Azulra
Azulra
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- Azulra
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In my opinion they should've just made it to where survivors can take a tape from a TV regardless if it's on or not, but putting a tape into a TV always turns it on. That would just fix problems for both sides imo.
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The zombie AI isn't exactly a problem- All you have to do is run at least 1 info perk that triggers a loud noise notification like Discordance, Spies From The Shadows, Face The Darkness, etc and the zombies will automatically fix their pathing course to that location if they were close enough to detect the noise notification. This is even better if you run Call Of Brine on him since it is both a gen regression perk and an info perk that can attract the zombies which is a 2 for 1.
For the Knight's guards, as Seraphor already stated, don't have any AI so there isn't a problem there-
And as for the survivor AI it's mainly based on the situation and what the situational problem is. For example: if a survivor bot has a flashlight and a ranged killer goes to aim their power at them within blinding range the bot is coded to try and blind the killer to force them to stop aiming their power, but they aren't coded for when Trickster has his Edge Of Revival Album addon so they'll just keep attempting to blind him even if they're getting hit by his blades due to the blades shattering at the bot's feet. The problems with the bots are typically just very situational and, outside of that, the bots can actually be better than actual survivors. Especially if they are paired up with other bots because, for example, if one bot has Head On and the second bot is being chased by the killer the first bot will have a decent chance of going into a locker then the second bot will lead the killer in front of the locker so the first bot will stun the killer.
So, as I explained, the survivor bots are actually pretty good and primarily have flaws due to specific situations that go against their coding or simply due to a bug in their behavior coding(aka when Bot.EXE essentially would just shut down whenever they had a Pig trap on which was fixed).
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@graveyard_7777 said:
I don't know what it is too many pallets, the layout, or what but everytime when I'm killer on this map I struggle alot.
It's pretty much all of those issues- Although the main problems with the map are with the main building and the houses because Main is always just one giant loop due to the one window right in the front of the building and the fact that the main building has 2 god pallets sitting in it. Then the houses all have at least 1 god pallet in them and a bunch of windows which are typically always in bad places. Outside of those problems the maps are alright-ish.
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@NerfDHalready said:
idk how those easiest fixes for objectively broken **** take AGES. we had to endure mft for 5 months, we'll have uw for more than 4 months and ftp bu isn't even on the roadmap. just funny.
Although FtP + BU aren't on the road map BHVR have said recently that the problem is already on their radar and are monitoring the situation which is usually code for an expected nerf since that is what they typically say about perks before nerfing them.
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The only hex perks that are actually good are Hex: Plaything and Hex: Face The Darkness- Outside of that most of the hexes suck just simply due to how bad totems work in general since there's a good chance that your totem either:
A) spawns in the middle of nowhere and it can be spotted extremely easily cough cough cornfield totem spawn.
B) it spawns directly next to a gen which is almost guaranteed to be found.
C) a survivor straight up spawns on your totem forcing you to tunnel them out because they aren't gonna stop touching the totem otherwise.
On top of that some of the hexes just aren't very good such as Ruin with its effect AND the fact that it turns off automatically anytime a survivor dies. Then you have Huntress Lullaby which IS a decent hex, but the flaw it has that makes the hex bad is the fact that it reveals itself in a way that it SHOULDN'T reveal itself in because, as we all know, hexes typically reveal themselves to the survivors only when the hex is effecting them and Huntress Lullaby reveals itself to the survivors if they complete a skill check even though the hex(at least at the start of the game when it has 0 tokens) only effects the survivors if they fail a skill check.
So, at the end of the day, the only truly good hexes until BHVR fixes all the problems with them are Plaything and FTD because they both don't spawn in immediately for survivors to just insta-cleanse and they both have their perks where Plaything is its own slowdown while Face The Darkness is just hard to cleanse while giving you 2 types of info at once.
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BHVR already said recently that the For The People + Buckle Up problem is already on their radar and will be monitoring the situation which is usually code for them working on a nerf because that's typically what they say any time they're about to nerf something.
