BrightWolf
BrightWolf
About
- Username
- BrightWolf
- Joined
- Visits
- 1,239
- Last Active
Comments
-
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954711#Comment_3954711
What's the other 10%? Spectator? Lol
In Customs, testing out killer builds and perks. XD
ETA: Sometimes I also play KWF as well, but its hard ot get the squad together since we're all busy.
-
@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954698#Comment_3954698
Yup exactly, one of best improvements they've ever done imo. I've actually played significantly more survivor than killer because its not totally miserable now people are actually made to play the game. My escape rate has jumped alot, its been fun. It's also made my killer games a bit harder too because people are actually trying more.
Anyone "negatively" affected by this change is someone who shouldn't be playing the game and the type of player we dont want to play with.
Most importainly, it's giving accurate data to BHVR and we might actualy see some more killer sided balance changes bieng implimented, because as of now, it's been feeling a little survivor sided. Like if anything, it's prooved that now that not as many survivors aren't going next at the slightest of inconviance, or that survivors aren't extreme hiding to troll, that gens fly by extremely fast because there is so little for survivors to actually do beyond their main objective.
Which hopefully, this means repair speeds will be looked at next, if not giving killers some upping of regression per kick or some form of basekit corrupt intervention or a rebuffing of certain perks. Also, healing needs to be looked at again, so perhaps the nerf to Sloppy can finally be reverted or at the very least adjusted acordingly.
And before anyone comes at me for being a "killer main," I play both sides with a 70%-20% Killer to Survivor ratio.
-
@NotAnotherDoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932608#Comment_3932608
Couldn't agree with this anymore without shouting it from the top of a building, myself.
Unfortunately though, not everyone shares this sentiment
Yeah, I'm aware it's not a sentiment shared by everyone. But it needs to be said, and quite often repeated.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932253#Comment_3932253
Voice lines done right can add to the immersion though.
Using a killer like Trickster for example, his laugh and taunts add a lot to his character because of how much of an expressive character he is. Wesker and Dracula who are a bit more dramatic are also characters who I think are done right.
The only reason why Survivors seem a bit out of play is because only a handful of them have voice lines. If it was made universal Im sure it would add to the experience, assuming its done right.
EDIT: And done right would mean the characters speaking their native languages.
Agreed! Trickster's voice lines add a lot of life to his character, even more so since they're in his native language too. I had no idea he swore at survivors who'd stun him or wiggle free until I turned on subtitles, adds more to the immersion while playing as him.
I think Wesker and Dracula are also done well, even though Wesker's lines can get on my nerves after a while (though this is usually after facing him for several games in a row).
Wesker's lines are the kind of lines he says that he thinks make him sound cool and intimidating, but are actually so cheesy that they shoot the moon and circle back around to being intimidating (if that makes sense).
While Dracula's lines are over the top melodramatic and pathetic all rolled into one, that, much like Wesker, shoot the moon and come back and end up sounding badass and intimidating.
-
While I don't think end-game chat is going anywhere, I do think people in this community need to chill TF out. The abuse and harassment of new players or even people who make simple and honest mistakes and misplays during stressful play needs to stop, period.
Yes, it is valid to be angry and upset when something goes wrong or you make a mistake. Just remember to relax and breathe, you and the others on your team are only human, mistakes are going to happen. If you find yourself getting so upset that you're going to grief your team by throwing yourself at the killer or offing yourself while on hook, or take it out on your team in post-game. Please, instead of queueing up for another match, step away and take a breather. Go to the bathroom, splash some water on your face, and get a glass of water or tea. Just anything ot relax and reset your mind. It'll be healthier for not only you, but for the game itself.
-
@OnryosTapeRentals said:
The only issue I have with Nemesis is that his visuals don’t match the mechanics of his whip.
The lingering hitbox and ability to “drag” the tentacle left or right is not at all reflected in the animation which makes it so you still get hit even when it looks like he missed.
They should adjust the animation to align with how the tentacle actually functions and I’d find him less annoying.
I agree with this, I've gotten hit so many times when it looked like it should have missed. It would be nice if the animation matched the direction of the hit, but it might be harder to animate give the latency and ping issues the game has with so many different players.
-
@crogers271 said:
AFC does its job, I'm glad I never see the killers just standing right by hook anymore.
The timer could be a little shorter and/or the area a little wider, but radical changes are not needed.
Agreed, like shave off one or two secconds for it to kick in, and it's be fine. Also make the self-unhook progress bar be visable to teammates so they don't acidentally sabbotage you waiting for the killer to leave if they're too close.
-
@UndeddJester said:
I still don't know why they didn't just add breakable walls instead of all the random gaps in the buildings where the windows are. As well as making it horrifically killer sided, these random gaps just seem bizarre...
Bringing back breakable walls would solve so many problems by giving survivors a 1 time single use of that building window being strong, and the killer having to take time out going round breaking these walls would give survivors much needed time to progress objectives.
