Akumakaji
Akumakaji
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- Akumakaji
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Pyramid Head is my main and I am currently working to get him to P100. I reached P19, which is already pretty high for killers, but it's a slow climb as I occasionally need to burn 100k BP for red envelopes on all kinda killers.
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Its like this: spend 60h designing a fun or nice Haddie outfit. 30 peeps buy it, feels like a waste of time, but whatever, it was the right thing to do.
Or maybe spend 50h on designing a couple new Feng outfits half of which can be recolors, a cosplay of another character or variations of older stuff and sell 10s of thousands within the hour of release.
Only one of these is considered a smart business decision. Unless you manage to stir up the mud in the water and conjure a shart storm.
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I have played a fair share of Knight in the last couple of weeks and by now I think he is OK-ish. His power still feels overtly telegraphed and plastered all over the map for all survivors to see, but its better then at the start.
Surprisingly, his best add-on combination for me is his brown Map of the Realm (+4m detection range) and his yellow call to arms (+10m pathing and 25% faster pathing). This combo allows me to much better cut survivors off and pincer them and can be quite fun. I rarely use the Knight nowadays to camp a hook or place, but more proactively and its working surprisingly good. Honestly, I think that the +4m detection range should be a basekit buff and the Map of the Realm should have some other bonus, it feels that much better to have your companions notice survivors that much more regularly and I can now rather rely on them spotting the pesky little ones.
The added and father pathing also helps a lot with shutting down a critical gen mid chase, its not ideal but an Assassin or Jailer wailing for 8s or whatever it was on a gen and throwing everyone else off is pretty cool, especially when combined with DMS it can be a real life saver.
The Knight got a lot of flak for being not insanely strong from the get go as a tag line as "two killers chasing the survivor" sounds, with a telegraphed attack that coudlnt be more obviously to the survivors, and the knight exceeling at camping hooks and shutting down loops against inexperienced survivors, but now that I sunk a couple more hours into him I actually enjoy playing him. But only with this add-on combination, everything else seems to be way too gimicky, so this indicates that there still is a big problem with his power.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328709#Comment_3328709
I like the premise of it but if it no longer is an exhaustion perk it opens up builds combining it with another exhaustion perk,, as you mentioned survivors did adapt and so did most of the killers to dh which feels fair for the most part,, I'm curious what they do with eruption,, my guess is it gets the tinkerer treatment, once per Gen, with slight buffs to the regress part and slight nerf to incapacitated
TBH, I think that I would rather have DH on top of Lithe or SB, but it only activatable once or twice per game, then to have it potentially up every single chase, its having THAT big of on influence on the general tone of the game.
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It must be you, because just yesterday I had a stream were a friend watched me playing Ghostface and I just tried to get my daily, ie mark 4 survivors and I was constantly revealed from the most rediculous angles, no matter if I was leaning or 135° behind them. Within seconds or starting my stalk they had their eyes on me and started to reveal me. It was such a miserable experience.
One of the more outragious ones was a Mikaela who opened a red envelop and I was closing in from about 90° to her side. She fully revealed me before she had the envelop opened, tea bagged me for good measure and was off and away before I could turn the corner.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328951#Comment_3328951
My point was that survivors have been crying about tunneling since 2016, and since then, Decisive Strike has been nerfed 6x.
I'm crying about Knight, as a survivor, so the obvious takeaway from this feedback is to nerf the survivors' perks or ability to play against the Knight.
That is, because the community (both sides) aren`t interested in a balanced game and using stuff as intended, by tweeking EVERYTHING to their maximum advantage. You see it with BT and its basekit all the time: unless they are on death hook, survivors aren't using their movement speed and BT endurance to get away asap and reset, they are 86% of the time using it to bodyblock the killer and enabling both survivors to get away.
Likewise DS for the longest time wasn't used as a safety net in case the killer tunneled you, it was used as offensively and obnoxiously as possible in order to waste as much time of the killer as possible, often leading to lose/lose situations.
Post 6.1 patch was another round of this bad behaviour: killers were for the first time in ages in a really good spot and regained a good portion of the power that should be their role to wield ... but instead of just gaming on and have fun a good portion of the player base doubled down on their advantage and camped/tunneled like there was no tomorrow in tandem with 4 regression/slow-down perks.
Players can't be trusted with ANYTHING that could be weaponized beyond its intentions, because if given the opportunity, they frankly will.
