Aven_Fallen
Aven_Fallen
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- Aven_Fallen
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Play however you like. But dont expect everyone to like it.
I try to play in a way that the other side does not think that I am the biggest douchebag around. And I dont care too much about tbagging and stuff, I just think it is not really needed if I play fair, but whatever.
Sure, does not work out and sometimes someone is upset, but at this point, I cannot care for the guy who thinks that they got tunneled in a game where I had 8 hooks in total and he was my first hook and the 8th hook.
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@GentlemanFridge said:
Presumably flashlights will be reenabled once the Mid-Chapter update goes live. That'll be roughly 3 weeks from now.
The Devs said in their Sneak Peak of the Patchnotes on Discord that they will roll out a Hotfix for the Flashlights. If and when it comes was not said.
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Increasing the Gen Speed to guarantee that 5 Gens can be finished in two Hook Stages would be a solution, yes. But IMO BHVRs version is better. Because even if you can guarantee that 5 Gens can be done while one person is being camped, this does not change anything for the one on the hook.
Furthermore it requires this Survivor to stay in the game. And especially when Solo, I cannot really blame people if they suicide on Hook when they get camped, because they would rather go into the next game and actually get to play.
With BHVRs solution the Survivor at least has a chance. It is no guaranteed getaway, but you get 15 seconds of Endurance so this might be enough to reach a Loop and actually get to play the game.
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@CECIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546759#Comment_3546759
I'm with you on this one, usually normal lag doesn't move you in such a precise location, usually in dedicated server environments you just start doing the animation of walking, but never skipping your position.
Might be a "rare" case tho, anyhow for the fellow poster, usually you know in advance if a lobby is lagging, so you can dodge it.
Nah, probably not lagswitching. The Killer most likely lost connection to the Server for a brief moment. You see this when the Huntress is moving in one direction and then teleports to another. This happens when the last input the Server got is used (moving into a specific direction) and when the Server receives the next input (the new location), the Killer switches to this location.
This can happen on both sides and it can be beneficial or not.
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@[Deleted User] said:
People who think it’s fine to lose 1 or even 2 gens quickly often turn out to be the same people who can’t understand why killers end up tunnelling and camping.
The pace of the game should be slower and in turn camping and tunnelling should be very sub optimal strategies or even outright removed as options. Then the game could be in a much healthier state.
This does not really make sense.
As @Nazzzak has written, we had a Meta with Eruption, Call of Brine and Overcharge for a few months. And during this time if you ran this combo, you actually had to try to lose a game. This was so much Slowdown that you dragged the game to the point where no ressources were left. And yet, even during this time, camping and tunneling were still a thing. You can make Gens take 2 minutes and yet you will still see camping and tunneling.
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@Toonster said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546120#Comment_3546120
The only way that is mathematically possible is that the survivors brought strong, gen speed items/perks. There are two things you should know in that case:
- The Survivors have used a good chunk of their perk and item resources. Which means not only are they weaker for the rest of the match, but they likely don't have many perks to help with other aspects. Anti-camping/tunneling, chase, healing etc.
- You have every right to bring gen slow down perks to counter this. Sometimes you bring fun perks and go against a sweaty team. Sometimes the survivors bring fun perks and go against a sweaty killer. Not everyone agrees on how seriously the game should be played. That's just how things are.
2 Gens in one minute is indeed possible. If the Survivors spawned on two separate Gens and worked on it in pairs. But this means a) the Killer was not doing anything for a minute and b) that the next Gen will not pop that soon.
So it is not really dramatic if the Killer loses 2 Gens really early.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545538#Comment_3545538
I was just correcting your statement of "nobody asked for reduced stun time". Whether it is strong enough in its current state is a whole different conversation. Either way, are you saying the correct way to strengthen anti-tunneling mechanic is to rely on perks? That the built In mechanics are fine how they are and the correct route would be to buff specificly DS? That if you STILL get tunneled out of the game after a 69 second stun, you'd say "yup, this is fine...no more buffs needed"?
