Arcturus
Arcturus
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- Arcturus
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that clip is just DBD in a nutshell lmao. In my experience, even though I'm a survivor main, I actually really enjoyed playing Springtrap and ended up playing killer for him whenever the queue times weren't too bad. I found myself winning maybe 80% of my games, when I occasionally go Freddy's Hat I'd often still win but it was annoying lmao. I played more killer despite being a survivor main because the survivor experience was awful. Sometimes it wouldn't be too bad, but sometimes someone, me or one of my teammates, would be tunneled or camped pretty much every game from 5 gens. Ironically it was often the strongest killers doing so
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@cogsturning Yeah I mean the suggestion to have the option to bleed out faster has been a suggestion I've seen for probably 4 years and it still hasn't happened. Like this isn't an impossible or even that complicated of a situation to fix, there are ways to address it, they just haven't been done yet
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@SpyUA When I play killer getting t-bagged at the exit gate can be frustrating, but at least I can do something about it. I can just push them out, and occasionally get a free kill because of their idiocy. The same didn't use to be the same with being humped by the killer, but now it is, with the survivor now eventually getting the abandon feature. The same is still not true with slugging for the 4k though, where perhaps the 3rd survivor on the ground can abandon eventually, but the 4th survivor is forced to wait for 4+ minutes, or get themselves killed.
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@Bloodraven said:
"Why does the killer slug for the 4k?" I dunno chief why do the survivors always wait at the exit to give the killer some undeserved bags?
And don't try to tell me it ain't the same thing because then that's what we call double standards.
I can see how they're similar in that they're frustrating and waste time, but I don't think they are nearly the same thing. The survivors are on a timer that cannot be changed no matter what. The only thing they can possibly do is Plot Twist or die to mending at the exit gates to slow down the timer, which I don't think I've ever seen. The killer can also end this at any time by hitting them out, and sometimes (because they're idiots) they'll give you a free kill.
In addition, survivors wait at exit gates the vast majority of the time to buy time to make sure the other survivors can get out, or to give the killer points for hits and get a few points themselves for chase and protection hits. Even when I'm playing killer and every once in a while a survivor t-bags at an exit gate, I often figure that there's a good chance it's to bait me into hitting them out to buy their teammates time.
Don't get me wrong, it doesn't feel great to be t-bagged at an exit gate and it can be frustrating, but I wouldn't compare it to slugging for the 4k. I think the comparable alternative to that would be the killer humping a downed survivor, especially at the end of the game. I don't really see how having to push some survivors out of an exit gate while they're t-bagging you maybe 1 minute later than they should have left initially (although usually when this happens in my experience, they do it after getting chased to the exit gate and I'm immediately able to push them out) makes it okay to keep survivors in games for 5+ minutes after the match could have ended.
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@Raptorrotas said:
So we are weighing the killers greed for an additional kill plus the Noe bonus against two survivors greed for the ezhatch escape.
You say the killer kill is meaningless... Funny. They think the same about 4th's escape.
But lets shame the killer for it, right? Theres multiple things to do to get a trial over with. But the survs stay.
The complains about 4k slugging just boils down to two things: 4th survivor wanting the hatch and 3rd survivor wanting to be 4th.
Survs want to escape by any means and killers want to kill by any means.
The killer has already won the game and slugs for minutes on end to…win the game anyways, just frustrating others and wasting their time. The survivors have lost and want the small consolation prize of escaping through hatch because at least it's a sort of small victory to them. If the solution for survivors in this scenario is that they are just expected to run into the killer's loving arms to avoid a terrible, boring, frustrating experience, then every frustrating experience as a survivor is no longer an issue.
Getting frustrated because you're being hard tunneled by a Ghoul at 5 gens? You should just let the killer kill you quicker, that's your fault. Getting frustrated because the Twins are slugging the entire lobby? You should just let the killer kill you quicker, that's your fault. On the reverse, getting frustrated because you're going against a bully squad abusing certain perks? It's your fault for trying, just give up.