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I once took a 2 month break of this game, too, and it felt quite liberating. It felt good playing action oriented games that didn't felt so sluggish, but that let you turn on a dime. And when I returned I still had 3 weeks on the clock of the rift to get everything, so I am not even sure that I missed anything :D
DBD is a really odd fish. The games themes and playable horror icons are such a cool thing and I also like the gameplay a lot, even though I wish that there were a bit more variety of sorts. But this is all stuff that I can easily look past; its always the community that gives me a reality check and pulls the rug from under me.
Dang, people say that Counterstrike or Battlefield or whatever (all this shooters are the same to me, sorry folks) lobbies can be worth, with all their 14ys olds with overblown egos trying to throw dirt on each others skills, but DBDs toxic community must a flavor of its own.
Here is a good read back from 2017 that I always like to go back to when the matter of toxicity comes up. Its a very good read, and it shows that this has always be a problem.
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@realflashboss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328644#Comment_3328644
Again, make other exhaustion perks more useful, I'd rather bring other exhaustion perks but most of then have too many caveats to be useful when you actually need them.
Just some ideas to get a conversation starting:
Lithe: press E. This uses up the perks charge, gives you the effect on the next fast vault you do within 10s and starts the exhaustion timer once you vaulted.
Sprint Burst: press E while walking in order to conserve power for 45s. In this time frame SB won't activate, if you want to or not.
Balanced Landing: as is. You also have 3 tokens that recharge while inside the killers TR. When exhausted you use up 1 token when you jump down a great hight to reduce the stun by 35%.
Smash Hit: on top of the effects also blind the killer and play the hook of The Tricksters greatest hit. Alternatively, if you have Any Means Necessary the palette bounces back to standing the first time you successfully smack the killer during the trial.
Head On: hide scratch marks and foot steps for 3s on a successful hit.
Overcome: tbh this is good for what it is. Bonus: even when running away in a straight line the character model constantly t-bags the killer .
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My ideas for a Sadako rework since forever:
assign every TV set to a gen. Make the gen be "cursed by The Onryou", in order to work on the gen, someone needs to remove the tape from the cursing TV set. You can only work on the gen as long as the tape is out.
This will give many more tapes out in the game and force survivors to interact with them. It also gives Sadakos player a pretty good idea which gens are worked on, but no means to teleport directly to that gens.
Survivors can misinforme Sadako by removing extra tapes.
I would also fiddle a bit with the TVs cooldown times or maybe give the TV sets of finished gens unlimited access, but the curse can't spread around this gens.
I would also make the condition to get rid of being fully condemned a bit more complex then just running across the map once and insert a tape to void 4 full stacks just like that.
Maybe you need to insert the tape and then manually go to another survivor and give them two of your stacks, thus spreading the curse.
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Shadowborn rework: survivors who hide in shadows and are unmoving get highlighted like during Dredges night-time until they move again. Somewhat fluffy, somewhat strong, but still niche.
@bm33 said:
Could also be forest that gets rework since that hasn't been reworked either.
My biggest worry about the perk update is them nerfing perks that are in a good place just because they have high pick rate. It happened during first perk update, there were a bunch on both sides that got ridiculous nerfs when they were in a good spot just to make people not use them. I'm glad they're doing something about Eruption but I am nervous to see what perks get unnecessary nerfs or what low use perks get a ridiculous buff.
DBD mobile already has a visual terror radius so I'm really not too concerned about this. I'm hoping they'll add a killer FOV slider so there's some accessibility on that side.
I'm hoping for map pick rate they make it so you're guaranteed to not go to last realm you had a match in. Maybe change map offerings to guarantee not going to a specific realm - if certain ones are played often then obviously that realm should be looked at if players don't want to go there.
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@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328370#Comment_3328370
Also agree..but i don't see how DH gets adjusted again without becoming bad,,What i would like to see is targeted buffs to lower tier killers for sure ,,As much as i hate eruption carrying bad killer players as well it made lower tier killers viable as well
DH and Eruption are the two perks right now that have such a strong meta, that they singlehandedly decide how games are played and they have the greater game in their stranglehold. DH did so for quite some time now and after some grace period right after 6.1 were killers could just be killers and swing when they cornered a survivor or caught them in the open. Now, with a lot of survivor adapting and learned how to use the new DH, it's once again so possible that you have to second guess every single swing until you know that a survivor is running something else or needs to mend.