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I believe that they said that STBFL is still gonna be behaving the same essentially, but is gonna be getting some slight changes to how it works and with the fact that the perk is listed under "perk update" instead of "perk tweak" likely means that it's still gonna be a significant change in some way. So, with that information, my best guess is that they may be planning on giving it the Dying Light treatment by doing something like it'll deactivate completely if the obsession dies(just like with Dying Light), but that is just my assumption.
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I just want to mention that the exploit with Oni isn't exactly "fixable" since that is a thing being caused by an individual's computer settings and such rather than a part of the game and BHVR can't just go "Hey, we're gonna fix your computer settings to make the game more fair for survivors."
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613019#Comment_3613019
Yes, Rancor can reveal survivor's in locker's. It's pretty funny when it does happen and you manage to get a grab.
Thought so-
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616379#Comment_3616379
Didn't TCM remove the ability to see who was in a team recently due to all the lobby dodging?
I haven't seen much on TCM in a bit since it mostly died down now, but I've seen many games with this same type of system receive hardly any complaints about it because it's a perfectly valid system due to it not effecting direct gameplay and it just gives players an option to leave or not.
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I honestly think that the best solution that BHVR could do for this stuff is simply the same thing that a lot of other game devs do which is show an icon for anyone who's in a group together in the starting lobby so that if a killer wants to they can just leave. It's not denying survivor SWFs the ability to enter matches and it's allowing killers the option to just simply leave if they see a 3-4 man SWF.
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@TulipsCowsClogs said:
Is this not possible with how limited their game engine is? They couldn't add more than 2 zombies for Nemesis or let knight summon more than 1 guard imagine doctor having 4 moving illusionary doctors.
People are already pointing out that the game barely lagged, if at all, when there were 3 active guards moving around the map due to the exploit so it most likely is possible.
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I honestly just want the game to tell me if any of the survivors are in a swf or not at the lobby screen before the match begins. That way I know when to dip from the lobby or not because if there's 2 survivors in a swf together then alright, but 3-4 survivors in a swf I don't want to be in those matches because they're most likely all gonna be using comms which I still only view as being fair game if you're just casually playing the game to have fun rather than winning(like me and my friends do) instead of using comms for competitive purposes. It's the whole reason I don't like going against bigger swf groups as a killer because I just want to play for fun with getting downs and at least 1-2 kills. I don't care about getting a 3-4k every game because I just want to have some funny moments and such, but that's difficult to do with that since, for example, I could be playing as Ghostface, hook someone, go around a corner to enter Nightshroud to sneak up on someone else only for them to give an early warning to their swf buddy which ruins my chances of potentially getting a funny jumpscare in.
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@Marc_go_solo said:
I'd agree it's not a meme Perk and has its purpose. However, it takes 50% of a gen to activate this so there's a condition. The Killer can also clearly see it, unlike Blast Mine which is a stronger perk.
Chem Trap hinders, but that's about it. It's not overpowered as a Perk and it's usage rate is low (as of writing, Chem Trap has a usage rate of 0.6% and is 0the 79th most used Perk out of 131, according to NightLight). It's fine as is.
Actually the killer can see Blast Mine- A trapped generator will have a flashbang sitting on top of it emitting faint amounts of smoke to warn the killer that the gen is trapped(although just about no one pays attention to it). That's why occasionally you can find a killer who certainly kicks gens, but will almost always actively avoid kicking trapped gens since some killers do look out for the warning sign.
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@deckyr said:
so, for those not in the know, the knight just got killswitched. this video explains why very succinctly:
https://www.youtube.com/watch?v=Q67Q_c1Ebu8
thanks to DStrike for this video.
what i'd like to talk about is how this bug could actually be a cool feature for the knight with some small tweaks, and could make this killer a lot more interesting to play as and play against as a result.
with some small changes:
- detected survivors cannot be detected by other guards
- guards can no longer kick generators
- the knight can quick-command guards with the CTRL button, making them either immediately kick the object in front of him or immediately chase the survivor in front of him
this could be the shake up that knight needs to actually be fun. knight, to me, always seemed like a killer that would be more powerful the more survivors are nearby. he seemed to be the ultimate multitasker, able to keep multiple survivors occupied at a time. however, what ended up happening is that he became a killer that could kick generators at range because survivors are too able to just run away from his power and he can only send out one guard at a time.
i know that bhvr isn't planning on keeping this bug in the game. but i urge you guys as game developers and as artists to consider the potential consequences of this happy little accident and what it could mean for a killer that has ultimately fallen between the cracks because of how one-note he ended up being on both sides.
