ChaosWam
ChaosWam
About
- Username
- ChaosWam
- Joined
- Visits
- 6,717
- Last Active
Comments
-
I'll repost what I said elsewhere:
I do think it's power is fun, but I admit it's extremely easy to avoid and it doesn't have anything to do with dispelling weakness.
Most of my chases would last a ton of time because I wouldn't hug walls for hits through walls, easy to avoid snipes and if it had a clear shot I could just run at it, go through the projectile, and go back to my safe loop or pallet before it could M1 again. I got downed eventually, sure, but it's incredibly easy to do 2-3 gen chases against it.
And playing it, I can't really do any fun builds without gens flying and as usual, would need to rely in two or three gen regression/stalling perks unless survivors really mess up and don't mindgame your shots.
Basically in all, the power is fun, facing him is fun, but due to the fast-paced nature of the game, map sizes being large and all the other aspects that SHOULDN'T be changed due to how other killers work, he suffers a bit more for his ranged attack requiring so much commitment for as much work as the Nemesis tentacle.
Edit: I will say though, the Blurry Photo addon may need to be watched. A decent counter for his teleport is the delay before he can do much, and I managed to get some nasty downs because of the 50% reduction. I wouldn't say it's a major concern yet, something to keep an eye on though.
-
I do think it's power is fun, but I admit it's extremely easy to avoid and it doesn't have anything to do with dispelling weakness.
Most of my chases would last a ton of time because I wouldn't hug walls for hits through walls, easy to avoid snipes and if it had a clear shot I could just run at him, go through the projectile, and go back to my safe loop or pallet before it could M1 again. I got downed eventually, sure, but it's incredibly easy to do 2-3 gen chases against it.
And playing him, I can't really do any fun builds without gens flying and as usual, would need to rely in two or three gen regression/stalling perks.
-
@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672851#Comment_3672851
Well someone had pointed out unhooks are a conspicuous action. So they'd have to be made the exception.
But here are the things that survivors would not be able to do in front of the killer anymore:
Exit Gates
Healing
Generators
Sabotage
Obviously this would be a giant nerf, so I don't think it should happen anytime in the near future. But it is something I think should happen eventually, even as a survivor player I do find it silly that killers are powerless to stop these from occurring.
I would agree it would be a massive nerf.
That said, could be a really interesting perk for M1 killers or something, if balanced correctly for specific actions.
-
As with any 'tech' that's actually just an exploit, I'd say fix it. Though I do agree it's not very common.
That said, survivors being unable to do conspicuous actions after being hit? I wonder how that would effect the game, kinda curious on that one.
-
Probably Twins.
If it wasn't for the bugs and the fact you need to slug against coordinated teams to have a decent chance, I do enjoy the power a lot.
-
One combo I kinda enjoy is Hex: Third Seal and Trail of Torment, specifically for that blindness once everyone is injured.
Shame it's easily countered, but when it works it's fun.
-
I'll say visionary.
So many other gen aura perks are much, much better.
-
My only gripes with Background Player is how long the haste lasts, and the fact it doesn't instantly make me good at flashlight saves. 😤
-
Absolutely.
Not only for survivors, but if a killer has haste baked into their kit (skull merchant) they should have a slightly different animation as well to fit their speed.
Except maybe Wraith when he's cloaked for stealth reasons.
-
I don't think it's terrible, but it's outdated for sure. As someone who loves indoor maps.
-
Survivors weren't nerfed this patch iirc, and heck that invocation now applies a small BNP to every gen if used correctly.
That said, even I can't fathom why they wanna buff Huntress except they looked at her placement on the killrates and think she's under performing, or as someone else pointed out here, want to add basekit addons to the killer's kits so killers try more diverse builds instead of relying on the same addons to get anywhere.
-
@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671427#Comment_3671427
I disagree that most who tunnel don't care about bp. Obviously some don't that is for sure, I mean some people actively play this game to make people miserable killers and survivors alike.