It's true that the new DH is much fairer then the old one and that you can now effectively bait it out most of the time, but it's still wasting time every single chase. And there are still lots of lose/lose situations for the killer, that just feel awful. By now I can predict pretty well when a survivor will DH in front of a palette, but the window to hit them afterwards is soooo fricking small that it's actually more to your detriment to try to go for it then to just eating the DH and applying mending. FR, I have pulled this off successfully a scant 3 times by now, but have many times predicted the DH correctly and still gotten hit by the palette ... this time without deep wounding the survivor and them just using a palette. This is really awful and quite comparable to the way survivors feel about the uncounterable status of an Eruption primed gen. Do they waste time off that gen and be waiting for a down that might never come or stay at the gen and risk looking at it for 25s? Fun for everyone.
I have a few ideas of how to nerf DH even further, without it being too strong. For one, we could not make it an exhaustion perk, but give it tokens. DH could have a much more generous activation period of 1s or even 1.5s, but once used up its token is gone, a bit like Unbreakable. It gives you this one or two strong plays per game, but you have to make then count and can't use it in every chase or to greed EVERY. SINGLE. WEAK. PALETTE. TO. ITS. ABSOLUTE. MAX. .... sorry, I needed to get that "skill issue of mine" out of the system. I would argue for two tokens, one would be too weak, 3 still oppressive enough that you could use it very much like now. 2 seems to be the sweet spot.
With Eruption, I am mostly not using it, because I feel the survivors plight, playing survivor myself a good 50% of the time. That's the reason, btw, why I refuse to use DH and only sparingly use Boons, I don't play stuff that I hate playing against myself. Eruption singlehandedly is keeping killrates up, though, and saving some killers from slinking completely below mediocrity. Suevivors who know what they are doing a very much back in the power role in this game and dictate that flow of the game. Eruption helps many killer players in this regard to somewhat turn the tables, but just as with DH, old or new, it's never a good thing to crutch on one single perk.
BTW of crutches: I play a lot of Nowhere to Hide these days and rely a lot on its info and am loving it ^_- But I can still read birds or scratch marks or certain other clues and can play the game without.
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DH, same energy.
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I think at this point the game really needs a dynamic game director like Left4Dead or something. When things are somewhat a fun and balanced game like "chase, down, hook, 1st gen done, chase, down, hook, 2nd gen done, ..." then it does nothing, but if the survivors split up and after your first down 3 gens pop, then The Entity does some stuff like blocking gens or destroying palettes or blocking vaults (maybe even semi permanent) or whatever.
Same thing if the killer gets 3 hooks before one gen is done and the survivors are just running around like headless chickens The Entity gives them a repair buff or repairs destroyed palettes or closes a breakable wall or spawns a health kit suspiciously in the corner some survivor wanted to hide in.
Stompy games are seldom fun, its the somewhat. This is at least something that could be done with the current engine. Many suggested something else to be done with the survivors objective, like gathering parts accross the map or sabotaging the killers items or whatever, but the game is probably too far out in its life cycle to tackle anything like this, so we need to work with what we got.
Some people seem to despise catch up mechanics ("why should I be punished for playing well" or even more often "why should THEY be rewarded for playing bad?"), but its really what this game needs, a dynamic way to hinder or ease one sides gameplay during the trial and back again.
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@Decutor said:
The worst part is, because of the promised process of making all skins eventually Iridescent Shards, ALL new skins started releasing in Auric Cells only. Meaning these FOMO skins will never be Iridescent Shards.
The best part was that they stated that all skins would become buyable with Iridescent Shards after 4 weeks, and when the christmas skins happened to stay up for 4 weeks and three days it was like "yeah, well, of course thats not applying to those..."
Business is business, but taking away stuff that has been available for ever and putting it behind a FOMO wall feels just bad. Same with barely introducing any new skins that aren't FOMO. If it was a healty mix and some skins just were more exclusive, fine, I think that no one would care. But right now its just frustrating and definitely not fun or incentivising me to throw any money at them.
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@Rulebreaker said:
At the risk of sounding callus, maybe run unbreakable or exponential? If nothing else the boons stack.
Or use the famous Powerstruggle build: Unbreakable/FlipFlop/PowerStruggle/Tanacious. Its not the most competitive build, but when it works its so much fun. I once had a game where I got it off 4 times! But I guess the killer no longer cared at that moment ^^
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326156#Comment_3326156
Source: Trust me Bro
I trust you, bro!
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325380#Comment_3325380
It's also annoying if their teammates leave them on hook, they reach second Hook Stage, and I hook them again only to realize they are dead. Happens so often and I feel bad every time.
This! Happens sooo often. And as people have said already: if the killer wants to tunnel, they don't need a hook counter to remind them, they will just tunnel. An actual hook stage counter would more help the nice and fair crowd then the other way around. But I guess its the same as with the shroud items, who are both in the wrong bloodwebs with how the game changed over the years: a relic of the past, yet unmoving.
