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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • A Batman legendary collection would be cool!

    • Trickster as Joker
    • Oni as Bane
    • Unknown/Doctor as Scarecrow
    • Legion as Red Hood or Harley
    • Deathslinger as Two Face

    Other less fitting characters could be Riddler/Doctor or Clayface/Clown or Singularity

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722355#Comment_3722355

    I now have it on 55 and it's like I'm a ballerina spinning 360s

    If I set it back to default 50, it feels extremely restrictive.

    The best thing to do would probably pick one of those two sensitivities and play a few games to try and get used to it.

    I haven't changed my sensitivity in a while, but is it only limited to increments of 5? If it is that's a shame because 52-53 would probably be the perfect spot for you.

  • There was another Slasher Radio interview with Cote earlier today and he said that they can't add a licensed skin on another licensed character. He also said that DnD Vecna doesn't prevent ST Vecna from being added later down the line as they are 2 different franchises and not connected.

    So it doesn't seem like a Stranger Things tie in with this chapter is happening or even possible.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722336#Comment_3722336

    Everything was fine until I started messing with Killer Camera Sensitivity. It was always 50 and I was slowly upping it and got it to 70. But now I'm turning so fast that I miss so many hits. I changed it back to 50 but now that feels awful. What do you set your Sensitivity to?

    I'm on PC so unfortunately my sensitivity is very different. When I played on console though I think my sensitivity was around 50-60 if I'm remembering right.

    I would suggest increasing it to 55 or 60 and seeing how that goes first. If 70 is too much for you then try and find the sweet spot between 50 and 70 that works best for you. I wouldn't recommend increasing it any further once you've found it.

  • Anyone mind sharing their best counter play to her? I still struggle even when my team doesn't throw :(

  • Maximum. I don't see what the benefits to not maxing it out would be.

    I also used to always run Shadowborn so having an extra perk slot is really nice! However if you never used it before it could take some getting used to. It does make you seem faster but remember that's just an illusion given the fact your vision isn't as narrow anymore.

  • Wow Chucky just completely fell off the top ten!

  • @CarlAlc7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721899#Comment_3721899

    The League you're talking about literally puts Ghostface in the lowest tier of balancing where almost all of the good survivor perks are banned to use against him and they only have him be played on Lery's and nowhere else, like that right there should tell you everything about how "good" Ghostface actually is if they need to favor him so much and put so many restrictions on the survivors in order to make him viable.

    Problem with that though is by sticking him on Lery’s you are once again restricting his stalk. Lery’s is good for stealth, but due to the amount of LOS blockers and the placement of gens it is really hard to actually stalk anyone. Probably an unpopular opinion, but Lery’s is overrated for Ghostface and just forces him to be an M1 stealth killer for most of the match.

  • @BaschFonRonsenburg said:

    these tier lists are always completely subjective, I mained ghostface on console when he first came out and had no problem with even old ds etc. too many people put emphasis on stalk and underestimate his ability to drop tr

    Really? I feel like it’s the opposite and most Ghostie players don’t stalk enough. They’ll go stealth and just whack everyone or forget they can just 99 in chase and leave them for later.

    To answer the question, I think he’s underrated and not as bad as a lot of people say. He does have his problems though and is very map dependent. An open map like Borgo or Gas Heaven can make him rather difficult to play. He’s definitely closer the lower end of the tier list than the top, but no where near the bottom and DEFINITELY not as bad as Trapper and Freddy.

  • Australia can't enter them anyway so it's no different for me :(

  • Play with meme perks —> get paired with meta users

    Get destroyed and decide to use meta perks —> get paired with meme users

    The meme users get destroyed and then decide to use meta perks

    It's a cycle.

    I would like to play with and against more memey builds but I can understand why people don't. Yes they got paired up with while you were memeing and it sucks, but next game they might have gotten a tunnelling quad slow down Blight and I don't think they'd have any fun if they instead brought Diversion or Scene Partner to that game.

