Archol123
Archol123
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@Ewik42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737553#Comment_3737553
sounds good but what about blights, nurses, huntress. Killers that can catch up or instant down from range?
You still have endurance for some time and during that time you should be able to reach a tile to loop... If you get hit immediately OTR also does not help you much, if it is about the endurance not working then that perk would also need a buff.
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@MrHardway said:
Hi everyone!
I've been playing DBD for a little bit now and have always wanted to see Dexter Morgan as a survivor in the game. I think it would be a fresh new perspective on the game, seeing as how he would be the first "serial killer survivor". For those of you who don't know who Dexter is, he is a vigilante serial killer, who kills bad people, especially killers, but never the innocent. He has a dark side and a need to kill, which would make him an interesting survivor, seeing as the killer in the trial is someone he would thrive on going against.
Anyway, I've made a simple concept below, including some images to help. I've tried my best to make it balanced and not "too" overpowered. Keep in mind the Dark Passenger perk may seem overpowered, but it takes a lot to be able to achieve it, and it only works during endgame when the hatch is closed. If anyone has any suggestions or tweaks, I'm happy to hear them out. I hope the devs take notice and maybe consider adding him someday :D
DBD Survivor Concept
Dexter Morgan.Dexter's Character ID:
(( A wolf in sheep's clothing, Dexter Morgan uses his skills as a forensic blood spatter analyst and his cunning tactics as a vigilante serial killer to survive dangerous situations and turn the tables in his favour. Being a killer himself, he knows how to confront and/or avoid them, making him an unpredictable wild card for the killer. ))
His personal perks: Tonight's the Night, Code of Harry and Dark Passenger make him an unpredictable and enigmatic survivor, capable of outwitting the killer.
Unique Perks:
Tonight's the Night: It's going to happen again and again. It has to happen... The trial has begun, and you know what must be done, you must escape. When a survivor other than yourself is hooked before you, you are able to see the killer's aura for 1/3/5 seconds, and gain a sprint burst speed for three seconds when the killer is 8 meters of you or in chase with you, you become exhausted afterwards.Code of Harry: You have been taught the code, which helps you channel your need to kill to those who deserve it. This makes you valuable for your fellow survivors, and dangerous for the killer.
When inside the killer's terror radius, you heal other survivors slightly faster than normal. Both the injured survivor and yourself are silent while healing, and the killer cannot see you with any aura perks. After being healed a full health state inside the killer's terror radius, the survivor gains haste for 6/8/10 seconds and leaves no scratch marks. If the terror radius disappears before the survivor is fully healed, the haste and no scratch marks are no longer rewarded, and the healing process becomes audible, and the speed returns to normal. If the killer puts the survivor you just healed into the injured state within 10/15/20 seconds of being healed, the killer becomes slowed/hindered for 5 seconds, slowing their movement speed slightly. (Around the same speed as a running survivor)Dark Passenger: You harbour a dark and traumatizing past, causing you to develop a dark passenger, a need to kill. Being put into the injured state angers you, and the sight of flowing blood triggers your dark passenger, and if you are to fall, it won't be without a fight. After being put into the injured state, gain a token.
(It would be cool if small segments of the Blood Theme from Dexter played each time a token is acquired, similar to how The Shape's theme plays each time you gain Evil Within, this would signify that Dexter's Dark Passenger is building up. This is the theme in question:https://www.youtube.com/watch?v=74ivuXqHLeM
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Perks like Dead Hard do not count towards a token. When three tokens are acquired (Three injured states) and you are the final survivor, Dark Passenger activates during endgame. (Only if the hatch is closed. It would also be cool if the Blood theme starts to play for a few seconds once Dark Passenger activates, similar to The Shape's Evil Within III.) You become fully healed if injured. You gain the ability to break doors, quickly shoulder charging through it during a sprint. You can take one extra hit before being put into the dying state. The third and final hit does not give you haste after being hit, and slows you down for 2 seconds. You wiggle faster than normal, and are able to stun the killer with an m-99 syringe one time after being picked up only within 10 meters of a hook.
