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Archol123

Archol123

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Archol123
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  • Tombstone yes, the strength tombstone gives Myers not necessarily.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712777#Comment_3712777

    The patch notes says removed twin's ability to recall. so they essentially changed nothing about twins and didn't fix any of their issues after 2 years. the main two was victor hostage taking and the extremely slow-win condition of slugging. in all that time, there could so many changes to other killers. what a great excuse for laziness. Hopefully their next killer changes are actually changing the killer and not just pretending that they're changing the game.

    I mean they tried to change them in the PTB bit oh well ^^ So what we currently have was just qol... Not the real fix for the whole issue.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713124#Comment_3713124

    I can see your rational here for the color filters not being cheating since both sides can use it equally, even though I would say it’s slightly different in value for each side. But at least close enough I can see your argument for that. That’s a reasonable point. However I don’t think that argument works for swf not being technically cheating per the definition since it is only for one side.

    What has swf to do with anything here?

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713183#Comment_3713183

    Well, sex education is an important discussion to be had, but I am glad you were also sharing with a bit of levity.

    I don't think the sounds are part of that xD

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712755#Comment_3712755

    You are taking life to seriously my friend. Have some fun, see some humor in things. Beside, a "child" shouldn't be on these forums. And obviously she already expressed how it sounded to her, so they must have some dialogue about it.

    Unless you were being funny, than perhaps I'm the one who took it too serious,

    Well as far as I know you don't stop being the child of your parents just because you become 18 years old? ^^

    And as for the forums for whatever reason they are supposed to be more child friendly than the game itself...

    And obviously I wasn't too serious about the whole thing ^^

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713054#Comment_3713054

    Your last statement falls apart in an asymmetrical game .

    Not really... It increases better vision for both... And it does not really change the definition because of the specifics of the game, it just does not mean that the advantage is the same for both sides. However when it comes to filters, as we for example know from the colorblind filters it is still basically the same.

    And even if it was you would still need to reason why the advantage for both sides is not the same or similar...

  • The issue is that a. Deafening really isn't that good of an effect to waste an entire perk slot for it and b. We got rid of the blur effect on clowns bottles because people got motion sick on it, I don't think it is a good idea to being that back...

  • @Brutha said:

    Freddy Krueger needs some serious updates. He's the second least played killer in the game and most players find him boring now. He used to be really unique, but after his rework, he's gone from being cool but weak to just boring and average. His snares are basically a worse version of Clown's bottles, and his Dream Projection is probably the worst teleport in the game. While pallets are his most unique tool, having to replace snares feels unnecessary. In the endgame, he's almost useless because his Dream Projection is ineffective, and his snares/pallets lose most of their impact. Most of his add-ons need reworks, for example, there's a purple add-on that only makes survivors' footsteps louder when they are in the dream world, with three other add-ons doing simaliar things. While the Z-Block and the Cat Block reworks were a good start, most of his other add-ons don't do much. It would also be a big improvement to let him use snares and pallets at the same time.

    https://us.v-cdn.net/6030815/uploads/6XF8W2Q0KP34/image.png

    He needs a full rework, I don't think anything else is able to Adress the main issues of him being boring for both sides...

  • @MikeyBoi said:

    Hillbilly needs a lot more then just an overdrive nerf, eg: spiked boots with Iri engraving with a 1 sec initial turn rate is down right broken on that killer, those addons shouldn’t work while Billy’s in overdrive nor the 1 sec turn rate..
    The way that billy can just rev camp hooks now is ridiculous too all while still being able to build overdrive

    I think hillbilly is pretty much equivalent to oni that’s always in his power now and as crazy as that sounds I think it’s close to true. Billy is currently the 2nd strongest killer in the game.

    Why is that addon combination supposed to be broken? That much speed becomes basically not controllable, especially during the initial curve window... If the extra speed would not work in overdrive that would almost buff him... Because you wouldn't have to worry about the immense speed and how to control it...

