CLHL
CLHL
About
- Username
- CLHL
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Comments
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I don't carry flashlight and I consider that both first aid kits and toolboxes only create dependence, so I don't need any item. The BPs are better spent on the current 39 killers.
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The last few killer adjustments have been pretty awful and full of absurd decisions, just take a look at the state of the Xenomorph.
We have killers that go through walls, break pallets with their power and can hit or even insta-down with their dash powers... but the current agenda is to destroy The Ghoul to make way for the next new killer. Consistency? Who cares.
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Just for the record, Both Sprint Burst and Lithe are +50% Haste for 3 seconds. Imagine being able to use these perks non-stop.
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Yeah, unless that means we are getting a busted “super-repair” perk, since everything seems to come with a “but...” nowdays. I'm in favor of no more stacking of any kind.
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@Jacknalls_Paw said:
God forbid survivors can have at least ONE useful perk when a new DLC comes out
This is blatant P2W, not a good perk. And we all know it will only last about a month.
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The end of the staking was already a premonition. As usual, at least a tough month awaits for the killers. The "adjusted" perks are also a joke.
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lol Champion of Light was already crazy in good hands.
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The whole perk system is obsolete, the game would be more accessible (and better) by completely removing it. This is intended to be a party game where you can hang out with friends, but it has as much farming as a MMORPG. They also give the impression that the DLCs are a P2W and not just new characters to play with.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910529#Comment_3910529
There is plenty of sympathy for console gamers, even on the forums. The problem arises when console players want the entire game to change for them, despite the massive repercussions those changes would have for everybody else.
So instead of saying “yes, it should stay for you guys” he simply gets a dozen down votes. I, as a keyboard and mouse player, want it gone because as I stated I think it hurts my performance, but I know there are players out there for whom this help exists.
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@Green_Sliche said:
For people who complain that his grab is so generous - try playing him with controller or on handheld. You'll stop using his M2 entirely because dashing, then turning a screen and landing an aim feels almost impossible. Add a fatigue that Ghoul has when canceling ability and you'll have an unbearably painful experience on anything but PC.
It's that case where ''crutch'' is pretty much needed due to how things work in the game. The only adjustment that could be added is better heigh detection. Anything else will render this killer horrible to play on non KBM.
Good luck finding sympathy for console gamers. You're not going to find it here even if you're absolutely right. They tried to revert the autoaim for The Singularity and luckily for you they didn't succeed.
Once the autoaim is removed it will actually be a buff for mouse players. There are countless times you unintentionally hit a wounded survivor in chase, with strict aiming the mouse players will become even better. What nobody seems to understand is that it's a hitscan attack but The Ghoul has to move in order to perform the bite anyway. You may have been “shot” in a corner but you get the hit once you are already behind a wall. Add some ping to the formula and you have these fake hits.
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lol at the down votes. I guess people love to carry four perks for the same function and we won't read any more complaints in the forum about it. The Hag with Waterlogged Shoe, Batteries Included and Play with Your Food is the finest definition of a fun match. Same for Forever Legion and the never ending healing times or the loved gen-kick meta... Oh, the good old days.
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This change should be extend to healing, repair and regression.
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Good changes overall, although I would have preferred removing stacking in all areas. Make us choose a single perk for each purpose so you can balanced around a common target.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909108#Comment_3909108
Of course gens are going to fly if you're only chasing one Survivor. That means two or even three Survivors are on gens. Shouldn't you be stopping them?
There will always be 2 or 3 survivors repairing, unless they are so bad that they run around in circles, that's the point about tunneling in the first place. Moreover, if you don't tunnel and they are aware of it, it's quite likely that you will find the last survivor you hooked trying to complete a gen before healing.
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Because the game has been balanced around it for years. Overall the killrate is around the desired 60%... but how do killers archieve it? It doesn't seem to matter.
If you can't win, you'll resort to anything. That's why there is more and more tunneling. Since once you decide to get on board, there's no need to turning back.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908138#Comment_3908138
Why? Also what perks do you feel like are mandatory?
Because perks should not be so relevant. This is not a gachapon or a game where you farm for min-maxing.
The anti-tunnel perks are mandatory unless you expect mercy from killers, who shouldn't have to have any for immersive reasons. On the other hand, some kind of slowdown is practically mandatory or expect the same kind of compasion from your rivals. The objectives are based on time management and there are way too many perks that can drastically break this in a single play.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908022#Comment_3908022
what would you change if you could call the shots?
I would start balancing the game around "no perks", and in the process remove virtually all of them. What I hate the most about this game is perks used as band-aids or mandatory perks.
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At least they are trying. I don't think they listen to the right people, though.
