Archol123
Archol123
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581397#Comment_3581397
The catwalk pallets in the small rooms are very strong because you can play good mindgames with the window on top. Then there is the long room with 2 pallets and the other long room which can either spawn 2 mediocre pallets or one god pallet. The portal room has 2 god-windows.
I wouldn't call those ones very strong... They are almost always a guaranteed hit, sure the long room ones are quite good, but I dont know what you mean with either a god pallet or two 2 mediocre ones?
I think the one window in the control room is pretty busted, Hens said it is a true infinite if you use the shift tech, but I don't know, I would however tend to believe him, whereas the window above the glass roof is not as strong, but still pretty good.
I mean sure they are not all the quality of the one pallet that spawns upstairs but I would even call the one you named really good mediocre, it is not as terrible as the ones that spawn in corridors, but it is still fairly bad or mediocre at best.
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Skull Merchant is really the worst example to bring up when telling other people to learn to play... A monkey could have played 3 Gen skull merchant and there wasn't even much of interaction with the survivors, all you did was kick gens.
There are many killers that do fairly well against even good survivors, but it takes time to learn them properly.
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@Musxussu575 said:
The red color scheme is what makes it good, though!
I've had multiple times where I've been able to literally hide in plain sight using Claudette's and Ace's default/prestige clothes because they are perfectly camouflaged with the environment. Killers even look my right at me (painting me with the red stain) and still don't see me.
10/10 map, bros. 😁
The map is absolute dog water... Trying to see scratch marks in the distance? Nah dude might as well be some wood burning or whatever, people said this on the PTB like a year ago don't make a red colored map when the main tracking device is also red and can easily get confused with parts of the map... That's just terrible design.
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Probably skill issue my man, but yeah matchmaking sucks apparently not enough players to get people of equal skill and not really good measurements of what skill is... But survivor is not impossible to win.
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@MikeStev said:
It seems like before Ultimate Weapon, killers who played DBD in 2016–2022 didn't know how to find survivors.
If you ever played against really stealthy survivors you know it is the most annoying thing ever, because you know they are there but you will waste way too much time... Like those bushes on Saloon, or basically everything on toba landing, or indoor maps in general. The average survivor will be found fairly easily, but then again there are some nasty ones... But then again it is only for finding survivors, it doesn't make the chase itself easier, it does not slow down the game... Would you prefer the killer to run more slowdown instead?
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@sizzlingmario4 said:
Imo, the active duration needs to be reduced no matter what. Then as far as the cooldown goes, I feel like there's 2 routes they can take, one being to increase the cooldown, or give the perk an additional requirement beyond just opening a locker. Something that makes it not be available as often as it is right now.
I don't mind the Blindness though, I think that component of it is fine.
If you reduce the active duration too much especially on bigger maps then it might be problematic again since you cannot track who you want to chase.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581553#Comment_3581553
A reliable tracking perk that doesnt surpass every single other one by a big margin.
I would say floods of rage is stronger to be honest, aura reading is just superior to just a bubble up. What this perk basically gives you is a direction to look for survivors at which is quite nice, less wandering around aimlessly.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581550#Comment_3581550
The CD is already effectively 60 seconds. It doesn't need a longer CD. The only thing that should be done if anything needs to be done is to shorten the active duration.
I don't think thats necessary since it can only trigger on each survivor once so I don't think that's needed. Like I said I would rather get rid of the status effect.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581542#Comment_3581542
Thing is, they kinda overdid it with UW, it should at least have a longer CD or something, cause having this perk on something like Blight or Oni... yeah good luck hiding on time
It has a 30 sec cooldown and floods of rage is far more dangerous and the bubble up... Especially when you are at the edge of the heartbeat and start being carefull with scratchmarks from that point onwards.
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@Zokenay said:
Yeah theres no defending this perk, its practically unavoidable without Calm Spirit, and its available constantly, doesnt help that it also applies Blindness to survivors affected.
Even all the other Aura perks cant compete with it, they are more niche, and can even fail to read someone, or only applying to one survivor, UW tops them all by revealing everyone in range, impossible to dodge without a perk, and readily available after every chase.