Some Basekit-Mechanic would make more sense. However, this is harder to implement.
DS being buffed to 5 seconds again would not be the ultimate solution. But it would be a Anti-Tunnel tool which does not resolve around Endurance. And when DS was a thing, there was less tunneling. Because the current Anti-Tunnel measurements are just not good enough.
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It is fine. The first Gen is usually the fastest (especially if it is that fast, this means all Survivors spawned together and it will take some time for the next Gen to pop). And the last Gen can take longer than the 4 previous Gens combined.
You can expect to lose at least one Gen pretty early and yet you can win with 4 Gens left. IMO the first 2-3 Gens are not that important as long as you have pressure afterwards. Because the goal is to kill all Survivors before they have 5 Gens completed, not to finish the game with 5 Gens left.
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@Juicyman said:
I imagine being forced to break more than 10 safe/god pallets a match gets quite boring so they probably want to try something out for a change, or the loop itself is just incredibly long. Granted mainly only your Legions, Ghostfaces, and Myers etc should be making use of higher bloodlust tiers otherwise it's pretty silly to not be using your ability.
If you think there are that many God Pallets on each map, then you might want to look if you can play pallets a bit better. Because if so many Pallets are God Pallets for you, you are probably making some mistakes.
@Topic:
Bloodlust 2 and 3 is basically only reached if the Killer is really struggling to catch a Survivor and simply refuses to break a Pallet. And it is not even one of the strong ones, no Killer will try to Bloodlust a Long Wall, Jungle Gym or even Shack. If a Killer reaches Bloodlust 2 or even 3, they want to reach it.
Which is why I dont really understand why the Devs had to buff Bloodlust that Tier 2 and Tier 3 are reached faster.
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@NerfDHalready said:
i'd say the complete opposite, survivors have so many useless crap in their bloodweb. i'm i think equally 50/50 player and won't ever p100 my zarina because it would be just a waste. nothing worth buying there.
To be fair, the investment is roughly the same, whether you buy the current Bloodwebs or hope for Bloodwebs with more useful stuff. But I can get behind not wanting to see your BPs go to waste for all the stuff which is not useful anymore.
Survivor-Bloodwebs really need to be decluttered, they have 3 times as many Bloodweb-Items as Killers and many of them are not really good anymore (e.g. basically everything for Keys, green Maps and their Add Ons should not be a thing anymore, almost all Flashlight Add-Ons, no need for 4 Medkits anymore and so on...).
@Topic:
Killers geht more BP on average and their Bloodwebs are already smaller. Furthermore, reducing brown and yellow Add Ons would even hurt some Killers, because some of them have decent Add Ons in that category. E.g. I play Pig or Demo only with brown or green Add Ons and did never change it. Nemesis also has his best Add On in the yellow category. So it would make it harder for some Killers to get the good Add Ons.
But to be honest, no change really needed. As Killer you roughly get 50% more BPs anyway (at least), so you should get through the Bloodwebs faster anyway. And since you have less Items in it, you get the stuff you want more frequently.
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Did you try to verify your game files? If this does not work, did you try to re-install?
EDIT:
@vypra said:
Only when i try to load into Survivor lobby, this issue keeps popping up on PS5. anyone else experiencing this?
apparently there is an issue on PS5.
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545487#Comment_3545487
I didn't say slugging was a problem for killers, but I bet you can guess whose it is a problem for though. You have perks already available that provide that "chance" . Like I said I'll judge it when it comes out on the ptb. I'm man enough to say I'm wrong if it comes down to it, I don't think I am but we'll see. Swf isn't a buzzword swf is to survs what nurse and blight are to killers, meaning they both ignore most mechanics implemented in game.
You made it sound as if the Killer would have a problem with slugging Survivors. Because if this would be the case I get very unusual Killers.