(All of these benefits only apply if you are the final survivor and the hatch is closed. It is meant to make your final moments "fun" essentially fighting back against the killer, as there is very little chance you will escape through a gate once you've been found by the killer. This perk should be a Dexter exclusive, as I don't see survivors like Feng or Dwight being able to do these things, but that's ultimately up for debate in the end)If you are the last survivor remaining and the hatch has not been closed, dark passenger still activates, but it is only stage one, a watered down version of the final stage (Closed Hatch). You become fully healed, and can destroy only one door while in chase, that is it.
Outfits:
Dexter's outfits would be simple.
On the Hunt (Default) - His brown long sleeve shirt, dark trousers and shoes, which he wears when hunting his prey.
On the Hunt (Bloody) - A bloody variant of his defualt outfit, featuring blood on his clothes and over his face.Kill Room (Rare) - Dexter's full body suit with black apron.
Miami Casual/Work - Dexter's colourful teal/light blue button up shirt, white pants and black shoes, maybe some variants with his work laminate.
Lore:
Was it just a gut feeling? Or was something truly amiss tonight… Dexter had felt uneasy all morning, and he didn't know why. Sure he had felt things like this before, especially prior to his first kill, however this felt different somehow… Dexter felt as if some kind of malevolent presence was lurking around, and not the kind he was accustomed to. His dark passenger had always been there, urging him to make his next kill, yet somehow this felt foreign, as if his dark passenger was moving over to accommodate something else. He felt as if something wanted him, for a purpose not yet known to Dexter.
Perhaps it was just his darker side getting the better of him, maybe it's been too long since his last kill. Dexter spend the next hour on his computer looking through the criminal database from Miami Metro, attempting to find someone worthy to be put onto his table. And alas, after hours of searching, he found one. A mass homicide report, and multiple people going missing without any trace. Dexter grabbed his kit, his gloves, and his m-99 syringe before heading out to the location. He half expected the majority of Miami Metro and forensics to already be there, yet somehow it was devoid of any activity.
This was a red flag for Dexter, yet the sight of pools of blood drove him to proceed further. Putting his skills as a blood spatter analyst to work, he determined that the blood had been there for a while, but why wasn't the scene cordoned off? No police tape, no presence whatsoever, but one… Dexter only knew one thing, the feeling of coming danger and the malevolent presence was stronger than ever, especially in this spot.
Suddenly, a thick fog began to surround Dexter, obscuring his vision. He was not afraid though, he stood his ground and looked around him, attempting to figure out what exactly was happening. His dark passenger was now more active than ever, and his urges stronger than before. Before Dexter had a chance to react or fight back, large claws had appeared from the fog and took him, pulling him in. Inside the realm, the trials are about to begin, and Dexter has only one goal… To escape, by any means necessary. He had never faced killers of this magnitude before, but if his experiences have taught him anything, it's that he can adapt and overcome anything thrown his way.
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Thanks again for listening! Again let me know if you have any opinions on this concept. Hope you all have a great day :)
Never the innocent, except in the sequel series where they ruined his character...
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@Ewik42 said:
Since the perk is almost useless give this perk a 3 second window of double hit endurance. This will make it worth it since killers tend to hit right after the hook making its endurance effect useless. This would make it worthy to trade hook against killers like bubba and executioner.
Maybe just increase the haste effect, currently it makes it so the haste effect lasts double the time, maybe it could give 15% instead of 10% allowing you to get more distance before the killer is able to catch up.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736551#Comment_3736551
Flagging this
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736562#Comment_3736562
your heavily underestimating these nerfs this counterplay if his other tools are so strong like you say humor me and play 10 matches without using Mage hand you can use every other spell except MH Vecna is easily a high C low B tier killer and will become less popular and less picked then Singularity
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736728#Comment_3736728
DND is all about rng
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736564#Comment_3736564
lift is literally no different than a scamper situation
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736677#Comment_3736677
remove the skillchecks Dnd if you roll that 1 you should be punished just how DND works
Just don't greed the pallet and when he lifts it you make another loop and just drop it again... It is not really that bad.
