Bardon
Bardon
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- Bardon
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@GRIG0 said:
I'd like to see them giving the rest of the players some nice compensation when someone leaves like even more BP/shards, immunity to Depip, and losing items/offerings/add-ons (for both sides).
You could give survivors extra haste for doing objectives when the DC happens at 5 or 4 gens until there are 3.
Or fill it with a bot, even tho they aren't better than most players, they do objectives and don't kill themselves.
Making the game more fun is obvious but as some already said, some ppl just DC after the smallest inconvenience. So I think we should take care of those who actually play the game.
Or in the worst case, make it so that every time someone DCs early, the rest can leave the match without penalties.
About ppl suiciding on hook (who aren't better than DCers)...maybe u could apply some of those as long as it happens early in the game.
Sadly, people would DC more under that system because they could rationalise it as actually helping the other survivors. "I nobly DC'd so that they might win!"
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@Emoba said:
Yes, using the power of a top 5 killer hurts you, lmao. Twins need no rework and as far as I know BHVR only confirmed some QoL changes, not a rework. Especially an actual rework, not glorified overhauls like 99% of what Behavior and the community call "rework".
Wait - did you call Twins a top 5 killer?
Seriously?
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Sorry for your loss but your topic regarding your wish to complete a difficult achievement was definitely entitlement. You say here "now they don't have to help me" but in your other thread stated that all you were asking was "that they let me open the gate and let me escape".
This is asking the killer to lower their own MMR score (as they only get MMR for kills) and asking the other survivors to help ensure that you not only are the ones to open the gate but to help ensure that you survive.
That you don't see this as entitlement is ... interesting.
You have repeatedly complained about players reading that bio and deliberately making sure that you didn't get the achievement. A bit of a jerk true but you've only mentioned one person doing that and have assumed that in every other game that they were also being jerks, which is a huge stretch. A good portion (I would guess most but that's just a guess) will never read your bio, as there are trolls our there who put triggering images/text in their bio because it's a throwaway/hacker account - after the first time I encountered that I have never read a bio and never will.
So this, added to the fact that you're defending DC'ing when you're not having fun despite the affect on the other survivors to the point where it sounds like it's a common action for you, renders the willingness to give you the benefit of the doubt much lower. It appears that only your enjoyment matters, which is entitlement
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300098#Comment_3300098
Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). In addition, you literally need a whole build on multiple survivors too gen rush while as killer to tunnel...you follow a single person till they die. No real necessary parts except being better than that specific survivor.
Both need addressed but you seem dead set on not seeing the survivor side.
"Yet which one is currently more prevalent? We have seen a total of 1 swat gen rush vs 1/2 the killers we've faced tunneling a poor fool despite trying to take agro (can't take agro better than literally standing in a doorway at lery's). "
Sorry, where are you getting this data from? When you say "we" are you referring solely to your experience or if there is some shared data could you please point me to where it is, I'm genuinely curious.
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There's a real pattern in the responses here.
If you'll note, you got a few upvotes on your initial posts but once you explained what you want the other players to do such as "Let me open the exit gate and escape" there have been zero upvotes on your multiple posts.
This is because, despite your protests, you have clarified that you are asking for a free escape so that you can get your achievement. I know you've claimed that's not what you're asking for but it's there in black and white that you want them to let you not only open the endgates but also let you escape.
That is the definition of a free escape. Twist all you like, that's what you're asking for and people who don't do that are jerks?
Okay, the *one person* who admitted looking at your bio and deliberately denying you the achievement was a bit of a jerk but just because you want something doesn't mean they have to give it to you. If a killer has an achievement that requires getting a 4k or are going for adept or whatever then why should they sacrifice a shot at that just because you want it?
See, you really seem to have a blind spot about how this is a classic case of entitlement.
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@kaneyboy said:
the most exciting thing about DBD is looping. So when it's taken away it's boring.
So just a generic complaint, you have no alternatives or suggestions or ... anything but a gripe?
Thanks, I'll know to just not read any future posts from you.
