Aven_Fallen
Aven_Fallen
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703215#Comment_3703215
I don't see the harm in looking for ways to fix cases in which DS abused though. Let's say, that you are correct and it doesn't change anything, would DS become weaker if it deactivated when you take a protection hit 15 seconds or more after the unhook has happened?
I'd have no issue with buffing DS even further as long as there is a way to not have it used against you. Give it Bond's effect map wide so that you can avoid running into your team mates, pause the timer as long as that survivor is on the ground, give it a 7 seconds stun for all I care but get rid of situations in which it is used aggressively. Does that sound like enough of a compensation?
I never really had an issue with people "weaponizing" DS. Mainly because I then tunneled those out. I dont usually tunnel, but if you want to use your Anti-Tunnel Perk to make it as hard as possible for me to not tunnel, I will take the opportunity to win the game easier than before. But I also dont get offended if someone is doing that, because they can also play as they like, they just should not expect that others like it.
And while I would agree that removing the option to use it in an "aggressive" way would be fine, it should also be buffed in the Anti-Tunnel aspect. I see no reason why DS should have a timer of 60 seconds for example. If the Killer takes those 60 seconds to down me and can then hook me without any issue, I still got tunneled, but gain nothing from my "Anti-Tunnel Perk". You can have DS without any timer and it would be totally fine because of conspicious actions, because a Survivor who thinks it is smart to not progress the game to keep DS up for the whole game is basically the same as a dead Survivor. (Yeah, I know, people will say that the Killers time is wasted but a) this does nothing for the Survivor who got tunneled and b) this is 100% the fault of the Killer for going for tunneling AND being quite bad at playing the game)
@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703215#Comment_3703215
Is it really Killer’s fault that tunnelling is the best strategy? Shouldn’t it Devs’s fault?
Right now there’s absolute 0 incentives to go fresh hooks except for activating Gen Regression perks , which Survivors complain about all day. A 2-hook Survivor still performs just as strong as 0-hook Survivor, so why should Killer go for fresh chase?
So what should Killer do to satisfy you?? Don’t bring any meta perks, don’t play any meta Killers, go for 12 hooks, and versus SWF seal team who can finish all Gens in 5 mins? You might as well just ask the Killer to AFK and open the gates themselves.
It is the Devs fault, however, more often than not the Killer decides to tunnel when there is no need at all to tunnel. For example two days ago I went against an Alien with Dying Light while being the Obsession. I was the first one found and hooked and before I was unhooked, the Killer downed a Meg. And instead of picking her up, he came back immediatly when I was unhooked to tunnel me. At 5 Gens. Now - did the Killer need to do this? They had a fresh down, massive pressure (2 Hooks before a Gen is completed is amazing) AND they decided to tunnel out the Obsession, while equipping a Perk which would be beneficial to keep me alive (even tho, it is obviously more beneificial to tunnel).
Your bunch of Strawmans at the end does not change the fact that tunneling often happens when it is not needed at all. This was no poor Killer who had to tunnel in order to have a slim chance to win. Not even close.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703359#Comment_3703359
I wouldn't have minded more, like it working for each hook stage, but I wouldn't call it a bad anti-tunnel tool in any way or form. I believe it will help.
I mean, it is obviously better than before, because it is now a flat buff instead of a weird compensation for a strange animation. But you have to remember that back then Killers were also weaker and some maps were stronger. 5 seconds back then were most likely more valuable than 5 seconds now.
And they still did not do anything to fix that the Perk is nothing for the strong Killers but affects the weak Killers more.
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@CarlAlc7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703383#Comment_3703383
"It is not 80 seconds of Endurance, it is as much Endurance as the killer allows".
Weird flex and a plain wrong one at that lol.
Nope, not wrong at all. You can just hit the Survivor after the Unhook and all measurements of Endurance are removed.
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Off the Record for Survivor. It is not 80 seconds of Endurance, it is as much Endurance as the Killer allows. Could be a long time, could be 1 second when hit right after the Unhook. Terrible Anti-Tunnel Tool since none of the effects do anything against tunneling.
For Killer, Bamboozle (not sure if this can be called Meta). I think it is just a Perk which makes Killer players play worse because instead of trying to mindgame structures, they just vault a Window and block it.
