Akumakaji
Akumakaji
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Must be a killer, who had a couple of exceedingly bad games and/or was severely BMed during that match.
In your case, it seems more like the former and not that you did anything wrong. Carrying a grudge from one game over to the next will always hurt innocent people at best, and stoking the fires of the vicious circle at best.
I did so a couple of times myself, in order to get back at extremely toxic survivors... until one game I slugged that Nancy that did nothing wrong and I just got carried away, jumping at shadows and projecting. I felt extremely bad about it and decided, to give future players the benefit of the doubt.
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I call that NowhereToHide will receive a nerf in the not so distant future, because "that perk has no counterplay and the killer has to do nothing to earn its effect, and bringing a whole perk like Distortion just as a counter is no fun".
It's my favorite perk and I feel like nothing I like in this game can remained untouched:P
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476929#Comment_3476929
Well bloodlust initially was a response to infinites. It was supposed to go with them. Really, it shouldn’t be a conversation we’re having now because BHVR should have gotten rid of it like they said they would when they got rid of the last infinite (old Haddonfield).
But just with that goal in sight, they released the Eiry, Garden of Joy and the Shattered Square, while drowning the Red Forest maps in, albei beautiful to look at, clutter and foilage, that makes them an utter pain to play.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476776#Comment_3476776
That is true in general but this forum is again too unfriendly to anything surv related that it makes me want to take another break from it.
It is frustrating coming here only to see legit issues disregarded because they benefit the killer.
I think that the exposed when bloodlusting part is more problematic. The pallet breaking part is strong, but not as gamechanging as an exposed on demand button. And it highlights how strong and safe a lot of pallets are. I think that most pallets should be mindgameble in some way, yet most of them create utterly safe places unless they are broken, and breaking them allows a survivor to hold W till they reach the next tile or pallet. It might be exciting and riviting for the survivor, but its exceedingly dull for the killer, especially if the survivor greed every pallet to their absolut max before dropping them, going from the theoretical "working through their amuniton and turning the map into a deadzone by the end of the game" to the practical "get feed two pallets, while 3 gens pop. Have fun."
The event breaks this monotony and is such a breath of fresh air. And there are enough good survivors, who can still give you a run for their money. That has always been the biggest problem of modern DBD: gross parts of the player base outgrew the games mechanics and can break the game just at basekit, before you enter perks or powers into the equation. Thats why you get peeps with 300 kill streaks or why MFT is making any experienced killer panic, because it not only tips the already precarious balance, its kicks it to the other side of the room.
The pallet breaking invitations are fun and helping, but MFT is ruining far more games, by making allready frustrating loops utterly insane or holding W feel excruciatingly painful. The games now are on a razors edge and one slight mistake from either side can snowball it hard in one direction. I feel a big reset of its mechanics would be the most healthy thing to do at this point, but that would also be very complex, complicated and probably expensive. And Feng Min can always need a new cosmetic for a quick cash grab.
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That just shows how many overtly safe pallets there are, if you feel the loss of a couple ones that severely. This usage of the invites is pretty strong, don't get me wrong, but after the event DBD will go back to safe pallet after safe pallet heaven and its already making me depressed.
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Bioshock.
Big Daddy Bruiser as the killer with the drill arm.
Elisabeth as the survivor. She would have a perk that allows her to "reroll" a tileset temporarily or spawn in a chest with the most needed item at the time.
Dilapidated Rapture with lots of running water and flickering lighting.
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@appleas said:
The perk gives too much without requiring much to activate it.
Boon Dark Theory requires the boon to be set up and has a limited radius
Hope requires the Survivor to survive till end game for value
Play With Your Food requires the Killer to get into a chase with the Obsession and drop chase
There is barely any cost required to get value out of the perk, being injured is something that commonly happens in the game already so the Survivor doesn’t need to do anything special to activate this perk.
If it lasted for X amount of seconds after being injured, the perk would be ok, but it has unlimited duration, stacks with other haste effects and has a secondary endurance effect for altruistic plays. That’s too much.
Either limit what the perk can offer or add a more meaningful condition to activate it.