The only thing that I have to say is that you're forgetting about controller users by only mentioning the "CTRL button" because unless if the feature is available to controller players then it physically can't be added to the game.
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@DMB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3613018#Comment_3613018
You realize "when they say old Freddy" all they want is for him to be able to see your aura the entire game right? Notice none of the Freddy's ever give a description of the old "Freddy" lol but I wouldn't mind the being invisible part until you are put in the dream world to come back? That was cool and very innovative. Bhvr please stop giving us these standard killers and get creative like guy's use to do.
When I was talking about combining both versions of Freddy I'm talking about bringing several features together such as the manual ability to put survivors to sleep, the passive sleep timer, Dream Pallets passively spawning in the dream world, Dream Snares randomly trying to pop up in a sleeping survivor's path, etc. Having both version of him combined into one would make him a lot more interesting imo.
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If you have a key, went down in a hook deadzone, and wouldn't stop wiggling then you sorta did that to yourself for getting slugged. And, no, they can't and SHOULD NOT add an option for a survivor to intentionally bleed themselves out because that would open up an opportunity window for griefers since survivor bleed outs don't count towards the killer's goals which can lead to de-pips and less BP. If they added a feature that allowed survivors to bleed themselves out then they'd have to compensate for that by making bleed outs count towards the killer's goals which would then result in more killers slugging survivors to death.
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Until you run into a Skull Merchant who can easily play around a Chem Trap without ever triggering it-
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@Nazzzak said:
Well first, working with the killer is reportable so that's an option for you in that scenario.
In general, you want your team mates to stay alive as long as possible. That increases your chances of escape. If everyone is 2 hooked and you haven't been hooked once, that's probably your cue to seek out the killer and use your hook states to buy time for the team.
I have to say that most of the time that won't work- If the killer knows that everyone is on death hook they'll likely ignore the one person that isn't on death hook since 1) it'll start slowing the survivors down with each elimination and 2) they won't be able to be unhooked like that one survivor is.
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Yeah, reporting them is the only option, but it's typically the survivor that I report since most of that behavior originates from them. I've had cases of the problem as both survivor and killer, but my best example was when a group of survivors were trying to rat out their Mikaela since she was never hooked once the entire game when she's been the main one doing gens, unhooking, and healing teammates while the rest of her team just kept following me around to get saves and kept failing which wasted their time frustrating them to the point of blaming their Mikaela so, after I saw that happen, I made sure to kill those "bad apples" in the lobby, gave the Mikaela hatch after downing her since she got stuck with horrible teammates, and then proceeeded to report the other survivors while they kept sending me salty messages making up excuse after excuse for their bad behavior.
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@Rulebreaker said:
For friends till the end they should still become the obsession even in a locker so that might be a bug or our misunderstanding of the perk.
Lockers negate a few perks yes. Generally all aura and scream perks are blocked when in a locker. We don't know about rancor though.
Edit: Extra clarification. Lockers block all aura and scream related things. This includes docs power, scratch mirror Meyers, and the like. Does not block killer instinct such as legion's frenzy or artist's crows detection.
I'm pretty certain that Rancor behaves like Killer Instinct and ignores everything-
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Onryo, Skull Merchant, and Trickster(after getting his throw rates fixed this patch) are all easier and more fun to play as with their reworks imo.
Legion never even got a dedicated rework like he was supposed to(since BHVR dropped it due to his win rates being in a "good place" and such).
Freddy I feel like he could be better if they managed to find a way to combine his current version and his old version together.
