Archol123
Archol123
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682549#Comment_3682549
Yeah well like I said it's probably a me problem.
I'm not good with those abilities and I have a really hard time getting any better with them. Same goes for range killer but it's not as bad with them as with the dash abilities
And well it can't hurt to wish for a killer that is not like that
Fair ^^
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682538#Comment_3682538
Because I see a big difference between the abilities. When you are new to plague you can still infect them with the movement abilities its just hitting objects 90% of the time until you got better.
Maybe I just don't want another dash or range killer next cause I'm not good with them
Oooh you were missing a comma... I thought that was part of the stuff about plague...
I mean with Billy you can still backrev fairly easily or even hit cross maps.
As Blight you can use two or three dashes to hit people without training much.
I dont think they are that different.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682538#Comment_3682538
Because I see a big difference between the abilities. When you are new to plague you can still infect them with the movement abilities its just hitting objects 90% of the time until you got better.
Maybe I just don't want another dash or range killer next cause I'm not good with them
With the movement abilities? What exactly do you mean?
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682488#Comment_3682488
Yeah but she has the right lvl of depth. Her m2 is simple and effective without mastering it but she only becomes really good when you have mastered her. That's basicly what I would like to see eith the next killer
Ehm... How is that any different from what I said before about Killers like Billy and Blight xD
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682498#Comment_3682498
You'd be surprised how short 20 seconds is. It's enough time to make enough distance to a window or undropped pallet after getting hit, with the rest of the seconds going towards looping the tile. It's also a perk that'll only really be effective on M1 killers because many other killers are capable of playing around pallets without the need of the pallet being broken.
Dissolution is a perk that on paper seems powerful, but in reality it's not as good as it sounds.
It is 25 + 5 though which is a huge buff from the current version...
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@glitchboi said:
The warning absolutely needs to be removed for sure, especially with the WoO meta where survivors will just go for windows or undropped pallets when they see the warning.
Depending on where you are you would need a really strong window setup to loop the killer until it's duration runs out.
And the pallet would need to be a god pallet otherwise the hit is quite safe,unless you get a stun... Because the killer can force a pallet vault and get a down because of the pallet breaking Immediatly.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682444#Comment_3682444
I mean I don't want to have Nurse lvls of power that would be absolutly ridiculous im eith you on that but legion is alright may could need a little work but overall quite alright and the same goes for plague.
Plague is arguably in the top 10 of strongest killers, but she has depth to it so it is Allright.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682385#Comment_3682385
That's funny enough exactly the type of killer I dont want to see again. Its the typ of killer I feel like I need to slug myself through a ton of games just for the killer to feel decently fun.
And believe me I tried it I tried Nurse,Billy, wesker and Chucky and in chucky I especially invested time cause I love that killer so much.
After 25 games I still fellt like I just picked the killer up and I was maybe hitting one m2 if I was lucky.
But I have to be honest to myself it's a lack of skill on my part I know that. I struggle too much with movement killer and range killer (the only exception being slinger I'm half way decent with him dont know why). And I would much more prefer a different power the using a powr just to traverse the map
That's why I like killers like Legion or plague and even trapper sometimes. I would like a new killer that is more like them.
I don't know man... A decently strong killer that does not require much to perform well is just a bad concept, because it will dump the load of investment onto the survivors. If you as the killer don't need to get good at a killer you are by Design rewarded with good performance for nothing however the survivors will still need to put in time and effort to outperform you again... Creating a form of balance that just feels like you didn't earn the outcome you get.
You cannot really expect to do well if you don't take the time to learn how to... And I don't support the idea that it should be otherwise.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682377#Comment_3682377
medkits got nerfed and people still bring them pain res got nerfed and it’s still the most used killer perk you say it as if it was nerfed to the point of basically being unusable
Not really, I just phrased it In a way to contradict the statement everyone only brings xy...
Sure people still use medkits, they are still the strongest item and pain rez is probably still the strongest regression perk.
However you cannot really complain about people bringing the strongest stuff when weaker options become less viable due to certain nerfs... Not saying sloppy is useless, just less consistent as before.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682374#Comment_3682374
but is that possible? ofcourse i would like a killer that has both so everyone can have fun with them but i dont know if bhvr can do that.
