CautionaryMary
CautionaryMary
About
- Username
- CautionaryMary
- Joined
- Visits
- 1,439
- Last Active
Comments
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881733#Comment_3881733
If you want to take it in that direction. If killers believe most of their matches are against SWFs, then why do they bring a solo stomping perk? Be a waste of a perk slot if you ask me.
If this was really an issue and not the next forum complaint of the week, Empathy or Bond would show an uptick in usage to fully counter it. Maybe time to swap out WoO?
Because more people play solo-queue than they do full SWFs, it's that simple.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881702#Comment_3881702
Yeah which is why I think it wouldn't hurt to make people able to be more self reliant and buy more time to learn said perks and not be too stressed out in a match, it helps in 2v8 for people which is literally a live case for such things and an arguement for it. Or some way to view the perks on the pause screen as you encounter them etc or what your allies have.
Yeah, I agree showing the perks when they pause would be beneficial. I think at the end of the day, we'd agree that solo-queue in general needs buffs as a whole.
-
@tricks5776 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881781#Comment_3881781
I don’t think you fully read my first comment on this thread. Because I made the same point but it doesn’t have to be a swf it can be a good solo group with the right perks. Again proving that the slug meta is not real it preys on general unpreparedness for the strategy.
Okay, we can argue semantics. Regardless, it's been an uptick and people are not going to equip anti-slugging builds for a 1 outta 5 games where someone equips slugging builds.
It also has now become a thing since Thrill has been nerfed and it's been a killer's mantra that gen regression is weak, when in fact it's not.
We will see in the next few weeks as it's still a relatively new "meta".
-
@tricks5776 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881731#Comment_3881731
”Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.”
Meta literally means most efficient tools available so if they’re the most efficient, would they not be the most common?
Something can be efficient at doing what they need to solo-queue, yet be ineffective towards SWF.
That's why I said in my post that they are curb stomping solo-queue and when going against a competent SWF that can deal with it - it's much harder. It's why you see many people complain about SWF - if SWF did not exist, slugging builds would definitely be more meta as it is strong against people with no comms.
-
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881715#Comment_3881715
Hehe it takes quite abit of practice and patience but eventually you get comfy. If you are needing a few vid examples ill happily share some with ya.
For sure, go ahead and share some Bug. 😊
I just feel like I need a little distance because a lot of the loops with pallets are terrible - as many are unsafe now.
-
@Mr_K said:
If knockout wasn't useful you wouldn't be complaining about it.
The perk is doing exactly what it was designed to do. Make it harder for other survivors to find you. Not only this perk but there are many ways to inflict blindness on survivors. Once your upset cries for nerfs are answered killers will start using blind builds. Just like they started using slug builds by taking away slow down.
I don't really understand this argument, then people will whinge and cry about SWF. It's essentially a solo-queue curb stomper, yet does nothing for SWF. It just pushes people to go play SWF, but if that's the end-result of Knock Out being used -- killers have no right to complain when it's completely countered by a 3-4 man SWF.
-
@UndeddJester said:
I feel like all maps should have day/twilight/night or bright/dim/dark variants. They added that to the player survey a while back, and I would be happy to see that added. Would make a cool offering. REd forest with loooooooong shadows as the sun pokes through the trees would be cool…
Also please add some burning bodies and medieval sconses to The Decimated Borgo… it's dark theme is great, but I can't see jack in that map…😶
Yes, please! I agree, it would actually make the game more interesting and aesthetically pleasing.
-
@tricks5776 said:
The “Slug Meta” is not real.
it is an artificial “meta” that works because survivors are not bringing anti-slug perks. The minute they do, even the best sluggers in the game can’t do it for free.
played against a slugularity yesterday with plot twist, exponential, circle of healing, and DS.
got a 3 out that could’ve been a 4 out. And it was a solo queue game.
Again the slug meta is not real, it’s just taking advantage of survivors not running anti-slug. But when the meta shifts, you shouldn’t be surprised that it’s no longer as effective as content creators claim.Slugging, just like tunneling, is a good strategy to use Situationally to build pressure. It’s not an instant win button for killer when survs are prepared. The “Slug Meta” preys on bad solo survs, which are the majority of the player base. That’s why it seems effective, when it’s really showing the weakness of solo queue surv.
Just because it's a temporary or not as common playstyle doesn't mean it's not gearing up to be a meta.
People generally do not use anti-slugging builds or perks because most killers typically pick up. I tried running the "small pp build" yesterday and I got use out of my Unbreakable with Soul Guard once. I got more use out of Decisive Strike, lol. Most killers that you go against are the type that downs, picks up, and hooks.
I think the Knock Out and slugging builds are in a way dying because most survivors know to push gens, hop into a locker when they recognize it's in play, or the killer in question doesn't have as much experience and notice it via YouTube.
I went against a Freddy with Knock Out two days ago I believe and he got no pressure whatsoever because of how he was playing and began hooking my random due to it.
I still think the perk needs a nerf or a timer placed on it - but regardless, it is a "meta" in the same way that popular streamers are pushing it but people are not as skilled as let's say Tru3, so they typically suffer from getting kills.
-
@VibranToucan said:
This is something very important if you want to have peaceful and fun matches. Never play nice with Survivors. What do you think is happening with the other Survivors you do silly spins with one Survivor? If you think anything but "pushing through gens and try harding for the 4 man out" then you are wrong.
And also any sign of weakness you show will often be used to insult you. There are countless examples of this. A short while ago I played Vecna. All 4 Survivors were still alive but one was dead on hook, but then she got the Eye of Vecna. I found her, but I wanted to be nice and let her to get the achievement so I just went away to find another Survivor. They all got out and insulted me in end game chat. Similarly a while ago I was playing Pig and a Survivor brought a RPD offering and I generously assumed they only wanted the achievement. In End game I saw a survivor who was injured, headtrapped and dead on hook run away. But I was feeling silly so I did snoop boopes, spins and slow ambushes with another Survivor and they got out. "Noob Killer", "Ez", "Learn to play". Any niceity will very likely get weaponised against you. So don't even try. Hell, I recently ran into a bully squad where 1 Survivor tried to play silly with me, meanwhile the other 3 were pushing through gens and as soon as I started chasing that Survivor for real they ran in with BG player, flashbangs, sabotages, etc. Playing nice only hurts you.