And Hillbilly is just fundamentally flawed in current DBD since most maps have too much clutter and such on them to help make certain killers not extremely powerful which means he can't use his chainsaw very easily so no matter what he's gonna be horrible to play without a full-on rework of his power.
For Twins I'm interested in the possibilities for them and Singularity I'm really excited about because his current design is ONLY suited for the MOST-experienced DBD killer mains making him very difficult/unusable for many players and he's also not console friendly at all which only makes him less suitable for even more players.
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@jonifire said:
I hope we don‘t just get night fall
They said that the map would be completely shrouded in heavy fog and darkness so it likely won't-
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@CorvusCorax86 said:
Thanks. I did use both DR and UW. 2 survivors almost escaped but as the main event triggered I was able to hit the switch and down the one opening the gate. I'm terrible at loops but I triggered the event way more often than before.
Hence why I recommended possibly using Bamboozle to make loops harder-
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610119#Comment_3610119
What are you reporting them for? Not letting you hook them? Survivors are under zero obligation to make themselves easy to hook. This is an absurd take.
It technically is griefing to just sit in a corner you can't be hooked from just to mess up the killer's stats because they messed up yours. It's why it's the only other reason I'd do reports outside of hacking reports.
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@CorvusCorax86 said:
Those of you have tried Trickster after the work and managed to win can you suggest a fairly good build / add-ons.
I'm not an expert at Trickster, but some stuff that I think are good to start off with are Darkness Revealed + Ultimate Weapon(if you have both perks already) since that is a good perk combo for getting a lot of map info on both Trickster and Huntress due to the fact that they both have to open lockers to reload which triggers these perks.
After that I'd either run at least 1 gen defense perk(either Pain Res or Pop would be best) with 1 chase perk(I find Bamboozle to be one of the better chase perks on him) or just simply 2 gen defense perks instead if you don't feel like you need a chase perk.
As for addons I'd just recommend, for a beginner, to use Memento Blades and Caged Heart Shoes since those are two of his good addons rn and are both low-rarity meaning that they'll be more available to a beginning Trickster or you could just run Caged Heart Shoes with Killing Part Chords instead since they make you hardly slow down while throwing blades. You can also use the Edge Of Revival Album to make getting hits in certain cases easier since you can aim at the survivor's feet to get hits, but it'll take twice as many blades to do so(also keep in mind that this strategy for the addon won't get your Main Event charged since you aren't "hitting" blade shots). Finally, if you're comfortable with his default speed while throwing, you could use Memento Blades with the Waiting For You Watch since the combo is currently extremely powerful with making his Main Event throw rate 10% faster and you get a lot of time back for each hit you make.
That's pretty much all the advice that I can give to you on Trickster so I hope it helps.
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@Devil_hit11 said:
i think iri card, fizz soda and ji autograph could use revert as well. death throes compilation could just been a nerf from 100% to 25% reload.
regardless, trickster is fun to play regardless of those bad add-on's. It is unlikely there is any time to change those add-on as holidays are coming up.
I can agree with you that a few addons need changes(with the exception of Photocard since that exposed effect was a tad bit overkill on him) because Memento Blades isn't exactly needing to be at 10% anymore since his throwrates have been fixed. Although I wouldn't put Death Throes based on percentage since that could give him the ability to miss a few shots and still keep getting his Main Event which would effectively cause the same issue as it was on the PTB with never needing to reload at lockers ever hence why I specified 8 blades.
