Anti051
Anti051
About
- Username
- Anti051
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Comments
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Syringe is annoying, but not too problematic. BNP should definitely be up for review though, it's nowhere near the nightmare that original BNP was, but it still enables your team to cheese the game.
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BNP's are pretty problematic. I've reached the point where I put on Franklin's whenever I see 2 or more toolboxes in a lobby lest the match get completely cheesed by those stupid things.
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All the nana nana boo boo stuff is pretty lame.
There should be a big BP bonus available once End Game Collapse has started, a bonus you get less of depending on how much time is left.
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I recommend turning the end game chat off for an optimal experience.
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Well yeah, some killer kits are so weak in the current environment that you have to jump to desperation tactics immediately or you may as well forget about the whole thing.
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You have every piece of forewarning necessary to have more than a decent shot at not getting turned into a pin cushion.
110% movement speed sucks too much for the killer power to suck at all.
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Yeah, if everybody is down and nobody has a way to get up, the game should just end.
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I have noticed an increase in latency lately too
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I set traps, ambushes and trick people into death all the time. The real in-game rulebook says that you need to do "everything in your power" to stop the survivors, so you're fine. Be villainous. If they can't play around what you do, then they can always try again next match.
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DbD stops being a game when a single timed button press can buy victory against anything. Imagine how miserable you'd be if killers could tap one button and make you take damage anyway after you've already outplayed them for safety...Your entire performance of doing everything correctly and being an experienced, skilled runner just gets brick walled by a weird I-win-button perk. That's some grade A "fun and fair" right? That's something that feels cool, right? That's something you totally would love to play against over and over, right?
So no, Dead Hard does not need to change back to what it was...it needs to go ahead and count if you're defeated at a tile. It's way too bogus to have a magic button to fall back on whenever you've been outplayed.
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@Xernoton said:
That's what I've been thinking. Both sides use strategies to ensure wins, that don't rely on making good plays.
For survivors we had second chances, spam healing and now gen speed running. I had a match the other day where they somehow managed to complete all 5 gens in 4 minutes with only 1 toolbox. I was a bit shocked because I had never felt this powerless. Killers tunnel, camp and slug more. Playing the game normally is not time efficient enough to ensure wins in some situations.
Whoever loses to one of these extremes is likely to respond with an extreme in the next match.
The afterthoughts are what really take you for a ride, especially when it dons upon you that unless you're using certain kits, the survivors really can finish so fast there is next to nothing you can do about it.
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IIRC, there was a time when the chase music was muted due to a bug and the only side effect was me having 20x more fun on killer because I've put on 'Baby Got Back' by Sir Mix-a-Lot in the background
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What about killer kits not designed for chase?
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New meta rocks! Now if you outplay people at tiles, they can't just undo it all the time! 10/10 stuff
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A puddle of super glue, obviously
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416006#Comment_3416006
How is that a free hit if the killer can just wait it out? Do you also consider MoM a free hit since it grants something similar to endurance when it's used?
The point has been made on these forums into everlasting oblivion that 'Dead Hard' can't be waited out at critical junctures. Please stop trying to assert that the killer can "just wait it out," they cannot.
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I don't see why they don't have the ranged killers move at 4.6 then drop into 4.4 while in chase.
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@Pulsar said:
I haven't had an issue with BNPs so far.
While playing which killer kit?
When generators are completed faster than normal, but pallets are still being consumed at the normal rate, the entire match becomes a lot safer to play through since most killer kits can't burn through enough resources to make a palpable (or even reasonable) difference before the game is at 1 generator left with 80%+ resources still remaining.
Short of slugging everybody as soon as possible or "camping," certain killer kits can't do much to counteract the effects of the time cut that multi-stack bnp can provide.
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@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410113#Comment_3410113
If you have to slug to win then I assume you're just not that good at killer.
So what's a killer supposed to do in early game, just suffer 2 or 3 gens popping while going for hooks like a good little punching bag?
Don't think so, bub. Your gen-rushing butts are getting controlled before hooking starts.
And cut all this noise trying to talk about "you're bad if you do what beats me," like #########...
