Arcturus
Arcturus
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@Mysore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109253#Comment_4109253
Over time, more people realized just how broken this perk is. In SA, because streamers were racking up win streaks with 3–4 shoulder pads and 4 toolboxes containing new parts, this became an epidemic—almost every match now has SWFs with 3–4 shoulder pads and a toolbox to speed up generator repair. In other words, SWFs have toolboxes to speed up the generators and, on top of that, a perk on 4 survivors that delays the killer from eliminating someone from the match—do you understand how serious this problem is?
Almost every match? I've played plenty of killer and I don't even know if I've ever ran into a team with more than 2 Shoulders. I've never run into a team of Shoulder's with OP toolboxes
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Poppy Playtime. I'm sure it'll happen at some point or another, I just hope they give us one of the cooler characters like Huggy Wuggy instead of Mommy Long Legs or something.
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Personally, I'd put weight to certain things and have them all count towards the result to some extent, even if smaller or bigger.
Survivors:
- Primary influence: number of escapes
- Secondary influence: number of gens repaired
Killers:
- Primary influence: number of kills
- Secondary influence: number of hooks
Other things could be added, like hatch could count for less than a regular escape for survivors, but I think only going off of deaths or escapes is too simple for such a complex game. I haven't done the math to figure out what these categories should be weighted, but I think this would more accurately adjust the MMR when a killer or survivor team is dominating vs when they're scraping by.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109164#Comment_4109164
How would you change tunneling without wrecking the game?
Focus on DS as a solution, rather than Endurance. DS works as a deterrent if the stun is long enough, meaning it needs to go back to 5 seconds or higher. Since DS requires the killer's input to function, it cannot be 'used offensively', since trying to bodyblock with it will result in the survivor becoming incapacitated, which hinders them more than the killer.
Then check if the killrates actually drop below target rates, because we have no way of knowing if they will or not.
If they do, first change on the docket is to invert the co-op repair speed penalty and make gens slower when solo'd and faster when there's at least three survivors on one gen. This makes it so that the safest way of doing gens (Split up) is not also the fastest way, leaving survivors the choice of either playing it fast or safe, not both at the same time.
This would also increase the pressure killers get out of incapacitations, since the survivor is worth more than just their own repair speed; they can't give a co-op bonus if they're not on a gen.
If that's not enough, we can cross that bridge when we get to it.
I'm not sure if you're saying 5s DS should become basekit or DS should just be changed to be 5s, but I've never liked perk solutions for problems. Either way though, I really like the generator idea, as that way splitting up or working together on a gen each has it's own pros and cons. I always thought it was weird that you were rewarded with bp for repairing with teammates, but the game is actually actively punishing your action speed. However, I think something would have to be done to prevent survivors from hopping on the first gen they see when spawning in. On a killer without Lethal and without a movement ability, the survivors could just pop a gen within 20s together before the killer even finds them.
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Shoulder wouldn't have been problematic if it was implemented as a one time use basekit element as Otzdarva suggested in a video before the perk even came out. Removing anti-camp is just not an option though, that just causes a much bigger problem to solve another
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I think having the perks display next to survivors’ names in the opening spin would be a nice change, although I think this problem would also be somewhat solved if, like I saw in another post, they added being able to communicate one of your perks in the comm wheel. That way your teammates don’t necessarily need to remember, you can tell them when it’s relevant. You get hooked and have Deli? Just let them know. Teammate is lurking for the flashy save but you have DS? Just let them know
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I understand the frustration, I thought the same thing when I came back to this game after a year, but honestly Henry is “balanced” in current DBD. The best thing you can do is keep distance, which works great on large maps like swamp maps and makes him feel honestly pretty weak, but that doesn’t work well on tiny maps where honestly sometimes I’d argue he feels S tier. If maps were more consistently designed he’d be easier to balance, but that’s just not possible.
On the matter of enjoyability, the counterplay of being unpredictable and losing LoS is very possible, but it’s extremely similar to Nurse where sometimes hits are just unavoidable (especially when the killer player is good) or it’s just a lot of 50/50s. The thing is, I actually kind of enjoy chases with Nurses because outplaying a blink is much more rewarding than outplaying a vine attack, as Henry can spam it every couple seconds
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A good killer player can still win 90% of their games if they really try, and this isn’t really indicative of balance but thousands of wins long win streaks are still very much possible on killer. Most killers still have a kill rate of over 50%. Some killers certainly do need a buff, but the game is literally designed to be slightly in the killer’s favor. In reality though, this game is very one sided if one side is really sweaty and the other is not. If you run into a 4 man SWF with meta builds and you’re running a B tier killer with an average build, yeah it’s pretty survivor sided. If you run into 4 solo survivors with gimmick builds or just casual builds in general and you’re on an A-S tier killer with a super meta build, it’s very killer sided (especially if you tunnel)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109219#Comment_4109219
I'm not sure why survivors would play a mode where they're meant to lose almost every match, or a mode that just involves creeping around for 15 minutes. Super exciting. Because being found sounds like it means being killed, and no one is running a 10 minute chase.
