Cornil
Cornil
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- Cornil
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@GentlemanFridge said:
Idk about you, but I prefer playing my PvP game against actual Players, not bots.
And I prefer to play my team based game with real people and not bots, it goes both ways. Don't know why I should be forced to play a heavily losing match to potentially an excruciating length just because an entitled teammate decided he'd rather go make a sandwich during his disconnect cooldown than to play the rest of the match out. I've had teammates DC numerous of times in a match that we were actually winning in, and manage to escape or get very close to it even with a single bot. Two bots though, the game is just over. There really might as well be an abandon option for that.
Also if I'm playing killer I'd honestly rather play against bots than players who are just giving up and refusing to play, but maybe that's just me. If you really don't like playing against bots and getting the free BP, then there's an abandon option currently active if the survivors are all bots.
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@Mandy said:
I would say (as someone who sees the data) yes Disconnect Penalties are definitely necessary, whenever penalties are switched off the DC rate increases vastly.
You're probably right, I don't doubt it reduces the amount of DC's overall, but is it even possible to account for players who play sloppy on purpose, just give up? I know it was a monumental and nearly impossible thing to implement as a feature, tracking and punishing players who give up instead of disconnecting. I recall when it was first implemented it was giving false flags. But in my matches I legitimately have at least a disconnect every four games. And the ones without disconnects some players just give up. Maybe I was just lucky back then but I don't remember seeing anywhere near as many players disconnect in my matches before the penalties were added.
Maybe a solution could be to allow the abandon option to appear for the survivors if one or more teammates abandon? Could counteract people trying to "abuse" it by making it contingent on if the survivors are queued together or not.
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@cogsturning said:
I don't think their should be DC penalities but I also basically never DC. I can count on my fingers how many times I've DCed. But what you say here
How is it fair that people who abide by the penalties have to suffer because the penalties do nothing to discourage the toxic players these changes were intended for?
How would free DCs change this? People like me, who simply don't believe in DCing as a personal stance, will still be stuck with bots. Probably even more than now. There are already enough free outs with the abandon option. What the game needs is a way for sure loses to still feel worthwhile.
Content creators aren't a good example of anything in this game. They do it for a living and they invest too much into it. Most people get stressed at work.
What is casual though? If you truly have a casual mindset, you shouldn't be nearly so stressed if you lose, nor should you be inclined to sweat for wins. More and more, I feel like "casual" means still wanting to win but with less effort. Sometimes I "casually" 4k at 5 gens. Didn't feel causal for my opponents though, I bet. So what does casual look like for each role when neither wants to sign up to lose?
How will it change? I doubt it would for you at all. But for people like me, when my teammates inevitably DC like they do now with the penalties, I’ll also be able to DC freely if I choose to do so. The truth is I don’t think the penalty stops anyone anyway. Most players stay to get their blood points, the cooldown doesn’t stop these kinds of players because they already have p100 and don’t need the BP. They lose nothing other than a little bit of time taking a break before getting back on to do it all again it seems.
Sadly the only way to make sure losses still feel worthwhile is if the game was properly balanced. The current meta is geared around 5 basically uncounterable perks designed for niche uses but survivors can easily force you into those otherwise niche scenarios. It creates a lose-lose situation that’s so far out of your control it removes all sense of responsibility for your loss of the match. Which of course creates frustration. It’s the “losing to perks not players” feeling I’ve heard some content creators express.
Also I do have a casual mindset because I truly don’t care about losing. But my escape rate on survivor has dropped from above 60% to under 25% since the event started, and my kill rate on killer is above average, so if I truly cared about winning and winning alone I’d just play killer. My point though is that even wins can feel frustrating because of the way the current meta plays. I don’t enjoy playing against survivors that give up at 5 gens, but I also don’t enjoy having flashlight saves 18 times at 5 gens just for the survivors to lose the game. If they’re going to win, win normally. Same goes for losing. I don’t go out of my way to tunnel and facecamp but half of my games in this event have been 3 people constantly harassing me so I can’t get a single hook, all just for them to lose the game in the last few minutes because they couldn’t just do the actual objective. Maybe other survivors just like losing, I don’t mind it at all, but when I’m suddenly losing 16 out of every 20 matches on survivor it gets to me a little. Like I don’t even get to play the game most the time, it’s just 2 minutes on hook, at max 3 minutes in “chase,” maybe about a minute healing or doing gens, and that’s it. Half my match almost is just dying on hook or the ground and the other half waiting to be tunneled out when the killer inevitably finds chasing a new survivor to not be a winning strategy.
I feel forced to bring decisive strike but I rarely get good use out of it, I’ll always get double-tapped anyway because I don’t have teammates that coordinate around it. But when I play killer I’m basically forced to slug or tunnel, or else I’ll eat every DS and DH on all four survivors just to get 4 hooks before the gates are opened. Kicking gens and playing a normal macro game feels like a distant memory now, playing killer now just feels like a never ending chase, which tires me out, regardless if I win or lose.
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Stuff like the above image cannot be healthy for the long-term of the game. 3-man abandon in the bottom match, try-harded in the next three matches just to be tunneled out another two times, teammate got tunneled out at 5 gens in the match I didn't, then I played a joke match with no offering/item on Jeff just to—you guessed it—get tunneled out by a fifth Jason player. Its just miserable. I DON'T want to play killer, although I win almost all of my matches on killer, even in the anniversary event. Its boring, I want something intense, and different. I like the breakup of gameplay from doing gens, healing, getting saves. With killer its just constant chases, and I've grown tired of it.
Getting escapes feels great because its rare. I'm actually okay with dying as a survivor, I don't get as mad or frustrated like some some might. Escapes have become too rare for me though. I'm sorry but when my escape rate drops from over 60% to under 30% because one killer came out, who is either wholly overpowered, or I and everyone I play with just has a massive skill issue, then I want to ban that killer. Its as simple as that. Or at the very least I want the matchmaking system to guarantee I get one match that isn't Jason like, every 3 matches? Is that too much to ask for?
Also, for the problem of repetitive maps, I've gotten Eyrie of Crows 3 times in the last 30 matches but haven't seen a single map from the MacMillan Estate realm once. I got The Game 2 times, Dead Dawg, 2 times, but I can't remember the last time I've gotten Greenville Square. I've gotten the Freddy Fazbear's map once in the last week, Garden of Joy once I think, but I get the stupid Walking Dead """map""" at least once every 30 matches of course, because they're all in the same realm the chances of getting any of its 4 maps are a 25% chance of the already 5% of getting that specific realm. Its just not fun.
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@Wezqu said:
Killer ban system should never exist as would be just abused by preventing the top killers and causing anyone who playes them to have longer queues. It would not be healthy for the game
I like the map offereings to give better changes of to get the map never liked the idea of changing them to be ban the map in question as don't like that kind of features in games anyway.
If I paid money of something I want to be able to use it.