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Even the Trapper would have caught you in that situation, that's not exactly the safest pallet on the map. The fact that the Ghoul vaulted it doesn't change anything.
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I'm surprised no one is commenting on it. They need to check on his poor blood point gain.
Otherwise, I feel his power is only useful for cutting distance, as long as you stay in a structure he is just another M1. No matter how well you use your power, you're not going to get a down with it. Even in a small and insecure loop the power has no use at all.
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With the usual ping problems, an autoaim followed by a long animation will always give the impression that the hits are unfair. This killer is actually a bug mess.
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Not even close.
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@buggybug said:
As my usual saying goes, then people wonder WHY people rather swf. At least my friends aint gonna rage quit and dc for everything
It is also pretty common to find SWF teams disconnected or giving up because they didn't get the map they wanted or because one of their friends died so fast they decide to end the match so he doesn't have to wait for them.
Penalties should have been tightened long ago, but instead they decided to introduce bots, justifying it to some extent.
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The statistics must be so corrupted by disconnections and surrenders that it should come as no surprise that they prefer to keep it to themselves.
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Unnecessarily complex, if you need a wall of text to explain a power something is wrong. Survivors will continue disconecting against her, because what they actual hate is the area denial, even if it does nothing.
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Ping problems are inevitable. We already had the opposite solution where you could clearly hear a hit and see the blood splatter but it was not registered. Or when you see a survivor getting downed but suddenly you realize that he is still running.
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892854#Comment_3892854
Hmmm kind of like 90% of matches most solo q survivors experience. 10 mins in and the game is over because you can tunnel and camp a player out. But oh the agony. Put your big girl pants on
I also like comparing apples and oranges.
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So now I can go into a match with three friends, hide in lockers for 10 minutes while laughing at the killer and walk away with a win. I never expected for a dev update encouraging trolling.
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Apparently the problem was that it was not possible to react to tail attack and not that the tail was so bugged that sometimes it literally pierced through the survivors without registering the hit.
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I'm not surprised, the nerf to the tail attack didn't feel right and I'm convinced it's completely bugged. I'm one of those who enjoy playing a variety of killers and I've hardly touched Xenomorph since release.
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Sad, one of the coolest killer designs in the game by far.
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I just got today three survivors pointing at hook because I canceled their maps offerings with a Sacrificial Ward. We ended playing Ormond, totally unacceptable. Yes, let's address why they want to go next.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886527#Comment_3886527
They should remove this achievement
For what reason? It's an incentive to never give up.
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There is literally an achievement in the game for escaping through the gates after repairing all the generators by being the last survivor. Just because something is difficult doesn't mean it's impossible. You try and you will probably fail, because at the end of the day you are losing. The killer also has to deal with it and finish the match after realizing that he is not going to kill anyone.
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The game will self-balance as it has always done. If killers are not able to do 12 hooks, they will look for other alternatives. The Rancor roulette and end-game builds are still a possibility, and both will cause a stir if they become meta.
As long as there is no base-kit Unbreakable, I don't care which option they propose. But I'm sure that they will add something more aside the bleed-out or surrender options.
In the worst-case scenario, the killrate decline will force them to make drastic balance changes. Although, many survivors are probably not ready for matches with chases that never exceeds the 20 seconds mark. If they want 12-hook matches and nothing is going to be done about the repair time, killers are going to have to be much more oppressive.
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They feel a bland addition, exactly the same as all the class powers for this game mode.
The only really fun iteration of 2v8 was the first one.
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Not really. Just because the survivors run in circles doesn't mean they are at a disadvantage.
I know this comparison is not popular around here, but just look at any competitive game to see the reality of the game. The matches usually are camping and tunneling the first survivor to death, killing a second one and praying to catch a third one with NOED. And that with all the limitations of perks and maps they usually use.
Another example is in the current 2v8, where survivors have basically everything at their disposal. Maps full of pallets, you can repair these pallets, erase your marks, instantly heal, recover hook stages, the generators fly... And I have yet to play a match where a single survivor manages to escapes me through the gates.
The skill floor to be a competent survivor is much higher, and many are not even willing to get there. A bad survivor is usually enough to swing the game to the killer's side, but that happens in any team game. You can't blame the game balance for that.
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Survivors got nothing but ridiculous buffs in each iteration, to the point where they now even can recover hook stages, but somehow manage to get bodied in every match. It's extremely hilarious, because it doesn't seem to have a solution, on paper they are extremely broken but all the help in the world won't make up for the lack of skill.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882903#Comment_3882903
I mean… yeah, it is?
If the survivor goes to a hook, the killer doesn't have to spend any time hooking them but still gets the benefits of having them on a hook. Maybe that system wouldn't activate perks, so that's a small thing, but it's still a situation that's better for the killer than them still being on the ground.