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We dont do this here. If one of the sacred Slowdown-Perks is nerfed, another one needs to be buffed to replace it.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703033#Comment_3703033
Why will DS not be great? It's now back the way it was before it's nerf, except for working during end game. Obviously it won't fix the tunneling problem that DBD has, but for a perk it will be good I believe, and will at least help with tunneling.
The thing is back then DS was actually respected by Killers (not by all tho). And even back then it would have been the best to just eat it and tunnel the Survivor out.
But since they nerfed it to 3 seconds tunneling just increased a lot because there was no measurements which made Killers fear when they tunnel. DS might be back to 5 seconds, but every Killer knows by now that tunneling one Survivor out is just the best thing to do. So I guess most will just eat the DS and then tunnel again.
In the end, it is still not a good Anti-Tunnel tool and it took far too long for the Devs to just revert the uneccessary Nerf from a few years ago. They could have done more, there were more than enough solid ideas around.
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@BlackRose89 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703220#Comment_3703220
I agree they need ppl to test this stuff before it hits a ptb for the public to test it. I believe OW also does things like inviting streamers and others who play the game a lot to test changes before they hit live. I remember hearing back when Sombra had her rework ppl coming out and saying that the devs tested a lot of different ideas with her before they decided on what became the final rework version. If only BHVR did this with twins we would had a much better update for them than what we getting now, a 2 year QoL update.
Yeah, something like that. I dont know how it is dealt in Overwatch, but it should not be streamed. Because "Work in progress" in DBD always translates to "The Devs promised", which is really not the case. So if people test stuff before the actual PTB, they should do it in private and not be able to leak it or show it.
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@[Deleted User] said:
While I'm thankful the Twins changes were partly reverted, I do think it signals a need for the devs to self-scout a bit. Make no mistake, somebody higher up is, in all likelihood, pretty unhappy that dev resources were sunk into a rework that was clearly a non-starter to players as soon as they were able to test. How do you bridge the gap between internal playtesting+game knowledge and the playerbase? Because there is very clearly a gap, as evidenced by the initial iteration of the Twins rework. There's no way that was greenlit after being tested in a skilled play session. Absolutely no way.
100% agreed. It is quite obvious that it was not really tested through. Things which end up on the PTB should be in a very refined state and just finetuning should be happening from PTB to Live where the Players can give their input so that the Devs can see how they missed something.
But it cannot have been tested that much if basically everyone after playing one game of Twins knows that the changes were not good for the game.
IMO some players (maybe Supertesters which are under NDA) should have access to the newest changes and should give feedback on them. Players from all MMR-Brackets. And those should test those things before they even hit the PTB.
(For example in World of Tanks there are Supertesters who get access to new tanks before they are in the game. Those are picked from every Skill Bracket, so you have very good players, but also players who are way below average. And they get to test the Tanks on the Live Servers and give feedback about them afterwards. Obviously testing things on the Live-version of the game is not possible in DBD, but it should be possible on special Test Builds for those testers which are only available for a certain amount of time)
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703136#Comment_3703136
Lmao it’s so funny to me how every time a survivor perk gets a buff it’s always followed by posts of “welp now I’m gonna tunnel everyone out!”
When had that ever not happened? 🤣🤣 Tunnelers were always gonna tunnel regardless. This is no longer the threat that you think it is
This is a common threat done by Killer Mains. Goes back years already. Whenever Survivors receive a Buff or Killers receive a substancial Nerf (which is something which happens very rarely), people say they will no tunnel or will now have to tunnel every game.
In the end they are already tunneling anyway, so who cares. In the end, 5 second DS will not be as impactful as it was before because every Killer player nowadays knows that just powering through DS is still the best play.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703086#Comment_3703086
The unhook change has been removed, you'll be able to cancel an unhook like always. We're going to explore other options that don't affect normal gameplay.
Super, great that you are doing that. It is really not worth it to buff camping that much just for the griefing player you encounter once in a blue moon. (Seriously, I got griefed by this like 4 weeks ago and before that it happened at least one year has passed)
I would propose to just add a limit of how often the Unhook can be attempted. 6 times should be alright, this is more than enough to try to go for an Unhook without it being too much to allow griefing.
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@ImWinston said:
- The Unhook interaction may no longer be cancelled partway to avoid being able to keep someone on the hook maliciously.
this change remain atrocious😑
Oh, yeah. Yes, they should have 100% reverted this. Making proxycamping stronger for the odd chance that someone was griefing with this was bad to begin with.
