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Akumakaji

Akumakaji

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Akumakaji
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  • Take Clown, intoxicate them, ie just play normal, done. Easy as pie.

  • @Seraphor said:

    Saw X was fairly good, but I don't think anything else from Saw would work as a new killer. At most you could get Kramer as a Pig Legendary, but there's not enough there for a new killer and power.

    Kramers power: turn a jungle gym into a deathtrap room. Players have to solve semi random under a timer or end up on the hook.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573198#Comment_3573198

    fair enough! Survivors just camp portals the whole event so i can see why killers don't like the idea of incorporating them permanently. I really feel like they got something here tho. Just have to add some restrictions for survivors and way better benefits for killers.

    The portals heavily stress the time difference between the two sides. The killer just has no time to waste to go into the void and hang out, and even when they know 100% that a survivor is there, due to the tight nature of all the actions, 9/10 its a loss for the killer.

    At the very least, survivors portal interactions should be +0,5s, better maybe even +1.0s, the timing is so tight that if the survivor brakes sight for even the smallest amount, they can weave in and out of the void without restraint or punishment and the killer has no chance to ever catch them. This problem is just exasperated by the endurance given by the Haunts.

    In the same vein, Haunts should be freed by the killer by a single swipe of their weapons and not a lengthy animation, like the survivors

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573161#Comment_3573161

    My 2 year old Pyramid Head guide still being mentioned brings me great joy.

    Now if only I could get an adhd diagnosis to get some meds from the nhs I may be able to finish the 2022 2023 2024 Edition

    You still ARE the authority on everything Pyramid Head here, even though I feel pretty comfortable to chime in in a bind and offer my own morsels of knowledge.

    You can generate a lot of pressure my making survivors pay for unsafe hook saves that they didn't even knew were unsave. In essence, when unhooking time your shot so that you will hit the unhooker and the unhooked survivor the very moment they touch ground. This will injure the unhooker and send the rescued survivor straight into deep wound and probably into panic mode.

    As Karu mentioned, its not good practice to tunnel when you are learning the game or a new killer, as your opponents will quickly outpace your skill, but even forcing the unhooked survivor into deep wound and just focusing on their would-be saviour instantly changes the dynamic of the match: you already got them one hit closer to being downed and the other survivor has to mend.

    Back in the pre-BT-basekit days it was actually EXTREMELY punishing, as you could just down the unhooked survivor with a well placed shot. I had situations where the unhooker was injured themselves and that botched attempt of a save ended with them both lying on the floor. I felt so bad for them every time that happened and usually just left the unhooked survivor slugged while hooking their would-be savior, but todays fast-paced, gen-smashing, stay-injured survivor-meta sadly turned me into a lean and mean tunnel-machine. I would wish it to be differently, but it is what it is.

    BTW, caged survivors have no BT protection, so you can still pull off this stunt if you can somehow get to them before they friends rescue them, but it IS very dirty. Even in todays meta I feel dirty doing it and there is no beating around the bush that you are ruining that survivors fun with this tactic ... BUT sometimes they were just cheeky all game and flashlight clicked you from safe angles, just to anoy you, so sometimes its the right call to teach a lesson and make a point. Just don't go full bananas and outpace your own skill.

  • @KaTo1337 said:

    Please: Do NOT spoiler the movie, he arrives in Germany at November 30th, so I dont know what will happen. The reason for this delay is the absence of the Voice Actor for John Cramer, so they decided to delay the movie to give us the original german voice for him.

    A new post on twitter for DBD has risen from the fog:

    https://twitter.com/DeadbyDaylight/status/1718991296508068119

    All I need is HELLO ZEPP and then, there is only one thing for me to do:

    "Hey BHVR, heres my money!"

    But for real, I never understood why Hello Zepp wasn't the Pigs terror radius or at least patched in later. This is THE missed opportunity in DBD. It would make play Pig absolute GOAT!

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573004#Comment_3573004

    Oh no!!! I didn’t mean to actually post that… I’m exposed for what I really am. Dx

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573005#Comment_3573005

    It will buff all killers lol. Nobody should have to use shadowborn to be comfortable playing a role or killer.

    edit - and I use the term “buff” VERY lightly.

    I remember how I had this conversation with a person who got motion sick without this perk and I actually argued against it, saying that such buffs to the whole roster didn't sit well with me. But I then agreed to play an evening with the perk equipped and I basically felt no advantage. It felt "nicer" to play and sometimes gave me fun "speed vibes", because the edges of the screen were passing by faster, but I could count the occasions, where I actually saw a survivor at the edge of my vision, on one hand, maybe even half.

    At the end of that evening I had to agree that Shadowborn basically offered no tangible advantage and just made playing killer feel a bit nicer and smoother to me, but if it helped the motion sick people out there to actually enjoy the game without handycapping themselves, I am now 100% behind this.

  • https://www.twitch.tv/akumakaji/clip/SuccessfulBrainyVelociraptorMcaT-6zwKBIIxBPjpKOM5

    Shameless plug for my own (very, very smol) twitch channel. I play a lot of Pyramid Head, so maybe check out some of my game play ^_-

  • image.png

    Is this a photo bomb, or is this art?

  • Oof. Just imagining this send me killer instinct into complete topor. You have my cheers that you like the event, but really, this event is so disgustingly unfair for the killers, I couldn't stomach it if it became a permanent fixture.

  • @GoodBoyKaru said:

    So a few attentive people may recognise this from a comment I made yesterday (technically it was 24 minutes into today but let's not talk semantics). A couple of people suggested I make it a real post because "That's an excellent guide, very well put together." So, here I am. I've added a few more things so it's still worth a read.

    This will cover what is, in my opinion, his best build and why, as well as a few tips on playing him & a few videos.

    So hey, it's me- GoodBoyKaru, your friendly neighbourhood Pyramid Head main- here to give some swift Tips and Tricks(tm) to help make you a better Pyramid Head player!

