Archael
Archael
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Game should not be balanced over noobs, but should be newbie friendly. It's not the same, tho BHVR don't know the difference.
What I mean by that is expanded tutorial, with looping explanation. Whole explanation of killer powers, short video clips over usage of each perk.
So new players don't need to watch tons of yt videos
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What was perks this killer used? What was FOV slider of that Freddy?
Btw. I'm not an expert here, but it seems like this fb is away of killer FOV.
Besides. What was fb nerf that supposedly made this flash ineffective? Did they reduce fb range? Did they screw time between drop and explode? Did they made a bug that makes fb never stunning killers?
From this vid I can read nothing beside fb being used and didn't stun. With no explanation what and why should happen. I can show a clip with me using dh and still being hit by the killer, and pretend it's not working as intended while reality is that I just screw timing of DH.
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IIRC Each killer have it's own MMR, so playing new killer means starting with low MMR survs, despite of how good You are with other killers
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Trapper Would high;y benefit from two things:
1. Is not trapped by his own trap
2. Tar bottle do not makes traps darker, but semi transparent instead o fit the environment. -
First of all, all invocations should interact with eachother. If we can't make all invocations at once, then maybe each Invocation perk increases invocation speed.
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There could be also a req of not commiting to conspicious actions.
This way surv either have DH ready in case of tunneling but is not contributing to gen reparis (or healing, or almost anything besides chase) or do things to win but looses one use of DH -
I think that limited uses of a perk is enough tradeoff. I don't use DH, but I think it would not be bad to remove exhaustion from it.
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@eacyt said:
This is fair, i think the reason so many people here are disagreeing with me is just because of playstyle differences, I dont play for the team or to do generators i play to get chased by the killer that is all i care for now this dosent mean i dont do gens and just sit around doing nothing waiting for the killer to chase me so the point of looping for me isnt really to buy time its to get distance to the next tile to keep the chase going. And yes i do use exhaustion perks my build is dead hard, made for this, hope, resilience its a full chase build because like i said the only reason i still load up the game every day is because i want to loop killers for as long as possible in one chase.
So... You want to change whole game because YOU want to be chased? Sounds legit, but a little too egocentric
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@eacyt said:
So ive been playing dead by daylight for years i have nearly 2 thousand hours and in my opinion range killers are extremely overpowered let me explain. So as a survivor your objective is to do generators and loop the killer so in looping its all about distance right you have pallets to get the stun and gain distance on the killer, windows to gain distance on the killer, so when you get range killers like huntress for example who have multiple chances to hit you from any amount of distance so it completely makes pallets and windows obsolete like its completely overpowered, and sure you can try and dodge but it barely ever works and even then thats like the only counter thats out there, basically what im trying to say is range killers beat the whole purpose of looping for a survivor because the whole point of looping like i said is to gain distance and then you add killers that completely remove that distance factor and its just OP theres no other way to put it other than its overpowered, and it used to be not bad like 2 years ago when there were fewer range killers but the past 7 killers added have had a range attack in some way shape or form and its got to the point where i get a range killer 80% of my games and the other 20% i usually just get tunneled or slugged by a trapper who either slugs or camps basement but that actually has counters like unbreakable and stuff but for range killers there is 0 counters other than dodging. And the reason this is such a big problem for me is because its completely ruining the fun of the game for me, ive been playing for like 4 hours today every single one of my games except one has been chucky, huntress or cenobite and i lose to range killers every single time literally ever single time the whole team is dead by 2-3 gens. Like 2 years ago my winrate was probably about 50-60% nowadays its more like 20%, and this isnt the main issue but so many of the teammates i get see that its huntress or some sort of range killer and they purposely die and take all chances on hook to leave the game so please behaviour remove these killers or add some perk that can counter it or maybe nerf the range killers like huntress shouldnt have 8 hatchets or whatever it is because when im in chase it feels like i never get rewarded for getting the stun or anything because they instantly just pull up hatchet and remove all that distance i just made its just no skill asf.
I'm playing dbd from the begining, and have over 9k hours in game* and IMO, killers should be only M1, with no powers regarding map traversal or tracking. It's too overpowered.