The only ways that would 100% remove tunneling would be actively detrimental to the game imo tbh. We will never see it completely gone. You're correct though once a killer receives iri 1 they don't really need to worry about it, but I'm sure most players would still go for that bp bonus for the hooked unique survivors if that was an option. Thing is though once killers come to the understanding that the do not need to tunnel to win they will be less likely to do so.
The only real option is to try to incentivize killers not to do it.
I'm a bit skeptical about that myself. Most killers who tunnel me seem to be in it for the win and not the BP, even if it nets them less than 9k if I'm the only one who dies and everyone else rushes gens and escapes.
I do think you have good ideas though, I've even said myself self-unhook is outdated for the game and should be tied to slippery meat, etc, but this will only mitigate tunneling slightly, those who tunnel are the same as those who used to camp basement or 3-gen and focus solely on wins over BP. Especially in higher MMR where most feel it's necessary for weaker killers or extremely coordinated teams.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670972#Comment_3670972
That's seriously BHVR's fault lol. Their tutorials are terrible bad because it almost telling nothing.
Also it's really hard to follow all killer changes.
For example, i did not know guard is removing when you start unhook against Knight. That's because i am almost never seeing this guy and i was on break when he released. So it's really hard to know things like that. Especially if killer is rare, so you can't learn.
BHVR should add tutorial videos about each killer into game. And this video should tell the player how to play them and how to play against them. This would be nice QoL.
A better organized compendium of this stuff is what I'd like, take what's hidden in the tutorial section, expand on it for killer powers as well, and make it a tab somewhere in the loadout menu that pops up like the archives and just has this information available to anyone who needs it.
-
I can understand Skull Merchant frustration, but my friend that's a loop I constantly down survivors at with M1 killers. Stop using unsafe pallets to try and prove a point.
-
It's crazy to me as someone who mains her, that I can easily deal with her by myself and her condemned because I have enough knowledge about it and yet, teammates give up/get condemned out because they refuse to interact with her power.
There seriously needs to be better explanations of changes/general gameplay mechanics of killers easily available so players can figure out why they keep dying so easily to it.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670849#Comment_3670849
I mean, fair, right.
But youre also talking as if you talk in EGC specifically to call them out for.. what exactly?
Also I used MoM as an example as it requires very good positioning and can be seen just as effective as a SWF when in reality its just 2 good survivors with a good understanding of the situation.
I also dont know what you mean by Bully Squad perks since they can get away with pretty much anything if the killer is inexperienced.
I don't have a huge problem with SWF in general, I think in any modern game you should play with friends.
But lemme tell ya, they're absolutely horrible at times. I tend to ask every match for SWFs when I can because I myself am curious how many SWFs I do go against. So when I get an obvious one where the signs are there, they're extremely coordinated to a T without aura reading or any real indication, and are extremely toxic in endgame I tend to not believe them when they're saying they're not a SWF.
Extra points for when I find out they're friends on Steam.
-
Agreed. Admittedly I do very well against even coordinated teams on Sadako but the downsides are pretty glaring and you hit the nail on the head.
Heck, if they made tapes cursed again I'd even be fine with the lullaby/visual IF it only appeared when holding a tape.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670726#Comment_3670726
I mean I myself run Mettle of Man even in Solo Q, its basically only when I run MoM that I get 'accused' of being in a SWF. Its a perk that requires good positioning and when done effectively can seem like Im in a SWF, but nah, just all by my lonesome using a fun perk.
Also what reason is there to accuse some one being in a SWF? As said before there is 0 benefit in doing it, and also how does it benefit you? They dont get anything, and you dont get anything from it. So whats the point?
Look, if you can't understand what exactly I'm saying after I deal with matches where survivors are talking to each other, giving full information on the killer and using bully-squad tactics then deny doing it when it's COMPLETELY obvious they're doing it, there's nothing I can tell you to convince you.
And just so you know, I also run MoM on soloQ. Guess what the bully squad didn't run? MoM. They ran every other popular bully squad build perks.
-
I was wondering about this as well. Making it all simpler to read would be very nice.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669291#Comment_3669291
I can assure you, I get accused of being in a SWF as a Solo more than I do when Im actually in a SWF
They are more than likely not lying, there is literally no benefit in doing so
They planned ahead and knew my movements while 2 survivors ran Head On and mostly ignored gens. I was playing Stealth with Dark Devotion, Nemesis, Furtive Chase and Game Afoot as well and yet they knew where I was at nearly all times on Hawkins.
