Cornil
Cornil
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084527#Comment_4084527
Ok I just don't see any report of pallet spawning together in Underground Complex done in betahub in the last day that you made this thread so thats why I was saying would be a good idea to report.
Its because it grouped it with a report someone made from the middle of March, same exact pallet spawn issue. 9.5.0 update
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@Venusa said:
Warning: if a video game opinion genuinely triggers you, don’t read this thread.😂
I think Nowhere to Hide is one of the cheapest and most braindead perks in the game and makes a bunch of other killer aura perks obsolete.
Why run niche tracking perks when you can just kick a gen and instantly reveal everyone around you for that long? And if you pair it with Lethal Pursuer, it gets even dumber.
People love calling Windows of Opportunity “handholding” for survivors, but what exactly is this then?
The perk takes so much tracking work away from the killer. You just kick a gen with no cooldown and get value. And since you can kick the same gen like 8 times anyway, the limit doesn't matter. It's just “kick gen, spin camera, walk at highlighted survivor.”
- someone’s nearby = free info
- nobody’s nearby = also free info because now you know where not to waste time searching, time to kick the next gen LOL
I don’t even think it’s overpowered necessarily. I just think it’s an insanely low-IQ perk for how much value it gives you.
What’s your unpopular Dead by Daylight opinions?
My unpopular opinion is that Pop Goes the Weasel was fine at 20% or even 25%, at least compared to Pain Res being 20% still. The way it used to be was that Pop was 30% and Pain Res was 25%, and Pain Res still had the higher pickrate despite being riskier as a Scourge Hook. Now, Pop does less than Pain Res and the pickrate divide has gotten even larger, Pain Res at a whopping 30% pickrate and Pop at a 15%. I almost never see Pop Goes the Weasel in my survivor games anymore. Its just Pain Res Dead Mans, because it buys so much more time and can be used reliably by killers with low mobility.
I personally think because of its synergy with Dead Man's Switch, you could lower Pain Res to 15% and up Pop to 20% and the pickrates would probably stay more or less the same, but gameplay wise it'd likely help feel less OP. Maybe lower Dead Man's to 30 seconds from 35 too for good measure. Just make Pain Res and Pop a little more even than they are now, to encourage killers to use more variety for their gen slowdown perks.
Also on the topic of Nowhere to Hide, I think they should bring back Distortion's ability to recharge just in the killer's terror radius, lower it to 1 token, and it'd be perfect, and Nowhere to Hide wouldn't feel as cheap. With old Distortion Nowhere to Hide was kind of a risky pick because there was a high chance you'd get almost no value out of it due to survivors playing extremely smart/stealthy with the generators they chose to repair. You'd waste so much time trying to find someone you learned had Distortion, or you'd lose a gen for thinking no one was there and leaving it for too long. Used to be a lose-lose, and with a slightly buffed Distortion that counter option could come back.
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@Wezqu said:
You could maybe report this in the betahub bug reports so it might get fixed as it clearly is not meant to spawn those pallets at the same time. Things won't get fixed by just making forum posts about it.
I have submitted a betahub bug report, but I'm not sure if it'll do much, since its not really a bug as much as it is likely an "unintended feature." Will just have to wait and see.
Also I made this forum post for fun and in jest, but in explaining the legitimate problem behind this apparently a couple of people have gotten upset and started downvoting every comment I make here lol. Just want to say, I don't care about winning at all, in fact I enjoy losing pretty often. Call it stockholm syndrome but DbD is the only game I've ever found enjoyment from losing on, which is why I can not only tolerate but actually actively play more survivor by choice, solo queueing 99% of the time.
The true root of my complaints here is that if I'm going to lose, I want to lose with dignity. Not to cheaters, not to bugs, and not to cheese. I don't find any enjoyment from winning against people who ragequit or grief their teammates, but I do find enjoyment from a loss when I was legitimately outsmarted or outmatched. Problem is, the pallet changes have lifted the skill floor so much that even when I play survivor I find it boring. No more is there this pressure to make every pallet count. Instead, if I drop this one a second too early, there's 5 others nearby I can probably get a stun with. Get some distance from that one stun, run halfway across the map, and start it all over again. I just want to feel like I earned my wins on survivor and deserved my losses on killer. That's literally it. Dropping 6 pallets or eating 6 pallets isn't very engaging gameplay for either side imo. Its not a very riveting chase, I'm sure almost everyone can agree.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084511#Comment_4084511
The problem with undetectable perks is that the flamer turrets still notify the survivors that you're getting close to them.
