Bookern
Bookern
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819877#Comment_3819877
having to bring perk B to counter perk A because there is no basic gameplay counter to perk A literally means perk A is problematic and needs to be tweaked.
you don't have to bring lightborn to counter flashbang, it's just the most extreme example of an obvious counter to this situation you claimed is an auto-lose for killers.
also how the heck do you aggressively plot twist
You have not played killer and received a FB through a wall and it shows
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820221#Comment_3820221
How so? Survivor mains are always screaming for basekit unbreakable, but I've never heard of anything of it actually happening except in the first iteration of the Finisher Mori on the PTB (that was utterly horrible, survivor mains and killer mains agreed for the only time in DBD history probably)
well alot of people are advocating for more basekit anti slug and devs just buffed WGLF 150% i wouldnt be surprised if No mither got reworked to remove broken and just allow self pickups without the speed boost or Devs just make that basekit.
a more fair option ive seen is where if 3 or more is slugged they can self pickup
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Me with the Hex shaped totem in my mouth
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Sure, if we activate Noed before the last gen pops too. Perfectly fair
@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818361#Comment_3818361
Sure, if we deactivate Noed at end game too. Perfectly fair
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819551#Comment_3819551
Please reference where they said BLEEDING OUT is a viable strategy to win the game. Even the tutorial teaches players to hook sacrifice.
slugging and bleeding out is a packaged deal if we let survs be able to force themselves to bleed out itll be the ne going next and if we allow them to self pickup theyll will be no pressure nor urgency
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@[Deleted User] said:
Honestly, I just start slugging once I know BGP is in a match. You'll eventually build up enough pressure that they have to back off.
but slugging is slowly being phased out as an option what will we do then
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There is no counter since they made it 20 seconds its always available if the downed is at a pallet theres nothing Killers can do since BGP survs have enough safe distance from the killer to get the save.
Best you can do is camp and tunnel the bgp player
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how are we gonna avoid known hackers then?
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Nah im glad its gone it wasnt healthy for the game
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820044#Comment_3820044
Artist isn't okay either, in fact she is one of the killers I hate most, and the Unknown has the "Ghostface mechanic if it was good". But neither of them are the topic here.
And it is not even close to a "skill issue". An actual skill issue would be if I said Trickster was unbeatable or impossible to escape. He isn't, but he is miserable to go against. Mostly due to how he approaches chases and loops after the rework.
bro im sorry but "ghostface mechanic if it was good" is not good imagine if i just look at Ghostface for .5 secs and then look away and im still somehow revealing him for 3secs and break him outta even if he breaks Los and hides cause of the buffer that is such a bad idea worser then original ptb ghostface
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@Grigerbest said:
It felt unfair to Huntress and Death slinger not having 4.6 - idk.
i agree with your confusion however the major difference is in lethality both DS and Huntress hits are one shots but tricksters isnt with his Main event being nerfed back down to 30 (8 health states worth) 8 was (2 health states worth) to activate is gonna massively nerf his lethality already furthermore we can't really negotiate it to be like 16 although i wish since Majority of Survivors complaints is ME Spam.
Inconclusion to prevent Trickster from being completely terrible to play as he has to retain his 4.6 we can also nerf his Movespeed addons while holding and throwing Knives to feel less opressive in chase.
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@GeneralV said:
No more 4.6 m/s Trickster is all I needed to hear.
First time im gonna have to respectfully disagree with you my friend the problem wasn't the 4.6ms it was the addons that boost his ms while holding and throwing knives furthermore his main problem was the Main Event Spam nerfing it down to 24 (6 health states) will make him feel alot more fair so he should retain the 4.6ms he'll be terrible to play as. Devs are adding alot more clutter to maps so survs can break LOS more easily and dodge ranged attacks better.
