Aven_Fallen
Aven_Fallen
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669963#Comment_3669963
If you just want to make me leave for another week or two, go ahead.
Im just trying to be constructive and suggest healthy changes for my favourite character in this video game. Im so glad that I found people that do the same and share my sentiment.
If you have nothing positive to say or just want to make people feel bad, think about posting for two seconds before pushing that button.
You might hurt people more than you think.
And yet you are happy about a thing about the unhealthy part of her kit. I dont care if the timer is 3 minutes or 2,5 minutes, it does not affect me either way.
But it is very clear that the Devs intend the Traps to see as Slowdown and not as Kill-Methods (in general, IMO abilities which can kill are terrible, because they are a pain to design). They changed it that they are not active after all Gens are done long ago. They changed that you dont see the Aura of Jigsaw Boxes anymore. And they attempted to change the timer.
I would have rather seen further Buffs to the rest of her Kit and not revert a Nerf to the most boring part of her Kit. Like, making her a bit faster while crouched (4,0 m/s instead of 3,8 m/s). Or reduce her Terror Radius back to 28 meters, which would make Whispers being really good to use while not having to use M&A.
Would have been way better changes, but people really wanted to make the RBTs LeThAl again.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669690#Comment_3669690
We didnt complain about sowdown. We complained about kill pressure.
Thanks for the comment...
I mean, if you have to rely on cheap RNG-Kills, thats fine.
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@Chocolate_Cosmos said:
Lol what? That's a huge buff.
Now that perk is kinda scary tbh. Once people stop counting on it (few weeks after chapter hype ended), it might be legit good perk.
You think giving EVERY SINGLE gen on the map brand new part is like nothing? What...
I mean, while the Perk got better, "kinda scary" is 100% the wrong thing to say about it. It is still garbage, but at least a little bit better garbage.
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Would have been nice to keep it at 3 minutes to show all those people complaining that the increase in the timer would not have changed her Slowdown at all.
But well, at least one of the unasked Buffs for Huntress was removed as well.
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To be fair, if you get trapped in a Trap while not being in chase, this is totally up to you. You can avoid patches of grass or at least be careful and walk instead of run. Because there is really 0 reason to get trapped when you are not in chase.
The only time I think Traps are stupid is when they are used in places where they clip under the ground. But there are no places like this anymore, at least none I am aware of.
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@Exxodus21 said:
If they change this mechanic they have to add regression to all regression perks and kicks or take other measures because they've balanced around this happening. And now with regression events being capped changing this could have a noticeable impact on gen speeds.
They certainly do not balance around this, lol. Those are just random 10% freebies that are given to Killers, because nobody can predict when this will happen. It just happens that you get a auto-failed Skill Check when you let go of the Gen. This is nothing that is considered in balance.
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@Exxodus21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665954#Comment_3665954
I always use the lobby to prepare, and I see streamers doing the same as well.
As for dodging lobbies they could just remove prestige levels until the post-match results. Prestige doesn't mean anything anyway except that you've spent a lot of bloodpoints on that particular survivor.
They should however lock-in all survivors at the 15 second mark to get rid of last second switching.
I mean, at the very least they should remove prestige levels and profiles as well. Killers checking profiles to see the hours or stuff like that is just stupid. Killers should not be able to cherrypick their lobbies.
And when it comes to preparing... I think you are really in the minority. I have seen Killer Mains with 15k hours on Twitch who dodge Lobbies because of two Toolboxes.
So as I said, either they remove the Lobby to avoid Killers cherrypicking, or they put a penalty on dodging. Then Killers would still be able to prepare their builds (but even then, profiles and prestige should not be seen). But honestly, as I said, I rarely see preparations. I dont see many people equip Lightborn (and if you really dont want to get blinded, you should equip it every time since Residual Manifest and flashbangs are a thing, which you cannot prepare for), Mangled is everywhere anyway and I only see Franklins used during events when Survivors run around with Event-Items.
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@Pulsar said:
I'd still like to see Overcharge's skill check while running be swapped to normal skill checks and have Overcharge's skill check be an instant fail.
This makes way too much sense I guess.
It is quite ironic that you get a Chance to hit a Skill Check when letting go off a Gen when the Killer has a Perk...
