DavidHypnos
DavidHypnos
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485835#Comment_3485835
They can be a self healing item, but if they are anywhere close to before it is simply too strong and no I am not talking about healing your mates. With a syringe you can get yourself 2 full self heals with 1 medkit.
Self healing is a risky bet in the game since healing on average is designed to take 2 survivors and that by itself is fine, its why it was a bad idea they made all healing take 24 secs in the PTB. Self healing already cuts that time in half in terms of time efficiency which doing it once and especially at 24 seconds is probably fine. But getting a bunch of heals at 16 seconds or less on yourself is just too powerful, especially for some of the weaker killers.
I guess my point is that there was a way to weaken self healing without making it redundant. Like any killer add-on that appears in the bloodweb there are some things that are powerful and meant to shake up the gameplay. I don’t want anything other than brown medkits to clutter up my bloodweb if I have to spend more BP on a different one for the same effect. I also have to add that you can’t get two full heals from the medkit + syringe unless you bring another add-on that adds more charges. Even then, that’s an ultra rare add-on. If I choose to bring a purple medkit + 2 iridescent add-ons I deserve to get some good usage out of it.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485761#Comment_3485761
Why would that matter tbh?
Sure, its cheating, but all you get are items or addons that everyone can already get.
Cheating is cheating and it matters. I’m not saying I agree that bloodpoints need a cap, but don’t dismiss the severity of cheaters.
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I would buy so many of those. Not all right away because I’m not made of auric cells, but I’d get them eventually 😎
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485615#Comment_3485615
The med-kit rarities being the same for self heals doesn't really matter when the ability to self-heal even at 33% penalty is still strong.
Not to mention Syringes and Styptics are quite powerful addons med-kits enable.
Is it though? You get 1 full self-heal from a medkit. I understand people not wanting every survivor to be able to heal 5 times with ease but the current functionality is redundant. Why would I want the purple medkit when I can use a brown one with the same results?
Sloppy Butcher also exists and is ran by more than half of the killers I face. It can easily make the current medkits absolutely useless.
Survivor bloodwebs are extremely cluttered. We have map offerings, blueprints, luck modifiers, bloodpoint modifiers, perks, shrouds, reagents, 5 different kinds of items with varying rarities and multiple add-ons for all of those items. So how often do you think a purple medkit comes along let alone the really good add-ons? If you’re pouring in the points to level characters extremely fast you’re gonna get to see those more often but if you’re the average player, like myself, they’re rare which is kind of the point. I shouldn’t have to rely on an add-on to make an item worth using. Besides, I see way more killers iridescent power add-ons than purple medkit add-ons in my bloodwebs because of how they’re designed.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/383896/i-miss-old-coh-and-medkits-so-much-man
Medkits are still nice, you can push 2 heals with them now at much fairer speeds.
Both things you mentioned really killed the killer's pressure and made it so that in a lot of cases you had to commit to chases.
In some cases you might not be able to win if the survs bring 4 medkits and you dont have franklins since your ability to spread pressure is 0 since everyone can just solo heal in 10 seconds or less. Same with COH especially in a team or an indoor map.
The only form of self heal that has been fine is medkits how they are now and old selfcare (which I really think should be back at 50% and not 35 oof).
You’re referring to healing your mates, right? Because current medkits have enough charges for 1 full self-heal. I’m all about the reduction in healing speeds for all the medkits but giving them all the same amount of charges and efficiency penalty is stupid. Medkits should be prioritized as a self-heal item.
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485657#Comment_3485657
Flashlights: You've never used a beamer to blind a Killer at a Pallet Break? Even if they have headphones with their capability to track footstep audio, the blindness still significantly increases potential mindgames.
Keys: Totally agree.
Maps: Also agree, and it's not like you can use them to give your allies information if you're not in a SWF.
Toolboxes: no Sabo plays at all? Don't even need to use it at the start, hold onto it until the Killer is near or you're at the last couple-a gens.
Medkits: par for the course. However sloppy reduces healing speed, it doesn't reduce healing efficiency, so you'll still get the same healing out of them, just slower.
But if that healing action gets interrupted at all it’s useless. You don’t have enough for more than 1 full heal.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485587#Comment_3485587
No.
I think they're okay, although I'd like them to be more distinct from each other.
Isn’t that what makes them not okay though? They’re all essentially the same unless they’re being used on another survivor.
