Archol123
Archol123
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So what? These Mafia type games consist of trickery and deceiving the other people, it does not matter if they are your friends or not, also what exactly would be the benefit? They might still be lying and trying to trick you.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583834#Comment_3583834
In the rules of dbd vanilla, there is no crosshair for huntress. Therefore, it's cheating.
Also just a general thing, usually it goes the way of everything that is not forbidden is allowed and not the other way around.
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583834#Comment_3583834
In the rules of dbd vanilla, there is no crosshair for huntress. Therefore, it's cheating.
There is also no rules about not using specific monitors that have that function build in or not using tape to have a spot in the middle of your screen... So it is allowed, and if that is allowed then you might as well use a Programm to achieve the same thing, because if you cannot do something against the result u might as well allow different ways to achieve it.
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You can use filters via amd or Nvidia Programms to increase brightness and what not.. Is that also cheating the? Usually games provide you with such options to adjust it in a way that you can see what is important and what not, this is something every game should have. And adjusting your graphics drivers cannot be considered cheating under any definition, so no.
Also nobody would need to change values in files and what not if they just added basic setting, just think about how long it took them to add anti aliasing and vsync and other stuff that used to be a standard setting like ten years ago, that's just not acceptable for a modern game, if they don't provide basic functionality and setting then nobody can really complain if people take it into their own hands.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583590#Comment_3583590
No. Bubba needs a buff, because he struggles against better Survivors and he has no mobility.
You should have written that in instead of the essay of facecamping bubbas ^^
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@IHSGames said:
Ever since the Alien chapter (at least what I've seen) There's been a surge of STBFL users. Nothing wrong with a lot of killers using a decently strong perk. HOWEVER, it's not just certain types of killers but they're playstyles as well that makes the perk VERY annoying to go up against. M2 Killers like Demo, Slinger, Wesker, etc etc. These killers usually use STBFL since they can get almost UNLIMITED value off the perk due to them having an M2 attack that doesn't rid stacks since M2s doesn't remove a stack if you hit the obsession's with it. So what problems does this cause?
-Survivors will have a harder time countering a perk as only the obsessions will have the ability to do so. But since killers can M2 attack, the perk is almost uncounterable. All perks should have either a counter or downside and if those can be avoided EASILY I mid you, easily, then the perk is not healthy.
-Killer performance plummeting to the ground. No need to learn useful Demo shreds at loops. No need to find places to trickshot with slinger. No need to go for unique tech bounds with Wesker when all you do is M1 as its easier, less punishing and you get a benefit to your M1 cooldown reduction. Basically you get rewarded for playing safe and easy. No need to even learn how to mindgame loops since you can Zone them with your M2, pushing them from a loop making it easier for you to hit them. This makes killers worse in terms of overall performance as they never learn how to micro and macro game, use their abilities to their fullest potential and lose more often because they spent time micromanaging they're playstyle to a single perk. This brings people to say "X killer needs a buff" when really most are not playing them optimally due to a single perk. This creates boring games which...cmon.
On top of that one midchapter from a year or 2 ago that shortened the cooldown of a killers basekit M1 attack cooldown (basically basekit 2 stacks of STBFL) and a shortened duration of the Survivors speedboost after an attack, it's safe to say that this perk, though not overpowered, can be very problematic to both survivors and killers in the long run.
-How would I nerf STBFL?
First I'd start out with removing 2 stacks, bringing it back to it's original stats before the midchapter that reduced killers m1 cooldown. Second, I'll make it to when the obsession loses a health state by ANY means, they'll lose a stack. Meaning M2s can cause them to lose a stack. No more using M2s to avoid stacks. Third, I'd also make it to wear if the obsessions dies, a random survivor becomes the new obsessions. This will stop the killer from tunneling the obsession out the game in order to gain stacks without having to worry about the obsession taking hits to remove stacks or just worry about losing stacks while in a chase with them in general.
I would also like to BUFF STBFL.
-M2 attacks can ALSO help you gain a stack. Is this controversial? Yeah. But it'll be unfair for killers to lose stacks M2ing and not gain them from M2ing. We want to encourage M2 killers to use their power more in order to make more better, smarter and more skillful killers without a perk hindering them. STBFL still ONLY reduces M1 cooldowns though, not M2s.
All of these changes will still make STBFL viable to all killers, but discourages M2 killers from utilizing the perk while avoiding all the downsides that come with it. These changes will also force killers to use their M2 more as they can't use it JUST on the obsessions to avoid stacks, but they can also use it to gain stacks as well. This change will keep the perk strong but healthy.
Let me know your thoughts below please! Thank you for your time!
Most of those killers should not use Stbfl anyway, because the m2 is more usefull than the reduced cooldown on basic attacks, esepcially on Demogorgon or Wesker. Slinger being kind of the exception, since all your hits are basic attacks and the only way not to loose stacks is by making the chain break. So your point considering him and trickshots and what not does not really apply.
Counterin the perk is fairly easy, most of the time, if they cannot hit you with basic attacks they don't get value, and usually basic m1 killers can be looped fairly easily so you are required to use your power to get hits if you want to get them quicker. By looping good alone and forcing the other side to use their power instead of basic attacks or not getting a hit at all you are already reducing their perk value, sure you cannot really take against those killers, but even then you don't increase their stacks by taking hits either, so it is still a good thing to do from time to time.
How people play is for them to decide and I don't think this is an argument for or against the perk with its current strenght, sure you should basically not use it on Wesker or Nemesis, because your m1 is just much better but still, that's for everyone to decide on their own. Saying a killer needs a buff when you're not using his power but only m1 isn't a point either so... yeah that ones not really counting my man.
Yeah did happen with 8 stacks you are currently at a cooldown of 1.62 seconds compared to the 1.8 seconds from before the reduction of attack cooldown, however this is not really 10 stacks of stbfl, more like 9.2 or something... So the increase is not as drastic as people make it seem when saying you have basically 10 stacks now. (10 stacks originally would be 1.5 seconds)
I don't like those changes, basically the perk already gets only run on killers that can avoid loosing stacks, because otherwise it can be really tough and you constantly loose stacks if the people know what they are doing, so nah I don't think the perk would be worthwhile... Same for the 6 stacks thing, because as I showed you before it is not accurate.
The point of gaining stacks from your m2 ability seems neat at first glance but doesn't really do much, because the killers that play properly already mostly use their power and not m1 so the perk is still not really good on them, so this basically only makes it so people keep running it despite it being a bad idea. You cannot say that using this perk makes it so they don't learn the killer spower and then basically encourage them with this change to still run it on those killers xD That does not make any sense...
