Ayodam
Ayodam
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They’d probably need to really alter their code to make such drastic changes to how gens function, not to mention they would need to rebalance everything (including nerfing killers to account for it taking longer for survivors to finish gens) so I don’t see that with this iteration of the game.
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nope. I leave if I see usernames with numbers, crude phrasing, or something else I find detestable (newbish). I’ll also judge characters based on cosmetics. I’ve seen others do this as well.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792593#Comment_3792593
Did we say that these loops where good?
I had this discussion before. Many survivors shift w regardless of the loop or the killer in play.
Edit: please read before you criticise: "They have their place in the game the same way that tunneling and camping do. Sadly." I know that certain tiles and killer powers leave no other option than to shift w.
You said survivors leaving loops isn’t skill expression, so I asked what you believe survivors should do at those specific setups. There are of course dozens more but I just chose the most egregious examples to highlight how your perspective is flawed. I see your edit however and appreciate that you’ve corrected yourself.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792251#Comment_3792251
I agree, Hold W is definitely not skillful play and should be gently discouraged, I believe this is what the Devs are trying to do with some map reworks. Holding W could get you in a dead zone on those maps, and that's why it's a liability. If it were like that on many maps, and pallets were not so dense on some maps, this playstyle would fall out of favor pretty fast.
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792423#Comment_3792423
Which would be fine by me. I think survivor skill expression is in looping, mindgameing at tiles and perfect pathing. Leaving with iron will is low effort with big reward. Especially against killers with low mobility.
I know that this opion might be a hot take, but i play that game for chases mostly. Thats one of the reasons I main pig. I find the mindgame aspect of m1 killer gameplay the most enjoyable part of dbd. Therefore i despise pre dropping and shift w. Iron will sadly promotes shift w.
Now dont get me wrong. I dont say: "erase these playstyles!" They have their place in the game the same way that tunneling and camping do. Sadly. Doesnt change the fact though, that they are pretty boring and unfun to play against.
How should survivors loop the tiles on Haddonfield? You know the ones near the hedges that don’t connect to anything at all. How about the tiles on Greenwich that are a pallet and a pole or a pallet and a rock? And what’s the skill expression for killers on these loops?
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791144#Comment_3791144
The problem exists for Killers too, because the MMR only cares about Kills. Nothing else. If you are too good and you 3-4k too often, even if they are good loopers who just had a bad game, you skyrocket your MMR just by chance. If people throw, you get a free win and boost MMR for nothing, which can push you to a higher level than you are ready for. Then if you realize you're there you have a harder time getting out of it solely because of the loss prevention feature to prevent smurfing, which doesn't even work because people can and do still lobby dodge.
I don't know why on earth we can't have the option to wait for better queues to match us with people who aren't so far beyond or below our skill level with a Killer or as Survivor, there's nothing that we can do.Because the community voted that they wanted faster queues over more accurate matchmaking. It was a big thing. Matchmaking used to be much stricter but people were quite upset with the long queue times (and it hurt killers more as you needed more survivors who were on the killer’s MMR, but it’s a lot tougher for survivors to gain MMR than killers) so BHVR had to deeply relax the skill-based matchmaking system.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791762#Comment_3791762
They don't want you to be able to choose who you match against. Yes, even if they're better than you and yes, even if they take the game more seriously than you.
There are over 700,000 players in this game. I can’t really see a single player blocking enough people to seriously affect their opponent prospects. Other PvP games (some with fewer players) don’t have an issue with allowing players to block one another.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791994#Comment_3791994
Why do you think anti camp doesnt work through floors?
Edit: this basicly comes down to Midwich and Gideon.
Through floors? I said at the top of the basement steps.
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@radiantHero23 said:
I presume, that it would become too strong on maps like Gideon or Midwich. I do think reassurance is in a very good sport right now. Especially with hooks now lasting 70s without reassurance being touched at all.
The real problem in this scenario is more deadlock than reassurance if you ask me. A perk that gives guaranteed value for literally 0 effort.
Camping works on those maps. You can stand at the top of the steps preventing people from going down and this won’t trigger the anti-face camp meter. Weird double standard that it works for camping but not reassurance (even though I don’t really think it matters)
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it works in that whomever you block/ignore cannot contact you. If they’re on different platforms obviously that’s a completely useless feature as they can’t contact you anyway. But if you’re on the same platform it also doesn’t work because it cannot override your system’s settings (PS, Switch, Xbox only). So I guess it offers some sort of placebo to make you feel better.
