Avatar

Aven_Fallen

Aven_Fallen

About

Username
Aven_Fallen
Joined
Visits
18,449
Last Active

Comments

  • @supersonic853 said:

    "Even a small speed boost can make a big difference in the right hands, making some Survivors very difficult to catch. Since Made For This would activate as soon as a Survivor became injured, this Perk would often be unavoidable. To make this fairer and create opportunities for Killers to play around it, we have added an additional condition to the Haste effect.

    After healing another Survivor, gain the Endurance Status Effect for 6/8/10 seconds (unchanged). While you are affected by Deep Wounds, you run 3% faster. Since this is much more situational, this effect now applies while Exhausted as well.

    With this change, the Killer can potentially prevent Made For This’ speed boost from activating entirely by avoiding inflicting Deep Wounds on that Survivor. This also ties both of Made For This’ effects together, granting a way to gain Deep Wounds in order to make use of the Haste effect."

    I was on the fence even as a killer the 3% was fine. It was just the endurance ontop of it that made it nuts (as well as haste stacking). Now i rarely will see myself running into this perk with the way i play i guess. @Aven_Fallen sorry for your loss. How's everyone else feel for this?

    It is not really a loss, I will run something else instead. I dont like that more people will bring Sprint Burst now, because I hate to play against this Perk.

    But I really hoped that they dont do too much to Made For This, yet they made the Perk SUPER situational. Nerfing it is totally fine, but it is not really useful anymore like this.

  • I expected them to destroy Made For This instead of making reasonable changes to it. But they exceeded my expectations, the Perk is now completely useless.

  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574589#Comment_3574589

    So play how I want but get threatened over Playstation chat because I'm just playing the game....u rite

    I dont think I am the right person to direct your rage to. And I also dont really want to deal with your drama.

  • I dont think there is any increased Spawn-Rate. Personally, I mostly get the Map if someone burns an Offering.

  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574584#Comment_3574584

    Your saying if the killer wins then they should be happy, so if I get anything greater than 2k, I should just let you escape and don't even try for the 4k because

    "The only time I go for the 4K or slug for it is if I have a challenge which requires Kills, if I go for an Adept-Achievement "

    I don't know how to properly quote certain lines

    You can totally slug for the 4K if you cannot sleep at night if a Survivor gets a pity escape via Hatch. Play how you like, but dont expect others to like it as well.

  • Nope. We dont need entitled people who think they have a right to decide what other people are allowed to bring or not.

  • @TotemSeeker91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574575#Comment_3574575

    So if the killer gets 2 kills and 1 hook to make it 7/12 hooks and that's a win for killers.....then what? Do I just wait for you to complete 3-4 gens because I steam rolled u?

    I dont even understand your question. Or how your first question is linked to your second question.

    Nobody is asking for Killers to let Survivors complete Gens.

  • @rvzrvzrvz said:

    Maxing objective easily with prove thyself was fun, it was my fav perk it's such a stupid change, it achieved nothing you have 100 useless/niche perks to buff but no, always ruin the few that are good and fun

    This was also the main reason why the Perk was used. The Perk Usage dropped a lot after they removed the Bonus and it is probably not because of the 5% of Speed Reduction.

    And it did not even help Killers, it just removed an incentive for Survivors to be inefficient.

  • @jamally093 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574562#Comment_3574562

    You know my brother said once "If a killer doesn't get a 3 or 4k then they automatically lose" I gave him the response of "that isn't how it works the match result tells you how you did as long as you don't get Entity Displeased(it was a while ago) then you won" even then if that's the killer's rule of winning to him then wouldn't the survivor win be that three or four escape be a win. Answer no in Solo q if you escaped you won with SWF I mean it really depends on how many you are and such. But in the end who cares you get one or two kills as long as you at least tried and worked hard for it then you won.

    I think it is quite common to say that a 2K is a Draw and anything above it a win for the Killer. And IMO especially if it is a Hatch Escape, the Killer wins, because the Survivors did not manage to open the Gates.

