Aven_Fallen
Aven_Fallen
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Yeah, it got overnerfed. IMO it was never too strong and also never problematic. I would however disagree that there are too many Aura Perks going on. The Meta is mostly stacking Slowdown and most of the time the only Aura Perk I see is Nowhere to Hide or Friends till the End and/or Lethal Pursuer on certain Killers. All are manageable.
However, there were two arguments which were brought up when people wanted to nerf DIstortion:
- Rat Builds
- Too good against Aura Perks
And the Nerf failed to do anything against either of those. Killers just barely use Aura Perks, since stacking Slowdown is always the best choice, regardless which Killer you play. So nerfing Distortion did nothing for Build variety.
Nerfing Distortion also did not remove Survivors waiting for their teammates to die. First of all, full Rat Builds were rare, I almost never encountered them. But if nowadays someone plays like that, they just spend more time in a Locker, which is even worse for the team.
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Obviously Killers need to tunnel. There is no other way than this conclusion when you look at the Screenshot. Imagine this "strategy" would have a disadvantage.
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Simple answer - because the Devs dont want to have Killers which are basically permanently Undetectable, especially not with just Perks. And even Killers whose ability it is to be Undetectable have "disadvantages" when they are Undetectable whether they are slower (Myers, Pig) or cannot attack (Wraith).
If anything I would say the effect does not really justify it being a Hex-Perk, but this is probably mainly to have a way to determin which Generator will be cursed. Granted, they could do that with the position of the Killer as well.
And in the end, not every Perk is supposed to be good and there are tons of Perks in the game which are outclassed by other Perks. (In an ideal world it would not be this case and I think it sucks that there are Perks like this, but it is what it is)
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I think that you can only change that with a big rework to her Power. And as we know, those can be hit or miss. So I dont think that the Devs will touch Krasue anytime soon.
Because you are completely right, she is very boring to play, and this is since her release since the gameplay loop has always been the same. She only had a high pickrate on release because she was busted on release, but once she got nerfed, only people who really like her are playing her and those are only a few. And she is still strong, she is stronger than two thirds of the Roster I would guess. But again - she is just boring.
But I also would not have any faith in BHVR reworking her.
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Not really an issue. The Abandon-Feature is completely fine to avoid bleeding out, which can take up to 4 minutes, but Moris are only a few seconds. Plus most Moris happen to the last Survivor and at this point they can abandon anyway.
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This is way too easy to be true. Because it ignores the actual players. 4 Potato players in an SWF will perform equally bad like 4 Potato players in a SoloQ game. Meanwhile, 4 really good Survivors will perform somewhat equal if they are Solo with the other 3 Survivors or in an SWF.
Then it does not really take into account the Killer played. A Nurse will trump most SWFs (in fact, most Killers will trump most SWFs). A Trapper on the other hand will lose against way more SWFs and against many Solo Teams.
And then it comes down to the player playing the Killer. Put me on a Blight and the order would be me < SoloQ < SWF or something like that. Put Momo on Blight and you get SoloQ < SWF < < < < < Killer.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040004#Comment_4040004
Nice strawman. I didn't say it's fine, I said that it's only fair to provide the killer the same ability to save their time in the same kind of hopeless situation, when in actuality only survivors have this luxury now.
The difference is that Survivors can do nothing to speed up the Bleed Out-process. Killers however can force Survivors out of the Gate. They just dont want to do it because they might see them pressing a button. Oh no!
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@Junylar said:
They also should add the ability to abandon for the killer when all the gens are done, because this is often a hopeless situation if there are more than 2 survivors remaining. Or at least when the exit gates are open, because in 99% of the games it's just 2 minutes of waiting to teabag at the killer's face, with no gameplay value.
Its funny how the same people can say "Situations where you can abandon are too frequent!" and "Lets add an Abandon-option for something the Killer can easily do by just forcing the Survivors out". Yes, they might teabag. Yes, it is childish. Dont get bothered by it, be the adult person in the game.
@Topic:
I think it is a very specific case to say that you should not be penalized when DCing in the Death animation. I would agree that a penalty here does not make sense at all. But on the other hand, I think it is such a non-issue to watch the Death animation, since this is really only a few seconds.
The only time where I would say it is truely unfair that you get a penalty is when Cheaters are involved. But honestly, this boils down to BHVR not having a system in the game which detecs unusual behavior (e.g. a person teleporting across the map). A system like that should not only flag the player in question, but also give other players the possibility to abandon. The last time I had a penalty (after many months without) was when I DCed against a Cheater since they get me stuck in the Unhook-Animation so that I could not die on Hook and also could not be rescued. And while this is also a very specific scenario, doing something against Cheaters would be the right way here.