*- it's a joke. I started playing around 2020, and have only around 1,3k hours.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900044#Comment_3900044
And you get downvoted into oblivion
Not always, but yeah, often by survs mains who hates anything related to buffing killers in any way
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@MoZo said:
I’m so tired of seeing pain res and pop, it is every. single. game. Can bhvr PLEASE buff other regression perks or at least buff base regression? These perks have ran the killer meta for 3 going on 4 years straight. Can the devs please buff back ruin, call of brine and overcharge? I would take Increased regression any day of the week over just instant progress deletion like pain res and pop. I know killer players probably want different perks to run too instead of pain res and pop every game. The variety is very lacking and I don’t blame the killer players either, who wants to go into a match with mediocre perks and get gen rushed when you can run pain res, pop, grim and corrupt to guarantee the game will end at 2 gens remaining? It doesn’t feel like every game is different when I see the same 2-3 perks every single game. At least for survivor there’s a lot of build varieties and the perks in the categories are strong enough to where u don’t need to stack them.
Everytime new suggestion or feedback regarding balance and some improvements for killers and killers perks are stopped by survs main saying that killers dont need buffs for bad perks since they already have very oppresive perks like regression ones.
Killers would love to use other perks, but dont want to use useless ones. -
A'propos Invocation perks - maybe each finished invocation can speed up other invocations by 100%?
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@drunkfistnemesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899687#Comment_3899687
You just gave Nemesis a new ability and I like it. This should be added to his power along with the contamination buffs.
What if Nemesis could turn zombies into NE-α Parasite zombies?
https://bloody-disgusting.com/wp-content/uploads/2020/03/resident-evil-3-remake-dmeo.png
They could have a ranged attack, blind immunity, faster movement speed and detection range. If survivors get too close in the parasite zombie range then they'll grab the survivor and put them into the dying state. Animating and designing these new things probably takes a lot of time but I think it's worth it and fun.
I wish them to be stronger but not overpowered.
I like decision making and different tactics with different outcomes.
If Nemy would loose his mutation by upgrading zombies that can die, wasting this upgrade, this is a decision I would love to be making. But since it's high risk, reward also have to be high.
Of course Nemesis can get multiple tiers of mutation during a trial, creating potentially infinite mutated zombies and survs needs to waste pallets to waste those mutations, so zombies cannot be too strong.
Maybe destroying those zombies should destroy palette as well since there is a perk that can entirely remove pressure created by those upgraded zombies, making pallets infinite, and thus providing difficulty in balancing upgraded zombies.
But overall yeah, new power for Nemesis!
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899682#Comment_3899682
Sorry but if you take that long to read few perks that it causes crows then I can't really help you.
First of all, I didn't ask for help, that comment was unnecessary.
Second - that thing is called exaggeration.
Three - it was to mark the point - hiding in a locker wastes time that should be spent on gens instead.
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@drunkfistnemesis said:
Slightly increase the zombie's movement speed, Field of View and detection range. Slightly reduce zombie respawn time. Nothing over the top buffs just minor.
it could be +0.125m/s per contaminated survivor. +0.5m/s when all survivors are contaminated. +1 detection range and +4.375° Field of View per contaminated survivor. +4 detection range and +17.5° Field of View when all survivors are contaminated. Respawn time reduced by -1 second. -4 seconds when all survivors are contaminated.
I try to not overdo it so they don't become a nuisance when combining it with addons.
IMO Nemesis could use it's own contamination to mutate a zombie, like he did in remake. Making them faster, more aware and maybe immune to blind? also removing thier ability to infect and allow for direct hits.
High risk high reward should it be, since those would require Nem to go from Mutation 3 to 2 and 1, forcing him to gather tiers again, and zombies could be still destroyed by pallets.
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Gabriel is futuristic everyday clone. I think this counts.
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With that logic, all killers should be 115% including Nurse, and Huntress holding hatchet - it changes nothing for experienced players mastering those killers but would help new players.
