BrightWolf
BrightWolf
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- BrightWolf
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732854#Comment_3732854
Because people dont know about it yet. Time Will come.
Also I quess you think Its fine that we should buff allready best toolbox in the game And why not give different toolbox 100% extra Sabo Speed (50% buff) right? Seems fine. I dont see how this could Backfire in long Future And creator even more unfun Sabo matches where Killer can just slug for 4K.
Yeah, it's been enough time now and at least out of the five games I played tonight, three of them had survivors with at least one-two sabbo toolboxes, which made things really unfun. I''m also feeling the hit to gen regression too, pain res feels so bad, but not as bad as pop because you can't hook a survivor fast enough to make it count anymore.
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@Dustin said:
DBD doesn't need a ranked and casual. Players would run meta perks in both.
Chaos Shuffle stops everyone from depending on meta perks and forces them to try other stuff out and adapt to the loadouts they are given. Yes sometimes you get a good roll and get a meta build and sometimes you roll bad and get bad perk combinations but overall it's nice to just know that everyone is also on an even playing field since everyone gets completely randomized perks from the entire pool (iirc).
Exactly, a lot of the matches I played in Chaos Shuffle were hard but felt fair. Minus a few where killers sweated for no reason, I had so much fun because I knew the killer wasn't going to be relying on full aura or gen slowdown and survivors weren't going to have gen rush or chase builds.
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I would like it as a feature on some maps for sure, swamp especially would look pretty cool with water in some parts of the map.
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@Rudjohns said:
I just had a game against Plague where she immediately got her power and downed 2 survivors within seconds, and then she found me after hooking both of them, and the first survivor hooked killed themselves on hook
Now, did they give up at 5 gens? Yes.
Was it for no reason? No, that game started absurdly bad and the chances of us escaping were minimal
Do I care? No, I also gave up, because I rather move on with the next match as soon as possibleYep, went agsinst a Judith's Tombstone and Fragrent Tuft of Hair Myers last night. Sure we got all but one gen done, but once he popped Teir 3 it was the end of the road for all of us. None of the survivors got points, the ones who hid in lockers once they figured out what was going on stuck around for a while but Myers decided to play the waiting game, eventually we all DC'd. Even without forfeiting our points, we hardly got any while Myers got his achievement and a generous amount of points because he basically in the most boring way possible.
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People leave the game for a multitude of reasons, IRL or in-game. Sometimes things can't be helped. Sure it sucks, but it can't always be boiled down to rage quitting.
I had to DC twice in a row yesterday because the stuttering was so terrible that I couldn't play the game. It was two indoor maps back to back, the stuttering doesn't benefit me, but it does the killer, especially when I missed a teammate dying on second stage because the game decided I was on the other side of the wall and not in front of the hook in the middle of unhooking which is where I was on my screen.
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My Hot take, Huntress shouldn't be able to hold her hatchets indefinitely, she should have a set amount of time before her arm gets tired and she has to lower it. Also, there should be a longer cooldown between her hatchet throws, so she can't just stand on a mound and spam/snipe as a teammate goes for an unhook within her LoS.
(Yes, I am in low MMR and have been against a few Huntresses who have done this and it is boring af.)Scratched Mirror Myer's is boring to go against, yes he is "weaker" and is perfectly fine when you come across him once or twice, but becomes incredibly boring especially when encountered several times in a row. I personally think that he should gain a TR (where his classic theme plays) once he had stalked survivors after a set amount of time for a few seconds, just so people are aware they are being stalked by Myers and they have a resonable time to react since he blends in so well on a lot of the maps. That way teh Jumpscare aspect is preserved but it isn't as annoying to versus.
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I'd say Sadako is a teleport adjacent killer, rather than a heavily reliant ability.
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Greenville Square is a boring af map, it is a largely empty map with little to no counterplay, gens and gates always spawn in the same place etc. People complain about survivors just holding Shift+W, but that's all Killer needs to do on that map. Very little resources, two semi-useful tiles and a shack with a main building that's also useless af. Aesthetically, it's nice but gameplay-wise that map needs to go back to the drawing board.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705528#Comment_3705528
"There's more to the game than just soft/smart tunnelling out one survivor, patrolling/guarding a 3-gen and then just chasing survivors away from said 3-gen."
Don't get me wrong when I say this because I despise ego, but any real killer playing a killer with skill expression doesn't need any of that. I mained many killers before blight and only hag I give way to because playing around a web is the only way to play her.