There is a difference between skill floor (skill needed to pick up the killer) and skill ceiling (skill required to master the killer).
For example legion has a low skill floor and skill ceiling, you don't really need to learn anything specific to pick him up and very little to master him.
Billy has a low skill floor because his power is rather simple to grasp and you can just use it for map traversal, his skill ceiling is immense though, knowing collisions, curving, zoning and what not.
Nurse has a high skill floor, because no normal m1 killer gameplay is possible, but when you got the grasp of where you will blink after holding the blink for a certain time and so on there is not that much anymore to learn, her skill ceiling is still really high though.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682374#Comment_3682374
but is that possible? ofcourse i would like a killer that has both so everyone can have fun with them but i dont know if bhvr can do that.
I just mentioned 3 killers before that are simple to pick up but have depth xD
Blight and Billy for example... You can just zoom around with the power and then go for m1 attacks...
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@menacing_goose said:
Please change the killer meta. Pop and pain res are in just about literally every killer build and it’s so boring atp. I don’t see these perks as a problem on their own but they get paired together and just over reward killers. I don’t wanna play survivor anymore because almost every match everything done is just about for nothing because of this and survivor is so boring as a whole it’s to the point where I don’t want to play survivor unless it’s in a customs with friends
I mean I used to bring sloppy and surge, but sloppy got nerfed so well...
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682358#Comment_3682358
ofcourse a killer that is easier to master should not bring the same strengh then a killer like nurse or blight that certainly eat a lot of time to master but that deos not mean a killer that has less depth should be just bad because easy.
what i wanted to say is i would like the next killer to have less depth and be simpler to jump in cause thats the kind of killer i enjoy. that a purely personal thing i dont enjoy getting stomped while i learn a komplex character. everyone who does enjoy that power to them but thats not for me and i would like to se a killer that fits me next
But then why not a killer that is simple to pick up but has some depth? Those two things are not exclusive to each other.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682323#Comment_3682323
and there in nothing wrong with once in a while a new killer being simple.
sure the killer needs to be somewhat good and needs to make fun but the fun thing is diffrent for everyone. for me the killers that need a ton of practice just to be decent are boring cause the matchmaking is so bad learning a complecated killer means loosing 20+ matches and getting destroyed just to get a grip on the killer.
dbd has many complex killer that get stronger and stronger the more you master there ability so a more simple killer like legion or plague will not hurt.
but ofcourse that whole thing is a matter of taste and everyone of us has a diffrent taste
I didn't say something about simple killer... Plague might be simple on paper but she has depth, because there is a certain killerspecific skill cap on her, learning the projectile of the vomit and so on.
I think the best designed killers in that regard are those that are easy to pick up but offer depth. For example Blight or Wesker or even Billy to some degree. You can use their power just to traverse the map and play them as an m1 killer otherwise, but their power is deep enough to have something to learn if you want to be better at them.
Legion does not have that kind of depth, and that's what I think is problematic, there is just nothing to learn.
It is not about a killer being simple or not but about whether or not the killer has depth in their design or if the killer is just flat.
A killer that is basically mastered after one game should not be strong, as the strength of a killer should be reflected in the amount of time it took to master him. A very hard killer should be strong, a killer that is basically mastered immediately would be kind of unfair, as you could just pick him him up and win every match without investing time or effort into getting towards that result.
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682324#Comment_3682324
The Problem with Singularity is the Map-Design. Too many obstacles to block the pathing of your Pods. You have to invest far too much to get injuries. If you manage to slipstream a survivor, the survivor should receive a debuff or something. Currently, it just gives you the opportunity to teleport behind them.
Also, Soma Family Photo should be Basekit.
Map design does not only effect him, I will agree though that it effects him more than others... For example indoor maps effect killers like Huntress Billy or Blight as well, but singularity just becomes painful.
Would be fine I think, many people agree that the addon is almost required to play him against people who know what they are doing.
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Would be nice for both sides, because for some killer there are only like 3-4 decent addons and besides that trash, so you cannot really use the autocomplete feature, because it will not get you those addons.
