Beaburd
Beaburd
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No worries, I'm sure these concerns will be addressed with the same haste and care as Nancy Wheeler when her eyes were too close together and her face was really weird.
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Update:
I just realized that the buff itself centers around the user, meaning you do not have to be in range when its cast to get the benefits of the buff. Even if the user cast it 30 seconds ago, if you get within 16m of the user, you will receive the buff for as long as you remain within range.Slightly better than I thought in hindsight.
Though even if you do another generator in the time remaining (which seems there is time for), it takes ~17 skill checks to break even on a 2-10 roll and 9 on a 11-19 roll. Given everyone had 5 skill checks on that one generator, chances are you still get no value out of it even if you find another immediately after. That's assuming everyone stays with you and does a generator.
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I was on the fence for awhile, but ultimately decided not to.
I'm not into playing killer and the perks are just so bad I can't even use them, so there's no reason to. I'm hoping, in the future, this company will focus on developing products (perks) with practical value instead of just relying on memes and brand names.
Still remaining hopeful they change and/or adjust the perks, particularly the survivor perks.
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Maybe?
I'm conflicted in that I like the killer, but don't really play killer right now so there's not much point in that regard.
Since I'm survivor-oriented right now, the perks are important to me; but they all seem absolutely terrible. Giving feedback on the perks changed nothing either. Perhaps if I can think of a build that interests me and, somehow, uses those perks efficiently I might? But that's hard to imagine, because the numbers and effects of the survivor perks are just that awful.
I just really wish any of the survivor perks gave a tangible benefit to its user, rather than being purely for memes.
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As much as I like DnD, I don't have that much hype for it.
When you showcase something new for the first time, I expect something that impresses in one way or another. Is it a strong killer? Are there strong perks? Is the map amazing? Are the characters cool? Are new mechanics being introduced? Basically what exciting things can I look forward to that I have not experienced before, and motivates me to purchase and participate in this new chapter?
What we got on release was a weak killer, neat perk designs whose numbers and implementations are lackluster, with new killer-specific mechanics but nothings that affects the average match. There were some number adjustments released recently which were positive for the killer, but the survivor perks are still absolutely awful and I doubt their long-time usefulness. I mean I get being cautious about what they send out, but it really dashed my expectations for a chapter theme I was looking forward to.
The map is pretty cool though, and I like the concept of mimics so I am looking forward to those for sure; but there's nothing in the paid DLC that is motivating me to get it at this time (since the map is free to all).
I mean, come on, if nothing else, Mirrored Illusion still has a nearly 3 minutes cooldown for such an obvious trickery perk that likely won't trick anyone - it's just so bad. This was also mentioned in their official feedback thread too, so I'm equally disappointed nothing changed about it.
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Edit:
Vecna as a character is cool as well, especially since Matt Mercer voices it I believe. That's absolutely awesome and hypes me a bit. It's just… everything else is robbing that from me that it's a bit frustrating and I'm obsessing over those negatives rather than praising the positives like Vecna's design and voice actor like I would ideally want to be.Edit 2:
Welp, they also released the Castlevania trailer before DnD officially released as well. Now I'm more hyped for Castlevania than DnD, since this already disappointed me and I like Castlevania too. Hopefully that chapter won't be a let down, and immediately replaced by another before it comes out as well. -
I don't think this perk will be a problem.
Instead I think this perk - in fact, all of the perks in this chapter - are all so terrible they will almost never see use (exception to Vecna's item drop perk, which may see a few niche for-fun builds).
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For Still Sight in particular, the reason it won't be an issue like OoO is that OoO was usable while doing objectives. The SWF group was getting information for free at no real cost. This perk has a cost, which is taking two of your perk slots and forcing you to do literally nothing in exchange for that information, which lowers your entire teams efficiency by 25%.
Is lowering your entire team's output by 25% worth aura reading on non-detectable killers worth it? Especially when the SWF group likely has eyes on the majority of the map and the killer anyway? I really doubt it.
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I bet it gets worse in a solo queue environment too.
Aside from planning unhooks, there's no other opportunity to meaningfully use this perk.
- Can you use it in a chase?
- The standard 4.6m/s killer can cover 18.4 meters in the time you get the perk to activate, so almost certainly not.
- Can you use it while doing objectives to warn yourself of danger?
- Doesn't work while doing them, so no.
- Can you use it to help you stealth better?
- Not really. Why?
- If you're hiding in one spot it's usually best to remain stationary regardless of whether or not you can see the killer; and
- If you're hiding behind a small object (tree/rock/etc) that requires you to rotate around opposite side the killer, the moment you move it deactivates and you have to rely on what you can see anyway; and
- If you try to move from a hiding spot the moment you see the killer leaving with the aura, you could determine that with the terror radius anyway. Even if you couldn't, you're still gambling the killer doesn't turn around when you leave. The information it gives here just is not accurate enough to enable this play to work reliably over what you could do without it.
- Not really. Why?
- Can you use it to determine the best time to unhook?
- Sure, but Kindred does literally the same thing, but also shows you all of your teammates locations AND also gives your entire team that same information when you are hooked.
- What if you are against a stealth killer?
- Congrats, you probably wasted half of your perk slots.
Honesty, what does this perk even do for the user? When is it useful?
Just for fun, I watched a couple of survivor streams and counted the number of times they stood absolutely still for 4 seconds. It was lucky to happen once or twice per match, if at all. I also thought to myself when the perk might be useful in their games, especially over Kindred, and I struggled to find any moments.
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Considering how much I like the theme of this chapter and enjoy the core concept and design of the perks themselves, I am sincerely disappointed at how badly balanced they are in my opinion. Especially for survivor, I can't imagine a reasonable (and especially consistent) use for any of them.
- Can you use it in a chase?
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The worst part is this doesn't significantly affect the perk's value either.
Sure, it's a buff, and the raw numbers with everyone working on a generator for straight seconds with this perk are likely to be better as opposed to if you did not spend 15 seconds casting it. However, now the perk suffers from 'Friendly Competition' syndrome.
Yeah, sure, great, the buff now lasts for 90 seconds.
Unfortunately generators with 2 people lasts ~53 seconds and generators with 3 people (very rare) last ~43 seconds without skill checks, and a variable amount of time less with skill checks. Since the duration of the objective is significantly shorter than the duration of the buff, the remainder of the buff in the majority of scenarios is likely to be wasted traveling, rescuing, booning, etc.
So this buff, while decent if everyone hugs a generator for 90 seconds, is unrealistic because it's literally impossible to do so.
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Basically they nerfed meme value of it by increasing the cooldown, and they didn't really affect the benefits because it's too difficult to consistently make use of the longer duration in a real game.