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You tunneled when you were a killer main. You understand the psychology behind that. No, you can’t always compensate for skill deficiencies between you and your teammates but maybe joining a SWF with people whose skills are around yours could help you.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789625#Comment_3789625
Dark Theory is kind of eh. I mean I think it's a cool perk it's just not very good since it's confined to a specific area + it requires setup time. Probably better than Illumination right now, though. Dark Theory on shack totem goes hard.
I think they should make it 3% and add a vault speed bonus too. Would be cool to see.
it’s very good at shack.. and if you pair it with shadow step it’s even better. I also think it’s better then illumination, which imo is the weakest boon
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791453#Comment_3791453
1) The point is not that the endurance effect was particularly useful, especially not in chase, because it wasn't a chase effect. MFT was useful both in-chases with the 3% and also one of the best altruistic anti-slugging perks, especially when combined with something like We're Gonna Live Forever. When taken together, it simply did too much for a single perk, being both good in chases and slugging situations.
3) I do not have the clip to hand, so you will have to take my words and nothing more, but I distinctly remember seeing clips on Twitter from around the release of MFT of people comparing Dark Theory, MFT, and regular movement speed. Dark Theory only really had a noticeable effect on shorter loops, which are much easier to mindgame and counteract as killer, and often are better used as filler to comp-drop and run to the safer loops, whilst the safer, longer loops were made much better with MFT (and still are, if you run it).
4) 24m is not small, but it also is not that large, especially when you look at Totem spawns. MFT was mapwide and immediate, while Dark Theory is confined to one or two loops which, once the pallet is gone, are essentially useless because they're the shorter, weaker loops that it has an effect on, and the tiles that remain strong with just a window (a la many Jungle Gyms + Shack + Main Buildings) aren't the ones that you want Dark Theory to be used on, because they're the ones where it has little to no effect. Sure, it can be used while healthy unlike MFT, but who cares when it doesn't do anything for you?
Have you even tried using Dark Theory? It seems like you’ve decided it’s quality without giving it a real chance.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791138#Comment_3791138
Oh well, you are also technically right, but common, you really call that change to UB a nerf? Technically yes, its taking away from its utility, but from a practical standpoints that is bending over backwards to find something. Same with Head On and the idle crows: sure, you could use it "tactically" to annoy the killer and then jump in their face, and that was now taken away, but that is such a niche case, and I would think that anyone can agree that getting idle crows is not an unfair condition for that perk to stop working.
The Blastmine change, I actually forgot about, and thats one I felt severely, as I always was an avid Blastmine user. Yeah, the first change was really uncalled for, with it disappearing after just a short time, that was very frustrating. But right now, with the 3min timer, it is in a very good spot: you can't just mindlessly put it on the gen you are working on for the off-chance that the killer comes in for a last second kick, and not use its applycation for the next gen, but you also don't lose it easily to a killer being in a chase.
Personally yes I consider it a nerf because I like when perks and items have unique interactions with killer powers. Some of it is thematic (light harming void-walkers like wraith and nurse) or a throwback to things we saw in the film (like Adrenaline and UB waking you up against Freddy). But I can understand that they may seem more like QoL than true nerfs to most people
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791192#Comment_3791192
I think there's developed such an expectation of what the game is supposed to be. Like if I came on the forum and posted 'look at my 10 game win streak as killer!', the general reaction would just be a shrug. A ten game win streak as a solo player in most other things, well it wouldn't make you the best at the game by any means, but it would still be a pretty impressive accomplishment.
My confusion is in the fact that people are implying OP is either lying about how often he actually escapes trials, his experiences aren’t indicative of general trends (despite his mirroring experiences shared by others), or that he’s not skilled enough at the game and is thereby failing to win. It seems to be everything but that there could be some sort of issue creating deep imbalances as he has suggested. I don’t understand why people bend themselves into pretzels to deny what’s true for OP. BHVR obviously monitors data closely, so if the rationale is that if people don’t really talk about camping or tunneling or low escape rates then survivors will never be buffed/killers will never be nerfed, that’s not going to stop anything.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789625#Comment_3789625
The issue with MFT was never the 3%, it was the fact that it was 3% on top of an entire extra perk (Endurance after healing). Dark Theory is 1% less and confined to a tiny area, so even if the 3% was the major issue, because movement speed is so fragile 1% can make a difference, so things you would easily make with MFT you'd consistently miss with Dark Theory.