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Sadly Peanits confirmed at some point that it is intentional. So yeah, a Dev thinks it is totally fine if you get auto-failed Skill Checks when you get up from a Gen.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668170#Comment_3668170
They are changing her slowdown though they have nerfed the RBT if the PTB changes go to live, I do see how entirely removing the roar could be bad however
The Slowdown is unchanged. Even if the timer increased, the Survivor still has to do the Boxes at some point and this did not change at all. It takes the same amount of time and the same amount of tries.
@Topic:
I dont really think that this is needed. Her changes on the PTB are solid and removing the roar while her Dash is stronger does not really seem good to me.
I would rather let her move 4,0 m/s while crouched. This would make her a bit better to play when crouched, but would not drastically change her Anti-Loop, because she still has to charge her dash and she also still needs to crouch and uncrouch.
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@Hexonthebeach said:
The interesting thing is usually what is not shown.
I'm guessing: A flashlight swf got greedy 😘
Yeah, because nobody has ever heard of any Skull Merchant-game which might have been obnoxious.
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I would agree, sadly. I dont bring BPS anymore and outside of the Anniversary, I dont use Cakes or BPS anymore. It just feels bad to give someone else double BP while you get tunneled out immediatly and have the lowest BP overall.
That the Killer can basically farm points for themselves when it is a 3v1 makes it even more annoying.
I think BPS (and Event Cakes) should just triple the BPs of the user, but double it for everyone else. E.g. if you throw a BPS, you gain 200% Bonus-BPs and everyone else 100% Bonus-BPs.
This means that even if you are the only one, you still get more bonus than the others. And even if you are tunneled out, you at least have a bit more than before.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665954#Comment_3665954
Nobody want's to play a swf p100 party of 4 with 4 flash lights. At least not until you mastered the power of your killer the perks youre using and game mechanics to a good degree. I used to dodge lobbies too as I wanted to play for fun and not for to get made fun of. Once I was good enough with my main Killers I didn't care anymore who the players were or what items they brought.
I actually don't even look at the screen anymore until the game starts
Prestige does not matter at all.
You can assume that every Survivor player who played back when they made the change has either a P100-character anyway (at least one!) or many characters on high-ish Prestige-Levels.
You can have a P0, P3, P4 and P12 character in your Lobby and they might be the same players like the 4 P100s you mentioned, just not on their main Survivor.
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Some Killers take it really personal if you try to survive.
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Bad map for both sides. The map consists of a lot of deadzones, which make Survivor b-line to the houses, which are really strong. Toning down the houses and adding stuff to the rest of the Map should be a thing.
Also, Gen-Distribution can really be bad on this map, especially when you get multiple Gens on the street (I have seen up to 4 Gens on the street).
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Map is balanced, but leans to killersided (in General, I dont think that Survivors who burn Coldwind in 2024 do their team a favor...).
However, the map is AWFUL. It is just a relict from the past and should get a major rework. A map with so much nothing is not really suitable anymore.
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The map is balanced and the Rework was needed.
However, it does not really feel good on either side. I dont like being on Cowshed, regardless if I play Killer or Survivor.
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Highly killersided. The change to the Main Building was alright (even tho I did not really consider it that bad pre-Rework anyway).
But the changes to the rest of the map...Yikes. Full of Deadzones. The Map did not need changes to begin with, but nowadays it is really not balanced anymore.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667363#Comment_3667363
For the sake of solo queue players everywhere, please don’t use her perks. lol. You’ll doom us all.
My biggest fear is that there will be Achievements around Invocations.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667264#Comment_3667264
They just need to give better reasons to use said killers. I recently posted about how annoying it is to play Singularity, why play him when I can play nurse? (I don’t play her but she is still top tier)
I mean, with that argument you can dismiss any other Killer in the game. If you only care about winning and nothing else, just play Nurse. There is no way around it, other Killers are weaker than her and also sometimes harder to play (e.g. Singularity is way harder than Nurse).
But if you dont care that much about winning and also about fun, there is a lot of competition to Nurse. For me, I find her quite boring to play, so I dont play her as much anymore. But other Killers are a blast to play.
It is more personal preference than anything else.
