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Akumakaji

Akumakaji

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  • The new Insidious basement camping meta will have the killer jumping out of that corner and blocking the stairs with a gen and their own bodymass.

  • This one had me snorting. This killer has so much potential. BHVR please, make it happen!

  • @HarlockTaliesin said:

    Solo queue is rough, particularly with how off matchmaking is. You'll get thrown in with clueless teammates, killers that wipe everyone at 4-5 gens, or both. You'd think there would be some in-trial boost to help balance out the difference in rankings when that happens. At least a small action speed buff, minor heal-over-time buff, hit/swing recovery buff, reduction to stun/blind timers, reduction in number of pallets/windows, pallets reset after enough time has passed, etc. Something.

    I have been suggesting some catch up mechanics for the longest time, but a lot of peeps here don't like it, ie "why should I be punished for playing well?" .. or even more telling, "why should they be rewarded for losing?" But do people love stompy matches that much, that they can't see the wisdom of a catchup mechanic for the side that had fallen behind? And what is hatch, if not the biggest catch up mechanic, not only there to give a game a quick closing, but also holding high the hope of the losing side?

  • Too few people seem to understand that such a wide range of times and amplitudes is bad for balancing.

  • Ngl, Oni felt so good and fun during the time he was bugged. But I guess you can't balance around casual players, only around the very best that know their chosen killers kit in and out.

    Giving me an Oni who can frequently rage is not big deal, I will have fun while still mostly attacking he foliage and environment, but give an Oni main this power and they will crush faces and snowball in no time.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367689#Comment_3367689

    The problem is, what do you add to M1's that helps with larger maps? What makes larger maps hard is being able to get anywhere in time, but if you give M1's some way to do that, now you don't make it harder to spread gens by making the map bigger, because an effective 3gen can be more dispersed.

    Give every killer a mini BBQ basekit (the only thing that I would ever consider to be made basekit ever), showing them the aura of a single survivor after a hooking event, thus showing them opportunity, and giving them a sizable speedboost as long as they move in the general direction of that survivor, are not in chase and are a certain distance away from their new target. In essence this should be used to give the killer a new target, peeling them away from the hook, and giving them tools to close the distance without shooting themselves in the foot.

    Alternatively, rework Insidious: "After standing still out of sight of survivors for 7s, the killers terror radius disappears and they are teleported to a shadowy corner 16m away from a random survivor. The killers terror radius is suppressed for 3s after emerging and they briefly see their targets aura. 120s cooldown. Does not work in the basemenr".

  • Next OG killer: the Mafia Driver. His power is moving generators, ensuing a 4 gen on every map, thus solidifying the 3 gen meta for another season.


    But let's be real, the 3 gen defense has been a core strategy actually for years, its just that not many killers new about and/or employed it, even though it was talked about in basically every single "learn killer tutorial" video I ever watched. Its a bit akin to splitting up on gens: this was always the most effective way to play, yet prior to 6.1 most survivors didn't care as they could do pretty well without. 6.1 forced them to split up, and now it's basically the expected way of doing things.


    This is the other side of the gameplay medal: over the years, change in the meta and gameplay have ironed out imperfections and inefficiencies on both sides play book and now even casuals can play like a pro from a couple years back.


    We can't put the genie back in the bottle and make players unlearn tactics, but BHVR could do a big health update and try to factory zero a couple of developments, by doing some bold and sweeping changed to the games formula.

  • Next OG killer: the Mafia Driver. His power is moving generators, ensuing a 4 gen on every map, thus solidifying the 3 gen meta another season.

  • @TicTac said:

    Its a stupid challenge, but you make a mistake. Dont bring a key and a map offering. Use left behind or better clairvoyance.

    With a key and map offering you tell everyone what you want to do. And they will want to stop you.

    Just play normally with one of this perks and if a match goes south (one dead and 4 gens left), play for hatch.

    Left Behind + Open Handed gives you such a big radius, that you are basically guaranteed to see the hatch.

    But by far the easiest way to get this achievement is to prostate before the killer and surrender. Then you got a good chance to be given hatch.

  • @Chocolate_Cosmos said:

    I think I saw somewhere that it is good for Pinhead but other than that I have no clue. It feels bit too RNG perk. Thoughts?