I've been a hybrid player for almost 2 years now(6.1.0) and the amount of rot dealt to the brains of killers via the gen kick meta has made me dislike killers far more. Every, single, game a killer will take a kick over a free hit or EVEN A DOWN on me. I can't deal with it, it makes me so mad. My macro that peaked in 2022 is far better than 95% of killers while being under the influence and I don't even use it.
Oh no I agree, a killer who can play the game without camping, tunnelling or relying too heavily on meta is very skilled in my opinion. Same with Survivor, if you can carry the game without relying on meta and use skill alone you are incredibly talented at DbD and I envy your skill and hope to get as good one day.
I agree about the Genkick rot, I started playing both Killer and Survivor around the time NWTH, Surge, Pop, Opression, FoR etc in meta (Kinda around the time Wesker released iirc) so I didn't have access to many perks, especially gen regression so I had to learn to deal with a lot of BS on both sides. TBH, I feel like it gave me an appreciation for the game as it was meant to be, a deadly game of hide and seek, it also taught me a lot of skills that I would need and not to overly rely on perks.
Hell, I'm even weaning myself off my training wheels as a survivor (WoO, Deja Vu, Adrenaline) and killer (mostly NoEd) and when I play killer, I try to be the type of killer I would love to face, it doesn't work out 100% of the time, but I tend to feel more chilled while playing kilelr because survivors kind of realise I'm not going to sweat for the 4K (unless the team goes out of their way to annoy me, but thats another story lmao), if it happens it happens kinda thing?
That said, I still have a lot to learn as killer and survivor, but every game I feel like I'm getting better, even if it feels like I'm playing against the same killer over and over again…Although if I go against one more SM Myers, I may just throw my PC out the window, lmao.I do agree though, my friend who is slightly better in chase than me, has lost killers because they'd stop to kick the gen while she just hides behind a shrub plain as day scratch marks and everything and the killer just waltzes on by confused because they lost her because they stoped to kick. -_-
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706448#Comment_3706448
Quickly becomes stale? How many SM Myers do you face!?
I think I'vefaced an equal amount of SM Myers as I have BK Myers, and BK Myers has been dead for years.
In the last two days? Five, I've been against five Scratched Mirror Myers. Not exactly in a row, more like a few games apart. But last night I played against three different Scratched Mirror Myers, two of them back-to-back. I don't find it funny, or cute or charming, I find it annoying.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705622#Comment_3705622
On the topic of fun, I find Scratched Mirror Myers being one of the most fun killer builds to both play and verse. I genuinely wish that BHVR went back to the more scary roots of DBD, and brought some genuine tension back into the game.
Jumpscares are incredibly fun.
Jumpscare Myers is fun, but it quickly becomes stale when every Myer's you face after the first two are perma tier-one jumpscare Myers. Even more so when they just Insidious camp in the middle of a 3-gen, then dare to act offended when you break said 3-gen by slugging and bleeding everyone out.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705025#Comment_3705025
I don't blame you for disliking blight because of it's players, it's why I dislike hillbilly now. They just run the meta and more importantly go back to every single unhook, with hillbilly it does feel worse for me since he can just get a free insta down if he has awareness on game state. I went against a nurse who went back to every single unhook last week and was just bored, she wasn't technically tunneling but the game was actually more boring and uninteractive than if she did.
Oh agree, killer strategies are just boring af at the moment either due to meta or because people can't be more creative or are try-harding for no reason. Like I'm not saying don't play to win, do that, play to win, but at least use your brain a little. There's more to the game than just soft/smart tunnelling out one survivor, patrolling/guarding a 3-gen and then just chasing survivors away from said 3-gen.
Play more than Devour Blight, SM/Perma Tier 3 Myers, Gen guard Insidious Slinger, Caitlyn 3-genner, proxy camp Huntress or Impossible Skillcheck Doctor (NGL, I do find Impossible Skillcheck Doctor super fun, but it does become stale after a while). Please do more than just run back to every hook once you get an unhook notification or chase survivors away from a 3-gen, only to not engage with survivors after chasing them. Stop being so boring.
ETA: To add onto this, as I also play Killer a lot too. Survivor stratrtegies are getting just as boring, but I whine less about that because what else is there for them to do? Unless they're doing a daily or a tome challenge, all they can really do is just complete generators. I'm not advocating for survivor snot to play to win either, but I would be a hypocrit to admit that even Surviors have boring gameplay as well. Just pick meta perks, hold W on a gen, press the skillcheck and pan the camera around, occasionally take chase. Then is you're feeling liek a sore winner, TBag the killer at exit gate, because the killer playing more casually or not running meta is worthy of being "shat" on.
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@[Deleted User] said:
Just to pick out Wraith for example. He's not that strong I agree, just a snarling shimmery M1Killer yet so many ppl struggle against him and go down so fast why I have no idea.