  • @The_Krapper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720334#Comment_3720334

    But if I'm hitting a window you can still miss with the hatchet if you just aim in the direction with pyramid head you hit its not a skill based input in the same sense, do I dislike these killers No I don't have an issue but it's a fact you don't have to have near the skill level to be good with pyramid head like you do with huntress because input matters more for huntress her skill ceiling is higher I guess is what I'm getting at

    Maybe it's just personal preference, but I disagree. Huntress is much easier to land window shots than Pyramid Head is due to his heavily restricted camera movement. If the survivor makes a last second dodge it's much easier to correct with Huntress than PH.

    Not to say it's difficult for Pyramid Head to land a shot at a window/pallet vault, just that I think Huntress is easier to do so and even if she was harder she's still can land those shots really easily and I don't think either are really that skilful in this scenario.

  • @Zexbunny said:

    Easy. After being defeated by a Belmont, the entity revived dracula in the Entity's realm.

    All I wanna know is why we aren't getting his castle!?

    They've had 2 chances now with Dracula and Knight to introduce a castle map and they didn't take it.

    I think BHVR might just be scared of castles.

  • @Brightened said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719432#Comment_3719432

    That's fair. An anti-loop mechanic is much different than completely ignoring the loop though. It shows skill when you actually have to do the mechanic well versus all the killers they've been putting out when it comes to looping.

    Think of every single killer.

    Trapper puts a trap down in front of a loop… you're blocked. You can still take the time to go to another loop if necessary. Good mechanic.

    Huntress can hit you with a hatchet. You can still continue to run forward and mind game. Good mechanic.

    I'm not saying that all the anti-loop mechanics are bad, but they're making killers with unavoidable anti-loop mechanics.

    The only one of the killers you listed that I would say is unavoidable is Xeno. Chucky as well but he is losing his free-hit scamper so he'll be easier to avoid soon anyway.

    Singularity comes down to the mind games of both sides. His anti-loop is basically a slower, harder to use, less powerful Huntress mind game with a built in counter play with EMPs. He is in no way unavoidable at loops. If anything he's too avoidable.

    Unknown you can dodge pretty easily, especially if you don't hug walls super tight. They also have a very short time frame to actually injure you if you are looking at them.

    Skull Merchant's claw traps don't break pallets anymore, not even as an add on as far as I know.

    Vecna's antiloop is very counterable right now (but that could change). Flight of the Damned can't hit crouching survivors and Mage Hand slows him so much you can just run off and you probably made more distance than if he didn't use it. Both are also on a very long cool down (I think it's like 60 seconds?).

  • The effort you put into these is always appreciated, especially for someone in a place where it airs at a time they can’t watch (like me!). Now back to the void with you >:)

    Have to say though, I am really, REALLY disappointed that Jake still doesn’t have a mask. He’s one of the OG 4 and just gets screwed over constantly and at this point it’s getting ridiculous.

  • They released during the time the devs were graphically overhauling maps. So they probably had less resources to work on new maps as they were too busy updating all the others.

    And as others have said, they would have been in development during COVID so the resources would have been even less so new maps would’ve been less of a priority.

  • Blast Mine wouldn’t have any effect anyway since the killer can’t kick the gen.

    Since the killer can’t kick the gen they can’t remove Wiretap. This effect was added purposely to avoid a situation where the killer can’t remove the aura reading.

    When they first added the anti-gen tap effect you originally could apply it while regressing. However they had to patch it because survivors could just repair 4%, stop, and then repeat to prevent the killer from removing the aura reading. They added this to prevent it from being abused like this.

  • Maybe as an additional effect added to a perk like Remember Me or Fire Up, but base kit it’s too much.

  • The meta won't change that much. Slowdown will still be the best play. The only one that will probably see less play is Pop. The others are still decent.

    I think it was the right move, the main issue with slowdown was Pain Res and Pop being used together. Now this combo will be less oppressive, even if it is still relatively common.

    There are some issues with it though - while this will make high tiers killers less oppressive they will still be really good as they never needed it in the first place. However low tier killers are now weaker and actually encouraged to run more slowdown because a single one might not be enough for them.