So I'm sitting here asking myself what the point of these changes are, as they don't cater to either their fun-loving meme nor efficiency-loving sweaty audience.
All they needed to do was make a dynamic cast time, or reduce the cast time necessary for the buff to be fully applied for 60 seconds. Oh well.
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Unlike years ago where I played killer nearly exclusively, I now play ~80-90% solo queue survivor.
As to why that is:
I'm of the belief that the weakness and challenge of solo queue is the lack of information and quality of support survivors receive. I also believe that if the information is there, and the quality of support is high, people are more likely to succeed (i.e. play well); otherwise, they (and therefore we as a group) are more likely to fail.My enjoyment in games, regardless of the genre, is controlling the pace of the events that happen around me to the best of my ability. Whether that means tanking in MMOs, playing control mages in single player games, (attempting) to push a group of oblivious people in the right direction to succeed, or even just building a civilization in… civilization - I just enjoy the challenge of navigating the broader variables around me to achieve the outcome I desire.
Survivor gives me this fix because the vast majority of players seem to prefer chase, second chance, and the occasional generator-related perks. As a result, there have been more than a few moments where people can be inefficient in their objectives. So I do my best to, and enjoy providing, the best support that I can in an attempt to enable others to play well in whatever role they want to play. If they want to be aggressive, I grind generators to prevent us getting behind; if they're being tunneled, I set up boons and body block to keep them in the game; if they're going down like flies, I lure the killer to the other side of the map (ideally with boon: exponential set up near them beforehand). It is just fun to me to take supportive tools for the team and try to fit into whatever dynamic we end up having, and however the match goes.
Since I don't take any chase or anti-tunnel perks, I am also extremely vulnerable to the killer. As a result I adopted a primarily stealth-oriented playstyle, which adds excitement in not getting caught, and if I do, how to best navigate the chase to go down as late and conveniently as possible while on the fly (i.e. away from generators, hooks, healing teammates, etc.).
All of this contributes to my enjoyment of the survivor role, and is why I prefer the role currently.
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That said, I won't deny solo queue can be frustrating either.
I will never forget that game of Borgo a few days ago against a slugging anti-healing doctor (Deer Stalker, Coulrophobia, Unnerving, Distressing) where 3 of my survivor allies got downed in one area with 1 generator left. That area, coincidentally, had my Boon: Exponential totem up there. Naturally, I took the killer on a ride to the opposite side of the map and let them recover in there. The issue is only one person actually recovered themselves fully and the rest just let themselves bleed out. The Dwight who recovered didn't both picking them up either (he was beside them), but instead stayed in the boon, screaming, taking the doctor there who snuffed it out so I couldn't use it when I got downed (I had tenacity).
To top it off, the Dwight disconnected after he got found and his bot hid in a locker because of the terror radius, watching me bleed out literally in front of him.
But hey, sometimes you gotta accept that some games you make the right decision but it just doesn't matter because, I assume, no one else cared enough to play (which I think is a problem in the game currently).
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730108#Comment_3730108
I know it isn't the point of the thread, but I don't know why everyone says we need to turn Freddy in DbD into the Robert Englund version. Not that I don't appreciate Robert Englund, of course, and if I'm misunderstanding the statement and it's meant to say he needs a skin to be Englund's Freddy I do apologize—I very much agree with that. But Jackie Earle Haley's performance was good, and really more tonally consistent with DbD. I dunno, I quite like the character we have—the mechanics are the issue.
Weird tangent aside, yeah, Freddy's original kit was way better than his bland current one. Maybe now we could revert to the original version, but have him unlock new dream abilities after putting survivors to sleep enough, like how in FvJ he needs to be feared to have power.It's a personal preference.
I grew up liking the Robert Englund version of Freddy, am attached to it and, when I think about Freddy as a character, my mind wanders to that iteration of Freddy. Meanwhile Jackie's version of Freddy I have no association with and therefore feel a disconnect with it.
So when I load up DBD, think about playing Freddy, my mind goes "Oh, Freddy - he sounds fun! Maybe I'll play a round of- oh, right, it's not the Freddy I'm thinking of." Basically, I'm subconsciously expecting Freddy to be what we got for Chucky, and continuously disappointed. Hence why I have a desire for Robert Englund's version to come to DBD.
You can probably tell by now, but there's no logical argument as to why I feel Robert Englund's version should be the Freddy we have. It is just a biased desired by someone with an attachment to a nostalgic character of their past. It does not help that I never brought myself to watch Jackie's portrayal of Freddy, so I cannot comment on his performance or his character and I could easily be convinced I'm treating it unfairly as a result.
Nontheless, he's still not the Freddy I want, and I have fun jumping on the "Robert Englund Freddy!" bandwagon since it aligns with my own desires as well.
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I will also mention that it does not help that my only association and connection with Jackie's Freddy is what we have in DBD, which is a pretty bland, boring, and relatively weak killer. That also likely taints my perspective on Jackie's Freddy and helps in my likely unfair disdain of the character.
It also makes it easier for me to just blatantly call for a total revamp of the character since there's just no aspect of him, either aesthetically or mechanically, that I enjoy right now.
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A killer I want to like but can't bring myself to - he needs a complete revamp.
Starting with Robert Englund version of Freddy.
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There's a few factors that I think are behind failing asymmetrical game, but three that stand out the most to me are:
- Restricted background/lore that limits content expansion
- Lack of actual second chances for the survivors
- Fatigue from overstimulus and/or game complexity
#1 is pretty simple - most asymmetrical games (Friday the 13th, Last Year, Evolve, Evil Dead, Texas Chainsaw Massacre, Killer Klowns, that-other-behaviour-asymmetrical-game-that-failed-and-whose-name-I-can't-remember, etc.) all have a really restrictive lore.
Whenever you make a game that focuses on licensed content as the core lore instead of a supplement to original lore, you start requiring a slew of approvals from the license holder before you can add content. It makes new content, and potentially other collaborations, difficult and slow to produce because it needs to make sense in the context of the game and mesh with it.
Last Year, Evolve, and that-other-behaviour-game had original lore, but suffered in a similar way in that it was too restrictive to really implement licensed content in a way that makes sense. Kids in a school? Soldiers fighting dinosaurs? A bunch of… parlor ninjas in a… death arena fighting some guy…? How do you put licensed material into those games in a way that makes sense?
DBD's lore is actually so flexible in this regard because, aside from the characters in the fog themselves, the lore is basically "unknown entity kidnaps people and puts them here." It's so simple it's almost stupid, but it's because of that simplicity that they have tons of leeway to add whatever the heck they want.
