest relicts of a long past game that has moved on and left them in the dust.
A full rework would be nice, but in the mean time, why not try some small numbers changes that even guys like me can come up in 5mins? Give Freddy both, pools of blood and fake pallets and let him switch between the two. This shouldn't be too difficult, but would improve his fun and viability a lot.
And Myers, either let the survivors slowly regenerate stalk juice or transfer any unused stalk juice to the remaining survivors when someone gets killed. I know that its part of "Myers tactics" to not kill off an unstalked survivor, but it sometimes happens, and it leaves Myers with absolute no compensation or comeback, if that happens. I have stalked survivors completely dry during a chase and needed just one small sliver to tier up, yet couldn't do so, and stuff like this is super frustrating. A killer without a power is a sad thing and the changes I whipped up right now are pretty save and only involve minimal changes. Why not throw Myers and Freddy a little bone after all this time?
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@Gastongard said:
I see it too, and I ve been playing mostly as survivor lately, and it happens to me as well, sometimes Im tired of seeing every match the same regression combo perk of pain res and pop, and the same tunneling strategy at 4-5 gens, it gets so frustrating and more when you are playing in solo q. I think the overall survivor side feels a fatigue from behaviour destroying survivor perks, giving nerf after nerf after nerf, and only buffing niche or situational perks such as that one from Renato, dont remember the name, who asked a buff for that perk?? are you kidding me? you have 200+ perks where you can only use 10-15 as survivor because the other rest are pure trash, and you buff one perk that was already OK, wasnt the best, but worked fine where it was. Survivors havent had a good buff in a while, and besides that the nerfs will continue coming, and you know how behaviour nerf perks, they destroy them and make them SOO situationals that no one will even try to use them. So to sum it up, in my head giving up so frequently overtunes killers and perks statistics in some way, I can only hope that helps to nerf some stuff on the killer side, and im pretty sure im not the only one that thinks in that way, because if it wasnt like this, you wouldnt have survivors killing themselves every other match.
Edit: Also, solo q is trash, and it seems its always on the lowest level of priorities, so at least be happy to have those crappy game where you can win so easily, its the killer mains wet dream, instead of having good matches where you dont know whats gonna happen already at 5 gens.
Edit2: Sorry for the rant, this game is so frustrating
People are always so quick to label something "useless", "utterly worthless", "pure trash" or "night inviable" if it doesn't make the cut for the big 6 or 7 most strongest or even broken perks or combos. The game actually has a lot of viable perks, but most people are chained forever to the meta and can't fathom moving outside of it.
While the desire to play with the strongest toys is relatable, this is ultimately a crutch, much like tunneling, that inflates your MMR beyond your natural limits. It good practise to sometimes try something new and abandon the meta and just play something you never fathomed. Some Killers and survivors can do fine perkless, so playing with one or two non-meta perks won't hurt, but broaden your horizon.
Survivors hadn't had a cool strong perk in a long while, and then along came MFT, that many embraced. The unfortunate thing with MFT was that it wasn't just a "cool and strong perk", but it broke the game on so many places and made playing certain killers utterly miserable. Survivors who feel like this because of MFTs nerf have my sympathies, but that perk couldn't stay in its form and that it survived this long is beyond me. MFTs speed boost is now very situational and rather awkward to use, thats right, but you can still perfectly use this perk for its picking up utility.
Eruption in its late form had to go for similar reasons and I don't mourn its passing. The new Eruption is way less impactful and niche, but it's far from "utterly useless" and you can build around it. Especially since its not met anymore and no-one expects it.