There's no way to sabotage your team currently? I'll remember that next time I get a 4k at 5 gens because someone loaded in to slam pallets or noise spam a vault. Or when someone tries to rat out someone else. You can currently throw pebbles at teammates to bring the killer to them just like what's being suggested here. People have said they do it in this forumm. Many have also said they use Bond to lead the killer to people and get them killed. There's plenty of sabotage in this game.
yeah I mean I completely disagree that you can’t sabotage in the normal gamemode, but this would essentially be hide and seek. The game would be completely different and so would the objective. The survivors are the hiders and the killer is the seeker. They could have it so that there’s like a point system, where you get more points for not being found longer, and for finding people faster, and everybody has to take a turn searching as the killer. If a survivor gets hit, they instantly spectate
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/471242/there-should-be-more-survivor-items
Few ideas here.
New item: Hammer
Can be consumed when standing next to upright pallet. The pallet will have nails in it and will take 10 % longer to be destroyed.
New item: Electronic device
Can be placed on the ground, when killer steps in they suffer 3 % hindred for 2s.
New item: Clothing
Can be consumed to be placed on a window or dropped pallet. This window or pallet vaults will be silent.
I actually really like these concepts, although maybe the numbers could be changed depending on how many times the items could be used. Things like the clothing are interesting because it’s essentially like Quick and Quiet, and with new maps we’re already familiar with perk affects being attached to items (Windows), I wonder what other affects could be attached to items
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@Artimenius1307 said:
Tbh, while I completely agree with this idea, I can't quite think of any new items, which wouldn't be either useless, or much too niche to be used. The current ones already kind of cover the entirety of the game's aspects, don't they?
It's part of bigger issue of stagnation of dbd mechanics wise, it's same after 10 years, and it's pretty hard to add something as big as an item with it's own unique mechanic, when it pretty much can't cover anything new, and the old is already fully covered. Similar issue with perk designs, many new ones are plain useless, because they are a variation of another perk which serves same purpose.
For an idea like this, I think there might be a need for a new mechanic or new aspect to the game first, so that something more could be added to extend the complexity of said new thing
I tend to disagree, although the most obvious game mechanics are affected by things like medkits and toolboxes, the fog vial isn’t necessarily based on a game mechanic, it’s essentially just a smoke bomb. I think looking at different, more unique ways we could affect the game would generate fun ideas. What about an item to affect lockers? What about a noise machine? What about something to affect pallets or windows? What about traps? I think there’s a lot of potential ideas you could come up with, especially if you think outside the box
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109033#Comment_4109033
I disagree, Survivor items are basically our powers. If they buff chests and the like, there is no reason we can't have more cool items.
They've already mentioned they are looking at add-ons, I'm not letting one bad apple spoi the bunch. fog vials with 4 charges now help, I love using them to help other survivors in chase atm if I find one, or in 2v8 they are really good coz of the amount of reveals.
I'd love a throwable, something we could hit the killer with or use as a distraction, doesn't even need addons, or a melee weapon (plank of wood) that lets you use Head on/Last Stand and make you exhausted. Or maybe even a syringe rework that lets you use Sprint Burst without the perk so long as you're not exhausted.
There is so much they could do.personally it’d be funny if we could bring snowballs into the trial. Even if they didn’t do anything, having a snowball that recharges over time so you can just throw it at the killer or your teammates for laughs would be funny
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109059#Comment_4109059
We have:
-Residual Manifest for flashlights
-Pharmacy for Medkits (which I argue should give a buff to medkits also)
-Scavenger for Toolboxes
-Maps and Keys are nice finds if you didn't bring an item/dont have aura reading, though I'd argue maps should reveal totems by default.
If they buff chests item builds could be more enticing, especially paired with the likes of streetwise etc. I often run item builds with a coin offering to adapt on the fly. I personally miss old streetwise.
They could also alleviate it by allowing us to buy base items with bloodpoints, with the recode of the game, anything is possible.
I do agree the RNG is the problem but now is the time for us to voice it with them mentioning the progression rework for the new version of the game.Totally agree that maps should reveal totems by default, whether it was before the rework (when they did this) or after, survivors usually run maps to find totems in the first place.