    For the record, this was made during DBD Patch 4.7.2

    Build

    PERKS

    My personal favourite and imho strongest build is this:

    • Corrupt Intervention

    https://us.v-cdn.net/6030815/uploads/5A01IV8RME2M/image.png

    Crucial early-game slowdown on a killer without mobility, allows him to stall the game massively because survivors know that if they get found they're doomed.

    • Pop Goes The Weasel

    https://us.v-cdn.net/6030815/uploads/FHA7ZFNAKVZY/image.png

    It's the second best gen regression perk in the game, Ruin is too volatile to be anywhere near reliable on him because, again, no movement speed, he needs gen perks because he cannot move around the map quick enough, 11/10. "But you don't hook pe-" WRONG. You should be getting plenty of value out of PGTW and if you're overcaging then you're taking your map pressure and throwing it out the window.

    • Barbeque and Chili

    https://us.v-cdn.net/6030815/uploads/SC8THLXSY3RP/image.png

    Now, you could obviously put other perks here like Infectious Fright (amazing snowball), Tinkerer (Undetectable is nice and it helps tell you where to go but again no movement speed) or Discordance (amazing info, can sometimes do nothing about it). However I say BBQ because I like the perk and also because bloodpoints.

    • I'm All Ears

    https://us.v-cdn.net/6030815/uploads/V90CSL0I44NO/image.png

    Hands down the best perk in the game for Pyramid Head, that's six seconds of wallhacks. I cannot stress how valuable this is with his power- that is a guaranteed free hit in 9/10 situations. To show what I mean, I've linked a timestamped video below of where IAE comes in so clutch- continues to 5:16 in the video.

    https://www.youtube.com/watch?v=XJs4rvkppqs&t=296s

    (you can watch the whole thing if you really want I'm proud of the game).

    An honourable mention here goes to Ruin/Undying over Pop/Corrupt. As I've mentioned before, Tinkerer isn't a great perk on him due to his lack of speed, but the same goes for Ruin/Undying. You don't have the map mobility to defend your totems, especially if they spawn further away, and you'll probably end up losing two perks before 2 gens go. Corrupt/Pop is just more consistent in my experience.

    ADD-ONS

    So, his add-ons aren't great. The best ones, by far, are range add-ons which, when combined, extend his POTD by up to 2.5m (10.5m total). These are Burning Man Painting (Rare), Wax Doll (Uncommon), and Black Strap (Common), which ass +1.5m, +1m, and +0.5m respectively.

    tips

    Okay so rule number one is to not break pallets. Sounds weird but, just trust me.

    His power is incredibly strong in a chase- so much so that if a survivor commits to an animation they die. If you don't break pallets (with some exceptions like God pallets) you can do amazing things. Because who doesn't want more opportunities to win a chase, like, instantly? It turns incredibly safe pallets into death sentences

    To show what I mean, here's another timestamped clip. Ends at 10:58

    https://www.youtube.com/watch?v=gu3X5o9GpjY&t=646s

    Learn the range of the power. 8m is specific and sometimes you think you can hit things and you can't. You need to be very careful, especially when playing with range add-ons for so long, because it can and will screw with your perception.

    Adapt to the survivors you're facing. A lot of players will fake taking an animation, go to the side slightly to bait your POTD or your cancel, and then commit to the animation. If you turn to the side and release, you'll catch a lot of these survivors out and get a hit. It's really satisfying to do. Alternatively some survivors will commit to the animations regardless, in which case you'll know to aim in the centre. Other survivors will just hold W and pre-drop pallets, in which case you know to leave them because you'll really struggle catching up, or do not use your power.

    I cannot stress that enough. If a survivor is pre-dropping W key gaming, do not use your power. M1 killer them.

    Don't overcage and don't stress about torment. If a survivor loops you, they'll get tormented. That's just kinda how it works- you stick your knife in, follow them around a loop, and release your POTD after tracking their movements.

    To see what I mean we return to the first video, again timestamped. Clip ends at 1:36.

    https://www.youtube.com/watch?v=XJs4rvkppqs&t=83s

    See how I hug the car, turn the camera and use the power to hit him out of animation lock? Had he kept running, easy torment too.

    In my opinion, only cage someone in one of four scenarios:

    • You're afraid of a DS (just please don't tunnel I'm begging you)
    • You're afraid of an Unbreakable (much more likely)
    • You can immidiately get into another chase
    • It would place you into a Pressure Point Of No Return (name pending).

    What I mean by that last point is that there comes a time in a DBD game where the killer will hit a Pressure Point Of No Return, where the survivors physically cannot come back from the amount of pressure and momentum you're building. The best example of this as Pyramid Head is where you split the map through cages. You have two downed survivors. Cage one, hook the other. Nobody is on a generator, you have a BBQ proc to interrupt the person saving the cage or the hook, and now the last person must save both people. On especially large maps, like Mother's Dwelling, or multi-storied ones, like Midwich, this can force people into second stage and you've won the game at 5 gens. It's more common than you'd think.

    If you cage at other times you're probably wasting pressure you could've gotten from a hook.

    Learn where you can and can't lay trails. In front of totems and lockers? Amazing. In front of a gen? Not at all, it becomes a Restricted Trail Element and disappears after a few seconds. The DBD Wiki has a section on this which I'll just paste below.

    https://us.v-cdn.net/6030815/uploads/2808XTGCLSHV/image.png

    I'd highly, highly suggest reading the wiki page on his power as it's really useful in understanding the fundamentals and giving actual values to words. Here it is:

    https://deadbydaylight.fandom.com/wiki/Pyramid_Head

    Finally, learn where you can and can't use POTD. It sounds like a simple thing but learning where you can and can't use it, however there's a lot to it. For example, learning how vertical changes affect it. Did you know if you release his power on a slope going up it'll fail, same with releasing it on a slope going down. However, if you're barely off of the slope it'll travel down it, but only if it isn't too steep.

    It's nuts but knowing where you can and can't actually have an ability is, funnily enough, pretty important.