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712968#Comment_3712968

    I don't define cheating myself at all. I'm just reading the textbook definition. It's an "unfair advantage". Cheating has nothing to do with breaking rules. People tend to use it that way yes, but it actually has nothing to do with that.

    That does not really apply in video games though, that is more the definition when it comes to fraud or when you are trying to decepr someone... But when it comes to games, be it board games or video games there has to be some form of violation of the rules. Because if something is allowed and available for both sides it cannot be unfair, as both sides can use it, allowing for an equalibrium again.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712733#Comment_3712733

    As said in my post, whether devs of a game allow something or not is utterly irrelevant to the definition of cheating. Many people misuse the word cheating in the terms you are referencing but it is technically cheating. Just because lots of people use a word incorrectly in majority doesn't mean that all the sudden that's the new definition, it just means the majority are using it incorrectly.

    Usually cheating involves breaking the rules, if the devs white-list something how can it be cheating? How would you even define cheating if not as doing something that is not allowed within the rules of the game?

  • @Atom7k said:

    I think the easiest solution would be to apply an impact multiplier. If the killer is top mmr, reduce time a gen needs to repair by x. If it's swf with high mmr, dont. If its swf with average mmr, apply multiplier to a certain point (percentual difference between mmr for example).
    Solo q get's easier that way and comp stays the same.

    That sounds like heaven for subtle cheaters...

  • @Clee said:

    What kind of sex does she think sounds like that?

    You really think that's something a child wants to know of their parents?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712218#Comment_3712218

    Slugging with Twins was not an issue. There is nothing inherently wrong with slugging and the hate of it is irrational. Twins also has tons of counter play. There counter play is grouping and healing. Grouping so that each down gets Victor kicked and the person picked up before charlotte can get there and healing because the only way twins wins is through chain slugging. So slowing the game down and keeping healed breaks their win condition. Holding Victor hostage was not there only counter play, that was just bad design. Just because a lot of the community complains doesn’t mean it’s a rational complaint, the average player in dbd is very bad.

    So you would say good players played it like that? Should we have seen that type of gameplay in comp then? Because they would know how to properly play against twins and not just hold Victor hostage? But oops we didn't.. So what could this mean?

  • @TheLastTreedad said:

    I've been losing majority of my solo games. That the only way I ever bother opening the game. Is if my one friend is willing to join. Even then you can see when a lose is coming from a mile away, and we only in gold ranks. When I play killer. Which is rarely cause I'm a survivor main and become very empathic way to easily. When I see someone give up mid chase. I don't even feel like killing them. Because I understand how bad it is for them. To not be able to play with a group. Would be even more garbage for survivors.

    Gold ranks only shows how much you play, the game uses mmr and the ranks/grades are not used for matchmaking but only for the reward you get after each month...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712332#Comment_3712332

    the changes on twin ptb was haphazard change in attempt to "punish" slugging. it didn't really work, as a result they reverted them as everyone else was like what the heck is this? i am judging twins by end result, not the intention. as they are now. Twins is the same as before with the major change of the removal of taking victor hostage for like some 40 second cooldown.

    That contradicts what you said before that they would be happy with the changes, which they are obviously not, considering they scrapped the majority of update...

    And why would you go by what we have and not what was intended when the whole thing is about what BHVR wants the killer to be? That makes now sense, as you would only ever have the status quo instead of changes.

    They obviously wanted to change them, because they were not happy about their state but their idea just did not work out... So now we will have to see what they come up with next. But to say they are happy with their current state would be quite the overstatement... Would be like someone wanting to build a villa but only getting a mini house done and then saying the guy is happy with that... Probably not considering with what he aimed for and wanted to get done...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712312#Comment_3712312

    I disagree. they had 2 years to change it. they didn't change which by default means that they are happy with said changes.