Maybe lean into the healing under pressure aspect: "After finish healing another survivor or unhooking action inside the killers terror radius, you gain +3% haste effect until you are no longer inside the killers TR." This perk now allows you to more meaningfully take the heat off a recently healed or unhooked survivor and keep the killer busy, while also having a set of rules.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475066#Comment_3475066
I don't play Claudette,I don't have any friends to play with and I don't change my username.
So it WAS you! You hit all the checkmarks! ;D
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There are already enough super safe loops in the game, that feel extremely painful to run around as the killer and just getting rewarded with an ultra greeded palette for your troubles. 3+ survivors running MFT just excruciates the problem. Most loops and pallets should be mindgameble, but frankly arn't and as the killer you are forced to either break chase or mindlessly run around the rosy till your blood lust forces them to drop the pallet ... one of the many. I feel the games with 3 survivors running MFT quite severely, thank you very much.
Yeah, not every survivor can play in a way that they get value out of this perk, but there are enough good survivors who run the loops and tiles extremely well and tight and only give you the smallest of openings. In this cases 3% make a world of a difference. And "well, just break chase and search for some easier survivor" isn't always an option, like when you already lost 3 gens in the first gen and you chased this survivor here off a 75% gen .. what are you gonna do in that case?
Games became quite sweaty of late, no matter if you win or lose, but perks like this aren't helping, and a killer backed against the wall will always tunnel, a killer having a good time might not.
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@fulltonon said:
I'd rather have him something like breaking locks instantly if he teleported during chase, might make interesting gameplay.
Would probably end with him being "too oppressive and plain unfun. TBH I prefered him before he had a strong power."
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469988#Comment_3469988
There are games where I would want to give survivors some mercy and not play so sweaty and employ most powerful tactics... but current pipping system just does not allow it. I do try to play more chill couple games once I reach new rank I mean grade though...
Thats exactly what I mean. I had games where the survivors were somehow cute and I had pitty on the last two or something and let them escape. That was at 4 pips and then I got a couple of extremely strong and sweaty SWFs and was send back to zero pips. This ingrained in me that, no matter how cute and wholesome the interaction, at 4 pips its more important to secure the kills. I would really LOVE to be able to play anyway I want from day one, but sadly its only possible with week 3 or something.
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I posted on similar topics a lot in the past and it is a hill that I will happily die on:
rank and grades are no longer a representation of ones skill, they are just a means to reward playtime on the players end. Thus de-pipping should be done away, ie unless you DC you will never depip. As a direct consequence, all pips would increase; right now you need around 90 pips to go from Ash4 to Iri1, increase that to 150, so that you need about 150 good games in a month to reach Iri1: a sizable number for someone more casual, while easily reached by veteran players.
Now everyone could play anyway they want, without the pressure of having "to reach Iri1 asap so that I can finally play anyway I like". Meeting some really cute survivors and wanting to take pitty on them suddenly won't come back and bite you the next game, if you decided to show mercy at 4 pips, just go ahead.
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@UndeddJester said:
I would vote no.
I'm a believer you shouldn't try and label or categorise people one way or another. People are people, your value in them or lack there of should not be tied to their sexual orientation, gender identity, race, age, sex, religious beliefs or otherwise.
The moment you start labelling people as a particular demographic, you inevitably start making assumptions as they are part of that "group", which in turn leads to prejudice (positive or negative).
Someone's sexual orientation is inconsequential to who they are as a person, not making a big deal of it is when you achieve genuine acceptance.
Just give everyone a "pride parade" outfit and as a foil a "conservative voter fell into the fog on the way to the voting booth" outfit and let everyone have their headcanon decide where to place them. The Fog might even make all options possible at the same time, as multiple versions of the same character enact different situations and experience different stimuly.
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@Nun_So_Vile said:
I think it would be more interesting if instead of their orientation it had their political preference, what temperature they prefer the thermostat at home, and/or if they put the TP roll under or over.
Most survivors are good peeps and obviously put tue TP roll over, but not Nea and Meg, they are both build differently and can hardly resist the fogs siren song, they put the roll under. Most killers are monsters in human shape and put the TP roll under, just to add some more salt to any injury and make you flinsh when going for some alone time in the stalls, but some of them are more wholesome. Rin is probably a good girl and would put the TP roll up the right way, as would some others.
