DrDucky
DrDucky
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- DrDucky
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@Chaosrider said:
Its kinda funny. Though everybody would agree that this is just not intented, if we would just label it as tech and if it would be on killerside,everybody here would claim it to be fine, but as long as its on survivors side its an exploit.
Killer techs also do get patched out (take chucky's 180 flick) so I don't really understand this line of argument. This is far worse then that though since chucky gets a hit out of it, with this survivors can deny certain perks entirely.
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He is in a good spot. Easy to use with some smaller things that require more skill to pull off. Some of his addons are quite a bit less effective compared to others, but I am hesitant to suggest buffing them since he is already a very strong killer.
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@Sunbreaker7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3628467#Comment_3628467
The amount of people who cant read the full text is too damn high... Sigh.
My question still stands. A face camping bubba is still going to do it whether survivors can see them or not lol.
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Sounds like they threw the match and were mad at you for just doing the obvious correct play lol.
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@Leachy_Jr said:
Right now the most frustrating aspect of playing chucky is his long cooldown, making power drill feel like a necessity to run and encourages overly safe playstyles with scamper.
Though just a reduction in cooldown would make scamper extremely powerful, so I think both should be adjusted at the same time.
- His cooldown should be reduced to 12s (from 18s)
- His scamper outside of slice n dice should be increased to 1.8s (from 1.4s)
- His scamper inside slice n dice should be decreased to 1.2s (from 1.4s)
- And then reworks to his cooldown add ons, drill and screwdriver
After that he would become one of the best designed killers in the game in my opinion.
As much as I love chucky as a killer (both the voicelines/design) as well as his gameplay, he is a chasing monster and a buff like this I think is very risky since his dash can already get you hits at most loops. I am in a spot where if this buff did happen I would be happy as a chucky player, but I have to also think about the health of the game lol
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@Alli_Here said:
Dead Hard honestly became useless now because we can only use it twice per game. Seeing as it can only be used after hook, why can’t it at least have a dash like the old one or at least make it so that we can get it back after the exhaustion?
Perk is fine, if you look at the stats it is STILL one of the most used survivor perks at around a 10% usage rate. So its honestly fine as is and can act as a bit of a trump card since killers don't play around it like they used to.
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@Sunbreaker7 said:
Similar to how Borrowed Time became a passive ability in Dead by Daylight, I believe it's time for Kindred to join the ranks. In a gaming environment where camping and face camping persistently disrupt the experience, Kindred may not completely eliminate these issues but could act as a much-needed remedy.
Imagine if all survivors could detect a camping killer, whether or not they brought Kindred into the match. This feature would facilitate more efficient generator repairs while a survivor is being camped on the hook, thereby reducing instances where survivors rush to rescue, only to waste precious time neither unhooking nor repairing generators.
My proposal is that survivors automatically see the aura of a camping killer, but without the Kindred perk, they cannot see the auras of their teammates. Since the Killer's aura is visible regardless of the perk, the Kindred perk should receive a corresponding buff.
This adjustment could positively impact the game by discouraging camping, as killers would be aware that survivors, with or without the perk, can detect their proximity to the hooked survivor. Consequently, the onus of wasting time would shift to the Killer if they choose to linger around the hook. While some players may still opt to camp, fewer individuals would find it to be a viable strategy, fostering a more dynamic and engaging gameplay experience.
Why would me being seen at the hook encourage me to stop camping if I decide to do so?
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@CountOfTheFog said:
I had two matches last night when one Survivor would constantly vault windows to distract me. That is literally all they do, just try to get you to chase them.
I couldn't catch Feng Min and lost because of it.
The David messed up in chase and I downed him and threw him in the basement where he killed himself in hook.
Should I engage with these people?
The constant explosion sounds really are so annoying.
That is 1 less survivor doing gens, so 100% ignore them and just chase another guy who could be doing gens instead and if it keeps up you get a free win.
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@MrDrMedicman said:
I'm not here to sweat every game. I'm going to skip p100 lobbies because I really don't want to deal with it
"P100 doesn't mean they're good"
And I really don't care to test it. I don't use perks or add-ons on an m1 killer, I just want to vibe. I don't care about kills, but I don't want to get tbagged at every loop because someone thinks their using every pallet in the map is good gameplay
P100 a year and a half after it became available is not that big of a deal at all anymore. I know people who are P100 that are definitely not good at the game lol. If it just came out a week or two ago then I would agree with you.