    They planned to change them with the changes that were so bad everyone got confused how they even came up with them... But they obviously had the intention to change them…like I said they even stated they wanted to change them... So are you disagreeing with their statement in the march Dev update or with what exactly?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712245#Comment_3712245

    they already tried that in the ptb. twin is designed slugger. She's design to slug and win through slugging. there is nothing to change there. Unless they rework the power from ground 0 to something completely different, twin slugging is there to stay.

    Like i said, my concern with slugging was mostly that coordinates that pick themselves up constantly for like +10 minutes and the rate in you which bleed out is so slow then twin's hooking game takes forever. So it is like get downs, hook people every 2nd or 3rd down. eventually someone goes to death hook and then you finally hook the last 3 survivors. I see it more as game-tempo concern where survivor has too many second-chances within slugging. You don't get any accumulative reward to bleed out the survivor to "eventually" get to the 3 vs 1. Instead you have to slow hook people to get to 3vs1 while slugging then slugging remaining 3 survivors.

    The very bad teams are easy to win as twins… because they don't have any good coordination so you end up just slugging all 4 survivors and 1 hooking majority of the team.

    Thats what twins currently are, but they apparently are not happy with that, which is why the intended changes were aiming at removing that. Supposed to work as currently, not necessarily as intended by the devs, which is why they wanted to change that...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712282#Comment_3712282

    you can get slowed. it is just that clown. his pink bottles, they are coded to cleanse themselves if you hit a survivor that is intoxicated. funny enough if you hit a survivor and there is pink cloud in front of them, it slows their sprint burst. a target clown nerf. With freddy snares and the unknown's projectile, the hinder applies.

    Currently the only reason to tier up is range and being able to break stuff with it... There are quite some things that could be changed about that in basekit and further adjusted with addons for example better zombies with tier ups and further increase on higher tiers with addons and so on.

    the tiny bit of range and pallet break should be base-kit. The tiers should do a lot more then what they do now. Either that or just don't have system. nemesis tier system is just filler bonuses. it is probably suppose contain powerful bonuses but who knows what BVHR original design was with that. it could be that it was to scale his cooldown or hindered or maybe it was to scale his zombies. No clue really.

    That is weirdly specific for one killer...

    Fair, that is one way to go along, I don't necessarily disagree... However it won't make it easier to get decent addons... However if the basekit is good enough I won't complain ^^

    What I would love for example is a mini game to stealth attack a zombie or a specific item to get rid of them so pallets and flashlights are not necessarily needed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712220#Comment_3712220

    i believe it works on all hits. It is suppose to halve your sprint burst. I am not entirely sure how much faster you catch-up but if i had estimate it, you get about 4 stacks of stbfl recovery. OP also put a 1 stack of stbfl on Marvin's blood and Nemesis also has 2.5 second cooldown by default which is around +2 stacks by default.

    So if you had +1 from OP, +2 from base-kit and +4 from the properly numerical Licker tongue, you get +7 stacks as nemesis as default. So no, not useless at all. I think Nemesis is suppose scale his cooldown maybe with tiers but i am not sure. either way, Nemesis is very safely designed killer that needs a lot buffs both on zombies and whatever his nemesis tiers are suppose to be doing.

    I always thought you cannot get slowed during haste effects, such as sprint burst and what not... Does it not also work similarly with the speed burst you get on hit?

    7 stacks seems a bit overkill, especially considering the nature of a range attack in general.. At least currently his cooldown is the same over all tiers... But I guess it would not harm to reduce it on higher tiers... Currently the only reason to tier up is range and being able to break stuff with it... There are quite some things that could be changed about that in basekit and further adjusted with addons for example better zombies with tier ups and further increase on higher tiers with addons and so on.

  • @BlueHorkew said:

    This may sound weird, but i actually think Billy would be so much cooler if the heat dissipation was much stricter, like 3s.

    It would give the iverheat as an actual reward instead of just being free for just playing normally, also it would make the heat add-ons do something.

    Don't know, Billy going Super sayain would be cooler if it was something to actually get and work.

    i am not saying Billy needs tpo get nerfed, but i think it would be more better designed and morre satisfying

    The heat addons should just get reworked instead of doubling down to trick people into running worthless addons...

