CLHL
CLHL
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- CLHL
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Since the hooks regenerate now there is no problem with sabotage. At most, they should review tanking one hit to perform a guaranteed sabotage.
I still don't understand why survivors should be rewarded after leaving their teammates abandoned on the ground. Their job is to worry about picking them up, if everyone gets knocked down they are the only ones to blame.
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You can take those as a cheater indicator to lobby dodge, nobody with a minimum of taste whould use those ugly skins.
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What did you expect to would happen after adding 10 seconds to hook stages and nerfing absolutely all regression perks? Now give us base-kit unbreakable, I'm already warning you all that you're not going to like the consequences that this would bring. Killers are not going to magically stop wanting to win, they will do whatever it takes.
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Knight, Skull Merchant and Chucky. If you can't have them in the game without their powers feeling terrible to play with, better give them entirely new powers.
Chucky could be “fixed” by reverting all to his release version, but it would be like accepting that they made a mistake.
Skull Merchant with drones will never work because survivors hate areal denial, even if it does nothing (as currently).
And Knight's power is so limited to not be opressive that it's not even worth playing. He's not going to be reverted, for the same reason as Chucky, so he might as well have a new power.
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All generators completed in the first screenshot and four in the second... That's what I call a close game. At some point you missplayed and he knocked everyone, that's all. You can complain all you want about letting everyone bleed out to death unnecessarily, but not about a legit strategy.
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In 2020 I used to watch a Fog Whisper that whenever he played The Wraith he would slug everyone and let them bleed out in the floor. To this day he is still Fog Whisper, but apparently slugging is now a problem for some reason.
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In the current state of the game there is no time to waste and this perk speeds up the match. Hiding behind a rock next to a generator is not being stealthy, it is being a rat.
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Bots were the main reason for the increase in DC. Instead of pointing at the sore loser for pulling the cable, the killer was blamed. With the current epidemic of arbitrary DC this will reach the live servers sooner or later, since there is no difference between starting with bots and having them two minutes into the match.
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The controls/key-assignments are terrible, the rest is fine.
Seriously, why not use Vecna's spell wheel for other killers?
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It's clearly a self-mending bar, it has the same design as the anti-facecamp bar because both will be filled automatically. They probably want to use it as an anti-tunnel measure, but as usual they ignore the fact that there are killers who use this status for other things. An indirect nerf for Legion, Deathslinger and others.
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The only logical reason why they probably don't want to adress the genrush is that thanks to it some players that are terrible at chase manage to escape. The shorter the match is and the less interaction they have with the killer, the more chances they have to escape. However, this also causes the matches to be so short that 12 hooks are unviable.
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Anyone can check in Nightlight that the matches are usually one-sided, the most common results are 4k and 0k. The game is in such a deplorable state that the outcome of the matches is practically decided in the first chase. I never liked the 50% win rate matchmaking that is applied in almost all popular games, the asymmetric nature of DBD makes this even more annoying.
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There are more killers playing the survivors role than survivors playing as killers, for the simple logic that killers also have friends to play with. And don't forget that playing as killer without having previously farmed the meta perks is pure masochism, new players tend to play as survivors for obvious reasons.
If the killrate is around 60% and in your games the killer always gets a 4K, it only means that somewhere there are killers having a really hard time. Just as an example, recently a well-known VTuber with mostly survivor experience made a stream in which she didn't archieve a single kill in two hours playing the game.
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Small reminder that pulling a DC to give the hatch to your teammate was a thing at a certain point, such a pyrrhic victory was tryharded like that. Every killer is in their right to fight for the 4K, because they have earned it, this one is not a consolation prize. It is funny that those who have lost and are aware of it are in the demanding side.
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Hex: Third Seal is so abusable that is currently at 0.74% usage and and its all time cap was merely 1.13% lol
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Plain and simple, he should be reverted to his release version.