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@Bodark said:
https://us.v-cdn.net/6030815/uploads/8BVC8CGXRYSQ/img-6674.jpeg
I usually don’t agree with Ayrun on things because he seems far tool survivor sided but I think he is right on this one. I mean if Blight is 115% then why on earth is Huntress, Slinger and Hag 110%
If he was 110% he’d still be A Tier and he’d still be far better than the other 110 killers.
I disagree. Blight should be 95%
115% for M1 killers.
110% for killers with special hits.
95% for killers with insane map mobility (Hillbilly?) that should relay solely on their power to get hits.
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@Wezqu said:
You could do this go to locker when match starts check the perks there.
Unless Killer have lethal, some aura, or afk crows shows up. And this wastes time that could be spend on gens instead
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@Musxussu575 said:
However, under my proposal, Ruin would "burn" on a randomly chosen totem only when at least one generator is affected by its effect.
I can touch a gen at the start of the match and immediately let go of it to see if we have Ruin. This is effectively the same as it starting the match bound to a totem.
When no generators are affected, the totem goes dark.
No free lunches. Either you use a perk and risk counterplay, or you don't use it at all. Even if this did happen, survivors could just go around and cleanse all the totems on the map. Once you learn general totem placement and spawning, it's easy to predict. And there's only 5 of them.
If Ruin's effect is reactivated, the hex will reappear on a random totem – not necessarily the same one as before.
Nope, too shady for my liking. I'm not playing ping-pong around on totems just for what sounds like entitlement and gratification. If you want gen regression, you can use the myriad other perks at your disposal not tied to a Hex. Oppression can affect half the gens on the map with one kick.
In my opinion, Hex perks exist as high-risk, high-reward perks. Even so, most of them aren't game-breaking for the killer if they're lost. The exception to this would be Devour Hope - the highest of risks for the greatest of rewards. And this 'risk-reward' approach seems to be supported by the existence of defensive perks such as Thrill of the Hunt, Retribution, and Undying.
I had a game where the killer ran Ruin today. No no one moved heaven and earth to find it. It can be played around and ignored. Maybe in the later game it gets cleansed, but that's after everyone has moved around the whole map and by default are bound to run across the Hex anyways.
Don't You find Your arguments a little... Contradicting?
Besides, ruin was just an example of how this could work. Of course very little would change for that particular perk, hec I even stated that in OP. But lot other could benefit from that change.
How much hexes, beside plaything, devour hope, NOED, and maybe undying You see often in matches? Ruin, thrill or third seal once in a while?
As You have said - there are other options. Hexes are not that special, they provide very little for risk they are bound to. Such change is not that big but provide at least some guarantee for hexes, making them SOME viable, alternative of some sort.
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I stopped reading. Just play with unexpected effects
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Vaults have problem. Overall are okay, but sometimes killer can hit through them with extended range, probably because of lag or somethig. I got few times hits i shouldnt get i saw on my monitor that surv is already behind the window and yet they got hit. Things like this should not happened. I thing that deep wound instead of a down would be good counter for such thing (hitting surv with deep would should still down them, its like additional health state, but maybe only if during the fast vault), unless bhvr can fix vault hits.
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As long as cheater is not trying to frame me to be banned, and i dont see them too often, i dont mind them… those are petty people that shows me my life is much better than some others.
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"I will admit the primary reason I want to see the name is so I can just not play against people I have before who have been notoriously problematic." Isn't this the purpose of blacklist?
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@piplup55 said:
Honestly I can't see why is it that hard for them to simply allow survivors to get up by themselves in the case 3 or 4 people are in the dying state. Killers would know that if they try to slug all survivors they will get a free get out of jail card, which will deter them from doing it and it would incentivize to hook one of the already dying survivors before knocking down a 3rd person. A hooked survivor and a downed survivor are enough pressure.
Unbreakable is quite good perk but have 2 downsides - it does not help against "slug only" killers because works only once.
- players never knows if killer will actually be slugging.
Survs should be able to stand up indefinitely as long as all survs (but at least three) are incapacitated. Unbreakable could instead grant ability to stand up once outside of general rules.