    A few more quick-fire tips:

    • Don't just go for animation lock shots. People expect these and adapt. Be unpredictable to catch them off guard and get easy hits. Like this:

    https://www.youtube.com/watch?v=0U1k10I-zG4&feature=emb_logo

    Bet they didn't expect that one :p

    Needless to say that was where I hit a Pressure Point Of No Return and poor Jakey couldn't pick up the scraps.

    • Don't spam his power. You waste too much time. Be precise, predict, and adapt to your opponents.
    • Don't spam his trails. You move at 110% and you already lack a movement ability, you waste too much time.
    • Tunneling isn't the best strategy. I know it seems like it because cages but again, you do not have a movement ability. Survivors can and will facefuck generators and ruin your day substantially.
    • Dead Dawg Saloon and Hawkins are both maps you never press M2 on ever. Play like a default M1 killer because the map design prevents you from using your power. They're pretty much auto-loss maps, ngl, unless the survivors really badly mess up.
    • Play survivor. Learn where survivors move and how they path, shoot POTD to hit them. That's what I did in that last clip.

    And, yeah, that's about it. If people have any questions please let me know and I'll try to answer them as best I can, though I think this is comprehensive enough.

    Its a bit dated, but this is still one of the best guides to get you started with Pyramid Head.

    His best perk, by far, is I am all Ears. Combo this with Lethal Pursuer and you already got half a build. Lethal lets you get into the thick of it right from the get go, and I am all Ears is THE essential Pyramid Head perk that allows you to anticipate survivor movement through walls and LOS blockers. It won't always translate into hits, but it really helps you a lot to get a feel for survivors movement. Eventually you will learn how to anticipate panic moves in a straight line and get some sick skill shots at shack or through jungle gym walls, but till then, I am all Ears will get you covored.

    Basically all close range aura reading perks are golden, for a while I used Monitor&Abuse in combo with Nurses Calling and got fun pot shots at healing survivors who thought that I was still miles away. Awakened Awareness is also very good on Pyramid Head. Yeah, you need to down a survivor first, but then while hooking, you will very often see someone hiding nearby and get a free hit against a sitting duck.

    Same goes for Nowhere to Hide, but survivors are kinda expecting it at this point, so the value of AA is that you didn't kick a gen prior and the survivor might be at ease in their hiding spot.

    Add-ons wise there isn't much to say: the double range add-ons are his best ones, and frankly the only ones worth playing. Everything else is "nice to have, I guess", but rarely will dictate how you play. The +20s Trails sound okayish on paper, but in praxis will do nothing of worth 90% of the time. His iri-add-ons are some of the worth iris in the entire game and the increased killer instinct duration ones are barely noticable at the best at times. The two purple books are niche and fun to use every now and then, but too inconsistent in their effect. But Pyramid Heads base kit is so strong that he can do with just range add-ons.

    His own perks are rather meh for the most part. Forced Penance was fun in the past, but nowadays with MFT and the "stay injured"-meta, most survivors couldn't care less for 80s of unbroken. Trail of Torment can be fun to build around and can lead to a lot of unexpected jump scare hits, but even after its buff it can countered within 2 frames of a survivors attention, while you are hit with a 60s cool down, and that I find very frustrating. Lastly, Deathbound is one of the worst info perk in the game. Its effect would be fun if you could also see the aura of the survivors for some significant time and thuss hunt them down while they are oblivious, but as it stands, its very lackluster and niche.

    Pyramid Head is rather hard to master and in the beginning you will miss A LOT of skill shots and find his ability very frustrating, but once it clicks and you get a feel for it, you can be a real menance. Oh and one easy tactic: when a survivor is running straight at a pallet, just lower your sword, 99% of the time you won't get a hit, so don't shoot, but also 99% of the time that survivor won't drop that pallet for fear of getting hit while in animation lock. All animation locked actions are your friend, btw, so its sometimes advisable to not kick unsafe pallets, as they can turn into quite the death traps for the survivors.

  • Awesomesauce! Lets make some noice!!! BHVR, listen up!

  • @WaveyTrey said:

    I think bleedout shouldnt be 4 minutes. It should be as long as a hook stage. So 2 full minutes on a hook, and 2 full minutes on the floor.

    This would give survivors a sense of urgency in which they can’t leave their teammates somewhere. Killers cannot hold survivors hostage. 4 minutes is way too long.

    Buff Tenacity, and Unbreakable. So that the timer is slowed. For tenacity as long as you crawl the timer is slowed. Making it 4 minutes. Unbreakable the bleed timer stops as long as you’re recovering yourself.

    Killers get no additional BP for survivors dying that way.

    Just some food for thoughts: apparently 4min bleedout timer is way too long, and we don't need to talk about that it's an utter jerk move and nearly always uncalled for, but being honest, how often do you encounter it? Every second game? Every 5th? Every 15th?

    Buy you know how often at least one survivor will wait at the exit gates till the last 2s of be 2min timer ran out? Every. Single. Time. No exceptions.

    I would really love for BHVR to do something to discourage this. No matter if some want to make sure that everyone made it out alive, but at least 8 out of 10 times its done to spite he killer and to rub it in, get is no other reason to wait 60+s alone at the exit gates, but to somehow try to ridicule and humiliate a defeated opponent, and it sickens me.

    My fix? A general killer per called "Just Leave": staying in the exit gates area for 30s (maybe 45s) exposes the survivors, shows their aura to the killer and close the exitgates, till they walk back into the trial and move 40m away from the exit gate area.

    Even if subpar, I would equip this perk in a heartbeat on slot 1 of all my killers and never again take it off.

  • Spooky Loops did a fun killer challenge, recently.

    Go from Ash 4 to Iri 1 with the same general build and no add-ons. If any survivors escape (your choice if hatch counts), that killer dies and can't be used again that challenge.

    Once you reach Gold grades, no more slugging for tactical reasons is allowed, all downed survivors must be picked up and hooked immediately (hitting one when they bunch up or try to go for flashlight safes is allowed, though).