Also saw a post from a while back asking for more chests in trials, especially with perks like Moment of Glory perhaps getting more popular next patch, and I agree. I think 2 more chests should spawn on the map, and items inside should come with a random number of random addons (or some other buff). I think this would incentivize survivors to interact with them a bit more, and buff niche perks on both survivor and killer
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@Mooks said:
Yeah, we need more variety for survivors! Thats why i made several item suggestions on the past
But decluttering the inventory and bloodweb is important for this too. But that shouldnt be an Argument against new items. There is so much useless stuff and with new items there would be meaningful variety in the bloodwebs instead of… how many category bloodpoint offerings that everyone just ignores and only tolerates because it has been there since the beginning? We also really don’t need so many different rarities of items that are just sliiiightly different from another. Or way too many addons where only half get used and they are just slight number increases..
also.. fog vials were handled weird. Starting with infinite uses and overnerfing within a very short period of time but never finding the sweet spotYeah the clutter in the bloodweb definitely needs to be addressed, but I really would want some new items. Even if keys, maps and fog vials are less common than medkits, toolboxes and flashlights, I don’t think anybody would call them useless clutter (although fog vials need a buff), but there are a few addons and especially a ton of offerings that are just wasted space
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@Cool8324 said:
All of us can agree that we want more fun items to bring to the trial however though the game has so much clutter already from perks, powers, maps, looping etc.
However I want to look at it from a different perspective. I wouldnt want to bombard a new player with more stuff they have to learn ONTOP of the in game mechanics. Also when the introduced a new item (fog vials) it didnt really go so well from being SUPER OP to now uselessI understand that, but I think that’s a much bigger issue with perks and killer addons than a couple more items. As of now we only have 7 very easy to understand items, and most of their addons don’t really change how they function. Adding a couple items wouldn’t make it hard to understand, especially if the bloodweb clutter was reduced and new players would have to worry about less things
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@Aven_Fallen said:
No, we dont need more Bloodweb-Clutter. Survivors already have more than 3 times the Bloodweb Items than Killers (might be even more with the addition of Fog Vials and their Add Ons), so more Items would just bloat this up even more and you get useful Add Ons or Offerings way less than currently.
Plus, as you said, the last item added were the Fog Vials and they were destroyed after one week on Live. So either new Items would be weak to be point that they would not be used anyway or would be complained about and then changed so that they are weak to the point that they would not be used anyway. So why even bother with implementing anything new?
If the Devs would not have catered towards Killers so hard when Fog Vials were released and they would have just waited a bit until new toy syndrome is gone, I might think different about it. But as it stands, I am highly against adding any more Items for Survivor considering what happened with the last new Item.
I think bloodweb clutter is a separate issue. A lot of the clutter mostly comes from offerings, many of which are pretty much useless. They should get rid of the bottom tier of luck, hook spread, and bp addons, and that would already eliminate quite a few. Also, i dont think the amount of items are that different from survivor to killer? Its certainly more on the survivor side because each item has 5-8 addons or so, but every killer has something like 20 addons
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@PhoenixGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108915#Comment_4108915
ur telling me its dog #########. i am running still agenst loopers and i run lightborn bc a lot of them have flash lights and they get pissy i am using it. like sorry for using lightborn but that ######### hurts my eyes in real life. dbd needs to fix there mmr system as well as fix getting blinded that ######### is way to bright
I understand the frustration, MMR can work in your favor (giving you baby survivors or killers) or against you (getting super sweaty high hour SWFs or killers) and it can be frustrating how inconsistent it is. Being able to adjust the brightness or having a toggle to help those that are sensitive to being blinded has been a request for a while now unfortunately
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108955#Comment_4108955
Yeah was probably Jason, I think his projectile just doesn't trigger protection hits at all.
Although it probably should? Meat-shielding someone who's injured against Jason is actually really annoying for them to deal with.
I've experienced this issue with many killers, maybe once it was Jason but most times it was an m1. I guess that's just because the survivor was just out of 4m, I wish it was a bit more forgiving because it happens very often
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108946#Comment_4108946
im not against a killer that makes pallets part of its kit but it would still be wholly despised by surv mains as they tend not to like anything that can bypass or weaken pallet loops in any way.
I would love very unique killers and more things that dont just devolve to run in a circle around a rock over and over. the community is just very sensitive to changes like this is all im saying
I mean what I was saying though is that more than half the killers in the game make pallets weaker with their powers, whether with dashes, projectiles, teleports, traps, etc. Every killer needs something to help them in chase, otherwise they would end up like Trapper with no traps, or Legion trying to get a down.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108953#Comment_4108953
Not true, there's other counterplay to guards. Such as vaulting tile windows repeatedly since that slows them down just enough for another vault (No entity blockers either since its not a chase). L+T walls are best for this; do it until the banner spawns.
