Avatar

Devil_hit11

Devil_hit11

About

Username
Devil_hit11
Joined
Visits
0
Last Active
—

Comments

  • This is one of the perk they reworked and their rework made perk worse instead of better. I would sometime use old gearhead on some killers as filler information perk but after it rework. it is not worth using.

    1) first problem is that the perk triggers when a survivor completes a great skill-check. if we take average low to high mmr, the average is likely to be less good at great skill-checks compare good skill-checks. The fact you rely on survivors to trigger the perk makes the perk inconsistent. The good skill-check condition was way better before.

    2) second problem is that the perk shows you aura which are red and generator aura are also red. Before the perk showed you that generator was yellow which acted as budget discordance/surveillance perk that automatically triggered. Aura reading made the perk worse because it is harder to spot survivor compare to yellow generator.

    The perk already has limitations in duration and limitations that you need hit a survivor to activate it. I think they should remove great/good skill-check aspect and change it to working on any skill-check. In addition, change the perk back to yellow generator aura reading. Yellow generator was better in my opinion then survivor aura reading.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371127#Comment_3371127

    That's an awful idea.

    You can't punish people for playing with their friends.

    There also absolutely no incentive to play against SWF, Killers will likely just sweat against Solo Q and decimate the EscapeRates in that queue while SWF's wait 20 minutes for a match

    that is already the case though in current rank queue. most soloq's get decimated while SWF generally has good winning chances against all of the killer cast although I would say that SWF win chances are more skewed towards them then killer. I am not sure what your point is.

    I still think gap between soloq and swf is too large even though its slightly improvement with UI. I am not sure how much I would say it has improved. Like if kill-rate difference was 15%, The UI improves it by 2%. Overall I would like gap to be around ~5%. I think SWF is always going to have an advantage because they can often get better perk synergy then soloq and they often know their teammates weakness & strengths better then soloq teammates, so I think that SWF will always escape more then solo. SWF and Solo is like solving poverty in the world. You never really remove poverty in the world. you lessen it to less noticeable degree.

    I still think that soloq should be better at

    A) Dealing with killers injure pressure in the game. I think big issue in soloq in that average soloq player deals very poorly with injure pressure from the killer. Basically healing is harder to come by on average in soloq without med-kits or COH because its difficult to find teammates in timely manner. This does not mean soloq cannot heal. I am just saying that they will heal slower on average when Med-kit or COH is not present in their game compare to SWF.

    B) Knowing where their teammates are getting chased. This is important for many reasons but two major reasons why its important is that when killer chase survivors, they break pallets. Running into dead zones when pallet are broken is common misplay for soloq survivors. Window of opportunity is very popular perk as result. The other reason is that knowing where killer makes it easier to go for hook saves which leads to my next point.

    C) Dealing with hook camping. Although it is less common to have multiple survivors in soloq to go for hook saves thanks to new generator UI, I still think hooking might be an issue for low-mmr to mid-mmr survivors.

    D) Knowing which generators specifically are being worked on when a survivor is in chase. This is important because a lot of teammate often accidentally bring killers to generators which can often make it more difficult for teammates to repair generators.

    I think if they fixed these 4 issues, SoloQ and SWF will be much closer in escape rate. Currently these 4 issues are fixed in soloq, but they fixed in soloq through perks which is not ideal because it means that soloq has minus perk slots else they're at disadvantage.

    -med-kit and coh should not be mandatory to heal in timely manner in soloq, in fact these two are often complained about by killers for being too strong.

    -Window of opportunity should be less of necessity in soloq. One particular aspect that I think should be base-kit is what pallet has been dropped on the map. Killers already receive loud noise notification when a pallet is dropped but there no indication for survivor that a pallet has been dropped.

    -Kindred is often perk referenced when talking about hook-saving. No clue what could be done on this front for how this could be base-kit because survivor aura is what helps survivor know which survivor is going for save.

    -Bond is perk associated to knowing where to loop as survivor. this perk allows you to figure what generators your teammate are working on in the chase. Again I am not sure how this could be implemented in the survivor base-kit.

    Currently too much of soloq is balanced around perks. Because of this fact, it is difficult to improve killers power to be more relevant vs SWF when soloq relies so much on perks to be competitive and play at closer aligned level to SWF coordination.

  • @Nos37 said:

    Killer powers that cause the survivor to lose a health state removes a token of Play With Your Food, but not powers that don't, right?

    If so, why does casting the Cenobite's chain portal consume a token and another token when swinging for a basic attack afterward? The chains do not damage the survivor...

    Is this a bug, an oversight, or part of some balance issue?

    so long time ago, Engineer fang(an iri add-on) used to not consume play with your food stacks when using cenobites power. this made sense because pinhead chains do not make you lose health-state by default, but the add-on does. To nerf add-on to completely worthless. they made pinhead's power consume stacks to nerf play with your food synergy.

    https://www.youtube.com/watch?v=PtBvvC6gEQ0&t=37s

    The synergy was not broken but content creators insist that enginner fang was imbalanced that it needed complete gutting. As a result, pinhead's enginner fang now reduces chain count by -1 and does not work with the play your food perk.

  • default pallet breaking is 2.34 seconds. 2.5 seconds gives survivors 10 meters. 2.34 is roughly 9 meters. Brutal strength reduces pallet break time by 20%. a reduction 20% would amount to 1.88 break time. this is roughly 7.5 meters. a 35% increase brutal strength would be 1.54 break time. This is roughly 6 meters of distance gained.

    For a killer to cover 9 meters of distance, killer that move at 115% m/s move 0.6 m/s faster than survivor. It means to cover 9 meters of ground, you will spend 5.4 seconds to catch-up to the survivor. in 5.4 seconds, you will cover a total of 25 meters of distance. . This is why 10% brutal strength had very little impact to killer's base-kit. there is nearly always a pallet 25 meters away from next pallet broken. You could argue killer also argue that killer have a 6 meter lunge reducing total distance to 19 meters... but you also have to remember that survivor are rarely right next to the pallet as it is being broken. they are often further away then pointblank near the pallet. As a result the lunge distance can often be disregarded by the distance that survivor is away from pallet.

    I am going fastforward this explanation about brutal strength. it takes 4.5 second to catch-up the survivor and this amounts to 20.4 meters of distance. Between 25 meters and 20 meters, 5 meter difference is unlikely to help. there is just always a pallet within 20 meters of each other.

    At brutal strength valued at 35%, it takes 3.6 seconds to catch-up and total distance you get is 16.5. This is starting to get closer to a value where breaking pallet results in the survivor not getting to next loop. I still think that on Gideon's, 16.5 meters is plenty of distance to get next pallet. I think in order for m1 killer to benefit from pallet breaking, they need to break pallets in like 1.25 second which is roughly 50% total pallet breaking for pallet breaking anti-loop to be relevant. I personally dislike pallet breaking as concept in dbd because it encourages pallet zoning. Zoning gameplay is not as interesting as winning mindgames. In my opinion, I do not think pallet zoning should be the default way to play killer. If anything pallet breaking is suppose to be unrewarding because the killer is actively *giving up* on the loop.