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@ReverseVelocity said:
https://us.v-cdn.net/6030815/uploads/N9TCVGG9JG8T/image.png
HOW DO I DO IT ERIC???? TELL ME 😭
Make some more noise for this :) Its what Eric would want us to do.
While on one hand its understandable that BHVR wants to not confuse survivors and thus far has not allowed for cosmerics to change any power related graphics, like pink "Space Age Plant Puffs" for a chill Plage cosmetic or Fireballs instead of hatchets for a Sorceress Huntress skin, but we all can agree that Victor is a very special case. Victo with a hat would still be Victor and there would be zero with about 10 zeros chances, that someone would think "Oh wait ... thats not the little Twins twin, its got a hat".
So please, BHVR, let the 3 Twins player get their tiny Victor top head. They deserve it.
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Well, the kids ball glove one was expected, it was just basically his best add-on and as a brown one, it was abundantly available.
The other changes we will have to wait and see, I guess. Its nothing unusual to shuffle the rarities of add-on around when a new killer gets added to the game, as with the big real field data comes the realisation, which add-ons are actually played and offer a tangible advantage.
I am sad that the cremated remains now only inflict blindness, though, as killer instinct is always more fun. Oh well, lets wait and see and test it out, but I am not automatically opposed to this changes.
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@Seraphor said:
His gen defence is still useless. EMPs are still more than accessible enough to knock out a gen placed pod before he can teleport to you. So I'm really not seeing where he's similar to Knight and Skull Merchant.
His power is ALL in chase, which isn't how either of those killers work, or at least, isn't the problem with them.
I honestly think that the Biopod disabeling portion of the EMP should be reduced to 30s. While the reduction from 60s to 45s sounds like a massive 25% reduction on paper, in practise it makes little difference if the pod were disabled for 45s, 60s or 180s, that pod is out of the game and won't serve any purpose; it will either guard a gen that will get completed before it comes back online or be a colateral damage when a survivor removed a pod infection, but in any case the downtime is way too long for a fast game like DBD.
I think that 30s would be a much better timer, its long enough to put some serious work on a gen and maybe even finish it, but you can't just mindlessly and preemtively deactivate any pod at a gen that you wanna work on, the choice to EMP a pod guarding a gen or not becomes a tactical one instead of no-choice.
Also, has it ever been tested to give HUX a noise notification when one of his pods gets EMPed? I know that this would give him a big info boost, but maybe this is just the thing he needs, to make EMPs more tactical choices. So this could be an alternative: either reduce biopods deactivation timer to 30s or give HUX a notification that a certain pod was disabled and maybe give them a different color, like white. Its strange that a networked AI doesn't notice an EMP spike in its network, unless its trying actively to establish a connection. I know that logic and gamemechanics can't always go hand in hand, but this is a case, where the mechanics could actually need a little boost. The biggest gripes most HUX players have with the EMP is, how easily their powers get disabled for what feels like half the trial, and part of the reason for this is that a) EMPs are still quite abundant and easy to come by and b) there is no real detriment to use an EMP, if you want to feel a bit saver. By shortening the window and/or letting HUX know which of his pods got taken out, the EMP usage becomes a tactical choice, with different aspects to take into consideration, and this would be a win, in my book.
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No, DCing as the killer doesn't tank your mmr, just your dignity. Luckily it was a one-time affair, as your cat surely didn't know what it was doing :)
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Be the change you want to see, equip Borrowed Time, Guardian and Desperate Measures and the save unhooks will be plentiful in your games :)
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They would't make great perks ... but they would make awesome "weekly mutators", that could add a little spice to the old formula.
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@BlightedDolphin said:
Yeah I’ve noticed that as Killer I’m getting a lot more survivors around my level. I’m not just stomping babies one game and then going against pros the next. It feels more balanced, even if it means having to sweat a bit more.
Did they actually change anything? Or is it just because there are more players due of the Anniversary that the MMR can actually work?
This could be very much the whole reason. More players = bigger pool to chose from = MMR actually allowed to do its job, before its got to resign and prioritise queue times before match quality.
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Thats just what nature made him to look like. Don't hate on the poor guy :V
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Ender Lilies
Now that's interesting... and somewhat problematic. There are many enemies to chose from, but more or less one heroic human, that's not a fighter type ie Lilly who is a 9ys old child or something.