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@arcaneGospel said:
For two or so years in a row, we have seen BHVR place their own, original chapters in the position of the vaunted Anniversary release window, with the Roots of Dread and End Transmission chapters. These chapters both featured rather unique killers with macro-focused powers and non-humanoid forms, however, these killers have become rather unpopular, possibly due to many small frustrations in the killers' powers, or because of the killers' unique playstyles where the most popular killers are much more simple, chase/movement oriented killers, or perhaps simply because these killers are considered average in strength.
I have seen a decent amount of people look down on these two chapters compared to prior anniversaries, which have almost, if not all been licensed killers, like the wildly successful Silent Hill and Resident Evil chapters. Do you think BHVR should return to focusing on licenses for their anniversary chapters, or do you like the original content we've gotten these past two years? Do you have any guess as to whether or not they'll have another license for the anniversary?
I personally have greatly enjoyed the Roots of Dread and End Transmission chapters, as well as every other original killer since around the Dredge's release. I wouldn't mind if they gave the anniversary release window to their own creation again, especially because it seems like a great time--as with the Dredge--to make a killer who builds on DbD's own lore in some greater fashion.
I think Singularity is a great killer, but probably too time consuming and hard for the average player, however I prefer his design over a killer with little to no depth and stuff to learn because I think the most fun stuff about a new killer is all stuff you need to learn and figure out, all the little tricks and so on.
I dont really care whether it is licensed or original, as long as the killer is well designed and not a complete mess for either side I'm happy.
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@Starrseed said:
no matter if its licensed or original i hope the killer has no ranged ability or some kind of rush movement ability. give us something simple like legion
Hopefully not... Legion has no depth at all, there is nothing killer specific about Legion that cannot be learned within 10 min...
I dont care about what power he has as long he has stuff to learn that require some commitment and time and a certain depth. The most boring killers in the game are those that basically can be learned within 1 game.
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@GeneralSkien said:
Dissolution is a very unique perk, however it is wildly weak for a myriad of reasons
- Lasts for a very short time, very easy to outrun, especially with the speed burst
- Very situational, requires an already down pallet, and a survivor to stay on the pallet
- The Survivor is given a warning! meaning they are given an even increased chance for it to not proc a single game even if you attempt to force it
- The Small buffer works against you, survivors have the entire post hit speed boost to vault a pallet, which is the most valuable time to vault with dissolution.
- Hard countered by Lithe
How do we fix this?
- No More warning for survivors, you will know once it is activated, also cause a scream to alert more experienced survivors, while still getting value
- make it last 25 Seconds through all 3 levels, the extra 5 seconds
- cause the buffer to be 4/3/2 seconds based on perk level
Very small tweaks and changes to bring dissolution up with other powerful chase perks, while leaving room for counterplay
So you are supposed to loop windows only for 25 seconds? Jesus that would be way too strong...
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@DrHyk said:
I suppose at this point it's a belief not an opinion, Billy needs to be changed and I'm tired of people pretending he's fine the way he is.
I'm also going to stop replying on the subject of him since this is off topic now
I mean it is not pretending when I can base it around numbers... Hard to argue with feelings on that subject, but whatever.
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682120#Comment_3682120
Right, but now he can run around the map with an infinite instadown weapon and you suffer no punishment for missing. Blight is stunned even if he hits, nurse is stunned and her vision becomes impaired. Sorry but I don't agree with you his current state has made him absolutely horrible with low risk high rewards for spamming his chainsaw and more often than not, I just see billys use his chainsaw to backrev with no skill involved.
As for the point of those two getting stunned, that is in fact not true. You can look up the exact movementspeed during Nurses fatigue and Blight hit or missed rush in the wiki, I will leave you the link at the bottom. Nurse moves at roughly 1 m/s during fatigue.
Billy has 0.5 m/s on a hit and 1.84 m/s on a missed chainsaw. (duration of a miss is between 2.5 and 2.25 seconds)
Blight has has the same movementspeed as Billy on a hit. On a missed rush he moved at 1.15 m/s.
So in summon, yes Billy moved somewhat faster during his missed chainsaw window, but the other two killers are not stunned during that period either. And keep in min that Billy only gets like an additional 1.4 m or so for the whole duration which is really not that much when you take into account that he will need to charge his chainsaw again to go after you.
Here is the link to the wiki with the exact numbers of the killers movementspeed in case you want to look into it.