@Topic:
I think he is alright. His power seems interesting to use, even tho I would not have expected a grenade launcher on that Killer. I would say he is above average, probably a high B-Tier. If they dont change anything on him. But I think I will probably play him a bit, he was quite fun.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667302#Comment_3667302
I honestly think survivors who experience tunneling should just equip Distortion and CS, then just stealth gens till all of them are completed. Fight one miserable experience with another.
This is something I see happening quite a lot lately. Stealth-Perks. Which is understandable, because if you cannot really defend yourself anymore after you get unhooked, you need to make sure that you dont get hooked in the first place. So Distortion to block Lethal Pursuer and Calm Spirit to block Ultimate Weapon are things I see quite often in my games nowadays. And while Distortion is at least a good Perk (so the high usage is not surprising), Calm Spirit certainly is not a good Perk.
But at this point it is more simply to avoid being the first one found.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667246#Comment_3667246
Unless DS grants a decent stun, disables the killer's power for a set time and grants the survivor either haste or endurance, then it's gonna be next to useless.
I don't care if the survivor loses the ability to body block, or deactivates when the survivor touches a gen or the killer hooks someone else. Unless it's strong and can't be nullified by certain killers, then it's gonna be useless.
But like you said, it's gonna have to be approved of by killer players in general, so if it's better than mediocre it's going to be objected to.
Yeah, I agree, it would need to have an effect outside of the stun. There have been several ideas over the years. As mentioned, disabling the Killers power would be one. This would not really influence the weaker Killers as much, but would guarantee that a Nurse or Blight are not on the Survivor immediatly.
Another things I always liked was that the Survivor would leave no Pools of Blood, Scratchmarks or Grunts of Pain for a certain amount of time (lets say 20 seconds) on top of the Stun being 5 seconds. This would make it way harder for Killers to track a Survivor after DS, especially for the stronger ones. (A Nurse just sees the scratchmarks and follows the Survivor)
Another thing was a more dynamic stun, based on the number of Gens remaining. E.g. 2 seconds per Gen. So if someone tunnels at 5 Gens, they have a 5 second Stun. Which would feel awful, but then again, there is not really a need for tunneling at 5 Gens (and that is what Killers like to say, that they HAVE to tunnel, but you dont HAVE to tunnel at 5 Gens, you WANT to tunnel at 5 Gens). This would also mean that DS gets weaker over time and at 1 Gen remaining, it would basically be non-existent, but at this point, the Killer really needs a Kill.
But yeah, I dont care if they remove collision either. I am not a fan of Survivors bodyblocking after they get unhooked. But unless DS is actually a strong Perk (because it was the only thing that held tunneling back at least a little bit), there is no point in bringing it anyway.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667279#Comment_3667279
I personally think they should just leave it as-is. Lately when these devs ‘improve’ a survivor perk it ends up somehow worse than before.
Sadly I also agree here. I just dont want to see changes, because I know I will be disappointed of them.
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The thing is, this is way too many thought for a change like this. If DS gets buffed to 5 seconds, it will not change much. Killers already know that tunneling one person out is the best way to secure a win. Having a DS which is 2 seconds longer will grant the Survivor a bit of distance, but will not really change the Killer tunneling. And on second Hook, DS is not active anyway.
At best, it will help against weaker Killers. But thats about it, every above average Killer will not have much of an issue with DS. As it was before.
I guess many Survivors would equip DS again after it was buffed to 5 seconds, but will drop it once they realize it does not do anything.
Let alone that I dont think that it will be buffed to 5 seconds. 4, at best. And since the Devs want to ensure that Killers are ok with the change (as they do it with every Perk nowadays, trying to not upset Killers in the slightest), I expect either a Killer-Buff with it or something that balances out the buff of DS.
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@Dustin said:
I just don't like how it's a Rare Offering that has a chance not to work either because no map offering was used and you had to guess if you should use it or all four survivors use a map offering. Should be a common / uncommon it's honestly stupid that it's a Rare Offering that could literally do nothing.
Not only are they harder to find because all the map offerings available but you likely never get use out of them. Would prefer that if they don't get used you get some sort of refund on them if they stay rare.