Dark Theory is easily the worst.
1.) MFT required healing another survivor to activate the endurance effect & was immediately active. I don’t recall seeing many people complain about this secondary effect and it was nearly impossible to activate during a chase. You could theoretically break chase with a killer, have MFT active because you’ve been injured, find someone to heal, then taunt the killer into chasing you again but that’s a lot of time wasted on a strategy that may not work.
2.) The 1% (or 33% weaker) is a negligible difference for a number of reasons… none of which are exactly relevant to the point I’m making.
3.) Do you have any proof that people are “consistently missing” tiles (I presume?) or pallets or vaults with DT that they’d make with MFT? I think if you’re fixated on the accessibility of old MFT you have to consider it still required a survivor play with one health state. DT works while you’re healthy. That is a big advantage.
4.) 24 meters is not a small area. I’m not saying it’s half a map but it’s nothing to scoff at, and the effects linger for 5 seconds after leaving the boon’s influence zone so you could probably round that up to 30 meters or more.
I’m not suggesting Dark Theory is the best perk (or boon) in the game. But it’s ridiculous to state it has no utility. If it were used more often I’m certain killers would complain about its ‘measly’ 2%. It’s seen as non problematic because no one uses it.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791410#Comment_3791410
You do see the negative feedback loop right?
Maps get weaker, more people use windows, survivors (who aren't actually capable of surviving without the WoO yellow brick road) aren't getting caught, maps get made even weaker, to the point anyone who isn't running WoO with the intent of actually learning the game just keeps finding themselves in bigger and bigger deadzones.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791367#Comment_3791367
Sure gens are fast, but you do understand that having WoO eliminates any need to survey the area at all right? You can blindly jump on a gen in full knowledge that WoO will guide you.
See the negative feedback loop above.
I don’t see a feedback loop. I believe maps have been rebalanced in a way to support a 60/40 kills-vs-escape split. WoO isn’t problematic, but in any event there has to be some impetus to keep survivors playing the game. If BHVR is committed to that 60/40 win ratio, they’ll continue to exercise caution with balance changes.
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@UndeddJester said:
This will be an unpopular post, but with the December 2023 stats showing a 32% usage for Windows of Opportunity, Nightlight showing a 35% usage rate recently... are we surprised no one really loops anything anymore?
This might be a hot take, but I'm really starting to suspect WoO is the reason every map and tile is getting gutted.
Windows and pallets are survivor safety, and effectively reaching them consistently makes it so that survivors perform better on average... which means maps need to be balanced around how frequently survivors manage to reach safety. If they keep doing too well, guess what? Remove pallets, remove windows... hello Haddonfield rework! Maybe WoO is fine at high level, but at low and mid (where the bulk of the playerbase is), WoO is busted good because it allows players to totally subvert skillful play at loops... so the maps are getting gutted to compensate.
I mean think about it, if you didn't have WoO up at all times, you wouldn't know for sure where the next safety is exactly unless you already scouted it. If you don't know where safety is, you're more likely to stick to what you do currently know and actually try and loop a tile. I know I've taken plenty of hits after running out of options, turning into a loop hoping for the right pallet spawn and nope, it's the other one, or it's used. With WoO, no issue, I didn't even have to learn/know the structure of the tile at all, I just see everything.
With WoO, why stick to a tile and bother looping anything when you always know where the next tile to chain to is? Loop so far as to put the killer on the wrong side of the pallet, throw it, and run to next.
Thus every new killer has some kinda built in anti-loop, every old killer is getting buffed to be better at loops, and cutting off survivors... why? Because throw pallet and follow the yellow brick road is effective.
However whenever anyone brings up WoO everyone says "it's just an aura perk". Yeah, an aura perk that enforces lazy and bad habits, and facilitates chases becoming an uninteractive auto pilot game. I've said for months now it's not that WoO is too strong, it just facilitates this lazy playstyle that totally removes any need from the survivor to do any scouting or map surveyance at all... and what's the result of that? Rush gens and don't bother to loop.