This is an aspect many find disappointing about the character. The xenomorph in the movies is famous for being an ambush killer that gets the drop on you. You could try to circumvent it with the build you're talking about here, but I don't know how well it would work.
If I had to think of a way to buff Xenomorph, this is what I would do.
First, make the current effect of Self-Destruct Bolt basekit (increases vaulting speed while in crawler mode). In my opinion, not only is this addon almost mandatory, it also helps realize the fantasy of playing the xenomorph, which is the whole wall crawling aspect. Allowing it to vault faster natively would help.
Then I would make the Self-Destruct Bolt make the Xenomorph immune to the motion trackers while not inside the tunnels, enabling undetectable builds.
Funny thing is the devs actually considered this, which is why when the xenomorph exits a tunnel the turrets shut off momentarily if within 12 meters or so of the control station. Sure, this also can give away his position, but if you increased the radius to maybe 16 or 18 meters, survivors would have to guess whether or not he's heading toward you. It'd be a 50/50 guessing game, if the xenomorph is heading toward your generator. Plus, the optimal strategy is to place turrets in nearby loops, and not next to the generator.
Maybe making the bolt basekit could help, but the full 30% might be a little much. Maybe 15 or 20% would be fine, considering if diminishing returns affects any perks that would stack on top of it. Having an addon that makes the xenomorph immune to turret trackers would be a decent green or brown rarity addon tbh.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084506#Comment_4084506
I mean sure, if you subtract a bunch my stats they're also low. But they'd also be higher if I didn't give hatch and mercy so much, or if I played chessier. But that's not really how it works. The stats are what they are. If I can't beat really good players I don't blame the game. That's one me. They're just better than me. Playing both roles pretty much daily makes it very easy to identify when opponents are more skilled than I am. If there's one other thing I blame, it's matchmaking. But it's not the game itself.
I'd love to give you an exact top 10 in order by hours but the stat page isn't working. So, off the top of my head: Wesker, Henry, Dredge, Plague, Clown, Wraith, Freddy, Vecna, Dracula, and Micheal (mostly pre-rework, now Scratched Mirror only).
I wish you could play some Bubba or Cenobite at high MMR, then you'd probably agree that the pallet changes are pretty out of control. I've said before and I'll reiterate it here, I'm not even that upset with the number of pallets, its the density, the density only ever needed a few extra meters here and there reduced on some of the larger maps. Instead, I'm now having to fight for my life on maps like Hawkins, Midwich, and Lery's, all small indoor maps, that have guaranteed pallet amounts so high that one classroom, small doctor's office, or supply closet, will have both potential pallet loops spawn, creating a chain that I don't remember ever spawning simultaneously in the past years I've played this game. The map The Game had the reputation of being the pallet tour map because it notoriously had these kinds of chained loops sometimes in the same room. But now? Its nearly every map. The Game actually feels nice to play on because at least it only has like 3 windows on the whole thing, so the pallets still feel like a resource and not an infinite well of window-vault extending chase devices.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084499#Comment_4084499
Only thing I could think of to buff him that wouldn't literally break his balance is maybe giving a short amount of undetectable after exiting a control station? Maybe 5 or 6 seconds would be enough to catch up to an unsuspecting survivor who couldn't hear the sound of exiting the tunnel. Similar to Springtrap after exiting a security door. Additionally, maybe rework a couple of addons. Examples I can think of would be Kane's helmet, which gives mangled for 70 seconds when hit by a tail attack. Could lower it to maybe 50 or 60, add hemorrhage as apart of it, and make the Multipurpose Hatchet (currently gives permanent hemorrhage until healed) instead extend the undetectable from exiting a control station, maybe by double to 10-12 seconds.
While I agree that you cannot do much to his Kit without either making him weaker or too good, I dont think that Undetectable would be really useful. There is an audio cue when he exits one of his tunnels and if there is a Flamethrower nearby, this also beeps like crazy when he is about to come out of it. So I dont think that Undetectable would be really useful here.