Finally Devs are increasing the Laceration meter and decreasing the time it takes for Laceration to Decay these nerfs are more than fair enough to make Trickster feel way less oppressive i respectfully ask as a fellow freddy enjoyer who can relate a killer falling from fun to change your mind on getting rid of 4.6ms and try these other nerfs first instead
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819974#Comment_3819974
But you gotta think about survivors, the killer isn't playing by himself. The fact remains that 4.6 m/s Trickster was terrible to go against, due to the nature of his power.
He is a ranged killer, therefore he is meant to use his power to get downs. But having 4.6 m/s removed that aspect, allowing him to play any tile the usual way. This is fine for other killers, but not for ranged killers. Their weakness is movement, that is good design.
Survivors have to have something they can do.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819906#Comment_3819906
Personally i've enjoyed this version of trickster more than the old one. But i admit the main event spam is boring as well as memento blades being a must have. And it's been sad to see players give up on him because it think he is an incredible character and bhvr clearly likes the trickster a lot too, i just hope they can get his gameplay solid so he can be a more popular character.
Agreed the main problem is Main event spam 8 is to little and 30 is to much i believe 24 would be a fair nerf but also increase the duration ME can be held.
Please dont Nerf the 4.6ms Devs you can keep the rest of the nerfs
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819330#Comment_3819330
I agree. However I also think BHVR should focus their attention on more important issues. For example, they should ask themselves why survivor players do not stay in matches. Perhaps they should address that issue first instead of simply dealing with the rage quitters
Survs says this and never say what it is or its an extremely petty reason
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@TheArbiter said:
Just thought I would put out there that since Machine Learning was buffed, using these two perks in tandom can be quite effective on Myers and lead to semi permanent stealth with instadown. Would highly recommend if you are bored and want to try a new build.
Do it fast survs want ML nerfed
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819655#Comment_3819655
I remember the hight of the COH discussions back in the day, because I was smack in the middel of it. One interesting sentiment during that discussions that was repeatet quite a lot by different people was this: "If the killer could just snuff a boon permanently and I could end up with a dead perk after 5 snuffs: no thank you, I would never equip such a perk.", yet killers Hex mechanic was always paraded around as "hur dur high risk, high reward. Just live with the fact that it could be gone in 20s or equip something else."
While the discussion was quite dishonest, what wasn't dishonest was the feeling many survivors had: for a perk to have value to a survivor, it must be available all the time or at least most of the time, and there must not be an readily available option to take that power away from them. Infinite DH was loved by 75% of the player base, one DH per hook stage not so much.
Some of it might be due to the fact that a survivor could be killed off by the killer rather quickly, so not having their full set of powers, ie all four perks, is seen as a real disadvantage, while from the killers role it is expected to have part of their powers counters, locked away till end game or even stolen from them within 20s of the game starting without any agency on their part.
just hypocrits from them
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819030#Comment_3819030
Thats somehow the only way of how to get value of Blood Warden: bait out the pickup and hook till the last quarter of the collapse timer, then hook and sit back while they all scramble at the door. Every other time I got the perk to work was a rather frustrating affair, with massive travel time to hooks and back, even though I might have gotten 3 downs in the exit gate area.
What if we got the following buff? When downing a survivor in the blocked off exit gate area, they are instantly teleported to a random hook. BOOM! Bloodwarden instantly got more interesting and the killer can actually get value from it, instead of just being left with the sinking feeling of "wow, this could nearly have been a great play. It was SOOO close."
I really hate how basically every survivor is counterplaying Bloodwarden, even though it is in so few games and it is SO hard to get real value out of it. The reason for this is that survivors get basically no downside for their counterplay, safe for very, very few and far appart scenarios were the split second to open the gate hands the killer the down. And that is just sad. Blood Warden could be such a fun perk, but it is counterplayed in 99 / 100 cases without even being in play.
Thatts why i tried my suggestion to make it proc more easily
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819653#Comment_3819653
Billy also dose this mid charge. had one make 4 90% turns in the hospital to get a down in a shower stall.
welp people want billy gutted anyway now that hes good again
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@AssortedSorting said:
Well, most mimics are used in social deduction gameplay.
DBD gameplay doesn't really promote that.