Billy is really not OP despite people trying to frame him as such, it is just that he was really weak for the past few years and now they seem to be unable to deal with a stronger version that can actually outplay many loops and is not forced to m1. Just give it some time, learn the counterplay, maybe check some streams of experienced Billy players and ask them for advice. Billy is in a great place currently.
This Article is a Compendium of all Movement Speeds featured in-game for both the Killers and the Survivors.It also lists how Movement Speeds are affected by Perks, Add-ons and Status Effects. The table of contents can be found below the overview section for this page. Movement speed is a core Game Mechanic in Dead by Daylight and greatly influences the gameplay in the Trials. This Article serves as a compendium of all known default Movement speeds, as well as modifiers to it from various Unlock -
@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682120#Comment_3682120
Right, but now he can run around the map with an infinite instadown weapon and you suffer no punishment for missing. Blight is stunned even if he hits, nurse is stunned and her vision becomes impaired. Sorry but I don't agree with you his current state has made him absolutely horrible with low risk high rewards for spamming his chainsaw and more often than not, I just see billys use his chainsaw to backrev with no skill involved.
His cooldown has not been affected that much. And if you get into a situation where he can backrev you you are just in the middle of nowhere with not loops around... The saw takes 2.5 seconds to start, you should be able to find something to work with in that time. If a Billy can just backrev the survivor in 9/10 cases that's a survivor mistake.
You are supposed to constantly use his power... That was the whole point why overheat was a terrible idea as you got punished for using your power.
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681622#Comment_3681622
right?! How the hell did those Billy changes go through, it's insane
We re both talking about the rework that gave him overheat right?
Yeah I don't know everyone was like OK this is way too harsh, just dealing with chainsaw speed would have been enough but nah let's nerf one of the most beloved killers into the ground so nobody plays him for the next few years...
I think his current version is Allright and I think it was about time to correct that mistake and make the effort you have to put into Billy to become good finally be worth it... Because before he was just way to weak for the hundreds of hours you needed to put into him to learn curving and collision.
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@Aj69 said:
Why does it matter if it has a 30 sec cooldown ? The killer found me and i have blindness so no windows of opp. and then i am dead and in between all this the "30 sec cooldown" wasn't useful to me. And why would i use calm spirit just to counter Ultimate weapon or doctor? Besides that its useless .
Only blindness is a good idea, prolly.
Are you that reliant on windows? When you sit on a Gen just use it to look around or use your eyes and game sense where windows and pallets are... You should only ever use windows to know which pallets are still up...
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@a3six said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681779#Comment_3681779
By "chasing someone else" sorry I mean sticking with the same survivor using Feral Frenzy
I still have no clue what you even mean by that...
Mending has never been a fun experience for the survivors and the whole decreasing mending bar by getting stabbed several times has been proven to be a horrible concept.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681770#Comment_3681770
Well, in a high MMR where only Blight and Nurse are always present, how many survivors can complete 5 gen against these two without getting knocked down while injured? If there were that many people, I don't think everyone would tweet about the two major killers as if they were a disaster on this forum.
And as I thought, you don't seem to be able to read the details in the video, so you probably don't know his skill from the location of Singularity's M2. So no more conversation can take place.
The soft cap for mmr got decreased several times, which is why not only nurse and Blight are present there... The phrase "high mmr" just does not mean anything anymore.
People will sometimes heal, sure, but pretty sure not with self care.
I didn't have the killers perspective so sure I guess. I still find your point hardly arguable to refer to Exactly one game that wasn't even comp level and say it is on the survivor's if the killer 8 hooks people xD But Allright then I guess ^^
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681640#Comment_3681640
Well, it's true that in the past, even in Asia, players who used self-care were thought to be lower players who couldn't collaborate with other survivors. I think that was fine at the time. In fact, there was a time when injured survivors could get away with it if they met other survivors and asked for treatment without panic.
Personally, I think the situation reached a turning point after Bright entered the war. He is extremely mobile and his ability to navigate the map is second to none, even compared to Nurse. The only exception is Wraith, which uses certain add-ons over and over again.