    Ideally the pallets should not be completely safe. They should instead be unsafe and be used more as a way to induce mindgames where the survivor has opportunity to avoid the hit and the killer has opportunity to get a hit. I would like it more that survivor is more about looping dropped pallets and the killer is more about guessing the pallet slide. The problem with dbd pallet loops is that the pallet is either worthless for survivor that the killer is near guaranteed to get the hit or completely safe to the point that killer has to break the pallet to proceed the chase. Due to these extremes, many of pallet are designed to safely in mind that leads the killer to fall under the pallet-break simulator mentality. This is why Windows with mindgames are a lot more interesting because windows cannot be broken so your forced to try to mindgame them as killer.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370246#Comment_3370246

    "I don't think so."

    There are 3 gens on the ends with corners.

    "I do not think it is realistic."

    More realistic than any other option. A passive out of combat move speed boost for m1's is never going to happen, map reworks do though.


    I am just saying that map rework rarely shrink the map. I believe it has to do with the idea of map variety. you know, every map being different and fresh towards gameplay. I am not saying that haste will happen. I am just saying that lack of mobility on non-mobile killers in regards to yoyoing generator is severe weakness for many killers. You don't really see proper yoyoing unless your playing vs strong SWF team. its fairly uncommon for soloq. that is why I think 3 gens a lot stronger than you might think in the game because few survivors know how to play against it in the first place though I will admit that some maps that highly favor 3 gens can be unwinnable for survivor if the killer is competent with gen-kick setup.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370157#Comment_3370157

    I didn't say the shape of coal tower, I said the size. You're referencing shape. I do think hold w is way less effective on coal tower than most maps. You can wedge people on corners. I don't think circular is necessarily the sole solution. Also, they can adjust the map sizes and shape even if it's licensed.

    I don't think anything similar to increased move speed outside of chase is ever going to happen, nor do I think it's a good idea. Map size and shape are the best solution in my opinion that's actually feasible and realistic.

    You can wedge people on corners.

    I don't think so.

    Map size and shape are the best solution in my opinion that's actually feasible and realistic.

    I do not think it is realistic.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370120#Comment_3370120

    It is a difficult problem.

    I think the best solution is probably shrinking maps to make the hold w less viable against m1 killers. Like let's use Coal Tower as an example (referencing map size here, not layout), on this map holding w isn't nearly as viable against m1 killers as most other maps.

    Hold w being viable is a symptom of maps being too large essentially.

    coal tower is pretty big length wise so I would not say that hold-w is ineffective on it. your solution to making maps smaller is not correct. your asking maps to be more circular similar to Wrecker Yard because circular maps create dead ends. I do not see this ever becoming true in DBD because many dbd maps are licensed. Badham for example is licensed map. Haddonfield is licensed map. they are never going to be circular and maps probably should not be all circular because its dull and boring. You need a solution that is more generic and keeps the game fun for survivor while solving killer issues.

    I think the real problem behind it is that killer movement speed is too slow outside of chase, but increasing their m/s outside chase is difficult because it is possible to exploit m/s outside chase. Just look at Old legion moonwalk where players could look at the floor while following the survivor to deplete the deep wound meter. Its certain puzzling problem to look at.

  • @Nos37 said:

    Quick fix: Forced Penance applies Broken AND Deep Wounds

    is the perk suppose counter bodyblocking? I thought all it does is given broken if someone body-blocks you. My interpretation of the perk is that its anti-heal perk that triggers when survivors bodyblock. seems very pointless. I don't understand why anyone would use a situational perk like that.

    I think only perk that properly counter bodyblocking is STBFL but the irony of that perk is that it also GETS countered by body-blocking because of obsession stack loss status. SWF bodyblocking is truely unfun experience with killer because many killers have no counters to the strategy except through this perk which can easily be nulled into nothingness.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369770#Comment_3369770

    Yeah this ^

    This is generally why most 3 gens lose unless the survivors play bad.

    I wonder what could be done to make low mobility killers more effective vs shift-w. Maybe they could use a perk that gives them haste effect when they walk near generators. I am not entirely sure. Many killer feel like a lost cause.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369735#Comment_3369735

    It counters all terror radius perks and killers. You won’t scream from Doctor and your killer instinct won’t pop up with legion. And perks like Infectious fright, starstruck and other TR perks won’t work if you have oblivious. Its also there for a high risk you won’t hear the radius but you see where the killer is at all times as long as your in the range.

    what's the point? Wiretap already exists and it shows killer aura around generator. with repressed alliance, its guaranteed amount of aura for looping. this version of the perk is easier to destroy and it has less potencial then haste perk. The perk having drawback is not ideal either, see No mither for example. This is only reliable haste perk to use currently for survivor during 5 generator sequence. blood pact and teamwork perk are awful perks for their haste. Hope works only end game. The reason why this perk is not used is because its limited 24 meter radius, not because haste is not good. its too situational just like other 2 boon perks(shadow step and exponential).

  • @Phasmamain said:

    The only real advice here is bring perks but even the likes of potential energy can only do so much against Call of brine and overcharge

    The problem is the perks right now. Call of brine and overcharge are designed around 3 genning and reward constantly kicking the same gen without interaction with the survivors

    Change them and I doubt merchant and knight would be oppressive in any real way

    skull merchant and knight have no mobility. you can pre-shift w from generators. if they commit to you, they lose. if they do not commit to you, you can chip at generator and gen regression is slower then progression.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369210#Comment_3369210

    The tile strength is heavily survivor-sided. It's mainly the visual aspect that bugs me on the survivor side. And main building is ridiculous. Painful map to play killer on.

    visual seems fine for me. the map is not worse for both sides. its worse for killer side. stronger for survivor. this is like 2017 dbd. God window loops? big maps, lots of pallet resources. Just like old times. nostalgia. Some things never change.

  • @Zaydin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369225#Comment_3369225

    So how exactly does knowing where the survivor is on a Killer with weak chase and anti-loop ability help? Even if you know they are going for a drone there is nothing you can do to stop the hack since most of the time even if I'm right there I can't get to it in time to stop it.

    there is add-on for skull merchant called ultrasonic trap speaker. it makes survivor that vault pallet instantly break them when they have arm-trap. This means that all you need to do as the killer is rotate a pallet, get them to drop it and if they vault the pallet, you will spirit fury the pallet earning an relative easy hit. this takes care of any pallet.

    The other add-on that is strong for her is geographical readout. what makes this add-on good is the 15% vaulting speed and 2% haste. this gives you free bamboozle and haste which allows to play better at windows when inside the drone radius. you can play windows extremely well similar to evil within 3 Myer's.

    So in essence, you get free enduring spirit fury and bamboozle from your add-on's which elevate her chase.


