Archol123
Archol123
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698100#Comment_3698100
Haddonfield was somewhat balanced before and the windows weren’t that bad. All they did with the rework was removing the only good thing survivors had on this map and placing some useless pallets and doing everything else they could to make it completely killer sided.
Maps should favor survivors, that‘s the only thing they got. Iri favors survivors, but is still fair like most maps.
I prefer old garden of joy. It was one of my favorite maps. Now it‘s extremely easy to 4K on this map.
What do you mean by only thing they got? What about the ability to loop and mind game the killer?
Haddonfield was balanced by being garbage for both sides... Killer had to camp the dead zones and survivors only had the houses that were basically infites...
The houses were not that good??? The houses were literal infinite, against an m1 killer you could shift tech and lose chase so they didn't even get entity blocked... I'm wondering if we even play the same game with those statements of yours.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698087#Comment_3698087
Because this game is more fun if people play differently Therefore I want the anti camp to become a part of all hook based perks as status effect and anti 3 gen changed, because it‘s just annoying and denies variety in builds. Instead of making those playstiles trash they should just give survivors better perks and other stuff.
Camping is unviable without playing huntress. Also I don’t want to wait for someone to die on hook. I want survivors to come to me so that I don‘t have to search for them and sometimes face camp buba. All the anti camp did was making stronger and make killers proxicamping or tunnel.
I wouldn‘t call it „the maps became fairer“ more like far easier for killers, because I don‘t think any map is unfair for killers that aren‘t trash. Killers should play around loops with their power, skill, perks or they should just break the pallet. Instead of nerving constantly they should buff the weak killers.
I don‘t want behavior to play mommy for everyone by removing everything unpleasant from this game.
All they did for years was make band aid fixes for gameplay issues by making the solutions into perks, and now you want that back? Nah dude you are off on that.
Who cares about variety if all those things are majorly unfun for one or the other side?
So you basically don't want to learn tracking but just sit around and let them come for you? Well that is boring.
No map is unfair for killer? Infinite windows on haddonfield? Old cowshed? Pallet heaven that is the game... Yeah sure half the roster cannot play around those loops but needs to kick 10 pallets first... If you lost on old cowshed as survivor against an m1 killer that was 100% on you... A decent survivor could loop the killer for 5 min+ on that map... But sure the killer is trash dude xD
Why exactly would you not want unpleasant things removed? That's an odd wish.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698067#Comment_3698067
Iri of crows is fair I think and maps should favor survivors in my opinion. That‘s the only thing they got. Garden of joy on the other side doesn’t favor survivors anymore (maybe if the rng is good). Shure strong main, but the maze tiles spawn most times without a window and the pallets spawn so weird. Outside of main it‘s mostly dead zone after breaking 3 pallets.
Are you honestly saying the haddonfield changes are good, this will be the most killer sided map ever?!
They removed the broken windows in the houses and added more pallets in the dead zones, of course the map will be better. The map was stupid with those infinite windows. And people complained that they were forced to run them because everything else was a dead zone... The solution seems fitting...
The filler loops on eyrie are really strong, the map still favors survivors.
I dont see a reason why maps should not be balanced but survivor sided?
Garden of joy still has quite strong filler loops, a really strong main building and somewhat weird collision on the bushes, it is still survivor sided... Even the main building changes didn't solve much.
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@DaddyMikeyMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698070#Comment_3698070
Yes and no. On one hand it gives them good warning, on the other hand it's so oppressive that there's often no way to tell where he's at or where he's coming from. With Distressing he seems like he's all over the map at all times. Also, it's kind of annoying that survivors can get so much use out of his radius with various perks.
If he runs distressing he is playing with 3 perks...
No heartbeat is directional... I don't think what you are saying is limited to his heartbeat only...
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@DaddyMikeyMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697970#Comment_3697970
This is how I feel as well. He's just too fast, with too big a terror radius, with too forgiving a special attack, with a passive secondary ability AND built-in killer instinct. It's all too much. I don't think he should be gutted but at least one of those things should be toned down.
