Ayodam
Ayodam
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512742#Comment_3512742
yes? that is correct and what they said they want.
It’s not though. He said god pallets should not exist, and said nothing of their opposite. A proper response illustrating the point would be “neither god pallets nor unsafe pallets should exist.”
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I think it depends on the social media platform. If it’s FB, Instagram, Twitter, etc you would report the hate speech through their report system. If it’s on these forums, which are heavily policed, you could always DM a moderator.
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In b4 this gets moved to feedback.
The official response is Spine Chill was changed because the visual terror radius provides the QoL aspect that Spine Chill imparted to players with hearing difficulties. But SC also alerted survivors to the presence of stealth killers who were otherwise in Undetectable status and may have been changed for this reason too.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512701#Comment_3512701
I am asking for tiles/pallets that include mindgames and the opportunity for either side to make a read and get a hit/gain distance. God pallets should not exist.
Nor should unsafe pallets or tiles by your logic. There’s no way for survivors to gain distance with them.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499461#Comment_3499461
How is that relevant to what we are discussing now?
Because before you edited your post you used an analysis of his as an example of how bad killer is. I was pointing out that he’s also said the same thing about survivor.
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This is definitely not the most toxic challenge. I think most of those are on survivors b/c they generally require a match throw
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512285#Comment_3512285
Actually most of the time I’m in the backfill. I’ve gotten 6k hours surv streamers and “comp champions” in my lobbies as Killer when I have less than 1k hours overall. In all honesty I wouldn’t dodge that much if it was pre 6.1.0 matchmaking apart from obvious cheaters.
No offense but while Killers can pick their lobbies, Survivors can choose to play in swf or not. Solo queue has disadvantages against a Killer because no one would play Killer if your average solo queue team could consistently beat the average Killer player.
I can see how problematic lobby shopping can be, but I see no personal benefit in being the backfill against better teams or potential cheaters, especially when the devs are slowly but surely reducing the viable playstyles for M1 weaker Killers.
But SWFs aren’t winning that much more than solo queue (+\-15% with a 4-man). And contrary to popular belief, no one is facing 4-man sweat squads very often. They’re only 4% of the player base. Most survivors are in fact solo queue, with duos close behind.
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@Annso_x said:
remember that time when the devs said they would equalise survivor sounds after the iron will nerf and we actually believed them hahahahaha
That just means they’ll all be as loud as Bill. Anything else nerfs killers.
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xenokitty it’s more catlike
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@Science_Guy said:
Oh, is Light-footed the designated "OP" survivor perk of the chapter? Weird.
I thought they would say Chemical Trap was OP. Lol. Lightfooted is outclassed by several other perks.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508233#Comment_3508233
MFTs that literally reward the survivor for playing poorly and getting hurt
Just like Bloodlust right?
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@Xendritch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508246#Comment_3508246
Dramaturgy and Plot Twist.
Your idea of meta is extremely generous. Lol.
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@HoodedWildKard said:
I hope so
Self unhooking is a pretty pointless mechanic. It's mostly used just to soft DC and circumvent the DC penalty.
So many times i see a surv try to self unhook 3 times then miss 2 skill checks and unalive themselves on their first hook, even when they are first caught.
Self unhook perks and offerings are universally bad except for deliverance.
You’ve got time to spectate that but none to spare saving them, huh?
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@Th3Nightmare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507775#Comment_3507775
This Freddy only CAN hit sleeping survivors. As freddy you can send them directly to the world of dreams with an animation and after X seconds they will enter your world so you can give them a HIT, after giving them a hit, they will wake up, so you must do the animation again to send them to the world of dreams dreams.
Another part is that they "survivors" can decide to enter the world directly, interacting with the clocks.
Obviously, when you freddy up the sleep animation, you slow down, giving survivors room to react since they don't see you while they're NOT in your world.
It might not be so bad if he can’t hit survivors who are awake. If he can’t just instantly put them to sleep after they have woken up then it could be ok. He was kinda broken at launch when he did similar things which was why he was ultimately nerfed to what he is today.
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@Xendritch said:
I mean I guess we can pretend 3 of the last 6 survivor perks aren't meta perks or that the rest of the survivor meta perks aren't from 2016-2017. You somehow managed to be wrong on both ends which is impressive.
MFT is meta but what are the other 2 new survivor perks that are meta? I’m assuming by meta you mean they’re commonly used.
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@PeacenGreasealt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507685#Comment_3507685
Which wouldn’t work because of basekit BT, so it would be a free escape. That’s actually the reason it got the change.
No it’s not. The self hook chance when you are last survivor was changed years ago. Basekit BT was just added to the game this year.
