Aven_Fallen
Aven_Fallen
About
- Username
- Aven_Fallen
- Joined
- Visits
- 18,449
- Last Active
Comments
-
@Lixadonna said:
Good. Tired of the regurgitated 20% nonsense Killers are obsessed with.
They will find the next thing which make them lose games. Killers who lost games before are now losing games "because of Made for This". And when it is nerfed, they will still lose games and blame something else.
@Topic:
I just hope that they are reasonable with the nerf. No point in creating another Survivor-Perk nobody will use.
-
I bet they find another bad Add On for him which they can buff.
Jokes aside, I really hope they tackle all of his busted Add Ons in one go. Just nerfing Alchemist Ring would not help that much.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535034#Comment_3535034
They are worded as independent events, and they were independent events before today's patch. So we're back to lockers giving immunity to every decent killer tracking perk in the entire game, if the survivor equips calm spirit?
Usually I ignore you, but:
- If you equip Calm Spirit, a Perk which even slows down your action speed, you can expect it to work as intended.
- Ultimate Weapon has the same wording as Infectious Fright. So not really a reason why Calm Spirit should not work against UW but against IF.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/390685/who-are-the-next-hillbilly-addons
You got any context on this? I checked news and twitter and there is nothing.
They said some time ago that they are looking at Hillbilly. But they did not give an ETA at all and I think that it is quite low on their priority list (which I would agree, Hillbilly is not bad and does not need changes as much as Twins, Freddy or Blight (those in different directions of course...)).
@Topic:
I would just wait. I dont think they give him back his Chargetime Add Ons and also not the Cooldown Add Ons. And rightfully so, those were busted and should have never been a thing anyway. But I except some changes to the most unpopular ones. And probably a removal of Overheat, it was watered down so much, it does nothing at this point.
-
@dbdthegame said:
Healthy MFT is even more insulting than injured MFT.
I work rework it by removing the haste entirely and cutting endurance to 8s.
You can delete this Perk with this effect. There would not really be any reason to run it. The end goal should be to have a Perk which is useable, not one of the few dozen Perks which are not even slighly worth to pick.
@Topic:
- Remove Endurance
- Remove Stacking with other Haste-effects (only the biggest Haste-Buff is applied, e.g. in Endgame with MFT and Hope, only Hope is applied and MFT deactivated)
- Small indicator for the Killer that the Survivor they hit has MFT
Optional:
- Makes perma-exhausted (even when healthy) but is not deactivated while exhausted. This would make the Perk not useable with other Exhaustion-Perks.
-
What I wonder is - when they decide to give out BPs, why such a low amount? 1 Million. Still not as good as cosmetics or a Rift Pass, but at least a respectable number. 400k BPs is like 2 hours of playtime.
-
I mean, the Bots are super-bad in general. I am not surprised that they actually go afk.
-
@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533105#Comment_3533105
Legit Epic users got the game for free, so they shouldn't complain too much. They can still play against other Epic users, which there are hundreds of thousands of.
Right now you are punishing non-Epic players who have paid for the game. I suggest to punish people who didn't pay and lose nothing.
The game is not free anymore on Epic. So you would also punish people who paid for it.
-
Could be unique to Xenomorph and maybe even a request by the license Holders. Does not matter anyway since you will most likely see a station very quickly.
And IMO they can do it for all Killers nowadays. The game is not about hide&seek anymore and with unique Terror Radius you know who the Killer is pretty quickly. It might hurt Stealth-Killers a bit, but I think with how the game is played nowadays, it would not matter too much.
-
@HoodedWildKard said:
Bloodpoints.
That's literally it.
Not a fan of it myself, just encourages players to sweat hard and has no other benefits.
Honestly, for me it is the opposite. Ever since Grades were introduced I was never Iri 1 on either side because I just dont care enough. For what? Nobody sees it, it has 0 purpose for Matchmaking and all I get is BPs at the 13th each month. Before that I was Rank 1 every month, simply because it meant something. (And back then when Rank Reset set you back to Rank 10 or 11 it actually meant something and you had good matches for the first ~3 weeks after Rank Reset)
But now with grades, I really dont care about reaching Iri 1.
-
Yeah, I am also almost at this point. Yesterday I only played 3 games before I just quit for the night and today I already told my SWF-Mate that I wont be playing DBD today. I just cant. After I got hit after vaulting all the time in the first game and got tunneled by a Xeno in the third game, I just gave up. Let alone that this thing can miss every tail attack without real punishment, but tunneling with 5 Gens to go... yikes.