  • @Devil_hit11 said:

    because twin slugging wasn't an issue. it is how they're suppose to work.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711824#Comment_3711824

    i have to admit, i am playing them a lot more on daily. It is just so nice to have a killer that counter hold-w play styles in victor.

    They literally said in the Dev Update that they wanted to Adress the slugging problematic on twins... So that's just not true...

    Dev Update from March acknowledges the slug heavy playstyle and that they wanted to change that with the concept they brought up.

  • Generally speaking we need more options to change, not only key bindings but also graphics... Games from the early 2000s offer more options than this...

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712069#Comment_3712069

    not like it matters. i hope they buff licker togue to be +2 seconds or something.

    Wouldn't it still be bad even then? As it only works on infection?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712126#Comment_3712126

    I would've put them previously B not A tier, and anything in B needs needs improvements. I would say they're neglected once they return taking Victor hostage. None of their QoL changes fix any of the reasons that made them unfun to play.

    There was no problems with the experience of facing Twins. The only issue with them was being unfun to play because Victor was taken hostage.

    The issue with facing twins was the slugging, tge feeling that besides holding him hostage that there was no counterplay and that the chase interaction against Victor is pretty one-sided.. To say there was no issue facing them ignores all community complaints, considering BHVR even mentioned the slugging as an issue during the PTB rework

  • @Kaloko_935 said:

    I think a base kit change I would want for Nemesis is something with his infection. Like Wesker, the more survivors infected, the faster he gets power charges. An idea I have for Nemesis is maybe faster zombies and bigger detection, the more survivors get infected the more zombies become more aware where survivors are and faster. What do you think?

    Fair I guess, as long as the effect is not as strong as Wesker, because you run out of vaccines way easier against Nemesis.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711852#Comment_3711852

    Well I suppose my argument is that people should be recommending an alternative or a change to alleviate that problem, not just welp I’d rather you suffer than me.

    Not necessarily... You can just complain and tell that something sucks as the consumer, it is technically not your job to do that for BHVR... I guess it would be helpful though.

  • @Blueberry said:

    I don’t understand how so many people are okay with a 40 second Victor hostage hold on every.single.injure. This has to be from a solely survivor perspective and not having actually played the killer. Playing an m1 killer with no power for minutes on minutes of every match should just intuitively sound like bad design and unfun to anyone.

    I mean to be fair the whole killer is bad design in that sense... The design aims at slugging and offers very little counterplay against experienced twins players besides holding him hostage... So that is the lesser evil compared to a stronger version that is just as frustrating to go against.

  • Can you quote me on that? Because as I already pointed out I am not the OP of this post...

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711730#Comment_3711730

    "...Add a minigame on the generator with exactly the same mechanics (but you don't need toolbox and perks for this). You have to use one button to repair, then the other, then charge something, then release it, all this jazz. If you do everything correctly you should have saved like… 5 seconds of total repair time (or something similiar) when compared to normal repairing (normal repairing should still be an option)."

    Is this not you in the OP? Did a ghost hijack your body and write that so that you have no recollection? I know some very good exorcists.

    No I m not the OP ^^ Do you need new glasses?

    Ssajbambusa is...

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711738#Comment_3711738

    that is just wrong. an android is simply "a robot with a human appearance". nothing else.

    how it acts, is irrelevant.

    That depends by which definition you go... All of them have in common that they closely ressemble humans, however some say they also need to behave like humans or similar to them others say they just do tasks humans can, to say that aspect would be wrong is questionable in general, debatable when you name a specific one though.

    Quickly checked that and apparently the term came up in the 1700s and was first described as: "elaborate mechanical devices resembling humans performing human activities, were displayed in exhibit halls."

    But that part of the definition is not relevant anyway to say that the Singularity is not an Android.

  • @[Deleted User] said:

    Two simple things I've done to ensure I never lobby dodge and play every match even against Swf groups regardless of the number of friends.