    I think that this perk is so-so and you kinda have to build around it, but it could stand in as a great proof of concept for a hex totem rework. Imagine if BHVR was doing what they always do, ie collecting data behind the scenes, and then BOOM, all hex reworked to only activate after you hit a survivor, they spawn into the map at a random place and then despawn after a while, phasing the totem in and out, giving perceptive survivors a leg up and protecting the killers marbles for a while longer.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367714#Comment_3367714

    The sound cue that was removed was an additional sound cue that played for survivors when Myers was 85% of the way to tiering up, this wasn’t in the game for very long at all.

    Interesting, I didn't know about that one. Thanks for adding that information :)

  • The question is ... are this Ada's trappings, hinting at a unbeknownst link to the Skull Merchant, or is this her outfit for the next round of comfy sleepover outfits?

  • @DavidHypnos said:

    So the Shape’s terror radius and chase music is derived from the original Halloween film tracks “The Hedge” and “The Hanger.” But when I play against him I often hear another brief excerpt from the main theme. For those who are unfamiliar with that it’s the same theme that plays when you start a match on Lampkin Lane. My question is: does this indicate anything? Or is it just random? At first I thought it might be an indicator that I’m being stalked, but from the little bit of research I’ve done I’ve read that 1) the stalking music is no longer implemented and 2) that it was a different variation of the terror radius and chase theme, and so not the music I’m hearing. I also read that there used to be an audio cue when The Shape tiers up in Evil Within but once again it 1) was removed and 2) was a variation of the same aforementioned chase/terror radius music. So can anyone provide an answer? I’m a new player and so I’m trying to learn everything I can, and if that music is indicative of being watched I’d like to know! Thank you to anyone willing to help!

    I am no Shape expert, but I am pretty sure that you hear that brief classic Halloween sound cue when he tiers up, so that he can't stalk all the way up from a good position from 1-3 by sucking a clueless survivor dry, without giving them at least a warning that something might be up. Like I have stalked survivors from up in the Iron Works of misery through a hole in the wall, but when looking around they probably saw the red stain and ran away.

    I also remember a game were we had an AFK Myers standing on a hill and I was instandly suspicious of this one. Of COURSE some survivor would run circles around him and flashlight him, but he would just stand still, with just this little sound cue playing. And then suddenly he was Tier 3 and murdered someone. No idea how that happened, NO one could have seen that happening. *rolls eyes*

    So I am positively sure that this sound cue wasn't removed from the game and you can still hear it when he tiers up, at least from Tier 1 to Tier 2.

  • @Xernoton said:

    I think they can't do another 6.1.0. That would not help with the core issues some of these killers have. Myers for example is simply outdated. He was not designed for this game. He was designed for 2017 DBD, which was a very different game.

    More addon passes and also base kit reworks / buffs are probably the way to go for most killers. Though, even then you won't make Trapper an A-tier killer.

    You could do several things to make Trapper-kun at least viable and more fun to play.

    1) and this is a no-brainer, the thin grass should be replaced with thicc grass on all maps.

    2) let him start with 3 traps, but maybe leave the max at 2 once he placed those traps down, ie he starts with 3, but can't pick any traps up unless he is at 0 or 1 trap, up to a max of 2.

    3) let all the traps start in rather beneficial spots and already primed, as if Trapper had already stalked out the map. Like around shack corners, under windows or on the tipping point of loops.

    4) the traps should automatically match the environment somewhat. Especially on the Eiry the traps stick out so much that Trapper is basically playing without a power.

    5) disarming a trap shouldn't be just a couple of seconds timewaster thats for free, it should at least involve a skill check with the possibility of getting wounded and/or trapped.

    6) give Trapper-kun some kind of magical retrieval mechanic. I know that he is supposed to be a non-mystical slasher killer, but he has fallen so much behind and in todays day and age he has no time to run around the far corners of the map to pick up a map, so "the Trapper can target any trap and press the second ability button to magically pick that trap up. This ability has a 90s cooldown."

    I fully believe that with this changes Trapper would be much more fun to play and would still be far from OP or oppressive, but at least our power boi would see finally some more play. Right now he is so miserable to play on most maps.

  • @NewPlayer100102 said:

    Why isn't her mori her decapitating the survivor and hollowing out their skull to make a new drone?