  • @sizzlingmario4 said:

    Good to know it wasn’t just me getting thrown off by the similarity in appearance between the edge walls and jungle gyms. I ran towards the edge of the map as survivor last night thinking it was a jungle gym only to find out I just brought the killer to a deadzone.

    that is not my experience. for me, I feel unstoppable in the loops as survivor. to me, I feel like I could loop the killer for 3 gens every chase if my team is good. how could survivor be complaining about this map? the map is like.... crazy strong. This map might be the best survivor map in the entire game, even better then garden of joy and fracture cowshed. This seems like easy map for me to burn offering on to get auto-pilot wins as survivor.

  • indeed. they are so afraid of adding a decent chase perk for killer. maybe it get a buff in mid-chapter patch.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368985#Comment_3368985

    God Repair Penalties is actually wracking my brain apart, but hey it's a sunday!

    SO the generator repair progression works on one charge per second (1 c/s), penalty/buff repair speed works on adding/subtracting onto the base 1 charge per second and in this case, you account for the duration of this perk (45 seconds) with the penalty and the additional time taken to complete the generator at normal repair speeds. Multiplying the duration by the penalty and adding onto the 90 seconds gives you the total time taken to complete a generator, assuming the generator has low-mid progression (I'm not gonna calculate when this hypothetical perk gets less value).

    Suggestion: 45 seconds, to complete a full generator:

    45 secs * .1 + 90 secs = 94.5 seconds (an additional 4.5 seconds).

    45 secs * .2 + 90 secs = 99 seconds (an additional 9 seconds).

    45 secs * .3 + 90 secs = 103.5 seconds (an additional 13.5 seconds).

    45 secs *.4 + 90 secs = 108 seconds (an additional 18 seconds).

    Accounting that each time you hook a survivor for the first time that every other survivor is working on a generator at that time and not doing anything else (such as healing, totems, going for the unhook)

    The value of delay for each token would be:

    • 13.5 seconds 1st token
    • 27 seconds 2nd token
    • 40.5 seconds 3rd token
    • 54 seconds 4th token

    And that is IF all survivors are working for the full 45 seconds on separate generators and not doing anything else during the time that you hook the survivor. But in most scenarios there will be one survivor that the killer is chasing, one survivor going for the unhook and heal and the last survivor working on a generator. Now it can also be a lot less, maybe no survivor is working on a generator at all and you get a lot less value, or it can be the opposite and the killer finds no one in those 45 seconds and two survivors are working on generators. Either way at it's strongest it's actually not that bad, there's a lot that can happen in 45 seconds for both sides.

    Another issue with generator-defence type perks is that although they can promote killer to go for seperate chases, they do not ban you from tunneling or camping.

    The issue with camping, tunneling and combining this perk which was sorda addressed, there were three clauses that me and wisdom added feedback on:

    • This perk disables if you kill a survivor
    • This perk only activates if you are 16 meters away from a hooked survivor
    • This perk deactivates if you are 16 meters within a hooked survivor (I said for 5 seconds but it can just be in general)

    It theoretically should help with both scenarios since it penalizes camping. You could increase the meters to further penalize it but I think 16 meters is enough for most killers to have harder time camping And even if you camp a survivor to death, the perk only activates for the first 45 seconds and disables after a kill, so killers won't get much value even if you decide to do so. Trades though might be the only way for this perk to get the best value while still camping. Tunneling is automatically decentivized since you don't get any value for hooking the same survivor and killing a survivor just disables the perk.

    So in general I think it might actually be a pretty good perk to incentivize going for different survivors, there's still an issue with trades and proxy camping, but besides that you're getting value for finding a survivor and being able to pressure one or two other survivors, that is if you can find the other survivors (since I think most people can figure out if you have this perk on or not).

    the perk is interesting. I cannot see them implementing it without nerfing all other generator -action speed perks(Dying light, Hex:Penti, Gift of pain, Thana) in fear of stacking but I would definately use the perk and go for more chases. way more interesting then this 3 gen stuff.

  • funny you mention that. he used to not break pallets base-kit but he had add-on called C33 to be able to break pallets. it used to be add-on exclusive before it was given to him as base-kit.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368431#Comment_3368431

    To sum up the numbers based on your original post and my feedback:

    For one survivor at 1 gen, 1 charge = 1 second gen time

    Original post:

    • 20 seconds / .9 = 22.22 (an addition 2 seconds)
    • 40 seconds / .8 =50 (additional 10 seconds)
    • 60 seconds / .7 = 85.7 (additional 25.7 secs)
    • 80 seconds/ .6 = 133.33 (additional 53 seconds)

    Feedback:

    • 45 seconds / .9 = 50 (additional 5 seconds)
    • 45 seconds / .8 = 56.25 (additional 11.25 seconds)
    • 45 seconds / .7 = 64.28 (additional 19.28 seconds)
    • 45 seconds / .6 = 75 (additional 30 seconds)

    I feel like a standard time will help spread pressure early on (even if its just an additional 5 seconds) and help with the issue of it being too strong at it's best (50 seconds is pretty insane), I didn't add the clause of it disabling after a kill since the standard time reduce how strong it is overall.

    However even with the decentive to camp/tunnel, all killers have to do is go past 16 meters, then go in to camp again. I'm not too sure what secondary clause could be added to reduce it, maybe it disabling after it activates if you go back in the 16m radius for 5 seconds?

    its not so much how much time it adds to gens. its more related to survivor's progression on generators. 3 people progressing generators is 300% generator progression. in gen terms, survivors can do 3 gens in 90 second in 1 chase and do 2 other gens in next 90 seconds from two strong chases.

    with -30% repair speed affecting the entire team, 3x30% = -90% repair speed. it means that the perk almost turns a 4vs1 into 3vs1 in terms of generator progression. you are very unlikely to lose a 3vs1 as killer if your chases really fast.

    I would say that 45 seconds though is too long because 45 second is moderately ok-chase time for survivor, so I'd probably reduce the timer to 30 seconds for -repair speed. a problem with killer is that killer can down people quickly in the game and still have get losses/close matches even though the survivors performed really badly in chase and did virtually nothing impressive.

    With a perk like this, if it existed, survivor would need to be way better at the chase to defeat killers and vastly majority of survivor are not that good at looping killers, so the kill-rate would likely be very high like 80%.

    Another issue with generator-defence type perks is that although they can promote killer to go for seperate chases, they do not ban you from tunneling or camping. Like you can still camp hooks with pain res, recycle pain res and just regress a ton of the match while tunneling one survivor to the death. Deadlock is amazing gen-blocking perk to slow the game down, but it does not prevent the killer from hard-camping hooks. that is also true for -repair speed perks. they do not prevent you from doing unfavourable survivor strategies. Generator defence type perks are both lose-less perks for killer but they are also win-more perks for killer. its why they're so common. you cannot go wrong with them especially if the killer is really powerful in chase. complete win-win perks.

    the mirror perk to these perks is survivor second chance perks. you can never go wrong with 3rd health-state as survivor. so med-kits and free health-state type perks like DH, Adrenaline, OTR, DS are all examples of win-win perks for survivor, aka the meta for 6 years.