And well, Survivors dont like slugging. But Survivors who say they dont like slugging are usually those who dont sabo every Hook nearby. Those are different people. I highly doubt that a Squad who sabotages every Hook would complain about being slugged. And even if they would do, would be new to me that Killers care about complaints.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545316#Comment_3545316
The stun time was reduced to its original time, which was always the plan. It got increased originally so enduring didn't COMPLETELY make it useless. They changed enduring, then changed DS back to its original value. You have to PURPOSEFULLY be not looking to not find ppl asking for the change to go back to the original DS stun time. It was being repeated pretty obnoxiously.
Of course Killers wanted it to be back to the original stun time. Because it is meaningless.
And saying that DS deserver to be at 3 second (which it was when it was in its strongest state) when it
- activates only when unhooked
- deactivates when you do ANYTHING to progress the game
- deactivaties when all Gens are done
is really wrong.
3 seconds on a busted Perk is fine. 3 seconds on a Perk with that many restrictions is too low.
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Usually when Achievements are not obtainable anymore, they will be changed. The only problem are achievements which are still obtainable because they cannot be changed on Console that easily.
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@Xxjwaynexx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545438#Comment_3545438
Handholding.... my brother in Christ you literally have meter that fills up and (if I hook you by the highest progressed gen and then proceed to defend both) that allows you to literally deli without using deli for both hook stages. Yet you think that camping or proxy camping is hand holding. I won't give my opinions on this mechanic until it's out but I can swf abusing this super hard sabo all hooks except for gen hook then leave area killer has no choice but to either slug or hook and leave and lose pressure on gen or risk a deli play.
Since when is slugging a problem for Killers?
And only because you throw in some buzzwords like "SWF" does not mean that this will be true. It is clearly stated that if Survivors are near the Hook that the meter will be slower or not progress at all.
If anything, I expect this mechanic to be too mild to actually matter. Because proxycamping will most likely still be possible nad if we are honest, blatant face-camping is not that common. Proxy-camping on the other hand is.
(And even if the Survivor comes off the hook on their own, this does not really mean that they can actually get away. Especially the strong Killers can easily catch up. It only provides a chance. Nothing more.)
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@ArronSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545354#Comment_3545354
I don’t agree with you here. Y’all don’t need this mechanic if the team is already winning the match. You have perks that can stop camping as well.
Why should the Killer get some handholding when they are losing the game? They are playing badly, why reward them for playing badly?
And well, perks that stop camping... Which? I did not see any Perk which suddenly teleports the Killer away from the Hook. Currently to counter camping you need two Survivors for the Unhook. One Survivor is a trade, two might not be a trade. Occupying 50% and keeping away from Gens 75% of the enemy team by just standing still is just too much.
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It is disabled in Endgame. This is enough.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544863#Comment_3544863
What else can they do that won't just make people immortal though?
DS being meaningful again by having a stun time of 5 seconds for example. Current DS only provides 7 meters of distance and usually Killers dont really care about DS anymore.
And nobody asked for reducing the stun time anyway, most people wanted it to deactivate in Endgame, which was enough as a Nerf.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545277#Comment_3545277
What is the difference between Mangled and Hemmorage? Aren't they the same thing that happens when hit by Sloppy Butcher where you have to commit to heal or you lose any healing progress you made before you stopped?
Mangled = Slower Healing
Hemorrhage = Healing Regression if they stop healing.
Yes, Sloppy Butcher has both.
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@ays12151 said:
I want more from BHVR. This game has a massive potential, but with this condition this game will die soon.
No it wont.
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544882#Comment_3544882
Remove the effect resistance and adding exhaustion doesn't require much work.
This would make sense, but is too easy. They will probably leave the Perk for a few more months and then destroy it.
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@LordGlint said:
There's already an anti-tunnel system with the built in endurance. I doubt they're gonna make a survivor completely immortal until XYZ happens if that's what you mean.
Ah yes, forcing the Killer to count to 10. My favorite Anti-Tunnel System.
Anti-Tunnel in DBD is very, very weak since everything resolves around Endurance. One it and everything is gone.
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@Evan_ said:
Do we really need those lobbies?
What would be the most impactful consequence if we just didn't have them anymore? Some killers would need to go all in with Lightborn or learn to play without it. I think it's a small price to pay.