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@Sava18 said:
Personally, anything hard meta for this long should be gutted and just left to sit in uselessness for a bit. But that's an opinion from my league roots.
I have been preaching this for god knows how long: take the 5 most popular perks and nerf them, take the 5 least popular perks and buff them and then rinse and repeat 4 weeks later, while giving the freshly nerfed/buffed perks a grace period where they can't be chosen again that month. Boom, constantly evolving and changing meta, no stale builds that are the same after literally years.
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@legacycolt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325136#Comment_3325136
It’s not free because you have to time it and dh doesn’t work if the killer is smart.
And Eruption is fair, because the killer needs to win a chase and down a survivor in order to get it to activate, same train of thought.
In the end, both perks are actively sucking the fun out of the game, staring for 25s at a gen without being able to do anything is not anymore fun then having to "wait it out" everytime you catch up to a survivor in the open or constantly having your 30s of chase being taken away in the moment of payoff "by the press of a button". Both perks are more nuanced then this, but both perks are also very unfun for the other side, while giving "your side" a sort of adrenalin rush and feel good vibes, that makes some people protect them.
I say we need to let both go for the game to prosper. Both perks are clutching the games in a strangle hold and its not healthy.
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@Bot_Salvo88 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323400#Comment_3323400
I don't think it's too much to ask for one challenge to get fixed. It's been over 8 months that it doesn't work (maybe more). Come on BHVR!
Yesterday I had a Clown who farmed with us and I had at least a dozen attempts of jumping in a locker. He basically stood there and as soon as he moved and the chase music started I jumped into a locker around the corner and stayed there. Nothing. This challenge right now is impossiburu ...
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As far as I recall there has been a lot of asking to revoke the stun to the old 5s, even from the killer community. While in the past getting stunned from DS was a constant thing to keep in mind and play around, nowadays its just a nusiance and can be basically ignored in all but the most special of cases. It was only the 100% free escape during EGC that rubbed a lot of killers the wrong way, with lot of situation were they had absolutely no option of getting a kill and everyone got away scott free.
The deactivation during EGC would have been enough.
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Congratulations! I am a fellow achievment hunter and tome completionist myself, so I can relate. I got literally all tome challenges to done myself, but the "Self Preservation" one. Its really frustrating, I opened a bug report about it that got reasonable traction by others reporting their own problems with the challenge, and every now and then I try to see if I can do just by some fluke of fate, but so far I got no luck.
Oh well ... one day for sure!
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@Mazoobi said:
Anything to make Technician better is welcomed. I strongly dislike how it applies an additional regression...
I thought of the idea of it being able to cleanse any "killer" effects on gens i.e like Eruption.
"After working on a generator for at least 10 seconds, all negative effects on the generator are removed and the effects are revealed to you "
But I figured that might be too much for a training wheel-designed perk.
Something like this could be a an activateble effect much like Blastmine or Wiretap: "after repairing a gen for 50%, press E to purge a gen of all negative effects and prevent kick perks to affect it for 60s".
It would be a counterplay to Eruption, just not completely and still needed to be tactical used.
I also think that Technican shouldn't add extra penalty to gen repair, how about a token system ala Distortion? You start with 3 tokens and use up one if you fail a skill check, hiding the explosion completely. Tokens can be regained by repairing the gen in the killers terror radius.
The reduction of the gen noises by 8m is already pretty strong, as I, for example, very often hunt my ear, ie just approach a gen close enough to decided if someone is working on it and then move away. Completely hiding the noises though would be really uncool and be akin to old Iron Will. One perk should offer an advantage in its field, but not 100% take away some base ability just like that (there might be some outliers to this, but this should be the rule of thumb).
With a Distortion system and maybe an press E ability to purge a gen of negative effects I think this perk would be very robust and help to shake up the Eruption and CoB meta, without being too strong.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323142#Comment_3323142
Yeah, we got NOED, Terminus, Blood Warden, No Way Out, Remember Me, Rancor.
Also Hubris exists now, which can punish survivors for pallet stuns pretty hard.
Hubris could need +15s duration, though. Unless you dedicate your build to it with Endurance and Spirit Fury, things need to work out absolutely perfect with the stars aligning, for you to catch a survivor in its tiny 20s window.
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@GoodBoyKaru said:
Now, I'm not saying that I told you so, but
https://media.tenor.com/g8dBmJgkgAMAAAAM/well-told-you-so.gif
#########, but you did! Ngl, the first week I supported your claim, then I caved in and jumped on the community band wagon and just run with it.
