Archol123
Archol123
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730139#Comment_3730139
Honestly I think if they were a little more "oh crap" instead of "oh ffs", they'd be a lot less annoying.
Like maybe if there were a set of changes like: -
- Survivors could find 12 daggers/tasers relatively easily scattered on the walls at within the trial. Can carry them like Flashbang.
- Zombies now momentarily grab the survivor when caught instead of just slapping them and boosting them away infected. Survivors must wiggle free, upon which they are infected/injured if already infected/downed if infected and injured.
- Daggers/tazers will replace the wiggle and stab them to kill the zombie with no negative effect.
- Zombies mutated to red heads who run at 3.4m/s after so long alive (say 2 mins), heightening the need to find a pallet to kill, flashlight stun or locker to evade.
That sounds quite busted... Isnt such a grab basically a guaranteed down when the killer is also around? And it would make his zombies even more annoying on indoor maps as they currently are...
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729816#Comment_3729816
You didn´t get the point.
Nobody takes this perk if you don´t need to. (or want to - to make it harder :-)
I only said, that there are some uses for it. If i have to get hit, i have to let the killer hit me - and then it is not sure that i escape him in that chase.
There were some tomes like repair a gen or hit skillchecks while injured or so - don´t remember exactly.
There you can just put on No Mither and do the challenge without ever approaching the killer.
Or hot take you just get hooked once... If you cannot escape the chase once you got hit you will go down and be put on a hook, and then you are injured... So still no need to be permanently injured for the entire match and waste a perk slot.... Running no mither for those challenges fits the theme of throwing the match for a tome quest ^^ Although I agree it is a use for the perk... Not a good one though.
Also I did understand this right, but a few posts further above someone said no mither is his go to build together with Gen speed perks... So I guess some people do run it just for fun and not with the intention to make the game harder.
Technically for those challenges you can just run for the people and heal the guy that got unhooked and then do gens normally…pretty much the same outcome but now you got a useful perk.
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@TorQueMoD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725219#Comment_3725219
Why have a struggle system at all though if you pretty much can't wiggle free anymore? The original speed was too fast I agree, but the new one is too slow. They should give you a speed boost if you hit the checks and a negative progression if you miss them.
It exists so you can decide whether you want to wiggle free or not... Also you are not supposed to get out on your own but through bodyblock and hook sabos and such. It would be ridiculous to get out just like that...
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@Tacochippy said:
I have some mental health problems (im not disclosing them for safety reasons) that make hallucinations/hallucination related things INCREDIBLY triggering, but i keep getting into rounds with The Doctor. This means im often needing to exit the round before i even start playing (making the game worse for everyone im playing with) and waiting out the cooldown timer. Im not upset about the cooldown timer, im just upset i need to ruin everyone elses time because of things outside of my control.
Was just wondering if there is a setting i could use to avoid this entirely? Thanks in advance!
No really, as far as I know.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729945#Comment_3729945
And thats why you build around it instead of slapping it on. We never said it's making it easier, we're saying it's not a waste if you're smart about using it.
Compared to other perks to build around it is still a waste and even compared to running nothing it is a waste... It's upsides don't make up for it's downsides.
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@100PercentBPMain said:
"Dbd is not a horror game" -somebody who has 10,000 hours in the game
That's usually who I hear it from in which case it's easy to ignore that opinion
I mean after like 50-100 h there should not really be much horror left, so I don't think you need to go that far up with the number.
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@HamsterEnjoyer said:
I see this said a lot to justify overly comedic or non horror things in this game and it gets on my nerves more than anything. so far starters, DBD IS a horror game. It doesn't matter if it 'stops becoming scary' its still a horror game with a horror centric theme that, until last chapter, has always kept the horror centric theme.
DBD being horror is what makes this game successful and I'm sorry but straying away from horror to move onto other genres is just…weird. So what because the game stops becoming traditionally scary (at the devs fault btw) that means we just move on from the horror genre and start fresh? Everything in DBD people try to use as justification doesn't make sense especially since the mascot skins such as Robbie or Clowns community skin are often used as justification despite mascots being an extremely common fear (John Wayne Gacy hello?) and the Robbie skins are in a league of their own as literal icons in the horror genre.
Bottom line is its ridiculous that people fight so hard for DBD to stop being a horror game when it being horror is what made it so famous in the first place and I swear moving away from that will be something that kills this gameI don't think it is the devs fault that the game is no longer scary... As soon as you know how everything works in an online game it just stops being scary, nothing they could have done different. And while it is mostly themed I would not call it a horror game, it is a goofy game of catch.
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@thynderbird said:
I recently bought Nemmy and Xenomorph. I played both of them and I won more with Nemmy. I feel like the whole zombie thing and with the survivors having to cure the T-Virus, Nemmy is just better. You could argue that Xeno is good, but you can only get the most out of her if you have good aura-reading perks (For example Lethal Pursuer, which I have thanks to Nemmy) What do you guys think?