And that female vaults are bugged does not help when my Main is a female Survivor and I am currently leveling up Ellen...
So yeah, maybe I will play tomorrow, depending on the patch. Wednesday is the start of a new Battlepass in World of Tanks, maybe I get that started.
But as long as Xenomorph is unchanged and as long as the vaults are like they are, I probably wont play DBD as much as I used to. And I am playing it for 5 years for several hours each day...
-
@GrimReaperJr1232 said:
It doesn't just counter lockers, but it also gives blips through Calm Spirit.
What the hell is going on?
I would guess that this is happening because you dont scream when the Perk activates, but when it is active. So if you are in the Terror Radius, you probably wont scream if you have Calm Spirit (and maybe not even when you are in a Locker), but when the Killer moves and you are in the Terror Radius while the Perk is active, you scream, even tho you have Calm Spirit.
-
I guess that your timing is off. 7 seconds or 10 seconds does not sound realistic, it was probably more time for the Killer to catch up to you.
-
@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533807#Comment_3533807
People forgetting that this is a 4v1.
As in a team of 4, you can't expect to be able to run a good killer player for 5 gens, it's just not ok.
This is always a bad take. Yes, the game is a 4v1. This does not mean that the 1v1 does not matter at all.
In fact, if the 1v1 is bad, the 4v1 does not matter. It does not matter if there are 4 Survivors when they die like flies because the 1v1 is so bad.
-
@ShinobuSK said:
Vaults were finally fine last patch. All they had to do is make male vaults same as female. Guess tomorrow will be take 3 on hit or miss of their vault "adjustment"
I would not get my hopes high that there will be changes anytime soon.
-
The Tail Attack being way too forgiving was not only mentioned by Survivor-Mains. Also, it is not about being able to bully a Killer or anything (people who think that the vast majority of Survivors want to bully Killers have a really wild imagination).
But it is not good gamedesign when Xeno can use its tail without any punishment for missing. If the Survivor manages to avoid the attack, they should be rewarded. In this case by gaining distance, but you get nothing when Xeno misses with the attack. And this results in not being able to leave a Loops and eventually Xeno will hit or just use its M1 since it catches up.
When it comes to Turrets, they sometimes feel non-existent. At least the time investment on the Survivor-Side does not really justify the reward they get for moving around the turrets, especially since often enough one turret is just not enough, especially when Xeno is using Add Ons against the turrets. I had a game recently where at some point the Survivors did not put up any turrets anymore, because we needed to do Gens. And it did not really change the chases at all. This should show how ineffective the turrets are when you can basically ignore them and dont feel any difference.
IMO nerfing the tail attack to be more punishing when missing should be the first thing to do. And then we can see if more needs to be done, since a bigger punishment of missed tail attacks will make Xeno weaker in chase and also make the turrets a bit more effectice (since destroying it with the tail is a missed tail attack).
But currently, especially when compared to other somewhat similar Killers, Xeno is really forgiving. Whether it be that the ability is harder to use and more punishing (Pyramid Head) or in general less effective (Nemesis, third health state due to infection) or other Killers are simply slower, which leads to more punishment (Deathslinger having to reload, Huntress having to reload, both being at 4,4m/s).
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533314#Comment_3533314
Pretty easy fix actually, just make it so when you get into a game, you cant back out. That way killers cant lobby shop, and back fills cant happen either
Yeah, I would totally support this. Removing the option to back out once a Lobby is filled and if someone DCs, it is counted as a DC for the Penalty-System.
Another option would be to remove information. Devs are testing it with the removal of the Prestige Level, but removing names and profiles would be alright as well. This would still leave Items as a reason to lobbydodge, but those should be shown because otherwise Lightborn or Franklins dont serve any purpose anymore.
But I think I would prefer to just put Lobbydodging unter penalty/remove the option as good as possible.
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533314#Comment_3533314
Honestly I didn't even know that was a thing till just now. That might be what happening.
Yeah, once a Backfill needs to happen it prioritizes queue times over fairness. Recently I had a P0 Trapper without any Tier 3-Perks as Killer. We, the Survivors, were two 2 man SWF with 20k hours combined. This was just not fair.
In fact, inexperienced Killers are probably those who get hurt the most by lobbydodging. Because they go up against some Survivors which are far above their level, just because a Killer before dodged them (despite probably being a suitable opponent).
-
Yeah, but I did not quote you. I quoted a person who played as Xeno.