The Lobby is fine if the Killer actually wants to prepare for the match. E.g. equipping Lightborn for Flashlights, Franklins for Items in general, Sloppy Butcher for Medkits (if it would not be in any game anyway, but whatever...).
The sad thing is that the Lobby is not used for this anymore. The Lobby is used to check the profiles of every player and Killers dodge if a Survivor has a 4-digit number of hours or if two or more Survivors are on each others friends list. And because of this the measurements from OP are reasonable and should be implemented.
But in general, preparing for the game should still be possible. A Killer who is uncomfortable with Flashlights should equip Lightborn without having to use it every game. A Killer who wants to use Franklins against a 4 Item-Lobby should do that without having to pick it every game just to realize that nobody brought an Item.
So removing information from the Lobby should be done, removing the Lobby completely IMO not.
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@sizzlingmario4 said:
At least we know now he’s getting nerfed eventually since they said so in the AMA. I’m still wondering why it took this long though.
Did they say that they will nerf him tho? Because "changes" does not mean "nerfs". I remember the last time Blight got changes and everyone was running Alchemist Ring (because everyone knows that it is busted) and it turns out they just buffed his worst Add On to one of his best Add Ons.
@Topic:
I am not 100% sure if Blight only needs Add On-Nerfs, but personally I think this should be the first step, because it is an obvious one. Then we can see how he will perform with nerfed Add Ons. And if then changes are needed, they should be done (but faster, please). Other than that, it is a joke to think about any Killer Nerf while Blight stays untouched.
I just hope they make interesting Add Ons when reworking them. They dont even have to be strong, just fun. I would rather have Alchemist Ring turning into something gimmicky and fun which is not strong than it simply becoming an Add On which inflicts Mangled.
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Knight and Dredge for sure.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543436#Comment_3543436
It was from one of the old dev streams from 6 years ago #21 at 18:25 also i remembered wrong they had a prototype where they tested it blinding and increasing the timer and bhvr said the alpha testing survivors were gaming it
My bad
Yeah ok, this is VERY old, no wonder I never heard of it.
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You will not really encounter "Bully-SWFs". Nowadays everything is classified as "bullying", even playing the game normally. And people who claim to go against those "Bully-SWFs" on a constant basis are really exaggerating.
You will be fine as Killer. But not every lost game was against a "Bully-SWF".
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Ok. But I dont want to read a complaint from you when two Survivors escape via Hatch.
On a more serious note - the Killer has the advantage to finding the Hatch. They are faster and dont need to hide. The Survivor basically can only get lucky. And some people are really focussing on the 4K way too much. If you kill 3 Survivors, especially with 11 Hooks, you clearly won. Even if the last person escapes via Hatch.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543265#Comment_3543265
You got it in reverse. It was not ready because it was abusable. They needed to "still work" on it because they didn't expect survivors abuse it in that way. If they really though it was too early to release, they wouldn't put it to test in a PTB. Simple as that.
They thought it was too early to release. The version which was tested on the PTB was never planned to be released shortly after the PTB. It was basically a first look at the mechanic, they decided they dont like it and did not go on with it.
It was not the case that it was planned to release after the PTB but Survivors found a way to abuse it (first time I read that Survivors abused the system, I think overall it was perceived pretty negative from the community, and this from both sides).
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@Steakdabait said:
Ok, this collective gaslight by never survivor players is kinda getting old tbh. Please stop acting like this minor nerf butchered the killer.
This is the usual reaction for every Killer Nerf, no matter how mild it is. Killers claim the Killer is "gutted" and dont play the Killer for some time. Usually after around two weeks players realize that it is not as bad as they thought and go back to playing the Killer.
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@Annso_x said:
Xeno was just reverted to its PTB state, where no one complained about the punishment being too much. You guys just think it's awful because you got used to the bugged + buffed version.
^ this.
Nobody asked for this buff in the first place and if they just would not have buffed something which did not need a Buff in the first place, there woudl have been no discussions.
