Aven_Fallen
Aven_Fallen
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@DemonicDemons said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064055#Comment_4064055
Drops pallet and runs 24 meters by the time I'm done breaking pallet, yep, I'm definitely overcomplicating things.
It takes under 2,5 seconds to break a Pallet. This means a Survivor would be able to get around 10 meters of distance. For 24 meters, the Survivor would need to move with at least 200% Movement Speed, which is faster than anything achievable.
I honestly think you are really overexaggerating. And considering that I always never see Cheaters and you claim you run into multiple on a regular basis… Yeah, I dont believe it.
So I am actually very interested in videos and ideally those which also include the Endgame Screen so that all Perks are visible.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064032#Comment_4064032
His argument is also flawed to state Oni being the fastest when Oni without power is just normal M1 killer and some survivors can loop the killer a long time before you get the hit.
I had a match yesterday where the match was over in little bit under 7 minutes killer got one kill. Guy was tunneling and the survivor he chose to tunnel looped him for five gens in his whole three hook cycle. He was the only one who died. This is a good example of a match where killer was not doing any pressure on gens. Nobody of other three including me had any gen perks or toolboxes.
In general, that Oni is a fast and strong Killer does not mean anything if the player makes too many mistakes. Like, Blight is without a doubt the second strongest Killer, nobody would argue against that. But put me in a Blight and I show you how bad a player can be with him. And then it is obvious that Gens get done quickly.
@DemonicDemons said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064035#Comment_4064035
I'm telling you it doesn't matter if I pressure gens because the second I hit it the guy disappears into the void so I run to the next gen and if I get into a chase 3 other gens pop, how am I suppose to apply pressure and get downs then? I didn't have this issue before all the nerfs but since they've nerfed killers into the ground it's becoming an increasingly obvious issue and I'm seeing it on the survivor side also as killers are quitting my game en mass. It's not us tunneling a survivor, if we injure a survivor and let them run they reset and in the process 3 gens pop. The generator speed is too fast and I'm not saying that as just a killer I'm saying that as both a killer and a survivor I see it on both sides.
So, you hit someone with an M1 as Oni and instead of running after them to either get enough Blood Orbs for your power and/or get a down on that Survivor, you leave this person to check on a Gen? With that you only prolong the time you play as a powerless M1-Killer as Oni.
In general, Killers should focus on Survivors and less on Gens. Things like leaving Survivors who are not at very strong structures or have shown that they are really good at looping or kicking Gens before going into a chase are usually the wrong plays and I see quite a bunch of Killer players doing that.
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First paragraph - Nobody can tell without a video to be honest. There are cheats which make Survivors move faster than the Killer, but usually it should not happen. So if they are indeed faster in a straight line for a long period of time, they are most likely cheating, but again, without a video and seeing their Perks, nothing can be said. There are some Perk combinations which make Survivors run faster than the Killer, but they require specific scenarios and coordination and are not that often used. Basically stacking Haste-Perks.
Mind you if you are looping, the speed difference between a 4,4 m/s Killer and a Survivor seems less, because the Hitbox of the Killer is bigger so they cannot hug Loops as tight as Survivors can do taht.
Second paragraph - Again, videos needed. But usually it should not take 1-2 seconds to activate a Flashlight. When it comes to looking up, you cannot look up while you are stuck in an animation. E.g. looking up does not work when picking up a Survivor or when you are breaking a Pallet. Which is probably where the confusion comes from when you describe that you cannot look up or the game forces you back to look forward. Looking up is still important when picking up a Survivor, because they might have timed their Flashlight wrong and if you keep looking straight after you picked up the Survivor, you might still get blinded, even if you finished the animation and they were too late.
Third paragraph - the Bodyblocking Update was part of the Anti-Tunnel Update and got cancelled like all other changes. But bodyblocking to protect someone is not toxic behavior.
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I dont even think that Arachnophobia is the main reason why no Spider Killer is added. I think a bigger problem are the proportions of a spider. Spiders are not tall, but very long, basically the opposite of humanoid Killers. You would probably have either a lot of clipping issues on the map and really wonky animations or the Spider would need to be so tiny that it is basically the size of Chucky.
Both not ideal.
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@cogsturning said:
I've seen maybe 10-15 total and the experience is rarely enjoyable so I'm fine with things as they are.
Same here. Facing Krasue is one of the most unfun experiences, so I am not upset about not seeing her.
@Topic:
Yes, Krause is rare. Mainly because she is just not fun to play at all, she is very boring to play. Her popularity at the start was because she was busted, but once she stopped being busted (she is still a good Killer, her strength is fine), people stopped playing her.
I also almost never played her and I will probably wait until they rework her before I bring her to P9 or go for the achievements for her.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063936#Comment_4063936
And you decided that based on what? My points that made logical sense on how compared to its previous iteration it's just worse? Given you popped in and said "just don't run the perk on this killer" makes it very clear you don't understand my issue with it.