If every issue's solution is the player's fault for not giving up, then players should just give up every time there's an unaddressed issue with the game and then it won't be an issue anymore. Not slugging for the 4k is not giving up, as not only have you won already, but in the majority of cases you get the kill anyway. Letting the killer kill you is giving up.
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@Wraff said:
https://forums.bhvr.com/dead-by-daylight/discussion/470687/why-do-killers-slug-for-the-4k-so-much
You can blame this whole 'lack of hatch function' thing on the Dev's when they added the abandon feature because they're more concerned about the Survivor experience then anything else.
Before this abandon feature happened the hatch came into play almost every game. Now? There's no ######### point to it. The moment the second to last survivor dies then the final survivor can just say 'Who cares' and leave without penalty
I use to actually like giving the last Survivor a hatch by carrying them but now Survivor get a free DC at the slightest inconvenienceBefore the abandon feature, killers still slugged for the 4k. And, I might be wrong, but doesn't the abandon feature only activate either when you've been slugged enough or when the hatch is closed? Personally in my killer games, more than half the games the hatch comes into play, even if I find it instead of the survivor. I also still give hatch a good amount of the time because most survivors stick around when there's a chance to get hatch. But I might be wrong about the abandon feature
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@ColonGlock said:
If a killer is going for adept it is understandable. They could also be doing some other challenge made up by themselves.
I had a plague yesterday that refused to hook anyone, and bled almost everyone out. It took forever and did not earn her much blood points. The game gave me abandon option, but I stuck it out and escaped. Those unlikely escapes are rare but satisfying.
Who knows why people do the things they do? Who knows what darkness lies in the hearts of men?
Yeah I mean the adept issue is an entirely different thing, many people have said that you should be able to get adept with a 3k. However, whenever I experience that is the very very small minority. Most people just do it cos, I don't know, they enjoy trapping survivors in a game with them? Some kind of kink maybe
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@Royval said:
nobody would play killer. They should never go back to 2016 dbd. Maybe 2019 or 2018 which in my opinion were the best years to play the game for both sides.
Yeah, although it sounds fun to be able to go back to when DBD was actually seen more as a horror game, unfortunately the balance would be so bad that no one would want to play killer, and that's just because of how the game and its playerbase has evolved over the years. People don't play like they did back in 2016. Something like this would be fun in customs, but it would be miserable for killers in public queues
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For every other game I'd say yes absolutely, but with how reliant this game is on sound for information I would say no. If everyone had the option to change the volume of, say, killer music, no one would have it on. Without any killer music, on the survivor side you'd be able to perfectly hear where the killer's footsteps and movements are, and on the killer side the same thing but also with breathing and grunts of pain. Similarly, people would jack up audio for things like crows. Hearing subtle changes in the soundscape no longer is a skill because the noises are no longer subtle. Without the chase music, the adrenaline of the chase, a lot of people's favorite part, is dampened.
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Why did you type this out like 3 times over and cut yourself off with it in the original post? Also, I'm not sure what you mean by the second part, but there is no reason for flashlights to be weaker with more of them. The same thing does not happen with toolboxes or medkits, which are objectively more powerful. I'm assuming you more have been frustrated by being blinded while stunned or while breaking pallets rather than getting flashlight saved (as the change you want doesn't change that), in which case the survivor is often giving up distance and you can usually hear them while blind to give you a direction to go for a couple seconds
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honestly really like it, it feels like it would be much easier to understand and would be really fun to run with a duo. obviously like you said the teamwork perks would need to change, although they already do, with the only decent ones really being Power of Two (which is basically just a more flexible but weaker Blood Pact) and Throwdown (I've seen an Otz video where this could be abused by a duo in the right hands). at the very least though this change would actually make it clear what the heck a Teamwork perk actually is
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104630#Comment_4104630
My killer matches are regularly full of those kind of teams. I usually have at least one in a session where I can't touch anyone and I get two hooks. But even then, it's not like a survivor wipe, where you can see the match being a loss 30s in. On killer you can comeback. Survivor it's rare.