Maybe it would encourage BHVR to reconsider the balancing and play-state of killers who are mass banned by survivors and lead to a healthier balancing, especially since BHVR almost looks exclusively at stats to make those decisions.
The "if I paid money" argument kind of falls apart when you consider that survivors paid money too, for their perks, their cosmetics, etc. Why should they be forced to play against the same killer 5 times in a row, get tunneled out in an absolute sweat-fest just because the matchmaking system refuses to account for repeated killers and maps? I provided two options here, the killer/map ban features are just one.
I play a lot of killer and the ban feature is actually something I would support. No sense in playing Cenobite if people are going to full-team disconnect every third match I try to play. No one wants to face bots in 33% of their games.
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@LolzTheGuy said:
Guys the only way the devs will probably listen is if we as a community just decide to not queue into the event as a whole. Most people from what Ive seen are NOT happy (myself included) with the current state of things. My solution to this is have everyone swap to normal queue and use the already annoying to get cakes on the normal mode. Survivor is the most boring its been, Killer is unplayable period, in the event.
The event really highlights everything wrong with this game, pallet density, power creep, blatant survivor bias, and lack of overall care. Especially since this was a 10yr hyped up anniversary. Its disappointing. If no one queues in the garbage gamemode the devs will see (presumably) and take it down early or even better fix it.
This is geniunely the only way we can actually fix the current problem.
I had started to boycott the game for the anniversary cakes alone, as that’s a more pressing issue than the event. You could always queue the normal game, but making the offerings very rare and reducing their drop rate by 500% affects you in either game mode. Saving up 20 million bloodpoints to get 200 cakes when 5 million used to net me those same 200 cakes, it feels very bad. But it seems like BHVR have decided to stick to their guns and give loyal fans the short end of the stick. So I’ve begrudgingly spent my BP so I can play a bit.
If you want to boycott anything, boycott booting up the game at all. Like others have said BHVR loves to just look at numbers like player count and nothing else. If the player count drops far enough on Steam then maybe they’ll consider walking back some things or making some changes for next year. Seems now like they’re too stubborn, too busy, or maybe too lazy to make any changes to how it is now. No one but BHVR themselves know why they haven’t done anything to the event yet. The party pallets rubber band you everywhere, the invisibility modifier portals teleport to random places sometimes which ends chases instantly. And the cake offerings are still not even half of what we used to get. Their silence on all of this is pretty deafening. We can only wait and see if they’ll take our feedback into account, or decide that it’s not bad enough to warrant change. Whether you play the game in the meantime is ultimately your choice. -
@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094845#Comment_4094845
ok fine - you’re also playing one of the only killers who can capitalize on the poison with easy one shot downs. Try anyone but Bubba or Hillbilly
I completely agree with you, but it’s a spectrum or scale with killers in the event on how well they can utilize the poison. I played trapper a few games and won at least 3/4ths of those matches because of the zoning potential the poison has. I played a couple matches of Knight, he’s also good around the unbreakable pallets or invisibility. Might be even better than Bubba for the macro required in this event. And I played 5 games of huntress yesterday and only “lost” (it was a 2K) one of them to a team all using double charge addon commodious tooboxes, prove thyself, and one player using hyperfocus stakeout. My build was all aura reading, no gen slowdown, so the event had nothing to do with it. Running dissolution on Huntress and getting a first hit then poisoning them immediately makes every loop in the game a guaranteed down if you know how to path it right. They can’t vault a dropped pallet unless it’s in unbreakable pallet mode, you could always use a hatchet instead in that case.
This event has a lot of fun ways to counter the survivors OP bull crap lol, you just have to pay attention to the strengths and weaknesses of the killers you’re picking, and make sure you can craft a build around those strengths in the event. Like I remember the Masquerade was miserable for Bubba because the party pallets would randomly trigger your chainsaw break animation when you wanted to fake the pallet drop. Or survivors would spam the window block ability on main buildings making it impossible to catch them. This event is more or less the same but survivors don’t have as much control over the big buffs for them. It’s random and you have to complete an entire side objective. Playing killer feels so much easier to manage at least, see a table with progress or a gen they keep coming back to, poison it and move on. Throw poison onto pallets mid chase, don’t let them get distance. If anything it’s at least simple.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094876#Comment_4094876
i am not seeing how getting unbreakable pallet in a hatch is a "waste of time"
the longer they spend in the match the higher probability of someone dying, which means higher probability of winning for the killer. The more time they spend trying to get unbreakable pallets and a global heal against an insta-down killer that can play around pallets, the easier it is to snowball into a 4K before the match is over
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094872#Comment_4094872
i am not saying my results are bad lol, they are good for perkless b tier killer, but your personal stats do not represent situation overall. You are gonna suck second you get competent team.
out of the 10 most recent matches maybe 2 had bad teams, rest were decent and a couple were really good. The trick of this event is to just get downs and snowball as quickly as possible so if they try to fill a banquet table it’s just a waste of time. It’s why killers like Vecna and Bubba are so good. The more time they spend doing tables, the longer the game will be, because they spend less time doing gens. It’s why I don’t understand killers that keep tunneling every single match. Like, my teammates were never going to get a table filled to begin with, let alone fast enough to be helpful. On top of that, if they do get one completed, it’s just wasteful. It’s usually two survivors that could’ve been finishing a gen in that amount of time. I just don’t see the appeal, it’s never worked out for any survivors I’ve played against. If people think it’s OP then by all means, they should play The Plague. She hard counters basically every aspect of the event.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094849#Comment_4094849
yeah bro killers are super op in this mode and should be in fact nerfed
When did I ever say anything about a nerf? I’m just wondering what all the tunneling is about. Also you’re playing with no perks or addons, and even with that you were able to get 4/5 matches as 2K’s or 3K’s. Throw on a good build and a couple of addons and you’ll probably be able to get a 4K in the majority of your matches. I know I’m not good enough to get more than a 1K with no perks or addons lol
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094855#Comment_4094855
The issue is, as I have seen in some of my games, if i hadn't tunneled from the start Id have lost an extra gen or two which couldve cost me the game and made it a 4e, id rather tunnel, then tone it down after a couple of chases if they aren't doing anything insane, than wait and see and then get stomped.
It is a big drop in kill rate, my assumption would be because its the stronger killers playing the event because your average wraith/myers/clown wont cut it, so your going against the stronger killers who are still playing the event.
But i feel you, it is bad, but as i said I don't blame them from it because if they don't they can often get walked on. Now if they continue when no progress is being made, then thats them just pubstomping. still don't blame them, but its certainly less fun and sportsmanlike in those cases.
I mean 90% of my matches outside of this event were also nothing but S-tier killers. I wish BHVR would just show our MMR to us so I can know if it’s just coincidence or if it’s because of my escape rate. I went one week and counted that every other match was either Ghoul or Nurse. When Jason came out then it was every third match was Ghoul or Nurse, the other matches were always Jason. So going against strong killers is nothing new. The fact I managed probably a 60% escape rate with those killers constantly, and dropped to a whopping 35% while playing a wholly survivor sided event, is just baffling me.