Nemesis is by far the weaker killer, not only does he need 3 hits to injure with his whip he also has 0 map mobility. Sure the Zombies are nice but way too inconsistent for anything but a bit of tracking.
Xenomorph has lower range but can hit over things Nemesis isn't even close to being able to do so. His range attack has basically no wind up and the survivor cannot reaction dodge it at all. Nemesis is probably around average, while Xeno is within the top 10/15 of killers.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729868#Comment_3729868
It's not for the chase, it's to make being injured safer by leaving less clues as to where you are.
True there are better gen rushing builds but that's not the point. We don't see no mither as a waste as long as it's being built around it.
It is pretty much a waste, as you make yourself very vulnerable using it, you are always 1 hit until you go down and while lower volume you still make sounds and you are not immune to aura reading... If I get a lobby with a guy running no mither first thing I do is go for him, because he is always Oneshot... Using that perk is always making it harder for yourself.
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I despise indoor maps because they with the general gameplay. Let me explain, indoor maps not only make it so crows and scratchmarks in the distance don't work as a tracking tool, they also offer too many paths to chose from so the killer cannot cut survivors off without possible losing the survivor entirely. Most of them also have issues with getting to places, be it like in Lerys or Hawkins where you have to walk around an entire room, because you possibly could not have known which of the possible doors is open beforehand or on Midwich, the Game, RPD where you have multi floor maps with some ways to go up and down but often times you know exactly where to go and you are right next to it, but because it is in that room you need to walk around a huge wall like on the other maps or find a way to get up or down. Those are pretty much issues all indoor maps have. Then we have stuff that is terrible about every single one of them, but their flaws should be pretty obvious by now, for example the game having 26 safe pallets that half of the killer roster cannot outplay and need to kick when it has been dropped, which not only sucks to play as killer but also is not really fun to play as survivor, because you're not really doing something fun, you're not really outplaying the killer, you just run towards safety and drop that, there is not much thinking to it, whether you preserver or how you loop the tile or connect it so you don't have to drop the pallet immediatly, that just does not exist on this map. And let me be very clear about this, it is not about how easy or hard it is to win on those maps, but solely about the frustration of playing the map.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729846#Comment_3729846
not quite since with no mither your grunts of pain are quieter and no blood trail.
And it wastes a perk slot, or you could just be not injured.. The build does not really revolve around chase anyway, and I think there are far better gen slam builds.
By the same effect I meant the same synergy with the other perks, as they only require you to be injured. You could run Iron will instead to not make sounds, and the pools of blood aren't that much of an issue.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729816#Comment_3729816
Hemorrhage seems to make 99 heals hard, especially before it got a timer.
Sure, but that is not available on every killer and the usage rate was also not that high. Also even if you don't 99 yourself you can still have the same effect as no mither without wasting a perkslot by just staying injured.
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@Marc_123 said:
No mither is the top perk for all others that require you to be injured.
Also in the old days imo they really thought about the perk synergy more. You are injured with dead hard. And dead hard was really strong back then.
Also nolf gave healing speed and bonus bp.
David was more difficult but got something from it.
Now there a just to many perks in the game. They have to make new stuff up everytime so we get some really nonsense perks.
Or hot take you just bring a medkit, get hit, and then 99 yourself… So you don't have to waste a perk slot and be 1 hit for the duration of the entire match no matter what XD
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@thynderbird said:
https://forums.bhvr.com/dead-by-daylight/discussion/415586/no-mither-is-garbage
No. This is my go-to go build as a pretty experienced player.( Don't say anything about me able to use better perks, I don't have everyy survivor in the game) No Mither, This is not happening, Hyperfocus, Resilience/Dead Hard, and toolbox. Why? If you can time get all the skill checks, you can just gen-rush. You can replace Resilience with Stakeout, but I don't have that perk so…
I would rather take streetwise or even nothing over running no mither, but you do you xd
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@ecliptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729765#Comment_3729765
apologies, i took a gap for just under a year and came back a couple of months ago and i can't say i've used shadowborn since then nor have i noticed an fov slider. i only suggested it because it's what i used to run if i ever played blight and i assumed that it did the same thing.
All fine dude ^^ It got changed 4 months ago, end of january.
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@ecliptikk said:
Not sure what you mean with the gliding, but i can suggest to you some perks to use with blight.
Blight is a good killer all round but he can be extremely good if you know how to use him - combining this with a good perk build can make blight a nightmare for survivors. The perks is recommend on blight really does vary on your play style, though some universally agreed good perks for blight are Lethal (Nemesis) and BBQ (Cannibal). Pairing these together in a build is good for most killers and works very well with blight and his mobility potential.