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@lemonsway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298736#Comment_3298736
Yes i am cause that's the most fun, challenging and rewarding outcome. If killers can't get to that then winning means doing everything that isn't fun or challenging to win which then won't be as rewarding.
Well, that's a personal preference - what you find the most fun, challenging and rewarding may not match other people's experience.
To each their own.
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@Zerotoxiks said:
https://forums.bhvr.com/dead-by-daylight/discussion/358611/game
Lol very low quality post. Did you know the game map heavily favours the killer? Theirs barely any pallets, and you can clearly see people from a mile away along with scratch marks.
just get rid of the map entirely. It’s enjoyed by very, very few people (killers&survivors)
"barely any pallets" ???
Clearly you're playing on a different version than I am. I've counted more than 20 pallets on multiple occasions and I'm far from the only one.
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@lemonsway said:
But you see the game was originally designed for the 4 solo uncoordinated people experience...
The problem is the game gets too frustrating when that happens because killer is wanting to win and survivors are just trying to play, wether they wanna win or have a more laid back aproach.
So the answer was SWF, solves coordination issue but then inverts the roles and now killer is pressured against organized survivors.
Then killers do all they can do, stack slowdown. And now welcome to DbD as we know it, killer steam rolls SoloQ against the majority of survivors and SWF's steam rolls killer.
This is DbD. And nothing from the base game has been touched to fix this.
So you'd think SBMM would fix this right? Make better players play with other good players and leave the lower skillled players to play with themselves, that way good killers know what to expect and worse survivors don't feel so pressured.
The issue is the Margin Values for MMR are too low and there's only 1 cap meaning anyone can reach that cap because it's a low value cap and we're back at square 0 because again everyone is mixed and skill is irrelevant. I don't doubt the better killers face better survivors most of the time compared to the majority of killers but even then very often due to queue times less skilled killers are simply thrown at the wolves. And then there's no less skilled killers for the less skilled survivors to face thus Solo Q Survivors get hurt aswell. And then even matching just the 4 survivors is a nightmare because there's no skill gap, everyone can reach the low MMR cap and be treated as a High MMR player...
Honestly my opinion is that first and foremost we should look at the most basic aspects of how a match is played and see where the issues reside.
For me killers have 1 big issues that is Map design. Most killers lack mobility and chase tools for the Maps we have. So that means either most killers are badly design or the Map design philosophy is bad because it's not in line with most killer abilities. Personally i think it's the Map Design that's the big culprit and also the easiest to fix because it offers better reward for the game vs the risk it poses in Balancing things out.
Maps are often too big in area for killers to be able to check things and not feel immediatly pressured about simply looking for survivors. Killers need to find a Survivor As Soon As Possible because there's 12 Hooks as an objective. This is what every killer should be aspiring to, 12 Hooks. Wether that's alot or not is a bit irrelevant right now because 12 Hooks might not be alot after the game is corrected in the way that i think it should.
So killers get big Maps but if the Map is mostly empty then the size isn't really an issue because there's nothing to use against the killer right? So the only thing a Survivor can do is Shift W.
And this has been DbD since forever. Bad Map Design, simple Chase mechanics.
This is what i want to change. I want the game to require a higher level of skill to be played well so that we can justify having an MMR system, because SBMM won't go away from MP games. It's here to say wether it works or not and we got to deal with so what we can do is design the game around the concept of SBMM.
I want smaller Maps so killers can pressure things faster and better but this also benefits survivors. Why? Because big maps also mean empty spots or spots where RNG won't favor you. So instead of having a Big Map with RNG which hurts both sides equally. I want Smaller and Fixed Design Maps that make sense for the basic aspects of killers, mobility and chase, and makes sense for survivors in terms of looping. So this means, smaller area for killers and generally less loops to deal with, so chainning won't be as much of an issue and Shift W gets reduced value but to Balance this out you can increase the value a survivor can get out of each loop.