Idk, for the majority of games I had with xeno undetectable perks were nice. Yes, it makes a sound, but it has a relatively short radius to be heard, especially with walls in the way. And if there isn't line of sight, you can easily catch survivors off guard. If I recall correctly, the xenomorph isn't like nemesis, he's fairly quiet when undetectable. Giving a little bit of basekit undetectable with an addon choice to make it even longer could probably help prevent people from pre-running, allowing him to use addons like acidic blood more often, closing a little distance to use his tail attack more consistently when ambushing generators. Pair it with the addon that adds exhaustion for 30 seconds to survivors who place turrets, and mindbreaker to prevent exhaustion from decreasing while working on a gen, and you could have a pretty nifty jumpscare build for holding down generators in tight areas, like jungle gyms or rooms of indoor maps.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084504#Comment_4084504
I mean, did you watch it? I swung around the corner and was less than a meter from the hit-range of a basic attack. That second pallet being there sealed the deal. Even without a stun I would've had to walk around that whole loop, up the stairs, then either had to deal with the window room of doom as Bubba (bad idea) or she may have even made it back down the stairs on the other side to an area that still had every single pallet intact.
No, the second Pallet was irrelevant in that exact situation, when it was either upright or already broken. Only if it was already thrown and unbroken it would have been relevant. She did not even know that there was a second Pallet, she just made distance, because this is what you usually do when you get a stun on such a weak Pallet.
In the vod she literally commented "I can't believe that (second) pallet was there" as she was opening a chest to try and heal herself on the top floor, right after she stunned me lol. Of course you don't stick around there when you get a stun, but the chances of you getting a stun with two pallets on a long, tall wall like that are at least doubled when you have two of them side by side. Idk if you're just trying to ragebait me or if I'm really not explaining this well enough. She could've made a whole bunch of distance even if there wasn't a stun, just on the fact that there are two rooms and a stairwell she can chain into it with a pre-drop, and if that fails she has the option to run straight back to that same loop and use the second pallet to extend the chase all over again. Only way to counter that tile is to eat the first pallet, and hope to heaven high that they pre-drop the second pallet too late when they return to it, so maybe there'd be a chance I could chainsaw-sweep facing away from the part of the map with another 20 pallets at her disposal. If I tried to chainsaw around the loop, there's a high chance the buggy collision on that scrap-heap will hit me on the corner when I turn toward the pallet to either break it or continue through it. The fact that the pallet is on the end of the scrap-wall also means the chances of me being able to see the survivor while chainsaw-sweeping is low, increasing the chances substantially that they get a stun, not having enough time to react and moonsaw away from the drop.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084376#Comment_4084376
Considering the high KRs of many consistent complainers about this issue, I don't think it actually effects much. I've never once felt like excessive pallets heavily contributed to either my killer losses or my survivor wins.
I've also never seen this clearly bugged spawn in a match.
Funny thing is if you removed matches when the MMR system put me against sub-100 hour survivors, or survivors that literally just gave up because they weren't having fun (or whatever reason they decided to DC or throw the match) then my killrate would probably be like, 30%, maybe 40% at the very best, across the board. Apply it to specific killers, and my winrate with Bubba is likely even lower.
The matches where I play against at least decent survivors who try their best, I get face-slammed if I don't play like the sweatiest tryhard who ever lived, all to just get maybe 3 or 4 hooks then watch everyone teabag me at the exit gate or hide for a whole minute during the endgame collapse.
Just curious, what killer do you mainly play?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084481#Comment_4084481
You can just go around the Pallet, if you dont get stunned. Even if you got stunned, as long as the other Pallet was not dropped and unbroken, you can still go around. But the stun was most likely what sealed it. Those are the kinds of Pallets where the Survivor has to stun the Killer in order to get distance, because Killers can usually just go around them. The right one is especially weak.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084490#Comment_4084490
No, the Double Pallet had no impact at all. What had impact was that you made the mistake of getting stunned. If you would not have been stunned, you could have just go around and she would either have to go upstairs or to the left and both would have been guaranteed hits. So even if there would have just been a single Pallet, the stun was the issue here and this was something you could have avoided.
But to be honest, I dont think more than a 1K was possible here anymore.
I mean, did you watch it? I swung around the corner and was less than a meter from the hit-range of a basic attack. That second pallet being there sealed the deal. Even without a stun I would've had to walk around that whole loop, up the stairs, then either had to deal with the window room of doom as Bubba (bad idea) or she may have even made it back down the stairs on the other side to an area that still had every single pallet intact.