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I like it thematically but, correct me if I’m wrong, the gist of this is Kruger is basically invisible and able to hit survivors while invisible. There’s a reason Wraith can’t do that. It would need some sort of counter other than a random other person doing a side quest to help you, or the killer injuring/hooking you.
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@Hex_this said:
It was interesting reading all the responses that this post got, I'm glad to see others with hearing impairments also used SC as a more accurate version of the heartbeat we now have.
I will still stand by saying as a stealth killer main (ghostface) I've never had an issue with survivors running spine chill though as stated before that's my own experience so each to their own.
I'm going to be completely open as someone who used it as an aid to know what was happening without having to be constantly turning my camera on a Gen I've actually struggled a lot more playing the game now as the visual heartbeat isn't helpful when it's killers with large terror radiuses.
Now all honesty does this make me enjoy the game less? No absolutely not. However as it stands for me old SC before this update was an incredible aid when I can't hear much that's going on and it's sad to see it gone.
I understand DBD aims to be a balanced game but from what I've seen SC was one of the few minor things to counter stealth killers (for example it lighting up regardless if they're in a certain radius of you).
Thank you all for taking the time to discuss this topic and share opinions with myself and others!!
I think maybe using Alert could help, or Fogwise (but you’d need to pair it with Stakeout and Hyperfocus tbh) as stealth killers aren’t always in stealth unless they’re GF. And at that point.. well, he has an insta-down ability but if you can survive long enough in chase you might be ok.
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You don’t really have to justify your playstyle. If you pursue an injured survivor who was just unhooked that is your prerogative. Why explain yourself or answer for it? Do you. But to be fair if you go back to the hook during an unhook, you could still follow the injured survivor’s scratch marks or blood pools to wherever they are so them ‘going for cover’ or some such doesn’t necessarily mean they’ll escape you.
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To be fair on Haddonfield you really just have the one house on either side that’s good, and they don’t really connect to anything else. The streets and lawns are super unsafe. Hell the street itself is practically a deadzone. I think balance is not having one strong structure but then a large part of the map (the majority) being virtually unusable. Rancid Abbatoir in general has become a very bad map for survivors.
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@Seraphor said:
I wouldn't mind if it got the Visionary treatment.
While active, when you drop a pallet or make a vault, the perk goes on cooldown for 16 seconds.
You can still make a mental note of where everything is when you can see it, but it's not 100% uptime and so it has an element of 'skill' to it.
@th3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507428#Comment_3507428
That's what it was before it got changed to always be active, and guess what. No one ran it, and instead ran a dreaded second chance perk instead.
No one runs Visionary now because, well, it sucks. I actually had a thought the other day that it should just permanently show Gen auras.
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I don’t understand the filters or censorship for a game that’s rated 18+. It’s really strange. Are they worried about kids sneaking past the age requirement?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505856#Comment_3505856
So anyone who runs Alc Ring is cheating.
Anyone who runs Nurse is cheating.
Anyone who runs meta addons is cheating.
Anyone who plays against Solos is cheating.
Anyone who plays against inexperienced players is cheating.
That definition doesn't do anyone any favors.
They will say no because those are features of the game. Communication via 3rd party programs or devices (like cell phones) is not.
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@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505792#Comment_3505792
Or it shows that nightlight isn't as accurate.
These stats include every single person who plays dbd. Nightlight only the ones who bother to register to nightlight.
It doesn't take a rocket scientist to see which one is more accurate. You just call them useless cause they don't fit your narrative
On top of that Nightlight has 0 stats from console players, who make up the lion’s share of DBD players.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505412#Comment_3505412
The issue isn't the extra distance at all. You should get that but for some reason the actual speed of the fast vault seems to have increased. You make more distance in the same (or less?) amount of time now and that denies a lot of hits killers should get. Even during the vault animation survivors cannot be hit. You can see that something is not working properly by looking at the animation. It's like the survivor is frozen for a fraction of a second before being teleported forward.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505467#Comment_3505467
If it was a latency issue, then the killer wouldn't notice that. Because on their screen they clearly hit you and the game favors killers in these situations. Since nothing was changed in that regard it can't be explained by latency.
Survivors aren’t necessarily vaulting faster; they just aren’t losing run momentum when they go into a fast vault anymore. What was happening was that when survivors did a fast vault prior to this fix, the game treated it like a medium vault so the vault slowed them down even though the animation still showed a fast vault. But that isn’t how fast vaults are supposed to work. I think it glitched out around patch 3-4? It was a really, really old bug.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505776#Comment_3505776
I can legit see 2 other hooks from every hook I'm on.
Yeah. Barring a few rare instances (2nd floor of Midwich) hook spawns are pretty generous.