Just don’t get how I’m winning on Bubba (the killer who I had to stop playing for half a year because every match was a bully squad sweat fest) without tunneling when everyone else is claiming that the event feels unwinnable without it. And now every survivor match I play feels like a tunnel any-percent speedrun or a 15 minute slugathon. It was supposed to be a wholesome chungus anniversary event, and because BHVR decided to make it survivor-favored I have to suffer being BM’d every game.
Probably just going to have to go back to playing killer now, be the kind of killer player I want to face in my survivor matches.
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094850#Comment_4094850
Sadly, 3 heals isnt a lot mate. As i said, I've played 15+ mins games where every chase I took i had to abandon because 2 of them focused 1 table when they took an injury and healed them every time i got damage off then popped on a nearby gen when they weren't injured. Those games probably had about 10+ global heals. They got 3 gens done, but would've done more had i not tunneled my ass off from the get-go. You don't need a super coordinated 4 man swf, you need a 3+ man swf who can talk to each other on discord, thats it. It's not a guaranteed win, your correct, but my escape rate is 43% in soloqueue only, I can't imagine if i was playing with my mates, that'd be hell. I'd say its heavily in the survivors favour as long as they use the banquets (which are pretty easy to use, but most soloqueue don't for some reason).
But yeah, I don't have an insane escape rate rn as survivor, probably about 43% (down from my original 60% from the first 10 games). And yeah theres a bunch of tunneling. As said I dont blame them.
I wouldn't blame them if they were losing the match. The problem is they do it from match start, when its not necessary, and continue to tunnel even when they're winning. 3 or 4 banquet tables filled is the most I've seen tbh, and like I said my teammates were rushing them as fast as they could to the point that doing gens would've been more efficient.
For context, my last 20 survivor games since the event started, I've escaped 7 times. That's a 35% escape rate. Total escape rate from the last 30 days, including those 20 matches alongside my matches before the event? 54%. I mean, am I just slowly going insane here or is that not a ridiculous drop in escape rate? Not to mention that my matches are sometimes as short as 5 minutes because I get first chase then singled out until I'm dead.
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094835#Comment_4094835
The survivor buffs are insane, to the point where if they do go against a team that knows to stock the tables, theyll suffer. Yes theyre going to tunnel, because if they don't and you spam tables theyre gonna have a hard time
Just played a game against a Lich where they didn't tunnel, my teammates were good and got multiple saves, we managed to get 3 global heals and unbreakable pallets from the tables, but only finished a gen and a half before he was able to have half my team on death-hook and one person dead. Its simply not the guaranteed win for survivors that people have been hyping the event up to being. You need like, a super coordinated 4-man SWF with proper communication to actually make the event problematic. And surprisingly, I haven't seen that yet in the 20 killer games I've played.
I've escaped one trial as survivor in the past 10 matches and it was because it was a default-cosmetic Blight who stopped tunneling once the player he was tunneling DC'd, and then I managed to be the lone escapee since my teammates got caught and the bot is programmed to just leave the trial immediately
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The fact I'm getting downvoted when I have the receipts to show that I'm able to win as killer without tunneling is crazy. Literally almost every single game I've had as survivor has either been aggressive tunneling or just straight up camping + slugging. Its not normal and I'm not imagining it, my matches were not like this before the event.
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@Your_Dad_Playing_DbD said:
I mean, you try to play killer in this event and win without tunneling. See how it goes for you and it might make you realize why people are doing it.
I have and I never tunneled intentionally (invisibility can make it hard sometimes)
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@Chomperka said:
i only tunnel when i get portals because ######### this #########
sometimes survivors (like my teammates most games) leave the killer no choice by just going invisible and leaving the unhooked survivor to get tunneled, but its happening far more than just in those scenarios
@Wyndsor said:
People tunneled just as much pre-event.
At least this time the event bonuses make it so you still get a 2-3 out each time. Which I'm okay with.
I've never had a problem with tunneling in my games until now. I have never been the target of, or witnessed so much tunneling since May of last year where I watched every Ghoul player abuse his absolutely busted ability to just two-tap people who had been freshly unhooked. I have consistently been tunneled or someone on my team has been tunneled in probably 90% of my games. Going back to look at my DBD stat tracker I saw that almost every single match I played either I or someone else had below 15,000 score because the killer yeeted them out of the match before they could even think about touching a gen or healing a teammate
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@Abyast1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/469398/tunneling-in-the-anniversary-event
Yeah, but tunneling was complained about occuring too often before the event, with the event giving survivors a lot of strong effects Its been a common occurence for most, but personally I don't blame the killers this time.
As you typed that I started a third match, Ghoul, Lara Croft teammate tunneled out at 4 gens. I never had a problem with tunneling in the normal gamemode before the anniversary event began
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Survivors have to waste time going back and forth in an area, hopefully not being looped in or the killer is being actively lead toward, four times in order to get the healing affect. Survivors can try to strategize and save it for when they need it most, but the issue is you never know if the killer will poison it and waste your time, or be in the area of that banquet table when you finally need to get the global heal. The only killers this effect truly hard counters is hit and run killers, or people running exclusively healing builds. That's about it. So, about a fifth of the roster at the very most. Dredge, Wraith, Legion, all have the potential to be pretty miserable. But the rest of the killer roster is unphased if you know how to play a little macro or map control. Bubba and The Lich are both monsters in this event, Bubba for sheer short-chase potential, and The Lich for his ability to shut down entire parts of the map and negate unbreakable pallets.
I actually find the invisibility the most problematic not as a killer even, but as a survivor. I get tunneled out before 2 gens are finished in over half of my games because my teammates just stuff their faces with food and get invisibility every time the killer is nearby. They get frustrated, go back to the hook, the teammate healing me does the same, runs off while invisible, and I get caught injured, already have a hook state, and no help from my teammates. I've started bringing nothing but second-chance and anti-tunnel perks to try and alleviate this but it only extends the amount of time when I'm tunneled out from 1 gen being finished to maybe 2 gens. Sometimes its none if my teammates waste their time trying to fill banquet tables while I'm already on hook or downed lol
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"worst killer experience" and yet I haven't lost more than 1 out of every 10 matches playing killer, but I rarely ever win on survivor lol. Gonna be honest, all it takes is knowing how to throw the poison for slowdown, and choosing to play a killer than can play around pallets well, and you just get 4K's nearly every game. I get Bubba, The Lich, Ghoul, Nurse, every single game. Then killer mains complain on MY PROFILE on Steam after the match calling me garbage at the game when they literally hard tunneled me out at 5 gens, all under the guise of "its a survivor sided event, so its just what I gotta do to win." The only time I've ever tunneled while playing killer in this event is when its invisibility because I can literally only chase who I can see, which happens to be the poor sod who doesn't pick up a morsel every 4 seconds. Like, sorry, I don't enjoy being singled out, farted on right as I'm unhooked, then instant downed in 10 seconds flat because my stamina bar runs out. Its not engaging in the slightest. I started to bring nothing but anti-tunnel perks and I still get wrecked in less than half a minute if the killer decides to play dirty, proxy camp then tunnel. Teammates have a good bit to do with it I'm sure, like with the invisibility, but honestly what more can my teammates do when the killer just returns to hook every time I'm saved?