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For me personally, I feel like the SBMM is the core issue. They also upped the cap and I feel the more they do this the more unfun the game will be.
I get that for those of us with higher hours will win the majority of old red rank games, but it allowed for us to also chill out a lot more or try some new builds etc without feeling like we are under as much pressure. With the new matchmaking a lot of my games feel super close and I have had to do more to win, the sad part if you can just bring stronger builds to get yourself a higher MMR anyway even if your skill does not reflect it.
Overall I actually miss old red ranks, back when I felt like I could actually try out variety without the pressure of queueing into survivors/killers who are playing to win.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627539#Comment_3627539
Every now and then Paulie Ester and The King do interviews with Matthew Cote, there are some videos/podcasts you can find on YouTube about it.
Oh for real? I had no idea that this was going on since the devs typically like to be more under wraps about things. Thanks for telling me.
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@Iron_Cutlass said:
BHVR did a little talk session on Discord in which they mostly just communicated their mindset and ideas behind balancing and honestly I really find stuff like this to be amazing.
Creating a health balance between a community and developers is important since it helps the flow of information between the two. Obviously the community is going to constantly providing their feedback, but it is important for BHVR to also give feedback to the community to explain not only HOW but WHY they go about things the way that they do.
More importantly, hearing that feedback can make the community feel as if its voice is being heard since talking outwards but not receiving anything back and often lead to people jumping to the conclusion that they are talking into the void regardless if such is true or not.
I think this feedback towards the community should continue, obviously not everyone is going to handle it well and with positivity is bound to come negativity BUT I think this feedback can and will lead to a more health and fluid exchange of ideas and improvements involving the game's future.
Honestly that is great, I personally would love to have a 1 on 1 chat with any of the devs if I could even if it was for a short time. An open but non critical one.
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@Liruliniel said:
because like most horror games with a in built game chat. it would probably end up dying because it ruins so much of the game. The game has so many perks to cover the lack of Voice Chat for SoloQ anyways. You can't even argue they are not good perk's because some of them are extremely strong sleeper perk's. You can make build's dedicated to knowing information through the entire game.
But if I have a full swf team I can ditch an information build for a far stronger chase/anti tunnel build making me have an objective advantage over a solo Q player who is forced to run an info build.
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@daffyd said:
P100 gives rarer items meaning most survivor mains just have to prestige their survivor and have access to strong perks.
Killer mains however have to P100 every single killer to have this.
The only exception to this is killer mains who only play 1 killer.
BHVR has since decided it is unfair on survivors as showing their P100 can mean something bad apparently.......
My man, what strong perks? You can unlock any perk you want at like p1 I am so confused.
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@BubMickey07 said:
Why is the face camping meter gone when the last gen is done it should be taken off when a exit gate is opened cause your dead either way but kinda sucks that I keep getting face camped at the end of the game cause these killer don't know how to kill and my teammates never do anything to help me or others just themselves
The killer has no gens to defend anymore so what else do you actually expect them to do?
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@fluffyloki25 said:
So I would generally consider myself a survivor main but I do tend to bounce around based on the BP bonus. Today I was playing a game as Ash against an Onryo. I was doing a tome challenge where I needed to sabo hooks so I had a build made for that sort of (saboteur, scavenger, empathic connection, and mettle of man). The killer got a fairly early down on a Laurie in the game and I sabotaged a hook, took a hit and they didn't make it to another hook. The game continued and the Onryo seemed to generally be trying to tunnel the Laurie (no one else had been hooked). So I kept coming in to try and take hits for her/take chase so that she could have a chance. At this point I had only taken two protection hits (according to my mettle) and we still had two gens left. The Onryo DCd and then was totally coming at me in the after game chat. Saying that all Ash players totally do this and its super toxic. I mean they literally told me to "go k yourself" and I didn't really think I was doing anything that bad. They could have downed me and kept going, demanifested and gone through me, etc. but refused to do so. What are your guy's thoughts?
The killer played badly from the sounds of it so no that was not toxic in the slightest.
