Aven_Fallen
Aven_Fallen
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091993#Comment_4091993
Sorry but I can make the same argument in the other direction as I already did. You want to have it because you want to do what I said or have the privilige to leave the match free. My suggestion does not change anything else than let the killer mori the character if they don't they can then abandon. Them being able to do that on the first second they go down is silly and in reality annoying to part of the playerbase.
I don't care to rub anybody anyway I just want do the mori without hearing the abandoning sound everytime unless the survivor is nice and does not abandon. I have no reason to do anything else but why its ok that killer can't have their mori in peace but its ok that survivor can leave on the first second they get down as the last survivor.
Still if you would know anything about me on this forum you would know I am not pro-killer I am person who looks both sides of the coin and in my opinion in this its not fair to the killer players at all.
I mean, I even wrote that I dont think it is needed to abandon in the sacrifice animation. And I also dont abandon in the Mori animation to give the Killer a middlefinger, I only do it because I think that Moris are pretty cringe (especially the new ones). I dont mind being sacrificed as the last Survivor, but I just dont like Moris.
But your suggestion really changes nothing for the Killer player. I can only repeat, they want to see the Mori, and they get to see the Mori. No reason to force the Survivor to see it.
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@Wezqu said:
Yeah the so called "final fu" to the killer player. I already see this as a problem with the current abandoning system. I am still in that camp that it needs about 5-10 second grace period before abandoning option comes available.
@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091963#Comment_4091963
I was about to say the same. Surrendering because the killer is slugging you and another survivor? Okay, it may make sense. But surrendering at the very moment you get downed and the killer is going to hook/mori you? I dont really understand that logic.
Honestly surrendering as the last survivor should come after 15-20 seconds of being downed in case the killer is just leaving you in the ground.
The only reason why you want to have it is to rub in the victory. I dont really understand it - the Killer is the one who wants to see the Mori and the Killer gets to see the Mori, regardless if they mori a Bot or the actual player.
@Topic:
I would not mind it. Having seen the sacrifice animation a gajillion times, I can understand why people want to skip it. That being said, since Abandoning affects the MMR, I dont think it should be available basically every time you are about to die.
And personally I also dont think it is a high priority issue.
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Does doing this affects my MMR so it keeps me being matched with 'bad' players?
Yes. MMR takes into account Kills and Escapes and calculates it as 4 1v1s. So for every Survivor escaping, you will lose MMR. If you let all Survivors go all the time, you will overall lose MMR and go against players with low MMR as well.
How do Survivors feel about these matches? Do they find them annoying/tiring or do they appreciate the gesture?
Can be completely different depending on how you do it and how the other side sees it. E.g. if you play the game normally, but dont hook people a third time, I dont think many players will have an issue with it. But if you only run around and dont really engage with the Survivors, this is not well received. I dont think that many people care if they escape or die as long as there was an actual game before that. Just farming can be seen as boring, but if you play normally and just 2-hook everyone, it should be fine.
Overall I think that most Survivors will be fine with it, because currently Survivor Queues are instant and therefore they dont waste too much time in the queue to be upset about a game where the Killer is not completely serious.
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@Xendritch said:
The funny thing is this is probably something we presumably wouldn't have to wait until the update for. For those around when the knight first dropped borgo used to be in Caelid for some reason, it was an unbelievably red map and not nice to look at. This changed I believe with the Lich release to what we have now so presumably they could make coldwind dark again they just haven't.
Of course they would be able to do so. I guess people are just now guessing that this will be the biggest chance that a change will happen.
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@HoodedWildKard said:
I miss old distortion.
It probably was a little too strong before. Dropping the number of tokens was fine. But the recharging only by being in chase has gutted it.
The sad thing is that it made it completely unuseable for people who just dont enjoy chases or are not good at them. And I dont think this should be an issue, since you can be stealthy and still be productive. But offering another way of playing the game instead of just becoming a looping god was great.
