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Ayodam

Ayodam

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Ayodam
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  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549952#Comment_3549952

    You're right about that. But it doesn't mean, that they should completely disregard killer powers when it comes to maps. I mean, Trapper and Billy are 2 of their original killers and they get worse with every new map and map rework because they don't take the time to take different killer powers into consideration at all. And this is only going to get worse. Unless they rework these map dependent killers completely.

    And let's be honest, how many maps are there, that aren't good for survivors? Midwich, Dead Dawg Saloon, Wrecker's Yard, RPD East Wing and maybe the new Rancid Abbatoir on a bad day. But that's about it. That's 5 out of 42. That's a 12% chance you get a hard map. That's really not that bad.

    Both RPD variants, Midwich, Eyrie, all but like one of the Coldwind maps, the MacMillan estate maps minus Storehouse (and possibly ironworks of killer doesn’t break door), Haddonfield (two strong houses but the rest is deadzone), Toba Landing in a way, maybe more but I’m not in a position to look them all up. But there are a lot of maps that aren’t good for survivors. Far more than 5.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549952#Comment_3549952

    I understand that balancing that type of stuff is difficult, however it seems like a lot of the recent changes especially involving map reworks hardly take into account community feedback and constructive criticism.

    Because community feedback tends to be an echo chamber that doesn’t consider nuance (like how Ghostface, Huntress, and Singularity can’t all be strong on Toba) and is really biased. If they followed community feedback to an extreme extent this game would die just like Death Garden.

  • To be fair if the killer was facecamping then the optimal play for your team is to just focus on gens and escape. They could have tried to go for an endgame save but that requires a lot of coordination, strategy, and sometimes luck, and even then doesn’t guarantee everybody gets out. Hopefully the anti-camping mechanic mitigates situations like yours.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549889#Comment_3549889

    I personally think that maps should be designed with Killer powers in mind and vice versa. A lot of maps just suck for certain Killers.

    Earlier today I had someone send me to Tobba Landing as Singularity, in the post-game chat they were trying to say that "the map is good because you can hide your biopods" even though tagging people with my biopods was basically impossible since the slightest obstruction prevents their power from working.

    Or being sent to Lery's Memorial and once I got my Archive done, I just turned my brain off since I really didnt have a reason to play with 2 Hooks by 5 Generators and basically nothing else to show for it since all supply cases have EMPs ready and I cant even use my power anyways. The players I went up against of course prolonged the match as long as possible and didnt leave until the very last second of EGC.

    Sometimes this game just feel really unfun or unfair, I dont really know how to put it any different, sometimes it feels like it just crushes any amount of spirit or motivation you have to play the game. Not all the time though, just sometimes.

    Doesnt help that I have 9 days to clean up the current Rift before it ends while managing college, feels like a chore honestly.

    It’s impossible to balance all maps for every killer. And they do need to be balanced for survivors as well. But like Lery’s and Toba are great for stealth killers yet bad for ranged killers. You can’t really make those maps good for both because those two classes of killers function in completely different ways. And none of that considers that maps still need to be balanced for survivors as well.

  • @[Deleted User] said:

    People who ask why would BHVR nerf survivors if they only cared about money must not have been around when data miners proved that at some point the killer/survivor player ratio was completely out of whack as hardly anyone was playing killer. Add in the pre 6.1 kill rates and something had to be done to keep the game actually alive.

    source?

  • @kin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549416#Comment_3549416

    On ptb, jumping into windows became the same as when updating with Nicolas Cage. Before that, they added a detailed hud, an anti-tunnel to the mechanic. In short, you will lie if you say that there are none at all.

    They were trying to fix vaults because fast vaults were basically medium vaults and that isn’t how they always were nor how they were meant to be. But they did revert the change so fast vaults once again equal medium vaults (although they do plan on fixing this eventually). The HUD was added to help solo queue survivors who make up the lion’s share of players yet have the worst experiences in the game. And even then it’s not exactly gamebreaking. You could literally do the same thing with a handful of perks. So those are two quality of life changes, one of which was reverted. If by anti-tunnel you mean basekit BT, that wasn’t a buff but another quality of life change so that survivors got a chance to play the game and weren’t deleted within 1 minute of joining a match by being tunneled out.