If they don't wanna overhaul the map again, it'd be a cheap fix that would at least make the map somewhat playable for Survivor.
Still a roflstomp for Nurse of course, but I don't think think there is any way to solve that.
Honestly, if they had a systemt rhat would spawn in a breakable wall near every infinate window possibility, it would fit a lot of issues.
-
@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918276#Comment_3918276
I think it’s at best like Smurf said a “QoL perk”, and at worst a waste of a perk slot. Lightborn is not a hill I care to die on as a survivor. It’s the least of my soloQ worries, and it would just buff swf to touch it in a negative way.
I agree, LB is just such a nothing burger of a perk, that it ends up being like Windows of Opportunity (which is another perk I've seen people ask to be nerfed or have a timer). It can sometimes be more of a hindrance than a help. I think at the end of the day, much like the visual heartbeat indicator and Spies from the Shadows/Whispers, Lightborn exists purely as a QoL perk for people with light sensitivity or mild epilepsy and should be left alone. Especially gven how powerful certain flashlight + add-on combos can be and how some survivors do and will use blinds to bully the killer.
-
@HeroLives said:
I think lightborn is fine, it’s one of the least of survivor worries, and no where close to op. Just annoying if a survivor wanted to flashlight/flashbang saves. They won’t always get matched with someone running lightborn.
Not to mention, Lightborn can be a waste of a perk slot. I've equipped LB so many times against what I thought would be a flashlight sabbo squad, only to find that none of them attempted blinds, outside of maybe one or two poorly aimed blinds during pick-up. So I don't understand why some survivor players are so up in arms over the perk, unless they're just tthe type to complain any time killer gets to have some semblance of power over survivors.
-
@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916686#Comment_3916686
Plus I'll say this in a survivor perspective I hate people who bring flashlights since they'll follow you around till you go down just to blind the killer instead of taking a protection hit or just doing a gen I get you want the flashlight save but just do it when the killer is near you instead of follow them.
As a killer player, I hate this too. Like bro, I'm not even playing hard, I get you want the save because you have a tome challenge or are testing out a blind build. But please, just wait until you're in a good posistion instead of following me in chase. Because you're just hindering your team more than helping them at that point, plus, its free pressure for me as well, especially if you waste time trying to get the blind and I know you're there.
-
It's interesting that they're giving him a token system that punishes him, and only him (thus far), for performing a basic gameplay function. It is truly a bizarre change, since his being able to two-tap at pallets wasn't the issue people were complaining about. People were complaining about his enraged vault speed, unless that's being addressed with the changes to his power?
That said, if they decided to put this on someone like Blight, you can imagine the hoard of his mains who would be rage foaming at the mouth *demanding* an explanation to this, quite blatant, inconsistency. If it becomes universal to all dash killers, why not have it tested on all dash killers? Why is it just Kaneki? Feels kind of one-sided, imho.
-
@xoreyna said:
They can't implement changes overnight. They're clearly aware of the issues with him because Mandy said the devs are working on tweaks. But you guys need to understand that there are many variables to work through before those changes can go live. They have to monitor the killer's performance and the community's feedback to see what works and what doesn't, and to do that, they have to let him settle in first. Also, they can't just throw random numbers in and hope it works, they have to talk about it as a team and test these changes before they go through. And, it has to come in a hotfix and those take time because it's not just one or two things that get changes or fixes, they can't just release one the next day.
Not to mention, they also need to shift through the opening week data and sort out the genuine problems from people just complaining for the sake of complaining. They can't just "nerf hammer" everything, especiallyu nowadays.
-
@coldflame said:
the maps having a million unsafe pallets just makes the game boring as hell, survs just run from tile to tile without actually playing them and predrop, the pallets never run out so it works out fine for them
This is, imho, why there's been such a backlash to The Ghoul's power. Because they just counter the mindless run from pallet to pallet hold W gameplay, and survivor only players are upset they actually have to engave their brains for a change.
-
@daikaimon said:
I don't want to see anything nerfed because of the current, almost excessive, anger.
I understand that if adjustments are made based on current bad feelings, it will lead to excessive nerfs and loss of individuality.
However, I do think that the hitboxes should be reduced and some of the add-ons should be adjusted.
These are clearly unreasonable and clearly a source of frustration for survivors.
My only fear is that BHVR will turn him into a boring cliché.
EXACTLY THIS!!! I don't want BHVR to touch The Ghoul until tempers have cooled off and calmer, more level-headed discussions are being had. As is, there is far too much foaming at the mouth, enraged screaming, and demands for nerfs. Like FFS guys, Kaneki has only been released for a little over a week; that's hardly enough time to gather reasonable data. And yes, he has a high pick and kill rate because he is new, and everyone wants to pay him. That's just the cycle of new killers. When Wesker was released, I could hardly go ten games in a row without at least six to eight games being against Wesker. But whenever I complained, I was just told to "shut up and deal with it." and "he's new, everyone wants to play him, give it a week and he'll be not as highly picked." It's so strange how people forget this when it's a killer they "personally" don't like, but if it's some other killer someone else doesn't like, then "tough luck, the game isn't about you".
