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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • I think the series was good, even tho it was not classic Castlevania. But it is unrealistic to think that this would work well as a Series, some Belmont jumping around in a castle destroying lamps and furniture for some coins would not really be something which would be entertaining.

    And while I would also prefer it to be based more on the videogame, I would not hate it when it is based on the series.

  • Annoying and IMO outside of a challenge not really worth it. Especially if not all Gens got done, the Killer clearly won with a 3K. And even if the Killer does not slug, they have the higher chance to find the Hatch anyway, the Survivor at this point can only escape when they become lucky.

    So yeah, wasting the time of everyone around just for a small ego boost is annoying.

  • I would think for a character from The Walking Dead. Rick Grimes, Daryl Dixon, Negan (would be my personal favorite).

  • @Seraphor said:

    It was always going to happen this way. 2v8 as the game is currently can't work, but the community never shuts up about it so this is what we get.

    I think the same. I dont think that 2v8 will be popular after a short time. Regular SoloQ is already rough with 3 random players, with 7 it sounds like a nightmare.

    And considering that aside from Trapper the first 5 Killers are at least decend and with Billy and Nurse being VERY strong, I think it will be really hard to play that as Survivor outside of an SWF. So I guess Killers will either face 4 man SWFs or straight up SWFs of even more than 4 people in this mode.

    (Really dont want to be negative here, but I always said that 2v8 will just not be popular once the novelty wears off and I stick with that.)

  • I am REALLY excited about Castlevania. It is one of my favorite Franchises of all time and I also really enjoyed the Netflix-Show a lot (I went in with 0 expectations and it was really good).

    Curious to see who the Survivor will be. The Killer will most likely be Dracula, but I am curious if they went for a Belmont as Survivor (there are a few to choose from, if they want to lean more towards the Show it might be Richter or Trevor) or if they use some other non-Belmont Protagonits (like Soma Cruz, which would make sense since he is from a modern era).

    I hope for either Soma Cruz, Julius Belmont or Juste Belmont.

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718835#Comment_3718835

    That may be your opinion. I love moris, they are incredibly fun and prob the only reward given to killer for going for 12 hooks, technically 8 hooks but its the same energy.

    It absolutelly pains me as someone who uses them to see them go.

    Considering that I barely see Mori-Offerings anymore since they are not overpowered BS anymore, I dont think I am alone with the opinion that they are boring.

  • Talking about Survivor Power Creep and yet most Survivor Builds consist of mainly Perks from up to 2017, simply because they usually just dont get good Perks.

    There is no such thing as Survivor Perk Power Creep.

  • I prefer them to be BP-Offerings. I think Moris are boring. They are exciting when you first see them, but afterwards, it is whatever.

  • The last time I disabled Crossplay was at least 3 years ago. And back then I got matched with the same few people over and over again. This showed me that not many people have Crossplay disabled, I think I only saw 7 different people over the course of 5 or so games.

    Given that this was a long time ago and nowadays people will just not disable it because it is enabled by default and there is 0 reason to disable it, I guess nobody plays with it disabled, which leads to those long queue times.

  • There is already a thread about this fake perk. At least there was.

    I mean, do people ACTUALLY believe that this is real? This would really mean that they need to think about a test before you are allowed to join the internet.

    in X Comment by Aven_Fallen
  • Confirmation Bias.

    You focus on Anon-players who do this, but you ignore the Anon-players who dont do this and also the non-Anon-players who do the same stuff as the Anon-players you complain about.

  • Demo on the newest Map for 4 Gens. He lost the game because he decided to tunnel, even tho he was running Perks like Grim Embrace and Pain Res.

    In the end game chat he only said that he tunneled because he wanted a challenge because I had the most hours and that I was bad.

  • Free hits are always bad. It was deserved. And the Cooldown-Buff is no joke at all.

  • Why do you compare March 2024 and April 2024? And why do you ignore February 2024?

    You cannot really put March into the comparison because it had the Blood Moon-Event, which was the reason why more players were playing (which is the case during events).