And of course with comms it can complicate things if you're trying to conceal an identity.
But social deduction is a bit watching for strange decisions/movement from a person, that deviates from the norm.
So what if you approach it from the angle that: Survivors know who's the mimic, but until the mimic performs some off-putting action, it is considered "safe"?
EG:
- The Trial is populated with an additional 3 AI bots.
- The actions of these bots perform no progress on any objective.
- They aim to perform co-operative actions (they'll run to generators being worked on, or to survivors being healed/Injured and not moving, with a cooldown before they swap/update tasks, they will not attempt to repair generators no other survivor is working on, generally speaking they can be used as an information tool).
- They will run from the Killer too, though they will never throw down pallets.
- They will typically try to spread out.
- The Killer can teleport to these bots/swap places with them, so long as the bots are "active"
- Bots become active after enough time, which is accelerated by performing co-op actions. Bots can also be activated if the Killer hits them.
- Once active, bots will twitch/contort unnaturally, periodically.
- Survivors can find inoculations around the map, which when used on a bot that is active (after witnessing the twitch) will suppress activation on the bots (but when used on an inactive bot, instantly activates it).
So basically: The Survivors know who is or isn't a bot (mimic). But what they're looking out for is strange behavior in the bots that indicates it's a point the Killer can now teleport from, and to run away or to inoculate the bot to suppress that effect. A state of tension even when presented with an otherwise normal looking survivor.
Then adding a Primary chase power for the killer.
So Gmod Guess Who
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@GeneralV said:
I think survivor perk balance is tricky because, generally speaking, the community is very hostile towards survivor metas. Every time survivors get a new perk that has the potential to reach meta levels it is complained about, and the complaints remain until the perk is no longer seen.
That doesn't mean those perks were perfect, but those reactions happen and they have real consequences. You can see it clearly with Made for This and Circle of Healing, two perks that could have received very different changes and adjustments than the ones they've received.
So all that is left is to adjust the perks that we already have, but even that isn't easy to do. It is very difficult, if not impossible, to find a survivor meta which the community genuinely liked. The meta being dominated by the original iterations of Decisive Strike and Dead Hard was complained about, the DS + UB combo was complained about even in matches where it didn't have any use because the killer didn't tunnel or slug, Adrenaline was complained about even though it was not overpowered, and the list goes on.
It seems to me that the idea nowadays is to make every survivor perk equally mediocre, so you can run whatever you choose to run and not feel the difference. Unsurprisingly, one of the most used survivor perks these days is Windows of Opportunity, which was generally seen as a beginner perk in the past. Its effect is nowhere near as useful as other survivor perks used to be, but objectively it provides more than the entire sea of perks that are either extremely niche, or have been changed to a point where they are no longer good.
MFT and COH were hated due to their infinite Value and reset if devs gave MFT haste a Timer like gain 3% haste for 10 seconds it would have been way less hated and Coh if they made them one time use like Hex perks or just made that killer boon kick perk basekit it woulda been fine
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@Royval said:
title
hes only op cause his Flick techs let pc players get bs instant down hits around loops and objects you patch that he'll be balanced
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Did anyone check the playerbase numbers
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819642#Comment_3819642
2v8 also had 2 killers so finding a cage was much easier.
but the maps were Double the size if you add it to regular matches the outcome is the same
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819642#Comment_3819642
Yeah but at least, they have to find. And if they find and camp, they have to find again
If your mobility or ranged killers that aint a problem
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@HommeBizarre said:
Yeah I know, Cages exist so that they are differents from hooks
But being able to get unhooked and not get tunneled to death at 5 gens.
Damn, that would be an improvement, because you can get all the perks you want.