The perk would be much weaker than it is currently, while it is already only used on a few killers, I don't see it getting used more frequently with those changes, especially more experienced players will probably just drop the perk for some regression. Most Demogorgone players for example have dropped this perk ages ago out of their meta, some even going as far as to say it is terrible on demo, I don't think they would take it back... You see the powers of m2 killers are already superior to m1 attacks, and when you don't or barely use m1 attacks, why would you run a perk that makes m1 better, you're not using that one anyway. Using your power gives you quicker hits + bonuses like infection on nemesis or wesker, or quicker cooldown, for example on demogorgon with addon. It is a nice try, but I don't see a problem with the perk, nor do I think this change would keep it good or make people use it more.
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@Pulsar said:
I think it should go back to how it was pre meta-shakeup.
So, 6 Stacks at the max. Not a huge nerf, because it doesn't need a huge nerf, but something to keep it in line a bit.
It would need to be recalculated though for the same effect... because 30% reduction of 2.7 seconds is not the same as 40 % off of 3 seconds... With 40% off of 3.0 seconds we end up on 1.8 seconds cooldown, whereas with 30% off of 2.7 seconds we have 1.89 seconds. So it is not exactly that...
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@LordGlint said:
Unless you are changing the game files or something, it's not really cheating. A piece of tape on my screen is no more of a cheat than a golfball on a survivor's W key.
The point is though the result is the same if you use a tape on the screen or a programm for that... So what I would say is that if you can reproduce it with other means then it is not cheating... You could go out of your way for voice coms and just use a phone and what not...
And even game files is not necessarily cheating, as long as you're only changing the usual options...
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@LazyClown said:
Anything that's non-vanilla is cheating. It hurts others experience if games aren't played the way they are supposed to be played.
That would mean that looping in the early DBD games was cheating, because the devs did not account for the possibility of that being a thing...
Cheating always implies some form of rule broken in whatever way, and when there is no rule against certain things you are not cheating. Using a voice chat can basically never be cheating, that would be ridiculous the same for a crosshair, because you might as well just tape the middle of your screen or have a monitor with a build in crosshair.
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@surv43 said:
For several years I have proposed various solutions to problems, some of which, like the skill of hiding the aura of a survivor and subsequently rolling back the points of this ability, were implemented.
For several years I have proposed various options for how to infringe on players if they play in a group, so that their capabilities are reduced to the same as solo players, but now I realized that they are not going to infringe on such players.
Now I have a number of other ideas, one of which is separate MMR ranks for playing solo and for playing in a group.
Accordingly, even two players in a group will be counted as group MMR points, while the remaining players will be counted as solo players. This will lead to a more adequate selection of the enemy.
Just think if a group plays well they will start to get more and more difficult maniac against them, accordingly a weak team will get a weak maniac against them.
The only condition for the calculation is the real ability of this team to supply power to the gate and possibly escape; if there is not enough time, then the selection will be actively adjusted to the optimal one until the condition is met.
Everyone agrees that there are strong maniacs and weak ones, and this option for selecting players should influence the normalization of the selection of opponents. Your proposals are very reminiscent of my old thoughts, but I opened them wider, it’s useless.
You do realise however that MMR already does not do much if something at all? So while in theorey it might work if we had a working matchmaking system it will not work. When MMR was first introduced it was too strict, in the sense that it basically limited killer variety as well as provided over long queue times, I think Dowsey waited for like 90 + min for a game on twins and such ridiculous things. If the problems with the Matchmaking system were not there then maybe this could work... But even then...
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@FreddyVoorhees said:
Comms for swf are also not part of the game but external software and they use it since it is allowed. They do not feel they are cheating. Same way for cross hair. Use if it makes the game fun or less difficult for you. Given that dbd is casual and non competitive , it does not really matter.
I don't think talking to your friends while playing a videogame can ever be considered cheating xD The assumption would be ridiculous.
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@Zaydin said:
Right now the overwhelming majority have been nerfed to uselessness.
Eruption? Lost the incapacitation that made it valuable and replaced with useless aura reading that no killer can take advantage of. All BHVR had to do to balance Eruption was reduce the duration of the incapacitation to 10 seconds.
Call of Brine and Overcharge gutted because people would run them together and BHVR decided that gutting them both rather than making sure that the two didn't stack was the better choice.
You get a total of four uses out of Pain Resonance a match and that requires you to down every survivor once and on some games you just can't get those downs thanks to how broken SWFs are.
When are generators going to actually require effort to halt regression? Like survivors having to work on it for five seconds to 'fix' the generator and start repairing it again, not tapping it for half a second during a chase to stop the regression.
Furthermore, they should not be able to repair gens at normal speed while the Killer is in a chase nearby; baseline survivors working on a generator while a survivor is being chased nearby should suffer a 20% repair speed debuff. After all, if there was a killer nearby chasing someone else out to kill you you would be having a hard time focusing on repairing a generator. It would incentivize survivors more to draw the Killer away from generators instead of running laps around it and doing small amounts of repairs for a split second.
So are you explicitly going for regression? Or just slowdown in general? Because for slowdown we still have Deadlock, No way out, Pain Rez, Surge, Sloppy, DMS, Pop that are all really good perks...
Incapacitation is a terrible status effect and it should not have been on the perk to begin with.
Perhaps that's true with the gen kick perks, but then again gen kick perks are generally problematic so it is alright if they are not good anymore, because they allowed for too much regression without progressing the game, think of it as a reward for doing well, like pop, surge and pain rez for example, they reward you for downing/hooking a survivor, gen kick perks don't have that condition.
Yes you get 4 uses out of pain rez, which reset 25% of the progress each, which is massive, because of the spread of scourge hooks getting value out of every single hook before the change was not really a thing, so let's say you managed to go to a scourge hook in like 70% of cases which would be around 9/12 hooks, which is alrready quite much because at that point the game is basically over unless you try to 12 hook people... 15% regression each means 135% total regression vs 100% currently. The big difference though is that you sometimes needed to go way out of your way to reach a scourge hook, basically wasting more time going there than the bonus time you gain by getting the regression, if you take all that into consideration you could argue that the perk got even stronger or at least stayed equal to how powerfull it was before. Also your swf argument doesn't really mean anything, because you are complaining about nerfs to the perk, but regardless of old or new pain rez if you didn't get the down you didn't get value, sooooo yeah.
The problem with that is that i makes 3 genning stronger if that's a condition also dry kicking isn't really something you should do anyway...
Thematics should impact gameplay like you are describing and it once again would be good for 3 gens, because if you are constantly staying in the are and not leaving and you even get rewarded with a 20% debuff on their repair speed it would be horrible.
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@ays12151 said:
Since BHVR added Anty - Face Camp Mechanic Bubba's pick rate decreased quite a lot. So we have less "Camping" Bubbas in our games. I understand that in end game you can not save Survivor on the hook, but is it very important?
I main Bubba since 2019 and I understand his power very well. At current Dead By Daylight this Killer really struggles in some situations. I would suggest only 1 Change for Bubba (I would love to see more buffs, but I want to suggest the most important one).