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Honestly? I think that Distortion should either have the inverse effect of Stakeout where it only receives tokens during chase or it should be that it can't charge tokens while doing conspicuous actions such as healing, repairing, etc. One of those two changes would work perfectly imo.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610140#Comment_3610140
kinda making killer more accessible (which is genuinely impossible without ruining his power because all good things about it are possible because of its high skill demand) is not only impossible but will also result into this killer getting severely nerfed because the easier it is to realize his full potential, the more gamebreaking this killer could get.
singularity is borderline S tier killer in this current state and the only things holding him back from that are the fact that he has viable and fair counterplay and that he has a few really bad maps. he has literally everything in his kit and he does it really it well.
whatever "accessibility" changes you'll do to singularity that'll either cut his potential or will consecutively get him nerfed because getting value of out him would be way too easy.
but that's besides the point, because the real point is that you cannot possibly rework this killer without killing his entire identity and changing his kit from scratch if you want him to make as simple as other killers, because nothing about singularity is difficult for the sake of difficulty. everything that is difficult about him is so difficult because his ability enables him to do so many room for skill expression that getting into that is very difficult. and doing so would be pointless and a waste of money/resources.
They did it for Skull Merchant so that is just false-
Like I said before, mostly everyone who's talked in this thread has disagreed with you on Singularity being "perfectly fine" and, at this point, you aren't doing much to convince anyone otherwise due to the current state of the killer. Him receiving changes is most likely inevitable-
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@adsads123123123123 said:
If all survivors are slugged and no one has recovery perks, why do survivors prefer hiding and bleeding out rather than just going afk so crows appear for the killer to find them? They're dead either way. Letting the killer hook them just saves them time and effort.
It's due to the fact that those survivors prefer to grief a lot by trying to make sure the killer can't hook them since bleed-out deaths don't get counted as kills for the killer in the system(resulting in less points for pips, BP, etc) then they try to blame the bleed-outs on killers and even try to report some of them for something THEY did to themselves. It's honestly the only way you can really get me to report a survivor outside of blatantly cheating and such.
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610026#Comment_3610026
"The main problem(s) with him for console players is aiming with his biopods since they require extremely good accuracy(almost pin-point accuracy at that) which is a very hard thing to do on a controller so all they'd have to do is simply make it so once a lock-on begins the crosshairs will automatically follow the survivor that is being locked onto and stops tracking that survivor once either the biopod gets EMPd, the survivor leaves the targeting range, the survivor breaks LoS, or the biopod successfully fires at them. That change would be very simple yet effective at helping console players- (The only other problem for console players really is swapping between the cams effectively, but there isn't much that can be really done about that tbh.)"
This doesn't work this way because half of the time you're tagging survivor behind cover, you're aiming not directly at them, but at the edge of their hitbox. Good luck making this work in automated system.
"As for the EMPs though, the simplest solution for them would be to just do the same thing they did with Xenomorph's flame turrets by putting a limit on how many EMPs are allowed to be printed at any given time(regardless if the EMP is still in a printer or on a survivor) to a max of either 4 or 5 and once that limit has been reached any printer that was printing resets its progress and will only start up again once the EMP cap isn't in effect due to a survivor using one. (This would likely be needing a bit of refining, but it's still both a simple yet effective solution.)"
They don't need a solution because they're fine. If you get overwhelmed by EMPs, you're not applying enough pressure on survivors. They're either better than you or you're not good enough.
"Also I think that they need to give the passive infection system he has some buffs because it's so bad that you'll rarely ever see it even happen(I've only seen it happen a very small handfull of times while playing as Singularity or as survivor). Like, it just at least needs the range and infection speed to be increased since, as of rn, the passive infection system will only work if survivors are basically directly on top of each other(even with addons to increase the infection ranges)."
They don't, it's fine. It happens very often if you constantly spread slipstream, it gives you info that survivors are with each other, it makes healing each other more threatening due to infection spread risk. It's a yet another tool for building up pressure rapidly. If you can't get value out of it or see it, it's on you.
Regardless though most people in here are disagreeing(including another Singularity main) and if there's a lot more people agreeing on him needing changes then that means that there's a problem with the killer regardless that needs to be addressed in some way. That's pretty much how decision-making goes-
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608976#Comment_3608976
A lot of killers are unfriendly for console players and not a single reasonable change they can do to singularity without killing his identity will aid his issue.
and EMPs are not as oppressive as people say. You literally need to apply more pressure on survivors so that they can't just pick up passively printed EMP and make you lose your power.