The Perk is better than before, even tho I would not say that it is good. If your argument is that a Perk is better when every Killer is using it, then every Perk aside from 4 Slowdown-Perks will ever be worse, since those are basically the only Perks where all Killers get roughly the same kind of value.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063841#Comment_4063841
Ok so you just weren't following the argument then. Come back later.
No, your "argument" was just extremely bad.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063754#Comment_4063754
So tell me what happens when you run this on the half of the roster that can't do anything with said aura reading? You actively have a perk that could nerf you mid chase by revealing your aura as a survivor having aura reading on the killer is actively more powerful than the killer having aura reading on the survivor especially mid chase.
Like cool you can find someone every 30 seconds but like I said if they're across the map its NOT worth going for them as a majority of killers. Also why do you think promoting slugging is bad? Its quite literally the same as hooking but it takes LONGER to die and you can move around. Always found that double standard weird when both essentially do the same but hooking is a faster more check pointy system to killing a survivor thanks to stages.So tell me what happens when you run this on the half of the roster that can't do anything with said aura reading? You actively have a perk that could nerf you mid chase by revealing your aura as a survivor having aura reading on the killer is actively more powerful than the killer having aura reading on the survivor especially mid chase.
What is that "argument"? If you play a Killer who cannot make use of a Perk, then dont play the Perk on that Killer? You act as if you are forced to run Deerstalker on a Killer who cannot really use it.
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@Langweilig said:
For bad tricksters it’s a nerf and for good tricksters it’s a massive buff
Basically this. I think that most people who say that Trickster got nerfed hard are not really good with him and see the point that his movement speed is reduced as the biggest factor. And since this is indeed the biggest complain, you can assume that people who complain about the changes are not Trickster Mains and are in general not that good with him.
So yes, if you are good with Trickster, you will be happy about the changes, if you are not that good, you will struggle. And I am actually fine with that, I like it when Killers are not dumbed down and that you get really good rewards if you are good with a certain Killer, because you put in time and effort to learn them. I am certainly not one of those people, I am not good with Trickster so the changes for me will be bad, but luckily there are over 40 other Killers to play. And so in the end it is fine that not every Killer in the game is for everyone to play.
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@stealthyflash67 said:
this has been an issue since buckle up and MFT got nerfed.
but the problem has really risen when kaneki released.
i understand aswell, but the burnout is sadly effecting everyone on almost all killers.
people might say survivors will dc against anything no matter what,
but when springtrap got released and fixed up, people almost never dc'd against him.
it is possible to have a game where both sides have fun, its just that bhvr doesnt really care about that anymore.
the countless killer reworks dont benefit survivors fun.
singularity, knight, trickster,
rarely do they consider "how would the survivor feel playing against this killer"?
in a video game where its a 4/1 ratio of survivors v killer,
in a video game where its supposed to be fun for everyone.
the reason why its like this?, im clueless aswell. because killers being unfun doesnt bring bhvr anything.I think you got lost in the wrong Thread.
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If you get the "Dedicated Server not responding"-Error, this is the Server crashing, not your internet. Most frustrating times this happened to me was right at the end of a match, 2 Kills, the other 2 Survivors just escaped and during that short period of time the Server crashed on me and I got 0 BPs for the game, while everyone else got a finished match.
If the error happens you usually see that you get 0 BPs while everyone else gets BPs. This is not the correct result, because all 5 players in the Trial see that, but it is the indicator that it was the Server crashing. It happened to me very frequently some months or years ago (maybe 2024 is the right time, since you mentioned it), but it does almonst never happen nowadays, maybe once a month or so.
But I see people having this error nowadays as well, so I am very sure BHVR has not fixed it. But I am also sure that if that happens, it is nothing on your end, since it happened to me without any idea what might cause it and it got better without me changing anything as well.
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@Dem34888 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063718#Comment_4063718
It's a kind of "killer anxiety," and what triggers it for each person?
People give their own reasons in different videos, but some of them overlap. For example, three or more overlapping ones are MMR, pallets, and maps…
I'm curious how you feel when playing as a killer. Do you recently get burnt out from playing this role for so long that you only want to play as survivors or not at all?Your three Overlaps you mentioned also do apply to Survivor. Not only to Killer. MMR, Pallets and Maps are also frustrating points there. E.g. you can assume that the number of Survivor players who are happy to play on Dead Sands or Fallen Refugee goes towards 0.
I also always find the term "Killer Anxiety" pretty stupid. Because what the people who popularize this term want is basically a Killing Simulator, because the people who claim that Killer Anxiety exists also ignore that since the beginning way more Buffs happened to Killer and way more Nerfs happened to Survivor (which is fine, because Survivors were busted for the first years). But since several years now you cannot really say that the game is survivor-sided.
Personally, I dont really have strong feelings when playing Killer. In fact, I think it is more relaxing than playing Survivor. I have almost 11k hours, so I am way over the point where I get annoyed by losing in a videogame, especially because I know that the game sometimes decides to give you the finger and if it starts doing that, it will continue to try to piss you off. And if I start to get annoyed by the game by any means, I just quit for the day, because my mood is more important than the game.