However, I also agree with this:
@Classic_Rando said:
Agree that there are certain situations where players should be allowed to leave without penalty that are currently not allowed. I’d be fine with adding the ability for players to abandon without penalty when 1) any player is AFK for more than 2 minutes; 2) more than one survivor disconnects
even with one Survivor disconnecting early. This might not even be the Survivors fault, I also had it that my game crashed in loading and the other players still started the game, just with a Bot. But usually, if a player disconnects very early, the game is over. And I dont really want to continue it as Survivor, but I also dont want to continue the game as Killer if an early DC happened. Simply because it is no fun, as Survivor you have already lost the game and as Killer you already won the game and your only decision is to end the game quickly to make it faster into an actual game or take your time so that everyone at least gets a bunch of BPs. And both are not really great options, since there is not really fun in doing either of it. So I would be happy if players could DC penalty-free if there is a very early DC, even tho there obviously need to be tresholds.
However, for this the game needs to be more healthy. Currently Survivors tend to DC when found first, simply because this often means that their game is over because they will get tunneled. And unless this changes, giving players the opportunity to DC penalty-free on an early DC would just result in more games just not being played at all.
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@Wezqu said:
You or someone else hit her with snowball while she was inside a snowman. Its a bug the animation gets stuck in the jump animation when they jump in the snowman. I think it might only happen with the spawning in snowmen not those that you create yourself.
Correct. If you see the Aura of other Survivors you see exactly that Aura when they jump into a Snowman shortly before their Aura disappears.
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Highly doubt it. They dont really care much about it and will just give us the silent treatment on this. You will see BHVR staff on the Forums active in random Threads, but none of them in any threads which are about tunneling.
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You have valid points, sadly this Forum is not the place for that. This is a giant echo chamber with lots of Killers who REALLY struggle at the game. Here you can find people who say they play at the highest MMR and say things like "90 second chases are fast" or claim that Survivors "abuse" the AFC because they did not realize that the Survivor they were chasing next to a hooked Survivor has left the area and they chased themselves for so long that the Feature triggered. Yes, I am not joking.
I want to go over your points:
MMR Inflation
I would agree. Because there is one simple fact - it is easier to increase Killer MMR than Survivor MMR. If you tunnel (which most Killers do who want to increase their MMR), you will have an easy game once it is a 3v1. So if your tunneling at 5 Gens was successful, the game will end in AT LEAST a 3K. There is not really any other possible outcome, except the 3 remaining Survivors are far better than the Killer. However, if your teammate gets tunneled out, you will most likely die, because again - the game is not really winnable at this point, unless your remaining teammates are far better than the Killer. You can be good at chases or be efficient, but with 25% of your team lost early, it is hard to come back from this.
And because Killers can inflate their MMR like this, they will reach a point where they go against very, very good Survivors who almost always escape. And then obviously tunneling becomes harder, because those Survivors are hard to catch and even if you tunnel, you will most likely have problems with the remaining Survivors. Plus they will in general bring better Loadouts.
Entitlement
This is a very good point. Killer players seem to think that they NEED to win basically every game. Even if that is not true. And if they dont win a game, it is because they claim the game is survivor-sided. The game being survivor-sided is something which is not true for many years at this point, it is something which gets parotted because it was true until 2019 or so. Same Killer Mains also claim that they always go against good Survivors OR that all Survivors are bad, but they still win, because the game is so survivor-sided.
And yet you have people who play DBD for a living and win almost every game. And if you bring that forward, the response is usually that you cannot compare the average Killer Main to those players. Which is true, but then the next question is - if people who play the game for a living and play multiple hours a day rarely encounter very strong Survivor Teams, why do those people think that they only encounter good Survivors? The truth is, if you are not good at the game, even an average person can seem too strong for you.
Killer Main Politics
Sadly it is true that there are Killer Main Politics. And this will not stop, until the Devs have some courage and actually implement changes they have been working on. Because the Devs now backpaddled at least twice in recent times with the Anti-Tunnel and Anti-Slug changes. And they really should stop listening to the loud people and just blindly follow what they say. The correct way to implement the Anti-Tunnel changes would have been to bring them to Live and then tweak them. Increasing the Benefits for not tunneling, lowering the penalty for killing a Survivor early…Whatever would have been needed, because their idea of actual punishments for tunneling and actual rewards for not tunneling was great. Give people time to play and adapt to the changes. Yet both times they listened to the loud cloud of complainers and almost everything got scrapped. And because this happened at least twice now, Killers will ALWAYS do that if something gets into the game they dont like. A few years ago the Devs still listened, but did not do kneejerk reactions or blindly followed the loud people and this was way better.