—For #2, some of the games mentioned above don't have any second chances for survivors (F13, Texas Chainsaw) which I think hurts them. It basically means you wait long in a lobby and if you mess up, gg, you're back in the lobby. Meanwhile the other games do have second chances, but they don't really emphasize the importance of rescuing teammates like DBD does. On top of that DBD also has second chance perks on top of that, which caters to casual audiences even more - something that's important for getting and maintaining a high player base (sorry guys, casuals matter).
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For #3, DBD is pretty simple. M1 a generator, hit a skill check and you win. Get bored? Go save someone. Still not fun enough? Build to provoke and play with the killer. You have tons of options and the ability to take initiative and do what you want in a game. If you want to just relax and take it easy, you can. If you want to sweat and be efficient, you can. If you want an adrenaline rush, you can.
Most of the other games place you with a single goal, with limited opportunities to, as the survivor, take initiative and decide what you want to do in any particular match. A lot of times the goal you need also requires a bunch of steps to accomplish it too (fuel the boat, insert a fuse, crank a lever, loot a house, etc.). So there's just a lot less flexibility in deciding what your role is in any particular game, as well as deciding how much you want to relax vs sweat. Often times, that will be decided for you, which can make games more exhausting.
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There's actually quite a few other aspects of DBD that I think makes it successful over its competitors, but these are a few of the big points that I think really set it ahead of others.
EDIT:
I just remembered Behaviour's other game was called 'Death Garden' -
I play exclusively steallth/support as survivor without any exhaustion or second chance perks because I prefer positioning and disappearing over looping (despite being on PC). If you want to play immersed, you can do that successfully and hit very high point thresholds and even escape pretty consistently. My tips would be:
- Realize that stealth is just a survival tool for yourself - it contributes nothing to the team, nor the game state as a whole
- To utilize your stealth in a positive manner, pick an aspect of the game you initially want to focus your contribute on:
- Generator repair
- Boon Totems
- Altruism
- Run 2 stealth perks and 2 support perks to start that emphasizes your desired method of contribution. Here's some builds I used when learning to stealth as examples:
- Calm Spirit + Light Weight + Hyperfocus + Stakeout (stealth + gen repair)
- Fixated + Light Weight + Boon: CoH + Boon: Shadow Step (stealth + boons)
- Distortion + Empathy + Empathic Connection + Autodidact/Botany Knowledge
- Strongly consider Fixated + Light Weight for a few games to better understand scratch marks, and how to use them in a chase
- Fixated also teaches you how to walk away from hot zones so you don't leave scratch marks, and rotate around trees and other obstacles better
- Until you're comfortable with looping, focus on maximizing your distance from the killer and just sprint away from allies doing generators when you get seen
- If you can break line of sight with the killer, especially with the Light Weight perk, you can often just run away to a nearby obstacle to hide or book it entirely for either huge distance or to lose them
- Don't be afraid to use lockers and thick brushes to hide periodically, unless the killer saw you beforehand
After that it's mainly practice.
But I want to emphasize, stealth by itself can be disastrous for your team if you become so immersed you don't do anything. The best (and most exciting) way to play a stealth game is to be efficient with objectives without being caught, and that's what you'll need to really practice.
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Also one last tip:
If you run Light Weight, your scratch marks are only visible for ~4 seconds, and ~9 seconds without it (technically 5 and 10, but the first second of the scratch mark spawning is barely visible).If a 36m terror radius killer walks at you at the standard 4.6m/s, it will take them ~8 seconds to reach your position from the moment you hear the edge of their terror radius. That's twice the amount of time your scratch marks will be visible with Light Weight, and gives you ample time to run without leaving tracks.
EDIT:
I will also mention that as you improve as a stealth player, you will notice you get hooked less than others - sometimes not even hooked at all until end game. Deliverance and learning how to body block for people on death hook are amazing tools for this play style. Something to keep in mind as you get more used to it! -
I actually had this perk in a few of my builds for roughly a month:
CoH + Shadow Step + Exponential + Scavenger
CoH + Shadow Step + Illumination + Scavenger
Fogwise + Hyperfocus + Stakeout + Scavenger
Calm Spirit + Lightweight + Other + Scavenger
Etc…The general concept was to use the Toolbox asap, trigger Scavenger, then do something else like Boon, rescue, etc. The Hyperfocus build also let me circumvent the negatives associated with Scavenger by forcing my progress to primarily come from skill checks as opposed to base repair speed. Basically, in most cases, it was to use Scavenger as a stand-alone generator perk that let me do generators faster while also enabling the rest of my build during the 30 second debuff phase.
That said, even after extensive testing, I had to drop it.
Scavenger's debuff often proc'd at critical times when I needed the base repair speed, especially if I had Stakeout and could not avoid a great skill check. There were also plenty of games where I would not get enough skill checks to proc the perk at meaningful times, like before an unhook, to body block someone else, or before I get seen and forced into a chase. And even if there was an opportune time to use the perk, it was pretty frequent I would not get enough skill checks to actually activate the perk at all. Of course, even if I had the ideal scenario to use the perk paired with an adequate number of skill checks, there was also no guarantee I would hit them. The perk was just so conditional that, if I was lucky, I would get it to proc once or MAYBE (very rarely) twice per match.
It became so frustrating to make work consistently that I dropped it for another perk you mentioned, Built to Last, which is just so far superior to Scavenger in every way that it is kind of disappointing. With Built to Last I get guaranteed 2 more uses of my item (which almost never happened with Scavenger), I could use it on demand, the time to use the perk was only 12 seconds as opposed to the 15 second gen time penalty you'd get if you tried repairing with Scavenger's debuff, and, as a stealth player, I hide in lockers anyway so it was perfect.
Even if you consider the guaranteed toolbox from searching a chest, if you actually use this aspect of the perk, you're wasting the time saved from the perk itself. It just… none of it makes sense to me either.
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TLDR:
I really tried to like and utilize this perk, but… yeah, it's pretty bad.
Just use Built to Last for a better and more consistent experience. -
Theoretically, in an absolutely ideal scenario in regards to generator efficiency, 4 survivors split up around the map with Hyperfocus + Stakeout + Toolbox can do all 5 generators and open the gates in a little less than 2 minutes. That includes if the killer is chasing one survivor in that time.
So hey, be thankful your match lasted so long!
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But yeah, it can be frustrating.
The current game is 'balanced' around the average survivor groups generator efficiency, without any (realistically) imposed minimum or maximum timeframes for objectives. This means, depending on the groups overall efficiency, games can easily fluctuate between not having a single generator get done in a match, to all five flying before you can do anything as a killer.This has been a thing since the game's inception, so I don't expect it to change anytime soon.
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There's even plenty of arguments not to change it away from the current structure, because it allows survivors to be as lax or try-hard as they like (catering to both casual and experienced players), encourages each side to strive to be more efficient in higher levels since there's no imposed limits, and provides just enough frustration for each side at each extreme that provokes an emotional response from both sides.