Bubba's Chainsaw Sweep movement speed should be increased from 132.25% to at least 135-136%.
This 3-4% movement speed bonus would make him much better at loops and it would reward good Bubba Players if they try to mindgame some Pallets or other stuff.
When I play Bubba Beast's Marks addon is obligatory - without this addon everything is much harder...
So let me get this right... You're basically saying people played Bubba to facecamp, and now they can't do that anymore, because of the anti-face camp feature, so they stopped playing Bubba... And you think by buffing him those guys will come back? That does not really make sense...
Or was that whole introduction just not in any context of why you think he needs a buff?
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@PAntWill said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583068#Comment_3583068
I think maybe I didn’t explain properly. I’m ok with all buffs and changes to killer. I see no issue - only if the same rule/leniency was applied to survivor.
im ok with killers being extra strong with extra strong perks (I play killer) I just hate that it’s ok for killers but not for survivors. So if it gets taken away from survivors then it should be taken away from killers too.
you can smell the hypocrisy when killers (even big streamers like Otzdarva) where complaining because Haste stacks for survivors (Hope+MFT) meanwhile, at the exact same time, haste also stacked for killers. They where saying it’s unfair that survivors can stack haste. Whilst stacking it themselves.
it was vile. And I just feel like the community was gaslighted into thinking that MFT made a massive difference because I also experienced it. It really wasn’t an issue unless I had a god looper which tbh, would’ve looped me anyways regardless.
It was just hypocritical which then made it one sided rather than balanced.
so my gripe is not that MFT was nerfed. But that MFT was nerfed just because (let’s be completely honest) Killer mains made complaints.
the same is happening with STBFL. I love this perk, I see no issues. It’s strong - deal with it. It’s been in the game since the beginning but all of a sudden it’s not a rare strong perk - now it’s “OP” and needs to be nerfed. Unless something literally brakes the game, there should be no reason to nerf something. If BHVR does nerf something, then they should have a good reason as people also pay money for these perks.
and with the buff to Trickster - before he was mid, now he will definitely be top. Even this is hypocritical. Look at poor Freddy. He was strong yes, got a massive nerf. He is now below what Trickster was, but he ain’t getting a 500% buff to his kit……
I just wish they would get a design philosophy and actually STICK to it.
its ok to announce to Killer mains “shut up, we’re not nerfing it, its fine. You also have similar strong perks” and say the same to survivors. MFT had plenty of counters. Killers just needed to actually be bothered to switch their 4 gen slowdown build up and they would have found the game more enjoyable.
The difference is though that MFT was/is a strong perk, whereas perks that make killers faster have conditions or are only for a limited amount of time... For example not being able to gain bloodlust or having to start a chase with the obsession. This makes it harder to get and keep. Whereas MFT only required you to be injured.
Also I wouldn't make this about killer mains complaining, the perk was just generally busted and play with your food for example is niche at best. Perks that mess with movements peed are always problematic since they change which tiles you make and what distance you gain.
It is not necessarily hypocrisy it is much rather that the impact of MFT is just higher than the impact of the killer perks, because you get it rather regularly.
The stacking haste thing is a different issue, because basically in end game you just cannot catch up if they do... Whereas if killer does you still do have a chance to loop, it is harder for sure, but it is not straight up impossible... If you are a 115% killer and you chase a 110% survivor he will be able to run across the entire map and won't even start a chase because too much distance, that is really problematic. And like I said before haste perks for killers are mostly not even that good... Aliens perk for example seems, at least for me, to be somewhat decent on Singularity but otherwise loosing bloodlust is quite massive.
There is no gas lighting there, MFT did make aassive difference because it gave you more time to get around the loop, changing how effective mindgames and loops in general were and even worse players could benefit from that, unless ofc they were bran new.
I thought Freddy was on their list? But I don't know, I also don't believe Trickster changes are going to go live like this, but we will see.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583211#Comment_3583211
The TL;DR version: Yes, i think Hag, Doctor and SM all have perfectly fine chase music.
The Long version: Here's the thing though.
The job of a chase track is to intensify the life & death / run for your life situation Survivors are in, that is the sole purpose of a chase track, whether it's 3 seconds, 13 seconds or 33 seconds is less important, because unlike menu music where you sit in the lobby and aren't doing anything that would take attention away from it, chase music is made with the sole goal in mind to intensify the chase itself where you're mostly paying attention as to how to escape the chase itself rather than focusing on the music itself or be listened to on it's own and isolated from everything else.
- A good chase track is something that makes you want to run away from during a chase as it intensifies the situation, an even better chase track also sounds like something that fits a character from their personality, backstory or traits to the track itself, Hillbilly's chase track is a perfect example of both done right.
- A bad chase track however is something that may sound fitting to the character but doesn't makes you want to run away from it or doesn't neither sound fitting to the character nor makes you want to run away from it.
That is why i do think that Doctor, Hag & SM have good chase music because they intensify the situation and makes you want to run away from them, with Doctor having the better track out of the 3 because his music encapsulates the madness part about his character perfectly.
An example of unsuccessful chase track would be Wesker & Legion, while they sound good on their own and fit their characters, they suffer from the aforementioned things.
- Wesker's chase music sounds like boss music, you know something that you're supposed to fight rather than running away from.
- Legion's chase music just sounds like something you would jam out to rather than run away from.
I also believe a 3 second loop is perfectly fine for a chase music since the music is supposed to keep on repeat until the chase ends, anything too long and you have a Deathslinger chase music situation where it cuts out in the middle of a part only to pick up at another part of the chase track.
As for tracks being annoying to listen to, the only chase track that have ever been hard to listen to for me was the PTB version of the chase tracks for Doctor & Demogorgon, every other chase track has been perfectly fine imo, even Ghostface's, Singularity's & Xenomorph's ptb chase tracks and if i had the oppotunity, i would gladly bring them back to hear them again in-game.
That is my opinion on the matter of dbd's music and have been for the longest time, feel free to agree to disagree if you wish.
On the purpose of chase music, the sole reason of the chase music is to make it so you cannot hear footsteps, survivor breathing, killer breathing and his footsteps as good to prevent easier tracking, I think there was even a statement about that once? Not sure though. But overall I don't think these thematic reasons make for good gameplay, if I get a headache from a killers chase music I'm not trying to loop him, I'm just going to dc or let him hook me easier or just play without sound. If you think it is ok to be annoying, because that gives you an incentive to get rid of the killer why not just make it super annoying headache inducing and what not... The chase music actually serves as gameplay element with a purpose, not just some ambient stuff, if it is too annoying do you really think people would not complain? Just like they did with like 3 Killers already? Ghostface, Skull Merchant and Alien?