But having to become good at chases to earn Tokens for a Perk which lets you avoid chases is just very strange design.
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I mean it is either nerfing Jason in this aspect or nerfing Thrill of the Hunt. For the longterm health of the game the latter is probably the more sensible option (IMO Thrill of the Hunt deserves a slight Nerf anyway by not working on Pentimento-Totems).
So overall, I would rather be for a Thrill of the Hunt-Nerf, since it will pop up again and again, but short-term Jason not being able to see Totems being cleansed should also be alright.
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@MoZo said:
we are getting a complete overhaul to the lighting and graphics in the maps coming late 2027. from what they’ve shown, macmillan is going back to its more og atmosphere with the blue lighting. so hopefully when the update comes out, the coldwind realm will be similar to what we had back in the day since it’s pretty much unanimous amongst the community that the old lighting/atmosphere of coldwind should be brought back.
since it’s pretty much unanimous amongst the community that the old lighting/atmosphere of coldwind should be brought back
For real, I dont think anyone actually prefers daytime Coldwind. I used to joke a few years ago that the game is becoming brighter and brighter every year and at some point they should call it "Dead in Daylight". And then they dropped the Coldwind Farm rework and it being in daytime…
I really, really hope that the graphical overhaul gives it back its old atmosphere. Lighting on Coldwind was never an issue to begin with, the bigger issue has always been corn blindness until they fixed it, but the brightness of the maps was never problematic.
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Distortion
A Perk nerfed because of "rat behavior", except that this was not really an issue with Distortion. Rat behavior is rare and even without Distortion it happens, most likely even worse. The real reason was that Killers did not find Survivors, even tho I really question how Killers manage to do it then when they dont run any Aura Perks at all…. The Perk was not a problem to begin with and became useless.
Calm Spirit
Not sure if that counts, since Calm Spirit was always a bad Perk. But for some reason they decided to buff it and thought that this buff of opening chests and cleansing Totems while being silent would justify its nerf. Pre-"Buff" Calm Spirit was better than the current version. IMO if they REALLY want to keep the action speed penalty, it should only apply inside the Killers Terror Radius and you just dont have the silent effect when outside of the TR (because there would be no need to be more quiet if the Killer is far away). Would also be a neat little Buff for Stealth Killers.
(At least they corrected their error of "buffing" a Perk with Pharmacy…)
Boon: Circle of Healing
I guess I will farm a few Downvotes with that one, but the Perk is just way too bad now. And with that, all Boon-Perks are way too bad. Circle of Healing was perfect in the version right before the current one. Increasing Heal Speeds by 50% and allowing to heal yourself with Self Care-Speed. This made the Perk more useful while still having the time investment to not make it too strong. The current version just has too big of a time investment (setting up the Boon AND going into the Boon Area to heal). If you want to heal quickly, just equip WWM or Botany Knowledge.
Balanced Landing
Probably not "nerfed to the ground", but IMO made so worse that it is just not worth running aside from personal preference. I cannot understand why an Exhaustion Perk which is only useable in very specific locations, sometimes not useable due to Map RNG AND on some maps not useable at all because they dont spawn any structures to use it on should be so weak. It should either get its Stagger Reduction back or an increase in Haste, because a Perk like Lithe or Sprint Burst have the same Haste values while being able to be used everywhere.
And the worst part is that Balanced Landing was only nerfed because of Haddonfield back then which then was still not enjoyable to play for Killer. The BL Nerf was just laziness, the Perk can get its Stagger Reduction back with minimal changes to the Maps.
Monitor & Abuse
Simply because the change from flat values to percent completely missed the point of M&A. M&A was used and good on Killers with low Terror Radius to make it even lower. Meanwhile, it was bad on Killers with big Terror Radius, since it would not really help them that much. The change to percentage made it way less useful for Killers which actually want to use M&A and still irrelevant for Killers who dont care about the Perk.