I mean sure, but then again you only get a bubble up and you might be like 30 m away, so you can just go hide? I don't like the blindness effect though and would not mind it getting removed, but other than that I think that tracking perks need to be somewhat strong, otherwise everyone will just run regression.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581044#Comment_3581044
Na that's never a good idea tbh. If you main someone the last thing you want is her being nerfed lmao. You'd defend that with all your might and spirit.
You still have a better understand of the impact a change would have, and if your reasoning against it is alright I don't think it is a bad thing to listen to that person. Also that is assuming quite a lot... Not everyone is that focussed on their own gain, I mean sure you don't want your favorite character gutted and what not but you can still make an objective call when something is busted... And I don't think for example that there are many people out their that main blight and defend compound 33 for not being completely busted...
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581297#Comment_3581297
Gen indicators are bugged right now. There uses to be flickering lights on the hallways where uncompleted gens are. And closed doors also indicate a gen (like on The Game).
There are bunch of safe pallets and loops in the small rooms with the catwalks.
Some of the catwalks and Portal room provide safe drops.
Hag and Artist is good on this map and I guess Wesker will be too when the stupid collision bug is gone.
There are like 2 safe pallets? in the long room, as far as i know and even those can be played around and don't necessarily need to be kicked, or am I missing any? The map just spawns a whole lot of pallets but rarely strong ones, most are just really unsafe.
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@djsoundlimit said:
You forget to tell that the exit gates arent that far away. So for the killer its easy to get to the survivors on this map.
I get your points. I also dont think the map is unbalanced. Maybe a few tweaks but that can be said of every map. I just dont agree on this being the baddest map. It seems to me this map is only bad for those who doesnt like to be challenged in their gameplay from before. I play both survivor and killer and I like this map as it is
I should not have to tell people about the layout of a map that has fixed spawns of exit gates... If you have ever played onthe map you know exactly where the gates are and that they are not far apart...
It is not really a change in gaemplay, it is just that the way you play around unsafe pallets is exactly what you do on this map and basically nothing else.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581201#Comment_3581201
After removing hook grabs face camping was already less of an issue. The real problem is proxy camping. Pyramid Head waiting charged with his trail to hit you as soon as you come off hook, Deathslinger spearing you and so on. The answer is: do generators. But in SoloQ this almost never happens. It is so disheartening to see an entire group of players getting screwed over by bad teammates and cheap tactics.
The work they put into this could have been better spend elsewhere.
I mean, now facecamping is basically dead, which is nice, sure a solution to proxy camping would also be nice, but as far as I know they stated that they want this to be a viable tactic, so I don't know if we can hope for much here, it would be nice though.
I would say it is somewhat a skill issue on the survivor side, it would be so nice to have some form of communication to tell those useless teammates to just sit on gens because you are getting camped anyway...
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@djsoundlimit said:
I meant you have to play different everytime cause every killer needs a different counterplay.
Also, not every map is the same, let's talk about visibility for example. A map like The Shattered Square is very open so you need to play more hide and seek. While other maps like toba landing is not and there you can play different, lets say gen rushing etc...
And going for the gameplay,that's also the same for killers. Find survivors,hook them,stalk them,kick gens...... Basicly the same. Only with killers there are a lot of 1 trick pony's (for example some buba players) who do exactly the same every time. And when they cant, suddenly that's the map or the perks or whatever...
About your last piece of tekst. So you admit that killers have a lot of advantage overall then? Not that they can't but don't blame a map because the killer needs to do a little more effort in my opinion
Sure, but also every killer has different abilities and so on, so that's not really a point.
You don't need to play hide and seek you can just take a chase, that's a weird point, it is just that it is easier on some maps to hide on than on others, but you still have the same gameplay options, they are just better on some maps, for example hiding in the bushes on saloon is way better of a strat than doing it on any other map. There is not a single map in the game where you cannot take chases as survivor and need to hide... Sure there are some killers that make chases harder or easier for you, but you can succeed nontheless. Even if I agreed with your point here you could make the same statement for killers in saying that for example stealth killers need to adapt to the map they are playing on and changing their approach, in that sense killers play maps differently as well... But they somewhat even do in the sense of dropping chase at some places because it would take too long...
That's not true, the gameplay for each killer changes in the form of their power being different and you need to get good at different things in that sense? Sure if you look at the overall gameplay goal it is the same, but they way you can reach that goal differs.