Shadowborn (Wraith) is also a very good perk on blight as the increased FOV can be very helpful.
the TL;DR of this is that the choice of perks for the blight really depends on your play style, but the full build i'd recommend running for him is Shadowborn, Lethal, BBQ, Pain Resonance.
How long did you not play DBD? Shadowborn has a new effect for quite some while now, and they added a fov slider in the options.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729655#Comment_3729655
On specific killers. I edited my previous answer for clarity. Please read the new paragraph for my reasons (sorry for bad (hopefully initial?) communication on my part).
Most competitive games AFAIK try to balance for all skill groups. And this actually is possible. The way to do this is by adding mechanically easy things to buff lowMMR (say killer M1 lounge speed/distance), tinkering with general stuff (in DBD things like passive slowdown for pinhead) to adjust overall strength and buff execution-difficult things to buff highMMR (say wesker's hug-tech). If the design of said character does not allow it, then you at least make sure that said character can't stomp any skill bracket.
And none of the skill brackets should ever experience 60% wins or 60% losses IF they didn't decide to sabotage themselves (like brand new player picking nurse or survivor taking no mither). If you can get to the state that everyone is within at most 55-45% (if you don't decide to shoot yourself in the foot) win rate (draws are excluded), then you get competitive game.
But isn't that paragraph just phrasing the same coin from two angles? How does it matter? Because you get stomped the other side stomps you, if you stomp the other side gehts stomped, I don't see a reason to think of that as a big difference. That 2nd paragraph just sounds like a well designed killer with a lot of depth, the only issue ist that many killers cannot really have that formula because of how simple they are…
As for that competetive rule that only works when you have enough players in every bracket to allow for that type of thing, look at starcraft for example, while the korean scene might be able to have somewhat around that winrate, with a bit more on the upper end in europe you just have certain players that will win like 90+% of their matches because there are not enough similar ranked people so you get the guy with 2k mmr less, and I guess that is somewhat similar to what happens in dbd, there just are not enough good players to allow for accurate matchmaking, aside from the elephant in the room where the current system is unable to determine skill jsut based on win or loss…
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@Cryptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726371#Comment_3726371
I feel this is a disingenuous response, OP is not talking about "bad players", they mean the players who specifically go out of their way to screw over teammates or just hide like a parasite until the hatch opens, and in my Solo Queue experience, these players are fairly frequent.
Does not really change the outcome, even if you don't touch a generator all game long that is still not a report reason… If all they do is hide, maybe do chests, totems or what not, that is still not a reason to report them…
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729637#Comment_3729637
It doesn't matter on how many. If you are really and truly competitive, you want your side to win 70-80 or even 95% of times. To win 50% of times is a compromise (talking from position of same-skill/experience plays). For this reason, 45% is considered "broken" and 40% is absolutely unacceptable. And for the very same reason it is enough if 1 killer can win 60% of times (provided survivors can't just choose who they play against - which would be terrible decision that would result in lobby-shopping and inability for said killer to play a game).
This is also the reason why competitive games are willing to nerf something for everyone so long as it's balanced for each category of players (or rather the target is to balance it for everyone, but if it does not work, they would rather have it balanced in one group then having said thing stomp players in any group you can think of - be it lowMMR, midMMR, highMMR or pro play).
So in the end - DBD can't go in direction of competitiveness with their current targets. They already chose party-gaming. But they just aren't commiting to it for some weird reason. Like if you don't want your game to be fair, then it should at least be funky. You should aim for more sky billis instead of removing hug-tech…
I agree with you that they really should start to think about who the audience is the game balanced for
But are we talking 60 40 on average or only on specific killers? Because by design of the game not every killer can be the same strenght, which obviously will result in different win rates. I don't think that is something the game can ever overcome.
I thought most competetive games just balance for the professionals and that somewhat also balances it out for weaker players, which obviously does not work for dbd.
Especially considering Sky Billy was not really that strong and more of a meme… Now every Blight just plays bump logic and people will soon realise that they can do less about that than they could do about hug tech.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729624#Comment_3729624
I don't think it's 50:50. I think it's more towards 60:40. Which means that of course survivors have chance to win sometimes. But overall the game is killer sided (which means I am always surprised seeing any post stating the exact opposite).
Also I am saying that the difference of 60:40 in any competitive game (say league of legends, counter strike or anything else which is actually being played for money) warrants IMMEDIATE hotfix. While in DBD it's target they aim for. Sure - this is actually harder to compare, because symmetrical games vs asymmetrical one, but this is fully taken into account by definition of what is win and what is loose (and what is draw).
Overall this should not matter, because DBD is supposed to be party game. It should not be about wins. But if the game takes away all the dopamine rush things and all the meme stuff and leave "balanced environment" (whatever their definition of the term is). Then sorry but the "party game" argument is no longer valid. So you better balance for fairness. But it seems devs don't share this view. So all I can do about it is not play the game and check from time to time if somehow the game became more interesting (dopamine rush fix) or more fair (win-enjoyment fix)
60 40 on how many killers? I think the issue is that really good players have no issue facing 2/3 of the killer roster, but only 10+ are able to deal with those guys, which also presents itself in the fact that very few killers are viable to break those 200+ winstreaks, got really surprised that Trickster is among them... But well many people said that he got buffed by a lot in the last patch.