Another example would be the changes to Breakdown and Wicked. I think both Perks would have been fine in their PTB-version. Yes, Wicked seemed to be really strong, but in the end, Killers dont need to hook people in the Basement (and barely do it anyway, because Pain Resonance exists and the way to the basement usually wastes too much time) and if a Survivor purposely goes down next to Basement, every semi-decent Killer should know what is going on. And Breakdown would have just been a decent Perk which would have found its way into some Builds.
And yet again - instead of testing, the loud people won.
(You can argue that the Pallet Density changes were also the Devs listening to the loud people rather quickly.. But Pallet Density was a mess overall and complaints were justified for many maps, even tho a full revert would have looked better for the Devs instead of going 180 and make maps super unsafe… Especially because a full revert would have also meant that Haddonfield would have been very killer-sided again, but nobody would really care since the map would be gone anyway)
Survivor Mains adapt
Fully agree here. The funny thing is that Killer Mains usually say that Survivors have to adapt, but if something is changed on Killer, they dont want to adapt but start to spam the Forums and Social Media. But I think that the main reason is that Survivors simply had more Nerfs in the lifespan of the game (which is an undeniable fact, even if some funny people really think that Killers get nerfed every Patch and Survivors get buffed every Patch). And while many of those Nerfs for Survivor were completely justified (since Survivors were busted for the first 2-3 years of DBD), it makes it easier for Survivors to adapt, since they are basically used to getting their things nerfed. For Killer, you dont really see that. If there is a Nerf to a Killer, you only see them slowly adapt to it.
So yeah, overall you are speaking the truth. Even if many people wont like it. Because they are stuck in their way that the game is survivor-sided and to play Killer you have to be very good, which is just not true (anymore).
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Yeah, SoloQ is rough. I play with 1 friend, but having two randoms is still A LOT of variance. And obviously people play to play in an SWF because then they either are just playing with friends and have fun regardless or they know that the other players are good and know what to do.
Just as an example what happened yesterday:
Me and Ada on a Gen next to Shack on Ormond. Two other Gens nearby, one Gen on the opposite site of the Map. Two Gens to go. Killer (Myers) hooks Nancy, who has Kindred. My SWF-Mate is not far away from the Hook, Ada and myself are full map away. And yet Ada decides to get up and goes for the Unhook, even if my SWF-Mate is nearby. And what happens? I cannot finish the Gen on my own (with Ada together it would have been finished), Myers kicks it with PGTW and never leaves his 3-Gen again. Game was lost, if Ada would have stayed at my Gen, we most likely would have won.
And this is not an issue of information, since Nancy had Kindred. So Ada had full information where everyone was and who should go for the Unhook. This was just a SoloQ-Teammate being bad. And people play SWF to minimize the chances to be paired with those players.
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@AlwaysInAGoodShape said:
Dbd and beHaviour isn't doing nearly as bad as people pretend they do. The only real issue is the spaghetti code and not moving from blueprints to c++ code to help prevent random unrelated things from braking when they make changes
The competition in the asymmetrical horror genre all are so much worseThe thing is that it sometimes is quite clear that the Devs are only moving when there is big criiticism. I want to remember how accessibility was handled - they only added colorblind modes after a very strange answer from a Dev which caused criticism on basically the whole internet including some quite big names when it comes to accessibility in gaming. Only then they showed that they are working on a colorblind mode, which they could have shown earlier instead of having the Dev given this weird answer. (I dont know the exact answer, but it was something like that it is not a priority for them or something like that)
And for all we know they could have just put something together when the criticism was really loud to show it. Because the game was already years old without a colorblind mode. (And dont get me started on console optimization or work on Dedicated Servers)
I also dont think that the Devs are only doing bad and they are certainly doing better t han the competition, since there are always valid reasons why the competitions failed. And those are not only "DBD has so many licenses so people prefer to play it". However, I wish the Devs would do matter and not only move when they absolutely have to and then do some kneejerk reactions when there is a bit of opposition to their changes. (Which they actually handled way better years ago - they were listening, just not immediatly to the loudest people. This changed. See the Anti-Tunnel disaster - changes for this were needed for a long time, but again, snail pace and only moving when needed. Then they propose them and immediatly abandon them because people complained. So they put in work for nothing and now they will not do anything, because they will claim they did something.)
And competition would help with that. The problem is just that people who try to be competition are either doing it badly or are bad people. VHS as an example - during that time one of the main complaints for DBD was that Killers dont like to play against Survivors because they think Survivors are too strong. And VHS had the option for Survivors to actually fight back to the Killer and stun them. Obviously this will not work, because that is even worse what was criticized in DBD.
