Anti051
Anti051
About
- Username
- Anti051
- Joined
- Visits
- 1,777
- Last Active
Comments
-
@Pavel_Ch said:
not a day goes by without someone creating a topic MFT. maybe stop?
It's utterly outrageous, what do you expect?
-
Watching the devs use endurance to virtually child-proof the survivor experience has been weird and now it's just irritating. There's more super armor now than before the deadhard nerf.
-
@[Deleted User] said:
Everybody instantly forgot about the Singularity, so they gotta sell the DLC somehow :P
As much as I wish that wasn't true..... /facepalm
-
Hits not counting all over the place is getting pretty annoying. What to do about it though, I'm not really sure.
-
@Ayodam said:
IIRC, when attempting to reveal Ghostface you need to see 50% of him on your screen and he has to be—and this is kinda strange—like in the center of your screen.
Half way between the center and top of the screen
-
What sort of time do you think killers have to worry about hooking order?
-
Arming trolls probably won't create a more desirable game atmosphere.
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/385961/its-time-for-the-egc-timer-to-be-constant
"EGC is not there to help killers get kills, so it shouldn't help survivors get escapes" think about this for a second longer, it doesn't make much sense
Having it be fair doesn't make sense?
-
If you demand that gen spreads be made virtually indefensible, then most killers would have to be given more power to compensate.
The killer has to be able to stop you or it's not much of a game. Why is that so hard to accept?
-
She's scary now. What's the problem?
-
You just don't want the killer to be able to do anything to stop you.
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488322#Comment_3488322
As I just said you can ambush survivors without commiting to hit and run constantly. + I really don't think it'd be their best strategy if maps,exhaustions,and solo were changed. ++ Ghostface's best strategy is definitely not hit and run, not sure what it is with absolute precision but it definitely involves marking as opposed to just constantly stealthing around for injures
Actually, 'Anti-Heal Hit & Run' is one of the best things Ghostface can try to do aside from hard slugging with knockout + double iri addons. The gens fly by so fast at this point that you're pretty screwed if you try to mark and chase point blank against players with half an idea of how to play.
@Raconteurminator said:
Hit and run is bad because there's not enough chasing, but tunnelling is bad because there's too much chasing. There seems to be a teeny tiny window where Survivor players won't complain.
Oh no, anything you figure out that has real stopping power, they pretty much want it gone. Survivor players are constantly lobbying to whittle away almost everything the killer can do to stop them, demanding that no matter what the killer kit, it needs to be virtually forced to play for 12 hooks inside an overly safe environment alongside short-fuse objectives so there's a great chance at escaping and hazing the killer at the gate. Survivors supplicate hard and BHvR has been thick enough to oblige for so long that the primary pick is Wesker, and now survivor players want the gelding iron heated up for him too, it's madness.
-
@Peanits said:
I can chime in here.
Being afraid has nothing to do with it, it's more to do with time management and priorities. Large scale Killer reworks require a huge amount of time between designers, programmers, and QA. In order to do these types of large Killer reworks, we need to sacrifice on other things such as new features, perk balancing, etc. In a perfect world where we could squeeze as much as we want into a single update, these sorts of reworks would probably be more common, but sadly that is just not possible. Everything comes with a tradeoff.
As for why these sorts of reworks aren't the highest priority, this is where it gets a bit more complex. First off, we're at the point where there are 32 Killers in the game and counting. Even assuming that each Killer is played exactly equally, this would mean that each Killer is only seen in a little over 3% of all matches. Spending a significant amount of time on an update that only affects ~3% of matches is harder to justify when it means sacrificing new highly requested features or a bunch of perk updates which could impact all matches.
Beyond that, there is only so much we can do to make a Killer appealing to everyone. Different Killers focus on different playstyles. Some may be focused on setting traps, others on keeping Survivors busy, some on chases, and so on. These different playstyles can help fill different niches. A newer player who's having a hard time finding Survivors might be drawn to The Doctor, for example. Naturally, certain playstyles become more successful in high end matches and others fall out of favour. Experienced Survivors, for example, are less likely to stumble into a trap because they know what to look out for and can predict where the Killer may have placed them. Each power also has a different skill ceiling, so while some allow you to continue improving almost endlessly, others have an upper limit by virtue of their design.