I don't think it would matter in counter strike, because both teams play both sides anyway... Same for radiant and dire in dota 2 to some degree, even though it is more impact full there I guess. But yeah I agree the ge is somewhat between two chairs, not a party game anymore, but way too rng heavy and inconsistent to be considered competitive... They should really start to think about who the audience is the game is balanced for.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729614#Comment_3729614
You are right that organize single guy vs 4 is different. Still. 200vs2000…
I didn't get into soloQ argument, because that one is clear. Best survivors tried for years for winstreaks and AFAIK the record is 34 (even with rat tactics). So it's pointless to talk about it. If you mentioned that because of MMR, you yourself said the soft cap is quite low so that point is also meaningless…
As for the game is sided to (shortening it) better prepared one… I disagree - if both sides come prepared at same skill as much as possible, then my money is very safely on killer. Sure you can state that you would bet against killer if he took freddy, but that's about the same argument as saying I would bet against soloQ team (and can you really call it fully prepared if they don't take best stuff?).
I brought up the mmr argument because I don't know if the exact number is relevant for a short time of matchmaking and only after let's say a minute or so it just takes the soft cap to not make queues too long. But otherwise you are right it does not really matter, only makes it harder to get equal opponents ^^
Who to bet on fully depends on what is considered a win at that point, I think it would be roughly 50 50…if it is 52 48 or so that's still not enough to convince me call the game one sided.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729617#Comment_3729617
Not really. There was also no rules tournament (I already wrote so above). I would absolutely bet on killer in current DBD without any hesitation
I mean when we cannot take into account older winstreaks then I don't think we can take that tournament into account. I think the anti 3 Gen mechanic will have quite the impact on match outcomes in comp, aside from the nerfs to Blight and Nurse compared to back then.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729607#Comment_3729607
Comp SWF players on comms are actually expected to loose against prepared comp high-tier killer….
Fully depends on restriction, under comp rules sure. No restrictions questionable.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729604#Comment_3729604
Not really. The chances are the same. You either get to that game, or you don't (remember that stack of 4 players are 1 stack and getting half of those players in is not really possible).
And as for comp rules… A long time ago (before all the killer buffs that raised average kill rate from 50% to 60%) there was a tournament with exactly 0 rules. The end result? It was almost even, with killers getting slightly ahead.
The overall point is - even if you say that my comparison with high-end killer is not fair (I disagree because of sheer difference is in an order of magnitude) and we somehow disregard this point. Do you still think that the data objectively states the game is actually survivor sided? Or is it pretty much clear the game is in fact killer sided (when looking at data instead of someone's anecdotal experience). And if you say the data points to it being survivor sided - please explain to me how you got to this conclusion
It is not about how realistically you will get those guys... But they need to have time, which makes it an Organisation issue. Besides the point is that those players mostly scrim, so when a comp killer player plays pubs his mmr will be rather high, irrelevant after they reach the soft cap though. Whereas comp survivors probably don't play soloQ or swf in normal matches that often, unless they stream or something, and even a comp survivor cannot consistantly win in soloQ. I would argue that preparation and Organisation are easier for the comp killer than the survivors. Especially because the killer that is trying to snipe can see them and know it is their lobby, which the survivors can't.
I don't think the game is killer or survivor sided, I think it favors the side that a. Gets lucky with the map and the rng on the map b. Brings the most busted stuff/strong killer c. Is skilled and in coms.
The killrate are kind of a blurry argument because you can more often than not secure one kill in endgame and the 4k can be taken away by hatch, which also does not really show skill. And therefore you can hardly differ between a hypothetical 4k and an escape through the gate with all gens done. We would need to get more data than just the amount of kills or escapes to be able to tell which side is favored.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729597#Comment_3729597
So you state that killer winning all pub games is not valid, because comp exists. But you don't even think about touching my statement about comp being killer sided (when taking into account best killers). So what gives?
We're not talking about the balance of comp though are we?
The reason why I said players of that skill are required is because the only players that can consistently end such streaks are comp players... Who ended Hens 230 streak? A comp Nurse... Who ends the 2000 wins Blight streak? A comp squad with the most busted items. So if you want to go that far up with your wins you need to be able to not immediatly lose against the opponents if they are comp players...
Which leads to another reason why those streaks on killer go higher... To end a survivor streak you need 1 comp killer sniping them to be available and get them as opponents and win, for the killer you need 4 comp survivors ready to snipe them, that don't even know when they have the same lobby as the guy they are trying to snipe...
Quite the difference isnt it?