Then there is TCM - I think the general idea was great, a 3v4 was a very good idea. But it had so many flaws in the execution - that at the start every game needed a Leatherface, who was the worst character, for example. Then that there was a rule that only one copy of a character could be played, which makes sense given they had different abilities, but made queues a nightmare when new characters released. (And I think there were also penalties for Lobbydodging, if you got a character you did not want to play) And on top of that there was the Behavior of the Devs.
Overall (and I was drifting more towards the topic on that whole blabbering) people want competition and DBD NEEDS competition. But competition for the sake of competition will not work, because the games which are competition actually have to be good. Because then the Devs are forced to move. Because currently it is a big joke, delaying content for a QoL-initiative which never happened.
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@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039720#Comment_4039720
Fair enough.
It can put the team in a bad spot if a survivor overcommits to blessing all the time, but I've had great matches with survivors who knew what they were doing. When I used Illumination with Circle of Healing, it was helpful on some maps and pretty useless on others.
I don't see these perks as a waste of slot, except for Dark Theory.No, Boons are bad. And there is not really any discussion out of it. The only Boon which was worth using was Circle of Healing, but this got nerfed so much that this is not even the case (because even if you heal in the Boon Circle, it is most likely less time efficient than healing somewhere else, since the time you need to move to the Boon area and away from it will most likely negate the benefit you get from it… And if the Killer does not even snuff it, this means it is so out of the way that you clearly waste time instead of getting a benefit… Let alone the time it takes to set it up).
And all other Boons are not worth the time to set up. Not saying that you will never benefit from them, I also got up from someone else using Exponential and I also lost people I slugged because they were in a Boon-Area with Exponential. But those occurences are rare and probably on the Level of getting benefit of Slippery Meat or something like that.
What Boons need are stronger effect (or in case of Dark Theory a strong secondary effect). And to compensate they should only work on the Floor they are on (since they are designed for the Killere to snuff them out quickly, a Killer having to traverse stairs does not really fulfill that). But if they dont get stronger effects, people who keep booning a Totem instead of doing a Gen are not really helpful for their team.
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039720#Comment_4039720
if you plan on booning regardless it makes sense with the mindset of recovering some lost time. the old rules still apply though, you must take a map.
it's funny cope when you get those killers who move heaven and earth to snuff those boons. little do they know I must make bar go yellow...
To be fair, Killers should snuff all the Boons they can, if it is not out of their way. I am doing that as well, because otherwise the Survivors would not use their Killer Perks to benefit me by setting up the Boon over and over again.
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@Anniehere said:
We can be streamers too, it does not mean that everything we say is etched in stone.
By the way, I think it would be better to use Overzealous with one or two boon perks instead of cleansing them."By the way, I think it would be better to use Overzealous with one or two boon perks instead of cleansing them."
No. This would just mean that instead of wasting one Perk Slot for a bad Perk (Overzealous) you would waste 2-3 Perk Slots for bad Perks. All Boons are bad and are not worth taking. People who boon Totems are basically working against their team.
Funnily enough I had one person yesterday in my games shortly after reading this Thread here who was using Overzealous and was constantly putting up her Boon (Shadowstep). She booned a total of 4 times, during this time a Gen could have been easily done, even without the "bonus" Overzealous gives. (Granted, they were probably a new player since they did not have all Perks at Tier 3 yet)
@Topic
But yeah, Overzealous is a Noob-Trap. Obviously it was called OP when it released, because one Survivor-Perk has to be OP and scary when a new Chapter releases. But once people did a little bit of math, it was quite obvious that the Perk is bad. And if some Streamer is saying nowadays that it is a OP Perk or even a good Perk, you should never take any of their takes serious again.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039621#Comment_4039621
Why doesn't the same logic apply for basekit survivor perks and SWFs benefiting from them?
First of all, Basekit Changes for Survivors and Killers are in general different, because all Survivors are the same while Killers are different.
But to your (bad) example - if anything Basekit changes help Solo Survivors more. If we look at Basekit Endurance after an Unhook, in an SWF, you had people who used BT because they wanted their teammates to survive as long as possible. As Solo you had to hope that the person who unhooks you has BT, which was incredible bad design since it was something you had 0 control over.
(Let alone that your post does the same strawman as always - assuming that SWF means that they are suddenly good players)
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I dont think the Perk will be that good when it is at 5 seconds. I mean, it totally SHOULD be at 5 seconds, them nerfing it back to 4 was baffling. (Granted, their plan was to have a much longer animation so that the 5 second stun would have been worse than the 3 second stun before…)
And 5 seconds nowadays are not the same as 5 seconds years ago. Maps are a lot weaker and Survivors find less to use. When you reached a strong structure before, you might not reach anything meaningful nowadays.