    That'd be kinda alluring...

    This sadly wouldn't fly with a lot of the countries with more strikt laws regarding display of violence etc. (especially China with its ginormous market), but dayum! This would be the coolest thing and so much on character!!

  • I sometimes play Wesker and Spirit, but they are far from my mains. I mostly play Pyramid Head, Clown and whatever is on my dailies, besides Nurse, Blight and Hillbilly, I always click on re-roll on their dailies, because I neither love playing the two strong ones, nor wanna suffer through endless hours of learning Billy.

  • @Devilishly_Rowdy said:

    Her 3 gen capability will get nerfed because the "3 gen unfun for survivors" posts have already begun. And we all know how fast Behavior responds to survivors not having fun and rage quitting. Then the only useful thing this killer has will be gone. Before anyone says "it is unfun and boring though", i would like to say there are a lot of unfun things in the game for killers as well, like DEAD HARD, god pallets, bad map design (Gideon, Coldwind, Badham), 30-40 pallets, basekit BT guarantee escape near exits, but killers are having to suck it up ain't they?

    No way, there haven't even been one quarter of the ammount of "DH is unfun" posts, so I highly doubt that BHVR would nerf the Skull Merchant because of a couple of disgruntled survivor players, right? Right?

  • But on a tangent: what if Skull Merchant could permanently destroy a drone by manually exploding it and thus putting one close survivor into the dying state? Something along that line, ie a powerful one-time effect that permanently takes away one of the killers tools. There could be an entiry add-on class build around this, like

    "Eye in the Sky" - the manual destruction order instead sends the drone high in the sky, where it will be torn assunder by the churning storms of the entity, but for a brief moment all survivors auras are shown to the killer".

    "Fragmentation Payload" - the manual destruction order will damage every survivor in that drones radius instead of putting one down.

    "EMP Burst" - the manual destruction order will now send out an EMP burst that mess with the survivors nervous system, incapacitating them for 25s --- or --- the manual destruction order will send out an EMP burst, priming any nearby generators. Survivors have to do a 8 digit minigame or become incapacitated for 25s.


    I probably should post this in the feedback section.

  • @whysoserious said:

    Is it just me or does anyone else think the Drones on Skull Merchant shouldn't be infinite?

    Yes, you are right, its only you.

  • With some modifications. I was really surprised when the mori updates WIP was some strange sudden death mechanic. I had thought that the mori would start playing the instance the survivors had no conceivable way of winning, ie everyone slugged and no one got any unbreakables anymore or 1st hook stages left, so that the killer couldn't just keep them slugged for 4min. But the free unbreakable for everyone was way, way too stressful for the killer imho to be a real future option.

  • @KateMain86 said:

    When I'm the last survivor I'll do my best to escape but sometimes the killer finds and downs me first. At that point I don't try to wiggle. I let the killer decide to either hook me or take me to the hatch. Sometimes I get the hatch. Sometimes I get the hook. And sometimes I'll get my time wasted by a total jerk who instead of putting me on a hook decides to lead me on thinking they want me to find the hatch but decided to hook me anyway. I've had far too many matches where the killer will stand still and let me wiggle off just to chase me around and do it again, and again, and again just to then carry me to the hook nearest the hatch so they can hook me and close the hatch after. If you have no intent of letting me escape then don't waste my time making the match go on for far longer than it has to. There is no reason at all for you to be toxic like this. I don't care that I didn't escape. I care that you wasted my time long enough that I could be well into the next match instead of being dragged around by a toxic troll. I'll do absolutely nothing to deserve this from the killer the entire match and then be treated like I was the most toxic survivor ever. Just stop doing this. Its bad for the game. People don't want to deal with this. I wonder often how many survivor mains just close the game out after having something like this happen to them. The game just isn't worth playing when you have to deal with crap like this.

    The behaviour you descripe is quite scummy, I give you that. I especially cringe so hard when the killer carries me to the hatch, drops me down and closes it in front of me, nodding and then hooking me, I can only imagine them being 12 and this being the hight of edgy "yeah I got you" to them, so I just move on and it doesn't happen THAT often.