Especially when you play solo queue like I usually do, you feel an absolute lack of control over the game if the killer plays a certain way
Oh yeah, I sure get that. I played some solo last night. Went like this:
https://us.v-cdn.net/6030815/uploads/2BWEHL55BS7V/19fbfbbe3ea1-screenshoturl.jpg
https://us.v-cdn.net/6030815/uploads/6X7X8SYKGU31/19fbfafb4df90-screenshoturl.jpg
P100 Nurse and p100 Ghoul. It kept being like this so I switched to killer. And even though I get much, much angrier on killer I don't have to deal with the exasperating annoyance at killers who don't want to actually play, they just want to win immediately.
yeah I mean there are certain play styles and even perk builds killers can employ that I basically just call "I don't actually want to play the game" builds. Things like hard tunneling with End Fury iri button + Julie's mixtape where the killer doesn't actually want to engage in chases, outplay and outsmart survivors. They just want to win without having to think or try. The closest you can really do on survivor to that is like stealth build Claudette in a corner all game
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I can agree with Lullaby and Third Seal, as not only are both token based (or at least have a mechanic similar to it) but they also are the weakest and most unpopular, but the rest just don't make sense. Both Undying and Devour are already very powerful. If you were to change Undying to only activate and protect a totem when it's cleansed, it effectively buffs it because before you had one more totem you could find before any were cleansed, and Undying is already plenty powerful. Devour's whole mechanic is that the survivor's need to cleanse it before it gets too powerful and snowballs the entire game. If it doesn't get lit until the killer get's their first stack, that means that there was a whole period of time where a survivor got chased, hooked, and unhooked where the survivors could not find the crucial totem even if they wanted to.
While using certain activating effects makes sense and works for some totems, it should not be a blanket change.
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@cogsturning said:
I play both evenly. Killer pretty much every night and survivor in long sessions in parties. I have plenty of perspective. I understand the frustrations on both sides. Doesn't stop me from being angry when playing either role. The game is just frustrating and a lot of people choose to play in a way that's unfun and shortchanges their opponents of a proper match. Overall I currently prefer killer for the reason you mentioned: control. I'm tried of being at the mercy of others, especially with how short the supply has been in my survivor matches.
I'm in the same boat where, although I'm by far a survivor main, I've played a decent amount of killer and have been playing a lot of killer recently, but I still get frustrated on both sides. On killer side I get frustrated when every once in a while I run into a well coordinated team of survivors who all play really well and I spend the match feeling extremely weak, and on survivor I find myself frustrated from hard tunneling, slugging, camping, etc. While I like survivor's gameplay more, I also get frustrated a lot more. Especially when you play solo queue like I usually do, you feel an absolute lack of control over the game if the killer plays a certain way. I find that that feeling is much more frequent for me on the survivor side because 1. it only takes 1 person, not 4 people in a group and 2. I don't feel a lack of control against a 4 man SWF when they're not good at the game or playing casually because I can take advantage of their altruism.
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Absolutely agree, the game already would have plenty of a grind without them, it just makes it more difficult for new players to actually get into the game.
This is also a bit selfish since I've p3'd every survivor and killer, but it would be nice in that case to get some compensation for that similar to when they gave extra prestige levels and bloody portraits to people who prestiged characters on the old system
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104496#Comment_4104496
There shoud be no protection in the endgame at all tbh.
I mean, there isn't
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I get what you mean, it's really frustrating and boring to play against, but unfortunately a change to actually make hook protections effective against him would probably have to come in a patch where he received a buff or rework. As it is, although really good Bubbas can snowball really hard, the majority of Bubbas that aren't as good with the chainsaw only have the strength of camping. I wish it was removed too, it's just probably not going to happen on it's own, and whatever change they end up doing should only affect unhook protections and not his gameplay as a whole.