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@Majin151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543311#Comment_3543311
Progress freezing if the killer was near hook even if he was chasing someone this was way before the resident evil chapter
Swfs abused the mechanic by having 2 people on gens and the one looping the killer on hook if someone got hooked and they only unhooked with old bt might I add if they knew thew were about to go down
Never heard of this. Any source? Must be a very long time ago if I did not hear about it.
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But yeah, saying that a game will kill DBD which is in the usual cycle of dying down pretty quickly like other "DBD-Killers" is really a stretch. I mean, both games can exist next to each other, but it is no secret that many players in TCM are coming from DBD and also already left again for DBD.
And having around 1/6th to 1/8th of the players DBD currently has is also not really a sign of a "DBD-Killer".
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542502#Comment_3542502
You can't just Mori people from the start. That's literally the entire point.
You need to fully stalk THREE people, iirc. Considering how frustrating it can be to get a normal Tier III, that's a tall order.
For the Tombstone alone you dont need to fully stalk three people. Personally, I would also say it should be nerfed alongside Tombstone Piece. Because I am very sure people would use it when Tombstone Piece gets nerfed.
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Why is it always the case that people have to be overdramatic to Killer Nerfs? Xenomorph was fine on the PTB in that aspect, nobody really asked for more movement speed when missing a tail attack. It was a Buff nobody asked for and which was not really needed either.
If they would just not have buffed it from the PTB nobody would care until this day.
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Personally, I would say - yes, it should be considered cheating. First thing of course because not every platform can do this, so it gives an advantage. Second, simply because the Devs have designed things like they are for a reason, you should not make the game super-bright (or elements of it like Scratchmarks or the Red Stain) to gain an advantage.
However, I dont really think it can actually be detected, so you would only be able to punish those who stream the game with it or post pictures with it. Not ideal.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542226#Comment_3542226
You already occupy 75% of the team by not camping too. 1 on the hook, 1 being chased, 1 going for the save, 1 on gens. So camping doesn't really change this idea at all which is why it is bad, because the team has 60 seconds to go for the save, meanwhile they can have 2 survivors working gens, 1 going for the save, and then realizing that they are camping, then they can wait it out a bit longer, and have a 3rd come, giving more total time on gens. This is why camping is actually an inefficient and bad strategy. The only reason it works is because survivors let it, by usually standing around pointing at the killer or in general doing nothing instead of countering the camping because it is "unfair" or "boring"
I mean, you cannot really compare them, when you even write that one person is being chased. This is more input than standing in front of the Hook.
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@Cypherius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542107#Comment_3542107
Ironic thing to say given that good survivors can already counter camping just fine without this feature. This is meant to help or rather "hand hold" the more casual/average side of the survivor player base.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542113#Comment_3542113
You are being very dismissive of this.
Even assuming its just 15 seconds as you say and the survivor can't reach a pallet or tile and has no perks to help them like SB, DS, DH or off the record ( forces them to hit you and grant you a speed boost instead of just waiting 10 seconds) that's still 15 seconds that each of your team mates can use to do generators or try to help.
As for the SWF abuse comment: survivors near the hooked person will slow or outright stop this feature.
"Ironic thing to say given that good survivors can already counter camping just fine without this feature. This is meant to help or rather "hand hold" the more casual/average side of the survivor player base."
The thing is not that camping can be countered. It can be countered - somewhat - even tho it might not even be effective. But if the Killer is camping they will at least get a trade out of this, because even with Hook Grabs removed, a Killer will manage to down the Unhooker and will at least have a Trade.
To amke a safe Unhook which does not result in a trade, you will need two Survivors who go for the Unhook. And at this point you can ask, if standing in front of the Hook should be so powerful that you can occupy 50% of the team with Unhooks and keep 75% of the team off Gens by...Just standing there.
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Even tho my own Bug Report also got flagged as "Not a bug", I would just go with the recent information. It also makes more sense that it is bugged, there is not really a reason why this one instance should make Survivors scream in lockers and every other instance not.