As for the onetrick point... If you play Billy on a map with bad collision that just sucks, same goes for other killers because they cannot use their power there properly, and using the killers power is the main reason to play that specific killer... Maps should be designed in a way that every killer is able to properly use their power and it i just not the case... On some maps this is just pain, Singularity on indoor maps, Billy/Blight on Maps with bad collision, chainsaw killers on Eyrie of crows and so on... So it is actually bad map design if this happens, just like in this case as well.
You got that entirely wrong... Killers don't have to struggle more on Hawkins, it is just not interactive... Because every single pallet plays the same, you force the drop, don't get stunned and then you get the m1, however hitting your power is really hard... They don't struggle, they just have to play the boring m1 part on every single tile... Maybe except like 2-3 pallets... Also I'm not saying they have an advantage, it is more that over time the map gets emptier and eventually you're not supposed to have ressources anymore, but at that point, if you did your job the game is already over... It is just that eventually when you don't work on gens and burn through everything on the map at this point the killer already one, because there is nothing left on the map to work with.
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@djsoundlimit said:
Nah, I don't think so. You have to play different as killer, that's true. But as survivor you need to play different every map.
There are killers like nurse for example who can change direction mid charge. Almost impossible to dodge. Killers have lots of advantages. The game is balanced but it seems that killers mostly like to have the upperhand
You have to play boring, because you basically canot really use most killer powers and need to just force the drop of the unsafe pallet and get the hit afterwards, that combined with general problems of indoor maps makes hawkins an unpleasant map to play on.
I don't think you play maps differently as survivor... Sure indoor maps make pre-running and such a bit harder but your gameplay is the same on every map... Do gens, loop killer, unhook, heal open gates and get out. Sure the tiles you play on change, but the general gameplay does not... Or would you like to elaborate how exactly the gameplay changes? Other than some maps having different loops than others.
I mean sure Nurse can flick her blink, but that is not much different than huntress flicking her hatchet to hit smehwere else than where she was looking to... You are not supposed to dodge a blink in the open you re supposed to block line of sight and make it harder her for to blink where you are. In the chase itself killers basically need the upperhand because they need to win more than one chase to win the game, so they are supposed to eventually get the down and progress their game...
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@djsoundlimit said:
why don't you complain about maps where the killer can stand on a hill and overlook both exit door? talking about advantages.
You win some ,you lose some. Don't be a 1 trick pony
Also fair but then again that does not happen always and if it does it is just as problematic, for example midwich... But a complain about Hawkins is still valid.
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@tyolico said:
The Stranger Thing map is very, very, very hard to KILLERS, and much easy to survivors.... sux and horrible desbalanced map... need change positions from generators.... 90% of survivors use item to play in this map....
The map has basically nothing but unsafe pallets that are really easy to play around, it does however severely limit the usage of killers powers.
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@mca240 said:
Per title. Well done. Campers now have to procure the hassle of proxy camping with a killer that is good at it. Deathslinger, Pyramid Head, Billy and the list goes on. It really did not change a thing except not seeing Bubba anymore.
People cannot face camp that well anymore and since that is what they wanted it is a success... People were able to proxy camp before already, therefore nothing really changed in that regard...
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@pizzavessel15 said:
iv seen some survivors complaining (not surprising) but not because of his power.. but his HEIGHT. like what did you expect chucky to be?? a 6 foot 2 doll??
I mean it is somewhat reasonable he is so tiny you cannot see him over most tiles, which makes looping quite annoying, I mean sure the character is that tiny so there is not really much you can do if you want it to be a playable character...
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@Clockwork_Enigma said:
I'd like to see Nemesis and Executioner get changes to both their base kits and their add-ons in order to keep them relevant in the current state of the game.
It'd be nice to have add-ons that actually work well with them and don't feel like you only need to run two specific ones per to play.
I don't think they anything to stay relevant in the game, but yeah sure if they had more useful addons it would be great :)
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580631#Comment_3580631
Skilful to play? Please, 20 matches with her and you're good. Nurse is overpowered and something needs to change. I know one of both will heavily impact her, that is the idea.