II'm convinced half of players play with no game sound.
I think most people just don't know how to deal with Wraith's cloaking and his speed, not to mention his lunge is incredibly large coming out of his cloak, which can help him gain ground and hit a swing he otherwise would have missed. On top of that, Wraith seems to attract a crowd of players that just get super salty, win or loose they just play with anger in their hearts.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705041#Comment_3705041
First billy sometimes fun I guess. I assume because his skill floor has lowered a lot? So most billys can just pull their saw out at most pallets to get value. Though in my bracket I still see some clean curves. Also surprised to see bubba so low since he's raised a lot in healthy play from what I've seen and heard. Agreed on the rest!
It's not so much a skill floor thing, but more so I get a little seasick when playing these killers (which is why Blight and Oni are also on the bottom, yet Legion is fine somehow? Trust me, I don't get it either. XD), which is odd because I don't get motion sickness IRL.
As to why they're on my hate list, I've just had some bad experiences against these killers because of certain play styles they encourage and they come across as kind of boring. Like, you just know what to expect so you don't really feel like you want to play as optimally as possible if it means you're just going to be 3-gen-guarded, camped or soft tunnelled out.
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Keep in mind, I'm still only 400 hours into the game and haven't had much chance to play the ones in the bottom tier. But most of them are killers I have difficulties with.
The hate list is very biased at the moment and reflects the current killers I've been against recently (which is an MMR problem, I'll admit that), so its more I hate the playstyle they encourage rather than the killer themselves. Because, as you can see from my "like" list, I do find a lot of the killers interesting, I'm just bad at playing them. Also, a lot of the "Mid/Meh" Tier is dedicated to killers I don't see all that often so I don't have an opinion on any of them. I've seen, maybe 2 Hags during the entirety of the two years I've been regularly playing DbD.
EAT: Updated tier list for killers I can play. -
@Slurpin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700614#Comment_3700614
Removing the infection is impossible if you're immediately chased and tunnelled. The only issue here is that Wesker is guaranteed a hinder in less than a minute, making tunnelling absurdly easy with little the survivor can actually do about it. It doesn't matter how much of a priority it is, you cannot do it when chased.
And pair this with a small map, say Backwater Swamp/Pale Rose, Dead Dawg etc and you have little to no hope of getting away from him for long enough to even cleanse, let alone escape because his dash is just too darn versatile, recharges far too quickly and is far too forgiving.
On top of that, his TR is so large (seriously its bigger than Doctor's) and so intense that it covers up his sound queues for when he's charging up his power, so if you do get lucky enough to see him coming but loose LOS on him for a split second and miss his sound queue because of the chase music you might as well have just been standing still, because he will hit you. I know it's large to compensate for his dash so survivors have more warning of his approach, but at this point, he'd be better off with a lullaby because survivors are already deaf from the hidden speakers in his unwashed 90's trenchcoat. -
@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3704948#Comment_3704948
Yeah I agree with that! Clown isn’t even good but he just feels boring and annoying to play against because there’s nothing else to do but pre-drop and hold w.
Freddy is another killer that I don’t like playing against because he’s just so uninteractive. He’s got next to no power yet he’s just so boring whether awake or asleep. Which sucks because it’s Freddy Krueger!
I don’t mind the Knight too much so long as they don’t just drop a guard in a loop you can’t run away from. It’s kind of fun when they aim to play more strategic or when you manage to avoid the Knight and the guard. Sadly the drop guard and run strat is the best way to play him :(
Yep, I'm not a fan of Guarting (guard farting) its just so boring and lame and the fact that so many Knights will just drop a guard at hooked survivors then proxycamp hoping to go in for a "cheeky" 1+2 trade because its "easy/free" is just gross, lazy and boring.
Like Knights, really good ones who know how to play chess with him are engaging and fun, they're so fun to outplay and you feel rewarded for outplaying him or being outplayed by him.
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@Sava18 said:
Unfortunately there's a lot of uninteractivity in this game. Killer and map designs create situations that so heavily favor one side it's boring.
rant: It's unreasonable for most gamers and especially dbd players to be asked to look into blight and get to the point he's exceptionally fun to play again(in the 1/10 chance he's not running pop/PR and going back to every hook LOL). Going against blights who just play for chase and reading their available bump logic, factoring in potential plutos(although that might be gone next patch for 0 reason) and playing around that is the highest level of chase possible for BOTH sides.
Many low tier killers suck to play against and honestly there are few in the general A tier that feel bad to play against, It's pretty much just spirit, chucky and xeno(although xeno might not be considered that strong anymore).