    BUT when I am the killer and you are the last survivor, I down you, pick you up, pass several hooks that I look at but pass, only to stand still in a corner for you to wiggle off, I at least want you to acknowledge the fact and let us have a cute killer-survivor-connection moment. If its a Dwight in default cloth, thats probably just a new player who doesn't know, but everyone in event skins etc should have the courtesy to look at me and point or nod or something, not just run off like mad, predropping any palette they can get their grubby little fingers on, as if it was sheer luck that they could wriggle off in a corner and I just forgot to hook them. Smh. If I catch such a survivor again, its hooking time for them, thats for sure.

  • "Death Door", "Bloody Banquet, "Reapered", "Bells tolling".

  • I think this is the part where we just gotta trust BHVR a little bit. Just imagine them listening to all the killer complaints and thes nuke DH, if the doomsayers were right and we would see a SB meta afterwards (I doubt it), its hardly imaginable that BHVR would nerf SB next.

    Same here: Eruption in its recent form was way overtuned and far too strong. Now that its gone 3-gening is as viable and a good tactic, as it has been in the last 6 years, just not every killer used in before. But they can't just shut down everything that the other side doesn't like, only the really crazy outliers.

  • @[Deleted User] said:

    Forums are getting spammed with Dead hard posts. Really getting the traction, keep em feedback comin!

    Thats because DH is sucking the fun out of this game; the killer side at least, I bet the survivor players who know how to use DH are having their time of their life, being back in the power role.

  • @qwertyuiopz666 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/366804/do-you-know-what-we-haven-t-had-in-a-while

    It’s one of the only counters against a good nurse as well so your basically making nurse even more over powered you guys seriously sound ridiculous making paragraphs for a perk you can’t even use yourself hahaha go into a trial a higher mmr one and use dead hard more than once my guy once the killer knows you have it it’s pretty pointless unless you get good timing not to mention latency

    Then give DH a higher activation time, like 1.5s but make it one use only. Thus it allows that one good game, that one important move per game, but it can't be used mindlessly at every opportunity and killers can swing when they corner someone. DH right now is so overtuned, even with one use only it would see play.

  • @tippy2k2 said:

    I don't think I have ever seen that in my years of playing...

    I've seen people move you because they want to be a jerk and drop you just outside the hatch but never have I seen someone move someone just to get a better mori spot. But if they were doing that, I imagine they just want to watch the mori without stuff being in the way.

    For real? I do this all the time. Like when a survivor goes down next to a wall or in a jungle gym, where either the view would be obstructed and/or we would clip through the walls mid-animation, then I pick them up and plonk them down on the middle of a crossroad or even the hilltop.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361199#Comment_3361199

    And I, in turn, am very sorry your experience has been so poor.

    Wholesome :) e-hug ;D

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360086#Comment_3360086

    Idk.

    It's just surprising to me that people think Killer isn't the best it's ever been.

    We had this realisation in my rant-thread, too. I am equally as amazed, that you seem to be experiencing nothing of this frustration and pressure, that a lot of us other killers seem to suffering from these last couple of weeks, but this just shows how very diverse and individual DBD sessions can be. Well, at the very least, I am happy for you.

  • @KerJuice said:

    Iron Will shouldn’t have been nerfed. No one was even complaining about it. It was fairly common in builds, but not popular. Now it’s pretty much useless IMO.

    Wrong. It was complaint about a lot, because it was VERY common pre-6.1, as many survivors loved to be basically undetectable once line of sight was broken. Taking one of the killers main means of detection away without any kind of setup or any kind balancing act was extremely powerful and frustrating to play against. Imagine if Blood Favor was not a hex perk, so it was always in effect once the killer smacked you and you could no longer use palettes. And one killer, Spirit, wasn't only effected in this way, the perk basically hardcountered her entire kit. Contrary to popular beliefe, not everything needs a counter, and sometimes you get lucky and your build is kinda the foil to your opponents one, but getting your power completely gutted by a very commen meta perk felt just aweful.

    IW is still very strong, as most survivors seem to have no idea how quiet -75% is, but at least it gives the killer a fighting chance and counters some of the most obnoxious "literally hiding under the killers nose" kinda plays, that shouldn´t work.

  • @RainehDaze said:

    You. Are. Not. Meant. To. Escape. Wiggles.