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@Junylar said:
Nurse's basekit should be reverted and her lunge after blink should be the same as a regular lunge.
I thought it is a regular lunge or even smaller?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737228#Comment_3737228
Dunno. There's a lot of stuff you can do. Here's some ideas:
Carnifex can perform two break actions during a single patrol.
Assassin banner is invisible beyond 8(?) meters.
Jailer patrols faster, has a longer path and reveals the first survivor chased's aura when they are first detected in addition to the aura of any survivor within his ring during chase.
Jailer seems a little overloaded but realistically he's never getting a hit so I think it's best good info is very good.
I don't know if two break actions is a good idea. To be begin with you should be able to just let the guard do the action without drawing the path within lets say 10 m or so…
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@Rickprado said:
Hi! Hope everyone is doing fine.
I am playing Vecna these days and could not notice how "similar" the spells and the Knight's guards are: its like different powers in one killers (although the Knight Guards are far more similar among them than Vecna's spells).What if the Knight had a system just like Vecna, where he could select a guard having individual cooldowns for every guard (like 15s each)? At the start i was against the Knight having the ability to choose a guard because of how the "sequence" is part of his learning curve - a good Knight player should have in mind the sequence of guards and how will use them - but i feel Knight would be so much more pleasant to play if he could just select his guards as Vecna select his spells, according to the moment of the match needs.
Jailer is said to be the useless guard but most of this come from the fact that he is better used as a tracking tool than a chasing tool and sometimes you have to "waste" jailer into something to draw a Carnifex or the assassin. But this would go away if you could choose jailer only when you need more tracking or you are uncertain where the survivors are. Same for the other two guards.
Of course, this alone wouldn't fix the all the problems the Knight has, but would be a nice addition.
Fellow Knight mains, whats your thought on this?
That should have done that from the beginning and I have no clue why they did not. The guards could have been similar to Vecnas power in their purpose and and not just numbers changes between basically the same thing.
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@Emeal said:
You need to explain why Knight needs a rework first. and then we need to discuss all the ways this can turn into OP town.
Because the killer is annoying to go against, buggy as hell and could need many changes to make him more pleasant to go against and play as. I mean sure, the issue could be that carnifex shreds through pallets everytime and you just get a hit. But isn't the main issue with that just that the other guards just don't feel worth it.
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@Ohyakno said:
You'd never use any guard but carnifex.
Maybe that leads to the why, which is more often than not because he is much better… Which leads to why are we not changing that and making the others more usefull as well?
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@radiantHero23 said:
Recently a content creator made a video about the dbd comp scene. You might have heard about it because it included some well known names.
Now this video, whether people agree with the points made in it or not, has obvisouly made some people turn their heads.
What did this video call out? The behaviour some content creators show towards the general playerbase in public lobbies. What Ive heard now is, that they mostly do this for content and would never bm players when they are offline.
Now this got me curious about what the general DBD - viewer actually wants to see, when they tune in to their favourite streamer?
Do they want:
- challenge runs
- win streaks
- meme gameplay
- roleplay - stuff
- normal gameplay of specific roles / killers
- analystical gameplay and guides
- bm'ing in public lobbies and lots of trash talk
- …
What do you guys find entertaining?
I personally find it awful to make content of others feeling horrible. I get it, its a game. But do people really have to go out of their way to make others feel bad? Do people enjoy watching this?
What are your thoughts?
You might want to link the video when you are kind of talking about it ^^ for those of us who did not watch it yet, me included :D
Fully depends, why not a mixture of all of them? Maybe except for the role play part, at least for me. But usually what I am expecting of content fully depends on the creator… You're not going to watch JRM if you want Comp level plays or something like that.
The issue is that making the other side feel horrible is such an open term… There are people that feel horrible because they got t-bagged, or w/s 'ed and what not and I would say those things can be funny and entertaining.. For example the demogorgon portal humping is hillarious to look at, do I want to look at it every day for hours? No, but it is intertaining every once in a while.
And for making them feel bad by absolutely demolishing them, that is not really their fault is it, you cannot really expect people to play bad on purpose so the loss feels less bad for the other side or something like that. More a matchmaking fault than a player fault I guess.