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@TheArbiter said:
The ironic thing is with his current PTB addons Blight is probably closer to Nurse than ever before
Overall I'd say I agree for the most part but I'd move Artist to Chucky's spot and put Chucky before Oni
Hillbilly is still early to judge so I'd leave him out for the time being
Larry is still too affected by EMP's so even at maximum skill level I would put him below Hag
Why do people forget just how brokenly strong alch ring and compound 33 are? His PTB addons even if too much still are definitely weaker than his current ones.
Also it is widely agreed chucky deserves to be where he is, he is an anti loop machine.
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@Mechanix82 said:
I just got called bad by a nurse who ran all aura perks because i ran distortion and she couldnt find me. Do killers really need to see the surv aura's all game to have a chance. Distortion OP
Tbf, all aura builds are typically extremely chill and she probably had a major feels bad moment that your one perk countered her entire build. Imagine a poor aura reading huntress (which is a super fun and chill build) against your 1 distortion perk.
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@FrenchBagels said:
Self-healing received a hefty nerf last year and med-kits have became so much more addon reliant for multiple heals or healing speed. CoH, especially the previous version before the aura addition, would be completely fine. Given that CoH has the same self-healing speed as a med-kit.
Survivors need to walk over to the boon, usually outside of gens, wasting a reasonable amount of time (let’s say: 10 seconds minimum). Survivors would then need to heal a total of 24 seconds with self-healing speed, not including Mangled.
This would take a considerable amount of time out of doing gens like what most people do now. Currently, Resilience is common and staying injured is pretty common sense. Rushing gens is the play and it wouldn’t make sense to heal. You see a lot of Dead Hard too, and old MFT used to encourage this as well. CoH having the old self-heal ability wouldn’t be bad, it’ll actually incentivize healing rather than solely rushing gens.
Boons are in a sad state. Shadow Step is arguably the better of the boons yet Distortion already makes it redundant. And now that Illumination is looking completely underwhelming, it seems like people just want boons to disappear all together. Would Dark Theory having 3% be a problem like MFT? Would Exponential having some kind of secondary effect be an issue? Would Illumination showing survivor auras in blue be too strong? Seriously, I fail to see how any of this would be a problem now. Make them strong to justify their mechanics.
It is still 1 perk which gives infinite medkits to the entire team and would hurt quite a few killers still.
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@ays12151 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626838#Comment_3626838
Of course this is really good (the purple one), but the speed is more important. I can play without duration, but I need speed.
Fair point, you do need duration as well though since good players that know you dont have chilis even with speed will give you a run for your money. The distance you get between chillies and no chillies is huge.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626782#Comment_3626782
Basekit bt you just wait out.
Facecamping was never the issue camping was and it wanted touched.
3 gen fix is a buff to all killers just to avoid an unfun playstyle few used.
Background Player results in thrown matches.
Ftb and buckle up are hardly seen at mid mmr.
Try again.
FTP buckle up is still insanely strong even if you do not see it much and background player in the right hands is really good. Using the argument of "survivors are just bad" is not a good one.
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@ays12151 said:
Hillbilly received very big buff and Bubba now isn't even close to his level right now.
My main question is - is it possible to buff Bubba in some ways? I don't talk about Rework - just w few tweaks that Bubba needs. I main Bubba since 2019 (something around 2-3k Hours on him) and I would ask about these changes:
1) Chainsaw Sweep Acceleration set to 0.5 seconds instead of 60% of his first charge - it wouldn't nerf duration addons like nowadays...
2) Increase Chainsaw Sweep movement speed by 3-4-5% in base kit and nerf speed addons.
3) Some changes to his addons like Carburetor Tunning Guide, Depth Gauge Rake, The Grease and more...
I am amazed you did not mention incorporating the chili's into his basekit.
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@adsads123123123123 said:
Otz currently has Dredge in C+ tier. He mentioned that the more he plays the killer, the more problems he notices with him (Otz is currently doing winstreaks on Dredge). Based on the issues Otz mentioned, I suggest these changes:
- The locker teleport should have a lower maximum time and should be faster to let him use it in chase. The time it takes to teleport to a locker far across the map is completely absurd. In chase, cutting a survivor off with a locker tp is pointless most of the time.