I'm just tired of getting tunneled, there's literally no excuse because I win my matches just fine playing normally. Yes, the event, its survivor sided, but the one ability killers get is so incredibly easy to get short chases with that it completely negates half of the OP stuff survivors get. Don't wanna lose pressure by survivors getting instant healed? Play a one-shot down or double-tap potential killer. Don't wanna deal with unbreakable pallets? Play a killer that can down survivors around or through them. The invisibility is the only thing without a direct counter (other than potentially listening closely for the shimmering sound they make), and its the ability that just forces the killer to tunnel which leads to a loss for survivors anyway.
I think the survivor abilities are gimmicky at best, the unbreakable pallets being the most problematic one 100000%, but at the end of the day the single ability killers get can make the best looper who ever lived go down in 8 seconds against a D-tier killer just because they're playing a loop that's either too short or too long. Maybe its MMR, but I'm incredibly surprised that I have ONLY been hearing killer players complain, because as someone who only solo-queues, this event feels miserable on both sides, but for me, on survivor far more than killer surprisingly.
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@tjt85 said:
For The Legion, all I really want is an add-on that increases their Feral Frenzy Vault speed (or for vault speed perks to interact with their power). When Fire Up was bugged and it increased their Feral Frenzy window vaulting speed that felt so👌
For Trapper, I'd quite like for him to get a little haste boost whenever someone steps in one of his traps. It would need to be carefully balanced, but it might help him to reach distant trapped Survivors before they can free themselves and / or give him an extra little bit of help to bear down on a target if he's already in chase. I don't think Trapper is as weak as the wider player base often thinks he is, he's just garbage against SWFs and suffers heavily for having a feast or famine playstyle.
For Billy, I'd like them to revert the nerfs they gave to his turning speed add-ons. Honestly don't know why they did this. Why do BHVR hate Drift King Billy so much?
making trapper’s addon that gives survivors deep wound when freed from a trap basekit would make him oh so much better in my opinion. Just that tiny bit of extra slowdown, plus not being able to deadhard the trapper right after escaping a trap, would feel amazing. But I think he needs like half of his addons reworked or buffed. Like the hemorrhage and mangled effect addons could easily be combined into one, or combine some of the disarm speed slowdown addons an additional effect, since a few of his addons are dual purpose and completely outshine the rest. Oh, and one that gives like 15 seconds of exhausted for each disarm, something like that. Too many players disarm traps in your face then lithe or sprintburst away for free.
The haste is a great idea though, maybe a 5% for 5 seconds when someone steps in a trap. Would be nice. -
@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4094072#Comment_4094072
I feel like we should be glad to have BHVR and not something like EA
I mean. The distance between EA and BHVR, or EA and virtually any other studio these days, is a very fine line now. You give BHVR the amount of income, funding, and publishing power that EA enjoys? You’d watch them become the exact same company in like 4 months flat. Just look at Bungie, they made Halo for crying out loud. They claimed that Activision was the problem, signed on with Sony instead who then gave them more direct control to self-manage. They killed off over half their playerbase with like, two bad minor decisions during seasonal content and one bad DLC (out of the 10 that the game had) and now Sony canned them for good, laid off half of the entire studio, including the execs who mismanaged it. Lot of people blaming Sony, the publisher, just like EA gets blamed. They’re the most money driven so they’re the obvious scapegoat. But what many fail to realize is that the lower level decisions, between the average developer and the publishing executive, create the real power moves. They are the ones that determine what happens and when, on the level that affects players the most. In my opinion, BHVR has proven that they can thrive well enough off of little success, it’s the little wins that keep them going. Power is all-corrupting, as they say. I think BHVR would be best to keep their focus on the little things, keep players engaged and prioritize fun for everyone over raw balancing. Put the enjoyment of well-made events and content rather than rushing deadlines or over-engineering. What’s been going on, stuff like being cheap and stingy with anniversary offerings, is not a good sign for longevity. No amount of cosmetic, engine, or graphical upgrades will compensate for core changes to what makes the game fun.
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@pidgeon said:
@Wezqu is right its really not that big a deal imo. Even if BHVR wants to protect BP economy I don't mind its not like it effects the actual gameplay in any meaningful way. I would much rather have a better anniversary event for both sides than have a few more cakes
Note: I've played the previous 5 anniversary events if you want my credentials for some reason. I have like 350 leftover on Dwight from two years ago its genuinely outrageous.
”BP economy” like it literally isn’t just a way to make your time feel more valuable because you gave your loyalty to the devs and decided to play the game a lot during the anniversary. It’s as simple as that. Sure? Reducing the amount of cakes by 500% doesn’t affect everyone’s ability to play the game, technically. Gameplay is unfazed. But for everyone who values their time, they’re going to look at the BP they stockpiled before the anniversary, think “man, I’m not even going to get a fifth of what I used to from this,” consider spending it at the current rate, then probably decide to just get off the game and wait until the anniversary is over just in case BHVR chickens out again and caves to demands.
Alternatively, maybe there’s some people who genuinely don’t care, or didn’t save up a lot to begin with, or somehow like the new event enough to muscle through it despite the bugs and the lopsided balancing. But a lot of longtime players are probably going to have this be the “straw that broke the camel’s back” moment that makes them skip the anniversary event, or even outright take a months long hiatus from the game entirely.
Burnout is real and this is an easy way to do it to your loyal playerbase.
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@Wezqu said:
Its fine you guys are being greedy. Got about 60 on two prestige levels so I am fine with that.