Reassurance
Did not make it out of PTB due to concerns because of Killer Mains for Survivors (and TOTALLY NOT because it would have made camping extremely useless against someone with Reassurance /s). PTB-Reassurance would only have one usecase, but it would basically eliminate camping so that the Killer would need to go after other Survivors instead of (proxy)camping. Being a one time use per Hook Stage is just not enough.
An obvious answer would be Mettle of Man, but I wont include that since it was a pure cashgrab perk to begin with.
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If it is not in the Patch Notes it is always safe to assume (at least at first) that it is a Bug. It also got reported on the Betahub:
https://app.betahub.io/projects/pr-5642738318/issues/3195But no date for fixing, but at least it is not marked as "Not a Bug".
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Would be a way better way to display it than the spikes. I find the spikes quite irritating since they already appear when you are quite far away from reaching the limit.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4091538#Comment_4091538
There has been tons of things in trailers that did not appear in the game. Have you seen Jason's shack in the game?
There is a big difference between something used to promote something and something which is a central point of a event/patch/whatever.
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@Wezqu said:
We have no proof that those are going to even be cosmetics.
Why feature them in Trailers then?…
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Bro is now posting every ######### pallet on the maps and thinks those are the reasons he is losing games.
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Very sure that the masks are not AI-generated. But I would also say that they look pretty ugly and I dont think they will be popular. But this is just my opinion, others will probably really like them.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090843#Comment_4090843
About two years back they made the MMR stricter. The result was indeed complaints about wait times, but also about much more stressful trials. Turns out the sweats don't actually like going up against the sweats back to back to back.
Many of DBD's issues stem from a players mindset.
Thats the thing, there is no way for them to ever make MMR stricter again. It would be horrible advertisement, not because sweaty people would go against sweaty people, but because the game would basically be impossible to stream. Currently the biggest Content Creators are doing things like viewer builds or challenges, because they win almost every game and it keeps the game more exciting. This would not be possible with stricter MMR and while those Content Creators would probably still play and stream DBD with stronger opponents, the wait times would just kill any interest in the game.
Just imagine someone wants to check out DBD, starts watching some Streams and instead of a Content Creator doing some fun challenges they see a Content Creator waiting in the Lobby for 30+ minutes while playing a different game during the wait.
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090949#Comment_4090949
I've always believed that the true power of SWF isn't comms directly, but midigating the randomness of solos.
You know if a teammate is doing a challenge or daily etc. You know they won't let you get to second stage if possible, and that they will come back for you. Over time you learn your mate's tendencies and weaknesses too. Hard to approximate all that solo.
Exactly. I feel that people who say that comms are the big advantage either dont play Survivor at all or never played DBD with a friend. Most SWFs dont talk about the game constantly while playing, especially not with some callouts or anything else. I have gone against 4 man SWFs with a Streamer so I was able to see directly what they were thinking and doing during the match when I watched the VOD and they sometimes did not talk about the game at all and were just playing.
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I can only guess, but I would assume that the Devs want to keep the Hatch Escapes low. Realistically there is 0 reason why something should be hidden to the rest of your team.
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@random1543 said:
I think Infectious Fright is the perk is more of a issue. combos with coulrophobia on high mobility killers due to big terror radius causing the slug builds.
Would change Infectious Fright first before looking at coulrophobia changes.Personally I would change the Perks which are more unpopular and used only in unhealthy Builds. You see Infectious Fright in regular Builds as well run by people who dont slug. Either to get momentum or simply to avoid being blinded when picking up. I am not the biggest fan of Infectious Fright since it can be used in an unhealthy way, but out of the three Perks usually used in Slugging Builds (Infectious Fright, Coulrophobia, Distressing) it is the one which is used the most in healthy ways.
Distressing and Coulrophobia on the other hand are ONLY used in slugging builds and those should change IMO. Also, the backlash because of the Nerf of Killer Perks will be not as severe, since Perks are nerfed which people usually dont run anyway. So overall, less people will be affected and you will nerf Perks which are overall unpopular and really only used in very unhealthy ways.