Yes I'm fine with the idea of going to a map I don't like if no map offerings were used - I get the purpose isn't to ban a map but to cancel out map offerings. It's still stupid in concept where you have to guess. You are essentially playing a mind game in the lobby to use these it feels like.
They should stay green Offerings, but just not get burned if no Map Offering is used. We already have this Mechanic with Shrouds (where one Shroud can override another, the one which got overridden is not burned). No reason to keep it away from Sacrificial Wards.
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@ryokoryu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666717#Comment_3666717
except the chance seems to be 100%
It isnt. You just remember the times where it happens. But you dont remember the times where you get on a different map.
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@Moopuna95 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665697#Comment_3665697
I see most if not all other items/addons/offerings frequently. The only one I want is the only one I’m not finding. I seen syringes, gel pads, iri maps, even bnps but rarely do I see low amps.
Those are not yellow Add Ons tho.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665962#Comment_3665962
So you think a survivor should have the same strengh as a killer in a 1vs1?
I usually ignore you, but this just shows that your take is not really valid.
The Survivor TEAM should have the same strength as the Killer. So the 4vs1 should be a 50/50. Not the 1vs1.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665708#Comment_3665708
That's a horrible perk then. Why would anyone take a perk that only works on the first hook in the basement? That makes no sense. At least on both stages it would be niche but quasi-useful if all the stars align. First stage only is super weak.
I mean, even on both stages it would be a terrible Perk. Because the Basement is not as important anymore. It was, back in the day, because Sabotage was a thing and the Killer had to rely on it a bit more to gain more pressure. Nowadays, you really should not bring Survivors to the Basement unless you want to camp or it is really, really close. Let alone that Scourge Hooks exist, which encourage you to NOT use the Basement.
So bringing a Perk which MIGHT let you unhook in the Basement is just a wasted Perk Slot. You can better just bring Deliverance, it is an easier activation requirement and is less niche.
@Yharwick said:
I know it was clarified that the aura reading only works on the basement hook, I didn't hear anything about it only being first stage though.
It was mentioned on the Discord that the Unhook attempts are successful. You dont have Unhook-attempts in second stage. I am also very sure that it was written in the PTB Feedback-Section that it only works on the first Hook, but this is not accessible anymore.
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Boil Over should be completely reworked. The Perk is not used in any healthy way, simply because it is too weak. You only see it in a build which shoul deny hooking completely. Not saying it is too strong there, but it is just too annoying. It is basically a Perk which will never be used in regular gameplay and only with a specific build around it.
BHVR tries to band-aid fix this with adding Hooks to upper floors. Which is simply the worst thing they can do, those Hooks are way too strong and can also mess up the Hook distribution (e.g. you can have a Hook on the upper floor, but nothing on the ground floor next to it, simply because the game knows there is a hook "nearby"). And well, they can be camped quite easily and are basically additional Basement Hooks.
They should rather remove those Upstairs Hooks and rework Boil Over into something more healthy. Ideally something worth bringing.
(Same applies for Knockout as well. It is also only used to be annoying and to slug the whole team and in the same time, it does not affect SWFs on Comms, but affects Solos way more)
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I think it is fair that Killers adjust their build to what Items are brought. Where it was not really good was when they could still switch in the Lobby, so seeing Medkits and switching to Plague was kinda...eh.
However, the Lobby is simply outdated at this point. Killers dont use this information to prepare, they use this information to dodge the Lobby, they are cherrypicking. Which also screws with Matchmaking and results in weaker/stronger Killer players ending up in Lobbies they simple dont belong in.
IMO it would be fine to remove the Lobby completely. It really does not fit the purpose it was intended to fit, let alone that it is a relic from the time the Killer was the host. Or they keep it (removing names and profiles of course, those are not gameplay-relevant anyway) and give the Killer access to which Items Survivors bring to prepare, but put a penalty on Dodging.
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How is 50% Killrate not balanced?
The thing is, the Devs want DBD to be somewhat competitive. Yet one side has to have a lower rate of winning? A competitive game should be 50/50, not 60/40.
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Only on first stage.
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Survivor-Bloodwebs are just overblown with junk. You have 60 different Items in the Survivor-Bloodweb and it never got cleaned up after all the Nerfs to them.