Making each Killer equally strong at the highest skill levels is not the goal. Dead by Daylight is for everyone, not just the few at the very top. Often times these Killers are already doing pretty well in the vast majority of matches even if they fall out of favour in higher end matches. In these cases, buffing these Killers to the point where they are competitive in a high end match would cause them to be far too strong in the majority of matches. This is a net-negative change. While yes, it may be better for you, it makes things worse for the majority of players. Everyone's experience matters, not just those with more skill. In reality, it is not possible for every Killer to be equally viable at all skill levels.
Something else that we need to consider are the players who already enjoy these Killers the way they are. Legion is a perfect example of this. There's no shortage of suggestions to rework The Legion's power to make them stronger. Yet in spite of this, The Legion is consistently one of the most played Killers. While they might not be the strongest in high end matches, there is still a large crowd who enjoy them as is. That raises the question, is it worth reworking a Killer that many people already love to play just to make the people who don't play them happy?
The Trapper is also a special case. He's the poster boy, front and center on all the artwork. He's the Killer you'll face and play as during the tutorials, and he's unlocked by default. This is all very intentional; new players are naturally going to gravitate towards him. His power is very simple and easy to understand, and it tends to be fairly balanced in matches between newer players. He serves a special role of being a stepping stone toward learning the game. Because of this, his power is intentionally kept as simple and intuitive as possible (pick up a trap, set a trap), and he is intended to be fairly balanced in these sorts of games.
All this said, that doesn't mean we'll completely ignore these Killers. We do make smaller balance changes on a regular basis, and larger reworks are still planned to release from time to time. But we do need to keep everyone in mind when making these decisions and consider the role they currently fill in the game, as well as whether or not our time would be better spent on balance changes that could affect all players rather than a select few matches. It would be a different story if there were only a handful of Killers to choose from, but the roster is fairly big at this point. The goal isn't so much to make every last one of them perfect for everyone, but to make sure that there's at last few options that appeal to everyone, regardless of how they play.
Ok hold on a second.
(Third and fourth paragraph) Now let me get this straight and correct me if I'm wrong.
Are you saying that you guys purposely design killer kits to only be worth a damn up to a certain point, after which you basically have to drop them if you want to continue to stand a decent chance at victory?
Because if that's the case (and again, correct me if I'm wrong), then suddenly I'm no longer confused why so many people seem to be picking Wesker.
-
@MikaelaWantsYourBoon said:
Tunnelling is popular strategy from day one.
It was understandable when maps was so survivorside.
It was tolerable when DS was strong.
Now maps nerfed and DS is garbage.
So why BHVR is not doing anything for this unhealthy strategy. It's very hated by survivors but yet BHVR is just ignoring all complains.
Imagine you are paying for this game but then one player just does not allow you to play.
Before someone is coming with "USE OTR" let me say this. OtR is the worst anti-tunnel perk ever. It has very easy counter, early hit. DS was so much better.
Plus DS was unexpected, killer did not know you have it or not. But it's so easy to figure if you have OTR.
You'd have to nerf gen completion speed if you want extra protections from "tunneling."
Not every killer kit is powerful enough to ignore a survivor for the sake of not hurting their feelings.
-
The killer is supposed to try to kill everybody. There's nothing difficult to comprehend about it.
-
If the other killer kits had something real you could do in-chase it wouldn't be such an issue.
-
You're right, the chase music starting does ruin a lot of stealth plays.
For instance/clarity: You can't duck down and move with somebody while trying to stay hidden from them because the chase music starts, alerting them to your presence.
They won't take the music away, but chases really shouldn't start if you're ducked down with active nightshroud.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485473#Comment_3485473
The more the reward for doing it is mitigated the less they will do it. It has to become detrimental to their progress. Likewise, the killer choosing to engage other survivors has to be rewarding and incentivized more than tunneling.
"Tunneling" has to become detrimental to killer progress while survivors keep the fast completion speed alongside an overabundance of resources?
Reality Check - Fun for you < What's fair in the grand scope. You need to acknowledge the entire thing.
-
Desperation tactics right off the bat is what you get when gens can be completed at cartoonish speeds.
-
Say you're playing an M1 killer,
The point at which you'll down a seasoned looper (if you can outplay them) on a contestable loop is pretty much going to be at the very edge of a pallet drop or window vault. Add the 3% extra speed from MFT and suddenly people start escaping all sorts of killer interactions they otherwise wouldn't.