    If you compare February to April there is not much of a difference.

  • @Marioneo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714866#Comment_3714866

    heres my take 200% was so crazy fast it made people mess up but 150% is a controlled speed that most can handle and won't restrict the area survivors can save that much and with the buff to 20 seconds really helps flashlight savers and can go for saves more frequent

    Yeah…No. Do you really think that those who used Background Player well were those who could not control their character anymore? If that would be the case people would not have complained about it that much.

  • Both.

    It is a Nerf that you cannot just use Scamper to go under a Pallet and get a Hit. But it is also a Buff because you get to use your power more often. (Which was also a reason why players hold their power until they can get a free hit)

    Overall a positive change. IMO they could have gone to 10 seconds Cooldown instead of 12.

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715365#Comment_3715365

    Some games are literally unplayable without some form of gen defense. Can we stop blanket calling killers "bad" who use it. That's a load of nonsense. Streamers with thousands of hours have killer games that last 4-5 minutes when they don't use slowdown, it's not because they are bad. Stop that. Its called wanting to actually play the game and have more then 2-3 chases before the game is over. You play against a 3-4 man who is efficient on gens it doesn't even matter how quick your chases are without slowdown.

    You still dont need 4 Slowdown-Perks.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715184#Comment_3715184

    well, made for this ives the healing person an endurance effect - though that one isn't getting picked up from the dying state.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715102#Comment_3715102

    That'd also be a pretty good option; be able to gauge if you can even pull the pick up off and have an idea of where to run next. Would be in line with the "pick up and run away" nature.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715094#Comment_3715094

    I'm not sure if I follow; how would you now address a killer camping a slug? Meaning, a killer who'll just down the surv a split second after getting picked up. Good old just leave em there, overall the killer loses if they camp a slug and four gens get done? I'm genuinely curious cause the only combo I can see being somewhat effective is WGLF+MFT. - I for one don't think getting a safe pick up when a killer refuses to hook should take up two perk slots.

    "I'm not sure if I follow; how would you now address a killer camping a slug? Meaning, a killer who'll just down the surv a split second after getting picked up. Good old just leave em there, overall the killer loses if they camp a slug and four gens get done? I'm genuinely curious cause the only combo I can see being somewhat effective is WGLF+MFT. - I for one don't think getting a safe pick up when a killer refuses to hook should take up two perk slots."

    I am not really sure how often this even happens. For a Killer it would be far more beneficial to camp a Hook, because you can camp a Hook and the Survivor would be dead after 2 minutes, which means that most likely not all Gens are done. But camping a slug does not really do anything for the Killer, they will have to wait 4 minutes instead of 2 minutes until the Survivor is dead and then all Gens should be done.

    So I dont think, except if it is out of spite, that slugging a Survivor for 4 minutes instead of hooking and camping them for 2 minutes does achieve anything for a Killer.

  • @VadersRage6 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715086#Comment_3715086

    At low mmr matches his power may seem easy to land but once your facing really good survivors it's alot more difficult than you think you have to be precise and know when to use it and understand the distance etc it's alot more complex than you think

    Edit

    I 100 percent agree it's definitely easier than some m2s but I wouldn't say it's easy

    I never said it is easy, but I would not say it is hard either. Like every Killer power it needs some practice, but Wesker is not too hard to make people give up trying to learn him, which can be the case for other Killers.

    E.g. a Killer like Singularity is also VERY strong, but way too difficult to learn. This does not apply to Wesker.

  • I think there are a lot of good things in the Dev Update and the Nerfs and Buffs to Killers are all good without really making them too strong or too weak. So complaining about "What about…" or "You nerfed X, but not Y" is not the right thing to do IMO.

    Even tho I would agree on both, especially Pyramid Heads tunneling potential.

  • It is fine. I think For the People is alright as a Perk, because the main issue of the combo was that both Survivors would get Endurance, which made it way to safe for the User. Now with that removed, FTP and Buckle Up are both altruistic Perks.