  • @DemonDaddy said:

    Havent seen it often enough to consider running calm spirit.

    It’s pretty common, and Calm Spirit doesn’t counter it because the killer can still see the survivor even though it mitigates the scream. I think it’s a bug.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548903#Comment_3548903

    I'm being serious. Against some killers they are better than your typical solo-queue.

    They tend to perfectly dodge projectiles. And they are always at the furthest point from the killer on a tile, even without line of sight (because they know where he is). That makes mind-gaming them a chore.

    They go for unhooks and heal their teammates.

    Tell me it's not better than so many solo queue survivors?

    They get stuck on objects, they routinely glitch, they will not finish heals if they detect a terror radius, will blow gens for the same reason, and cannot loop.

  • They’d need to add more windows. They’re not going to eliminate pallets on a map with two had windows.

  • @drsoontm said:

    Bots are quite decent in many situations. They "cheat" in mind games because they always know where the killer is.

    I've played mostly killer these past weeks and I must say that there is almost always a weak link in the team that goes down in record time. He is the fifth killer perk as far as I'm concerned.

    Sometimes the weak-link rage-quits immediately which increases substantially the team's chance of survival.

    (And sometimes of course the team is quite strong and kicks my backside properly. Usually an SWF of 4. Maybe once in a blue moon they are very experienced solos.)

    Bots are “quite decent”? Lol cap. Stoppit.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548196#Comment_3548196

    The worst thing about solo survivor is the other survivors.

    Out of hundreds of solo games, I have one bad face camp memory. I have dozens of intentional training of the killer onto me on a gen, even more memories of people not touching gens... and so on, its not worth complaining about.

    But what could I ask for to change this? If solo survivors won't take the goals of the match seriously, short of a major re-work of basic mechanicals nothing can change.

    I think it’s more than just ‘bad’ teammates. Solo queue survivors are generally unskilled, unintuitive, and often play with their own agendas (tome challenges, earning bloodpoints, memeing/trolling, etc) but you can always play for yourself. Any survivor can. You don’t necessarily need a team to escape a trial; you can do it yourself with the right strategy. If you want reliable coordination, forming a SWF is best.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548196#Comment_3548196

    Some killers will win a hundred solo queue matches and lose to one SWF, and the only thing they will remember is that one loss. I find veteran killer players are pretty realistic about how bad solo queue survivor can be. Killers should definitely want solo queue to be better, so they get more fun matches. I'm glad I play survivor, so when I play killer I can recognise when a 'solo queue' moment happens and give the survivors a bit of breathing room.

    As long as killers aren't actively pushing back against solo queue improvements I can live with them not caring about the problems solo queue survivors face. The hysteria over the HUD and the Visual TR though, that was honestly kind of gross. Killers threatening to leave the game if deaf players got an accessibility option? I don't care if there could be some sort of advantage for survivors in general. Let deaf people have their visual heartbeat. Don't just threaten to quit. It was unbelievably gross how many killers acted. I should say that I didn't see any veteran killer players behaving like that though, only the ones that sound really young when they communicate, so mostly just self-centred kids with bad priorities.

    Personally, I don’t see killers advocate for solo queue improvements. What I have seen was that many, many killers (including forum regs whom I would say are veteran killers) pushed against the HUD and basekit BT updates—and those are more valuable to solo queue than SWF. Some of them still bring those features up as a gotcha to imply they’re an insurmountable advantage for solo queue survivors.

  • @Bardon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546069#Comment_3546069

    And yet you released this knowing it's broken on multi-level maps.

    That’s a consequence or killers camping the top of basement stairs. I can’t really think of a way they can prevent multi-floor progress without basically making it so camping basement circumvents the mechanic.

  • I always wonder where those killer mains who complain ad nauseam about how ‘OP’ survivors are when threads like this pop up. They say jack all about this very common phenomenon you’re facing, OP. 🤷🏽‍♀️

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546976#Comment_3546976

    I disagree. From my perspective, the finisher mori ptb came about from thinking of how to make slugging more fun/less of an issue in certain situations. At which their only real option would be to let you pick yourself up, which obviously called for killer buffs in the form of the finisher mori. I could be wrong but without direct dev confirmation there isnt a realistic way to tell.