Honestly I think Wesker, Legion and the standard DBD theme are basically the best ones, since they are neither repetive, nor headache inducing. They work perfectly fine for thematic reasons and also for overshadowing footsteps, which is the main purpose.
I think thematic reason should never hinder the gameplay, because that is the actual important part of the product which is also why the looks of maps are never as important as the gameplay on it, that is apparently something that developers these days don't really care about, games look really nice but their gameplay is just so boring, repetetive, nothing innovative or new. Back in the earlier days of gaming nobody really cared about graphics, I still like to play games from the early 2000s just because the gameplay is nice and I will never understand how people play on a new map and be like "wow it looks so nice", but then the map plays like garbage so... I won't care about how it looks after 5 matches, but I still have the trash gameplay after it, so what is really important?
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582995#Comment_3582995
Before i answer your question, answer this first.
Do you listen to chase music in-game the same way you would listen to chase music on youtube?
A few yes, since I find them very well made, but most not... There is a difference in generally liking to listen to them and finding them so annoying that would rather go next though or that it gives you a headache...
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@SuriKratos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583097#Comment_3583097
Yes, I remember the engine being unable to handle more than 2 zombies, maybe I'm asking for the wrong rework, a new engine, please?
Singularity also has infection/contamination
But I don't remember why survivors need a boost without getting hurt. Does it happen with Wesker when the survivor does not hit a wall?
I think because thy gave survs basically a third health state to balance out his power, at least that was somewhat their answer back then, so I guess full health state basically means speed boost... I don't know man ^^
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@Barbie691 said:
If crow's map and RPD map was too big and made smaller into 2 different maps then then Knight's map 2 huge/big in size and should be made smaller and broken down in 2 different maps like crow's and RPD. Just a thought for smarts.
They already made Borgo smaller... So how about you figure out by how much and then compare it to the other maps and find out if it is still problematic...
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@myersgoestochurch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3583069#Comment_3583069
A guy with an IQ of 50 can spend 100h or 1000h on a character, it won't change the fact that he's stupid and will get outplayed no matter what. Playing a lot with a killer doesn't mean they're gonna win 100% of the tile, unless they're playing Nurse.
Nemesis is one of the most balanced killers in the game, I have no desire to see him getting reworked.
Considering even the way you spend time on the killer matters is quite important to notice, if you think about playing pubs or scrimming and doing 1v1 the invested time is much more valuable on the one thing than the other...
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@SuriKratos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582928#Comment_3582928
To say you are main x character, at least should mean you spent really good hours playing it. If other people say they main it without spending hours and hours playing with it they are not sure what's the meaning of "maining" IMHO. Of course, some people will see the term used in a context and start using it without thinking about the real meaning behind it and end up mindlessly overusing it.
To clarify my arguments without making big texts with chapters, indexes, and all of the possible stuff, I have lots of hours as Nemesis (or Memesis as I call it sometimes). I like the killer's mechanic and I also play other killers that I enjoy playing with. With that in mind, I could notice how fast a chase can end with other killers while using their M2 skill. And it's noticeable how his infection mechanic feels subpar compared to other mechanics. As I said before, it doesn't spread, it doesn't give much penalty to survivors when hit by it due to weak add-ons, as a survivor, you can use the mechanic to get even further from the killer if you are not infected, maybe even for a hit from a nearby zombie to help you.
Hopefully I have clarified my arguments now
By definition a main is the character you mostly or only play, has nothing to do with hours spend or what not, that's all that is.
Yeah sure, his chase can feel unsatisfying at times, but the devs already explained why for example we can only have 2 zombies and why Nemesis needs 3 hits to down someone, so I don't think they will go back on that stuff, especially since the zombie part was apparently something that was a given by the game, if I remember correctly the game could not manage more than 2 zombies?
As for nemesis himself it might be slower, than other m2 abilites, but it is still rather fast, quicker cooldown on attack, it's range, it can break pallets, you can drag the hitbox and so on. But like I said before, it is not the best m2 ability, but not even close to the worst... Think of pigs dash, Freddys Snares and some more. His ability is rather solid, it just gets nothing from his addons, which is why I said his basekit is fine, his addons are meh though.
As for it not spreading or giving penalties, it is just not made for that, it is basically just a bit of slowdown, just think of the amount of vaccines you have compared to Wesker... His ability is thought out to be basically passive slowdown, its penalty is just so you have a reason to cleanse, whereas on Nemesis it is the other way around, it is supposed to slow Nemesis down for a bit.
Also spreading is something that basically only Plague has, right?
The Infection on Nemesis is somewhat of a ressource, since the amount of vaccines you have is very limited, so yeah sure why not doing it that way, same with a health state against a chainsaw killer, sometimes you want to the m1/infection to not get downed, I thank that kind of ressource management is alright.
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@PAntWill said:
Ok my thoughts.
i honestly have no issues with anything you said a as in I don’t agree.
im 60% survivor | 40% killer.
i have no issue with nurse. She has plenty of counter but just not as much as other killers and her counter is simple. You have to play against her, the exact opposite of how you play against a normal killer because playing loops normally is predictable. In fact, play like this with every killer.
i have no issues with Blight except his double speed add ons. They make him overpowered. Everything else is fun.
yes I play Survivor most and I have no issues with the “OP busted” killers.
the thing I feel is unfair is BHVR’s and the communitys hypocrisy surrounding MFT.
its adds 3% haste - yes, it is strong. That’s ok.
its ok to have a strong perk, the same way I feel its ok for a killer to be really strong. It has to have one condition. A high skill need.
you do not load into a game with nurse and win. You have to be good.
you do not load into a game with blight and win. You have to be good.
you do not load into a game with MFT and win. You have to be good.
for some reason it is ok that a killer can stack PWYF, Rapid Brutality, NOED, Batteries Included. Get value out of all haste effects, have them stack, get a few kills or win - but a survivor cannot have 3% haste when INJURED.
its ok that Nurse ignores the core mechanics of the game, but a survivor with MFT is OP.
Its ok that a tombstone Myers can have and keep 3 stacks of PWYF all game, but 3% is op.
its ok that SM can randomly get a 5% haste effect because Claudette in the other side of the map entered a beam but 3% whilst injured is OP.
its ok that Boon: Dark Theory can give you 2% haste for nothing, but 3% whilst injured is OP.
its ok that BHVR has just gone on a roll with buffing killers with new ways to get haste effect (all at least 5%) trapper, SM, Trickster, Alien, Chucky but 3% whilst injured is OP.
let me make this clear. I never used MFT. I like my lith/SB. But I DID go against it.
Id be happy if it was nerfed/deleted if the same principle was applied to both sides but it’s not.
the average kill rate is around 60-62%. This means if you load in as a survivor, you already only have a 40-38% chance of escaping. MFT didn’t win games, it just raised that percentage.
again, let me reiterate. IM OK WITH THE NERF TO MFT. I’m not ok with the hypocrisy.
killers would have MFT in there lobby and NOT complain because they didn’t win, they would complain because they didn’t 4k. Whilst having a 2-3k. Which I would say is balanced.