So maybe the person who did flag the Bug Reports as "Not a bug" did not understand it correctly or just had wrong information, who knows. Probably some kind of miscommunication, which can happen. Ultimate Weapon being bugged at least makes sense and is in line with other Scream-Perks.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542107#Comment_3542107
It's about punishing a player who is already struggling. Theoretically good survivors don't need immunity after being unhooked at all because they won't get caught and hooked in the first place. Yet no matter how good or bad you are, this system exists so people can't just get camped to death with 0 chance of escaping ( they may still get sandbagged by their team mates by simply being unhooked right in the face of the killer ). This anti-camp mechanic is meant to give survivors a chance to play the game at all if they got caught very early instead of being sacrificed after being downed in first minute or so. However if survivor got caught early and 2 or more gens got popped for whatever reason, should killer be punished even more by giving that survivor a free escape?
I mean, seriously, play better then if you struggle. Or just take the loss, because it is completely fine to lose in a videogame. This would be compareable to getting an Action Speed-Buff as Survivor when one of your mates is dead. The Survivor-Team did not play well, why should they be rewarded?
The system deactivates in Endgame, which is fine (even tho, I think this is just a pity kill at this point when the only way you get a Kill is when almost all Survivor-Defenses are deactivated), but it should not do more than that.
Yes, it makes more sense to camp at 2 Gens left compared to 5 Gens left. I get it. But it does not really make sense to reward the Killer for playing badly.
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@Green_Sliche said:
It should take the number of generators done into account.
If killer is trying to secure a kill when there are 3 gens done already and is struggling and going away pretty much means a loss of the match is not the same as doing a face-camp at 5 gens just because it can.
So the worse the Killer is at the game the more should they benefit from hand-holding?
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Agreed, the Perk is a bit too good. I did not realize it initially, I thought that it will be mainly be useful on high Mobility-Killers because they can basically track the whole map with it while moving. But we probably got the best Tracking-Perk with it.
So yeah, Darkness Revealed basically became "Ultimate Weapon at home". What is worrying is that this happened in around a year that a Perk got powercrept (and there is really not anything which speaks for Darkness Revealed compared to Ultimate Weapon, except that it cannot be countered by Calm Spirit, but this is not relevant since it gets countered by way more things). Also that the Perk who powercrept Darkness Revealed came in a licensed Chapter.
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@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541801#Comment_3541801
Yeah and paired with Dark Theory would be even worse. Imagine like 3 of these planted all over a two story map and MFT top of it...oh my.
Nobody would run two Perks like this. We have other options which grant movement speed for some investment (Blood Pact for example), which are better but also not used.
However, the muiltifloor-thing still applies and showing the Aura of the Killer when they cannot snuff out the Boon quickly is probably too much. In general, just shows again that the fact that Boons work on multiple floors really is wrong because the whole concept of Boons is that the Killer can snuff them out quickly and dont need to traverse a lot to find stairs to snuff the Boon out on a different Floor (and I think removing the muilti-floor aspect would have been enough to nerf CoH compared to the state it is now...).
@Topic:
Boons are a failed concept. We can see this with the existing Boons. A Boon has to be really strong in order to justify the time investment, current Boons are just too weak. The only Boon which was really used was CoH (with Shadow Step being used sometimes) and even this is now nerfed into uselessness. I would rather not have any more Boon-Perks because they cannot really be good and healthy at the same time.
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Would be super-bad. This would make matches where the Killer struggles due to a skill difference even worse. Because then players would just stay injured, so there is not even the Slowdown from Healing (and considering that every Killer who can runs Sloppy Butcher nowadays, this would also mean that at least one Perk-Slot is wasted).
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541149#Comment_3541149
a killer bloodlusting means they are playing a killer without a good chase power. that might have been a blight, nurse or spirit that won't need bloodlust and take their hit way before 15 seconds pass.