    1. Hide other players names and don't check profiles pre lobby. (Many see a single TTV and just dodge).

    2. Im an android and I dont give a #########.

    Your second point is wrong though ^^ android is per definition a machine that looks like a human (and also acts like one) , based on the ancient Greek words for men/human and for look (as in appearance), so you might be a machine, but you are not an android :)

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711726#Comment_3711726

    Nah, you said it saves 5s of repair time. That's 20s across four survivors. That is pretty significant.

    I didn't say anything like that... But sure it could... If you hit all the greats during a normal Gen you will safe that or maybe even more, depending on your skill check luck.

  • @Szarman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711427#Comment_3711427

    i don't think these changes will be even close to making him A-tier. He basically makes his Frenzy 10% faster and changes some addons. Legion isn't and will never be a top tier killer because of his nature - vaulting pallets and windows like a survivor.

    Overall these changes are pretty simple, Addons are mostly nice, I don't like the Exhaust Status Effect on The Legion pin tho.

    These changes are definitely not going to make him OP, but more fun to play, thats all.

    Oh, and to the author of the Post, What about adding some type of Fatigue addon? For example reducing fatigue by a small amount for each chained hit? That could be a pretty fun addon :DD

    And talking about Quality of Life - you could reduce the tunnel vision in fatigue a little bit.

    I never said they would... I just disagreed with the idea to make him basically top tier despite being as easy as he is.

  • @Ohyakno said:

    I'm not certain survivors need any tools to do gens faster.

    It is not about doing them faster, but less boring... Doing gens is like waiting for grass to grow or paint to dry...

    For all I care they could take exactly the same time, as long as it is more interesting to do.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/412996/potential-energy-exploit-has-potential-to-be-a-cool-basekit-mechanic

    there is already mindgame in generators. It is called skill-checks and there is already perk that increases skill-check difficulty to make mini-game rewarding. Hyperfocus already enforces staying on a generator.

    Potential energy exploit has near 0 risks and only has upsides. The perk needs fixing.

    I mean all he is advocating for is getting a different minigame for gens, which is totally OK... I don't know about you, but after years those skill checks that weren't too interesting to begin with just became so boring...

  • @Libertyborn said:

    Has anyone else experince bad stuttering and rubberbanding since the mid chapter patch? Prior to the patch my game ran smooth as butter.

    I got rubber banded on spot for a solid 5 seconds just to get hit by a cross map chainsaw at the beginning of the match... Also in games it happens around 5-10 times a match and probably every 2-3 matches... I don't know what they did to cause this, but the game is barely playable like that.

    Ofc in addition to all the other stuff that is broken... And not kill switched for whatever genius reason.

  • @Aven_Fallen said:

    I dont know. This Perk is bugged, a few maps are also bugged as well and while their chances are reduced, they are still not killswitched.

    I just think it would look bad if the Killswitch-List would be too long, since people might not want to play the game in the upcoming weeks (we are having the Anniversary Stream soon, so there is a chance of a influx of new players), when they see that there are 4 maps and a Perk bugged instead of 1 Map.

    (Let alone that the Killswitch is so inconsistent. Back in the day they killswitched a Map because a blessed Totem could not be snuffed out, but another Map stayed even when they had Totem Spots which cannot be cleansed. Then sometimes Perks get killswitched for minor things, and sometimes Perks get to stay around with Major things (like the current Bug or also the one time where they allowed Merciless Storm to be around while bugged))

    That is just not a good reason to keep these things in. What looks even worse than a long kills witch list is having obviously bugged stuff and exploited things in the game, despite having a feature to disable it, because that just makes it look like the devs don't care... Otherwise just killswitch the perk and the broken map... Worked with RPD as well...

  • When the skull merchant mini game got introduced I hoped we would get more of these things or it was one of multiple possible mini games, it would actually be great to have some other things to do than just the boring skill checks for 90 seconds every Gen.