The latter of the reasons is important, since the longevity of any game is often tied to the players emotional attachment to said game. Getting players just frustrated enough to want to be involved more in the game and improve in it more without repelling them entirely is a bit of an art in a way. DBD actually does pretty well in that regard.
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Base totem cleansing/blessing speed: 14 seconds
Base hex totem blessing speed: 28 secondsCalm Spirit totem cleansing/blessing speed: 20 seconds
Calm Spirit hex totem blessing speed: 40 secondsThrill of the Hunt cleansing/blessing speed: 28 seconds
Thrill of the Hunt hex totem blessing speed: 56 secondsCalm Spirit + Thrill totem cleansing/blessing speed: 40 seconds
Calm Spirit + Thrill totem hex totem blessing speed: 80 seconds—
Yeah, as a Calm Spirit + Boon totem user, I had to drop Calm Spirit because, when you face hexes, it actually neuters your ability to bless completely. Especially when faced against Plaything + Thrill of the Hunt users. The time to bless or even just cleanse gets too overwhelming with it lol
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I don't really need blood points, so if I save someone like that it's usually to spite them.
Not that I go out of my way to do it to everyone who gives up - a lot of the times I'd rather stay on a gen than traverse to a hook. But if they're nearby, and I'm feeling frustrated and/or mischievous? Yeah, I'll take some enjoyment in potentially prolonging your misery.
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I actually legitimately support this idea.
Not only do I personally like doing tests and exams, but the idea of Dead by Daylight also referring to how you'll feel studying for the DBD exam is hilarious to me.
I will double major in stealth and boons.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/415219/gens-are-completed-too-easily-and-fast
please attach video with 30 second gen time :3
A few seconds over 30, but:
https://www.youtube.com/watch?v=nco8WCnAziENot that I'm complaining, Hyperfocus + Stake Out + Built to Last are in a few of my core builds as I get too bored doing generators without them. It's also quite a bit of perk and item dedication to pull, leaving one susceptible to being tunneled out or hit-and-run strategies; but on the flip side, you can do this to 3 generators per match pretty reliably by yourself.
Anywho just wanted to showcase (using someone else's short) that it's possible since it was asked for.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726275#Comment_3726275
It does?
I thought that the killers belongings included only Trapper, Hag and Freddy traps. Didn't know about the totems.
Yup, try it out!
Green map with the red twine, I think it was? It's a yellow add-on.
I pair it with the green add-on for +12 map reading range, and you easily get the location of every totem as you naturally run through the map. Saves a ton of time in tracking totems - it's what I wish Clairvoyance did. -
Funny enough, I used this a lot in the past but am now at the point that it's a terrible perk for me. The reasons for this are verticality and range issues.
Verticality Issue:
When used on maps like RPD or The Game, it can ping and leave you confused on which floor it is on. Then you either have to wait for the cooldown and slowly tilt your screen to figure that out, or run around the common spots on the floor you're on then run to the other floor if it wasn't where you were previously. Either way, you're wasting a ton of time.Range Issue:
Once you become accustomed to the totem spawn points for each tile, Small Game becomes redundant in its use. The range is so low that you have to physically run to the tile to check for a ping from the perk; but if you know where the spots are on each tile, all you have to do once you get there is take an extra second to check the spawn spot(s). So what you really need once you get used to spawn points is a perk that tells you which tile has a totem without you physically checking yourself, which Small Game is incapable of doing thanks to its small range.Because of those issues, there's just no point in me running it anymore. It's great for when you learn totem spots and don't mind wasting time, but after that it's literally useless.
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Also the constant pings when you're doing a generator or being hooked near a totem can be annoying after awhile.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726220#Comment_3726220
Try Detective's Hunch, as soon as 1 gen gets done you'll usually see at least 3 totems, if not more.
You know, maybe I will.
I ended up disliking the perk because when I last used it years ago, the gen pops would take me off guard and I could never remember where totems were (especially in indoor maps) making it useless for me. But since others gen progression is shown now, maybe it will be a bit better for me.
Thanks for reminding me about it, my dislike of it could be unfounded now.
… Still wouldn't mind a perk that shows totems at will like a map does though!
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Here's a hot take for the thread that I'll probably get flack for:
The current iteration of hit-and-run Wraith is one of the unhealthiest killers in the game for solo queue currently.
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This is one of my favorite perks as well - it's just so efficient and useful.
Take a map that can track killer belongings for exact totem placement, and you don't even have to waste time searching for totems. Simply check the map, walk ~3 seconds, cleanse in 14 seconds, then hop in a locker for 8 seconds. That's ~25 seconds for a self heal. Not to mention the heal can be stored in the perk, meaning that first ~17 seconds spent on finding and cleansing can be done when safe and the actual self heal, which is often needed under pressure, is only 8 seconds.
Add Overzealous which shaves off 8 seconds off each of your solo gens on a dull totem, and the time value just gets better with every gen.
I just wish there was a perk that lets you find totems so I can stop bringing a map every game I run it.
Hint, hint: Looking at you, Still Sight. -
You are going to get a mixed bag of answers here because people tend to confuse the question 'is this cheating?' with 'is this type of cheating right or wrong?'
Anything that provides you with an advantage over your competition that is not accessible, known to, and consented to by the average player can be construed as cheating. And yes, that includes your headset's additional features, since it goes above and beyond the expectations and accessibility of the average player to heighten your strengths and mitigate your weaknesses.
That said, I sincerely doubt anyone would punish you or even know you use it, so it's really just up to your personal morals. If you are uncomfortable knowing you paid for an advantage over your opponents, don't use it; likewise, if you are okay with knowing you paid for an advantage over your opponents, go wild. In this case, I don't think there's any tangible consequences you have to worry about unless the developers specifically state otherwise.
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I'm not sure what your issue is, but we all have our own subjective opinions on what is fun.
For instance, I take great pleasure in analyzing game features, theory crafting, debating ideas, and being efficient as a player. That is where my enjoyment of any game comes from. The novelty of pulling out a lute and being silly is also fun to me, but without a tangible benefit from the perk the novelty of the meme will quickly and inevitably fade and leave it unused.
My goal with this thread is to point out the weaknesses in the perks that I observed, and gather insights into their more practical uses that I may have overlooked. Since I've yet to hear any positive arguments for them, I'm inclined to believe there are none. That's unfortunate, because I like DnD, I like these characters, and I like these perks; but if their use is just a detriment for the team, why run them? And if I know I will not be running or using them long-term, why buy them?
At this point you might be thinking I'm even sweatier and should still shut up, but I hope you can realize that this is a forum where players discuss and give feedback; and I hope you can also realize that my thoughts and opinions are just as valuable as yours, and I have every right to share and discuss them.