I've played enough killer to notice when survivors are a bit too coordinated.
-
@Zeidoktor said:
My personal takeaway has been that it's less about directly buffing Huntress and more about reducing add-on reliance/increasing add-on variety.
The vast majority of Killer updates this time take the most used/'required' add-ons and making them partially basekit. Doctor got Discipline and range, Demogorgon got Shred cooldown, Huntress got max ammo and wind up speed.
Putting these add-ons into the basekit seem to be intended to allow players to try a wider range of add-ons by making it so they don't feel forced too use X and Y just to have a chance.
Design philosophy lately also seems to revolve around encouraging Killers to use their power as much as they can. This update's changes aside, Hillbilly's rework literally flipped the script by turning overuse of his chainsaw into a benefit than a hindrance while Trapper's last rework made Coffee Grounds basekit and made it easier to collect traps around the map.
That... Actually does make a lot of sense, now that I think about it. Even the Sadako rework was an improved version of her old kit (hit or miss depending on how you see it) with part of Reiko's Watch being basekit as well.
That said, I do wonder if survivor side needs more tuning if all the killers end up getting these basekit changes to their kits.
-
As far as killer goes, you can't commit too long to a chase. Sometimes you just simply get rid of whatever pallet they have and go for another generator/survivor. I also suggest avoiding loops you identify you have problems with and look up how to deal with them later via many tutorials/videos people have made.
Survivor is always going to be a mixed bag. I still get survivors who unhook in the killers face, refuse to bodyblock and let you get tunneled.
-
@RoastedGarlic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668475#Comment_3668475
I play both sides equally, one side makes me hate playing the game and the other side is easy so easy it is boring. The easy side is killer, I don't tunnel, because you don't need to unless you want too. Tunneling isn't fun and takes any thrill of the game away. That said Killers if they have any game sense or map pressure do not have to try at all unless they're against a swf.
Most games there is 1 good survivor a meh survivor and 2 potatoes hiding in the corner because the game is so brutal for survivor they don't know what to do.
I'm tired of bs posts like yours and the one you quoted. Anyone who plays both sides knows survivor is absolutely miserable unless you have a swf. If your playing soloq which most of us do its not even close to being a good time.
Crazy how I relate to this story in the opposite direction. Survivor is either easy going, or if I get destroyed I get into another game and try again pretty quickly. With killer, if it's a bad game or a coordinated SWF you're stuck with it until the match ends.
Especially if you play a killer who has NO map pressure in their kit. And if they do get map pressure? Endless complaints at endgame. I was once told I was the worst Slinger player because I kept downing people in a corner between 4 generators because they refused to leave that area.
-
@HeroLives said:
my best advice is don’t heal under the hook, like ever, go somewhere covered close by but not right next to the hook, where if needed you can use a pallet.
The fact that stealth killers/undetectable/oblivious exists makes me point to this comment and say "Please listen to this advice" because it's how I get a majority of my kills on my stealth killers.
Unless you're running a speed healing build and unhook knowing the killer is far away enough, you're gonna get jumped.
-
1v1 isn't a bad idea honestly, guarantee there's a ton of players who want to 1v1 all the time.
Only question is what would the goal for the survivor be and what would mesh well with mid-chase?
-
Honestly? I can see it being useful if used correctly. Permanently reducing gen times is pretty strong, but survivors shouldn't just rush into it or the killer will get them very easily.
-
Yeah this is a weird change for sure. I'm not exactly sure what the thought process is aside just looking at the numbers and saying she's under performing. I also kinda find it funny that Pig is being watched closely while these changes are going through.
-
@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669496#Comment_3669496
So your definition of hell pre-6.1 is survivors didn't go down in 10 seconds and killers couldn't win most games while barely trying?
Survivors didn't go down in minutes before because of safe pallets, which I explained in another post.
So yeah, survivors putting in a little more effort is nice.
