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Ayodam

Ayodam

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Ayodam
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  • Someone correct me if I’m wrong but I want to say during the PTB it could mark survivors if even a small percentage of their figure was on screen. That was changed because the killer could basically continuously teleport on top of the survivors. There was no counter play so it was tweaked, IIRC!

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696332#Comment_3696332

    If the Twins changes on PTB go through it's about to get MUCH worse. The devs are ruining this game with their desire to make sure streamers can continue their 1k+ win streaks for views.

    Oh, I know it. That Twins buff is madness. But it doesn’t really surprise me given how Huntress and Trickster were initially buffed. Despite some small tweaks, they’re still oppressively good.

    There’s another thread circulating wherein killer mains were asked how they feel about facing bots (bots in the lobbies) and the responses so far are unanimously opposed to it. Some have mentioned they prefer facing human players, but all of them are likely to feel this way. What isn’t being said however is that the constant enhancements to the killer experience come at the detriment of the survivor experience, which is affecting the player base. I suspect fewer people (not droves but enough to affect queue times) are avoiding the survivor role, which is why we’re seeing the BP bonus for survivor now drift into the night in various regions.

  • @sinkra said:

    Killer main streamers are still telling devs the game is survivor sided, more killer buffs on the way. The devs think they're making the game more fun for killers by doing this but it just makes killer boringly easy.

    Not only that but it also drives people away from the survivor role.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695992#Comment_3695992

    From my experience, the Bots are utterly useless. They sometimes wont do Gens. Yesterday my game crashed and according to my SWF-Mate my Bot did nothing for around 2 minutes.

    But what a Bot can provide is pressure for the Killer, mainly when it comes to PGTW and (if not used already on the actual player) Pain Res. And I feel that the Killer just benefits way more than the Survivors from a Bot. I think a 4v1 with a Bot is worse than a 3v1.

    Oh beloved, bots are far from useless. They serve a purpose—one quite nefarious.

    Among other things, bots ruin the gaming experiences of killer mains as well. See, killers like the feeling of dominating human players but don’t experience that dopamine hit when they face bots. That’s why whenever the topic of killers just facing bots comes up, there’s pushback.

    So with all these enhancements to killers that are pushing survivors away from the role, what we’ll begin to see is killers complain about the lack of people playing survivor (which they already do by way of complaining about survivors DCing). BHVR, in turn, will look at this and come up with creative solutions to attract survivors back to that role. We’re going to have a reckoning of sorts.. a 6.1.0 but for survivors. The perfect storm is brewing. You’ve just gotta wait for the rain.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696094#Comment_3696094

    That seems like a rather poor design and very unintuitive. But thanks, good to know that's how it works.

    It’s likely intended to prevent survivors from essentially having 60 seconds of no skill checks in second stage.

  • @arcaneGospel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695689#Comment_3695689

    You can break those 3 gens if you put any effort into it. I mean, the gen in main is free—and should really be left til' last. Even if not, at least leaving ONE generator undone across the map makes it harder to defend every gen.

    I think people hit the main gen there first because that’s pretty much the only place to really loop on the map. Knocking it out quickly frees up the only place where survivors get to loop successfully (if the killer commits) and would also theoretically have the killer split time between both sides of the map—even though the map is small.

  • Dead Dog is a known killer sided map because it tends to spawn 3 gens naturally, has weak loops, and dead zones. Some of what happened in the scenario you explained was unavoidable. But it’s good you got out.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695536#Comment_3695536

    Nah, it is just the truth, friend.

    Wesker is by far my least favorite killer to go against. Never thought I would dislike a killer more than I dislike Ghostface, but here we are.

    is it about the strength of the killer? Do you feel there’s no counterplay? What is it? I think facing Trickster is more irritating than Wesker because Trickster’s counterplay is basically a tall wall. Wesker can be juked relatively easily—even without pallets or decent loops. What has your experience with this killer been?

  • @IamFran said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691879#Comment_3691879

    Gen rush still exist. There are still plenty people wanting to repair ASAP without interacting with the killer, with BNP and/or Prove Thyself despite both were nerfed. Is gen rush less effective than before? Yes. Does gen rush still exist? Also yes. Try some killers whose need setup time like trapper without Corrupt Intervention and see what happens in a lot of matches.