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@Viktor1853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484989#Comment_3484989
The killer will not get a free kill if your teammates are not dumb
Unless they have Noed and decide to camp… easy, free kill
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Remember Me just got a major buff. And if I were going to buff Bite the Bullet I’d make it so that all healing is quiet. How does it make sense to silence the survivor you’re healing but when being healed by someone else you’re still loud af? Aren’t you supposed to be the one biting the bullet?
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Couple days ago I had a match against the Shape with the tombstone add-on. He caught Yui off-guard pretty early on. I can’t remember all of the details but Jill died while I was on my first hook and that left Feng Min who I swear was working with him. While I was on the hook I could see her literally just running back and forth and she didn’t pull me off until after I hit stage two. After that, the killer kept downing me and having her heal me so he could down me again. I kept running away to show I wasn’t playing their version of the game, but eventually I had to let her do it so we could finish gens. I thought maybe he was gonna be decent and let us both go but after I opened the gates - which he prompted me to do - he immediately went tier 3 and killed me via the the add-on. It was literally being held hostage.
Side note: I’ve had games where people disconnected early and such and the killer lets us farm points with them. I also had a game once where I tried to save a Leon from Nemesis by getting in his way after the unhook hoping he’d take me instead. In that game Nemesis ended up letting me finish my gens but he found and killed Leon before I could do anything about it. I hope instances like those aren’t considered working with the killer because sometimes you really don’t know what’s going on in another player’s mind.
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@Pulsar said:
We can revert Self-Care.
You don’t think medkits in their current state are redundant? I understand I should be healing my teammates, and they should be healing me. That isn’t always plausible, however. They could’ve easily reduced healing speed and efficiency for self-care on all medkits without making them all 24 charges. And why would I ever bring Botany Knowledge knowing if I do need to use a medkit it will never be enough to heal me fully? They could’ve just made it so that BK’s speed boost is deactivated when using a medkit rather than adding the efficiency penalty. None of it makes sense to me.
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I assume it’s the same reason for a lot of things.
Reality isnt “real” in this realm. Survivors and killers don’t need sustenance - they don’t eat or drink. They don’t have to go to the bathroom. They die and come back. I assume they could have sex but are unable to procreate. You also find a lot of people of different backgrounds communicating. I assume they all speak their own native language but that somehow the realm translates everything so everyone can understand everyone else. It’s all warped and controlled to a certain extent.
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I kind of like the idea that we only have 2 of the 5 pariahs. It’s nice to have some things left in the dark. Some of these other kids just grew up and led normal lives and never got involved with the fog.
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I just wish they’d focus on other characters that have been around for much longer.
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She’s one of my favorite killers to play and I don’t even use add-ons. She’s still ridiculously good. Add-ons can be a great way to change up gameplay and improve her power but don’t become reliant on them.
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I never look at how strong I think a killer is. They’re all capable of being powerful if you play them well enough. My favorites are based on how much I like their character rather than their power. Still, there are some I don’t play as much because the gameplay doesn’t feel like it fits as well.
My favorites to play as are Hag, Executioner, Dredge, Spirit, Ghost Face, Shape, Plague, Trapper, Doctor, and Onryo.
Other killers I really love but don’t care to play as often are Blight, Nurse, Nightmare, Oni, and Wraith.
I absolutely LOVE Artist and Nemesis but I only recently got them. Demogorgon is one of my favorites but I sadly don’t have that chapter and probably never will.
As for the rest of them - I don’t have Singularity, Skull Merchant, Deathslinger, Pig, Cannibal, Legion, Knight, Trickster, or Twins yet. SM & Legion are two I’m not that into so probably not gonna invest in them. I recently got Mastermind and while I love RE and find his gameplay smooth I’m kinda putting him in the same category as Blight & Nurse. I like Cenobite but don’t have as much fun playing him. Hillbilly is ok and while I can enjoy playing Huntress she’s never been a favorite of mine. The Clown I just never cared for. I’ve never even tried a game as him, honestly.
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@nars said:
i think they should both be reworked.
Tombstone piece: Evil within 3 now lasts forever after the gens are completed. You can kill a survivor, then it deactivates.
Judith tombstone: Evil within 3 now lasts forever after the gens are completed, you can kill any survivor and it wont deactivate.
now their endgame and I can still get cheeky bloodwarden kills on tbaggers
I like the idea of making it endgame but idk… I’d like to see the iridescent one make you able to kill a healthy survivor but the other one maybe only if they’re injured already?