But as I said, Killer is more relaxing for me, because as Killer I only have to rely on one person, which is me. And if I lose, it means that the others were simply better. But I dont have that as Survivor, obviously I can also lose, because the Killer is better. But sometimes I lose because other Survivors dont do Gens. And I get annoyed if other Survivors are following me to help me, ideally even throwing Pallets I could have used longer or just being irritating because you dont want to sandbag each other. And likewise, if I make a dumb mistake, the whole team might die because of it. This does not happen as Killer, if I make a mistake as Killer (which indeed happens, I am still overcommitting into Chases sometimes, which makes me lose the game), I am the only person who has the damage because of it and I am fine with that.
The only time I really got burned out by playing Killer was when Krasue released. But this was mainly because I really dont like her at all, since she is so insanely boring to play. I still have not brought her to P9 or did her Achievements (something I do with every new Killer), because I cannot stomach that. That Krasue was the Killer added before BHVR decided to push back content did not help either.
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How about you give some context? If you want people to participate, do the minimum amount of work which is to summarize what the random videos you are posting are about. Because unlike others, you probably watched them and should not expect others to spend their time watching it to have a discussion going in a Thread YOU created.
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@Rick1998 said:
i don't even wnvy them . Figuring out how and what gives an mmr increase in this game is not easy . Kills and escapes don't show the entire picture .
Which is why the whole MMR was a big fail and should have never come through. It is impossible to make an accurate MMR-System.
First of all, Kills and Escapes are not a good measure. I can do 3 Gens alone, unhook multiple people and give good chases, just do die to NOED in the Endgame and get left behind, which means that I was the worst player MMR-wise, while my teammates did less and escaped.
I can also go for Hooks as Killer, end the game with a 1K and 9 Hooks and I would still be considered worse than the Killer who camped the first Survivor to death and got the second one with NOED and camped them as well. 2 Hooks, 2 Kills, obviously the better player. /s
And the issue is that this is not really easy to calculate. Because if you want an accurate system, you would need to factor in many things. The Killer played, the Perks used in the game, Add Ons and Items used and even the map itself. E.g. Blight with Double Speed and 4 Slowdowns should get less MMR when winning than a Blight with 1 Perk and no Add Ons. A Killer who won against 4 Survivors with Meme Builds should gain less MMR than a Killer who won against 4 Survivors with full Meta Builds and Items.
But for the MMR all those scenarios would be equal if every of those matches would result in a 2K. While in reality, a Blight with 1 Perk and no Add Ons against a team with full meta would be considered way better than a Double Speed full Slowdown Blight against 4 memeing Survivors. Nobody would argue against that, except that the MMR says so.
Furthermore I feel that the MMR also made the playerbase way more toxic. Because now people think that MMR gain is the goal of the game while MMR is only used for Matchmaking purposes. And so they get offended when they lose, because then they would lose MMR, even if it does not really matter. Especially because at some point MMR is meaningless when you reach the Softcap which is not even that high. Watching Streamers who play the game for a living is the proof for that, they go against bad opponents the whole time despite being at the highest MMR.
I think overall the Emblem-System was way better. Because it factored into account more things, not only how many Survivors you killed, but also how long you took to down them, how often you hooked them or how well you defended Gens. All things which contribute to winning. Same for Survivor, a Survivor who has good chases, makes smart saves and is efficient on Gens is also valuable for the team, even if they might not escape. They should have tweaked the Emblem-System instead of starting with the MMR-Mess. Nobody can deny that it really dealt a lot of damage to the game.
@Topic:
After my rant - it is 100% scrapped. There is no doubt about it, we will not see a MMR Rework. They just gave up. If anything changes, it will just be the fact that Team Escapes count instead of Individual escapes, so if you die as Survivor but 3 people made it out, you will gain MMR instead of losing it. This is the maximum they will change.
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@Chrarcq said:
Not BHVR's fault if the average DBD player is too dense/lazy to understand something that takes 2 minutes to learn.
Kind of is BHVRs fault. Especially the new player experience is pretty bad, since you have 42 Killers which all have different powers. And I am very sure that you can play the game for months and dont encounter every Killer at this point. Sadako is quite rare as a Killer IMO, since she does not offer the most exciting gameplay, is not the strongest Killer (she is decent, but nowhere near the top) and also she is licensed.
I would not be surprised if there can be weeks between encountering two Sakados. Which makes it then difficult for players to learn her counterplay. And this also affects people who know her counterplay. If I am in the Lobby with at least one Survivor who might not have seen Sadako at all or in the past few weeks and does not know what to do, it also affects me if that person is fully condemned 3 minutes into the match and dies, even if I know what to do.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063299#Comment_4063299
This is completely dependent on whether the perk is properly balanced. If the team benefit of what they get out of the chest is more beneficial than running around the map for over half a generator then having a chest perk is in fact efficient, but right now all chest perks are just bad, which is sad.
The problem is that the Items in chests are usually not worth the time you spend to search/rummage through the chest. Let alone the time you have to search for one (obviously this would be less if your idea would be implemented, currently you have to run Plunderers for it, which is more of an investment which is not really worth it IMO).