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@Peanits said:
The short answer: Right now, they're a very basic AI that knows how to run and not die to the different powers, but that's about it. It's good enough to get some practice in, but some edge cases like this will happen. We'll be expanding and improving on the feature over time.
The longer answer: Bots are incredibly complex (and I'd love to do a bigger blogpost diving into it if there's enough interest). Not only do bots need to know how to hear, see, and move, but they also need to know what to do with that information. Teaching them all of this is incredibly difficult, unreliable, and costly in terms of performance, so we instead feed them a bunch of information about the match and then dumb them down. They'll know where the Killer is at all times, for example, but we'll prevent them from acting on that unless they have line of sight or hear the terror radius.
In most cases, this works great, but there's still some work to be done to make sure they respect every Killer's power. The Spirit, for example, is invisible while phasing, but the bots don't know that they aren't supposed to know that. That said, she does still provide directional audio while she's invisible, so it's not unreasonable for a bot to know roughly where you are and react to you.
Yes, yes, we want to hear about this
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@Phasmamain said:
I’d gladly lose DH if it means eruption also gets removed
that would be the easiest trade in my killer career.
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@LordSturm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320513#Comment_3320513
yeah, it's strange actually, dead hard giving a speed boost was the problem then, and it still is now despite the rework
No, having a reliable "get out of jail"-card that activates in situations in which you most need it, ie wounded and cornered, is the problem. All other exhaustion perks can be annoying in the right situation, but only DH can be used in any situation, be it in the open, or in a strong loop, greeding a palette to the max. The short time after 6.1 was such a giant bolder taken of my broad killer shoulders, when I had a survivor cornered, outplayed and closed up to them after a tough chase, I could just swing without second guessing, no strings attached, no "fufufu if you outplay them, but they DH, did you really outplay them?". It was such a novel concept and exhilarating ... but sadly it didn't last and now we are basically in the same situation as before.
The perk is nominally more fair then before and its grosses and most agrevating uses have been cut out, but now that survivors learned how to use it, its again the most used survivor perk and you have to take it into account in each and every chase, "baiting it out" instead of swinging. And its so tiering.
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I am preaching this since 6.1, and people seem to agree somewhat, but I don't think that we will see that change anytime soon.
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@th3syst3m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317757#Comment_3317757
Yeah empathy doesn't show you the killer so I don't know what you're talking about. There is no reliable counterplay for eruption, that's just a fact.
Empathy/Fogwise/Stake Out/Hyperfocus: slam gens, get intel on the killer and see how close the chase is actually going.
With the prevalence of three gen situations and Eruption/CoB combos, this isnt a bad build.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315822#Comment_3315822
I'd take a wider killer FoV for more places to hide. I'd rather survivors hide in a bush than on my toes.
OMG YES!
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@Ricardo170373 said:
I personally like this sazonality, but, i think DBD should have a better physic, because, every hair, every clothe, everything about cosmetic are so static and boring to see, nothing moves, wheres the hairs moviments? clothes moviments? these simple things make a lot of diference for experience in the game and could be more appelative to buy them. If we will sazonality cosmetics, they need be better than now
Most players wouldn't even be able to see the cool and interesting moving parts you talked about, playing on the lowest graphics settings in order to not spawn too much grass and rubble:p
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315323#Comment_3315323
Well idk what ppl yall r playing but my teammates never get them off so, like I said nerfed into the ground. I never used the perk personally but I'm a firm believer that killers make ppl use the perks they do
So what dire situation made survivors use old DH constantly for over a year with close to 75% pick rate in the higher skill reaches, leading to the most abyssmal state the killer gameplay had ever been, where you honestly questioned yourself why you are even playing, as this single perk was sucking the fun out of the game, usage by usage? Maybe it was the existential angst of not being the top tormentor back in the days, when survivors were the power role, no questions asked.
And DH is once again on the same train, sucking the fun out of the chases. EVERY single chase with EVERY new survivor you must wait it out, bait it out, until you are sure that its gone or not in play. The short time after patch 6.1 dropped was SUCH a liberating time and breath of fresh air: when you had a survivor cornered you could just swing. No strings attached. No waiting. No baiting. No fiddling. Just swing. It was the best time of my life. Now its back to "fufufu but if you have them outplayed and they press E and zoom off, had you really outplayed them? and its so tiresome and tedious and sometimes I just give up if the first, expensive and draining chase ends with a DH to a vault or palett and off they are.
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Its pretty easy: if I interrupt the unhooking process, unless its the EGC, you are free to go and probably heal in some corner and I will try to go for the unhooker, BUT if you bodyblock me in order to abuse and weaponize the free BT, then I consider this your consent to staying in the game. By bodyblocking for your teammate you put yourself right back on the menu and I will gladly wack you and then hunt you down.