-
@BlueRose said:
Last night as Xeno I had 3 p100 and one 57. It wasnt a very fun match at all and I was competely owned. The match was competely one sided. I got one single hook in the whole match.
Congratz, a Killer who would have been more suitable dodged this Lobby and so you were backfilled into it.
We can only hope that BHVR can reduce Lobbydodging somehow.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533205#Comment_3533205
I've done my own testing... 24 seconds length wide nostromo 20 seconds width wise. Lets see dead dawg which is usually agreed upon is a small map... 20/20 both maps wall to wall on a 115 killer. Nostromo definitely is not the smallest map in the game. Or better yet in blight rushes i can cross dead dawg both sides in 3 rushes meanwhile nostromo requires 5 length and 4 width base kit.
But lets be real given that nostromo gen spread is basically on the walls of the map it more than makes up for its "small size".
Nobody said it is the smallest Map. But it is certainly not big.
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533114#Comment_3533114
It is most definitely not.
The Realms are semi-procedural locations within the World of The Entity.Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the Trial is chosen by The Entity.Players can influence The Entity's choice by burning certain Offerings. Trial locations have certain fixed landmarks, but elements such as Player starting locations, Generators, Chests Lockers, Totems and Exit Gates are placed to The Entity's whims.Even the terraWhy look at facts when you just can say "It is most definitely not."...
-
Size can be seen here:
The Realms are semi-procedural locations within the World of The Entity.Each Realm was the site of a violent tragedy in the past and they now serve as the Arenas for The Entity's trials. The location of the Trial is chosen by The Entity.Players can influence The Entity's choice by burning certain Offerings. Trial locations have certain fixed landmarks, but elements such as Player starting locations, Generators, Chests Lockers, Totems and Exit Gates are placed to The Entity's whims.Even the terraSo if anyone says the map is big - it is smaller than Maps like Coal Tower, in fact, the third smallest Map (only Midwich and Lerys are smaller).
-
Not really worth it to punish legit Epic-players with such a drastic measurement against Cheaters. The game costs 3-4 bucks, this is not much difference to a free account considering that cheaters can probably run around for weeks before their account gets banned.
-
@KaTo1337 said:
This is just wrong.
We have the same fast vaults just like years before the broken "new" ones came in, so I dont complain about this.
And this one thing leads you to the conclusion, the devs wouldnt care about a part of the playerbase? A bit overreacting for me.
"We have the same fast vaults just like years before the broken "new" ones came in, so I dont complain about this."
Nah, they are worse than before. There is not really any point in fast vaulting anymore, a medium vault and a fast vault have the same result.
-
"Fast vaulting a window is now the same speed as medium vautling".
Yep. Since the Update I said to my SWF-Mate that there is 0 point in doing fast vaults, because there is no difference between those and medium vaults. Sad to see that I was really correct here...
-
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532997#Comment_3532997
You're the one having the brain fart. They said 'mid to low A tier'.
You are absolutely correct on that one.
I apologize to @radiantHero23 , I really oversaw the "A". I would agree on that one, I would see him mid to high A-Tier, but certainly A-Tier.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532997#Comment_3532997
First, pls keep it civil. I dont insult anyone based in their opinion either.
Second, you misunderstood me. What I meant was, that this killer is able to use all kinds of builds. Xeno is not dependent on certain perks. He is dependent on perks in general.
Myers for example is dependent on corrupt intervention in my opinion.
Yeah, this is how I understood it. And I mean, you even bring Myers, who is a low tier Killer and an example WHY he is a low tier Killer (not the only reason, but an example). And how should Xeno be a low tier Killer when you basically can slap anything on it and still do well?
-
@Quizzy said:
Its not bad but i believe it is bugged. I should not be screaming if im in locker and the perk is active. Other perks even other killers powers like doctor prevents the survivor from screaming if they are in a locker.
Also, it gets really weird when someone wants to slug and find the last person with it
Apparently it is not a Bug:
@Aven_Fallen said:
Platform: PC, Steam
Description of the issue:
When the Killer triggers the Perk Ultimate Weapon (by opening a locker), Survivors that are in the Terror Radius while it is active (in this case - Killer walking towards me) scream even if they are in a locker. Usually Screams are not triggered when inside a Locker (e.g. Doctors Static Blast, Infectious Fright)
Steps to Reproduce:
Equip the Perk on a Killer, open a locker, see if Survivors in Lockers scream
How often does this occur:
All the time in the one game I experienced it.