-
Every time I play him survivors DC or get extremely angry.
I don't even know how to play him right.
-
I'm kinda excited to see how Unknown settles into things. His ranged attack is crazy in the right hands.
-
@xEa said:
Basically everything you said can be translated to killer aswell. The only difference is that killer have 60% killrate ballanced by BHVR while survivor have to take the harder route.
I agree that most players (like in any game) are not using high potential of what they could, but for what do we have an MMR system? Weaker players should play against weaker players, and stronger with stronger.
It is more constructive to critzise MMR not working well instead of just saying "Git good noob".
Irrelevant thread, sorry.
Problem is this is an asym. Survivors not knowing what they're doing are probably still gonna die to killers who only know M1 and possibly their ranged attack unless DBD is their first video game ever.
I still think information for newer players needs to be addressed better because I know for sure I'd have been lost for a long time if I was just stuck with their tutorials.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669500#Comment_3669500
I didnt say they made killers more powerful than Blight and Nurse? You're dragging my point.
Just pointing out the humor in that sentence, specifically. No dragging intended. We all know the other killers can't be brought to that level or else we'll get these exact same arguments.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669496#Comment_3669496
AND the fact that the developers themselves consider 60% balanced for an asym.
Did they ever say 60% was balanced, or that it was their personal benchmark?
Statistically, going by Nightlight, it's not 'balanced'. I'm pretty sure they said they were aiming for 60% because it feels right for the horror theme.
I'm sure it goes hand-in-hand with their logic, like it or not. It makes no sense to have a single survivor have an equal footing with the killer in a 1v4 game. I don't think we need PTB Huntress or Pre-Patch Nurse mind you, but the killer shouldn't be a pushover like it was back before 6.1.0 either. Which is why I say right now, the game is pretty dang balanced all things considered. Needs more work, yes, but I'd rather play this current patch than when I started.
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669488#Comment_3669488
Just a counter point to OP.
Devs can make killers powerful as Blight, Nurse or PTB Huntress. If survivors complain, they can simply input "Just improve and get better".
You can practice to dodge a knife, then a sword, but at one point when enemy using a gun, there is no point in improving and get better.
The game itself currently is fine in balancing and killers' power strength. Its only that using every possible meta in loadout but still tunnel survivors. Thats what most survivors complain and find its unfun.
As a Sadako main I laugh at the line "Devs can make killers powerful as Blight, Nurse or PTB Huntress." because I know full well how that turned out.
-
@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669488#Comment_3669488
The kill rate pre-6.1 was 53%. If killers think the game was unfair pre-6.1 when they already had a higher than 50% kill rate, it tells me they don't want a fair and balanced game.
Arguing that 53% was balanced is both completely ignoring the nuance of the amount of killers/each killer's skill ceiling AND the fact that the developers themselves consider 60% balanced for an asym.
I started the game before that patch and it was hell for M1 killers. We also forget that was the time killers could down off hook if the survivors didn't run BT themselves. I also remember being trash at loops and still surviving by holding W and prethrowing pallets because most M1 killers couldn't keep up if gens were plowed through with kitted toolboxes. The game's more balanced these days and everyone has their rose-tinted glasses on too tight.
-
@C3Tooth said:
If killers are improved and be better, 6.1.0 would not be a thing.
Oh yeah, the good ol' days of survivors being 100% safe holding W and dropping pallets because the break animation was just long enough to reach the next safe loop/pallet.
-
Love the SWF teams who deny being SWF too.
Yeah I totally believe you just had 2 Head On SoloQ's planning every move.
-
I think she's fine to play against. Survivors just haven't gotten used to her new kit and are mostly unaware of her changes.
-
It would be nice if Head On showed your teammates which locker you were in, or add that locker aura read to Lucky Star within a certain distance.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668972#Comment_3668972
I mean if escape rate is 40% it leans killer sided on average, so I am gonna assume the same is true for mid MMR.
Considering that's what the devs want, with killers being at a 60% killrate, probably a fair assessment.