”greedy” as if we haven’t had 9 years of something, come to expect it, then been given the full unlubricated shaft on the 10th year with zero heads up or reasons given
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@MegsAthletesFoot said:
I swear they just don't listen. 10th anniversary is supposed to be a big celebration, instead it feels like a battle for something we've ALWAYS had and they can't even give us that. Let's hope they'll revert the rarity to common like literally every other event.
funny thing is the player count on Steam reached the highest it’s ever been at 140,000 when Jason released, beating springtrap’s 130,000 just about. Then the anniversary release got a whopping 170,000 which is insane. It promptly dropped to 75,000 by the next morning, has been around 100,000 to 120,000 since. Not terrible numbers, but I wonder how many dedicated players are like me and holding off until they fix the event. I can’t earn any bloodpoints until they do, so what reason do I have to play? I tried a couple matches of the event, it’s kinda cool but pretty imbalanced and certainly confusing. And we only have it for 20 days total, so it’s not like anyone will get used to it before it’s gone. The small window of time plus the high rarity of anniversary cakes makes this actually the worst anniversary the game has seen in terms of motivation to play. Even with Springtrap being the only new character during last year’s anniversary, they were able to keep a very consistent player count, likely due to the enticing opportunity to stockpile items and offerings as well as level their characters. Just in two days we’re already seeing weird fluctuations in the game’s player count on PC during this event. If only BHVR didn’t mess with the offerings and make longtime dedicated players feel like their time was worth less this anniversary
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@TheArbiter said:
Nothing was fixed, the rarity is still very rare. When will it be changed back to common??
never, because dead by daylight has always been about suffering, on either side. Now you get to suffer irl too, by having your time wasted by devs that don’t want to let you enjoy what is supposed to be the best time of the year for this game. No balance changes, minimal new content, buggy and gimmicky event mode that feels imbalanced and unpolished. And to top it all off, you get half the blood points of every other yearly event! Including all 9 other years’ anniversaries!! What’s not to love?
BHVR needs to ingrain in their staff the simple saying, “if it ain’t broke don’t fix it.” When it comes to things like blood points and leveling, all of the worst things they could possibly do involve meddling with it. Leaving it how it’s been all these years is better than messing it up. Small changes, like we’ve gotten with balancing, are more likely to be good changes. Big changes, like to how much currency you get for your time, is a big no-no
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Banquet Flashlight: “hey guys, I’m rare and special!”
Uncommon Flashlight: (same exact stats) “Am I a joke to you?”
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093234#Comment_4093234
I said in another thread I have no problem with the current drop rate if I got three cakes with about 150-200k after a match. So if you get that I don't see what you guys are expecting to get over five or something? Still I was using manual spending so I was targeting the cakes not trusting automation that is known to pick cheapest first.
I manually prestiged survivor one full level, and killer one full level. Killer got 3 cakes, survivor got 2. That’s across the entire bloodweb, grabbing them every time I saw them. It’s pretty awful. They compete with very rare addons and items now, meaning yes there’s less for them to technically compete with in order to appear in the web, but unlike common items they appear like 20x less often. I see one or two purples for every 15 levels, takes 50 to prestige, you do the math. The odds are whack.
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@wesker_shades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093193#Comment_4093193
It has never been a problem during previous years. So why would they change it now?
And you are absolutely right about this decision is more discouraging than helpful for player engagement. We grind enough for Bloody Party Streamers as it is. The cakes used to help a lot in making the grind tolerable, and to be honest, shareable BP offerings are a blessing. I really don't like the personal ones, because sharing is caring. And caring is positive.You never see killers bringing bloody party streamers it feels like. There’s not much of a point unlike survivor where you might queue with some friends and wanna help them out. If killers ever bring anything that benefits survivors it’s anniversary cakes, because they’re so common. Now they get maybe 1/5 of what they normally would, which hurts survivors more than killers since pudding offerings are only uncommon rarity and not terribly hard to get.
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@wesker_shades said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093179#Comment_4093179
Very well said sir. This really highlights the problems that changing rarities cause.
I am especially curious as to what BHVR’s thinking was. Someone mentioned it was to prevent “hoarding a thousand offerings from the anniversary,” but is raising the rarity from lowest to second highest the solution to that? Is it a problem that needs a solution to begin with? The character you get the offerings on you’re forced to play to use the offerings, they aren’t interchangeable. If you manage to play the game enough during the anniversary, don’t you deserve the thousand offerings? It’s the most hype time of the year for the game in terms of new content. Perhaps they thought making players need more playtime to get the offerings would make them play more. But it’s likely the inverse, players will be discouraged to grind, the rewards aren’t worth it.
Theoretically, they could’ve just made the rarity uncommon instead of common across the board for anniversary items and the backlash would’ve been maybe a tenth of what they’re receiving now. But I’m of the shared opinion that no change was needed at all. Survivors can get commodious toolboxes frequently if they manually use their bloodweb anyway, and killers will just bring puddings instead of anniversary cakes since there’s no difference on their end. Killers don’t play with anyone else in the lobby, why should they care if the rest of the players get an extra 100 percent? This update guts at least half of the enjoyment found in the anniversary celebration.
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I play both sides equally. I used all of my offerings on killer from the year 8 anniversary to get Alan Wake to prestige 100. My career hours on survivor is a good 25% higher at least than killer. And yet, I tend to side more with killer lately, because outside of the S tier characters, the game is in a pretty noxious state (assuming MMR is working properly). Equal skill survivors obliterate equal skilled killers on the majority of maps when the killer isn’t in the top 5 strength-wise.
Yes, it is undoubtably true that survivors get less anniversary cakes than killer. It’s been that way for all offerings since forever. Survivors have numerous items they can get, each of which have 5 to 10 addons they could use. Meaning not only can survivors get every kind of rarity item, but the addons for them. It over-saturates the blood web greatly for them. BUT, in regard to the anniversary, survivors also get flashlights and med kits pretty freely (or at least before the rarity change right now) and commodious toolboxes (the best kind) basically for free. There is some compensation for survivors getting less anniversary cakes, as the items they get are generally good. This update ruins some of that as well. Like, why is a standard anniversary flashlight, which is uncommon, now rare? Just because it’s got cosmetic changes for the anniversary? It doesn’t make much sense.
Killers have one power, far less addons to deal with, so their blood webs are far less cluttered, meaning a higher chance of getting anniversary cakes. However I’d say that this update to the rarities has royally screwed over both sides pretty equally. Survivor items are now harder to get, and killers best addons now have to compete with an overglorified bloody party streamer. It’s hardly fair to anyone. -
@pidgeon said:
Jason isn't really that hard to win against, he's just another A tier. All of the survivors perks are above average in how useful they are imo.
maybe its my MMR? But I legitimately, no exaggeration, have not won a single game against him. I've had Nurse games and Ghoul games inbetween (its all i get it feels like) and I win some of them, maybe about 30-40% of them. Jason? Not a single match. He just gets zero downside from zoning people, even less than Springtrap does, and his teleport is braindead easy to spam. Putting him lower than the bottom of S tier is seriously questionable. The state he's currently in, with the badge addon and how he can just see people doing totems in omnipresent evil, he's pretty OP
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Not a terrible build. My personal favorite is Starstruck, Pain Resonance, Dead Mans Switch, and Agitation. But I made this build over the last couple of years specifically to stomp altruistic survivors or bully squads. It takes a lot of practice with his possessed chain to get those snowball downs with Starstruck, but I've found its the best build for him.