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@HoodedWildKard said:
Man killer mains ######### up. Complaining so hard about DH. Now literally every surv is running lithe, SB or balanced landing and it is annoying af.
You know what I liked about DH? You could counter it, SO easily. You can't counter any of these other exhaustion perks and it is driving me up the wall.
Whereas with DH once I figured out who had it, it was the easiest perk in the world to counter. And now I've got uncounterable speed boosts in practically every chase. Love it.
What are you talking about? Now if you fight a survivor at a tile and win they can't just tap a button and undo losing all the time...
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Imagine an oval center screen, but above your head, aim that at Ghostface.
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Hemorrhage should actually be base kit so nobody can 99 heals.
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Slugging everybody is the polar opposite of gen rush, it's the only thing some killer kits can do to actually stop a 4 bnp rush team. The bottom line is if you want hard slugging changed, then there has to be a cap to prevent nutty gen speeds or you can simply forget it.
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@Nos37 said:
(Start of sarcasm.)
Crazy how 9/10 times, survivors will repair gens to 100% progress if left uninterrupted. They have no empathy for the other side and it's toxic.
They should stop repairing the gen at 50% and go find a new gen to start over. Once all the gens are at 50% THEN they can commit to 100%. Survivors who do not do this are just bad at the game and need to have their reputation dragged and be told how to play.
9/10 times survivors will camp gens if the killer does not see them and leaves. The new Knight perk, Nowhere to Hide, helps with this but it's still unbearable.
(End of sarcasm.)
This is so awesome, I can't stop laughing. Too true
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There should be a channeled animation to put a regressing generator back on track, just like the channeled animation to start regression. The only reason survivors don't have to perform a channeled animation like the killer has to is because the devs thought it was funny iirc.
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@OhMyLumi said:
I have so been longing for things like different moris, different deaths, different emotes for survivors and even killers! I would pay for that!
Different animation sets for basic actions and more moris would be pretty cool, but if people started literally doing goofy dances or cartoony stuff after dropping pallets, that'd kinda ruin the horror aspect even more than teabagging already does.
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Not sure that's something we're trying to go for when people are still recovering from years of Dead Hard.
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Bud, the only thing that seems to truly be out of control right now is the uncapped gen speed. If you want better healing, then take healing perks. We're all still in the adaptation period for the new stuff and making injuries matter more was one of the main points of the changes.
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Tbh, it should be toggle by default with a longer crouch animation to suffocate trolling.
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Considering how fast gens can be done and the new limitation on pain resonance, would the game implode if there were just more available scourge hooks?
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We don't have Freddy Krueger, we have Fredward Stooger.
Seriously though, Freddy is one of the most dangerous movie killers, it's actually dumb that he isn't at least A-tier just because people wanted to act out over "forever freddy" when you can literally make a "forever" build with any killer.
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Playing against gen speed that you can barely do anything to stop is a lot more "unfun to go against" than the new nerfed versions of COB and Overcharge, I guarantee it.
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Game code was originally written to be played on P2P connection, then got transferred to mid-quality dedicated servers. Factor in IP leaks forcing VPN usage and the US's crap internet infrastructure and you get the mess we have today.
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Compared to 4-minute completion via BNP it isn't BS at all.
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I'm having a hard time remembering any player versus player game in history where the players are not supposed to try to win.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417176#Comment_3417176
In my experience, it comes from the side that does the scummy thing. Not the other way round.
Do you mean 'scummy' as in teabagging/smacking people on hook or for doing what wins?
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What baffles me is how many of you guys think you're supposed to feel like a kid in a candy store when the bloodthirsty monster is hecking after your ass to make you die.
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"Your fun isn't my priority."
This is usually the general response post game when the losing side tries to manipulate or bully the winning side into adopting a different playstyle that is easier to defeat. Take survivors for example: they harp endlessly about "camping, tunneling and slugging" purely because these actions can defeat them at the 5-gen capture game. The survivor community will nick-name actions and turn them into social taboos as a means of trying to control how killers behave.
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I only play dbd as a side hustle and because nobody wants to watch anything else for whatever reason.