And also I've crawled back from closer games, especially as Bubba. I've had 3 hooks at the last gen, not in a three gen, and managed to catch the survivor on death-hook, knock it down to a 1v3, and held down all 3 generators on separate corners of the map for another 4 minutes to win with a 3k. last survivor getting hatch. All without slugging or face-camping either, just looping between the generators and the killer shack.
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I used to play him a lot, and honestly he's always been a mid-high A-tier killer in regards to power potential. He's got the same if not a better version of the teleport that Sadako or Springtrap has, considering the speed he can teleport and the info he can get from being in his tunnels. His tail attack has a similar design to nemesis's whip but without a held charge before using it, and also no infection requirement to damage survivors. And yet, I understand why you made this post, his pickrate is incredibly low. I've seen only one xenomorph in the past couple months since I've started playing survivor more consistently again. His addons when compared to a lot of other killers in the mid-high A-tier range are actually very good, and give a few different playstyle or build options.
How would I buff him? I have no idea, because there doesn't seem to be any changes to his kit since release that would've made him less appealing, and tank his pickrate like it has. Maybe its because of the pallet changes, he is pretty vulnerable to people faking a pallet drop, getting a tail attack, then getting stunned right after. A xeno player who doesn't expect it can end up losing a game off of one or two decent stuns because of the current amount of pallets around maps. Even then though, he's not an M1 killer, he can work around pallets well enough with a little practice.
Only thing I could think of to buff him that wouldn't literally break his balance is maybe giving a short amount of undetectable after exiting a control station? Maybe 5 or 6 seconds would be enough to catch up to an unsuspecting survivor who couldn't hear the sound of exiting the tunnel. Similar to Springtrap after exiting a security door. Additionally, maybe rework a couple of addons. Examples I can think of would be Kane's helmet, which gives mangled for 70 seconds when hit by a tail attack. Could lower it to maybe 50 or 60, add hemorrhage as apart of it, and make the Multipurpose Hatchet (currently gives permanent hemorrhage until healed) instead extend the undetectable from exiting a control station, maybe by double to 10-12 seconds.
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@UnicornMedal said:
I don't actually believe they balance based off of statistics. What we see tends to be so random that it wouldn't add up if that were true. There's also a considerable amount of "feel good" balancing that enables the power role to feel oppressive and any attempt to change that is quickly squashed.
Personally, I think all 3 options are surface-level. Buffing all Killers will only exacerbate the problem, nerfing the top 3 does nothing to mitigate the issue of camping/tunneling/slugging (at most, we'd see a shift like when Stridor Spirit was nerfed), and map changes last until they release a new one. I think the most important thing to change the entire game balance would be to implement a strong and fair scaling difficulty, like the one in 2v8 but actually effective. Next would be to rework gens and hooks. Finally would be to emphasize fun again once the game is in a stable state once more. Anything less is a band-aid and unfortunately, BHVR is only willing to do even less than that.
I obviously know that buffing all lower tier killers won't fix much, and obviously nerfing the top 3 killers will just cause players to migrate to other strategies or characters to get their "gotta win every game" fix. But honestly, if fixing pallet density directly isn't an option, because statistics show that with these density changes the top 3 killers have normal killrates now, then how is behavior supposed to tackle this? Their stats say the opposite of what people are experiencing en masse. The only realistic options are to make every killer suffer equally by nerfing the highest performers, or to somehow bring every pallet-vulnerable M1 killer up to par.
Ideally, in my mind, the best option would be a mix of fixing the pallet density and slightly nerfing the top performing killers. That way, you don't need to go and find ways to buff every single outdated killer, and the lowered pallet density won't cause the top tier killers to go back to stomping 60% or more of their matches consistently. But that's just my 2 cents.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084376#Comment_4084376
This was a 1K, I watched the game from the PoV of the Streamer OP faced (she seems pretty nice btw. and is an Artist Main, if someone likes that, they should totally check her out). Granted, it had the chance to become a 4K, because the Survivors messed up royally at some point, but OP messed up as well and let that 4K slip away.
The double pallet here did not really matter tho, from what I could see. But as I said, it is very likely a Bug, since it is unlikely that one Pallet spawns all the time and that there is even a double Pallet. Double Pallet on spots where they are not supposed to be are a rare occurence. They usually happen when the minimum amount of Pallets is not reached and the Pallet Spawn Logic put a Pallet on every possible location. So we are then at the minimum amount of Pallets and my guess would be that the Pallet on the right spawning 100% of the time causes the issue.