If you ask me, Knight's undetectable addon is probably the 1 thing that needs changing about him. It shouldn't last the entire hunt duration, it lasts way too long and has too much uptime.
That counterplay is only effective in situations where the Knight is just leaving you to get chased by a guard to keep you busy, in which case he never expected you to get hit in the first place because you can just endlessly vault windows or just run around a rock. There is zero counterplay whatsoever in chase. The window fakes to bait the guards are only useful when the killer is on the other side of the window and you don't want to vault into them, otherwise you basically just have to path in a way to buy just a few extra seconds because there are so many lose-lose situations, and one of the ways survivors deal with this is just keeping distance and hoping the guard's timer runs out because the killer is close.
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@HexSlugged said:
survivors will never tolerate a killer who makes pallets unsafe in any way. they need to be fairly reliable for them safety wise as its the main protection they have
There are already a billion killers that make many pallets unsafe, and Nurse already completely ignores them. Personally I think a killer with a power centered around pallets might be unique, the closest thing we have to that is Freddy with his fake pallets. I think unique killers is something we really need, especially after Jason was basically just 5 killers in one. Thankfully the Judgement is pretty unique and that should come out tomorrow
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108821#Comment_4108821
Its within 4m not 10m 👀
Really? Everywhere online says 10m, did it change at some point? I mean it makes sense because 10m seems a bit too generous, but honestly with the amount of times I haven't gotten credit for a protection hit I'd really appreciate it being increased to 5-6m, these perks are already niche as it is
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108825#Comment_4108825
Great post. I could get behind Hag and Huntress being 4.6 m/s, at least when they are not in chase.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108851#Comment_4108851
How much Huntress do you play?
I find when I play her I don't need to reload after every single chase because often I have 4-5 hatchets after a successful chase and don't want to waste time reloading. Usually I am successful in my next chase with a less than full magazine. The few times I am not I generally am not reloading mid-chase, the reload usually ends the chase and I look for better opportunities.
Yeah I thought the same thing, I don't play a ton of Huntress but when I do, I don't reload between every single chase, it's a time waste. A lot of the time I'll go into a second chase with 4 hatchets or so, and the problem I was eluding to wasn't reloading mid chase, but that if you run out of hatchets, you often have to drop chase entirely to reload and look for someone else. Maybe being 4.6 would make that a bit less of an issue, or perhaps at least being 4.6 when out of hatchets (basekit Soldier's Puttee)
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There's supposed to be some kind of MMR change soon. As of now, the MMR system doesn't work very well
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I've suggested the action speed buffs before, I think it would be a good idea. However, especially if hook timers were reduced, there would have to be something of equal value for survivors if this happened. Besides the extremities (like when the killer is playing no addons trapper vs meta blight) the game is relatively balanced on average
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@Hiromitsumoonblossom said:
@Archangel2O
Well, as I said, I would love to hear some other ideas. My idea was mostly not effect huntress directly, like idk, adding a jump button letting her spring into the air or god forbid teleport herself, no I was trying to go for something less flashy, but have it still be felt, you know? I thought Huntress was sort of lacking, with survivors being able to do crazy stuff, and newer killers not only stealing her ability (cough springtrap) but better (cough cough) Which is a shame because I love playing huntress, but why play her when there's someone who can do what she can but uh… better.
but then getting other stuff on top of it, I thought it'd be kind of interesting to have her get some more map control, because uh, lets be honest, her perks suck with her, and unless you have the aim of Apollo guiding your hatchets, there's not much there, I get it can be appealing, but it can also be a b*tch to use especially when in chase. I feel like having something to almost herd survivors and limit them in how they can dodge, you might not be so eager to dodge a hatchet by turning that corner if you hear a child singing a lullaby from that direction. It wouldn't DIRECTLY effect Huntress, it's as @LordGlint said, it's passive map pressure and detection. it's not an ability she can use, it's something for people to watch out for but not something that is too difficult to manage. Plus, it kind of fits the motherhood theme she has.I think a much better comparison would be Huntress and Jason. While Springtrap does have a projectile in the shape of an axe, the similarities end there. His axe has a unique arc, making him only effective within 16m or so, which can be a real limitation when a survivor has distance, but the advantage is the arc allows for shots only he can do. His axe also has the AOE effect when missed, which gives killer instinct and can have effects applied to it. On the other hand, Jason's spikes are literally just Huntress hatchets with a different reload method and a slightly smaller hitbox, I believe they even go the same speed. The smaller hitbox can make it easier to miss, but allows for a lot of shots Huntress can't hit, and his reload method means that he can usually reload mid chase a couple of times and never really has to abandon a chase to go to a locker like Huntress.
