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Archol123

Archol123

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  • @Blueberry said:

    It's quite a common thing to hear that many people dislike indoor maps compared to outdoor maps. I personally, on both sides, prefer indoor maps. I personally think they're more interesting as the game play loop feels more varied by the layout whereas most outdoors maps have the same tiles and loops with a different splash of paint to where they generally speaking all play exactly the same. To me this makes the indoor maps give each match a more unique experience than the average map does.

    Now on to my next point. Healthy design. This is where I think most people take issue with indoor maps as they think they're typically more unhealthy design. I actually feel the complete opposite of this.

    I'll give a few points to support this:

    1. Significantly more line of sight blocking. This prevents the killer from being seen a mile away and encouraging hold w game play which is boring for everyone and unhealthy for the game. We want to encourage interaction and who can play loops better.
    2. Outdoor maps benefit swf more than solo queue since it's easier to relay information on outdoor maps that the killer is headed a teammates direction since they have many more eyes constantly on the killer. This is harder to relay specifically on an indoor map since they can't pinpoint as exactly where he's headed. Most the community agrees we don't want things that benefit swf more than solo.
    3. "Most" the killers that benefit significantly from indoor maps are "generally speaking" the weaker killers to begin with, whereas most the killers who have more trouble on indoor maps are already the stronger ones. Exceptions, but speaking in generalities here. Maps that help the worst killers and lower the already very high ones is good design. This helps balance things out.
    4. I already referenced this previously, but for the health of the game people want matches to feel unique and more different from one another. This is another reason so many people want different game modes. Most outdoor maps feel like the same match on repeat. Indoor maps create more variety between games.
    5. Now this will probably be one of the most controversial points, but I think the loops on indoor maps are much better balanced than the jungle gyms we typically see on outdoor maps. On average I think many of them are more likely to be actually playable when the pallet is thrown rather than a forced break. Before someone even brings it up, no I'm not referencing some of the extremely unsafe pallets that require a stun on maps like Hawkins. I agree those are bad. Also before it gets brought up on this topic, I'm not referencing the loops on The Game. Those are very badly designed loops with almost all being god pallets or forced breaks.

    Now one negative I agree about indoor maps is how they can unfairly hurt some ranged killers. That's a totally fair point. I just think "in general" they are overall more healthy with everything else.

    I just don't see a rational argument for indoor maps being more unhealthy than outdoor maps as we tend to hear a lot, other than the argument of I dislike them because they're rougher on my specific killer.

    What are y'alls thoughts? If you do think they're objectively more unhealthy I'd love to hear why.

    I'd love to see much more indoor maps added to the game myself for enjoyment but also because I think they're healthier for the game.

    Indoor maps remove a lot of the basic tracking via scratch marks in the distance and crows. It reinforces hiding as well because with the aspect of not being able to have somewhat of an idea where people are you cannot really corner down the survivor and make it easier to search for a hiding survivor, whereas on an indoor map they can be everywhere.

    The tracking goes both ways though, finding all the gens to prevent 3 genning yourselves In a solo match is going to be rather rough whereas on outdoor maps it is way more manageable.

    Sure the line of sight blockers make it so you don't necessarily see the killer and hold w away but you can just hide and checking everywhere just costs too much. On outdoor maps you can somewhat cut them off when holding w, on an indoor map there are too many ways the survivor could go to use this effectively, because basically if you guess wrong the survivor got so much distance you can basically abandon chase and go for someone else.

    Outdoor maps offer stealth killers a way of using patching to sneak up, I like doing that, sure it s annoying when people call out your position but on indoor maps it is way too easy to do so, makes it quite boring and all the cool chase powers don't work there.

    Now to the map specific parts.

    Gideon is pallet heaven, spawns 25 of them and they are all God pallets, so unless you play a killer that can deal with them you re going to constantly switch targets and kick pallets until you can start playing the game.

    Hawkins has an infinite in the lab room, probably also 25 pallets but 4-5 of them are somewhat safe and the rest are so unsafe that either you get a stun or you get hit. This makes it so basically every killer just uses m1 and not their power as this is more reliable. So if you want to play something else than m1 this map is going to be terrible. When you are unlucky with open doors you first need to walk around the entire huge room, basically giving the survivor way more time to either finish their objective or get a huge headstsrt if they realise.

    Lerys is able to spawn some of the most ridiculous window lineups, is probably the easiest to hide on. The pallets are mostly okayish but it still suffers the same issues as every other indoor map. With some rooms having weird door placement you might know exactly where to got but figure out how first.

    Midwich is the biggest hold w in the game and when a good team located the killer and just holds w around the corridors you are never getting a hit in a reasonable time, sure the loops themselves are rather weak and the map is really small, but for low mobility killers it is also super annoying to get to places, you cannot go for the courtyard except when being at 2 specific points of the map, so you need to walk around the entire thing otherwise, similar eith going up or down. Basically leading to you knowing exactly where a Gen is, but taking another 20 seconds to go there, leaving them enough time to get to God knows where.

    RPD combines some of the worst aspects of indoor maps together, the aspect of hold w design, for example in the main hall or the whole stairway long table vault stuff, as well as easy to hide, mostly decent pallets, hard to get places despite exactly knowing where you need to get and somewhat negating killers powers, no mobility killer except for Wraith and maybe Blight can properly traverse the map because you get stuck on everything.

