Crowman
Crowman
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- Crowman
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This is why you shouldn't crutch so hard on a single perk.
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Seems like BHVR is skipping over License killers as there may be hurdles with license holders when it comes to revamping powers for an alt mode.
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@Grigerbest said:
Just to note: Since Freddy enjoyers were waiting so many years for his rework…
I expect him to see more useful kit, updated face (to be more in touch with movies), voice lines and his own chase music.
Other than that wouldn't be enough after such long wait time!
prepare to be disappointed
Assuming the rework comes out and they don't just push it back again
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@sizzlingmario4 said:
I don't think Lightborn and Distortion are really comparable. Distortion countered dozens of perks and addons, Lightborn counters mainly 1 item and only a small handful of perks (I think 3 unless I'm forgetting something? Champion of Light/Residual Manifest/Flashbang). They're not really on the same level, Lightborn is a lot more specialized in what it does.
Technically it partially counters Blast Mine. You are not blinded and get the aura of the setter.
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People forget that the killer is intended to eventually catch survivors. Bloodlust exists so situations where survivors are uncatchable don't exist.
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The perk doesn't do anything on its own and without using specfic killers, perks, and maps it's still lackluster.
Could use an update but clearly not a priority
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@DrHyk said:
scene is meant to make you scream, harden stops that, then shows you the aura, but it isn't
is scene partner going on cooldown. Bc if it's not then it's not activating to be blocked by hardened.
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@Legendary_deedee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809125#Comment_3809125
That is not what I am talking about. Did you disregard the update before that? Keywords "original state." I am talking about when Kindred didn't need everyone to bring the perk for it to be useful.
This is how it works currently.
Old Wording:
Whenever you are hooked, Kindred activates and applies the following effects:
The Aura of the Killer is revealed to all Survivors whenever the Killer comes within 8/12/16 metres of the Hook.
The Auras of all Survivors are revealed to each other.New Wording:
Whenever any Survivor is hooked, Kindred activates and applies the following effects:
The Aura of the Killer is revealed to all Survivors whenever the Killer comes within 8/12/16 metres of the Hook
If you are the Hooked Survivor, the Auras of all Survivors are revealed to each other.
If you are not the Hooked Survivor, the Auras of all other Survivors are only revealed to you.The only difference is that Kindred does something when you aren't hook for yourself.
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Bloodwarden is generally really easy to tell if the killer is playing around it. I doubt this would change that Bloodwarden isn't good, because it's too hard to trap survivors who are aware that the perk exists.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810034#Comment_3810034
This is classic us vs them, but you don't see killers clamoring for comeback mechanics when they've lost the game or basic stuff like this that gamesense already tells you about.
It's funny. Survivors will complain about killers having a bunch of different aura perks, but somehow it's fine if we give survivors free aura reading.
Survivors can already see what others are doing and who is being chased if any. So if they can't figure out someone to go rescue a survivor when hook states have an additional 10 seconds now, it's a bit of a skill issue.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810028#Comment_3810028
I agree with this 100%. But what you said in your original post that it was a skill issue, as if it was the survivors fault for not being able to overcome a very oppressive and common playstyle that a combination of both perks and basekit mechanics still cannot deter. It is on the Devs for having the easiest way to secure wins or get pressure to be the hardest thing to counter, and it is on those who use these tactics regardless if they are needed, but simply because of the conveinece. In my opinion, Tunneling should be directly tied to gen speeds. Everytime a different survivor is hooked gens get a repair speed nerf, making them take longer to complete. Everytime a survivor is hooked consecutively gens get a repair speed buff making them take shorter to complete. Killers are rewarded for multiple hooks from multiple targets but still retain the ability to tunnel if they so wish to, it just is no longer the most optimal way to play the game. Providing this kind of base-kit gen slowdown can also free up killer perk variety so they don't feel as if they have to run gen regression, similar to the way survivros shouldn't feel as if they have to run anti-tunnel perks.
it still is a skill issue. Survivors have tools to deal with these strategies but too many survivors don't want to be good at the game, they want free escapes
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809990#Comment_3809990
People have been upset with Tunneling and Camping long before any kind of basekit mechanics were introduced. People are still upset because these basekit mechanics are still not enough to deter Tunneling and Camping because the value you get out of both of these tactics far exceeds the cost. Even with small basekit mechanics it is still not enough which is why there are various perks to try and further counter, not that they should be required. In order to counter something very oppressive someone else can do completely perkless, you are forced/expected to equip a perk(s), the perk(s) is not free, the perk(s) is for a limited amount of time and it is heavily restricted. To question why people are still frustrated seems obvious.