We could use the demon nun or the Knight in their more human form, but nearly all spirits would work better as a killer. I guess the Knight would be best suited, but he already got a killer by that name and Vittorio is already the medieval nobleman.
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This is awesome! Thanks for sharing this :)
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@Rizzo said:
I'm going to reiterate this, since it seems like people are misunderstanding the situation: Wesker won't be re-enabled for the START of the event, because there is not enough time for the fixes.
This, however, does not mean he won't be enabled during the event, as Mandy explained here:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3459517#Comment_3459517
Just send every proud Wesker-owner 150 cakes/flans, or maybe 50 flans per day that he missed of the event, and 80% of the grumpy and disgruntled playerbase will be more lenient and accepting.
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@GolbezGarlandGabrant said:
Least skillful killer on the roster and in need of a new power rework. Not fun to play as and against. Just mindless bing bonging, racing survivor to tile and bodyblocking vault/pallet.
So please no.
Lmao
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@Mockingjay_S451 said:
This was one of the best changes.
I am not a big fan of this update, as I enjoyed Franklin-Horder-Pinhead myself, but I am willing to accept the loss of this one, as I can see how problematic it might have been for soloQ players.
What I don't get, though, is, why survivors suddenly can use their second hand for items. Logics and that stuff aside, before, picking up a killers item had a cost and some tactical decisions behind it, now you can just pick up whatever you happen about and sort through the stuff in a quiet moment. This is a real two-pronged nerf and I just can't see the reasoning behind it.
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Ngl, it has a certain charme. So why not humor us, BHVR, and cobble something like this together? We could even make it a new collection, the "Merge Menagery" or "Frankensteins Frappe"
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@fulltonon said:
And it's not even "killer problem", like why the ######### do I have to waste time of someone I don't even hate for 4 minutes just because game doesn't allow me to do anything else, lmao.
The amount of survivors who can't take a L gracefully and insist on rather bleeding out then crawling towards a hook is too damn high.
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I am in the camp, that its probably not enough. Of course, we will first have to see how this affects The Singularity in a live game, but here are my concerns and why I think the upcoming changes won't be enough.
Increasing the printing time from 90s to 100s is literally doing nothing. The printers still happily print while unattended and there will always be 1, if not 2, in reach that are ready. The last week has shown that the availability of EMPs is the biggest issue, and +10s print time will probably not be felt at all.
Reduction if the printers itself, well thats probably a good one, but its hard to judge. Rarely do survivors use all available EMPs in one chase, its normally 1 or 2, so even with a reduction from 5 to 4 printer crates there should still be ample EMPs around to crush any electric dreams of superiority and forced evolution.
The reduction of the biopod disruption from 60s to 45s ... on paper this sounds massive, ie a big, whopping 25% reduction. But this is the one I am most frustrated about: it sounds good, but in reality it will probably not change anything. A pod being out for 45s is so long that you can't sit it out, can't make a mental note and come back to it an a short while, that disrupted pod is dead meat and you either go over there and replace it yourself, or just forget about it. 45s is way too long, so it really makes no difference if they had upped the downtime to 3min, the result will be the same.
I am doing a longshot comparison here, but do you remember when everyone was rightfully clamoring, that 25s Incapacitated with Eruption was too long? This is a similar situation: yes, you can use other pods or even replace a damaged one, but 45s is too long to make anything useful with that pod. 30s would encroach playable territory, with something like 25s being the sweet spot, I guess. Its long enough that you can heal under that pod or maybe finish a gen or slam out a good portion, but you aren't really save and the pod isn't 100% dead for The Singularity.
The 10% hindered and increased charge time to 2.5s seem to be the most impactful and I can't say if that will be enough or too strong. I won't say anything about this till we saw it live, but think that this will be ok; at least now using an EMP is sort of a tactical decision, with it slowing your down, instead of a no-brainer that you could do while you are looping anyways.
But one big thing that hasn't been tackled is the sheer versatility of the EMPs. With one EMP blast you can disable all the biopods and also pop all the infectious growth. How would it be it you had to chose which effect you wanted to apply? I am also not too keen that the infection can be deleted from multiple survivors at once, that sorte defeats the purpose of it spreading, right? If EMPs were more limited, then it could be beneficial and even needed to call for a group removal session, but with how abundant EMPs are, its sorta overkill. Both effects, the shutting down of biopods, and the removal of infections, are strong top tier counter effects, with non of them being "secondary", its like you got two main powers rolled into one. So I would advocate for having to chose what you want to do: charge the EMP normally and then 1) M1 removes infections, 2) M2 blasts the biopods in the area.