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484864#Comment_3484864
m1 killers needs to be 4.8m at least, or make survivors 3.8m
Bro, chases are already skewed in your favor. Having to work for the kill isn’t a bad thing. Sometimes you just get outplayed.
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@1ettuce said:
100% agreed, except balanced bc its situational, its fine if map offerings dont exist.
Gotta love the cringe comments making non existent points and just jumping to "yeah lets just start survivors dead 🤓"
It’s because people literally want to take everything away from survivors that they don’t like. These perks are not immune to being countered. At best, they make a killer give up chase and the survivor gets away. At worst, they simply prolong a chase. The only cringe thing I see is the original comment and your defense of it.
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@Legion_S_Tier said:
Before the DS nerf (6.1.0) I can confidently say that it was a lot scarier and more risky to tunnel because of the existence of DS and that 5s stun. I’m not going to act like it was perfectly designed because there were flaws, such as it working endgame. However, it definitely made me think twice before picking up someone or even chasing them in the first place. Now, it’s not even a thought. Off the record while very nice, will often be used in the same amount of time as basekit bt would have. And now when you do tunnel someone, you’re not scared of DS and even if they do have it, it’s so pathetic that you don’t care.
Proposed Changes:
Change 1- Increase stun duration
This is the most simple solution, whether they change it back to 5s or to 4s to compensate doesn’t matter as the extra seconds make a huge impact and will make DS a big threat again.
Change 2- Increase usage
As most of you know, when hitting (or failing) the skill check DS is gone for the rest of the game. This made sense when the stun was 5s but now that it is 3s having 2 DS stuns in 1 game could be a new way of making it a threat as while the stun is still short, it will add up.
Change 3- Increase activation duration
DS lasts for 60s after the unhook, which is a little short as when you are being tunnelled it could run out mid chase and then it does nothing. It could be increased to 70s or 80s whatever seems reasonable. In addition to this specific change I believe the difficult skill check should be removed as the effect will still be weak and the perk shouldn’t do nothing if you’re a newer player or you have bad FPS.
If anyone has read this far I would like to thank you for taking the time to read all of this. Whether you agree or disagree is fine, however it’s important to keep this discussion civil as we won’t get anywhere with bad faith arguing.
I would buff it to at least 4s stun and remove the conspicuous action penalty.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484006#Comment_3484006
Because playing against 4 bots is a miserable and long-winded experience. They have perfect killer detection as they regularly ping the killers location, so stealth killers are useless against them, as well as powers like Spirit, Knight and Singularity who 'move through space' differently. And they hold W the moment the killer starts heading in their direction, so it's a boring, if inevitable drawn out chase.
I don't think 'keeping BP and pips on DC' is enough, it should just be an automatic 4K if the last survivor DCs, in exactly the same way that a killer DC is an automatic 4-man escape. Otherwise, make a killer DC only reward survivors with a 'draw' outcome, a hatch escape without the 7000 BP bonus that doesn't fulfil any "escape a trial" challenges/rituals.
Why don’t they just improve on bots so they can create killer bots to fill in when a killer disconnects? While it’s nice to get something when a killer d/cs I would still rather play the game and instead I get robbed of it.
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MFT + Hope is 110% I’m not sure where you got the other 2? And imo being injured is a condition - same as with resilience.
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Thank you for your replies.
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Also, is it possible that with the Nightmare they were referring to noise volume? If I’m not mistaken doesn’t his lullaby get louder in the dreamworld the closer he is just like any other terror radius?
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@nars said:
The TR is not directional. The frequency of the heartbeat only tells you the distance the killer is, not direction.
Freddy's description is a little deceiving, but it makes sense when you realize lullabies and TRs are classified separately. When you think of them as two different things it makes sense to clarify their mechanics.
You are meant mostly to use gamsense to know where the killers coming from. besides most generators have way to reach a loop on any side, and on the ones that dont you can see crossmap clearly.
Are other sounds directional? Like grunts of pain or such?
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483056#Comment_3483056
I mean, all 3 boons would have to be nerfed significantly even dark theory if they were cross map. Boons always have the issue of having only 1, perk maybe 2 for counterplay. Expo is already strong in certain scenarios, way more than most people give credit for. The other two with map wide radius would be far too strong.
I have to agree. They could expand the radius but having perks like Shadow Step and Exponential on the whole map would be insane. It would also make other totems and, potentially, other survivors perks redundant
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Hopefully soon. There are quite a few things I want to test out on bots. I play on Switch and flashlights totally elude me. I’ve no idea how to hold those things still and aim. When I try I get hit or downed. I need to practice without putting myself and my mates in peril. I practiced skill checks on the tutorial but no real way to do so with flashlights or other things there.