Why at least three? Because when only two survs are left, then game is mostly already over so killer should be awarded by being able to Mori last one or slug for 4k.
This could be also tied to gens done. Like if there is more than 4 gens to do, then even single surv can get up, but if there is no gens left, then neither surv can stand on their own. This should reduce snowballing for both sides.
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@brensnorf said:
A simple change to make perks a little more colorful/noticeable. I think each perk should have an associated emblem that it strongly correlates with (i.e, deliverance with benevolence, surge with gatekeeper), and this association should give it a different colored rim. This would just make perks, easier to pick out at a glance.
If Devs decide that visible perk loadout to our teammate will not be added (to prevent stigmatism and lobby dodging, I understand that), that idea would fit perfect, other players could see just colours of other survs loadouts and could more less knows what they will do in a trial.
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@Chiky said:
tbh, i do see it as an incentive to slug. Why getting 12 hooks when I can just slug and get a fast easy win?
Because it is not win, just end match faster. You get barely no bp and far less score for pips
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@CrossTheSholf said:
At the very least they could double the amount of perks in the shrine. Maybe halve the costs
Perks must be more expensive than characters so players are encouraged to buy characters, for auric cells they hope
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Okay, maybe i used wrong wording. But thats good point, its not 1v1 chases but 2v1 chases.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886426#Comment_3886426
That could also be an option.
Or two systems, where shop sells perks for 2k iri shards (or 3-4k for new characters), and shrine is still random but with massive discount ranging from 500 iri to 1500 iri
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@Angerydoge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887125#Comment_3887125
With the surrender option slugging is arguably a better play style than hooking. No surv perks activated by hooking will be available and if survivors do surrender if they are slugged (not necessarily to bleed out) then it's going to save killers who do slug time in matches, which means that they will go through more matches.
Furthermore slugging over hooking is already becoming more and more popular and if it is genuinely seems as better than hooking it will only make it more popular. It's a dangerous game because if it does become really popular before a massive influx of new players, and also considering the games bad matchmaking, many new players are going to encounter the slugging over hooking playstyle, and as such essentially be forced to surrender instead of playing the game.
Considering the abysmal new player experience too that will probably drive a lot of new players away.
The system I suggested guarantees that 4 man slugging to win will not become more popular while not punishing killers who play the game normally.But killers who slug for win will not do that since surrender is not a win for a killer. Also slugging gives almost no points, no grades, nothing especially slug only playstyle.
People who only slug will do that regardless. But their victims will suffer less which may decrease sluggers incentives for slugging, because they do that to make other side miserable. -
...So... Killers will slug to allow survs to surrender for not winning the trial?
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@SoGo said:
The Shrine is one of the features that can be used as an argument that the game is not P2W. And sure, it can give you licensed character's perks, but the odds are small.
It can't keep up with the amount of perks in game.
So, I'd change these things:
1.) Remove all perks that belong to characters that are free for everyone.
2.) Double the amount of perks available in the Shrine to 4 killer and 4 survivor perks.
3.) Increase the bloodpoint reward for purchasing a maxed-out perk to 1 000 000 bloodpoints.
4.) Make it so the price always stays at 2000 Iridescent shards, regardless of how many perk tiers you purchased.
Just make a perk shop, without any rng. You pick a perk, and buy it. New perks may be more expensive for some time and perk tiers may stay more expensive the higher the tier.
It's simple and fair
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I was stunned when i wanted to place a pallet. While in old Freddy it was just M2, now i have to hold M2 and use M1 which annoys me. I would rather prefer use M2 to put a pallet, and hold M2 to lock onto fake pallet and use M1 to rapture it.
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IMO, game loop should change a little:
survs should not die on hooks. instead each trial should have time limit.
Hooks and mories just makes one or more survs being unable to do objectives (new objectives could be introduced).
Surv on hook can be rescued or wait untill his hook timer runs out then they are removed from the hook by the Entity but far from killer.
Moried survs are incapacitated for longer, they are in a ghost mode where they cant see and have no collision with gens, totems, killers and other survs, they also fo not scare crows, but can hear killer TR. When ghost timer runs out they just shows up.