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Around average I guess? Maybe a bit above if you have a killer that can utilize the Aura reading, but it eats up your regression events really fast so there are definitely better options.
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@Brutha said:
Just some changes that I think would make Freddy a little better I'll explain my reasons for the changes at the bottom.
- The 30s alarm clock immunity no longer effects basic attacks.
- Reduce Freddy's lullaby range from 32m to 24m.
- Give Freddy pallets and snares at the same time.
- Let Freddy teleport to finished gens.
- Let Freddy see trap auras map-wide
- When projecting let Freddy see the aura of his projection coming out of the ground.
For the 1st one I feel that the sleep immunity should not protect against basic attacks due to Freddy already not being able to use his power on awake survivors this should make it so survivors can't just wake up near Freddy then be completely protected from his power for 30s.
2nd this one is completely unnecessary but I thought it could be a ok change, honestly what's the point of survivors being oblivious while asleep if Freddy has a lullaby the same range as his terror radius, and yes it's a non-directional lullaby but still.
3rd honestly neither are that powerful snares can be walked around (at least if they're not in doorways/ halls) and pallets can just be pre-dropped and both don't work on awake survivors so I don't see why they're separate, maybe Freddy could switch between the two mid match like clown switches bottles.
4th this one is simple, when the last gen is finished Freddy pretty much loses a whole part of his power, also his projection can be used for fakes and mind games and just mobility in general so he kinda loses that when a gen is completed.
5th This is really simple, just let him see where he placed things so he can't forget.
6th This change is just to help knowing where you go when projecting, sometimes when I project to cut off a survivor I'll end up facing a random direction which can be disorienting for a second, letting Freddy see where his projection is coming out would let you see where you'll be facing when you teleport and would be less confusing.
I would like some feedback due to me not really doing stuff like this before and I mainly play killer and don't know if any of this would be op to the survivor side.
I mean sure, it would help him in strenght, but he would still be just as boring and uninteresting to play as and against.
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@whispersenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737052#Comment_3737052
And how exactly do you buff solo queue to help with, say, Pentimento without also inherently nerfing Pentimento (by making it "easier" for survivors to coordinate against it or whatever)?
You are not nerfing it compared to swf, you are just nerfing it compared to soloq, and that just means there need to be additional adjustments to killer strenght once soloq is on swf level of coordination.
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@MudSpit83 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736566#Comment_3736566
I fail to see whats “interesting” about a power that’s basically useless.
Explain to me why do you prefer a power that barely works over a power that actually works?The power does not barely work, it actually works quite well, because the survivor cannot immediately Re drop the pallet when you lift it up again, and the blocking pallet thing did not get changed, it is still fairly decent. Whereas destroying the pallet is something many killers can do on far less of a cooldown than him, despite with more slowdown afterwards... It is not really something special.
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@MudSpit83 said:
Whats the point of putting them back up if the survivor can slam it back down as soon as the animation is done? Lol just make it so his mage hand ability breaks pallets that are downed.
Having Vecna lift them back up just so the survivor can use them again is silly lol just have it where Vecna summons a giant fist that slams down on fallen pallets.
You can even make the giant fist really slow so that survivors have time to run away.
No it should not. It allows for an interesting gameplay loop to block it off if they greed it or lift it up instead when they just drop it. I find this way better than just another power to destroy pallets.
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@Marioneo said:
Mage Hand Vecnas only decent power is getting nerfed Vecna will need compensation buffs to his other powers to not be a D Tier Killer with nobody playing him
Chests: Mimics automatically injure when triggered
Spell power cooldown: 26 seconds
Mage Hand: Vorpal sword basekit
FOTD: Skeletons are now at ground level
Fly: Now lasts 6 seconds
Sphere: Killer instinct now lingers when detected by 3 seconds
I don't think a longer flight duration or shorter cooldown on the spells is a bad idea. However the pallet break instead of the lift is actually terrible, the lift up just allows for better gameplay and utility and I don't want that gone.