That said, I also agree with you that Kaneki needs adjustments, nothing extreme, just a few number changes and a reduction in his hitbox distance. He also has a number of very nasty bugs that need addressing, and his animations could use some tightening so they seem more fluid and like you aren't just grabbing survivors out of thin air at vaults or hitting them behind objects.
-
Camping or proxy camping is a just a killer problem in general. It's not a Ghoul-exclusive behaviour, it just seems worse because Kaneki is everywhere right now due to him being so new and everyone watin gto play him.
It's literally no different to Wesker, Blight, Nurse, Ghostface, Pig, Wraith, Huntress, Slinger, Myers or any killer on the roster that can return quickly to hook or proxy camp with their power.
-
Pig, Demo, and Ghostie are the most common ones.
From my experience, I have a friend who is a certified Wesker tamer. Literally every Wesker they play against, they are able to convince to be friendly.
Have come across a few Chest Guardian Bubba's who are the real life of the party and are super good sports.
And personally, I've been on a few dates with the Xenomorph, something about a cabin in the woods makes the Xeno incredibly affectionate.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907044#Comment_3907044
I actually agree (to a point). He does need to be toned down for sure, but the core of a really good killer is there. We've seen fundamentally broken killers before, but I don't believe this is one.
I think with a fairly light touch Kaneki can be made fair but left strong and fun. We've started to see good surv players adjusting to him already, even in his current state. I don't want to see him unnecessarily burned to the ground just because so many (myself included) are really over facing him right now.
I'd prefer there weren't S-Tier killers (well, such variance in killer power generally) but since S-Tier is a thing, I'd rather there be some variety, and not just Nurse and Blight. I like variety, and Kaneki is something different. I hope he is rightly adjusted but isn't nuked.
Honestly, I'm not denying that Kaneki needs some adjustments, but he doens't need outright nerfs like some in other threads, and even this one are suggesting. As you said, a farily light touch and small adjustments would be perfect. Kaneki, IMHO, is low A to high B category, and a lot of people can't handle it for some reason. And again, as you said, players are already adjusting to his power.
As for facing him, I've played against a total of maybe six ghouls, not even back to back over twenty-five games. It is nothing like when Wesker was released, where he was legitimately everywhere and even continues to be well over a year after his release. No joke, when Wesker released, I went back-to-back against Wesker eight times. Then again, I do wonder if it's a regional server thig, with some killers being more popular. All of that to say, I agree. People aren't fatigued by Kaneki's power, just by how common he is, because he's new and everyone wants to play him, which is a good thing, it's a sign of the chapter's success. Just like with Wesker's release.
I also agree, this game needs more powerful killers, especially so top MMR isn't just the same two-five killers over and over again (Nurse, Blight, Huntress, Spirirt, Wesker) As I said above, Kaneki is a nice reminder to survivors that there is more to the game than to just blindly hold shift+W to go from pallet to pallet, (which arguably was made popular by people who like to chain lookps with chase perks) you actually have to engage your brain from time to time.
-
@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907211#Comment_3907211
Thanks for that Dev post!
That's a very odd way to have coded hits. Making the game check that there's a survivor in a cone in front of the killer, then checking again to see if the hit connected seems like a strange combination of hitscan and projectile logic. I would have thought that the killer just moves forward in the direction they are facing, then the game checks once to see if the hit connected or not.
It's not surprising to see how the aim dressing can cause hits to whiff, given that survivors are moving and often trying to spin the killer in chase. Maybe there's a reason that the aim dressing system was built the way it was?
It explains why the killer can get cucked so badly when it comes to autoaim as well, so many times I've gone to hit a survivor and I've hit a wall instead because that's where the detection cone last saw them.
-
@quelaag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906142#Comment_3906142
This made me a bit sad about the last Christmas event, I felt like previously the snowmen had let me see more jokes than usual and as cool as the moving snowmen were I felt like everyone just destroyed them instantly last event because of the moving no longer being a tell. In Chaos Mode I queued for killer a lot as a conscious effort to play semi-seriously - enough to have fun and practice - but be willing to goof because everyone seemed so sweaty otherwise.
ETA: but it would be nice to have an event where you can be relaxed like that (without uneasy/mistrustful opponents instantly popping all gens) and still have some cosmetic atmosphere stuff going on.
OMMG exactly, I was soooo p*ssed about the moving snowmen, because I couldn't tell if it was just their stupid AI or my teammates being ######### and ignoring me on hook. Plus, I got cucked by snowmen so many times during chase it wasn't even funny. Luckily, a few killers took pity on me because they knew I wouldn't have lost if it wasn't for the snowmen, so they'd let me wiggle off.