So what exactly happens in this scenario? What happens is killers now have to use MindGames well to get hits because any single loop is slightly stronger but the counter is that there's less Map and less loops to deal with. So killers are always closer to everything because the maps are smaller and they now don't have to worry about chain looping as much because the focus is now more on getting value from 1 single loop instead of abusing Shift W through multiple tiles.
What Survivors get, is a fixed looping path, they know if i go here i can loop and help my chances of surviving and if i get caught then my teammates won't have to travel so long to get to me, so survivors have stronger individual loops, they're closer to each other, which helps with rescues and objective progression because they'll find each other sooner.
This also helps killer, finding 1 survivor means finding 2 or 3 is more likely aswell which means you're pressuring more people faster. This Balances how fast matches progress and naturally avoids the "need" for Camping and tunnelling.
These are the fundamentals of the game that should definetly be looked at and BHVR can simply create a small Map in their Internal Build and analyze this. If they have or not we don't know because they don't share that with anyone. If they haven't all i can say is call them lazy and if they have then we should know how that went because it makes no logical sense that promoting more interaction and fixing serious design flaws would be bad for the game...
Minor quibble:
"because there's 12 Hooks as an objective. This is what every killer should be aspiring to, 12 Hooks."
4 kills is the objective, that doesn't necessarily require 12 hooks. Get someone to stage 2 on their first hook as a trivial example.
If you're saying that all killers should aspire to going for 12 hooks every game? Good luck.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298171#Comment_3298171
I didn't put words in your mouth I asked a question. You alright?
And once again you can google it or you can go to Steam and type Hillbilly OP or unfair in the search bar. Its pretty much all over.
So zero evidence plus the very next post after yours stated that Billy was in no way OP before the nerf and therefore disproving your "undeniably unfair".
Others than myself have clearly stated that he was not considered unfair by all before the nerf.
Your assertion is disproven.
I am by no means arguing that everybody said Billy was fine pre-nerf, but I never claimed that. Your claim was that everyone thought Billy was unfair pre-nerf and that's clearly not the case.
Edit: BTW, just a reminder that in debate/discussion the burden of proof is on the person making the claim. You don't get to say <outrageous thing> and when asked for evidence say "Just Google it/search for it". You make the claim, you provide the links.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297619#Comment_3297619
Good catch, undeniable to anyone unreasonable I guess then? Wait you honestly tell me pre-nerf Hillbilly was never unfair? NOPE.
But I'm not going to google 'hillbilly op before 2020' for you, you can do that yourself.
You also ignored the example I gave myself. :)
Nice goalpost shift!
You stated that Billy was undeniably unfair then asked me if pre-nerf Billy was never unfair. Cute to add in the "never" to put words in my mouth.
Billy went up and down like all killers depending on the changes to perks, maps and the like even discounting direct changes to him.
So once more, the burden of proof is on the one making the claim so if you want to maintain that he was "undeniably" unfair pre-nerf then show your evidence.
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@Brimp said:
They kinda dug themselves in a hole for this one. They buff self-care then suddenly CoH is back in meta permanently but if you nerf CoH lower than 50% then it just becomes a very situational perk.
What's wrong with CoH becoming a situational perk? At the moment, it's vastly OP and completely ruins the hit & run killer playstyle so it actively encourages tunnelling, which survivors constantly complain about.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297446#Comment_3297446
I agree with your general point, but the obvious thing to point out here is that DBD is not chess. Chess is a game with clear parameters and rules, the pieces all operate the same ways as their counterparts, the board is always identical in each match, skill and knowledge are expressed clearly, and the win condition is the same for all players.
DBD is about as far from this as you can get; there are no clear win conditions, not everyone plays in pursuit of the same goal. Skill is ill defined and poorly expressed, not all killers operate under the same constraints, and the board is different in almost every match, and you almost never know what configuration it will take beforehand.
There is no real balance, no symmetry, no consistency in variables.
All that said, if you're going to play DBD, you have to be prepared to accept all of the possibilities, including that your opponents will be heavily invested in their win condition and might use any allowed tactic to meet it. Some people feel like DBD is a way to express their competitive skill, and though you might find that silly (justifiably), you have to accept it.