Even if you win, being nice is punished. If you give hatch, yeah they might be nice then but what if you need adept next game? If you give people the expectation your going to give hatch many are going to be toxic if you don't. And if you subtly give hatch by not looking for it and just breaking walls and pallets and stuff, many are going to be toxic because they "won" by beating you to hatch.
This game is already toxic, but counterintuitively being nice just makes it worse, not better.
You're going to be called toxic for anything anyway. The Survivor runs to hook and your chasing them? You're getting accused of camping hook. You're getting your first kill before 8 hooks? You're getting accused of tunneling. You play Legion? You're getting accused of toxic mend simulator. You play tombstone Myers? You're accused of abusing OP add ons. You play Sadako, Freddy, Plague, Singularity? Damn, you're accused of abusing difficult to understand killers for easy wins. You play Nurse, Billy, Blight, Spirit? You're getting accused of abusing OP killers. You bring a pride flag charm? You're going to get insulted for that by toxic Surviors too. No matter what you do, you will constantly get insulted almost every single game. Don't bother trying to do play nice. It won't fix it. It will make it worse.
Hard Tunnel as hard as you need. Slug as hard as you need. Camp as hard as you need. 3 Gen as much you need. Many Survivors will be toxic anyway, so just play for your own fun. Not for theirs.
Many Survivors think they are entitled to the win. This also likely the reason Survivors are disproportional more likely to be hackers. They think they deserve to escape every game so they try their hardest to make sure they do that. And they will be toxic if that doesn't work out. And if it works out they are toxic because they think they are better than you.
So just do yourself a favour and don't even start.
And just in case someone wants to comment to disagree with me. Thats fine. But keep in mind that if you read my post carefully you can see I never said "all Survivors" only "many Survivors." I also never explictly advocated for Slugging, Camping or Tunneling. I just said everyone should do it as much as they need. If you feel like you never need it, great feel free to play like that.
Lastly, if you think what I am describing doesn't match the actual game, this is my honest opinion. Please be nice, there is no reason to belittle or name call anyone, and keep the discussion productive.
You can say the same thing with killers.
I had a slow walking Chucky with an end game build with Blood Warden who was pretending to "be nice" but essentially was trying to trick the survivors.
Point being, everyone will play scummy and will do anything to win. It's why when I play, I don't generally take it "easy". If a killer is acting suspicious, I normally think they're either trying to derank for lower MMR (still takes a long time), they act nice to a specific "character", or they are doing what the Chucky did in my above ^ example.
I do have my nice little moments, I played against a nodding Wesker on PC and him and I started off where he saw me and aggressively nodded at me but we still played accordingly.
Other times, at end game - like this Onryo I faced we had a moment and she allowed me to get the door because I dropped my item and we nodded at one another.
You can have nice moments, but I generally am very competitive minded with this game because I know how some killers are as I've experienced many times humping, bleeding out with Wraith dinging his bell, smacking you on hook (before anti-camp meter), and anything else that are particularly bming. I still remember a Bubba humping me on the ground during Lights Out!
So, no I don't take it easy on the killer due to the behaviors I described above. I feel bad when gens are rushing, but I know on the flip side from a killer that they will not feel bad if he's snowballing and hooking multiple people.
-
Interesting that you run without exhaustion perks. I cannot - the only person I do that with is Ellen Ripley lol.
Her build at the moment is - Iron Will, Windows of Opportunity, Light Footed, and Deja Vu.
The only build I have with Windows because I typically memorize pallets and where they are normally. I also look around when I'm in chase and spot them easily.
But because she has no exhaustion, I just put Windows on her as it's easier to keep chases going without a reliance on exhaustion perks.
Typically I always run exhaustion perks and feel like they're essential to keep a chase though.
-
@Yggleif said:
I see this occasionally where someone is is running Balanced Landing+Lithe or DH+another exhaustion perk and I always thought it was a bit questionable because it seems unlikely you'd get to use both consistently. But thinking about how most of the time it's rare you get value from your entire build I've been thinking maybe there's something to it with how flexible it let's you be in your pathing.
What do you think is it a meme or is there value in it?
I ran Dramaturgy and Lithe, along with Iron Will and Vigil (I think) for my Claire Redfield yesterday. I love that build on her because she's specifically loud.
The only two that I would not do is Lithe and Balanced Landing as they kinda are hard to pull off sometimes.
But I like to experiment with builds generally.
I do love Smash Hit and Lithe together as they complement one another. 😊
-
@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881621#Comment_3881621
I always find it a little strange when players decide to spare or target others because they are playing a specific character or using charms
Yeah, I don't really use Pride Charms myself - even I like women as well. Once I saw that one streamer kill people for having pride charms, I've always opted to not wear them. I used to run them on Nea because Nea looks like a stereotypical lesbian to me, but now I don't really wear them due to that one streamer and only wear character specific ones now.
A bit odd to kill people for their charms and even weirder because you have to go up to the survivor's waist line to see it anyways.
-
@Shaped said:
I do out of habit, but if I'm being honest banners and icons are cooler to me.
Charms are just too small and outfits are doing that role better since they sometimes have acessories on them that stand out. Helms, bags, instruments etc.
Yeah, the banners are cool. I like the moving ones, along with the badges. Right now I'm rocking the Yui on a bike with the glittering Crow badge. 😅
I also like the one they came out with earlier, the dead deer laying down one. I'm not on the game, so I can't provide specific names. 😋 But another thing I would like is backgrounds, but I think that would be harder to implement for Behavior. 😔
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881351#Comment_3881351
I mean there is being constructive and making suggestions and then just complaining, which I'm sorry you have nothing to contribute.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881347#Comment_3881347
It would do a lot I feel, especially when playing with a friend who knows more, if they manage to help you break away you have time to heal without being lost and not being able to get help. As they learn more from it they'll get better at positioning, but having more potential health states means more chances to learn and a more forgiving experience. Self-care can be brought anyways rn and its brought often by newer players, so even buffing that would be a start or hard capping it at 80 percent with heal increases to make sure it doesnt get out of hand.