I couldn't even play the last chaos shuffle mode due to my laptop trying to cosplay as a jet plane (blocked air ducts, my fault, I have a cat who likes to sleep on the exhaust ports, because warm.) But I do remember how much of a sweatfest the one before it was, because mid-tier killer and survivor players couldn't crutch on their meta perks. Which made for a very miserable experience.Oh, and the last bloodmoon event, again, so many tunnelling and slugging killers and gen rushing survivors. Reading through this thread, and you'd think that slugging and tunnelling was purely a Kaneki-exclusive behaviour, when it's been an often complained-about problem for like four years straight at this point. I am bloody sick of it. If Kaneki had been held off until after Blood Moon, people would be complaining about Nurse, Blight, Wesker, Oni, Spirit, etc, tunnelling and slugging at 5 gens.
Deep breaths. I would like to see an event where playing inefficiently was the optimal play, you get rewarded more for taking your time, the faster you complete objectives, the less points you earn. I know it clashes with the gameplay style, but idk, I like the idea of forcing players to slow down a little.
-
@Caiman said:
First Blood Moon match: Kaneki that instantly returned to hook and slugged constantly.
Who could have guessed.
That was going to happen regardless of the killer, so stop pretending it's Kaneki-exclusive behaviour. Grow up.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906445#Comment_3906445
No, we can't. Those killers' hitboxes are garbage. We have to wait til survivors are locked into an animation or a hallway where they can't dodge.
If you removed the auto-aim on Ghoul, I'm not sure if people would ever land that attack.
As I said in a comment somewhere above, I'm sure there are some god-tier console players who can aim like a beast with these killer. But certainly not all, not by a long shot.
If Kaneki was a skillshot killer, as said by the devs, he would have been clunky and incredibly bad to play as, especially on controller. If Hit-scan was taken away, Kaneki would go down hill so fast, he'd be on the pick rate of Freddy and Hag.
I believe he needs some adjustments, but he doesn't need to be gutted like Skull Merchant. Because so many people are just calling for him to be gutted or outright removed from the game.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907048#Comment_3907048
1st of all, they 3-gen'd themselves. 2nd, that no longer matters because of the gen kick limit. The killer has to have some favorable position at some point, right?
It's not about faverable posistion for the killer, this map is absolute dogwater for survivors right now. This type of Spawn shouldn't be a thing full stop.
-
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906445#Comment_3906445
console players can use tennis ball pin prick Deathslinger, Nemesis, Xeno just fine without auto-aim
Maybe some console players can, but a lot can't. Deathslinger and Xeno are miserable when I've attempted them, it's easy for survivors to dodge when they move faster than I can adjust the aim. I main Nemesis because 1. the zombies aren't hurt by the performance problems, and 2. his strafe. Without the strafe, I'd miss the majority of shots with his tentacle.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906470#Comment_3906470
I tried to play with max sensitivity for at least a year if not a few years on PlayStation, and I even tried slowly raising it higher and higher over time so I could adjust, and I finally had to give in and put it back down to 80% or lower. It felt like the camera swung wildly and I had no control. On Switch I've always had to keep it very low because the fps can't keep up with fast camera movements.
It's not just about speed. Mouse allows for precision that an analog stick simply doesn't. I play Dying Light 2 on my laptop and whenever I pull out a firearm or need to make a precise shot, I take my hand off the controller and use the mouse. It takes no thought, no skill, it's smooth and easy to just head shot everything on the screen. And I'm not an fps player, I'm not an amazing gamer, hell my hands are shaky, but I can point and click, and tracking moving objects is a seamless experience when the mouse is basically an extension of my arm.
DbD doesn't even have dead zone or response curve settings, but it has ranged attack killers with very little room for error. It's madness. It's not just the analog stick, either. Console has input lag (I played Huntress on PC once… holy hell the way she immediately released that hatchet felt so good), low fps, and frame drops. The input lag is no joke, the difference in skill check timing between PlayStation and Switch is abominable. DbD's lack of optimization for console affects every aspect of gameplay.
Agreed, while I admit some console players are absolute god when it comes to moving the analogue sticks. Many just can't, or find the adjustments too irritating to hone in on. I play on PC but use a controller for comfort due to RSI issues, I can't play Trickster, Huntress, Xeno, Slinger or Nemmy very well, due to them being so cluncky with little to no controller support. Even when I adjust the settings on Steam or in the game, DbD controller support is just so lacklustre its insane.
I have no problem stating that Kaneki would be veiwed as weak or "acceptable" if he was a skillshot killer, because hey, it means he's another killer survivor mains can just brain-dead shift+w away from. Instead of actually engaging with their brains and learning how to out loop and out play him.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907039#Comment_3907039
I get motion sickness easily. Nurse has always triggered it.