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@BasementDweller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505412#Comment_3505412
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505440#Comment_3505440
I didn't know that fast vaults were originally supposed to give extra distance on vaults, but I will definitely keep this change in mind.
Honestly I don't see a reason to complain. I don't see this fix as a bad thing, because there were times when I would get a hit on a fast vault that definitely shouldn't have hit.
Devs fixed something to what it was originally supposed to do. I welcome this fix, people will need to adapt like usual.
They did way back when then they stopped after an old patch/update. Players reported it but the devs never publicly said anything about it. Now they’ve I guess gotten around to addressing the issue. But yes fast vaults were always intended to keep momentum.
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That’s weird because hooks spawn within 20 meters of each other every time I play.
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@biggybiggybiggens said:
When DBD was first made, it wasn't made with the idea of all 4 people being able to team up 'vocally' in mind... It just became a feature later on. SWF is a huge advantage over Solo so I'd like to see some sort of disadvantage down the line even if its minor.
Not true. It was designed with SWF in mind, but at the time of the game’s creation they couldn’t do both SWF and KYF. They chose KYF because they thought people would like that more at the start but always intended to add SWF.
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@grandpa_general said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504401#Comment_3504401
Well for starters, remove the tracking of killer belongings. It's outdated. Give red twine addon another function or rework it.
Add purple and yellow maps. Let it have different tracking options.
Rainbow map should have all generators and chests tracked. It should also last longer.
Add more map addons. We still don't have a iridescent addon.
Increase the map tracking range.
Crystal Bead is integrated in the Rainbow map by default.
The tracking helps with locating totems, Trapper’s traps, and Hag’s traps. The latter are niche but totems are always good to track.
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@Xernoton said:
It is not against the rules by any means, so it is not cheating. The devs fully support people to play with their friends. The fact that they use a third party software to communicate doesn't change that because it doesn't affect the game directly.
They are trying to bring solo queue closer to SWF and balance killers around that. This is no easy task and I doubt it's gonna get much better than it is now. You can't really "fix" solo queue because nothing really broke but that's material for a different discussion.
One thing I would like to see for survivors is some kind of chat wheel during the game with simple options like: "Killer is near.", "Gen nearly finished.", "Heal me." and "Going for the unhook."
If you want to kill an online multiplayer coop game effectively, then all you have to do is punish people to play with their friends. By the way, you are probably playing against way more SWFs than you think. Peanits shared some information about how many people actually play in SWFs some time ago and (if I remember correctly) the majority of games have at least 2 people playing together.
Which is why I also doubt that the SWF and solo queue escape difference is nearly as high as it's made out to be. It might be true for 4 people SWFs but not overall.
Per Peanits, the majority of trials are made up of solo queue (56%), duos make up approximately 40%.
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505405#Comment_3505405
I don't know. I don't know why nightfall or boon auras hurt my eyes. It's not something I've experienced before in DBD or any other video game. I play plenty of horror games and stealth games that are near pitch black that do not hurt to play. I'm not a dev or an eye doctor.
Maybe it’s the contrast of the survivors’ aura? Your eyes are trying to focus on something and that’s kind of stark. Could create strain.
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It’s because they fixed fast vaults which were always supposed to keep momentum/grant distance. Prior to this fast vaults worked like medium vaults. That was unintended. The fix corrects it.
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IIRC, when attempting to reveal Ghostface you need to see 50% of him on your screen and he has to be—and this is kinda strange—like in the center of your screen.
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I main Dredge. What change do you suggest?
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@[Deleted User] said:
I definitely think there should be a lobby dodge penalty that starts to stack up. Way too much lobby shopping happens and it completely screws up matchmaking.
If lobbies were fully anonymous, that could help without necessitating a penalty
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@BillToLast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504884#Comment_3504884
Otz has 10k hours in DBD. He knows every single addon, every single perk and every single map by memory. He has winstreaks on multiple killers as well as the survivor and is a regular community cups player.
I don't like him as a person, but he does know a lot about the game and should be listened to.
Ayrun, Naymeti, Hens, and more… there are many players who are knowledgeable to a similar degree as Otzdarva on the mechanics of this game. Some of them have opinions in line with Otz’s, some don’t.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504744#Comment_3504744
Otzdarva also plays this game as a job and went against average queue survivors. Same can be said about SWF teams that queue up in regular matchmaking like team eternal. They'll also get 50+ wins in a row just messing around.
He’s at the highest MMR, unless you’re suggesting that he smurfs. His survivor games are typically much worse than his killer games—as in he loses when he plays survivor waaay more than he does when he plays killer. And he’s a good survivor player.
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@Ryuhi said:
I think its one of those perks thats specifically "unfun" to go against, even if its not strong.