    Slowdown definitely needed this nerf, but I hope they buff some of the weaker killers later to compensate.

    As for DS, there's probably a few reasons for this changes:

    1. The perk was already very good against most killers at high MMR and in competitive settings when it was at 3 seconds. They may have wanted to reduce it a little to not make it so powerful there while still keeping it useful for less skilled players. 4 seconds is a good middle ground.
    2. It drastically hurt lower tier killers more than higher tier ones. Whether it is 3 seconds, 5 seconds, or even 7 seconds, killers like Nurse and Blight won't care that much as they can just down you again quickly. However for killers like Freddy or Trapper, a single DS could potentially lose you the entire game. If the perk is game changing for low tier killers while only being a minor annoyance against the high tier ones, I think a slight nerf is fine.

    Overall, I think this is a pretty good update.

  • @alaenyia said:

    Bhvr REALLY needs to cut loose with the built-in unbreakable we were told was coming like a year ago. This repeated, multiple team mate slugging until death is ridiculous. I also think there should never be more than 2 slugs. a 3rd goes down the 1st pops back up. Slugging a whole team and BMing them for 4 min should just never be a possibility.

    They've said before that idea was scrapped and not coming.

    Built in Unbreakable is not good for the game. There are some scenarios where slugging is necessary (survivor constantly running to corner with no hooks, Sabo and Boil Over teams).

    Instead they should just give you the option to bleed out while slugged after a minute so you can avoid being slugged for 4 minutes and move on (And also help your teammate when being slugged for the 4K).

    Scott Jund also had a pretty good idea of being able to "push limits" and gain a movement speed boost while crawling at the cost of rapidly decreasing your bleed out timer.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716381#Comment_3716381

    I agree. It definitely should be that way. And I think it is. If we view it as a 1v4.

    If we apply the same to a perspective of 1v1v1v1v1, then should the killer basically have all the advantage this gives following the formula?

    My point wasn't anything other than: Its a 1v4 in pitch only. If you with a friend on comms, then its a 1v2v1v1. Feels like it anyway.

    I do hold hope that as one climbs this supposed MMR ladder, then solo'Q survivors get better, right?
    ……right? :/

    Except the survivors aren't fighting each other and only have to "defeat" one opponent, so it can't be 1v1v1v1v1 because you aren't fighting them.

    At worst it would be 4 separate 1v1s. And even in this perspective the killer still should have the advantage in the 1v1 because they are competing in more 1v1s.

  • I am glad they are actually addressing slow down, however I do agree that it was the wrong way.

    It will make slow down stacking weaker which is good, but at the same time it makes NOT stacking it weaker and the best way to make up for that is to stack them. So while it made stacking weaker, it also kind of encourages it more.

    An Exhaustion type thing could be interesting to see, although I don’t know how it would work.

    Maybe something like “Restricted” where after using a certain perk, such as Pop or Pain Res, to regress a gen the “Restricted” status effect activates for X amount of seconds. During this time these perks do not activate (however base kit regression is still untouched). And then they can adjust the perks as needed. Maybe some perks like Surge could be unaffected or have a reduced timer as they aren’t as powerful.

    You still could stack slow down, but you would need to be more strategic in order to get full use out of them.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714825#Comment_3714825

    Sprint burst for back up when you don’t have DH like before being hooked. Or after if you miss it and the killer loses you. Since you only get it twice. I will say I’m not great at survivor lol but it’s what I figure has the best survivability

    But you can’t use DH with Sprint Burst because Sprint Burst will always activate when running.

    You’ll never get Dead Hard to activate because you need to be running to use it, but Sprint Burst activates as soon as you run and exhausts you.

  • It still causes the user to be permanently Broken, so I don’t know if it is good or not. Will have to wait and see.

    Also how are you running DH with SB?

  • Slinger buffs!!!! Finally!!!

    Happy with perk changes overall. Regression needed a nerf, although I think Pop may have been nerfed a bit too hard. 60 second Weaving Spiders is interesting but hopefully not too short now. Overall though, good changes!