It's also worth mentioning that, while not as easy as Bubba, other killers can get around unhook protections, especially with basement. If we're talking normal hooks, Houndmaster can dog you off of hook while batting away other survivors and waiting out your unhook protections, and Knight can time his guard after you're unhooked so he can potentially double tap you. In basement, Deathslinger can shoot you off of hook from the stairs and break your endurance in the basement while he's at the top of the stairs, Jason can spike you and throw you backwards so he can double hit you, honestly ranged killers in general can hit you from the top of the stairs and double tap you. Anti-camp and unhook protections just straight up aren't effective against some killers and in certain situations, and unfortunately that's just how it is.
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There are certainly issues with the abandon system but I'm not sure how this is one. If the last survivor abandons just before or during your mori, it just saves them 5-15 seconds but you still get to see the mori
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It wouldn't be so bad if the net code wasn't so terrible and always prioritized the actions of the killer (besides a few key interactions). Still hoping the overhaul includes better net code
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104440#Comment_4104440
It's already fine as it is, also needing 5 charges progress to stop the regression. Pop was buffed significantly. The new perk Lay Waste, as well as Call of Brine buff will be more than enough regression power…
What I'm saying is that regression power should be made partially basekit and the perks in question should be nerfed. On the killer side, most of the most used and most powerful perks are gen slowdown, and killers often feel obligated to use them otherwise they could get stomped. I'm saying buff basekit gen kicks, or add a tiny basekit Pain Res as some people have said (although I'd be concerned about DMS then) and nerf Pop, Pain Res, etc.
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I mean I do feel like survivor loadouts in chaos shuffle suck more simply because a lot of the perks not only need synergy with other perks but also other people's perks in order to get decent value, but there's still plenty of fun to be had. No Mither is just one of about 160 survivor perks. Sure you'll get it every 40 games or so and there are plenty of other crappy perks out there, but trying to get value out of niche perks is the fun of the game mode
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104241#Comment_4104241
They already got that. Generators used to not have a basekit 5% regression when you kicked them.
Yeah, but 5% regression on a generator and .25 charges a second regression is not nearly enough when killers need a perk that on hook regresses 20% instantly 4 times in a match, and maybe another perk to increase gen kick regression after every hook to a total 20% in order to consistently do alright in normal lobbies. It could be small, like increasing basekit to 7% regression and 0.35 c/s, but it should be changed. And I'm a survivor main
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yes, yes it would
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@SpyUA said:
If a pig is going after a person with a head trap then it's a guarantee lost as other survivors can just do gens, even with two head trap add-ons, probably the best thing that person can do is go to the furthest corner of the map so when they die the pig wastes a lot of time going after another survivor.
Yes it's usually a loss if the survivor in question knows what to do, but a decent number don't, and in addition it just feels awful. It's the same as, yes, if a Bubba just camps someone from first hook to death they're throwing the game, but it feels like crap and is an unhealthy play style, and often can still result in at least a 2k
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I'm sorry you're getting those messages man, in my experience BHVR actually does pretty alright with reports so they should be banned, it's just a matter of time. As for having trouble winning in Chaos Shuffle, I'm not sure what killer you're playing but I haven't been having much trouble. I've been running an experiment recently so I've been keeping track of my match results, and out of my last 7 games (3 Legion, 4 Springtrap) I've won 6 (2 Legion, 4 Springtrap) while playing very normally, usually getting my first kill at 7 hooks or more. Springtrap in particular I've been having a blast with, and out of my other couple dozen Chaos Shuffle games with him I think I've only lost or tied maybe 3. Maybe try a different killer? Heck maybe try Springtrap if you know how to use him, he's been working like a charm for me!
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#1 rule of cheaters: they're almost never actually good at the game
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@Linkdouken said:
I don't think it should be a reward as nobody else can see it unless you're streaming. At least badges and banners are visible to everyone in the match
I don't think the P100 rewards have to be for other people to see, it can just be something to remind the player of their big accomplishment and feel proud about it.
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Yeah I've noticed the same thing, especially today. I've been playing a lot of killer during the event because I ran out of survivor archives so I wanted to get some killer ones done, and I've been really liking Springtrap so I've been playing him like 90% of my games. As Springtrap, a maybe B tier killer, I've been able to extremely consistently get 3ks and 4ks with the odd exception here and there, and the vast majority of those games I have so much leeway that I try to get as close to an 8 hook before killing anyone.