Just as someone who wants to play a "serious" or "competitive" match has to accept when their opponent wants to goof off, which might be equally frustrating to them as being a "tryhard" is to their counterpart.
" there are no clear win conditions".
Well kinda, but MMR for killers only rewards kills and MMR for survivors only rewards escapes so I'd say that there are winning conditions, just not team-related. Even the devs have stated that they consider the game a set of 4 1v1 games, which I personally think is just insane, but given that's how they've decided MMR rewards to be it makes it fairly clear:
- Killer's only goal is to kill as many survivors as they can.
- Survivors only goal is to escape by whatever means they can.
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@Emeal said:
This video is seeped in HillBilly Nerf Conspiracy talking points, to correct it look at feedback from before his nerf Hillbilly was unfair and overbearing this is undeniable. Like most of these Hillbilly Videos and the hillbilly conspiracy narrative, it really strokes the ego of billy players claiming that 'hillbilly was perfectly balanced and bhvr's nerfs were uncalled for' however this is such an obvious lie that when you go back and look at the feedback. Hillbilly nerds are literally being marketed to for clicks and ego now. Its crazy yo see my community like this. I highly encourage Billy players to look up the feedback before the nerf and come to grips with the false narrative.
Back in the Ranked days a huge amount of Hillbilly players were in Red Ranks, the Billy layer we called it. Basicly if you wanted to reach Rank 1, you had to play vs billy after billy with bbq traveling the entire map in seconds getting down after down in seconds.
Which is fair apparently, no ofc it was not.
The video sorta gives the base narrative to explain away that problem, 'that survivors who didnt find hillbilly fun were low skill' which is general elitism ofc but if hillbilly has no counterplay for low skill survivors there is a problem and bHVR fixed that unlike the billy community teaching counterplay to the wider community. You cant explain away a problem like this and bHVR made the right move. You think perhaps its okay to lay waste to low skill players, nah man not in this game.
The only way Hillbilly might have been saved from a nerf like this would be SBMM containment, if true that 'high skill survivors' just loved to face high kill Hillbillys then SBMM would have made that happen, but this nerf was before SBMM so it was when it was a majority problem vs. a minority problem. Its conceivable that Hillbilly could have been hidden away there like Nurse and Blight is now.
The video is right in that Billy is a bad Killer now, he always had a high skill ceiling to work effectively I used to play him myself at a lower skill level, he was never fun, you can find much better value in Bubba as a chainsaw Killer.
My suggestions would be, Drop the narratives it just you look like inexcusable generalizers or worse liars to anyone who researches Hillbilly feedback for 5 seconds. Ask bHVR to rework hillbilly to make him easier to play as with the same pressure as Bubba (if that is truly what you wish), that would be great for me. This would only happen if bHVR think Hillbilly's design should be a low skill entry killer, which the Cannibal was. But bHVR is generally okay with having some low skill and some high skill killers.
I DO NOT want to see Hillbilly to return to some former glory, because what he was, was terrible. But Hillbilly deserves a new glory on the high mmr scene 100% if people really thought he was haha hilarious to play against, thats an area worth exploring for bHVR over that of Nurse and Blight.
However remember there are like 20 other Killers who could use an addon rework as much or as Hillbilly.
I always expected @Pulsar to be a high mmr (high rank) Survivor, and your opinion on Hillbilly pretty much confirms that-
I knew it.
Thanks for coming to my TEDtalk.
"look at feedback from before his nerf Hillbilly was unfair and overbearing this is undeniable. "
Okay, if it's that undeniable then you can provide a few examples denoting how and why he was unfair.
Because that certainly doesn't fit my recollection so it's most certainly not "undeniable". I do deny it. Given that you're the one making the claim, the burden of proof is on you.
I honestly look forward to seeing what you come up with! BTW, Sluzzy posts do not count. :)
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I like the idea of a lesser Kindred that doesn't show the Killer. But if you're buffing all survivors like that then you'll need a commensurate buff to killers.