    Other than that is just personal preference, if you have walls all around you as survivor you cannot really look into the map and figure out where the killer is based on spotting him or the teammate in chase in the distance, it is just a guessing game of getting lucky if he is walking around below you or maybe chasing someone without chase close by or not. I never had a fun match on an indoor map as I think they are all unpleasant not only but also because they limit basic tools both parties have.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/UB4XBHKYP40J/image.png

    • Increases Movement Speed of Zombies by +20%.
    • Increases Field of View of Zombies by +10°.
    • Increases Survivor-Detection range of Zombies by +2 meters.

    https://us.v-cdn.net/6030815/uploads/48AWER2V9OY4/image.png

    • Increases the Injuection time of Vaccines by +6 seconds.
    • Increases the time it takes to open Vaccination boxes by +2 seconds.

    https://us.v-cdn.net/6030815/uploads/HYMQ38Q4MN0F/image.png

    • Zombies are silent for Survivors.

    https://us.v-cdn.net/6030815/uploads/WED1BPCCUXOW/image.png

    • Zombies no longer can be blinded.

    https://us.v-cdn.net/6030815/uploads/42G95J0WG31B/image.png

    • Spawns 1 extra Fake Vaccination Box.
    • Survivor who uses the Fake Vaccination will be revealed by Killer Instinct and the infection won't be removed.
    • Fake Vaccine and Fake Box shares the same time to use as the real counterparts.

    https://us.v-cdn.net/6030815/uploads/G64UZOQQQJX5/image.png

    • Increases the Duration of Killer Instinct by +5 seconds.
    • Survivors who will use Vaccine will suffer from Blidness Status Effect for 60 seconds.

    https://us.v-cdn.net/6030815/uploads/9GW9O1PYCZSY/image.png

    • Decrease the time it takes to recover from Missed Tentacle Strike by -12%.
    • Decrease the time it takes to recover from Succesfull Tentacle Strike by -6%.

    https://us.v-cdn.net/6030815/uploads/S69LUST3ONEP/image.png

    • You can break dropped pallets and breakable walls with your Tenticle Strike in Tier I.

    https://us.v-cdn.net/6030815/uploads/RJ91ME7CMC8R/image.png

    • Increases Movement Speed of Zombies by +30%.
    • Increases Field of View of Zombies by +15°.
    • Increases Survivor-Detection range of Zombies by +3 meters.

    https://us.v-cdn.net/6030815/uploads/FPI52VCB9EQI/image.png

    • Increases the Gain to Mutation Rate after hitting Survivors with a Tentacle Strike Attack by +1 point.

    https://us.v-cdn.net/6030815/uploads/0TWAT4TCX26A/image.png

    • Breaking a Breakable Wall or dropped Pallet with your Tenticle Strike will give you +3% Haste effect for 5 seconds.

    https://us.v-cdn.net/6030815/uploads/RE5AAISIMWXE/image.png

    • Grants the Undetectable Effect for 20 seconds and makes your footsteps silent after a Zombie is disintegrated by your Tenticle Strike.

    https://us.v-cdn.net/6030815/uploads/9CE1XU6OBO93/image.png

    • No change.

    https://us.v-cdn.net/6030815/uploads/809ZO9A3P3T7/image.png

    • Decrease the maximum number of Zombies by -1.
    • Increases the Movement Speed of Zombie by +100%.
    • Increases the Field of View of Zombie by +35°.
    • Increases the Survivor-Detection meter of Zombie by +4 meters.
    • Increase the time before Zombie gives up chasing the Survivor by +6 seconds.
    • Healthy Infected Survivors who are damaged by a Zombie will enter the Dying State.

    https://us.v-cdn.net/6030815/uploads/PT1E3KQQYPQV/image.png

    • No change.

    https://us.v-cdn.net/6030815/uploads/8TVLV2JVSXDP/image.png

    • When Exit Gates are powered, all remaining Vaccines will be destroyed.

    https://us.v-cdn.net/6030815/uploads/2EVP5XPFGJY8/image.png

    • No change.

    https://us.v-cdn.net/6030815/uploads/I7MSRD5QGDI3/image.png

    • No change.

    https://us.v-cdn.net/6030815/uploads/5BGZB4T7UN5E/image.png

    • Increase the range of your Tenticle Attack by +0,5 meters.
    • Increase the recovery time of Succesfull Tenticle Attacks by +20%.

    https://us.v-cdn.net/6030815/uploads/NZJMLJICF3ZZ/image.png

    • You start the trial in Tier 2.
    • Your Obsession starts the trial allready Contaminated.
    • Decrease the number of Zombies in the trial by -2.

    So why exactly would you ever run shattered batch over Mikhail eye? The only difference is the one infection state and you lose both zombies...

    The only difference between t1 and t2 is the ability to break pallets and walls, so those addons are basically the same.

    Iri umbrella badge might actually be quite bad, because usually the range is alright and the bonus CD might hurt you quite often.

    Plant 43 vines seems completely useless, your cooldown is like 2.5 seconds, so half of it is already wasted and now you have 2.5 seconds with 3% haste... That is like an additional 25cm over the whole duration... That is basically nothing.

    No clue why licker tongue still does so little but is a green addon.

    Zombie Heart seems Allright, zombies are already pretty weak so just having one decent addon for them is alright instead of splitting it into different addons. You could probably even put the brown and the yellow together into one.

    Marvin's blood is probably gonna be one of his strongest addons. It seems really decent, I don't know if the values can be increased by much, because he already catches up rather fast after a tentacle hit.