    Once you reach Iri grades, no perks are allowed at all.

    Good luck.

  • It's always a bummer when a new chapter shows up and you are eager to spend your 3 Million or whatever BP on the first character... and then you get bummed down by the P0 slog. Ugh.

    Please! I did this exact same thing like 50 times... gimme a break!

    EDIT: also, on a side note: BHVR, please give us like 5 slots in which we can load an addon and give it a certain priority, like "whenever possible buy this green add-on, then this iri, then this purple, but never buy these map offerings, when possible". Just five slots with arrows and numbers, so slightly personalis the auto Blood Web.

  • No, it's nothing tangible, but all things surrounding accounts and cross platform stuff is notoriously bug ridden. I am not insinuating that anything will go awry, but I am humorously trying to be as much not involved in this thing as possible. My BHVR account settings work right now, and I will never fiddle with them in any way, as to minimise potential drama and/or problems.

  • Oh boy ... this sounds like a volatile can of worms that I wouldn't wanna touch with a 20' pole. Godspeed, brother.

  • @mecca said:

    That's what happens when you balance around bad killer versing top experience SWF that are coordinated. The game is insanely too killer sided.

    Bruh, I invite you to watch my streams and see for yourself how "insanely killersided" my matches are. Sure, sometimes the game throws me a potate lobby, but every killer would have eaten them up. Most of the time, tough, its though and sweaty match after tough and sweaty match.

  • BTW, even though I am kinda hijacking your thread, here is a comparison between the two Twins outfits. I still think its kiiiinda lazy and would have at least vied for a different main color, like red or green, but in its own right its okay.

    Twins_Mariner.png

    Free stuff, is free stuff after all.

  • Yes! 100% THIS! And while you are at it, let us revisit the last 10 games, so if we get killed first, we don't have to watch up to 10min of unrelated gameplay, just to know if the killer was running Awakened Awareness or something like this. And sometimes I might have clicked "next game" out of reflex, when I suddenly remember that I wanted to check something specific, so please, its not much of extra data, just let us revisit the last couple of games.

    Also, maybe show total gen-time and healing times or chase times, would be interesting to have this data to compare.

  • Yeah ... with the change they did the Background Player, the saver can be litterally anywhere in the vicinity, not just around the corner. It made me consider taking Lightborn, maybe I will experiment with it for tonight. Getting downs and hooks in a timely manner already IS on a tight schedule and an uphill battle, getting flashlight saved just like this out of nowhere isn't exactly fair or fun for the killer.

  • This is the kind of dedication we need.

    The only thing that might skewer this numbers could be killers, who can't see Prestige numbers, but I think with the last patch they ended this test and now everyone is back to seeing prestiges, am I right?

    Awesome work, mate!

  • @rvzrvzrvz said:

    Not basekit no, just revert it to 5 seconds, even old 5 seconds version was useless against blight/spirit/nurse but that's something at least, it will help a bit with that awful tunneling meta

    What will help with the equally aweful "splitting up and slamming gens" meta, though? Any ideas or suggestions?

  • @Raconteurminator said:

    This change would stop tunnelling, primarily because no-one would want to play Killer. Essentially forcing 12-hook games without compensation for the other side wouldn't prove popular.

    This is what killed VHS, ie they made playing the monster an utter slog and miserable experience. Killer is already on the brink of being misserable; oh you can still win, but it always feels like an uphill battle against a merciless clock. I did a big post in the other thread about this with some suggestions, but basically the game has long outlasted its original mechanics and since then it has survivord on bandaid fix after bandaid fix.

    What this game really needs were a health update: skip the next chapter, suck it up, and device a big plan on how to make the game fun again for everyone, rolling back some of the more outrageous combos, giving hard caps to certain actions like repair speed or haste, maybe devising a new perk system, breaking stuff down and building it up anew. But just taking more and more options away or increasing the gen time wont fix the core issues, this will only make both sides resent each other more and growing more bitter in the process.

  • @Annso_x said:

    As much I despise tunneling, you can't blame killers for using the most effective strategy. We should however absolutely nag BHVR until they do something about it so other more "acceptable" playstyles become just as viable, which wouldn't have to come in the form of a punishment for tunneling.

    Just look two post above yours, where I wrote a big piece about the killers POV of this problem.

    In order to get this sorted out, you can't just take away more and more options from the killers, while ignoring the greater whole.

    If we want 12 hook games, we need to tackle several points at ONCE, and not slight changes one after another.

    Something like this:

    1) all survivors share the first 4 hook stages. No matter what, the killer needs to 4 hook stages before the survivors individual hook stages get tackled. So while tunneling a weak link could work, it would usually not be the way to success anymore.

    2) splitting up on gens needs some kind of basekit slowdown, at least for the first 3 gens. Maybe similarly, all gens share a healthpool at the start of the game, and once 1 gen worth of progress are removed, one of this gens pops and the other block for a while. Ganging up on the first 3 gens would be more beneficial then tackeling them slowly one after the other, giving the killer the opportunity to interrupt a gen getting done, but still allowing for slower single gen work. After the first three gens are done, the last gens can be done normally.

    3) give killer old BBQ 25%BP bonus for each survivor hooked, but only increase the counter so long as no survivor has died yet, ie all 4 are still in the game.

    4) give the killer a mini BBQ basekit, showing them the auras of yet unhooked survivors, so that they can increase their counter, not tunneling only one survivor out.


    This is by no means perfect, but its some sort of start or idea, how to work this problem out. Not by slapping patch after patch on and making the live for everyone involved misserable, but trying to see WHY this behaviour is so prevalent and HOW it can be fixed.

  • This is so disgusting and I hate it with a vengeance. This forces me to play as unfun as possible myself. The issue could be solved by admitting that the killer is on a much tighter timeframe and has no time to spare and how unfair the portal dodging has become at this point.

    Here are a couple of small fixes that will make the event at least a little bit more interesting, while still having it favor mostly the survivors:

    1) increase the teleport timer for survivors by 1.0s so that they can't abuse it in a chase.