This is how I casually play Singularity and I don't have any issues with EMPs - https://www.youtube.com/playlist?list=PLSuh37BHlwRZTYrOCabDvmqvSIz4EAHOC.
This killer has the biggest potential for 1v4 game and his power is perfectly fine.
"A lot of killers are unfriendly for console players and not a single reasonable change they can do to singularity without killing his identity will aid his issue." Actually that isn't correct- The main problem(s) with him for console players is aiming with his biopods since they require extremely good accuracy(almost pin-point accuracy at that) which is a very hard thing to do on a controller so all they'd have to do is simply make it so once a lock-on begins the crosshairs will automatically follow the survivor that is being locked onto and stops tracking that survivor once either the biopod gets EMPd, the survivor leaves the targeting range, the survivor breaks LoS, or the biopod successfully fires at them. That change would be very simple yet effective at helping console players- (The only other problem for console players really is swapping between the cams effectively, but there isn't much that can be really done about that tbh.)
As for the EMPs though, the simplest solution for them would be to just do the same thing they did with Xenomorph's flame turrets by putting a limit on how many EMPs are allowed to be printed at any given time(regardless if the EMP is still in a printer or on a survivor) to a max of either 4 or 5 and once that limit has been reached any printer that was printing resets its progress and will only start up again once the EMP cap isn't in effect due to a survivor using one. (This would likely be needing a bit of refining, but it's still both a simple yet effective solution.)
Also I think that they need to give the passive infection system he has some buffs because it's so bad that you'll rarely ever see it even happen(I've only seen it happen a very small handfull of times while playing as Singularity or as survivor). Like, it just at least needs the range and infection speed to be increased since, as of rn, the passive infection system will only work if survivors are basically directly on top of each other(even with addons to increase the infection ranges).
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@TeleportingTurkey said:
https://us.v-cdn.net/6030815/uploads/6IAYCRMVVA7U/image.png
This killer is perfectly fine, especially once you roll out a solution for 3 gen.
Whatever you have in store is not needed.
This killer is just niche and requires time / effort to learn. He doesn't need any further major buffs nor updates.
Nothing he actually needs can be qualified as "update".
As current Singularity main, I do not trust you with anything you might do to this killer.
Please don't go through with whatever you're planning.
Sincerely, p100 day 1 singularity main player with more than 6k slipstream TP knocks.
Just because you don't think he does that doesn't mean that a lot of others think he needs one- He's very unfriendly for console players(just like how old Trickster was) and his EMPs can be easily oppressive at times which brings his fun factor for many players down and, yes, they basically did the same type of power counter for Xenomorph, but they made the turrets not as easy and simple to use as the EMPs and Xeno's tail attack comes back on an automated system where you can speed up the recharge time whereas Singularity isn't nearly as simple as that.
The EMPs/printers and lack of QoL support for console players are the main issues with him that are NEEDING to be addressed. Outside of that he isn't in need for changes anywhere else-
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608613#Comment_3608613
Even putting in a mechanic to combat 3 genning doesn't necessarily mean people will stop doing it entirely. Especially since we have no info on what their 'solution' is yet.
It'd be nice if the killer wasn't designed around/for exactly this play style.
No one wins here. Survivors don't want to be held hostage for an hour, and killers want a skull merchant variant that is better in chase than camping. There's no 'Skull merchant 3.0 rework' on the road map, so it's valid criticism.
I just found out that they already gave a hint for the new system and it's gonna involve kicking gens most likely so it'll probably be that kicking the gens in rapid succession is gonna trigger the system(chase survivor from a gen, kick it, repeat for other gen kind of stuff most likely).
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608501#Comment_3608501
not necessarily cancelled but no set stream for us to add them into
To make that clearer, when we're working on updates we have to factor what else is happening and whether there's enough bandwidth to get somethings in - how much programming time is needed, testing time etc etc. It's why sometimes we have to move things around.
It still feels like Singularity is in more need for changes than some of the other stuff that is currently on the roadmap(especially compared to Onryo and Hillbilly combined imo) since he's pretty unfriendly for console players to use and the EMPs can feel very oppressive at times due to how easy and effective they are to apply compared to his power.