    Wiggling is to stop the Killer literally carrying you forever. that is it.

    Boil Over is a terrible perk that encourages horrible gameplay from everyone, and is annoying when someone just sticks it in because they have some delusional ######### idea that it helps in isolation, and should be deleted from the game with a vengeance.

    Iron Grasp lets the Killer carry you like eight metres more. I've done the maths. Agitation is more effective in isolation for more distance (faster movement) and more practical (faster movement), and it's still only 10m-ish.

    Everyone remember when Boil Over was buffed for the first time and it created infinites and unsolvable situations for the killer and 4h after its release killers all slugged survivors instead of picking them up, leading to a big outcry and one of the fastest hotfixes?

  • Most likely tome challenges. But some might be like me and feel, that boons are still overused and unfun and want to make a point showing, that you can still do bones and escape; mind you, this isn't the same as sandbagging the team.

    With a proper bone hunter build you can sometimes cleanse all 5 totems in like 2:30-3:30min, and if the killer was running NOED by any chance, you countered it, by "doing bones" and cleansing quite some hexes along the way. Not doing gens for a while is of course slowing the game down, but it's far from throwing, I have escaped a lot while doing bones.


    And Mikaelas are the devils get, evil hellspawns, so throwing them off a bit is a nice bonus.

  • This guy could at least ask the balance team stuff like:"why are there only two maps with denke gras for Trapper-kun to hide his traps, and why is one of this two maps basically he biggest map in the game? Why does out poster boy basically plays without a power on the Eiry?"

    Maybe this guy would get a satisfying answer, most likely not.

  • @Marik1987 said:

    Always the same. I can understand why people like to play this Nurse/Blight-Combination of a killer, but oh boy, its enough.

    I dont like to call out "nerf killer XZY", but this guy is an exception. Reduce the distance for the dashes, let a dash-hit only infect no matter if u hit a wall or open field and only when already infected you can hit. Like Nemesis.

    This guy is so unbelievable annoying to face, its unreal.

    I dont pick him myself because I feel bad for the survivors to face this guy once again, even if he is actually fun to play as. You can say "your fault for not picking him", but I just feel the way I feel. I have problems picking this annoying dude when playing killer because I kinda feel with the survs.

    Let me guess: playing Wesker is braindead easy, right? Smh

  • @csandman1977 said:

    So I got a look at the leaked pitch notes and saw some interesting stuff.

    1- 2 killers and 8 survivors. Consisting of Wraith and Trapper, Kate, David, Claudette, Meg, Feng, Dwight, and Nea. The 8th dc'd when they were told they were the first to step in a trap.

    2 - Nea is going to sabotage the survivors.

    3 - Mothers Dwelling was originally one of the maps but it was turned down because it was too big for the production studio

    4 - Only voice actors will be cast for Dwight and Claudette as they have no on screen parts.

    5 - Although it is an R rated movie and not meant for children, their will be no foul language in the script.

    6 - Samination has an advisory roll and it's possible the Trapper will be based on his animations

    7 - The writers are survivor sided and are planning on at least one of them escaping

    8 - No One Escapes Death was the original title but test groups said it was unfun.

    9 - They were going to use a location named Camp MacMillan, but decided campers are unfun.

    And 10 - Everyone dies and the movie ends the same way it started, since death is not an escape.

    Marvelous leaks! Now I am even more hyped! I am so stoked to see who will voice Dwight and Claudette <3

  • Because, if you like an effect such as this and would wish for it to have it in every game, ie basekit, then its probably worth spending a perk slot on it. There are way too many call outs here on the forum, for making this and that basekit, but all this would achieve were to cement the meta even more in stone. If you got all the convenience you wish for and still got to play with all of your favorite toys, what incentive would then be there to mix things up and try something else?

    Yes, there are way too many useless or dead perks, but making some of them basekit isn't the solution at all. Just look at BT! It might have been needed to turn that basekit in the camping and tunneling meta, but on the other hand, how many survivors have you seen this last month actually running BT? Maybe one or two stragglers who are returning players and who still got it in their loadouts, but no one in their right mind thinks "oh yes, 20s BT is what we need. Thats worth spending a perk slot on", everyone thinks "phew, so nice that we got BT basekit. Thats makes it a no-brainer to slot in some nice and juicy meta perk to show the killer :> ".