  • @Vindictus said:

    Why does this game even allow you to make a premade 4 person group when it's a 1 vs 4? Nothing to punish voice chat yet are not balancing the game around them? It is not fair for one team to play solo, then have 4 people on comms. Why is there no regulation on the external use of voice chat? It is game breaking. Can't play any stealth killer with a SWF on communications, and cannot play any killer that uses traps against SWF with communication. You have to deal with SWF using broken combos with no counter.
    I am more shocked how people are complaining more about tunnelling and camping than a 4 man group on communications.


    The difference between a solo survivor, and a 4 man on communications is a complete joke and then people complain why killers are OP when it is possible to have every single player in this game be in a premade 4 man on communications literally giving them advantages equivalent to like 10 perks if they wanted to.

    Survivors complain why people play the same 'broken' killers. You constantly have 4 man group in higher mmr where using any killer with any big disadvantage is a guaranteed loss. Try playing a killer such as trapper against a SWF where they are telling their friends your exact trap location, making the killer's ability completely useless or a stealth killer.

    Cool, people can play with their friends, then how is BHVR going to balance this around players playing solo? Everyone including their mother can see they are struggling to balance this game. Solo players are as punished as killers because of the SWF system. Because of this system, BHVR has to assume everyone is playing in a premade, otherwise, it would be completely impossible to win against SWF. If you noticed, the only people who are not complaining about balance are the people in SWFs. The only people who I've seen counter them are those with thousands of hours. Reaching high MMR as killer isn't hard because lower MMR is full of solo Q survivors. Now I am stuck playing with constant 4 man swf bullying squad that I just cannot be bothered. Many killers I enjoy playing, where I cannot even use my ability because of VC is completely idiotic.

    If you see I made previous posts complaining about solo Q, started playing killer and now I understand why the balance in this game is messed up. Tunnelling, camping and slugging are nothing but a reaction to SWF. That entire system needs to go otherwise there will be no improvements to balance. Even I started tunnelling and slugging because now I have to assume everyone is playing in a 4 man, and that is what a lot of killers assume as well. Unfortunately, I see no improvements to balancing until SWF is limited to custom games or reduced to 2 players maximum. Until that system is gone, I don't think I will return to this game. Solo Q is so bad that I had to switch to playing Killer, spent so much money on Survivor then later heard from the community that you are not supposed to win without a premade. I've been attacking killers the whole time when they weren't even the problem in the first place, it's the way this game is designed is the problem. Anyways good luck to you guys hanging to the thread of hope, it's only going to get worse.

    If you effectively want to kill the game then remove the ability to play with friends... There are so many people that only play because they have friends that play the game, just like in many other games as well. I think a while ago around 52% of players were in some form of party, while 48% were solos. So if you want to half your player base go for it xD

    The real issue is that this information gap between solo and swf exists in the first place, if you wanted a balanced experienced you would either need to give voice chat, text chat, a chat wheel, massive aura reading or additional HUD info's and what not or a combination of all those options just to close the gap and still have issues with language barriers and what not. It is still baffling that basically every online multi-player game in existance has some form of communication but the devs and the community seem to be super afraid of it for whatever weird reason... I have never heard people complain that they want those features removed in other games, why even when you can easily mute or disable them...

  • @Starrseed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588225#Comment_3588225

    i will nerver understand that. why do characters that are simpler to learn need to be leagues worse then difficult characters?

    and dont say that there is no reason to play the difficult ones then. dbd has no ranked there is no competiton you play a killer cause you think that killer is fun. there will always be players that like to play stuff that is more difficult and so will there be players that like the simple stuff. yes a difficult character has all rights to be a bit stronger if you master it but every character should be on a baseline when it comes to balance.

    there should not be diffrence between the killers that is so big that we can group some of them all the way down to f tier. why cant all killers be c+ to b tier? end then let blight and nurse level of difficult be a tier. still a whole tier higher then the rest but no killer is worthless

    Because either you learn a hard character then you have a hard time learning him, but the whole thing will go smoother once you learned the character.