  • @AverageKateMain said:

    Please spare me the whole skill issue while throwing in DH combo. That's old. You definitely have a point with people dcing against the new killer but you're intentionally ignoring the core issues with the last 2 killers that people have been talking about in length. The main issue isn't their chase potential or whatever. It's the fact that they lock down areas and games that would be at most 15 minutes because 30+ minute games.

    Knight was literally complained about because he has the ability to hold a 3 gen so long the servers will end the game. The problem isn't with zoning killers moving people out of loops. It's the fact that the core game is so unbearably bad with the gen speed that killers who lock down areas can hold games for way longer than it should.

    yeah. how about buffing knight's guards so they can hit good-survivors instead of super weak players? maybe the knight would be more incline to chase instead of camp gens? Same thing with Skull merchant and bunch of other killers with weak-chase potencial. slow downing killer with lackluster chase will not chase to lose.

    people are not ignoring issues. it is just that survivor wants to have their cake and eat it. they want weak killers powers that they can auto-pilot win and they expect killer to chase and go for 12 hooks. Makes no sense to me, but whatever. People finally catching-up to the meta shake up of 6.1 after whole eruption copium.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368510#Comment_3368510

    -"A Drone can scan multiple floors because it’s throwing off a signal. If a signal couldn’t do that then that wouldn’t make any sense."

    What signal are we using to scan through a solid floor? In the example above we also have the ability to scan through two floors.

    Let's ignore reality (since DBD is a magical realm) and consider fair play.

    Is it fun to use Drones so that nobody can realistically touch a generator? -Maybe

    Is it fun to play as survivor and not be able to touch gens b/c there are drones? No

    Is it fun to use Drones so that nobody can realistically touch a generator? -Maybe

    Is it fun to play as survivor and not be able to touch gens b/c there are drones? No

    what are you talking about. the drones do not apply incapacitated effect. weaker survivor player needs to learn something called yoyoing. You shift-W away from the killer when the killer approaches the generator to kick the generator.

    The drones are irrelevant. All they do is apply exposed. Exposed is irrelevant. Just take two furthest generator in 3 gen and shift-W 15-20 meters away. When the killer walks away, just hop on generator. you can entirely ignore drones and just rush generators. If the killer commits to you, just run as far away on generators and when you are on edge of the map, start pre-drop pallets. your team can just hard-commit to gens.

    skull merchant is a joke killer even for 3 gens. No clue why so many people have trouble playing vs non-existent killer power.

  • @BlightedDolphin said:

    This just makes sense. Every other non-ranged killer with a special attack can either break pallets or vault them while using their power except for Pig (and I guess Nurse but she can ignore pallets anyway).

    Great buff and is consistent with other killers.

    how is it consistent with other killers? her tiny knife is breaking pallets? the killer that break pallets have specialization in breaking pallets. its like their signature defining trait. I think adding power-pallet breaking takes away other killers special charm. vaulting is definitely out of the question.

    the dev are better off improving ambush charge's base-stats so its more usable in chase.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368352#Comment_3368352

    More blood orbs didn’t really fix his main issue of struggling to get the first hit. It just helped him snowball more than he needed to if he got multiple injuries

    no it fixed his issue completely. getting first hit is not issue. its keep your momentum to recycle your power is the issue. that bug fixed that perfectly. if he gets first hit and does not mess up with his power, enough blood orb will spawn for him to get his power back from 0-100% or 50->100%. currently, you can play every Oni demon-form nearly perfectly(like down people in 20 seconds) and still lose. I have had Oni games like that. games like that make me stop playing him.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368197#Comment_3368197

    Yeah I started playing him more than I have in the past and he just feel clunky. Like why am I getting punished for playing well when I break line of sight. It should be a pseudo game of peak a boo with me going in and out, in and out preventing my breakout trying to get them exposed.

    His cooldown on his stealth is also ridiculously long. Feels basically required to run an addon to shorten it.

    His cooldown on his stealth is also ridiculously long. Feels basically required to run an addon to shorten it.

    at one point, the cooldown was like 30 seconds and I was running double recovery add-on to shorten it.

    Like why am I getting punished for playing well

    shrug. I would say only good thing about playing ghostface is that you are less affected by boring circle of healing as stealth killer. Other than that, it is one of those killers that is bully material. I mostly play him for stealth killer variety.

    he just feel clunky.

    his gameplay is not very fluid. he is kinda always been like that.

  • @Blueberry said:

    Why does he have flapping sound while Undectable? Defeats the entire point.

    Why the lingering breakout 2 seconds after you've played well by breaking LoS?

    Why does injuring them reset the stalk meter?

    This all feels like bad design. All this could be changed and he still wouldn't be even close to too strong as he's already generally not that great.

    I have been playing ghostface for a while and i still do not understand all hand-holding. generally flapping sound for most survivor is absent. very few survivor act on this and even if they do, you often come close enough to m1 them but it makes it impossible to stalk them on generators if the generator has blocked LOS. they can hear you coming and then play that whole LOS peako boo waste your time game with stalking.

    Lingering breakout is their latest hand-holding change they added in May update that changed Legion and Ghostface. No clue why.

    The deal breaker is 3rd change. the loss of stalk meter when m1 a survivor. It hurts his ability to juggle stalking and only allows you to m1->stalking after your power refills instead of getting an attempt to stalk then m1. Its also annoying when survivor bodyblock you at hooks because if you drop survivor, smart survivors during drop might get to a pallet and the person slugged might be impossible to hook. Alternative, your forced to m1 them losing your stalk which sucks. I presume swf utilize this more then soloq.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367668#Comment_3367668

    But do you think that maybe indirectly buffed the 3 gen playstyle more than actual chases?

    I remember seeing a post from about the nerf she got about trapped survivors being able to disarm her drones. I already felt like that change was necessary, and now i absolutely know that the change was necessary, she would be even more of a 3 gen queen if they didn't remove that interaction

    yeah? she is suppose to be 3 gen character but how weak her current chase even with add-on's, the match are inevitable going go on for 20+ minutes because the killer has trouble closing out the match....

  • @Canas said:

    Incredible how survivors get to bully the first E-tier killer of the game. Only a single hook while they rushed 5 gens. This is downright unplayable. Where's the hotfix for this dumpsterfire?

    https://us.v-cdn.net/6030815/uploads/AP0M45I5URXA/genrushing.png

    Who the hell builds drones without giving them the ability to shoot at targets or blow themselves up? How are they of any actual help to the Skull Merchant?