    And personally, I dont care too much. If I get a 3K and the Survivor gets lucky and finds the Hatch before me, I still win. And if some Survivor thinks they won, because I was nice to not slug for the 4K... It is what it is.

    The only time I go for the 4K or slug for it is if I have a challenge which requires Kills, if I go for an Adept-Achievement or if the last Survivor somehow pissed me off. E.g. by not being helpful for their team or acting toxic. But then I usually give Hatch to the person I slugged, because it is not their fault that they teammate was such a dick that I slugged the second to last-Survivor.

  • @Pulsar said:

    I am a massive fan of this outfit.

    The middle reminds me of the Darksign from Dark Souls and I love the color scheme.

    It reminds me of the Ringed Knights from the Ringed City-DLC of DS3.

    I dont like the Headpiece tho, I hope for something which fits, because the Body looks great for Knight.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574404#Comment_3574404

    But why does the game give the killer the offering to start all Survivors separately and give Survivors the offering to start together?

    Because those Offerings are heavily outdated. They were there since the beginning (or at the very least very, very early) and back then the Devs thought that it would be good for Survivors to spawn together and bad for them to be alone.

    And the Devs never changed those Offerings.

    A few years ago I had teh idea that Survivors should spawn with a Repair-Debuff and for each time they get the "Reunited"-Scoring Event, the Debuff becomes lower (e.g. starting with 15% Debuff, for each "Reunited", which means they see another Survivor for the first time, 5% is removed). This would make the Shrouds useful for both sides, Survivors want to spawn together to get rid of the Debuff (which also benefits the Killer because they need to separate to be more efficient) and Killers can make Survivors spawn separated, which would make them more efficient, but puts a Debuff on them.

    And it would also lower the impact of random spawns a bit, since the efficiency in general is balanced out by the Debuff.

    Sadly this would be better for SWFs on Comms because they could coordinate and get to a meeting point. And it would be more complicated than just switching the Offerings so that Killers have the one which spawns everyone together and Survivors have the Offering which spawns them separated.

  • Nah.

    I run MfT as Survivor and I really like to run Lethal Pursuer on most of my Killers (I even liked the Perk before it was buffed). Both probably have things which can be removed (Endurance for MfT, the extra seconds for Lethal Pursuer), but I would not really want to trade anything.

    Let alone that this is not the purpose of Buffs or Nerfs. If one side gets a Nerf or Buff, the other side does not have to get a Nerf or Buff either (called "compensation" here...). And obviously, if a side gets a Nerf they dont need a Buff to "compensate" for the Nerf.

  • @egg_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573435#Comment_3573435

    I didn't lose a lot of games before MfT released, I still don't lose a lot of games. It still doesn't stop me from seeing how strong and unbalanced that perk is, by itself, not because it stacks with other haste effects

    If I remember correctly, you are a Nurse-Main. And since you have something way more busted than MfT it would be quite strange to lose games because of MfT.

    Jokes aside - the sad reality is - at least in this forum - that Killers have a "current thing" which is the reason why they lose games. I am pretty sure if those Killers would provide gameplay, people here can give constructive feedback on why they lost. But the people complaining about MfT dont want that. They want to vent because they lost a game and the "current thing" is MfT.

    Once this is nerfed (and it will be nerfed, given BHVRs track record it will probably end up as a pretty useless perk), there will be another "current thing". And while you are clearly not part of the majority and claim that you lose games due to MfT or another "current thing" (which I honestly appreciate, I like reading your posts), sadly the majority will just complain instead of trying to improve.

  • Because for some reason some Killers think that if they dont 4K, they dont win. And it does not even matter how many Gens have been done, a Killer can get a 3K with 0 Gens done, yet some will still slug, because they cannot bear the thought that the one Survivor might get a pity escape with the Hatch. (And it is quite clear that the Killer won and the Survivor, despite escaping, clearly did not win)

    A few years ago, even before closing the Hatch was a thing, I said the Killer should just get full BPs and Emblems when the last Survivor escapes via Hatch. Sure, there will still be some Killers that will still slug for the 4K, because they would not be able to sleep at night if a Survivor might escape. But if there would be no loss in BPs or Emblems, the majority will probably not slug. (From those who slug currently, IMO the vast majority of Killer players dont slug for the 4K)

  • That is the joy of backfill lobbies. You can thank Killers who dodge Lobbies for that that you end up in Lobbies which you should not be in in the first place.