You know what has never been done for killers. More rewards for spreading hooks. Tunneling and camping (and slugging) are seen often, because they are the most rewarded playstyles even with basekit mechanics to turn down their effectiveness. This isn't a problem that will be solved by adding basekit mechanics. The game fundamentally rewards killers for getting early kills just like it rewards survivors for getting gens done quickly.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809990#Comment_3809990
yes because tunneling is not a skill issue either. Nothing skillful about going for the guy with 1 health state and 1 step closer to death hook. Big strategic play here
Getting a survivor out of the game early is good for keeping gens under control. If the recently hooked survivor makes themselves an easy target then you can't really blame the killer for going for the win.
In the same way that repairing gens isn't very skillful at all, but survivors getting gens as quickly as possible is also a strategy.
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At some point you just need to recognize there's a skill issue. The more BHVR adds basekit mechanics against tunneling or camping, the more people complain about tunneling and camping so these basekit mechanics clearly aren't solving the issue. Survivors have tools to deal with these strategies they refuse to use, because they unreasonably expect to be immune to dying early.
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Survivors being hit causes them to scream, but they don't leave a scream bubble. They aren't killer tracking perks. Dramaturgy scream is just a minor negative effect you can roll into and Scene Partner alerts the killer their aura is being seen. I don't think they also need to show the survivor's general location as well.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808643#Comment_3808643
I know it, this is why I'm not addressing my message to developers. I'm addressing it to players.
The problem is the people who are rage quitting matches like this have a million of "excuses" as to why it's important for them to be quit at a moment's notice.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808643#Comment_3808643
they also said they would rework her later on
Because Killer reworks have consistently been successful and never been delayed or reverted.
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The devs said they have no plans to address it and the recent heavy handed nerfs directed at SM only act as a reward to this behavior/mentality. This seems to be the direction the game is intended to go.
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@Polyphenol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808535#Comment_3808535
This isn't true. If it was true, the bugs wouldn't reoccur and neither would we have so much bugs to begin with that it overwhelms dbd.
DBD is a big code base so expecting it to ever be bug free is a huge ask. Not to mention that sometimes when fixing bugs, you accidentally introduce another bug and often the triggers for these bugs are not obvious until they start happening on live.
As for bugs being reoccurred, that's likely an issue with how they handle merging code. If people are not properly keep their branches up to date with master/main then it's very easy for old bugs to reoccur when old branches are finally merged in.
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BHVR already do fix bugs. There's a whole bug fix selection on every patch notes.
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It would be great if BHVR did, but they're already basically said they have no plans to do anything about it. Then they also shown they will even reward you for hook suiciding with the SM nerfs coming. Fully expect this problem to only get worse.
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@mysticalCat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807675#Comment_3807675
did I say watch every game? Maybe only the ones where there were valid reports. Example: only looking into reports from people who have made valid reports not just reporting out of anger. I play to have fun not to win. It’s just not fun for the game to slug or tunnel at 5 gens. Period. Slugging has become a huge issue since the PTB notes. That’s all I’m saying. Does it bother me? A little? What do I do? Watch TikTok’s and crawl away. I love when the killers can’t find me bc they wanted to slug. But still, there should be an option to just give up when you are playing with trolls without a dc penalty. 🤓
You'll never know a report is valid until you watch the match
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We can ban tunneling and slugging when we ban survivors for repairing gens.
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I have close to 4K hours. Most of my hours come from 2019-2022ish. Since then I've slowly been playing other games more.
Part of it being that the current dev balancing of the game is just frustrating and neither side of the game really feels that rewarding.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807394#Comment_3807394
It is done when on death hook and he chased me to get it it is in fact a problem because this shouldn't be allowed to happen. He did it twice in one match.
You were dead anyways. Why does it matter that the killer wasted their own time to use PH's special mori ability?
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PH is wasting time forcing you to not only wiggle out, but also getting stunned and possibly having to engage in a whole another chase again just for the Mori.
Also the Mori only happens when you are on death hook.
Ultimately this is hardly an actual issue.
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If the killer is going after the weak link, then the stronger survivors can run interference. This is just a bad way to fix a non issue.
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Deathslinger already lost his smaller TR. He doesn't need to have a lullaby as well.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806998#Comment_3806998
Im just shock everytime behavior post statistics high mmr don't really seem much different from low.
The main thing is what is being factored for high MMR chase times. Matchmaking isn't perfect and it's not unreasonable for high mmr killers or high mmr survivors to end up matched against low mmr killers/survivors. Are we factoring in these mixed games or is it solely high mmr vs high mmr chase.
Ultimately the stats BHVR posts for us are not really indepth look at anything.
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When pretty much every killer gets called this, it doesn't make the statement very meaningful.
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People asked for quicker matches. You can't have long chases and expect the killer to have a chance to win with quicker games.
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Sadly I don't see this getting better. BHVR isn't doing anything about the issue and the recent ptb shows they use hook suicides as a factor for "balance changes". Ultimately the devs have indirectly supported this behavior.