But as @kisfenkin said, DS needs more to be effective at tunneling. DS should basically be a punishment for the Killer, not a mild inconvenience, because currently even the weakest Killers can tunnel through DS. And the stronger ones can basically ignore it. (And to be honest, the strong Killers are usually the ones who tunnel more, because sweaty people tunnel and sweaty people play stronger Killers)
There are two solutions which were floating around on and off:
- Stunning with DS disables the Killers Power for some time. This would also hit strong Killers harder than weaker Killers, because they would lose more. A Blight being an M1-Killer without a power for lets say 15 seconds would hurt more than a Trapper being an M1-Killer without a power for 15 seconds. It would also make it possible to actually get away from a Killer who is tunneling, because the strong Killers like Blight, Ghoul or Nurse are back on you immediatly, they could not do this without their power.
- Or DS should grant a certain amount of time of no grunts of pain, no scratchmarks, no blood and haste for the Survivor. If they would have lets say 15 seconds of being silent and leaving no signs at all, the Survivor might have a chance to get away.
Either of those should be done. But DS back to 5 seconds alone will not really make the Perk good at what it is supposed to be - Anti-Tunneling.
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@bazarama said:
Just hate that map with a passion especially with a m1 killer.
Horrible lighting and when it's inside the castle it has more exits than a football stadium.
You are talking about Forgotten Ruins, the Map which came with the Vecna-Chapter. And if you ever go into the Main Building, you play the Map wrong. It is super easy to play as Killer, just protect the 4 Gens above ground and you will have a tiny area to patrol.
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Survivors can also only abandon in very specific situations. And well, Killers should not go next, a Killer DC is probably even worse than a Survivor DC, because when a Survivor DCs this sucks for all other Survivors (not for the Killer, since it is a free win with a Bot), but at least the game goes on. If a Killer DCs, the game would be over immediatly.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038571#Comment_4038571
If killer is going for 8 hooks without killing anyone, that's already better than any survivor perks/builds you're using.
Yeah, but no Killer will do that because of DS, lol. If a Killer wants to tunnel, they just tunnel through DS. Especially because the most sweaty Killer players also mainly play Killers who can easily be right back at the Survivor after the stun animation.
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This applies to farm maps in general - the thing was that they nerfed some of them (Cowshed rightfully tho) and then they added new Tiles to them, but did not really adjust anything else. And well, the Pallet Density Update did not really help there either.
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@ImWinston said:
- The DS is still a great perk. Its purpose isn't to "make the survivor OP" but to buy time for the team/generators. Except with the very mobile killers (Nurse, Blight, Kaneki), you'll be able to buy at least 20 seconds of chase time, which in DBD is a really long time.
One point I want to make here because you mention Nurse, Blight and Ghoul - one thing why I think DS is not as effective anymore is simply that the Killers it is really good against (M1-Killers) are less likely to tunnel. Someone who really wants to win will tunnel more. But someone who really wants to win is not playing M1-Killers. People who play Trapper, Wraith or Clown are way more chill than those people who play Nurse, Blight or Ghoul. And those are also more likely to tunnel, which then renders DS pretty useless against them.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038422#Comment_4038422
Thats same as making sprintburst into button press to activate like in 2v8 on escapist class, it will make it strong as hell and it will be almost as its original version where everyone had it and could hit you with it but back then (obsession had ds after first down and then everyone had to reach 45% of wiggle bar and it was full lobby of it) you could drible with downed survivors to the hook to counter it which isnt the case nowdays (each drop is what 25% of wiggle bar) so i dont think its good idea because if it will be just be hooked and the when downed press button like dead hard killers will be punished even for not tunneling (unless its timed but still its gross).
Nowdays it had 60 seconds of time which is time where you wont be able to loop the killer anyway and it more servers as antitunnel, skillcheck isnt that hard to hit tbh maybe if you get lag or some spikes, fps drops from packet loss etc. but other than that its still good perk.
Ok, I am now pretty sure that you are only trolling/baiting in this Forum. And since I answer to you, you probably achieved your goal.
Making it a Button Press but not a Skill Check is basically 0 difference from it being a Skill Check when it comes to its effect, lol. It will not suddenly be stronger. If you are a somewhat decent player you will hit the Skill Check anyway and if you dont want to use DS, you can just not press anything and you save it for the next Unhook.