    2) decrease the killers teleport timer so that they aren't as punished for entering the void.

    3) make survivors lose Endurance while interacting with a portal.

    4) have killers transfer all void energy to a Haunt with one single slap of their weapon, instantly freeing them.

    Right now survivors can easily weave inside and out of the void, looping all over the map, with little to no consequence. Due to their smaller hitbox they can just chose a portal, run up there and be out again, while the killer, even if hot in pursuit won't make it, when they even need 0,25s to determine the right portal. And even if you interrupt a Haunt liberating party, the survivors rarely suffer any consequences of you making the right call and sniffing them out in the void, with the endurance eating up the interruption at the void portal.

    I remember how survivors loathed the Masquerade event, when killers could instadown healthy survivors at blood lust 1, but at least survivors got the ability to block vault locations and conjure (weak) one-use stun pallets; that event was killer sided, but at least the survivor got something out of it. But this void event isn't balanced in the slightest. Its no issue of "duh, don't be a bore, just have some fun and play the event!", when the survivors abuse this mechanic to the uttmost and make the already tedious task of catching MFT/Resilience/WoO using auto-pilot survivors and utter painful and abyssmal experience.

  • @Pochoclo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571669#Comment_3571669

    I mean, it's a cool recolor imo. And at least it's something, there are some killers that don't get much love...and of course, Twins is one of them. At least it's something! and that outfit it's from like 6 rifts ago, from april of 2022 if Im not wrong, so it's good to see that at least they get something

    I guess thats one way to look at it. I am usually not complaining about free stuff, but in the case of the Twins it really feels like a slap in the face. But yeah, I will take it.

  • @jjhanzely said:

    I know that. I'm not expecting to be "impossible to kill."....but it is BS when you get removed from the match within 5 minutes, not able to do a single thing. The second I get off the hook, they're after me.....AGAIN. Survivors run MUCH slower than killers. Some killers will camp, and guard those that are hooked. That's not skill....that's being a sore, unskilled player. Survivor Perks are being nerfed into the ground, along will ALL survivor actions and speed.

    Now, I'm not saying survivors should have major advantages, but tunneling and camping need to be looked at. If I have fun with a match, and actually able to do something, I don't mind being killed....but tunneled out right when the match begins? That's BS.

    I would love to not having to tunnel ... but thats just the current meta that forces my hand. Survivors as a whole learned that the most efficient thing to do is to split up and hugging gens like their live depends on it (frankly it quite literally does. Duh.)

    So if I make one slight mistake during the first chase and it extends even a little bit too long, 3 gens will pop in unison. What am I going to do at that point, with one hook and only 2 gens to go? Chasing after someone else and allowing you with that 1 hook stage to jump on the next gen, slamming it just as efficient as everyone else? No, at that point the only chance to success is to tunnel you out and hope for the other survivors to peel away from the gens, trying to tank his for you. If they stay on gens, I will just get that first kill when the last gen pops.

    The game is on fastforward mode for quite some time, and the prevalence of MFT/Resilience rewards survivors massively for staying injured and not healing, but just slamming gens like there is no tomorrow. The sad reality of DBD is that both sides optimised the fun out of the game via splitting up and slamming gens on one hand and (proxi-)camping/tunneling on the other.

    Try playing killer for an evening and walk in their shoes. The first 10 games will be easy as pie, as the game matches you with mostly baby survivors, but once you enter the open waters of DBD proper, you head will spin from the sound of gens getting finished.

    People always claim "just pressure gens, good killers don't have to tunnel someone out. Duh.", but thats utter delusional. I also have had this kinda games were a survivor team desintegrated and I could pick them appart one after the other and go for 12 hooks, but this survivors aren't sticking to gens, they are hiding at one whiff of the terror radius, self-healing in a corner and all that. A team that has the "gens before friends" meta down will not be fazed in the slightest by the killer being around, they will jump back on the gen the very second the killers back is turned, just as mercilessly slamming that gen, as the killer might be forced to tunnel.

    And the strange thing is this: most killers know that tunneling is not cool and would love not to do it, but most survivor players can't see ANYTHING wrong with splitting up and slamming gens. When you bring up the topic its all "oh so you want survivors to purposefully play bad and not split up?" or "skillissues! Just apply pressure, or you are just a bad killer."

  • Good find. 99,999% its just an oversight and once made aware off, they will just swap out the propper textures in the next hotfix.

    What I find a bit more disconcerning is The Twins outfit: a couple of tomes back The Twins were one of the showcase killers and permiered this exact outfit.

    Not its back as a recolor and thats really sad; I mean, I don't mind free stuff, but The Twins are about the most neglected killer and the only attention they get is a recolor of the last free cosmetic they got. Thats just one notch over a re-color of their base cosmetic :D Oh what a time to be alive for a Twin player.

  • @[Deleted User] said:

    His skill cap comes with tracking the box, knowing which survivors are going for it, and controlling it. He's not easy to play well. You have the mechanical component with his chains and the macro stuff with his box. Definitely not weak.

    I will never forget how I watched a youtube vid about the box spawn logic, played an evening with Lethal Persuer, THEN took it off and right in my next game found the box in the Ormond shack and started the chain hunt some 15s into the trial.

    But unless you master such shennanigans, he can feel very lackluster, especially in this MFT driven meta that makes his chains basically useless.

  • Maybe they switched the players who could see prestige and those who couldn't and collect data on how much it inpacted the match making.

  • @AlphaYandere said:

    For me its Artist ^^ i love her base Design and her Skins are all so pretty. Also her ability is my favorite because you can cut the survivors from loops and cross map snipe like huntress in some situations.

    On Survivor side, it was Feng a long time but yet and when she was released is chreyl. Her basic design is also extremly good. (specialy the combination with prestige 2 and 3 + christmas hoodie) also with cheryl you have the ability to play so much "different" characters because a skin.