But yeah, this could be changed if Chest Perks would be better, I agree.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063423#Comment_4063423
Do you run DS? How much does it help you?
In his fabricated scenarios he does it.
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063396#Comment_4063396
Yeah it really doesn't matter against a tunneling Blight. I've never once run it as survivor because I've chewed through people baiting me with it too many times. I've also often just slugged these people for being so obvious. So trying to waste the time of someone who spots the gimmick becomes a reversed time waste when teammates have to pick them up off the ground. It actually feels like it's a detriment to many players more than a help, if the killer-player isn't comatose.
Exactly. The best thing for any Killer (even the weaker ones) is to just eat the DS instead of being scared about it. DS is a mild inconvenience nowadays, if people respect it, they are playing it wrong. Especially if the Survivor "forces" them to eat the DS. They wont have it the next time they are hooked.
Nowdays the 4 seconds (1,3 seconds spent in the animation) are not really much, considering that you will be less likely to reach a strong structure during the stun, since Maps got weaker compared to the time it was nerfed in 6.1.0. Add to this that more Killers can now catch up after DS…
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063484#Comment_4063484
I would be interested to see a late game last stand sort of the thing so theres a reward for going for 12 hooks for instance. Like in Endgame for every survivor 2nd stage+they arent dead currently something happens. Not sure how theyd do it but sounds interesting. Perks like no way out kinda do this but they only count the first hook per person so you can just tunnel with NWO and make it much easier for yourself.
Rewards for hooking multiple people? Killer players were against that, because it would also have been a punishment for tunneling.
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@SandMan212 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063189#Comment_4063189
such a short comment but its filled with so much dislike for killer in just one sentence.
the point is in a video game, you try to win. at the best, people try to at least tie. anything to avoid a loss. in endgame, this is a situation where if you get 1 person out by that point normally in the past you could at least get one more out. and get a tie. this was never a for sure thing to work, since organized survivors can make use of old endurance and body blocking to get someone out.
the reason its worse now, is because 15 seconds of haste + enduring makes it way way safer for the survivor to have basically no backup and get a lot closer than they would before the change. and with good survivors, it can make a endgame kill very very hard or next to impossible. mind you, BHVR themselves stated endgame is the only time they intend the killer to secure kills. yet survivors with consistent control can work around this.
now, the thing is about this is in a lot of situations you can just go for the unhooker. the problem with current base kit BT is that it enables the UNHOOKER to body block for the person that unhooked them relatively easily. so not only does that person get the ability to take a hit and get defended by their team, if the unhooker is attacked they can ALSO get a immediate body block from the person they unhooked.
the point is, for a lot of killer the way BT is in endgame right now is it is a lose lose situation. it more or less means trying to camp in endgame to secure a kill, which is intended, isnt very viable to do. and even if you try to go for someone else which WAS what was originally encouraged to do, thats also no longer consistent. hell, most perks for endgame that prevent tunneling turn off for a reason. its intended for you to tunnel in endgame to get someone out at the end. but not only is tunneling not nearly as effective, doing the opposite is ALSO not effective. thats bad design.It is more a dislike for a certain type of Killer players. Exactly those who think that just because endgame happens, the Killer now deserves a Kill, because "there is nothing else left to do" or they did not get a Kill earlier.
The reality is that the Killer player had a whole game to kill the Survivors and did not manage to do so. And usually this also means that the Killer player did not really play good the whole game. And yet they demand a Kill in Endgame.
And I know that someone will now say "Yeah, but the Killer was playing nice, this is why they dont have a Kill!!!111"… Yeah, no. The overlap between people who tunnel (and should get Kills early) and the amount of people who complain about "free escapes" in Endgame is very big. We are most likely looking at a Killer player who tried to tunnel, failed and then still wants his "earned" Kill in Endgame.
But I admit - yep, I dont like those kind of Killer players. But I dont mind that Endgame is killer-sided (because it is) and I am totally fine with being left behind on the Hook in Endgame or leaving others behind, if it is not reasonable to try to save them.
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@cogsturning said:
Hard pass. The stun is too short. The amount of people that bait me into a DS grab just to get sniped a couple seconds later is comical. A killer with mobility or a ranged attack with even minor ability will not care about DS.
+ those Killers (aka the strong Killers) are also more likely to tunnel. Because obviously sweaty people who tunnel a lot will run the strong Killers as well.
I am running DS, but often enough it feels like a waste of a Perk Slot. And sadly we know that BHVR wants Killers to tunnel.
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@zonkednb said:
Genuine question; does anyone use rummage quirks (maybe outside of some silliness with ingenuity) seriously? I've only ever thrown them on for archives or chest quests.
The problem with those Perks is simply that you have the conflict of your own fun vs. team efficiency. Obviously people should run whatever they want, since it is their fun. But then you also have to keep in mind that it is a Team game for the Survivors, so if you spend your time looting chests, you are not really contributing to the team.
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The problem is not that abandoning early enough is not possible, the problem is more that at a certain point of the match, one side cannot win anymore, but the game might be dragged out.
