Akumakaji
Akumakaji
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598335#Comment_3598335
I think they are doing the challenge where you have to blind the killer while they are carrying a Survivor
Oh, I think you are right! I just checked the new tome page and indeed, there is a survivor challenge to safe a teammate with a blind. Dang, I am really awefully bad at this ... but for me Flashbangs work much, much better then flashlights, as they are fire and forget and either work or don't. Much less fidgety then a beamer for me.
But just in case someone here doesn't know: a Blastmine counts as a blind AND a stun, so if you got a "Stun or blind the killer x times" challenge, a successful Blastmine will count't as two successful pips.
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@adsads123123123123 said:
I would say about 90% of killers would quit if they added 5 sec DS back.
No, more like inverted, maybe 10% would take a timeout. Right now, when someone is using DS I feel like "oof, that person just wasted a perkslot". Being hit during a trial by DS could lose you the match, and back in the days I always had it in the back of my mind and sometimes even checked my watch to know when 1min was over, but the thing that made DS uncool to verse was the 100% lose/lose in the endgame
Most Killers would probably have been 100% ok with just shutting down the perk during endgame, the 3s nerf was rather surprising for everyone involved and I wouldn't mind if they reverted the perk back to 5s and inactivating it during endgame.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590548#Comment_3590548
No, it's not fine to kill perks. At least they need to be viable.
Like there is zero reason to use For the People if you don't have Buckle Up. This just shows For the People needs buff if we are gonna nerf this combo. But you are free to disagree, i am not gonna try to change your mind.
I feel bad everytime I see a killer running Ruin these days and just assume that they returned after a long hiatus and just had it in their loadouts from back then.
The loss of Ruin was a sad one, but ultimately inconsequential, because there are still other viable perks left.
People are always so quick to label something "useless", "utterly worthless" 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.
FTP was a niche perk before the obscene combo with Buckle Up, and Buckle Up was never played because it was a straight D tier perk with nearly zero impact, but there should be other ways to employ this perks instead of just existing in this unhealthy combo.
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.
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How about we give all killers a fake pickup animation as basekit. When you stand over a survivor, press the e or secondary effect button and bent down, but then stand up again. Why not give killers a bit of some ways to clever plays, instead of just being he big, dumb oaf who can only maneuver around the world like an elephant.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597622#Comment_3597622
I find it hard to believe most players don't play both roles.
This. I am a killer main, but I play 30-35% of my matches as survior, as I would bereft myself of half the gameplay experience otherwise. I still think that survivors are strongest and still the power role, but that obviously depends on your MMR and what opponents you get. My biggest credentials is the fact, that I have every single achievment and tome challenge in the game, be it survivor or killer (with the expection of couple of Good Guy achievments and the new tome page), so I have seen most of the stuff the game can throw at you on both sides.
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@Seraphor said:
Just make M2s lose stacks. It then becomes unreliable for M2 killers, but remains a decent elevator for M1 killers.
But that would be horrible. Most M2 attacks use much more finesse then just M1 a survivor in range and basically all have a big punishment attached, should the killer miss. A lot of the weaker killers in games CAN try to safe their STBFL stacks by doing an M2 attack, but thats still not an automatic success or anything and carries the chance of missing and letting the survivor escape. I think that skillfull play and right decisions should never be punished, just imagine if something like crouching against certain M2 attacks didn't work anymore, because "thats not how its supposed to work" (I am making this up as a hypothetical situation, of course), would the game be better as a result, because we eliminated a source of frustration from one side, by limiting counterplay and clever options from the other?
Weaker killers like Demo or Pig can get a big step up when they manage to preserve their STBFL stacks with their clunky M2, don't take this away :V
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@Emeal said:
If you break all 5 totems before endgame, this cant happen.
Doing bones is so 2020 *rolls eyes*. But for real, it would be nice if doing bones were a viable side objection again, but for that, totems would need to be actually worth playing. That achievment where you have to cleanse 100 hexes or bless 20 would take ages in the current meta. I got them done when you saw hexes at least semi regularly, but these days hexes they are so odd and rare.
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I am always a bit torn about the unhooking mechanic.
Killing oneselves on hook is a dumb thing and the easy coop out way when something doesn't go some entiteled survivors way, but on the other hand its the sort of hope-mechanic when all hope is technically lost, just like hatch. When the whole team gets curb stomped by a slugging Nurse, someone might actually unhook themselves ... but even then it might not be doing you any good. In most other cases its actually punishing the killer for no reason at all. Slugging all four survivors from the very start aside, I have had situations where I fought tooth and nail over the last couple gens, with everyone being injured with MFT and Resilience, and somehow I managed to down the three remaining survivors, but when I was on my way to hook the last one, the first one succeeded on their 4% roll, unhooked their mate and they managed to get all 3 out by pushing that gen that I couldn't defend anymore, reset and then do the hook thing with two survivors. It felt EXTREMELY unfair and, dare I say it, unfun and undeserved. We all played tooth and nails, and I won, yet it was all taken away due to a random 4% chance thats ALWAYS in the game. (And yeah, I know that one bad game is just that, but on this forums we talk a lot about fairness and player agency, and the 4% chance often leads to no-win situations for the killer).