    Where's the hotfix for this dumpsterfire?

    well that is one way to describe the killer. hotfix already happened. I don't think any of her buff did anything to be honest. they almost seemed more quality of life stuff that had no impact whatsoever. I still think that my opinion towards PTB holds true.

    her lock-on ineffective as zoning tool at loops because survivor will only let themselves get exposed if they're injured which is when exposed has no impact whatsoever. Exposed does not help her get hits in the chase. it is not anti-loop. Trapper and Hag have anti-loop with their traps because trapper disables your movement and hag teleport's. this killer needs some trap drone threat.

    They should rework her lock-on to apply -8% hindered for 60 seconds.

    This would allow her to zone effectively and give her the ability to get a chasing power if lock-on succeeds. trapping based killer are entirely based off anti-loop zoning and yet she is so bad at zoning....

    Her second issue is that these arm traps are offer no incentives at base-kit for her to pursue survivors. The arm-traps need to be more dangerous such as applying exposed for as long as battery is alive which by default is 45 second of exposed. This can help her shorten chases and give incentive for the killer to chase after survivors with traps so entire gameplay is not 100% 3 gen focused to brim.

    these two changes would help her immensely at base-kit.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367529/what-do-you-think-about-hex-face-the-darkness

    I think that this perk is so-so and you kinda have to build around it, but it could stand in as a great proof of concept for a hex totem rework. Imagine if BHVR was doing what they always do, ie collecting data behind the scenes, and then BOOM, all hex reworked to only activate after you hit a survivor, they spawn into the map at a random place and then despawn after a while, phasing the totem in and out, giving perceptive survivors a leg up and protecting the killers marbles for a while longer.

    that is terrible design. imagine having your hex:lullaby which already sucks as is turn on and off so half the time perk does not work. that is fanatic way to nerf all hex perks to worse then what they already are. Oh and that one time where your hex totem wasn't found because it spawned in good spot and not out in the open? Yeah that spot, Oh yeah, let's respawn that hex totem by generators. On top of that, the perk shut off by survivors healing.... like what, the high supposed high risk perks are controlled by survivor actions meaning they can manipulate the spawn until they destroy the perk. 10/10 design.

    The best design for hex totems is to either bring back old undying which forces survivor cleanse all totems to fully disable the killer perk(I.e create secondary objective for survivor) OR rework all hex perks to use Hex:Plaything system where once a survivor is cursed, a hex totem is created with specific effect that target survivor or targets a gen(in the case of lullaby/ruin). Even with creating secondary objective, I am not entirely sure how many people would really be using third seal or silly meme tier perks like crowd control. Face the darkness is perfect example of how NOT to design a hex perk.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/AI6B6E75BDTG/image.png

    I am not sure if Enduring can be replaced with Brutal S. or Fire Up or Bamboozle, idk. Also this build is quite fun! :D

    you do not need enduring. enduring is only good for spirit fury otherwise its awful perk. you want people to stun you and run away because by them running away, you lose chase which makes you gain 1 stack of pwyf. you want brutal strength in the build. If the survivor stays at loop, then you use gameafoot+brutal strength perk to zone. if they run away, you follow them to next pallet.

    Another aspect of the perk that a lot of people get wrong with pwyf is that you do not need 3 stacks to win the chase. Even a single enough to get the hits in most loops. you'll see people farming 3 stack of pwyf to get a single down. total waste of time. if gameafoot was less convoluted perk, then killer might consider using the perk in regular games.....

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367189#Comment_3367189

    They are too weak given that they are Rare and Very Rare addons, but reducing their rarity would warrant their weakness and make them easier to obtain for most players; making the generator defense addons a higher rarity would also warrant their strength because they are too oppressive for Common and Uncommon addons.

    its not like haste and hindered are not powerful effects. they are really good but these numbers and restrictions make the add-on less attractive to run.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367198#Comment_3367198

    I called for a full rework of Skull Merchant the second she made it to PTB. Same for Knight. The design flaws were immediately obvious to experienced players, which the devs should utilize more in the design process. This can't keep happening with killer releases. It's not a personal attack on the role of killer if people pointed out that Eruption needed a rework. The game shouldn't be miserable for anyone, period. Killers shouldn't be awful in chase and incredible at stall. That's a recipe for bad gameplay.

    I don't think anyone who cares about the game's health is encouraged by their design philosophy the last 2 years. Twins, Sadako, Knight, Skull Merchant, and others are miserable for one side or the other for difference reasons.

    The game shouldn't be miserable for anyone, period. Killers shouldn't be awful in chase and incredible at stall. That's a recipe for bad gameplay.

    sure.. but with how fast coordinate survivor groups(i.e SWF) can finish generators. I need to down unrealistically quick to have realistic winning chances when it comes to winning through hook rushing. In fact, When I am hook rushing, the survivor complains that I am tunneling. Skull merchant is anything but unrealistic quick. She is methodical and slow. I have no zero idea how you expect to go around chasing people with the pallet design in this game. Pallet design in the game is too safe for any m1 killer to do anything less then pallet break simulator for +10 minutes straight. All i can do is play pallet break simulator and run generator stall perks to not lose.

    https://www.youtube.com/watch?v=fGp5xUmCFic

    Just look at tru3's skull merchant games. They're good representation of how m1 killer gameplay works. you can just watch this gameplay for first 10 minutes. He has 1 hook in 10 minutes. that is how bad skull merchant chase is. Its pure m1 killer. You have to break all this safe pallets and god pallet design before you can down a survivor. This is not just skull merchant problem but its problem with like 75% of the killer cast. Just like tru3 says, the killer control in the chase varies from 0 control, weak control to full control. Skull merchant and bunch of other killer have little to no control, so the gameplay devolves into 3 gen 20+ minute gameplay for a lot of the killers.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366684#Comment_3366684

    Trapper with Iri stone is not a M1 killer, he's a 3-gen camper, you're obviously playing him very wrong if you call him a M1 killer.

    thank you for explaining this. I feel like you understand trapper better then otz or any other trapper main player. people don't really understand the strength of iri stone trapper and strength of 3 gen with territorial killers. Iri stone fixes trapper kit. Whenever I play trapper, I rarely ever lose with iri stone. I don't understand why people think trapper is so weak. There is also this weird conception that bloody coil is his best add-on. its so weird. I don't think dead hard ever impacted trapper's viability with iri stone because even if a survivor dh through trap. you just follow them around the loop and now they've wasted DH and still have to walk into trap or leave loop which results free m1 zoning hits. the premise of stealth trapping is not just viable with current trapper's mechanics and SWF knowing every trap is.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366641#Comment_3366641

    To piggyback off of this: this is exactly why VHS failed. Something can be valid on paper, theoretically counterable, etc. But it has to actually be FUN. You can't have a multiplayer game where every other match has the possibility of being a war of attrition. A trail should rarely be pushing past the 15 minute mark. This is going to bleed player count if they don't address it with some urgency, and it can't be some half-baked bandaid perk.