    I mean, the MMR in general is not a good system, because Kills are not really a good measurement (if I get a 2K with 2 Hooks via proxycamping with Bubba and then NOED does not mean that I did better than in the game where I got a 1K with 7 Hooks as Trapper for example), however, it is impossible to have an accurate MMR for a game like DBD; since you would probably have to calculate every factor. So they went for the easy solution.

    However, backfilling helps to create those unbalanced Lobbies. The Lobby is created and then one player dodges. And since the system values queuetimes higher than fairness, it is more likely that someone who is not really suitable ends up in the Lobby. For Killer this can be a Killer who is way stronger than the Survivors or a Killer who is way weaker than them.

    E.g. a few months ago I played against a Console-Trapper (Console = cannot see their hours). This Killer was P0 and did not even have any Tier 3-Perks. The Survivors (two 2-man SWFs) had over 20k hours combined.

    A few weeks ago I went against a 14k hour Nurse. My friend and myself have roughly the same number of hours together, so it might be somewhat fair. However, two games later we went against a 26 hour-Nemesis who DCed after the 4th Gen got done. That poor guy got backfilled.


    So unless they do something against backfill-Lobbies, you will have those games where you might dominate a team in one game and then dont know what to do in the next game.

  • @tjt85 said:

    Was the grade system really be any better, though? Genuinely would like to know because I didn't play before they added SBMMR. Do you think matchmaking should be totally random, or do you want a return of the old grade system?

    I mean, with the old system wouldn't you get ultra sweaty games at the start of each season as everyone races back to the Iri ranks? And it would surely be worse for the lower ranks, because there would effectively be no MMR whatsoever for the first week or so of the season before players played enough to settle into their correct ranks.

    I personally think it would be better to remove de-pipping from the current grade system (except as a DC punishment) to at least mitigate some of the sweatiness. Because right now you get a season that's bookended by sweaty games at the start (the race to Iri) and also at the end (for those players who still haven't played enough to hit the Iri grades). I think no de-pipping would mean most players should make it to an Iri grade without too much sweat.

    Like, why go to the trouble of hiding rank from us but keep a grade system that still incentivises sweaty play? It makes no sense to me.

    It does feel like MMR is absent from the game most of the time. It only took a handful of 4K games on my switch account to begin facing the level of Survivors I usually get on a 750+ hour Steam account. I guess maybe I passed a smurf check? I dunno. But lots of new Killers will suddenly hit a brick wall if that's a typical experience.

    The Rank-System (not Grade-System) was better, at least when Rank Reset happened and it was a meaningful Rank Reset. Back in the day you got set back from Rank 1 to Rank 10 or Rank 11. And the games you had for the first three weeks were usually the best games you can imagine, because you had people in your game which were roughly your Skill Level. And if you were someone who ranked up fast (aka was playing good), you also played against good players.

    In the end, the Rank did not really show if someone was good, but IMO the speed people ranked up showed it. And IMO it was also something to work for, I am honest, since Grades were introduced, I have not been Grade 1 on either side. But I was always Rank 1 on both sides with the Rank System, because I dont really care about a few BPs at the end of each month.

    What was really bad was when BHVR changed the Rank Reset to just set you back to the next Color. So someone who was Rank 1 was set back to Rank 5. And as I said before, with the good Rank Reset you had good games for around 3 weeks. Because in week 4 players managed to get into Iri-Ranks who were not really good, but at some point, they will make it (because Ranking up was not that hard). But when they changed the Rank Reset to just the next color, you had those players in Iri-Ranks very quickly, so the Matchmaking was really not good anymore.