    Admin Wristband seems like an interesting idea, no clue how much it would do overall, but just the idea of fake things could be introduced to more killers.

  • @EvilBarney666 said:

    In fairness, do you guys think that swf is a crutch? People often point to how tough solo is. People like to play in swf cause they are with their friends.

    Don't you feel it's a crutch as well? Like the survivors are not good enough on their own to win so they need to rely on their friends to get them through instead of other solos?

    Just an observation from the other side. I play both sides, admittedly I am a killer main. I personally dont run NoED. As stated above you run 3 perks for 90% of the match. On top of that if survivors are cleansing totems then there is a chance NoED does not even activate. If it does activate then it's location gets broadcasted. If anything I feel it's a detriment to killer.

    Just my opinions tho.

    Go watch Knightlight, one of the best comp players out there when he plays survivor for his solo escape streak and you will see just how bad the teammates he gets are... You cannot really blame it on him not being good enough, the matchmaking is just all over the place... So calling swf a crutch is a bit off my man ^^

  • @ExcelSword said:

    When more invocations get added in future releases, they will probably stack together similar to boons. We don't know know yet what upsides and downsides they will have, but if they also implement the broken status they will probably be quite strong. Invocations have a lot of potential and I can see them becoming meta in the future depending on what releases.

    For Weaving Spiders, Don't use it at the start of the game. You want around the mid to late game, when the game focuses on the final 2 - 3 gens left. Using it at the start makes you a massive hindrance, but towards the end of the game assuming you aren't on death hook, you won't be a priority for the killer, since they will be focused on gen defence or forcing a death on a survivor. They probably won't go to the basement in this case.

    But think about the huge decrease in productivity... Being forced to stay in Gen at that point might easily lead towards several slugs depending on the killer or nobody ready to unhook and you are already so far ahead with the ritual, but will lose it all when you let go.

  • @RakNieborakYT said:

    Once the invocation is completed:

    • All remaining generators lose 10 charges required to repair a generator
    • Generators regress 50% faster

    I feel like invocations favouring specific aspects of the perk should have proportionally their side effects but not in the way it would directly weaken the achieved effects. The "No mither" part makes absolutely no sense and since this invocation effects is towards generators, then the broken effect should be active until they cannot be repaired at best, not in the endgame as well.

    The broken should really be removed, because in many cases you are just a free down in the basement once completed... Also the ritual could be seperated in different parts that cannot regress further, so maybe 3 or 4 of them? So you don't lose as much progress if you quickly stop or let go of the button or something.

    The downside you mentioned would probably not be too bad considering the limited amount of regression events... Unless of course it stacks with flat regression so let's say pain rez does not do 25% but 50% more so 37.5%...that would be a horrible perk. But 150% base regression on kicks could be fine.

  • By time out you mean when does the game end by itself? After 60 min the game just ends and all survivors die, after 15 min of no generators getting touched it becomes a reportable offense of holding the game hostage I think. I don't know if this is still a thing with the 60 min game length max though...

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/I2K1ULQIK9WR/image.png

    I went to see a movie and saw this creepy guy looking at me. I saw him both before watching the movie and after as well. Can anyone tell me who is this? Should I be worried?

    I think you need new glasses if you identify that thing as a human ^^

    But no it is obviously just a firefighter android, which is why the thing is holding an axe.

  • @Garboface said:

    Trying to get top level for rank reset and for the third time tonight, I am left shambling about looking for the last 2 survivors who are doing absolutely nothing. For some reason this is gaining in popularity. At what point does this time out?

    It is no rank anymore, it is grades and only used for BP gain.

  • Depending on how you view it... Did you deserve 1 kill just because you brought this specific perk? No not really. Should one perk alone be able to turn around an otherwise lost game without you needing to do anything for it? Also no. Should a perk exist that puts you higher up in mmr just like that? No, but I would not assume Noed does that.

    However given that most killers are able to secure 1 kill most of the time, and if survivors just leave after discovering Noed and don't give the guy 11 more hooks then I don't have much of a problem with it... It still feels like the guy did not deserve it and Noed should probably be changed, but the it is rather low on the priority list.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700073#Comment_3700073

    Her projectile speed is abysmal to do that in common situations

    If the first hit is not at max range you will get two tapped super easily... The cooldown is really low and you can just start another one shortly after. There is a reason that she is one of the strongest killers in the game and even performs well within comp matches. Her range attack is super versatile and can hit through tiny wholes or even over high walls if the plagues knows what she is doing.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699101#Comment_3699101

    Have you tried not having your headphone/speaker volume maxed out while playing DBD?

    I have it at 20% thanks for the constructive critism... I still find it extremely loud and annoying.

  • @CasualCosta said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699386#Comment_3699386

    I'm assuming that by they you mean BHVR's team here. The system I'm proposing runs on not requiring a team member checking every match to deal with this kind of thing, which might be a lot of matches. Also, what are they going to do if a survivor suicides on hook? Ban them? Too harsh. Low prio punishes impatience and forces the stealth DC player to stick around as a corrective measure.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699397#Comment_3699397

    There are definitely fair uses of hook suicide, like the aforementioned hatch giving when you know the match is hopeless. But I think you might be on to something here. Maybe disabling skill checks on hook until at least one survivor is dead might make players reconsider.

    I don't think killing yourself on hook should be bannable to begin with, however I don't like a system that bans you without a human looking over it.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699553#Comment_3699553

    I should have expressed myself better. What I meant was, that pretty much anyone could claim they work with or are a data miner and could provide false information. If they cannot actually back it up, then I take this with a grain of salt.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699580#Comment_3699580

    I'll be sure to check it out.