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729588#Comment_3729588
That's one group. THERE IS NO SURVIVOR GROUP PERIOD with 500 win streak (maybe in old old old DBD? Certainly nothing that started from year 2020). Not to mention 2K win streak. Or several 1K winstreaks...
Also - there's higher record playing perkless addonless nurse then best survivor winstreak right now if I remember right (I am not watching the game for half a year that much, so correct me if I am wrong).
How many survivor win streaks are the even that potentially go that far up? Meaning consisting of players of comp or former comp or almost comp level? Far less than there are killer win streaks at least.
KNightlight 500 perk less addon less win streak would immediately end if he faced a 4 men comp squad... He stated that at several occasions when asked. Still not comparable therefore.
The reason those streaks don't go that far up compared to killer is not only does it take 4 people to have time at the same time of the day but they also that they need all to be really good at the so there is no weak link, and the gameplay gets boring rather fast considering you are mostly beating up way worse players, whereas on killer only 1 player needs to be there and he at least has the power to play with, his gameplay is not mostly doing gens.
I don't think that comparison fits.
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@Gandor said:
How at this point can anyone call the game survivor sided? From what point?
When talking about new players - the game is notorious to be killer sided for literal many years. This was true even in the stages of game where everyone said the game is overall very survivor sided (but the game got killer-sided in the meantime, so RIP new players).
When talking about average (median) players - the game is now balanced around 60% kill rate on average. Some killers have way more (but even the worst ones still have 50% when rounded to full percentage).
When talking about best players there are taking best things in the game - survivors were able to get about 200 win streak (3+ out) while killers were able to get about 2000 win streak (and 100 or 200 winstreak even for low-tier killers).
When talking about tournament players taking best killers vs best SWF - the game is usually decided WHEN killer kills everyone. Not how many survivors escape.
So once again. From what point of view is the game survivor sided? Because EVERY POSSIBLE VIEW on data CLEARLY says that the game is killer sided. (And it's really a shame and one of 2 main reasons why I abandoned the game. a, the game got rid of the dopamine effect because "sabo is no fun for killer" so we need so many hooks that even guessing right one, saboing it and taking hit is not enough for survivor to wiggle free before killer can get to another hook (so I am not willing to play for fun) b, the game is just not fair as it's very clearly and very visibly killer sided as stated above (so I am not willing to play for wins) ).
That comparison between winstreaks is not really fair, considering the killer players tend to not restrict themselves, I think the 2000 winstreaks Blight used every perk and addon in the game. Whereas the 230 or what it was winstreaks of Hens and his friends had the limitation of how often a perk can be run and no items... If those guys would run the most busted items and addons every single game they would get to a higher number as well rather easily, but they wanted somewhat of a challenge which is why they restricted themselves even more. Therefore I would say it is not comparable by the number alone.
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@JPLongstreet said:
I view this exactly the same as survs 3-genning themselves. Hooks are a resource that killers need to keep in mind. But I also think several maps need their hook spawns tweaked.
With the upcoming changes to sabo, maybe a generic killer perk may be helpful, I'll call it Mechanic for now. It would reinforce hooks in the killer's terror radius or something on a down, say for like 10 seconds, making them take twice as long to sabo. Something like that.
Y'all mess around with this idea, some really creative folks around the forum. And it needs a better name. 😂🤣
Just like 3 gens could be forced by killers this can be forced by a survivor if he runs in always to the same corner where he cannot get hooked and has to be slugged, so it is no really a Ressource you can manage often times...
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729514#Comment_3729514
If its a good addition then I want Chucky scamper back
Well that was for sure not a good addition.
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It is supposed to be a meme perk or a make game harder for survivor perk... So it is a given that the perk is bad ^^
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So you are running dying light and thanatophobia, two of the worst perks in the game they don't slowdown the game before the first hook... Aside from them being horrible perks, obviously they won't give you value, based on their effect relying on people being injured or how many people you hooked...
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@legiondoctor said:
Last time we got a new chase music was November 2022
Considering how many terrible new chase music we got I would be happy if they either just left the older killers alone or at least gave the option to swap it out for the generic chase music...
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729066#Comment_3729066
So the guy saying that guy is wrong is way more wrong it doesn't matter if its counterable or have a skill ceiling its not intended design Oni is only supposed to attack 90 degrees not 180 hes not supposed to backwards slam you. Thats it.
Chucky 180 flicks weren't intended either and got fixed accordingly, Hug techs are no exception blight got fixed eventually so will wesker. Devs aint the quickest fixers but it will eventually.
Just because something was not intended does not mean it is not a good addition to the game... Looping was not an intended mechanic, Hillbilly curving was not an intended mechanic. Eurobend on wesker was not an intended mechanic, got removed, everybody wanted it back and it got reintroduced basically immediately after. Saying something should be removed because it was not intended is just not a proper argument, you didn't want to create it, but maybe it is a good addition to the character, so why remove it?