I wouldn't be against a Self Care buff, as it's generally slow even if you bring it with Botany. It would have to be something that's tested, but like I said I think higher hour players might complain on why they don't get basekit stuff like a Corrupt Intervention or Strength in Shadows Self Care. I wouldn't because I generally do gens injured anyways, as it's sometimes the best play.
I think the hardest thing for newer players is information overload. There's so many perks and even with my friend that I play with daily, I'm still telling him things or teaching him new stuff. He's always asking me for information on what perks synergize and whatnot, lol.
There's just so many perks in the game, which can be a turn off for many new players as they wonder how did the killer go to them or find them — hence my comment on bringing the fog back as it would help new players actually live as fog in the past obscured killer's vision and allowed some stealth.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881116#Comment_3881116
See Low MMR could be helped massively with a means to keep oneself alive, Survivor independance is the key when co-operation is not an option, we make solo queue better, we ease incentive to just slam gens only etc, give survivors more to do and everyone is happy.
But low MMR usually has tunneling and camping typically - the healing changes would do nothing for low MMR.
I should know because years ago when I first played people would just sit on hook and smack you repeatedly, get off hook, you're down again. I'm assuming low MMR has not changed from that playstyle, so you give baby Meg Strength in Shadows Self Care anywhere on the map, it won't do anything. Killer will return back to hook, see baby Meg self caring, and back on the hook she goes.
That's why I'm saying it'll just handicap survivors and killers in the long run and produce bad habits. In that situation, baby Meg needs to either
A): run away and get to a distance if the killer is coming back to hook.
B): have a teammate bodyblock
Or C): if the killer isn't miraculously tunneling or camping, she could reset
Strength in Shadows Self Care could help, but again make people do bad habits by self caring at a hook they just got unhooked from, self care after every single unhook, or just die as they're self caring.
-
@CLHL said:
"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.
I wouldn't compare Trapper to Skull Merchant at all. I've had Trappers trapped a pallet and I literally just run elsewhere to a whole new loop.
Skull Merchant on the other hand could toss up a drone, you have to crouch through the scanlines to avoid getting hit. There's a reason why Trapper is considered one of the weakest killers in the game because his lethality and mobility are not as great, as someone like Skull Merchant. She was a jack of all trades killer with stealth, hindering, injuring of drones, and the constant overlapping of drones too.
Trapper only can place traps at loops, that's it — more lethal if they bring a Bloody Coil, but eh.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881066#Comment_3881066
That's fair, nothing you listed isn't true as far as being good at the game. But that's not how I personally would define high skill, but stuff that is knowledge based. It's just semantic differences here I think.
I sometimes fall into defining things narrowly, and often define it technically. Like to me the highest skill gamers are people who are elite at games that require lightning quick perception, reflexes, timing, etc. along with game sense for their respective games. These types of skills aren't really needed to be good at DBD, beyond the ability to work a controller or M&K at a rudimentary level.
An 80 year old could be great at DBD with enough learned game sense. Anyone can.
I think what frustrates a lot of people who come into DBD is that virtually none of the general gaming skill one develops over years and decades of gaming translates into DBD. Success in this game is all DBD specific game sense and RNG.
But if a person defines learned game sense as skill, that's totally fair. I'm just being semantically neurotic here.
That's fair, I think with quick reflexes you could argue the ability to hit a vault at a precise moment - along with timing specific hits too. But I get your argument, even if I disagree that DBD is primarily knowledge based to a certain extent — it's definitely a hot take I'd feel so thanks for sharing. 🫡
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881101#Comment_3881101
I agree players should be improving… but at the same time that's the point of things like this, to allow them to have more time to improve. The problem with DBD right now is games are way too snowbally one way or another, something like this to encourage more back and forth would create a better quality of match overall.
If newer players can heal and get back in chase and take more risks, they'll learn more and also not feel like they are being tunneled out, it's faster for a player to be healing themself and another on a gen, than someone to hunt someone down and heal them without perks.Hm, I see your point but I didn't need all of that when I started playing.
Like I said, I just feel like it would create bad habits in general. Sometimes it's best to stay injured to do certain things like doing gens, then you'll have people constantly healing after every hit or after every unhook.
Low MMR is highly killer dominated, so giving them even more ways to spread pressure for free will just make low MMR even worse.
What the game does need is better resources and buffs to solo-queue to compensate for disparaties in MMR brackets. If a killer gets gen rushed, it means that they didn't apply map pressure or defend their gens. I played killer months ago and easily 3k-4ked - you can say my experience with survivor made me good at playing killer - but regardless, I didn't need any of that to do fine. I can count on one hand where I got less than a 3k and I can acknowledge where I fell short and learn to adapt - just like any other new killer and survivor.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881030#Comment_3881030
If you have played 2v8 its around Strength in shadows speed, which isn't bad at all honestly, I think it being available for a duration after being unhooked would be helpful for solo queue or the like, or on final hook like it is in 2v8.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881001#Comment_3881001
It's not punishing them, it's how quick gens can pop in succession without any slowdown in a build, if you've ever played killer casually it happens really often, when something like this is in place we'd be able to balance killers to be less oppressive like Nurse/Blight etc and focus more on fun killers ot interact with.
I suppose, but maybe it's just my time of playing DBD — I feel like in order for a person to get better, they need to deal with situations that are both ups and downs. People need to be more aware of what they could have done better and how to manage things much easier.
Even then, sometimes it's not best to just heal yourself all the time and I feel like it would create bad habits in general. Similar to basekit Corrupt Intervention and whatnot.
I know how it feels to be gen rushed - I was on Legion but I still managed to get a 4k easily because I slugged for pressure and the survivors were being overly altruistic. People need to learn certain gameplay tactics to alleviate pressure without blaming it solely on how the other person plays.
These two ideas are nice in a vacuum, but makes people handicapped once they no longer have the tools they need. Then you add in higher hour players and they wonder why they don't get basekit Strength in Shadows everywhere on the map or Corrupt Intervention.
-
@tjt85 said:
Personally, I LOVE putting charms on all my Survivors. I do wish some of them were scaled a bit better to the different Survivor models. Some charms look way too bulky on my female Survivors but look just fine on my males.