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@HexHuntressThighs said:
Still sight does reveal killer auras at up to 18 meters and can be combines with open handed to be 34 Meters. It doesn't work while sitting on gens though thankfully or that would be insanely OP. And Bardic Inspo affects all survivors within 16 meters.
Thanks, but this is the one perk benefit acknowledged in the original post.
Slight correction too, it actually does work while sitting on generators (I've been testing it out in PBE). It's just a bit redundant when you have Fogwise as a solo perk that does the same thing but without a range limit, instead of needing Open Handed + Still Sight for a similar effect.
Also bardics numbers were just added in another post, it's mostly inferior to Prove Thyself and potentially worse than even just working on a gen without Bardic nor Prove Thyself (depends on your teammates).
EDIT:
Nevermind, you are correct - it does not work on generators.
I'm actually very confused, because I was absolutely seeing the killers aura in "The Game" map with a Kindred + Still Sight + Open Handed + Bond load out; but I just did it again on Borgo and it was not working. Either a bug, or I mixed up Kindred's aura reading.
In this case, I'm even more confused as to what Still Sight's benefit is now. -
@Firellius said:
Doesn't Bardic Inspiration affect multiple survivors at a time? You could grant the buff to two other survivors, theoretically, to make hitting the skillcheck count more likely.
Theoretically? Maybe, but how often do you get two other survivors next to you on one unstarted generator at the same time?
To complete a generator without Bardic and no skillchecks would take three survivors 42.86 seconds.
To complete a generator with Bardic and no skillchecks would take 45.71 seconds.That's a 2.85 (45.71 - 42.86) second difference, which is 3.17% of a gen (2.85 / 90), meaning you would:
- Waste 3 seconds worth of time if you rolled a 1 on Bardic
- Need to hit 4 great skill checks among all survivors to break even if you get +1% bonus progression per great skill check
- Need to hit 2 great skill checks among all survivors to break even if you get +2% bonus progression per great skill check
- Need to hit 1 great skill check among all survivors to break even if you get +3% bonus progression per great skill checkOn average, you'll likely need 3 great skill checks among all three buffed survivors to break even with the perk; and more if you ever want to start getting a benefit.
The likelihood of hitting 3 great skill checks among 3 people in ~45.71 seconds is okay but not guaranteed. Even if you do get, say, 7 great skill checks between the three of you (which I'd argue is extremely optimistic in that timeframe, especially in solo queue), you just reduce that gen completion time from 45.71 seconds down to 33.11 seconds. Keep in mind that's with the +2% bonus progression buff.
Wow! Seems kind of decent then right? Not really.
Prove Thyself's gen completion time with three survivors is 35.71 seconds, but also has the benefit of not requiring any great skill checks, has no prep time, and has no duration on its effect (meaning you could all leave the gen and come back freely without recasting the perk). If you hit the +1% bonus progression roll on Bardic, you actually need 12 great skill checks among the three of you in 35 seconds to break even with Prove Thyself (that's not happening in any game).—
The numbers get worse when you don't have that ideal scenario too and only have yourself and one other survivor or do the gen solo, both of which are far more likely scenarios.
For a duo (yourself and another), you would need to hit 4 great skill checks to break even with not using Bardic, and 6 great skill checks to break even with Prove Thyself, assuming you had the +2% bonus progression buff. If you had the +1%, you would need 7 great skill checks relative to no Bardic, and 12 great skill checks compared to Prove Thyself (gl, because that's not happening in one gen).
So yeah, no matter how I look at it, you're better off not using the perk at all unless you hit the 2% or higher bonus in an ideal scenario; but even then, I'd say Prove Thyself is more reliable with a very similar timeframe.
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What is acceptable or not is only dictated by the game's host themselves, not the hired help who aid in keeping the house in order in their stead. If a security guard was super kind and, as a general rule, let employees on company property after hours for whatever reason (say they claimed to forget something), that would still be trespassing if the company had a policy against doing so.
This tweet just acknowledges that EAC has made a general rule to permit it in their software - nothing more, nothing less.
Even if it were the devs who whitelisted it (which I have heard claims about, but have never seen for myself), then it would not be cheating in the dbd sense of the definition under 4b. Keep in mind, 4a would still be in breach since there's typically no way for the average player to know their opponent is running shaders, nor do they give consent to go against it. So even in that case, while allowable in DBD as a whole, in general sense it would still be cheating.
—Edit:
Come to think of it, I misspoke a bit.If the devs were to clearly whitelist shaders in a visible manner, 4a could be argued as irrelevant since its accessible public knowledge and one could argue they have an expectation to know then (and still playing could be argued as an implied consent). However, condition 3, which I failed to even acknowledge pre-edit, would still be in breach if shader-level of visual supplements were not available in the game itself as then the average player would not have access to it; thus giving the user an extraordinary advantage that violates competitive integrity. So if the devs allowed it, it would still be cheating in the general sense (albeit for a different reason than I claimed earlier).
—
Either way, the result is the game. Shaders, EQ, and any external programs that assist the user are still cheating in the general sense and even in DBD specifically until clearly and specifically whitelisted by the devs. The only questions afterwards is whether or not the people who use it can accept that they are cheating, and whether or not they think it's wrong to do so.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708083#Comment_3708083
Damnnn, Dwight with the PHD in Cheating!
This was an enjoyable bit to read. Thanks for taking the time to write it.I’m not even reading it in the context of your conversation, I just genuinely appreciate your analysis of cheating as a construct in competition.
Thanks!
I put quite a bit of thought into posts like this, so the acknowledgement is appreciated and I'm happy someone else enjoys breakdowns like this too.
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@LollyGurl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707829#Comment_3707829
People using adaptive technologies to participate to the best of their ability shouldn’t be considered an advantage because it’s being used to fairly compensate for a disadvantage.
Meanwhile, wallhacks, stretched res, using trainers or having a killer bot with multiple instances of Stridor play your trials for you is not fairly compensating and that distinction matters.
This is actually where debates get super fun and occasionally raunchy, but I'm going to do my best to limit how much I type (but no promises).
So now we're actually leaving the argument of what constitutes cheating, and entering the argument of what is 'right' and what is 'wrong' to do withinin the context of cheating. The actual answer of what is 'right' and 'wrong' depends on the person, their perspectives, and their personal standards. As such, the debate becomes an eternal back-and-forth between two or more individuals with different perspectives/standards and rarely ever comes to a tidy conclusion.
But first, to respond to you directly: yes, the use of an external resource to cover up a disadvantage is a form of cheating by definition. To understand why that is, we have to understand why cheating is defined the way it is in the first place.