    As much as I would love this or that perk to be basekit, Sloppy Butcher included, it just would be very bad for the game. If you like Sloppy Butchers effect, well, just equip it and enjoy survivors losing healing progress each time they run away from you. Done.

    The ONLY perk that I would say could be justified to go basekit were a mini BBQ. Most people don't understand how good old BBQ was for the game health. Everyone had it equipped for the blood point bonus, but after a hook all those killers saw opportunities to the tune of "well, I actually wanted to camp this one out ... but dayum, over there in the near deadzone is a survivor hiding in the bushes" and this peeled them away from the hooks and got them into chase with someone else. Campers gonna camp and Tunnelers gonna tunnel, but BBQs dangling of an opportunity before the killers nose did more for the games health then many admit. So this were the only basekit that I would condone: after hooking a survivor, show the killer the aura of a single survivor more then 24m away. If you actually equip BBQ, you see all auras.

  • @LuthirFontaine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360426#Comment_3360426

    Less venom but man I know the feels. I hate going against a pin head that just knows box spawns and franklin's.

    Which is fair, I can understand that, but saying that someone deserves bad things, because of the character they chose to play? Really? Should we support people who stoop so low? I think not!

  • @MrPeanutbutter said:

    If you’re playing Pinhead I don’t feel sorry for you, at all. You make life absolutely miserable for solo queue players and you deserve this punishment

    Wow ... just wow. With an attitude like this I got nothing else to add. Smh...

  • @Sonzaishinai said:

    I tried Billy recently and god i forgot how bad it is.

    Did pull of one nice curve though

    Whenever I get a Hillbilly daily, I go all :( and click on the reroll button. Its sad, but I can't even stand to suffer that couple of games with him right now.

  • My thoughts on this:

    Trapper-kun will be in all the promo material and trailers and be statted as the typical antagonist in a slasher movie. Then at the mid-way point of the movie, the survivors will come up with a clever plan with Meg running acropatically through the Ironworks of misery, when Dwight gives the sign for Jake to throw a palette stack on his head and temporary stun him, while Dwights second signal leds Claudette finish the gen that they have tried to repair all the time. Everyone is happy and elated, when suddenly Hillbilly saws through the well next to Dwight and saws poor Dwighty boy down. Then a hatchet comes flying out of nowhere and snipes down poor Meg, with only Claudette barely escaping. Then the Killers fight over who gets the rights to hook Dwight and Meg and one of them manages to escape.

    It is then revealed, that everyone is in some sort of limbo, that the Killers are as much prisoners, as are the survivors, and that everyone respawns eventually, but Trapper pays the price for his failure by getting drained of a memory, or some hope by The Entity, just letting him resent it even more, but not willing to let the pesky survivors take advantage of him a second time.

    The first movie will feature mostly original characters, but if its a surprise hit, it could kickstart all kind of crazy feature films, in the vain of the late 80s and 90s X vs Y monster movies, were we see for the first time several classic slasher villains square off against each other or maybe even working together. Its such a golden opportunity, but because this stuff is expensive, BHVR would want to cement the franchise first, before entering on the negotiations with the big dogs. It could also facilitate maybe Fryday the 13th etc

  • Have you by any chance been playing the PTB? Your account at any PTB uses a snapshot of how things were a couple of weeks ago, so in this case Kate would be still locked in the PTB.

    Other then that it sounds really strange and I have no clue what could be going on.

  • People sometimes have some truly bizarre ideas, what off-meta means. I talked not one iota about playing funny meme builds and expecting to win high or even stomp and then came crawling back to the forums, crying my heart out, quite the contrary, I can take quote a beating and come back for more. But the last couple of weeks just have drained my out and left me exhausted, so to speak. And judging by the resonance I got, it's not a singular opinion or feeling.

    Just to circle back to my off-meta comment, in my own pov, please correct me if I am wrong, but anything that isn't strictly meta should be thus off-meta, right? So everyone knows that DH is the best exhaustion perk, with SB a somewhat second place, so even Lithe, an all around good perk, is off-meta, but playing with Lithe doesn't mean that you are memeing or throwing the game or that you should expect to get stomped.