    I love the Artists last Deep Rift outfit so much. The blue tint on her weapon just looks SO good :)

    Oh yeah, Artist and Spirit are also in my rotation. I want to git gud with both of them and actually nailiing a double snipe hit from half the map away by layering the two crows a couple of seconds away: MUAK! Chefskiss!

  • I main Pyramidhead in the killers side, but also play a fair share of Clown, Singularity, Xeno (since the last update) or whoever I got a daily for.

    Wesker, Knight, Legion and Wraith are also regulars in my rotation.

    On the survivors side I main best girl Jill, but with survivors I will regularly also play someone else in order to change things up and I am a sucker for the bloody P6 outfits. I also got a couple survivor's preloaded with builds for daily sabo or gate opening builds, and I will switch to those if needed.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569186#Comment_3569186

    A bit late for me. Is there a way to turn VoD for your Streams on?

    I enabled the VoD of todays stream. I had some good matches, but sadly my internet connection was acting up at the start and there were some unwatchable scenes. After fiddling with the settings, goober me turned off the mic and I talked for two hours with myself :V

    Well, three time is the charme, right? I reached Iri1 while streaming and will now play a bit more varried killers, not just Pyramid Head (even though I love his kit).

  • How about this:

    Freddy can place dream snares all over the map and they got a handful of different expressions:

    • put on a gen the gen will spill blood everywhere or try to bite you mimik-style
    • put on a window or vault, it will shut down and catch you
    • on the ground, Freddy's hand will appear and try to swipe you,
    • on a pallet location, it will spawn bloody fake pallets as we know them
    • put on a chest, it will try to bite or eat you mimik-style

    When a survivor activates a dream snare like this, they are faced with a surprise hard skill check. If they pass, they will cry and yell, but noting further happens. If they miss the skill check, they are teleported into the smoll dreamworld/void arena (about double the size of the current void area). In order to leave they will have to interact with a clock minigame and do something to wake up.

    As a secondary action Freddy (like his old Gen teleport) can teleport to the dream world and try to hunt the survivor there down. The trade off is the small arena and knowing that the survivor is somewhere hiding there and needs to go for one of the clocks, but by doing so Freddy isn't pressuring the real worlds gens.

    After a while in the dreamworld, or upon hooking a survivor in the dreamworld, Freddy can teleport back to a gen below.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568904#Comment_3568904

    I really would have liked to watch this. But there is no VoD. Can you keep me updated when you stream the next time, please?

    I think I will try to stream tonight, again. Should be around 10pm european time

  • @pizzaduffyhp90 said:

    Simple anwser MMR/SBMM. Makes people play more sweaty on both sides. Before MMR there was way less tunneling and camping back in the day now it's everywhere.

    Yesterday I literally had a 300h player in my lobby getting replaced (drop out) by a 3000h player. It happened right before my eyes :D

    Nature at work is awesome and humbling.

  • @TeleportingTurkey said:

    You implemented anticamp system which fundamentally removes any potential for pseudo insidious facecamping with sitting in cameras near hook.

    why is that penalty still there?

    it just makes playing the killer unpleasant and makes it harder to switch targets & use your power in good faith.

    The system is there just to make the life for the 5 Singularity players out there a lil bit harder. Nothing personal, buddy.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568938#Comment_3568938

    Not to mention all the bugs introduced with each update on top of what you've already listed. How can anyone take the competitive scene of this game seriously is beyond me LOL...

    Thanks for keeping up with my shennanings, Venusa <3

    So, what do you say? Besides the couple of potatoes that the MMR system threw me, most of the games were like I described: the first chase decided everything, if I whiffed, the game was pretty much in the survivors lap then and there, if I got an early down, it was kinda in the open, but gens would soon fly around my ears left and right and I could either press the advantage and tunnel that first survivor or go down with 1 hook.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568876#Comment_3568876

    Oh it's about to go down! Where can I follow this social experiment?😎

    https://www.twitch.tv/akumakaji

    Bear with me, this is my first time trying something like this. I hope I set everything up correctly ^_-

  • @okaayletsgoo said:

    Go ahead and say what you want about it being efficient but I wait 10 minutes to queue into a game just to be tunneled with lethal/UW and killed at 5 gens in the first 2 minutes of the game while being hit on hook for no reason. It's been 7/7 games now. Haven't even had a chance to touch a gen or get in a chase. Killer sits just outside the hook radius and waits for someone to come and then tunnels down.

    Y'all really have fun playing like that? I'm not asking you to throw the game and let survivors win just why be so sweaty dude? It's not for money? Chill out

    Thats it .... I will set up OBS and start streaming in an hour @Venusa . I just hope for some really sick survivors to put me in my place so ya all can fawn about how deadbeat easy killer is these days!

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568586#Comment_3568586

    Thanks for explaining your point of view. I can see what you're talking about. I, too, usually expect 2~ gens to be completed by the time I get done with my first chase if the survivors are efficient or they split up. Corrupt Intervention generally helps with this situation but I won't imply we should fix X problem with Y perk because I know better and understand perks trying to band-aid core issues never helps with the balance of this game.

    There's always a chance for both sides to make a comeback and most of the time first few gens popping doesn't hold much meaning but I still get what you're referring to. Unfortunately, easiest way to apply pressure is to target one survivor and Killers choose to do that.

    I don't want to shame anyone for the way they play but also expecting a survivor to not be upset when they got thrown out of the game so early is hypocritical. People can play however they want but that doesn't mean everybody else has to comply and bowdown to their rules or not have any opinions about it. Your playstyle doesn't nullify their gaming experience. Waiting some time in queue just to be sent back to the lobby in a couple of minutes isn't fun and games should be fun.

    (Last paragraph is a general statement and not personal to you Akuma!🫶)

    Thanks for your nice response, don't worry, no offense taken <3 This is the kind of interaction that I also look for in my games: opposing, but respectful and both taking the other side into account. You said so in an earlier statement: if you look for toxicity, then you will find it everywhere, and I certainly have fallen into that trap myself. I know that not every t-bag is a vile disregard, or a single slap on the hook some extreme toxic behaviour, but there is surely a lot in the game, and its often fueled by frustration and bitterness towards the other side.