The reason for that is because competition, at its essence, is an activity between two or more individuals in an attempt to discover who is superior at that activity. This includes capitalizing on one's own strengths and covering for one's weaknesses, while simultaneously trying to exploit the other's weaknesses and avoid their strengths. The reason why competition is so exciting is because everyone is born with different strengths and weaknesses (some might be stronger, faster, calmer, more tactical, strategic, reactive, discerning, etc.). And it is the utilization of those various attributes to see which is superior that makes competition so fun.
However when someone starts using external resources to cover up their flaws or enhance their strengths, the integrity and purpose of the competition becomes challenged and even diminished. This is particularly true when the opponent has no knowledge of the use of those external tools; because they will (as they should) try to exploit those flaws, but then inadvertently place themselves in a losing position because of that.
This is why cheating has 4 parts to its definition:
1. The 'cheat' in question has to be an external tool (third party program in this case)
2. The 'cheat' in question has to give the user some form of advantage (diminishes the significance of one's natural strengths and weaknesses, which competitions are used to gauge)
3. The 'cheat' in question is not readily available to all competitors (so the average competitor cannot utilize it, creating an uneven competitive landscape)
4a. The 'cheat' in question is not known and consented to by opponents (which leads to poor decisions based on incomplete information at no fault of the competitor)
4b. The 'cheat' in question is not sanctioned by the competition's governing board (this is to respective the competition organizer's wishes, since they are the host)Now there is somewhat an exception to this, and that is when the competitive activity itself is specifically about utilizing whatever you can to maximize your rate of success at any cost. Survival is the oldest example of this, where every person, and heck every animal, does its best to do what it can to survive with only their conscience to limit them. A more modern gaming example of these competitions would be battle royales like PUBG where, even if not necessarily fair for someone with a gun to kill someone unarmed, the whole purpose of the game is to place yourself in those advantages situations however you can.
Even in the PUBG example however, because it is still a video game, the advantages you can try to take are still limited to what's available in the game itself. Third party programs, like here, are still cheating. The main I was aiming to get across however, was that there are definitely competitions out there where the individuals are encouraged to use whatever they can to succeed. Funny enough though, even in those situations where everything goes, these conditions defining what is cheating still applies. The reason they don't get violated though is because of rule 4a, where, in these types of competitions, everyone should be aware that there are essentially are no limits, and therefore the competitors are expected to expect the unexpected (that's fun to say).
—
I went into a bit of a tangent in the last two paragraphs there, but they're relevant and fun so I opted to keep them.
Going back to the original topic:
So yes, using an external resource to mitigate one's weakness is a form of cheating because part of a competition is utilizing the opponent's weaknesses to come out on top. By removing those weaknesses, you provide yourself with an artificial advantage that violates the integrity of the sport since it's no longer an active gauge on how well you do as an individual. It also misleads opponents into making poor decisions they otherwise would not have made.
A great example of this is the use of shaders or even basic brightness adjustments as a killer. Competitive integrity is harmed by using these, since part of the many attributes that constitute a person's skill-set is their attentiveness to details as well as their ability to discern those details in the first place. By lowering the significance of these skills on gameplay, it becomes harder to correctly judge who is the superior killer in this instance, because we immediately give favour to those who excel in certain aspects of the game over others (like chasing instead of finding).
It's not only the killer players who excel at detail attentiveness and discernment that suffer from these competitive violations either, as the average survivor plays believing that what they see on the screen is how their opponent perceives things. Little do they know, hiding in what - should - be a dark corner of the map, is actually suicidal for them and leads to them making a critical error through no fault of their own. It's not just simply not fair to either party in this scenario, and that is what makes it cheating.
A similar line of reasoning exists for audio, but I went with shaders since visual benefits are easier to discuss and understand in my opinion.
—
But circling back to the beginning, does that mean it is 'right' or 'wrong' to cheat by using external resources like shaders, brightness adjustments, EQ, or even discord communications to derive an advantage?
I cannot say.
It is understandable that people get frustrated by the use of these cheats since it does de-emphasize the importance of certain individual skills in the game. It is also equally frustrating when an opponent has these advantages and you are not aware of them, leading you to commit to an action that's only a mistake because you did not know your opponent was using them.
But on the other hand, this is both a business and a game, so inclusivity and comfort is just as important. After all, why support this game if it's not profitable, and why play it if it is not fun? The developers understand this, and that's why I will be surprised if they do anything less than encourage all but the most blatant and overbearing types of cheating. Though, because both stances for and against cheating have valid points, they're more likely to stay silent so as not to alienate either their competitive nor casual audiences (which I'd say has been their approach for awhile now).
So while I will argue to the death that the use of EQ, reshade, and whatever else is cheating by both the general and DBD-specific definition (until whitelisted anyway) since it violates the integrity of competition; I will not argue for or against its use, especially if it helps people with their mental health issues.
(that was a fun write up)
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@LollyGurl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707179#Comment_3707179
Your position assumes only two uncharitable possibilities, again highlighting how little you understand this topic. As I discussed in my earlier post, equalizers can also be used to stop sounds peaking above a set level.
There are a lot of us, especially those with ASD, who struggle with loud noises or else traumatic sounds that can trigger anxiety attacks, in this case it would be the screams survivors make upon being hooked, which are both loud and potentially triggering.
So when playing on PC, I use an equilizer to stop any sounds from going above a certain volume… that doesn’t make anything else easier to hear, but it means I can spare my ears and nerves from sounds that are unbearably loud to me. It also enables me to wear headphones whilst playing DBD on PC, something I don’t risk when playing DBD on PS4 and Switch (and mobile).I'm not sure what the point of this response is, as the intention is largely irrelevant.
The user is still using a third party program (condition 1), to derive an advantage (condition 2), that the average player cannot access (condition 3). Their opponents are very likely unaware you have this advantage (condition 4a), and the developers have not whitelisted this program as far as I know (condition 4b).
It's very easy for people to justify things in their mind because they think they're some special exception, but they really aren't. As long as the conditions are met, which they are by general and DBD-specific definitions, its use is still cheating.
Now, does that mean you will be punished, or people will think less of you?
Maybe, I don't know.The developers have a long stance on just wanting players to have fun and being quite understanding about individual's needs, so I doubt anyone will be punished if I had to guess. The opinions of others should not matter to, but if they do, it will likely be a mixed bag of those sympathetic to one's mental health issues; whereas others will be upset that they are still cheating. If I really had to guess again, especially for those suffering from mental health issues, I bet those who need to use the volume controller to help maintain themselves would even be encouraged to do so.
I also feel the need to clarify that I'm not condemning the use of these programs. As stated, I do not think the developers care and I would bet, if pushed into a corner, they would even encourage its use, especially if you mention it helps with your mental health issues. I'm sure they just want you and others to have fun. As such, me worrying about what is right and wrong to do in this game would be a nonsensical and subjective train of thought that would eventually exhaust me.