I try to make collections themed around the Survivor (Claudette, for eample, has all plant themed charms and Feng has gaming related ones). Or I theme them for whatever event is currently on. But there are also charms that I use on most of my favourite Survivors because they're goated, like the Necronomicon one.
I'm still a bit sad that the tomes don't include unlockable charms anymore, only badges and banners. I don't personally care for those.
Same, I recently went through my survivors and did all the charms that are respective to the character (Scroll of Toscano, Howling Fire, and A Dreadful Deed) on my Vittorio for example. ☠️
I think it gives character and a nice little sentiment. I don't really care for hiding, so I don't really find myself being in situations where my charms give me away. They're so minute, but a nice little addition anyways. Wish they'd add more character based ones. I even got the little Martini Glass and the slots machine on Ace because I see him drinking alcohol and gambling at the slot machines lol.
-
@DragonMasterDarren said:
Autohaven is not balanced at all and is boring to play on
Houndmaster is slept on
Lery’s and Hawkins are good maps
I can agree with Lery's because I can loop well on Lery's but you lose me on Hawkins. ☠️
@jesterkind , even with it being absolutely gutted with Sprint Burst. I actually like to use Iron Will with Lithe, Dramaturgy, and whatever else exhaustion perk I have. It's definitely came in clutch, especially on my Claire Redfield as she's super loud.
@HerInfernalMajesty , I agree. MMR gets a lot of hate and I sometimes have a mixed experience. Yesterday, I came across three Sprint Burst users walking everywhere, which was frustrating. However, I have made really great friends from the MMR system and it's been a joy to play with people with a similar skill bracket that I have. Without MMR, you'd have people with so little hours and the games can be a toss-up on what you get imo. Now games are a lot more consistent for me with the odd hit or miss now.
@Thusly_Boned , interesting that you think DBD isn't skill based. I do agree that it is knowledge related, but there is definitely skill on both survivor and killers.
Survivors for looping, learning when to stealth, 99% Sprint Burst, optimal pathing, when to go for a save, when to commit to a gen, etc.
Same for killer on the area of when to drop chase, hiding your red stain, many people who play Wesker (as he has a learning curve to him imo). There is a lot of skill baked into learning killers — the counterpart for survivors knowing how to counter specific killers too.
-
@Fuzzycube said:
- The killer shack is too survivor friendly and there should be a killer perk that does something to negate that, maybe x% hindered while within the killer shack and a few seconds after leaving but the perk gets disabled if there’s a survivor hooked in the basement below the killer shack and also for x seconds after the survivor is unhooked or something like that.
- Chaos mode is the best mode but it would be better with random items and add-ons with only point based offerings allowed.
- Self healing via Circle of Healing was the only thing that made boons worth taking.
I told my friend that's a comp player that self healing via Circle of Healing should only be applied to the user who brings it. I don't think that would have been too bad of a nerf when the previous Circle of Healing came out -- but I don't really mind the current version that it is.
I do think the whole bring Circle of Healing for ALL your team to self heal inside of it was broken though.
-
@FearlessHunter said:
I agree, I miss the old foggy look to dbd. It was honestly so unnerving seeing a Michael partially covered by fog stalking you from a distance. Now I feel like mist offerings barley make a difference. I'm pretty sure if everyone brings a mist offering it only covers your feet now.
I always use this video as an example.
Yeah, I was very surprised to see that the mist offerings no longer stack. It's such a sad state of affairs and the game just lacks any of the horror that it used to have imo.
It just lacks a form of identity now. You load in, do a gen, killer spots a survivor from a distance unless you have a team stealthing around.
It's just rinse and repeat, while old DBD would have more suspense with it. It helped Trapper on maps too, along with Hag as it obscured their traps as well -- I even remember those two killers would bring the mist offerings to help their traps be hidden more.
Now everything is just brighter and more colorful - it doesn't even seem like a horror game. Just a game you load into, loop around objects and pallets, get a nice chase in, get gens done, and it's rinse and repeat. I miss the whole evading a chase and actually getting away due to the fog, it provided an element to the game to be heart racing — "Did the killer lose me? Oh no, he found me." nowadays you don't get that, lol.
-
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880988#Comment_3880988
bots can be a menace
Yeah they were half decent when they first came out.
But either they nerfed them or broke them because every time I see them these days they're getting stuck on everything or running into the corners of the map and just getting two tapped. It's disastrous.
And then they are waaaaay different compared to custom bots too.
They need to program them to do more behaviors. Like they already listen when you point and do the come here emote, so that's good.
However, they play very passive and will not do anything if they're in the killer's terror radius. When they're one of the last alive, they just open the gate and leave - very selfish type of playstyle. It's funny because I played against bots in customs and I had a Cheryl bot hooked all the way opposite of the door they opened when I was testing Freddy.
Do you want to know what they did? Opened the gate and all of them ran like a pack to go unhook the Cheryl. Why they have MORE brains in customs but play absolutely absymally in regular gameplay is beyond me.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880063#Comment_3880063
I feel like giving survivors more ways to heal themselves like self care being made base kit like it was in 2v8 etc when they need it most would help solo queue and encourage survivors to stay in the game and do other stuff, newer players would be less afraid to learn as they can make more mistakes and anti heal will still be effective as it will regress the bar when they are found. I'd imagine it'd help a lot with the current quitter epidemic and give perks like no quarter more value.
2v8 is full of a lot of great ideas, that should be experimented more in the base game, maybe its own queue, base kit unbreakable in 2v8 allowed survivors to avoid slugging without taking away it as an effective strategy.
I feel gens being blocked to stop momentum like deadlock and corrupt would be a fair trade for such things making the game more fair and back and forth for both sides.
of course I don't have data etc to back that up, but such things feel good to use, and dont feel horrible to go against as someone who plays both sides. And I feel this is what we should be looking at base game.Yeah, I think it's more so causing newer killers to become more reliant on it causing them to have lower skill expression when they first start.
Honestly, I would get rid of the level restriction entirely. No reason why you have to level up to 15 to get four perks.
Newer people therefore have to sit through games to level up just to be able to use 4 perks.
When you say more ways to heal themselves, what do you mean? Because I know many people would get annoyed if Self Care was basekit due to how slow the healing in general is. You'd just have low MMR survivors healing themselves in a deep corner of the map, while all the other new survivors are doing whatever it is that they do.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880690#Comment_3880690
nobody needs to slug? than why are killer doing it when they previous were not?