Really we need to be looking at the more nuanced parts of this game like Nurse, who we all know is extremely oppressive with her power but has a low killrate in the stats, and Skull Merchant where so many swear up and down she's a mid-tier killer but has a high killrate. (And the aforementioned Sadako getting so many kills because survivors refuse to do the counterplay, from my experience.)
I mean, do we really think Freddy is OP when he's sitting above most of the other killers in the stats too?
But to keep things on topic, I do think the escape/kill %'s are also kinda skewed in a nuanced way too. We know it ignores DCs but I bet it doesn't ignore survivors giving up on hooks, which I experience even on Trapper or as a survivor against Legion or Trickster or whoever the other survivors don't want to face. We also have to account that tunneling a survivor out to snowball the last 3 either works extremely well for the stats or gives survivors a 4-man escape if they flub it. Stats don't paint a whole picture.
Edit: We may also need to account for hackers in that sense, too. They could be inflating escape rates under our noses.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668919#Comment_3668919
What about mid MMR though?
I'm probably mid MMR and I get pretty mixed games.
Except on Sadako, I still manage a lot of 3k-4k matches because I still have so many survivors refuse to touch tapes.
-
@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668903#Comment_3668903
Even new killers are complaining the game is too easy now
https://us.v-cdn.net/6030815/uploads/SI2WOSS2MOCB/dbd-killer-1.jpg
Hasn't it always been said that:
"Low MMR is Killer sided, high MMR is survivor sided"?
I mean yeah, when survivors don't know what they're doing of course killers will 3k-4k endlessly.
-
I don't think I've seen anyone say this and be taken that seriously.
That said, I do think the game as a whole is more balanced in general for a 4v1. Needs more tuning but it's better than when I started, and way better than the stuff I looked up before I started.
-
I'm not seeing a lot of the GE/Deadman's combo, seeing mostly Pain Res/Pop.
I've also seen a lot less Surge because of the gen lock mechanic.
-
@HPhoenix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668238#Comment_3668238
hmmm, perhaps you're right. I though abut it and that's why blessing will take longer than the usual 14 seconds. Maaayyybe increase it to 30 second to bless will be reasonable? 🤔
But, I am also like the idea of boon not stacking as well.
It could work as a standalone trap and not a proper 'Boon', like you press a different button to light the totem or something.
-
Question, would this stack with other boons? Because that would be a massive waste of time to snuff every time if it's paired with boons you may wanna break like a Exponential against bully squads or a really well placed Shadow Step.
Also I suppose it'd make Shattered Hope slightly better, but you'd still have to take 25 seconds of stun if they boon every totem.
-
I was under the assumption nodding at the hooked player meant the chase was good, like survivors nodding if the killer is nice to them.
My bad.
-
Honestly I'd even like to see the insta-blind flashlights come back for that mode specifically in some capacity. Doesn't need to be something with a lot of charges, but enough to make it blind once or twice and make it a very rare chest item that only appears once per trial.
-
Got another set of ideas just now:
Hex: Deprivation
While Hex: Deprivation is active, 2/3/4 survivors have a perk locked by the entity at random and becomes inactive until Hex: Deprivation is cleansed. Hex: Deprivation cannot lock Boons.
Boon: Protective Ward
Press and hold the Active Ability button on a Dull or Hex Totem to bless it and create a Boon Totem. Soft chimes ring out in a radius of 24 meters.
When the killer is inside the boon radius, 1 perk becomes locked by the entity at random for 40/50/60 seconds. When this boon is snuffed, the totem is also broken as well. Does not effect Hex perks.
Arguably you could also make Protective Ward a Invocation as well, making the survivor who starts/finishes the incantation permanently have one of their perks locked as well or always injured and broken, but I still need to think that one over.
-
The only thing I worry about is survivors being able to weaponize it again en mass, especially with basekit BT. I'm not opposed to it being a counter to hard tunneling, but the problem I recall having is survivors not using it to avoid tunneling but trying to get tunneled to stall a ton of time, bodyblocking for other survivors/doorways and combining it with unbreakable, exponential, etc so you're punished for both ignoring and not ignoring them. We also have the current Buckle Up+For The People to add to that mix as well.