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@JudithOhlin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729323#Comment_3729323
regardless, he can be toned down further and nobody sane would argue against that.
I would not go that far as to call people insane for bringing up arguments against it...
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@JudithOhlin said:
Blight has been S tier since his release, theres nothing wrong with him being toned down…..
He was not S tier in the beginning... He had similar collision to this and got stuck on everything... Also his perspective was similar to victor's severely limiting viability... He was strong then too, but I'd argue a bit weaker than S tier... Some people put him around low A high B tier at that, he was literally unplayable on indoor maps...
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@ReverseVelocity said:
After the patch, the only viable use case C33 is going to have is being used in tandem with Blighted Tag, which I think is a bit of a shame.
Both Alchemist's Ring and Umbra Salts have more potent effects for their individual stats, with no downside. The only time you'd want to use C33 is with Tag, which applies the same downside anyway.
If you ask me, you could bring back Infinite Rush for this addon (it previously was on Blight Tag, which is still going to be good by itself). Infinite Rush was pretty strong, but it had an appropriate downside akin to Matchbox for Nurse.
It'd also stop the stacking of double iri Blight to try and bypass the downside of Blight Tag. The Ultra Rares would have anti-synergy with themselves, but still be good standalone.
I don't think infinite rush was good design and I don't want it back. The issue is that you can just rush around for as long as you want until you get a rather safe hit, sure it has a cooldown but a power should not be an almost guaranteed hit only limited by its cooldown.
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@FrenchBagels said:
See, when Blight got his hug tech nuked, they rightfully removed it because it denied the main counterplay around most loops since a good Blight could completely move around a mid/long loop and ignore it.
Meanwhile, Oni still has the funny 180 flick that should’ve died at PTB eons ago and he’s in insta down mode for the majority of it while he’s snowballing. Tight Corners and bends were supposed to help against him. Not outright deny his power but help. With the flick, he literally has no blind spot. It’s as oppressive as old Top Knot.
Plus the poor console peepos can’t do it and even they could hug tech with Blight. Why is Oni’s funny flick still here when all you do is look up.
Considering you can still flick on blight, I don't really see why you are comparing flicks on Oni to Blights Hug tech?
I'll also have to disagree on the first part, his hug tech did not get nuked rightfully, they completely messed up his collision by letting him bump on everything… That so called collision "fix" went way overboard. Hug tech did not deny counterplay, it just opened up a different layer of gameplay, and every experienced Blight player out there explained why that was and how it was (mostly)inferior to bump logic anyway. They even explained how to counter hug tech, but apparently that was not good enough?
Oni still has a blind spot even with his flick, and a fairly obvious one at that, you have to look up to do the flick, so you can take that into account and just juke the 180°, since he needs to look up he cannot look at what you are doing.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729087#Comment_3729087
Oh, I see what you mean now.
I have no idea what it could be though.
It could be traps that give you killer instinct or aura reading for tracking, some that make a player oblivious or apply a different status effect, some could just be for teleporting, I don't know you could get very creative when it comes to what the traps could do…
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@darkshadows8326 said:
Huntress is overperforming with 7 hatchets, revert back to 5.
What do you even base this on?
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729050#Comment_3729050
It's a build where the traps are used to block survivors.
It uses the
Oh, no I don't mean that, I mean it more like clown can swap bottles hag can swap the different traps and place them all in one game, without needing an addon to have a different flavor of traps…
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728995#Comment_3728995
You mean Battle Hag?
?? Not familiar with that phrase.
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Would be nice if Hag had different kind of traps instead of the teleport only, so it would require different counterplay for each type of trap but also allow Hag to be more versatile.
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@Akeeno said:
- Bayshore's Gold Tooth
Increases the Speargun's reeling speed by 5%. (was 9%)
- Snake Oil
Increases the Speargun's reeling speed by 2.5%. (was 5%)
LIVE:
slingers current reeling speed is 2.6 m/s or 65% movement speed.
- when using snake oil (5%) is 2.8 m/s or 70 percent movement speed
- when using bayshores gold tooth (9%) is 2.96 m/s or 74 percent movement speed
- when using both addons (14%) it brings it up to 3.16 m/s or 79 % movement speed
PTB:
in the upcoming changes slinger will reel at 2.76 m/s or 69% movement speed
so snake oil isnt even basekit, its a change of 4%
- when using snake oil (2.5%) is 2.86 m/s or 71.5 percent movement speed
- when using bayshores gold tooth (5%) is 2.96 m/s or 74 percent movement speed
- when using both (7.5%) it brings it to 3.06 m/s or 76.5 percent movement speed
so in the ptb stacking both is slower than live, thus a nerf. it should remain as how it currently is at 5 and 9 .
the 2 addons are ranked low by many slinger mains, so are currently niche, if they are nerfed, they will be borderline useless.