This are my 2 cents about the upcoming change to EMPs.
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@YOURFRIEND said:
If it weren't at one gen and were at 3-4 the complaining would be the same. After the change the complaints will still be the same. If the gates were immediately powered on being loaded into a trial people would complain about not spawning next to an open gate.
I see face camping like one out of every twenty matches. That's being conservative. It's really not a huge deal but this community has to be hyperbolic about everything.
Why can't people react to a complaint, no matter if they agree or not, in an adequate manner? FR, all this exaggerated "hur dur killer complain so much, they will only be satisfyied once survivors start on the hook hur dur" on one side and "hur dur survivors complain so much, they will only be satisfyied once the gens are autorapaired and the exit gates powered on start up hur dur" on the other side are so puzzling. Is this a joke? Do some people find this funny? Do they think thats some kind of clever retour, showing how wise and farsighted they are? I really don't get it.
What I get is that this game is full of issues and both sides have valid complaints about numerous problems. Sometimes solving this problems involves nerfing your favorite side or even taking away your favorite toy and breaking it in front of your eyes. And sometimes this process won't be working on a quit pro quo level, ie you don't nerf one aspect on that side and one on the other. Sometimes you do, but sometimes you just try to repair one damaged system at a time. at times this will create gross imbalances, when one side got nerfed so much that the other can walz all over, but thats its own issue.
Peeps will just have to accept that most likely both sides are correct and have crazy stuff going that need a bit of fine tuneing. So talk it out and discuss, but all this "hur dur I am so clever by attacking the other side with a gross overexaggeration" aint cutting it.
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@Lord_Antonius said:
dead hard had a 90% pickrate and took 7 years to get nerfed.
also was the most complained about perk
should have been nerfed 7 years ago
Dead Hard had a very high pickrate, but at its hight I think it was in 75% of the higher MMR games, with something like 65% globaly over all ranges.
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@ARTRA said:
Dredge ( huntres and trikster) needs bhvr to put actual lockers well spread in map during map desing.(wich is not going to happen)
With decent locker spread dredge would be very enjoyable i really like this killer but damm when you want to teleport and there is like 1/4 of the map without lockers is painfull.
I once had a game with Dredge on Lerys and thought "Oh, this will be a pretty fun match. I think there is a locker in every room, right? Right? Anakin?"
Well, it was then that I learned that big chunks of the map have no lockers. If was at least 1/4, but more felt like 1/3. I was extremely unfun to play.
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Just send 100 cakes/flans into all Weskers inventory and I think people will be more lenient to the problem.
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/379808/did-i-miss-something
Everyone got that in the survivor side... The reason? Nobody know, some people say it's because survivor are too powerfull, some other say "because gen speed"
And the other say it's because is "fun" for making survivor miserable and salty
Choose your fighters
You indeed quoted the right people there. In most games gens are flying like they are going out of season, so the killer HAS to sweat, if they want to get any inkling of success. And the modern game proceeds so frigging fast, that you can't play nice for a couple of minutes and once things go south shift gears. You either play tough or go home, packing from second 1. If you pick the wrong survivor to chase or they bamboozle you and get away, its already half game-over, with 3 gens popping in unision, to celebrate your unwise decision.
And when you load into a game with that mindset, but are, for whatever reason, matched against mediocre survivors below your skill curve, maybe even some who just had set their mind to fooling around, you will totally walz all over them and slaughter them like its not even funny even more. And those innocent survivors, their hearts might eventually harden, if they get tossed around like that, and decide to swap out their fun builds for one of those gen rushing meta builds, just so that they can play the game. And thus a cool, casual killer gets stomped into the ground mercilessly and t-bagged at the exit gates, and the circle continues.