    Those sabo changes though are kind of concerning. Sabo being powerful is always a bad thing and buffing it has the potential to just make killer miserable.

    Also what happened to the Distressing and This Is Not Happening changes that were on the road map?

  • At this point it’s just a habit for me. At the end of every game I just say gg without even thinking.

    I wouldn’t take it personally, they might just be saying it instinctively.

  • @Nazzzak said:

    That Maurice one being a killer only charm has made me grumpy, ngl 🥲

    And Tough Cookie being survivor only despite being based on Trapper is also disappointing :(

  • @Tsukihi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589575#Comment_3589575

    Obviously the scratch marks are less visible and more scattered.
    Don't lie to players because they don't know what the adjustments are.
    If the development team isn't prepared for this change, it's more proof that you're not playing this game.
    

    This thread is 6 months old. Their comment has nothing to do with the current state of the game.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712147#Comment_3712147

    It was the case for quite some time already that mainly Killers complain about Survivors not being able to suicide on Hook or stuff like that. You see obvious Killer Mains posting this. You dont see that many Survivors complain about it (granted, this Forum is very killer-sided and I guess if you go on reddit or twitter, you probably see more Survivors complain about teammates suiciding because there are more Survivors).

    But as Killer, it should not be relevant - in the end, they achieve their goal. And the sweatfest I encounter ingame should not really show that Killers dont want to win. And a Survivor suiciding does a lot for them to win the game.

    So my assumption is that they lose points and it does not feel as good to win a 3v1 than it would be to win a 4v1.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712139#Comment_3712139

    This thread is not about SoloQ. It is about Killers complaining about suiciding Survivors.

    The reason you don't see as many survivor complaints about this here is that because the survivors here ARE the ones DCing constantly. Why would they complain about themselves? Anytime this is brought up it's the same thing "it's not my fault, just remove the penalty so I can keep doing it, blame the devs/killers, why shouldn't I DC?" etc.

    As some who plays both sides, it is FAIR worse to have a survivor DC on your team than when it happens as a killer player. It's the main reason I haven't played this game that much recently because it's just miserable having teammates give up at the smallest inconvenience.

  • @Blueberry said:

    Well the problem is they will just crush him right before you recall at 30. They simply drag out the hostage situation till the last second. Even if we assume the survivor is bad and doesn’t do that, 30 seconds is still minutes on minutes of the game with no power and too long.

    Oh true. Maybe make it so if you wait around 20 seconds before crushing Victor then the respawn is reduced or just removed entirely after 30 seconds.

  • I don’t have Twins so correct me if I’m wrong, but the patch notes say that the increased respawn timer only applies when Victor was crushed. Does recalling him also apply the 10 second timer?

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711663#Comment_3711663

    How long does it take to fix a game breaking bug, why is it still in the game weeks after release? If survivors had a bug that made them escape 70% of the time it would be hotfixed in 24 hours.

    There is a bugged survivor perk right now that lets you repair gens a lot faster than normal which also hasn’t been addressed for as long. So no, this isn’t some killer bias thing or a case of them hating survivors. This patch is just very buggy.

    I don’t know when it will be fixed. Next week sometime at the earliest I suppose if that’s when they release the next hot fix.

  • ”Hello friends this is Otz, at least according to the Artist’s social media”

  • They are bugged right now. Victor isn’t meant to be able to be recalled after 10 seconds of latching on to someone, only when he is idle. Also the glow effect that tells you when you can kick him is bugged and doesn’t work all the time, making it look like you can’t kick him when actually you can.

    Once that bug is fixed Twins will pretty much play the same as they did before but be less clunky. None of the counter play to them was removed, it’s just some bugs making them stronger then they actually are.

  • DBD is literally the only game I see people endorse giving up. Any other community would grill you for saying you are in the right for DCing in a public match.

    I think the reason is that, unlike most other multiplayer games, DBD started off without punishment for leaving and has a built in way to circumvent the newer punishment anyway.