TL,dr: crazy, actions have consequences!
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The drawback of Lithe, and thus its balancing factor, is that you can't "not" use it while looping. When you bring the killer to a nice, strong loop you can't keep the killer there and waste a fair bit of their time and then use Lithe when he gets too close, because you will have to fast vault the whole time, triggering the exhaustion on the very first window and maybe even causing you to crash into the next wall.
Lithe is awesome when you just want to distance yourself from the killer and have a some useful tiles next to you: run one half loop and zoom off. But you can't loop there and keep your get-away card.
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@Krazzik said:
What more can they do against tunneling? I'm legit asking.
You already get 10 seconds of endurance and haste that usually guarentees you can get to a loop. Literally what else can they add that wouldn't be abused by survivors?
One thing that a lot of people seem to overlook since patch 6.1 is BBQ. Many survivors stated that they hated seeing BBQ every match, but it was actually one of, if not the most healthy perk in the game. Nearly every killer had it equipped for the BP bonus, and as if on accident it also showed every killer all kind of opportunites after hooking someone, peeling them away from the hook without forcing them. Yes, camping occured back then too, but BBQ gave a killer a new target, showed them opportunity and thus kept the game going.
I would propose to find some way to punish killers for camping and tunneling, but also (and especially) giving them a smol BBQ basekit, ie show them the aura of one survivor when hooking someone and giving them a speedboost of +15% as long as they are moving in the general direction of that survivor, outside of a chase and 16m away from their targeted survivor. This would give killers a big incentive to go hunting instead of camping and even allow slow non-mobility killers to do so without hurting themselves.
Also, maybe we could give killers a one time score event when they hook all four survivors, making this a sort of secondary objective like back in the old days of BP BBQ, and maaaaybe give them a small 15s Entity blocks all gens once every survivor is hooked once and another time once everyone is hooked twice with everyone being still alive, rewarding the killer for spreading the love instead of focusing one down.
Essentially we must make playing for 12 hooks worth the killers time AND not sabotaging themselves totally in the process. Low skill killers would then still camp, but others could try to go for fun games again, especially when they don't end after 3 chases.
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@hex_uwu said:
Long answer?
People DC for any multitude of reasons. Maybe they're a sore loser. Maybe their takeout just arrived. Maybe they hate that killer. Maybe their dog is choking. Maybe they went down and saw all their teammates crouching in a conga line. Maybe their internet went out. Maybe they're having a bad day or a series of bad games and whatever maybe small or insignificant thing was the final straw that broke the camel's back.
It's frustrating, especially for their remaining teammates, but unfortunately this is the state of dbd now. The amount of times I've loaded into a game against a certain killer and heard a teammate DC early in the match and thought 'fair enough' is actually comical.
There is a lot of truth to this. The thing that cured me was a day with a string of bad games that were just beyond aweful. I had DCed and ragequit a couple of times, eaten the 15min and 30min penalties and finally sobered up and decided "Duuuude, you can't keep this up. Just play the game or take the L :)" and then after hooking two survivors and being in a fun chase with a third I had a legit internet service provider DC and slipped into the higher penalties :D I was miffed, but also realized what had lead to this: my dumb ragequits over nothing. Yeah, I got bullied, but not 4 times in a row, I was just projecting. The thing is, when you try to game the system, sometimes the system strikes back with a legit DC.
I was logged out of the game for an extended period and didn't touch it for a couple of days to cool down my penalties. After that I think I never ragequit again, but handled tough situations with a shrug of my shoulders. If a killer wanted to tunnel me, so be it, and if a SWF wanted to bully me I could always watch something on my second screen while staring at a wall, but I never again let the spur of the moment get the better of me. And know what? A couple of times I even made a comeback. You know how bullies have a tendency to swarm a killer who has given up and try to get their attention? A few times after I cooled off I re-entered the match with new vigor and no intention to win, but just to "stick it to them" and it worked.
A cool head is really the most important thing in this game, and if the game gets the better of you, its probably best to take a break, be it just a couple of hours or a couple of days. It happens to all of us.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/360549/state-of-the-game
There's no incentive to chase.
The only reason to chase for that long outside of your gen patrol range is to give satisfaction to the Twitch streamer SWFer looking for content between hits of his vape pen while he insults you for literally everything.
Thats astonishingly accurate lmao.