As a sort of thought experiment, what if the killer had a 4% chance to instadown a survivor everytime the exit gates were powered and they didn't got a single kill? It would be a sort of hope mechanic for a basically hopeless situation on the killers side and it would feel equally undeserved and probably unfun to go down due to a random 4% chance for the survivors, when they actually had won the game. This isn't playing any endgame perks or NOED, btw, just the random 4% chance thats in the game at a base level.
I really second the idea that you can only try to unhook yourself if you got a perk like Deliverance or Slippery Meat and let all other survivors just "hang in there" for a minute. On a sidenote, the luck stat should be reworked, too. Like, its so unintiutive that it only pertains to unhooking yourself, when it should actually increase your chance to find a higher quality item in chests. This wouldn't make luck much butter, but at least give it some kind of utility basides the ultra specialized "4x salty lips and slippery meat plus Ace in the Hole" build that can eiterh do nothing or feel very oppressive to go against when it actually works. And if luck gave you a shot at getting a medkit when wounded or a toolbox when pushing the last gen, then it might be a good "all purpose map offering" that didn't rile every killer up and make them play unfun from the get go, because the game is instantly stacked heavily against them, just because of the map selection.
On a second side note, green wards should be much more frequently. Shove them into yellow and shower everyone with wards, so that burning a map offering doesn't become this easy MO for basically every SWF.
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Sometimes you see a survivor that falls for every mindgame, runs into the open and fast vaults when they should do it silently, then you know that it's a Newby; bonus points if they run default Dwight or Claudette outfits. These I usually let go, BUT in tight games even this players can lose you the game, because they just as easily do gens. Still, new players need not to experience the game at its worst. Whe you let them wriggle off, a clear sign that they are newbies is when they don't interact with you, but book it and never look back, like it was just some fluke that they wriggled out :D
If there is a 3man SWF with one obviously not part of their group, I might try to orchestrate that person getting out, but that's often easier said then done.
And I regularly let the last survivor go, even though 2/3 of the time the other survivors get angry at that and claim that I let the wrong survivor live. You can't please everyone :D
BTW, event item users are, I admit it, one of my prime targets, especially with Franklin's, as they often will do stupid plays to get their items back, and he game is tough enough these days with survivors running every loop perfectly, greeding like mad and splitting up on gens, so I take this opportunities where I can.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590874#Comment_3590874
So this is also a little bit more complicated than it sounds. In order for it to not teleport to a survivor who didn't step on it, only the center of the trap (the actual trap bit) sets off the trap - the springs won't trigger it just like an actual trap. Since this part of the trap is only about a third of the trap's total width, the amount the 'danger zone' grows is only a fraction of the entire trap. Something like a 10% increase would only make the 'danger zone' marginally bigger, you'd still need to place it carefully. They can also only be scaled up so much before they appear comically big and require a whole new set of animations. It's also not really a perfect solution since making the traps larger has the side effect of making them even easier to spot and even harder to hide in small patches of grass.
Here is a wild idea, that might run contrary to the whole "Trapper is the starting killer and HAS to be as simple as possible"-Spiel, on the other hand, this whole thread showcases how trapper is actually pretty complicated to play as a first killer.
drumroll
Give Trapper-kun a special interaction with Windows and palettes, ie highlight then white and give it a "trap object" marker. When done, this will trap a window or pallet or maybe even a narrow doorway and automatically traps a survivor that uses it, no questions asked, no visually comically big traps, and especially no 5-15s frustrating fidgeting with a trap, only to have the survivor still squeeze by and fatshame Trapper-kuns sorry buttocks.
It would increase his power slightly, bit also make playing him much, much more appealing, accessible and less frustrating, compelling more people to give DBDs posterboi a chance.
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@Ryuhi said:
Threadly reminder that the majority of the player base (on both sides) has no problems with SB or lithe.
This. Someone in the playerbase will always have a problem with something. Give it enough time and one bad play and someone will come here and say how "OP and busted and unfun to verse" Red Herring is; maybe a second one will even chime in and add fire to the fuel. But that's not "people already demanding for Red Herrings nerfs", that's just some random background noise in the forums.
Of course, nearly every killer main knows the feeling of approaching a gen and the survivor SBs away one millisecond before they are hit. Or survivors walking away from you while looking back. Or gen jockeys SB three tiles away as soon as they get a whiff of your terror radius.
These are all minor annoyance, you might shout at the screen one, but most likely just roll your eyes and think "tsk, these survivors" and go on, buts not the mind numbing, soul destroying, chipping away at your sanity thing that was old and new DH and MFT.
Some people will always laser focus on "the next thing to get nerfed" or move the goal post immediately, but that's not a movement or general sentiment.