I mean Dark Theory needs to be set up at a totem, you need to be looping around that area, the loop needs to be still close enough for the effect to be taken into account but not close enough for the killer to easily stomp it. And even with all those conditions it is still 1 % less speed than mft which activates when you get injured, at state that will happen unless you are going against a one shot down killer, and even then you can use it after getting downed once.
I find it kind of problematic that MFT gives you more but has less conditions for its value to be taken into account.
I wouldn't say that those haste buffs for killers are Ok, they are better than nothing, I guess people would have loved to have different changes that play into the qualities of those killers more than just slapping a haste on top of it and calling it a day, but then again at least it is something. (Also many people complain about Trickster being 4.6 m/s so I wouldn't call it generally ok). Those buffs are just a lazy way out of it when you cannot figure out something else to make the killer better.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582980#Comment_3582980
Agree to disagree on both your points.
Fair I guess, but do you really think for example Doctor, Skull Merchant, Hag have such great themes? They all have like a 3 second loop... It's really not a good theme in that sense.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582804#Comment_3582804
I was actually one of the few who wanted it to stay back then along with Singularity ptb chase track, i'm still holding out hope for one day that we can get a customization setting that allows people to change Killer's chase music between current, ptb and default to listen to client-sided during a match.
Would be great ^^ Then I don't have to listen to half of the garbage chase musics anymore and can just have the basic one :) I would prefer the same thing for all cosmetics, sometimes it is really hard to tell survivors apart...
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@Xxjwaynexx said:
Question for all my huntress Mains out there how do you feel about using a cross hair? Is it cheating or does it make you worse and should I just learn the center of my screen through muscle memory?
I recently decided to p100 Anna with nothing but iron grasp, while it's going as expected lol someone mentioned a Crosshairs in egc last night I wanted to know your guys take on it. Also any tricks that you've picked up along the way would be nice to.
There are some cross hair tools on steam that have it in their description that they are white listed with EAC so they are not cheating, also some monitors have a feature to make a dot appear, I think they are somewhat annoying to get used to because you cannot rely on them too much because for hatchets you need to look up and down for distance so if you focus too much on the spoz you will hit the ground a lot more than necessary...
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582799#Comment_3582799
They released stats? May you teach me where can I see it?
@Peanits said:
Earlier this week, we asked you what statistics you would like to see. Since then, we have collected data on some of the most popular requests and designed some fancy graphics for them. There are a few things to note:
- This data does not include the recent PTB.
- Data involving rank was collected shortly before a rank reset (April 1st to April 7th).
- These are very general statistics, so use caution before drawing any conclusions.
https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg
Average Party Size
This is the overall average, between all ranks and platforms, of how many other Survivors players are queuing up with. More than half of the total Survivors are playing solo, while only 3-6% are playing in a full Survive With Friends group. This is based on the group size out of the total number of matches.
https://us.v-cdn.net/6030815/uploads/771/II0BH5BS6HP0.jpg
Party Size Survival Rate
This is the average chance of Survival per Survivor depending on the size of the Survive With Friends group they are playing in. This is an average between all ranks on all platforms.
https://us.v-cdn.net/6030815/uploads/270/X1L1JQEBEOMA.jpg
Survival Rate by Rank
This graph shows the average rate of survival per Survivor at any given rank, per platform. Please note: The data collected is using your rank after the match, so players who depipped from rank 1 down to rank 2 would appear as rank 2 for our purposes. This is likely the reason why you'll notice a large gap between the survival rate of rank 1 and rank 2: Players who survived were more likely to pip and maintain their rank, while those who died were more likely to depip and lose their rank.
This data was also collected between April 1st and April 7th, after the pipping thresholds were originally changed but before they were later tweaked to be more forgiving for Survivors. Because of that, the statistics at this rank are from a small sample size consisting solely of the best players that could maintain rank 1 with the strict pipping conditions.
https://us.v-cdn.net/6030815/uploads/198/WJGATDU9GIYC.jpg
Average Game Length
This graph shows the average game length at any given rank for each platform. This is the time from the start of the match until the final Survivor either escapes or is sacrificed.
https://us.v-cdn.net/6030815/uploads/103/8BOLFYNH0D9I.jpg
Most Popular Killer by Rank
This chart shows which Killer is the most popular depending on rank, per platform. For example, on PC from rank 1-4, nurse is the most popular Killer, while Hillbilly tends to be more popular from rank 5-12. The highest overall usage for any Killer at a given rank is the Nurse at rank 1, coming in at 22.39%.
https://us.v-cdn.net/6030815/uploads/398/4A494UUNC0WZ.jpg
Highest and Lowest Kill Rates
This chart shows the deadliest (yellow) and least deadly (red) Killers per platform. These stats are an average for all ranks. Since there are four Survivors, a 50% kill rate equates to two Survivors escaping and two Survivors dying.
https://us.v-cdn.net/6030815/uploads/928/2YVQMEWUS0KN.jpg
Most Used Perks (Survivor)
This chart shows the most popular Survivor perks based on rank ranges between all platforms. We decided not to display ranks 13-20 as they tend to be more random (newer, lower ranked players tend to use whichever perks they have rather than picking what they want specifically). The numbers displayed are the percentage that perk is used of all perks used at that rank.
https://us.v-cdn.net/6030815/uploads/781/T8VE1J9V3G07.jpg
Most Used Perks (Killer)
This chart shows the most popular Killer perks based on rank ranges between all platforms. Like the Survivor perks above, we decided not to show ranks 13-20. The number displayed are a percentage of the total perks used at that rank range.
Is there something that confuses you? Maybe you'd like to know a more precise number on one of these stats? I'll be doing a live Q&A in the official Dead by Daylight Discord server tomorrow at 2PM EST.
If you are not in the Official Discord server, you can join here: https://discord.gg/549m9NT
The Q&A will take place in the #game-discussion channel.
Took me ages to find... I was rather sure that there was also a newer one... I only found that one since I had a rough date from the article I showed you before... So maybe in all the developer news there are still some more stats? I was rather sure that a newer one existed, but I'm also not willing to search through 3 more years of dev notes in the hope of finding something... Well it is what it is...
If there is some mod or dev or veteran player that can confirm whether or not there has been newer data, that would be nice ^^
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@SuriKratos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582540#Comment_3582540
Let the other "mains which mean nothing to you" create their feedback post then. Everybody has their voices (or keyboards for that matter) to do so.
To main a character means something, and you contradict yourself. If time spent doesn't mean experience for you, and if experience doesn't mean learning something new every day, something is wrong. Every time you play the same character over and over, you learn a new detail, a new little something when used makes the difference because it's not expected. Maybe even have new ideas besides following builds. I think that's how "hug tech/bug" for Blight was found out. I'm not so sure about survivors (besides moaning techs) which all the 30+ have the same commands and techs.