If you are against a ranged killer, even if you have endurance pallets etc, your chance of surviving are pretty low after being unhooked against a tunneler
one of the common massive complaints in 2v8 is killers can easily still find you and your cage location and tunnel you
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sounds like the Entitys problem since devs confirmed it as a viable strat geuss they need to reward me instead
@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818975#Comment_3818975
Bleeding out doesn't fulfill the game's killer objective, you get zero points and displease the entity when it happens.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818883#Comment_3818883
No point having an intelligent discussion with yet another killer player deciding every hypothetical must be the worst-case scenario to manipulate a point.
funny coming from the extremely bias Surv opinion the lack of understanding comprehension and empathy is not surprising the resorting to insults to feel superior truly a sad showing
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@IronKnight55 said:
Making the penalties harsher or removing self-unhooks from the game won't solve the issue of people giving up. Instead, the developers should focus on understanding why so many players are leaving games and develop a solution that makes people want to stay. While some players may give up for no reason, most of those who leave do so (in my games) because they believe the game is unwinnable or they are getting tunneled or camped. They will leave if the game is not enjoyable to play. No number of penalties will fix the problem.
Except removing selfunhook suicide will somewhat help against Survivors being able to dodge the DC penalty and ruin matches that just started for other Survivors and instantly requeue in a match without consequences. Imagine if Killers found a way to quit the match and dodge the DC penalty matches would enMASS be unfinished and ended prematurely but no killers have to either eat the DC or afk wait for the doors to opens.
i dont agree with making the penaltys harsher were just asking for the same to apply to survivors or spawn a Bot if someone gives up on hook or some kinda solution
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818845#Comment_3818845
If the devs goal is 60% kill rate, then those killers are objectively overperforming. So if the devs are actually wanting to maintain balance they would find a way to reduce that performance, yes.
I'm not sure why you think this is some kind of slam dunk argument when you provided the official stats that support this conclusion.
man wants to nerf pig insane
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819014#Comment_3819014
I've been thinking the same thing a lot recently that people want a single player game were they always know what the right decision is.
Blood Warden is one of those perks were you usually don't get value, but when you do, that value is massive. You're giving even more value without the risk.
the value is so once in a blue moon that it does not matter
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@Caiman said:
So make it work like Terminus where getting a hook activates it and the only way to get rid of it is to go ahead and open the doors and wait out the timer? Yeah that would be fine I suppose, I could see it procing a lot more often that way. But on the other hand, having to get through both No Way Out and Blood Warden would be agony.
NWO is currently thee best endgame perk it could be nerfed to compensate this
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818986#Comment_3818986
It's technically an exploit tbh. So I'll submit this to the bug report forum and let it get taken care of
ok
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/429807/pyramid-head-m2-cooldown-tech
Post this in the bug report section
its a tech not bug obviously since its been like that for years
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Add Voice chat nothing can go wrong from that
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818868#Comment_3818868
the base game incentive is that it’s your main objective as a ways to kill survivors and get them out of the match. Thus there are less people overall to complete gens and further reduce the likelihood the remaining survivors are going to escape - ergo pressure.
and mass slugging a bleeding them out does fill the objective yet devs are completely adding changes and buffs to things to stop Ergo pressure
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818442#Comment_3818442
You could pick up a downed surivor in the time he reels from the cooldown, if you got a medkit and WGLF in your hands. Let that sink in.
Yeah people aint talking about that its a guaranteed free now at end game by using a Medkit or double surv healing faster then killer can recover might as well were just back at old slighty weaker FTP buckle up
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818663#Comment_3818663
Medkits are finite, you can wait out the endurance or hit the healer depending on map and killer, and now half the team aren't on gens.
or the enduranced surv reaches a pallet or vault or shack which will prolong it even more or just hit them while they gain time and distance but hey lets ignore that part
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818329#Comment_3818329
Incentives already exist in the form of scourge hook perks.
those arent basekit though its a perk not a real incentive
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@Seraphor said:
As long as the killer appears to each survivor as a copy of one of their other team mates, it could still sow some chaos in a SWF. It would have them second guessing who's who, particularly if they're grouped up and you're there with them. Think back to xmas snowmen.