I certainly feel that way about Blight currently, the last three Blights I've played against were terrible with their map presence/gen pressure and were either tunnelling arseholes or back-to-hook Andies. They were also easily the easiest Blights I've ever been able to spin and that's saying something cause I'm bad at playing against Blight or maybe I'm getting better, I can't tell, lmao. All of them had been running some form of NoEd+Devour+NWO+Surge/Pop/Pain Res/Overcharge/Lethal, on top of using some of the Add-Ons that help with him missing his rushes and recovering faster from missed swings. All in an attempt to make up for their poor map control, on top of them tunnelling to force value out of Devour, but w/e it works for them right so therefore it must be good and is "balanced".
Sorry, I don't mean to sound salty, and I have massive respect for people who play Blight in unscummy ways. But when you see it a few times in a row, you begin to really really hate Blight or at least some of the people who play him.
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There is a bit of a skill ceiling with Wesker. In my experience as a casual Mr Whiskers player, I find that his power is fun but sometimes it's either too forgiving (by grabbing survivors over a mile away) or brutally punishing (by missing them point blank).
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700043#Comment_3700043
it's all about the mindset of players using it.
Bad players use it as a crutch, thinking (omg, this perk means ez 4k in endgame no matter how i play through the match).
Good player use it as a small source of endgame pressure and to secure a kill in endgame (mostly used in tournaments)
I agree with this, in my MMR its used by weaker or newer killers as a way to get easy wins in the endgame, because they feel like they can play "bad" or "throw" all game just so they have their little NoEd to the rescue in the end game when the survivors are all bunched up and can be easily two-three man downed and killed.
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Myers 100%. Perma Tier One and Perma Tier Three aren't fun, slightly memey but they're also annoying. Perma Tier Three just feels like its meant to abuse the unaware, which it can and when the game released the power made sense. While it does take time to build up and even pull off, you can still effectively punish survivors for something they didn't do. Even if you, as a survivor, did feed Myers a tiny bit of stalk, it still won't matter, he'll still be able to mori you after getting Tier three off someone else.
I saw someone suggest that Myers could still mori someone with Tombstone and Fragrant Tuft, but only after he's drained that person completely of stalk. So that way, the person who fed Myers gets punished instead of someone who just got caught in the crossfire. Sure it might make getting Evil Within a little more challenging than it already is, but it would feel a bit more fair for the survivor. With that said, Evil Within could probably be tweaked a little to make it an easier achievement to obtain for Myers.
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I've been in that situation a few times on DDS, luckily the last few times I was in a four-man with my friends, two of whom were new. So we were able to escape with a 3K.
But SoloQ is a different story, sometimes you can get giga-brained survivors but most of the time your teammates are lemmings.
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I've only seen him once, I've seen Xeno and Chuckey more times since Unknown released.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692515#Comment_3692515
Yeah, Russia was just an example because I am affected by it. There are obvioulsy far more regions where no Servers are nearby and who get connected to Servers quite far away. I think the same applies to Arabian countries.
I've seen some VPN killers form Russia playing in OCE (checking their Steam profiles being in Russian) and have also played with people from India, Malaysia, Japan, China and Korea. I know this isn't unique to DbD, I also play League of Legends, Valorant and OW2 and the amount of VPN players is insane. They also tend to get p*ssy when "Australians don't play *right*". >.>
Anyway, I agree that more dedicated servers need to be added to help people who are in more remote locations.
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@BlightedDolphin said:
Unfortunately they’ve been able to do this for a long time. I’ve seen it happen a few times where they try to make someone else appear to be the hacker.
Disconnecting was probably your best choice, and the hacker most likely continued to hack so the killer could tell it wasn’t you.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692973#Comment_3692973
In my experience, it’s usually pretty obvious which one is hacking. They usually start to make it much more obvious once the guy they are framing starts to give up and they can’t make them look as suspicious anymore. Usually they also make it obvious from the start they are hacking and just super speed or fly around and then start to do this when you don’t bother chasing them anymore. I doubt you’ll get banned or anything since there isn’t enough proof to show you were the hacker and the actual hacker was probably more obvious from th killers perspective.
Choy, a DbD content creator made a video on this a few months ago. IIRC, BHVR can look into the metadata of your game and figure out it wasn't you cheating if you're framed and falsely reported for cheating. You can find the video on Youtube.
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@The_Yosh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692515#Comment_3692515
As someone else from OCE, I concur. I always run 23-28 ping, but am constantly hit through pallets and windows. I consume hours of DBD content a day and know this isn't how it should be. I'm actually surprised when I don't get hit through a window nowadays.