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Charlotte did even less with PTB-Twins. With PTB-Twins Charlotte was really only there to carry Survivors to a Hook, she was basically the same like Chuckys Ghost which spawns when you pick up a Survivor.
@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703045#Comment_3703045
Not worst but so empty. For mid chapters where there is usualy no new content = more time for changes, this is quite dissapointing.
Like all we got is very few perk changes and Twins QoL buff and Blight prob nerf. And Haddofield small rework. Nothing exciting or super big.
It is only empty because they did so many wrong things on the PTB. They failed quite hard on some things and reverted them back (which is a good thing). But if you miss the mark in so many points on the PTB and then correct it, it just becomes empty.
@Topic:
Twins —> Good. I think QoL-changes are fine for now, will see how they are played. I dont like that they will still resolve around slugging, but the PTB-version of Twins was even worse. Glad they went back on this.
DS —> Also good, great to be honest. I dont think that DS is that good now and it is kinda boring because it took them so long to just add 2 seconds to the stun. But again, better than the PTB-version where it was not really a buff but a compensation for the animation. Yet, I would have loved to see more Anti-Tunneling put into DS, but it is what it is. I dont think it will have such a big impact, because if a Killer does not respect it, it will not help too much (and I doubt Killers will respect it).
Ultimate Weapon —> Perfect IMO. I always said the lingering effect should go and thats what they did. Screaming is also better than Aura Read (since Calm Spirit is less popular than Distortion), so overall I would say that Ultiamte Weapon is better than the PTB-version.
Sad that they did not include Adrenaline (too overnerfed) or Haddonfield (really horrible rework) into it.
In general, quite a lot of things got reworked, they really need to test things better before bringing them to PTBs because it really does not make sense for them to throw in stuff without testing them (I highly doubt they tested PTB-Twins internally that much, nobody can create this and think it is good and should be in the game… Same with the DS-Animation), just to revert it later. Because in the end, people waited for years for DS to just have 2 extra seconds and for Twins to have some QoL-changes which could have done way sooner.
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None of the things you mentioned are against the rules. You can give Hatch, let specific Survivors go and kill other Survivors. Totally fine. You are just not allowed to do this together with another Survivor. And this is pretty clear to be honest.
If you, yourself decide that Survivor A should die and another Survivor B should escape, totally fine. But you cannot let Survivor B lead you to Survivor A.
Farming is also allowed. You just cannot force people to farm.
So yeah, a lot of drama for a lot of incorrect information.
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"because of my connection problem"
Then fix your connection problem before you play Onlinegames. Even if it would be possible to see the difference between someone actually crashing or just pulling their plug to get out of a game, it would not matter for the other 4 players in the game. They dont care if you ragequit via the Leave Match-Button, pull the Plug or just crash because of your internet connection. The result for them is the same.
So if there is an issue on your end, fix this issue. When you have a DC-penalty of 1 day, you clearly lost connection a few times (first is 1 minute, second 5 minutes, third is 15 minutes and I dont even know how it goes on from there). And instead of trying to fix it, you try over and over again to play with that instable connection.
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@BlightedDolphin said:
They could make it so the Deep Wound only applies if you hit someone with a basic attack that is currently chained, but that doesn’t seem very useful.
Reworking it into something else is probably the best idea.
IMO Deep Wound should not be the same for both Endurance and Killers who inflict it. For Endurance it should be something else (which still functions as Deep Wound, but just different).
This would also allow to tinker with one part of the mechanic without nerfing or buffing the other side by it.
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@Sandt1985 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701604#Comment_3701604
Really? I always saw 1k as a loss, 2k as a draw, and 3k as a win
This also makes more sense. But you know this Forum, Killers are not happy with that. So unless the Killrate averages at 75%, they are not happy, apparently.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701604#Comment_3701604
Why on earth is 2k a loss?
For some people anything which is not a 4K is a Loss.
@Topic:
Depends how good the Survivors are which escaped and how good those were who died. In general, if you win against stronger players you win more MMR compared to when you win against weaker players. And obviously, if you lose against a stronger Survivor, you will lose less MMR compared to losing against a weak Survivor.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701577#Comment_3701577
Really? I wasn't aware (and not for a lack of failed pallet save attempts on my part). I guess it makes sense, if someone was confused by that. That should probably be looked into (although, it would be kind of weird taking away the extra BP for failed attempt).
