Ayodam
Ayodam
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But what about Boil Over and Flip Flop or whatever.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812927#Comment_3812927
Exactly. Trickster doesn't really fit in (visually), which makes him look quite goofy at times.
Trickster looks goofy and doesn’t fit in but one of the killers is a child’s plaything. Another is a nude woman.
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@coolgue1 said:
Unless they revert most of the god awful map reworks that are basically smaller than a postage stamp and can basically 6 gen lock I say no their sack ward as u said and their people only 2 op survovur map left hawker and meat paint that it ever other map HOT GARBAGE most pallets and wall are so short all you can do is pre through and u prob still get hit haha it laughable play killer has never been more easy
I just played a game on Rotten Fields. It’s a shoebox with no connecting structures. Insanity.
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@Blisstarix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812918#Comment_3812918
We literally have someone like Trickster in the game already… c'mon lol.
Trickster is a man who seemingly snapped, became psychotic, and murdered a lot of people—which he then found arousing. He’s probably the most realistic killer in the game.
As for heroes and villains, wouldn’t Alucard/Trevor and Dracula fit this?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809866#Comment_3809866
This is a really narrow view. A player can have a perfect memory of where they themselves cleansed a totem. Survivor gameplay is contextual. You can't always get to the totem. There are situations where you can get to the totem but you would be putting yourself out of position to get to it. And there are situations where you are not the person who should be doing a totem.
This binary view of a single player being responsible for a totem leads me to believe people are really inexperienced with the survivor role.
Killer mains here think all survivors share some kind of hive mind—even in solo queue. So if you cleansed a totem while I’m on the other side of a map, I should know where the totem you cleansed that has been Pentimento’d is while you’re now in chase in a quadrant of the map unrelated to both our previous positions. It’s brainrot.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3812065#Comment_3812065
You can watch any Otz or Tru3 survivor video, and see how they loop the tiles. Once you learn it, it eventually boils down to "If killer does A, I do B. If killers does B, I do A." and the killer basically can't get you unless they break the pallet or get Bloodlust/Entity Blocker.
They’re not even good survivors. Ayrun, Naymeti, and a few others are survivor mains who are exceptionally good. Naymeti specifically does mostly solo queue, but both of them blow Otzdarva and Tru3Talent—killer mains—out of the park.
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It’s basically old corrective action except now it shows the survivor who missed the skill check’s aura and works anywhere on the map. So if you’re on Gen B and another survivor is on Gen E and they miss a skill check on Gen E, that becomes a good (regular) skill check and you see their aura. The perk may work if you’re playing with really new survivors but most survivors don’t miss good skill checks. Maybe it’ll work as a better counter to impossible skill check doctor? I just don’t see anyone really using it, as it still sucks.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808632#Comment_3808632
The strategy itself of defending a 3 generator was always valid, the only problem was both killers and survivors never progressing the game. Which is why the limit is 8 kicks per generator, because you'll rarely ever reach that number.
Correct, defending a 3-gen is a valid strategy. But if all a killer does is defend a 3-gen they are not participating in normal gameplay and are thereby griefing. As long as survivors are making progress on the gens and/or recovering from hits, they are participating in normal gameplay. Survivors not breaking a 3-gen isn’t griefing, a killer just defending a 3-gen until the game times out is griefing. Normal killer gameplay is not camping 3-gens until the match expires. This has been said before.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810503#Comment_3810503
And ended up being a simple and elegant equaliser for low-mobility/non-chase killers.
Removing bloodlust now would see those killers struggle even more, and force us back into a Nurse/Blight/Wesker meta.
Not really. Maps are shrinking and tiles are redesigned to be much weaker. Those are the equalizers. You can’t have bloodlust but also small maps but also weak filler tiles. Survivors get to have fun too.
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@cclain said:
killer see survivor when
- they hook
- they crouch ( pig)
- they stalk
- they hit gen
- we take fast vault
- we are near chest/totem
but they nerf the perk that let you play hide n seekalso when survivors
-heal themselves
-heal one another
-are near or leave a locker-work on a gen alone
-work on a gen with other survivors
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@pandorayr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809178#Comment_3809178
Myers? devs can't remove the addons to kill survivors because there are players would need to get achievement anyway Myers is so weak and would be an insult to consider some nerfs.