When you look into the wiki article about the speed apparently it adds 0.2 m/s and 0.1m/s... Which I don't fully understand how the calculation works... But nonetheless I don't think the addons are a nerf, based on both wiki plus the calculations above, despite me not being sure what is correct...
- Bayshore's Gold Tooth
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@Akeeno said:
- Bayshore's Gold Tooth
Increases the Speargun's reeling speed by 5%. (was 9%)
- Snake Oil
Increases the Speargun's reeling speed by 2.5%. (was 5%)
LIVE:
slingers current reeling speed is 2.6 m/s or 65% movement speed.
- when using snake oil (5%) is 2.8 m/s or 70 percent movement speed
- when using bayshores gold tooth (9%) is 2.96 m/s or 74 percent movement speed
- when using both addons (14%) it brings it up to 3.16 m/s or 79 % movement speed
PTB:
in the upcoming changes slinger will reel at 2.76 m/s or 69% movement speed
so snake oil isnt even basekit, its a change of 4%
- when using snake oil (2.5%) is 2.86 m/s or 71.5 percent movement speed
- when using bayshores gold tooth (5%) is 2.96 m/s or 74 percent movement speed
- when using both (7.5%) it brings it to 3.06 m/s or 76.5 percent movement speed
so in the ptb stacking both is slower than live, thus a nerf. it should remain as how it currently is at 5 and 9 .
the 2 addons are ranked low by many slinger mains, so are currently niche, if they are nerfed, they will be borderline useless.
Does it work like that with the movementspeed bonus?
I thought it takes the % of the current speed and not of 100%... So 5% off of 2.6m/s would like 0.13 m/s so making it 2.73 m/s and not 2.8 m/s.
With 2.76 m/s base the 2.5% increase would result in 2.829 m/s. So that is still a buff... Or does the calculation work different on deathslinger than how speed addons work on Blight Billy or haste perks work in general?
- Bayshore's Gold Tooth
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Generally speaking I like the idea that there is a safer option that takes longer to remove the traps and a riskier one that is faster (the walking in thing). I'm not fully opposed to give her movementspeed after teleporting, but I don't think she should get a guaranteed hit after teleporting, considering most people don't really play her that tactically but just spam traps everywhere around a 3 gen or a hooked person, and if every teleport would result in a hit that would be too much. Crouching through just is not always viable considering she might catch you off guard when you do that while you get close, and if you remove them she will notice and maybe come back, resulting in lose lose situations.
As for reacting to a phantasm, considering people just put it on the mouse wheel there is not that much reaction going on. It is just spamming the mouse wheel constantly.
The easier version to wipe them away works allright for newer players who don't know how to activate traps the other way, which I think is allright and I don't see it as a problem that more experienced players don't use this option. There should not be a guaranteed hit just becasue you teleported in time, maybe the odds should be favoring her generally speaking, but nowhere near 100%…
I don't really see much of a way to make hag more engaging to go against, as she is just rather boring, it is quite similar to Trapper that when you are in a chase and you walk into a trap more often than not you will get hit, the chase interaction itself is not really that engaging, it is more about the outside of chase interaction where you harass her and destroy her web, which is fine I guess, but it requires people dedicated to doing that, which is usually just not a thing in soloq…
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728051#Comment_3728051
Before the introduction of wiping away they were supposed to used a lantern to burn the trap. That's why most of the Hags used Franklin's. Yeah, it wasn't the best design, but we are talking about another DBD era.
So why don't you just not swing immediatly if you know people do this thing? Teleport and then take the hit afterwards?
Because Hag is a 110% (4.4m/s ) killer. If you see the video (5:15) you will notice that when Hag use her teleport without hitting she takes a lot of time to catch up the survivor. She NEEDS her power to get a hit, but her power is easily counterable in SO MANY WAYS that makes it impossible to use it decently against survivor if they have the minimum experience.
Hag has a straight away counter intended by the devs: wipe the traps. That what survivors should do against her and there is no reason to not be like this.
Yes, I know and I also know that that was really quick.
I mean sure, I know how long a 4.4 m/s killer takes to catch up, but it is probably still the better option compared to swinging and missing all the time.
I don't think just because the wiping away exists that that makes every other counter unintended… You're not going to wipe away a trap in chase, but you might be able to trick hag into teleporting if you bait her.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728602#Comment_3728602
people just play efficient, but I would not call it rushing.Those are neither mutually exclusive nor dependent on each other.
I would say otherwise, because if it is basically just normal gameplay but efficient it would not need a specific term to describe it, then it is just "playing the game" or "being efficient", why call it gen rush to begin with? It is not like they do something abnormally…
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728550#Comment_3728550
That's not how it works though. Your average game goes way longer than 5 minutes. That is because, the survivors and killer are somewhat equal in skill, which means, that the killer will reduce the survivors' efficiency greatly by hitting, hooking and chasing. If I can't get quick downs I will probably lose. But I sure as hell am not going in under 5 minutes. Because all it takes to reduce survivor efficiency is constantly being on them.