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According to wikipedia, the closed Beta started at the end of May:
It is very likely that you were able to purchase the game before it was fully released. The first time I heard of DBD was at the 8th of June 2016 when a Youtuber I watched played it, so it was 100% accessible before the 14th of June.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090903#Comment_4090903
When they say modding, they don't really mean changing game files, creating your own retextures, etc right? I was under the impression they basically meant some kind of custom match creation tools where the community can create their own game modes?
Exactly. I guess it can go so far that you can basically create a game in the game. Like for example Cry of Fear was a Mod for Half Life 1 and then became its Standalone Game. You could also create your own gamemodes to play. The possibilities are really huge with modding.
And I dont think that they will implement anything which can be tinkered with the game itself. So you will not have Mods in Public games. This is something they removed years ago, at some point in the past players were able to mod the game and put in their own cosmetics. Which in itself can be something BHVR would not want (because why pay for Skins when you can just mod some brown Outfits to look like those skins?), but it also lead to problems. Since people did not just design cool cosmetics or Legacy Skins for characters who dont have some or modding in characters from Franchises they like (e.g. there was a mod where you could play Sam from Until Dawn). But people decided to make Mods which make Trappers Traps bright pink or changed every Survivor cosmetic into something extremely visible from miles away. Or I have seen a mod where people made the walls of structures transparent.
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@BruceCampbell said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090877#Comment_4090877
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090878#Comment_4090878
They could also give survivors new tools/mechanics to make fair for a killer to, for example, walk on walls or have new ways for mobility. :)
That's also something I'm hoping for (new mechanics) because aside from the killers the game is the same as it was on release with killers chasing survs circling objects that have windows or pallets attached to them.I dont think that the gameplay for the game will really change. This is just a working formula and they wont risk it.
However, since they will make it possible to mod the game, this is what will guarantee that the game can basically go on forever.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090842#Comment_4090842
Pretty sure ya, you still see your red footprints while crouch walking but they stop appearing after a second or two and its around the same time you become protected. At least that is what seems to be happening for me, could be missing some nuance to it though. Would be a lot better if the power description just fully laid this out.
Yes, this is how it works. You basically only see the last red footprints you created while walking/running, but once you start crouching, you dont produce anymore. Depends entirely on the time when you start crouching, if you do it a bit too late, you still see a few red footprints.
btw. absolute pro tip from my side: If you want to avoid getting Jason in your games, start running Urban Evasion. Two days ago, after 8 Jasons in a row I decided to put on Urban Evasion, just to not get Jason for 4 games in a row…
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/468892/new-tierlist
Having hillbilly above ghoul , dracula and jason is an interesting choice.
Outside that its pretty standard
I dont know, IMO Billy is Top 3 without a Doubt. In general, I feel that the Top 3 are pretty set with Nurse, Blight and Billy and then afterwards you can discuss, I see different people putting Killers in the Top 5. I have seen Twins, Dracula, Ghoul, Spirit seen in different Tier Lists.
But usually the Top 3 are Nurse, Blight and Billy, most of the time in that order, but sometimes people rank Billy over Blight. (Which I would personally disagree with, @pidgeon made the perfect point that Billy is just held back by a few maps where he is really bad on)
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@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090846#Comment_4090846
It goes to character and credibility.
Our game was some time ago. You called me an exploiter and your friend was dropping wild slurs and saying that I must be black or something. You were laughing along with him so don't pretend now, I remember that 'lol must be'.
Regarding Otz, I'll take 'things that never happened' for $500, Alex.
You and your friend are absolutely, astonishingly toxic. Otz beat you, and both of you went off on him in postgame. He absolutely never called you a cheater, you called him a cheater and your SWF buddy dropped some absolutely wild stuff in postgame.
Ok mate, I will stop you here. I will not engage with you on that terms if you make things up. I dont mind if you dont like me, you can call me stupid, you can say that my opinions on the game are #########, that I am a Survivor Main who never plays Killer, whatever.
