Aven_Fallen
Aven_Fallen
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Sprint Burst is one of the best Perks in the game. But dont worry, Lithe will be the next one which is complained about. First simply because the goalpost has to be moved further. And second, because people will switch to Lithe instead of Sprint Burst.
Which is funny, because overall I think that Sprint Burst has a bit more skill expression than Lithe. Sure, it does not have any activation requirements, but 99ing your Sprint Burst is still more skillful than just using Lithe.
When it comes to Windows… People really need to stop thinking that this Perk is any issue. Even if it is just because it is the most popular Survivor Perk, only people should complain about it being popular if they are also willing to get Pain Res nerfed, which is even more popular… Not that I think that either of them needs Nerfs.
But all WoO does is show which Pallets are used. If you play long enough, you dont need it to know the general placement of Pallets. And IMO when playing Killer, I see a big difference between someone who is just a yellow aura gamer and someone who actually knows how to run me around. The former will go down quickly, despite WoO. The latter will give me a hard time, regardless if they have WoO or not.
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You need more Survivors to play the mode, not less.
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They said in the past that they plan to give older characters voicelines. However, when you love Nea, it might mean that Nea will have a completely different voice. Especially the original Survivors have been around for 10 years, the voice actors might not be available anymore to record voicelines. So even the screams and grunts of pain might change.
So I am doubtful if in the end really everyone would like voicelines. I hate them completely, but I would be even more annoyed if it means that characters have completely new voice actors. We have seen what happened to Steve, even people who like voicelines did not like that Steve got a new VA and his pickrate dropped significantly.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107707#Comment_4107707
and just had it….
edit. just noticed you watched the que time video of scott jund, i saw you there in the comments lol
Yeah, I was dumb enough to engage in Youtube-Comments.
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At this point you are trolling. Chaos Shuffle is a gamemode which is in the game for years now…
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1,1 m/s per leg is really way less than most Killers have.
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@DmitriyChucky said:
I dont like to return it. But it was only one type of moving for this killer. He was 4,4 because he could fast go to pallet or window. They could do it like mastermind dash but they just deleted. Now he is 4,4 without any type of moving. @Aven_Fallen
Mate, then reason that he is 4,4 is because he is smaller and can run Loops tighter than other Killers. This was explained to you multiple times. Accept it. It does not make sense that you ignore it all the time.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107250#Comment_4107250
i do not disagree about chucky being changed, tho ive never played him and only played maybe 20 something games against him even with me playing quite often in the entirety hes been out since i wasnt actively playing much when he had first released.
however, the skill expression arguments have to stop. this game really has very little to do with skill. i mean some is involved but having any real argument for skill is heavily weakened when a massive chunk of the the game has nothing to do with skill.
woo requires no skill. running in a straight line requires no skill. agitation requires no skill and on and on and on.
to argue for skill expression when so much of what you do has nothing to do with skill or very little to do with skill is not a compelling argument the way that skill expression in a game like call of duty for example is more important because the game to my knowledge does not heavily rely on non skill related mechanics and perks.
The game should be balanced primarily on what is enjoyable and ROUGHLY balanced as its an asymn, it should not be based on skill unless you remove the literal 85-90% of the game that skill is irrelevant to
I mean, I dont disagree that DBD overall does not take the most skill. But this does not mean that the little skill which is needed should be removed. And this is just the case if we keep lose/lose-situations in the game. Because there is nothing the Survivor can do with old Scamper, they can either not drop the Pallet and get hit or drop the Pallet, Chucky scampers under it and then they get hit.
And it is not that this requires any effort from the Chucky player at all.
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@DmitriyChucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107248#Comment_4107248
So, sodako also should have 4,4 speed? And maers, and pig, and eveever killer who use perk for delete radius of terror? Or what?
Do you understand what a Hitbox is? The Hitbox is the body of the Killer. Chuckys Hitbox is not as big as the Hitbox of any other Killer, so he can run Loops tighter, since he can hug the walls better.