I am 99% sure. But I did not fail a pallet save-attempt for a while, so I have not seen it recently. But renaming the score event in this case (Attempted Rescue as mentioned by @BlightedDolphin would sound good) might help.
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@Xernoton said:
If they are getting stunned, then you see that by an animation. The only stun animation for killers that carry survivors is the wiggle off animation. If that animation isn't played, then they aren't stunned. Probably because the pallet was dropped too early. You need to drop the pallet right as the pick up animation ends and the killer can move again.
To be fair, you still get the Score-Event for stunning a Killer when dropping the Pallet too early. I guess this is where the confusion comes from.
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@EvilBarney666 said:
Killer "MMR" is shared. Back in the day they said each killer would have individual "MMR" that is clearly not the way it is.
The game says oh you play killer so you need to be higher even tho you never play nurse, who happens to be the hardest killer to play lol.
First of all, Nurse is not the hardest Killer to play. lol. Maybe the hardest to learn, but not the hardest to play.
To the rest:
Killers have individual MMR, however, this does not mean that you start at the lowest MMR when playing a new Killer. This would be absurd and would not make any sense at all.
In OPs case - even if there is 0 experience with Nemesis, the general M1-gameplay he provides is the same as Billy. It would be unfair to let OP go with Nemesis against Newbie-Survivors since they would be far weaker, simply because someone skilled at M1-gameplay would be enough to win every game with ease at the lowest MMR.
Let alone - what would happen if a new Killer releases? Everyone on lowest MMR? Sounds like a nightmare for queue times and for completely new Survivors.
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If you have a video it would be more helpful. Maybe a Survivor was crouching in front of you, blocking the Hook? This would at least be an explanation which is neither a cheat nor a Bug.
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The video is 5 months old, so I dont know how much "currently" means.
However, cheating is, has always been and will always be an arms race. Currently there are more cheaters than usual, most likely they found another way to cheat (or to be more precise the creators of the cheating software found another way) and BHVR will fix this at some point. And then they will look for the next thing to cheat.
And this is not only a DBD-thing, this happens in every game. Every game, regardless how big it is, has cheaters. Switchting to another form of Anti-Cheat will not change that.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701201#Comment_3701201
I did not say good for them, I just said not terrible.
"there is nothing wrong by having an uneven match just by getting a specific map" is a really weird statement when trying to get a balanced game design isn't it?
I mean, the game should not be balanced. If it should be balanced, they would not aim for a 60% Killrate. If it should be a perfectly balanced game (in theory), both sides should have the same odds to win, which is not the case by design.
And yes, I dont see any issue with Maps being survivor- or killersided for example. Same I dont see an issue if a Hillbilly is bad on Lerys, but amazing on Rotten Fields. As long as it is not too extreme (which mainly applies for survivor- and killersided), it is alright.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701162#Comment_3701162
I don't think it would be too much work, especially the clutter stuff, since you can just include that in an algorithm or make like 3-4 versions of the map. It is not like the have to change the entire map or balance too much.
Just accept bad stuff is not a good argument. The other option that is way less time consuming is just to make it so a killer gets specific maps only, like they do it in comp, so the killer is not hindered too much by the map. That would no be much effort and result in the same result, the killer does not get hindered my unfortunate map design.
There is nothing wrong with ending on a bad map as Killer. Giving Killers basically built-in Map Offerings by only sending them to Maps where they are good on is really just wrong.
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This is a really unreasonable idea because this would mean they would need to create multiple versions of each map AND balance every new map with that in mind. This is tons of extra work which can just be avoided by accepting that not every Killer is great on every Map.
(As an example - they got rid of the Moonlight-Offerings because it was too much work and balancing work to create multiple lightnings. And this would be far less work than creating multiple versions of the same map for each map in the game)
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@MaTtRoSiTy said:
With how forgiving flashlight angles are and the fact you can still be blinded by flashbangs while your face is planted in the wall, there is literally no counter for killers other than running Lightborn and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair.
I never used to dodge flashlight lobbies as they tend to waste a lot of time trying to get saves and at one time it was preferable to seeing a lobby of toolboxes or medkits. But with BGP and low skill easy timing of flashlight blinds, it feels like I am preventing a lot of misery by either dodging or running LB.