What do you mean too big of a terror radius? That's a good thing for survivors as it gives ample warning...
Imagine if he had 32 m, then you run monitor to make it 24 and then he is able to dash 21 m or so by using both of his dashes... You would basically have no warning... Complaining about his big terror radius is a weird thing...
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/410842/concerns-about-the-game
- I think the increased tunneling is a consequence created by behavior trying to eliminate frustrations for survivors. Like there was camping, slugging and gen kick. Now the only play stile left is tunneling or chasing different people and being honest most people will just take the easier way. In my opinion those other things were good, because they added variety to the matches (shure they could be frustrating) and made this game less stale. I also don‘t like tunneling, but I also don‘t want another new system like the other two, who make this game more boring. I just want anti gen/anti camp systems removed/changed to not distroy those playstiles, then tunneling would also become less.
4. I don‘t think tho. The problem is that behavior makes the reworked/new maps too easy for killers and survivors are too weak in general
Balance in general is terrible in this game. There is so much useless stuff in the game and everything gets nerfed constantly. I would much more prefer balancing this game as strong vs strong rather then weak killer vs weak survivors. This is boring, strong stuff is much more fun. Then they also remove fun things from the game constantly like sky Billy … and everyone plays only serious and mmr makes everything only worse. Blight and nurse are fine as they are in my opinion.
Change your priorities behaviour, take actions to the things that concern your community the most at the time.
They did and this made this game only worse honestly.
I don't agree with the maps being good for killers only... Just look at Eyrie or Garden of Joy, even after the rework they heavily favor survivors.
However I agree that maps should not be heavily one-sided... Even though it feels like they maybe are going in the right direction when we look at the upcoming haddonfield changes...
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@vol4r said:
Well, they were trying to fix that and they did amazing job - the problem is that they reverted it quickly, because killers couldn't get easy hits anymore and needed to put more skill into damaging/killing surviviors.
What exactly?
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698016#Comment_3698016
Only counterplay against nurse is losing line of sight, that's the problem.
Also there is no losing line of sight if map is empty.
I just think that killer should never be able to teleport behind walls, palletes and windows so easily.
We just need more counterplays, like do not let them teleport through palletes and widnows and also give some radius to those objects (like 2-4 meters wide circle maybe?) that block her from teleporting.
Which is an issue with map design not with the killer... The issue if you implement these things is that Nurse would feel horrible to play and basically just like a worse version of wesker or Blight... I think her basic design is Allright, maps just need to be adjusted accordingly, same with the other killers I mentioned.
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As for the m1 killer part, when you have a few thousand hours you tend to be kind of fed up with M1 gameplay, so using killer powers more often is OK. The issue eith getting hit through walls and such without proper tells is a bit weird though. I don't know if intended or not, but the last few times I played against unknown I did not get a visual or audio tell that he is currently aiming his power...
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@vol4r said:
We love your game BHVR, we do, but things are getting so bad with your decision making.
You literally have so many people on forums, telling you what is bothering them, what is unbalanced or even annoying to go against and yet you do nothing in that regard.
There is so many problems right now…
- Tunneling is out of hands, which makes it miserable for surviviors.
There is 4 surviviors and 1 killer, and for that one person games are miserable for 4 more.
People mostly play with their friends, and the bad one is always tunneled out, making it impossible to win for survivors. It's so bad to the point, that our friends never want to play dbd with us, veterans.
New people don't have access to perks that are crucial to survive against tunneling killer, they literally need 3-4 characters to have a chance in this situation - the most important one is Laurie with DS which you need to pay money for the licence - people don't do that until they really like the game. - Grind is too much of a problem for new players.
Someone did the math, you need nearly 2k hours playtime to unlock everything in the game, that's a lot. - Survivior role is being killed slowly but surely.
Surviviors are getting so many nerfs - to items and perks.
Burning mechanics should be more developed, not killed - it was a way of skill expression and coordination with other people most of the time - it was a real counter to nurse, which we needed.