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@DmitriyChucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107231#Comment_4107231
Scamper was delete because survivors was crying. Right now Chucky can't control map because he is 4,4 clown with knifeknife and ability for 2,5 seconds with couldown 12
You might actually get more information instead of just saying that Survivors are crying. Scamper was a really unbalanced and unhealthy part of Chuckys kit, since you just follow the Survivor until they have to drop a Pallet and then you scamper right under it for a free hit. 0 Skill involved and 0 Skill expression from either side.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107227#Comment_4107227
If I recall the devs say it's because of how small he is, plus the scamper/slice and dice mobility. I'm not telling you, you are wrong and they don't need help, I was just trying to help you out.
Correct, Chucky has a smaller Hitbox compared to other Killers and is therefore 4,4 m/s. He simply can run Loops tighter.
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But why? If you want the Hatch to spawn in a specific location, use a Hatch Offering.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107240#Comment_4107240
I think he might be confused from dbd a few years ago where it spawned midgame at some poinz but closed? (Honestly no clue anymore when, I believe 1 gen less than the number of survivor alive, so at 3 survivors at 2 gens or something?)
Number of Gens done needed to be number of Survivors alive + 1 for Hatch to spawn. So with 3 Survivors alive, 4 Gens needed to be done.
@MarbleThrone said:
I'm not sure if I understand, but … hatch does not spawn when the last gen pops. It only ever spawns if only 1 survivor is left, and the other 3 could have already escaped through the doors. Or gotten sacrificed.
So until there's only one player left, Killers only have to defend their gates or a hooked Survivor if they got one. They never have to worry about hatch until the last one standing.I think OP is either confusing it with old Hatch Rules (which are years ago by this point) or refers to the case where only 1 Survivor is alive and all Gens have been done. So that they only need to patrol the Gates and not look out for Hatch as well.
@Topic:
Assuming you mean the latter, I would not really think that this is really needed. This is such a niche scenario, I dont think it is worth changing the Hatch Rules for this.
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I would also say that the graphics look dated. The thing is, if it would have been the classic DBD-style, I would not have a problem with dated Graphics, but it just isnt. In 2026 DBD really looks outdated and it looks way too ugly for how much system requirements it needs.
The only concern I have is that with the new graphics the game might not run smoothly on machinery which should be able to run the game. But I hope with the new coding that this does not happen.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107033#Comment_4107033
Yeah my main problem with the blood gens as a killer player was that they progressed way too fast. If that was fixed than the extra areas to patrol wouldn't be a huge deal, but when they're paired together it felt pretty bad to play against.
I dont know about it for sure, but someone did the math here on the Forums and Blood Gens were only a little bit faster than regular Gens. I think it was a bit over 80 seconds, which is not far off from the 90 seconds a regular Gen takes (without Toolboxes or anything).
And I think this is a fair trade off for the fact that Blood Gens mean that Survivors travel more and are therefore easier to find for the Killer. I would honestly not even mind if the general Gen Progress is faster when it comes to things like Blood Gens, but the travel time is a bit longer, as long as it ends up at somewhat 90 seconds. Because I do agree that some Blood Pumps were too close to the Gens, but were then too far away from others.
If something like this (getting fuel to repair Gens) is done in regular games, the travel time should be roughly the same for all Gens and then it should overall average out at around 90 seconds.
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I can imagine the only reason is because Achievements exist which require you to play on a certain map or do something on a certain map. And since those are still achievable, they cannot be changed (especially Console does not really allow changing achievements if they are achievable).
IMO they should remove Map Offerings and press for a case that it is not reasonable to do some of the Achievements anymore without Map Offerings. Because even with Map Offerings at 20% chance, it is just not possible to really play for some Achievements. I mean, opening the Exit Gates on RPD 20 times would require at least 100 Map Offerings on average. And this is when in all those 20 games the Survivor actually survives AND opens the Exit Gates. And IMO you can easily argue here that this is not possible anymore in DBD and therefore this achievement should be removed and with it the RPD-Offering (and every other Map Offering).
They are just Bloodweb-Clutter at this point and we have really enough of that.
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107143#Comment_4107143
But that's what I'm talking about as an alternative to potentially make it work.
Say all the survivors picked the same map - it wouldn't stack. It would only count as 1 vote. However if they voted for different maps, they would count. In this scenario the killers vote has no extra weight.
In order to make sure that it isn't too unfair, the map pool should only consist of about 6 maps.