    And related to the title of the thread, I know the thread title is a joke for showing a quick match with Billy. But if we are serious with the terms, the equivalent to gen rush in the killer side is tunneling without being necessary (for example, from the start of the game with 5 gens).


    Survivors who prioritize gens over all else (like saves or healing) aren’t so much a thing anymore because if one survivor dies at 3-5 gens the survivors are destined to lose.

    If survivors are grouping up with Prove on anything besides the last gen they aren’t rushing anything. And the current BNP doesn’t really create an opening for gen rushing because again, if one survivor is taken out of the match at 3-5 gens the remaining survivors are unlikely to complete enough to escape.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695436#Comment_3695436

    No problem, my friend.

    Though I gotta say I am still a bit surprised he isn't talked about more.

    When I came back to the game I thought everyone hated him. It was a shock when I learned that was not case.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695448#Comment_3695448

    Yes, but it doesn't change much when his power is the way it is. In my opinion, every killer is better to go against than Wesker.

    That is an incredibly bold statement.

  • I think the logic is the cages of atonement are unaffected by anti-tunneling mechanics because they move a considerable distance if P-head nears them. The belief from the devs seems to be that technically a survivor who has been saved from a cage can be healed before P-head can make it to the cage.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695360#Comment_3695360

    Hyper-mobility can be tricky to balance because of the way survivors have to play around it. They are powerful abilities, after all.

    Hillbilly and Oni are good examples of well-designed killers with hyper mobility. Hillbilly has the charge time to keep in mind and Oni has to build up his power, but in return they are gifted a good power. That is fun, and fair.

    Wesker in the other hand, is a perfect example of a horribly designed killer, for a power of that nature. He has barely any charge time to worry about, he can vault, he creates a countdown towards Hindered and he gets a notification of your location as soon as you get rid of the infection (which you have to do).

    Even if you somehow play perfectly against him you will go down, because you will get slowed down and once you're fully infected he only needs to get you once, while not worrying about… well, anything. And it doesn't help that the few resources you can use against him are scarce, thanks to the map reworks.

    He is not unbeatable, of course. No killer is, except for a Nurse who plays flawlessly. But I don't think his power is healthy for the game.

    EDIT: Oh, I forgot to mention his incredible potential for tunneling. As @C3Tooth pointed out.

    I would be happy to never see this killer again.

    I mean Wesker also isn’t an anti-loop killer (technically). So… that’s something, right?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695059#Comment_3695059

    Everything, my friend.

    He has a horribly designed power, and I would be happy to never see him again.

    This gripe seems personal. Wesker isn’t that bad on paper.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694562#Comment_3694562

    You can conclude that without too much brain power: SM being the strongest killer due to the raw data - Nurse being the 'weakest' killer based on the data.

    I never asserted that I know the specific data variables that are being included or not but I think it is pretty safe to say that when data produces results that see Nurse as the weakest killer in the game, clearly not all variables are part of the collation here.

    …But the statistics don’t show her as the weakest killer in the game. The stats show she has the lowest kill rate and that’s only a few points off from the killer with the next lowest kill rate. Additionally, the stats show that all killers—every single one of them—has a kill rate over 50%.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694494#Comment_3694494

    Data is meaningless if the methodology is flawed and it doesn't take all factors into consideration, this is what you seem to be unable to comprehend. I don't know how to make you understand that when your data omits significant variables, the end result is meaningless.

    Anyone who plays this game at a high level knows I am right. Facts.

    How can you know anything about methodology or what the devs take into consideration? Do you work for BHVR or have access to their internal processes? I know Mandy and Peanits both said they do not release all data or methods they use to calculate things.

  • Residual trauma. Dead hard doesn’t need anymore adjustments.

  • @RpTheHotrod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691879#Comment_3691879

    BNP is stronger than before, though. It's an unrecoverable amount of progress against the killer. That's 40 seconds survivors can instantly complete on a gen that can never be regressed. That's far more powerful than old bnp.

    it’s definitely not. The original BNP instantly completed a generator. Shaving 10% off a gen isn’t even close to equivalent.