In any case, around this time, the risks for survivors of acting with increased significantly, and because treatment methods were too limited, accidents and situations in which they were left in the lurch by killers were increasing. What can we do to counter it? Will make it? After all, the situations where it can be used are too limited. The practicality of self-care has thus been reconsidered. At that time, the recovery time was still fast, and even if I had someone else treat me, it would be a sacrifice of time for both of us, so it was re-evaluated that it would be more reasonable to do self-care alone, considering the time and effort required to meet others.
But later, a self-care ice age hits. Recovery time has increased significantly. The survivors thought. I've come to the conclusion that it's time to ditch self-care and that from now on, if I really want to win, I need a medi-kit. For a while here, Self Care regained its name as lower Park.
After a while, the survivors reconsidered. In the end, there are an increasing number of cases where Medikits alone are not enough. I had to come up with a plan to properly counter the killer. After trying many different things, they realized that botany, which helps others recover quickly, is powerful, and self-care works minimally loss when combined with it.
Historically, this is why self-care is used in conjunction with botany.
I don't see the relevance of any of this for the topic we were at though?
Blight and Billy are the most mobile killers in the game, Wraith is not even 3rd I think. Nurse is by no definition a high mobility killer... But for some reason people seem to believe that... Go ask Knightlight if she is, he is one of the best Nurses in the comp scene and to my knowledge the last time his answer was "Nurse is an area control killer, as you can sit in the middle of a 3 Gen and nobody can touch a generator without you being able to get a hit on them.
Self care is a God awful perk that takes ages to heal yourself, being way less efficient than just getting healed by another survivor and even with botany knowledge it is still not really good, only less bad.
Really good players don't have an issue with staying injured, they are completely fine to not get healed against most killers. Newer players however feel at risk when they go down in one hit, however sometimes it is just way too time consuming to heal so you need to decide what to do... However self care just seems to be the solution for those people who don't want to evaluate a situation and decide whether to heal or not because they can do it alone, but waste a whole lot of time. So no nothing of this convinces me that people running self care are actually good players.
Besides that you still did not explain why exactly the game you showed was supposed to be high level despite Singularity not playing as ideal as you would expect and why the killer was not at fault for not just making into a 3 v 1...also you still lack the reason why tunneling is a bad strategy but the best players in the game, the comp players, tunnel in every tournament they play... Would you care to give an explanation for any of those things?
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@a3six said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681746#Comment_3681746
I've been playing Legion since his first release, and we're going in that direction with newer ideas that recalls only to that concept, this concept doesn't revert his original concept.
It just rewards you for insisting mending same survivor multiple times without need of any kind of cooldown.
Can you try to rephrase that? Because I have no clue what you are even saying, as this sentences make no sense to me...
Why exactly is it a good idea to hit the same guy over and over again to reduce his mend timer and eventually make him go down from it? While also not getting punished for missing an attack? Does not really make sense to me...
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@CsleBright said:
I have the game on playstation, and the game is so dark that some maps are straight up unplayable because it is almost pitch black, that I legit cannot even see what is even in front of me. PC players have night vision compared to console players as I have the game on PC too. I cannot play on Greenville square, silent hill, yamaoka state and autohaven wreckers at all because those maps are almost pitch black. It's not my tv as other games do not have this brightness issues. It's unfair already that we have to play against PC users using reshaders to cheat by removing shadows. Either make the maps brighter or increase the brightness on console. Or, add console only crossplay
Well that sucks mate :/ However using reshade and such things is not cheating, it has been explicitly white listed.
However I fully agree that the game has terrible settings in the sense of basically everything is missing a game should have when we re talking about graphics settings... No brightness, gama, different things to enable or disable like shadow quality or view distance or view distance quality and what not.
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The reason original Legion got changed was this annoying thing about being able to tunnel down one survivor during frenzy without them being able to do much about it, because missing didn't end his power... Why exactly are we going in exactly that direction again?
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Were they not doing this anyway? And as far as I am aware when maps got changed the map prevention system also is not active.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681260#Comment_3681260
One match as an example.
https://youtu.be/M6QCDbsNCME?si=cqAVpNK5jXiuUbPn
This is a video about how the perk Reassurance improved the situation, but the player talks about how to do his best without being tunneled from a situation where he got 2 hook states and had no choice but to avoid tunnels. At the same time, we are trying to increase the survivability of the entire team. Of course, other survivors behave similarly. As a result, the match went from almost being wiped out to one where the killer was forced into a corner.