This makes getting specific things harder, mainly when it comes to yellow Add Ons. They are all quite rare, not only the Low-Amp Filaments.
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To understand it right, you basically want to put Gen Regression-Perks to Basekit (by "balancing" Gens to a point where no Gen Regression is needed anymore) and then STLL want Debuffs (like Mangled)?
I mean, why should Killers get their most powerful Perks as Basekit?
In general, Gen Regression-Perks itself are no issue. However, stacking them is the issue.
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So... Free NOED on every Killer?
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"but lets be honest if that were true CoH wouldn't have needed to be nerfed to the point it no longer lets you self-heal."
Exactly, this would not have needed. The goal was just to remove the Perk from the Meta because of the complaints. The version before the latest Nerf was totally fine and IMO not even that good anymore.
Regarding the question how dangerous the Basement is - probably still the most dangerous place to be as Survivor. However, it really lost its strength, mainly because there is not really a need for it anymore (back in the day it was important due to Sabotage, nowadays you dont encounter it and there are plenty of hooks around the map... in fact, Basement even screws this up sometimes). Also, Scourge Hooks exist and make Basement quite unattractive. IMO it is only really used for camping anymore.
But this does not really make her Perks better. You still dont want to be in the Basement. It is highly situational to unhook yourself in Basement. And the travel time indeed makes her Perk not really viable and probably even worse than Self Care.
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Probably, when Killers think that WoO is the thing that makes them lose games.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664416#Comment_3664416
See, this is what I mean. We've got a big dose of unclear, a big dose of inaccurate, and a pretty hefty dose of subjective to go along with it.
Things like saying she's boring, that there's no direct interaction between killer and survivor, and that she has a lot of status effects, this is not clear and constructive criticism. What makes her boring? What kind of direct interaction are you even looking for that other killers don't also lack? Why is it a problem that she has these status effects? Which would you remove, and would you replace them with anything? This isn't feedback any dev team could do much with on its own, at best they'd be taking a wild stab in the dark for what the problem even is, let alone the best solution for it.
Then we get to things like saying she boils down to just "leave a loop or get hit" and that she's the best at doing that, or saying that you can only hack drones if they're next to gens (...??), which are the things that are just wrong. She does more than just force survivors to leave loops, she's actually the worst at it since the threat is so delayed compared to the other killers that do it, and you can absolutely meaningfully hack drones that aren't next to gens, idk what that point actually means.
I would also personally say that Skull Merchant being considered an extremely powerful area-denial killer is also kind of a misconception, but I wouldn't go so far as to call it wrong. She's got some area denial, but she can't actually force you away from any area that she isn't also in, and even when she is there her power isn't an AOE blocking off whole loops anymore.
Sure, teammates feeding her power boosts is annoying. I would personally argue it's way more annoying when it happens against, say, Myers or Oni, but it is annoying. Not really "fully rework her from the ground up" annoying, though.
Man, you really seem to just write to disagree.
But I will bite:
That there is no direct interaction between Killer and Survivor should be pretty clear, if you dont TRY to not understand it. As Skull Merchant, outside of standard M1-Killer gameplay, you dont interact with the Survivors AT ALL, you only interact with the Drones. And as Survivor, you also dont interact with the Skull Merchant (again, outside of standard M1-Killer gameplay), but only with her Drones.
Meanwhile, when you face other Killers which are even stronger than her like Billy, Wesker or Blight, you actually have to interact with their power and the Killer also can use the Power to directly interact with the Survivor. Juking a Billy/Wesker/Blight is fun and actual skill expression. Getting hits with Chainsaws, Bounds or Rushes is also actual skill expression. Placing a Drone on a Loop while just chasing the Survivor is not.
My point regarding only interacting with Drones while they are next to Gens - those are the most common places of Drones. Next to Gens and in Loops during the chase. And you cannot sabotage a Drone while in chase, this is just impossible and you know that.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664382#Comment_3664382
But without something concrete to point to, what kind of changes would you even make?
The only thing you could do is gut her to the point where nobody wants to use her and she's only slightly more than an M1 killer, which wouldn't be ideal for anyone.
There needs to be a clear, accurate consensus on what the problem is before anyone could expect the devs to act on it. Most feedback we see is either unclear, inaccurate, or both.