My Bug Report got flagged with "Not a bug". Which is really strange since every other instance of screaming can be countered by Lockers. It is weird to think that one of the best Tracking Perks ever released should be the exception. And IMO it would still be one of the best Tracking Perks if lockers would block the screams.
-
@I_CAME said:
I'm getting to close to 20 games with Xeno. I have no idea how anyone can say with a straight face that the turrets are fine. They aren't even a roadblock. I feel like a bulldozer running over a traffic cone when I see one. The only time I ever get knocked out of my power is when I have poor awareness. Beyond that they just aren't threatening at all. If anything they hurt the survivors due to all the time they spend hauling them around. Now that I have a better perspective on this I am 100% convinced that people just like being OP. It's fun to play as Xeno for sure. It's not fun to play against him at all.
Yeah, I have had multiple occasions where I thought "Huh, this turret did not really do anything". And the thing is, people made those Turrets as the thing which turns Xeno into an M1-Killer, but this is not even the case. It takes little over 4 seconds to gain back the charges for Crawler Mode inside a tunnel. So you are basically never forced to be an M1-Killer.
And yesterday during one game there was no turret used at all at some point. Mainly because we needed to do Gens and just could not afford the time investment to set the turrets up. And there was nearly no difference in the chases. And the time investment to set up the turrets is currently really off. You are very slowly walking around to set them up, which is overall fine, but the result does not really justify it. And I really hope that my experience yesterday means that as Survivor you should rather ignore the turrets, since they dont change much...
There really needs to be some adjustments. Either the turrets need to be stronger or the tail attack needs to be more punishing when it comes to missing. ScottJund made a video about it yesterday, and one of his solutions was to decrease the movement speed after a missed attack. And this would be the solution I would agree with the most. Because currently it does not really feel that you gain distance when Xeno misses with the tail. This also is the case when Xeno destroys a turret with its Tail, because this is nothing else than a missed attack. Reducing the Movement Speed would allow the Survivor to get some distance if they manage to avoid the attack or if they run to a turret but dont manage to break Xeno out of its power.
-
@radiantHero23 said:
Mid to low a tier.
Not really dependent on perks or addons but can struggle hard against a very strong survivor team.
In terms of fun: very fun. Easily the most fun killer since Wesker. Not hard to pick up but relatively complex when it comes to figuring out and timing the tail Hitbox.
Dont really know what kind of brainfart someone must have to rate a Killer which is "not really dependent" on Perks or Add Ons as "mid to low tier".Not having to rely on Perks or Add Ons would bring Xeno to Nurse-Level, because she is basically the one Killer who does not need to rely on Add Ons or Perks.Xeno is not Nurse-Level, but very likely a Top 5-Killer.
EDIT: I oversaw the "A Tier", I was the one having the brainfart.
-
How can this be "Not a Bug" when every other instance where Survivors are screaming can be countered by Lockers? Let alone that this Perk is already strong enough on its own, it does not need the benefit of working against Survivors in Lockers.
-
Maybe they finally fixed it that Skill Checks like these, which you get when you let go off a Gen, do not auto-fail.
However, even before on very rare occasions a Skill Check like this just did not auto-fail, but you just get the Skill Check-Notification. And I would guess it is one of those rare occasions.
-
@mikewelk said:
They reverted the vault fix. Male survivors also still vault further than female survivors...
I think it is even worse than before. At least for female Survivors, I dont think there is much difference between a fast vault and a medium vault when it comes to distance after vaulting.
-
I think I know better if I used sarcasm or not...
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531649#Comment_3531649
We have two patch Tuesdays to go. They won't killswitch for this.
IF they patch it on Tuesday. Otherwise it really deserves to be killswitched.
But as I said, they wont do it because it is a new character.
-
If this is true, this is something which deserves the Killswitch. Which will not happen since it is a new character. Yay (:
-
Yes, most of the time. And if the other side wins because they are simply the better players, I dont feel any weaker. Cannot win them all and this is fine.
-
@CLHL said:
Queue times went so bad they needed to force this for new players to go against prestige 100 teams. Because that's the real problem, lobby dodge is a thing because matchmaking is really bad. They hide who is in a SWF because only tryhards would want to play them.
New players go against P100 teams because a Killer who would have been on the level of those P100-teams dodged and some poor Newbie-Killer gets backfilled into this Lobby. So they either put a penalty on Lobbydodging, remove it completely and count it as DC if someone closes the game or they reduce the information for the Killer so that they are less likely to cherrypick and dodge Lobbies.