The survivors in this match are at the top level, but you can tell by looking at each of the killer's actions that the killer is at a top level as well. Even if they are not at this top level, if the skills of both the killer and survivor are comparable, it is quite possible for the survivors to strive in the same way even in soloQ.
Also, pay attention to the results. The majority of survivors who can put on such a great match have the self care and botany perks. Why? Unlike people who commit suicide or DC as a matter of course, they have experienced these reversal matches many times. They know the effectiveness of it.
Most people who watch this video will probably end up thinking that the match was just a case of the survivor being good at chasing and killer being bad, and thinking it was a match that killer didn't go well. If you can't understand the details of what the survivors are doing to win, you won't understand that the tunnel is fundamentally weak.
As for your example game what kind of weird build is the killer running? Is this supposed to be some weird comp rules? Because otherwise why would you run dying light? But the survivors have perk doubles so probably not?
I dont know if the Gen spread was bad or if the map is just to cluttered to play like that, but usually when you see singularity in a comp setting he will just pick out a 3 Gen and hold it, and it, at least to my understanding, really hard to break, but I didn't really see anything like that here.
Some time ago when they released the stats on perk usage everyone was confused about self care being so high, because of how bad the perk is, but then someone, I think it was Hens(?), said that for whatever reason the perk is super popular in Asia... Which might be coincidence but whatever. However at least I Europe people don't really use self care, as it is considered a terrible perk...
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681620#Comment_3681620
The reason why the killer's tunneling is generally considered weak is that it is a bad move that promotes the completion of gen for survivors who have not been tunneled. Of course, this depends on the survivor's overall awareness of gen. The balance of power is messed up by survivors who are not interested in gen.
There are exceptions of course, if a downed survivor simply has a really bad loop movement, in which case the killer will tunnel because tunneling will solve the problem much faster than the gen completing.
Still does not explain it in comp... The reason is because with 4 people the efficiency leans more towards survivors, which is why the killer wants to turn it into a 3 v 1 to be able to 4k them before all gens get done... There is no weak link in a comp team.
Sure if you tunnel in pub games you will see that be true, but you talked about the top before, so comp it is and basically everyone tunnels there because it is required to some degree to get a decent result...
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680965#Comment_3680965
That does make sense but the devs have to know by now that people will already be able to P3 them within 24 hours anyway.
I guess, but sometimes realizing you made a mistake is hard and correcting it takes time... For example Billy...
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681008#Comment_3681008
32m isn't that far and by the time you get there there will definitely be scratch marks leading to their exact location and if there isn't then you know they're still in the area
It is 6-7 seconds till you get there, if they just ran away great now you need to follow for quite some while, if you not they might just be hiding god knows where...
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681260#Comment_3681260
One match as an example.
https://youtu.be/M6QCDbsNCME?si=cqAVpNK5jXiuUbPn
This is a video about how the perk Reassurance improved the situation, but the player talks about how to do his best without being tunneled from a situation where he got 2 hook states and had no choice but to avoid tunnels. At the same time, we are trying to increase the survivability of the entire team. Of course, other survivors behave similarly. As a result, the match went from almost being wiped out to one where the killer was forced into a corner.
The survivors in this match are at the top level, but you can tell by looking at each of the killer's actions that the killer is at a top level as well. Even if they are not at this top level, if the skills of both the killer and survivor are comparable, it is quite possible for the survivors to strive in the same way even in soloQ.
Also, pay attention to the results. The majority of survivors who can put on such a great match have the self care and botany perks. Why? Unlike people who commit suicide or DC as a matter of course, they have experienced these reversal matches many times. They know the effectiveness of it.
Most people who watch this video will probably end up thinking that the match was just a case of the survivor being good at chasing and killer being bad, and thinking it was a match that killer didn't go well. If you can't understand the details of what the survivors are doing to win, you won't understand that the tunnel is fundamentally weak.
If tunneling is fundamentally weak, why does every killer in comp just tunnel 1 guy out to create a 3 v1 as fast as possible?