    And the best thing about this was their "argumentation" (you cannot really call it that)... They wanted to make the Rank Reset less impactful because players who dont have much time will feel left out. This is quite a bad reasoning, because it is only natural in games that players who play more also get more. And the funniest thing is that they made it even worse with Grades, because you get set back to Ash 4 and you need even longer to reach Iri 1, so someone who does not have much time will even less likely be at Iri 1 AND there is a (even if it is not good) reward nowadays, now people are really missing out on something if they dont have that much time.

    So they had their bad reasoning, made a bad change because of that (which made the Matchmaking bad and "blessed" us with the failed SBMM) only to completely contradict their reasoning.


    @[Deleted User] said:

    I don't know. It's kinda nice to see threads not start with

    "I'm Rank 1"

    I mean, yeah, this is the one positive thing. But I would trade having to read this again when having back the old Rank-System. And it also was funny sometimes - I remember someone saying that I must be at a low Rank. After telling them that I was at Rank 1, they did not believe me, so I showed a Screenshot. And then they did not believe me that it was me (despite having the exact same name on steam...).

    But yeah, it is good that people cannot try to invalidate other peoples opinions because they are not a specific rank, but this is really the only positive.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573435#Comment_3573435

    Well they're already asking for adrenaline and woo nerf so obviously they'll just claim whatever is left as the most picked perks to cry about (probably SB & Lithe)

    Yeah, most likely. There is always a current "thing" which makes Killers lose games. Currently MfT and I guess, once this is nerfed, they go after WoO or other popular Perks.

    @jesterkind said:

    Why would they change Windows? That perk's only barely even good, let along actually strong. I don't see what nerfing it would achieve.

    I dont think it would achieve much. It is one of the Perks which bridges the gap between Solos and SWFs a bit, because then you can see as Solo-Survivor which Pallets have been used. Which is the main reason to run this Perk IMO (I dont run it btw.).

    However, at one point the description was bugged and there have been instances where nerfs were forshadowed by this (where the new description was in the game and the Perk/Add On was changed to this later).

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573435#Comment_3573435

    Eh my only thing is it with hope since becoming 110% is a bit nuts for a survivor. And considering we have perks that have one condition that are already good. But then MFT has 2 insane conditions. The 3% and the endurance. So probably the endurance could leave to.

    Yeah, IMO removing the Endurance (even if it really rarely comes up and if you want Endurance while picking up a Survivor you can rather run Buckle Up and For the People, but those are at least 2 Perk Slots instead of one) and not making Haste-Perks stack with each other should be fine.

    I think it would also be nice if they add a notification for the Killer that the Survivor has MfT. All other Exhaustion-Perks are pretty straight forward (except for DH for the first time, but this is ok, the Perk is nerfed enough) and noticeable.

    But I fear that the Devs will touch the Movement Speed in any way and this would probably just kill the Perk. And I dont really think that Survivors can get one good Perk in years and then it gets nerfed into oblivion via mass-complaints. Would be a bad sign.

  • But what would be the reason then that those people who already lost a lot of games before MfT and think that MfT is now the reason they lose games... are still losing games?

    But usually there are not really many big changes in Main Chapters. Would not expect really any Buffs or Nerfs, except for really minor things, when a new character is released.

  • 10-15 minutes.

    Sure, outliers are possible, but they should be rare. If we look back at the Eruption-Meta, games took longer than 15 minutes on quite a regular basis. This was too long, if the Killer needs 20+ minutes to win the game (most likely they won, I did not really experience many games where the game took this long and the Survivors won, simply by the way how DBD works), they were not even good, they just used enough to prolong it to that.

    And anything below 10 minutes, especially if it comes close to 5 shows that the Matchmaking for that game was really bad, because either the Survivors won too fast or the Killer won too fast.

  • Remove the DC-Penalty and you will see less Hook Suicides. I mean, for the Survivor Team it is the same, the Bot is as helpful as a dead player (sometimes even worse). But at least the Killer gets some plaything to toy around and get their PGTW-uses from...

    Punishing Hook Suicides would not do anything. If someone does not want to play, they wont play. And if they just AFK in the locker or AFK in general, it would not really matter.