I am simply answering the question stated in the thread, which asks whether or not the use of Equalizer is cheating - and the answer is yes, by definition, it is. The only issue after that is whether users like you can accept and be okay with that, or deny and justify it because you believe your situation somehow makes you an exception to that definition. Either way, that's not an argument I can (nor should) be involved in.
—
In case your curious what advantage I'm talking about, specifically lowering the scream volume is still a beneficial luxury that the average player does not have and can affect game play by reducing your own personal recoil and allowing an easier time for the user to stay in the game (which you fully admit to using it for).
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@Sasu_Crow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707151#Comment_3707151
Except not really. If your goal is to make footsteps/breathing louder, you would accomplish the same thing (except better) by using a volume knob. And esp using an EQ, you're just going to lose clarity. You might hear footsteps louder, but where they are coming from/how far away/etc is less pronounced because you are also turning up other things in the environment at that frequency range.
In the most layman's of terms, using audio effects produces a lot of garbage in addition to whatever your perceived benefits are. You might make footsteps louder, but you're warping the sound of the game in the process.
Actually still yes.
I am going to assume for a moment that everything you say is correct since I lack personal experience with the software and would be basing my information on the words of strangers. Given that you are correct, and EQ provides no tangible benefits to the user, I would concede that it is not cheating. After all, you make it sound more like a detriment to run rather than any sort of advantage.
But if that's the case, since this software is only a detriment by that logic, no one should even want to use it - nevermind be encouraged to use it.
However, we're in a scenario where people apparently are using it, to a degree prevalent enough to warrant discussion around it. These individuals are either inflicting self pain on themselves willingly or they found (or believe to have found) a benefit to using EQ. Given that this benefit, whether perceived or real, relates to a critical component of gameplay (audio), that benefit is therefore an advantage to the player.
In that case, those people would be using a third party program (condition 1), to obtain some form of advantage in the game (condition 2), which is not obtainable by the average player within the game itself (condition 3). I doubt the user's opponents are aware of this advantage (condition 4a), and I still do not see this program as whitelisted by the developers (condition 4b).
By this logic, unless the users really are secret audio masochists (which I somehow doubt), those users of EQ are still cheaters by both the general and DBD-specific definitions.
—
TLDR:
if EQ is as bad as you make it sound, then no one should even want to use it; but people do, and are. In that case, it's safe to assume they are getting a benefit/advantage from its use. In which case, even the program has many negatives and restrictions, as long as an advantage is being derived that the average player cannot access, it is still cheating. -
@Sasu_Crow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706844#Comment_3706844
This is patently false. You cannot "turn up" breathing. You can, however turn up F4000 which will affect breathing, generators, chase music, whiff sounds, flame noises, footsteps, UI sound fx, the terror radius, etc.
Notice I said it "affects" those items and not "isolates those items to raise their volume over other sounds in the game".
Take example: Stridor is a perk that specifically takes the sound source for breathing and raises it up a certain level. It is physically impossible to recreate stridor with EQ because Stridor affects the source and EQ affects the entire sound mix.
You cannot simply "raise breathing". And lmao there is no "chase music" knob on an EQ. The only accomplishment you will make with EQ is making the game sound bad. Or reduce rumble if you play on speakers and don't want your neighbors to hear your game.
Thank you for the correction.
I do not use nor am I familiar with third party programs, especially when it comes to its use in the game.Fortunately my lack of understanding regarding its exact features doesn't skew the definition nor how it fits said definition, so the core point stands.
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General definition of cheating:
"To act dishonestly or unfairly in order to gain an advantage, especially in a game or examination."
(Source: Google it)DBD definition for hacking:
"Using 3rd party software or other tools to gain any kind of unfair advantage that wasn’t intended by the game, except if they have been whitelisted by us. We are not banning for the use of communication apps."
(Source: )Definition breakdown:
Therefore, for the user of a third party program to be considered cheating/hacking by either general and developer standards, use of that third party program must meet the following conditions:
1. Must use a third party program
2. Provide the user with some form of advantage
3. Said advantage is not obtainable by the game through natural and intended means in the game
4a. Said advantage is done in an unfair or dishonest manner (general definition only)
4b. The third party program must not be whitelisted by DBD (DBD definition only)Reshade:
Reshade and reshade related programs give the user heightened visibility over certain aspects of the game above and beyond what is allowable by the game's settings alone. This gives you the ability to see trails of blood, scratch marks, survivor outlines, and more visual-aspects of the game more clearly than what would otherwise be possible.
This is a tangible benefit for the user (condition 2), using a third party program (condition 1), and is not available through natural means within the game (condition 3). It is also highly unlikely that players know you are competing with these advantages (condition 4a), and, as far as I can see, it is not whitelisted by the developers (condition 4b).
Therefore, reshade and related programs are a form of cheating by general and DBD-specific definitions.
Equalizer:
Similarly, equalizer provides the user with the ability to more finely tune and control volume settings related to the game above and beyond what is offered by the game's natural settings. This gives you an ability to, for example, hear breathing, groans of pain louder, walking, running, and other sounds louder while reducing the volume of unimportant sounds like chase music, terror radius, or ambience.This program therefore gives a tangible benefit for the user (condition 2), using a third party program (condition 1), and is not available through natural means within the game (condition 3). It is also highly unlikely that players know that you are competing with these advantages (condition 4a), and, as far as I can see, is also not whitelisted by the developers (condition 4b).
Therefore, equalizer and related programs are a form of cheating by general and DBD-specific definitions.
TLDR:
Yes, equalizer, reshade, and other third party programs that give an advantage in-game are cheating in this context. If you deny it, I'd love to know why and what you define as cheating. -
Snowman: "Hehehehe Hahaha"
Survivor: "What's that noise?"
And suddenly a trickster jumps out of nowhere.
-
I don't think Roadrunner is an appropriate name judging by the post content.
Try Wile E. Coyote, he also likes to tunnel.
---
Also I'm officially a Mikaela main, so...
Meep, meep!
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An EpicBigBrain play! You made that killer look like a WeenieDog.
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I did, right after the release of patch 7.0.
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Well, let's see how this game has been approached over the years:
- Blatant cheating running rampant and proudly recorded in its competitive scene in the form of stretch res and brightness adjustments
- On-going hacking issues that never get officially recognized (that I know of)
- Lazy reporting system that places burden on user and deflect detection responsibility from themselves
- Balance disparity between different levels of play
- Balance disparity between SWF and solo queue
- Numerous old and new content and bugfix releases that have been hilariously unbalanced over the years (original DS, Circle of Healing, pick-up pallet/flashlight stun bugfix, infinite loops, near-infinite loops, old one-directional unhooks for facecamping, etc.)