But I never called anyone an exploiter and my usual SWF-Friend also would never use racial or sexual slurs or in general slurs in that way. And IF that would have happened (as I said, it did not), I would certainly tell my friend off if they would do something like that.
Seriously, making up nonsense like that is extremely low. And I dont really understand what would prompt you to do that, I just disagreed with you on your take. Pretty big to then make up slurs and whatnot…
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090662#Comment_4090662
IRI KING BASEKIT ON DOCTOR??? i need a reason why. this makes Doctor really strong
i need a reason why. this makes Doctor really strong
I mean, this is most likely the reason, lol.
But I get where they are coming from. I would not make Iridescent King Basekit for Doctor, since it is indeed a really good Add On and probably too good to be just slapped on as Basekit. But Iri King gives so many afflications which Doctor would not have, because he gets his afflictions (like seeing Fake Pallets or Doctor Illusions) via his Add Ons and it is a shame that you miss out on some when not using the correct Add Ons.
So maybe giving one random afflication from Iri King to the Survivor when they reach Madness 2 would be nice to have. And this can also change if they are back to Madness 1 and reach Madness 2 again.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090846#Comment_4090846
i dont even like Otz if im being honest sure his tips and tricks videos are useful. i find him quite boring to watch
Ah, he makes good content. And his builds are always useful to use. Like, if I start new on a Killer (which is basically every new Killer released), I look at his builds what he would suggest as a starting point. And he is knowledgeable. I was just confused why his name was dropped.
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@pidgeon said:
Most of the time you aren't facing an actual coordinated SWF like ever maybe 1 in 50 matches give or take. Either way MMR is built in such a way that you will get lobbies most of your lobbies with people 10x your skill or 10x worse than you. Plus as long as you are still at 60% kill rate ish you're doing fine (if that matters to you)
Exactly, this is the far bigger issue. Once at the Soft Cap, you basically get random Matchmaking. People who barely reach the Soft Cap are thrown together with players who are far better than them. DBD is really the only game I played where you can get really good opponents in one game which are then followed by utter potatoes.
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Always the same. Killer player who is not as good as they think they are is losing against Survivors, so they HAVE to be a strongly coordinated team with an insanely amount of hours. Because god forbid Killers can lose against casual SWFs or Solos.
It makes 0 sense to inflate the MMR for SWFs so that they go against Killers which will beat them all the time. The vast majority (almost all of them) of SWFs are just friends who play together and who are not in an SWF to gain a competitive advantage. It makes no sense to make their game miserable for the small amount of sweaty SWFs people encounter in Pubs.
All such a change would do is push away casual SWFs and would keep the sweaty SWFs. Yay, this is what people want I guess… /s
(Obviously ignoring the fact that MMR is a broken mess and asking for a "significant MMR inflation" just shows that you dont understand the fact that there is a Soft Cap and many players are at this Soft Cap, so inflating their MMR would not change anything…)
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@Angy_Quentin said:
I enjoy playing against him and playing him. He is skill based, that helps a lot.
You can make an argument that he is skill based on higher Levels. His Skill Floor on the other hand is very low, since he is just so forgiving.
@Topic:
Yes, Jason is not too strong, he is too forgiving. You can mess up a lot and basically not be punished for it. I mean, just comparing the Range Ability of him to Huntress is a Joke. Huntress (whose only power is having a ranged attack) is 4,4 m/s, Jason is 4,6 m/s with his Haste basically active all the time. Huntress has a Lullaby with a very big Radius, Jason is stealthy and can spawn right next to you. Huntress needs to reload, which makes dodging multiple Hatchets rewarding while Jason does not really get punished for missing, since he can just grab another spear without any penalty or even really going out of his way.