There were things that needed a change, like healing speed, with some of that changes we agree. Good job on that. - There is too much power giving to the killer.
Yeah, new killers are getting mechanics of hitting surviviors through the palletes and windows, the only counter to getting damaged. This is one of the reason that there is so much unbalanced between the killer rooster - that's why no one wants to play m1 killers. - Hit validation is terrible.
Too many hits behind the windows, pallete hits that should never land, bluetooth hits which should never be a thing - people are reporting this very often and nothing is being done to that issue for so long.
I get it, playing killer is not easy, but why are killers having their hands held for so long now?
Also… techs removal - why?
Let people have those 180 flics with oni, blight, chucky… it's not easy anyway, you need to put work into learning it. Why are you getting rid of it? It's funny how "not intended features" are the best features in the game.
I want to be killed/damaged by all those techs! Because i know that i died to a skilled person, which doesn't really make me mad.
Games are so dull now, you can't make fun plays anymore. There is only two scenarios which are available in game, either you do gens fast enough and get 3-4 escapes or you don't and you get stomped by 500 hours killer - how in the world is someone with 10x less hours is able to stomp on my lobby just because he found the weak link and got rid of him fast?
Other topic is balancing the game - how is nurse still in such state at 2024? After years of moaning from the community she still doesn't need to care about core mechanics of the game? This is ridiculous, really.
Blight is so strong with correct addons? You nerfed a few but created double pink addons which makes game so easy and is miserable for opponents?Don't make me start on new twins, which are the worst killer rework of all times.
You are designing game which only 20% of lobby will be satisfied - killer for winning the game.
Change your priorities behaviour, take actions to the things that concern your community the most at the time.
I would love to see more surveys about game balance - give us the opportunity to express our feelings and let you know about things that bother us!
Don't make those surveys long enough for us to spend 20-30 minutes aswell.Give us platform to be in better touch with you, after all we are the community that spend unimaginable hours to be a part of your community.
And yes, I know that my post is mostly survivior oriented, but i didn't want it to make long enough to be forgotten and lost in the forum's pit of darkness.
Hope you have a great day!
I do agree with most of it, however Nurse is in a fine spot and she is one my favorite killers to verse, just because playing against her is completely different than against any other killers. Going edge map against Nurse is actually a viable play and can make you last quite a bit longer. With additions of edge map tiles on some maps I think she is perfectly fine, however maps should be a bit more consistent with spawning high wall tiles, not just against Nurse, but also against trickster or Huntress... Because being out in the open with no cover against those two just offers no real counterplay. (against trickster it is ofc worse than against huntress... Dodging a few hatchets is finde, dodging 50 knives is not.)
- Tunneling is out of hands, which makes it miserable for surviviors.
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@MaTtRoSiTy said:
The only real change I want to see is infection should be cleared when a survivor is hooked.
As currently Wesker can be a tunnelling machine due to survivors coming off hook already hindered by full infection. Wesker is already strong enough that he doesn't need this imo
It should not be entirely removed, because that would negate his slowdown and make it so hit and run would be more favored.
It would be enough to just make it stop until another power hit or conspicious action.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697949#Comment_3697949
That you can get hit by him even if you are on his side or that you get slammed into nothing. (And I dont mean that an object is nearby and it just looks janky, I had situations where I got slammed into thin air)
If you look at how he worked in the beginning you will know it works like that... There was a time where you could glide through survivors models and not him them... What we have currently is already the best result.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697887#Comment_3697887
I cannot really see him trying from just that gif... If a survivor can block the killers prompt by simply being there this should work the other way around as well.
You can literally see not only that he is on top of the Iron Maiden shirt survivor most of the time, but how the "Pick up" prompt disappears when the Ada starts healing him.
So no, it doesn't work the other way around.
Also how'd you know it is an exploit? Might as well be intended for all we know.
Because even if for some unknown reason they coded that the killer can't grab a downed survivor if he is getting healed on purpose, survivors are using that game mechanic to get saves when they should not. Ergo, exploiting and it should be fixed. And if not, then there is no reason for it to work like it does so survivors can abuse it, so there is no reason to not fix it.