This would require various perk changes especially hook ones.
Game is resolved in two ways:
Timer runs out, survs coudnt finish their objectives and thus they are sacrificed (like at the end of collaps) and loose all like a team.
Timer is ticking, but survs finished their objectives and Entity consumes the killer to punnish them. Survs wins all, like a team should.
Also all survs should then be able to recover by their own from dying state. -
The rest of the trial means "it wont disapear after period of time", not "it cant be removed". If it was, it would be called "it can't be removed". I may assume that. I should assume that. But it does not means it.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/435247/clean-break-question
Invocation broken cannot be removed by any means is the answer to your question, once you're in the broken state from one of the invocation perks, you can not become fully healed for the reminder of that trial.
This should be explained somewhere ingame.
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What about invocation being basekit, and invocation perks alow to do multiple invocations in one game?
Invocations are okayyyyish, but not worth perk slot -
@Rutersxc said:
It's not fun to play knight with all the restrictions in his power. Here is a list of restrictions:
- You can't see survivors, auras, pools of blood and scratch marks when using his power.
- He can't stay in his power for too long.
- The power only has a limited range to create a patrol path.
- Getting close to a guard that's chasing a survivor depletes it faster.
- Survivor unhooking while being chased by a guard removes the guard.
- You can't place a guard unless you exceed 10 meters.
- You can't use your power if something is in your way.
What I also don't like about Knight are this:
- Knights guard bug is added to basekit power that helps survivors
- Survivors can see a ghost orb until you have a patrol path that's more than 10 meters in length.
- Survivors can see the guards detection radius.
- Guards have a much more difficult time to detect survivors through any objects.
- The patrol path's movement speed is too slow thus I have to bring Call to Arms all the time to make the power less clunky.
- The guards can sometimes become stuck in random places.
- Guards can sometimes choose to run the longest path during a chase than it needs to be or completely avoid phasing through pallets or windows
What I like about Knight:
- The art team did an incredible job on the aesthetics.
- The sounds of The Knight and the guards are very good. I like to swing my sword and the metal sounds he makes when I run.
- I like the patrolling guards music and the knights music.
- The voice actors are incredible for the knight and the guards.
- I like the unique perks, especially Hex: Face the Darkness.
- His power despite the problems representing itself.
It's such a shame that a killer with a fun concept gets kneecapped by bugs and restrictions. I hope he gets more attention at some point.
wait, wait, wait.
You want to path be fully invisible to survs;
being able to see survs during creating a path;
make infinite range.
So You want to be fully invisible while traveling whole map with faster speed and hit unprepared survivors at will?
Its like Wraith+Nurse+Spirit powers prons combined. -
@Blaconia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841669#Comment_3841669
I saw an excellent suggestion here that the 7000 escape points should be split into points awarded for not just escaping but also surviving to see all the generators completed and your teammates escaping.
I also think 10-20% of all survivor bloodpoint earnings should be added to a shared pool that all survivors earn extra for free.
This would reward working together as a team and punish rat plays where you let your team die for hatch.
People care about bp, but not as much to feel satified being rewarded those bps after being killed. Such change needs more than few extra points, it needs some mechanical changes of trial rules.
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First thing BHVR should do is to make survs an actual team with common goal.
Right now survs not always tries to escape killer but also to play selfish, competitive against other survs.
For example - If my sacrifice will make all 3 other survs escape I did not won even tho I participated in a win. And if my lack of sacrifices means killer killed those 3 guilys but I lived both me and a killer won. This should not be the case in both: competitive game and cooperative role.
Survs should not die on hooks, and game rules have to tweaks to accommodate to that. Survs should either loose or won together at the end of a match. Then we can start actual balance
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@Vishlumbra said:
Really? 5 minute games, unlimited pallets, unlimited unbreakables, no injuries, no hook placement strategies, 3 hatches, 2 gens less, no slowdown, no perk selection, no add on selection, not a big killer selection, etc, etc.