But I digress, that's not the point here.
Ok buddy first things first... You can main a killer and have 200 hours or you can play them all equally and have 12k hours so who do you think is more experienced on a certain killer? That is exactly what I said but somehow you still misunderstood... Just because you main something does not mean you spend an especially high number of hours playing the game in general, sure you have some players that have thousands of hours and only play one specific character they are really good at, but that is not the same for everyone who proclaims they main a killer. And people's opinions are not invalid just because they don't main a specific killer especially when they might have far more experience on the mentioned killer and having way more hours in the game in general. So how about you show insight of a topic by actually giving good arguments instead of a claim that has no weight behind it whatsoever, if the points you make are good enough then there is no reason to rely on saying "I'm an x main" (therefore I know better at that killer, despite having a fracture of the total hours all of you have and probably still less on that specific killer than half of you)
No clue how you got to hours of playtime don't mean anything from what I said before.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582799#Comment_3582799
They released stats? May you teach me where can I see it?
It has been a while since then, I didn't find the post they released back then only a German article on it, that referred to it you can have it if you want? Basically around 5% 4 men swf, a little bit more 3 men and around 54% solo q... I thought there was a newer one as well, because I didn't play back then, the whole thing is 4 years old from mid 2019,and I started a bit later than that... I thought they released one in 2021 or so? But maybe I remembered wrong and time goes by...
Here is the data from back then I don't really see a reason why that would have changed... And while searching for it I found an old post where peanuts said that escape rates between full on swf and solo don't differ too much, only around 5-7% between full solo and 4 men swf... Don't know however how accurate it is these days... (if you want I can try to find that one as well and link it)
https://mein-mmo.de/dead-by-daylight-statistiken-toedlichster-killer/
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@ghostlike said:
alright so theres obviously gonna be different opinions on this but personally i think bhvr needs to make a poll on which chase music should be in the game. because personally i loved the PTB one so much better than the one thats live right now. the one in PTB was more adrenaline surging. the one in the live now is just kinda plain imo.
The one on the PTB was so horrible and majorly hated that everyone complained about it, there is no need for a poll since back then nobody defended it, people got headaches from it and just didn't wanna hear that anymore...
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@I_Cant_Loop said:
SWF teams getting all the killer location tracking perks for free that solo q teams have to spend perks slots on (and better yet knowing exactly where killer is at all times), knowing which gens should (and shouldn't) be worked on, knowing where pallets have been dropped, knowing where to go to heal injured teammates, being in exactly the right position to get a pallet stun, being in exactly the right position to get a flashlight save, being in exactly the right position to block a door or take a protection hit.
SWF is never going away, but let's stop pretending that it's not a massive advantage for the survivor side. Let's also stop pretending that these types of teams are rare. They're not, at least in my experience.
They released official stats on that and they are rare my man xD The majority of people is solo queue next comes a huge amount of 2 man's and 3 or 4 men swf are incredibly rare, I think combined it was less than 10 % which makes them really rare... So either you had bad luck, or you just falsely assumed it... Because on average you don't get them often...
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@Jake544112 said:
Legion's power needs to be nerfed its not fun to play against Legion as a survivor, He can make all survivors have to mend way to often in other words his power just needs to be on a longer cooldown. He also should'nt be able to see everyone during the power maybe have a survivor perk take care of that like distortion. Legion's speed is to much during his power he can travel the full length of the map and hit everyone in time. Killer perk i just have one at the moment light born needs to be nerfed to where it just takes longer to blind not COMPLETELY IMMUNE. One thing that i encourage regardless to light born nerf, is to remove that the killer can see what survivors have in their hands. Also please try to get a server in central area having 75 to 80 ping is annoying when the game is based off of ping.
I really hope u take some of these ideas i really am just trying to make the game more enjoyable.
Legion is still one of the weakest killers in the game, if people just spread out in all four corners of the map he will basically never hit more than 1-2 persons at all, he is really not strong, I however agree that mending simulator is annoying af and I would appreciate if he becomes interactive than that.
Lightborn is fine, that's not even up for debate, the perk used to make it harder to get blinded and noone ran it now it makes it impossible to get blinded and basically still nobody runs it xD So why exactly do you want to nerf it? The perk is trash.
Remove to see what item a survivor holds? Please what?? Why even?
Are you perhaps not a veteran player and rather new? Because claims are just kind of off my man.
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@DrKetchup said:
After hooking a survivor, gain 10 tokens up to a maximum of 100 tokens. When kicking a generator, consume as many tokens as possible. Each token consumed regresses the generator by 1% of total progress
Why would you ever run that over Pain rez?
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@SuriKratos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582267#Comment_3582267
Do you main Nemesis? Otherwise, you'd know it's not in a decent spot
My man maining a killer says absolutely nothing, it is just a useless phrase because it says nothing about how much time you spend in the game or on the killer specific, especially given that most killers in the game are not really that complicated.
As for Nemesis, he is alright, not weak, not really strong, just around average, his zombies are mostly useless and he has no map traversal, but his whip is alright and quite fun to use. His addons however are quite useless but other than that he is alright, there are killers that are in more desperate need of attention.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582285#Comment_3582285
Your going to have a hard time making maps equally good for every killer. Some killers due well with LOS Blockers, while some like Huntress or Singularity are the opposite. This doesn't mean The Game should be reworked because Huntress can't throw hatchets at range.
The game should be reworked because it is a terrible map with 20+ safe pallets and no reason to ever greed a pallet or to show some form of skill, the map is just atrocious.
Just because it is hard does not mean it should not be done. There just should not be maps that offer no high walls at all and there shouldnt be maps that have nothing else... Because the one side of the coin destroys stealth approaches and the other one is miserable against Range killers and Nurse and many more... It is really not that hard to find a middle ground here.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582188#Comment_3582188
Basically what LordGlint said.
We don't want maps to effectively be the same so we accept some maps will help/harm certain killers as long as it's down to RNG. But the offerings force the map unless another offering fights it.
There is a difference between maps being basically the same and maps being equally balanced but with other tiles... I think there should not be maps that provide an inherent benefit or disadvantage to certain killers, the maps should all be balanced, you can still have variance via the used tiles and how the mpa looks, but you should not be hoping for some maps to just never appear because they are terrible to play on for half the killers in the game.
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@MeowMeow93 said:
Nowhere to hide as well needs a nerf .Ultimate weapon should have 4 tokens and 90 seconds cooldown.
Nobody would run it with that conditions... Also how do you regain tokens? I mean distortion gains them back as well so why not this?