However you want to look at it, it should be fixed.
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...
It has been in then game for ages, if they wanted to fix it they would have, especially if they considered it an exploit... And I would assume you cannot accidentally program it like that and then not fix it after years of seeing it is a thing... So the assumption would be it is intended and not an exploit.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697727#Comment_3697727
During that cooldown your are able to move and block their prompt as well aren't you?
No, you can't. Have you not seen the gif OP posted? Even if you are standing on top of them, they can still prevent you from grabbing the downed survivor.
And labeling every little tech as an exploit is kind of ridiculous
It is not when it is literally a mechanic exploit. And even if it wasn't, again, there is no reason for this to be the way it is right now.
I cannot really see him trying from just that gif... If a survivor can block the killers prompt by simply being there this should work the other way around as well.
Also how'd you know it is an exploit? Might as well be intended for all we know.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697740#Comment_3697740
This entire post is just pointing out why mmr in flawed in DBD. Yes, I know mmr is flawed in DBD. As I said in my last post, that doesn't detract from my point. Just because it is heavily flawed doesn't mean it "generally speaking" doesn't work. It does, even with all the flaws. I'd totally love to do away with mmr and I think we could make the matchmaking way better with changes but that doesn't change the point as well.
Skill = High MMR
Even though it's flawed, a skilled player will on average still be reaching high mmr.
Just because the best comp players mainly do scrims doesn't mean there isn't a majority of high tier sweat squads on coms in high mmr. There are many, many players as good as comp players that just simply don't do comp because they don't like it.
I doubt the last paragraph especially... There is just a huge difference in the macro game between those two groups of people.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697725#Comment_3697725
Saying it's flawed and that it doesn't work at all are two different statements. I think you're conflating the two.
Well the system itself that puts together people of similar skill is flawed because of it works with soft cap to mmr, therefore creating uneven matches often times, considering backfilling and max queue times and such. That thing could be better but is hardly possible due to way too long queue times and what not being the result.
However to only take escapes and deaths into account is way too flat. You could loop the killer for 5 gens, get hooked right next to Noed and did there, you would still lose mmr despite carrying the whole game. There are just so many factors that make a good player that are ignored in benefit of this easier system, which makes it so that in conclusion:
A. High mmr does not really mean anything because of the soft cap enabling players of a wider mmr range to get matched
B. Deaths or escapes are way too flat of a measurement to determine skill, especially in this type of game.
C. Skill does not necessarily mean that you have a high mmr, the best players in the game don't really use the regular matchmaking but play scrims most of the time. And on the other hand having a high mmr does not mean you are good at the game. (ofc the question is how high, if you are nearing the hard cap that not even cheater bots could get over you are probably doing something right, but no human gets there anyway so whatever)
D. Items, addons, perks, maps and offerings and the killer choice are not taken into account at all, invalidating the death or escape result even more.
E. Skill =/= high mmr, as mmr in this game is not able to properly determine skill
The closest thing we have to determine in this game to know whether or not a player is skilled are 1v1 scrims, however the mmr system is mostly useless for that purpose. In the 1v1 setting the conditions for everyone are roughly the same, different map rng excluded, as this cannot be fixed. So the data we get through that is somewhat more reliable compared to what the mmr system does.
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@FatAngryB said:
I knew I'd incur some salt over this post, but my god…this is simply delicious. And not a single person disproved the truth of my point, either. That Deep Wounds is inherently useless. It serves no genuine purpose other than a visual effect as a reminder of survivors to heal themselves, and little else. Self entitlement truly runs deep in this game, but judging by the kind of primary threads that take up the most attention, I'm not surprised. At all.
Yes, the game was harder and required you to think more. 'Poor you'. You couldn't just find a corner to cry in and whimper as you healed/mended while the Killer chases after someone else. Truly do none of you have any shame…? You have perks that block auras, self healing capabilities and now a buffed stun perk. On top of that you can set totems that hide auras and reveal auras to Survivors. Ever since I returned to this game, the tea-bagging has become fully entrenched, nothing but trolls while killers feel like they were castrated and watered down to be completely boring or hamstrung by their own powers in many ways.