If I was going to suggest buffs, as of now for some reason Jason is essentially a 4.6 ranged killer because the haste out of power lasts almost half a minute at a time for some reason. I say get rid of that or nerf it and make Huntress 4.6. It might be too oppressive in chase, I'm not sure, but some killers like Clown and Huntress have all their eggs in the chase basket and they should be strong enough to get fast downs. In addition, if Jason is going to be able to have some of the best map traversal in the game along with info and invisibility, Huntress should absolutely be stronger than him in chase. Another change I'd suggest but might screw some Huntress players up for a while is changing the hatchet hitbox to be like a flat circle (to mimic the spinning hatchet) rather than a sphere. This could screw some Huntress players up for a while, and it would make the killer harder, but it would also make certain shots possible that weren't before. In addition, I think you could reduce her lullaby radius slightly to give survivors less of a heads up that she's coming.
These are just some things that come up off the top of my head.
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@SpyUA said:
The game counts it as a bodyblock when boths survivors are in chase and one is getting hit (I am pretty sure that how it works), the key part is both are in chase so that's why it didn't work for you.
Like I said in my post, and this is just one example, I was in chase with two injured survivors just a couple meters in front of me also in chase, and it didn't count. There have been many instances like this. Also, according to everything I can find online, chase has nothing to do with it. All it is is whether there is an injured survivor within 10m of you, and there have been many times that that has been true and I haven't received credit for a protection hit.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108755#Comment_4108755
Yeah, hence why hits should just be server validated so we can finally see what needs to be balanced. Because as it stands a map could have like a hundred pallets but if survivors are getting hit through every pallet it'll still look killer sided.
There are maps that feel so much more killer sided as survivor than killer. It's honestly a lot of the tiles being tighter, making more of an impact on ping. It frustrates me to no end on killer when I don't hit a survivor when I know for a fact I would have been hit if I was the survivor, it honestly just messes up my swing timings thinking I can hit things I can't
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4108570#Comment_4108570
Currently diminishing returns was a bad change but after the 45 perks getting changes in the future patch, diminishing returns might be actually good.
we'll see about that. we don't know any of the perks being changed, how they're being changed, or what about diminishing returns is changing (if anything)
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@Galafure said:
the votes do enough. Half of people know what I am talking about. Truthfully, if you have never seen it then I don't think your vote is a true vote. So I'll even retract my statement to you and apologize. The votes are for those that dealt with it and have an answer. YOU are not wrong but in solo queue with 3 new people, for example, nothing about what is a legit that you said matters. Because the new people don't know and are still just learning. Or even better those games we all have where someone is upset at 5 because they hate the map or killer and are quitting. The scenario can happen because of numerous this. And most of those are outside of the control of one or two people who know what they are doing.
I don't think the downvotes are for any insults, it's for the idea that it must be 100% the survivors' fault for getting tunneled and still having 5 gens, completely ignoring the existence of new players, certain killers that are often able to keep up pressure across the map or at least delay, smaller maps, etc. In no way did they insult you though. I understand that the topic is frustrating, just as experiencing it is frustrating, but even though I fully disagree with their comment and think that with a bit more survivor experience they would know that there are a lot more factors that can cause this, it's just a bad take and that's that. They weren't insulting you, and I don't think you should use people's downvotes to support you on that when it's clear they were just downvoting their take
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Knight for sure, and that's because at least there is a certain amount of counterplay to the other killers. While Knight isn't oppressively strong, there are so many scenarios, especially against a decent Knight player, that are just lose-lose and you will always get hit no matter what you do, and your only play is to just do whatever you can to delay the hit by just 2 more seconds. Things like faking the window against a guard is useful in certain scenarios where the killer is expecting you to vault to the other side of the window, but not only is this scenario not super common, but this also essentially just becomes a 50/50, but your movement after the fake is extremely limited because any direction in a 60 degree angle will lead you straight into the guard.
Krasue has the counterplay of bodyblocking, which I like when survivors are encouraged to play as a team, the issue is that it's much easier to do so as a SWF. But at least it exists, and when I play against her I do my best to fill in that role for my random teammates.