    I'm not a whiny survivor main. I probably have more 4ks on my account as killer than most players have total games played. I would happily play against Nurse, Blight, Wesker, etc, every game. I'm just saying that the 3 gen forever strat completely sucks the life out of the game, and recent killers exacerbate the problem.

    you asked to nerf eruption. of course killer is going rebel. The skull merchant is like D-tier terrible chase killer. what exactly are you expecting killers to do with such a worthless ability? I have 0 anti-loop base-kit and have unreliable expose mechanic that does not help me hit survivors and ton of pointless information that I can do nothing with. If your going to make my chasing experience miserable, then why do you not expect the killer to make your generator objective experience miserable?

    you need to make the killer chasing experience more enjoyable and perhaps the killer might make your generator experience more enjoyable. this is just common sense. Instead we just get a bunch of survivor complaining that X killer power is OP and X killer perk needs nerfing.

  • her chase add-on are under-tuned numerically. the iri add-on requires survivor to activate drone. the drone needs to turn off and survivor needs to walk into the drone area for you to gain haste. why can't add-on just give you 5% haste for using a drone?

    her purple add-on is more reliable for haste... but 2% haste? that is not enough for weak m1 killer for her. it is not even bloodlust 1. At least make it bloodlust 1.

    Her other add-on called randomised strobe DOES NOT have a lingering effect. It only applies 1 time bonus of -5% hindered for 3 seconds. 3 seconds. that is so little. at least increase duration to like 5-10 seconds or make it linger like purple haste add-on.

    I think its more that these add-on are too weak. not that their rarity is high. they just kinda suck making 3 gen the only viable way to play her.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366856#Comment_3366856

    Agreed on the overall point. Perks shouldn’t incentivise unhealthy strategies and it’s why old pop and ruin were fine perks

    Just giving overcharge and CoB a cooldown might suffice

    not sure if I agree. Pop goes weasel is a kick perk just like eruption is kick perk. kick perks in general are designed for 3 gens. Ruin is hex perk. Hex perk have weakness that they are fragile and can be easily broken. A solution to mitigate their weaknesses is to guard hex totems and one of the best ways to do that is to hold 3 gen with hex totem in the middle. Ruin in particular is powerful in 3 gens for exact same reasons why OC and COB are. Passive regression.

    The meta for killer has not changed. its same perk with different names. Eruption replaces pop, now both eruption got nerfed and pop is just as bad. Ruin became unrewarding and OC+COB replaced ruin/undying.

    Survivor is in same boat. The old meta was DH. New meta is DH. The popular healing perk was self-care. this was replaced by circle of healing. Old meta had spine chill for vaulting, new meta is resilience for vaulting. Old meta had iron will and BT. New meta has off the record which grants self-BT and Iron will. The rest is soloq info problems which revolve on you seeing Window of Opportunity, Kindred and Bond.

    in my opinion, OC+COB is plaster to weak killer powers. 3 gen is not healthy game design however it is neccassary because a good 75% of the cast is not very good at chasing and has pretty rubbish powers/game problems. Until majority of killer cast improves to be more effective, a lot of killer are stuck at playing 3 gen strategies. Window of opportunity, Bond and Kindred are plaster fix information perks for soloq. Until they add these perks directly/indirectly to survivor base-kit, soloq is going to be worse off then SWF. Until then, soloq perk variety will be pretty poor.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3366839#Comment_3366839

    The Library has a single pallet that can be easily forced out. The window isn't strong either.

    Oh, I see. You agree that those maps a fairly Killer-sided as there's not much Survivors can do against a war of attrition when gens are split unfairly by RNG. Gotcha.

    https://us.v-cdn.net/6030815/uploads/W2ON7EMAE4Y5/inked2904838739-preview-macmillan-groaning-storehouse.jpg

    These are the gen spawn locations that I remember on Groaning Storehouse. Many of these cannot spawn all at once. A gen is guaranteed in the following sections: 7 or 6 and 3 or 4. There will usually be one in 11 as well.

    That's THREE corners opposite of each other. Trust me, I know my gen spawns. Are you sure you're thinking of the right map?

    No he is right, Growning storehouse is balanced by its 3 gens. The 3 gen is not impossible break because one of generator spawns near shack which is strong loop. Shack in this map can often be instant-win button for killer in terms of camping if the basement spawns there. very strong for killer such as Hag basement.

    The 3 gen combination is 8, 7, 6 or 5 and 5,2,3,4. Growning storehouse is survivor sided map however it has poor gen distribution for survivor meaning that killer can balance the map by 3 gen similar to maps like Azeroth resting place. The upper 3 gen(5,2,3,4) is pretty scary though because it is easy to create giant dead-zone and easy hook camps if the killer hooks the survivor on hook 4.

    If your facing Top-level SWF team, the generator to push are gen 6 and gen 4 at the start of the match. You always prioritize these gens regardless your spawn position as survivor. If the killer has good macro play, they will immediately attempt to interrupt you from doing these gens right at the start of the match. A really strong play for survivor to stealth/hide at the start of the match when doing these gens to waste the killer time at the of the match. Gen 4, 6 and gen 8 I refer to these as "High tension gens". You go to these gens IF you want to get chased as survivor at the start of the match. If the killer is heavily invested in defending that area, It might be impossible complete gen but you can keep killer worried in staying that area which allow your team to pressure other generators around the map. If you find a survivor on these high tension gens, expect survivor to have an anti-tunnel build such as Decisive strike+DH+Off the record etc. The gen 9, 1, 2, 11, 2 are safe generator. you go to these generator if your on death hook.

  • i would just like higher duration, 45-60 seconds. I think pausing the timer on the hook encourages camping and fishing for hook trades.

  • I do not expect any changes for her because I suspect that her kill-rate will be very low at 5% MMR charts like 55-57% kill-rate.

  • @ad19970 said:

    I think having the drone not return to the Skull Merchant after being hacked for a longer time won't work. To really affect a 3 gen, it would have to take like 30 seconds or so, and I think that would generally just nerf her too much.

    Drones have range restrictions, right? Like, a drone can not be placed within 22 meters of another drone. That should have a lingering effect after a drone is disabled. It's the easiest way I can think off for BHVR to implement such a nerf. 15 or 20 seconds probably. That way, when you disable a drone, she can't just place a new drone at that spot a few seconds later. Personally, I think even just 15 seconds would be enough. It shouldn't become frustrating for the Skull Merchant, but it should nerf her ability to lock down areas too effectively.

    They could even add a visual indicator that shows you that you can't place a drone yet where a drones used to be just a few seconds ago.

    And then, I would personally give her two buffs. The one is to increase the amount of drones she can place to 5. This way she can cover more of the map, which already would encourage her to spread out more.

    The other buff is to increase the lingering duration of her undetectable status effect after she leaves a drones radius. I think her undetectable is key to making her a more viable killer. But right now, 2 seconds of undetectable is pretty damn weak, and doesn't allow you to sneak up to people most of the time. If this was increased to 4 or 5 seconds, she'd be in a much better spot.