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@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294132#Comment_3294132
Not downing survivors in a 3gen is reportable and has been said multiple times.
Honest question, I've looked and can't find BHVR making that statement, can you please link where I can find this?
Much appreciated.
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@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293059#Comment_3293059
The word exploit can mean taking advantage of an advantageous situation. It doesn't always mean cheating. In the case of slugging it is clear that I, and evidenced by their plans to change this, BHVR as well, disagree with YOU. It is not working how either of us think it should, and using it is clearly an exploit that needs to be fixed.
Your opinion on the topic doesn't change those facts. You are wrong. Undeniably completely 100% wrong. Slugging can be exploited, and it is being exploited.
He's already posted the definition of an Exploit in a video game - you don't get to claim that your personal definition is the one true answer, especially with that hyperbolic claim of "You are wrong. Undeniably completely 100% wrong"
Nope, you're the one who is wrong as has been demonstrated multiple times.
The word "Exploit" has multiple meanings (It can even mean Daring Adventures, but I doubt you meant that version) and so the definition that explicitly denotes the meaning *in the context of video games* is the correct one, by definition!
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So you're still claiming that your personal experience applies to everyone else without any evidence, that's all.
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@MisterMister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291022#Comment_3291022
The data I collected from games, random person….
Still just a personal anecdote. One person's experience does not equal reality for everyone.
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@MisterMister said:
https://forum.deadbydaylight.com/en/discussion/comment/3289858#Comment_3289858
Read the post I made right above the post you
made
So no data just a personal anecdote. Gotcha.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/3289487#Comment_3289487
loud sfx kind of negates any stealth component a lot of the time, you're highlighted in nightfall for some reason, you can't really hide in lockers because there's an indicator if you stay inside of one for more than 8 seconds (even though you have the option to enter a locker without teleporting so hiding might be an intended mechanic??)
i wouldn't call him weak though, the mobility and antiloop alone makes him a strong killer, with add-ons even stronger
Yeah, in particular why Dredge gets highlighted in Nightfall just baffles me. "You're surrounded in darkness but this supernatural being who is about 50% pure darkness becomes far easier to see...."
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@tippy2k2 said:
Well it's already confirmed the snowmen are coming back so a little late on that request
I imagine BHVR will have listened to feedback from last year to adjust the snowmen but we don't know what they'll look like this go around (or if they've said, I haven't seen it yet)
I do not share your optimism, sadly.
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Because they apparently hate Trapper? It makes his addon to darken the traps counter-productive and makes them easier to see!
Frankly, that add-on should be changed to make them camouflage with the surrounding area.
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@AMOGUS said:
https://forum.deadbydaylight.com/en/discussion/comment/3283815#Comment_3283815
Doesn't address what they said. Just relax, it's an event. Stop playing sweaty.
If it's such a problem, switch to another killer. Why is this so hard?
It's the same bullshit for all killers. Why is this so hard to understand that a one-sided benefit that actively screws over one side is not fun for the killers?
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@Thrax said:
just be less serious and have fun with it
Only one side got fun out of it, the other side got screwed. Yeah, that's fun.
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@Mechanix82 said:
So with the new flashlight changes for newer players. I think it is time to rethink lightborn. Maybe it should be on a cooldown. With a lot more newer survivors running flashlights, you are going to get even more killers running lightborn which will negate the reason you are making the changes in the first place!
So what you're saying is: Now that the devs have made flashlights more effective, let's also make the best defence against them less effective.
Yeah, that'd be balanced & fair.
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It might be connected to their fix for the sound bug - adding a delay could prevent the sound issue from occurring, but that's a cheap and frankly bad workaround - I wouldn't call it a fix.
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@Hulkshawn said:
https://forum.deadbydaylight.com/en/discussion/355872/any-reason-the-new-map-isnt-kill-switched-yet
https://forum.deadbydaylight.com/en/discussion/comment/3275965#Comment_3275965
There is alot of pallets but that works out for the killer the knight has the perk where you stun him and become exposed. Along withe the fact that the new killer can spawn to things to break pallets or chase I think it's balanced.you just gotta use all the weapons at your disposal as a killer.