The only diffrence would be that players who are not able to hit the Skillcheck (which are new players, players on not so powerful machinery and players who have in general a hard time hitting Skillchecks) would be able to use DS. Which would make it more consistent to activate, but would not make the Perk stronger.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038505#Comment_4038505
If you meant what you said, then tunnelling might not be as prevalent as everyone says.
The perk is going to be free, so there's no reason not to bring it if tunnelling is such a common thing. And if you choose not bring it, then you have no one else to blame but yourself if you do get tunnelled. That's the risk you'll have to accept.
DS is a powerful perk, even if it doesn't get activated.
"DS is a powerful perk, even if it doesn't get activated."
Please, enlighten me. Killers can usually ignore DS, since it is always better to power through it and just tunnel. So how can it then even be a powerful Perk if it does not even get activated?
The "DS is a strong Perk because Killers have always expect it" is such a weak argument and was maybe true a few years ago. But not now when
a) The stun is less 4 seconds instead of 5.
b) The stun was way more valuable a few years ago because Survivors could do way more after using DS.
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@Dwight_Fairfield said:
I was all hyped for the new Halloween game, even with the less than reputable people behind it, I am a sucker for new Mikey content.
But now I hope the game bombs and the license holders have to go crawling back to Bhvr.
I have already seen people who said that they will not buy the Halloween-game. Overall I am very sure that this move is not a complete win for the new game, because many fans of Asym Horror Games have played or are playing DBD and will be upset about the loss of the license.
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"Absolutely no excuse now for you guys to not have this perk in your loadout to counter tunneling."
Except that it is really bad at doing that.
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There will be a Halloween game at some point next year, so most likely the license holders did not want to renew the contract or they wanted so much money that it is not really profitable anymore to keep the license.
(Dont want to say the new game will be bad, but if it fails (it is done by the same people who did Texas Chainsaw Massacre after all…) we might see a Comeback of Myers, lol)
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I dont like that they add things which alter gameplay with the events. Especially because this then causes them to create a separate queue for the Event, which splits queues and prolongs queuetimes. This is fine for Modifiers, but should not be a thing for simple events.
Therefore, I dont like that Snowballs in this event are more than just snowballs which you can throw at people or at snowmen for a few BPs. It is frustrating to not be able to use or kick a Pallet because it got frozen. Not being able to kick a Pallet is fine for most Pallets, but there are some which have to be kicked and if they are frozen, this is just too much. And having the only Pallet nearby being frozen and therefore not being able to use it is also really bad.
Also, covering Gens in snow is just another way of slowdown which is already rampant in DBD. No need to add another layer of Slowdown.
I just wish that events would go back to being in the main queue and also them not adding such gameplay-altering elements. I think it is borderline fine for the Winter Event, but for example I did not play the Anniversary Event because the Pallet Break was just big Nonsense I did not want to deal with.
Events should just alter the Realms with decorations and give a fun way for players to interact with each other (in this case - throwing snowball), but not change the gameplay.
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@Abbzy said:
What it scared you?
Its not nice and I would be surprised if that post wouldnt get deleted but let wait and see, his message isnt bad except the picture.
You dont understand that the message is just there so that people click on the thread? When they see the preview they think it is a regular discussion.
Come on, it is really not that hard.
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The big issue with tunneling from a Survivor perspective is that getting tunneled means that you cannot really play the game. Sure, you are somewhat playing it, but you are only doing one part of it (chases) and this is even cut short. And if you are playing with a friend, you even have to wait for them to go into the next game, on top of already waiting for the game itself. And Killers usually tend to tunnel someone out and then basically farm for themselves, because in an early 3v1 you can easily 3-hook everyone afterwards.
More BPs would not really change that. You could also get more BPs if tunneling would be less of an issue, because you would actually get to play the game.
And if I look at my characters - in theory you only need to play one character as Survivor and if I look at my Main, I have thousands of every Item, Add On and Offering. I could probably not spend a single BP on her anymore and will probably have Items + Add Ons + Offerings until the end of the game. So more BPs would not really give me anything if the quality of the games is bad.
(On top of that - getting tunneled out early still means you lost the game. Would be weird to get a lot of BPs for losing quickly)
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037840#Comment_4037840
He says in the op post that he did it manually so I would think he chose the nodes himself
Oh yeah, I overread this.
Because I have the feeling that at least the Bulk Spending is not really fair when it comes to the Items, since when I did Bulk Spending, I got some things a lot less than others.
But I also have a feeling that currently (I am not doing Bulk Spending anymore) I get more stuff for Fog Vials than other Items. So would not be surprised if Gel Dressings are actually more rare.
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Are you doing the Bulk Spending or are you doing manual spending?