I had a match the other day where I pretty much had to leave everyone slugged until bleed out as I just could not pick anyone up due to BGP/flashbangs/flashlights
"and having to constantly run a perk to counter broken mechanics or perks like BGP feels kinda unfair."
Funny, now it is unfair. Back then it was common practice to tell Survivors to "just run Perk X" if there were any complaints.
@Topic:
I almost never get blinded, neither by Flashbangs nor by Flashlights. With and without Background Player. The past two weeks it happened once and yes, I dont think it should have happened. But I highly doubt it happens that often to those people who complain about it, because I doubt that I am the exception of the rule.
When playing Survivor I also see a good amount of people just failing their attempts with Background Player or Flashbangs.But the forum once again acts like they get robbed of 10 Hooks each game due to Background Player and/or Flashlights/Flashbangs.
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People who ragequit frequently dont care about Pips. If they would care that much about pipping and depipping they wont ragequit.
But everyone else who is in the match will not depip. Which is a good thing.
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Agreed. The most Skull Merchants I encounter are completely obnoxious and it further confirms my suspicion that people play her to be annoying. This is also accomplished by the fact that most Skull Merchants I see are anon.
Yesterday the Skull Merchant I faced went to Midwich and had Third Seal, Sloppy Butcher and Knockout. Obviously we were bled out. So yeah, such a nice person, must be amazing to be around.
(Funny thing was there was a Cheater in this game, would be Karma if this Skull Merchant got hold hostage…)
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699367#Comment_3699367
I see what you mean but that makes hatch standoffs still kinda the starting point for the egc changes (in combination with the gate situation).
The point of my original answer was also more that the situation that lead to the introduction of the egc was not uncommon.
Yeah, but even without the Standoff there was the possibility to hold a Killer hostage by just hiding and stealthing around.
But I agree, overall it was not that uncommon and the changes were needed.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699196#Comment_3699196
I think it was less because of people holding the hostage and more because of hatch standoffs, and those weren't uncommon in my experience.
No, it was indeed to avoid people getting hold hostage. Hatch Standoffs were removed with the ability to close the Hatch. But since then the Killer would have to find the Survivor to end the match, EGC was also introduced so that it is sure that the match will end after the Hatch is closed.
Same with Gates. Before Survivors would just open the Gates, but there was no need for them to actually leave, so the timer makes it sure that they have to leave after at max. 4 minutes, most likely earlier. Otherwise they could still stealth around and keep the Killer in the game.
Both problems were solved at the same time and IMO their solution was very good.
@Topic:
As others have said, the sole purpose of EGC is that the game comes to an end. And this works completely fine. EGC is already killer-sided, but it was not created to give the Killer more pressure or Kills. Just to end the game. And in the end, the Killer also got the ability to open the Exit Gates as well, so if they want the timer to start, they can do it themselves.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698802#Comment_3698802
By your logic OTR punishes Killers who don't tunnel, and rewards Survivors who go for aggressive bodyblock. Pretty healthy, right?
Pointless argument since conspicious actions exist. If the Survivor has the full 80 seconds of Endurance AND the Killer really gets hit by it, this Survivor did nothing for all that time. So even if you get "punished" for not tunneling, you dont really get punished when it means that one Survivor was inactive for quite a huge amount of time.
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I had more success when I did not use an Offering. Simply because I have a higher chance to find the Hatch when I play Killer compared to the Survivor.
But I think slugging is advised either way if you want to do it quickly. Not really the best designed challenges since they either involve slugging to get it done quickly or it is one of those "play X games"-Challenges.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698782#Comment_3698782
forcing the killer to hit your BT is plenty strong already as it grants fr more distance than if the killer chose to wait it out.
Hitting a Survivor right after the Unhook is the best a Killer can do. It removes every instance of endurance with a simple press of M1. Multiple Perks which can be invalidated immediatly. OTR is just the pinnacle of an overrated Perk.
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@BadZilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698772#Comment_3698772
Your comment makes no sense, but only gaining pip's without losing them is way easier than this is what I'm saying.
Of course it makes sense. You are calling it "easy mode" without depipping, which somewhat implies that it is not really an achievement to reach Iri 1 unless it is not reached "fair and square". You even say that you "only" play a few hours a day, but getting to play a few hours a day is most likely more than the average player in DBD plays. It just comes off as rude.