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804247#Comment_3804247
You should be catering to the playerbase that makes up 80% of the gameplay and 80% of the revenue.
Bad ping isnt the sole reason surviviors dc but its the cherry on top, im not going to stay in a game being tunneled and then die because of the killers ping. At that point just have a button that kills me, i dont see the difference.
I don't think there's any value focusing on making the game better for those who should quit and find something else to play if they can't handle things a game not going their way.
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I can tell you that players have only gotten more toxic over time and BHVR appears to be going very little to tackle toxicity. It would be nice if people weren't toxic to each other, but it's more likely to get worse.
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It already has a condition. Standing still for 4 seconds to activate and staying still to see auras is a hefty cost. It's not something you'll get value while being chased as standing still for 4 seconds just to track the killer after you is unreasonable 99% of the time.
Then when you're not in chase, that's a lot of time doing nothing to progress the game.
Not to mention that any movement resets the perk.
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@cruelb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804583#Comment_3804583
The timers are far too harsh and punitive. They should never be more than one hour.
The first penalty is only 1 minute. The second penalty is 5 minutes. The third is 15 minutes. If you're reaching over an hour, you are simply d/cing too much to begin with.
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There's no way to really prove that survivor numbers are dropping. Best we have access to is steamchart numbers, but those numbers also include killer players and for the most there hasn't been a significant drop in players.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804032#Comment_3804032
Yeah, this feels like it'll be a new entitlement era. "I don't like playing against x so it should be z tier"
This really isn't new. All that's happen is this mindset has been validated.
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Nah, survivors will continue to find new excuses why they need to rage quit. We shouldn't be catering to people looking to not play the game.
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If you're having constant connection issues that you build up an hour penalty, I really question why you keep queuing up in the first place.
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Here's the fun fact about 62% Kill Rate.
The average of a 2K (50%) and 3K (75%) is 2.5K (62.5%).
A kill rate slightly higher than what is considered a draw (2K) is not the problem people make it out to be. People need to stop treating DBD as a 1v1 game and remember this is a 1v4.
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@EletroPc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802577#Comment_3802577
Slug allready happen now with 2 last one because of hatch, killer down 2 last survs hook one and rush to last don't """""run""""" and find in minimal chance hatch, don't you think the end game is the most exciting part of the match? Why do this more quickly?
I don't think a 1v1 endgame is very exciting and allowing the game to just end once the survivor is caught is fine.
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@EletroPc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802284#Comment_3802284
I'm not missing the point finisher mori will do what right now offering mori does, but just with the last one, u don't think will be more cool if in 1x1 end game struggle while being carried is one more chance to scape? killer allready have 3 kill, and mori 3 first one with 2 hook is better for both side, no?
Not really.
All forcing the killer to hook the final survivor does is create situations where the killer is forced to leave the survivor slugged, because it's too risky to attempt to bring them to a hook. Which isn't fun for either side.
All the finisher mori system itself does is allow the game to end quickly and people can just move on to the next game.
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As for "slugging isn't interactive"
Slugged survivors can still move. Your teammates can still pick you up or position for a pallet save/flashlight save.There's plently of basekit counters already for slugging and survivors even have perks to help against it. Such as Unbreakable, We're gonna live forever, Buckle Up, and For the People.
Slugged on the ground for a minute isn't even a hook state worth of time and is only 1/4th of the total bleedout progress. If your teammates are not pressuring gens nor rescueing you from the dying state, that's the fault of the survivor team.
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@Laluzi said:
Moris appearing in every match regardless of offering is great. I love the idea. We need to see more moris.
However, I can't support removing moris from the match when survivors can actually interact with them. I do not like the idea of making moris only possible once everyone is dead. People goofing off remains my favorite part of this game and moris were always an avenue for this. Whether that's people diving in for Ghostface selfies, forming a ritual ring around Pinhead sending someone to Brazil, slapping Myers' ass, stealing Trickster's autograph card, or someone playing me a song on the world's tiniest Bardic Inspiration while I'm chopped into pieces, nothing makes mori-ing or getting moried more fun for me than another player running in to photobomb the brief invulnerability period the cinematic provides them, and I don't want to lose that.
I don't know why we can't have the finisher mori and just leave ebony/ivory mori offerings alone.
Devour Hope and Rancor still have their Mori abilities intact.
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The problem is there is only 4 perk slots per a player so the amount of aura reading doesn't matter as people will only run the most useful ones anyways.
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Just don't group up at the start before you know who are facing.
Besides 4 survivors spread on 4 gens is always better in the start.
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Survivors really shouldn't have reliable ways to self-healing since it's a team of 4.
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I think they should make the perk unusable so they can spend 2-3 years figuring out how to best rework it.
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The devs go out of their way to make sure alternative ways to play the game are not very viable.