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582278#Comment_3582278
Yeah but still compare that to a perk like LP or BBQ
lethal works once per trial and its secondary effect requires another aura perk
BBQ requires downing and hooking a survivor in order to work
meanwhile ultimate weapon is available all trial and has a pretty short cooldown
and even if it’s a bubble up you got some decent info on a survivors whereabouts
Fair but then again BBQ is one of the weakest aura reading perks in the game, I still run it on some killers, but the information is just so far away and with more an more people running distortion it just does not feel worth it. Lethal is great in combination with other perks especially but yeah only really worth it if you can get there in time..
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582281#Comment_3582281
There are a ton of anti-exhaustion perks and almost every killer has an anti-exhaustion add-on but nobody cared enough to use them to combat MFT because they prefer stacking gen regression perks instead and demand a MFT nerf which we're getting soon.
Now why would anyone want to bring Calm Spirit, waste a perk slot and be a detriment to their team in case they go against a potential UW Nurse/Blight/Oni? Asking people to use CS in 2023 is crazy.
Most of those perks/addons are rather unreliable though, not up the entire time or not relevant if the person is already injured because of a short duration so you will still get some value out of the perk, which is not the case when the survivors run calm spirit... You have a perk that counters the most important thing about UW at all times, there is no equivalent exhaustion perk or addons that does the same for MFT on killer side...
Also I would bet you that not even... 40% of them have an exhaustion addons, so much for almost every one of them...
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@CelHonerd said:
lokey they should add proximity chat bro imagion seeing your friend running while the killer lughts in the backround if this aint getting added on ma momma this game needs new conten
Proximity chat with a proxy camping Bubba would be hilarious xD But I don't think it would be a good idea to hear the killer and the other way round.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582188#Comment_3582188
Typically different killers have maps that they do well against and maps they don't. Myers for example does GREAT on indoor maps where he can be sneaky, but maps like Rotten fields kinda sucks for him. Billy on the other hand is really good on Rotten fields but suffers on indoor maps like Lery's.
It's kind of a tradeoff that SOMETIMES you'll get maps that work well with your power, and sometimes you won't. Map offerings throw that out the window. When you can pick maps that give your killer of choice the advantage and avoid the maps that killer is weak on, it just creates a false impression on how strong something is. Scratched Mirror Myers for example is basically unusable on most maps, but since it's always paired with map offerings... the kill rate is way higher than it would otherwise be.
Yes which makes them somewhat one sided, which is generally speaking bad map design, unless of course you make it so not every killer can get every map. Even stealth killers can still somewhat work well on most maps if you have some high line of sight blockers.
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@FriendhausTTV said:
Currently survivors have been and continue to be given basekit buffs, something killers haven't gotten in a long time, or ever afaik. Brutal strength could easily be made basekit and be a fair change.
You have to be new I guess, because Killers got decreased attack cooldown and faster pallet kicks a few years ago... We basically already got 10% there.
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@Venusa said:
On this Forum "MFT is a frustrating perk because it's very strong with no good counterplay and punishes M1 killers" is an okay opinion to have but "UW is a frustrating perk with no good counterplay and it only overpowers already S-tier killers" will get you crucified and called a bad player.😍
The difference is UW gets completely negated by calm spirit, a perk that can be brought on every character and works all the time. MFT however gives you a bonus that can basically only be ignored by insta down killers/powers/perks, and then leave you injuured with perk value, or you need to have a killer that has an exhaustion addon or one of the very few (good) perks that make the survivor exhausted, and none of those work all the time... So your comparison lacks severely.
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@D0NN1ED4RK0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581553#Comment_3581553
With ultimate weapon
what’s the point in bringing other info perks? This is personally what I like about the perk when playing killer
you can bring 3 gen slow down perks and have ultimate weapon giving you info about the survivors whereabouts every 30 seconds just under the conditions of opening a locker
First of all it is every minute, second of all because aura reading is still more valuable than just a bubble up?
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@SuriKratos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582135#Comment_3582135
A build that does not rely only on gen control to compensate for the chase time taking too long? Would you call a good build ALWAYS using Corrupt, pain ress, deadlock, and pop? Efficient? Yes, but if you want to try any other different build because you have gazillions of perks to try out you'll end up compromised somehow because you have to hit survivors 3 times if you want to use the tentacles. Ok, I could use STBFL but where's the fun if you end up only using m1? You kind of reduce the killer's identity to basic attacks just because the infection mechanic is inefficient compared to infection mechanics on Wesker, Singularity, Plague...
Compare and try all addons on every match if you want
What Otzdarva once mentioned is that you could use perks that synergize well with your zombies, since they react to loud noises they also react to for example discordance, so you could go that way. I would not go for Stbfl since you want to get the value out of the m2 because of it's shorter cooldown and minor slow when hit, but other than that, I don't really think the chase perks are worth it on him so it is basically regression and tracking, I personally don't run discordance because if the players play correctly and don't stack on gens you will never get value out of it..
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@LapisInfernalis said:
Tbh his addons are meh.... But if they rework him, PLEASE fix his damn hitbox! I am sick of getting hit behind walls and rocks just because he has a lingering hitbox and it moves with him. And please improve the visual feedback with the tentacle. I love it how he can still hit you even if the blue line is blocked by something....
The dragging of the hitbox is basically his only skillcap, maybe besides flicking, without it he would be absolutely terrible.
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@Rulebreaker said:
The closest thing to unfair is probably map offerings. Maps can heavily swing the game in favor of one side depending on whos killer, but is still "balanced" by being rng. Offerings throw that to the curb.
But wouldn't that just make maps the issue and not really the offerings? Because they tend to be heavily one sided it is problematic if you get send to a specific map, otherwise it would not matter... So if maps were balanced map offerings would be just for aesthetic reasons?
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@SimpleTora said:
Trying to put ego,entitlement,bias thoughts aside what do you feel is genuinely something that is unfair to play with/against or just unhealthy or anything in that category. For me:
Nurse - Everyone knows she is busted her power ignores pallets, vaults, walls etc. all of which are core mechanics of the game meant to give survivors counterplay against killers and they mean nothing to her
Blight - Really really stupid addons for an already ridiculous power.
Bubba - AoE instadown that grants a speed boost with no real limit is absolutely ridiculous and allows stupid gameplay that basically has no real counterplay. Oni is the only other killer with such a power but it has to be earned and then has a limit, Bubba's power is just straight up unhealthy
Adrenaline - Honestly one of the very few survivor perks that I feel are genuinely problematic (now that MFT is being nerfed) it does way too much for too little effort and I honestly think it should only take effect after the gates are OPEN (or when EGC happens)
Windows - I don't think the perk is unfair but I do think it causes an issue with how survivors play. With it they basically have no reason to pay attention to the map or learn it and are basically just having their hand held the entire time so when they don't have it on they get a false sense of gameplay without having such a handicap. I honestly believe it should get a small cd (like 5-10 sec) after using one of the locations that are revealed (vaulting a window/pallet) just so they have to actually somewhat pay attention instead of having all the info thrown at them like they're toddlers
HUD changes - Hot take but I don't think solo Q needed this. Nothing changed with its additions except for already good players using it to be even more precise in their gameplay. Bad players will still ignore the fact someones in chase and hide in a corner and all the other dumb crap that came before it. BHVR needs to encourage players to learn the very bare minimum instead of just throwing them training wheels the entire time.