Not as extreme for Killer, since you can make a comeback better as Killer than as Survivor, mainly because this is just how the game is played (Killer has less pressure in early game and increases pressure over time when Ressources are removed). Even tho, I think a good indicator is that if 4 Gens are done and no Survivor is dead, the Survivors will most likely win.
For Survivor the game is basically over when someone dies early. A comeback is only possible if the remaining Survivors are far better than the Killer player.
So it should rather be worked on the fact that early game losses should not be so frustrating. E.g. if one Survivor gets tunneled out, the game is a 3v1 with 4 Gens left or so. This is not winnable. But this does not mean that people should be granted to abandon early. Because then we really come to the point where games just end or turn into non-games when people quit when it does not go their way.
Because that while I feel that certain scenarios would justify abandoning, I think the potential for it being just used to get out of games quicker is too high. E.g. your idea of abandoning on second Hook: What prevents me from just running to the Killer two times and then abandon when I get hooked a second time?
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063189#Comment_4063189
doesn’t hatch exist?
Which is also a pity escape. But I dont see so many Survivors complaining about not getting Hatch compared to the Killers who fail to win the game before Endgame and then demand their pity kill.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063193#Comment_4063193
If you do things right, it’s basically a guaranteed escape 80% of the time. Honestly, I can see you’re blinded by a survivor-main bias; you’re always complaining on other people’s posts about unfair situations for the killer side, denying everything and using survivor arguments that make no sense. You have no idea how the game really works. But I can't blame you—not even the devs themselves know how the game works.
Nah, I just never experience such frustration. And I also dont come to the Forums after a lost game and complain about it like I would be writing in my diary.
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@Daniel_Silva04 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063189#Comment_4063189
I could say the same thing when survivors want to win at all costs and get three or four escapes. You know the 15-second endurance at the endgame is unfair and, in most situations, uncounterable; you just don't care because it gives you a free escape.
Yeah, and when Survivors try to do that, they usually die. And this in a survivor-sided Endgame, eh? Believe me, I am the first one who says that Survivors dont always have to escape with 4 people and can and should accept when someone is on the Hook and being camped that one person will die. And yet I see it all the time that Survivors throw themselves away in Endgame, even if it is not as free as you claim it is.
Just be real - before opening this Thread you struggled in a game, did not manage to kill anyone while 5 Gens were being repaired and then you think you deserve your pity kill in Endgame. Just the usual.
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When you lost games because 15 seconds in Endgame you were already losing at this point. But I guess Killers still want their pity Kill in Endgame.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062906#Comment_4062906
I mean i would say extending the hook timer from what was it 60 to 70 seconds improved a lot of efficiency from the survivor end ironically. Thats probably the best I can think of lol. And I guess if you count the mass of healing perks and buffs meaning less time healing. So less time healing+less of a rush to unhook.
Which happened long after Gen Repair Time was increased. And which should have happened at the same time.
Healing also got nerfed. Mainly Syringes, which you dont see anymore (and some muppets said that they were buffed back then…).
But the reality is - the person I responded to has no arguments.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062906#Comment_4062906
Why would i engage in what's obviously going to be a dishonest conversation?
You can also say that you dont have any arguments. Works for me as well. I really dont know what you mean with "all the survivor efficiency buffs".
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@Shinkiro said:
You're conveniently forgetting all the survivor efficiency buffs while not compensating killers for it, even nerfing them further in addition, making it worse and more miserable to play for them. There's a reason the killer anxiety movement has become a thing. You're obviously keen to only see one side of the coin and base your argument on that and not the overall state of the game.
Killers have to more than ever end chases quickly to keep up with gen efficiency. That's simply the direction the game has gone due demanded changes and the speed the game can play out now. Short of further nerfing maps directly to accomplish that, killer design has to now shift towards a combination of mobility, anti-loop, slowdown and weakening resources for survivors to feel good to play.
"all the survivor efficiency buffs "
enlighten me.
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Add Ons for Killer are fine, when it comes to the numbers. Obviously quality varies a lot depending on the Killer, but the sheer number of Killer Add Ons for their Power is fine.
Survivor Add Ons on the other hand are far too much. Same with Items. Nobody needs 4 different Medkits which are almost the same except for a slight difference in altruistic healing speed. One Medkit would be enough. Nobody needs Flashlight Add Ons aside from the Duration ones. Nobody needs multiple Keys (especially not broken Keys!) and multiple Maps. And nobody ever will need Fog Vials.
In fact, I would be happy if they would just rework Survivor Items into the Power of the Survivor, like they did with the latest Chaos Shuffle. Would already remove 22 Bloodweb Items from the Survivor Bloodweb… And sure, some people will say "But then Survivors would always be able to bring a Medkit!"… Bro, they are already able to do so. I can bring Medkits on my Main until the heat death of the universe.
For Killer I dont see any need to reduce the number of Add Ons, but they should be reworked and brought more in line. They are very inconsistent, sometimes you have Killers who have brown Add Ons which grant so much value, while higher rarity Add Ons are super bad and others only have good high rare Add Ons. Then there are Killers who have only 2 good Add Ons and others who almost only good Add Ons. This should be normalized, but the number is fine.