You guys did do a similar counter for Xenomorph's power, but that one feels reasonable since Xenomorph doesn't need to do much work at all to enter Crawler Mode since it's an automatic mechanic and can be drastically sped up by entering the tunnels(plus the turrets can be destroyed to put them on cooldown) whereas Singularity doesn't have that kind of balancing for his counter.
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SWFs themselves aren't a problem, but when they're using 3rd-party means for comms for a competitive advantage are- The game is designed with survivors having as little info as possible which is why in-game voice chat still doesn't exist.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608613#Comment_3608613
Even putting in a mechanic to combat 3 genning doesn't necessarily mean people will stop doing it entirely. Especially since we have no info on what their 'solution' is yet.
It'd be nice if the killer wasn't designed around/for exactly this play style.
No one wins here. Survivors don't want to be held hostage for an hour, and killers want a skull merchant variant that is better in chase than camping. There's no 'Skull merchant 3.0 rework' on the road map, so it's valid criticism.
They said that the system is gonna be set up to detect if a killer is actively trying to control a 3-gen or not- (Likely if the killer stays within proximity of a 3-gen too much or something along those lines.) And even then AFC basically accomplished its intended goal(with only a few exceptional killers who can bypass it such as Tombstone Myers) so if that can happen then this one could as well.
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Why are y'all still complaining about this? Never looked at the new roadmap for DBD updates/changes?
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@rororoxor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607383#Comment_3607383
Bots still arent that great though, they can't make plays with any amount of risk and bot logic can be cheesed by a good killer, its honestly just a silver lining. Killing oneself on hook though doesnt even allow that and really does just screw over the team
Hence why it's more preferable to remove the DC penalty and allow the bots to be used more-
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A lot of times those kinds of cheaters just make new accounts which makes them harder to keep banning which just results in people not reporting them or devs just not banning them since they're only gonna ban evade anyways. The only true way for devs in game companies like BHVR can really put a stop on these kinds of people is by actively targetting their cheating methods instead of the players themselves since they'd have to develop a new cheating method which is longer-lasting than just banning them only for them to just simply make a new account.
As for the locker exploit the killswitch doesn't work for players who never restarted their clients and some players will actively avoid restarting their clients until the exploit is patched just so they can keep doing and BHVR aren't banning players doing this because it's something that they're at fault for essentially because they never coded it to be that killswitches count as an official update to force client restarts and other reasons.
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I generally disagree with most of that stuff- The game is designed with the intention of survivors having as little info as possible without info perks which is why there's a lack of voice chat for the game and the balancing of the game really lays with SWFs depending on if they're using 3rd party comms for a competitive advantage or not.
The thing that a lot of y'all commonly forget about is that the more info survivors have the harder the game is on killers which is why SWFs are already a hated thing with killers since a SWF can pass info between each other without the need of perks and such allowing them to use strong/sweaty perks(hence why there's a decent amount of killers who dip whenever they get a hint of a 3-4 player SWF). Giving that kind of ability to the survivors in general would make the game significantly harder for killers and even easier for SWFs which, ultimately, results in less people wanting to play killer and the less people wanting to play killer the higher survivor que times will be and the higher the que times are for survivors the more likely BHVR are to put all the BP bonuses on the killer side and start buffing up killers again which will just result in more problems for survivors regardless of solo q or not.
The ONLY thing that I can agree with is that the progression meter that fills up around the generator icon should be on all actions such as healing, totems, chests, etc so that teammates will know how much longer those kinds of actions will take to finish since that would just be a QoL change.
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To me, personally, the DC penalty system is just an outdated feature that is basically doing more harm than it is good now. The DC bots are very strong(especially with their wallhacks and being programmed to be as effective as the possibly can be) where they only have a relatively small handful of problems such as Tricksters with shattering blades being able to exploit a bot's coding of trying to blind him while he's aiming his power which slows them down while he just keeps throwing at their feet.