And yet you bring the points WHY it is changed (even tho the biggest is probably that the Devs dont know what to do with Grades anyway, they are even hiding them now from the player itself, because you need an additional click to see the Grade, which makes it even more pointless IMO)
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698766#Comment_3698766
Mainly for the fact if the killers chasing someone else its moreso annoying (uncounterable even on some maps) to have a survivor with 80 second shield running in just stopping the ongoing chase twice and getting away probably anyway because your either stabbed or they get themselves up. Thats why i see a main suggestion of removing collision on endurance survivors. So the survivor unhooked cant just play bodyguard for their teammates for a prolonged period of time. Since we know these perks are supposed to help you get away from a true tunnel. But they also can always be used as a weapon. Ill have to see how things change when the update releases. But this is what happened pretty much before and we didnt even have buffed off the record.
OTR is not 80 seconds. OTR is the amount of Endurance the Killer allows to happen. Which is often 1 second.
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I think it is strange that you call it "easy mode" (which has a somewhat degrading touch to it) and then you describe in perfect detail WHY deranking is removed and WHY it becomes "easy mode".
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No. DS is not really better after the "Buff". Survivors will probably use it for a week or so after the Patch, Killers MIGHT respect it but then people realize that the Perk still sucks and will remove it from their Loadout again.
Not sure why anything there needs fixing tho. Never had a problem with a build like this.
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Nobody knows if Shard-prices for any Characters will be discounted during the Anniversary. But if you want to wait for that, sure, would make sense.
Out of the characters, I would go for Unknown. It is the most fun to play out of your list. It also has the best Perks, even tho the Perks of all of those characters are not really that useful but the best is Unforeseen from Unknown.
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Lightborn is far from mandatory. If you want to use it to avoid Saves, sure, but this does not mean it is mandatory.
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- Reduction to 3 Chapters/year with more time for game health. BHVR currently proves that they are NOT able to do both (despite what they said)
- An actual Nerf to Nurse and not another slap on the wrist. Basically what I want to see is that Tierlists dont start with putting Nurse to S-Tier immediatly. That people have actually have to think if she is really the best Killer.
- Some love to Survivors so that BVHR can show that they have not given up completely on the role.
So yeah, three very unlikely things.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697938#Comment_3697938
I agree on the tunneling part.
But what do you mean by "lose definition of a Hitbox"?
That you can get hit by him even if you are on his side or that you get slammed into nothing. (And I dont mean that an object is nearby and it just looks janky, I had situations where I got slammed into thin air)
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The only things that are annoying on Wesker are his lose definition of a Hitbox and his tunneling potential. At the very least the tunneling potential can be worked on and it should be worked on.
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The reasoning is so that players dont feel forced to use those Perks because otherwise they would miss out on those Bonus-BPs. And I think it was right that they removed the Bonus-BPs.
For Killer:
BBQ would not mean they would tunnel less. BBQ was a terrible incentive, because the Killer could still get all 4 Stacks even if they tunneled. Also, I think it is better that BBQ is now only used on Killers who can actually benefit from them and not to gain more BPs.
For Survivor:
WGLF would be terrible now. Because of Basekit-Endurance every Unhook is basically a safe Unhook, so there would probably be more farming off Hook because the Stack would be almost guaranteed.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696602#Comment_3696602
playing without slowdown on killer is like playing to lose. the negative perk nerf also don't help with perk variety on killer either. there is like no good perk variety on killer where the killer feels good about not choosing slowdown.
DId I say to play without Slowdown? No.
You know, there is a middleground between "No Slowdown" and "4 Slowdown Perks". You cannot tell me that a Killer needs to stack 4 Slowdowns. Telling me that "playing without slowdown on killer is like playing to lose" does neither address my post nor it is an actual argument.
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IMO it depends on how you play this Killer. Going around for Jumpscares or Gengrabs is fun. But 9 out of 10 Mirror Myers I encounter (which is rare anyway) just think "Hurr durr, undetectable, I camp".
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696074#Comment_3696074
That is fair.
Though I do have to admit there are some killers I have to laugh at the thought of them getting stuck with bots as they kinda deserve it.