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@Shroompy said:
Yknow what I just realized, people are complaining as if this is exclusive to DbD, but it really isn't
If one side plays meta, and the other doesn't. That team who plays meta obviously has the advantage. Doesn't matter what game, it will always be the case.
What we really need is to make games more consistent and fair, which I think should be done by making killers only able to go to specific maps (Like maybe 8) that don't screw over their power that much, and this map pool could be updated every mid chapter or something to keep things fresh. Another thing is items and add ons, they should have a point system tied to them. Say a full squad brings a full loadout of stacked medkits, they should be matched up with killers who have stacked add ons. For that to work Survivors would have to be locked in to the character they queued with which wouldn't be much of an issue considering you can now browse through the game while queued in the most recent PTB.
Perk changes absolutely need to be done more frequently as well. DbD has had less than 10 meta's on both sides and its almost been 7 years since the game is out. Compare that to other games where there are constant balance changes that are specifically done to keep the game fresh. Something like Dead Hard going from a 50% usage rate to a 30% is still absurdly high, and while I don't necessarily have an issue with the perk I would sure like to see something else.
We two don't often agree, but that assessment is spot on!
BHVR should really be doing something that many mobas are doing: take the top 5 played options (perks in this case) of both sides and nerf them, mostly by tweaking the numbers, and then take the 5 least played options of both sides and buff them. Rinse and repeat every 2 weeks (or 4 if you are more comfortable with a monthly roll-over) and let the players figure out whats goods now, what has become subpar and things should settle naturally.
Maybe add a rule that the recently changed perks aren't up for change for the next round, as the buffed perks will naturally be played more etc. so no back and forth nerfing/buffing, but I could see DH getting nerfed one month and then two month later, until it finally somewhat equals out with the other exhaustion perks.
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I play a very aggressive aura-reading-heavy Pyramid Head as my main, and he is very successful, but only because of his unique kit and the perks. With Lethal Pursuer I get into the first chase immediately, often crashing a gen-rushing party. Hopefully I get my first down soon, and from then it mostly plays by itself. Awakened Awareness and Nowhere to Hide both help flushing out sneaky little goblins and are super valuable. AA often shows you survivors hiding in nearby bushes or behind clutter and allow for cheap POTD hits and occasionally I see survivors entering a locker that I have no business checking out, so after the hook the next one followes immediately, which generates immense pressure.
Lastly, I am all ears is Pyramid Heads best perk and in combo with Lethal Pursuer really strong. You either get a good shoot at hitting them through walls or you can home in on them trying to get away in tall grass/corn fields etc and never losing them. The overall idea is to put the pressure on early and never release it, allways getting into the next chase, allways flushing out the next sneaky git, never tirering in the Lethal Pursuit.
So, this combo plays very differently then the current gen kick meta, but it only works with Pyramid Head and his unique kit. I tried it with M1 killers, but its not half as good, if even that. Maybe Huntress or Slinger could work, as they are ranged themselves?
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@Sonzaishinai said:
I like the adept changes
One small nitpick is that i would have prefered it if merciless was that nobody escaped out of the gate.
Making it a 4k pretty much means you need to slug at the end if you don't want to lose your adept to luck
Indeed, this seems to be somewhat of an oversight. I love to give the last survivor the hatch anyways, but if I am on my journey to Iri1, in the future I will have to just kill each and every one of them, slugs be damned. Sad, but true :P
Still, its a step in the right direction, so I am mostly happy about this change.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312231#Comment_3312231
But it's them who said grades 'show nothing more than time played':
https://forums.bhvr.com/dead-by-daylight/discussion/comment/2876739#Comment_2876739
https://forums.bhvr.com/dead-by-daylight/discussion/comment/2908669#Comment_2908669
https://forums.bhvr.com/dead-by-daylight/discussion/comment/2749952#Comment_2749952
Mandy has said it numerous times and also described grades as an "incentive." Grades suck as an incentive, though, because I have literally stopped playing for weeks at a time because I was one pip away from the next grade and I didn't want to risk losing pips. Even though you can't pip down a grade, the idea of getting further away from the next reward level stresses me out too much. I don't need stress from a game, I'll play something else that doesn't penalize me for having a bad, frustrating time that's often out of my control. Bad enough the matches where I de-pip are often miserable, de-pipping on top of that just makes it so much worse.
Trying to pip up as killer on Switch is the freaking worst. If I manage to get enough pips in a row to be one pip away, that's a miracle in itself. I don't know if I've ever even reached Silver for killer on Switch.
Right now it takes 90 pips to go from Ash4 to Iri1.
I've elegant solution would be to do away with the hate de-pipping, unless you had a DC, but increase the Pips needed to something around 120.