    There is a difference between playing Quick and Quiet/Head On and playing Red Herring/Autodidact, both are off-meta, but one of this pair is somewhat viable, while the other is crap. So I wasn't memeing or throwing games, I just wasn't bringing the absolute ruthless best meta perks.

    Meta is meta for a reasons, I don't think that you should be forced to play them or "deserve to get stomped you entitled swine!!!1" (exaggeration by me). Being a good player and having good gaming sense, you should at least be able to have a fighting chance and pose a threat to your opponents, not getting run over with impunity, because you had the audacity to diverge from the meta a lil bit.

  • @Beatricks said:

    What truly scares me, is that as bad as Killer is currently (make no mistake, it's a very frustrating experience if you are not a pro Nurse/Blight/Spirit player), it doesn't even come close to the utter misery that is SoloQ. And with the constant barrage against the HUD change (that didn't even increase survival rate by a single percent mind you) I can all too easily imagine the devs doing something so disastrous like adding another gen to finish, which would bump the current 80%+ kill rate to well above 95. Maybe the game would actually die then?

    Rest assured. At least a 6th gen won't be added, 100000000%. Yes, soloQ needed the HUD update and don't have to be the punchingbag of the game, but now we need to vocalise what many had seen as writing on the wall: that killers would suffer and that they now need to be buffed in some way, now that SWF and soloQ are closer in terms of efficiency.

    Tbh, I actually would prefer if they did some kind of health update and instead of just buffing and empowering the killer role in this continued arms race, somehow took a few steps back on both sides and rewind the power creep. This is easier said then done, but you can only upgrade both sides firepower so much, we are basically at the ultimate What might be possible. 5 gen stomps? 4min gen slams? It can't get any lower then this, and it's neither fun nor healthy.

  • Awww, everyone! Thanks for your kind and reassuring words, it helps a lot, knowing that I am not alone with my perception.

    Well, this post will probably not change anything, but you never know who will read it, right?

    Nonetheless, it felt good talking about it.

  • @ratcoffee said:

    lot of killer mains in this thread who have never played a game of survivor in their life and it shows. misunderstandings of core gameplay mechanics such as mending and exhaustion from a survivor perspective, accusations of widespread cheating by their opponents (the most common cope for boosted players in all games), and not understanding that a 0.5 second timing window to use a perk is much tighter than the 30 second to several minute timing window to take advantage of eruption.

    i could probably count on one hand the number of games i've run DH, and on the other hand the number of games i've used Eruption. I don't like relying on crutch perks; another thing I don't like is just how bad some of the arguments people have about those two perks can be.

    While you're not entirely wrong, I would recon that the number of "hard-core killermains who never touch survivor" is much, much lower then the number of "hard-core survivor main who will never touch killer". Most killer players that I know play a reasonable portion of survivors, either close to 50/50 or at least 70/30, where as there is a sizable portion of survivors who basically never touch killer and only play to survive with their friends.

    Nothing wrong with that, but running a mile in the other roles shoes not only makes you an overall better player, it also let's you experience the issues of both roles first hand and build up empathy. You can count on one hand how often I used current Eruption, because till next chapter it's busted. And you can be sure that I never t-bag the killers, nor wait at the exit gates to twerk, bit just leave.

    The casual player is probably not using DH, but a lot of the regular players are. While DH in the first two weeks after 6.1 was a rare sight and any successful parry raised an eyebrow and made you go "woah. Mad respect, bro.", now a big bunch of survivors have wisened up to the perk and know exactly how to use it. Using it prevault, pre-palette drop or by running into the killer, many suevivors have become experts at baiting the hit out of the killer, 0.5s be damned, the are so many lose/lose situations that latency barely matters.

    And there is a surprising amount of survivors with either nerves of steel, that can read you like a book and even parry reliable when you catch up to them in the open ...or that are indeed using a script. In the end it doesn't matter, the fact stands that DH gives so many survivors a get out jail card when they shouldn't be given this chance, when they are caught in the open or backed into a dead zone with their pants down. In all this situations the killer can't just down them, but must carefully assess the situation, weight their options, the skill level of the survivor and bait and bide and still fail 50/50.

    It's easy to see why DH is so popular: it gives you all this running chances when you should go down, and it can be honed like a blade, up to such an edge that it indeed becomes a defacto third health state.