Because the players who have the biggest disadvantage because of Lobbydodging are those who get backfilled into a Lobby where they just should not be.
-
@HarlockTaliesin said:
They just need to implement a SWF indicator now for both killer and survivor side to let you know that some of the survivors are likely going to only try to troll/show off the whole match and leave you on a hook to die.
Ah yes, remove one thing to reduce lobbydodging just to introduce another thing that makes Killers lobbydodge until they have a Lobby of 4 Solos.
Good idea, you should be the president of BHVR. Or at least the Junior Vice president...
On a more serious note, bad idea. I could get behind doing that after the match, simply because it would open the eyes of some Killers that they indeed did not lose to a 4 man-SWF. However, it would probably just lead to toxicity.
-
What I have learned on this forum is that if Killer players say something a new Killer can do is balanced, that it is at least slightly too good.
-
I havent seen a single DC against a Xenomorph yet. (aside from one DC right before the last Hook by a Meghead)
-
@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530615#Comment_3530615
i agree that they should oncrease his missed attack cooldown again but his speed and everything else is fine. He is not a ranged killer.
What I meant when I mentioned the speed is that Huntress has a harder time to catch up if she has to reload. Xenomorph stays at you, even if it misses with the tail attack, because it is so forgiving and 4,6m/s ensures that the Survivor can get less distance.
And if we compare him to Nemesis (when we look at its power at Loops), it is also better because it does not need to infect people to remove health states.
I think the main problem currently is the cooldown after a missed attack. The Killer should be punished for missing their attack and the punishment for Xenomorph currently is too light. And maybe, after some time, the flamethrowers, because even without any Add Ons I see Xenomorphs basically ignoring the turrets. Also I dont really understand why the turrets have to go on Cooldown (when they spark).
-
@Xernoton said:
Bigger hitbox than Huntress and 0 skill? That is some low quality bait.
To be fair, Xenomorphs power is pretty forgiving. Huntress has to reload if she misses too often and is 4,4m/s, while Xenomorph is 4,6m/s and does not need to reload.
-
I wait what will happen with Original Chapters. Because it is still entirely possible that the license holders wanted more money and this resulted in BHVR increasing the price, but compensating with a Skin. Next Chapter will be Killer-Only and licensed, so we wont know there for sure.
But I hope that the next original Chapter is back to the old price without any additional cosmetics. Then we know for sure that the licensing is what made the Chapters more expensive and I would be fine with that. If it also applies to original Chapters, I will most likely just get the characters for Shards.
-
@sizzlingmario4 said:
I don’t think Mangled needs a nerf. As for whether it’s okay for it to be combined with Hemorrhage, I would say it depends on the specific perk/addon. For Gift of Pain I think it's fine and Hemorrhage is required on that perk because otherwise you can hard counter it by 99ing your heal with a medkit - this was part of why the perk was so terrible originally because Hemorrhage didn’t do that at that time. Sloppy Butcher I’m less sure on.
I do think survivor perks that grant partial heal progress should be changed to instead temporarily reduce the number of charges required to finish the heal (only for that single heal), similar to how BNPs work now, so Hemorrhage does not hard counter those perks anymore.
As for addons I will say the following:
Wraith's relevant addon should lose one of the two status effects, as it is, it is pretty much free Sloppy Butcher. A perk slot should be worth more than an addon slot and you should have to run the perk if you want both effects in this case since the game is very lenient on what counts as a surprise hit.
Knight's two addons that inflict them separately on guard hits SHOULD be combined into one addon with both, guard hits are too uncommon for either of these 2 addons in their current states to be impactful so that’s a case where I think having both is appropriate.
Tilling Blade is fine having both because it actually has a timed Mangled effect, so you can just ignore it because if you don't heal within 60 seconds the effect removes itself even if you are still injured. It is the only Mangled effect in the game that can just expire without healing.
I do agree with you about the Nurse addon, I would probably change it to this: “Blink attacks following only a single blink apply Mangled.” In other words, it no longer works if you chain blink.
Ok, I would agree to your point about the Knight-Add On. Maybe on a case by case-basis Hemorrhage should be removed from things which inflict Mangled (or added to some, I think Guard-Hits are rare enough to make them better with an Add On). Also agree on Gift of Pain, because indeed the Perk would be way weaker if it would not inflict Hemorrhage. Did not really think about that to be honest.
@Seraphor said:
I absolutely think Haemorrhage needs a nerf so that your health decreases slower. This would give you the opportunity to interrupt the loss of say Solidarity or Resurgence, and would mean interrupting a heal for a second doesn't instantly wipe all of your progress.