I dunno if this still favours the survivors side but at least there's a level of control
I mean, if Survivors would still be able to vote for 4 different Maps and those 4 Maps each have the same chance to be picked like the Killer Map, this would still mean that the Killer would have a much smaller chance to get their map. Because there are 4 maps to choose from for Survivors and only 1 for Killer.
Limiting the Map Pool for this would also cause some problems, since it might lead to Lobbydodging. If you can vote for one out of 6 maps, but none of the maps is a map you like, you can just dodge the Lobby. And since this increases wait times and can interfere with Matchmaking, it is not really something which should be done.
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Unpopular opinion I guess, but I think it is fine that you cannot prioritize anything when doing the Auto-Bloodweb. Either you take a bit longer and do the Bloodwebs manually (or with the Auto-Fill for each single Bloodweb) or you can do the Auto-Bloodweb but have to live with what it gives you. Either this or that.
Having to spend time to spend Bloodpoints is a luxury issue anyway, years ago a match gave you enough BPs to buy three things from the Bloodweb, lol.
What needs to happen instead is to remove the Bloodweb Bloat. A ton of Offerings can simply be removed on both sides, especially Map Offerings. Survivor Bloodwebs can also be debloated by removing a ton of Add Ons or Items, since there is no need to have 4 different Medkits which are almost the same for example.
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It is just parotting at this point. People have said this when the game was actually very survivor-sided and never stopped saying it, despite Killer being way better. The goalpost just gets moved every time, whenever something gets nerfed, there is suddenly a new thing which needs Nerfs, because players who lost games before are still losing games, but because Reason A does not exist anymore, they cannot blame it on Reason A, so Reason B is why they lose games. And so on.
Sometimes I wish that BHVR would release a classic gamemode. It would have instant Killer queuetimes (since nobody would want to play Killer), but it would probably open the eyes of people who unironically say that DBD in 2026 is the hardest it has ever been for Killer.
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107051#Comment_4107051
Killers choice should weigh heavier.
Alternatively extra votes for a map give no boosted chance.
Thats the thing why it would not work. Either the Survivors will have a higher chance of getting their maps or if the Killers choice is weighted more, then the Killer will basically always get their map.
Either way it is bad and therefore should not be implemented.
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Something like Blood Gens are the only way to make a secondary Objective work. Obviously the time on the Gen itself needs to be much lower, if Survivors need to get Ressources and also have travel time. Which is overall better for the Killer player since moving Survivors are easier to find.
I know Killer players most likely want something on top of 90 second Gens, but this is just not possible.
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An AI-written post about Bots, such irony.
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I really wish I could understand what y'all were thinking, but it genuinely just feels like not one person on the dev team actually plays killer or even understands what makes playing killer fun.
It is not really that hard to understand: The mode was extremely unpopular to play as Survivor, mainly because the gimmick of the mode (no information, limited visibility) only applied for the Survivors, but not the Killer, since Killer players were just using Killers who can bypass this (e.g. Legion or Doctor, as easy examples).
Furthermode due to the Darkness, camping and tunneling were really easy. This all resulted in Lights Out not coming back for almost 2 years, despite the other modifiers (Chaos Shuffle, 2v8) coming back on a regular basis.
So the Devs decided to do more for Survivors in Lights Out. In the end, those modifiers are in a constant Beta phase, so the Devs are testing out what works and what does not work. In the next iteration (if there is one), we will see more changes done or maybe things removed.
But in the end, it is just a fun gamemode which should not be taken too seriously. Which Killer players also said in its first iterations…
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Chuckys scamper was just used in a way that you run around the Pallet normally and wait until the Survivor drops the Pallet. And once they did, you scampered under it for a guaranteed hit. So the Survivor just has the possibility of not dropping the Pallet and get a Hit or dropping it and get hit. Classical Lose/Lose-Situation.
Wesker on the other hand cannot do that. Wesker has to play around Pallets, he cannot just follow until the Pallet Drop and then vault over it, at least not on every Loop.