Because it is easy.
And they've always done it.
-
@FearlessHunter said:
I agree, I miss the old foggy look to dbd. It was honestly so unnerving seeing a Michael partially covered by fog stalking you from a distance. Now I feel like mist offerings barley make a difference. I'm pretty sure if everyone brings a mist offering it only covers your feet now.
I always use this video as an example.
Yeah, see it just doesn't have the fear factor that it once had. 😭 I even miss how old Coldwind looked, along with more vehicles being in Haddonfield. It's honestly so barren in the streets and misses all form of personality that it once had.
I'm not asking for old Haddonfield, it just looks empty and no effort whatsoever since they reworked it.
-
@I_Cant_Loop said:
I think the fog rendering caused people’s systems to explode
If the fog changes are due to last-gen consoles, it might be time for the game to transition to newer systems. This might sound elitist, but the current situation directly affects the game’s atmosphere because players are still on older consoles. I recently played against a Bubba who spotted me from one end of Backwater Swamp to the other. This lack of obstruction essentially acts as a buff for killers, given that new consoles have been available for around five years now.
Other major multiplayer games have moved away from supporting last-gen consoles due to their limitations. Even before, the fog was manageable and they could have opted for less fog only when versing Dracula, rather than removing it altogether.
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880428#Comment_3880428
I personally like that bubble, makes it easier to tell where a Survivor is hooked from. I'd be fine with it being removed via some perk, but i don't think it should to be removed completely.
But regardless, I hope that they start to make some changes as I've seen bugs with Houndmaster for example — where she summons the dog and it gets stuck in one place, while it just continues to bark over and over again. I think the community just wants many changes due to how monotonous DBD has become to play, to be fair.
As far as i can tell, the most egreious bugs that plagued Houndmaster have been fixed with the recent bug fix patch and i haven't noticed any new bugs with her either.
Also the truth is that if the game feels monotonous to you already, then it's most likely going to feel so regardless of how many QOL features they do, as the gameplay loop will still remain the same in the end.
Only way to really change it up, is if bhvr by some unrealistic chance decides to create some entirely new gameplay form for both Survivors and Killers that changes the gameplay loop entirely and not just via a new killer power.
Oh yeah, for sure - that's why I typically take breaks from it and come back when I feel like playing again. 😊
I saw the bug happen about two days ago against a Houndmaster (she'd summon the dog) but it would get stuck at a window in Ormond Lake Mine and continually bark over and over again. ☠️
-
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880399#Comment_3880399
Taking into account the potential long-term content drought it would have, as no new content of any kind would be able to be added, as well as how there's no telling how long we would have to wait for such an update to arrive.
Them doing some big health update this late into the game's lifespan is far too late and i doubt the playerbase have the patients to wait who knows how long before bhvr have finished such an endeavour.
It's better to space such a task out through multiple patches, something i have a feeling that they're already doing.
I agree, small patches to fix certain issues would go a long way. Especially with the Kindred changes where it used to show the killer without any obscuring. I know Behavior said it was intended to allow some secrecy on the killer's behalf, but sometimes you don't get any information due to how long it takes the bubble to go away concealing the killer.
Why I typically attach Open-Handed with Kindred just to provide information, as Kindred by itself sometimes doesn't relay much information due to the changes made in patch 6.0.
But regardless, I hope that they start to make some changes as I've seen bugs with Houndmaster for example — where she summons the dog and it gets stuck in one place, while it just continues to bark over and over again. I think the community just wants many changes due to how monotonous DBD has become to play, to be fair.
-
@SoGo said:
Start spacing out chapters apart.
3 chapters per year max.
Use the time in between to fix bugs and issues.
Please, Bhvr.
People have been saying for the longest time that they needed to do an Operation Health like Rainbow Six Siege did, but regardless Behavior will do what Behavior does.
I doubt we will ever get a revamped patch that fixes many issues. It's sad, but it is what it is for me.
-
@tricks5776 said:
if we’re being completely honest survivors have a lot of tools to consistently win games but the majority of the player base is not good enough to use them consistently. That again is behaviors fault for having so much content with very little explanation. The tutorial system needs a major overhaul and more in depth explanation as I’ve said on forums before. I will also agree that they have slightly overtuned some maps to killer creating zones where you either have no tiles or all the tiles are bad. I used to play solo queue surv a lot. I still play but the quality of gameplay from this time last year has decreased drastically.
Do people actually go and do the tutorials, though? Lol.
Most people skip the tutorial system. You would be surprised how most casual people will typically jump right into a game and just play the game right off the bat. Even if Behavior made a better tutorial system (I don't disagree with the point)... People will stay play how they play regardless. It's why the MMR system was created to ensure that people in the same skillset played with people with similar skillsets.
Most of the time people play multiplayer games, they don't look at tips and strategies unless they feel like they need to improve their gameplay. Some people will say they're not good at looping, they might opt for stealth or gen related perks. So, the inclusion of a better tutorial system could work for some but people have their playstyles regardless.
If I had to guess, most people do not sit around and watch JRM, Ayrun, Cru5h, Noob3, Probzz (even with his behavior), etc. When I first started playing, I watched a lot of Noob3 and Probzz, so I generally know how to loop but many survivors will not do what I did because the casual player base doesn't go out of their way to improve.
-
@Royval said:
miss old spine to this day lol
Same, it's such a devastating fall from grace. I loved the vault speed build back in the day, lol.
-
@Hexonthebeach said:
I think it makes sense for calm spirit, maybe not that slow.
The killer has a slightly better chance to interrupt it and if you wanna doing something silent, like opening a chest , you have to do that slowly.
Potential Energy is meant for 3 gen situations, where you have to prerun and the killer has no time to chase you.
No, you don't have to do it slowly.
Behavior has an odd way of tacking on unnecessary nerfs to already niche perks.
Look at Adrenaline and the way that they nerfed it, in comparison to Technician and Calm Spirit.
Technician and Calm Spirit didn't need the restrictions that they got because they're already uncommon perks that people use.