Legion I honestly feel is fine on their own, the issue is when you add Iri Button into the mix. Iri Button Legions are the most braindead killers on the planet, often with Bamboozle or End Fury as well to make sure they don't have to think because there is zero counterplay. One of the most problematic addons imo
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/471034/bhvr-doesn-t-know-how-to-handle-perks
Not every perk can be good. And it's kind of in the nature of the game to have meta perks and weaker ones. Not much can be done to avoid it.
As for that unknown one, it can actually be kinda good in anti skillcheck builds and is kind of strong on doctor since his basekit is great for messing with skill checks. A good build is undone, unnerving presence, hex huntress lullaby and merciless storm.
Special skill checks like from Merciless Storm don't count towards Undone. Otzdarva did an entire video when Vecna 2.0 came out trying to pair it with Secret Project to see if after his last video about Undone the perk might be usable now, and even with Doctor and Hunress' Lullaby got absolutely zero value out of Undone. The perk is only usable against lower skill survivors, and even then you'd be better off with many other perks
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@esarraf said:
Let's just make it so all hits are server validated instead. I think that'd be a good place to start.
Yeah I mean, the OP is talking about how throwing down a pallet makes most loops incredibly unsafe, and some of that is designed that way, some of those are only unsafe because hit validation is based on the killer's POV, so if the killer is laggy or if the survivor's ping isn't less than 40ms, a lot of pallets are almost unplayable
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@LordGlint said:
Giving Huntress a pair of Nemesis's zombies is the opposite of "relatively small change"... Thats not only passive map pressure but also information.
Agreed. Huntress does need some love, but not this. As @ForTheEntity said, part of her appeal is being simple and throwing hatchets, and I think adding in 2 Nemesis zombies would destroy her current identity
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@cluelessclaudette said:
Just gonna leave this here and say I was right. 4 years later and we finally get radial comms.
More than 3/4 of this was implemented. Maybe the devs read my post.
Anyways, thanks for implementing these features.
Whats next is a UI overhaul, it's pretty clunky still. Switching between screens or survivors or out of the shop makes you "zoom in and out" multiple layers.
Yeah hopefully they keep going lmao. On UI changes, one thing I've made a post for before is that they should make the tab menu similar to the tab scoreboards in other PvP games, where it pops up on your screen while you can still actively play.
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@sayuloveme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/2873143#Comment_2873143
he 100% does need changes counting the fact that when he uses his chainsaw hes faster and one hits anyone and it doesnt cancel after downing someone and it last for atleast 10-15 seconds and he can just spam it so yes he does need changes
bro really dug up a fossil for this
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Ghoul is by far the worst offender. I'd also be down to have this for characters in the menus in general, so I don't have to listen to the same survivor voiceline for the 10 thousandth time
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As @HexSlugged already said, they'd probably need to create new hitboxes for this. Who knows, that may be changing with the overhaul in a year (hopefully), but Huntress definitely needs some love from the devs
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@AliceNull said:
I feel like this would be more reasonable as an addition to Dominance rather than a basekit change.
Honestly yeah. I hate the idea of buffing hex related perks when the Unemployed Build is so prevalent right now, but Dominance could use this change to actually be a good perk choice
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Adrenaline was already a strange pick to buff, as with even 3 seconds of exhaustion it was already very usable and very strong, it's just that a lot of games it doesn't see use (similar to Unbreakable). It doesn't need to be buffed even further, the devs should instead be focusing on actually weak perks like Road Life
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Jason on the average player, Judgement when it's between skilled players that main each killer. Jason is infinitely easier to learn and play, and will be a lot more consistently strong. Judgement needs a lot of practice, but I think on a skilled player will be way stronger than Jason. it's just an issue of there will probably be a lot less good Judgement mains than Jason mains
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@pidgeon said:
This just turns her into a worse version of nurse. Also condemned is a main part of the kit which makes the Sadako player actually be constantly thinking of which TVs are turning on, which TVs to manually turn off or to keep for later, ect. I personally would hate to see it go and would much rather Sadako players to actually want to get hooks.
Yeah I was about to say this just sounds like Nurse, although honestly I'd have to see in practice whether it's worse or not, maybe just slightly different. I don't think people want to see another Nurse in the game. Condemned definitely is part of Sadako's identity, and I think it needs a rework rather than a removal. You're right, I'd rather Sadako actually feel the need to hook rather than just spam the everloving crap out of her power until she can mori a survivor that has barely been chased the entire game and has instead spent the entire match trying to find a TV that's actually turned on. It's one of the most boring play styles in the game, and on certain maps extremely frustrating to play against. Condemned needs to be changed to have a different effect, or perhaps a changed way to apply it, but I think completely removing it would be stripping her of her identity.