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@SpyUA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106638#Comment_4106638
That crows are removed when you go into a locker is absolute bs, she is only B tier (so not very strong as you say she is), this feature makes her less appealing for players to learn how to play her (very low pick rate) and she has a high skill floor to not have trouble downing the survivors (even that doesn't really help in high MMR) so she does need a buff, many killers have better chase power than her (take less time to down the survivor and much easier to use) and some of them also have mobility unlike her so her getting a small buff shouldn't be an issue, she is not going to go up to A tier after this.
Why does the concept "Balancing around the top" not apply here? Why are new players now the focus group, despite those changes making her really oppressive once the player learned her?
If I go against an Artist player, they are usually really good, because they are people who play that Killer a lot (so I would agree, it is true that her pickrate is low and only dedicated Mains play her). But it would make those players just stronger while I dont think that newer players would really pick her up, because she would still be quite complicated to play, even with the Buffs.
When it comes to Tier Lists, I see many Content Creators putting her in A-Tier or low A-Tier. So not sure if such a Killer really needs straight up Buffs.
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I mean, since Artist is already a very strong Killer, you would want some Nerfs to compensate for her Buffs? Because it is not like she has any trouble with downing Survivors with her Power, if the Artist-player is any good.
Buffing her in those aspects might make her a bit too much.
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@SonicOffline said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106562#Comment_4106562
Tell me all about CoH and Exponential combos c:
Or how Deja + Steadfast + toolkits. As much as I don't want to tell people they aren't allowed to have fun with their friends, there's definitely a synergy that 100% is worth discussing.CoH and Exponential are also bad, lol. I dont really think that you have any real argument. If combos like this would be strong, they would be used far more often. They are fun little gimmicks and thats about it.
And when it comes to Steadfast, instead of sitting on a Totem to bless it (multiple times), you can also just sit on the Gen you want to do quicker.
Steadfast is the same kind of Noobtrap like Overzealous. A Perk nobody runs because by now people have realized how bad it is. Why we have to go through the same cycle with Steadfast is beyond me.
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@SonicOffline said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106547#Comment_4106547
You've missed the point, I think.
What do you mean when you say the could run "actually good perks?" What does that have to do with anything at all relevant to Boons vs Hexes?You said that once two people run Boons that the Killer is at a disadvantage. I disagree, every Boon-Perk is an advantage for the Killer, since it is a useless Perk instead of an actually good Perk.
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@SonicOffline said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106504#Comment_4106504
Boons are the killer's equivalent. It's still equally unfair, as a killer main, that survivors can not only relight boons, but 4 of them can bring any combination of boons. Including overlap. So individually boons are weaker, but the moment two people are running a boon at all the killer is at a disadvantage.
Not really, since those two people could run actually good Perks instead.
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Boons are not strong enough to warrant such a Nerf. Plus, every Boon which is set up helps the KIller, since it is time wasted not on Gens.
The new Boon is really, really bad. If you are saying it is good or "not bad", you are straight up wrong. It only works in Areas where the Killer is patrolling, which means that they can snuff it quite easily.
Comparing Boons and Hexes is still nonsense. Only because both are shiny Totems does not make them compareable. Yes, Killers cannot relight their Hexes. But they are stronger than Boons, map-wide AND they dont need to set them up.
The only thing I agree on is that Boons should not work on multiple Floors. The concept of Boons is that they should be snuffed quickly and this might not happen if they are on a different Floor, but still applying to other Floors. If Boons are ever buffed, they should also nerf this aspect.
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@BreadSilence said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106303#Comment_4106303
i generally agree with like 90% of your posts on this forum, but I don't get your logic here. Because you are essentially implying that people who play Survivor by themselves are inherently dumber and worse at the game than those who choose to play with a group of friends. Being an introvert who struggles to make a lot of friends IRL doesn't make one less intelligent/competent than people who are more social. It just means that the latter group are way more likely to find others who also happen to play DBD regularly. Just because most of the people on my Xbox friends list don't play DBD doesn't make me automatically worse at the game than the average SWF player.
Not really and I dont really get how you come to this conclusion.
What I mean is that SWF is simply removing teammate RNG. Obviously as Solo Survivor you can play with 3 other great Solo Survivors who are all good at the game. This can happen. But you can also play with 3 people who dont know if they are playing DBD or Minecraft. And SWF removes this. (Obviously if the SWF plays to win. Most SWFs are just friends playing with each other, so they most likely dont care if some of them or all of them are terrible at the game)
Just as an example: Lets say you are a good DBD-player. We end up in a game together and you carry me. This is RNG, since instead of you I could also get someone else who never touches a Gen.