Like @ralecgos said, it's just chores. Chores upon chores upon chores, then they wonder why a perk isn't used after its "buff". People want more consistency, not let me waste my time for a marginal bonus. Why use these niche perks when you can use something more reliable?
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880238#Comment_3880238
Yeah, I rarely cleanse my Plaything either (partly because I run Soul Guard, so having a hex will let me pick myself up when necessary). I can deal with oblivious, as I usually know what other sounds to listen for when the Killer is near (like Ghostface's flapping cloak or Nemesis's heavy footsteps).
Strangely enough, the match right after that Skull Merchant was a Spirit who ran Thrill/Pentimento/Plaything, and we cleansed a bunch of totems while doing gens (and somehow Pentimento still remained active despite all the totems cleansed, and I was like, "How many stacks does she have??" And my Plaything was never cleansed either. We got a 2-escape in that one. Perhaps the difference between this match and the Skull Merchant was that no one gave up…
Interesting, probably a Pentimento totem was overlooked because I've never heard of Pentimento still lasting even with no totems available (other than your Plaything).
Yeah, I don't really use Soul Guard on my end as much due to not many killers running a Hex totem, but it is pretty good with Unbreakable for the faster pickup speed. It was very strong during the time when killers would run Hex: Ruin before it's inevitable nerf. 😋
-
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880151#Comment_3880151
Unfortunately, running Pentimento made it too time-consuming to bust out the gens as well.
I don't really have issues with Pentimento, other than it being combined with Thrill. I don't really see it all that much in all honesty and it usually becomes a factor when the killer runs Hex: Plaything.
I don't usually cleanse my Plaything as many killers run that combo, so I just run around oblivious and do gens.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880167#Comment_3880167
For the White Glyph Challenges, you get 25,000 Bloodpoints if you escape with it.
What I do is select the Challenge and just don't attempt the Challenge in a match until I come across a Killer who is just farming or meming around.
That way, I can be assured that not only will I complete the Challenge, but I'll also escape with the Bloodpoints bonus.
Exactly, I agree with you. I kinda wish I knew that before committing to the challenge many months/year ago, but that is correct as well.
I'm not fiending for bloodpoints, I always joke that I wish I could give my friends them as I typically stockpile 'em as I have high prestiged survivors and prestiged my killers. ☠️
-
@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879576#Comment_3879576
Get better at the game instead of blaming your losses on swf
I honestly lol'd at forcing killers to get all hook stages to win the game.
What kinda weird workaround is that? How would that even be implemented?
-
@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879544#Comment_3879544
i would add 11th reason that pushed it's way through with Hex meta. And that's:
"if it glows it goes" mentality heavily pushed by content creators.
People are quite often making humongous mistakes by deciding to cleanse hex totems they find along the way while not even being aware of what perks are in play, just to end up cleansing Undying and giving killer their first and very strong Pentimento token, or simply wasting their own time they could spend working on a gen.
Eh, all it takes is for one person to cleanse a Hex totem and remember the placement of the notification (every single survivor should take note in case of Pentimento).
Now it becomes an issue for a survivor cleansing a dull totem - but that same survivor should remember where they cleansed the dull totem lol.
I incorporate if it glows it goes, but will often think twice about Thrill of the Hunt as I don't care to cleanse it as it's too time consuming to do so (that might be a hot take) but I'd rather gens go brrrrr than to sit on a totem and cleanse it for Thrill of the Hunt to still be in play and triggering Pentimento by accident.
-
@shadow_V said:
Rather people like it or not and I imagine a lot of people are gonna disagree with this statement dbd is turning more in the killers favor honestly think about what they've changed for killer
Respawning the hooks when it wasn't a problem to begin with.. if its the survivors fault they 3-gened then it's the killers fault they used up the only hook nearby
Making it so the gen has to have 5% progress put back into it before it can stop regressing and conveniently pain resonance + grim embrace/dead man's switch is perfect for covering the gen faster then you can stop the regression
granting the ability to mori the last survivor which is undeserved being most killers leave the 3th down to search for the 4th also it's not fair to the last survivor when they haven't been hooked/seen all game then get moried at the end
Almost every event recently only really benefited the killers example this past haunted by daylight they made it so the killer knew you were in the void made them undetectable and made it so they could use their powers but they took away the ability to use exhaustion perks for survivors cmon that's 3 ups for the killer and 1 down for the survivor I know they gave us the smoke crystal but it blinded us just as much as the killer I ran into a wall more times then I want to admit
They made alert pretty much useless against undetectable killers including stake out but watered down distortion so if my token gets consumed by lethal pursuer and killer has bbq/ friends til the end I'm screwed
I believe they changed ruin back so now it stays active even if someone dies (at least the last time I didn't die first ruin was still active) mind you ruin keeps me from using blast mine.. also as soon as I let the gen go even by mistake it sets it back 5% ik it's not a lot but every second counts
There's so many perks now that help the killer find you as if it was even hard it's ridiculous how someone gets found within 30 secs into the match and it's even more ridiculous how a killer can get the ability to kill at 5 gens with devour hope (Ik it's a hex it can be broken same as ruin but I've spent so much time trying to find it and couldn't)
Ik the swift teams are getting out of hand and Ik they strengthen these perks for 4 man teams but soloq is getting almost unbearable to play and let's not forget the slugging bit that's been going on for years with so many complaints backing it but I guess respawning the already used hook was a bigger issue even though there's already so many hooks in fact breaking a hook for someone doesn't work a lot of the time because they just take them to a different hook
The killers have 3 ups they have their power. Their add-ons (some very strong add-ons) and perks and Ik it's always been like that but it gets more difficult when you give them a power and an ability AKA turning into bats to bypass pallets/windows or picking/preventing you from dropping a pallet.. survivors do have items but 1 toolbox on a gen with the best add-ons isn't really going to do anything if my teammates myself included keep getting hooked plus Franklin's + weaving atonement + 4 items that's a killers wet dream and the fact any teleporting killer can teleport back to the hook immediately after someone gets saved is a major problem
The face-camping mechanism (I called it an anti-camping bar but someone corrected me even though if a killer is smart which most are they know not to get too close bc that bar is in place) doesn't help as much as they thought I've seen plenty of times the killer stood back far enough knowing it wouldn't trigger the mechanism.. in some cases I believe it is okay to camp like if it's 2 gens and you've got no hooks but too many killers camp at 5-4 gens and too many killers immediately come back to the hook I get that the camping bar doesn't help that but if killer comes back to the hook penalize them for it by deducting points
And anyone with the mindset of slugging and camping is in the game so it's perfectly fine no it's not I would hope that people would be decent enough players to let me at least have a little opportunity to get my challenges done and by that I mean I can't do gens or get unhooks or even look for a glyph if I'm the first one found then tunneled out or camped
Sorry it's a long read but if you made it this far thank you for reading! if I think of something that they've done to further make it killer sided I'll comment it below
There's a lot to unpack with this post, so I'll go point by point.