    Fair ^^

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699501#Comment_3699501

    Thanks. I didn't know that. But to be honest, I'm a little skeptical with data miners too. Basically they could claim a bunch of random stuff and we wouldn't know, if it was untrue.

    What matters to me, more than anything, is not the MMR but how good someone plays and there are content creators that definitely play pretty good.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699502#Comment_3699502

    Yeah, I noticed that too.

    I mean those guys literally tank bans for the sake of their curiosity xD I would find it weird to first figure out stuff and then lie about it ^^

    There have been several sources for that and they all seemed to be trustworthy within their community, so we might as well assume it is true.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699478#Comment_3699478

    The windows aren‘t undefeatable as long as you don‘t follow them without thinking. I meant „with leave the area“ leave the chase if they are too far ahead or have too much stuff, then they can play the houses very well or run from pallet to pallet to window, but that is a thing that applies for almost every map. Once you got the pallets next to the houses, they have to fully run around the house while you catch up and hit them.

    You can cut off survivors. Go upstairs in the houses and jump down on the survivors. Also when you want the houses to have many holes, survivors have to get something to run to, but most times got only one pallet outside of a house and if that is dropped, you got nothing. (Side note houses with many holes are weird if they aren‘t ruins)

    The main isn‘t busted so aren‘t the houses. Strong yes, but not busted.

    Whenever Behavior touches maps at the moment, they mostly only add loops, where the killer has only to walk left/right and then force the pallet drop, which gives him a free hit and in the haddonfield rework they made the loops even weaker than that. Haddonfield was balanced before, because the map had huge deadzones and strong houses. Now it has deadzones + deadzones in the houses.

    If those windows are not busted what are you going to tell me next? That the infinite on Hawkins is not that strong and if someone reaches it you can just leave?

    The issue is that the houses are easily accessible from almost everywhere and are quite strong and easy to pre run to because of the good visibility on the current version of this map.

    Sure you can go up and it make work if the survivor is brand new but otherwise he will just make distance..

  • @Xernoton said:

    Because we have very little information on how MMR gains actually work, I could not be convinced by wins alone and I would always make it clear, that I only assume someone's MMR.

    Actual gameplay, in my opinion, is more important than wins or losses. Someone could in theory be the best DBD player of all time and be at the lowest possible MMR because they simple never take a win and someone else might be in high MMR because they always play in the most competitive way despite being average at the actual gameplay.

    We also assume, that popular content creators are in high MMR because we consider them very good at the game. I remember there being a conspiracy theory about 2 years ago, that some content creators might actually go out of their way to tank their MMR when they weren't streaming. But we still considered them good at the game and assumed they should be high MMR despite many survivors they played against being considered average at best.

    Post above... The quote function is really broke. These days, I had to press it 3 times despite always sending me to the bottom to write again…

  • We can assume that most of the popular content creators are in high mmr, because data miners checked their mmr and said they are mostly around 2k mmr. It was phrased as "Those who do it for a living are mostly around 2-2.4k mmr". So it goes a bit further than just a baseless assumption. Ofc this does not necessarily represent as of right now, but it somewhat indicates it.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699356#Comment_3699356

    Some great points. I can’t speak on anything relating to data mining as I avoid those topics altogether from issues in the past.

    As you pointed out though there can be a ton of factors that depend so were of course doing a lot of guesstimating. To be a bit hyperbolic for my point, even with those aforementioned factors, I’d assume if someone played 500 games with a win rate of greater than 80 there’s almost no way they wouldn’t be “high mmr”. So I’m essentially just asking super subjective opinions on what they personally think.

    As you eluded to as well, I almost mentioned in my original post that I was meaning more high high mmr, not quite just the soft cap per se. I should’ve specified of course.

    OK so the mmr range ends somewhere around 3 K, even cheater bots cannot get any higher, most content creators that are good at the game average around 2 k-2.4 K while probably some comp swf will be even higher.

    So where on that range do you mean?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699474#Comment_3699474

    If they spread out, it'll inevitably lead to 3 gen and legion will win regardless, if duration is short down can be avoided, but with long duration down will be inevitable, making slowdowns to work no matter how well survivors do

    Plague more or less depends on normal chase and survivor actions, doesn't have any tracking and survivors can still utilize windows or pallets as usual, which means survivors CAN prolong chase against plague unlike with legion

    Legion power with longer duration is literally all in one package without nearly no counter at all (beside pallet/flashlight stun I guess), if survivors act in near mathematically optimal way it might be viable, otherwise I doubt any team can pull it off

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699476#Comment_3699476

    He is with combined with human reaction time and extreme lunge speed

    Good players always spread out and it does not necessarily lead to a 3 Gen... Why would it even? Despite the point where the anti 3 Gen mechanic will kick in and make it so eventually the 3 Gen will be broken. Plague is considered among the top 10 or top 15 killers, she has one active fountain by default and several more with addons, she is way more than an m1 killer and her range attack is extremely versatile.

    Legion is one of the weakest killers in the game, you have to be joking at this point...

    You get slowed down when you get the hit, it is impossible to avoid the stun when getting the hit.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699425#Comment_3699425

    Do you actually believe this is intended to be used as surrender or leave button

    I don't think so

    Whether it's "functioning" as intended or not, if end result is something unintentional it'd still be an exploit

    It is intended to sacrifice you on the hook and therefore end the match, why you missed the skill check does not matter and calling it an exploit is ridiculous dude... That's like saying running into a wall is an exploit because you cut chases short to get out of the match faster xD

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698350#Comment_3698350

    Yes one of them, but I didn‘t say the houses need buffs.