Oh, and sometimes people are just mean spirited behinds, so you always have this staring nucleus from which the next vicious circle can spawn. The only way we might break this would be a big reset of the game. Go over all the perks, review and revise them, set up hard and fast caps on gen speed, healing speed, gen regression and device a system that punishes tunneling, while rewarding hooks with all survivors alive. The stick will only carry you so far, the carrot is always vastly superior. And if 90% of the peeps dance after the carrot, the 10% who stubbornly want to swim against the current and accept the stick won't negatively impact the whole game and you might laugh such an occasion away.
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Rejoice! Today I tried again and was able to finish this challenge. For the longest time it was impossible, no matter what I tried but now it worked.
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I am in the camp, that its probably not enough. Of course, we will first have to see how this affects The Singularity in a live game, but here are my concerns and why I think the upcoming changes won't be enough.
Increasing the printing time from 90s to 100s is literally doing nothing. The printers still happily print while unattended and there will always be 1, if not 2, in reach that are ready. The last week has shown that the availability of EMPs is the biggest issue, and +10s print time will probably not be felt at all.
Reduction if the printers itself, well thats probably a good one, but its hard to judge. Rarely do survivors use all available EMPs in one chase, its normally 1 or 2, so even with a reduction from 5 to 4 printer crates there should still be ample EMPs around to crush any electric dreams of superiority and forced evolution.
The reduction of the biopod disruption from 60s to 45s ... on paper this sounds massive, ie a big, whopping 25% reduction. But this is the one I am most frustrated about: it sounds good, but in reality it will probably not change anything. A pod being out for 45s is so long that you can't sit it out, can't make a mental note and come back to it an a short while, that disrupted pod is dead meat and you either go over there and replace it yourself, or just forget about it. 45s is way too long, so it really makes no difference if they had upped the downtime to 3min, the result will be the same.
I am doing a longshot comparison here, but do you remember when everyone was rightfully clamoring, that 25s Incapacitated with Eruption was too long? This is a similar situation: yes, you can use other pods or even replace a damaged one, but 45s is too long to make anything useful with that pod. 30s would encroach playable territory, with something like 25s being the sweet spot, I guess. Its long enough that you can heal under that pod or maybe finish a gen or slam out a good portion, but you aren't really save and the pod isn't 100% dead for The Singularity.
The 10% hindered and increased charge time to 2.5s seem to be the most impactful and I can't say if that will be enough or too strong. I won't say anything about this till we saw it live, but think that this will be ok; at least now using an EMP is sort of a tactical decision, with it slowing your down, instead of a no-brainer that you could do while you are looping anyways.
But one big thing that hasn't been tackled is the sheer versatility of the EMPs. With one EMP blast you can disable all the biopods and also pop all the infectious growth. How would it be it you had to chose which effect you wanted to apply? I am also not too keen that the infection can be deleted from multiple survivors at once, that sorte defeats the purpose of it spreading, right? If EMPs were more limited, then it could be beneficial and even needed to call for a group removal session, but with how abundant EMPs are, its sorta overkill. Both effects, the shutting down of biopods, and the removal of infections, are strong top tier counter effects, with non of them being "secondary", its like you got two main powers rolled into one. So I would advocate for having to chose what you want to do: charge the EMP normally and then 1) M1 removes infections, 2) M2 blasts the biopods in the area.
This are my 2 cents about the upcoming change to EMPs.
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@Chocolate_Cosmos said:
For some reason Survivors think they can just for free run towards killer and take hits for different Survivors while the Killer doesn't want to tunnel you (yet). Quess what, you do that and you are asking for tunneling. Off The Record will not save you from tunneling Killers if they really want you. Just hit right after being unhooked and The Killer will go for you again.
Don't forget that there is also a new achievment, that dropped with this chapter, that needs survivors to get hit while having the endurance effect. I know that I started running towards the killer and baiting a hit, after getting a couple of matches in a row without a single stack on that achievment ^_- I am sorry, but I am an achievment hunter. Only two more endurance hits and I am back to normal gameplay and enjoying my cute "227 of 227" achievments number.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457400#Comment_3457400
When you get one person slipstreamed and they EMP it instantly 😩✨
I somehow managed to get the "Slip into the Stream" achievment, today. I am just as confused as the other 4 guys who got it.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457557#Comment_3457557
This is why i run distortion. Sure the hidden aura and marks is pretty neat, but I use it so the moment I walk into a gate i know whether to GTFO or stay
Oh! Thats actually pretty neat :) I often run Distortion myself, so I will remember that trick.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457678#Comment_3457678
Nope BS. Everytime I go against a prestige 100 and I chase them they are a god looper with BM around every corner. It's definitely not just a number.