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Playing on Switch I often miss skill checks that should’ve been great. Huntress Lullaby affects me more than a lot of other people. I like that someone else mentioned it shouldn’t light until it’s activated so that way the only way to prevent it before it gets use is cleansing all 5.
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I completely agree. The Nintendo Switch is more than capable of handling this game and it should be able to do so just like any PC, PS, or Xbox. When I first started playing I was absolutely shocked, and I still miss skill checks that I know should’ve been great due to low FPS. Like you I do not want to purchase the same game twice and lose all of my progression not to mention I bought the game on Switch because that’s what I had - I can’t afford another gaming system. It just really sucks.
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Franklin’s doesn’t need a buff.
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If I’m injured and running from Huntress and I need to crouch to dodge a hatchet.
But, seriously, survivors don’t have a lot of ways to communicate. As someone else said they could be thanking you or giving a “good game.” Survivors will often crouch as ways to say hello to one another or thank the other survivor for healing/unhooking/etc. Sometimes they communicate this way with the killer too. You will be able to tell the difference in time.
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There should be more survivors than killers. At least in this game.
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@CaulDrohn said:
If you really have (video) proof that a survivor intentionally destroyed totems for the killer to rekindle them, until the killer has five stacks, than that should be a banable offense (working with the killer / not participating in normal gameplay). So report it and provide proof.
Yes, the solution isn’t to nerf the perk because ppl are abusing it. They need to be reported.
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I knew this perk was gonna be powerful before the chapter even released. I was very surprised because even most Singularity’s I’ve gone up against haven’t been using it. Maybe it’ll pick up soon.
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Buffy Summers so I can finally slay some killers.
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All of the stealth killers for the sheer fact of jumpscares. I honestly don’t know how ppl get bored on gens because I’m looking everywhere thinking someone might be sneaking up on me.
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I NEED Scooby-Doo cosmetics. They could even do two survivors per SD character. Meg & Kate as Daphne. Haddie & Jane as Velma. Felix & Gabriel as Fred. Ace & Jonah as Shaggy. Jeff as Scooby-Doo lol as far as killers go there are so many iconic villains but all I’d ask is they let Victor be Scrappy.
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If I have to spend bloodpoints on them I’m gonna bring them. If it’s something I won’t use - like a flashlight - I’ll offer it to teammate.
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I got my grade rewards immediately when I loaded in this morning and it was 3 hours before it was over.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481756#Comment_3481756
Is that is incorrect grammar correct or what?
I meant "your"
Lol no I was just referencing your avatar. I did a bad job at trying to be lighthearted.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481742#Comment_3481742
Try to play after 2 AM, that's when sweat festival begins.
I don't think average SWF are an issue. They are usually mixed skill levels, you just need to pick when to commit.
Thing is you said tunneling will make you hit a wall against good SWF.
You are the one who brought the Boogeyman.
Tunneling doesn't work basically against tournament level squads. Ghost face will get destroyed, especially without slowdown and tunneling.
I agree with you that most groups you face don't really need tunneling. By tunneling I mean getting someone out of the game asap. Like 5 gen tunneling.
I don't really consider tunneling when killer is trying to find someone dead on hook when there is 1 gen left, that simply seems understandable to me.
But if you face your Boogeyman, you better hope to have strong killer and perks. Otherwise it's GG.
You ARE the boogeyman.
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It hurts other survivors that just wanna play the game too. The killer I see more often than any is Ghost Face and, yeah, it gets hella old, but I would never dc and rob someone else of their gaming experience. I wouldn’t want it done to me.
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My bloodweb is already cluttered with near-useless items, add ons, and offerings so why not just go ahead and nerf the only good item we still have. Then I can farm BP for no discernible reason.
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@xEmoGirlxAlexisx said:
If u are tunneling or Camping Toxic Survivor Mains gets Mad in the end Game Chat rage at u and want to see ur Mother killed
If u are try to Play fair as Killer and make it much harder to win since tunneling is the best strategy against good Teams u get teabagged if u dont get 4k and blame u in the after Chat or PS4 message
So what is the Point of not tunneling when Survivors are still toxic to you ?
i hv always try to Play whitout tunneling because i found it boring and it isnt fun for Survivor but since i get teabagged 8/10 Games where i didnt get a 4k im now stop playing fair when there are like 2 - 3 Gens done and Starts to hard tunneling
i already Main weaker Killers like Dredge and Singularity and it is very hard to Play fair whit this Killers against good Groups but i still have try to Play whitout tunneling ( except the unhooked Survivor instant work on a Gen ) but when Survivors are still toxic when u are playing fair there is no Point to Play whitout tunneling
If you were playing with me I wouldn’t teabag you. I would, however, wait at the gate so you can get a free hit or two if you’re up for it. We aren’t all bad - don’t become like them.