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@pidgeon said:
I think slugging is fine, the only time its a problem is if the killer attempts to 4 man slug but most of the time people who do that aren't good enough to end the match fast enough so it tends to drag it out for a while longer than normal. It's a bit annoying but once slugging becomes less optimal than hooking, people will pretty much stop slugging as a whole unless someone is lurking or about to finish a gen.
Unfortunately, killers get punished for hooking so its a pretty popular strategy atm.
@Your_Dad_Playing_DbD said:
If you’re getting slugged and left on the ground for a long time, that’s a problem with your teammates, not the killer. Teammates can see your aura to come pick you up just like they see you on hook to come rescue you when you get hooked. Why are your teammates not coming to pick you up?? And getting slugged is way better than getting hooked because you don’t get a hook state to get you closer to elimination. This is why I am so confused about all the outrage about slugging. You should be glad that the killer is not hooking you! I always say that people who complain about slugging should try playing some killer matches, never hook anyone, and see how many matches you win.
Killers will go into games with builds specifically to 4 man slug. Thankfully Caulrophobia is getting nerfed, but it doesn't help that much in the end. If the killer they chose is strong enough or good enough at slugging and they are okay at playing them, they will probably win with a build like that. Just recently, in a 4 man SWF with one WGLF and a central Expo boon that was up for almost the entire game, my friends and I barely got 2 out after a 20-25 minute match against a slugging Blight with one of these builds.
This strategy is almost always used on killers that can win with it. No a slugging Ghost Face isn't going to accomplish this well. But a Blight, a Nurse, a Twins, or even a Bubba with Iri Flesh will. This is not on the teammates, the teammates will try their best. But the killer is actively trying to punish the teammates for picking up the survivors. I'm not going to be grateful I'm not getting hooked when half my build relies on hooks or unhooks. I'm not going to be grateful I'm not getting hooked when I'm 15 minutes into the game and I'm 5 seconds from bleeding out. I have 4 man slugged many times on Springtrap, a mid tier killer, without even going into games intending to do so simply because a survivor made a mistake or I was able to punish a team's altruism. It's situational, but it already happens sometimes. Now you try going against one of these often A-S tier killers with slugging builds, especially in solo queue, and see if you can win.
It's not nearly as common as hard tunneling or camping at 4-5 gens, but honestly it is the most boring and frustrating.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/471147/question-hillbilly-chainsaw-curving
Alot of ppl have taken to binding Q and E turn turning left and right. This will give you an alternate way to control your chainsaw sprint rather than relying on your mouse.
Yeah this is the primary way people play Billy. I used to play a lot of him, trust me it makes it infinitely easier. If you're traversing the map you could still use your mouse, I do sometimes. But in loops I just stop moving the mouse last second and press Q or E to curve the chainsaw. If you're having trouble in situations where the survivor is straight in front of you and you dont want to curve, I'd recommend in those moments either 1. getting so close that you're practically breathing down their neck or 2. practice making sure your mouse is completely still for the last maybe third of the charge bar. You'll get better at completely pausing it over time, but giving yourself a second to completely stop your mouse is a good way to make it more consistent
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I know there's already a billion other comments and I can't be bothered to read them all, but it's primarily because of two things:
- On a macro level, yes I would agree with you that the game is relatively balanced, especially if we're taking into consideration that the devs want the kill rate to be a bit above 50% (around 60%). However, this is not true on a micro level. Although as survivor, I might still escape say 40-45% of the time, a large amount of the losses don't feel like I or my random teammates necessarily got outplayed by a more skilled killer, but that they just came in stronger from the start. Jason has inflated this more, as so many of my survivor games have been Unemployed Build hard tunneling Jasons, but there's also a huge amount of hard tunneling meta build S tier killers as well, and when you lose to that it doesn't feel like a skill difference but a fundamental power difference: the amount of games you load into and already know you've probably lost is insane. On killer, if you get destroyed as Ghost Face, it can feel the same way. But then you can always just use an infinitely more powerful killer, which survivors just don't have the option to do. And so it ends up just making the game feel less rewarding and more punishing for survivors.
- Survivor is stale. Survivor is basically the same as it was a decade ago but much much weaker. Killer, in contrast, is not only much stronger, but infinitely more diverse and has changed so much. No matter what survivor you play, it will always be the same gameplay. On killer, if you get bored of one killer, you have over 40 other options with (mostly) unique powers to play with. On survivor, you have to rely on gimmicky or memey builds to give you a somewhat similar gameplay switchup, the issue is that a lot of those builds only work in SWFs, and the majority of the playerbase is solo. The last "change" survivor had was the fog vials, which got nerfed into oblivion right after launch and have become useless outside of the occasional getaway build.