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@Marioneo said:
Well he's sitting at a 63% kill rate so I doubt he's on the list at all
I would assume so, despite them saying they don't take killrate and usage rates only into account.. They probably do, but don't want to admit it because it would make them look bad... What other reasoning would there be except the high usage rate of engravings for example to want to nerf them? Well I guess eventually they will give him something, but I don't think it will happen before 2025 or 2026 xD
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@Royval said:
I think he’s the worst killer in the game. Just a M1 killer not quite a killer worse than him. Maybe trapper without add ons.
Even Trapper without addons is probably better... At least he can try to trap basement, Freddy has just absolutely nothing. He does not even have the high of forcing someone into a trap you placed beforehand that Trapper has, Trapper is not good but at least he can be fun under some circumstances. Freddy is just boring, basically in all areas of his current kit.
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I think the current one is fine, the versions before were pretty busted.
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Even when he was stronger he was boring to play and play against... So it does not really matter to me if he is weak or strong when he is not fun to play...
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736140#Comment_3736140
Same for ruin undying, people in comp didn't cleanse because it wasted too much time looking for the totem, which is kind of ridiculous xD
Then later pop/ruin was more balanced and still way stronger than what we have now.
Look at the usage rate of hyper focus, that perk would be a huge issue if people were good enough to properly use...
But there are people who are good enough. Thing is if they are good enough, it's boring for them to use it.
So if we get clearly broken perk, it is fine as long pick rate won't get above 5%. That logic seems flawed to me.
Pick rate should not be a reason for preventing/creating nerfs. Neither high or low.
No I don't think it is fine just because it does not get used, but it does not become problematic for the majority of players, which is probably why they are not changing the perk.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735937#Comment_3735937
I have never said it is best survivors can do, that is definitely hyperfocus build. You just tried to hide it behind bad survivors...
Do you think gen times are slower than during the meta I mentioned? If not, then my statement is correct.
It is not hiding behind bad survivors... Look at the usage rate of hyper focus, that perk would be a huge issue if people were good enough to properly use... But they don't so we need to take perks that trash players can use, because the niche scenario of someone being good enough to use it to its max is just not what happens in the majority of matches. And when we are talking about Gen times in general a small group gets averaged out rather fast.
I mean sure the Gen kick meta was the worst when it comes to Gen times, but then again it was so bad and it still took them ages. It should not have been a thing longer than a few days... Which is why I wouldn't want to take into account such extreme unbalanced scenarios. Same for ruin undying, people in comp didn't cleanse because it wasted too much time looking for the totem, which is kind of ridiculous xD
But sure technically you are probably right on that... I don't know though, Old ruin might have the crown still... As gens could basically stay at x percent all game long if you got unlucky.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735730#Comment_3735730
Frenzy for distance would be the issue.
How is that an issue? You are not gonna get a hit if you just use frenzy and run at them from that far away... And then you go into cooldown when you close and have to wait for it to be ready again, that would be a terrible play.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735888#Comment_3735888
What does time change in the math? He can quite literally just walk through the pallet. Safety is as good as a deadzone when mage hand is involved and all you're doing is hoping for a mistake on Vecna's part.
If you don't drop it when he is super close you can just re-drop it and then his ability is on a 38 second cooldown. Maybe people just need to understand to not greed pallets against him in that way.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735886#Comment_3735886
Depends on your build.
With Stake out, Hyperfocus, Streetwise and Build to last all of them if needed...
Deja Vu is just easy to use, if you want to make it faster then combine it with resilience for extra 9%. You don't need to hit any skill checks for it and your chase gets better too... Of course it is not going to be that good, when it is so easy to use
Perks can be good without having requirements, there is nothing wrong with that. Not all perks can be S tier, some are completely average, but we also cannot pretend that a perk that saves you maybe 10-15 seconds a game is that superior, it is average/decent and that is OK, but nothing more.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735856#Comment_3735856
That's entirely beside my point. I'm not saying all these buffs are unreasonable. I'm saying that reverting one of these buffs is reasonable especially if it's anti-gameplay like this.