The extra invincibility after completing a healing action makes MFT all the more aggravating.
It also might explain why people are more often picking killers that have a power designed for chases like Wesker.
-
No,
Not unless maximum potential gen completion speed is reduced.
-
Ranks are not a thing anymore.
What you see in the top right of the screen is a grade and has nothing to do with whom you are matched against.
-
He's basically the boss of resident evil, he's sort of entitled to be really strong.
-
That would be fine.
I feel like it'd be cool as hell if he could have a single knife-throw after earning 3 or 4 marked downs (like in Scream 3)
The whole "I can only chase you with a knife" thing is pretty mundane.
-
I'm actually kind of curious as to what makes you think it's cool to try to whittle away everything the killer can do to stop survivors.
-
No,
Potential gen speed is too fast for that.
-
@KayTwoAyy said:
Alternatively, Killers could just use their brain and/or their power to catch Survivors, instead of following their exact pathing and rely on math to win them the game.
Conveniently forgetting that not every killer has a power designed for chases...
-
Maybe you should play a killer into higher MMR. Feel how it is to try to do something about the insane completion speed, realize how silly the made-up terminology of "tunneling" actually is, and then just drop it completely.
If you want further protection from "tunneling," then the maximum potential gen completion speed has to be reduced by a fair amount.
Because I'll tell you this right now: You are not about to run around with all kinds of plot armor to guard your feelings while the killer is just screwed.
-
A different game type besides capture/defend 5 gens. Like anything else besides just the one thing we've been doing for years would be great.
-
(whispers) They completely forgot to add fog too
-
Build variations of MFT - Buckle Up - Dead Hard - MoM - WGLF - Soul Guard - Styptic have good potential to be extremely lame.
Don't forget what endurance is - https://www.youtube.com/watch?v=YbI9-41TxQ4
-
@jayz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482929#Comment_3482929
Dude plenty of killers win without tunnelling killer is as easy as it’s ever been right now and we need a punishment for tunnelling
Not every killer kit has the power to do that.
DbD operates under a one-size-fits-all system. Some kits must kill whomever they come across or they fall flat and until that changes for the better, imposing harsh punishments based on the feelings of survivors is a no-go. What you want IS feasible, but other factors have to fall into place first.
-
Well unless we're talking about also altering the atrociously fast potential gen completion speed and/or reducing map safety in general, you may as well forget about DS getting reverted or buffed.
"Tunneling," "Camping," "Slugging," it's all a cluster of terminology made-up and clung to by entitled people pissed that they didn't win i.e. Scrubs.
The only piece of terminology made-up by scrubs that has any credence in the grand scope of the game is "face-camping."
-
There ought to be some measure that insures you're going to able to get more than just a little value (if any at all) before the hex is just gone and you're down a perk slot. With gen speed being what it currently is, you don't have time to attempt much defense of your totem without throwing the game unless you get a lucky spawn.
It's probably a good idea for the team to review hex mechanics.
-
I wouldn't exactly be stoked to play against a bunch of bots more often than not just because people would rather act like scrubs than get good.
-
(White Flash), screw your efforts, doesn't count, go f yourself.
So basically 'Endurance' = 'Invincibility.'
There's already too much of this invincibility feature flying around and there's about to be even more of it introduced with the new 'buckle up,' and it blows chunks, my dude.
Imo there's nothing that makes you want to drop playing killer more than busting your ass outplaying people just for them to render all your calculations, reads and mental lifting fruitless through some bogus, easily attainable avenue to invincibility.
So could we please just stop trying to crank the suck-rating of invincibility features higher than it's already about to be?
-
Pretty fed up with the #########, for sure
-
He has to be half way between the center and top of your screen.
-
@jessiejanemuerto said:
This is my favorite part "It's completely BS to be given a BONUS just for getting hit". and thats because youre a killer main that you think so. It's completely BS to be given BLOODLUST just for sucking at loops for 15 seconds. Wait, it doubles after 30? and triples after 45? Give me a break.
You're not factoring in how easy it is to escape from most tiles or how easily the tiles chain together, that's why bloodlust exists. It's already extremely difficult to down a seasoned looper by default if you're using an M1 killer, add 3% movement speed on top and it equates to utter nonsense in higher skill matches where the point at which you actually score a hit is (more often than not) right at the damned edge of a pallet drop or window vault.