  • 5v5; one killer + their survivors and another killer + their survivors.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691489#Comment_3691489

    The problem is that there are still things that survivors can do to "progress" the game while not being tunneled and still get to keep their DS. The big one right now is they can do pallet saves, and flashlight saves.

    The best solution is to:

    • Buff DS back to 5 seconds, hell i'll even say buff it to like 7 seconds, why not
    • Add in: "Deactivates if another survivor enters the dying state"

    Problem solved.

    Picture this: I’m tunneling Dwight on death hook, Meg tries to body block to protect him. I slug Meg and continue tunneling Dwight.

    Same problem, now made easier.

  • A killer could be tunneling, hit/down someone trying to protect the tunnel, then leave them slugged to continue tunneling that one survivor on death hook now. Ask me how often this happens.

  • @Peanits said:

    First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.

    Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.

    For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"

    To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).

    Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.

    It’s clear that you all have decided to alter DS to help ameliorate tunneling. I think it’s a good move. I’m curious, though, if you all have other things you’re working on to help with it. Obviously you don’t want to completely eliminate it as a playstyle, but you all seem keen to at least restrict its potency.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690358#Comment_3690358

    Survivors are punished for doing gens.

    If you refuse to let go of a gen while your team mate is on the hook, they die and your chances of survival go down.

    If you refuse to let go of a gen while the killer is coming towards you, you'll get hit or even hooked.

    The idea is that a similar trade off exists for tunneling. That by focusing down one survivor, you lose pressure on the others who are free to repair gens. This trade off is what allows tunneling to be a valid and fair tactic.

    The problem is this trade off isn't anywhere near as equivalent, and typically isn't enough of a factor to prevent a snowball and a guarantee d4K.

    It used to be equalized. Before gen times were increased and so many perks were nerfed, survivors could punish both tunneling and camping by rushing gens. Obviously that doesn’t work anymore but it definitely was a strategy back in the day.

  • Like Invocation and Teamwork perks, the devs should just forget boons exist. I can’t really see boons being useful enough for survivors to want to run without killer mains rioting m, and honestly any time invested in them is better spent working on some other QoL feature this game needs.

  • He says a lot in that video, including that DS is more effective at oppressing killers in higher MMR (like him) than killers who are in low and average tiers. He said it won’t be as impactful where it really needs to be—low and average MMR—because it’s locked behind a paywall. So the people who are more susceptible to being tunneled, in his mind, are unlikely to have access to this anti-tunnel tool.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690374#Comment_3690374

    Are you surprised? I mean killers want everything nerf even a perk like it that is hardly seen and if so is more of a killer perk than a survivor one, since these solo que potatoes wont even do gens too busy trying to background fail save. I know lithe and sb will also be part of please nerf.

    Not surprised. Calls for nerfs to SB and Lithe are very likely on the horizon.

  • Well, we know what’s on the chomping block after Windows of Opportunity: Background Player. Lol

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690281#Comment_3690281

    Except they will have to dedicate half their build to do that because you need Flip Flop to do that with Power Struggle. And that still has counter play as the killer can just pick the survivor up instantly and avoid it. The only way Power Struggle/Flip Flop works is if someone else comes to distract them, in which case it is similar to BGP but requires 2 perks instead of 1 and I can still just chase the distraction instead of picking up, unlike BGP where I can’t as the survivor isn’t nearby.

    True, but that would still be more efficient than BGP as it requires only one person to occupy the killer. But can the killer really avoid the pallet stun so easily? I’d argue not.

    The same way a person with BGP could rush up to get the pallet stun is the same way a person could do it with Sprintburst or by simply following the killer until they get a down under a pallet. Either way it’s to the detriment of survivors as they’re not on gens.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690273#Comment_3690273

    Any Idea?

    Making maps too strong punishes weaker killers more than stronger ones.

    I genuinely dont know how to fix this.

    It isn’t really something that needs fixing. Anything BHVR could do to affect it would just make the game worse for one side or the other. Best to just leave well enough alone.

  • That’s the thing—any killer can tunnel a survivor out at any point in the game & pretty much walk away with at minimum a 2K. Tunneling is potent and widespread because it works regardless of all else.