Oh so after 20 games you know the layout of every indoor map and exactly what is behind each wall and what path the survivor could take? Yeah sure buddy.
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My man, you would never even have confirmation if you are right or wrong, there is no indication whether or not one or the other is true this is as believable as to say you can tell whether or not somebody is right or left handed just by playing against them... This basically means you cannot gain any experience, because the results are not different at all, so you have nothing you can lookout for to base your claim upon.
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@mca240 said:
Ultimate sollution to actually make her skillful to play? Single blink or castrate her lunge (make her lunge like tier 1 Myers).
Both sound horrible, single blink would just make everything a guessing game, whereas the lunge results in the issue of survivors hitboxes blocking your blinking spot and essentialy making it impossible to be in hit distance if you blinked from further away... If consider addons she is most likely not the strongest killer anymore, because hers don't really add much to her kit, whereas Blight becomes a lot stronger. She is already skillfull to play as you basically need to know what objects block your blink and what is behind the wall you are blinking at.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580478#Comment_3580478
Been playing games since 2005, trust me ik when someone has low sens lol
Ok so how exactly do you know if a person has a high sensitivity and swings the mouse only a little bit or a low one and uses his entire arm? Dude there is just no way you can know that...
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580307#Comment_3580307
So the killer that was chasing me, his sense was hella slow during chase, so there was no way it was him controlling the turn manually. That's how ik lol
Nah dude... That's just not what it is ^^ How you ever be able to tell with how high or low sensitivity someone is playing xD
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580188#Comment_3580188
So an example would be today. I was looping nurse very tightly around a basic table with a pallet. The nurse blinked past me and turned 130 degrees while blinking within 0.5s. That was auto aim and not the player. Without this it would definitely force an increase in skill gap for the killer.
How would you be able to tell? Auto aim only makes hits connect (or let's say it makes them look more reasonable, I think the hit connects regardless) ... You still have to swing in the general direction... After blink nurse players will usually just lunge and turn their camera to get a hit.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580168#Comment_3580168
I think I am referring to the auto aim.
Here is an example of it in the past.
https://steamcommunity.com/app/381210/discussions/0/135514287302135808/#c135514287302143772
I don't think it makes sense to remove it for all killers as killers do need it, just not the nurse because that is the biggest issue about her I believe atm.
I dopnt think you can remove auto aim partially like that... also it f s her many times a game.. But i dont see how removing it would help you in any way?
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580131#Comment_3580131
I mean, unless a killer can do a 180 degree turn during teleporting within half a second to the other side of the table without knowing which way the survivor has ran, yes, you really do get automatic lock on. I've seen it happen time and time again. It works the exact same with the hag and her traps, if someone activates it you come out of the trap facing them. Unless it's somewhat different on PC which I highly doubt.
This feature does not exist on Pc, I have no clue what you are talking about buddy... You can however turn while you are blinking... Just play her for one bot match and see for yourself, but on PC this does not exist.
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@MoNosEmpire said:
So, she has a lot of strong abilities and they are hard to counter at times. Against a skilled SWF team it can still go both ways but most times (from my experience) the Nurse always wins.. but win/loss stats aside. I have FINALLY found a meaningful suggestion for a nerf for the nurse that makes sense.
It doesn't affect any type of skills or addons, it only affects the lock-on mechanism. What I mean by that is, when you teleport with the Nurse she automatically faces the direction of the survivor no matter where she is, now if this was removed it would definitely help to reduce the tremendous skill gab between the Nurse and survivors without having to change any base-kit.
I would like to know the thoughts of the community in regards to this. I know there are dedicated nurse killers too so this discussion may possibly get a little out of hand but please, keep it civil, respectful and kept to the topic. Thanks.
What are you even talking about? After a blink you face the direction you where looking at before, you have full control over your camera and I have not seen it once that I was looking in some direction I didn't intentionally look at... So I don't think what you describe exists... I'm not aware of it at least, and i've played nurse for quite a bit... If you however mean auto aim sure, get rid of it entirely, no reason to hit some edges of the wall just because the game says so anymore, but please for all killers then.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579670#Comment_3579670
so you're telling me the thought of heariing a 747 Boeing plane coming from someone else's mic while you're trying to play doesn't appeal to you? LOL
There is a really powerful button that causes you to not hear those things, it is called "mute player" ^^ Incredible but any reasonable game has this option :D
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@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579932#Comment_3579932
Why should I deal with a problem that literally killing the game. I lost my enthusiasm when I get hit through objects by ranged killers, after dropping a pallet, after succesfully fast vaulting window but still getting a hit. This shouldn't be something we have to deal with.