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I think you can get some value from it but it’s a classic example of a perk that was overnerfed. They could keep it the same but remove that it deactivates when a survivor is killed. Hex perks should incentivize survivors to cleanse them.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481345#Comment_3481345
So you did not play DbD so much i guess?
I thought I played a lot during the event and I currently have between 10-30 for all of my survivors. I mean I did play one as an offering every match from day 2 until today but even if I didn’t I’d be nowhere near as many as the rest of you. How much do you consider a lot?
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480733#Comment_3480733
Its been an interesting back and forth to read and you both make good points. I'd like to highlight one element of your point though.
"It’s harder for me to deal with toxic killers, personally, because they can rob me of even being able to play the game."
Non-participation is one of the threats you face as survivor, its a core part of why you are trying to escape the killer. You are still playing the game while hanging on hook, just unable to participate in the objective, but that's the point.
You aren't just playing to escape the trial but to avoid the negative consequences of getting caught, which are non-participation and elimination.
The fact that the consequences of getting caught can be so harsh in game terms, i.e. complete inability to participate or game ending elimination, is one of the reasons DBD is so great.
There are few games that are so visceral in the mechanics and this causes a response in the players, its like a genuine survival horror experience and should be celebrated not denigrated.
The day you get to respawn and retry and we just farm for points every match is the day DBD dies as every game becomes a bland repeat with no real threat. Often what people describe as "toxic" in game are some of the strongest points about DBD's design.
What's toxic is more about how people react to these mechanics rather than the mechanics themselves.
I’ve no issue with the “you’re dead, game over” way that the game works. I just think that it’s a lot easier for killers to take advantage of this. The game is designed for survivors to get caught. If things like tunneling and camping are going to be legitimate strategies then survivors need more resources to be able to elude them. But if you change certain dynamics like movement speed, endurance, etc. people just get all upset. I don’t think the game can ever be completely balanced (nor should it be) but it has to be fair to both sides,.
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481328#Comment_3481328
You make a fair point but there is nothing wrong with the endgame being just as threatening as the early game as a standard.
I mean that kind of excitement makes DBD fun.
Remember the damned if you do damned if you don't scenario that was DS/UB meta in the endgame.
You can't be picked up but you also can't be left on the ground and either way to get to run/crawl out the gate with impunity.
It was great to feel invincible as survivor but the lack of any real endgame threat was a bad thing.
A bit of campy playing off the hook grab kept things exciting in the endgame.
Do I go for an incredibly risky save or do I save myself and exit? These are the hard choices that you should have to make in a game like DBD.
Every time they make things safer they chip away at what makes this game great.
I agree with you… I think the risks make everything more fun and exciting. I don’t think hook grabs are part of that fun, risky gameplay. I think they’re just one more mechanic that incentivizes camping. It’s still a risk to go for a survivor when the killer is nearby - it’s just a more fair chance.
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@DyingWish92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480874#Comment_3480874
It's not a free grab. You have to time it right? Do you play killer? I don't think you do.
I do actually. You don’t have to time it right at all - if the survivor is in the middle of unhooking they will get grabbed. If they choose to let go so as not to get grabbed then they will get hit instead. That will give them a second to finish unhooking but will give you another hit and wham you just got another hook. The only challenge might be if the survivor you just hit backs away so that another healthy survivors can wiggle in and do the unhook. Still, if that’s the case you have at least 3 ppl wasting time with you and chances are you’re going to down or engage in chase with one of them. Maybe you should try playing the other side as it’s far more difficult for a survivor to pull off a successful unhook with a camping killer than it is for a killer to get a grab.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480944#Comment_3480944
If you patrol gens you might find a survivor or two, depends on RNG.
If you go back to hook you WILL find survivors.
Anyone who even remotely trying to play "serious" would choose to go hook, rather than gens.
I don’t wanna hear anyone complain about gens getting done when you’d rather hang around hooks than do what you should be doing. There’s a difference between playing seriously and playing strategically btw.