@Bafugaboo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664382#Comment_3664382
It is true that there is less discussion on dc rates on almost any other killer. There is also not a stigma that people should just give up against them either.
What makes playing against SM not fun and fine into other more oppressive killers? If I had a guess it is due to the skill requirement on the other killers. A new player could use SM somewhat decently and not a Blight.
I would also guess that the people you would claim going against a Nurse is more fun have not gone against a SM or a good Nurse.
The problem I have personally with her is that she is insanely boring and a Killer which just boils down to "Leave the Loop or get Hit". And while there are several of those Killers, they are not even close to Skull Merchant. She just gets so much status effects which are built-in into her Kit, it is not even funny anymore.
She has Haste, Oblivious, Undetectable, Hindered, Deep Wound and Broken. Other Killers have to use Add Ons to have SOME of those status effects.
Plus, her Drones are also not really fun for either side. They also dont really give any interaction between Killer and Survivor, since both Killer and Survivor interact with the Drones, but not with each other directly.
Sabotaging Drones does not really do much, because you can only sabotage them if they are next to Gens, which directly gives information to her and lets her recall them.
And dont get me started on the fact that I can play perfectly against her and one of my teammates can give her Haste by getting a Clawtrap, which will make my Chase against her worse, even if I did not do any mistake or whatsoever.
The problem is that she should have gotten a complete Rework instead of trying to keep her with Drones. Because she was obviously planned as an Area Control-Killer, this was her initial concept. Yet, she was just horrible to verse and IMO also really boring to play (because, again, no direct interaction between Survivor and Killer outside of M1-gameplay). And because they decided to keep her Drones, they decided that she should get so much value out of them to drive the Killer away from using the power only as an Area Control, yet she can still do that AND has so much stuff overblown in her Basekit.
If I would rework her, I would have no idea what to do, but I would 100% remove Drones from her Kit and try to make something interesting. They should have done that from the start and just offer a Refund-Option for people who dislike her new power.
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@Bafugaboo said:
They will dc against her no matter what. The ones who dc are conditioned to do so cause they think the game will be too hard. It’s bad mentality. It also makes it so balancing her is difficult. If she gets kills from suicide on hook versus actual sacrifices it just boosts her numbers. This leads to her having the higher than expected kill rate. This also then adds to the thought that she is impossible to play against.
"The ones who dc are conditioned to do so cause they think the game will be too hard."
Incorrect. And once again someone does not understand the difference between "fun" and "difficulty". You dont see as many DCs against Nurse or Blight compared to Skull Merchant. And she is certainly weaker than those two.
If you make a survey and ask people if they think Nurse or Skull Merchant are stronger, the result would be clear. And if you make another Survey, which Killer is more fun to verse, people would say Nurse. (Even if she is such a broken Killer who should not exist in this game anymore like this)
And even IF her high Killrate is partially due to people giving up against her (even without that she would not have a low Killrate, because Skull Merchant is not a weak Killer overall), this should also be a sign that she needs changes.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663673#Comment_3663673
So they originally wanted Legion to function as a mimic-based character but I believe it was stated that it couldn’t work due to SWF? And I’d guess that’s also why it can’t work with UVX.
I mean, it makes total sense. I would not want to get ######### over just because I dont have more friends who play DBD. So it makes sense that such a power does not exist.
Would it be cool? Yes. Would it be good for the game? Most likely not.
@Topic:
As stated above, such a mimic-Power would probably not be good for the game. And I would agree that the Power does not really fit the Killer in this case. I would certainly not have expected a rocket launcher coming out of his chest which will be his power.
But, I think the power overall is fine. Is it the most original power? Nah. Is it a fun to use power? I would say yes.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662477#Comment_3662477
Why would you run that?
Aside from what others have said, with STBFL you were able to run this Add On in the past quite effective.
You can use the Padded Jaws and the Honing Stone (the Add On which puts Survivors into Dying State when they free themselves). This would mean that you get two Hits on Non-Obsessions who are trapped and can just grab the Obsession without them being free.
(Obviously, really bad if two Survivors are close to each other, because then you dont even get them injured)
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@xltechno said:
Everyone knows that prestige doesn't match skill, and everyone knows that raising a survivor's prestige is easier than a killer's. What the killer is afraid of is that if all the survivors are Prestige 100, their SWF rate will be high.