Have fun with the arcade crap mode while it lasts I guess.Btw yeah I play both sides, every month iridescent religiously, I complete every challenge and tome on both ends, the game at 1vs4 has a lot more depth and it’s balanced like it should be, this one, is a mess.
Almost all, or most at least, forum users are iri both sides each month. Have completed all tomes and got most available achivments, have bought all DLCs.
Not impressed.
Also. No. Killers force constant pressure to survivors and reducing gens from 5 to 4 per 4 survs is great move, otherwise every killer game would be won.
You don't want to believe (but I don't care) but I play mostly killer (mostly means I play both sides, especially that I don't want to wait 20min que) and not slugging, tunneling nor camping and yet most my games are between 2-4k, rarely less (I'm low MMR apparently, despite gold - iri ranks depending on how much time I have). And I think changes made for 2v8 are not enough. Survs needs something more. My ideal solution is way different of what game offer and thus what BHVR can and want to do. Yet survs needs something. Maybe more roles.
All games I was participating 2v8 was at least 4k. I haven't seen anything less than that. But to be fair - I had not enough time to play much.
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@Vishlumbra said:
If this 2vs8 mode reflects the mentality you are going to be implementing to the game, you will fail.
This mode is the arcade, dumbed, limited version of the game that made you successful.
Really, what where you thinking when you buffed survivors to the point of having an unlimited amount of pallets, heals in 2 seconds, unlimited unbreakable?
If this is an indicator of what you trying to implement because of the incorrect claims that the game is killer sided, you will destroy everything that actually made the game a success.
Make a fun mode where the killer functions as a crippled monkey chasing a bunch of survivors like an npc. My god. Hopefully you learn from this that making survivors OP is not fun for anyone in the long run.
So why killer que is so damn high?
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Then why killer que is so damn high?
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@Legendary_deedee said:
This perk dominates way too often. 80 seconds of endurance is too strong on top of that 80 seconds of uncounterable iron will and no aura reading. Please tune it. At least deactivate iron will and aura reading once hit.
You know that this deactivates once You stop tunneling? If surv wants use whole time of this perk, it means it's more beneficial to not tunneling killer since it means two survs are useless.
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My personal theory is that Philip was member of some kind of tribe or family with magical connections where he learned how to write magic symbols which power depend on material he used to write those, but with warning that all magic has its price.
At some point he was kidnapped by another tribe made out of cannibals. He lost his family during that time. Philip found a bell laying on the ground and drew symbols using his own blood. This made bell magical, allows him to become invisible, and stronger, but at the same time changing him somehow.
Since original killer from autoheaven was not finished and swamp map was also not finished. Devs changed Wraith lore, putting there lore about autohaven worker, lore that belonged to unfinished killer.
Hag was developped based on a creature that was spotted on swamp map arts, and Wraith lore was used and little changed, creating the Hag. -
Swamp realm was made alongside autoheaven, mcmillan and farms. In game files and original artworks there is also mention of fourth killer that was connected to autoheaven.
Whole wraith design, his general look, and most importantly addons looks like connected to swamp, and more importatnly tribalism.
His addons suggests that Wraits was connected to some sort of magic, based on sketched symbols.
Bio and Tome lores of Wraith, and Hag are retconing some aspects, or feels unfitting to eachother, exactly as one could expect from non original peaces of history.
One may say its only pressumptions. But even so, it feels too coincidental.
Besides. There was a BHVR interview where they said that Swamp was Wraith realm, tho i cannot find it (or maybe my memory just plays with me).
But noone can say, that Wraith addons fits his lore, and do not fit Hags lore. -
Maybe its worth to mention that in my case problem happens more often when buying nodes manually, and less often when using autobuy. It seems like problem arises when holding node at the time the match is found.
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New distortion is problematic, because it should be safe perk, for stealthy players, but at the same time it req surv to play NOT stealthy to gain stacks.
So as I said in different topic and was mentioned in op. Tokens shihldd be earned by conspicuous actions, so that game can progress while distorted players can play safe.
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BHVR can give all killers BBQ basekit, and make that after hooking, surv is teleported to random hook with no aura indicator for killer.