Curious how your experience is so vastly different
Me, but with Blight. Yet somehow Legion and Kaneki don't trigger it, must be the screen effects form Blight.
-
Yeah…There is absolutely no excuse for this spawn…easiest three-gen to patrol in my life, and I wasn't even patrolling.
If this had been a live match, I wouldn't blame survivors for DC-ing the moment they realised they were screwed over by the absolute awful spawns on this map. I am by no means a *good* Dracula player either, hence why I was in a custom game. But the bots basically three-gened themselves so hard they fell apart, because they couldn't pressure the gens any harder, due to how quickly I was able to chase them away and force them to reset.
-
Ghoul has counterplay, LoS and tight efficiant looping is his main weakness. He is also incredibly hampered by indoor maps and maps with a lot of clutter to get stuck on while tryin gto launch himself during chase.
Hot take, but honestly I'm glad Kaneki is in the game. Because he's a reminder that not every killer can, or should be countered with just shift+w and chase perks and that people need to relearn how to loop. Instead of just holding W to the next pallet.
-
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906972#Comment_3906972
I didn't say don't tone it down; I simply said it shouldn't be a skill shot. The original poster said "the Kagune Grab should be way smaller. As small as the icon that pops up when you're aiming." That would gut him for many console players. Analog sticks are not precise—the higher the sensitivity the less precise they are—and DbD doesn't have dead zone or response curve settings. Hitscan doesn't matter if the target is tiny and moving and the player is never able to maneuver to it and hit the button fast enough to get the hit. That's before input lag, frame drops, and the low fps come into play. Console performance affects every aspect of gameplay, and the more precise mechanical skill required, the more console players are excluded from using it. There must be some happy medium where he's usable on both PC and console.
Pretty much this. The devs at BHVR have stated that Kaneki's lunge and grab needs to be a hit-scan, they even said as much in the livestream because they originally intended for him to be a skillshot. However, that made him nigh impossible to play because he was too clunky, slow and felt really really bad to play. IIRC, it was said that PC with KB&M wasn't too bad (which is why the lunge feels oppressive in live btw), but the play testers were missing more than making hits, and it was especially atrocious with a controller due to controllers being less precise.
If he had been released as a skill-shot killer, he would have been touted as the "worst" IP killer added to DbD in years, and would have added fuel to the "anti-anime in DbD" crowd.So as much as his leap sucks and feels bad to play with, as he is technically hiitting the hiitbox behind the survivor and not the survivor themselves. Kaneki unfortunately needs to be a hitscan, because otherwise, he will be unplayable.
If Kaneki is nerfed and changed to a "skill-shot" killer, just to suit all the little p*ss baby shift+w survivor mains who can't be arsed to learn how to loop. I will be demanding a refund, not just for Kaneki, but for all of the killer cosmetics I have bought over the four years I've been playing this game.
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906315#Comment_3906315
so to make him accessible to console players we have to make hitbox have the size of a heavyload truck so that he can hit even behind walls?
Yes, because if he was a skillshot killer, he's be next to useless and feel incredibly clunky, even on PC where you can be the most accurite with skillshots.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906126#Comment_3906126
How? It's an anime about killing N*zi vampires and zombies […]
Exactly. None of the characters you mentioned would have any reason to kill four innocent humans in the trials. In fact, their job is basically to hunt the kind of monsters that form the DbD killer roster. Lorewise speaking, they don't fit in the killer role. And they don't fit in the survivor role either for obvious reasons.
For me, having them in DbD (even as cosmetics) fits in as much as having Goku in Fortnite jumping around and shooting people with a shotgun. But that's my opinion.
You…you know the entity could brainwash them into thinking that they're killing Silver Millenium members right??
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906126#Comment_3906126
Wouldn't translate in a way that would satisfy me, personally.
It'd be sick if DBD was a game released in 2025 and did it, but they are handicapped by the engine and couldn't handle it, imo.
How would you feel if they made them their own killers instead of cosmetics? as I said, Alucard's VA is in the game as Dracula. How would you make the collab work?
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906105#Comment_3906105
I personally agree with you, my concern is though that the way these bloodpoint events go? They almost always create sweat as everyone tries to get as many points as possible. The result is an unfun mess. It happens start of every month for pips, it happens with blood feasts and hunts, and it happens with Blood Moon. It happened last year with Blood Moon. And it will be more insane now because of the separate queues.
I really think they needed to hold off on Kaneki before this event. They did not. I guess we'll have to see?
That was essentially my comment somewhere above, events llike this always, always bring out the sweats. Regardless of how OP killers and survivors are, so with or without Kaneki, the event is guaranteed to be a sweatfest.
It's literally every event as of late. You used to be able to wait out the sweats by not playing the first two days of the events, they'd grind out their points and rewards, they'd stop playing so then events would just slip into more casual to regular play. But not so much anymore, as people will just sweat so they "win" as fast as possible making everyone else miserable. Because hey, its ok as long as they get theeir points.
