Caiman
Caiman
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@cheapslurpiee said:
Where can I read about this new game mode?
No info is written anywhere yet, the only things we know is what they showed in the recent developer stream.
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People are complaining about MFT? I haven't seen anything like that. If anything I think its Haste should be buffed to 4%.
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I understand that a majority of criticism towards Ghoul has been from lower level players, and some higher ones who've been equally duped by the matchmaking (when most every match is a mismatch, no wonder killer wins a lot). That's fine... until you realize that the devs actually listen to that.
Impressive elitism on display. Yeah, forget all those players having horrible experiences, only the top% matters and everyone below them is disposable chaff that should be ignored.
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@Mikempk67 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905413#Comment_3905413
I really like The Ghoul but I have to agree. The killer is far too easy for how strong they are. Nerfs are pretty much mandatory at this point and I'm one of the people wanting to main this killer lol
Same. I bought this killer, I want to play this killer, but not like this. Not like how they are now.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905420#Comment_3905420
If it was balanced the way I wanted, we'd have a competitively viable game. Y'all don't want that because it disrupts your narrative of DBD supposedly being a party game (only for 1 side: survivors). Literally ANY other multiplayer game takes for granted that casual players are gonna have fun regardless, because if they are in fact "casuals" they won't care about balance, nor will they speak on it. But this game is special, because there's been a mass hallucination about players who barely know what they're doing being on the same level as multi-thousand hour pros. They're not. And you can't simultaneously balance for casuals (an oxymoron) and balance for pros.
This entire genre is saturated with what is essentially group bullying simulators, to which DBD is FAR from an exception, and if someone dares challenge the status quo, and says, "Maybe the 'power role' should be a bit stronger for a change," they are shunned, they are accused of inciting the playercount death of the game, and 95% of counterarguments brought against them are FULL of logical fallacies. Ad populum seems to be this game's favorite.
Now I have completed my evening of Kaneki testing, something which a supermajority of his critics haven't even done, let alone played 1 match with him. Before, I was somewhat speculative, because I had just seen gameplay of his POV. A part of me wondered "maybe he is overtuned, and I just need to feel it for myself." But my matches with him went exactly as I predicted, and are the exact opposite of what people have been describing him as. Imagine that. Matter of fact, I'm gonna make a post about him later, so y'all had better bring the facts and experience, not just downvotes and the vague gobbledygook of "He's too fast! I can't do anything against him!" that I've been seeing for the past 2 days. This killer is getting nerfed; the majority have spoken once again. But before it happens, I want to get my 2 cents in, and hopefully impact something somewhere in his changes.
If it was balanced the way I wanted, we'd have a competitively viable game.
A dead one.
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You definitely lose distance if he grabs you in the middle of a Sprint Burst or Lithe dash.
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@danielmaster87 said:
When casual interests converge, this is basically what you get: people wanting a killer nerfed because supposedly you can pick him up day 1 and win non-stop, and because they want easy killers for some special events, they're rushing to get said killer nerfed so that they simply won't have to deal with him. Are the interests of the more competitive players or killer players taken into consideration with any of this? I don't think so.
I get it. Coming from Smash Bros experience, I'm used to the feeling of "Things were going so great until this character came along. Now I've got to deal with them." But at the end of the day, you do in fact have to deal with them. No other developer would even put up with these ridiculous requests about nerfing characters who just barely came out. How long has it been? 1, 2 days? At least try to learn counterplay before you ask for such a thing.
Running with that theme, you're gonna have to face strong killers running meta eventually. Why prolong the inevitable? This is what made no sense about the "low BP cap good" arguments. Why not face a new killer with a complete competitive loadout? You'd be facing a killer at their peak strength, but wielded by a non-peak experience player. Even if the player has somehow mastered the killer after 48 hours of him being available, again how do you turn a chance to learn and improve into such a negative thing?
Are the interests of the more competitive players or killer players taken into consideration with any of this? I don't think so.
For good reason. If this game was balanced like you think it should be, it would bleed most of its player base and die within a year.
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@Reinami said:
Would you rather go against nurses doing the same?
There are fewer Nurses and Nurse players have to put in more effort but go off I guess?
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I am unironically having more fun against any other killer, even if they're tunneling and camping, than playing any match against the Ghoul.
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If you think Renato is ugly, I'm scared to see who you think is handsome.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904292#Comment_3904292
yep, this. Also, I would love to see everyone who is screaming for immediate nerfs try to play the killer themselves. I have a feeling most of them would struggle to get a single kill.
I got a 3K on my first match with him, with a controller, and never having access to the PTB to practice beforehand. And I wasn't even doing the tricks that make him really good like the M1 slingshot.