    If DBD started with a DC penalty and never had a way to give up on hook, then I don’t think this community would act this way as much as it does now. But it took so long to add an actual punishment and there is still a way to avoid it so the community has got it locked in their head that it’s okay for them. Honestly I can’t blame them when that’s how the game worked for so long, even though I agree with Otz that there needs to be more done to stop it.

    People are going to complain no matter which side they chose, so it’s better for them to pick one and stick with it even at the risk of upsetting the other. I think there should be more done to prevent it because if no matter what they do to balance the game and remove these reasons people DC, they will just find more because that’s what they always do.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711053#Comment_3711053

    I dont find any problem with Distortion on killer side. I dont need aura perk to find survivors, and using aura perk shows aura of 1-2 survivors who dont use Distortion lead to tunneling which is strong against survivors, even if you dont want to tunnel. Even if all 4 survivor use Distortion, its one perk against their 4.

    On survivor side, it punishes survivors who dont use Distortion real hard. The image OP posted showed it, they had the lowest score. Distortion doesnt need a nerf on its strength, but rather how it works. It can simply gain token in chase, or only hide aura if you have the most hook count.

    I agree that Distortion isn't that much of an issue. It's the fact that there is nothing really worth while running besides slow down and aura, and aura has a counter play so there's less reason to run it and more reason to go full slowdown.

    They don't need to change Distortion at all really, just give killers more reasons to not run full slow down.

    But yeah having it gain tokens through chase would be good for reducing the tunnel part of it.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711053#Comment_3711053

    Listen I will take being in a chase and actively doing things than slowly walking around the map for 3 minutes as gens slowly progress and I find absolutely nobody. At least during the chase centric meta I was actively doing things, the stealth meta we're currently hurtling towards will literally be doing nothing, get into a chase that lasts about 35 seconds, go back to doing nothing. It's so boring lol

    I disagree heavily. There is way more counter play to a stealthy playstyle than there was to the old chase meta. Yeah it's not exactly fun spending so long looking for someone, but it was way less fun finding someone and knowing that it didn't matter because you couldn't catch them anyway.

  • @GoodBoyKaru said:

    We've warned yall since 2017 that a chase meta is better than a stealth meta, and now we're very quickly approaching a stealth meta and I don't want to say we told you so but…

    Nah this is still a million times less frustrating than old DH. I don't think anyone actually believes this is worse.

    Distortion itself isn't even the issue, it just makes the issue more obvious which is that killers don't have a lot of reasons to not run full slowdown. Aura perks are hard countered by Distortion, other forms of tracking are useless, chase perks are pretty mediocre and killer dependant and the only really good one (STBFL) was nerfed pretty hard. With all of that, why not run full slowdown when it is consistent and powerful while everything else is just meh. Distortion is a fair perk, it doesn't need any nerfs, but it does make the slowdown meta look more appealing and I think the gap between slowdown and everything else should be addressed.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710572#Comment_3710572

    I dont mind what will be the gift for the upcoming weeks as long as it is not Rift Fragments. I finish the Rift roughly after Tome 2 and those 10 Rift Fragments dont do anything. And since they dont want to implement infinite RIft Tiers (so that you get a bit of stuff after reaching Tier 85), it does not matter if they gift a Level or not.

    I think aside from Iridescent Shards and BPs it would be nice to have things like Bloody Party Streamers or if they would finally create Boosters which you can activate ingame. E.g. active for 1 hours, you gain double BPs during that hour. This can be done with Shards, Rift Fragments (ugh), BPs and XPs. This would also motivate players to play longer, since they want to get value from their hour (or maybe even longer) the Booster provides.

    As someone who hasn't had much time to play lately, Rift Fragments are SOOO much better than BP. I barely made the last rift and have even less time to play now so these fragments are a huge help. I honestly wouldn't mind if they kept giving them haha.

    I'm guessing most of the time it will just be cycling through the basic stuff like BP, shards, and fragments each week and then every now and then they'll release a charm or cosmetic piece but very rarely.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710112#Comment_3710112

    Does balanced = fun? Do you think balance through nerfing is more fun than balance through buffing?