-
@IamFran said:
In my opinion DnD is less fitting in DBD than Tokyo Ghoul, specially the two survivors (maybe that's the reason why nobody play them), but nobody claimed it. People who are not into anime simply hate anime for no reason or because they consider it a hobby of weirdos (I'm one of the anime enjoyersl).
Oh, the irony of people who play a game, saying that anime is a "hobby of weirdos." When plenty of people think the same about those who play games.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905676#Comment_3905676
From what I've heard from Tokyo Ghoul fans, the anime isn't a very good adaptation anyway. Apparently it does that odd thing where it spins off into its own story that's completely different from the source material of the manga. I saw many fans insisting the manga is a serious and mature psychological horror and the anime turned it into an edgy shonen with a silly plot. I haven't checked out either to verify for myself but I'm inclined to believe the passionate fans.
Don't gotta hear Kaneki screaming in a book, at least.
Tokyo Ghoul was released in an era of when anime was being made from popular manga series that were unfinished, so the anime's with a small amount of input from the mangaka, would have to come up with their own little plot and meander around for a while and either wait for the manga to finish or just come up with it's own ending.
TG was one of those anime's unfortunately, though that said, IIRC the anime does match up with the ending of the manga because the mangaka told them the gist of what was being planned for the ending of the overall story. So it's not a complete loss, but the manga is definitely better.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905694#Comment_3905694
Hellsing would be the perfect example of "something that doesn't fit DbD". And it is one of my favorite animes.
How? It's an anime about killing N*zi vampires and zombies. Lots of blood, gore and elements of body horror. It'd be a good fit as a cosmetic collab at the very least.
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905599#Comment_3905599
Technically, its not autoaiming, but hitscan, meaning that the game checks once is you got line of sight in the moment the killer uses his attack, and THEN the animation rolls out and plays regardless of walls and rocks and whatever. BHVR stated that they wanted to not make this part of the power a skill shot, like Huntress or Slinger, but just a hitscan, which is why this art seems to hit so brutally efficient - because it is. The balancing factor is that it can't down survivors whatsoever, its just there to deep wound and close the gap.
But the range of the grab and mark is sometimes rediculous long and could maybe tuned down a little. Kaneki is strong, and it is refreshing to see a strong killer out of the box. The last one was Singularity, and he was severely nerfed from his PTB version - so much that he was a punchingbag for survivors at release. Dracula also released extremely clunky and it took a couple of rounds of finetuning to make him worth his salt as the Lord of Darkness.
Ken Kaniki feels like such a fresh wind, with such a high skill ceiling and insane plays if you got the experience with him - but with this will come the inevitable demands to nerf him, because its "nothing but sweaty Blights, Nurses and Kens … even a Wesker or Skull Merchand would be welcomed at this point".
So yeah, he can probably tuned down little, but this must be done with a deft hand and not as a kneeyerk reaction, or he could just as quickly fall back into obscurity.
The biggest issue that people are having with teh hit-scan is that, by the time the animation fully plays it can appear as though you're being hit through wall, when in reality you were already "hit" before your model made it behind the wall. It's the same problem with Huntress and Slinger, it's nothing new. It only feels "bad" because it's a new killer and the counterplay isn't as clear, outside of high-level lobbies.
-
@RaSavage42 said:
How about Berserk… or Chainsaw Man… or Fullmetal Alchemist???
It's more about how it fits rather then bringing in everything
Imagine if they introduced Hellsing as either a skin collab or bring in Alucard, Seras Victoria or Father Anderson in as an actual killers to DbD. Alucard's Eng VA is already voicing Dracula, so I could see him being a collab skin. (Though it's IP on IP, so it would never happen, but nice to think about.)
Alucard would make a pretty awesome Slinger cosmetic and Anderson could be a good fit for Doctor. Seras could maybe fit Spirirt or maybe Skull Merchant, but im not overly sure.
-
Pretty much, all these
@GeordieKiller said:
Honestly its been 3 days so nerfs calls are unjustified we are all still learning the killer in fact i have come across good survivors that already throwing some counters against me for example when you see he is attempting to leap like you do with nurse sharp turn into him as even if i cancel the cooldown before i can M1 allows survivors to make the loop/pallet
But overall the bottom line its been 3 days as of this post we are still learning to play as and against so calling for nerfs is unjustified give people time to learn
Pretty much this, all these calls to nerf or adjust the power after three freaking days is insane. It's Dracula all over again, who was just a little over-tuned.
-
@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905184#Comment_3905184
- His ranged injury damage is way too forgiving (too big range and maybe shouldn't injure you behind cover)
The issue here is he ALREADY hit you before you went into cover, but because of the leap and animations, it looks like he got you through a wall. When you get hit, he attacked you half a second earlier, it's only just now actually halting you and causing damage. It's fair statistically, just doesnt feel fair.