Everyone arguead that the new Chucky with short Cooldown required more skill, but in the end those of us who said he was braindead were right. Chucky should never have been reworked, especially now that we have Vecna in the game with his Magic Hand, proving that all the complaints were exaggerations.
The devs get too carried away with social media outrage. At best they should have had Chucky go into CD after using the manual Scamper, so that he wouldn't be able to continue with Sly and Dice.
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So you are asking for the killer to hook and facecamp someone with NOED? lol
It is the Endgame, of course the killer is going to slug if he has NOED, because that is the correct way to play such a situation. They are not going to take a single victim and hope for the survivors to not find the totem in time or to come and suicide trying to save their friend.
Have we really reached the point of complaining because the killer doesn't give up about turning the match even at the end?
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858407#Comment_3858407
Anti-slugging mechanics shouldn’t be seen as rewarding survivors for losing. Just as Anti-Tunnel or Anti- camping shouldn’t. It’s just a preventive to avoid exploitation. It’s like the equivalent of perks and abilities having cool-downs or flashlights only having a limited amount of charges. You can still tunnel but you risk making it take longer the second time. You can still camp but you risk filling up the survivors bar. I’m sure you will still be able to slug, but maybe not all 4 people, or if you stay in the slugs proximity they remain on the ground but the farther away you get from the slug the faster the recovery time would be. The core issue is addressing the frustrating and unengaging experience of being left on the ground with no way to participate in the game. Slugging removes player agency. Prolonged slugging till bleed out or slugging all 4 to hook to kill once is a way to circumvent the way the game was designed by using hooks or hook stages and its ability to deny several survivor perks from ever activating by simply not engaging with the survivor is very problematic, and currently rewards too much for too little. Especially when the ability to do so doesn’t require a perk slot from the killer themselves. In addition, certain killers and slugging builds can make it even more oppressive, and it is much harder to counter slugging than it is to slug itself. (It’s not a popular tactic because it’s difficult, it’s popular because it’s easy. The slugging experiment is a good example, I believe it was an 85% winrate) As with many nerfs to perks and things, the people that will be hurt the most are the ones who rely on it too heavily.
But it is a reward. You are asking for a way to return to a game that was already decided, because technically you have already lost. If wasting time or frustration were a real factors, measures such as the one I mentioned of being automatically sent to a hook would be requested instead of basekit unbreakable.
For some reason, this urgency to end the match disappears when a survivor is slugged and the hatch is closed, instead of giving away their position, they always decide to crawl to the most obscure corner to prolong the situation as much as possible. The match is already decided and there is a clear winner, but here's what happens.
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People are overreacting as usual. You used to be slugged for the 4K or to deny a 4%.... Nothing has changed, just change the 4% for the Finisher Mori. Then there are those rare occasions when a killer wants to be a ######### and intentionally let several survivors bleed to death, but it's not common at all.
Anyway, all this could be easily solved. Making the survivors be able to accelerate their bleedout or that the Entity sends them automatically to a hook after a reasonable time. However, we already know that they will choose to turn all this into an undeserved comeback system, because it was already tested once... and that's why there is so much controversy, the survivors are pushing the devs to be rewarded for losing.
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Well, absolutely never use Ruin in combination with this perk. Fisrt, current Ruin is garbage perk. And second, it will only alert survivors that you have Hex Totems as soon as they touch a gen, so they will go in their search.
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It should have been the solution from the start, instead of that base-kit Unbreakable nonsense. But seeing all those players committing suicide on hook or disconnecting, they are probably afraid that it will turn into another way to avoid DC penalty and go next.
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Wow, she can get a hit in the middle of an animation just like any other killer with a shotting power, unbelievable.
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The goal in all these cases is to take the killer out of the game to silence the complaints in social medias, make this killers so bad that no one wants plays them. The clearest proof is in what they did with Skull Merchant, although there are similar examples in the past like Hillbilly.
Personally I like to play variety of killers, I don't play any particular killer even though I have my preferences. In my opinion this practice os a lack of respect to all of us who pay to play these killers. There are killers that just feel bad to play after these questionable changes, regardless of how strong they are.