    With DC-Penalty gone there would at least be a Bot which helps the Killer to get some points. And no DC-Penalty would be an incentive for people to DC instead of Hook Suiciding.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572994#Comment_3572994

    They didn't even get replaced by a bot though, it's like they were stuck there.

    Which I wrote: "They probably DCed long ago, but the game did not really realize that they DCed".

  • I think you are pretty alone with your opinion. At least for original Killers (and Survivors ofcourse), Cosmetics are usually way above average. IMO there is rarely a cosmetic where I personally think that it is bad, some are just not my taste, but most of them look good.

  • I would guess that they got downed there by the Killer? They probably DCed long ago, but the game did not really realize that they DCed and so the character stays in the game like this.

  • @altruistic said:

    I had a Knight today run LB when I was the only one with a FL.

    He got 4 outted.

    LB = 1 less gen slow down, so I encourage people to run it. It just makes me sit on motors instead of lurking for saves, which is fine.

    In the most respectful way possible, the killers running LB typically are... Inexperienced.. Yeah.. That's a good word for it.

    ^ this. So much.

    Killers running Lightborn just ask for Survivors to spend more times on a Gen. Trying to go for Flashlight Saves is one of the few instances which removes players from Gens and when I play Killer, there is nothing better than someone following me with a Flashlight. (And equally, it is frustrating as Survivor to see someone trying to go for Flashlight Saves when they can sit on a Gen instead)

    And it is not like good Survivors would try over and over again. They see that the Killer has Lightborn and just dont bother anymore with Flashlights.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570752#Comment_3570752

    Boil over wasnt op???

    Just annoying????

    Let me introduce the rpd library squad to you.

    Boil Over was not OP. It was (and still is) bad gamedesign. But it was not OP because people who brought Boil Over will not really help to win the game.

    They just play to be annoying.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572417#Comment_3572417

    Well today, just before I got face camped and hit on hook through all hook phases with no teammates around and with literally no progress on the self unhook option, just before I was hooked, the indicator popped that the killer had high ping. My self unhook bar didn't gain an inch throughout both hook stages.

    Were all Gens done?

  • I never read that someone claimed to be dodged for 15-20 minutes. And IMO this does not really have much to do with Prestige. Removing Prestiges from the Lobby is a step in the right direction, but it would actually make more sense to remove the profiles completely from the Lobby.

    Because I think hours matter way more than Prestige-Levels. Since Prestige just means that they put a lot of points in one character. In theory you can have a P100-Character without ever playing that character or even this role. And meanwhile, the same person who plays their P100 Dwight plays the P2 Adam, does not mean that the P2 Adam is a weaker Survivor.

    And I get dodged quite a bit since I have my profile open. Funnily enough even from players who have 5k more hours than me.

  • @JackOf4llTrades said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572229#Comment_3572229

    I met one killer as well: he downed one of my friends (last one), refused to let her go. He downed her, pick up, go to corner, she escape grasp, run, nothing around, he downs her, take her, goes to the corner. They were in game for TWENTY MINUTES.

    This on the other hand is not allowed. There is a reason why the Bleedout-Timer is more on the fast side (4 minutes is still long and a waste of time, dont get me wrong, but at least it ends in the forseeable future).

    But picking someone up to let them wiggle free (or dropping them so that they are free) just to down them again prolongs the timer.

  • @ARTRA said:

    New patch borgo noe have from 8 to up to 18 pallets.

    Yeah pallet city. Game 2.0 but in 1 floor.

    Pallet Spawns. This does not mean that you have 18 Pallets on the Map.

  • I dont think that Heavy Panting is that problematic. But I also rarely see it on Nurse.

    Fragile Wheeze on the other hand should not exist. I dont really know who had the "smart" idea to remove her interaction with Sloppy Butcher just to give the Killer who does not need Add Ons (aka can run whatever the player wants) an Add On which inflicts Mangled. So a Perk Slot is free and she gets Mangled for just an Add On-Slot which she would not need anyway. Genius move!

  • No idea, but somehow some people will link it to FNAF.