I've only been playing about 16 months, I'm a relatively new player, and even I REFUSE to use WoO because it actively makes me bad at the game. It does help new players win, it does not help new players learn the game.
I honestly genuinely suspect the reason maps are being gutted is largely because of the prevalent use of WoO to prethrow, hold W and trivialise/subvert all loop gameplay in low-mid MMR.
Windows became more prevalent after a few map reworks, which have essentially just made maps more killer sided. Windows isn’t the reason for map reworks; people complaining about map size and tile strength and pallet density are why maps are being reworked. More players running windows is a consequence of that, not a cause.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790342#Comment_3790342
All he needs is for the movement speed with Scratched Mirror to be increased by 150% 😋
I don’t trust them to not ruin him like lame ass Freddy. I just want him left alone at this point. I don’t want his add-ons touched at all and I know if they adjust his basekit they’re gonna nerf his add-ons.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791130#Comment_3791130
I have no idea. People always say post your games so I posted 100 games showing how tunneling is disproportionately effective against solo queue and compared it to another 75 games that were recorded about two years ago to show tunneling has substantially increased. That pretty definitively shows it's an issue in my experience. Despite getting 100s to possibly over a 1,000 more hours of experience of survivor and showing improvements in play my escape rate has been cut neatly in half while solo queue has gotten mechanical improvements from BHVR (status icons, basekit BT, etc) with the main change being I now see tunnelling five times more than before.
I mean it's not hard to figure out a tactic that requires coordination, teamwork and regular communication to counter is disproportionately effective against solo survivors with no communication and random teammates but some people just refuse to accept it.
Right. I don’t understand what’s controversial about your data. I’d love to see games from the people challenging it since they seem to be so adept at survivor. Maybe they’re escaping as often as they think you (ought) to be. But I know their evidence won’t ever come.
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Not excited for lights out as survivor. As killer yes. Chaos shuffle seemed ok for both but I disliked it as killer.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789888#Comment_3789888
I am not making a 1:1 comparison (besides the point that I must have missed the Head On, Blastmine and Unbreakable nerfs), it was just a reminder that stuff for both sides exist that instantly makes you want to hate the game. I am only a 1/3 survivor player, so I don't get any attachment to my items, but I guess that Franklin can really throw a wrench into your game plan, though losing an item is IMHO not comperable to losing all pressure or a chase being extended by another 30+s due to the power of E ^_- Nothing ever sucked as much fun out of the game as DH, with the possible exeption of MFT.
BTW, Franklin GOT nerfed2 times in recent history. For most of its existence a dropped item was on a timer and when the timer expired, the item would get completely consumed by The Entity. Survivor hated this a lot, because it circumvented white wards completely. When limited items got introduced this got changed to charges being lost constantly and limited items being just slapped out of survivors hands, without them being consumed.
Then later, limited items even got placed in the second hand, where they were safe from any slapping. Also, I think it was during the change that brought back the losing of charges, items no longer disappear when they lose all charges.
UB was nerfed to no longer wake you up if you were in Freddy’s dreamworld, Head On no longer worked if you had idle crows, and Blastmine was nerfed when you’d lose it if the timer ran out. So yeah all of the survivor perks you mentioned have at some point been nerfed. I forgot about Franklin’s permanently deleting the items survivors had to buy. You’ve got me there.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790927#Comment_3790927
it doesn't need overhaul in general, it needs just four things:
- basekit Kindred;
- perk loadouts visible to teammates;
- much more strict MMR;
- much better punishment for people griefing in any way, especially those that are giving up prematurely
I don’t like the idea of making perks base kit…
I think Perk loadouts could be OK but it could also potentially lead to griefing or dodging.
They’ve tried tightening MMR in the past and it affects queue times. Mostly for killer, but still for both sides.
It’s difficult to determine if a player is truly griefing vs just being bad at the game and the devs have stated they don’t want to wade into trying to guess or determine a player’s intent. It would be awful if this game punished people who were just new or bad players because they did ‘grieflike’ things.
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790363#Comment_3790363
The plant Gideon at least 6 windows.
Some them are too strong double windows in the corner, the cold room, the surveillance room above the bathroom and the window in front the bathroom.