When it comes to offerings, there are a bunch which can just be removed:
- Luck Offerings… Nobody needs those, they only affect one thing and IMO the main reason people pick them is to get out of games quicker. The three people in the world who run Unhook Builds with Slippery Meat, a Luck Offering and Up the Ante will be in shambles, but they will manage.
- Fog Offerings… They do nothing. Even if you stack maximum Fog, you barely see anything. And nobody will take the ones to reduce Fog, since there is nothing left to reduce.
- Hatch Offerings… No need for those IMO, no idea why they had to be added.
- Basement Offerings… Also no need for it, especially because we nowadays not even have Tome Challenges anymore which require the Basement. The Killer should see the Basement Hooks by default at the start of the game, but the Offerings itself are not needed.
- Oak Offerings… Again, almost never used, except for one very specific Build (an actual Sabo-Squad). Again, the one Sabo Squad in the world will be disappointed, but they will have to live with that.
- Map Offerings and Sacrificial Wards… Map Offerings are just a waste nowadays. Without the ability to choose your map, they are pointless, no need to bring a Map Offering for 20% chance to get a map. And since almost no Offerings are used, Sacrificial Wards are pointless.
BP Offerings should be combined and affect all categories. Rest of the Offerings (Chests, Black/White Ward, Shrouds) are fine. But if they would just reduce what I mentioned, we already would have a bunch of Offerings removed on both sides and if Items get removed and changed into a power for Survivors, 22 more Bloodweb Items removed for Survivors. This would already slim down the Bloodweb by a lot.
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@random1543 said:
They need to remove the cap on categories or increase it by alot, no reason why if you are being the gen person for the match you get kneecapped on how much BP you earnt, same for people who take long chases.
Been saying this for ages. They should keep the overall Cap (I think 40k is enough and it is almost never reached), but the category caps should be removed. Especially as Survivor you end up capping out in one category and then just dont earn any more BPs, while other categories are basically empty.
For Killer it is a bit better, since they usually fill up all categories at the same time, but even there are some Killers who struggle to get a specific category (e.g. Deviousness on some Killers) while maxing out others very quickly. Those would also benefit from that.
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Would not be opposed to that, as long as the Chapter itself brings value. E.g. just bringing Lady Dimitrescu for the always horny DBD-Community would not be enough value, if she does not bring interesting gameplay or anything like that.
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@ShanoaLegendaryPlz said:
Primary reason shed fit more as a legendary is she has no cosmetics. And the space suit was alredy used. So shed be her own entire survivor, with no cosmetics like freddy. Ripley atleast had a few movies to take outfits from.
Plus a new Survivor would mean that there is the need for 3 new Perks. So there would be either more unplayable garbage added to the game nobody wants or they would make one of the Perks OP as a Cashgrab, just to make it to unplayable garbage after it sold enough.
You would not have that with a Legendary Skin.
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I mean, there would be no need for a Chapter 2 to get her, she could just be a Legendary Skin for Ellen.
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You probably got backfilled into a Lobby which was previously dodged. Another Killer probably had those Survivors, decided to dodge and since then the Matchmaker prefers queuetime over fairness, you got backfilled into it.
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@I_CAME said:
No. You can't balance the game around M1 killers when there are so many strong killers in the game now. Bring the higher tiers down to a more reasonable level and bring the lower ones up and then you can change the balance. Nowadays a "weak" killer is considered to be something like Unknown. It shows you how far killers have come in recent years when mid tiers are considered weak. I still prefer the option of less pallets spawning for weak killers and more spawning for strong killers like Blight, Hillbilly, Ghoul, Dracula, etc. I think that's a better idea than balancing the game around a minority of M1 killers like Ghostface and Pig.
Exactly. We are at the point where "But M1-Killers" is not a valid argument anymore. Because if we now start nerfing Perks because M1-Killers have problems against them, guess what will happen? People would still play their Ghoul, Blight and Nurse and will not suddenly switch over to Trapper or Doctor.
Buffs and Nerfs should happen to specific things, not by nerfing Survivors or buffing Killers overall. Too many times already it was said that certain Killers are mainly played because other Killers are not viable due to X, and when X got fixed, there was no change at all.
@Topic:
When it comes to Exhaustion Perks, the goal should be to have more variety. People use Sprint Burst and Lithe because you can use them on basically any map. Other Exhaustion Perks are either too weak, e.g. Head On, or just too situational. Overcome only works when healthy, which also means it does nothing against tunneling and against Instadowns. Smash Hit is just too unreliable and with how weak Pallets have become, they are usually quickly dealt with by Killers - if there is even a Killer you can reliably stun. And Balanced Landing simply does not work on certain maps because they either dont feed any spots at all or it is RNG.
If the weaker Perks are buffed, then there is more variety and more variety would also mean that there is a bigger likelyhood that a Killer gets lucky and the Exhaustion Perk is not good on the map they are on. E.g. if Balanced Landing would get buffed, the Killer would have a good time if the Map is Gas Heaven without a Hill or the new Trickster Map. But something like this would not happen currently, simply because nobody would take Balanced Landing over Sprint Burst or Lithe.