- Dredge's chase is too weak. If multiple loops can be chained, he has no chase power as survivors can just leave the loop. My suggestion is to make it so Dredge is not slowed down during Nightfall when holding his power. I feel like Nightfall is too weak for an ultimate ability, especially on maps with poor locker spread
- Make it so he teleports to the locker he selects and not the one that is locked
It is also sad that literally stealth even non nightfall stealth like stealth perks are terrible on him and do not work because of his loud wheezing.
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@CammyChameleon said:
Recently I have been facing a lot of ex comp teams in full swf, and everything single time there is a map offering for Macmillan/Azarovs.
At first look this just means it's a survivor sided map, and they always spam it.
But It's hard to tell as it depends on which map/RNG of the tiles.
The one consistent feature it does have though, is A LOT of filler pallets that you can chain into Jungle Gyms forever, and I think this is the reasoning behind this.
For the meta of Pre dropping, filler pallets absolutely carry, as there is no counter play for most killers, especially m1 killers, and they can assuredly make it to the next pallet no worries.
I think overall though, pallets should span further apart, to make dropping them right away more detrimental to the team as it can become more of a dead zone.
Azarovs and macmillan are actually some of the more balanced maps in the game. I think these teams just want to play on more level playing fields with consistency. That said even if I agreed with you, then we would be taking your suggestion of essentially balancing the game around ex comp teams which I do not think is a good idea.
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@adsads123123123123 said:
1 year ago, Otz ranked the maps. Looking at the kill rate of the maps that were the most survivor sided and reworked, most of them are still the most survivor sided maps. Relevant map reworks:
- Haddonfield
- Temple of Purgation
- Shattered Square
- Ormond
- Torment Creek
- Gas Heaven
- Garden of Joy
- Mother's Dwelling
- Rotten Fields
- Badham
- Fractured Cowshed
- Eyrie of Crows
https://us.v-cdn.net/6030815/uploads/PPPBRAMB1UTN/image.png
https://us.v-cdn.net/6030815/uploads/A2YM0OD3XAXK/image.png
https://nightlight.gg/maps/viewer?sort=kill&shown=kill&start_days=28&compact=true
Pure stats that anyone can contribute to are not entirely accurate ways of determining if a map is fair or not. For instance campel's chapel has basically the same kill rate as disturbed ward and disturbed ward is a FAR more survivor sided map than campel's chapel and yet the kill rates do not reflect this. Point being is take these stats with a grain of salt (a bit like looking at killer kill rates as a means of determining if a killer is strong or not).
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@PyramidFootLicker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617807#Comment_3617807
Calm spirit shuts down doctors entire power and clowns screams from bottles and every single scream perk in the game yet it's situational because those perks are not dominating rn not as much as aura reading. If scream perks were common people would run calm spirit as often.
People were fine before more aura reading perks entered the game, if distortion gets nerfed then aura reading across the board needs a rework.
I think on average reading an aura is far more powerful than a single scream since you can live see where a survivor is going etc. Hence why distortion is a far stronger perk than calm spirit, but also as you said that scream perks are not nearly as common.
It just sucks that a huge mechanic of the game is shutdown by one single perk. I liked it a lot better where tokens were limited and it was used as a perk to call out to your team mates what aura reading you the killer had. I liked that much better since it created a situation where survivors can know what you had but equally your perks and addons actually still worked.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617792#Comment_3617792
I am currenty Prestige 32 and want to get to 100 unless BHVR listens to crying survivors, again...
She is good for players who enjoy basic M1 killers imo and I really like her skins.
Fair enough, I am sure you enjoy her but there are many people who do not.
I actually tried her for the first time about a month ago with an open mind and I was just so bored. It just felt like the play was always to drop a drone at a loop and slowly build up lock on until they get hit or leave the loop and it was just a rinse repeat of boring gameplay for both sides without any skill expression. Like what can I do as a killer to impose my skill in anyway when I am just putting up drones? I do wanna try a perma stealth build with her, I feel like that might actually make her fun.
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@StarstruckFrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618686#Comment_3618686
Agreed. New trickster is very hard to lose in chase, especially with Memento Blades. Increasing his base throwing speed and bumping the laceration decay time back up has made it miserable to lose him.