I just watched the vod and she stunned me with that exact pallet I screenshotted at the start of the game lol. It stopped me from getting a down on her which could've meant another pain res token since I didn't get to use hers I believe. So yeah, the double pallet spawning around that corner did kinda screw me over
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I didn't mess up btw, I got within inches of hitting him with my chainsaw like 2 or 3 times but ran out of charges every time. He managed to chain like 4 or 5 pallets between 2 rooms or so, which is why I lost
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@Aven_Fallen said:
This is very likely a Bug. You should report it:
https://app.betahub.io/projects/pr-5642738318/issues
I have tested it 10 times now on custom games and I saw the Double Pallet spawn once. However, I have seen the Pallet on the right (in the picture) spawn all the times while the Pallet on the left never spawned alone. If I had to guess, I would say that the issue is that the Pallet on the right always spawns and then, if the minimum amount of Pallets is not reached, the other Pallet spawns as well. Which is a rare occurence, but with the Pallet on the right spawning 100% of the time it might mess up the Pallet Logic. (Obviously 10 games is not a huge number of matches, but 10 times more than that one screenshot)
Those are not God Pallets tho… I feel people use the term way too frequently nowadays. Especially the right one is very unsafe. And without the Bug, the left one is also not safe either.
idk bro, being able to make it all the way upstairs or all the way to the "main building" on the map from a single stun there makes it a god pallet to me. I'm not playing nurse, I can't just teleport to catch back up to them, I have to walk lol
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/468072/pallet-density-is-definitely-a-problem
They say "Its all working as intended" I don't see the vision but that's just me. There were a lot of maps that had horrible deadzones, most of that has been fixed at least.
Been seeing a lot of players who main survivor complaining (rightfully) that the killers in their matches have been a lot of just Nurse and Ghoul, but don't seem to diagnose the reason why. Nurse's pickrate was relatively low for a free character up until these changes, but now she's competing for top 5 pickrates. If this is the pallet density as intended, I hope people are ready to rename the game to Ghoul by Nurselight, because that's all there will be left in due time.
Keyword is "density" here, the problem was never the concentration of pallets, more so it was the amount of pallets with a small adjustment needed for loop distance. That was all it would take. Instead we've got maps with up to 15 pallets chainable by anyone with over 100 hours all in the same 50 meter stretch of the map with potentially 4 or more windows. Combine this with the shape of some of these maps, like Ironworks of Misery, The Thompson House, Torment Creek, Eyrie of Crows, or of course Garden of Joy. The sheer size of these maps with designs that rarely have any pallets/gens in the direct middle means killers who can't just ignore pallets and have to play around them get to go on pallet tours that can last up to 10 minutes if a survivor manages to get a few stuns or fakes. Holding W from one loop to the next is easier than ever. And like I said, when I play survivor I never really get to benefit from these absurdly powerful pallet chains because I end up facing nothing but Nurse and Ghoul, who just teleport or vault through the pallet to catch me.
Most maps just needed an additional one or two pallet spawns guaranteed, and maybe a meter or two reduced here and there to some tiles that spawned miles apart. What they've done has seemingly gone off the rails and led to the game generating main buildings like the one I got as survivor on Suffocation Pit, where 2 of the 3 main building pallets spawned, both on the same path around the building, as well as both windows spawned across from each other in the same route, and then on both sides of the main building were long-wall pallet loops that chained into another long-wall pallet loop about 10 meters away from it. Meaning I looped a Clown around the main building for 6 minutes straight only dropping two of the six pallets at my disposal, all while he played perfectly using his speed and slow-down bottles at every loop. But because he couldn't afford to get stunned, I was always able to make it around the building and break chase for a second. It was funny at first, but got incredibly boring really fast. Playing killer shouldn't rely entirely on survivors making mistakes. Bloodlust, window vault limits, breakable walls, pallets being breakable, are all intentional design choices that allow killers to catch even the most skilled survivor eventually. And yet, none of these things seem to help with how many pallets some maps have right now.
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@Reinami said:
I just got out of a match where it was just pallet into pallet into pallet. Literally pallets like 10 meters apart. I think i counted at least 25 pallets.
I'm gonna record a match here and upload give me a hot minute.