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You have to create time as the killer since you have barely any time before all gens can be completed. Until there's an actual cap that prevents nutty gen speeds and/or general map safety is not overabundant like it is now, other things that help the killer create time have to remain unspoiled otherwise gens fly and playing killer turns into a fever dream with barely any contest involved.
All this goes double for M1 killers with no means of mobility.
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@Jejune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416719#Comment_3416719
Quick question am I correct in saying that the quickest way to get to use either of the afforementioned perks is to find a killer and get hooked. Its simple yes or no question. What are the chances of you using those perks if you never get hooked? I would say 0.
People are hell bent on saying how in niche scenarios that never happen those perks are pretty good. At least you said that these perks are valueless. Lastly yes sometimes perks dont give as much value as you expect them to, but currently there are no other perks that are so hard to activate and give so little reward (in comparison).
I mean DH can pardon you from getting outplayed at a tile, you can't be allowed to have that very often at all or it stops being a game.
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415589#Comment_3415589
I see, but I still think it's fine, you're not going to win every game anyway.
True, you're not going to win every game, but winning should not be off the table from the start just because somebody brought in an overpowered item, that's not cool.
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Use better perks then?
Not everything is meant to get value all the time.
Take endgame perks for example: Sometimes people run hope and adrenaline or no way out and NOED, but never see any value.
Plus I'm not sure that DH ever needs its BS factor reinvigorated
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Click the box at the bottom right of the end game chat to shut off the peanut gallery, you are not required to listen or react to anything people think they have to say.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410884#Comment_3410884
Why does everytime someone mentions solo q needs to be better there's always a killer main that goes "bc screw killers right?" Killers cry constantly about needing buffs because they're miserable against swf (which are at most half the survivors) but solo q aren't allowed to ask for buffs even though they're miserable all the time ? like how selfish are you lol? Also everyone asking for solo q to be playable means solo q should be buffed, not that killers should be nerfed..
Anyways the gap between solo q & swf needs to be lessened asap, it's mind boggling to me how we still can't see our teammates' loadouts when there's so many perks that don't work together (perks that need you to break totems vs boons etc)
Also I'm still mad about their new "teamwork" type of perks. Even perk reworks (new CoH) are basically only playable in swf when they're the ones who need nerfs... sooo infuriating how the devs pretend to care about solo q and announce "solo q improvements" every year and then balance all new perks & perk reworks around swf....
You get a short, quickly completed objective and an overabundance of defensive resources with the ability to take multiple second chance perks...
Solo survivors do not need their power increased.
If you don't like the challenge of solo queue then stop being anti-social and make efforts to play with other skilled survivors. In a 4 v 1 game, any member of the 4 can only be up to 25% as strong as the 1, otherwise the 1 is not the power role. You are not meant to be a one-man-army as a survivor, you are meant to work as part of a team in a dire straights scenario, which should occur naturally to anybody who watches or participates in the game.
You may have bad matches against a nurse or blight (and they do need real nerfs BIG time), but you guys really ought to stop ignoring the fact that we are operating under a one-size-fits-all format for map generation and that people main killers that have vastly less power/lethality than the one's you're having bad matches against.
So maybe all the habitual solo queue folks should think about adjusting their expectations, taking a reality check and accepting that they are not about to charge into these trials lone-wolf and walk out feeling like some sort of plot-armored action movie star all the time.
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Funny how mobile DbD has the option to turn it off...like what the hell?
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Multi slug with knockout has been stopping the gen rush for me, then juggling slugs and hooks afterward. Gen completion speed breaches nutty levels too easily at the moment.
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@woundcowboy said:
I don’t agree with a kill switch, but they need a drastic rework. Something that is worth pointing out is that we have never got a map like Hawkins again. Survivors didn’t like that the pallets are mindgameable.
God forbid they be required to win an actual contest for safety.
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6.7 Made the game feel a ton less annoying which is truly awesome, but gen completion speed is still pretty nutty.
Imo, people should not be able to crank the gens so fast that there's barely any gameplay.
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Some killers can only hold W and M1 in the chase.
Win conditions are too strict on M1 killers for survivors to have rampant deadhard. Plus all the different builds we're seeing now make things a lot less predictable and a lot more interesting.