On the flip side, when I play killer, survivors get silky smooth vaults. It is super disheartening so be ripped off as survivor, and then also be ripped off as killer. 😪
Oh fr, when I had really bad ping, before my family swapped internet providers, my ping was through the roof. I would vault a second-floor window on Lampkin Lane, only to be teleported back up to the window into the killers arms because apparently that's where my ping decided I had been caught, despite me being a good four or so seconds ahead of the killer.
That said, nothing is more disheartening when I'm trying to vault a pallet or a window and I see the survivor just pause for a solid two seconds before vaulting, causing an injury or down.
So yeah, I think there should be a second server in Australia, just to cover the rest of the country and take some of the burden off the server.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692316#Comment_3692316
I don't think it is toxic for the killer to do, but it's toxic of the dev team to leave it in for the game. It's not fun to do as killer nor survivor. it'd do wonder for game flow if this part of the match was reworked in some way.
It's definitely not a pleasant thing to see or experience, like sure killers can't T-Bag (unless you're playing Piggy or Ghosty) so I suppose by some twisted logic it's their way of BM-ing survivors. But that doesn't excuse the behaviour, and it should be a reportable offence, not necessarily a banable one, but certainly one that holds a heavy consequence if you're caught doing it.
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@Aven_Fallen said:
There is a server-side validation. However, it is incredible lenient towards high Ping-Killers. You have to remember that one Dev once said that 150 Ping is good Ping, which is as wrong as it can be.
Then there is the issue that not every region has Servers nearby and BHVR is not able to provide more Servers or does not want to do that. E.g. Russia cannot have a Server because BHVR is using Amazon Game Servers which are not supported in Russia. So Russian players connect to EU-Servers, most likely Frankfurt. And then they will have high Ping. And then it has to be lenient, because otherwise that would mean that Russian Killers would never get hits. (I use Russians as an example here, because I also am connected to Frankfurt)
And yes, this sucks. But nothing can really be done about it, even tho I think that they NEED to show the Killers Ping in the Lobby. Because the Survivor Ping does not matter for the Survivor, I can have below 50 Ping, but this does not matter if the Killer I go against has 200+ Ping.
Don't forget Oceiana, which counts Australia, New Zealand, Fiji, Solomon Islands and parts of Japan/China/Korea (these guys are mostly VPNers, but I could be wrong) to name a few. IIRC the OCE servers are in Sydney (or Melbourne) so if you're outside of those states or even Australia you just have to put up with 80+ ping. Hell even within Australia with decent internet, I still have to deal with 75-150 ping, depending on the traffic on the server, weather, server/providor issues or multiple people in my house using the network.
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@SimpleSage said:
Wasn't the old finisher mori system scrapped because it actually caused slugging to become meta? People realized it was way easier to win if you just slugged everyone (because of the instant sacrifice) vs playing normally and hooking everyone.
As for an anti-slug mechanic, I would absolutely be down for the ability to speed up the bleed out process. Scott Jund had a decent idea to give survivors tenacity crawl speeds at the cost of doubling the bleed out rate. Heck even if its like the 4% unhook but we can attempt to pick ourselves up.
As someone who had 3 matches this week where it was a 4 man bleed out because that's how the killers came into the match wanting to play, I will take anything that just lets me go next.
The idea on paper was solid, it was to prevent killers from slugging people for 4 minutes. However, in execution, this only encouraged killers to tunnel and slug for the 4K because it means if they were playing someone like say Oni, Blight or Nurse who could down survivors quickly would essentially end the game in under or just over 10 minutes. Because once the last survivor was down, the game would just cut to a finisher mori.
The idea to counter this was basekit unbreakable for survivors, which is an alright idea, however, this continued the killer down loop with people getting up only to be downed again
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692107#Comment_3692107
He's definitely not oppressive, a strong but balanced killer with lots of counterplay.
The only problem is that getting hindered on either side is just a pain and so unenjoyable. Kills so much skill expression and encourages Wesker players to tunnel. IMO the infection timer should either not progress in chase like Pig's traps, or it should completely be removed upon hooking.
It is the hindered that really ruins the killer experience of Wesker for me when I play Survivor (that and his cheesy voice lines, but that is a different topic) the debuff on its own is fine, the fact it continues to build during chase is the problem given his power and the fact he has a lunge that can cover half of Texas in a single swing.
You make very little ground against an intermediate Wesker player, and heaven help you if it's a competent Wesker or a Wesker with ping. -
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690993#Comment_3690993
There are a few issues with this suggestion.
30-40 seconds of complete immunity is quite a lot for a base kit effect. This might be a bit much. More problematic however is the part about TR and chases. The chase detection is a bit too wonky to be base it on and TRs can be manipulated by perks, addons and killer powers.