You mean like this? loool
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@Elan said:
I would like them to give survivors basekit windows of opportunity to also tune solo q and remove x amounts of pallets to compensate.
kinda pointless tbh, windows is more than worth the perk slot for most players. Stuff being made basekit has only ever been for things legitimately problematic to the game, like aggressive face camping in the case of Borrowed Time. All they need to do is adjust the pallet spawns. Dare I say I don't think there are necessarily TOO many pallets, just that they're spawning in TOO many places. Playing Bubba I shouldn't have to spend 5 minutes of the entire 15 minute match in the pallet break animation because my .5 second animation gives them enough distance to reach another pallet 8 consecutive times, to the point that their express pre-drop pallet tour lasts until 3 gens pop.
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@Your_Dad_Playing_DbD said:
I play survivor quite a bit and Ghoul is still probably my least favorite killer to go against even after his nerfs. It’s like going against Legion but way more annoying. Super easy to zip all over the map and get free EZ hits, then constant mend simulator. I can’t imagine that anyone on the survivor side actually enjoys going against Ghoul. It’s not even a matter of him being OP - it’s just super annoying and boring.
I absolutely loathed, and I mean LOATHED Ghoul when he first came out. I still do find it gross how strong he can be in the majority of 1v1 scenarios, but I'd be lying if I said playing against him can't be fun. In fact, controversially even to myself, I've found that looping and outsmarting a Ghoul player is incredibly fun, and much more possible than it was before.
There's only two things that make him as infuriating as he was on launch: First, dead zones. Hard to fix on half of the maps in the game, can be a skill issue if you just don't know good positioning. Him catching you out in the open can mean instantly going from being 20 meters away from him to being downed in 4 seconds. Second, and the one that always gets me, the pallet vault. The fact that he can use the survivor themselves as a dash surface to get over the pallet kind of turns 90% of pallets into an instant down. There is a small chance you can re-vault quicker than his vaulting cooldown, but if you don't predict the vault in the first place then its impossible to do. Reminds me of the original scamper for Chucky, which makes me understand completely why people find it annoying still even after the Ghoul's nerfs.
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@Elan said:
But going against 40 exhaustion perks, 50 second chances perks, invincibility perks etc. is fun. Noted. I gave up to want killers have some sort of love from community or developers. It's just about survivors having fun and killers being there to fill the lobby.
I literally play more killer than survivor and yeah the balance and meta is probably at the 4th or 5th lowest point its ever been, which for this game and all its low points is pretty bad. But I have to say my killer experience has been "damn, I lost to people who were cheating/just better," compared to my survivor experience which is "If I don't 1v1 the killer for at least 60 seconds then my entire team is going to get slugged and/or face-camped into oblivion the moment I get hooked." Its barely comparable. Killer perks and abilities are always problematic, its inherent of the asymmetric design of the game. But survivor perks are an easy fix, every survivor is on the same base mechanics.
I think the reason half of the killer experience is so terrible right now isn't even because of perks, despite this meta. I've been witnessing something else a lot more sinister. Like 4-man outs only getting 4 hooks in 2 minutes, using all 4 pain resonance tokens and dead-mans switch, constantly patrolling generators. Same survivors having no generator perks, no fast-track, no prove thyself, no toolboxes, nothing. And they still finish all 5 generators in under 5 minutes. And unless they changed it in the half-year I took a break from the game, it takes 90 seconds to finish one generator alone. Pretty sure 1 in every 10 survivor players are just cheating at this point. I've watched people lose collision without using maps/keys, I just swing straight into them and hit air. I've had three survivors in front of me one time and the missing survivor completed two generators 2 seconds apart on separate corners of the map. Genuinely the cheating problem in this game is far worse now than any balancing issue I've experienced playing this game. Quite literally the first game back from my break was against a DnD Vecna who lost so bad playing legit that at the last generator he decided to just start flying across the map at mach 5 while spam swinging at the air and downing everyone at the same time.
But I digress. If you genuinely read my post, the whole thing, just know that this isn't a matter of wanting to give killers an even harder time. Its just about this one killer, who I've genuinely seen no way to beat legitimately other than just gen-rushing and playing like a rat the whole game.
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@Anti051 said:
Seems like anything that can challenge survivors receives the 'not fun to go against' label in an effort to get it nerfed.
Not sure how you read my post and got "its challenging so its bad" out of what I said.