    And I think the concept of Buckle Up is interesting, if you dedicate your build around helping others, it fits that you give someone who was healed with buckle up a Speedboost so that they can get away. And the Killer will get a trade out of it when used with FTP in their face.

  • @caligraph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714978#Comment_3714978

    the hinder only happened if you didnt cleanse+wesker power isnt easy to land unless the survivors let it be

    It is not that hard to land hits with his Power. Which is a reason why he is so popular, if it would be hard less people would play him.

    And well, you cannot really use a spray while you are in chase. And this is the bad design of his power, you WILL go down against a Wesker even if you are better than him, simply because once you get the hindered effect, you will lose the chase. Nobody can loop a Killer with 92% Movement Speed.

    And while this takes Wesker a while to achieve, it results in free hits eventually. And this is the bad thing about him. Even worse when used for tunneling (which is the other change they did, you can still tunnel with Wesker, it will just be less efficient because it will take way longer to go to max infection)

  • They call it a minor Update, because it is just a number tweak. Some terminology they are using for quite some time.

    E.g. Buckle Up is a Major Update because the core mechanics of the Perk were changed. This is not the case for PGTW.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714866#Comment_3714866

    I think that the halved Exhaustion is much less relevant than the movement speed nerf because:

    • Survivors now can't zoom in to your position even though they were on the other side of the map.

    • During the time it takes to chase and down a new survivor after someone failed to save with BGP, the player would very likely already recovered form Exhaustion, regardless of the length. (Unless the killer is snowballing)

    Exactly. They most likely just halved the Exhaustion to make the Perk somewhat more appealing than Sprint Burst. Because with 150%, I would rather prefer Sprint Burst over Background Player, even if I get 2 seconds less Speedboost, but way more flexible. Same like they did back then with Smash Hit.

    But I dont think that we will see Background Player often anymore after the Nerf.

  • You indeed are.

    The thing is, how often do you think it will actually apply that someone can go for BGP-Saves every 20 seconds? I dont think it will really happen, but the Nerf to the Movement Speed will restrict the area where the BGP-Survivor will have to be to actually get into position.

    They probably just wanted to give the Perk something because with 150% there is not really anything to gain from running BGP when you can just run Sprint Burst.

  • I dont think so. You are still broken, so you are still making it easier for the Killer to down you. The Buff was needed, but I dont really think it will be enough of a Buff that makes the Perk worth using.

    (But on the other hand, I think it would need to be buffed to be absolutely broken to be worth using, so I dont really see this Perk in a good and strong Spot while still being healthy anyway)

  • The Perk is not finished when they reduce the duration by 5 seconds, be reasonable. You still get 100 seconds of a blocked Gen without having to do anything aside from equipping a Perk.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714794#Comment_3714794

    I feel the chucky changes might end up helping him over all now being able to use his power more for mobility since its got a shorter CD. I just think his ability to vault and m1 was such a silly design choice, way too strong and easy to do.

    I think this is a really good patch, the game has suffered from gen regression not being accounted for after the gen kick buffs. Snowballing was a huge issue. Very excited for what the anniversary brings now!

    And the sabo changes gives survivors an option to fight back against tunneling too

    Exactly. IMO the Chucky Changes will positive for players who like his ability. If someone played Chucky to only use his ability to scamper under a Pallet to get a Hit, they wont like the changes.

    Overall, the changes will promote more skill expression for Chucky. So bad Chucky players will most likely be weaker while good Chucky players will be stronger.

  • You have to put in 0 input to get quite a huge value. This Perk also is very good when camping or tunneling. Reducing the duration by 5 seconds is not enough of a Nerf for such a strong Perk.

    I am actually surprised it was not nerfed sooner.

  • @JeanGreyarea said:

    I saw this one content creator (won’t mention his name but you probably know who it is) happy that they removed endurance from buckle up but mad that they gave it 150 speed. Called the devs survivor mains because they nerfed an aspect of the perk but buffed it in another way. Without the 150 the perk would legit do nothing useful.

    as for the update im glad wesker got nerfed, i wish background player kept the 40 second cooldown. The rest seems fine

    Yeah, I have just seen said content creators reaction. Apparently to this person showing the Killers Aura when healing someone from the Dying state would be enough as a Perk.