This is coming from a survivor main that's been playing more and more killer recently because of these exact reasons. No, killer isn't easy, both sides are difficult to win especially when the other side is using everything they can (although I'd argue survivor is much more difficult to learn because of the amount of killers you face). But killers do have ways if they want to that can make the majority of games a cakewalk, and I think that's what people think of and mistakenly use it to blanket the entirety of killer. No, winning more than 60% of your games as a Clown or Springtrap (think B tier or lower killers) is not easy when you are playing pretty normally, and using a strong but not insane build. But when you're running the Unemployed build on Jason, or something similarly sweaty on Blight or Nurse, and you hard tunnel, it's like you switched on easy mode. This is part of the reason why thousands of games long winstreaks are possible. The only time you will have trouble is when the survivors are particularly good / coordinated (in a SWF) and/or have super sweaty builds on as well. You will win like 90% of your matches playing like that, I promise you. My theory is that the killers who play like this are also often the ones complaining that survivors are too strong or way too toxic. It literally just saps all fun and intensity out of the game because unless you are in a good SWF and/or you have the absolute sweatiest build imaginable, these are games you go into knowing you're going to lose.
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/467817/dbd-stats-tracker-still-isnt-right
My tracker still actively believes I have 500 hours instead of my roughly 1000, it also has no trapper games on record which is strange.
Yeah I've been wondering about that, my tracker thinks I only have a bit over 1000 hours total when I have well over 2000 on steam. Like I know I leave the game running for a tiny bit every once in a while, and spending bp / waiting in lobbies takes some time, but surely I haven't spent half my time out of games??
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Hasn't been said yet so I'll leave it here: Outer Wilds. If you're into exploration and space, and a game centered around exploring to discover what happened to a dead, ancient civilization, this would be a great game for you. It's got an extremely dedicated community, it's a completely one of a kind game that you can only play through once and never again unless you manage to wipe your memory. It's a very special experience and I'm sure you'd enjoy it, although I know it's not for everyone
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I'm unsure what you mean. Black Banquet although on the surface was survivor sided, was statistically killer sided, as with the right killer (and these were pretty much every single game) you could either instantly one shot survivors with poison (Bubba) or counter entire survivor event abilities (Iri Button Legion and Plague). The killers who used poison a lot knew that it was incredibly powerful in chase. Killers came out on top in Black Banquet, it was more so an issue that Survivor got a lot of interesting stuff whereas Killer just got a boring fart bottle.
Lights Out and 2v8 are similar in that Survivors needed something to encourage them to actually play. Lights Out it was more an issue of game balance, where the mode was so killer sided that it made it more difficult to enjoy (although I feel like they definitely could have toned down the buffs). The main attraction of 2v8 is being able to play killer with a teammate, but that doesn't exactly give survivors a reason to play. Chaos Shuffle personally I wouldn't mind meme addons being removed, but I also understand that it's supposed to be a pure chaos mode.
Putting all that aside though, what buffs have survivors gotten recently in 1v4? This is being said when, in the PTB right now, there was a huge nerf for Sprint Burst and Vigil, along with a nerf to Deli (although that one feels more temporary).
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@Balrog said:
Although I don't have any specific information, I am happy to take this to the team as feedback. We consistently monitor the Killer side in 2v8, and that includes pick rates and kill rates. Is there anything additional you'd like me to share regarding facing the Oni that has not been enjoyable in games, such as with a certain Killer Class or partner?
I think the main reasons Oni is so oppressive in 2v8 is becaus
1. Survivors are constantly getting injured, whether from Oni or the other killer, and so Oni constantly has tons of blood orbs for his power and is in power 90% of the game
2. Oni is already difficult to play against in power in 1v4, however in 2v8 it's even harder. Not even necessarily because another killer could be around, even disregarding that he is much easier to play with the buffs to his power, and in addition I often see him using Shadow so he can barrel across the map, downing multiple survivors for free while his teammate mops up the kills.
Ideally there would be some way to address the blood orb spawns, as him being in power so often is the core of the issue. However, if there isn't a good way to change that, then nerfing some of his stats in power would be the next best thing
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@Tangential said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107332#Comment_4107332
If 30% want to play killer, then about 42% of killers will be waiting, not 10%. Or ~12.5% of the playerbase in total.
Let's say there are 1000 players. 70% (700) on survivor, 300 on killer.
There are enough survivors for 175 killers. 125 killers will be waiting.
Mathematics.
I think he was saying the other 10% would be waiting