It's no surprise that Behavior thinks the ideal for any killer is a 60% killrate, that's the game that they envision, and it's obviously a hot debate if it should be 60% or not.
Sure, I have my gripes with the hooks (I think they spawn fairly TOO close together rendering Flip Flop builds useless). I do think it was an issue where survivors would go down in a certain spot to prevent the killer from hooking them. Hooks respawning is a mixed bag for me, but I understand why Behavior allowed for hooks to respawn due to the issue I provided above.
The 5% regression isn't a huge deal to me, if a killer keeps returning back to it, then the survivor can always do another gen. It only takes one survivor to stop it from regressing to trigger a regression event (a maximum of 8). I find that too many survivors (and I noticed this as a killer) will typically play very selfish to pop a gen and will primarily go down for it instead of just working on another gen and allowing a teammate to do it (especially if the survivor in question is injured).
I will agree that the mori system that they implemented does incentivise slugging and definitely pushes more people to slug for the 4k. Regardless, a killer will slug the third and still work for a 4k. It just seems more annoying to you, as you wait for the survivor to die, don't get hatch, and you're moried as the last survivor.
I don't disagree that some of the events that they introduced are more killer sided, like the previous Haunted by Daylight event. It was annoying to get double tapped by the skull and the notification that a survivor is in the void was something that they didn't need to add — as that would make survivors avoid the void in general, as we saw many complain about during that time.
I disagree about Alert being useless, I enjoy the perk as a whole and it's very great for chase potential as the killer kicks a pallet and you're guaranteed to win a mind game. Stake Out is dependent on the killer's terror radius, therefore no terror radius = no stake out tokens, it sucks, but that's how the perk works. Distortion is good if you're great at chase potential, I like to use it still from time to time to gain information on what perks the killer is using but that's just me. I won't deny that it's been nerfed, but it's still viable for me as I like to have chases in the game.
Hex: Ruin is very weak compared to its previous iterations and hardly does much gen regression as a whole. If you want Blast Mine value, go find and cleanse Ruin (or other totem related perks), again Ruin counters Blast Mine and there's a workaround to that. As you've mentioned with Hex: Devour Hope — the same applies to Hex: Ruin. Typically totems spawn in jungle gyms, inside of main building, shack, and on hills. I don't know your hours, but the more you play, the better it is to memorize totem spawn locations to help you here.
Even if SWF didn't exist, killers would still play the exact same way regardless. The higher you get in MMR, the better your teammates get, along with the killers you get. Killers would still be running the same perks they use now, incorporate the same strategies that they have now, and play in the exact same manner. Typically, people don't load up a game of Dead By Daylight to farm and take it easy especially the higher in MMR you go. People play to the best of their abilities and do what they can to win, Dead By Daylight is no exception to this.
Dracula's Bat form is by far the weakest part of his kit - yes, it gives him mobility but that's all it does. You render his power useless by simply walking. If he follows you into bat form - just stay at the pallet and pallet stun him to get him out of his bat form. Weave Attunement has been nerfed - if you notice the killer is running the perk - place your item in a corner of the map, and play accordingly. Franklin's and Weave is a weak combination as that means the killer more than likely isn't running much gen regression or aura reading perks.
Challenges are hard to do, especially with many involving you to go to basement with the glyph coin - however, what I like to do with those challenges is to focus on them when I have the free time to do so. Let's say the game started, I have the glyph to go to basement — normally, I would do the challenge when almost all the gens are done or at the end game because then I don't feel useless the whole match running to basement to do the glyph challenge. It's all about time management in the game, but you will get the hang of it the more you play. 😊
-
@CrypticGirl said:
I had a Skull Merchant the other day, and the teammates threw on hook (and I don't blame them). But I don't think it was because of Skull Merchant herself, but rather the build she was using (Ruin/Pentimento/Thrill of the Hunt/Blood Favor). That'd be a nightmare build on any Killer.
Usually if I notice that the killer runs Thrill of the Hunt, I just focus on gens as it's too time consuming to destroy the totems. Luckily, that Skull Merchant wasn't running Devour, as many killers typically do with Thrill of the Hunt.
-
@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880029#Comment_3880029
Nor should the game be balanced around the top of the top killers. But it is. And that's why every single killer who plays loses not to good chases but to gen rushing.
I think it depends on many factors - I consistently 3k-4ked with Trapper, but that's because I don't play Basement Trapper and I focus primarily on gen defense (as Trapper needs it).
Just need to find a happy balance and structure your build around the killer's weaknesses when they're a low-tier killer. I run Lethal Pursuer, Barbeque and Chili, Pain Res, and Pop on Onryo and I can 4k a game easily.
Both of these killers are considered low-tier but if you make a build around their strengths (Onryo has mobility with teleports) and weaknesses (Trapper needs more set-up time) - then you are pretty much solid imo.
-
I also have played with friends with less than 1k hours. When I first started playing with a friend of mine, I just suggest them to play with Off The Record (I don't think he uses the perk anymore) as he has gotten better with looping in general.
But I kinda teach people how to play if they ask for specific advice and whatnot. @Iron_Cutlass , are you just playing with your friends that are new or are you giving them insight on what perks are good and helping them make good builds? Once, I started to talk to him about different builds and what perks were good with another perk - he started getting much better and eventually learning how to effectively loop a Nurse as I break down how to loop specific killers when he asks. 😊
Now he's generally fine and actually looks behind himself when he gets into chase. Obviously he still struggles, but he's much better than what he was when we first began playing.