Currently, Nurse is not played enough. Just wait for it, the next wave of complaints will bring those nerfs. It all depends on social media.
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Thrill of the Hunt has 3.55% pick rate acording to Nightlight. That means you see this perk less than the after nerf Prove Thyself (7.53%) on the survivor side.
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The only Hex you need to worry about is Devour Hope, the rest can be perfectly ignored. And without a decent antigen, the game will most likely end before Devour Hope even gets the necessary tokens. This build is only working for the same reason that Pentimento works, people waste time pointlesly cleansing totems.
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Awful in all aspects. Given how little she was promoted, they must have been aware that the result was not very good. And please, stop adding color indicators that overlap the existing ones, the orange gens are more annoying than helpful...
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There is something good about the map being killer-sided, no more map offerings.
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I am more concerned about all the dated events where they promote the increased occurrence of a map. At what point was it decided that we should be excited about something like that?
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They overdid it with all the changes. The matches are ridiculously short for all the time you are queing. The only attraction is being able to play killer with a friend, everything else fails. They gens fly ridiculously fast, the whole comeback system feels unnecessary, as well as the new skill that boost your repair. And the killers are no better either, there is so much haste effect involved that makes the chases insanely short and dumb. This gamemode basically eliminates any sign of skill from the game.
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They overdid it, the charm was in the simplicity of this gamemode. Despite all the buffs, 15 minutes for a match as killer... I don't think we will ever see 2v8 again.
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The funniest part of all is that even with how strong the 3gen is on that map, the result would probably have been exactly the same with four gen slowdown perks.
There are always complaints about the killer addons, but survivors have no same about using syringe, styptic agent and brandnew parts in every match. Even after all the nerfs, we still have absurd situations like this one.
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Unless you are a good looper it doesn't make sense to use this perk. The only thing you will achieve is taking the killer focus, you will get hooked quickly and find yourself in your second phase waiting to be tunnelled to your death. So no, don't expect the average DBD player to sacrifice themselves for a stranger.
It will simply be abused in those situations where the killer has already give up after facing a strong premade and decides to at least kill one.
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All the updates pandering to their rulebook have created a player base that refuses to learn, that's the biggest obstacle DBD is currently facing. No change to game balance is going to make a survivor who gets knocked down in less than 10 seconds to last longer.
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I couldn't agree more.
All the killers with secondary objetive have a very high killrate because many players don't know what they have to do against them and neigther have interest in learning. And it's not like any of them are particularly strong either… Sadako was a steamroller when all you had to do was hold on a tape to negate her power.
The game needs tutorials that teach you about all the killers powers and the basic concepts of looping. It's crazy how many people with thousands of hours of gametime do nothing but run around the map totally lost.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830805#Comment_3830805
If you’re honest you’ll admit the same is true for most killers; they’re also mediocre players. They also don’t know how to loop a structure optimally. What gives them an edge is bulldozing survivors via tunneling, camping, slugging, and capitalizing on inborn advantages like bloodlust, poor survivor reworks that come with map reworks, better perks, so on and so forth. To reduce this to “lulz survivors suck” is so disingenuous it’s almost a lie. It really spits in the face of the features killers can (and do) access to win their matches.
I have already said that the killer role is easier to understand. If neither knows what they are doing, the killer is faster and will end up knocking down the survivor. Just look at all the help SoloQ has get in the last years, but instead of solving the situation it has aggravated it. You can't balance the game around pleople who refuses to learn.
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Most survivors are mediocre players, they don't even know how to loop a structure optimally. This game is in dire need of detailed tutorials to teach survivors the basics of the game. You can give them endless buffs, but as long as they don't understand the basics, they won't achieve anything. The killer role is easier to get started, and except for the complexity of some powers, they will quickly learn their basics. But that doesn't mean the game is killer sided. The only thing that keeps this game from not being absolutely broken towards the survivor side is the low level of the player base, and the proof of this is that the competitive scene has always heavily restricted one side.