    @Hexling said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690269#Comment_3690269

    The big problem is when you tunnel out someone at 5 gens with all these stacked like you said. Even if there are only 2 gens left and three survivors the gen regression from just downing the next survivor will make the game 1000x harder for those 3 people trying to pop the 2 gens especially if the killer is even 10% decent and understands how to zone a 3 gen. The problem isnt 3 gen or slow downs tunneling is to a certain extent because you never get good at anything else. The problem lies when all three of these things are all done in sync by a half decent player it makes the game ridiculously oppressive.

    Regression perks can make tunneling easier by creating extra wiggle room, but they really aren’t necessary to win a game. If I tunnel someone out at 5 gens, I’m going to tunnel the next survivor out with however many gens remain (3-5). And once two are gone we know it’s basically a game of outlast for the remaining survivors. They’re not concerned with gens (nor should they be).

  • @[Deleted User] said:

    There's genuinely nothing you can really do if a survivor is down at a pallet and someone is within 20m with Background Player. You just have to make lemonade out of lemons and go for the person with Background Player. If I see that a team is trying to go down at pallets intentionally, I'll try to swing super late to bait out the pallet drop+get the hit, but smart players will either not drop the pallet or catch on pretty quick. And it won't work consistently if you play on crappy ping or wifi.

    You can always run Fire Up to try and throw off the timing, but that requires you to run Fire Up, which is a huge downside.

    The complaints about BGP and pallet saves are overblown. Survivors can work the same strategy with Power Struggle. It may even be more efficient since it’s one survivor off a gen versus two.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690116#Comment_3690116

    But I did not say to just straight up nerf it.

    I suggested disencouraging it.

    That’s true, you did say that it should be discouraged. However, the only ways to disincentivize a shift w playstyle are to either buff other strategies survivors have (my initial point that you have to give survivors some way to survive), or weaken it as a strategy… which would be a nerf.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690084#Comment_3690084

    And thats what @Xernoton said? Its common knowledge, that DBD Killer without any gen perks against decent survivors is basicly saying: "Its up to you if I win or lose." Exception are some killers, that are problems on their own.

    This discussion is only about two perks. Not about killer stacking four perks that basicly do the same thing.

    There needs to be regression. Otherwise, some killers are just not viable. This is at least how I see it.

    You don’t need regression perks to triumph over survivors (good, decent, or otherwise). Tunneling one survivor out ASAP is the strongest tool available to killers. The regression perk may buy more time to do that but I personally think it’s a negligible difference.

  • @Hexling said:

    What if everyones getting all mad and the new animation takes 2 seconds making it actually 3 seconds running time. Since right now its 3 seconds and 1.5 sec running time with the current animation. They already stated its a stabbing animation.

    This is what I suspect will happen.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689708#Comment_3689708

    No lol you literally get 40 seconds. If you get to a loop after a DS stun all the time you spend after that is pure profit. So if you DS a killer and then loop them for 60 seconds, DS literally got you 60 seconds not just 2. That's not debatable, just a fact.

    Whole lotta “ifs” in your ‘fact.’

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689119#Comment_3689119

    Lightborn is not the same as WoO. Survivors can completely ignore Lightborn but WoO is something the killer will notice. One barely affects normal gameplay, the other completely changes the game completely.

    I'd rather be stomped by some god like survivors every once in a while than winning all my games but being bored to death while I do it. What if from today onwards the game was no longer a PvP but a PvE. Would you still play, knowing that every match is pretty much the same because your opponents always do the exact same things? This is what WoO does to survivors. It turns them into bots that no longer play against the killer but play by a manual.

    For all I care the perk could be buffed to become stronger as long as that aspect is removed.

    To be fair survivors can run in a straight line (or from pallet to pallet) and pre-drop without Windows of Opportunity. Decent map awareness (not even good; just decent) and a functional pair of eyes creates the same scenario. Nerfing this perk won’t mean average survivors just suddenly stand still and get hit or run into walls. 🤷🏽‍♀️

    And Any Means Necessary does something similar to this perk.