Frank's Heart with Larry's Remains is the best possible perk combo for him, allows you a lot more breathing room to interrupt the box with a possessed chain.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/469156/never-been-this-disinterested-to-play-dbd
ive played 3 ghoul matches today, got 2 cakes. and decided to spend the rest of the time in customs helping my friend learn how to play Cenobite
Forgot to mention in the post, but the event being only 20 days is also hilarious. I could spend all 20 mil bloodpoints I have on Cenobite, get him from prestige 65 to prestige 80 just about, and still have less anniversary offerings from this year than the last two years individually, and I only prestiged him 5 times in year 8, and maybe 8 times in year 9. Genuinely soul crushing
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@dogsbollok said:
People telling me jason is too op and I shouldn't enjoy playing against it. You don't speak for me or to anyone for that matter. I quite enjoy playing against jason and nobody, not even you, can tell me otherwise. Jason is balanced and I'll stay on this hill until I pass away.
This drone mindset ruins the game and it needs to stop.
Contrary to popular belief, a killer can be both fun to play against and unbalanced. Jason sits in that limbo where he is a fun design, but just very overturned and needs a few nerfs to be as enjoyable for both sides to play.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089769#Comment_4089769
I'd be happy with aura read instead of KI, frankly, but for how much elusive there is in the game to make basekit worthless by default. Perhaps having the red fog linger slightly after OE ends and discarding OE?
I mean, isn't that the point? I thought about it just like you did, and if survivors wanna waste perk slots to bring Urban Evasion or Self-Preservation or even Distortion, let em. That means far less Decisive Strike, Dead Hard, Spring Burst, Vigil, so on and so on. With how many powerful perks there are, if anti-tracking perks are what survivors want to bring, all in the name of eluding a handful of killers and a handful of perks, I'm all for that. This game needs MORE perk usage variety, not less. There are a ridiculous 170+ survivor perks, I only ever see 15 of them consistently used. Also, half of the time survivors bringing stealth perks end up losing anyway because they hide too much, their teammates get pseudo-tunneled because of it, and the game is over at 3 gens. Giving Jason aura reading with the scream could work, its not a terrible solution at all. Killer instinct does seem like overkill. Or alternatively, as I've mentioned before, maybe killer instinct could stay with a smaller radius and an exception made for stealth overall (at least lockers, maybe walking). Otherwise, as his kit is now, he's just a map pressure machine.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089411#Comment_4089411
Literally just crouch, the counter is literally built into the power, and requires you to press a button. You don't have to be in a certain location, you don't have go get an item, or use anything, or even do a skill check. You just press the crouch button.
No amount of "just crouch lol" can excuse the fact that if you get caught crouching in 90% of the places he will be teleporting around then you're just done for. What, am I expected to sit around in a corner for the duration of a 20 minute long match just to delay the inevitable? There's no beating him when he can just move at spirit level speeds across the map every 12 seconds whenever he decides he wants to guard a different gen. If that's too hard for the Jason player, there's a literal purple addon that explodes generators and makes them regress by 5% just by swinging past it while in his teleport mode. So you don't even have to kick anything. Just sit in omnipresent evil for half of the game flying around until someone finally tries to do a gen, get killer instinct if they don't hide well enough, hit them from 15+ meters away sending them flying into a deadzone, two-tap, repeat the whole process at the next gen. It's just not a fun design for engaging chases or rewarding stealth. It'd be like having a huntress that can insta-throw hatches and also had spirit's ability baked into her kit and spirit's killer instinct addon on top of that. Its ridiculous they thought giving him such a low cooldown wasn't going to become an issue once players learned how to control the character. Its far too easy to spam his teleport and just find people. Out of the 10+ games I've played thus far, he genuinely is never not in chase. If you are doing a gen, you will be found. If you aren't, then he just sits in his power waiting for you to touch one.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089298#Comment_4089298
Correct!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089302#Comment_4089302
That isn't what you said. I can't regard or respond to things you did not say. You didn't say he doesn't need killer instinct on survivors in lockers you said he doesn't deserve to be the only killer who does so. I gave examples as to how that is patently false. I'd invite you to test it as your leisure, but KI does trigger on locker bound individuals. I said it was poor faith because the examples you cited do not trigger KI.
The only name I called you was 'saucy minx' but go off queen.https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089291#Comment_4089291
I wouldn't argue that. KI is a poorly built mechanism and it feels like an excuse to permit bypasses on killer generations. "I want X to see through Y" "But we can't do that, they have N aura blocker!" "Well, use the new fangled thing that let's them see them anyway!" etc. KI should really be decomissioned as it's just lazy building.
Killer instinct makes sense on a lot of killers. Its almost always power restricted and only for niche scenarios, like Artist's near misses, or Vecna's dispelling sphere, Legion's frenzy. It just doesn't make sense specifically for Jason to get it every time he teleports, potentially every 12 seconds, for everyone in 16 meters, unless if they're crouched. Shouldn't by that logic, lockers also should be a counter to it? Its not Vecna's sphere where it's designed to find hiding survivors, or Artist's near miss crows where it can accidentally reveal hidden survivors. No, Jason's teleport is pretty clearly designed to find nearby survivors who aren't hiding, or else it wouldn't be countered just by simply pressing your CTRL key. I hope I'm making more sense now? I was saying before "why is he the only killer that does this," not about killer instinct itself, but the screaming part. The screaming part is definitely a bug.
But on top of that, every other killer that gets KI on survivors (which yes works through lockers) does so under the limit that their power has. Jason just gets it for free. The best example I could possibly give is the old Rat Poison addon for Chucky. Follow me, if you will, entertain me for a moment. By widely popular demand the addon had to be nerfed. Its affect? 5 seconds of aura reading within 12 meters every time Chucky would go to charge Slice and Dice. Doesn't sound that terrible on paper, if he's charging it he might already know where you are. Problem is, 12 meters is a lot for Chucky, he can see a lot more in third person than the average killer. Anyone hiding nearby would be instantly shown to the killer for 5 whole seconds. Turned out to be pretty problematic. Now, imagine a stealth killer that makes no sound if nearby in his stealth mechanic (unlike Chucky's laughing), and gets 16 meters of revealing every time he activates his main ability, but its not just aura. Its killer instinct. I mean, kinda busted if you ask me! Its base kit too, no extension addons needed to get all 16 meters of it. Only downside is the crouching counter. But like I said, seems like an unintended design flaw that its only crouching, lockers are notorious noob-traps and somehow they've made them even more deadly against a killer that the main counter for is stealth.
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089261#Comment_4089261
I did read the post, and my statements stand, you saucy minx.
KI Pre-dates Jason, you weren't here decrying the war crime of KI before this. Jason is not the 'ONLY' as you all caps commented, killer who can do this. He hasn't been for a long, long time. Doctor's static blast is not a KI trigger, nor is Dracula's teleport, they are irrelevant examples. Spring Trap exiting a door isn't either. Those examples are all poor faith.
Xenomorph exiting a tunnel actually does do what you are talking about which is why I find it utterly hilarious that you used an example that does exactly what you said it doesn't do. You said 'people would be complaining out the wazoo' about it, but here we are. I can provide you instructions on how to backpedal if you would like.