A lot of pallets being an advantage for the killer, that's a new one!
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3274517#Comment_3274517
No its not,there's also extra junk spawning on it that makes infinite loops,this map is literally the most unbalanced map in the game for killers.
It's absolute hell for Billy players, that's for sure.
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CoH is the only boon that gets value from being in an area where there are no objectives and no reason for the killer to go there.
The other boons only help if you're interacting with the killer, but CoH works best when set at an empty area of the map.
Survivors can run to the booned area and heal up while the killer is busy near the active gens with the other survivors - setting it up away from the action pretty much guarantees that the survivor will be healed without issue.
Its particularly bad for the territorial killers like Trapper and Hag - they have the choice to go after the healing survivor by leaving their protected area, trudging halfway across the map, finding the boon and snuffing it then trudging back across the map to their protected area. By which point the gens are flying and any traps are disarmed or at the least discovered.
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3281864#Comment_3281864
That's such a poor argument. A perk can be nerfed a thousand times but that doesn't necessarily mean it's fair or balanced
By "triple-nerfed" they mean "self-healing takes a whole 2 seconds longer now and other, assisted healing is still massively faster".
The "nerfs" to CoH were a joke.
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3282450#Comment_3282450
This is such a stupid comparison.
Wow, you really convinced me with your inciteful arguments and relentless logic..
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@INoLuv said:
No, the killer should play for the fun of the survivor, Otz says the killer is a scumbag if he tunnels, killers are #########, toxic and sad people in real life that want power trip if they dont think about the fun of the survivors
Mate, you forgot to put the /s to show that your post is sarcasm.
Otherwise they'll think that you actually believe this!
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280767#Comment_3280767
Then report them and move on. I have no idea why you're being so weirdly aggressive in this thread to people
Because apparently they came here expecting universal agreement. This is DBD, good luck with that!
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281884#Comment_3281884
Spirit with yellow addons also cannot be hold back by 90% of the structures in the game? Once the few god pallets your average map has (which is shack and 1-2 more usually) are used there is nothing you can do to keep her from hitting you. So is spirit also cheating?
Not to mention PH, who can hit you at range through solid obstacles & walls - he "ignores the rules of the game" far more than Nurse does but rarely do we see complaints about that.
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@Chocolate_Cosmos said:
First of all, unless you are NOT breaking any game rules, there are no other rules for both sides.
I would split this "book" into two part:
- Generaly agreeable
- Personal twists
Generaly agreeable: is something like "hey Killer shouldn't tunnel" or "hey Killer shouldn't camp someone or face camp them", etc. Just set of few rules that "everyone" can agree upon usualy when it comes to playing "fairly".
Personal twists: well these are the wild things. These can be anything really. Someone mind find offensive and toxic that you down them because they were AFK. Someone mind find toxic that you hit them on the hook after they tbagged you. Or that you play some killer with some build. Or you play some add-on, playstyle, etc.
Simply put, what I am trying to say is: You will never make everyone happy. From 100 different people, 25 might think playing Pig itself is not friendly, 73 might don't care and the last 2 will DC and wait until endgame chat to tell you how horrible you are and you should uninstall the game (even if you played like the most fair killer ever).
This points out an issue - I disagree completely with the first two examples you list as "generally agreeable" and "everyone can agree on".
- Killer shouldn't tunnel: BS. Tunnelling is a perfectly legit strategy - there are many occasions when it's the best tactic to use.
- Killer shouldn't camp someone or facecamp them. Okay, I have no issues with the facecamp part but there are again perfectly legitimate reasons to proxy camp, in particular in the endgame.
So already your rules that "everyone can agree on" don't meet that criteria. It all hinges on your definition ending with "when it comes to playing fairly".
Playing fairly is not cheating or abusing exploits as defined by the devs.