If you knew that you could ignore someone on the ground completely and the only thing they can do about it is send themselves to a hook, doesn't that make slugging more attractive to you?
Now imagine that if you left them on the ground, something negative would happen after long enough. Wouldn't that push you not to leave people on the ground for longer than absolutely necessary?
There are 3 other players, you know. They could move their asses and pick their mate up, for example.
And as I said, my proposal is just an option. You can wait on the floor to be rescued or be sent to hook if waiting for help takes too long or if everyone is already on the floor, so there is no more toxic bleeding out. In my book, a fairer solution than being knocked down and just getting up on your own.
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And that's why my proposal is to send the survivor to a hook if they wish. But aparently that is an unjustified reward, while standing again by the grace of god is not.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882643#Comment_3882643
That's kinda my point, though. The result of the killer aggressively slugging - the thing we're ostensibly trying to fix - is that they get rewarded for it.
If you know that your opponent will just give you a reward for you employing a specific tactic, aren't you going to feel more inclined to go for that specific tactic?
If we want to lessen slugging, whatever system we implement would have to be something the killer wants to avoid or we're making the problem worse.
Well, why shouldn't they be rewarded for downing survivors? Furthermore, why should the downed survivors get a free pick-up after their missplay? Maybe I'm missing something.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882482#Comment_3882482
Wouldn't that basically bring the same result as a faster bleedout, though?
If you're the killer and you want to aggressively slug, this solution would tell you that the only answer survivors have is to reward you with a hook. I don't see that making aggressive slugging any less common, personally.
No, because it's only an option, you are sent to a hook only if you don't want to stay on the floor. A bleeding-out option would be a go next, but with this solution you only lost a hook stage. With basekit unbreakable the killer would totally lose the pressure, but in this solution he is rewarded with a hook.
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There is a third and better option: After a reasonable time in the floor you are given the option to be automatically sent to a hook by pressing a button.
This would put an end to the toxic bleeding out all the survivors, which is the only slugging case that really deserves to be taken care of.
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This discussion could be taken minimally seriously if it were not for the fact that you encounter at least one Brand New Parts, Styptic Agents and Syringes per match. Survivor items are not even necessary for the normal course of a match, but that does not detract them from carrying the best at their disposal.
Compare that to playing The Doctor without any add-ons, what mean having no illusions (red stain, fake doctor, fake pallets or fake terror radius) at any level of Madness. It's like playing an extremely limited version of the killer. It is true that this extreme is not common for all killers, but for many some specific add-ons are a must.
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If all the real players are dead, the bots can escape for all I care, I'm not wasting a second of my time chasing a bot. So for me at least, the next event is a 2v6. And we'll have to wait and see if it's worth to play it for the rewards, as for now they only announced skins for sale.
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2v6
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It has become popular out of necessity.
Everyone knew how disgusting it is to deal with a killer with a dedicated slugging build with Knock Out and stuff like that, but few people used those builds because… Oh, surprise, even the killers agree those were not fun.
“Winning” in the end goes beyond fun and will be obtained by whatever means necessary. At the end of the day, the killrate is still below the desired one. This indicates that all these “tactics” are actully balancing the game.
There are still the end game builds, the totem defense builds, the Rancor roulette builds... and many other nasty tactics that the killer will resort to if necessary. If you though that slugging was anoying, it is because you have not yet faced a killer that hards tunnels from minute one and then kills all the remaning survivors with Rancor in their first encounter.
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"Leave the loop or die".
Meet The Trapper, literally the first killer in this game.
There is always a reason to hate the killer. "The killer hits me in the middle of an animation", "a secondary objective is too oppressive", "killer vaulting a pallet is too powerful", "the margin for reaction is too small"…
It was all but fun when the nerfed Hillbilly was so hard to control that he would fail his chainsaw 10 times before he could knock someone down. When he needed an insane ability and you had to modify your mouse sensitivity to even have a chance of doing anything… The reality is that the killer needs to take down survivors at some point, they can't have powers that do nothing.
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When there was no anti-facecamp meter, no base-kit Borrow Time and Hook Grabs where a thing there was no problem to make a succesful rescues, but now it has mysteriously become impossible despite all that and everyone is left to die on hook… Well, that's what happens when you treat someone as useless, they end up becoming useless. Survivors are currently in a very comfortable position where they expect the game to do everything for them, which causes them to become progressively worse players.
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The teleport has a 45 seconds cooldown and now waking up has priority over healing. Just play a few matches with the new Freddy and you will realize that you have very few opportunities to use the teleport.
When you heal someone on the ground, usually that person is one touch away from being picked up and there is no option to teleport. Once standing, that survivor will be awake and will be able to heal without notification.