How exactly are you gonna solve latency? One side will always be at the disadvantage there... Either it is the killer showing on his screen he hit you and nothing happenend or on the survivor side... It is basically impossible for bot sides to win this.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579889#Comment_3579889
If solos had the same tools as swf, the game would need to be balanced around swfs, so solos who don't use said tools would be at a serious disadvantage, I'm not sure how I can explain my point any clearer than that.
Solos would have two choices:
-Turn chat on, not allowed to complain about it because "just turn the chat off"
-Play at a disadvantage, not allowed to complain about it because "just turn the chat on"
DBD is not even close to being the most toxic game there is, but I still wouldn't go near any type of voice chat, and politely disagree about there being "rarely something like that".
The debate was about proximity chat, which is not equal grounds to comms that work regardless of distance I game, so it is not completely equal to swf which is why i said it would not be treated equally.
If you play with your friends you are also not forced to be in voice or to use voice.
Any game developer that wants to be taken somewhat serious would offer the option to mute specific players and not just mute the voice chat entirely, also assuming that every person or even the majority of people you encounter in this game are toxic and would need to be muted is a bit much...
Seems completely fine to me... I find it OK to just not play with voice if I don't want to, same in other games, if I don't want to communicate with my teammates at all I have the choice to just not do it and that's alright, in any multi-player online game communication is key this is not too special with dbd and if you don't use it you are putting yourself at a disadvantage and that is completely fine.
It is your choice to not use it, in my experience I get maybe one toxic person every 10 matches which is nothing compared to other games.
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Don't get me wrong critiquing stuff is always a good thing, just to keep it in the minds of people that it is not OK, but the issue has been in the game since I started playing 5 years ago... And ever since people complained... I just don't believe anymore that the devs are willing or able to fix it. It is just something you have to deal with. It just feels like complaining about it is basically futile at this point ^^
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@Avo said:
I'm just criticizing though, does anyone call this game a horror game? I don't know even why did you only stuck on the horror part instead focusing about at least 100 years old lag and hitbox problem. Are you having a hard time understanding things?
I think the game description itself but other than that not really...
Because that part is a given? Everyone knows that ping/latency issues get you some of those juicy pokos, but the community has been criticizing this for years and I don't think anything about it will change if we continue criticizing that, I don't even know if it is in the hands of the devs tbh... I remember some people saying like 4-5 years ago that this issue got worse with the introduction of dedicated servers instead of the killer basically being the host, but I have no clue if that's true so...
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I prefer to play Nemesis because the gameplay is just way more chill, despite Singularity probably being a lot stronger, however I would say I mostly prefer to play against singularity, since he offers a bit more interaction.
Singularity should get some qoL changes so he is less clunky and all...
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@Avo said:
Riddle me this: A horror game that you are afraid of the ping and latency instead of the horror concept, what is it?
There is no horror online game that keeps being scary... Get over it... The only thing you will ever be "scared" by in any of these games will be jump scares... Horror usually comes by as the fear if the unknown, but if you have spend time in the game and know everything what exactly are you supposed to be scared of... If you can name a online horror pvp game that stays scary after a few hundred hours feel free to... I for myself did never find this game scary, because there has never been horror in it for me.
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579880#Comment_3579880
I'm not saying solos would stop being potatoes, I'm saying solos would be worst off precisely because proxy chat wouldn't make them much better but it would be taken into account when balancing and creating stuff.
Honestly I wouldn't mind trying it in beta but I doubt I would use it for long, I don't think the goof would be worth the toxicity tbh.
Why would it be a balancing problem then? If it doesn't help much and a gap between solo and swf still exists then that would need to be taken into consideration when balancing... So where exactly is the problem there?
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579842#Comment_3579842
The consequences of in game chat would make solo q more difficult because then everything will be balanced around people having comms. Hence, people in solo q would have no choice but either deal with the toxicity or play at a disadvantage.