There are a lot of perks that I encounter nearly every game and that I find someone "unfun" to verse, mostly WoO and Adrenalin, but they are both pretty okay. WoO is very popular, because it helps Newby players immensely by learning loops and not getting cornered in a dead zone and by giving veteran players the knowledge which palettes have been used and where the action is. What I find someone problematic about this perk is the kinda auto-pilot gameplay that it often vacillating, ie beeline to a palette, drop, beeline to next palette. Its boring .. but a necessary evil with such a training wheel perk.
Adrenalin is more problematic, because it directly ties into the gen rushing meta we got right now. People never waste time healing on the last gen, they just push through, often with Resilience, and just slam it like ita going out of style, and then let Adrenalin carry them through the endgame. It's very oppressive, especially with the way it's held back on a hooked survivors, but things should get better with the MFT nerf.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588946#Comment_3588946
"Killer good, survivor bad"
You killer mains always want easy matches, it's pathetic. Survivors may as well start on the hook at the beginning of a match and immediately die.
Wow, that's so edgy and outright original, the tactful and sparing use of over exaggeration threw a tactful spotlight on the problem and opens up so many venues of discussion.
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@Venusa said:
Because competitive people think if they don't get a 4k at 5gens they've lost miserably.
Well, gens fly so fast these days, that you don't have to be THAT competitive, but just not wanting to lose at the 5min mark with 3 hooks. If you have to gogogo from second 1 as killer, just not to insta lose, its sometimes hard to shift gears accordingly, when you meet a genuine potato team.
90% of the time it's not 5gens, it's 3 gens being simultaneously worked on, and that 5 gens could very easily be 2.3 gens remaining. It happens so often, and I don't have any real solution.
The close, nail-biting games of the past are mostly gone, rare and far between, and today's meta on both sides consists on getting a leg up asap, OR ELSE! It sucks, but what are you gonna do? Roll over and just lose or adapt?
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Justquickly chiming in here: as an avid achievement hunter and someone who got every last achievement and tome challenges in the game done, regardless of role, I remember that I struggled quite hard with Tools of the Trade,
ie "Achieve a merciless victory 5 times in a public match with only 3 universal perks equipped."
and back at that time got hard carried by Jolt. Nowadays with 2000h of killer experience below that belt I wouldn't mind trying it again with the new options, but back then it was really, really hard and somewhat (sorry) "unfun" and "frustrating experience ".
I remember vividly how Jolt carried many of the games back then, just because no other core killer perk gave you any sort of slowdown and nearly all of he free killer perks provide mediocre utility at best... but I guess they are really good to Hammer the basics of killer gameplay down, because they don't allow for any fancy builds or fallback techs, just good, old-fashioned chase&M1 gameplay. Deerstalker for finding a slug is the biggest concession the game might throw at you :D
On the other hand, the changes to 4K=merciless rating trivialise this achievement a lot and now you just gotta keep playing a couple of games till you stomp 5 times.
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As a survivor I also love me a locker build (Head On, Quick n Quiet), paired off with Blastmine and a flexible forth perk, often Deja Vu or Lightfooded.
As killers, I play all kinda perks, but one I really enjoy is Spies in the Shadows, and ironically it has taken quiete a hit dud go people playing Calm Spirits in order to counter UW. I really love how Spies gives me value every game and normally the survivors will never figure out why I sometimes got eyes in the back of my head.
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After waiting for 90s at the exit gates, survivors should be put into the dying state and unable to leave for 30s. They take forever to leave, otherwise.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586276#Comment_3586276
I think I could get behind a comeback mechanic, but not in a way that the game will randomly cuck me in chase because I’m looping efficiently.
It would be a massive turnoff to go down because the game decided to block a pallet or a vault to hand the killer a down to “catch up”. It would drive a lot of people away (prediction of course).
I mean, realistically whats the harm being done IF the Entity cucks you in a chase, when the killer has a single hook on two different survivors, when the 4th gen pops and its only one to go? Thats exactly when such a mechanic would be needed and you/your team were obviously doing pretty well up to this point and expecting an easy 4E, knowing that no one was in real danger.
Or when the killer gets the totally drop on unprepared survivors who are scared shitless and refuse to touch gens afterwards and he gets like 4 hooks before the first gen is done. Maybe then some pallets should respawn or even one gen auto repair 50%.
Its situations like this, where a comeback mechanic should kick in and hopefully make the game a bit more interesting instead of just a wash for the winner.
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Its like talking with wall ...
1) When Xeno released his tail strike miss was bugged, ie not there at all. When they rectified the issue, they also nerfed the whole thing ON TOP of implementing the cooldown correctly, so we never saw the unbugged version and went straight from "bugged with no cooldown" to "cooldown, but with nerfed numbers", which felt like a double slap in the face.
2) The whole design philosophy of this killer. When a power is in great parts in control of the players anc can be completely taken away from the killer, it NEEDS to be above the curve. Xeno had this for a very short time in its life cycle: the power was stronger then others and allowed them to hunt down survivors with cold efficiency, but they risked to have it taken away and being turned into an M1 killer.