So it could potentially create issues when killers use perks to increase or decrease their TR as well as allow killers to circumvent the mechanic by using something to make them undetectable.
Don't get me wrong, more protection against tunneling is a good thing but it should work consistently.
Yeah, as I said in a different comment, the 30-40 was just a giant spitball take with the idea in mind that having a survivor be immune that long would make a killer realise they're wasting time with a ghost, and said immune player can't do anything outside of opening chests to heal themselves, this would be to discourage survivors abusing the timer to do gens without fear.
Now that I've cooled down a little, I think 8-10 seconds after the base kit BT has worn off would be plenty, especially as you said, given the wonkiness of the TR detection and LoS for killers with smaller or larger TR with perks is also on the weird side (can't detect GF when he's right in front of you w/o cover, but can accidentally reveal him while he's behind a rock? yah I get it). 8-10 would also be enough to gain distance on killers like Nurse or Blight, so that way you don't go down in the open (if you can help it) or immediately after they catch up with you on hook.
I'd probably also introduce a penalty to the killer grade as well, like a large loss of BP if you hook the same survivor twice in a row without hooking someone else in between, though then I suppose that just encourages "strategic" tunnelling, where a killer will tunnel two people out while ignoring the other two survivors.
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@appleas said:
I'm all for pop and pr being nerfed if there were other decent perks to use. As it stands, the Killer meta is pretty much made up of the same few perks across the board. Calling for and implementing nerfs would just lead to people doubling down on the un nerfed meta perks and people would complain about those perks eventually.
I agree, Pop and Pain Res can certainly be annoying if you're down to your last two generators and they're part of a 3-gen the killer is aggressively patrolling. But when there a lot of gen progression perks that survivors can stack with one another and can be chosen up to four times, it can certainly feel overwhelming for killers to try and handle. Especially, when you're against a group of survivors who are "cocky/confident" because they've gotten most of the gens complete and have plenty of hook/health states to gamble with.
More than once I've been on this end of the game as a survivor and killer, rushing the killer or being rushed. It doesn't feel good on either side, because there's nothing fun in the killer giving up or the survivors being little soots because they "won" on their objectives.
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@IamFran said:
Honestly the only "High Risk High Reward" Hexes are Devour Hope, Crowd Control and Blood Favour.
The rest of hexes are "High Risk Mid Reward" with the exception of NOED which is "Low Risk High Reward".
Especially when the NoEd spawns near a totem and the killer can just guard it in the EGC, especially after they've hooked someone.
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@Bardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690993#Comment_3690993
30-40 seconds of complete immunity? That's insane.
It was a spitball idea, in that instance, survivors won't be able to interact with objects either, such as repairing generators, going for pallet stuns, body blocks, cleanse totems, unhooks or flashlight saves. It's just a tool to prevent you from being put back on the hook immediately after being unhooked. the 30-40 seconds is long for sure, but its enough time for the killer to hopefully realise they are wasting their time with a "ghost" and they will back the frick off and go and find a different survivor to harass and actually play the darn game properly, instead of just focusing one or two survivors. The long timer is to guarantee that the killer gets the message, heck you could lower it down to 15-30 seconds after basekit BT has worn off. It's meant to be a deterrent without punishing the killer too harshly.
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@AnxiousGummy said:
I am a survivor main and I feel like punishing killers for tunneling is a bad idea. Although it can be frustrating to get tunneled out of a match, there's just no feasible way for the devs to distinguish against "toxic" tunneling and "acceptable" tunneling (who is to decide what is acceptable tunneling and what is not?). Like others have said, why punish killers for doing their objects but us survivors mains are not punished for gen rushing?
One way to fix tunnelling would be to make survivors not have collision with the killer for a short duration, as long as the killer's TR is within earshot of the survivor they cannot be hit again until killer fully drops chase for 30-40 seconds after the basekit BT wears off.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690961#Comment_3690961
Hmm adding extra totems to the base game would be an interesting change. I like that.
Trying to complete the green glyph challenge is enough to make me wish there were more totems on the map, coupled with the Bloodmoon event and the Blood Wells spawning where totems can potentially spawn (many of them are in completely useless or dumb locations btw) was enough time to get my brain-tickling in the way how totem spawn logic could be revamped a little, especially to help with hex builds or even strategic placements for boons, as I still enjoy using Shadow Step and CoH from time to time in meme/challenge builds.
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@Bran said:
tunneling is fair gameplay. It may not feel fair, but they killer doesn't have to let you play if they don't want too.
It's not exactly fun to be tunnelled out of the game and loose progression because you weren't allowed to breathe, let alone touch a gen or even get in a decent chase.