While I don’t want his add-ons to change I just don’t see the devs simply buffing a killer that can instantly kill survivors… and is the only killer in the game with the ability to do so.
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It was meant as a temporary counter play solution to infinite loops, which no longer exist.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808538#Comment_3808538
This was actually done because killers clearly enjoying griefing the other players.
I don't think this comment is fair, friend.
Holding a 3-gen isn't "griefing", it has always been considered a valid strategy.
Kinda. The devs perceive it as problematic and griefing specifically if it prohibits a match from ending before the match times out at 1 hour. I believe Peanits specifically said (and I’m paraphrasing) if a match ends by timing out due to a 3-gen or any other factor then that would be griefing as matches are not technically intended to end that way.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808574#Comment_3808574
Done, hopefully. The forums have the world's weirdest markdown and it took me a while to figure it out lol. Same boat as you, though, that statement was not fun to write and less fun to research.
And I believe while he did sell the license, he still receives royalties from the property (this is what I read some time ago). So even if he is not technically linked to the franchise he would financially benefit from its inclusion in DBD. It is my understanding that a lot of game studios refuse to make a Jeepers Creepers game because of his crimes, which he has been very nonchalant about.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808543#Comment_3808543
I think that giving a spotlight and Chapter space to the creation of a man convicted of sexual assault on a 12 year old boy, particularly when the creation in question is a direct reflection of his desires to sexually abuse children and teenagers, is a bad thing actually.
https://us.v-cdn.net/6030815/uploads/4AHZ8ZELU02S/260937.jpg
Can you please put this in spoilers? It took my breath away to read the bold/italicized text. I am in complete agreement with you but the statement was triggering.
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I don’t really recall the lack of slowdown being an issue during the previous iteration of Chaos Shuffle. I don’t remember as much tunneling either. But there was also significantly more tunneling in the last version of Lighuts Out. I think most killers just understand tunneling is a META strategy that always works no matter what.
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it only affected killer queues. And even now killer queues are a little slower throughout the day and night in my region, but it’s nothing drastic. I think 2v8 reinvigorated the game for some. I don’t know that it’ll have much longevity since it doesn’t really bring anything new for survivors yet requires such a larger survivor presence. Also, at least near the middle and end of it, killers had worked out how to proxy camp and tunnel. That affected match quality for some people.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806492#Comment_3806492
3-gens weren't holding the game hostage. Survivors' lack of skill and team play were holding games hostage. Do the 2 furthest gens, shift W when the killer comes anywhere near, and don't get hooked near the 3-gen. That's all you had to do. Now there's a handholding mechanic with gen blockage because, "the killer kicked the gen too many times."
Suggesting that survivors are grieving by failing to break a Skull Merchant 3-gen during the height of that is mind boggling to me. How did you rationalize that in your head? Maybe your fingers got tripped up when you typed it out.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808076#Comment_3808076
A greater amount of useful perks wouldn't necessarily lead to higher kill rates though.
It might even help with perk variety, which is always good.
Maybe if they’re meme perks. I know survivors have quite a few of those but how many do killers have?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807653#Comment_3807653
I disagree, to be honest. I think the perk still exists for the same reason, hard mode, and therefore it should be a bad perk.
Solo queue is hard mode, I thought.
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Somewhere in that 60+% kill rate I’d imagine.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806845#Comment_3806845
Where is that 1 minute? Average first chase time was showed to be years ago 40 seconds when maps were much stronger for survivors. Killer gets stronger longer match goes so chase times go even faster. 1 minute chase is very long in current dbd.
The 40-60 seconds is per trial, not per chase. It’s an average of the total amount of time survivors collectively spend in chase during a match. Actual chases aren’t lasting that long.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807439#Comment_3807439
As if. No one in soloq knows how to chain a loop nvm running main structures perfectly.
15 mins ago I had a Haddie drop the corner pallet by the freezer room and then didn't even loop that correctly. She then proceeded to do no gens, leave me to die on hook 2 stages and then left with sole survivor.
Sounds like a skill issue on your part. If you’d just looped for 5 gens and then escaped you wouldn’t have died.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807122#Comment_3807122
The only counters to tunneling and camping are perks, and you're assigned random perks. There's zero downside or risk to hard tunneling in chaos shuffle.