Sometimes this P100s are true beasts, I give you that, but 3/4th of the time they fall for mindgames and just die as easily as everyone else. I stopped careing and being intimidated by high prestige numbers a long time ago, especially since that prestige update was so long ago, that even casuals who only main one character can have reached P100 by now.
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@Skysair said:
Remove Bloodlust and then maybe we can talk about a rework for Made for This.
Otherwise, sorry but git gud. Killers in 2023 are so much more whiny than they were back in 2020/2021, back when old meta (DS / Unbreakable / Dead Hard / Iron Will) was alive and well. At this rate, killers in 2023 want survivors to spawn in on hooks/death hook already so they can faceroll their keyboard and get an easy 4k win every match. Isn't that right?
Why do people always bring up this extreme exaggeration of "hur dur lets survivors spawn on hooks for easy 4Ks hur dur", whenever killer complaints and fears are discussed? Is this fun? Or witty? Maybe I am just not getting it...
One fact that gets so rarely discussed is, how good big chunks of the player base have become. Basically every game there is one or two survivors, that know every tileset like the back of their hands, literally, and they can loop you for ages, unless you got a power that can somehow shut down loops. FR, this survivors are basekit untouchable, just because of their skills, and thats not actually a rare trait. If you somehow get into your first chase with such a survivor, you basically threw that game before it even really started, because you ain't catching them, and you gotta drop that chase before 2-3 gens pop. Giving this players nearly permanent +3% haste will just eleviate the problem to untold hights. I know that it sucks; I for one suck at looping, at MFT would give me a shot to extend a chase by a bit of time and maybe another round around that tileset, before I go down, but survivors that know what they are doing can become literally immortal.
Thats why movement speed on survivors is such a dangerous and fickle beast. Dark Theory was only held back by virtue of being a totem, the effect itself was actually pretty good and transformed a lot of close calls into whiffes; MFT is that same effect, but on crack and steroids, unshackling it from its boon roots and throwing in a +1% for good measure.
And before someone calls me names for "lol calling Dark Theory OP, now I have seen it all", thats not what I am saying. Dark Theory was never and will never be OP, because its effect is tied to a boon totem. But you can try it out if you want: boon a totem with Dark Theory and loop around it, you will get much more whiffes and close escapes by a hair, that would all have been hits without it, with the caveat that the killer will hear the constant humming of the totem and eventually whack it. Such a perk is just extremely hard to quantify in game, as you can't really tally the times you didn't get hit. But MFT shows the potential of such a power, that Dark Theory could never dream about realizing, and thats actually frightening, especially in today day and age, where gens are flying like popcorn.
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With blood warden the best "trick" is to be "too scared" to pickup and not do it, until the last quarter of the EGC starts. If you hook a survivor then, you will trap everyone inside with literally no way out, but its actually pretty easy to figure out what you are doing. Non the less, someone will always fall for it and I have gotten entire lobbies of survivors sacrificed at the exact same moment, because the timer got them.
But actually, with the way that 99% the gates is the de-facto counter to Blood Warden without even more then the slightest detriment to the survivirs, even if its not even in that many games, maybe we could buff Blood Warden? Waiting out 3/4 of the EGC is pretty gnarly, maybe we could either double is uptime or reset its timer everytime a survivor is hooked, after it got activated and hasn't run out? How would that be?
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@MikeyBoi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3457247#Comment_3457247
Right, and since sloppy has a built in hemorrhage status effect on top of increased healing is the reason why this post was made, it’s literally on every m1 killer and it’s boring asf to against.
There’s nothing more to say about old hemorrhage other then you were easier to track cause you bleed more , did the 4 Freddy players that ran z block or 2 wraith players using blind warrior addons wanted it changed? Nobody really cared about hemorrhage status effect when you already had game sense as killer anyways.. Hemorrhage was an effect just like the corn moving when you walked/ran through it as survivor like what 🤪
One solution would be to make the Haemorrhage status effect baseline for all M1 killers, so that they wouldn't have to dedicate one perk slot to Sloppy and got some more build diversity.