This is coming from someone who does not even use Exhaustion-Perks btw…
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062180#Comment_4062180
Its because alot of the changes that where promised where scarped or so minor
https://us.v-cdn.net/6030815/uploads/ACHXOLGSVU7Q/image.png
We have stuff like "reduced login steps" that removes one button you press when launching the game that is such a minor QoL change in the grand scope of things.
I marked spawn rules as yellow because I see complaints that it does not work correctly
Off topic but did console folks ever get the keyboard and mouse option?The thing is that even some of the parts which got implemented were just so pointless.
The Surrender Option was great, I have no complaints here.
Gamma Settings are fine, even tho I personally did not really care for them. And people who use filters to make their game as ugly as possible to gain a slight advantage are still doing that. So not sure if that was really helpful.
"Go Next" prevention is just frustrating IMO. Like, I cannot suicide on Hook anymore when the game is over, e.g. 3 Survivors on Hook, one person hiding. I also cannot go next when I am slugged for the 4K. But I still have to play with a Bot because one Survivor DCs and that Bot is useless. I dont know, I think they could have done more for people who stick around and more when the game is basically over.
Improved AFK-Bots… No idea what this even is, I think this was mainly for 2v8? Because Bots in general are terrible.
Map&Key Item Balancing… Horribly done. Yes, they did a rebalancing, but all they did was to make Items which are already very unpopular even more unpopular and weaker. So if their goal was that more Survivors use Medkits and Toolboxes since those are the only good Items, they achieved it. If they wanted to make Survivors use other Items, the rebalancing of Keys and Maps and the big fail which are Fog Vials (which will not change after the upcoming patch) are not really the way.
Bulk Bloodpoint Spending… This was good, no complaints here.
New Quest System… This is a big bummer IMO. I think the Quest System before with the Tomes was way more interesting and unique. Especially because if encourages you to try other Perks or Characters. Nowadays, this is just not the case anymore, the Quests are basically "play the game". And since you get all the Rewards automatic as well, I dont even look at the Rift or the Quests anymore. This was just one thing they did to appease newcomers who come with FNAF, because god forbid those would have to deal with anything else except for the most generic quest system in the world.
More Perk Presets… Nice, but I think most people use the same Perks again and again.
Preview your Perks in the Lobby… Useless.
Accessibility Improvements… This is good, but I would not rteally praise them for that. They are just implementing things in the game which should have happened years ago.
Prestige Rewards… Lackluster.
Reduced Login Steps… Fine on paper, but in reality the change is barely noticeable.
Overall… Too little and often too late. And the sad thing is that they did this not to improve anything for the players, but because a huge license was around (FNAF) and otherwise they would not have cared at all.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062145#Comment_4062145
I miss seeing the prestige in the lobby the whole reason I p100d my first survivor (Min) was to bait killers into tunneling me by pretending to be a Min main
I made a typo, I meant Devotion, not Prestige. But I also agree with Prestige, removing it did not reduce Lobbydodging at all. But even if I am playing a P7 Character currently, this does not change that I am the same player as my P100s…
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@Emeal said:
I'd like to see an Emblem based multiplier per match, even better one that grows stronger over matches. Sounds great.
I'd also like to see Devotion System finally do something, would it be unreasonable for for every Devotion Level to give you 1% extra bloodpoints in a match?? I know there is a twitch user who is Devotion 141, but I feel like they have paid the price for that.
I am Devotion 20 myself, surely it can be argued I deserve 20% bloodpoints more?
Sadly Devotion became more and more irrelevant. I also think that Devotion should give some Rewards, but we now even have to do extra clicks to see our Devotion Level. So I doubt they will add anything for Devotion.
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Honestly, I would not get too excited about the MMR-Rework. In the end they will do a slight tweak, I think more than calculating Survivor-MMR based of team escapes instead of individual escapes will not happen.
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Was there a Part 1 and Part 2?
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061800#Comment_4061800
If this change would do next to nothing, then what exactly is the point of it?
You said it would only hurt killers who “autopilot.” Let’s assume that’s true for whatever that means for the sake of argument. Is autopiloting in that situation a balance issue? Is it somehow overpowered?
Because that’s the part some players don’t seem to understand, when you propose a nerf, you have to demonstrate where it actually affects balance.
Removing information from the killer is objectively a nerf. So why would we nerf something that doesn’t have a balance problem?
If the justification is simply that it feels better or seems less “lame,” that isn’t a balance argument. That’s an emotional reaction leading to an illogical conclusion.
At that point, it’s just noise rather than meaningful balance feedback
You said it would only hurt killers who “autopilot.” Let’s assume that’s true for whatever that means for the sake of argument. Is autopiloting in that situation a balance issue? Is it somehow overpowered?