I don’t think Chaos Shuffle is either sided but what’s true is that Killers can always resort to this failsafe to win their matches. Survivors don’t have anything to deal with it when their counter perks are inaccessible.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806940#Comment_3806940
it is random perk that are skewed in survivors favor. i still think the mode as playing adept killer or killer with irrelevant perks. basically just hard-mode killer. survivor don't really need perk and lot of their perk stand out on their own.
All of this is untrue. Survivors are more reliant on perks than a killer. Killers can and will camp tunnel in this match and guess what? Survivors are unlikely to have any defense against that. Regardless of perks a killer has their power and add-ons to fall back on.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806998#Comment_3806998
Im just shock everytime behavior post statistics high mmr don't really seem much different from low.
it surprised me at first as well but then I remembered high MMR killers are no joke, and even medium MMR killers can perform well against high MMR SWF by snowballing.
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@solarjin1 said:
Behavior release statistics showing the average chase time not to long ago.
https://forums.bhvr.com/dead-by-daylight/discussion/420795/new-stats-july-2024
TBH 60 seconds (66 at high MMR) isn’t even a full gen.
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Explain me what these penalties are? I do not see Dredge, Unknown, or Singularity unable to tunnel or camp survivors. I don’t see them punished more than any other killers for doing so either.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806304#Comment_3806304
I'd say they have been nerfed to a normal state. People still use them because they feel gens go too fast. Even with them I'm finding gens are flying, if I don't get a down in this first 45 seconds of the match I know I'm going to be up against it and makes me think "do I have time to get 12 hooks?" If the answer is no then I tunnel, slug or do what I need to do to win. I know some will use slowdown perks regardless and some will slug and tunnel regardless but these get used more if gens fly and the killers get the "your toxic" treatment.
I’m merely sharing that when killers didn’t need to use slowdown perks at all, what they did was stack the most powerful slowdown perks to make games grueling for survivors. The kill rates were so affected that BHVR almost immediately took a sledgehammer to several slowdown perks and buffed areas of survivor gameplay just to rebalance things. No one here talks about it much anymore (on the killer side anyway) but I’m sure BHVR devs remember and want to avoid that situation again.
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@Prometheus1092 said:
Anything to get away from the gen slow down meta? The reason why people use them is because gens fly way too fast. Your answer to this is "If all those options are off the table, corrupt and pain res both need significant nerfs" so making them so bad it's pointless having them is the solution? How about making gens take longer to complete so people don't feel they need to use slow down perks?
I don’t have a problem with (normal) gen slowdown, but it is completely untrue to say people use it because “gen’s too fast.” When slowdown was at peak strength 1-2 years ago people stacked those perks and gens took almost 200 seconds or longer per gen to complete. This was after a bunch of buffs to killer and nerfs to survivor.
A major part of why slowdown perks have been so heavily nerfed is because of what people did with them back then.
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@SkeletonDance said:
I don't see a reason to take this perk over Plot Twist 😣
Or Strength in Shadows, or Self-care + Botany, or Inner Strength, or even just a medkit.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805933#Comment_3805933
One of my friends once said "They're winning 90% of their games and think the other 10% is a balance issue", which I thought was a pretty apt description of that mindset.
I think BHVR has fostered this mindset, in a way, with their ‘power role’ stuff.
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@humanbeing1704 said:
spine chill
Nerfed into dumpster tier if we are counting perk changes
tbh I don’t see lithe that much anymore
I’d add Balanced Landing to that list. I’m sure it’s used but it doesn’t seem as common since it’s nerf.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805719#Comment_3805719
I‘ve noticed it being gone on all coldwind maps, Gideon and some more, but on Borgo and nostromo it seemed like always.
on Coldwind was it around the same time they desaturated the volume of corn?
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I noticed it around the time Dracula entered the game. I wonder if it is a nerf to stealth gameplay. It’s meant to coincide with the boost to killer aura reading perks and nerf to Distortion.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805477#Comment_3805477
What kind of asinine comment is that? No... of course not, that would be bloody stupid... and frankly boiling down everything I said into just that is just plain dishonest and disrespectful 🤨
My point is the game was ruined by the Steve trying to SoH, so who cares about the slug? Game was written off anyway, and the only reason we were all in a position we even could be slugged is cause of this quitter.