    I don't think making some of her addons basekit is needed. She already has a lot of aspects built into her basekit, and those need to be enhanced. And the undetectable effect is definitely the one I would buff.

    I really do hope BHVR finds solutions for her. Because unlike many, I really love her design, and find her generally fun to play as and go against, without the 3 gen lock down playstyle. I guess you could also argue that the 3 gen problem is a problem of the game itself, and not hers specifically. But it would still be nice if BHVR could find a way to weaken her 3 gen a bit but increase her overall effectiveness.

    the undetectable is to hide red stain. its not really for stealth and its definitely not a key to making her better. her biggest problem is her chase. she has no advantage in the chase at base-kit to chase. Hiding red stain is not enough of advantage because most of the loops also have see-through objects for survivor to stand at vantage points. the loops are too unfair for her. this is actual problem with like 75% of the killer cast. its too time consuming to chase survivors around loops.

    killer's only option is to not chase and 3 gen because by 3 gen, they can break loops and stall out the game until a big portion of the map is a giant deadzone. With territorial killers, its even more encouraged to play like this because their power designs encourage staying 1 area. hag, trapper and skull merchant all have terrible 1vs1 chase and power designs all about gaining advantage in 1 area. inherently, these killers are just designed with the idea of camping. Nerf their camping and they have nothing left.

    .

  • @BlueHorkew said:

    So, i had an idea to buff back POP and thought it was cool, i want to know what people think and if you think it's good or bad.

    POP: After hooking a survivor POP activates for 35/40/45 seconds, the next generator you kick will an additional progress of 30/15/5% depending how many hook stages that survivor has.

    Pain Res: After hooking a survivor, the generator with the most progress will loose 21/23/25% of it's progress, for each hook stage the survivor had before being hooked, Pain Res regression is reduced by 10%

    Basically altering the values to reward more unique hooks and spreading the pressure, but less rewards if you want to tunnel a survivor or just as the match goes on. In the end POP gets 50% for a full survivor, while Pain Res keeps the 45% it has right now on live.

    What do you think? Do you like it? All this values are full regression, not any of the current progress BS

    now your thinking about anti-tunnel perks. one issue. Eruption was 40 second delay and that was complained as being too strong. Pop+Pain res is 55% regression. that is 49.5 seconds of game delay. 52 seconds if we count base 2.5 regression on kicking a gen.

    What do you think reception is going to be surrounding these two perks? here's a hint. its going to be complained about and pick-rate of these perks might as well be +75%. They might as well put DS+DH base-kit at that point for survivor.

  • @not_requested49 said:

    What was the difference?

    image.png

    Its strange change because the perk at the top still reads:

    image.png

    says nothing about healing others. bug fixes look more like changes they would like to make.

  • @Iron_Cutlass said:

    Just use Nemesis in the build... it may sound dumb, but hear me out.

    Game Afoot is only as effective as your ability to swap the Obsession. Even though the perk itself does swap the Obsession, you need to actually hit them to get the 5% Haste effect. Using Nemesis swaps the Obsession upon being Pallet Stunned which perfectly fits the need for Game Afoot since you are going to be chasing Survivors and breaking Pallets anyways, it just always ensures the 5% Haste.

    I really wish the perk was not an obsession perk. I said that in ptb. it would be better if it was perk was simple like following:

    Grants 5% haste effect for 8/9/10 seconds after damaging a generator or breaking a pallet.

    I would be more incline to run the perk. The change obsession aspect of the perk through basic attacks could be an entirely new perk in my opinion. perhaps the perk could small side effect that you can see obsession aura in small radius like 8 meters. Obsession mechanic is fascinating mechanic that is intriguing but I feel like its implementation of various perks generally leads the perk to be more of a horrendous drawback then anything positive.

  • maybe they change it in their meta shake up in 3 months.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362914#Comment_3362914

    Oh, I rarely complain. Because unlike you, I can accept that I am not really good at DBD and dont really need to bring the game down to a Level where I win most of my games.

    And well... Eruption was objectively unhealthy. One single proc on a Survivor was basically adding half a Gen (again, to make it clear - ONE proc on ONE Survivor equals HALF a Gen...). Let alone that being able to do NOTHING for quite a big amount of time is just not good.

    one dead hard proc can extend chases by up to 30-40 seconds in some situations. that is like additional extra chase for killer. 30-40 second across 3 other survivors is a lot of gen progression. Of course the team has to be gen efficient and the dead hard user needs to time the perk well and avoid getting hit immediately but the rewards are clearly there. with eruption, they weaken reward drastically to weaken the perk. I am not entirely sure how they would weaken DH because the perk does technically do what it is suppose to do. tank hits.

    Maybe weaken the reward by having less distance? they did that for decisive strike where stun was changed 5->3 and now the perk is less common. perhaps they might do that for DH.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361653#Comment_3361653

    The important thing is that it feel impactful. I doubt 5% would feel any different. Most would ignore it and tunnel as per usual.

    when a survivor is dead. the entire team loses 100% healing efficiency and 100% repair efficiency out of the collective 400% efficiency(300% because killer chases 1 survivor usually).

    for killer to not tunnel, they need to have a pretty high repair efficiency loss. this is why old thanotophobia was really nice with sloppy. at 3 stacks, survivor lost 96% heal efficiency and 36% repair efficiency collectively as a team. it was very nice perk to incentive chasing multiple survivors and injuring them.

    It only adds like 7 extra seconds in healing and 10 extra seconds on gens but it was nice reward to chase after for killer. by no means was it auto-win but at least incentive was there to spread hooks and spread injure pressure. when my incentive disappeared, that's when i became more of tunnel heavy killer because I just don't see purpose in playing for the survivor's fun. shrug.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362403#Comment_3362403

    Coal Tower is a small map that has fair tiles.

    Iron Works is larger but the tiles are spaced out, there can be a lot of dead zones.

    Suffocation Pit OFTEN spawns 5-gens on either side. There's little reason to traverse the middle.

    Aazarov's Resting Place has the same issue as Suffo Pit, it can spawn 5-gens AND can have massive deadzones.

    Wretched Shop has few pallets and a lot of dead zones.

    Wrecker's Yard is tiny and can have bad 3-gens and dead zones.

    Blood Lodge is bigger but has some really awful 4-gen spots.

    if my team is strong as survivor, i think that coal tower more often then not a free win. i also do not think its that small of a map either. I have had many games where I can 5 gen chase weak m1 killers like pig on that map. I think shelter woods is probably hardest map out of the 5 to win on as survivor but it might not be that imbalanced post-tool of torment update. its just lack of pallets makes looping not enjoyable for survivor.

    as for azeroth maps. they're weird. gas heaven and blood lodge vs most killers for me feel like free win if my team is good.

    wretcher shop can sometimes have very few pallets like shelter woods and it is pretty easy for killer to brute force dead zones in that map. wretched shop is just old shelter wood 2.0 problems. I dislike playing it as survivor but its pretty free win as killer in my experience.