Made For This comes into play and suddenly people are escaping all sorts of chases where they'd normally get outplayed and downed, then they want to turn around and act like they were good at something, it's lame.
-
@Mandy said:
My concern with having a perk to counteract tunnelling is that it would then be a must run perk - I'd much rather there was something in the base game to incentivise NOT tunnelling as a playstyle first. Just my two cents though.
You guys keep allowing the gens to be completed so fast that if you don't take the path of least resistance as a killer and down whomever you can i.e. "tunneling," then you're actively shooting yourself in the foot.
I agree it'd be a lot cooler if it wasn't necessary to jump to desperation tactics right off the bat, but getting to a better game state like that is completely dependent on how long you guys choose to cling to this model of quick gens alongside too many resources (and second chances).
-
Right as they start to achieve some semblance of balance after the DH nerf, they just go off and screw it up again.
It's like they're trying to fill in the bullshit-vacuum that DH left, it's disappointing as #########.
-
@Pavel_Ch said:
It seems to me that when the hatch appeared after 5 events, there was no such problem. now you want the two survivors not only not to run away, but not even to hide. their task is to survive, it is not surprising that they fulfill it
Holding the game up forever just to snicker about it is not cool, dude.
-
@Seraphor said:
Removing healthy hook grabs has been suggested many times as a counter to face camping.
The killer is already more than capable of securing a hook trade when face camping, which is still in the killers favour, as it's still reducing the survivors hook count by 1, and results in an injured survivor running away from the hook. There's simply no reason why someone who is face camping needs to be doubly rewarded with taking out two survivors at once.
Additionally, it results in the absolutely ridiculous hook standoff, where a survivor will run up to the hook, and be unable to take any action, while the killer stands there unable to hit them, each of them waiting for the other to flinch. This is utterly ridiculous "gameplay" for a horror game, and even if you don't think 'immersion' is at all important, its still a boring mechanic that relies on player ping more than anything.
This is entirely different to grabbing survivors from gens or totems, because neither of these scenarios result in a 'stand off' mechanic.
Healthy grabs have already been disabled on pallets for a long time.
Here's the thing though - Disabling the hook grab isn't necessary with the anti-camp mechanic on the way. If the back and fourth part between the killer and survivor is really such a concern and it isn't just another excuse to further weaken the killer role, then why not just lock the survivor into the unhooking animation once it's started?
Because unless collision is removed during base kit off-the-hook borrowed time, somebody can just dive the basement hook with the killer not far behind and the rescued survivor can body block with endurance.
If the anti camp mechanic is present, then why does saving also have to be made significantly less dangerous at the same time?
-
@jeffkillsyou96 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477295#Comment_3477295
Exactly so why should one side have an absolute counter just cause they can’t play?
Because,
If you consider to amount of mental exertion required to get a down vs. the amount required to get a flash save, flash saves objectively are not fair (especially since it was made easier to get flash saves not long ago).
Killer jumps a 5 ft hurdle to get a down.
Survivor jumps a 2 ft hurdle to make the killer repeat the chase.
And in the short amount of time it takes to complete gens, it's actually sort of bogus.
I mean come on...
-
The amount of endurance in the game just sucks out loud right now, and it's about to get even worse?
Dude, I am so stoked to bust my ass working for all kinds of hits that won't count. Good times ahead 👎️
-
The constant 3% speed should really be attached to 'No Mither' and I completely agree that there is way too much endurance in the game right now. Scoring hits with M1 killers against seasoned survivors can be some tough #########, and having hits (that you busted your ass to get) just straight up not count all over the place is the epitome of lame when playing killer.
-
Different chase music options would be cool
-
It's all about the lives of the survivors:
Will the survivors escape with their lives or will the killer take them?
One life equals one game point.
There are 4 points available to score through killing survivors or escaping as a survivor.
As such, either side must score 3 out of the 4 points to objectively "win."
2 points is a tie.
1 point or less is a loss.
It's simple.
-
Alright so...no joke:
Playing killer against MFT is annoying as unnatural ######### and I'm already sick to death of seeing it.
'End Transmission' has been an exceptionally sucky experience from the killer POV.