25 or more palettes on the map but u shouldn't have more than 16.It has windows yes but they’re so weak I didn’t consider them at all. The surveillance window is nice only because of the pallets. If it didn’t have those it would be a one way.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791072#Comment_3791072
And this is exactly why Twins was never a good idea in the first place lmao
Yeah, they definitely should have found a better way to implement this killer. I’m not surprised they’re nerfing twins again. It’s like with Hillbilly’s overdrive… now they’ve gotta walk back changes because they initially nerf this busted sh then give it back to killers then have to nerf it again
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791024#Comment_3791024
They also try to say tunnelling is necessary to win in public games when the intended kill rate for public games is 60%. It's not necessary. There's an argument to be made with the current balance it's necessary in the competitive scene and I defer to those with much greater experience there (they know the reality there far better than I do) but I'm not discussing the competitive scene. I'm discussing public matches with random teammates with a game that is intentionally balanced so the Killer has a greater than 50% win rate. There's no need to tunnel in public matches.
I also find it humorous how there are so many defending camping and tunneling who say they don't camp or tunnel but have enough of a personal investment in the issue they act as if their family is being held hostage and will be killed if they don't react with outrage to the suggestion that tunneling and camping might be bad for the game.
It's quite the dichotomy to be so incensed about something somebody supposedly has no investment in.
why are people fighting you on this??
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@SweetbutaPsycho said:
Well they have added a lot of ambiance over the last year by putting a lot of estetic stuff like Walls, Bushes and trees everywhere. After that they now reduce the map size which is a good change at least imo.
Some maps were just so big that you hat no chance of holding gens cause you couldnt get there in time. Especially with the 4.4 non Mobility killers like huntress or old trickster
Had literary matches where I loaded in with lethal, saw 2 survivors hop on a gen on the other side of the Map and by the time I was there gen was done and survivors were gone. Thats not fun gameplay
what does any of this have to do with the topic at hand? Walls and bushes aren’t horror themed and the rest of this was you complaining about old maps being difficult for you
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@Hex_Ignored said:
Dull merchant will probably get some big nerfs so she won't be the easiest anti loop killer in the game. They'll save the real rework for next year.
Hillbilly will most likely get nerfs to overdrive and cooldown
Unknown idk. I don't think it's going to receive buffs as it seems to be doing quite well. Maybe add on changes or something.
Twins is probably going to get nerfs directed at victor slugging the entire lobby.
Wouldnt that just like reverse the Twins’ buff? The problem with them before their first nerf was that basically you could slug the whole team with Victor. Lol
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Simon and Leon could have been legendary too. They’re separate characters from Trevor. But I guess BHVR didn’t want all of Trevor’s cosmetics to be legendary.
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@Devil_hit11 said:
a perk that did that was Spine chill which negates a lot of stealth and enables pre-running to be stronger. especially abusable in swf alongside old Object of Obsession which was imbalanced. simply put, most killer are not designed with anti-shift w tools in mind.
Spine Chill did way more than that, and what made it kind of powerful was that along with it, it gave a boost to other actions.
And what does old OoO have to do anything? That perk was changed ages ago. Nobody runs it now. Stop living in the past.
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@GonnaBlameTheMovies said:
Before it died, there were several rounds where Ghostface was featured in Outrun The Fog, Brimp. Your statement is simply incorrect that Ghostface has never been used in Comp, he's considered a Low Tier comp Killer. MYERS, however, is never actually used in Comp. Ghostface definitely is and a simple Youtube search would show you plenty of footage of people like Team Eternal even playing him in comp rounds.
But you clearly don't play Ghostface or think this Killer is worth anything to the game, you seem to only care if the Killer can dominate in a 4k every single round. So please kindly do not speak about Killers you do not play. :) I am glad Blight is treating you well.
I’m glad you brought this up because I have definitely seen Ghostface in comp games. And he was holding his own too. People sleep on a killer that can insta-expose survivors. A lot of killer mains think if a killer requires any sort of skill or finesse (like Ghostface) and can’t bulldoze through survivors (like Nurse, Hillbilly, Blight, Wesker, Spirit, etc) they aren’t strong. But it’s not true.
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It’s thematic in a way but the change makes it look like a worse version of Background Player. I don’t think it should become another exhaustion perk that survivors won’t use.
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@pandorayr said:
honestly I care more about the Freddy buff and Myers rework.