  • @XshyguyX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571043#Comment_3571043

    Is it? This is a question to ask. Is it honestly a placebo effect? 100% Idk. It could be I guess. I could be inside my own head but one wonders.

    After years. I do feel a different game.

    It is.

    You will most likely think it is more difficult because pipping is way harder in Iri Grades than before and since Depipping is still a thing (and honestly everyone thinks it should be removed), you can easily get stuck at Iri-Grades for some time. So it feels harder.

    But it does not have any impact on Matchmaking at all.

  • This would make a Perk like DS even weaker if the Killer can just mori the Survivor instead of having to pick them up and hook them. Unless you mean if they bring a Mori, but then your idea would not change anything because the Killer would already have the choice.

    When it comes to Myers Tombstone-Add Ons, they should 100% not exist anymore. But I dont really believe that you go against Myers 7 times in one day.

  • Server Crashes started with 7.3.0, so before the event was live.

    It happens very rarely to me, but when it happened it was on Badham (as Killer) and Midwich (as Survivor). So I dont really think it has anything to do with MacMillan-Maps.

  • Nea as Survivor, I just think she has the most variety when it comes to Outfits.

    As Killer, not really a Main. I always come back to Billy, so he is probably my Main, but I also like to play a lot of other Killers. (Basically everyone except for Hag, Knight and Skull Merchant)

  • Yeah, and ideally even pressing Alt + F4 should be punishable. Lobby-dodging is cheap and mainly hurts Killers who are surely not prepared for games where they should not be in.

    And well, not showing prestige... It is a step in the right direction, but as Survivor, you can already make your Lobby look like a Lobby the Killer would not dodge. Even with prestige, showing your P2-default Meg and switching to the P100 Claudette works as well. However, this should also not really be the solution. It is totally fine if the Killer can prepare for a game (e.g. equipping Franklins against Items, equipping Lightborn, maybe not using the fun Build but the Meta-Build for 4 Medkits or stuff like that) and this should not be taken away from them.

    But lobbydodging until they find the most inexperienced Survivors should also not be a thing.

  • This has always been the case. But that is on BVHR - many Perks are simply not really useable or even worse versions of other Perks.

    Even if we have way more Perks which are strong, there would be a Meta, but it would not be as extreme as it is right now.

    IMO it is even worse on Killer (people always bring up the stale Survivor-Meta). But I think running 3+ Slowdowns each Match when there is a chance of more variety (because some Perks work really good on some Killers, Killers have more diversity in their gameplay and also the Perks they can use) is worse than the stale Survivor-Meta. (In a sense that even if a Perk is really, really good on a Killer, players like to put on Slowdown instead because it is the easiest way to play)

  • @RaSavage42 said:

    The reason for the roar is to allow counterplay...

    If they removed it then Survivors will complain about not being able to dodge her ambush... just like other Killers

    But if they moved it to the middle or end of her charge... it could be better or worse

    And The RBT's are RNG ridden... and that's part of the struggle

    "And The RBT's are RNG ridden... and that's part of the struggle"

    It is not really RNG anymore. There is a fixed number of searches, so even if the first person gets their trap off after their first search, the other 3 wil lhave two people who will need 4 searches and one who needs 3 searches.

    (It is obviously still RNG if you dont manage to get 4 Traps, but not getting 4 Downs while 5 Gens are completed is more the fault of the Killer...)


    @Topic:

    Pig is underrated IMO. Sure, she is a M1-Killer and she is not the strongest, not even close. But she has build-in Slowdown, which is good on its own and better than quite a bunch of Killers. Her stealth and dash should get some Love tho.

  • Bots should just be removed. Once again a failed concept. The idea is neat, but the Bots are not helpful at all and probably even worse than a 3v1.

    The Bot I encountered today crouched in a Loop I was just using and stunned the Killer. Could have used that Pallet for much longer, but eh.

  • @duygu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569495#Comment_3569495

    the entire point of this post is to ask changes to punish hook suicidals for working around the disconnect penalty. they want them to have a penalty for quitting out early. like, of course hook suicides will go down because ESC-quit game-confirm is faster than going through the sac process, that's logic.