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I've had a lot of bad experiences with Renatos. As said above, they're often the male counterpart to Nea.
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@dayflare said:
Tokyo Ghoul is cool. But it should have stayed off DBD in my opinion.
I really want Behaviour to bring back the classic horror aspect of the game. The game's not even a horror game anymore ;(
What is "classic" horror? Frankenstein and Wolfman? There isn't a whole lot left that isn't already in the game.
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After match after match against this killer, the only counter I have managed to think of is…
Genrush as fast as possible because he can down anyone in less than 20 seconds if they're ever out of position or aren't spamming every single resource on the map as recklessly as they can, because it's the only way to actually slow the Ghoul down. If he sees you, he injures you, even if you're behind objects or over pallets and windows. If you're injured, he slingshots to you and downs you because the cooldown is less than 2 seconds. If you try to play pallets or windows, his power vaults over them quickly enough that he'll usually catch you before you can do another loop around.
There's really nothing you can do against this killer. Even Blight has to respect level geometry and pallets but the Ghoul will just ignore these things whenever he feels like it. Like Nurse.
And every single one of them is running all the gen-slowdown and aura perks they can.
So I think I can conclude that these have been some of the worst experiences I've ever had in DbD.
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904050#Comment_3904050
Exactly. Sensationalism is par for the course here though.
Just give it time. Figure out counterplay. He's an M1 killer, just one with a lot of mobility. He needs to use it intelligently to get people down with his basic attack.
Asking for knee-jerk reaction changes to a Killer less than 24 hours old is petulant.
Do you have any ideas?
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All those maps were bloat and trash that deserved to burn. Good riddance, rest in pieces four completely unnecessary Badham variants that no one liked.
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Ranked mode will do nothing to stop people from entering the casual mode to stomp with A-tier killers running A-tier perks.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903831#Comment_3903831
Its usually because it takes time for people to learn how to play against a killer and as a killer. Rather than immediately nerfing something a week after i comes out, give it some time to marinate and see how things go. Once people start learning, then changes can be made as needed.
I come from an era of gaming where you just dealt with the fact that magneto was the best character in MvC2 and you figured out how to beat him, rather than calling for nerfs right away.
The killer has not even been out for a day, people are still figuring stuff out. Give it some time.
Got any ideas yet?
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Every match I have against Kaneki, the experience gets worse, somehow.
Who thought Yamori's Mask was an add-on that needed to exist? Give him map-wide info for the zippiest killer in the game?
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Being able to break 30k BP as survivor for once, feels nice.
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I escaped him my first match against him but every Kaneki after has been very toxic, combined with AFK teammates making the games unplayable.
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Ashley and Luis with their RE4make designs. Josh Stone from RE5 would be good too. And I'd like to see Brad Vickers and Barry Burton to round out the STARS members. Billy Coen would be a long shot since Capcom likes to pretend he doesn't exist but he'd be cool too.
Jill's winter uniform from Umbrella Chronicles, and Leon's jungle fatigues from Darkside Chronicles. Rebecca also has plenty of other outfits to add to the game, still.
Young Ash Williams from Evil Dead 1/2.
The white version of Pyramid Head that Masahiro Ito designed.
If they ever figure out how to add new outfits for legendary characters, I'd love to see Cybil and Lisa get their outfits from Shattered Memories, with the winter cop uniforms for Cybil and the nurse scrubs for Lisa.
Barry and Sheriff Breaker from Alan Wake as legendary skins.
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Anything that throws out current Skull Merchant is an improvement and I applaud BHVR for having the guts to do so.
The rework design should drop the aura read on drone disable, though. I'd also like to return her "Undetectable while within drone's radius" function. Alternatively, give her Undetectable during the Global Detection mode. Her original concept was a stealth and tracking killer and I'd like to see that reincorporated into her power design alongside the new drone attacks.
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It's a lot less fun when I am consistently given the most worthless perks in the game and still get thrown against the biggest tryhards. P100 tunneling killers and P100 SWF flashlight squads and I have 1 or 2 usable perks at best. I think I'm completely over this mode.
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This is extremely spiteful for no good reason.
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Stop worrying about doing the challenge and just play the game normally until an opportunity to complete it arises naturally. Tome challenges are not worth stressing over.
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Lightborn is as OP as walls are.
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The servers during Chaos Shuffle have been absolutely horrendous for me. Why am I getting ping spikes of 500? What is happening? Every other game and connection I have is fine, it's just DbD that is completely falling apart to the point of being unplayable.
Does this game have more than one server in America? Doesn't feel like it.
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If she is to have Undetectable in her kit, maybe it should be during the Global Detection, to play up her theme as a meticulous hunter that tracks her targets and attacks when they least expect her. Similar to Dredge's Nightfall but with more tracking and less darkness.