I also expect some nerfs to maps like Plant Gideon, Haddonfield, Garden of Joy
GoJ was changed some not long ago and Haddonfield was nerfed quite recently too. Not sure what they can do to Gideon. It doesn’t have any windows so it needs the pallets.
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@GroßusSchmiedus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789834#Comment_3789834
Its amazing how many in this community cant do basic math, 3% faster means roughly 20% more time to catch up for 115% Killers and 33% for 110% Killers. Everytime there is a haste perk gets released it gets sad and hilarious.
Besides, i do believe boons should be reworked, they should be destroyed instead of just snuffed similar to Hex Perks, that allows us to buff them. It was kinda stupid that back then there were boons more powerful than many Hex Perks that you could just throw down again unlike Hex perks which were lost permanently.
We can pick our poison, im not sure which one i like more:
- Boons totems get destroyed but can be reapplied, this would mean they can be buffed only slightly.
- Boons perks get permanently deactivated when the totem is destroyed, they can no longer be reapplied but the effect of the boon can be buffed severely.
So 2% faster means approximately 17 and 28% respectively, correct? That’s not a big difference. Not sure it means DT is radically weaker than old MFT was. Especially since you aren’t considering other factors that made MFT riskier than DT. But moving on…
To make boons destructible as a basekit for killers they’d need to have much stronger effects (chiefly map-wide). I get the feeling you wouldn’t be on board with that.
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@Langweilig said:
I think one and two would be fine. 3 Why? What‘s the point of that? 4: Definitely. 5 and 6 Simply no. It‘s the main point of Myers.
I personally hope they don‘t rework him, but they can add some stuff to its current version and buff it. I personally would like to get 4.7 m/s by reaching tier 2 or 3. Maybe they should add another tier for that before tier 3.
I love tombstone but there’s no way he can be zipping around the map with what’s basically old moris. There has to be a trade off. I hope they just leave him be tbh. I don’t want the add-ons touched at all but I also understand the base kit cannot be buffed while he has his current add-ons
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I’ve noticed this too. For me it happened around the end of 2v8. I get in as killer but the bonus is pretty much always on survivor now which feels weird. The killer queues aren’t bad but they’re longer than I’m used to. I do believe fewer people are playing survivor now than before but I’m sure BHVR is watching it.
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The skin was given to Trevor because Alucard is a protagonist and the license holders likely did not want him in a villain role. I agree it’s silly to include him at all since he’s basically been turned into a human. They should have included some other human protagonist as a legendary skin for Belmont, or just not included that at all.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790175#Comment_3790175
Unless it's an indoor map. Or an indoor gen on an outdoor map.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790137#Comment_3790137
I've wanted to rework Dark Theory into simply "Wiretap for totems".
Well, I guess that would be more thematic.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769694#Comment_3769694
There are 3 exit gates in 2v8
Right but you could sometimes have two spawn within sight line of each other, just like in regular mode.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790107#Comment_3790107
Have you even tried to use the perk?
Yes.
It sucks.
Feel free to make some epic pro gamer montage proving me wrong, I'm sure you'll have plenty of fun doing so.
I’m not saying it’s the best perk out there. I’m just saying you can get value out of it with a little effort and strategy. How would you improve the quality of this perk you seem to hate?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789884#Comment_3789884
Not to mention that is exclusively a 4 man swf at the top 5% MMR. So about 0.5% of players, at best.
The other 99.5% of players are all drastically lower at 43% escape rate max.
Right. I just tried to throw him a bone.
The problem with the person I quoted and killer mains like him is that they’re average or below in terms of skill but they watch Otzdarva and LilithsOmen and Hens or whatever other content creator they fancy and convince themselves that these highly skilled players are their equals.
Most of these people commenting like the person I quoted play mid mmr (like BHVR consistently says; most players are in fact mid mmr) and aren’t consistently good. But they convince themselves survivors are so overwhelmingly strong because they see the caliber of survivors Otzdarva or whomever they admire face and then, in their low skill trials, come to believe they’re facing the cream of the crop like those content creators. That, and they’ve probably cheesed their way to a caliber of opponent they can’t actually handle due to cheap tricks.