IMO they should put a cooldown on the reloading at Hooks. He has a lot of crates where he can reload, but being able to reload at Hooks without Cooldown is really too much, simply because maps are full of Hooks. Which is fine, because it secures that Killers can get Hooks, but it becomes problematic when the Hooks become a ressource.
I also dont like his Haste. What is the point of having a Killer being 4,4 m/s when he gets 25 seconds of Haste which he can get every 12 seconds?
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090512#Comment_4090512
Otzdarva, hens, Scott Jund and a bunch of well respected top tier players have all said this on vod. Most agree it goes Soloqueue<killer<swf.
They say that the POTENTIAL of SWF is the biggest. This does not mean that SWFs beat Killers on a regular basis.
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@Rokku_Rorru said:
Honestly it depends on the killer, higher tiers with more mobility those are the ones I see tunneling the most on, probably because its so easy with the mobility they have to return. Particularly awful vs blood favor/dissolution where they'll proc it off the unhooker then go for the tunnel victim.
for the record I couldn't care less about tunneling on mid to lower tiers, it's mainly just mobility killers where it's obnoxious on, coz lower skill survivors especially have a great deal of difficulty shaking them, but it's in the name of the role, what can you do lol.
I do want to add though a lot of players heal under the hook even with resurgence, it can give the killer enough time to return and just take that health state anyways.
I never see off the record anymore come to think of it… that used to help a lot, maybe its the likes of Ghoul who killed the perk.Honestly it depends on the killer, higher tiers with more mobility those are the ones I see tunneling the most on, probably because its so easy with the mobility they have to return.
The thing is there is a high overlap between the strongest KIllers and Killers which are more likely to tunnel. The paradoxon is that you see more tunneling from the start done by Killers who would not even need it. And the reason is quite simple: Players who really, really want to win every game are using the strongest Killers. And players who really, really want to win every game tunnel from the start.
E.g. someone who plays Trapper or Demo will go into a trial with the mindset that they will most likely not have an ez win, because they are playing weak(er) Killers. But someone who is queueing up with a Blight or Ghoul expects more from themselves.
(Obviously there are exceptions, there are people who queue up with the strongest Killers and dont tunnel because they know they wont need it. And others start tunneling with weaker Killers right from the start, because they still want to win every game)
I never see off the record anymore come to think of it… that used to help a lot, maybe its the likes of Ghoul who killed the perk.
OTR was an incredibly overrated Perk when it comes to Anti-Tunnel. The problem is that one hit can remove any form of Endurance immediatly, so if a Killer really wants to tunnel, you dont get any value out of it, since it does not matter if you have 5 seconds of Endurance or 40 seconds of Endurance (on that note, the unneccessary Nerf to the Perk did not help either. But again, it does not matter if it is 40 seconds or 80 seconds).
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I mean, you are comparing the tunneling people complain about (=tunneling every game, regardless of the situation) with opportunistic tunneling. I would assume that not many people complain about the latter. And there are several reasons to do opportunistic tunneling:
- As you said, some Survivors are just better than the Killer, so it makes sense to go after the weaklink(s)
- The Killer needs a lot of pressure, since they will lose otherwise
- A Survivor hinders the Killer actively to not tunnel (e.g. by bodyblocking) and will then be tunneled out afterwards
- Survivor mistakes, e.g. unhooking in front of the Killer which makes it easy to tunnel
- A Survivor is just really annoying and the Killer wants that specific Survivor dead
And probably many other reasons why a Killer might tunnel mid-match.
However, I assume most complaints come from Killers who just tunnel every single game, because it is such a strong "strategy" since the game is just not balanced to be a 3v1 and eliminating one Survivor early is the easiest and most efficient way to win. And there are indeed Killer players who do exactly this and I feel that those are the people complained about. Those who turn the game into a 3v1 ASAP and afterwards basically only maximize their BPs, because they cannot lose and drag the game out.
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As a gamemode, sure. Some KIllers would need to be banned (I think that only really basic Killers should be included in such a mode) for it. And 100% there would need to be a different objective, simply because doing Gens in first person would be even more boring.