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@Krazzik said:
Killer adepts and some archives require 4ks. As long as they remain in the game there needs to be a way to avoid hatch being an issue.
This.
Also, 4K is sometimes a bit greedy and thirsty for a big win, but its the equivalent of 3 survivors "just leaving" instead of resetting and then escorting their buddy on the hook towards the exit gates, while the killer can do nothing, unless they have an instadown mechanic. Why do this survivors need to E4 so badly? Can't they just leave and let the killer keep their measly 1K?
Its human nature to capitalize on a powerful situation and wanting to dominate, if the total victory is easily within grasp.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456751#Comment_3456751
No
How many killers are using singularity's new perks ? Let me guess..no one or just few.
How many survivors are using MfT ? Almost everyone
That's the difference between a fair and balanced new perk and something so OP and broken
Well, then lets "carefully assess the situation, while collecting more data and act on the whole thing in a non-hectic fashing, by either side-grading it or giving it the smallest of nerfs. How does 2.5% faster movementspeed sound? But you now also get it after unhooking someone and taking a protection hit."
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456325#Comment_3456325
Let's follow the train of thought to the end please.
If a survivor stays injured all game, they have only a single healthstate, the later the game goes on and the more resources are used, the deadlier being injured is.
A good killer will constantly apply pressure and force survivors to use resources, if a killer gets to end-game with multiple strong loops still intact. They failed. It isn't a perks fault, but a skill issue, excusing some of the more egregious maps of course.
If a survivor is intentionally staying injured, its because they want to pressure or have perks that alleviate the massive downsides of being loud, easy to track, and one healthstate. That doesn't magically mean that being one healthstate is preferred, nor does it mean perks that offset being injured are overpowered. They aren't.
If you're going to complain about MFT, don't downplay the costs of being injured, and actually be objective in your calling for nerfs.
At this point, the perk will most likely be nerfed because of how loud people are being, but most of the arguments I see against it are terrible and could easily be applied to perks like Adrenaline and Resilience.
You guys might be too young to remember, but back in the days there was a brutal terror that reigned for years and had every single killer cowering in fear. To this very day, no single entity put the killer roster through more pain, despair and suffering, then this vicious instructor.
Those survivors under its heel, that were still learning, retained a bit of mental flexibility, but those that graduated under Dead Hards watchful eye got DH fused to their first perk slot and they would relish to taunt the killer endlessly, while dangling a juicy and bloodied/wounded morsel right before their noses, while everyone involved knew, that they were unattainable.
During the dark ages that were Dead Hards reign, survivors would cherish to taint the killers, while staying injured to activate the likes of Resilience etc.
The get of Dead Hard were more often then nor perfect loppers who didn't need it's power, but still abused it while greeding every palett to the max, always knowing they had a safety net just in case they fumbled or the unthinkable happened.
So no, being injured has never been an "adequate payoff" for the power of a minor godling.
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@ReikoMori said:
There are two DBDs
Public Facing DBD- Everyone is a collective community that wants to uplift and generally nice.
In-game DBD- You are both the toy and torture master trapped in a cycle of dealing with players who thrive on your misery eventually you grow to thrive on making them suffer.
Underrated comment, if I ever saw one
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@Supernaut said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456173#Comment_3456173
Hey,
thanks, so, I do need to plant the turrets before I can use the power.
It's only from these turrets that I can use the power.
I have to possess the turrets to hit the survivors.
Unless the survivor is tagged from a turret, the power is useless.
I can teleport from the turret, or in chase and it will happen automatically? Confused about this last part
In a chase, the only thing power related I can do, is to possess a pre-placed turret.
The unlimited EMPs can render everything above useless unlimited times, with no effort?
I really appreciate the response and detail you have provided!
Ok, to clarify a couple of things: once you have tagged a survivor you can either posess a turret and keep them in your sight till you teleport to them, or shoot a tagged survivor with your M2 attack, that would otherwise spawn a turret on a vertical surface.
Well, there are currently 5 EMP printers scatterd over the map, and each one spits one EMP out every 90s. The EMPs can be picked up on top of a normal item, not in place of one, but setting the EMP down will make it despawn, and you can't access your normal item while holding the EMP. This leads to the situation that survivors can just pick one up mid-chase if they need one and otherwise just use their items.