Mangled, I could see it getting a slight nerf. It currently reduces healing speed by -20%, so heals take 25% longer. It could be dropped to -15%, which would mean heals take about 18% longer?
But if both of these happen, then they absolutely need to always come together, on perks and add ons, no more add ons that either just Haemorrhage OR Mangled, they should do both.
It's one of the other, not both. Or you're not looking for a fair adjustment, you're just looking to slap those filthy killer mains.
I would be fine with Hemorrhage and Mangled existing at the same time (see above, on a case by case-basis), when it is slower heal regression. Because it can just really suck to have a heal to almost finished, Killer comes back and it is gone almost instantly. Especially because it took longer due to Mangled.
When it comes to Mangled itself, I dont really know which number makes sense. Because it should be a Nerf which is relevant, but it should not make Mangled as a Status effect obsolete.
When it comes to Perks like Solidarity or Resurgence - I think those should not be affected by Hemorrhage anyway. Even before the change to Hemorrhage those Perks were barely used and niche at best, making Hemorrhage not affect them would just revert them back to their state before the Hemorrhage-Change, so they would be nowhere near overpowered, but maybe worth taking.
-
@GroßusSchmiedus said:
I couldn't disagree more. We already have a stale meta for many years now. Hit and run is a playstyle that would be ruined and that would ruin quite a few Killers who need to rely on it to get anything done, best example being Dredge. If you nerf something that many Killers outside the top need, you will only reinforce the Meta and push Killers into even more obnoxious any annoying playstyles. Remember that Sloppy doesn't really do much for people who camp and tunnel for example because the tunneled survivor doesn't get a chance to get healed anyway, so nerfing it would punish all Killers except those who use those strategies.
Just about every method of pressuring survivors do feel oppressive, and thats exactly the point as they would ignore it or generally be ineffective otherwise. Trying to fix that is just asking the monkey paw to give you the middle finger.
I mean, as if Sloppy Butcher is not part of the stale meta. It just got even more than before.
Let alone that keeping Mangled as it is with those Heal Times just means that Survivors are less likely to heal and more likely to use Perks like Resilience to do Gens even faster. We already had threads from people complaining that Survivors just stay injured. I mean, sure, the solution in this Forum will be to nerf Resilience and other Perks which benefit being injured, but this is not the way to go.
Like, two people healing each other with Mangled will take roughly the same time like half a generator. And guess what those two Survivors will do instead? Half a Generator.
Even if Mangled gets nerfed, it will still be fine because it will still benefit from the increased Self-Healing and the Medkit-Nerf.
-
@Yodakhiin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530375#Comment_3530375
It's not. The solution is quite simple with an fair MMR. I have somewhere 70+ hours and every match with an SWF or at least 2 p50+ is an definitely lose. How should this be motivating a new player if 70% of the player base is far beyond our experience and skill.
And yes i dodge those lobbies bcs every single time these people are flashlighters/body blocker's/hacker/bully squads.
And do you know why you end up in those Lobbies?
Because a Killer who would have been appropiate for this Lobby dodged it before you. Now you, as a every inexperienced player, get backfilled into this Lobby because it prioritizes queue times over fair Matchmaking.
Oh, and btw. if you only have 70 hours, you should switch the Content Creator. Having Newbie-Killers talking about Bully Squads is really weird.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530395#Comment_3530395
Hit validation prioritizes killer POV though. Grab validation is supposed to prioritize survivor.
Just stop discussing with this person until they post their evidence. I also have not seen it, so I am curious for some videos/clips.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530116#Comment_3530116
When he came out it didn't last long tho, it was mostly when he was on PTB since his collision was even wonkier than it is now
^ this.
Blight was only considered bad on PTB because PTB had an old version of him. And even then some players saw that he has potential.
-
@Mandy said:
Can confirm that this is not a bug. We are conducting some ongoing tests with some players, and we're always looking to improve the player experience within the game. We will be monitoring the feedback closely on this.
First of all, great change.
Second, is more planned in this direction? The plan is most likely to reduce Lobbydodging so that Backfill-Lobbies are not as frequently as they currently are.
Like removing the profiles and names from Survivors in the Lobby? Sure, they can be made private, but not everybody wants that and I think it is neat to see in Postgame Lobby who you played against. But in pregame-Lobby it leads to dodging and gameplay-wise there is 0 reason why the Killer should get this information (e.g. hours played).