120 good games in a month, any way Split up like you want. That's not trivial, but manageable and at least consistent. One aspect that I totally despise with the current system is how you so often get screwed. I was at 4 Pips, had some cute survivors that I memed with and let them escape.
I didn't pip up obviously, but a string of bad games and sweaty SWFs took all my progress away. Next time something similar happened I just killed off all the cuties, but feelings be damned. The only time to relax was once I reached Iri1.
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Some people have problems ^^
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@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310320#Comment_3310320
"as an argument that one shot nurse was fine"
Starstruck and NOED are are problematic with the nurse, I totally agree.
Devour hope ? Very dangerous.
Rest of the exposed perks: situational, not impossible to avoid / counter.
BHVR is pretty adamant on their stance that all perks should work the same, always and on anyone. While that clears things up and avoids a certain confusion, it also makes things pretty difficult to balance. A perk that could be fun on Trapper and even help the poor sod out could be outright broken and oppressive on Nurse or Blight, just by their basekits.
So often, instead of giving the killer community some fun new toy to play with, it gets gutted before it even got a chance to bloom. Again, I can understand why they want to keep things simple, but maaaaaybe the game has become so big and bloated, that they should think about addind exeptions to perks. Like, remember when the effect of Awakened Awareness lingered for 2s and could thus be enhanced by Lethal Pursuer? On most killers this was simple a tool to help them getting into the right direction where they had seen a survivor and maybe start a chase with someone hiding in the bushes, but with Nurse it was 4s of wall-hacks and teleporting through everything right on top of their targets with pinpoint accuracy. These two instances were not the same, not in the very least.
So why not make exeptions in perks? I don't know how you could highlight this in-game without overcluttering the whole screen, but imagine a world in which Starstruck and NOED didn't work with Nurse, but Franklins and Sloppy Butcher did. This one limitation to make everything work exactly the same each and every time is closing off so much design space for BHVR and I hope that they will eventually losen their grip on this one thing.
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Seems more like a skill issue to me, tbh... a name recognition skill issue! So there are hackers out there that you know by name, now? Ugh... thats rough.
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@Stabby_Widdershins said:
As far as I am aware; Survivors can ruin an entire Adept run by DCing.
They always could. Unless you were extremely lucky a DC most likely prevented you to get a merciless rating in the old system, too.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310179#Comment_3310179
No, that was scrapped because of the loss of the Stranger Things license. Instead, the killers will be riding Maurice.
Maurice finally getting the comeback he ever deserved! And you can even buy him horse armor for just 5.99$. What a steal!
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310213#Comment_3310213
Hard disagree, starstruck+agitation may be bs, but if the nurse failed her blinks the combo lost effectiveness, now nurse players can change those perks for slowdown, making it so there is less skilled required to play nurse as all the perks you used for basic attacks will be replaced with slowdown, and you will have more time in the match in case you miss blinks, your mistakes won't get punished as hard as before.
I still think that a better compromise would have been to let her first blink count as a special attack, but not the second. A Nurse has next to no option to hitting someone with a basic attack, save for a lunge every blue moon, when a survivor ran into a wall instead of getting away after a blink, but nothing that she can reliably do. The first blink hits are still much harder to do then the second blink ones and would have changed her dynamics reasonably well.
But in the great scheme of things it doesn't matter too much: I am no Nurse player and I have done all her achievments and tome challenges by now, but still, taking away ALL the options from her is pretty rough. Only time will tell.
EDIT: OH! By the way: originally Awakened Awareness would linger for 2s after you hooked a survivor, 4s with Lethal Pursuer. It was fun on a lot of killers, but outright oppressive on Starstruck Nurse and thus changed. So, with Nurse no longer being able to do her Starstruck thing, can we now change the perk back to its original form? Pretty please? :>
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I am mostly excited about the changes to get a merciless killer rating and the ingame challenge tracker. God gracious, they finally did it! Hurray! No sarcasm, btw, this is honest joy :) You don't know how often I had very tough, very good games, only to find out that my merciless rating was missed juuuuuuuust by a small sliver in Deviousnes, because of that Circle of Healing that I only stomped 5 times and that allowed the survivors to outheal my iridescent emblem 🤣 Or how often some vague "proximity to hooks" deduction while definitely not camping kicked me out of another one. At least now the conditions are pretty clearcut and you have much more control over the rating ... and thus hunting for a killers Adapt Achievment wont be a timed limited, especially with with the tendency of new killers releasing smack in the middle of the season when you most likely are already on the Silver or Gold ranks.
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Based.