Anything else is perfectly legit.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3276634#Comment_3276634
Dude, the downside for survivors is needing to run these perks in the first place. ######### I thought I'd be criticised for being too biased towards killer.
Also just make the gen speed buff non-stackable, it's not difficult. And you can counter it by not facecamping.
+100% healing for about 4 seconds when you have a killer running towards you, who can immediately down you again.
This is literally a topic for healthy perks and you're whining that my ideas don't let you camp tunnel and slug.
It's a thread to balance between survivors and killers, that does not mean "buff survivors & nerf killers" as that would imply that killers have an advantage at the moment.
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I mained Billy: They nerfed him to the ground, screwed up his add-ons and removed SkyBilly.
I went to Demo: They also removed SkyDemo with the stupid invisible walls.
They also stop Wesker from any fun jumps.
I don't know of a single person who ever complained about SkyBilly but there are videos of people just loving it. Sometimes I really don't understand BHVR. SkyBilly hurt no-one and added to the fun!
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3275973#Comment_3275973
I sadly do not have an answer to that, I do understand the frustration.
Is there a chance we could get an answer to that? As has been pointed out, it makes the "fix" irrelevant and opens it up for SWF's in particular to abuse.
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@Seraphor said:
Survivor:
- If you are on the hook and the killer is within 24m of you, the repair speed of all other survivors is increased by +10%. If another survivor is on the hook and the killer is within 24m of them, your repair speed is increased by 5%/10%/15%. ("just do gens" will actually work, plus its an indirect Kindred as you'll know if the killer is facecamping because the perk will be active.)
- When you unhook another survivor, this perk gains a token up to a maximum of 2/3/4. When you are unhooked or unhook yourself, this perk activates for 40s. While active you gain +1% movement speed for each token, maximum of +4%. Once the 40s has elapsed this perk loses all tokens. (yet another disincentive to tunnel)
- When in the dying state, if the killer is within 24m of you, their aura is revealed to you and other survivors, and survivors healing you receive a +100% bonus to healing speed. (slugging counter, survivors know when the killer has left you, and if they come back mid-heal there's a better chance you still get picked up)
So every one of the killer perks also has a downside but none of your survivor perks have any downside and some have massive advantages (+30% gen speed up to +45% if a SWF all take this? 100% extra healing speed???) . Yeah, that's balanced.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/3275777#Comment_3275777
Hold your horses Rizzo, that looks like a great feature tho. Loops ARE boring and it would really make things real lively again if you could throw in some more random bullshit to get in the way of the perfect, face to wall looping. I know bHVR probably only intend special loops to be swapped out, but dont chuck the baby out with the bathwater here.
Surprise Hay is a good feature.
100% no..
It's completely killed Billy, for the few of us who ever play him.
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@TheSubstitute said:
It's amazing in breaking 3 gens or 'bursting' a gen if you build around it (which is niche). To finish off Outbreak Breakout I used a 'gen burst' to finish off one of the two gens in the main lobby as many of my solo queue teammates didn't seem to understand that leaving two gens in the main lobby and one in the library as the last gens so the Killer could patrol all three gens in 10 seconds was a really bad idea.
So, my build was OTR, Potential Energy, Stakeout, Hyperfocus and a Commodious Toolbox with a BNP and the yellow charge add-on. The gen went from 0 to done in less than 30 seconds solo. I didn't time it but 30 seconds would be the maximum time with no skill checks. The cost in time was higher but it was needed to give a chance of winning.
Very niche, no chase perks and requires a toolbox with a red and yellow add-on but, if you have to bust a 3 gen fast, it's very good. Normal play it's okay but it's only really worth storing the energy to do a hotly contested gen and if you're already in a 3 gen situation it's already too late.
It would work better in a SWF than a solo as if the Killer chased their looper while thinking they still had time the other three survivors could, if it aligned properly, go from 3 gens left to zero in half a minute.
It does seem very niche and better suited to a SWF - like they need any more advantages!