So you're absolutely correct I will make threads like this. The truth must be spoken, regardless of what you feel towards me. And if I have to laugh at you as I speak it, I gladly will. Unfortunately I must 'regrettably' inform you, that you aren't the only human on earth playing this game. And your feelings are not the primary focus of attention that solely matters & damn the rest.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697409#Comment_3697409
@mizark: I read patch notes from time to time, granted I don't have the interest to scroll over the last four years of notes but I have kept myself in the loop of things. To put it simply, MMR doesn't mean anything to me, because it doesn't reflect on the player's skill floor level, just their frequency. I win more matches than I lose, I only lose matches to those who extremely abuse the system and gibber on Discord while doing it. Against any genuine team, 8/10 matches I win fair and squared.
I often find myself losing matches to people who abuse the system, because they are essentially using extremely aggressive tactics that demand fill focus of meta perk use, of which I will admit I am loathe to on certain killers as all it does is end up turning into a game of either slugging or tunnelling all the way to China.
Deep Wounds, did all of those things, by downing people. That was the inherent point of its design. You can't heal if you're downed. You can't do totems if you're downed. You can't do gens if you are downed. If it SLOWED down while running, that's acceptable, but stopping entirely meant it was heavily abused. On Legions release, I never got any kills from Deep Wound then, and would not now. So it doesn't matter what the description says because it's entirely ineffective anyways.
So either BUFF Deep Wound, or REMOVE it. There's no genuine point to using it. I can chase you, grind your bones into paste and hook your gangly corpse for the Entity and not even remember it exists. That's how relavently useful it is at this point.
So it's slowdown is completely irrelevant? The point that it requires you to spend time mending is useless?
Also the part about thinking about gameplay is interesting considering your idea of deep wounds is a free down after x seconds... That is the opposite of thinking and gameplay... Because why would you ever leave a survivor to mend if they just go down after x seconds?
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697618#Comment_3697618
Just as they are not fast enough for another one to keep healing the survivor while the 2.7 seconds of cooldown are in effect, right?
Either way, there is no reason for this to be a thing. Simple as that.
During that cooldown your are able to move and block their prompt as well aren't you?
I dont know, I don't mind these kinds of interactions as they add another layer of gameplay. I don't necessarily like that gameplay, but the idea of it. And labeling every little tech as an exploit is kind of ridiculous.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697641#Comment_3697641
good = skill =higher mmr
Through enough experience you know what levels of skill look like.
Thats what it should be but not what it is... People who are good at the game usually want to get chased and therefore oftentimes end up dead to Noed or bad teammates. As everybody knows the mmr system is unable to properly tell skill by just looking at kills or escapes, so your assumption is wishful thinking at best.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697121#Comment_3697121
Because after 10k+ hours I have a pretty good measurement of who's good and who's not. That's about as good as you're going to get with sample sizes.
Being good does not mean you are in high mmr ^^
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697607#Comment_3697607
When it works now it could return and it was more meant as joke.
As far as I am aware after hit validation was introduced and was beyond frustrating they either disabled it again or tuned it down, I don't know which one. It is just that even the current desync is nothing compared to what hit validation did.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697604#Comment_3697604
an extra 3m on a mediocre killer 😮 vs near infinite huntress range
I don't care about the difference in effectiveness... Just get your numbers right.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697142#Comment_3697142
Except that's not even true as they don't even need to heal. I had this done to me by just standing on top of the downed survivor, preventing me from grabbing him.
I have never seen that and don't think the hit ox is big enough for that and even if, they lose collision when you hit them once and another survivor can't be there fast enough to block the slug again...
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697478#Comment_3697478
He's talking about when they get healed and stand up.
I don't know, that has never been an issue for me? That is just about positioning yourself properly I think?