    Yeaaah... Or you just remove the DC-Penalty. Which is the easiest solution. You will never be able to force players to play the game.

    Removing the DC-Penalty would give the rest of the Survivors a useless Bot, the Killer a big help and some BPs with said Bot and thats it. Same like a 3v1 with a Hook Suicide, except that the Killer even benefits from the Survivor DCing instead of suiciding.

  • @PotatoPotahto said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569211#Comment_3569211

    Sounds crazy, but BHVR could make lobby backfilling MMR-based and that would solve the problem.

    Everything else is just a bandaid lowering the occasion of the issue but not resolving it.

    It would solve the problem, but would increase queue times. Making Lobby-Dodging not possible or penalize it would also solve the problem. And would prevent Killers from cherrypicking Lobbies.

  • "Default gen time: 120 seconds

    2nd Object: 4 more or less randomly placed control cabinets. The survivors can see the auras of those cabinets in white color. Every survivor can see the aura of other survivors who are within 5 meter radius around control cabinets. Survivors activate control cabinets by solving a mini game.

    Every activated cabinet reduces gen repair time by 8 seconds across all generators."


    This sounds like 90 second-Gens, but with some extra steps. Not really interesting or anything.


    "Maps: More pallets and jungle gyms. Better defense options for survivors. More interesting chases."


    You can get more interesting chases by adding loads of Pallets, but have only very, very few safe Pallets on the Map and remove Bloodlust. And suddenly every Pallet becomes fair and mindgameable for both sides and the better player wins. And players would also not lose games because someone used too many of the good Pallets.

    But adding more safe Pallets will not make chases more interesting.


    "Unballanced killer get a significant change: Nurse power get a complete rework. Blights addons become complelty changed and rush regeneration speed minimal reduced. The silly bird lady gets deleted from the game because i dont like her xD. Slight adjustment to Spirit to balance her a little bit (like a very minimal speed reduction while phasing)"


    I mean, yeah, Nurse needs to be reworked. And Blights Add Ons need to be nerfed. The one thing I agree here.

    But the rest... eh. Not so much.

  • @CorvusCorax86 said:

    Bots are not band-aid as they engage in chases and assist with gens and healing. I can waste my time with them and the rest of the team can still win. On killer side this has already been fixed (I don't feel bad winning against 3 and probably this is the reason why much fewer killers give the hatch). On survivors side the unhook attempts to remove yourself from the game could use a work around, but what?

    Nah, Bots are just useless. The only thing they do is benefit the Killer.


    @Topic:

    Remove the DC-Penalty and Hook Suicides will go down.

  • A huge problem are backfilling Lobbies. This means that the initial Lobby will be somewhat decent when it comes to MMR, but once a player leaves it, it prioritizes queue times over fairness. So if you and your friend play Survivor, you might get a Killer which is somewhat in your range, but if they dodge the Lobby, it will be backfilled with basically the next person available. This can be a 5k hour-Killer. Or a 10 hour-Killer.

    Yesterday I played against a Wraith after several Killer dodged. I dont know their hours, but they were P0 and had 3 Tier 1-Perks and 1 Tier 2-Perk and a pretty random Build. This Player was clearly new.

    A few days ago I went from a 14k hour Nurse in a span of two games to a 26 hour Nemesis, who got backfilled into the Lobby. (I have almost 9k hours, my friend has 5,5k hours)

    You cannot really combat this, the only ones who can combat this are BHVR by making Lobby Dodging harder or outright remove it or put a penalty to it. But you can make it the games more enjoyable for everyone if you dont dodge Lobbies. Then there is a chance that there is actually the initial Lobby, meaning you might not be outclassed on either side or outclassing the other side.

  • @Ayodam said:

    The thing I never understood was that killer mains wanted survivors to have a secondary objective and boons (CoH, really) filled that task. But it was complained about—rightly or wrongly—until its nerf. Now no one really runs any boon perks, and it leaves me thinking killer mains want a mandatory second objective for survivors that has no benefit whatsoever to the survivor, which is unrealistic. I think boon perks are best forgotten.