I don't know if that is so sure, given how little time it has been since it has been introduced... Giving it a week before deciding should be the minimum...
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735839#Comment_3735839
Do the match you get like 5 seconds less duration on a gen if you do it for the full duration... It is really not that good.
It's 5 seconds per gen you finish alone, but that expects killer to never regress the gen.
Ability to see closest gens is also valid in my opinion, because it simply sets your priority.
Build to last is also way better since then.
Right now it is possible to finish generator solo in 36 seconds, while killers ability to slowdown is way weaker.
Yeah sure knowing which gens are close is nice, but it is still only average... How many gens are you going to do on your own during a normal match? Maybe 1 or 2?
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735762#Comment_3735762
I couldn't say. I didn't pay attention to the PTB.
Well then I guess you could watch some videos on that, he got slowed down massively for everything he did and the cooldown were even higher.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735764#Comment_3735764
But it is possible.... Stake out mostly fix the issue unless you can't hit any.
And anyone can run deja Vu, which I consider to be quite a good perk.
That the skill checks go faster is hard on most players, even the good ones. I would say there are other perks that give you better value if you are not a good player when it comes to hitting greats...
Deja vu is average at best... Do the match you get like 5 seconds less duration on a gen if you do it for the full duration... It is really not that good.
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@iloveyoukissme said:
Imagine a terminator in dead by daylight. GOD PLEASE please if you can hear me give me a terminator chapter this year or somewhere in 2025. I will save my money for it.
There has not been a decent movie in that franchise for like 30 years... And aside from asthetics what kind of power could he have? The most iconic one would be Schwarzenegger s T800 (or whatever the number was...) but he didn't really have a power aside from being a machine... So what kind of interesting gameplay loop could be created there....
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735727#Comment_3735727
Why? He said there was never time we had slower gens, which is nowhere near true.
Current gen times same at best, or faster.
Yeah, survivors got +10 seconds on gens and kicking is slightly better, but all slowdown perks are lot worse compare to past and there is several gen speed perks we didn't have before.
And barely anyone runs those Gen speed perks, because most people are too bad at the game to hit hyper focus skill checks...
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@alpha5 said:
Killer receives 16 buffs after a handful days of PTB. Reverting the one enabling the most braindead plays after a couple days of live is ridiculous though.
You have to admit that he was terribly weak before all that buffs...
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@Seraphor said:
A very simple change could help:
Lethal Pursuer reveals the auras of survivors more than 40m away at the start of the trial.
Still the same value for all killers at the start, but Blights, Nurses and Weskers who sprint straight to the survivors lose the auras a few seconds early.
Sounds pretty trash... Considering on indoor maps it might just not show survivors at all... And I don't know if it would work well on some outdoor maps... The perk is fine.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735421#Comment_3735421
Wesker, Spirit, Vecna, Twins, Billy, Huntress, Legion, Artist (w/ crows, kinda)…
How is it an issue with Legion? The killer sucks and has not really that good mobility... I don't even know if frenzy for distance is worth it...
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735354#Comment_3735354
Of course I can, Ruin Undying meta... Combine it with Infinite tinkerer and we were playing for a while.
Gen kick meta? That was also way longer games.
I mean comparing a decent time for gens with some of the worst atrocities out their when it came to dragging games for ages is a bit unfair, is it?
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I will never understand why people think limited time game modes are a good idea... Every player more that plays the game is good, that is the case why many old games are still played, because they have many custom game modes. They should have just kept all of these modes in. No reason not to.
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@hrnndzmrl said:
the worst map added in the history of maps very disappointing it stresses me you can’t win as a survivor the heartbeat is always there no no no this is unacceptable i need changes pronto or disabled this map because who ever created it did a horrible job
Like no offense but it is no where near the worst map ever made... We have old cowshed, the game, the first iteration of swamp, the first RPR haddonfield in almost any of its iterations... Those maps where terrible. I don't think the new one comes even close.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735635#Comment_3735635
your fine to believe that your blind guessing when you play vs Alien but your not going to convince me. His tail cast time is not 0. it is 0.2. The really good looper don't have trouble looping Xeno. The flame turrets are mostly there for swf to exploit and hand holding poor survivors. Killers have to waste add-on slots to avoid abuse.
https://www.youtube.com/watch?v=chw_cbqTC7c
Naymeti is really good survivor player that did a video where he was looping Alien with no perks. To you, it looks like blind guessing but to the player, he is reading the game and winning mind games with the tail. You can't win all the mindgames so your still going to get hit and stuff but there is skill in looping the Alien for long time without relying on turret cheese.