-
@Prometheus1092 said:
Many survivors will DC of the smallest thing, it's crazy. They DC at certain killers, certain offerings, being hooked once, even DC mid mori... Why? 5sec Mori v 45sec minimum penalty for DC. Lost count how many times I have been in the middle of a tombstone with Myers and the player DC before the Mori is complete lol. I get an image in my head of some angry survivor throwing a tantrum throwing the computer at the wall screaming the second something doesn't their way so the DC is the moment of impact of them throwing the computer 😂
Yes, I never understand this. Even when I'm not having a good time - yesterday I had a Wraith run NOED, Rancor, Blood Warden, and No Way Out and he just left me on the ground slugged (I was obsession). I still didn't DC and I bought my team valuable time to do gens as he just followed me around on Lerys while downed. He was wanting to obviously mori me when the gens popped and NOED everyone, but the game was such a slog throughout and I did not DC in this situation.
People do DC over the smallest things - I had people kill themselves on hook against an Artist (Claudette got found in a locker while injured), killing themselves on hook against a Clown, dcing on the hook, dcing when the entity brings them into the sky, it's gotten really bad especially last night for me when I was playing with a friend.
Constant dcs, constant killing themselves on hook, constant misplays (Claud) and then wanting to kill themselves on hook - Honestly, made me get off and take a huge break from the game because some survivors act like literal children not getting their way and I say this as a predominant survivor player.
-
@Daniel_Silva04 said:
Yes, even though she is the worst killer in the game currently, they will still disconnect. This just proves that the problem was never the killer, but the survivors who are spoiled.
Yeah, I had a game about two days ago against Skull Merchant - including a friend of mine who hates Skull Merchant and I don't really mind her. They really defanged her and not in the ways that she needed to be nerfed in my opinion. I always said I hated her stealth mechanic specifically - yet they made it easier to avoid getting injured by her drone and her in general.
Still had the random kill themselves on hook against her. She's very easy to outloop, instead people still think she's strong when she's very much a weak sauce killer now.
-
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880067#Comment_3880067
I don't believe you can DC during the loading screen without fully shutting down the game, can you?
The major point of concern would be people DCing while the camera's panning around, but I do genuinely think fewer people would do that than would just leave a lobby before the game starts.
Unavoidably, something like this would have to come alongside some kind of stricter prevention for people quitting out of games at the drop of a hat, though.
You can indeed quit out of a game entirely - but you can't "DC" in the game's terms of dcing lol.
I called it dcing because that's essentially what you're doing, you're closing out the app. I don't think people would DC as much from seeing each other's perks when the game loads up as they'd just be eating a DC penalty regardless.
It wouldn't affect me as I only normally DC when another person dcs or my random kills themselves on hook as the game is pretty much DOA. I would still like the addition as it would improve survivors learning gaps as people can read about different perks, just like in Chaos Shuffle. Might even get people to try new perks or buy new characters too.
Edit: I will mention that I don't normally DC a lot, last night I was getting rough games of randoms dcing and killing themselves on hooks making me get tilted. 😭 Usually I'll play through, but I had like 3 people DC, multiple people killing themselves on hook - it was honestly ridiculous last night.
-
@Yippiekiyah said:
They should just revert it too old but with one exception, doesn't work if the killer is undetectable.
Honestly, I like this idea as old Spine Chill would completely ruin a stealth killer's plans - especially a Myers.
Just make it turn off like Scene Partner does when the killer has undetectable - makes it more viable longterm as most people only complained about it when it came to stealth killers I believe.
-
@jesterkind said:
It shouldn't be in the lobby, you're right. I do think this information can be shared while minimising the risk of players acting out because they don't like what they see, though.
My suggestion would be to have perks visible in two places; the loading screen, and the in-game "pause"/escape menu.
Players could still leave matches based on that info but there'd be a higher barrier to entry, which would lower the amount of people doing it. If this change is rolled out alongside the badly needed removal of hook suicides, players would also have to DC to leave matches with """bad""" perks in play, and eat the DC penalty for doing it.
If lobby dodging would be a risk, you could make it appear where you pause the game like you've mentioned. It would be nice to see that a survivor has - let's say Deliverance to know not to go for the save and would let solo-queue be more in line with SWF.
Loading screen would allow people to DC during the loading screen. Before the lobby starts would have people leaving if they see a yellow perk as @WolfePhD mentioned. I do not believe that allowing survivors to see each other's perks would be a horrible addition, in fact it would be great. It could show the perks right where it shows our perks when we pause - I know that they added that for Chaos Shuffle but it would do wonders and even allow survivors to read the perks if they were curious too.
-
@Rokku_Rorru said:
I feel like some kind of anti momentum would do wonders for newer killer players to stop multiple gens popping all at once, akin to deadlock or corrupt intervention. To give killers more time to make mistakes, that way it doesnt effect the 3 gen in the late game but helps buy the killer time where gen pressure is strongest, in the early game.
The thing with that addition is that it's easy for games to go south in solo-queue and SWF when survivors cannot properly do gens.
I get the sentiment behind it, but generally it's just a catch-up mechanic for low-tiered killers and can help high-tier killers secure a 4k much easier.
If survivors decide to split up on gens and pop them accordingly, they shouldn't be punished for doing their sole-objective. If you want survivors to do other things, simply bringing Hex: Totems, such as Devour, Pentimento, and/or Undying would push them off gens and buy the killer valuable time.
Edit: I see that you were talking about newer killers, but the same could be applied for newer survivors. Then again, I feel like handholding of any kind is generally not a good sentiment as people need to learn how to play the game efficiently and it's hard to determine what is a new "killer" - is it a select amount of hours, is it dependent on playing a whole new killer and you have many hours elsewhere, etc?
-
@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3879477#Comment_3879477
iron will flashbang and the 4th perk is random depends, maybe background player with swf or inner healing ( solo q) lightweight/quick quiet/luck break many choice of 4th random perk xD
Aw, okay - yeah Inner Strength is really good with any totem breaking perk.
I can't do flashbang saves on my end, I know it's all about timing. ☠️ I can manage flashlight saves, but I really have to go out of my way for it and most of the time I'm just looping or doing gens. But I respect the build, especially Iron Will and Background Player.
I don't really use Lucky Break on my end, but I know some people like Scott Jund find the perk OP, lol.