    Wrecker yard is such claustrophobic map. the pallet are safe but the map is so squished in a circle that the map leads to dead ends making zoning really potent in the map. its like anti-shift w map for survivor. the map is killer sided. I dislike playing that map as survivor because of shack basement camping. its kinda boring and dull. if you get strong tile rng on this map and your good at looping tiles then the map is a lot more survivor sided then people give it credit for however this heavily varies because a lot of killer can have strong tile-set anti-loop. mix-bag map.

    Azeroth resting place is an example of a map that is too big but get balanced by 3 gen gameplay which is incredibly boring for both sides. I dislike playing the map because its boring slog for survivor in soloq if the killer is competent. as killer I feel like pigeon held into playing a forced gameplay strategy. I dislike playing maps where there is no gameplay variety in how you win. creates repetitive gameplay experience. killer sided map but for wrong reasons.

  • @Pulsar said:

    Most of the MacMillan and Autohaven maps are Killer-sided I feel, besides Gas Heaven and Groaning Storehouse.

    RPD is probably Killer-sided but the map is just miserable, Midwich is Killer-sided.

    I think Lery's is Killer-sided as well, though perhaps Killer-leaning would be more accurate. I think the same of The Game, depending on the Killer.

    You already mentioned Dead Dawg

    i don't think so. coal tower has ton of pallet and linking. Iron works is really big map. Suffocation pit in the middle is an actual nightmare if the setup is remotely possible to link.

    Shelter woods is really killer sided for wrong reasons which is there is way too few pallets on the map. I am so happy they're fixing that in next chapter. one of best changes in tool of torment chapter.

    Autohaven maps are survivor sided however Wretched shop has shelter wood problem too little pallets. they need add few more pallets on it and azeroth resting place is an annoying 3 gen map. its survivor sided if the killer has no 3 gen kick perks but killer sided if he does. it is lop-sided map with different imbalances.

  • the short answer is

    -The ability to counter shift-w in all forms.

    -The ability to get hits on every pallet or window without vaulting/breaking the pallet.

    --

    The long answer:

    The main two ways that dbd gets those trade marks on killer is Mobility or Ranged attack for #1 and anti-loop for #2. If mobility or Ranged attack is not possible, an alternative method is to assume survivor can hold-w vs the power and to factor that in their balance by putting a lot of generator defence/game delay into the killer power, but often DBD puts too little game delay in killer power to compensate that.

    If no anti-loop is in play, the alternative solution is to put stealth+instant down in killer kit but dbd often makes stealth dysfunctional and instant downs are rare or straight up impossible to utilize in killer power.

    Huntress and Blight are best balanced killers in the game. Huntress has ranged capacity to hit survivor that run forward and make distance and her ranged capacity serves as anti-loop tool to get hits at pallets that weaker killer struggle to get fast hits in. Because her cooldown between m2 and m1 is short, she can pseudo instant down cutting the distance gain from injuries hit(build-in stbfl mechanic).

    Blight can counter holding forward by his extreme mobility and he can use his mobility in creative way at loops using hug tech to get hits at pallet loops. At worse case scenario, he can break pallets then use his lethal rush to intercept the survivor between loops where survivor has to use environment objects to avoid his rush creating elevated skill-cap towards running forward and linking tiles.

  • @[Deleted User] said:

    People keep saying he's counterable in chase. Does anyone actually play the Knight? You have a free hit with Carnifex+action time add on and free zoning into an M1 with Assassin/Jailer. He's braindead easy and oppressive at the same time if you know how to use his guards. Holding W doesn't actually work against a good Knight with ears. It might work if the Knight messes up the placement on Assassin. But you can't possibly screw up Jailer+map of the realm and you're doing it wrong if you're trying to hit a moving survivor with Carnifex.

    he is counterable in chase in the sense that his chase time is incredibly long if the survivor player exploits hold-w effectively which is admittedly a skill. I have very long chases vs knights like 90 second chases vs him. in the video, you can counter guards in the corner of the map by having a survivor take the guard chase away from the knight. corner guard are not uncounterable but require minor teamplay to avoid the hit.

    The other aspect I'd like to point out is that I do not need to summon guard in the corner of the map land a hit on the survivor. this is because I can use order action(on any guard) to break the pallet. What gives survivors distance on pallet breaks is stasis self-stun from pallet breaking. The knight can issue an order action and just stand there waiting until guard breaks the pallet then zone survivor into a hit without ever starting a guard chase. The guard chase is just easier. here's example of what I am talking about using that using a situation in the video using an image. Waiting for pallet to break will result in a hit and leaving the pallet should also result in a hit in this situation. Dev keep trying to push this type of pallet zoning gameplay even though its unviable vs efficient gen teams.

    image.png


  • @Zombi3Kat said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361774#Comment_3361774

    She has a drone that can scan an area giving her undetectable and exposes the survivor if they are scanned too much. This is her anti loop.

    She has a 3 gen strat because the survivors need to disable the drone to do the gen which the killer can notice. The survivor also gets tracked afterwards.

    The drones have a radius of 20m.

    exposing survivors is not anti-loop. it does not increase your odds of hitting the survivor. all it does is increase the rewarding for hitting the survivor. Undetectable does hide red stain but red stain is such minor part of looping in dbd due to most loops having see-through and vantage points for survivor to stand at. I would not constitute this as anti-loop.

    her power is mostly tracking. mainly tracking generator progress.

  • @Blueberry said:

    Facts.

    Why? I don’t think they have a good understanding of what makes something “good or “bad” in the game. They need a group of experienced players with NDA’s to bounce their ideas off before commuting so much development time.

    I do think rarities should “generally speaking” match power levels. If I can tell I’m going against a four man swf and want to bring the strongest addons that should be Iri addons in most cases, in my opinion. That is not the case on almost any killer bar like maybe 3.

    i doubt that. they do know what add-on desirable. they just limit the good effects to brown or yellow to limit the power level of the add-on for lower %. for example, spirit used to have 5 speed add-on's, 1 speed add-on for each rarity. Yakuyoke amulet used to have 3 effects. I believe the 3 effects were 1 second extra phase time, 10% extra speed and 20% activation lower activation time. Lower activation time was removed, 10% extra speed was removed and duration was increased from 1 second to 3.5 second with drawback that reduces spirit speed by -15%. this was her very first nerf. her second nerf removed her green shoes(forgot the name). it used to increase her speed by 15%.

    Now her best speed add-on is a yellow muddy sport day cap add-on that increases speed by 10%. Moral of the story, the killer with no high rarity add-on's in stats are kinda like pre-nerfed killers. they don't want those killers to be strong, so they often limit their base-kit heavily and throw in some mandatory add-on for the scraps.

    If survivor really hate the killer, then killer has 0 relevant add-on's and often a terrible base-kit(See freddy for reference). it all depends on how much the survivor dev favor or dislike the killer. that is what it seems like with killer add-on lists.

1 … 109 110 111 112 113 … 165