    Playing both sides and walking in the others boots for a couple of miles helps a lot in coming to terms with this, but I would still say that the amount of hate, redicule and BM that a typical killer faces is way out of proportions to that what might happen to a survivor. When the killer slaps me on the hook till my meat is tender, then thats a somewhat remarclable occurence, while I see survivors waiting till the very last second at the exit gates, just to show me their twerking skills, every singel game and the games where it doesn't happen, that are the ones that make me pause and take notice.

    But thats tangential, we are not talking about BMing and bad behaviour.

    Yes of course, the game isn't over at 2 gens left, but thats the entire early game fast-forwarded in a singular chase. Once this three early gens pop, we left the early game, skipped the midgame and went straight to the finishing mile. Old Skull Merchant was so reviled for her 60min 3-gen-tactic, because she could pull this off. No other killer can hold a 3 gen reliable for any amount of time, even Blight and Nurse can only counter it by downing survivors faster then they can rescue and heal themselves, but pure gen defense is basically impossible. So, when you enter the lategame with a single hook, what are your prosespects as the killer? Still going for 8 hooks before a kill? The only real proposition is going to tunnel that one guy on the hook as hard and as fast as possible, then, only then, you might have enough of a breather to pressure the remaining survivors enough that you might eek out a win. But if you let that hooked survivor go and go for someone else, what is that going to accomplish that? In the same vain, going after that survivor might incite some survivor to let go of a gen and offer themselve up as bait and take hits, which also generates more breathing room for the killer. BUT of course, seeing this will also rile up the survivors on the gens who never saw so much as a whiff of the killer to get angry and grumble and make sure that this gens get done ASAP.

    My unpopular opinion is that this first 3 gens fly way too fast and too easy. With 2 gens remaining the killer is backed against the wall and the gloves come off. Anything before this and a lot (not all, of course) of them might be ok with playing the chase game and even go for a different survivor, like in the olden days. Hyperefficiency helps to win games, but it also drives the other side into a position to do the same, and thats why both sides optimized the parts of their job description that they have the best access to: slamming gens/gen before friends on one side and camping/tunneling on the other side. We can't make players unlearn this skills, so its up to BHVR to change the rules of their game in a way to incentivice this. And as you might have heared in school or psych classes: the carrot and the stick both work, but for different reasons. Up until now BHVR has mostly used the stick, by making certain options unfavorable or unreliable, but I think that we need more carrots in the game.

    Basically, here is what I have proposed about a dozen times on other threads:

    1) give killers old BBQs bonus blood points back, ie +25% per unique survivor hooked, BUT only increase the counter so long as all survivors are alive.

    2) give killers a mini BBQ basekit by showing them the aura of one yet unhooked survivor after a hooking event - most peeps don't realize how old BBQ promoted a healthy game: everyone had it equipped for the blood points, but the aura reading also showed opportunities and peeled killers away from the hook.

    3) give the game some kind of comeback mechanic: when the rating between hooks and gen percentage done is too one sides, make The Entity interfere: block gens, spawn medkits in a corner, spawn or eat a pallet as needed, but try to keep the game rolling.

    4) give the survivors a gen repair bonus for each dead survivors, so early tunnels will result in faster survivor.

    Something like this. Its not perfect, but we somehow need to make killers go for more hooks and not tunneling a survivor early, but also for the killer to not sabotage themselves by doing so.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568614#Comment_3568614

    This might be shocking, but i´m a survivor main. Killer has become way to stressful for me. So i rarely play killer and just play survivor most of the time. Because survivor is more relaxing. Even as solo.

    So i repeat, why is survivor so relaxing in comparison to killer? After all, a bloodthirsty killer is trying to kill them. Survivor should be anything BUT relaxed.

    You are right, I AM shocked! D: My staunchest ally, playing for the other team? I call foul play!!!

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568618#Comment_3568618

    Being a main already gives you a role to care about. i don't say they don't play survivor ever, they simply play it under different circumstances. They may play it for challenges, for dailies, for the incentive, or after a day of stressful killer games. Many killers do admit they don't care about escaping but they care about kills when they play killer. So that makes it fundamentally different. It removes the stressful part of survivor basically. What else is there to do really? Isn't the main objective of the survivor to do gens and try to escape alive?

    If you played killer the same way you might find it less stressful as well, why are you obligated to try to do killer's objective but not survivor's objective?

    Just for a perspective, I have done every single achievment and tome challenge done, be it killer or survivor ones. So I guess that I know all kinds of challenge this game can throw at you. Ace's Journey 2 still gives me nightmares, as does Evil Incarnate. Oh, and don't get me started on Outbreak Breakout. To this day I give survivors on RPD a free door opener, unless they went out of their way to play as disgusting as possible.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568607#Comment_3568607

    Because you play them more rarely and maybe don't feel as judged if you play bad? I am still amazed we have to explain to people that playing a different game after you've been binging the same game for 7 days in a row will make you find the new one more fun in comparison and not feel as stressed. It's common sense than when you work you need a break for at least one day (even if it's you "dream" job) but w somehow believe playing a game daily without any days off at all should still make you as happy as it did when you first started it.

    People always seem to assume that us killer mains only play killer. AFAIK the killers mains who exclusively play killer are exceedingly rare and most of us play a good portion of survivor. I play between 30-40% of my time as survivor, so the survivor role ain't "new" or "exciting" for me anymore then killer, yet basically everyone besides a couple of outliers seems to agree, that playing survivor is way less stressful, then playing killer.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568586#Comment_3568586

    It is a 4V1, it shouldn’t be easy to 4K. Do you hear yourself, matches should be relaxed? If you could win by playing “relaxed” and 4K, that would mean the killrate would be between 90-100%.

    I do agree generators flying by coordinated premades are a problem. Addressing this will make SoloQ near impossible.