While this is true, this does not change the fact how cheap it feels. IMO a good Pallet is a pallet which can be played from both sides. As an example, I will just use the two Pallets next to cars which are outside of the Badham Preschool which both spawn all the time. Those are good Pallets. The Survivor can play them and if they play them right, they get distance to get to the next Loop. If the Killer plays them right, they get a Hit. This is fair.
However, after 15 seconds, the Pallet is not fair anymore because the Killer gained Bloodlust and will 100% get the HIt. Sure, this does not matter for the Killers you mentioned, but Bloodlust also does not really matter to those Killers, because they wont really build up Bloodlust. (In general, Bloodlust only really matters at unsafe aka fair Pallets/Structures because at something like Shack or a Jungle Gym the Killer will have to reset their Bloodlust anyway)
And this is why I said in another post that ideally the gameplay should resolve around a lot of unsafe pallets and a very, very small amount of safe pallets without Bloodlust. Because you would have tons of Pallets to work with as Survivor, but they are unsafe, so you have to play well to use them. And if you dont play well, the Killer will get the Hit. The Killer on the other side also has the option to play them well - and if not, the Survivor will gain distance. (But this is still better than safe Pallets, because with those it does not really matter how the Killer plays them, they are forced to kick the Pallet)
And I think this would be more interesting and more fair for both sides. As Killer you would not feel the need to kick every Pallet, because a Survivor who is not that good will most likely make a mistake so that you can get a hit. This is not really a thing at a safe Pallet. And as Survivor you have loads of Pallets, which means that it does not matter too much if someone is using them really fast, because a) those players will probably be downed rather quickly and b) you still have a lot of ressources.
But I know that this will never happen. My point just was that currently you dont really have a 50/50 when playing unsafe Pallets. At least not after 15 seconds.
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@Chocolate_Cosmos said:
Btw I love the fact that since the patch I am seeing 0 Aliens and like 4+ Weskers haha.
Even if this was true - this is the usual reaction, which you also show. Whenever a Killer gets nerfed, it is "gutted". That it might be a nerf which makes sense is never thought about, nono. Only "gutted" and "good", there is nothing in between.
Xeno is fine. It was fine on the PTB with the punishment on missed attacks and they should not have buffed it and all would have been fine from the start.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541182#Comment_3541182
That's a gross misunderstanding of the reality of DBD.
First of all, bloodlust isn't suddenly making "the better player" lose. Most killers in the game can't actually catch a survivor in the first 15 seconds of a chase. The speed boost from Tier 1 is basically nothing and if you're truly "the better player" then you're still maintaining a distance advantage.
It's a known fact that even with the map reworks that a lot of maps just flat out have psuedo or proper infinites were bloodlust not there. There is no amount of skilled play that can cover for borked map design unless you're playing the handful of killers who have either ranged attack powers or specific types of innate mobility powers.
Bloodlust is rarely the deciding factor in a chase, but a facilitator of actually fair and balanced chases despite the state of certain maps.
I just love it how you only focus on the Bloodlust-Part and not on the "ideally the game should resolve around a lot of unsafe pallets". Unsafe pallets = fair pallets because both players can outplay each other. And this is only possible without Bloodlust.
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@Alther_Primus said:
Time to place your bets, will she be reworked in an interesting way that makes her healthier for the game or will she just get gutted to the point where No Mither looks preferable to playing as her?
I think aside from the few Skull Merchant-Mains, nobody would really care if she gets gutted into being unplayable, given that she is probably the most hated Killer ever released.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540959#Comment_3540959
That was more so the case before the most recent change to overheat honestly. I mean, it feels great getting to use your chainsaw in loops constantly without worrying of the overheat but it comes at the cost of much quicker overheat when traversing a map. You used to be able to do at least 1 1/2 laps around a map before you overheated. That is sadly not the case anymore. Now you overheat pretty quick even for just 3/4 of a lap. This doesn't really have anything to do with skill, so you can't really avoid it. I guess this not going to matter for much longer, seeing as how it becomes increasingly more difficult to get around the map without Dad's Boots or Spiked Boots (just compare Red Forest before and after the rework).