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@Dark_Vorahk1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900478#Comment_3900478
I am proposing a variation of her current power that allows Skull Merchant players to enjoy what makes her unique compared to the rest of the killer roster, while also limiting pain points from the Survivor perspective. I am only suggesting that the devs reimplement features that had provided clarity to the Survivor side. Removing them did not buff the Skull Merchant in any way and only served to nerf the rock bottom of survivor mmr, so they should return as it is of no cost or concern to concurrently active players.
As for your second comment, all killers are capable of kicking generators. Hope that helps.
"Provide clarity" by adding new functions to drones to memorize. Now sometimes the lasers give you lock on, sometimes they don't, the lasers go through walls except when they don't, and now there's an eye symbol that players from the past 2 years aren't going to recognize at all. Not to mention adding even more buttons for SM to press on her drones all over the map because now you can reverse a drone, recall a drone, put drone in a different mode…
All this text won't even fit in the killer's power description on the screen anymore. Playing this SM would require opening the wiki for a full rundown.
As for your second comment, all killers are capable of kicking generators. Hope that helps.
Are all killers capable of putting down detection fields on three generators that notify them when survivors approach them, stall survivors by forcing them to remove the detection field or risk getting one-shot, and can immediately replace the field even if survivors do remove it, infinitely, ad nauseam, from the very beginning of the game? Because launch Skull Merchant could, and it was some of the least fun I've ever experienced in DbD on both sides of the match.
Hope that helps.
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I get disappointed every time I remember this has nothing to do with Rob Zombie's song "Dragula".
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So you say we shouldn't rework her kit because it'll make her more confusing, and then you immediately proposing cramming even more features into her current kit that will undoubtedly make her more complex and confusing anyway?
No.
Skull Merchant has been wrongfully hated as the scapegoat for the 3-Gen meta
Also no, as someone who suffered through that era, the hate was very deserved. It was the only way to play her because it was the only thing she was good at.
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@100PercentBPMain said:
I'd love to play as the One Man Cheeseburger Apocalypse
And I'd love for Ace to get Nick's suit.
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Deathslinger has to stay 110% because he's one of the few killers whose slowness is part of his design as a character: his leg brace.
I'd rather buff him in other ways, though he doesn't really need much other than better add-ons. He's a very skill-dependent killer; make him too strong and good Deathslingers will be horribly oppressive like good Blights and Nurses can be.
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Too difficult, or too demanding to play for most people. I think UVX's cooldown should be buffed by a couple of seconds, and/or Weakened should last a little longer. No extreme tweaks necessary. Also, bad add-ons as others said.
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@Massquwatt said:
It sounds really good in theory but the effect is pretty mediocre, that along with the condition that it only works if the pallet isn't broken means it's only good on killers that can play around dropped pallets….which isn't a lot. Without extensive testing it's hard to know who it'll benefit the most but my guess? Maybe Houndmaster? She's pretty good at playing around dropped pallets but that's all I can think of at this time.
Dredge, possibly, if it uses the Remnant teleport to force survivors away from loops.
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I will use them to dodge aura-reads if I can guess the killer is using them. But I never use them to hide from the killer since it feels like if they're approaching my area they already know I'm there so hiding in lockers just sabotages myself, they'll find me anyway. Especially since they can hear the lockers opening and closing even when you do it slowly, wish we had a perk that made them completely silent.
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@StudiousTome said:
Okay, so wiggling prevents you from being put in a position that forces you to DC. That's another reason it exists.
I get what you're saying but in an actual match where the Killer is playing the game and the Survivors are playing the game this has no place. Very skilled Killers will never have Wiggle be the end of them. Very skilled Survivors will either never get picked up or never allow the Killer to pick up someone else. Even poor playing Survivors won't let anyone stay on hook. Every Wiggle in that scenario is null and void. I'd rather get hooked three times straight and be done with that match then be under the illusion I can escape without help. I'm wasting effort.
It's still something that has to exist to prevent uncounterable exploits. If there was no wiggle and I could carry a survivor around forever, then if I lost a match as killer and the gates are open but I manage to get a single down and pick-up, I could just hold onto that player until the timer ticked down and I'd get a 1K through the cheesiest, most boring, most spiteful way possible. That would suck to experience.
Yes, wiggle isn't going to save you 99% of the time. But it has to be there to prevent worse and unfair things from happening. You don't have to wiggle if you don't want to but if I'm playing killer and I notice you're not wiggling I will take advantage of that to put you on a far-off scourge hook or next to a generator I'm defending to exert more pressure on your teammates.
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@StudiousTome said:
...but at that point the killer cares less about winning...