This! It's the same issue with Huntress's hatchets and Slinger's spears boomeranging around or through objects, Or even Wesker's grab bending around/through objects. It's purely a latency issue with the survivor hitbox, and not the killer itself (though the auto aim is very generous to compensate for latency/ping, low-end PCs and different consoles).
Survivor hitboxes have been a problem and a meme in DbD for ages now, but no one wants to address it as the main cause, instead just "blame the killer." who's only been out for two days.
-
@ChurchofPig said:
Honestly, people would do this even if Ghoul wasn't in the game. Everyone always wants to ruin events and brings the strongest most over the top stuff into event queues. The only reason it feels different this time is because we got a really strong and fun killer less than a week prior to the event, so everyone is playing him, but in reality it's just going to be another sweat fest like every other event.
Pretty much this, last Bloodmoon event, you'd swear that for some matches that there was a 10K cash prize on the line with the way some players were playing. And this was on both sides, survivors doing full gen rush build. Killers tunnelling and slugging at 5 gens. It's quite litlerally nothing new. Kaneki's inclusion (or if he was delayed or banned from the game mode) wasn't going to change anything. People would still sweat their balls off to get the most out of the event while denying the otherside every oppertunity to gain points.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831799#Comment_3831799
This would be awesome actually, if the killer would have a 50% penalty to BPS, maybe more. A growing penalty like DC'ing could work also. But, otherwise… it would just force a concede for faster games. I think it would exasperate slugging and scummy playstyles. Could be wrong though!
There's workarounds for a lot of ideas. That sucks, but thats how it goes.
Thank you, I've been thinking about ideas on how to dissuade slugging without encouraging the "Go Next" mentality that is common with some survivor players when the game isn't "going their way" and killer players who will just 4-man slug to end the game faster.
Honestly, trying to come up with a healthy middle alternative is tricky, so I can understand and appreciate the position the devs are in. Especially since I have had a few massive fights with some of the community over on Reddit. When I suggested a one-time usage (notice the "one-time use" as in can only be used once per game without having the perks equipped and they don't stack) of a basekit Unbrekabale or Decisive Strike as a potential/hypothetical option to prevent slugging or tunnelling. With the caveat of the one-time usage basekit DS or UB deactivating in the EGC, with the gates powered/open.
I tell you, the responses I got from some people, you'd have thought I had suggested that we commit human sacrifice or drown a basket of puppies to stop slugging and tunnelling.Like I get second-chance perks can be used aggressively, and are annoying to deal with. I've used OTR to protect my teammates from tunnelling attempts all the time (If I'm able to get close enough to them to allow for such usage, cause I suck at chase lmao) and I know old DS was used as a last-minute end-game escape along with old BT and DH and people are worried it would be the return of that.
However, something needs to be done as slugging for the 4K-mori and four-man bleed outs is starting to become common even in middle-low MMR and that is a huge problem. -
@I_CAME said:
It's just the devs being stubborn. Everyone told them this was a terrible idea from the start. Yet they went ahead with it anyway for no real reason. What they need to do is admit it was a bad idea and get rid of the system entirely. It's definitely not something that makes the game more fun for the majority of players. No one on the receiving end of this type of gameplay is saying "Wow that was so cool!". If they just absolutely had to have the finisher mori then they should have at least realized that this type of gameplay would be a consequence of it.
Yep, their first iteration of the finisher mori was such a bad idea I'm even surprised it made it to PTB, I'm even more surprised this version made it to PTB. But whatever, I'm not a Dev.
IMHO a better solution to the 4-man slug problem would be to create a "concede" vote between all four survivors, say if any number of survivors have been slugged for 30-60 seconds, a vote pops up and says "The entity is feeling generous and would like to extent an offer to concede defeat? Yes? No?" at which point it's put to a majority vote, if the majority is "yes" the Enity comes in a kills the survivors similar to EGC if you stay beyond the timer. If a "no" vote, you stay slugged but are then offered the chance to concede again in say 5-10 seconds, and the full bleedout timer is still 4 minutes.
I figured adding in the small "wait" timer is to prevent salty people who are slugged for strategic purposes, say trying and failing flashlight or sabbo saves, from just giving up instantly.
As to discourage the 4-man bleedout from killers, I'd award a penalty to the survivors who had to concede, like say a set amount of BP for every generator remaining unrepaired and punish the killer for leaving the survivors slugged for too long. Maybe not removing BP, but rewarding less of it, because they didn't play the game, they just left four people on the ground out of spite.
I'm not sure if it's a good idea or not, but it's an idea.
-
@H2H said:
While I agree that a lot of it comes down to survivors simply playing poorly and many of them refuse to get better, I think there’s also a lot to be said for the fact that there’s dozens of killers, each with unique mechanics. If you see a killer once every thirty matches (or even less for a lot of killers), how are you expected to learn their mechanics and how to play against them?