The DC penalty system was mainly added in due to how bad a DC was back then since you'd just be left with no teammate which matters greatly in DBD. However though with the fact that DCing now leaves the team with a DC bot that is decently good and efficient with loops while also being improved upon over time means that the DC penalty is pointless to have now since a DC isn't gonna completely destroy your team's chances anymore. Keeping the penalty in at this point is only encouraging players to kill themselves on hook because no one wants to be in a match that they aren't having fun in and they don't want to be penalized for DCing since the penalty is basically the same thing as just staying in the match and going AFK instead of playing(basically meaning that we are currently stuck with the same issue we had in the past because of this very feature).
Currently the DC penalty doesn't have a respectable place in DBD anymore and should just be removed entirely. Killers are on a team by themselves so they don't have to be penalized for "leaving teammates" to even begin with and survivors are given bots on DCs so there shouldn't be a penalty for them either.
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It's an Anti-Face Camp system, not a general "Anti-Camp" system. BHVR made it clear that the system was NOT designed with the intention of shutting down tactical and proxy camping.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607024#Comment_3607024
Good luck standing still in chase and not getting hit. Same for crouching. Crouching is also something that she can deny with minimal effort by placing the drone at a slight distance to the loop just as standing still will not when work she reverses the rotation. I mean, what are you gonna do? Always stay behind the beam and hope that for whatever reason the Slog Merchant forgets how to walk?
In chase, all you can do is to pre drop the pallet and leave the second she sets up a drone. Because with even a least bit of effort, she removes any kind of counterplay you have. Thanks but I think conveniently "forgetting" how to play survivor is more fun than that.
Actually I'm a Skull Merchant main and I can confirm that crouch walking right before the scan lines hit you does work against her. I've had survivors doing it against me and it does work. Even more so if they have Urban Evasion-
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The last time this bug appeared in the game you could still glitch the lockers out by getting grabbed while slowly entering a locker, but idk if it still works or not and there's definitely another method of doing it because some people are doing it without doing that.
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The main problems I have with the map is the fact that the main building is extremely boring to play against as a killer due to it being a lap around in a circle with multiple god pallets that you 100% have to break. Also the fact that Boil Over makes that map unbearable should be taken into consideration by putting a hook in the upstairs of main building.
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Actually, as of right now, it's basically on the same level as Ultimate Weapon because the perk is ALSO countered by Calm Spirit just like how Ultimate Weapon is countered by Calm Spirit.
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"Nurse hasn't been touched in 7 and a half years?" That's a dead lie because anyone who has ever paid attention to DBD changes over the years would know that she's been touched a decent amount. As for Artist, her whole purpose is to be a ranged reconnaissance killer meaning that she uses her extreme ranges for info rather than injures. And, besides, getting injures with her crows without being point-blank shots is easier said than done because you have very little time to even do that and you pretty much can't get "double-taps" on gens anymore since BHVR added a feature where survivors have a 3 second immunity window from crow shots after getting swarmed meaning that a survivor would have to be dumb enough to stay on a gen instead of repelling the crows to get hit again.
Also Legion needs the mending phase of his power because if it didn't cause Deep Wound then what stops him from just stabbing the same survivor 4 times then hit another survivor for an insta-down? Removing that mechanic without a full, hard rework to his power would straight up break him and he'd become miserable to play against since he could just come flying at you full speed and insta-down you with one hit which would just flat out be annoying.
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Friends 'Til The End isn't a busted perk- It's the same Exposed duration as Hubris and it can only reveal a max of ONE survivor at any given time and it's ultimate counter is simply called "lockers" because you can't scream nor have your aura revealed if you're in a locker. And if that's too much work for you then that isn't anyone else's problem because you legit don't need any perks to counter this perk.
As for Ultimate Weapon I don't even have a clue as to why you're still crying about it being busted- BHVR already said that Ultimate Weapon is planned to receive some changes so you shouldn't really be getting upset about the perk when you haven't even seen the changes for it yet. It just doesn't make any sense to me-