It was never officially announced, but when they nerfed the tail cooldown, something broke in the Xenos DNA (code) and the tail became extremely unreliable, to the point of being useless. You could hit it directly at survivors and see the tail penetrate through their chest, only for it to not register and locking you in a long cooldown animation. This felt extremely unrewarding.
Now things have cooled off a bit, but the problem still stands: Xenos power can be taken completely away, but the power isn't above the curve anymore and feels like any other ranged power, ie clunky to use, prone to misses and utterly unusable at trash heap loops.
Bonus point: how quickly the Xenomorph was nerfed. Yes, this happened to some survivor stuff in the past, but people usually have to go back to things like MoM's release or the Buckle Up fiasco, in order to find quick nerfs to survivor perks that were really busted, while MFT stood untouched for ages. This left a bitter taste in the mouth of many killers who would have loved to sneak around as the Xeno-kitten, but felt like it just didn't cut it anymore. Also, take into account that we got two very, very lukewarm original killers with The Knight and The Skullmerchant before this, and then got promised the next strong killer in ages with The Singularity, to finally break the curse, only to have him severely neutered from PTB to live in way that can only be described as ... unfun. In this environment one of the biggest licenses ever drops in the form of the Xeno, and after feeling awesome and extremely cool, it got nerfed and broken and spit out as a shadow of its former self and that is just sad.
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@BenSanderson55 said:
I like how no one asks whats preventing baby survivor from looping multiple gens? LMAO Certainly you all seem very sure of yourselves you'd address this too or is it just the same old forum still overrun by killer mains?
Maybe your massive miss-representation of the actual situation in most peoples games, while grossly overhyping killers abilities and capabilities all hint at this being a big, phat YOU-problem, with a capital "git gud".
But thats no problem, we all experienced that sinking feeling at one point in our career. Just ask around and you will get a lot of tips and tactics and we will make a t-bagging, gg-eeeez-ing and flashlight clicking looping-king out of you in no time, who constantly complaints on the forums that the game became dead-beat easy and most killers gave up after you looped them for three gens.
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The game having no comeback mechanic. I get that some peeps hate the idea of the other side "getting rewarded for losing ", but right now very, very few games are balanced and always on the edge. Most of the time one side gets an early leg off and then its win more and stomp.
Of the game could somehow determine which side was doing better and somehow compensate, like blocking gens, eating pallets, closing vaults in chase or responding pallets, hide one's aura from the killer or spawn a medkit behind the wall one was hiding behind, it would keep a lot of games in the gold locks zone.
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I honestly think that this change to how killer items are handled was one of the WORST general changes BHVR ever did. In the past you had to be strategic about dealing with killer items, maybe put down your flashlight or medkit in a safe/accessable place, before picking up Pinheads cube, Weskers spray or Nemesis vaccine, but after this change you could just pick them up on the fly and not worry about anything else, no need to come back for your item later or exhibit any managing skills.
The ONLY tradeoff was, that you can't access your items without using the killers item first. What a bummer, compared to before, when you had to manually retrieve your items from wherever you put them down.
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@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583339#Comment_3583339
Trust me, the goal posts ALWAYS move to the next thing, no matter how many complaints are met with nerfs/buffs.
All the Killers played it up super hard that DH getting nerfed wouldn't result in other Exhaustion perks getting targeted, saying crap like "I'd rather face 4 Sprint Bursts" LOL that lasted like 3 days at most.
Exhibit A
@Akumakaji said:
...
Just kidding ^^ I am beyond happy that DH is gone and I am facing many different exhaustion perks now.
Occasionally Sprint Burst gets the better of me, but that's ok, because I happily face 4 sprint bursts then living in constant fear that my next hit will get invalidated by DH or the survivor just DHs for distance.
But for real, what is everyones experience with Sprint Burst so far? Did he doom sayers claiming "all killer mains who asked for DH nerfes will curse the new Sprint Burst meta because its actually much stronger" actually rung true? Or can you deal with Sprint Burst and other exhaustion perks just fine?
Happy gaming, everyone.
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They are fine. Even in the small timeframe between nerfing DH and the appearance of MFT, when everyone was running SB or Lithe, it wasn't the "OME SPRINTBURST APOCALYPSE! YOU KILLER MAINS WILL WISH YOU NEVER ASKED FOR THE DH NERFS BECAUSE SB IS SOOO MUCH STRONGER!!!1111" that so many players warned about. Sure, sometimes it was a bit grueling to have everyone SB away as you approached a gen, but that was no comparison to regularly have your price taken away 45s into a chase, literally 4 frames before the down.
So okay, SB-Apocalpyse, you got another chance. Show me what you got.
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Yeah, it feels like a cruel joke, right? Oh poor Xeno-kitten, you were never allowed to truly shine. RIP.