If you dont understand what that means I have to assume you are trying to not understand it, but I will explain regardless - currently the Killer has to just listen to the Unhook Notification if they want ot tunnel. With the removal of the Notification, the Killer would still see the exact moment the Unhook happens, they just would need to:
- pay attention to the HUD
- remember where the Hook was
Both very manageable I would say. Survivors also have to pay attention to the HUD. If I am on a Gen, I cannot just ignore the HUD and overlook that the other two Survivors are also on Gens when one is hooked. Someone of us has to watch the HUD and decide to go for the Save. Killers on the other hand get a directional signal which basically is a big sign with "Tunnel here and now". Removing that would have barely any impact, except for those Killers who really are on autopilot.
Saying that Comms are cheating already disqualifies everything you said.
But aside from that, the Killer does not need to check it manually. They just have to look at the HUD at some point. Like the Survivors have to do as well.
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That is one of the things which could have come to Live Servers without any issue. Yet they also scrapped it. It would not even reduce tunneling by much, since most of the time the Killer who is tunneling is not that far away and if you pay attention to the HUD (which is not that hard to have one eye on the HUD for the whole match) you would see the Unhook happening right away.
But then tunneling would require a bit more brain power than just waiting for the sound que to get back to the Hook, like it is nowadays.
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I have never seen that any of those people who claim that Killer is hard are actually skilled.
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"But a rework of more windows and less pallets would be nice so the killer can do more than just face god pallet after god pallet."
This would overall make the map more interesting to play and give more skill expression. Good Survivors would be able to do more with the windows than the God Pallets, which basically anyone can loop. It is also bad that once a Pallet is gone the area is a Deadzone and since there are only those Pallets, you cannot save it for anything.
But I dont see it happen. Short term I would wish that they remove breakable Walls on that Map and a few safe Pallets, because some Pallets got added because some areas are blocked off due to Breakabl Walls.
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I think it is hidden because BHVR did not bother to implement a "only for Survivors"-setting when it comes to Offerings. They are currently either secret (hidden) or public (not hidden).
But I agree that other Survivors should see the Hatch Offerings, because it is a team game, after all. Also it is another thing which separates Solos from SWF, a SWF does not care about hidden Offerings, Solos however are affected by them.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061297#Comment_4061297
Yeah I agree with that for Blight its more effort and for nurse its more of a learning curve.
Both of which kanakei is missing to have the kit he does imo.
Yeah, exactly. I dont mind if Killers are easy to play, but the easy to play Killers should not be the strongest Killers at the same time.
Ghoul is probably Wraith-level of difficulty for me (which is basically Bing Bong Hit), but while Wraith is completely fine for the difficulty he has, Ghoul is miles above that.
The ideal Killers are Killers like Wesker or Billy IMO, those who dont have such a high skill floor, but have a high skill ceiling. Wesker is also mentioned in the video and IMO he is the gold standard, you can pick him up relatively quickly, but once you are at this stage, you can learn so much more to get really good with him. And as Survivor I can also appreciate it, if someone puts in lots of effort into Wesker.
But I dont see it much with Ghoul, most Ghoul-players I encounter clearly struggle with other Killers, but the bloated kit and low effort of Ghoul just helps them massively.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061267#Comment_4061267
Its because the effort required by the killer to be a good with nurse or a blight player is higher (I mostly see complaints about aura read nurse and I myself don't like blight speed ad ons ) Kankei tho the effort required to be a "good" player is very minimal meanwhile survivors are expected to give there all counterplaying him.
Nurse? Break LOS and use rocks as they can effect her blinks
Blight? Depending on where you are you can use random objects making him use more bumps and potentially avoiding hit with right pathing.
Kankei? well first hit is just free unless you are not seen at all, Then during chase I'm expected to play pallet chicken like I'm versing legion but if I loose the pallet game I go down vs getting injured with legion OR I can do this precise vault back as the ghoul decides to vault towards me (Counterplay taken from videos someone posted in another ghoul thread)I would agree that Blight needs more effort (and certainly more than Ghoul), but Nurse, while not being as easy as Ghoul, really does not require a lot of effort to be played.
She has a steep learning curve, mainly also because many things you learned on other Killers dont apply to Nurse. But once you got the hang of her, it is not really hard to win most of your games, even if you are not great on her. Blight on the other hand needs more effort, even if he is more compareable to other Killers than Nurse.
And Ghoul is basically the easy mode for everyone who has problems with any other Killer.
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Yeah, getting slugged for the Hatch is just dumb. The Killer is just prolonging a game they already won, nobody will deny that the Killer won if the last Survivor gets a pity escape via Hatch. (Let alone that the Killer has all advantages in finding the Hatch first, since they move faster and dont need to hide… The Survivor can only get lucky)
Since we will probably never get any efficient Anti-Slugging because of loud crying, I think it would be the best if the slugged Survivor can just abandon when only 2 Survivors are left. Comebacks are impossible at this point anyway and the Killer would still be able to search for the last Survivor without wasting the time of the person on the ground.
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@Junylar said:
The only ones who should be free from DC penalty are the killers, as the most stressful and thankless role.
LOL. No. But lol.
@Topic:
Obviously you should not be free to DC. That you went to second stage is unfortunate, but should not grant the ability to DC penalty-free. Whats next? Allowing to DC when someone did not heal you? Allowing to DC when another Survivor missed a Skill Check?