    They can be played good, but the killer also has options to outplay them or he should just leave the area if he can‘t catch them fast enough.

    Doesn‘t current haddonfield have updated grafic or do you mean the old haddonfield with better grafic.

    Counter question is it fun as survivor when you get hit reguardless how you play. It‘s not like that is the only real loop in this area and that is also how this game works. Killer is chasing survivor is running.

    Leave the area and go where exactly? In basically every direction is a house with strong windows... That's the whole point why the map needed to get looked at, survivors just ran to the houses and you either abandon chase or lose the game, because against a decent survivor you don't get a hit fast enough there.

    Yes the graphics got updated, I just stated that I don't necessarily think a graphics update was necessary or the rework of the loops could have been a little bit more minor I guess, so to not have a whole different set of issues.

    Both playstyle are not good, which is the reason why OG legion was terrible design, he just followed you and hit you till you went down. However my point is that as the killer you should be able to cut survivors off to reduce chase time, because just holding w behind them like on midwich is horrid. What exactly has that to do with getting a guaranteed hit though? Are you telling me there is only busted loops and useless ones or what?

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699418#Comment_3699418

    At later stage of his power, he literally can hit you and run through the pallet in less than seconds

    Then it is more or less limited, and with longer duration legion can try to fake indefinitely too

    So what? You tank the hit and stun him afterwards, he will never get a down with his power that way. He is not faster enough to get out of stun range in time.

  • So what? You tank the hit and stun him afterwards, he will never get a down with his power that way. He is not faster enough to get out of stun range in time.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699400#Comment_3699400

    I never said legion power is stronger than plague, I said legion power is stronger than plague when both has same duration

    And it doesn't even matter if he can only down on the last hit, the mend time is enough to pretty much negate the time it takes to hit four survivors with legion, with whatever slowdown perks it would be literally impossible to finish gens until a survivor dies and legion stops giving deep wound to literally everyone

    even for now, never-sleep pills + mural sketch will absolutely destroy any team that can't reliably counter legion, you don't even have to think about how it goes when pills have been replaced with something like 20seconds duration no downside addon

    Not explicitly, but for the sake of the argument let's say you did.

    Even then I disagree... The difference is the effective power usage, if Plague could activate her power at will instead of using it from a fountain, despite the same duration as Legions power hers would be stronger by a lot.

    The mend does not do too much, you can still do gens during... So technically you could have 3 people slamming gens together, the could maybe finish doing the Gen to the most part before getting downed by deep wounds. The time it takes legion to get to the next survivors makes it so the last one is almost done mending again, you are severely overestimating Legions power.

    Yes Legion is good against players who don't know what to do, so what? ^^ If you just spread out it takes him forever to get his down with his power and that makes it so effectively gens will get done.

    Legions power is quite bad, especially compared to something as good as Plagues.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699360#Comment_3699360

    His power is strongest, it's only weaker because of short duration and not so short cooldown

    Since his power can slowdown entire team of survivors, has literally uncounterable tracking, counter both windows and pallets, and is extremely fast, if he had a duration as long as plague, it would be literally unbeatable

    Not even "spreading out" works because with super duration he would cross entire map and still hit the survivors

    His power can only down on the last hit and it takes quite a while to do so, therefore he might get a down eventually but it will take forever... I have to fully disagree with the statement that Legions power is stronger than plagues xD

  • @Sunbreaker7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699352#Comment_3699352

    Really? Now do I feel silly.

    However, maybe that only strenghten my point because I have been playing Knight for a good while now and only now through you telling me this did I realize this is already a feature. They should really use those splash arts for clear indication xD

    I mean no offense, but if you payed proper attention to the killer you would already know xD Nurse has a similar indicator in her hand how many blinks remain, the number of particles floating around is equal to the blinks.

  • @CasualCosta said:

    And I say this as a survivor main!

    Three matches in a row there was someone who just tried to jump three times into hook stage two then failed all tests to die. If this was a 2 survivors left situation where one kills himself to give the other a chance at finding the hatch, that would be fine, but those were the first or the second hook of the match and we had already finished a gen, so it's not like it was unwinnable.

    There needs to be a stricter punishment for doing this kind of thing. I played DotA for years and there would often be DCs after the first death. This behavior pattern only ever changed after Valve set a low priority queue for people with multiple DCs and reports in a month. I suggest BHVR does the same: allow survivors to report other survivors into low priority games for this kind of nonsense. And let these guys rot down in low priority match finding until they escape X amount of matches.

    Now, I know this kind of thing can be abused and players can use that to report, say, someone who plays a style they don't like. So one thing I suggest to copy from Valve: parties only get a single vote. This should prevent SWF from mass reporting someone they don't like. There should also be a minimum amount before getting sent to low prio and this number should reset every X amount of days, like a month. To counter-balance report abuse, commends could decrease the counter as well. However, SWF shouldn't be able to get any benefit from commending within their group, obviously.

    Or really any other kind of thing to stop early hook suicides. I've played for an hour and didn't even get a match that felt playable because of this kind of thing. I'm not asking much, I just want to play proper matches. And yes, I do report them, but I don't think that does anything, really.

    I'm going to try and play one last match before calling it a night. I don't even mind dying, I just want a proper game.