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I think one very simple nerf to reign in the power of SWFs a little bit, and disabling the most obnoxious ways how they play, while leaving soloQ untouched by the nerf hammer would be this:
- in premade lobbies each perk or add-on can only be used once
- soloQs joining a lobby are completely exempt from this ruling.
What would this lead to? For pure soloQ nothing changes at all. Most lobbies, like the ones I play with my SWF friends, will only be very slightly hit. Most of us play unique builds and while there is sometimes an overlap, if the game forced to remove this, it would be no biggy. But the so called "toxic bully squads" with 4x MFT, 4x Resilience, 4x WoO and 4x HeadOn with 3 oak offerings and one for Dead Dogs Saloon in order to abuse the lockers, this would have to look for other ways to play the game.
Maybe we could even exempt certain perks from this ruling by giving them a new tag, something like "foggy perks" or "bright perks" or something. There is little harm with everyone playing Kindred, for example, but "4x MFT, 4x Resilience, 4x WoO" can be hell on basically any map. Restricting this letter perks to one per SWF, instead of one per player, would help a lot to make SWFs a lot more manageble and make playing against them feel less like a chore.
And people could still play happily together without it affecting too much of their gameplay experience. I really think that this would be the perfect solution.
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@HugTechLover said:
Yep, dropping MMR to get out of sweat land.
Grade reset is in a couple of days, and it can be really, really unfun to raise grades in high MMR. Can't really blame this people, as all it takes to invalidate all your effort is three bad matches in a row. De-pipping is the biggest culprit that leads to sweaty games at the momen, even though its just 1million BP on the lane. Thats so wild to think about.
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@Crowman said:
This happens literally everytime there's a nerf coming. People will use the thing before it becomes weaker.
Play the hell out of PTB Trickster, before he becomes mediocre again in life :D :D :D
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581058#Comment_3581058
When did I say that dark theory is unmanagable? Quite the opposite. Dark theory actually supports my argument. A strong effect that can be brought 4 times needs to have heavy restrictions. In case of dark theory that is : boon, only in a range, only 2% and can be snuffed by the killer. That's managable.
"Bring other perks in line with MFT" that's the problematic perspective that many in this forum and many playing the game have. This perk has a very strong effect that was not counterable for killer and made the problem of map design way worse than it had to be. If this is the standart strength you want perks to be at, i don't think I would want to play this game. That's like saying:
I want all killers to he as strong as Blight
I want all tiles to be as strong as a dschungel gym.
Making everything ridiculously overtuned is not the way a game should be balanced.
DS + unbreakable hasn't gone anywhere. It's still there. Against weaker killers and with correct positioning, ds is still a strong perk. Also, I have to say, the mindset of :"I love to be in the killers face and do a bunch of stupid things because they can't do anything about it" is not the most healthy to preserve a wholesome playerbase.
Last but not least, making this game more interactive in general should NOT come down to the strength of perks but to map design, killer design and the overall progression system concerning gen speed and hook stages.
We got a second wave of Hex Perks that only spawn on the map once their condition is met, ie Plaything, FaceTheDarkness and now the new TwoCanPlay and I would argue that this Hex perks are much more fun to play, because they offer a sort of reliability that's totally missing from the traditional hexes.
Why am I writing this paragraph? Because I think boons could use a second wave of effects, too. Right now all boons are streamlined to having the same range and effect around the totem, no matter their effect.
I would love more personal boons. Something like
Boon: Dark Theory - the first time ou get wounded, a dull totem on the map gets blessed and you gain a mapwide +2% haste effect that persists as long as you are wounded. But for every second being chased by the killers, they get 1m aura reading on the totem. The perk gets deactivated permanently once this totem gets snuffed
Or another reactive one:
Boon: Charmed Life - the first time you are put into the dying state, one dull totem on the map gets blessed and you enter deep wound. This Boon now holds a part of your life force, if the killer snuffs it, your aura will be revealed for 9s and you become exposed for 1min.
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I am on the other end of the equation: I play on high settings, because I like the game to look pretty. I played on low for a while, but then got fed up by the too oldschool look, if you get my drift.
I play the game mostly to have fun and not to win by any means possible. Getting the advantage from low graphics and exfoiliated bushes is okay if you went to, but I actually enjoy the game more when it looks kinda pretty, even though I miss a couple of survivors.
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Ultimate Weapon is the best tracking perk right now, thats for sure, BUT in the end of the day it only gives you a singular moments picture of the situation and tells you were everyone is RIGHT NOW. Sorta like the all-knowing AI in Alien Isolation. If you never played it, in Alien Isolation the Alien itself has a normal ai, it hears stuff in its vicinity and reacts to it and otherwise does things according to its script. But it also has an director AI that periodically gives it an instinctive hunch. That AI always knows were you are and after 2min of evading the Alien like a pro might whisper in its ear "hey, why not check out the kitchen NOW". This gives the illusion that the Alien is actively hunting you and always is on your heels, never being truly thrown off your trail.