Today I've spent more time than the previous days running survivor games, and out of the first 4 games, in 3 someone got hard tunneled from the start, and in the last it was 7+ minutes of the killer holding the game hostage, slugging for the 4k, then repeatedly picking up the downed survivor so that they don't bleed out. It's been such a miserable experience so far that I started a spreadsheet to keep track. I've got details on 7 survivor games so far, I'm looking to write down at least 15 as survivor and as killer and see what results I see.
It sucks too because when the match is played normally, I love Chaos Shuffle. The most bizarre perks can come into play, and it gives you a chance to try and get value out of even the weakest of perks. But when the killer is just taking advantage of the fact that survivors can't bring strong perks, especially anti-tunnel perks, it's just boring, frustrating and miserable.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104202#Comment_4104202
Trust me I get it. That crap was so broken. But at the same time I do think killers should have some good builds and encourage something other than pain res. If it becomes broken then the perk can change but ultimately chests and their related perks are in dire need of a buff.
Yeah maybe, although I think if we wanted to see less Pain Res, Pop, Corrupt, etc., killers would probably have to also have some kind of basekit regression buff and the perks would have to be nerfed
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@[Deleted User] said:
DbD players are some of the most hyper-sensitive gamers out there. Seeing a defeat screen would cause an existential crisis
lmao maybe. although honestly the end screen is outdated either way (it's barely different from how it was 10 years ago), hopefully we get an updated end screen in a year when the overhaul comes through
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I think we have enough of games like Marvel Rivals selling skins that are practically soft core and we don't need more. Things like Kate's Waterfront Massacre skin I really appreciate because it shows taste. Even with the Vee cosmetic, I appreciate that they didn't just straight up put her in a tiny bikini because it shows respect for their character. The male survivors like Ace with his underwear, Jonah with his Olympic speedo, or honestly even the Tae-Young speedo (my girlfriend literally busted out laughing at it) all just come across as goofy skins. Why do we need things to be sexy in a PvP Horror Game. The way the gaming community looks at a female swimsuit skin and a male swimsuit skin are vastly different. The majority of the video game community sexualizes the hell out of all female characters, we don't need more. I feel like that's just respectful
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103970#Comment_4103970
Sure but I don't really mind this? I don't think it'd be too strong and we should generally be encouraging more niche builds. If it gets to be too strong we can readjust the perk itself. Still I don't really mind killers having aura reading like that.
It could honestly be fine, I just don't want another Franklin's + Weave situation from when Vecna 1.0 first came out. That was just super annoying, and especially with the new killer being so good at capitalizing off of aura reading the idea of having something like that is scary
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@PureDivinity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104071#Comment_4104071
i literally went against a slugging twins in solo queue while NO ONE had any anti slug/tunnel perks and we still got a 4 man out. So yes you survivors are skill-less. Lets say a ghoul has zero hooks, 1 gen left, and they’re on a winning streak. What do you want them to do? Hook because “survivors rule book” i never been salty to anyone, i been called a f@g and they also said they wish i got “r@pped” and “kms” because I slugged, i guess thats okay cus i slugged…
First of all my brother, getting out one game against a Twins doesn't mean anything. From one game, you could have been lucky with your teammates, the killer could have been bad, and their build could have been casual. One game is not enough to dismiss this issue.
Second, that is not the situation the OP is primarily addressing. A desperate Ghoul player with a normal build is very different from a Ghoul player that goes into the match with a build made to slug the entire game. One is very counterable with some decent coordination, the other is extremely difficult and borderline impossible in solo queue depending on your teammates and if the killer is actually decent.
Third, if you're going to just say "cry about it" and "you're skilless" over and over, I hate to break it to you but you are being a bit salty bro.