This would obviously be worse with full on comms rather than just proximity chat, but honestly I can't imagine proximity chat not being toxic way more often than fun if killers and survivors can interact through it.
I don't really see a reason to assume the worst there, other games have far more toxic communities and there is rarely something like that... Besides the question stays the same what do you want to balance around?
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@NewPlayer100102 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579588#Comment_3579588
So like...
Huntress has this issue, but she has an actual ranged attack, so you don't need to play around this like that. Her attack is also traditional projectile simulated gravity arcs it, and her projectile hit box is, different.
Blight. Doesn't have his ability turned off by objects, he has two separate approaches to choose from to compensate for hit boxes being special.
Billy is so messed up, you can have that one. This clearly also cripples Billy.
Anyways, the Xeno thing is to hit OVER things. The over parts of things are very mismatched from their in game appearances. As a paying guest, I'd LOVE for the developers to spare a few minutes to consider adjusting these settings for their last paid release killer's functionality.
But you didn't even show if you could not still hit over it by dragging the hit box and what not..
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@BugReporterOnly said:
No one will use it so why bother adding it? They don't need something else constantly getting broken and also the racist, misogynistic and out right toxic people will ruin it. Solo Q doesn't need anything to make it more difficult.
How would it be more difficult at all? You could just mute it if you don't want to use it, so nothing changes, and if you do want to use it I would think the majority of people would not be like that.
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@vol4r said:
Hello,
here are some things i want to put out here for you to consider reworking, because it makes every survivior life miserable - i spend in this game around 3-6 hours daily.
- Gen regression perks stacking - 4 of them is miserable to go against.
- Nurse is a problem when people do 1000/500 win streaks and keep going - she definitely need a rework, make her weaker because every game is a lost game against even semi decent nurse.
- Skull Merchant after rework is even stronger, let's you camp more gens, injure surviviors constantly. Even standing on a loop, locking survivior into position with drones make her getting injures easy - definitely needs a rework.
- Sloppy is too powerful on the right hands.
- 3 gen gaming is too powerful
- Blight has so many untouched addons for years, which make him really powerful
- Bubba can still be camping basements, just needs to be a little far away from the hook - if he reacts to person going for the unhook he can down survivior before the unhook.
- Legion with 2 yellow addons gets 5 hits every time he uses power
- Plague with thanatophobia is overly powerful - and if you clense her power is even stronger.
- Piramidhead is too powerful at tunneling with his cage and he can always easily predict caged survivior position.
- Trickster on low loops is too powerful - there is no counterplay to it and yet he is getting huge buff.
- Artist is too strong at closing loops, going towards another looping area almost always guarantee a free hit on survivior.
- Sadako is way too good at getting condempt now and when she comits to one person she is able to get a first kill really quickly with mori, which makes game impossible to lose most of the time.
- Knight power guarantee hits way to often - if survivior gets caught from guard there is literally nothing to do, with w-key killer will get to you within seconds.
- Xenomorph gets his power too easily - when he uses his power there is no counter play - you get hit through pallettes, windows, literally nothing to do - if you fake you get hit by m1.
- And most important thing - getting tunneled happens way to often, proxi-camping and waiting 10 seconds for endurance protection is too easy, tunneling out a survivior is way too strong and needs to be adressed. I always see blight/nurse with regression perks tunneling someone out (best killers in the game even do that to secure 4/5 gen win)
Killers life is getting too easy every patch we get, making baby killers kill-rate better and better. Skill doesn't matter anymore for killers.
Surviviors literally need to sit on separated gens all the time to even get a chance to win a game, literally gen rushing for the win which makes game boring and unsatysfying.
The steak argument is basically not about killer specifically but more about matchmaking... If you look at who does those streaks and why they get them fairly easy, looking at Knightlight 500+ streak with no perks and addons for example, is because the guy is just that much better than everyone he is playing against... If a killer offers that much depth that you can actually display immense amounts of hours spend thats, at least for me, greet design, but most killers in this game just don't offer that...