But if I invite you to an SWF, I will not end up with someone who does not touch a Gen, I will end up with a good player all the time.
See what I meant? -
@MorelClaudette said:
Not too bad and overdue for a long time.
But we will have to test it when it is on PTB (I hope they test it first). A chat wheel seems a bit hard to use from my point of view in certain gameplay situations where communication could win or lose you a game.
In other words: I am not sure if I can handle a chat wheel when I try to loop a killer injured and dead on hook. 🤨
On the other hand this chat wheel cannot be this complicated. It has to be simple stuff like "I go unhook"/"I need help"/"Stop running, I am right behind you and want to give you a heal, but you are panicking and running away from me and not looking back, so we both lose a big amount of time, please just stop running".
In other words: I am not sure if I can handle a chat wheel when I try to loop a killer injured and dead on hook. 🤨
You would not need a Chat Wheel in this situation since the Chase Indicator shows what you are doing and what your teammates should do (Gens).
And if they need a Chat Wheel Command a la "I am being chased, do Gens", then a Chat Wheel does not help since they should know what to do when one Survivor is in chase.
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@GentlemanFridge said:
I mean, I get what you’re saying, but at the same time, there’s going go be some elitism that comes with it.
If someone posts a clip, and makes even 1 deviation from what’s seen as ‘the optimal play’, they’re going to get ridiculed, and the whole conversation is pretty much dead.
I don’t really like the idea of a #matches played indicator either. It makes the people with the highest numbers king, when they don’t necessarily have to be the most knowledgeable (or even just a pleasant person).
We’d essentially be putting the players most likely to be jaded on a pedestal. Idk if we necesarily want that.
The thing is, elitism already exists. You can see it with MMR. People claim that they are at the highest MMR and if your experience does not match their experience, you are at low MMR. And it already happened years ago that people demanded proof that you are at Rank 1.
I think it is more the way how people who want to complain or ask for Nerfs approach this. E.g. I see people complain about Pallet Density and then see a video of them breaking every single Pallet, even the most useless ones. If such a video would be posted here, you would get completely different reactions depending on how the overall post is structured.
"OMG THE DEVS ARE SO SURVIVOR SIDED DBD DEAD GAME SOON" with a video of poor Killer gameplay will most likely not be positive for the OP.
But if the same video gets posted with something like "Hey, I am really struggling on Map X, there are just too many Pallets and the Gens get done too quickly. Am I doing something wrong or is this Map survivor-sided?", you would get way different responses because people would be more willing to help.
For example OhTofu did a series years ago where you could submit bad games and he would review them and tell you what to improve. Those were things like giving up in chases too quickly or being too stubborn in a chase, taking chases into Deadzones or kicking low progress Gens before starting a Chase and similar things. And I feel you can get feedback like this on the Forums as well, if you are not just complaining or ranting.
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@Xendritch said:
I agree but am I crazy or is there an alternative "fixed" version of suffo pit? I swear I played on it a few times a couple months ago but haven't seen it since.
They removed the Map Variants a few months ago. Which was a very good change, they were for the most part low effort (since they were not really new maps, just old maps with Tiles shuffled around) and worse than the original versions. Which includes Suffocation Pit and Resting Place.
Which are not even the worst Maps which need an overhaul. Tricksters Delusion, Rotten Fields, Badham Preschool and Fallen Refugee come to mind here.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106279#Comment_4106279
If you think communication like coms dont make difference and isnt thing that makes swf strong well that isnt good joke.
Communication makes night and day difference, if you played any team game then you should know how different it is when your team plays silent or when it does communicate and shares information.
Obviously Comms help. Nobody can deny that.
But if you think that Comms are the reasons why SWF is better than SoloQ you once show that your knowledge of the game is not really good. You can put the same 4 good players in a game with and without Comms and the result would roughly be the same. And you can put the same 4 bad players in a game with and without Comms and the result would also be roughly the same.