    Eruption is also a busted perk, and when you got in a 3 gen situation, with all gens primed and one survivor out of the game, it can really shine, but you still got to down a survivor in a timely manner, which isn't a giving. I am in no means defending Eruption and am happy that it's gone, but I really, really wish that killers concerns would be taken with the same seriousness. I can see that it's not am easy decision to take away the favorite toy of 3/4 of the games population, but this perk is singlehandedly strangling l the fun out of killer matches and is more deadly then any killer, Nurse and Blight combined.

    The sooner BHVR takes this brave step, the better.

  • I remember a match with Dredge on Lerys and I went into that trial with an open mind and an "oh this should be fun, there are plenty of lockers on this map and I can jump scare the survivors a lot" attitude.

    Well, it turned out that 2 squarters of the map were complete locker dead zones, I basically could teleport along a big, fat line, but not branch out at all.

  • @Blueberry said:

    He doesn't need a rework, just some tweaks.

    1. 95% of his addons are trash. Please fix. Addon fixes here: https://forums.bhvr.com/dead-by-daylight/discussion/363129/the-knight-addons#latest
    2. The few of his addons that aren't trash feel basically required. So even if you did fix his other addons we'd still be required to run these. Those would be Call to Arms and Map of the Realm, most would also add Horse Meat into that. Make these base kit and give the addons a new effect.
    3. Guards need more reliable hits. I know this sounds unhealthy but bare with me. The way we do this is by increasing the guards speed slightly based on how close the killer places his guard to the survivor he detects, but only if they are placed past 10 meters. This rewards the Knight with more potential for guards downing, but only if he is very skilled with reading the survivor and placing them well. This buffs very skilled Knights at high MMR, but doesn't hurt the lower MMR players as bad Knights wouldn't be able to utilize this.
    4. Make the guards green circles disappear on distance like the orb does.

    Most of these changes buff the Knight without hurting lower MMR much at all and also without strengthing his 3 gen much as most all this extra power is based on long distance placements, not just throw downs at loops that people hate.

    The whole idea that guards are meant for wasting time/pressuring another survivor instead of getting hits is flawed and straight up bad. You're essentially giving up your power to be an m1 killer with no abilities in order to keep one other survivor preoccupied for a little bit. I'm sorry that's just bad, really bad. That is not viable against actually good survivors being efficient on gens.

    That tome challenge to get two hits with the Assassin was just SO much fun. Really, why can't we have one for the other two guards? Hahaha ... *notices that we are only on page 3 of the current tome* .. Oh no no no ... oh no no no no!

  • Because Huntress is braindead easy on PS4 with a good controller. 20 would be hardly ANY achievement, so get at least fiddled a bit with the numbers. And of course I,am pulling your leg, Seraphor is probably right.

  • @RiskyKara said:

    God I love smashing pallets against the Wraith so much. He sounds like a distressed Elephant that just stepped in mud. It's such a wonderful sound. But lately every time I go against Wraith's they like to do this thing where they run super into the Pallet while stealthed so I can't gently boop their cranium with a teensy bit of head trauma. Or they just play around the pallets, and those who do neither just bait it out.

    Very poor form, incredibly disappointing. Even more disappointing are those wraith's that silent their bell.

    It's a simple formula. He bings the bong, I say "Bing bong!" and we're both having a good time. He makes the rattle rattle noises, there's the crack of the pallet breaking his bones into more bones, and then the trumpet of distress. Wraith is also supposed to run Noed so we all hear the shrill heart stopping sound queue of him beating someone with a superpowered spine. On that note, I've been seeing so much less Noed too! What the heck is happening?!

    It's supposed to be give and take but for some reason Wraith's these days are all take, no give. Very disrespectful.

    Anyways, if you're maining Wraith try to consider a pallet build. Spirit Fury, Enduring, Brutal Strength, and Noed, all the classics! And don't forget to smash that bell!

    So Pyramid Head ain't good enough for you anymore? Very disappointed in you, Kara, very disappointed indeed. Smh. But you do you. I hope that you and that Wraith get happy, while I disappear into the Fog again.

  • Give them a bloody checkmark box next to the cosmetics in order to give them a bloody shader for every cosmetics, not just the original ones.

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