You can have a different opinion on an issue like @JordaJ6 did on this post, but you can make an effort to understand where other people are coming from, be empathetic to other experiences, and respectfully disagree instead of just telling them to cry more. Those are the same words that everyone has heard at least once in end game chat after going up against a bming bully squad or a bming hard tunneling killer.
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@GameEnjoyment said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104080#Comment_4104080
Yeah, it does exist. The problem is that in hard-core slugging matches it really doesn't make a difference. You're still injured, you have to wait too fully recover and you can only use it once. Also, just because I have this problem with killer just because I bring it doesn't mean my whole team is going too. If the whole team had unbreakable yeah, it probably would make a difference but, the pick rate of unbreakable isn't nearly high enough for that kind of counter play. The reason swft deal with killers so easily is because the whole team utilizes these kinds of perks so that they can win. Swft expect killers to go to these drastic measures. Solo que players mostly just play to enjoy the game and use what perks they enjoy. On another note, just because the whole solo que team bring unbreakable doesn't mean they are good enough at the game to get value from the perk. Someone from a swft who has extensive experience will use it and get more looping time on the killer, but most solo que players won't be able to act upon it. Not everyone in every game is going to be crazy good at the game.
You do make a valid point though. Even with what I mentioned if more people brought unbreakable into a game it would likely make a bigger difference in the outcome of the match. It could also somewhat solve the problem of being on the ground the whole game since you have a second chance to loop the killer.
Thank you for the feedback
Totally agree, one Unbreakable is not enough to offset a slugfest, if anything WGLF can have much higher impact. But neither have an extremely high pick rate, and the majority of the community plays casually with comfort builds or experimental builds, and are also solo queue. Funnily enough, No Mither would be the best in this situation, but no one uses it because, frankly speaking, it's a trash perk for memes. Solutions to issues should not be solved with perks, because no one should be forced to bring certain perks just to avoid having a terrible time.
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@GameEnjoyment said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103981#Comment_4103981
You make a very valid point that slugging is built into the twin's powers but, to be totally honest I don't experience that kind of hard-core slugging on the twins due to the low pick rate.
I experience the worst kind of slugging against a high mobility killer like Kaneki or Wesker. Usually they will run Ruin, Couldrophopia, Sloppy Butcher and maybe one information perk. This gameplay has really got on my nerves recently because I played someone doing this 3 times in a day. The problem is that the killer has such high mobility and they can utilize their power to find new survivors constantly creating a mass slug. When the game starts it seems like the game will be find. Every match this has happened the first survivor loops the killer around 1 generator so, 90 seconds. So, three generators get done if all survivors were on a generator. But, two generators are the closest a match like this has gotten for me to escaping. After that first chase that lasted three gens you think you're going to win but the killer slugs the survivor and begins finding others and slugging them. With one survivor is on the ground it's the same as a hook stage and one person should unhook, one should be in chase, and one should do a generator. But, the problem begins with the person in chase having to loop the killer on a near emptied map or completely empty map when it comes pallets especially if it's a smaller map. They tend to die quickly leaving two people on the ground. Now both other survivors have to get them up off the ground. Meaning no generator progress. Additionally, during that chase the time it took to get the other survivor off the ground was slow due to sloppy butcher and coulrophobia for some survivors. With that some survivors don't immediately go for the save on the slugged survivor because they don't understand what's happening, they just don't think they should do it or, maybe something else. This then eventually leads to one survivor dying on the ground leaving one survivor for chase one to pick up the slugged teammate and none for a generator and by this point the map is totally emptied of all pallets and chases don't last long. So, even if the survivors manage to heal the slugged teammate they still have to full heal which could take a while with sloppy butcher. They need to full heal to give them a chance in chase but, it takes too long and the other teammate gets slugged.
This is a problem but, it's one that is incredibly difficult to nerf. There is no reliable way to stop this kind of gameplay and although I think bhvr should do their best to find a way to stop it from happening I don't see much hope on the matter. There may be nothing we can do about it.
Your comment makes great sense on the matter but, I do hope there can be some kind of change that can be added to the game to prevent this style of play.