I dont know how Killers can still cling to the myth that Comms make bad Survivors suddenly good.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106266#Comment_4106266
survivors cry about solo queue devs add something to help solo queue nobody cares for it all of a sudden so ungrateful
Because Communication never was the issue with SoloQ. Or never the thing which made SWF better than SoloQ. As I have written in my post, Survivors already get information, but dont use it. Like, you dont need Comms to see if a teammate who just got hooked in the Basement has Wicked and can unhook themselves. Saying "I have Wicked, dont come to me" would be extra information which would not even be needed.
However, if you would put 4 good Survivors together, they would not need a Chat Wheel or even Comms to be good, since they know what they are doing.
Overall, SoloQ is mainly a Matchmaking Issue and not an information or communication issue. But again, I also said that it will most likely not hurt at all, so I am all for it. But I dont think it will really change much to make SoloQ a better experience.
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It is huge, but honestly, Survivors dont use the current information at all. Like, in every game where I have Deliverance ready, there is someone who runs towards me or waits to unhook me. Or people who finish the last Gen despite the tunneled Survivor having DS which could be used before the Gen is done.
Even with stuff like Kindred you see that people go for an Unhook despite seeing someone else already going.
Not want to be negative about it, it is a good change and a much needed change (which could and should have happened YEARS ago), but it will not suddenly fix SoloQ being miserable. But it can only help to be honest.
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@Mooks said:
yeah, but really just scrolling through the most upvoted questions - what do people expect?
Its pretty much just a wishlist for features and changes but slightly rephrased to be ‚questions‘. Which… completely valid to want those acknowledged but maybe don’t expect them to suddenly answer this question thats pretty much just Feedback that also has been asked the last couple of AMAs with the same expected answers to them..
^ this.
If the people are not able to ask smart question, they should not expect smart answers. Asking questions where you already know that there will be no answer will just result in not getting an answer.
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Agreed. I often also ask for gameplay footage if I see some really outrageous takes. Simply because it does not match at all with my own experience. Especially those people who claim they go against only the best of the best players while this is not even true for Content Creators who play the game for a living and win almost all of their games.
I really wish that DBD implements a Replay system at some point, maybe with the Code Overhaul. This would make many things easier like spotting your own mistakes, just curious interactions or reporting cheaters.
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People who still say that Survivors are much stronger than Killers are stuck in 2018 or so and just parotting what they heard at some point. And since they just lost a game or two, it was obviously because Survivors are too strong, not because they did not play as perfect as they think they were playing.
So you should not really give anything about people who say that Survivors are too strong.
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It is concerning that people like those are DBD Creators and others get their twisted opinions. BHVR really needs higher Standards for their Creators, they already had some very questionable Fog Whisperers back then and it seems like it did not get better.
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Agreed. And if there are technical difficulties to only allow BP Offerings and no other Offerings, they should give the Event Modes a 100% BP Bonus for both sides (plus whatever is needed for the incentives).
This would at least give everyone BPs as if they would be bringing an Escape Cake/Survivor Pudding.
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I mean, Killers were basically only running Killers who also defeat the purpose of the mode. So it is not like Killers wanted to embrace a mode in full darkness anyway.
And honestly, Lights Out is the modifier we had so far which is the most unenjoyable for Survivors and the most unpopular one. They tried to change things by giving the Survivors the Lanters and then see from there if it makes sense to do this or not. After all, it is just a fun game mode and they are trying around what works and what does not work.
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Yeah, it is baffling how much Jason has in his Kit. And it is also baffling how often you think to yourself that you can also play Jason instead of the Killer you are currently playing.
I played Huntress the other day after a long time, simply because I like her. And while I had a good game and lots of fun, I was always thinking that I could also just play Jason and have a way better version than Huntress. And this applies to a bunch of Killers.
And up to this day I dont even know why they thought they need to bloat up his Kit. It is Jason, after all, it would have sold anyway. Maybe they felt the need to make him a strong Killer so that a Horror Icon is not weak. Who knows.
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@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104723#Comment_4104723
There are differences between good and bad nerfs, a character being strong on its own doesn't make any given idea that nerfs them a good one. There are plenty of good, reasonable ideas to nerf the character - no haste on orbs, take away the pallet break from wolf dash (and, as an aside, sliiiiiide that one right on over to pig pretty please), anticamp on hellfire - that wouldn't damage the basic functionality of their kit. Taking a crowbar to the back of wolf's legs isn't one of them.