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To be fair, people know by now that Nurse will only get slaps on the wrist. The Devs are too scared to touch her in a meaningful way, since this would require a rework and would spark an outrage. Plus she is the ultimate excuse why there is no pay2win in DBD; because the strongest Killer is free.
Blight just got nerfed, even tho the Nerfs were less severe than anticipated. But this is roughly the same, Blight is the golden boy of DBD.
With Jason, he is a new addition and it is the most likely that he might receive changes early on.
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@Saitofox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090084#Comment_4090084
your either Low MMR, Full of Poop or just a survivor main.
Or, you are just bad. To a bad player even some average at best SWF looks like a "Death Squad". The kind of people you describe are encountered in Public Games way less often than people claim. Most SWFs you encounter are just casual friends playing together. And there is no need to shower Killers with BPs in games like this.
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No need. Most SWFs are just the same players as you encounter in SoloQ, just playing together.
And well:
not once have i had a 4man or a 3man Death squad
^ this would be way more accurate most likely.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090008#Comment_4090008
I dont really do much with the anniversary gamemode itself because eitherway its unbalanced every year. I didnt contribute when we had remote hook and break so I probably wont do much here either. Just play the normal que not like cant get cakes lol.
I like to have other stuff to do like the usual. Just last year I really did not feel like getting followed around by a Killer until their remote Pallet Break is ready so that they either get a Hit with Bloodlust or because they broke the Pallet. So I opted for the regular queue.
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Considering that the last few events very vastly killer-sided, at some point it could have been expected to be the other way around. Remote-hooking and Remote Pallet Breaks were far better than blocking a window for a few seconds or putting up a super bad Pallet.
I can imagine that their numbers showed that less Survivors played the event the last years. Like, I did not play Survivor at all in the event queue last year.
And another factor which cannot be ignored is simply that more Survivors will be needed to play. The queuetimes for Killer are really long right now due to a Killer Only-Chapter AND that chapter being one of the most anticipated licenses ever. Having the same killer-sided Anniversary Event like usual would probably have made it even longer for Killer.
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The Skin is currently killswitched:
- The Krasue's Overgrowth cosmetic has been temporarily disabled in the store and inventories due to crashing. Those who unlocked the cosmetic will still have it when the issue has been resolved.
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@Rick1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089447#Comment_4089447
i literally said it was a niche experience so it hardly is the case but when it is the case it sucks .
I dont know, I tripped over the "since most players experience it" and thought you meant that the experience of the Devs is niche.
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I dont think that this is the best idea to change the fact that he has his spears available basically every time. It is true that I also thought that it is odd that Survivors cannot interact with the scrap piles, especially because they are so common on the maps. And it is also true that currently Jason does not really have much of a penalty for missing, you can dodge multiple spears and he does not really feel punished for it.
But I think the bigger issue is that he can also reload on Hooks. You have quite a bunch of scrap piles and yet he can also reload on Hooks. And there are A LOT of Hooks on the maps, mainly because Killers should be able to hook Survivors (which is a good thing), but if you add in a power which interacts with those hooks, I think it becomes too much. IMO there should be a Cooldown on Reloads on Hooks, which then can be shortened when using Omnipresent Evil. This would make him having his spear available less frequently.
For your idea of tinkering with the scrap piles, I think it is not really possible to add a timesink against Jason. Currently games against him are very slow, since you have to interrupt repairs and have to crouch a lot when he is in Omnipresent Evil, adding a timesink by interaction with the piles is probably too much. Plus it might not even be useful, since there are so many Hooks around to reload as well.
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@Rick1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089245#Comment_4089245
they do but at a very low level where you honestly don't see any issues so that explains alot . When you face solo queue or a not coordinated swf the game isn't awfull. So they never actually see the high end of mmr with clock callouts and STB spam . This makes them dissconected from the experience which is ultimatelly niche since most players do experience it .