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697475#Comment_3697475
That is a good point and I'm not saying that Hug Tech should never be a thing but with Blight's strength, I feel like it just pushes him over the edge. I think Blight is already so strong with bump logic that anything that makes even stronger is simply too much. We'll see how Blight will do on live servers but I think it will be fine.
I regret that a part of his skill expression will have to be deleted but something had to be nerfed still and with the developers setting precedent of fixing techs for the sake of fixing techs, I think this is the right move.
I don't know about that, but we will see…let's just hope they don't take as long as with Billy to realise that they made a mistake.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697254#Comment_3697254
If you play killer you actually learn how to do this quite often. Killer has to keep track of tons of things. Where loops are, what pallets are already broken, general area where survivors are in relation to generators. Which survivors have been hooked and their hook states etc.
I would suggest if you have a hard time tracking which pallets are broken using AMN, give killer a shot for a while to improve how well you remember things in the game.
Dude I have 3k hours in the game and played probably 70 30 killer... That is something completely different compared to knowing only by an aura that might only appear for a few seconds what pallet where exactly did get broken... As killer I am right at the tile where the pallet breaks...
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697481#Comment_3697481
„So glad it isn't that bad anymore.“
This means it can return now again ?!
What is that kind of logic??
"Something is currently not terrible" "let's bring this terrible thing back then" excuse me??
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@LeFennecFox said:
Slinger is like 15m and can't even down you if the tile is strong enough just force you to mend. Huntress with hatchet holding speed lets her perma zone you at every single filler and makes her zoning way too good especially if they just walk with rose root.
18m…
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@Rajbow2023 said:
And yet she's literally still stronger than both Deathslinger and Trickster lmao, she's not the one that needs help out of these 3 by far.
Arguably trickster might be stronger than her, at least before the buffs to huntress.
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Yeah (I also went to high school and learned about stuff like that) but it has the opposite effect here as intended... Besides the point where it is only true on paper that she can down people faster than nurse.
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@RFSa09 said:
huntress can already down survivors 10x faster than nurse, imagine a 4,6 version of her lmao
Eeehm... That kind of overdoes it and makes your argument really ridiculous when you crank up the numbers like that dude.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697118#Comment_3697118
I didn’t really mind it and it didn’t happen very often. I remember one time where I was unhooking someone and got grabbed afterwards, but it was not the end of the world. The mechanic was more fun than just hook trading like now.
It happened constantly dude xD It was completely stupid... And hit validation was even worse... You saw blood after you someone and they stayed healthy because it got validated... So glad it isn't that bad anymore.
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@Hexonthebeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697329#Comment_3697329
If I want to grab the survivor I can't because the game decides to aim on the healer instead the crawling survivor.
That makes no sense because you cannot hit a downed survivor...
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180s were not hard, what do you even mean?
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697357#Comment_3697357
I get that but I don't think lose-lose situations are great when they can be created relatively easy. The survivor didn't make it to a better loop, now they get hit with nothing they can do. Great. I think it's just too much for a killer that is already so strong.
Great so he just cuts you off instead and you still don't make it anywhere, more boring but same result... You cannot always expect a chance to come out on top, some times all odds are just against you, does not mean that in other situations hug tech isnt a great addition to his kit and offers more interactions.
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@Xernoton said:
For Hug Tech, I think it was just something that pushed Blight up too much. I'm not a good Blight player but even I can do some Hug Techs and get hits I would never get with bump logic. There are also some loops where it leaves the survivor with absolutely no counterplay, which I don't think is good. However, I see where you're coming from. It's part of Blight's skill expression and for that reason it's kind of sad that it has to go.
Stagger Vaults were quite problematic. I saw a video of some guy doing it around Mother's Dwelling's main building against some killers and even the 4.6 m/s killers lost chase, which turned it into an infinite. I'm not sure the killers played this perfectly since I didn't see it from their PoV but even the possibility that it might turn some buldings into infinites is dangerous.
I mean when Blight prepares a hug tech you as survivor can tell fairly easily and most of the time react to it, sure some tiles are basically auto loses, but not every tile can be safe...