Thank you for your feedback it helped me grasp more of the situation
Yeah I just gave Twins as an example because whenever I run into them (in the rare case that I do) it's usually a slugfest, but because they're so rare I also experience slugfests a lot more on high mobility killers. Recently I've seen a lot of Jason's doing it as well. A full slugfest isn't too bad when a killer is doing it out of desperation, aka they lost 3 gens and they need to snowball, but especially since I play solo queue, killers who come in equipped with a killer and loadout intending to slug (such as the killers / builds you mentioned) are impossibly hard to deal with. It's completely unfun to play against, and I still am hoping for some elegant solution for Anti-Slug, but I think if that ever happens the killer community will probably be upset no matter what it is because (as far as all the ideas I've seen goes) there's always the chance it affects a killer playing pretty normally.
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@PureDivinity said:
Funny how you say i struggle of getting 4ks without slugging while i done a 4k streak, and you said “slugging isn’t fun”like boohoo pallet density isn’t fun and they’re not fixing it. Yall survivors are so incredibly annoying. Dc that dc this like yall are so skill-less
Holy "us vs them" brain rot
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Honestly I'd prefer a rework because not only do I think that buffs would optimistically at best put her at B tier, but also I and a lot of the community hate to go against her, even if she is weak
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I mean I don't think any survivor on the planet actually has fun in a match where they're getting hardcore slugged by a Twins or something, unless they came in with an Anti-Slug build or have a well equipped SWF. The majority of the playerbase, including me, plays solo queue, and even more than that don't use perk slots on Anti-Slug. That second part is because out of the two, tunneling is far more common, which is why you'll see a lot more DS than Unbreakable.
Perks, whether DS or old Borrowed Time or Unbreakable, have always really just been bandaid fixes to problems, but in reality no one (including killers, who I feel often are almost required to run at least one gen slowdown if not two) should be forced to run certain perks to have fun in the game. It just ends up punishing players who play more casually, and then when those players get upset they're told to cry about it because they should have put on the boring meta perk.
The issue with the slugging problem in particular (besides that it's much less common than tunneling) is that any Ant-Slug system runs the risk of punishing casual killer players (which is also the reason why the Anti-Camp meter is very forgiving for the killer). I've seen a lot of different proposals, all with their own flaws when you sit and discuss them. Obviously there was BHVR's failed attempt at an Anti-Slug system, I've also seen people say that two downed survivors should be able to help each other up (maybe after a certain amount of time on the floor), I've seen someone say downed survivors should get automatically hooked after a certain amount of time, and I've even messed around with my own idea of increasing recovery speed and the recovery cap every time you get downed without being hooked until eventually after being downed 3-4 times you can pick yourself up.
But like I said, all of these solutions have their flaws. As it is, no, the vast, vast majority of survivors find slugging games extremely boring and frustrating. But unfortunately I'm not sure if there's a solution that killer players would be okay with as well, so who knows if it will actually ever happen (although who knows, a lot of killer mains weren't happy about Anti-Camp either but it does absolutely nothing 95% of games and it can easily be played around to camp anyway, and that got added).
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In the wrong hands they definitely could be terrible, but that's because it looks like they might become the most mechanically difficult killer in the game. Being difficult doesn't make it bad though. In fact, a lot of the top tier killers are some of the more difficult ones to master. I've seen a couple different creators say that after people have had time to master Judgement that it could be the next S tier, and the majority of people I've seen online are predicting at the very least B tier, but usually A tier.
Personally I think they will suck for people that are not good at the killer, but Judgement will dominate lobbies if the killer player is good at using their power.
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Yeah I voted on it for that exact reason, right now the end of the mori kind of feels like the mori we just got with Jason: it just kind ends with a charred corpse. Also don't know if it's a glitch, but for some reason the charred corpse disappears, reappears for a second, and then disappears again. If it's not unintentional, I hate to say it but it just looks janky.