I'll include below a list of other KI triggers so that you can add them to the list of things you are going to use to come at people on the internet with this weird indignant vibe you've cultivated. I've bolded the ones that are most likely to detect you in a locker.
Legion - Feral Frenzy on Hit (any survivor)
Demogorgon - Of the Abyss teleporting
Artist - Being within vicinity of flying crows
Onryou - Being fully condemned
Dredge - Anyone within X distance of a locker (how topical)
Xenomorph - Exiting a tunnel when a survivor is near (including in a locker)
Dracula - Performing a rushed action while Dracula is in wolf form (including rush entering a locker)
Ghost Face - Night Shroud Revealing
Pyramid Head - Any contact with torment trails
Twins - Any survs walking, running, or in the dying state around Victor
Nemesis - Use of Vaccine
Pinhead - Lament Configuration solving
Wesker - Use of Spray
Knight - Entering dying state from a guard
Skull Merchant - Being scanned while wearing a claw trap
Singulariy - Biopod removal
Lich - Being hit by dispelling sphere or downed by flight of the damned
Houndmaster - Anyone detected by dog in search modeHow is it "poor faith" if the point of my examples is that Jason doesn't need killer instinct on survivors hiding in lockers? They coded an exemption for crouching survivors, why not make it the same for hiding survivors? Also you're the one calling me names, claiming I have an "indignant vibe" is your interpretation of the text I typed. I was plainly stating, "you didn't read the post" (because what you said was off from my point), and I named the exact point I was making followed by "do you see the problem."
And as for my examples, I've never as xenomorph gotten killer instinct on someone in a locker from 16 meters away but I'll take your word for it.
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@TurnOffTheTVs said:
Overtuned killer with far too much in his kit, a near permanent haste effect that makes him a 4.6 killer which raises the question of why have him be 4.4 in the first place if he's just going to have baked in haste that completely negates that weakness, one of the strongest ranged attacks in the game, his map traversal is ridiculous and the amount of info he gets IN said map traversal is even more ridiculous.
You do gens? He can see that. You do totems? He can see that. You walk or run? He can see that.
He forces survivors to do the most boring counterplay possible which is stop what you're doing and crouch walk around like a chimpanzee.
He's boring to face and not at all engaging.
The fact anyone downvoted you is kinda crazy, I don't think I could've put my experience into words better.
Only thing I'd add is that I do genuinely find his concept fun, I wouldn't mind the crouch walking around if the rest of his kit didn't make him nearly impossible to shake, like the incredibly short 12 second cooldown or the fact that your only option is to crouch walk, you can't even walk normally. Also he can teleport to every kind of unique map spawn except for lockers. Walls, windows, pallets, potential pallet spawns, broken pallets, downed pallets. They achieved "omnipresent" quite literally for this killer. Only issue is, as you mentioned, he has the highest potential ranged ability in the game. As he sits now he's incredibly overtuned. The only reason I don't find him unplayable to face is that they didn't give him an outright free hit like they did for The Ghoul.
Some easy tweaks that I think could make him fairer is allowing walking to not show footprints, make his teleport have a longer cooldown (something like 15-20 seconds would be better), and making his "jumpscare" not work on players in lockers. In fact, I think lowering the distance of the jumpscare to something like 12 meters and allowing crouched survivors to get revealed would make him a lot more interesting as a anti-hiding killer. I find it SO annoying and counterproductive that his only counter is to play like the old noob distortion users who just crouch walked around the map and let their whole team die on first hook. I can't blame my teammates for letting me die on hook because 50% of the time Jason goes into omnipresent he's just sitting in it for 20-30 seconds nearby waiting for the save so he can interrupt the heal. He's incredible at face camping right now, because instead of blocking all teleports around the hook for a period during and after a survivor being hooked there (like the Dredge) he's allowed to teleport but with a slightly longer exit animation, right next to the hook pretty much.
There's definitely a lot they need to work on to make him balanced with the rest of the S-tier killers, because I'm seeing nothing but the same exact hex build and the same two addons from every Jason I play against. Which means his basekit is too strong, no one thinks he needs synergy perks to buff any given aspect of his kit, so they're just bringing hexes.
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089255#Comment_4089255
bold of you to assume its be that early
Its also so funny to me that calm spirit is such a weak perk, especially with how common hex builds are with its downside of making you cleanse them a whopping 30% slower, the same speed pentimento debuffs you for everything but totems. And yet, its one and only purpose, "do not make me scream," is intentionally countered by a killer that… checks notes… makes you scream for free every 12 second teleport cooldown.
For context, Doctor's info ability, static blast, has a cooldown of 45 seconds if you make a survivor scream with it, or 30 if you don't make anyone scream. Oh, and while it still reveals your location, Calm Spirit won't make you scream against static blast. Like, why? lol. Makes me wonder if that Lara Croft perk "Hardened" also still lets you scream, and if it even gives you the aura reading on Jason when you do
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@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4089100#Comment_4089100
This. Seriously, why is this a discussion. KI would work in lockers, and scream working is irrelevant if you have KI on you anyway so why care. Crouching negates the entire ability. The counter-play is literally to just… crouch. No skill check, no difficulty, just… crouch. They made this really, really easy. Are we seriously claiming now that it's too much of an inconvenience to counter a killer power by hitting the CTRL key? Is this where we are now?
Clearly didn't even read the post. Hiding in lockers is an integral part of the game, the most valuable stealth mechanic for gambling throughout the match, and particularly at the end of the match. Why should Jason get killer instinct and make survivors scream in lockers of all killers? Why does he deserve that right to be the ONLY killer that does that, for free? Is it because his kit is too weak? Because it isn't weak. People would be complaining out of the wazoo if Doctor's static blast made survivors scream and be revealed in lockers, and his only ability is to make people scream. What if when Dracula teleported to a window in bat mode, then everyone in 16m including lockers got revealed? Springtrap exiting a door, Xenomorph exiting a tunnel, killer instinct on people in lockers half of your terror radius away. You see the problem yet?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088762#Comment_4088762
I havent played him yet but I think you are overreacting here just like that one guy who made few posts when springtrap got released that he is new ghoul.
Jason has tracking but his power has 12 seconds cooldown thats like dreadge, his speed is like spirit but unlike her he cant exit on survivor he needs some very specific space where windown is or pallet spawned or was there and have been broken so perk like WOO make you counter him because he can only spawn on specific spots not directly on survivor who runs in open.
For range attack it looks strong but from what I saw its very hard to hit and its one shot and thrn he must either go get spear from hook or from pile which are 10 randomly spawned on map so very inconsistent ability and his cooldowns and movement speed got nerfed from ptb when he got into live version of game.