  • I don’t think tunneling should be ‘punished.’ I do however believe if it ruins the experience for players, those players should.. well, abandon the game. Don’t participate in something that brings misery.

  • it’s good but not overpowered.

  • Yup. You’re complaining about survivors running in a straight line because it disrupts your ability to play the game how you want. You asked if it’s fun for both sides; surviving is fun for survivors. You said the strategy negates looping, I pointed out maps are being reworked so that looping really isn’t as efficient as a shift w strategy (more dead zones, more weak tiles). The only way it becomes boring for killers, because regardless of where a survivor goes you’re still in chase, is because it prolongs surviving and that is not fun for killers. That’s the gist of it.

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689726#Comment_3689726

    Chase survivor for 45s to just give up and have wasted all that time. Survivors have the control to die on a pallet consistently and in a way that means a pick up allows both sides to be dropped. They get the gen pressure & you're denied a down lots of counterplay!

    Survivors can pull off the same trick with Power Struggle.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689422#Comment_3689422

    I see DS about the same amount 1/4 or 5 games. Adding 2 is more like adding 40 because now they can W key it to a good loop and get a few loops out of it on top of getting a reset on DH.

    If 2 seconds feels like 40 seconds to you in any context you really should work to improve your own skills. Including and especially time awareness.

  • Thought Calm Spirit prevented the scream but didn’t affect Blindness. I guess if you’re throwing in Vigil (which also doesn’t prevent the Blindness), that’s still two perks to halfway counter one. Not equal to using Lightborn to counter this BP + Flashbang combo.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689221#Comment_3689221

    I literally did it yesterday and have seen many survivors running DS try to get value from it by bodyblocking.

    I call bologna. I don’t believe any part of this statement at all.

  • @supersonic853 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689691#Comment_3689691

    just run a perk 4head where were these words of wisdom with ultimate weapon? Just to humor you though. I havent ran the perk since i started in 2017. Never plan to. I want survivors to have a chance to flashlight save me. What i dont need is flashbang sniping from cross map with no counterplay.

    What perk counters Ultimate Weapon?

  • Is it counter able by Lightborn? If so…

    No.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689402#Comment_3689402

    He can leap over pallets, yes.

    I mean you stand near an undropped pallet, he hits you, he's stuck in cooldown in the pallet stun zone, you drop it on his face and turn him to mush. You can't kick him but you can probably still stun him (which kills him anyway).

    Probably a decent way to stop Twins from following up on an injure as a last resort.

    Not sure if it’s a glitch but IIRC he can also hit/injure even if the pallet ‘blocks’ him. It happens simultaneously.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689396#Comment_3689396

    I wouldn't say super common, but maybe every 5 games or so. Especially when you get the 3 or 4 mans.

    Every five games is common. I weirdly never see this as killer (most importantly), or solo queue survivor. And in my SWF groups people aren’t really doing it either. 🤷🏽‍♀️

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689396#Comment_3689396

    It handed VERY often back in the day when ask those perks were meta. It will happen more now that DS is getting a buff. But as of now it usually only happens in SWFS

    I’m talking about now. I don’t think DS receiving 2 extra seconds will make this strategy meta. If that were the case people would be doing it now. OP says it’s common (every 5 games) but I’m skeptical. I play a lot of solo queue, I’ve never seen anyone pull it off. And in my SWFs people aren’t doing it either.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689023#Comment_3689023

    Strict activation requirements = Getting hooked. If you are not hooked at least once the whole game, you probably don't need DH in the first place.

    "Umpteen" drawbacks = Something that not only affected any other version of DH, it affects any aspect of the game including killer's attacks.

    Great logic there.

    No wonder your takes are so god-awful. You’re clueless.

    To activate Deadhard requires: Getting a successful unhook, getting hooked yourself, not being exhausted, not being in Deep Wound, timing the perk, the killer having better ping than you, and you having good ping as well. Those are the actual activation requirements. Not just getting hooked.

    I couldn’t care less about the rest of your comment. It’s irrelevant.

  • @ReverseVelocity said:

    Fun Fact: You will probably be able to camp a pallet and kill Victor with it after he hits you

    can’t Victor leap over pallets? I haven’t played twins in a few weeks but I believe he can actually jump over them.

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