I had more but im done for now
I mean high walls and line of sight blockers work against Nurse, which is why indoor maps are significantly harder to play on as her, same goes for main buildings on many maps, for example bedham... So it is not like there is nothing you can do, it is just that different things are more effective against her that provide not much for much other killers.
We are complaining about Bubba? The guy that gets stuck with his chainsaw on every branch on Eyrie or Yamaoka, or garden of joy or red forrest... I mean sure an insta down is strong but Bubba is loopable fairly easily, Sure he shreds through pallets quite fast but you cannot slide along walls like Oni, because you go into tantrum, so I don't really find the comparison on point, besides the AOE of his chainsaw I guess.
Too little Effort? You finished all 5 gens and played without a 4th perk this entire time, I think the perk is alright.
About windows, I thought similar to that as well, but there is one aspect about it that you neglect here, it also shows you which of tiles you might have already known what they are, are still usable... If you play soloq you have no clue what tiles your teammates already used, so just identifiying for example a long wall jungle gym does not really tell you whether or not some other teammate already dropped the pallet there, which is why I somewhat disagree.
The UI was more about closing the gap between soloq and swf (with coms) which I think was a good start with this one, not enough yet though. It is just a question of having a homogenous group of players to balance around that all have somewhat the same tools to use.
As for what I find unfair:
- Maps in general: They vary way too much in strenght and even the same map can spawn completely dry or busted like nothing you've seen before, and then as well maps that just have stupid ideas the community told them about but nothing changes... Maps spawning 20+ safe pallets, every tile connecting along a line, basically infinite windows in main buildings and so on... The map design is just not on spot.
- Addons: Some Killers have completely useless addons that basically add not much to their strenght and others have the most busted stuff you have ever seen... Just compare Nemesis or Freddy with Myers or Blight...
- Matchmaking: It just puts people randomly together on one day you get a literal comp team with 12 k hours each and on the next day you getthe biggest potatoes you've seen in months the inconsistency is really annoying...
- The community is something really annoying, on the one hand they complain when behaviour once again puts something that should be a basic game mechanic behind a perk so that the issue stays but if you don't like it you can use the perk, which is just ridiculous, despite not everyone having all perks at all times it stays annoying, but then they also complain when new base mechanics get introduced, because that is clearly a buff for the other and side and for some reason it is always an us vs them debate as if people only ever played one role and just because they think one thing is busted they need to be x-sided... It is such a kindergarden sometimes... And the real issue of actually going against major gameplay issues and such just gets pushed in the background over such childish things.
- The developers being stubborn about mistakes they made... It is okay to come up with bad takes and even when it is basically your game you can still have a bad take, but so many times after the community told them and over again about bad ideas they still don't learn from it... They give us the same issue ridden maps, change addons or perks in ways that are completely useless or guts killers in a way nobody wants to play them anymore, and despite having a ptb, despite having people telling them that things are a bad idea they still go through it... It just gives away the feeling that they don't really care, it just such a "My way or the high way mentality"... Oh and if they decide to fix something it takes ages... For some reason putting a light in the main building of garden of joy took like half a year or something... Come on man you have a killswitch for that stuff if something does not work like it is supposed to just killswitch it so we don't have to deal with stupid things like that.
- The game is now 7 years old and still misses basic options... You cannot mute specific players in endgame chat but only the entire chat, the graphics options used to be majorly useless for years and people needed to change numbers in files to get basic functionality which every game should have... Come on these are things that used to be standard for over a decade now, and you still haven't managed it..
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@dknb said:
The game is now unplayable for many survivors
That's why there are so many hook suicides.
Give up at the first hook because there is no hope of escape.
One will give up quickly, so others won't be able to escape in a 3vs1 situation.
vicious circle.
There's no point in saying it's a skill issue.
I mean, but that is per definition a skill issue... If those players give up on hook because they are not skilled enough to win the chase/game then this is a skill issue... Or matchmaking issue, depending on how much better the opponent side actually is.
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@SuriKratos said:
Maybe it's time for a rework on Nemesis?
- the "best" add-ons at the moment are hiding your terror radius, and reducing supply cases to get a slight advantage
- zombies should have a wider detection radius perhaps so they could be more useful
- compared to Wesker add-ons, mentioning him due to being from the same franchise, Nemesis addons are weak
- the speed boost on the first tentacle hit makes the chases last too long, why get it if they don't get hurt? (old issue)
- due to all the points listed before, it's hard to make good builds for him
Any other ideas?
I don't really see how the issues you named make it hard to make a good build for him? How exactly does any of this inflict his perk choice?
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582033#Comment_3582033
There is a long room which can either spawn 2 filler pallets at both ends or a single one in the middle deviding the room creating a god pallet.
The portal room bottom window is busted because you can drop from above and get right into it without stagger (until it is fixed soon). I don't exactly know what hens is referring to but even the top window is strong if you mindgames it correctly. Then you can chain it with the other window as well.
Ok.
But for that to be possible you would need to drop down not through the window but off of the roof? And that does not really seem optimal... Why would you even go upstairs? If you are not doing the Gen there, you have an infinite window at the bottom.
There is not really much of a mindgames with the vault near the Gen, you just vault it when the killer reaches a certain point...
What Hens was referring to is that you can vault it unlimited times if you never run while the killer sees you, so you don't enter chase and can therefore vault it as often as you want without it getting entity blocked, you just only run when the killer is vaulting or you are out of sight, that's what people also do at shack to vault the window more than 3 times. You don't even need the up stairs part for that.
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@Unam said:
There is something on the new chucky Hex, that was implemented before on Plaything or Face the Darkness...
These Hexes have a prerequisite and only activate if this task is completed (e.g. injure/hook a surv or get stunned).
Why dont we add this kind of "activation requirement" to every hex?
It would immediately kill the "Survs spawn on hex and delete a complete perk of a killer without any means of counter play" situation at once.
Hexes Could be more Powerful again (and would be the risk/reward perk they are intented to be) bcs killers have to do something to get them active while micro managing survs.
What about Haunted Grounds? How would it light up?
Also I think it would be nice if they were still bound to specific totems, so if you cleanse the dull you can pre emptively get rid of the hex, this would actually make it so survivors have a reason to cleanse dulls, other than NOED, we could even increase the cleansing time so it doesn't go faster before the hex can spawn. I just like the idea of having incentives to cleanse dulls besides Noed ^^