5 minutes games only happen due to either bad matchmaking, someone afk (can be either a survivor or a killer), or gen rush. You do not achieve that level of efficiency by just playing on the same level as your opponent. Even if you're noticeably better, that is something that is very unlikely. To achieve that kind of pace, you need to bring something into the match, that really speeds up progression ⇒ gen rush. Even when CoH was super meta, my games weren't this short without something to speed up gen progress.
I think you underestimate how little 5 minutes actually are. A long game of DBD is around the 12-15. Normal games can take from about 7-11 minutes. 5-6 minutes is what I would consider fast but not rushed. Both sides have a lot of things that greatly reduce their efficiency, which limits their ability to rush their objective. Unfortunately however killers currently have less limitations (see tunneling).
On average for sure, but I just think in some games you might be fast enough to still do so, despite playing decent, without doing anything spectacular.
I would say it also gets severely limited depending on the killers perks, it could only be achieved if the killer does not bring specific slowdown perks. But yeah maybe I am overestimating how quick people could be ^^ (Kind of funny, I typed that before reading your thrid paragraph ^^)
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728549#Comment_3728549
I haven't been on the forums since the 21st so forgive me for forgetting something you've typed to me almost a week ago.
So because you don't like mandatory tutorials you think it's suddenly unhealthy for the game if it was pushed out as an update? Make that make sense.
If mandatory tutorials are a bad design then prove it, give me statistics which show it's bad for design and affected the game in a negative light, not once but on multiple instances, else your stance is pure speculation.
Forcing someone to do a tutorial consisting of 360ing and body blocking in a quick 2 minute tutorial won't be the end of the world for someone now would it.
Also that argument of yours does not make sense on any level, because a mandatory tutorial would affect both sidesIt makes complete sense, you just don't understand the statement. Most killers are good from the many hours I've played this game and witnessed, most killers for me are usually prestige 25+ as well, today being mostly 50+ from the 10 matches i've played so far, but the matchmaking after the update reminds me of when survivors first started to get tunnelled heavily, people unhooking during chases, not lasting more than 20 seconds in a chase and more. I should not need to party up with friends to enjoy DBD.
other than you're getting frustrated you are apparently losing the argument and therefore attacking me personally (or frame me) as a killer main that is too bad at the game to keep up with players that only did a tutorial to the game…I don't take text personally, no ones "losing" an argument at all either. I am objectively trying to identify why it is you're so heavily against forcing players to do tutorials, your above points have just been opinions with no facts to back them up, like your counter argument about someone making waffles in the back of a class somehow conveyed the entire world doesn't listen to lectures, but then later retracting that same statement.
This is a debacle and not an argument btw, you seem to be taking my comments personally, reading text related to DBD should not hurt your feelings at all.
I explained why I don't think they are healthy, aside from the obvious point that people mostly don't like mandatory tutorials. Also I don't like the general concept of being forced to do something in a game, games provide freedom for players to do what they want, in the rules of the game, but being forced to sit through tutorials just does not fit that concept.
We're kind of both speculating here, because you did not give data on how mandatory tutorials provide benefits for the skill level of the player base…
It is not about the way it would be shaped, I am against mandatory tutorials in general, this is a thing of principle.
That makes no sense… How do you just assume that killers all know how to play the game but survivors don't… That statement is free of any logical basis :D:D
It is fairly easy, my stance is that you should not be forced to do something if you don't want to do that, so if I don't want to do a tutorial I should not be forced to do that. That is basically a general principle of personal freedom. It is not that hard to understand I guess.
The waffles argument was more about stating that there are at least some people that won't do what you want them to, because you cannot force people to learn, you might able to force them into doing something to finish the tutorial, but that does not mean it will make them better or provide any advantage.
No, sticks and stones may break my bones but words can never hurt me ^^
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728550#Comment_3728550
It is not any one single perk or item but the the full loadout of all four survivors, or maybe just three if that SWF just happens to be short one guy, to be a clear indication of a gen rush. Basically what a comp-squad would bring on their 4min adventure which likely would include at least one Deliverance. Maybe that is too wide of a definition and that would be okay with me but for you even four busted toolboxes are not a rush so your definition is certainly too narrow.
It does not matter how close DBD and SC2 are. The point was both have cheeses, gotten some cheeses nerfed and both have resource as well as time-constraints. By the way I did not bring up that game.
The point is almost every valuable perk falls in one of those categories, maybe aside from information perks, everything else stalls the killer, makes chases longer, saves time on gens or heals… So if you run a good build you will have a combination of those perks… If you run a decent loadout and the other guys as well this would fit your definition.
I just think gen rushing is not really a thing, people just play efficient, but I would not call it rushing.