My whole point is it doesn't challenge me at all, it feels entirely unchallenging, just luck based whether or not the killer can predict where I'll be standing in .6 seconds lol
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/466529/the-first-is-not-fun-to-play-against
Honestly I can't really understand your problem, I didn't play against an vecna with 11k hours yet, but those I saw placed the vine-attacks on themself good but I could still react and dodge.
Vecna has pretty much the same weaknesses like nurse so you just want to break line of sight, if you do this he's already much weaker because he completely has to predict where you are and go. In difference to nurse he also doesn't instakill you on open fields, of course he sees you there at all times, but you also don't have to loop around anything so you can just hold w and concentrate on dodging because he doesn't make much distance (half a second is honestly quite a lot, I would say it's not that much difference to a fully charged huntress throw).
Ps:
It was actually pretty fun to play against them.
The problem I describe in the post that makes him genuinely baffling to me is the cooldown. The timings just don't make sense. Pyramid-head has to take an entire second to start dragging his power, another half second before he can swing with it, and then his camera movement is locked after a second's worth of movement. Rough estimates here but I've played against him and as him frequently, and the timings are fair, make sense, and allow both the survivor and killer to counter each other.
Every time I've played against the new Vecna (maybe about 12 matches in total), I've been obliterated in 4 hits within 15 seconds of chase, or worldbreaker is active and he two shots me in like 10 seconds tops. I've literally had my survivor's pinkie toe touching about a pixel of the edge of the circle and been downed by it. Its virtually unescapable within 10 to 15 meters, and I've been sniped at nearly 20 in tight areas. Pyramid-head has about 3 seconds of buffer before he swings, assuming he swings immediately, and there's a travel time delay for his judgement ability to reach the survivor, giving time for them to doge the meter wide hitbox. The First has a 1.5 meter circle he can spawn directly beneath your feet, it takes 1 second for him to activate it and you get very little over half a second to react and "dodge" it. I've found it completely impossible to dodge if the killer can see you, or if he knows the layout of where you're looping at. Holding W really can't be a viable strategy for more than 15 seconds of chase, considering he can tunnel around the map with his other ability (and that damages you too if you're nearby it for some reason).
I understand the Stranger Things license is huge, they want a very well engineered killer to hype it up and want him to be strong enough to get people's attention. In that department, they did a great job, big success. However, The Ghoul, a character who released almost exactly a year ago, has an incredibly higher pickrate. Is it really because Ghoul is entirely brainless to play, or is it because The First is just boring? I personally don't enjoy playing killers that I find frustrating as a survivor. The Executioner, The Cenobite, The Unknown, they all have ranged attacks at varied levels of balance based on their secondary abilities. Cenobite has passive from the box, Unknown has a teleport ability, and Executioner has cages. I can get behind this killer's balancing, but only if it genuinely feels possible to avoid. The Ghoul's free hits are his most controversial aspect, if he just had the dash and nothing else no one would care. Free hits, or rather the feeling they invoke, one of complete helplessness and inability to interact with the game, frustrates the player. It doesn't feel like they deserved to go down, or that the killer earned the down.
Of those 12 matches I've played against the new Vecna, you wanna know how many I won? One, and only because the killer disconnected when a survivor (who was probably cheating) led them on a 2 minute chase from game start. Of the other 11, I lost every time, and I want to say at the very least half of them were because teammates disconnected or gave up after the first few instant downs rolled in. I tried to use every match as an opportunity for practice, and seriously, as much as I hated learning how to counter the Ghoul, countering this killer genuinely feels impossible. Its not a good feeling whatsoever when the only hope of winning a chase is the killer making mistake after mistake until they get bored of spamming you and decide to leave you alone for a bit.
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I tested this to see if what you're demonstrating is true, but I believe you're mistaking the "Bloodweb Unlocks" screen as telling you that you just received those items. I tried this on a character I never play, saw that I only owned 9 of a certain purple addon. This addon was in my current bloodweb. I did as you instructed, claimed everything down to the last common item, including the purple addon. Checked my inventory, it was now at 10. I used the "Spend Bloodpoints" skip, as per your demonstration, and the "Bloodweb Unlocks" only showed what I had just manually spent my BP on. I checked my inventory, and it did not in fact duplicate those items. The purple addon was still at 10.
Unless if I'm not understanding your explanation properly, the screenshots you showed have the exact same items you manually redeemed listed as the "4-10 slots" that you "receive" for 2000 bloodpoints. And as I just tested, it shows the same thing for me, but doesn't give me the items twice.
Am I missing something here?