Most DBD players are not obsessive perverts like the rest of us (complimentary 😝), they’re not going to read forums or reddit or watch videos to find out how to play against Singularity or the multiple iterations of Skull Merchant or Freddy or whatever. And honestly, they shouldn’t have to. This game absolutely needs better guidance and tutorialization, in-game and out.
Agree, I see far more GhostFace and Myers than I do Freddy, Hag and Single Larry combined. I can remember how to counter GhostFace and Myers (and every other common killer), because I face them a lot.
But Freddy, Hag and Larry? Maybe once in a blue moon when there is a sudden resurgence in their popularity for about a week, so I have to learn their counterply on the fly, only for them to vanish again. To reappear again a few months later when I've completely forgotten how to deal with their shenanigans, and the whole song and dancd starts over again.
Like, there is a first time for everything, which is why the PTB exists, but there needs to be some update to the tooltips or even tutorial bots where you can face against each killer in a 1v3 or something just to learn their counterplay. Idk, just something to help casual and new players out and remember how to counter killers at their base strength.
-
@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827859#Comment_3827859
yeah solo is just miserable and the survivor challenges are so painfully difficult to do. Like getting iri light bringer emblems. gotta solo two full generators and break totems. make killer miss x amount of swings in a single match. At least as killer survivors are almost always willing to farm with ya
Sometimes its not even limited to soloQ, duoQ can be quite miserable if you get two randoms or another duo who are either trying to meme or just are unaware of their surroundings.
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828507#Comment_3828507
I mainly talked about old BBQs bloodpoint bonus, BUT there is also this to consider: every killer back in the days had BBQ equipped for the bloodpoints, but each hook also showed them opporunities and peeled them off the hook naturally. So what if the killer got a base BBQ with a single survivor that has the least ammount of hooks? That would have a similar effect, especially if combined with the other effects we mentioned.
I'd change the aura reading part to killer instinct, similar to Legion, that goes away after a few seconds with a small temp move speed buff, that way the killer is still incentivised to leave the hook but isn't given direct info for free, you'd still need a perk or add-ons for that.
ETA: But there would have to be a movement speed debuff/penelty for hooking the same survivor within a short timespan (say 20-60 seconds), that way there's no incentive to just tunnel/camp one person out for the bonus BP.
-
@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825523#Comment_3825523
Survivors also have to memorize the counters to 37 killers and all their addons that change how the power works. On top of the 61 maps, their RNG, and changes every update.
Honestly, as someone who plays both sides fairly evenly, it can be a real PITA to remember every power and ability + Add-ons for every killer. Though what makes it worse is that I can remember counterplay for killers that are popular Wesker, Huntress, Wraith, Blight, Trapper. etc. But throw me against a Pyramid Head, Freddy, Hag and other killers who aren't played as much and suddenly I'm lost because I rarely see them so their counterplay is unknown to me and I get caught out because I don't know what to look for with their kits, let alone their load-out.
It's also the same with survivor perks, there are so many second-chance perks with chase and vaulting and movement speed that its a task trying to remember which one does what "but better."
-
@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827553#Comment_3827553
Killer is literally teleporting around, instantly hooking, instantly downing and picking up in time that isn't possible.
Short answer, he's hacking. Not "potentially hacking", he's definitely hacking.
Or its a terminator bot, which can be common for hackers who want to just farm BP…which makes no sense because it's too efficient even to get the maximum amount of BP from the match. Sometimes you can get lucky and make the bot AI wig out if you jump into a locker, because for some reason they can't compute lockers, but that's if you're quick enough and lucky enough not to be found first.
-
I hope they don't gut Dracula, he's perfectly fine, could use a few tweaks maybe, but he is otherwise perfectly ok.
-
@H2H said:
Everyone cheering for this, you realize these kinds of changes are why you end up going against all Blights and Weskers right? Nerfing a killer into the dirt is just going to drive people back to the stronger killers.
You'd think people realise this, but they don't until all they face are Huntress, Blight, Nurse, Wesker, etc. Basically the same killers over and over because they keep demanding the niche killers be nerfed into oblivion simply because "they're not fun to play against."
At least With Trickster, he has to work for a down if he doesn't have clear LoS, unlike Huntress who can hit you with her hatchets at a tight loop because she yeets mini-fridges at you.
-
Yep! I don't know how or why so many Trickster players say that 4.4 movement speed for him was "perfectly fine."
IT
WAS
NOT4.4 on Trickster was not a "good" movement speed for him, especially on the larger maps where he was rendered next to useless, especially at all loops where you'd get rolled. And given that there seems to be a new philosophy with adding random useless clutter on the maps, he'll only get worse if they revert him back to 4.4.
I am convinced anyone who says that "4.4 is fine" is a fake Trickster player or only played him a handful of times, and are deliberately trying to skew the feedback so he gets gutted like Skerchant.