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697268#Comment_3697268
Or in a group. Most groups aren't calling out every pallet they drop.
I guess, but potentially you could have this information.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697161#Comment_3697161
So you agree, they dint always backflip.
Are you expecting a you 100% win all of the time by the first try? It is highly unlikely that one will get out by doing this whole thing... And even if they did everything above 50% is fine by me. You can do something and the other side as well... Wouldnt it be quite bad if at the end one side 100% of cases comes out on top in these kind of scenarios?
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@Hexonthebeach said:
I don't know why it's called Healtech instead of Autoaim Exploit.
Where exactly do you see the connection? Those two things have nothing to do with each other.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697289#Comment_3697289
I like his animations for whatever reason. Seeing him wiggle his fingers is weirdly satisfying. I also noticed I have become a bit rusty with M1 killer gameplay (side effect of playing Billy for so long).
Also, I enjoy a good challenge every now and then and pallet Freddy is about as challenging as it gets.
Fair enough I guess.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697264#Comment_3697264
they can emote tech to avoid getting knocked back.
Not if you hit them immediately... Takes some time after getting picked up to do so...
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697277#Comment_3697277
[…] You still need to evaluate whether not the yellow is bad or decent. […]
Against killers with decent chase powers? Maybe. Though even then often enough it pays to simply drop the yellow and use that little bit of extra distance to make for a stronger yellow.
Against M1 killers? Hell no. Drop the yellow (or don't, they won't catch up any time soon anyway) and make more distance until eventually you have no choice but to camp yellow. Then drop yellow on the killer's head and run to next yellow.
Before yesterday, I would have been more inclined to agree but my lord, the Shift + W is strong in some people. Against Freddy no less. I can definitely see how you absolutely cannot loop against a M1 killer and this is your only counterplay.
I mean why are you playing Freddy anyway ^^
Not like you have a decent power anyway ^^
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@Xernoton said:
Because WoO is an autopilot. You turn off your brain and play "Run to Yellow". With AMN you'd need to put some thought into it because you only see dropped pallets and no windows.
Would not go that far... You still need to evaluate whether not the yellow is bad or decent... But let's say it is easier.. And also sometimes pallets get destroyed so fast you won't notice with any means only.
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The pallet spawns are not the issue, but you don't know which pallets got dropped by your mates when playing solo...
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Because hitting the survivor when he got picked up is way too hard... How about we remove all techs that allow for outplaying the other side xD
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@kaoraku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697087#Comment_3697087
So what you say here is that there is a broken mechanic in the game, but it is fine because one perk should be able to counter it
I mean it is not broken to begin with, as already explained... But saying the perk is the solution is not a good argument anyway.
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@гришка said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697254#Comment_3697254
well, its not 25 pallets, 10-15 in general actually, i have 0 problem remembering, if not indoor map just look around and thats your reliability, if indoor map its likely fixed pallet spawns. Also when i used windows the moment i used build without it, i just can’t do anything, bc it’s addictive to be able not to remember everything, the moment killer has blindness effect (say hello to reworked ultimate weapon) windows of opportunity player will completely lose it, and thats not true about any means necessary, bc if killer spotted you with ultimate weapon then he’s gonna chase you, and while chased i know what pallets i spend
More like 12-20 on most maps it is around 14-17 on average, but there are of course some outliers. From your point of view you don't know exactly where a pallet got dropped, somewhere south for example. But you don't even know what pallets spawned, sometimes choosing a direction is a gamble because you don't necessarily know where the dead zones are that just spawned as dead zones, any means does not help you there.
Expecting people to remember every dropped pallet just by seeing their aura for maybe 2 seconds while you don't even necessarily know where the chase is happening is a bit rough.
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@гришка said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697248#Comment_3697248
thats what i don’t get, why throwing away such great potential just for convenience
Because you can not remember which out of the 25 pallets got dropped or know exactly because of perspective. It is not only conveniencs, but also reliability.
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Technically artist got mentioned in the first post though ^^
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Nemesis, Pyramid Head, Xenomorph?????