    I mean the counter measure should not be necessary if they are able to have a look into the match data... Which I hope is a thing otherwise how can they just ban people based on text without proof xD

  • @Commander_Nefarious said:

    i ask this because survivors hate noed, and killers hate adrenaline.

    so lets rewind

    in the early game killer is at their weakest right? all pallets available, survivors looking or working on a gen. killer has a tough time but manages a down, and goes for a hook. boom 1 or 2 gens pop. now the pressure is on for the killer and its only around 2 minutes into the match, and most of survivor resources are up. -early game

    killer finds different survivor, 1st survivor gets unhooked and healed, killer downs and hooks 2nd survivor, activates pain res. ok goes to where survivor was working on gen and the 2 survivors finish a gen and its 2 gens left with one at around 80 percent complete.- mid game

    killer downs and hooks 3rd survivor. the gen that was 80 is completed leaving only one left to do, and there is still a good amount of pallets left. now killer either patrols and defends last gen or camp survivor number 3.

    killer decides to camp, and survivor number 3 hits second stage. 2 survivors attempt a save and both get injured and get the unhook, survivor number 4 finishes the gen and all injured survivors get healed and speed away. killer catches up and uses noed on one of them. slugs and gets the down on the survivor that was second stage. the killer "tunneled". noed gets cleansed and picks up the slugged survivor, either pallet saved or flashlight save, somehow killer manages to down and get a hook and camp. survivors leave so its a 2k -end game

    ok so if killer is strongest at endgame, perks like adrenaline and hope rob the killers pressure from them

    if killer is strongest in mid game is because they have to camp or tunnel , (kill by 2 gens)

    and no killer is strong in the beginning honestly.

    my point is that survivors are strongest in the beginning and in end game if they run perks like the ones listed before.

    midgame is where survivors would struggle a bit and is why killers run slowdown, because unless the killer prepares for endgame, its pretty much a lost match.

    that is the reason killers hate adrenaline and run noed, there simply isnt enough time in the match, gens are too easy to complete. just hold m1 and a couple skill checks vs killer dealing with pallets,saves, second chance perks. i know that is the gameplay but if generators could be reworked, not increase their time, maybe look for resources before being able to repair and the actual repair process shorten it could work. and now with the unreal engine 5 this is possible and more.

    or gens remain how they are and this back and forth fight will never end.

    If the survivors run endgame perks they weaken their early or mid game, because until endgame they are playing with less perks... It is not as easy as to say they rob the killer of anything at that point, they might not even reach endgame. They are basically giving the killer an easier time in the other stages of the game.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699119#Comment_3699119

    Trickster huh? do you actually believe longer showtime would be strong?

    And strength of oni legion singularity power is extreme, nowhere near comparable to plague with never changing 4.6m movement speed

    Are you stating legion has a stronger power Than Plague ^^ Or are you just about the 4th hit that leads to a down? Either way Legions power is way weaker than plagues.

  • @Blueberry said:

    How many games with what percentage win rate would you have to see to think that person is definitely in high mmr by now? Obviously all speculatory as we don't know so definitely subjective.

    For example, like 80% win rate after 100 matches. So what win rate after what sample size to dismay any doubt.

    Considering data miners figured out that starting mmr is around 1000 or 1100 (depending on if you start fresh or already have a killer that is on higher mmr) and the soft cap (high mmr) is reached at 1600/1700, and given that you gain between 5 and 20 mmr per match I would say you could probably do it within a day.

    The issue is because mmr is hidden we don't know which of the survivors living/dying gives the biggest win or loss as it is 4 seperate 1v1s,so technically it is possible to 3k every game and still lose mmr, just because that one survivors that lives is so low that you still overall lose mmr.

    Just by how easy the cap is to reach I would assume that almost everyone that is semi decent at the game already is at the soft cap.

  • The only exception could still be RPD the way it works there is if there is nothing on the first floor below it, then it can spawn on the 2nd floor, I just don't know if this particular spot still exists.

  • Would be nice but apparently engine limitations or what not I would assume... Same with why we cannot have a replay mode...

  • @poinepp said:

    I think it is such a waste of the VA's voice work to cut short the screams on hook and it feels really unrealistic for them to start screaming and suddenly stop like someone shut their mouth mid screaming. So I think it would be better if the animation was a bit longer so most of the screams wouldn't have to cut off and hopefully they can end in a more natural way. I know we had them last year and some of them were unnecessarily long but I think having them stop after 2 seconds is more of an unnatural thing.

    You can make them as long as you please, as long as I get an option to disable them all together I don't see a reason to get my eardrums blasted by some annoyingly loud screams...

  • @DrHyk said:

    People would thumbs down every killer that killed them, leaving only baby killers to play against. Imagine how long queue times would be for Legion knight and skull merchant

    As far as I understand it is only about other survivors... So you can decide a bit what teammates you get...

    At least that is the one thing that would make sense...

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698765#Comment_3698765

    I would say some of the original mac millan maps are a little unbalanced. Groaning Storehouse and Shelter Woods are arguably a bit too big, and Iron Keep might actually be a bit killer sided now. But I really like the new versions of the macmillan maps.

    Yes Rancid certainly has too few pallets. This can sopmetimes extend to other Coldwin maps as well, but other than that, they are pretty well balanced in my opinion.

    I only saw a video of Haddonfield on the ptb, but the map looked awful in that video. Too many windows are cut, and survivors don't get compensated enough with pallets, not even close.