But it wouldn't be enough of a power on it's own, more of a secondary power.
i think it could Work a mimic killer let them copy survs fully with cosmetics it wouldnt be strong on its own however his secondary power we give him the ability to teleport to Chests, dropped pallets, Gens and dropped items (can see aura of dropped it) with a passive for increased chest spawns (+3) when the Mimic teleports to an item, gen, dropped pallet or chest he becomes the object which is in a trapped state he can either detach to apply pressure to survs and gens or wait for someone to interact with him when a surv interacts with the trapped object mimic does a jumpscare and damages the survivor when successfully getting a trap injure his power goes on cooldown for 20 seconds..
He wouldn't be S or A tier but his max potential could be a Solid BTier against SoloQ and Noobs
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@Seraphor said:
Just make illusionary doctors move please.
THIS make the illusions move, attack the survivor to jumpscare them but not actually damage them and a .01 percent chance of them doing a dance ANYTHING
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i want the original Aura freddy back but keep the teleport. However i would not hate if the made him a power wheel killer like Vecna and he can switch between Snares, Aura reading while in dream world and Dream pallets also has Teleport btw
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@Akumakaji said:
If zero games will be done with her in this 3 month, the killrate stays at the 69%, showing that the nerfs were not effective, more nerfs would be needed to rectify this situation.
Mass throw then thats what im doin
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818309#Comment_3818309
tcm also been giving all family members different kill stuff… I havent played it like forever though but I see on psn store they have a kill pack 1 2 and 3.
the kill packs are nice although i do want a tab in the shop for moris
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@IIITweedleIII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772586#Comment_3772586
Will the new EGM (EndGame Mori) be an option, if say some of us killer's wanna be nice and let the last survivor get downed but allow them to get Hatch? Or is it a instant mori seconds after they're downed. So it's like "gotcha" moments but killer says " see, let it be known I got ya but I'm letting you have hatch" ordeal?...
like a mori it just toggles the option to mori the last surv you can still pickup and give hatch
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818317#Comment_3818317
I will LOL..You know me, I will for sure…. Hey OP! It would've been an escape without the buff…(Truly)
We can deactivate all endurance perks after the last gen pops for fairness in endgame ;)))
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@HexAvadaKedavra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818338#Comment_3818338
Good start but even then you might need more. Multi hooking has been a detriment to killer gameplay for years atp, it needs more than pop or BBQ basekit to catch up. There's never a reason to not tunnel, except now it's gotten to the point where there is barely a point to hooking at all. Doesn't help when they actively nerf perks that involve hooking people as if that will somehow make the situation any better.
maybe a stronger basekit friends till the end? but every survivor is exposed for 60 seconds or a stacking haste when you hook more then one person or we could swap the effect for regression instead like a blanket surge/jolt effect
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@HexAvadaKedavra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818285#Comment_3818285
The solution is too give reasons for killers to actually hook, not to buff survivors to the point of making one of the only viable ways to win as killer, completely obsolete.
BBQ or Pop basekit its a simple yet great incentive to not slug and leave hook to save a gen
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818199#Comment_3818199
I suppose that is true. I really wish he was eventually made available in 2v8 because I think it is the best modifier we've had, but as long as he gets a good rework I'll be happy.
Though, I must admit I am worried. Towards the end of the video, around 56:38, Cote talks a little bit about Freddy, but not a lot of information is given. He just says "some people will hate it because they are changing something, and others will love it". And that talking about gameplay changes like this is "delicate". But Freddy has such a low pick rate and has been neglected for so long that announcing the direction the rework will go shouldn't really have any negative repercussions.
I really wish I could ask someone at BHVR the question: "Do you think Forum user GeneralV will like the upcoming Freddy rework?". Because a simple "yes" or "no" would tell us A LOT.
For some hope if you Know Mortal kombat, Cod and Fortnite licensed killers like Freddy, Myers, Leatherface, Ghostface and Leatherface fight against each other and other celebrity and licensed people so these will for sure come to 2V8
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@ReverseVelocity said:
Who wants to let OP know that this would've been an escape even without the buff…
i got plenty of other clips these are just an example and i didn't want my post flooded with videos
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Pyramid Head and Freddy.