    Only nurse and blight were remotely capable of downing all 4 survivors within 45 seconds, and its a massive stretch without many many survivor mistakes or having everyone injured previously. Even then the UB buff on the ptb made that timer 22.5s. I feel like basekit unbreakable definitely came from wanting to "solve" slugging, witht the finisher mori being a "necessary" byproduct.

    I played that PTB. Nurse and Blight were not the only killers slugging all 4 survivors and ended games in like 3-5 minutes. That had to be a joke on your part?

  • @CorvusCorax86 said:

    I can reiterate what Eleghost says. Sometimes, when there are difficult challenges, you have to leave your comfort zone and put together a build suitable for achieving the desired result.

    @Eleghost said:

    I did the challenge in 3 matches earlier in solo queue... you just have to play like the ultimate rat and hide and such. I'd highly recommend lightweight, quick and quiet, and distortion at minimum.

    Where does that leave your teammates? Remember 4=1 when it comes to survivor.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/391640/new-trend-incomming

    Like, it's ok with the guideline of the game? Or I can report him?

    If you have a recording of the game, probably. Killers and survivors can't work together against other survivors. It's also against the rules to hold a player in the game for an indefinite period of time.

    Didn’t a dev recently comment something about the mountain of evidence it takes to prove that a killer and a survivor were working together? Like just because a survivor leads a killer to another survivor, that doesn’t prove intent (they were working together, it was deliberate/griefing, etc) which is why it seems that people are almost never punished for doing it. I know Peanits said that slugging and even repeatedly slugging the same person isn’t a rule violation because survivors eventually bleed out. So they can’t really be held indefinitely by that.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543912#Comment_3543912

    When I first encountered it as killer, I thought it was a hacker. I have never seen a Survivor sprint around the Swamp map or any map. It was not normal speed, not even close.

    Then today, someone in my Survivor SoloQ did the same thing. The speed is at least doubled.

    I’m talking about No Mither + Self-care.

  • It’s basically just a way to meme/troll. It throws the match pretty much, unless they’re just cracked survivors and those are really rare.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543577#Comment_3543577

    The thing is: we don't know. If they only rolled back Xeno to its PTB version no one would bat an eye. According to the documentation they went two extra steps, made turrets stronger by making them more generousl to place down and not only implemented the tail slow down that was by working before, but also increased the penalty further.

    If that was the case, there would be grumbling, but in the end killers would just play with a more fair, slightly "nerfed" version. But many players, myself included, experience a far steeper performance drop, missing shots that telegraph as clear hits and survivors easily dodging 8 tail strikes in a row.

    BHVR probably did some tail code optimisation that scrambled something up. I actually expect that they will clear this up Monday or Tuesday, as the Alien is not behaving like it should, but people all over are overreacting: one side claiming that Xeno is now trashtier and shall never be touched again, and the other side coming down hard via "now you see how boosted you were! You deserve this misses! ". I think most people don't realize that the tail code got busted up in the update. At least I hope so. If not and I am wrong with this assessment: RIP Xenos

    There were issues with turret placements (on RPD you basically couldn’t put them anywhere besides the main atrium/room) being super limited. That definitely needed fixing. Idk about the tail besides it not cooling down following an attack though. I know it was said they have fixed that issue, which was something they acknowledged as an unintended bug.

  • So what changes besides making the missed attacks slow Xenomorph down (which was a bug fix) did the devs make?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543085#Comment_3543085

    No. A weak tile is just a free hit if the killer is any good. And I think maps should have less RNG to prevent deadzones. But there's a template for good map design: Coal Tower and Dead Dawg. They just keep making these enormous maps for whatever reason and filling them with fully safe tiles.

    Borgo isn’t full of safe tiles though. It has colossal dead zones. Coal Tower is balanced, I agree. The Saloon is killer-sided. And that is fine. But killer-sided =\= balanced.

  • @[Deleted User] said:

    First order of business: standardize the pallet skins with the rest of the pallets in the game. Zero reason for one map to have unique looking pallets. Makes them hard to identify.

    Second: shrink the map and reduce the ungodly amount of random clutter.

    Third: make it not red

    And leave the deadzones and weak tiles, right?

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541268#Comment_3541268

    Replacing overpowered perks with other overpowered perks isn’t the way to change up the meta though.