And in a way Ultimate Weapon does exactly this: it tells the killer where the survivors are right now and where to look, but by the time they arrive there, the survivors got the opportunity to hide or leave the area. And even when you find the survivors, you as the killer still need to manually chase them and put them down. Its a cool little hunting tool that allows you to quickly get into chases while keeping the fruitless looking behind walls and bushes at a minimum, which is kinda crucial at the current meta. I totally understand that it can feel "oppressive" at times, but you always get the scream as a notification that its best to move rooms.
I actually did never understand why the perk gave everyone blindness, though. Maybe it was meant to emulate the sort of headless panic when you are running from the Xenomorph and get this kinda tunnel vision, losing track of your surrounding? I don't know.. I value this perk for is tracking purposes and how fast I can start a new chase and I don't mind the blindness part, but I think that people overplay how strong it is. I think that I got way more undeserved downs with NowhereToHide and its exact aura reading then with UW showing me in which direction of the map I show look for a survivor, but maybe its cooldown could be tweaked with and the blindness part ditched.
That aside, WoO was mostly overplayed because it was paired off with MFT. I really hated this playstyle, as it was mindnumbingly exhausting, running like a madman behind a survivor on autopilot who would beeline for a pallet, drop it, beeline to the next, rinse repeat. On its WoO is a-ok and I would totally leave it alone, even though it has a 45% pickrate in my games as a killer.
Regarding Calm Spirit, I am kinda indecisive. During the time when DH reigned supreme, some killers, in their desperation, dedicated entrie 4 perk BUILDS to just countering this one perk and people on the forums where endlessly mocking with "bruh, its just a perk. Everyone can play anyway they want. If you hate it so much, just play Blood Echos and Mindbreaker. Duh." In itself I don't think that equipping a perk as a counter pick to a perk you don't like is bad. This is actually how a living meta evolves and forms over time: side a uses a strong option; side b regularly equips the counter option to side a's favorite tool; side a's favorite tool gets constantly outplayed by 40% playing the counter option, so it gets picked less and less, resulting in less counter options picked and eventually both perks fall out of the heavy rotation and the new Chucky perks become all the new rage.
My personal opinion on similar problems is this: yes, its fun to always play the 4-6 strongest meta perks and feel very comfortable, while often forgetting that you are kinda crutching on this meta perks, but if you constantly think "maaaan, I wish perk X was basekit, because I constantly face opportunities where it would have been so useful", well, then why not just equip this perk X instead of one of the meta ones? In DBD you can do very well by playing only half meta or, shocking, totally off-meta. Of course the meta is the strongest, but being a slave to it is its very own problem that many players just fail to recognise as such.
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@UndeddJester said:
There are so many different buffs I'd like for Amanda... I'd be happy to take any of them...
- Terrror Radius 28m
- Crouch speed basekit increase
- Ambush charge rate increase
- Ambush vaults pallets
- Ambush break pallets (how I dunno, but I'd like it)
I'd even be happy to give up to losing jigsaw box progress when survivors are interrupted for 2 of these... 😓
Best would be "Amandas Letter" basekit. For real, just imagine how she would play if she could aura read on demand, while still having all her restrictions.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577170#Comment_3577170
What should they be? Right now, they are only alerts when Xeno gets closer. With the popular Xeno add-ons, flamethrowers are 100% useless. Not get 100% free get out of power, not even 20% get out of power.
Still stand by your statement?
edit: I agree he doesn't need a nerf. Just stating!
People have pretty wild definitions of technical terms like "100%" and "100% useless".
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@Astel said:
WoO is very strong perk, but doesn't deserve nerf at all. It is like killers' STBFL and Sloppy Butcher.
This is a pretty good analogy. I hate it when survivors run on with this perk, you can certainly feel that, and just bee-line from pallet to pallet and it feels really boring, BUT that doesn't warrant a nerf.
It helps soloQ a lot to know which resources are still up, while serving be same function with SWFs, interesting enough.
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@Ariel_Starshine said:
They slug because for some reason it's allowed and they most likely are not that great of players and/or suffer from some mental health issue and get a high from it.
And yes, as a lisenced psychiatrist I firmly believe this.
It can be an ego issue among other things, but I won't get into it on here too much.
I've had killers that I kited for the whole match slug me and stand over me because wah they got out played. Big deal. I lose sometimes too, who cares.
Dead by Daylight is an asymmetrical multiplayer horror game in which four resourceful survivors face off against one ruthless killer. Developed and published by Behaviour Interactive. This subreddit is not owned, operated, or moderated by Behaviour Interactive.Thoughts? What changed in 6ys? Apparently not mich.
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DH sucked the joy out of the game for years; MFT sucked the joy out of the game for 6 month, there was not enough time to do the same kind of damage, though the emotional scars feel kinda similar. But yeah, I feel quite elated and the game will fill much fairer and less of a torturous ring around the rosy around every. single. junkpile.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574588#Comment_3574588
"Anything greater than a 2K" in this instance means a 3k or 4k, not a 2k + 1 hook.