I would not say it is easier. I would say it is easier to increase the Prestige-Level of a Killer, because Killers get more BPs than Survivors. So they level up faster.
However, it is more Common to see P100-Survivors, simply because many people only play one Survivor. But people usually play a variety of Killers.
I also dont think that Prestige says anythign about the SWF-Rate. Especially if we consider that P100s are not rare anymore, you can have a bunch of low level-Prestige Characters in a Lobby and yet all of them can have P100-Characters.
@Topic:
I honestly dont really experience to be dodged or tunneled because of my Prestige. I get dodged a lot more since my profile is not private anymore and people see my hours, but before that, I got dodged less, even when using a P100-Survivor.
That being said, the problem is dodging in general. Therefore, removing information for the Killer by hiding prestige and hiding profiles as well should be the key.
Because in the end, there is not really an indicator that a P100-Survivor is good. In fact, you can reach P100 on a Character without ever playing them. Or even playing the respective role. Just as Survivor you have less ways to spend your BPs, because it makes 0 sense to put BPs into other Survivors than your favourite.
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Wraith does not really need any changes. He is in a very good spot right now. For Billy, changes were needed because his effort did not match his reward in the slightest, he is one of the hardest Killers to learn and play and yet his results were really underwhelming before the Buff.
Wraith however is one of the most simple Killers in the game. It is fine if he is not on the same Level like Billy when it comes to results.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662140#Comment_3662140
Do you think the original haddonfield could be balanced by just removing the overpowered houses? No, because it was too small of a map. I mean if the haddonfield rework was a bad rework because of the amount of deadzones is a critisism to the rework, and luckily it's being revisited soon.
Also the breakable walls in the game are some of the only breakable walls that aren't "break this inmediatly" or "never break this" and they actually take thought before interacting with them, similar to those in midwitch.
I agree that it isn't survivor sided, but it is just a really problematic map, making weaker killers weaker and stronger killers stronger.
The thing about Haddonfield is that they managed to make a Map which is too safe and too unsafe at the same time. If you are in one of the houses, you are quite safe as Survivor, the Houses are very strong. If you are outside of the houses, there is not much you can do.
And this is why Survivors in general run to the houses, because this is where you can loop. The outside Loops are not really good to use.
"Also the breakable walls in the game are some of the only breakable walls that aren't "break this inmediatly" or "never break this" and they actually take thought before interacting with them, similar to those in midwitch."
I would disagree. There is not really any scenario where you want to break a Breakable Wall on The Game, because almost all the time you grant the Survivors access to a strong Pallet without having to complete the Gen in that area. I mean, you can break them if you really, really, really need to get on the other side of the wall, but in general, it is not worth it most of the time and will only hinder you.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662135#Comment_3662135
Interesting to see Scorpionz opinion on that, he was one of the main people I learned Pig from. I studied his guides a lot, and he regularly talks about how you almost always want to ignore survivors with a head trap, he was always very clear on that point. There are situations you don't, such as if they run into you, or they're searching near you while your in chase, but more often you ignore a survivor with a trap, because they are not doing gens.
https://youtu.be/-ZLb3wbc-EQ?si=1crhQ9vcK9Pxvfwx
This guide was one where he talks about Pig traps in such a manner (9:45 - 14:19), it's dated now, but you'll notice that he makes the point you can build for an end game Pig, that is super high risk, but also high reward. This is encouraging thinking of looking at alternative ways of using your head traps, but also acknowledges this is not how you play Pig optimally, which is largely our point.
The addition of scream builds via Hex: Face the Darkness and Ultimate Weapon has made this less true, she now CAN force head pops viably, and that is what we aim to correct.
If you remove scream builds from the equation, this is the general consensus of Pig play. If you chase a survivor off Jigsaw boxes you aren't using your time effectively, but the implied point is that if the survivor gives you an opportunity, you take it. You don't have mobility on the Pig, so if you have a chance for a quick down you take it. You see this in his own game footage in this section against David.
The point we keep making is those opportunities will be rarer or even non existent to come by, if the survivor isn’t pressured on a time crunch... and more importantly, the current changes do NOT address the problematic play style.