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They are slowly realizing that the current regression perks are garbage. Gen blocking has been more practical for a while now and slugging can turn any game if the survivor team ignores the situation for too long.
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The main problem is that most players prioritize fully heal before picking their teammates up. I remember a game during the 2v8 event where I practically had to pick everyone up by myself, because they stopped to heal in groups of two and the game never progressed. As soon as you notice that someone has been lying on the ground for a considerable time, you should move to pick them up immediately or slugging is going to be difficult to control.
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It's always the same. The Christmas event was also "fun" when the snowman gave an extra hit and everyone used it in the middle of a chase. The next year they changed it and suddenly it wasn't as fun anymore...
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Because last year it was so "fun" to be able to get into the Void to get free escape in the middle of a chase, especially when the portal closed right after you got inside. Where were all the complaints back then when only one side could make use of the event? In the current event there is a gimmick for each side, the Void is to enter and pick it up, that's all and that's how it should be. Exactly the same as collecting the invitation during the anniversary event.
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Some people are simply incapable of having fun. You have a new item to play around, what more do you want? That's already more than what the average event offers.
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The only concern about this killer is that he is extremely strong defending a hook, this change will do nothing about that. Wasting time on a simple rock with a 4.4 killer because his power is useless for that situation is not what I would call a good change.
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He will be able to use blood pools and dream snare at once and they will call it a day.
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The rework was unjustified and based on complaints that should have been ignored.
Chucky is the perfect example of why they should wait for the playerbase to learn how to play before taking any action, if they followed this example Vecna would have lost his "Mage Hand" no one talks about anymore.
They did something similar with Alien, leaving the tail power practically bugged, but the complaints had already ceased so no need to fix it. Now thanks to this, we have a killer that practically no one plays. Alien is strong? Yes, but who wants to feel constantly robbed?
Chucky should be reverted to his original version. It's totally false that the Slice and Dice requires skill, in fact it's one of the easiest powers to hit in the whole game. That's why he's much stronger now than he has ever been before, but he has lost his identity in exchange for it. A power that had something unique to offer was preferable to just another charge at the survivor.
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Simply end the game in the same way when all other survivors escape or are hooked, by instant bleed-out.
These discussions always become an excuse to ask for a second chance that you don't deserve. If everyone is on the floor, you have already lost. If someone is still stading, that's just the killer creating pressure and doesn't deserve to be punished for it.
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In my experience, most of the DCs come from the following cases:
-A survivor is quickly knocked down in the first chase.
-One survivor dies fast and all his premade friends decide to leave with him.
-The survivor, usually with a previous cocky attitude, is humiliated by a mindgame or a perk he didn't expect.
-An undesired killer/map.
In one word, "ragequitting".
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@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810951#Comment_3810951
I wasn't playing the game for a couple months when chucky came out and had the "free hits," so I'm not able to judge to well on his old scamper. However, I'm being sincere because I would like to actually make a good rework suggestion, but what about Chucky now is more braindead, and what was the counterplay to the older dash?
He can now use his power every 10 seconds, which means that every 10 seconds he will get a hit as long as he has someone in range. It's an easy to use easy to hit power. It also means that every 10 seconds he will have no terror radius… compare that to Ghostface's that has a power with 24 seconds cool-down. That's why he is braindead now. Before the change you could get hits from pallet campers but now you only need to spam his power everytime you can. And the worst thing is that they can't reduce this cool-down because after all he is a 4.4 killer and that would make him useless.
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Chucky should be returned to his original state, the "free hit" complaints were exaggerated. It is comical to read the old comments that said that removing Chuchy's scramble was going to make him require more skill, it has been quite the opposite. Not only he has lost a lot of personality, but his gameplay has become braindead and spammy.
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The new 2v8 will fail in the same way that the return of Chaos Shuffle has failed. Everyone said they loved Chaos Shuffle and were looking forward to its return, but it has been ignored and they are playing normal mode.