    Or you play an easy character where the hard part is getting a good result in the match after you learned everything there is... The question is just what type do you prefer.

    The point is that very hard killers like Singularity or Billy before his 2nd rework don't get played often because they are so hard, so there needs to be some sort of payoff for people to play a character.

    I don't think it is that problematic to buff weaker killers... But up to A tier? On a killer with basically no depth like Legion? The killer is quite straight forward and so is the counterplay, if you buff him that much, what exactly are survivors supposed to do? He would be the ultimate pub stomper… if a killer is really strong but requires 0 effort to perform well with, how exactly is that fair for the survivors? Now they suddenly have a rough time and no clue what to do, aside from what is quite obviously already the play against Legion... You get what I mean? Now the killer is strong but people still don't enjoy going against him, but just lose more often.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711213#Comment_3711213

    This Is absolutely correct my friend.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711221#Comment_3711221

    Absolutely nothing wrong with others using it. Just not my cup of tea mechanically speaking.

    I mean sure, there are already whitelisted programs for that to use... It would just be for convenience sake...

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711220#Comment_3711220

    Hiding in general in a match however has various strategical/tactical benefits and can be done with the express intention of getting gens done and escaping. Don't get me wrong, as killer I still much prefer to be in chases all match long (and particularly dislike when survivors hide despite me going out of my way to not camp or tunnel), but stealth is an integral part of the game. It's just that in these endgame scenarios, it is not done with any goal of progressing the game in mind, let alone winning, just with the idea of hiding indefinitely in the hopes that the other player gets found, that the killer grows bored, or just to be a petty or the like. Players hiding for the sake of it is just much more common here, and the reasons are clear.

    Not necessarily, even then they sometimes try to progress the objectively, just reeeeeeally slow...

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711224#Comment_3711224

    Well that's why I said on average. So it would be taking all those factors into account.

    Yeah but average of what type of games? Just overall all matchmaking?

    In that case mostly? But like that is such a vague thing...

  • The question is under what circumstances, both sides bringing their strongest stuff? One side bringing stronger stuff or just your average games with everything happening? I would say because of the many rng factors like map, Gen split, map generation and so on it is hard to say... But I would assume those factors can negate the skill that would otherwise maybe lead to a win..

  • @[Deleted User] said:

    Nah this is DBD not CoD.

    Then don't use it? But what speaks against having the option?

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711163#Comment_3711163

    But that's a whole different issue.

    Yeah, again, I'm not sure this is actually an issue. I don't think most people care that the last survivor has a chance for a random escape even in an otherwise badly lost match. Challenges and achievements and whatnot could be adjusted for a reality in which the killer can't slug for the 4k and such, which is what I think is an actual issue in terms of the gameplay experience it yields. But this is a matter of opinion, we seem to simply disagree which of the two is worse.

    Like I said before I don't think restricting stealth is necessary in that scenario...

    This too is a matter of opinion we seem to disagree on. I despise when the last survivor(s) hide, out of spite, so as to not give me the satisfaction of killing them, because they're hoping for hatch, or whatever else. Even 5 minutes spent searching for survivors in these scenarios can ruin my game experience. I think something to prevent that from happening so frequently would benefit the game, while you don't seem to mind if survivors may just hide indefinitely.

    But as I've said in the original post, I don't think my proposed changes are necessary, I just hope they do something to address some of the issues these scenarios yield. And again, if that means giving survivors an option to concede, removing hatch, and revealing their positions if they refuse to progress the game, I for one would take it over the status quo.

    Like I said, I despise stealthy survivors, but in general, not just when they are losing and want to get hatch, I don't find it more or less annoying during specific parts of the game.

  • @zarr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711152#Comment_3711152

    Do you slug for the 4k? That's something you can do to play around hatch. Most people fortunately don't because they find it incredibly boring, and rightfully so. I think most people don't really feel awful about the last survivor getting hatch if they do, while still trying to find and close the hatch.