    The meta already shifted when Dead Hard was nerfed and it was fine, now it’s back to having an overpowered perk run almost every game. And Dead Hard is back in the meta again thanks to MfT so the meta feels samey again.

    6.1.0 (the meta shakeup) wasn’t fine. It was really bad for survivors.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542235#Comment_3542235

    Oh i thought you meant that singu has no depth lol. I imagine singu will have more mains than freddy since you don't really get anything out of really grinding out freddy. You can hit the freddy skill ceiling really really fast but singu has both a surprising high floor and ceiling

    Nah, I meant Singularity is pretty rare. He does require more skill than Freddy (and a lot of other killers) IMO.

  • Bait? Singularity is probably as uncommon to face as Freddy.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542048#Comment_3542048

    So the worse the Killer is at the game the more should they benefit from hand-holding?

    You never see this argument raised for survivors. Ever. Hell, a popular thread circulating is full of killer mains saying the last survivor shouldn’t even have hatch available as an escape option. It’s beyond belief.

  • I wonder why the endurance effects doesn’t disable after all 5 gens are done or during EGC.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542018#Comment_3542018

    I guess this person just happens to be genetically enhanced...

    https://clips.twitch.tv/ObservantDarlingStarlingGrammarKing-j--xnudPrIw34ZG1

    0.2 charge + 0.4 to hit is 0.6s in total, if you can't react in time thats a severe skill issue.

    Imagine thinking you had a gotcha! and were like totally wrong. That player predicted the attack. They didn’t react-dodge it. Lol.

  • @Steakdabait said:

    Probably freddy since he has no depth mechanically or knowledge based with his power

    Singularity would like a word.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540769#Comment_3540769

    Dredge spawns more lockers? I have never heard or noticed this before.

    I read it when Dredge released

  • Since when is playing with one health state not a risk? It’s risky even if you’re facing a bad killer.

  • Well, look what happened when Gabriel dropped. He had two really good perks, one ok perk. Two of his perks were nerfed (one quite severely) and the third may receive a nerf as well. So of course the next survivor would release with subpar perks. Survivor perks exist for meme and silly antics. They can’t really be game influencing.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540797#Comment_3540797

    nah... the hair color change is perfectly fine... my sister did it like 5 times. ( I only wish I did)

    It’s not fine to me. They should release a natural color option alongside it.

  • It’s weird that their jerseys are in English. And I think Thalita’s hair should be her natural color, not blonde.

  • Dredge spawns extra lockers on any map it appears in. But shelterwoods doesn’t have much structure besides the main area (which was introduced with Skull Merchant) to support lockers.

  • It’s still glitched (no cool down for m2 use), no?

  • @CatnipLove said:

    I wonder how much impact it will have on juking. Hopefully it doesn't make all up close shenanigans obsolete. It will just make looping more boring.

    Well it should help give killers a better perspective so survivors theoretically should not get away with juking or 360s or any other up close feints

  • @jesterkind said:

    For disabling things that are broken in a way that either threatens performance or that can be abused for an advantage, historically. They pretty consistently use it for this purpose.

    If this is about the latest bug with lockers, hasn't that only been a thing for like a day? Give them a hot minute to deal with it, dang.

    Right. It took the devs weeks (months?) to deal with Merciless Storm bug exploit. And it isn’t even fully fixed. At least they moved swiftly with this.

  • @[Deleted User] said:

    Yep, first comment on Twitter I saw to bHVR's post "You kill switch anything on survivor side right away but leave anything for killer for months"

    I think anyone not coming from a disingenuous position can clearly see why this had to be done and couldn't be left in the game.

    While I don’t believe there is a conspiracy behind it, I have like others noticed the devs are faster with killswitching survivor bug exploits than killer. I guess people point it out because discrepancy is a curious thing.

  • I like the idea but the effects for interacting with Maurice are disproportionate. Pretty much every survivor item sucks, but you’re giving killers get map-wide BBQ. Maybe give survivors map-wide aura reading on the killer when they interact with Maurice. The Fortune Teller idea sees fairer.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538515#Comment_3538515

    "That one time I got value from x perk so it isn't absolute garbage!"☝️🤓

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538515#Comment_3538515

    "Poised is not bad. How many times I was running the killer on my death hook, a generator popped and the killer lost me, saving the game?"