And the standard reaction time for humans is above 0.2 seconds... So it does not really matter how much below it is, if you are not one of the very few people that have a faster reaction time it does not matter.
It is basically similar to Spirit before she had the sound queue during phasing... Everybody was blind guessing whether she was doing the standstill mind game or not and really good players still came out on top, and even those players said that they are not really out playing the Spirit, they are just making her guess as well...
On a side note given that you thought the weather forecast is a blind guess, I guess we should clear the definition: "An attempt to guess something when you have no information or knowledge about the subject and therefore cannot possibly know what the answer is."
The subject in our case is the internal information about the xeno player when he will press the m2 button to use the tail attack, which is something nobody can possibly know. You can try to make an educated guess based on how the player played before or how other players played in certain situations, but that does not fully apply either because you typically will not face the same player more often in a short span of time and because in many situations the xeno can just wait for animation lock to realise the tail or wait for you to mindgame yourself, because he does not really suffer consequences from not using the tail right away.
On the Spirit topic there was this whole Scott Jund vs Tru3talent debate on whether or not you can read the Spirit and tell by that if she is phasing or not... And even the comp players agreed that there is not really a reading happening, because you are just guessing, the best thing they could do was make the spirit guess as well and that was a really inconsistant method to increase chances. Some chases lasted a few minutes, others were done within seconds because the player guess wrong a few times in a row.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734834#Comment_3734834
Like you said, it is like weather forecast. the weather forecast is somewhat blind guess on what the weather is but there are weather models to predict particular patterns in atmosphere for what type of weather is likely to occur. You have similar pieces of information in dbd. There is a loop, a pallet in the middle and an Alien going around the loop. You have to use little pieces of information to predict the pattern for when the player uses tail attack.
Based on what your senses tell you... You know what your senses do? They take information into account they were given... So they use information and hints... Nice contradiction there.
Your correct but there is difference between complete information and incomplete information. The skill is using incomplete information to avoid the ability. That is how high skill 1vs1's should be in dbd. Survivor should not have complete information in the 1vs1. They should only have complete information in 4vs1.
The weather forecast is not a blind guess? Meteorologist measure certain data and base the forecast on that... A blind guess would be flipping a coin whether it will rain tomorrow or not... They take information into account which makes it basically the opposite of a blind guess.
However you don't have incomplete information, you have no information, because you cannot know whether or not the player will use his ability, you have no hints when it will happen, you can only randomly assume, which makes it by definition a blind guess. The killer being behind you and there being a tile... Wow that is indeed a lot of information and it will help you out a lot, at any given point while he is in range of you he can press the button and hit you, and there is no way for you to know when, there will be certain assumption as to when it is more likely or not, but at the end it is a complete blind guess.
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735071#Comment_3735071
It could have been avoided. But they have not fixed the screams being a second before the hook.
Just go towards a locker when someone gets picked up, are you seriously complaining about losing a few seconds because you got greedy and did not immediatly look for a locker when someone got picked?
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Yeah, I don't know either why they decided to get mmr for this game, despite it being as unbalanced and random as it is.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735210#Comment_3735210
And while you are tunneling someone what is happening? Are the other survivors just hiding in corners doing nothing? Or are they doing generators? Is the guy you are tunneling going down in 5 seconds? Or is he able to hold his own and last a decent amount of time?
Based on the answer to those questions, it should reveal why the strategy is working against you or not.
It was only about the terms not being exclusive, I have no clue what you are going on about here?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735128#Comment_3735128
You can't tunnel and slug at the same time. Slugging implies you aren't hooking, and tunneling implies you are. And slugging doesn't waste any more time of survivors than a hook does, you still need to run over to them, and you still need to help them. All it does is save the killer some time in exchange for not progressing their objective.