I of course don't condone the 4 minute slug, but I don't know you why you are so hung up on it. The only reason the slug was even mentioned was to emphasise how much more annoying SoH is by comparison for me. I don't care about the slug cause the game was already dead... You're focusing on the wrong part of the conversation man.
That is the way I feel about it, SoH is a worse crime than slugging for 4 minutes... or am I not allowed to have that opinion? Have I gotta be a good sheep and say "SoH is fine cause there are unfun elements of the game"?
At least with Slug all 4 players the dork ruining everyone else's game has to actually catch everyone, he didn't have to do nothing to do it, and while it's definitely lame at least an argument can be made the killer is against you. Spawn camping sucks and is just as lame and unfun as well, but they are at least your opponent.
With SoH it's the opposite, the dork can literally ruin the game without any effort whatsoever, and they even say "screw you" to their own side in the process. Even against Skull Merchant it's unacceptable behaviour.
If you can't understand that point, I have to assume you are a player who thinks it's fine to Suicide on Hook, and I can only hope this conversation sheds some light on perhaps why you shouldn't do it... cause you make this game more infuriating than the killer slugging everyone for 4 minutes.
I’m asking questions because your initial comment implied you believed the survivor hooked first was somehow responsible for the killer slugging. You even stated it bothered you more that this survivor tried to die on hook than the killer slugging you and another survivor after you attempted to rescue this survivor (this detail came out later, it wasn’t in your initial comment). If you were trying to make a point about people dying early on hook (it seems disjointed from the topic at hand, and the game wasn’t even against a Skull Merchant. I think you’re backpedaling tbh) you did it in a very bizarre way.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805135#Comment_3805135
What tale? The devs buffing Sabo squads is an objective fact.
So is what I’ve said.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805434#Comment_3805434
I'm suprised you should think I would be less annoyed at a teammate who is willing to sell me and the rest of the team down the river and guarantee we all lose because they're a selfish entitled brat.
Imagine playing football, and a player on your team deliberately dribbles the ball into your own net because they don't like the team you're playing against. Why did they even bother agreeing to play in the first place if that was a planned course of action for them?
Getting slugged for 4 mins by the killer is annoying yes, but at that point the game was already lost from the attempted SoH. Why should I be less irritated at being forced to either quit myself, or play a man down for an even longer drawn out painful death? By trying to SoH, my supposed teammate is telling me to screw myself as much as they are the killer.
SoH for anything less than giving hatch is extremely selfish, and totally unacceptable behaviour. Anyone who does it, if I had my way would be banned for days at a time.
Going back to my football example, do you think I'd just let them do it? Hell no, I'd tackle them hard, and probably not be too concerned about going in too hard for a potential injury. I wouldn't try to injure them, but wouldn't care if I did. Far as I'm concerned, that's doing the game a favour by getting them to stay off the field and stop ruining games.
When it comes to these players, either take chase constantly and try and score the rest of us as much time as possible, or at the very least have enough integrity to eat your damn DC penalty and give us a bot.
Is your position that this survivor is somehow responsible for the killer slugging everyone?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805385#Comment_3805385
What's annoying is this often happens to more killers than just Skull Merchant.
Clown, Wraith, Blight, Nurse, Hillbilly, even Ghost Face... even as I typed this message, queue popped and I got a game with an immediate first hook attempted SoH against Freddy. Needless to say I yoinked the baby back into the game and we all then got slugged to death for 4 minutes.
Thankfully he went afk after that and I was able to report him for that. Worth it. Not even mad to be slugged for 4 minutes. I get so much more annoyed at Survivors who quit more than anything any killer has ever done.
BHVR said Skull Merchant had a 68% killrate at mid MMR even with accounting for players dying on first hook against her. I'm not gonna be that guy who says "well you can clearly track it then", I know you cant go issuing bans without a truly infallible system.... but good lord I do wish BHVR would kick these quitting losers hard in the teeth with hefty multi day bans for this obnoxious selfish behaviour.