    "Corrective Action is a good perk. There was a time when and 2 other survivors were doing the last gen, the gen was almost finishing and the killer was coming, the other 2 survivors let go of the gen but I lost 2 of my tokens and I managed to finish the gen. We wouldn't otherwise if they missed the skillchecks"

    Just some jokes lol

    It’s the gaslighting for me. 💅🏾 😆

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538492#Comment_3538492

    You don't need the 4th kill for a win, once you hit a 3K its considered a killer win. So yeah by the point the killer has "already won", that's not an opinion that's a fact. I also never stated that the killer should get the 4th by default just because they got 3.

    I just don't think the survivors should have a last second RNG robbery for them losing without the other side also having one. As that's unfair which was the original question. Either both have one or both don't.

    The odds should be stacked against the final survivor, its a 1v4 game. 1 survivor should not have anywhere near the same odds as the killer, that's how we end up with C tier killers and below.

    The game in its current state is over with just 2 survivors in 9/10 cases assuming its before endgame. Hatch doesn't change that, it just undermines the killers work/win as I said earlier. You're still going to get at least a 3K a.k.a. a win. If 1 survivor escapes it should be because they got down to one gen or the gates and finished while the other got chased. Not because RNG said so.

    If the killer won by that large a margin they should get the 4K. If th esurvivors won by that large a margin they should get the 4E. However only one side is subject to basekit get out of jail free shenanigans.

    Once there's 3 escapes the killer has already lost, they don't get a last chance mechanic to get at least a 1K the same way survivors get one for a 1E.

    Like I said before, if you don't want to remove it for survivors just give an equivalent for killers. It's not about being against hatch, it's about being against unfairness.

    Hatch also doesn't count for kills or escapes and kill rate, it gets voided out.

    The balance of the game doesn't change with or without hatch. The result is the same, the killer won. It doesn't make the rest of the match any easier, it doesn't make the killers any stronger, it doesn't make the survivor any weaker.

    This game is a (1v1v1v1)v1. Killer isn’t entitled to a 4K because three survivors died. And to suggest otherwise is ridiculous. Also, no matter how you try to defend your point that is what you’re saying. The final survivor can either go for hatch or wait and attempt the gates, and there are perks designed specifically to help the final survivor (Low Profile, Sole Survivor, Wake Up!, etc). These perks provide enormous boosts so obviously no it isn’t over for the 4th survivor because three died.

  • This except Nemesis should be in A, possibly Knight and Skull Merchant as well. While their gameplay strategies are unpopular they are very good at what they do (3-gen). Wins come easy when you play to their strengths. I believe recently a mediocre Skull Merchant player actually beat (or nearly beat) the best survivor comp team in the game by doing her 3-gen strategy.

  • I understand your frustration but I kinda feel posting about it is a bad idea because doing so encourages more players to look it up and try it.

  • @Seraphor said:

    It's not a buff or a nerf, you're trading one advantage (speed) for another (silence) and that can be a useful trade.

    I've had many cases where I've been cleansing a hex totem, a survivor has run the killer near me, I'm entirely out of LoS, but the killer hears the bones and interrupts me.

    It’s interesting to me how anytime people criticizes an element of survivor gameplay (like awful perks), you have an example of a time when that perk or feature just totally saved the day for you. It’s a convenient pattern I’ve noticed in your responses.

  • @Seraphor said:

    I don't know what the fuss is all about. I've fast vaulted in a chase multiple times today and not been hit by the attack that followed me through the window.

    But you can’t fast vault. They’re functionally medium vaults. That’s the issue. Lol.

  • Mmm, if it made you uncomfortable leaving was the right decision for you. The reality is survivors have much less agency in this game than killers get. I understand their frustration.

  • @Seraphor said:

    'Working with the killer' is such a nebulous accusation.

    I've been allegedly reported for 'working with the killer' before, but when survivors want to 'boop the snoot' or farm or run a slug race, and one of the four decides to have a tantrum instead, who's in the wrong? Then there's accidental sandbagging. No one in those situations deserves to be banned.

    Even with 'video evidence' it can be difficult to determine malicious intent.

    if it’s so arbitrary why even make it a rule violation?

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