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714738#Comment_3714738

    Well, I did notice Survivors trying to force DS on Killers more often.

    Maybe that's why you didn't notice less tunnelling because they asked for it :)

    I only noticed that Killers tried to blow this out of proportion, nothing else.

  • I said Slowdown-Perks. Not Regression-Perks. If you want to nitpick, at least do it right.

  • Considering that you could have had 4 strong Slowdown-Perks, it makes sense that they finally nerf Slowdown. IMO the better way would be to avoid stacking them in some way, but apparently they dont want to do that or are not able to do that, so they nerf the individual Perks.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714745#Comment_3714745

    I feel insta Sabo is basically coming back if you have both speed addons it'll be very infuriating to face since you can already be forced to only go for one hook. So if they Sabo it in a instant your basically doomed.

    All depends on the numbers in the end. But yeah, I am not really a fan of them buffing sabo, because it can go wrong pretty quickly. But as I said, I did not feel that sabotage had any impact at all lately. Even full Sabo-Squads were annoying, but not really effective.

  • @I_CAME said:

    There are some conflicting ideas about the direction you're going in with killers. You nerfed scamper and buffed his rush because you wanted to encourage more skilled gameplay with chucky. Then in the same patch you make the collision for bubba more forgiving. Like how easy are we trying to make some of these killers? Being able to use the saw in tight loops was really the only skill based aspect of playing Bubba. I understand the other buffs but is this one really necessary? I would rather you have made his sweep even stronger instead of rewarding players who can't use the chainsaw well.

    I think it is more how it feels for the other side. IMO getting hit by a Chainsaw from Bubba felt less cheap than getting hit by Chucky because he scampered under a Pallet and gets a free hit because the Survivor was in a lose/lose-situation (throwing the Pallet and getting hit after scamper or not throwing the pallet and getting hit normally).

  • @H2H said:

    I think 4 seconds will still be useful, but I also didn’t really have a problem with 5 seconds either. Questionable to me that they’re re-nerfing it so quickly (and I say that as a mostly Killer main who also never really used DS as a survivor, even after the 5 second buff).

    The way I see it is that they planned to add a longer animation to it, which turned out to be horrible. But they balanced the Stun time of 5 seconds with the longer animation in mind. Now without the longer animation, they reduce the stun to 4 seconds to end up on the value they initially wanted to have.

    This would also explain the quick nerf.

  • I have to say, the Killer changes all read really good. Lots of good Buffs and Nerfs without being too strong in one direction.

    For the Perks, I dont think DS needs to be touched again, I dont think it was too impactful to actually be nerfed again, but given that the initial plan was to give it an animation which would be longer than currently and therefore reducing the amount of distance overall, they seem to adapted to this by reducing the stun by 1 second. Not needed for a Perk which is an Anti-Tunnel Perk.

    Also I think that the Deadlock-Nerf is too mild. For a Perk which requires 0 input from the Killer 25 seconds of blocked Gens is still too much.

    I dont know about the Toolbox-changes. Sabotage is difficult to balance, it should be on the weak side because hooking is one of the most important things in the game. However, I cannot say that I really got bothered by Sabotage at all in the past years, even full Sabo-Squads might be somewhat annoying, but they usually dont escape anyway. And attempts to sabotage end up with simply going to a different hook. Will need to see those in action.

    I absolutely love the Borgo-change. It was one of the most ugly maps. I still think it is really bad gameplay-wise, but at least I might not need to claw out my eyes when I get on this map.

  • I did not really notice that Killers tried to avoid DS. The thing is that even when the Nerf back then was reverted, 5 seconds nowadays is worse than 5 seconds pre-6.1.0, because Killers got stronger and Maps got weaker overall.

    Reducing it to 4 will probably just result in the Perk not being used anymore.