A 3K means you've won because you've prevented the survivors from opening the exits via their main objective.
A 2K is a loss/draw, because 2 survivors can only escape if they fully complete their objective.
A 3K is perfectly sufficient for a win. The final survivor gets a coin flip escape which doesn't count for MMR, while you gain positive MMR regardless.
Unless you're trying for adept or a challenge, you don't need the 4K. Conversely, there's nothing wrong with trying for a 4K either, maybe you're trying to challenge yourself. Most likely though people try to win more when theyre already winning, for the dopamine.
Nowadays I don't slug anymore for the 4K, for I, as AvenFalls so eloquently put it, killed enough survivors to sleep well at night, even if one at 3K escapes my clutches and gets hatch.
But I also want to interact with the last survivor and get the feeling that I won. If the last survivors surrenders and gift me their items, they are free to go, but if they insist on running, we can happily run till the timer runs out and The Entity eats them.
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@EvilSerje said:
I'll try to be an advocate and try to explain possible frustration.
For some, Oni is very hard to control killer (me especially). I took me 11 games with 0K to do left one challenge (break door/pallet while in chase with rage). My MMR dropped so low that I got players that only crouching and never touch gens, so I had plenty of time to finally grind it.
This is really tedious and frustrating one, but (there is a "BUT") - half of survivor challenges are as hard and frustrating as this one, so it is somehow fair (not really, it would be fair if half of killer challenges would be like this, but anyway, you get the point)/
The best Oni challenge is in one of the older tomes, 5 or 6 I would guess? You need to down a survivor with a 20s charged Demon Dash :D Have fun with that one.
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Thats true, its the hatch and the 3K to 4K thing. I usually don't do it UNLESS the survivor really tried to tilt me all game or where very rude, but only running me for a good while isn't enough, don't worry. Unless I have a challenge to 4K or try to adept a new killer, I just hook the 3rd survivor and let the dice decide if I find the hatch or the other survivor.
But OP, your little story really makes for a very hard read and doesn't get your poin accross too easy. I thought that you would mean general slugging, which is a bit more complicated and varied, then slugging for the 4K, which is quite straight forward.
In general, slugging generates just as much pressure then hooking, sometimes even more so, because the unhooking animation is shorter then any kind of healing prior to 95% on the floor, but slugging comes with the bonus that the killer doesn't have to pick up, locate a hook, walk over there and finaly hook the survivor. Slugging can save up to 15-20s of the killers time and can't be taken away by a single application of a flashlight to the eyes.
Sometimes its done in spite, but most often is done for some tactical reasons.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574523#Comment_3574523
Oh, gotcha. Not to be rude or anything, but that was kind of my point? Windows isn't a problematic perk, and doesn't need to be nerfed, the perks it's often run alongside aren't an indicator that it's a problem in any way.
Oh sorry ^^ I just saw you a couple of times commenting on WoO and asking questions and I just added my own limited insight.
Yeah, even though 43% of all the survivors I verse use WoO, the perk in itself isn't much of a problem, though you kinda feel it when a survivor auto-pilots and just takes you from pallet to pallet. But thats okay, I was never in camp "nerf WoO" ... though I am one of the leaders in camp "nuke MFT and I am willing to sacrifice anything they demand of my side for it".
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574504#Comment_3574504
Perhaps I'm missing something in what you're trying to convey to me, but it looks a lot like your entire response to me is about MFT and not about Windows in any way at all beyond the first sentence.
Yes, because Windows is specifically used to be run together with MFT. A nerf to MFT will most likely also lead to a big drop in the use of WoO, because MFT users love to run on autopilot, apparently.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573790#Comment_3573790
I'm still not sure what the conclusion is supposed to be here?
WoO doesn't enable those perks or make them meta-tier, most of them either were before it joined them or would be without it, so that can't be the reason the perk is problematic.
WoO isn't even close to on par with those perks in terms of raw strength, so that can't be the thing we're discussing.
The synergy that it has with those perks is extant, sure, but it doesn't outstrip the fact that the perk doesn't really do much so it's not like it's a 'more than the sum of its parts' combo with any perk on that list...
It just seems like you're trying to claim Windows is a problematic perk, but I can't tell what your reasoning is meant to be. Everything relevant seems like it doesn't apply to this particular perk.
(Also, Kindred is not a newbie perk, it's a solo queue perk. No matter how skilled or knowledgeable you are, you will benefit a lot from Kindred in solo queue. Separate nitpick but I wanted to mention it.)
Its actually pretty easy: WoO shows a MFT user where to run in order to waste the most time and be the most efficient. And THATS the reason a lot of killer players are so fed up with it: they are forced to chase after survivors that are on auto pilot with often no means of catching them, because MFT throws the carefully crafted balance of the last years, that apparently took the killer and survivor movement speed difference into account, out of the window.