Not really, let's say you down the guy body blocking, slug him after and go right for the person that just got unhooked to tunnel them. It is not necessarily exclusive.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735098#Comment_3735098
Yes, also injured = 1 hit down
Yes, but unless you are up against a stealth killer you should be able to not be notice… And you ignore all aura reading in that case, which makes it far less attractive to run… Legion for example could basically not run aura reading.
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Why even? So they can stay injured to avoid it?
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@Brightened said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735062#Comment_3735062
Slightly annoy ≠ seeing where I am at all times during the game. Killer players be like..
At all times is a bit much, considering Lethal only works in the beginning, BBQ only works after a hook and has a 40m range condition. And Darkness Revealed is not that good either, aura reading gets blocked by lockers, BBQ can easily be avoided by just going into a locker for a few seconds. Aura reading really is not an issue…
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@Akeeno said:
i would like to try using a crosshair but, i dont know if bhvr is 100 percent ok with it, i remember an AMA about this, but i think it was Mike whispering that you could use a crosshair, but i think a prefer a definite answer to remove all doubt. a crosshair doesnt modify game files at all, so i think its safe, but like i said its better to be safe then sorry.
They won't ban you for it, so it only depends on whether or not the programm is whitelisted by EAC, if it is then it is fine.
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@TooEasy_4_Geezie said:
Thanks for your input. I actually was unaware of the new mmr system, glad you were able to explain it a little. Well if that’s the case, I guess a complaint would also be towards that as well. The system doesn’t seem to give you adequate players and don’t know how efficient this system really is. Could you explain a little more in detail, and what mmr stands for? And I don’t see what was wrong with the old system. Made it more fun in my opinion and you knew what type of players and killer you were getting and going against, made it worth working for.
mmr stands for matchmaking rating, so basically a hidden number that is used to put players of similar skill together. The system is fairly good in matching players together with equal mmr or assume the outcome of a match based on the mmr of both sides, that is not the issue, the issue is that this system is unable to properly determine skill, therefore make the mmr mean something. The number is solely based on deaths and escapes, nothing in between, a player doing nothing all game long and escaping through the gate will have a win, a player going on a 5 gen chase from start to finish only to get hit by noed will get a loss. This and many more factors lead to the unsatisfying result that it is just not accurate in determining skill based on that alone.
I don't know for sure why they changed it, I think the emblem system had some issues with insta down killers, because it gave them too little towards the chaser emblem, but I think they could have used the old system and improved on it, or at least create a mmr system that takes into account mor things than just escape or death.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734819#Comment_3734819
when you have a tell, it is no longer a prediction. it is reaction. You just make right play based off what your senses tell you. predictions and guessing by nature are not 100% reliable. they're inherently meant to be unreliable. the skill component is being more consistently correct than the other player.
If you have nothing that gives you a hint when the attack will come then there is no skill in not getting hit, if you don't get hit the Alien missed, you did not dodge.
i do not agree and i am not going to argue. All i have to say is… some things never change.
If you don't have any hint then it is a blind guess, that makes it not only unreliable but there is no skill component. It is like throwing dice, there is no skill component in ordinary dice throw or guess which number comes up when someone else throws them and that is quite literally the same thing here. You are not skillfully if you guess correctly in a game of pure luck.
When you are predicting something you have certain things you take into account for the prediction, for example the weather forecast. They still don't know for sure, but they have certain information that was taken into account, basically more than an educated guess. But when you have 0 information on the if and when of something then you blind guessing. I could stand in front of you and at some point during the next 10 seconds I will poke your nose, you have 0 information or tells when it will happen, is it now skilfull just because you guessed right based on nothing... You just got lucky.
Based on what your senses tell you... You know what your senses do? They take information into account they were given... So they use information and hints... Nice contradiction there.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734458#Comment_3734458
Honestly, there is no excuse to have it always active in customs.
Don't you mean "no excuse to not have it always active"?