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@Aj69 said:
It's cooldown doesn't make sense. We can't do anything but use calm spirit or hide in a locker. Calm spirit is useless and hiding in locker wastes our own time. And guess what the killer would do....open the locker again AFTER EVERY 30 SECONDS. The things is It's making other killers OP especially nurse and PINHEAD. If the pinhead opens the locker before the box is about start it's thing, the survivor wont be able to see the aura of the box but the killer would see them and the chains doing their thing too. And if he decides to killer the survivor closest to the box then.......
I would suggest either the 100 second cooldown or no screaming only blindness
Would you rather have the killer run another slowdown perk and use their gamesense to figure out where the survivors are?
Getting in a locker is fine, you waste time to go in a locker the killer does nothing but walk around, sounds fine to me.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680905#Comment_3680905
That's not all. When we have survivors who have a good understanding of what is good and bad behavior in the game, the hook state is controlled by the survivor who takes the gen hostage and threatens to come after me. Therefore, among advanced players, the killer tunnel is basically considered a weak strategy. When the killer reaches a point where it's okay to tunnel, he can finally do it, but the survivors stand around to prevent him from doing so.
1 hooked survivor is chased, will move away from the area where other survivors are planning to complete the gen, making the killer less likely to pursue them. This is because if killer chase them there, you will lose the ability to stop the gen that has become free. Even if killer get add 1 hook, it will be too late.
Once survivors get to this level of tactics, no one will wear Calm Spirit or Distortion. These tend to bias the hook state in favor of the killer. Instead, a combination of Self Care and Botany has become popular, allowing patients to receive treatment in time for any situation, and sometimes, due to the flexibility of treatment, to abandon treatment and take the necessary action when time is short. This is because even if survivors are separated, they can be treated later. Of course all actions are for gen completion. This allows them to win and lose matches that many survivors believe are unwinnable. There is no reason to go out of their way to commit suicide.
There is no way self care and botany would be used by better players xD
Besides that I stick by my statement, to 8 hook people is mostly the killers choice, sure you can throw yourself in the way to prevent a tunnel and what not, but he is not forced to hook you, he can just slug you and continue the chase.
I dont think it is considered a weak strategy, hard tunneling one person is maybe, juggling two is not, but you don't necessarily need to tunnel to not end up on 8 hooks...
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@Mentally_Mechanical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681008#Comment_3681008
It also interrupts their current actions and gives them a 30 second blind, all for opening a locker. That's why I say it gives you too much for too little, you do a simple action and get quite a fair bit of value that only goes up with certain builds, compared to something like Nurse's where you have to actually injure a survivor and catch them while healing, and all it does is show their aura to you.
I guess, I don't like the status effect either, but the scream is also really not that much, unless combined with DMS or so.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680903#Comment_3680903
it is not about map traversal. it is about the inability pressure multiple survivors at once. you cannot chain downs as clown. you have take isolated 1vs1's, win them quickly then hook. most of the other killers are not so binary in decision making as clown is. I already miss being able to get 2 downs in <15 seconds with pinky.
I don't think most of the other killers are different though? At most maybe 1/3 or so... But most is a bit of exaggeration.
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@Mentally_Mechanical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680993#Comment_3680993
Both are good in moderation, having a good spread of delay, info, and gen perks is good for everybody.
Perks obviously need to have effects, that's a given, but how they do so is incredibly important for the overall balance of the game. Using info perks, Nurse's Calling shows you auras of healing survivors within a certain distance, that's good. Nowhere To Hide, shows auras in a radius after kicking a gen. If this was restricted to a radius around the gen, it would be good. Ultimate Weapon, open a locker and having survivors in your terror radius scream and gain blindness, with a long upkeep time of 30 seconds. That's not good, because it gives you too much for too little.
It's not a matter of what they do, it's how they do it and how you obtain its effect.
I don't know, it only gives a bubble up of someone up to 40 m away from you... I don't see that as too much information... During the time it takes you to go there the guy that screamed can be God knows where.
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@Mentally_Mechanical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680952#Comment_3680952
True, and situations like that are why I'm not advocating for the wholesale removal of information, though I am saying the amount of info should be toned down a bit on both sides. What I take umbrage with most are scratch marks and certain loud noise notifications, such as unhooking, for completely different reasons on both survivor and killer.
Info is too cheap now, when it should be something you earn.