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@[Deleted User] said:
i think kindred is overall better because it shows you where the killer is going after a hook which is a huge benefit, tells you what to do basically, and if you chase near the hooked survivor, especially in an indoor map or with open handed together, you can have wallhacks on the killer in chase
+ other teammates can benefit from this perk too.
No it does not really do that since the Bubble blocks it.
@Topic:
I think Bond is the better Perk. Kindred gives information to the other Survivors, but they need to process them… Does not help if you show everyone where everyone is, just for Baby Meg to stand up from her Gen full map away, even if she should see that someone is already going for the rescue.
Bond on the other hand gives you overall more information and the range is still good enough to know if someone is going for the Unhook for example (because at some point you will see them when you go yourself, plus you have the HUD anyway). But Bond is always active, which is the big plus, so you can avoid running into people on Gens or now where others might be.
The only negative aspect of Bond is that sometimes you dont want to know what your team is doing (or not doing…).
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@iOverSpray said:
Let's just all play perkless trapper to amuse the masses. Dbd forbid a killer be viable and not require a massive amount of skill making him fun at all mmrs.
Most Killers dont require a massive amount of skill. And you can win games with all Killers in the Roster, even the weaker ones.
And it is not even that Survivors want to only play against weak Killers, there are strong Killers in the game which are totally fine and almost nobody complains about (and "almost" only because there will be some people who just dont like a certain Killer).
But there is no need to have a Killer being braindead easy AND S-Tier at the same time.
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@drag27 said:
my goodness, how many more nerfs till you guys are satisfied. He had at least 5 nerfs so far, thats enough
If something had Nerfs it does not mean that it should not receive further Nerfs. Ghoul is still braindead easy for being a Top 3 Killer.
There is nothing wrong with easy Killers. Someone like Wraith is also not really hard to play, but has a realistic strength level for what is required to play him. Ghoul is at max as difficult as Wraith (possibly even easier) and is one of the best Killers. This does not add up, especially if you compare Ghoul to the other S-Tier Killers, Nurse and Blight. Nurse has a steep learning curve and even while she is not that hard once you got used to her, she is more difficult to play than Ghoul. And Blight requires effort to play on a high level.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/461652/pig-hexes
Lullaby used to work on pig boxes, doctor madness, etc. There's a pretty funny story behind it getting changed but not one youre likely to hear on the forums.
Lullaby did not work on Boxes for way longer compared to Madness Skill Checks. When it was changed for Madness Skill Checks it was already changed for years for Boxes. What you are referring to has nothing to do with Lullaby not working on Boxes.
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I think the Map Showcase is fine. I like the Ormond Lake Mine Map, it is one of the best Maps in the game. However, I dont really play the Map Showcase, simply because I like the randomness of DBD and therefore dont really like if I have a guaranteed map I will play on. (Which is why I also almost never used Map Offerings outside of Challenges or very specific Builds)
However, I like Map Showcases more than increased rates of getting the Maps in the random queue. A few month ago they randomly increased the likelyhood of getting certain Maps (RPD, Badham, Haddonfield, Lerys, The Game, Dead Dawg I think). And this was not really great.
However, if they want to do this in a separate queue, I would be all up for that. Then people who actually like those maps can play them. E.g. they can do a week of all the Maps which were released in 2019 and then you would have a separate queue which will only feature those Maps. And people who enjoy those can play this and get their favorite maps.
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Why not just do a revert of the Pallet changes and start from there? I have obviously not played the new Pallet Density-Update, but wouldnt it be easier to at some point revert something instead of trying to change it over and over again? The state of the maps before the first Pallet Density Update was good enough, just very few maps needed more Pallets. IMO it would be easier to do a full revert and just work on those few maps.
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The custom power is a different Dog and only you can decide, if it would be worth it for you. For me it would not be worth it, so I will never get this skin.
(Plus, to get the custom power you would also need to play the Outfit which comes with it, because it is a Set. So you ideally have to like both.)
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Classical Ragebait, but at least more honest than most Killer Mains who say that X is the reason they tunnel and if X gets changed, they say that Y is the reason they tunnel.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036045#Comment_4036045
I mean, I think we can safely assume that this player is at the very least not very experienced. Dwight is a starter character, after all, with one or two decent perks. An experienced player will likely have Dwight leveled, at least to p1. This player doesn't look to have leveled him over level 5.
It's possible this is an experienced player who simply never leveled Dwight, but that strikes me as unlikely.
Of course it is unlikely. I just wanted to make sure that people understand that Prestige does not mean anything.