Its not that MFT is the first good survivor perk in years and now is in danger of getting nerfed because of this fact alone, its in danger of getting nerfed, because it touched of the corner stones of the game, the inherent speed difference and how survivors and killers play around these (vaulting windows also plays into this) and breaks it in two. Some things shouldn't be touched and survivor speed is one of this.
It feels very strange that BHVR was so very careful with Dark Theory's 2% Haste and then suddenly ran with it and slapped 3% with no timer, no cooldown, no limited condition on it. Part of me understands and feels the pain of "we get one good perk and then it gets complained non stop and nerfed into oblivion", but you must take the context of this "goodness" into account. Just as food for thought: if the one good survivor perk was a single use resurrection of a dead survivor, this would be obviously too powerful and this couldn't possible stay in the game, nonwithstanding that it was "the first good survivor perk in years".
MFT is so extremely frustrating to play against, because the whole games design wasn't Made For This and way too many survivors get away with things that they shouldn't, just thanks to this 3%. Its no "ohhhh, they took THIS perk that only works in this and that situation and then worked for that situation to happen, thus outplaying me" or even a "ohhhh, they took this niche perk thats basically useless in 3 out of 4 games and now it worked like a charm", but its a perk thats so good, that 1/3 of the whole survivor population runs it non-stop and in the higher-tier games its not uncommon to see it 3 or even 4 times in the same game.
Just for fun, here are my own stats around MFT from my personal Nightlife account:
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This was a lot of fun to watch! Thanks.
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Leathal is one of my most played perks, because I love to get into the thick of it asap and I would trade it in the blink of an eye for MFT getting nuked from the face of the game. You can throw in UW into the mix, nuke all three and I couldn't be more happy.
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Yoichi and Elodie are really fun and over the top.
And I didn't notice it at first, but dayum, my main Jill sounds rather different, like ... well, you probably know the jokes, and its kinda true, she really seems kinda into it :D
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Nuuuu! I just made this up and pulled your leg. Well, at lest sorta. This are my educated guesses. Let's monitor the situation and watch if I was right :>
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Awww. Yeah, in the spur of the moment we sometimes forget that we are all players and just see the others role or function, but it's nice that we still can sometimes connect.
When I started out, I had a very rough game on one of the swamp maps and got zero hooks. Eventually I got a single hook, while the last gen was slammed out. And in this instance I just lost my killer Instinct. I could fight tooth and nail for this one single kill, but would probably lose it due to swarming the hook and just nodded to everyone, stepped aside and let them unhook that Feng, while I opened the gates.
The swarm of survivors parted and Jeff, with his long, flowing hair and long coat, stepped up to me, nodded and sat down under a hook, sacrificing himself for me. I was in tears at this gesture.
Another time I had a tough, but manageable game at the groaning storehouse, but here was this extremely good, pink Bunny-Feng that foiled my plans and escaped me time and time again. When turning a corner in a jungle gym, I saw here standing there, lunged, realised that she was communing with a Glyph and looked away in the very last second.
Feng looked at me and we kinda stared at each other for like 10s, then I smacked her and the spell was broken a I chased and finally downed her. But during that trial we would not cross weapons again, but just nid and wave at each other. Eventually all her mates were on hook and we watched the last one struggle for a couple of seconds together, before looking for hatch, exchanging our last pleasantries and parting ways forever.
And then I got a Pig match this week. I had a couple really rough matches where I suffered a lot of abuse by the survivors. I found the whole bunch, obvious a SWF and surprised them, but they all expertly eluded me with perfect use of SB and this instantly kinda broke me and I was done for this match, not being ready to deal with such players for a full match. Somehow they understood and 20s later four survivors were surrounding my hiding spot where I had retracted to wallow in self pity and they all popped my snout. Afterwards we memed around and frolicked on the desolate auto haven, filling it with laughter and joy, 8 hooks and countless smashed pallets and cute Miss Piggy 🐷 gasps.
In the postgame chat they were like "rough couple of games?" and it was all so wholesome.
EDIT: and one last heartwarming story: I once played Basement Chest defender Insidious Bubba. The survivors did their gens, someone opened the gates and one cheeky Leon came down for some last minute looting. I shook my head, he insisted, touched my chest and went down and on the hook. His duo-SWF Jill mate tried to save him, I shook my head, she insisted and went on the hook, too.
One of the survivors just left, the last one (I think it was a Nancy) came down, pointed at the two, I shook my head, she pointed at my chest, I shook my head. She nodded and walked beside me and together we watched the two fools die. Afterwards I escorted her to the gates, she waved and we parted ways.
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@mizark3 said:
Where Iri Shard?
November 28th, maybe December 2nd, 42k Iri Shards. (NOT sharts! I might not be a native speaker, but I'll never make that humiliating mistake again).
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Ngl, Pyramid Head threads are always the most cultured, nitty-gritty, cold-hearted discussions about the ins and outs of tunnelling and killing survivors the most efficient way, with the gentleman caveat that we all know that we shouldn't do it and this discussion is just purely academic :D