I don't know about that, I think information is far more healthy for the game than Gen regression... And perks need to have some effect, and since the different effects they can provide is rather limited I would rather have info perks than regression or game delay perks.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680961#Comment_3680961
A replay system needs to be integrated into the game itself as its being made. Back in 2016 i assume bhvr lacked the means and the abiliy to do this. So they missed their window to design the game with it in mind. To put it in this late would be a giant undertaking.
Well that is on them then, it is still not adaquate to dump that responsibility on the community, especially because it does not work as well as a build in feature... When something happens and you didn't record yet, because why should you record every game you play, and then the guy does not cheat again you have nothing...
If the basic construct of the game has such limitations, especially in combination with the spaghetti code issue that breaks stuff randomly almost every patch they should seriously think about re-writing the whole thing or switching to implement necessary things that are currently not possible because of the limitations.
If you game structure is not fit for modern purposes you need to somehow adapt to it and if that is not possible with the current construct then it is your responsibility to figure out a solution and not require your community to find ways to play around it...
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As far as I know they don't want people to immedialty level up a character fully as soon as the new chapter drops, which is quite ridiculous considering they basically support people in using tomes and daily to go over the cap in the sense of using more BP to level at once... At that point they could just remove the cap..
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680941#Comment_3680941
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680946#Comment_3680946
While I do understand the inconvenience of this requirement, I can see why they have it in place. Otherwise, there'd be false reports everywhere. I, in particular, have a very strong pet peeve against people who accuse me of things I didn't actually do.
That is not the point... The point is every other game manages to either have a replay system or something else to make sure no false reports become successful... This is the developers responsibility, by requiring users to provide video material you are basically getting rid of a part of this responsibility. And this is just not adaquate.
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I don't think mmr can properly work for this game just because you cannot objectively measure skill with such a system, I don't know if it can be done in some way, but most likely because of how rng heavy map design and different maps in itself are there just cannot be a proper system. In addition you could be the best player in the world and if your mates are bad there is nothing you can do, whereas in other team games you can still carry the game.
I think the emblem system would maybe work better, just in a more advanced form. So let's say you loop the killer alll game long, if the action is not capped for the system you should get a win no matter if you make it out or not no matter if you unhooked someone or did gens, because you basically carried the game on your own. But the system itself is debatable on how to exactly do it.
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If we go by killrate it is skull merchant, if we go by objective strength it is Nurse.
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@Mentally_Mechanical said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680929#Comment_3680929
Good points, though I will clarify that I don't avoid killer interaction at all times, just to make sure that's known. I absolutely work with my team to the best of my abilities, I'm just not one who wants to lead a chase unless necessary. However, when it comes to having a harder time finding survivors, I (again, just personally) actually prefer finding one just through game sense and intuition, rather than the game basically pointing a big red arrow at them. I've had times where I found a surv I had absolutely no rights to, just because of something like scratch marks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680943#Comment_3680943
That's exactly how I feel about it. Stealth still exists, absolutely, but it's been weakened so hard by perks, mechanics, even the map reworks have shot it in the head a few times, for both sides (RIP Trapper). I see so many people say that anti-stealth perks are great and that stealth has no place in this game, something I vehemently disagree with. This game started as a horror hide-and-seek, and I don't want that taken away any further than it already has been.
I think my overall point is that stealth as a playstyle should exist and be on equal terms to more aggressive, chase-oriented ones, but lately It's been overly favouring chases. Something I hope will be rectified someday.
Game sense is alright to know the direction the person is in but when you are hiding in the bushes in the outskirts of dead dawg or god knows where it will not necessarily help you out. Also tracking perks get almost completely outclassed by distortion and calm spirit.
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@Rulebreaker said:
And at this point its effectively evolving into "i want to know all my teammates perks"
I mean that should be the bare minimum shouldn't it? It is basically just for convenience sake, you could as well just write in pre game chat "hey guys I'm running those four perks, what are your perks", however as barriers in language and platform oftentimes make communication harder it would be fairly easy to just see those perks in the match, perhaps even in the lobby, with the option to disable them there in case dodging increases.
Additionally it does not give swf anything they don't already have and improves the solo experience. So it just brings those two groups of players more in line.
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It is ridiculous that we as players have to record matches for such stuff to be reported... I cannot think of any other game where this required.