I've seen a video (sadly can't find it, still looking!) where in a perfect scenario deliberately arranged with the killer in the PTB just to test this out - 4 survivors with full Potential Energy completed a gen from zero in just over 6 seconds. :)
In a real match you'd never get all 4 fully charged up but potentially if a top-notch survivor ran the killer for long enough you could get three fully charged I suppose. Only really good for breaking through a 3-gen I'd suggest but people are creative!
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I think some of the contention here is because there is a lot of discussion about slugging all 4 and leaving them to bleed out as opposed to the actual example the OP gives.
"That's not what I am talking about. They slug me then go find the last remaining survivor. If that survivor is good at hiding then I am forced to bleed out wasting my time. If I am forced to be slugged at least give me the option to end it myself without a penalty. I shouldn't have to just lay there. Either make unbreakable base kit so people have consequences for slugging or give me an option to leave the game without taking a penalty."
It specifically refers to the second-last survivor being slugged then the killer going to try to find the last survivor who is hiding. This clearly implies that the final survivor is still mobile/not slugged themselves as hiding is nearly impossible when slugged due to blood trails, grunts of pain etc.
The OP just doesn't want to be slugged at all.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3274255#Comment_3274255
You’re arguing in bad faith and being intentionally combative. Nothing about this post describes survivor toxicity. OP was clear that they don’t want to be slugged by a killer gunning for a 4K. In fact, that was expressly mentioned specifically in their first comment. You’re bringing up irrelevant $#!% to move the goalpost. Why?
Actually, the OP is arguing in bad faith. They talk about being left to bleed out but there example is this:
"That's not what I am talking about. They slug me then go find the last remaining survivor. If that survivor is good at hiding then I am forced to bleed out wasting my time. "
So a killer is facing two survivors. They down one and slug them while looking for the final survivor. That's in no way toxic or unfair, it's smart strategy. That's far different from slugging all 4 survivors and leaving them to bleed out without grabbing any of them - completely different situations.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3273610#Comment_3273610
Has anyone confirmed if the object spawning on the other maps are bugged? Starting this update, there are so many extra random objects, like trees and giant rocks. It’s making the outdoor maps look very cluttered, and survivors are sometimes getting stuck on these extra objects.
Not to mention it's a nightmare as Billy.
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@entertainment720 said:
https://forum.deadbydaylight.com/en/discussion/comment/3273697#Comment_3273697
I really appreciate your question and sharing your thoughts on this. Kill switching requires a lot of consideration and factors to execute. That said, your feedback is so important to us. We have reduced the weight of the map to normal chances while this bug remains.
The issue with the pallets notwithstanding (and it's still a massive issue, please don't get me wrong) the visual and collision issues are also affecting players badly as demonstrated by most of the comments in this thread - please don't let them slide under the radar as well!
Much appreciated..
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The fact that his power is clearly visible to survivors means that the permanent counterplay is:
- See green thing.
- Press W perpendicular to green thing.
- Repeat.
I have no idea what possessed the devs to allow survivors to see his power and the detection radius of the guards, not to mention that the killer's power actually gives them a benefit when they grab the banner.
He can actually say "Hello, fellow survivors" un-ironically.
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@UnknownKiller said:
Hubris not being nerfed worry ke much its really good perk for M1 killers.
Oh no, the OP M1 killers get a decent new perk? The horror!
Seriously, it's not that big of a deal.
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@hex_uwu said:
https://forum.deadbydaylight.com/en/discussion/comment/3271162#Comment_3271162
Dead hard and coh were both nerfed what are you talking about 😭
You can hardly call what happened to CoH a nerf. It now takes a whole *2 SECONDS* longer to self-heal without a medkit than at go-live and even less difference to other healing methods.
CoH is still completely killing the Hit & Run playstyle - make it less insanely OP and you'll see less tunnelling. NOTE: I know that nothing will stop tunnelling (mainly because it's a perfectly valid strategy) but making hit & run more viable will help.
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The counterplay to the Knight is too simple:
See green path? Shift-W perpendicular to the path.
Done! Knight is now an M1 killer.