Nurse is not necessarily broke lay overpowered it is just that the matchmaking doesn't give equally strong opponents... If we make a comparison to for example Starcraft... Zerg is not necessarily overpowered just because Serral wins 10.000 games in a row against some platinum players that have no clue how the game works, in that scenarios probably no one would complain about Zerg but say that the odds are just majorly against the weaker players, the same can be said here. Let's be honest with ourselves for a second, can we really expect to win certain games when the killer player has more hours than the whole survivor team combined and he is not playing rh weakest killer in the game? Skill should mean something and when you are the better player you should win, it is that simple.
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I mean... It is and always has been a problematic map for many killers, except stealth killers... Which makes it kind of funny to say that you're glad it is back, just to admit to that point...
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@flintovsk said:
It would be great if there were proximity voice chat. I understand that there can be toxic people, but maybe there's a way to monitor that, or a reporting system, followed by saving the game audio, in case we need records. It would be very interesting and exciting for both the killer and the survivors to be able to talk. Please, consider this with care. I know that many people would love this feature, and I believe it would attract new players or bring back those who stopped playing. It's incredibly fun, even surreal. Best regards, A player who loves the game and wants the best for it.
How about we just get mute function like any reasonable developer would put in the game? Same for text chat in endgame chat for specific players... Games had functions like this decades ago, but we apparently we cannot have this.
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@NewPlayer100102 said:
Please address the issue show in the video below.
Its not a buff in the traditional sense, its more of a fix to broken things.
The game visual does not, in any way coincide with the data representation of objects.
There are many other objects that behave like this and I don't see the point in filming each one, nor do the survivors have fun when it comes up.
I understand it would be a lot of work, there are many objects, but its so very bad to have play around(from the killer perspective) And so easy for a survivor to memorize the objects.
But this does not seem xenomorph specific? So your title is a bit misleading, just seems like a general hitbox issue... Sure hit boxes should be fixed, but as basically every Blight, Huntress or Billy players knows the hitboxes in this game have been weird for ages and I don't see that changing very soon...
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@Deathstroke said:
I always wonder which one of these is more viable stragedy in some situations you feel all you can do is to tunnel until you get one out and sometimes you just can share pressure between survivors and take one out when good opportunity rises.
I played some games today and in one I tunneled steve right at the start because I had rough games before so I wanted win. I tunneled very effiently but still 3 gens got done before I got steve out. This is what I find tunneling biggest weakness you're not pressuring the other three survivors so gens get done quicker.
When I got my next hook they got another gen done as well. But still I choosed to tunnel even in 3vs1. I Did so almost succesfully but when nancy gave me free down I took it as the tunneled got bit away. I managed to control the game that nancy got 2nd stage and well tried to tunnel her out this time and it didn't work and she escaped chase with adrealine. I managed 2nd kill still when she later rescued other survivor with help of noed.
Now next game I decided not to tunnel well because I already did so and still didn't win. So I went for hooks. I got effiently downs and got 4 hooks when still 3 gens left. Biggest difference was that immediatelly after hooking someone I went after others not giving them time to do gens.
But I also was tactical in this game with oni blood fury when I knew where death hooked survivor was I slugged others and went after them and took first out with my 6th hook. Then I hooked someone once and I kept slugging until I found the other death hooked it was 2-1 gens left for these situations so I did not have time to hook them yet and had already got pain res value out of them.
Anyway ended the game with 4K being smart about hooks and applying pressure even still I made few mistakes. Game I tunneled was much harder in sense that I just tried to force survivors out and not do it when it comes naturally. But it did come down I failed the tunneling in 3vs1 situation. Maybe I could won if I commited but I didn't want to be like that one executioner I faced I quess...
But the game kinda start again once it's 3vs1 when you tunnel and you have not hooked any of them even once. So there is usually small resetting period. But while sharing hooks smartly you already have huge pressure in 3vs1 and can start to collect the pieces and you are already close ending the game.
The more efficient play is usually to just juggle between two survivors somewhat equally, so you are not wasting time while the person you want to tunnel is on hook. Obviously 8 hooking people is not really effective if you want to win... If you switch between those two people you always have someone to chase and still a fairly quick kill after 5 hooks, this way you also keep the survivors busier than by just focusing on one guy.
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@Horror_Gaming said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578881#Comment_3578881
If you have 0 tokens it's just not active is all that means. 2 max tokens to stop one player from hoarding all heals from teamate.