  • No, it was nerfed. With 150% Speed you will still be fast, but you are not able to be as consistent as before (not that I think that Background Player-Saves were consistent). I dont think that the reduction of Exhaustion really matters too much.

  • I have watched a stream yesterday where the Streamer was using Make Your Choice and it worked fine.

  • SWF = Survive with Friends

    Survivors playing together in a premade group, often on Comms.

  • @ASurvkillivorer said:

    I am confused. I've NEVER played on this map even one time and its been out that long? Today it looked totally different and it was very noticeably smaller.

    It even had setups I don't remember. Like that weird upstairs area. It used to just be a drop but now there is a vault up there to make that a god tier balanced landing spot .

    I mean, we have so many maps in this game nowadays, it could be possible that you never played on this map.

    Regarding the upstairs area - I never went there since the Update, but back then it could also spawn with a vault. It was either a drop or a vault. (Not that it matters that much IMO since it is only useable with Balanced Landing and even Balanced Landing can be used in other areas on that map, so there is no need to be ever up there)

  • The maps were made smaller in Patch 7.4.0. So quite some time ago.

    Even tho I would say that it was not really needed for the Temple of Purgation-Map.

  • I think Keys should get their Aura Read-ability improved. The Hatch is fine as it is, it is enough if Keys have a very niche interaction with the Hatch.

    But I think improving on the Aura Read-ability on Keys would make them more popular, even tho they will probably never be as popular as Medkits or Toolboxes (because those are more useful) or Flashlights (because those are more fun to use). But it would basically mean that Maps can be used to track everything in the environment while Keys can be used to track everything player-related.

    I would also reduce the number of Bloodweb-Clutter for Keys (in general, for many Items). E.g. you dont need 3 Keys nowadays. You also dont need duplicates (e.g. the 24m Survivor Aura Read and the 48m Survivor Aura Read, nobody will be using the former).

  • @Nazzzak said:

    Don't think I've ever seen that for survivor. I guess because crows will notify the killer who can just hook them. I think there was a time where it would DC afk killers, probably to combat bot killers, but I haven't seen that in awhile tbh. Or maybe I dreamed that.

    I have only read about such a system for Killer. And I think you only got DCed as Killer if you did nothing at all for a full match. But that being said, it is also long ago that I got an actual AFK-Killer, so I think the system is still in place, but nobody does AFK-Killer anymore to farm Iri Shards or Rift Fragments, simply because it is not possible. (Back then it was mostly Wraiths who would just load in and do nothing)

    Something like that is not really possible on Survivor (loading in and farming Iri Shards), simply because the Survivor will not be in the game until it ends. So I guess this is why there is nothing for Survivor.

  • @RaSavage42 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713310#Comment_3713310

    So what about the Survivors Perks

    3 DS's

    2 Auto heal medkits

    3 Hope's

    2 Daja Vu's

    4 Lithe's

    I actually wonder what would've happened if they didn't DC

    I get that Pop and PR are too much at this point… but what if Killer players don't use them

    If they would not have DCed they would have had a miserable game against one of BHVRs biggest failures.

  • A Skull Merchant with 4 Slowdowns. No surprise that this results in a PvE-Match to be honest.

  • Yeah, I never understood why the Cooldown for Dance with me was that long. For me it was always worse than Quick&Quiet and even this Perk is more average than anything else.

    Would overall make a good synergy with Lithe, Dance with Me and Quick&Quiet, which might help to escape a Killer, but using at least 2 Perk Slots just for this is a good trade off.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713120#Comment_3713120

    "This would most likely just lead to players spamming the Shock until they get the Hit."

    Most players already do this as is and it's typically a 50/50 chance of it working. So it wouldn't really be too much different from his current situation soooo ¯\_(ツ)_/¯

    Yeah, but a 50% chance of getting a hit while spamming your power mindlessly is not 100% of getting a hit while spamming your power mindlessly.

    It adds some skill to the Doctor-player to time the Shots correctly. And I think it is manageable to learn this. (This is coming from someone who learned OLD Doctor, which was a pain sometimes…)

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