I love Scorpionz, and I don't at all claim to know better than him, but considering there are a number of Pig mains I know who use a similar play style to him, being mindful of Jigsaw Boxes and survivor searching patterns if you're paying attention can absolutely reward you with survivor mistakes.
E.g. knowing which way the headtrapped survivor went off hook to get their traps off, you can intuit where that survivor will likely end up when they get to search 3 or 4. If you chase another survivor who ends up heading that same direction, this can result in pressure by proximity and scoring another down, or dare I say it, a head pop. Though you shouldn't bank on it, cause they may get their trap off on box 1 or 2.
Like we've kept saying, you don't want to play for head pops, but you do want to keep this more nuanced part of her RBT pressure in mind if you can. I can't do it cause I suck, but I have seen Pigs who do, and to me it's very impressive to see. This isn't playing scummy, it's being mindful of where you can apply pressure, and displaying a high level of tactical awareness, the nuance of which I do feel doesn't benefit the game to remove.
If I've said anything demonstrably false, do please correct me.
I think occasionaly forcing Survivors of Boxes is totally fine. But outright making sure that they cannot do Boxes while using Tampered Timer, a Scream-Build and Crate of Gears is not really fine. Sure, it is a strategy, but it is not really playing Pig in the way how she was intended.
And there is evidence that she was intended to use her Power as Slowdown, the Devs went out of their way to make Headtraps not activate once all Gens are done, because you are supposed to use them during the game and not just in Endgame for Headpops.
And I think the general way of powers like this is the correct way. Same applies to Sadako - something which can kill Survivors before they were hooked twice should not be overly lethal. It should be a way to slow down the game and it should also kill the Survivor if they ignore it. But it should not result in consistent Kills.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662135#Comment_3662135
Isnt that the guy who believes slinger was a nurse level killer? But no I actually agree with him in SOME aspects, like pig should be more chase focused even if hes right I just cant take him serious after his slinger takes.
If we think about old Deathslinger, he was not really counterable. So to an extend, this is quite on Nurse-Level.
But I dont really know if he made this take or not.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662156#Comment_3662156
While I agree with you, too many of Pig's addons are centered around doing just that. What's the point of making survivors who wear the RBT exhausted if you're not going to chase those survivors? I feel like she needs a major addon pass.
This is true. In my opinion, RBTs should also not inflict Mangled or Exhaustion, because those just encourage to tunnel the person with the Trap (since it is a huge advantage that they might still be injured due to Mangled or just cannot use any Exhaustion-Perk).
I think the changes they are doing are a step in the right direction. More focus on Stealth and her Dash and less focus on her Traps, but there can certainly be done more for that.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662135#Comment_3662135
I just checked the Vod of his stream and it is quite funny how he is like yeah the slowdown is exactly the same as before, the only thing that is harder now is tunneling someone with a hat on, but the buffs she got are really huge ^^
I mean from that standpoint traps are really only gamedelay and chase is the main thing.
Thats the thing, the Slowdown is unchanged. The Survivors have to spend the same amount of time to do searches, they also have to spend the same amount of time to get their Traps off. It is just harder to get headpops with that, but Pig was never a Killer which should be played in a way to tunnel the people with a Trap on their head.
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@Sngfun said:
They should give it the Haddonfield treatment and make the map bigger before removing some of the pallets. Old the game had the exact opposite issue.
This would be quite a bad change. Do we need more maps with Deadzones?
The thing about The Game is that it is not even a survivor-sided map. It is just an easy map to play as Survivor, because you only have one gameplay - loop around safe Pallets. You dont need to do much for it.
And therefore, Pallets cannot really be removed, because The Game does not have anything else except for Pallets. There are like 3 Windows on it which are useable and thats it. Once a Pallet is gone, the zone around it is a Deadzone.
@Topic:
In short term, the breakable Walls should be removed and the Pallets to compensate for them as well. Because some Pallets just got added because others are Deadends until the Gen next to it is done. Long-term, more Windows and unsafe Pallets should be added, with safe Pallets being removed. So that the Map has more to work with than just Pallets and there is more gameplay around them then just running around the Pallets and drop/kick them.