    I just think getting rid of undesirable scenarios where survivors hide for ages or where the killer refuses the kill the second-to-last survivor would benefit the game. Removing the hatch and giving survivors a concede option would be one way to go about it, but yes, there would need to be something in place ensuring they won't just keep hiding, and 15 minutes would already be way too much of that. Just reveal them if no gen has been touched for 30 seconds or so, I guess.

    Only if I do an adept or have a challenge to do so... The point is you should not have to slug for the 4k but because such a stupid random mechanic like hatch exists you are kind of forced to... You can get 3kills at 5 gens and still not get the 4 th guy just because that dumb hatch spawns directly below his feet... But that's a whole different issue.

    Obviously most people won't do that, because it is just way too much of an effort but it is quite dumb that it exists to begin with...

    15 min is the in general thing when everybody is alive and what not... Like I said before I don't think restricting stealth is necessary in that scenario... As long as they don't do something banable they can play as stealthy as they want...

  • @jmwjmw27 said:

    It's been a while since BHVR has introduced a new general perk (one available in the bloodweb not tied to a specific character) with the introduction of Shattered Hope. Now that the Stranger Things DLC perks are gone for players who are just starting out or newer, what tools if any would you give them on both sides to help them out? Do you think they need new tools? Should something be done that isn't a general perk but rather basekit?


    I would personally suggest the following:

    For killer:

    • A perk that gives killer instinct reveal for a few seconds when you start chase with a survivor. Helps newer killers not lose track of survivors and removes the bad-feeling "who am I starting a chase with?". I'm aware this breaks the general theme of perks not providing killer instinct but I think this could also potentially be a basekit feature (perhaps with the option to toggle it off as it could get annoying).
    • A perk that blocks all gens for 15 seconds whenever no one is on hook or on the ground and you have not been in chase for 60 seconds, then resets the count after the gens unblock. A rough concept, but I think the fact that killers don't have even one weak gen defense perk in the general pool is sad. Obviously also needs some tinkering to stop abuse in AFK killers, but helps new killers who are lost and checking the wrong side of the map.

    For survivor:

    • A perk to "trade in" any item at any opened chest to receive a brown medkit one time per game. Survivors have a much better variety of general perks but do not have good access to self-sustained healing other than self care. This has synergy with Plunderer's and encourages side objectives while also helping negate instances where you get screwed by RNG and get a brown toolbox or green key, also allowing you to get healing from scavenging an item from a dead teammate.
    • A perk that muffles grunts of pain (not fully) for some period of time after escaping a chase. Survivors have good perks for finding objectives and teammates, but the stealth perks they have revolve more around avoiding chase entirely than escaping it, and I think this one would do okay. It's somewhat a worse Iron Will that needs some tuning, but doesn't have the exhaustion restriction.
    • I would suggest some perk for finding teammates, but bond exists and I can't think of one that wouldn't be outclassed. Maybe just showing the closest teammate to you at all times.

    I think more general perks that are somewhat useful need to be added to the pool, or existing bad general perks reworked to be better (This is Not Happening comes to mind). Let me know what you think of general perks and if the game is fine as is or you'd like to see something introduced.

    For survivor an anti tunnel / camp perk would be great..

    • Self Sacrifice: when unhooking someone they get an additional 10 % movements peed and endurance for 20 seconds after the unhook, the aura of the unhook er gets shown to the killer for x seconds (Thinking something between 10 and 20 seconds).
    • Shared Suffering: When someone is on the hook and within 16 m of you you can sacrifice a health state when healthy to become injured or when injured to go into deep wounds and extend the hook timer by x seconds (something between 15 and 30 seconds I think)

    For killer as some said regression would be nice:

    - when you hook someone both the highest and the lowest progressed gens lose 10% of their progress (could be limited in uses or be a score hook, otherwise might be a bit strong.)

    • Strong legs: kicking a Gen doubles the base regression to 10%
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