Only thing that looks he is very good at is tracking survivors and mobility but his mobility isnt so strong when survivor gets from pallets or places where spawned pallet which got broked or windows if you run from them when he is using or uses omnipresent you have distance at your side. He is 115 only for 25 seconds and has 1 time use range attack which is hard to hit and works like slingers harpoon hitbox so its very small which makes it compare to huntress hatchet even less forgiving in getting hits.
He is new killer so now best loopers are still cooking best counter for him and in werk or two there will be whole guide how to face him so no need to overeact now he is still fresh like two days in and he is way to far from even current ghoul.
Only difference is dredge is limited to locker teleports and has a counterplay to that one single ability he has, in the form of tripling his locker exit speed once per locker for the entire match. Jason is way too oppressive right now.
My main issue though, is why does Jason get the most powerful anti-hiding ability in the game while also having at least top 3 teleport ability and also the fastest moving projectile ability all in one. A 12 second cooldown is absolutely LAUGHABLE. My chases as killer last as long as a minute sometimes with the pallet density playing other killers. Assuming that's how it takes to down a survivor as Jason, that means I could use his teleport mid-chase FIVE TIMES. Unlike Dredge, who always loses distance when teleporting unless they literally get pixel perfect timing with them passing an unlocked locker, Jason can teleport to a window the survivor was heading toward to vault, a pallet they were planning to drop, or even block their path in a jungle gym where a pallet could spawn or did and was broken. The only saving grace of this character so far is that he is 4.4 speed so you can kinda outrun him in tight and tall loops. Other than that, he's a jack of all trades, master of most. He can do practically anything. And despite that, the last 3 survivor matches I played against him were all Hex Thrill of the Hunt, Hex Ruin, Hex Pentimento, and Hex Blood Favor. I'm not exaggerating. All three games in a row, three different people. Its just not fun. I've literally started to bring SPINE CHILL just so I can pre-run a second or two early since he gets the freest info and mobility in the entire game.
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@Linkdouken said:
https://us.v-cdn.net/6030815/uploads/4FH5VGQODM15/11955.png
Seems dumb to me but whatever
"Its not a bug, its a feature!"
Watch them patch it like 10 updates from now lol
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088543#Comment_4088543
Killer Instict is not blockable by lockers and its always been like that. If they now make it block that then it would effect all other killers too who can use it to find out if survivors are hiding.
I'm saying they should change the activation requirements just for Jason, other killers getting instinct off of their abilities wouldn't be affected by it. Legion gets it while in frenzy, Vecna gets it from his revealing sphere, etc etc. I imagine it wouldn't be too hard to code it that he can't get killer instinct on survivors in lockers if they were able to code it for crouching survivors.
@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4088541#Comment_4088541
There is a misconception here on Jasons power. Crouching only ensures that he can't see or hear the survivors while using his power. No red mist and no red steps. There is no way for Jason to know a survivor is there without making an educated guess.
When he teleports out of his power to appear, crouching doesn't counter his jump scare. No matter what, any survivor caught in that radius will scream and be revealed by killer instinct. If there is a loading tip that says otherwise, then its a bug, but if not, then locker aren't very safe against Jason.
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@Wezqu said:
If you are screaming in the locker that is a bug but as stated he gets killer instinct so killer will know where you are anyway.
Feel like its kinda cheezy, they should make it so that hiding in a locker just like crouching he doesn't get killer instinct. All it does like in the match I played is incentivize slugging and spam teleporting to find the last 1 or 2 hiding survivors
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@dbd900bach said:
When Jason uses Omnipresent Evil to teleport and appear, killer instinct activates, giving him the exact location of each survivor in his jump scare radius.
Killer instinct has been in the game for a long time and it has always bypassed lockers. Lockers only hide a survivors aura, but it doesn't block killer instinct.
Guess they should rework him to not get killer instinct and get an aura read instead. I'm well aware that his ability gives killer instinct, my question was does his teleport activate on survivors in lockers, because if he uses that ability and a survivor is crouched he's intended to get no scream and no killer instinct. So, did the devs forget to program lockers the same way? I've never screamed in a locker before except for when the perk Ultimate Weapon got bugged years ago and was causing hiding survivors to scream
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He still is a master of the "zone and bone" strategy, making survivors rotate into unsafe pallets/loops or getting hit by a lucky prediction shot. He's incredibly potent at proxy camping, as if the survivor going for unhook gets caught, they get put into an almost guaranteed lose-lose. Go for the unhook anyway and get both you and the unhooked survivor hit by his ability while in animation lock, or try to run away and loop nearby in hopes your teammate can unhook them before you get hit or downed yourself.
Overall he's certainly weak in the movement department, but his snowball potential is only beat by the likes of killers like Oni, Plague, or maybe Bubba. Nurse's Calling is especially powerful for this purpose, as even if you don't hit the healing survivors, the pressure you can get by survivors having to respect the distance of your M2 makes you a constant threat.
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Twins but only because dodging Victor feels like winning the lottery when it actually works. He hits me through every object imaginable, including pallets mid dropping animation onto his head. I feel like every time Twins gets a bugfix Victor's hitbox gets wider lol
Honorable mentions would be The First, Ghoul, and Nurse, because they all share the problem of being basically uncounterable in chase, other than maybe Ghoul since he does technically need to M1.
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@Chomperka said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084878#Comment_4084878
yes scott cawthon is the one who wanted simple ability design so springtrap fanbase can reasonably play him when they finally get back home after kindergarten. Something like Singulairty would be too difficult.
why the kindergarteners catching strays out here??? 😭
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Two ideas I heard that were not bad:
- Up the map offering to 50% (they don't stack anyway, don't know why they knocked it down to a whopping 20% from the old 100%)
- Make it so that the offerings act as reverse offerings, removing the realm of the specific offering from the map selection system for that game. (Effectively a map ban at the cost of your offering slot, could allow players to knock out realms they get tired of playing so frequently)
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@Xendritch said:
I find it very funny that there was a giant debate for a couple a months about whether Distortion was healthy or not and I guess we decided it wasn't but then we reworked self-preservation to be an arguably better Self-Preservation considering the most common aura perks activate after a hook. Blanks BBQ, blanks Friends, will conditionally blank NTH and you get iron will on top of it.
I'm actually not complaining I'm pretty ambivalent towards the perk and sometimes use it myself and I think it's slept on big time rn, I just think how we got here is really funny.
Self-preservation only works to counter two perks, I believe. Barbeque and Chili, and Alien Instinct (if you're injured). Otherwise, unlike old Distortion, you're still vulnerable to every other aura reading perk 30 seconds after your teammate was hooked. Such as Nowhere to Hide, Darkness Revealed, I'm All Ears, Gearhead, Weave Attunement, etc etc.
It definitely has as much utility as old Distortion in my personal opinion, a great alternative to use in the current meta. But old Distortion was far more powerful with 3 tokens useable at all times, it could counter every single aura reading ability/perk with basically no condition needed other than being near the killer for half a minute per token, which outside of stealth killers was incredibly easy to get.