More than they already do? Killers are either not trying or trying too hard. Which I get, Survivors already outnumber them. Not just in people. 16 perks vs 4 seems heavy-handed but that's just me.
...held hostage, helpless, not able to play the game at all for anywhere from 10 to 20 minutes?
At that point I would DC if the Killer didn't want to play seriously. Oh wait, there's a punishment for that but not a fix for the underlying problem.
My point is Wiggling has no goal. The Killer wants to put you on a hook. This gives the same false hope over and over. If Great Skill Checks don't do anything, why shrink the zone? Why have the needle switch direction? Why have the Good zone do less than anything? The amount of time we waste making it "harder" for the Killer is minimal. As Killer, I get flashlight or flashbang immediately. If neither of those apply, they get hooked. Rarely is Wiggle the reason I drop them. Most of the time I passed no hooks chasing them. Oh well.
I don't know if I did the quoting thing right.
The goal of wiggling is to prevent the killer from carrying you as much as they want and hooking you wherever they want.
At that point I would DC if the Killer didn't want to play seriously. Oh wait, there's a punishment for that but not a fix for the underlying problem.
Okay, so wiggling prevents you from being put in a position that forces you to DC. That's another reason it exists. Removing wiggling would mean you'd have to DC from more games because of trolls screwing with you because you would have no counter against being carried until the end of the EGC. That's another good reason to keep it.
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Don't get grabbed by the dog. It can only dash in straight lines that occasionally curve around obstacles, so try to dodge it. If it does grab you, you can still pull a pallet down to knock it off you if it happens to drag you through one. Teammates can also get the dog off you if they're around.
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Yes, it is to stop infinite carry and to stop killers from putting you in the basement whenever they want. Yes, infinitely carrying a survivor around all match completely helpless wouldn't help the killer win, but at that point the killer cares less about winning and more about completely screwing you out of playing the game. You really wanna be held hostage, helpless, not able to play the game at all for anywhere from 10 to 20 minutes?
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If you are at a loop with a vault, you can exploit bots easily. They will always vault if you're approaching them, so if you can quickly switch to the other side of the wall, they will vault back, and it will be a slower medium-vault. Do this three times and the vault will block and you can immediately hit them.
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@LordGlint said:
I think it's odd people are pretending we don't already have attack on titan running around. Somehow that didn't ruin the mood, but THIS does?
I think the AoT skins were silly, but Tokyo Ghoul is fine. There's worse killers made from worse material in DbD already; if anything Tokyo Ghoul is a step up.
It does leave me wondering what other horror manga/anime we could get. There's not a lot that I know of, and the few I do know wouldn't fit very well as anything other than cosmetics.
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Another us vs. them thread, because we don't have enough of those.
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I don't know why so many people are bothered over Kaneki. I'm not a Tokyo Ghoul fan but it's definitely a horror-themed manga and anime. I like his inclusion more than Trickster and Skull Merchant, though I do admit his tentacles look a little funny.
Still not a fan of Vecna either but that's mostly because I dislike his design, being the chewed-up piece of grape gum he is. I wanted a straight-up skeleton.
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@tyantlmumagjiaonuha said:
It's a relief to know that there is one less gridge that survivors continue to abuse. Now it's Ada's base kit Iron Will's turn.
Remember when they said they were working on equalizing survivor sounds?
What was that, two years ago? Three years?
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Escaping the trial as a certain survivor is a commonplace Tome challenge. Since survivors are just skins, it doesn't even demand a mechanical disadvantage. Just play as them until you eventually get a match you can escape. The Tome is open for almost two more months so people rushing it are just causing themselves and their teammates unnecessary stress.
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@shadow_V said:
Console player here is there a new map?
Yes, they're adding a second map to the Eyrie of Crows realm.
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I'm happy just to see survivor BP rewards being boosted at all. Spreading it out so that some Boldness rewards go into the Survival category seems more practical to me since Boldness can get maxed out by enough good chases while Survival is usually a piddling amount unless you escape the trial. This allows a better balance of the point categories.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895018#Comment_3895018
You know when I saw he was the killer I said to myself "I thought he was the good guy?" I haven't read far in the manga but then it kinda enter the thought of the entity manipulates killer's minds so maybe the entity is making him view the survivors as a threat? It's still cool because ghouls are also have a strong endurance where some weapons just don't do much to them so if he were a survivor someone like Hag basically wouldn't be doing much to him let alone a meat hook so it is cool that they chose to change it up.
If I had to guess, the Entity is manipulating Kaneki at his lowest point into perceiving every survivor as a threat. Perhaps he thinks they're all the ghouls who tortured him to insanity in the first place, similar to how the Deathslinger sees every survivor as the people who backstabbed and manipulated him.