The rest of the mori looks super sick, but I really hope they fix the ending to be closer to what we voted on.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103893#Comment_4103893
Actually you can counter that perk by just opening up the chest if I recall correctly.
yeah the issue is that 1. it affects you through walls and floors 2. the killer at the very least guaranteed sees you get on the chest and 3. the killer can close it again. if there are a large enough number of chests on the map, you might find yourself constantly getting aura read through walls or especially on 2 story maps through ceilings where you have no idea where the chest in question is, and even if you find it the killer could close it again. Not saying adding 1 or 2 chests would be a bad thing or make this overpowered, but once you start adding 3 or 4 it could be.
That said though I do think that there should be 1 or 2 more chests per match, and personally i think Ace in the Hole should become basekit (or maybe with just one addon, or weaker odds). I think that would make killer perks that effect chests actually worth using and actually incentivize survivors to open chests.
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@Mooks said:
Ping and hit validation aside i cant even remember when i had the last Server Crash, also cant remember seeing that with content creators.
Are you sure this is a general problem? Which Servers are closest to you?
Also, arent they using Amazon Servers which plenty of online games use? That would further suggest its more likely their net code and not the Servers themselves?
It probably is their net code then, because I'm smack in the middle of the US so I'm pretty much only on NA servers, and I get server crashes routinely. It's part of the experience at this point
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@Your_Dad_Playing_DbD said:
Because DbD has no competition and people will play the game no matter how crappy the servers are, so there’s no reason for BHVR to spend more money for better servers.
real
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@mrpieseller said:
I think the current bloody portrait should stay exclusive to older players, and they should make a new p100 portrait.
Honestly that would be cool too, you could even give the choice to people with both so you can swap between them
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@Royval said:
ghoul doesn’t need any nerfs learn how to loop man
He's currently widely accepted as a top 5, usually top 3 killer behind Nurse and Blight. It doesn't need to be this one but he does need a nerf
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@Yoshirama either increase his cooldown canceling his power or decrease his movement speed canceling power, either works
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@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102630#Comment_4102630
How exactly can this avoid an auto-aim attack that lingers for ages? I dont think you understand how Ghoul works.
Because there have been dozens of situations where the Ghoul leaps towards me, I've had an object in between me and the killer, but because of the 5 whole seconds window he has at almost my movement speed, he can easily do two or three mind games until eventually I'm just far enough around the side to get a free grab. Even Blight can't do that, even if you wasted both addon slots on bump time increases
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102515#Comment_4102515
You can claim what you want I gave estimate of what happened. You stating something does not make it a fact and I have had people tell something happened then show video that literally shows totally different thing happening. People don't always know what happened and remember stuff wrong thats why the other guy asked for a video as currently we have your statement that in reality is not really prove of anything.
Also the killer is wrong the reason why people swing on those is to move away from the pallet as it makes you move faster. Thats why people swing on pallets I have never seen it to cancel any stun and I have played this game a long time.
You could also report this to the bug reports in betahub with the logs of the match so devs can check if this is indeed a bug.
https://www.image2url.com/r2/default/videos/1785143127818-cd7895ea-b858-41fa-9729-d1ae52a33aff.mp4
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@random1543 said:
I dont think we should restrict totem spawns but survivor should have a better totem finding perk.
I would like to see a buff with small games in some way, perhaps just straight aura rather then noise notification.I mean I agree Small Games needs a buff, and I imagine that'll be one of the 45 perks the devs mentioned for the next big update considering they said they were focusing on general perks. However, I disagree with the sentiment of fixing issues with perks. That has been the way BHVR often first attempts to address issues, and band aid fixes like that not only are not as effective, but require you to bring one specific perk and restrict build variety. I am a firm believer that you should not be required to run multiple slowdown perks to win games, you should not have to bring DS to not get tunneled, and you shouldn't have to bring one specific totem build for Hex builds on an inflated map
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I think some of it has to do with the overly simplified hitboxes in DBD, but a lot of it has to do with the absolutely terrible net code. The reason everything looks mostly okay on the killer side is because the killer's actions are prioritized, which is why when the killer has extremely high ping it's actually an advantage when it comes to hit detection.