    By your own admission, the game used to be way better for survivors, and they fell off hard, so what's a reason why survivors should continue to play?

    Not trying to load these questions, but I'm genuinely curious because it seems like people imply survivors should be grateful they got kneecapped.

    Do you think balance through nerfing is more fun than balance through buffing?

    Yes. Otherwise we get more stuff like Eruption and Made for This which just makes the game miserable for the other side. There needs to be a mix of both nerfs and buffs. Simply buffing things causes power creep.

    Survivors had to be nerfed because they were overpowered. If that's the only reason people found the role fun then I don't think they really enjoyed the game in the first place.

    No ones saying survivors should be grateful, and there's a lot that could be done to make the experience better for both sides, but to say that the game isn't fun anymore just because you aren't overpowered really says a lot about just how powerful survivor used to be. Both sides should be able to have fun, you shouldn't make one side overpowered just because it's fun for them.

  • I think it’s an alright change it’s just the way they did it that is strange.

    I agree with him that calling this a bug despite being how it functioned for 5 years is ridiculous. If they had instead just come out and said it was on purpose then I don’t think it would be a big deal. Other killers that lose their power when pallet stunned lose it on all other stuns as well (Ghostface and Legion) so if they did this just to make it more universal then I would understand.

    I do however think he is overreacting to this a bit. It’s no where near as big of a deal as he is making it out to be. It’s rarely ever going to come into play and his logic of this affecting new players more is odd considering that new survivors most likely won’t even have access to DS or Blast Mine so it’s not that big of an issue for them.

  • Only East Wing and the offering were kill switched. You can still play on West Wing.

    Not sure about the pallet bug, but the other bug where you could trap the killer was only on East Wing so there was no need to kill switch West Wing.

  • I like it still and I think this is one of the most balanced states the game has ever been in.

    I can understand being burnt out, especially after 7 years, so it’s not sad to be tired of it. There’s nothing wrong with getting bored of a game and not wanting to play. Play something you do enjoy :)

  • ”It’s still a teleport and it still isn’t unique”

    They are all pretty unique though. The only ones that are kind of similar are Freddy, Sadako, and Dredge because they are fixed location teleports but even the they all function differently

    But there’s nothing similar between Singularity, Nurse, Hag, Demo, Unknown, and Pinhead aside from having some form of mobility.

  • Is this actually quick scoping or just a visual bug where the aiming animation is sped up? They take so long to shoot every time that I can’t tell.

    If he can actually shoot right after pulling up the gun then it’s quick scoping, but if he still has to wait half a second before firing then it’s not quick scoping and just an animation bug and there’s no need to kill switch

  • Kindred, Deja Vu, Sprint Burst, Vigil.

    Kindred and Deja Vu are just amazing in solo queue, and I feel like playing without an exhaustion perk is detrimental to you so I use Sprint Burst and then add Vigil so I can also use it more often and reach gens faster.

  • Usually only ever run 1-2 slowdown depending on which killer I’m playing and then the rest are chase or tracking perks. Usually Jolt/Corrupt or just Pain Res or Pop.

    Ghost face is who I play 90% of the time and I typically run Jolt, Corrupt, Coup, and Enduring.

    I don’t tend to run the main meta build on either side because I know I hate playing against it and I don’t want to make others feel that way.

  • I forgot how hard it was to see as the old Freddy.

    I miss the old effect that played when you pull someone into the Dream World.

    image.jpeg

    Not my picture, but this along with the sound it played felt so cool and spooky. I having Freddy feel fun and unique and not be some generic M1 puddle guy.

  • Honestly prefer current Spies since this would just make it another perk countered by Distortion. It would eat through Distortion fast but I like the idea of having a few tracking perks that Distortion can’t touch.

    Base kit crows are perfect the way they are.

    The only change either of them needs is just improving the placement of crows. Sometimes you can have multiple groups of crows in one corner and then nothing in the other. Spread them out more and Spies will be pretty good.

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