    The size might have been an issue yes. I don't know for sure about the new variants, I would have preferred it if they just rebalanced different maps instead of giving us variants of already decent maps. The frost three realms are just the best ones from a gameplay perspective.

    I only heard the complain about rancid? But might be possible don't know.

    Yeah haddonfield will not be final too soon, but at least they realise the windows were an issue... So I have high hopes for them to manage to get it done properly this time...

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698194#Comment_3698194

    A lot of the map reworks have been very good though. Maps are far more balanced now. Just look at the Coldwin maps, the new Macmillan maps, or Borgo. I also don't see how Mother's Dwelling is still problematic for killer. And on the ptb we have a killer sided haddonfield.

    I don't think the McMillan Maps were problematic to begin with, at least in the last 4 years or so...

    I dont know about haddonfield on PTB depends on the pallet spawns.

    I fully agree on coldwind, with cowshed being less stupid they are overall really balanced even though rancid abattoir sometimes spawns too big dead zones for my taste.

  • @Ohyakno said:

    They spent money licensing some weird chat algorithm. It's doubtful they'll get rid of it.

    The strangest thing is that sometimes it'll block words on your screen, but not your opponents.

    They should sue the guys because that thing just does not do its job.

  • @ImWinston said:

    • he is an old school killer, his mistakes are punished harshly. Modern killers face almost no consequences for their mistakes (with exceptions, of course). for me he is not the strongest, but not the weakest either, playing with him requires a lot of skill and "mind". in the "killer throwing something" category I find the trickster to be the weakest

    So you are telling me the weakest killer in the game was able to break a 200+ win streak against 3 comp players and Hens? XD Trickster nowhere near the weakest killer in the game... His buffs pushed him up quite a bit.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698687#Comment_3698687

    However people claim he has 15m range only these days a lot […]

    Really? I didn't know that.

    I ve seen it like 5 times within the last few days...

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698675#Comment_3698675

    I know, but that's max range. I wanted to put in something more realistic.

    Depending on your playstyle it can be realistic, if you play for stealth for example. But sure you won't hit most shots from that range.

    However people claim he has 15m range only these days a lot, which is kind of annoying to me, which is why I correct it everytime I see it ^^

  • @Commander_Nefarious said:

    other killers have complex powers such as pinhead and sadako, so would merging freddys pallets and snared be too much of a buff? at least a ptb test on this idea would be nice

    He would probably still be the worst killer in the game. And it would not change the fact how boring he is to play as and against... So I don't really see much of a reason to do that instead of a full rework.

  • @Xernoton said:

    Definitely not. Not by long shot (no pun intended).

    Slinger is a bit rough but definitely a decently strong killer. He is rough around many loops because you can get a quick hit but not always the down and because missing a shot takes a looot of time for you to reload and catch up again. But a killer that can down a survivor that is 15 metres away from him, can't be bad.

    18m…

  • @sinkra said:

    It seems like if you miss the shot by 1cm they don't get hit, meanwhile other ranged killers like Huntress can miss by a meter and it still targets the hitbox. The time to reload as well makes him very slow. If any killer needs a buff it's this one and not already strong killers like huntress and twins.

    He is probably quite a bit above average and not even close to the worst.

  • @DaddyMikeyMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698311#Comment_3698311

    I mean, yes and no. Since you're hearing the terror radius all the time you're always on alert to start running because you don't know if he's going to suddenly get close or if he's just seven miles away chasing a survivor. It can get annoying to be honest. And when playing as Wesker the survivors are always scattering before I close in, like you said. I guess I just prefer the killers and survivors get within closer distance before it's time to disappear.

    But

    A. If he is chasing someone you see that via the interface... (when within 12 m or so and chase started)

    B. The heartbeat sounds different depending on how close or far the killer is... So that statement of yours is just objectively false, besides that just use visual heartbeat and you can see it much clearer instead of needing to hear it.

    So.... Yeah I guess…

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698310#Comment_3698310

    The super long fences would be easy to fix on old haddonfield field.

    The Myers house windows aren‘t really too strong. You maybe get 2 rounds, but most times you catch up before the second round.

    I didn‘t mean they don‘t use the houses. I meant they don‘t play them up their most potential/ most play them bad. I rarely got someone playing them well and even then it‘s not too bad, but they favor them like you said.

    If your argument is that the houses were fine because players are too bad to use them properly... Then by that logic nurse needs a buff because bad players don't know how to use her properly... Doesn't really work out does it?

    If someone plays those two windows good and you play a killer without a good chase power you will get looped at that house for minutes.. And it is not that hard to pull it off.

    I mean sure they could have just changed the fences, but also wanted to update the graphics.

    As for the Myers house... But is it good gameplay to just follow them? Because there is not really an option to cut them off? If you do it we'll you can probably get out more than 2 laps, by utilizing the other windows the house has.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697953#Comment_3697953

    Yeah when she starts healing, a. Does not prove the possibility to block by using your hotbox and b. Does not prove he tried to block that...

    So, the "Pick up" prompt disappearing, which literally means he was on top of that survivor and was able to grab him for half a second before someone started healing even with him there, does not prove that it is impossible to block it by being on top of the survivor. Just because you don't see it with the first person view in a gif. Alright…

    https://clips.twitch.tv/TawdryRespectfulJellyfishTriHard-CDsSfoST9OHWhUuc

    What about this one, in a 720p - 30 fps video from the survivor's perspective? Was that Ghostface on top of the survivor before anybody started healing him, and the other one still negated the possibility of picking him up by doing the healing action regardless, yes or no?