Like today my first game was a Spirit that camped the first survivor then tunnelled them at 5 gens, so I just let them hook me and went next while everyone else DC'd so they were left in the game with 3 bots lol.
Yes, it is funny to see some Killers play PvE. Especially if it is an Anon Skull Merchant.
BUT - I always thought that the better solution to someone DCing would be that everyone else can also DC without penalty up to 30 seconds after the first DC or something like that (the first person gets the penalty as usual of course). Because it is pointless for the Survivors to play a 3v1, they lost, there is no way of winning the game unless the Killer is way worse than them (which is also not really fun). And the Killer also might not want to have a super-easy win right at the start and wants to do an actual game (even tho, I think most just take the free win, but others will probably just want to play a normal game).
Then maybe also increase the BP-Bonus for those who decided to stick around so IF both sides want to stay in the game they get more than the 650 points or whatever it was for someone DCing.
This would also be fair towards SWFs and Solos. Solos would be able to get out of games they lost due to an early DC, but it cannot be abused by SWF because they would also have to wait until their SWF-Mate (who was the first person DCing) has waited out their penalty.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696605#Comment_3696605
That is not really Legion-specific, is it?
Your argument is either not Legion-specific.
Sure there are situations where healing against Legion can make sense (as you said, We Will Make it, especially if the Legion brings Thana to avoid the big Repair-Penalty for four injured Survivors).
But more often than not you see Survivors heal against Legion just to get injured seconds after.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696583#Comment_3696583
Religiously not healing vs Legion is about as stupid as you imply healing is especially if perks like We'll make it or CoH are in play.
I hear your argument and counter with Self-Caring Claudette in a Corner.
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@Killing_Time said:
This is nothing but another attempt to get regression NERFED. You took away old ruin, you took overcharge, you took original pop, you took BBQ, you took eruption, you took onryo regression perk like what more do you want?
You also took NOED.
And yet Killers can STILL stack 4 Slowdowns, which they dont even need.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696143#Comment_3696143
Oh beloved, bots are far from useless. They serve a purpose—one quite nefarious.
Among other things, bots ruin the gaming experiences of killer mains as well. See, killers like the feeling of dominating human players but don’t experience that dopamine hit when they face bots. That’s why whenever the topic of killers just facing bots comes up, there’s pushback.
So with all these enhancements to killers that are pushing survivors away from the role, what we’ll begin to see is killers complain about the lack of people playing survivor (which they already do by way of complaining about survivors DCing). BHVR, in turn, will look at this and come up with creative solutions to attract survivors back to that role. We’re going to have a reckoning of sorts.. a 6.1.0 but for survivors. The perfect storm is brewing. You’ve just gotta wait for the rain.
I mean, yeah, this is true. But I guess people also just dont want to play against less Survivors. A bot is still better for the Killer than a DCed Survivor, mainly because they get Points and Perk Value. And the sweatiest of Killers dont really care if a Survivor DCed or not, they play for the win and a DC is a dead Survivor for them.
Its not like that the person who plays Nurse with 3 or 4 Slowdowns, Mangled Add On and a Map Offering (to Midwich or Dead Dawg) really cares if the other side has fun anyway.
But I would agree that there might be changes. Currently everything gets designed with the thought in mind "Are Killers ok with that?". Even the DS-Buff is so non-existent that there were not really complaints about it once the PTB launched because Killers saw that the DS-Buff barely does anything. But currently it looks like there might need to be actual positive things for Survivors in the future, I noticed that my queue times as Survivor in the evening are faster. They are still slower than Killer (which is the norm in EU, fast for Survivor during the day, fast for Killer during the evening), but I rarely wait more than 30 seconds nowadays compared to around 2 minutes a few months ago. There is also Bonus for Survivor in the evening sometimes. Not saying that Survivors are leaving the game in masses, but there are less people playing Survivor, which is to be expected when BHVR decided to give up on that role.
@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695846#Comment_3695846
I agree with this. The DC sound still makes me depressed, regardless of getting a bot. It's actually worse now, as when survivors used to DC they'd leave behind an item. Now you get nothing.
If matchmaking bots had scaling intelligence, and I got a lobby with two bots, I would consider it. It's gotta be better than two potatoes.
I have to say, even if Bots would be VERY good, I would not really want to play with them. Because I want to play with other players in a Multiplayer-game. If I want to play PvE there are better games out there.