So they cook up these crazy lies and conspiracies and attempt to warp BHVR’s data instead of accepting that they aren’t as good as they believe. I believe it’s called cognitive dissonance: when people adopt extreme beliefs out of deep discomfort with the truth?I challenge this perspective any time I see it on these forums because it influences the game in negative ways for survivor, and that disturbs me.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789625#Comment_3789625
That's a really big "if" but alright, give it a try and see how it goes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789901#Comment_3789901
Still benefits more than Dark Theory benefits any lobby.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789847#Comment_3789847
I saw Illumination last week. I think it's been months since I've seen Dark Theory. Or, more likely, Dark Theory is so ridiculously weak that I cannot notice when it's doing anything.
Illumination also helps track which generators are done and which aren't. That alone can be more useful than 2% Haste in some nowhere corner of the map where boons always end up.
Both Dark Theory annd Illumination are outclassed by better perks. If you’re wanting the effect of either it’s probably a better idea to use one of those other perks. But Dark Theory can work if you commit to it. Have you even tried to use the perk?
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735324#Comment_3735324
Just like DH … or DS … or UB … or a Flashlight from a weird angle. Strangely enough not Head On or Blastmine, this two perks, while doing essentially the same, need more setup and you feel like actually stepping into a trap instead of just getting hit by an unavoidable BS.
Every perk you listed (and even the item) has been nerfed. What’s happened to Franklin’s? FYI I don’t think it’s super oppressive or anything but it’s unfun to face. Anyway it seems like you’re making a 1:1 comparison here between those unfun perks which have been significantly nerfed and FD, which has not, so I’m curious to see how your logic flows.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789878#Comment_3789878
At the highest levels of play SWFs are approaching a 50% winrate.
They’re at 48%. Which means killers are at 52%. Which means killers at the tippy top of MMR are still winning more than survivors at the tippy top of MMR.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789769#Comment_3789769
well, i guess i'm the one you will hear it first from on these forums. I want more challenging matches where my opponents actually show some game knowledge instead of having little to no macro and micro game knowledge.
I mean that’s fair? I’m sure some people (like you) do want to play a game that feels like an adrenaline rush but most DBD killer players want a murder simulator.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789829#Comment_3789829
Unfortunately this is what happens when everything changed to make SoloQ better just accidentally powers up SWF more.
You get a version of DBD where the Devs frankly HAVE TO start balancing around SWF… because teamwork, good coordinated teamwork, then becomes much too powerful against most Killers.
It’s too powerful against killers yet a 4-man swf occurs 4% of every match and has on average a 40% escape rate. Meaning killers still win more against 4-man SWFs than 4-man SWFs win against killers.
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People forget Bloodlust is only a thing at all because there used to be infinites (and bloodlust was the temporary solution to those). Now that infinites aren’t a thing anymore, and especially since tiles & maps are much weaker—a trend we see continuing with each map update—I too believe bloodlust needs to be thoroughly examined.
I couldn’t care less about specific killers (like Legion or GF) unable to bloodlust down survivors, largely because the loops these survivors play on are much weaker than yesteryear anyway. And I think using m1 killers as a reason to justify busted mechanics that benefit killers (never see this logic applied to things for survivors) is a smokescreen for what people really mean but refuse to say: they want things that make the game easier for killers to remain in effect.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789625#Comment_3789625
It's 1% in flat numbers, but it's effectively 33% weaker, so it's not a small difference.
Right but that doesn’t really translate to a pragmatic effect when compared to MFT. Because while DT is 33% weaker numbers-wise, it doesn’t require the player function with one health state, unlike old MFT. That factors in to its strength as well.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789631#Comment_3789631
not really sure about that. Most players have just switched to playing pubs-comp 50/50 because they don't find it fun to stomp average pub survivors and they want a match to be actually difficult for them. I don't find it fun myself either, watching survivors have 0 macro and micro gameplay knowledge and winning against them is like Michael Jordan feeling proud forbeating middle school basketball team
I’ve never ever seen any killer ask for harder games. On the front page alone there are at least three different topics from killers essentially saying playing killer is too difficult. I guess anything is possible
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@SixthSinse said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789628#Comment_3789628
Do you think that would be a good addition to the game? A boon equivalent to Open handed? (16 meters to boon effective range, soft chimes range increased by 16 meters)
No, I think boons are fine with the same range. They’re not game breaking and have low pickrates. Killers don’t really care about them because they’re pretty weak or outclassed by other survivor perks. At least this way BHVR leaves them alone instead of making them worse.