Having more than one person running inner strenght is not that great anyway, so I don't really see a problem there.
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@Horror_Gaming said:
Hi everyone just a random post on Stranger Things perks that I believe could use a slight tweak now that we have the glorious Nancy and fearless Steve back in the fog! :)
Nancy Wheeler
Better Together - The aura of all generators you are currently repairing is revealed to all other survivors located within a 32 meters.
If the killer downs a survivor while you are repairing a generator, you see the aura of all other survivors for 10 seconds. Also the generators aura as well as all survivors auras while repairing the generator is hidden from the killer for the next 20 seconds.
Fixated - You can see your own scratch marks at all times. Walking within your own scratch marks gives an additional 10% boost
You walk 20% faster.
Inner Strength - Each time you complete a totem cleanse action you receive a token. Inner Strength activates when you have 1 or more tokens. If you are already afflicted by the broken status effect, Inner Strength does not activate.
While Inner Strength is active, hiding inside of a locker for 8 seconds while injured automatically heals you from injured to healthy.
•Cleaning a Hex totem grants 2 tokens
• Inner strength heals a survivor hiding in a locker in 4 seconds if they are holding 2 tokens.
•Inner Strength may not have more then 2 tokens at a time
Inner Strength becomes deactivated if there are 0 tokens and has successfully triggered.
Steve Harrington
Babysitter - When you unhook a survivor, they won't leave scratch marks, pools of blood, grunts of pain, and they gain a 7% haste status effect for 60 seconds. If they perform a conspicuous action or are fully healed the effects of babysitter deactivates.
You see the Killer's aura for 8 seconds
Camaraderie - While you are on a hook Camaraderie activates.
If another Survivor is within 16 meters of you while Camaraderie is activated, the hook timer is paused for 34 seconds.
Second Wind - If you are afflicted by the Broken status effect, Second Wind does not activate.
After you are unhooked or you unhook yourself Second Wind activates, you are affected by the Broken status effect. After a total duration of 20 seconds, Second Wind automatically heals you from injured to healthy.
Second Wind deactivates once you become healthy or if you are put into the dying state before Second Wind successfully triggers. You lose the broken status effect.
What do you mean by deactivates when talking about inner strength? Like for the rest of the trial or what? I wouldn't mind to have it 5 tokens and just keep everything else as it is... No need for faster healing, the perk is already alright.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578801#Comment_3578801
For first one, these survivors are still unpopular for sure. I don't remember the day i don't see Meg, Kate, Claud, Feng etc. But i can play for weeks and maybe get one Haddie. But this does not mean nobody is playing her and she deserves some attention as well. That's what community asked and BHVR changed that.
For other part, sadly Nic Cage and Alien still selling with bundles but they won't add costume in future chapters.
I mean everyone has Meg or Claud and I don't really see much of a reason to play any survivor as a main, because they are only skins anyway and all play the same... You could argue about how loud they scream or how stealthy they are, but besides that... I don't really care which survivor it is. From my perspective it doesn't matter whether or not a skin gets more skins...
I would consider that one a failure then, because they still don't offer them without skins... As for the in the future they won't... OK we don't know if they intended to anyway, unless no backlash, so as long as the ones that still have cosmetics in the pack I don't agree on this being a win.
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@MikaelaWantsYourBoon said:
Sometimes people are saying, "stop complaining about x thing, never gonna change" but yet we have good examples which community made devs change things. I am not talking about balance things btw, mostly price - general stuff of DbD.
Community made them add Yun-Jin's winter costume to DbD, even she was not part of winner collection.
Community made them focus more on unpopular characters like Haddie, Elodie etc.
Community made them stop add costumes to chapters. This one was funny tho. When we complained about this, some people just told us " Stop complainig and buy them in game store instead of Steam". These people lol... But thankfully devs saw our concerns and changed this now.
And now, finally community made Stranger Things possible again. There is no company can ignore that much depands. Even Netflix, yeah.
I find it kind of funny to claim a character to be unpopular and then say it was possible because the community wanted it, which makes those characters popular again xD
As for the alien chapter... So can you buy it now without the cosmetics same with Nic Cage or only in the future? Because if those two stay then I wouldn't count that as a success...