So they never actually see the high end of mmr with clock callouts and STB spam . This makes them dissconected from the experience which is ultimatelly niche since most players do experience it .
I might be failing English here, but did you say that most players experience Clock Callouts and STB spam? Because if you said that, this is really not true.
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Mathieu Cote had this one game almost 10 years ago and yet people are still going on with this nonsense to bring the Devs to play in hope they get Buffs on Killers?
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@Rokku_Rorru said:
Darn that's much higher than I've ever seen, 13 minutes is hillarious though
Granted, this was basically right after I downloaded the Patch and bought the DLC.
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Had 13 minutes yesterday. No pun intended.
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I will get lots of cakes for the Anniversary to get even more BPs.
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I did not see any difference yesterday, I got a random selection of maps. And I did not get Badham, Swamp or Coldwind Farm at all.
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I mean, dont you buy skins for yourself in general?
And I would argue that Survivors see more from a Killer Skin than the Killer themselves when they are ingame.
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I dont know about too oppressive yet, but he seems to be extremely bloated. I am pretty sure this is intentional because it is a licensed Killer only-Chapter, but I feel like it was not needed for such an iconic character.
I think that Ruin is way too strong on him, since you basically have to let go of the Gen when he is in Omnipresent Evil. This makes Gens overall extremely slow and you really have to rely on your teammates to get good Gen Progress going, because you can only repair them when he is occupied with someone else.
What I dont understand is the Haste he gets when doing a Jump Scare. This makes him 4,6 m/s after Jump Scare for 25 seconds and considering Omnipresent Evil has a Cooldown of only 12 seconds, he does not really have to be on 4,4 m/s at all, he is mostly on 4,6 m/s.
His spear is also a thing which seems to be a bit too good currently. There is a penalty for charging it and missing, but it does not really seem to matter too much with the biggest issue that it is so easy for him to get a new Spear. I had a Jason miss me four times in a row yesterday, but it did not feel like he was punished for it at all, since he quickly had a new spear to throw at me. It also seems to be very easy to two-tap people.
The Mini Mori is also a thing and encourages tunneling after the second Hook. Not a fan of that.
But it is too early to think about what might need Nerfs about him, but so far it feels like games against him are very slow as Survivor, since you are constantly interrupting repairs and have to crouch a lot. However, I can imagine that due to his popularity and his bloated kit he can become one of the most hated Killers to go against pretty quickly after the honeymoon phase of "OMG we got Jason!" is over.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088552#Comment_4088552
So you seriously think incentivising hooking more will stop these playstyles?
You're completely wrong if you think that, straight up.
Most people do not play like this.
Yeah, its always funny. Either people who say this are either really naive or they know exactly that to make hooking better than slugging, the Devs would need to buff hooking to such an amount that Killers will have very easy games. Same with tunneling vs. going for different Survivors. And I am very sure that people who claim that the Devs should buff hooking massively know exactly what they are asking for.
And even if hooking is only buffed, as long as slugging stays so strong, Killers will not suddenly start hooking. It has been proven time and time again that just giving incentives alone is not enough.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088426#Comment_4088426
To be fair, 4-man slugging isn't skillful at all. It is abusing a mechanic that is in most cases completely uncounterable.
I mean, who are always running things like Unbreakable, WGLF, Made For This, etc.
It is not very common at all. Most survivors I see nowadays are running the usual SB+Vigil, Finesse and chase-oriented builds. Maybe the odd Deliverance or Shoulder the Burden, but I hardly ever encounter anti-slug in my games.
So this is clearly abusing a pretty uncounterable mechanic, that is really unfun and uninteractive to play against
I run Unbreakable, but to be honest, it does not really do much against Killers who plan to slug from the start. It is a one time use and since this "strategy" is mostly done by high mobility Killers, it is not like I can get away from my position when I pick myself up until they are back at me.
But yeah, 4 man slugging is indeed not skillful. But if people can only win this way, they will call it skillful, obviously.