If I could change one thing about it, I'd make it so you can slap a gen to disarm it (with no notification or feedback) to give a risk/reward counterplay to it regarding its timewaste: You waste a little time to try getting rid of it with the hope you avoided the longer stun/blind. Basically like dredge smacking locker locks but without any way of seeing it did something.
So what do survivors get in exchange for this? They need to repair a gen to at least 50% uninterrupted to apply Blastmine, can’t repair the gen fully to potentially get value from the perk, and then get a 5 second stun for all that. And since you would nerf it, what do survivors receive in exchange?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504419#Comment_3504419
No, the killer doesn't have to play like that. Knew it wouldn't take long for this take to pop up.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504437#Comment_3504437
Imagine thinking that someone should have to change how they play just because your team decided to be toxic dickbags and DC and leave you hanging.
I think you are missing the point here, you teammates were the problem, not the killer. I think your teammates should get BANNED for doing that, and not just for a few minutes. Like days, they should be banned for DAYS for doing that. And if they make a habit of it? Ban them permanently, i guarantee after a few people get permabanned for DCing a lot, or killing themselves or afking, it'll stop real fast.
I thought killers, like survivors, had to participate in normal gameplay and BHVR considers that advancing the game. Is that rule mon-applicative to the killer role..?
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@grandpa_general said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504358#Comment_3504358
I had a tome challenge called Cartophile where I had to interact with tracked elements for 90 seconds except I never seen any other survivor but me using it once.
How would you buff maps, if you could?
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Sometimes people use them to complete tome challenges.
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@GolbezGarlandGabrant said:
If Spine Chill is at the bottom at 6% does it mean the remaining 115 or so perks aren't worth using in comparison. Just weird to see Spine Chill bottom out that list.
I mean it only provides any use now when the killer has LoS on you, and you at that point also have LoS on killer. It doesn’t make your vaults faster anymore so it’s not good for chase. It helps you repair a Gen slightly faster when it’s lit but other perks do that much better. It’s not even a good detection perk.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504253#Comment_3504253
That's true, but I've only seen 2 survivors using any of gabriel's other teachables after returning post singularity. I'm seeing MFT being used in specific builds many times across multiple sessions. It might take a while to get more concrete data on the perk, but it's pretty obvious the perk is just really good.
His other perks are pretty bad. MFT is the only one where people get value. Probably why you’re really only seeing that, and not his other teachables
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@MimiDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503264#Comment_3503264
Perhaps playing the game would help you give better advice?
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503287#Comment_3503287
you ARE trolling...right?
Find workable solutions, just like you’d ask someone complaining about some other aspect of this game (i.e. tunneling or camping or slugging) to do. That’s the best advice anyone can offer.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503264#Comment_3503264
Unrelenting doesn't speed up successful attack cooldown... that would legit do nothing.
Hmm. Pair it with Save the Best for Last.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503210#Comment_3503210
It doesn't need a slug to work though. Anytime a killer downs anyone, it can come into play before the killer is finished wiping their weapon. A killer can have every intention of immediately hooking and this will still act the same way. This isn't an anti-slug, but rather an anti-down.
@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503210#Comment_3503210
"A slug to work" ?
Dude, I'm not slugging, I'm DOWNING someone! And WHILE I'm in hit cooldown, they get revived! What should I do, stop downing people??
If not disabling it in end game, make it that it does not trigger until healing at least 3 seconds. Or change FTP to make the user go into deep wound, so endurance does not work. Just anything, to not get punished for downing someone!
oh well that’s unfortunate. Run Unrelenting.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503165#Comment_3503165
Deactivate it in end game, and I'm fine with it. But right now, it's a free escape in end game. DS and OTR were changed to deactivate in end game to not grant such a free escape. But then they change buckle up and create this busted combo, reintroducing a free escape ... for TWO players at once! Whoever greenlit this should be fired, honestly!
It still technically requires a slug to work. And the devs need to move away from the habit of deactivating survivor perks during endgame. Endgame shouldn’t by itself give the killer unearned advantages.
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@C3Tooth said:
It was David and Feng with 2 Gens left. I kept hearing noise near the same Gen and checked more frequently. After many times, I saw Feng, chased and killed. David got hatch.
Post game, I saw David had Diversion and kept doing it at Feng’ Gen.
Killer has no info whats your teammates do. If its an opportunity to get a hit, they will take it.
I’ve seen someone do something similar with Red Herring and Situational Awareness. You don’t know but when you figure it out or uncover what you did, I know it feels kinda crummy. I’m sure if you knew what David was doing you would have went after him instead of Feng, who can’t even tell what’s happening until the end.