Why were you more upset with a baby survivor trying to unhook than the killer who slugged all the survivors for four minutes & went AFK? That baby survivor may have faced this killer before and knew what was going to happen.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805315#Comment_3805315
That was my first thoughts. We HAVE had depictions of The Great Child swinging his ax. Feel like that would fit in pretty well, maybe as a Combo killer with his mother.
We probably don't need another female cut up ghost that shows too much skin though...
if I remember correctly though at the end the Great Child and the Dire Mother (I think this was her title?) were the only ghosts who did not attempt to kill the man who trapped them. Maybe the child ghost with the arrow in his head and the dead wife weren’t there either, though.
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@angel_pellegrino said:
I didn't say they were a swf because they were saving, I believe they were a swf because they literally never left each other's side the entire game, did everything as a group the entire game, and seemed tormented at the thought of their teammate being on the hook longer than a second. I play in solo q all the time, this was very swfy
I see. Either way all you can do is play for hatch in a scenario where your teammates are playing so poorly.
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overly altruistic =\= SWF. Some people are just super into saving teammates or may have a challenge even if it’s throwing the match. Anyway the only thing you can really do is play for hatch in a scenario like you’ve described. Survivors can play as altruistically as they want.
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802694#Comment_3802694
Yep and they buffed Sabo Squads btw
They also made hooks respawn and have shrunken maps so hooks appear much closer together than they had previously. Make sure you tell the full story when you’re weaving tales.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804348#Comment_3804348
Who the hell actually thinks Zanshin is good in its current state???
The reworked version will actually be usuable, especially on certain killers like PH
It’s good for Doctor currently but that’s it. The buffed version is OP and will not go live.
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DBD is not newbie-friendly. The skill floor is too high for survivors, especially. There aren’t really good safeguards to preserve the new player experience for survivor. It’s different for killer (you can camp and tunnel, which are intuitive strategies that work, easily for free when you start the game).
The game has a poor reputation for several reasons: people are familiar with BhVR’s other titles (most of which have failed), people know the community is especially cruel (mostly affects survivors with the camping and tunneling), new players (survivors) can essentially be denied the ability to play the game at all by being turbotunneled out so your entire gaming experience is largely in the hands of other players with almost no recourse.
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It is my understanding that while individual killers have distinct MMR rankings (with only slight variance between), a single player regardless of how much or little they play specific killers will have an overall MMR ranking. So if I have like 1500 on a Hag then start playing Cannibal, I don’t start at 0 MMR on cannibal; he is more likely around 1200. The devs do this because while different killers have different powers and preferable play styles, the core mechanic is the same for each of them. If I’m experienced enough to be at high MMR with one killer, picking up any other killer and rocking with him is significantly easier than if I’m inexperienced with all killers.
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@Laluzi said:
The Skull Merchant nuke is very bad for the game, Corrective Action + Hyperfocus is very bad for the game, and the mori offering changes are… not that bad for the game itself, but a negative change for the community and the culture. The finisher mori system is much, much better than its original incarnation, but the fact remains that nobody really asked for it in the first place, so any loss of content to make way for it won't be well received. But it is salvageable, they just have to preserve current mori function.
Apart from that, it's not a bad patch and I quite like a lot of the perk changes, and I'm glad we're getting some Billy nerfs. But they didn't really make any groundbreaking positive changes for people to get excited about and there isn't any new content, so I'm not surprised the bad is drowning out the good.
Don’t forget the Zanshin change and Distortion nerf. They’re also pretty awful changes
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She’s a money maker.
While this is true of survivor skin micro transactions in general, I feel Sable’s presence especially masks a lot of issues with the survivor experience that would otherwise turn people off to the role. The devs will continue producing skins for her because while players might complain about their gaming experience, they’ll still buy clothing for their dress up dolls (Survivor skins). Same thing happens with Feng.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804275#Comment_3804275
If that was the case, thered never be cases of hearing the hit while the survivor runs off untouched. That is a hit occurring on killer side and the server saying "nope".
It is the case. The devs have confirmed it. Whether or not some killers ‘miss’ hits is irrelevant to the fact that hits are prioritized based on killer perspective (it has been said multiple times over the years but Peanits stated it again earlier this year. I may try to find the thread and quote him). I don’t remember the last time this was confirmed but in the past the devs have stated grabs are prioritized based on survivor perspective.