    It has been in then game for ages

    I had never seen survivors abuse it like this in all the time I have been playing this game, only recently. So, you are assuming too much, starting with BHVR knowing that it is being abused this way.

    But again, either way and no matter how you look at it, exploit or not, it should be fixed.

    You don't need to be right on top of a survivor to pick them up, you can somewhat go to their head or feet and I don't really see how another survivors hitbox should block that entirely, especially since the killers hitbox is bigger than the survivors.

    Obviously healing blocks the pick up, but that is not what I argued about. I argued that I don't see how the survivor can block the killer from picking up by just being there, sure maybe 2 or 3 survivors can do that but surely not 1 alone, unless he is healing the downed one. And both videos don't really say something about that point.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697953#Comment_3697953

    Yeah when she starts healing, a. Does not prove the possibility to block by using your hotbox and b. Does not prove he tried to block that...

    So, the "Pick up" prompt disappearing, which literally means he was on top of that survivor and was able to grab him for half a second before someone started healing even with him there, does not prove that it is impossible to block it by being on top of the survivor. Just because you don't see it with the first person view in a gif. Alright…

    https://clips.twitch.tv/TawdryRespectfulJellyfishTriHard-CDsSfoST9OHWhUuc

    What about this one, in a 720p - 30 fps video from the survivor's perspective? Was that Ghostface on top of the survivor before anybody started healing him, and the other one still negated the possibility of picking him up by doing the healing action regardless, yes or no?

    It has been in then game for ages

    I had never seen survivors abuse it like this in all the time I have been playing this game, only recently. So, you are assuming too much, starting with BHVR knowing that it is being abused this way.

    But again, either way and no matter how you look at it, exploit or not, it should be fixed.

    I'm not assuming anything you saw this in official tournaments made by them, you saw it in content creators videos for more than 5 years now... It has been a thing for that long and there is no abusing, it is just using an element.

  • @DaddyMikeyMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698097#Comment_3698097

    I know that the heartbeats aren't directional, I'm just saying that overall his terror radius is so large that survivors basically hear it from halfway across the map.

    Which is a good thing isn't it xD With the visual indicator you even know somewhat how close he is... So it makes no sense to complain about having more information...

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698208#Comment_3698208

    It is only reasonable to go for the next issue when one is resolved... 

    That means for me more more things are being removed I like.

    Before I say how I would play them, I will say that the upper floor of any house and main never were a problem. The other houses 3 windows were sometimes tricky, but mostly doable and 2 windows in the ground floor were fine. I have to add that it rarely happens that a survivor actually plays this windows well. Most don‘t even know what they got.

    1 When I‘m in the entrance close to a survivor. I try to bait the vault next to the window, so I put my read stain to the window and then go fast back through the entrance.

    2 Sometimes when they are a bit ahead I try to jump down on them from the upper floor, not always useful.

    3 I don’t follow them into the living room because then they can use the optimal way to vault the windows and then I try to mindgame.

    4 When there is a window in the living room I just follow. Most times I catch up and then do one of the other ways.

    I hope I could answer it a bit. If there is a more specific situation that you want to know. I can try to prove it wrong or admit you are right. Shure those houses are strong, but they are balanced by the rest of the map being trash. I very rarely had a survivor actually play them, where it took some time, but I never had big problems with the house. The best solution they could do I think is adding in some houses fair breakable walls, that don’t make those windows useless, but help the killer and then they could also add some more pallets.

    It would also be cool if they bring back the original haddonfield map and change whatever was a problem with that map. I would love to play this map, because it looked so good in old videos.

    Original haddonfield had kilometer long fences with windows in the middle you could basically hold w for minutes without the killer catching up, the map was an atrocity.

    The Myers building also had at least one god window that was basically an infinite, because it broke chase.

    I mean just because you like those things does not mean the majority of people do. It is only fair that they express their will as well and if it is deemed reasonable to give them what they ask for.

    If the people you play against don't use the houses, what exactly do they do then? The map has no windows outside of the house and a total of like 7 pallets outside? Everytome I get this map everyone just goes straight towards a house, because the map does not offer much more.

    Those window loops are super easy to play, it is really not hard to loop an m1 killer there for several more vaults than just 3 before entity block.

    Sure the upper floors are not the issue, but I never said so. To be explicit the problematic windows are the two on the same side and the main building ones. As they both allow for many vaults without much of a risk of being cut of or outplayed.

    I dont really think that decent survivors will fall for those things you listed as plays and even if some fall for it the loops still heavily favor them.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698107#Comment_3698107

    I meant with the killer is trash the character not the player.

    Why exactly would you not want unpleasant things removed? That's an odd wish.

    Because this Community never stops complaining and just switches targets after one thing got changed. This game was great once. We were at the point where people claim calm is op. The game was far more fun in the past than its now and it was because there were many things that you call unpleasant and I call fun.

    I also did say they should buff weaker killers instead of nerfing constantly everything.

    I don't recall the context of the first thing? About haddonfield houses? Some context would be nice there. Even if btw. there still should be such strong easy to play loops like those stupid windows on haddonfield, even weaker killers should have an option to play the loop and not just give up because there is nothing they can do.

    It is only reasonable to go for the next issue when one is resolved...

    Well that is subjective, I find the game more enjoyable these days.

    Yeah I'd appreciate buffs to weaker things as well.

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