- A whimsical and care-free attitude by the dev team (go play something else, we know people like to troll around in games, colorblind mode is nice but isn't a priority, idc about winning or losing, etc)
- Events that are obviously favored to one of the other (I love the event, but if this were a serious competitive game that wouldn't happen)
- A paywall system that temporarily prevents access money-bought in-game content for an extended period of time (you won't see things like Pinhead's perks in the shrine for 1-2 years, for example)
- A terrible BP grind system that prevents access to in-game content more than a typical progression system probably should
I used to want this game to be competitive, but there came a time where I just had to admit it has gone the route of casual party game. After all, what else is there that's suggested the game is anything else?
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I find it kinda funny that naming and shaming is against the rules in this forum to avoid bullying.
But jailing, which openly displays a user as being punished and implies they have engaged in shameful actions, is completely fine.
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Good idea, good idea. But I think we should go a step further and hide these voice lines behind a paywall.
Don't worry, I don't mean NFTs.
Instead, let's give Freddy a new "Original Freddy" skin that makes him look like Robert Englund. THEN we tie the voice lines to this new "Original Freddy" skin to provoke people to buy it and generate more money.
Next, we'll use the money we get from the new "Original Freddy" skin to buyout any commitments (if any) BHVR has from their remake Freddy licensing agreement.
Now we toss remake Freddy to the side, forget he exists, and use Original Freddy as the base Freddy in the game.
---
Now you might think this plan is stupid, needlessly complicated, and deprives users of remake Freddy after they've already bought it, and therefore seems nonsensical.
But you have to remember, Robert's Freddy is best Freddy, so I don't care.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2691113#Comment_2691113
Did you feel like a Dancer in your snowman suit?
I did until I missed a step - it seems I'm no Saint.
If only I made a list and checked it twice, I coulda Nicked that in the bud.
---
But hey, thanks for the pun present!
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Killer:
- Monitor and Abuse
- Play With Your Food
- Furtive Chase
Survivor:
- Bond
- Boon: Circle of Healing
- Boon: Shadow Step
---
I love terror radius and speed perks. Sadly, despite loving the concept of Furtive Chase, I can't use it because it's literally a horrible and empty perk. Furtive is on there because I feel like it has so much potential as a hook-based terror-radius lowering perk, and I want to love it so much.
For survivor, I like playing efficiently and Bond unlocks that. I also enjoy being the team support, and setting up supportive zones on the fly based on my teams needs. There's actually quite a few tactical decisions you can make with boons in regards to their placement once you're familiar with them.
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One man's toxic sludge is another man's potpourri.
That said, it's still bound to give you indigestion if consumed.
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Absolutely!
A couple of grinches occasionally Donner me for wearing such Dasher inflatable outfits, but I can't help but be Blitzen around the map with them - they're too fun! Okay, maybe I'm just hobbling around like a wounded Prancer, but still... My red-headed Vixen, Mikaela, can't get enough of these snowy suits.
Cupid really hit me with his arrows for this event. I hope Rudolph guides their innovation for more than just tonight, and that they won't be afraid to Comet to new ideas in the future either.
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As soon as I saw a ttv username in my game, I had to check out their perspective when I tried to save as a snowman.
https://clips.twitch.tv/WimpyEntertainingTigerDoubleRainbow-UEPUaOHrQFgaWcZMThe slow hobble up and down the hill has me laughing way too hard.
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I got basically one hook tunneled out of the game immediately after that, but that moment alone made the game worth it.
Love this event.
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@Nephilis91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2690332#Comment_2690332
Another thing would be to reduce the number of palets or introduce a stamina-bar which is reduced for every palet-drop and fast-vault. When the bar is empty you only can slow-vault and palet-drops are impossible. This bar recovers after a chase. So the possibility of 5-gen-loops drops down.
In the hit-immunity I see the problem that the surv on the hook can tank hits for other survs. Better that the hit the unhooked gets will be transferred to the next surv in range of the unhooked one.
Maybe the meta-perks may be nerfed and for most other perks should be a small buff to higher the chance to try other builds.
A randomized mode would be nice too, where everyone gets random perks. So you see more variety.
Pallet reduction I just generally like, but I doubt they'd ever do that. The last reduction they did removed a single pallet from maps and they thought it was a big deal.
Stamina system was attempted before but scrapped, according to the wiki. I'd assume this was due to it feeling less fun, but I have no idea otherwise.
Hit-immunity survivors tanking hits could be resolved with collision/hitbox removal for the duration, akin to Meyers or Ghostface when they stalk. Swapping health states with unhooker I guarantee will be rejected as overly complicated for newer players as a base mechanic.
I'd also be down for meta perks being nerfed, or everything else being buffed to the point they're similarly attractive options. But the latter option would be massive power creep, so yeah.
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I know this frustration. I really do wish the developers would take a more active approach to addressing in-game issues without relying on perks band-aid fixes.
Some examples of reasonable approaches are:
To reduce the necessity of gen slowdown perks, have all survivors spawn together at the start of the game no matter what.
To reduce the effectiveness of camping, give built-in aura reading (for teammates only) when someone is hooked.
To reduce the effectiveness of tunneling, give a 3-second hit-immunity grace period once unhooked.
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Notice my suggestions reduce these issues instead of eliminating them. This is because I wanted to propose simple, easy-to-understand suggestions that are intuitive for new players and aren't entirely game-changing. I also don't want to make effects like BT or kindred entirely redundant and unnecessary, hence only giving partial effects.
Spawning all survivors together makes it easier to pressure them early game, forces time wasted running to separate gens if they split up, and can already happen in the game anyway.
Built-in aura reading for teammates when someone is hooked increases co-ordination and prevents the whole "everyone rescues" scenario, which is crippling vs face camping. Aura-reading is already built-in for survivors in need (dying/hooked), so giving it when your team is in need doesn't feel like too far of a reach.
3-second hit immunity gives your team time to co-ordinate body blocks after the unhook for the injured survivor so BT isn't as mandatory, and would pair nicely with the improved co-ordination of team auras during hooks. BT could even just be simply adjusted to start once that 3 second immunity period ends.
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Bubba for me.
I don't like that his power is essentially a long-range insta-down lunge attack, that cleaves through everyone and makes save situations impossible via face camping.
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After that is Blight because his 180 turns actually really irritate me, but I also kind of think he's okay and that might be necessary at the same time. Not too sure about it, but Blight's at least tolerable for me either way and Bubba's the only killer that really bugs me nowadays.
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Really fun event, props to the dev team for this one. They did a good job, and I really appreciate their efforts and innovation this time around.