Tonight, I was tunnelled out of the game three-four times in a row. Each time I had anywhere between 3000-9000 BP to show for my efforts, granted I would have played better, I know I could have. However, that doesn't excuse the playstyle.
By all means, play to win. But do be considerate of the other people in the game especially in live mode, the people yhou are against aren't bots, they are people who are also tryin gto play the game.
Oh, and I'm a killer main BTW. I only play SWF with friends, and even then we're not trying overly hard to "escape".
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690899#Comment_3690899
So I was considering this option as well. Hexes active but not lit on any totem until the first down? We’d have to do down instead of hook because people would abuse that with slugging. First gen pop would be a good idea as well. This has potential as another option. I might add this to my original post for people to see.
I figured having the ignition of a hex being tied to the completion of a gen meant that survivors couldn't just ignore their main objective and that they'd have a "hand", so to speak, in activating a hex build for killer. That said, I'd also increase the number of totems on the map too so that survivors just don't ignore gens to cleanse totems to "avoid" hexes or that when a gen pops a random cleansed totem(s) is/are chosen to respawn with the hex, so that if survivors try to be clever and get rid of all the dulls.
I do like your idea of them being active but not lit until first down to avoid slugging. Reminds me of an idea I had for nerfing (but not gutting) NoEd, but that's a topic for a different thread.
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I've always been under the belief that Hexes should ignite after the first gen pops or after 60 seconds have passed in the game, that way if you're running a hex build they don't immediately loose value.
I always leave hex totems if I spawn next to them, just so the killer can get some value out of them. Because as a killer main, it's not fun to have your hex cleansed before the game even begins.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690067#Comment_3690067
Because when killers get to a higher mmr from tunneling and start getting stomped on they start complaining about everything else. I dont mind getting tunneled honestly because I can hold my own but then I get killers who dc because they arent as good as they thought they were. The problem with tunneling is its a bad habit to fall into and not needed to even win games. It would be like if every survivor could find a brand new parts sitting in the map randomly and using them over and over.
I say this all the time, killers who tunnel and rely on crutch perks like NoEd and NWO will get carried to higher MMRs where survivors will know exactly how to deal with them. And then suddenly they'll be crying that survivors are "suddenly so sweaty", when in reality they just got carried somewhere they don't belong because their skill expression doesn't match the survivors.
I also don't mind tunnelling, but when I get tunnled out three games in a row (or in this case, two games, then one where I escape through hatch, the the following I get tunnlled out) it does become tiresome.
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Pain res and Pop are fine, annoying for sure, but they're fine. Killers need slowdown, its not fair that with all the gen progression survivors can stack (remember there are 4 survivors and only one killer), its only fair that the killer has something to counter that play.
A killer running no slowdown is basically at the mercy of the survivors, and if you're new and don't have that many gen slowdowns, then you are SOL if you're against a team of competent survivors.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690141#Comment_3690141
I agree he does have some very overly forgiving hit boxes so I could see that being narrowed a little, that's fair.
"an infection mechanic that gives 8% hindered that doesn't pause while in
chase, literally can cover ground as fast as you can gain on him. "I could see being made healthier, but not a nerf. How would you suggest changing this for the better but not nerfing? Maybe not build while in chase but build even faster out of chase?
"tunnelling play style that a lot of people default to because it's the "easiest" playstyle to play"
I disagree with this perpetuated sentiment in the community that most killers tunnel because it's "easy". I'm sure there are many that do, but that's not the majority. The majority do it because they feel forced to. Most killers would rather not tunnel as it's not as fun, chases are.
Personally, I would shrink his hotboxes only slightly. Like not enough to make them where they would require a lot of precision to hit as I recall this being an issue during the PTB, but enough to not feel like you get teleported into his arms. I'd also limit his M1 lunge as well, because you can clear a vault and be far away from the window/pallet and it's like he just throws his weapon at you he gets a hit/down.
As for the haste, I'd make it be like Pig's beartraps, the timer pauses during chase and will resume at normal speeds or at faster speeds with add-ons once the survivor is out of chase. If that's not possible, maybe I'd give a debuff or something to Wesker so he can't gain bloodlust while chasing an infected survivor since they're already hindered. Which would alleviate some of the tunnelling that can occur on lower-skilled Wesker's.
I know tunnelling isn't unique to Wesker, but it is common on a lot of low-skilled killer players. Especially since his power, which is technically a pursuit duelist can be used in an overly aggressive manner. Which, again is more evident at a lower MMR because most people don't know how to deal with his power properly at that level. (think how Piglets tend to tunnel out people with the beartraps instead of using them as the intended alternative kill pressure.)