    This is about right. The thing is, whenever something is nerfed, we see a speed up in Gen Time, because it becomes less viable to do other things. Boons are not worth blessing anymore. With every Healing Nerf we see less people actually going for Heals, because Healing Nerfs drive them away from healing (that basically every Killer is using something to apply Mangled is also increasing this).

    Killers also talk about a secondary Objective, but from what I read, it looks like they want it on top of 90 second-Gens. At least I have never seen some Killer Main say that Gen Time should be decreased and a secondary Objective should be added.

    Secondary Objectives either need to reward Survivors (other than "you escape", because this is already the reward for completing Generators) OR if there is no reward, actual Gen Time needs to decrease (e.g. searching for parts which should take on average 40 seconds, followed by 50 seconds of Gen Repair).

    Because the sad thing is, currently there is not really much you can do outside of Gens and probably Healing against a Killer who is not completely incompetent. Because you will be faced with at least 2 Slowdown-Perks which further increase Gen Time.

  • @Ariel_Starshine said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568574#Comment_3568574

    Well, then they aught to hire more creative minds to come up with new ones. CoH was fun, I bought Mikaela just for that only to see it nerfed.

    I loved bringing that and helping my team out, I felt like the game had roles, healer, gen rusher, kiter now it's just...idk, homenogized med kits and same stuff, different day.

    That is the thing and also the reason why I never thought that CoH (pre the latest nerf, obviously, Release and shortly after was busted) was that good. Because there are no designated roles in DBD. Yes, you can identify yourself as the Healer of the team. But it does not help if two other people also think they are the healer and 3 people run around blessing Boons.

  • @Xernoton said:

    I would really like to know what killer that was. There is almost no way for any killer to hold the game hostage anymore now that Skull Merchant got her rework, although it seems she can still make it quite hard to get through.

    You can also force the killer to either chase you or lose the gen by commiting to the same gen over and over again and coming back as soon as the killer focuses on someone else. There aren't any good perks left to really hold the game hostage (good riddance). So the killer will need to end chases to get regression.

    Oh, it is still possible. Some Maps (especially reworked ones) can spawn disgusting 3-Gens. And while Skull Merchant was the most prominent example, if you start defending your 3-Gen right from the beginning, there is not much the Survivors can do. I had one of those games against a Trapper on Dead Dawg, it was not really possible to do one of the Gens near the scaffold, because they were all in clear line of sight to each other and he was not leaving the area.

    (He also burned an Offering for this map)

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568574#Comment_3568574

    Unfortunately Boons are one of those perks, that is a waste of time for solo, and pretty viable in a SWF. Which is really sad. I remember buying Mikaela for CoH, but I still love her. And that boon actually incentivized me to learn some totem spawns on maps, so I would not waste too much time looking for them. At least that knowledge is good for bringing Inner Healing which is a decent counter for Sloppy Butcher.

    Yeah, thats a big reason. You cannot really afford to run Boons in Solos, but in a 4 man-SWF you can have one person with a Boon-Perk and coordinate way better.

    I just really dislike Boons because nowadays, whenever a Boon is set up, it is always a waste of time. And when CoH was still used frequently, I also disliked it and did not think it was that good, because CoH does not do anything if you die regardless because the team is not on Gens.

  • Because Boons are a failed concept. Except for CoH, every other Boon was outright bad (with Shadow Step being borderline okish). So I am quite happy to not see any more Boons nowadays, Survivors very rarely get good Perks and a Boon-Perk would most likely mean that there is another terrible Perk around which would only be used in Adepts.

    And even CoH is now really bad and they should have just kept the state of it before the most recent Nerf and make Boons work on one Floor only.

    But currenty, there is no way the time investment is worth anything for any Boon around. You cannot really afford to spend 14 seconds away from Gens in the current Slowdown-Meta and especially when you are not in a SWF, having more than one person running around setting up Boons is almost already a loss.

1 … 80 81 82 83 84 … 341