As far as I am aware it was initially implemented to counter camping at least by a bit. That is no longer the case, so I don't see any benefit in letting it in the game. I never got to experience the old Billy addons first hand but I saw some videos about those and it's good that the charge time addons don't exist like that anymore. But it's also no secret that his current addons aren't great. He has some good and a few decent addons but more than half of them are either incredibly situational (both iri addons, Black Grease, Tuned Carburettor and Leafy Mash), completely worthless (Off-Brand Motor Oil, Junkyard Airfilter, Punctured Muffler and Pighouse Gloves) or undertuned (Steel Toe Boots and Mother's Helpers).
Maps are mostly the reason why Billy has fallen from grace so bad. He doesn't deal too well with massive amounts of pallets, indoor maps, clutter, hitboxes, unique loop shapes and many filler loops in general. We keep complaining about maps but let's be honest no matter what happens, BHVR are not going to go back to 2017's maps, which as terrible as they were benefitted Hillbilly. So most of these problems will only get worse and are amplified even further by the removal of Skybilly which could help with some of these issues (at least in theory).
I agree that they should do something about his FOV. Even with Shadowborn the chainsaw takes up so much of your screen, that it's easy not to see a survivor or object right in front of you. The thing about Hillbilly's hotbox is that he does have seperate hitboxes for survivors and objects. His hitbox on survivors is actually not that big. I know this may seem weird because some hits he can get look weird but this is mostly because of how survivor hitboxes actually work. The hitbox of a survivor doesn't perfectly fit their character model. The survivor is leaning forward while running but their actual hitbox is centered right above their feet.
This is also why some of Huntress's hits look so weird even with low ping on the killer. It is further proven by the fact that there are some ways to bodyblock a Hillbilly while he is using the chainsaw. When this happens, his chainsaw hitbox doesn't connect with the survivor but his body's hitbox does. So he can't bump or hit because the chainsaw doesn't connect but he also can't keep running because his path is blocked. This causes his chainsaw sprint to end after a short time. There are multiple ways to do this with 1 very consistent option.
I'm not certain that changing his collisions with objects would really solve the issue either. It would help but seeing as there are for example the vines on the walls of Eyrie's main tiles with hitboxes as thick as half your character model I doubt the issue would go away. I've tested these hitboxes excessively using the M1 to get an idea of how they are actually shaped and it's pretty damn terrible.
Yeah, this is true, Overheat is probably now a bit more impactful on the moblity site, but to be honest, you usually dont run laps around the map unless you go for something gimmicky like Drift King Billy.
And I dont even think that it was added because of camping. I think that "the most balanced Killer" (as it was claimed by the community) was just not the "most balanced Killer" anymore after Killer got better and better over the years. And having the best mobility in the game and a quite easy to use Oneshot (especially because of the Add Ons since back-revving was very strong back then) was too much.
When it comes to the old Add Ons, Crack Billy (Engravings and Tuning Guide) or Instasaw (even tho it was not really Instasaw after Tinkerer was changed, but was still called like that) were nuts. And even the brown Add Ons were really, really strong. So it is in general good that they changed them.
When it comes to if a better FoV and collision would help Billy - yes, 100% sure of this. He would be more smooth to play and I dont really think that his strength is really a problem. It is his junkyness and the fact that you need Shadowborn to turn that down it a bit.
Also, I dont really know what to do with the Add Ons. If we consider that Overheat can be removed, those need new effects. And some of his really bad ones as well. But I fail to see some interesting Add Ons which can be created.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540959#Comment_3540959
Hm. If i remember correctly wesker or blight had similar collision issues to current billy. And they lowered the map collision hitbox while keeping the survivor collision the same. Which i don't know how good that would be for billy.
If this would be possible, great. I dont really think that his Chainsaw-Hitbox is too big when it comes to hitting Survivors, but I thought that both would be affected, so making it a bit harder to hit Survivors would be a result of making it easier for him to move around. Because IMO the big hitbox hurts him more than it benefits him.
But if it can be done separately, good.