I mean, I dont care if he does not get Haste from the Orbs or is 4,4 and gets Haste from them to be 4,6. But he should not be 4,8 at all. IMO Wolf Form and Dracula as a whole is strong enough to justify Wolf Form being 4,4 with increase to 4,6 via the Orbs.
My point was only that it is not a good argument to come up with PTB-Feedback which is ancient at this point and came from the experience people had after a few hours with Dracula when we have Data and Feedback of 2 years from Dracula.
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Because it is very safe to do. At worst they have the same outcome as before that the last Survivor finds Hatch first. But other than that, there is no risk at all in doing that, it is not like Survivors will make a comeback at this point, especially if there are still multiple Gens to be done.
And well, some Killers only consider it a win if they get a 4K, even if nobody would deny that they won with a 3K and Hatch Escape if not all Gens are done and the last Survivor gets the pity escape.
And last but not least - because BHVR is refusing to do something about it.
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@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104715#Comment_4104715
Maybe if your goal is to make a third of Dracula's power practically non-functional. Its a terrible way to nerf the ability, you need to move at normal speed for the dash to be positioned effectively in a HUGE amount of loops, and to make it worth being in during chase to benefit from the scent orbs in the first place. 4.4 wolf would just result in Dracula players not using the form for the majority of the match.
Non-functional, lol. A bit overdramatic, isnt it?
You also completely forget that Dracula got some sizeable buffs since the PTB. This is honestly the Spirit-Discussion all over again when her phasing became directional. "On the PTB it was and it was bad!"… Yeah, guess what, this is some time ago.
Same applies for Dracula. He can be considered a Top 5 Killer, nerfing Wolf Form would certainly not kill the Killer. We are talking about a Killer who powercreeps a lot of other Killers and has some Killer Powers as a PART of his own power.
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I think if someone really wants to have 100% Achievements in DBD, they should get every character. There is just no way around it. And if there is a conflict between not liking certain characters and having 100% Achievements, then they have to decide what to pick.
Personally I dont think that keeping DBD at 100% Achievements is worth it by any means. Some Achievements require me to play Characters I just dont like. Others are forcing me to use bad Perks (e.g. the one where you have to give permanent healing progress), which would be fine, but since I dont aim for 100% achievements, it is not worth it. Because the big dealbreaker are Achievements which would just take way too long to do. The one in question for me is the Springtrap-Achievement to grab people out of Doors. I dont like playing Springtrap because he is pretty dull in my opinion (which is fine, he is for an audience who potentially never played DBD before). And getting grabs mean that I need to play a ton of Springtrap and hope that the Survivors are really bad to use the Doors while I am not occupied doing other things. This is just not gonna happen on a reliable basis.
And even worse are other Achievements which require a specific Killer to go against. The Vecna-Achievement was already named, I got it quite early, but if you start later and not when a Killer is freshly released, you might have Dozens of games before facing that specific Killer and then you can either throw the game for the achievement or, if it requires something like escaping, you have to hope that everything works out. Not really ideal.
Therefore I just think that having DBD on 100% is just not worth it anymore. Especially because it is only 3 month until new Achievements are released which just mean that you might have to do a different very tedious task to do.
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@AliceNull said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104689#Comment_4104689
This was actually how it worked in the PTB, and pretty much everyone agreed it felt awful to play. The dash attack doesn't have any kind of slide attached, so you really need to be able to position it properly to use it well on a lot of common loops, and you can't really do that with a 4.4 killer who occasionally moves normal speed for 2 seconds.
On the one side we have PTB Feedback of a few hours and on the other side we have Live Feedback over almost 2 years. What is more valuable?
I think the PTB-Feedback regarding Wolf Form can easily be discarded.
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Background Player has not been a problem for a long time by now. Asking for a Nerf is quite silly.
Your equation is also quite funny considering that for quite some time now Killers are the one with the long queuetime.
Did you find some old Threads and thought you need to recite what was written there, despite it not being relevant currently? Because Background Player too strong and long Survivor queues was a thing in the past, but not anymore.