    You are projecting and putting words or assumptions in my mouth. Neither did I say that I wanted to "win" or "4K" bu playing relaxed, nor that I wanted a 4K to be giving to me or easy.

    But most players agree that if you put in the hours and acquired a certain skill set or experience, that you should win against less skilled opponents.

    But should I chose to play relaxed and "only for fun", not only do I lose the match, I would probably finish it with 2 hooks max on two different survivors.

    Splitting up on gens, btw, is not a tactic only employed by SWFs premades, its employed by basically all players, solo, duo or quadro, above a certain skill level. This tactic wasn't widespread in the past, but it is now, and this skill won't be unlearned by the community any time soon.

    To claim it is otherwise is either very naive, honestly failing to see the reality of ggf situation or purposefully misleading in order to drive ones own agenda. Not knowing you I will opt for option 1 or 2.

    There are solutions to this problem, but it's not an easy fix by tweaking some numbers, it would need a big health update and change several things at once, not one after another, by both, nerfing survivors ability to slam gens at a breakneck speed and giving killers a true incentive to leave unhooked survivors and spreading their love, and this is probably impossible with he current release cycle of 3 month. For a true health update BHVR would need to skip at least one regular chapter, and that's just impossible.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568542#Comment_3568542

    I would definitely watch you!🤭 But I have to say I don't remember a timeline where Killers didn't claim that tunneling wasn't a "necessity in today's meta" even when, like I mentioned, during the gen-kick meta where they could turn their brains off and keep the game going for 30 minutes with CoB+Overcharge+Eruption until survivors gave up. Killers were still complaining about how fast gens were going. So I always take "tunneling is a necessity" with a grain of salt.

    Again, I'm not against tunneling as a strategy when the Killer wants to gain pressure. I don't even mind being tunneled out of the game when some gens are done and Killer decides to get someone out because there are 2~ gens left. But hardcore tunneling very early on at 5-gens has became the norm nowadays and it is a problem.

    Awwww thanks <3. I will give it some thoughts :)

    My biggest gripe right now is, how rediculously easy it is for survivors to slam the first 3 gens, just by splitting up. Sometimes the killer can apply some pressure to a different gen, but if he doesn't commit to any chase and just wound a couple of survivors, then nothing is gained and all gens currently worked it will continue to get pressured the moment he turns his back to them.

    Survivors no longer gang up on gens at the start, everyone looks for their own gen and works on them and if the first chase involves even one mistake, you as the killer lose one mind game or even lose the survivor, then its pretty much "gg" to the three gens that you couldn't interfere with.

    Back in the days survivors would happily work on gens together or go totem hunting or open chests, now they are most of the time laser focued on doing gens and the first 3 gens are 9/10 times done before you get the second hook. This is never a pace that the game was designed around, but when I tried to discuss this I was (unsurprisingly) met with a lot of opposition, "you want survivors to purposefully play bad and not split up?" or "you just want slow gens so that you can 4K every game".

    Yes, I still win more games then I lose, but only by playing scummy AF and only by sweating and stressing like mad. There are no chill killer matches. EVER. And thus I can never really relax my stance in a match and maybe meme around. Add to this that de-pipping is still a thing and I often feel like I just can't afford to go easy on struggling survivors and you get a recipe for killers going sour and bitter, becoming merciless killing machines. Duh.

  • @oxygen said:

    I don't understand why it wasn't removed the very moment rank/grade no longer had any matchmaking relevance.

    Because they feared that it would take away players drive to do better? To not make the mechanic just a source of free Blood Points? What ever the reason, now its harming the game a lot more then any potential benefit it might have held at one point.

  • @mca240 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568384#Comment_3568384

    If you’re facing a semi-competent survivor team hard tunneling will get you 1K because they all know how to loop and will keep you busy while the other teammates sit on generators. It is really just stomping inexperienced solo players or people fooling around.

    Hard tunneling in all reality is just a cheap trick used by people too incompetent to play killer but still want and need to win. And Behaviour enables it by not patching it out. Leading to sour games where you ruined people’s fun. Because 1 person gets no play time and the others get 0 chase time.

    One of the most laughable thing in this game is people not wanting to grow and get more skillful, but just want the easiest win. And they cannot even tell you why they want to win so desperately. I have never seen a skilled player tunnel outside of comp, simply because they did not need to or they just except they can get outplayed.

    This game is going to ######### because of the community. It is funny how before the “big update” very little people tunneled, yet generator times were shorter. Generator regression was at the same level it is now. So people back then had no excuse and nothing has really changed. Oh, and there were more casual players. I wonder what drove them off.

    Posts like this make me really consider starting to stream. I might not be an Otzdarva or SpookyLoops but I don't have that much more room to grow. In my games I just can't go for 8 hooks before killing and the last time I let a player on deathhook purposefully get away and spared them, I was rewarded with them joining the gen slamming session and doing the part just as good as anyone not hooked yet. Tunneling isn't just "a cheap trick employed by killers unwilling to improve", nor is it the "be all, end all tacti ", but it's often a necessity in today's meta in order to not getting swept away.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568485#Comment_3568485

    "Unbalanced" is accurate. I was actually in the minority when SBMM was first implemented. I felt that it was a change for the better. But something has changed in recent times, I'm 100% positive that they're consistently tweaking it because there's no more middle ground in my games anymore. Either I steamroll my opponent, or they steamroll me. I recall more balanced games a couple years ago.

    Also, I want to add, that my story about my 6 year old wasn't intended as any sort of reflection on the current state of the game. I doubt she has any skill or legitimately earned that 1k, chances are more likely that person chose to sacrifice themselves.

    Thanks for your inside. And I didn't want to bash you or anything, I think that was apparent ^_- But I see many people claiming that killer is mind numbingly easy these days, and even though I am winning most of my games, this ain't true in the slightest for me and most of my games are won through the sweetiest of sweat. And I blame MMR for this. Without MMR I would probably win many more games if I wanted, but without MMR I would probably also play much more forgiving and lenient and play around with the survivors.

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