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@Dem34888 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035989#Comment_4035989
I think it's about matchmaking, look at second Dwight's perks and prestige
Prestige does not matter at all. It just shows how much you have leveled a certain character. That P0-Dwight with 1 Perk could have several P100 characters, nobody knows. It is also possible that they got backfilled into the game aka a more suitable Survivor left the Lobby. Or they are in an SWF with other Survivors and just playing their first few games.
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Terrible idea. Hooks respawning is good to avoid hook deadzones. There is not really any benefit from having dead bodies hang on Hooks except for some people thinking it is cool. But a Killer player will not really care for that if they got bad Hook RNG on an indoor Map and the next Hook is occupied by a dead body.
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@Sablemain said:
Ormond lake mine is more balanced compared to regular Ormond
^ this.
I would not call regular Ormond unbalanced, but Ormond Lake Mine is probably the best Map they released somewhat recently. It is very balanced.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/461539/fog-vial-number-adjustments
its wierd how they didnt just kill-switch it and let it have time to be fixed UNTIL to release it into the wild again.
because if its that "bugged", killing it doesnt do anything and just makes people salty.
atleast the kill-switch justifys and reassures, "yes its a bug, not a balancing thing"
but it somehow…is?, we really tested and waited months just for it to be killed 2 weeks in while kaneki didnt get his kidnap fixed til from april to september?, really?. =/Because they did not want to fix anything, they wanted to nerf the Item. Because people complained immediatly (same people btw. who complain that Survivors only bring Medkits or Toolboxes), which drove BHVR to a kneejerk reaction to nerf the Fog Vials after one week so that you can clearly see in them and then to slap a double nerf on them by giving them charges (and only 2 on top of that). They should have just let the Fog Vials stay until people got used to them and new toy syndrome was gone. (And obviously make them more consistent so that they are roughly the same on each map)
So yes, all was intentional on BHVRs site. I would be mad if I would be one of the persons creating Fog Vials just for them to be obsolete one or two weeks after implementation. Does not really feel like your work is valued if it gets changed so quickly.
@Topic:
Can only echo what others have said, they should revert some of the Nerfs. Current Fog Vials are just too weak and Bloodweb Clutter. And on top of that it seems like they are more common than other things in the Bloodwebs, since on the characters I currently Level I have quite a high number of Fog Vials already compared to other items… Currenlty P100ing Soma and I already did a lot of Levels before the introduction of Fog Vials, but they seem to be more common.
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Always the same, Killers are never at fault. Even if Killers are doing something other people might not like, it is somewhat the Survivors fault.
Killers tunnel because it is the easiest way to play the game. Turn the game into a 3v1 and after that the Survivors become BP Pinatas and the Killer can toy with them all they want to maximize their own BP, because the math has always been - 1 Survivor on Hook, 1 going for the rescue, 1 in chase, 1 on Gens and if you remove the last person, Gen Progression goes to 0.
The only time where Survivors are "at fault" is basically when they do Gens too fast for the Killer to keep up so that the Killer has to tunnel to reach the point where Gen Progression drastically slows down. But this is basically just a Killer not going into the game with the intention to tunnel, but a Killer starting to tunnel because they need the pressure… Which is totally fine. But most Killers who tunnel do the first, they tunnel right from the start and then basically farm to maximize their BPs.
On that note - why is tunneling called a "strategy" (even if it really isnt, there is no strategy behind using the objectively best way to play the game as Killer if you want to win), but bodyblocking with Endurance or taunting the Killer into a chase is not a strategy, but Survivors just being evil?
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They tried to make it a good Perk, but people were against it. However, the PTB-Version is on Live Servers, so it is killswitched, because you cannot have useful Breakdown.
Once they reverted it, they will reenable it. Not that anyone really wants to use it (outside of the people who really, really like it), so its not like there is much of a difference.
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This is because it is Anti Facecamping. It should only really work against facecamping, so BHVR solved a problem which did not really exist.
So congratz of having a useless bar while you see the Killer close enough to you to be back at the hook immediatly I guess.
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035333#Comment_4035333
I actually think removing deep wound would be more of an overall buff for him as it'd make vaulting windows and pallets (by far the most unfair part of his kit) much easier, and would no longer allow MFT to counter him.
I do agree though that they should make the injury part of his power much less free since it's literally point and click simulator in its current form.
I dont think that MFT is really an argument anymore. Sure, MFT was popular when Ghoul was new released, but even if you now dedicate a Build around getting MFT, it almost never pays off when you go against any Killer who is not Ghoul or Legion. So while MFT had its use when Ghoul was new released (because everyone played Ghoul), nowadays it is not that useful anymore.
I mean, it is a bad Perk in general, but even if you face a Ghoul every forth or fifth game (which is roughly my rate), bringing MFT just for Ghoul is not worth it.