I'm not exactly sure how I'd combat this, but I did throw around the idea that Wesker's power could work similarly to Nurse, where the longer he holds down his power, the further he goes. So he can choose to do one long lunge with a long cooldown or two short lunges with a short/medium cooldown. -
@Blueberry said:
Wesker isn't too strong. There's no reason to be making changes here. Wesker is generally considered one of the most balanced killers in the community. Very strong, but fair.
Wonky hit-boxes that are killer-sided, a power that can encourage a tunnelling play style that a lot of people default to because it's the "easiest" playstyle to play, an infection mechanic that gives 8% hindered that doesn't pause while in chase, literally can cover ground as fast as you can gain on him.
Yeah, sure balanced. and I'm saying this as a killer main.
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@Steakdabait said:
No, literally no reason for it to exist. Complete overkill and promotes unhealthy gameplay on an otherwise perfect killer.
I agree, it's also a crutch that, imho, teaches very bad killer habits.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670477#Comment_3670477
I find NA is a lot more chill than OCE too, people here play like they are in a tournament a lot of the time. Plus we just get Billy over and over of late.
Yeah the ping is pretty bad but I had just as bad back before dedicated servers came out, it is playable you just cant greed pallets etc. I have asked killers if I am lagging and they mostly say I am not, though I have been hit from half a mile away a few times lol
But abusing ping as killer is a whole different topic in itself
I agree, I've found NA to be pretty chill as well. But just like here in OCE it can vary from game to game.
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@MaTtRoSiTy said:
They probably wont as the Chinese market probably spends quite a bit of money and they all have to VPN to access the rest of the world.
I use ExitLag to play on NA West Coast from Australia which give me 170ms ping but I only play survivor as killer would be pretty unfair.
Same, I have friends I play with from OCE to NA and the ping is atrocious, but sometimes it can get in good plays. I've had ping be both my enemy and my friend in the same match and it was the most hilarious thing I have ever witnessed. I wish I had been recording at the time.
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@Aven_Fallen said:
I think people realized by now. I never understood why people missed this map in the first place, it was easily the worst thing from the ST-Chapter.
I dont really think that those 2 Gens are a problem, in the end it does not matter if you lose those, since you are not required to prevent Survivors to do any Gens. As Killer it is easier to defend the rest of the Gens if you ignore the one upsairs and the one in the portal room.
But the gameplay around the Pallets is just so boring. Most of them are super-bad to the point that you just have to respect them and the Survivor will get hit. Meanwhile as Survivor you NEED the stun to make them work. The Pallets around corners are a bit better, but if those are broken, those areas are dead.
Plus, it was always my least favorite thing - playing Billy and getting Hawkins. And guess what I had on my first Billy-game after a long time, after Hawkins was re-released and the "New map modifier" was not working anymore? Hawkins. With BIlly.
Playing Milly on Hawkins, my condolences.
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Luckily, I was never blinded by the nostalgia for the map so I went in with no expectations and immediately hated it. First game I got so terribly lost, which usually isn't a big deal, but omg the map was so unintuitive. I *hated* how close everything was and all the dead ends. Don't get me wrong, it looks brilliant and is super accurate to the Netflix series, but as a translation to the game, yeah, its horrible. I feel the same way about RPD, Lampkin Lane, The Game and Midwitch, they look awesome but didn't translate well into DbD. IMHO anyway.
The ground floor is literally a circle which means that once the top floor gens are done, all the killer has to do is just loop around to catch survivors and the exit gates are a farts distance apart, so far too easy to camp which makes escaping against most of the killers a nightmare. Pallets and vaults are next to useless especially when they're right next to generators, so god help you if one of your teammates brings the killer over to you because they weren't running bond.
Now if they were to open up the map a little bit, make some rooms not dead ends and make it easier to navigate like adding in more breakable walls and have beteetr gen and hook spread I feel it would be a little bit bearable. As is, yeah this map can rot.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612121#Comment_3612121
It would be abused like crazy, just look at how survivors litterly DC every second game or so.
It would have to be for very specific circumstances, like more than two slugged players and after a certain amount of time has passed so it's not an instant "give up" option.
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612121#Comment_3612121
That, or the multiple times where I'm slugged all four minutes because the killer either can't find or catch the other survivor.
The killer has already won. A singular person maybe getting the hatch doesn't make them lose, especially if 4 gens are still up. Just let me die so I can go next.
Yep, you're slugged for the 4K and the killer can't catch or find the final person. being able to just "concede" after a minute (if the killer hasn't picked you up) should be a thing. It saves everyone's time.