It is a difficult one, because he has to be in a certain tier of strength but not too much or or else as you said he becomes oppressive and also miserable to go against. I feel like part of the issue is as a design is the counter play is just hold forward and put objects between you and him since even in a very strong but low wall loop for instance there is nothing you can do, he is also a heavily strong camper. The changes to main event also make him into a (potential) snowballing and camping machine.
As you said the laceration being only 10 seconds made him too weak and the 15 is a little too oppressive. Funny thing is they actually did the 10 second thing to make "dodging" a knife feel more impactful, not realising that it also makes the already strong counter play of holding forward and putting objects in the way so much more effective against him.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618367#Comment_3618367
You are thinking about it in terms of what i like to call "normal" survivors. Ones who take just a LITTLE bit longer to find a gen, or they make poor decisions about which generators to work on, or they are spending a little time doing other things like totems, or healing against sloppy butcher.
I'm talking about high level survivors. The ones like Ayrun, and hens, and the like. When played at the absolute highest level, only 1 killer is viable and that is the nurse.
Yes but how often are you queuing into ayrun in a average pub match? I feel like using the absolute top 10k hour survivors as an example is a poor one.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618689#Comment_3618689
You see me, don't you?
;)
??
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618466#Comment_3618466
Please read the full post before commenting.
Two of three suggestion involve a choice, you wouldn't see anything you don't want to.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618467#Comment_3618467
Then please, don't act condescending about it.
I see no need for your tone, not when the suggestion doesn't "drag you in", as you put it.
Please keep it respectful.
Fair enough, I just dont see any killer wanting to play with the old farm maps again etc.
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@StarstruckFrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616005#Comment_3616005
My main point was how this isn't a good replacement for the old trickster playstyle.
The idea that throw ramp up was "ineffective" is laughable, it was consistently useful and balanced out his fast throw state transition and low Laceration threshold. With 6-Knife and ramp up you could consistently tap-fire in loops anywhere, and quickly mow people down whenever you got the upper hand. It was always the survivors fault if they went down too quickly.
With that in mind, replacing this entire basekit mechanic with main event is dumb and doesn't even make sense, as using Main Event has always been reliant on you getting close to the target or having them mess up, exactly how throw ramp up did. Difference being, main event has it's own (longer) windup, limited duration, a fatigue state when it ends, and can be countered by lockers easily.
This post isn't about how trickster is weaker, he's far from it, it's about how trickster playstyle has devolved and degraded so much due to the changes that his kit is no longer fun to use. The new version doesn't have the same appeal as the old one, and I have countless clips of it I could share.
He's still majorly buffable. I genuinely think my changes would bring back the appeal of him without making him even close to overpowered, especially with the nerfs I provided to counterbalance the buffs.
It has also made him much more miserable to go against, since with some addons a main event snowball is real and the main event thing makes his camping even more powerful.
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@LordGlint said:
Been playing her alot lately and been having a blast. I mostly stick with mid tier killers that don't require much mechanical skill cuz...controller. If I get GOJ as Myers or Bubba, I groan just thinking about that main building. For Hag... not a problem. Free hits at every USUALLY troublesome window.
You'd think this would make her more popular. You can get away with just using low lvl addons too. Why is her pick rate so low? Mind you... I'm sure half the reason I steamroll so many teams is because they have no clue how to play against her due to low pickrate... but it is confusing why you have such a strong killer with such a low pickrate.
Because she is a killer that needs specific knowledge to play, you cannot just pick her up without having some knowledge. Blight for example is so obvious, you dash quick and hit people, even if the skill required is high, its still very obvious how to use him. With hag you cannot just right click and chase since you will lose very quickly.
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@GeneralV said:
There have been some discussions recently regarding the horror aspect (or lack of one) in Dead by Daylight. And whenever one of those discussions pops up, the maps are also mentioned.
And for good reason! The maps are the very heart of the horror atmosphere. And when that heart stops beating well... we look at you, reworked Coldwind Farm.
With the Realm Beyond close to claiming its final victim, I believe it is time we discuss the possibility of the old maps coming back to the game. And I'll make something very clear for those of you who enjoy the map reworks:
I am not asking for them to be removed.
Remember that I lost my favorite killer. I am heavily against taking away the things people cherish.
But I don't think the situation is okay for players like me, who loved those old maps. Or perhaps new players who wished they could play on those maps. Right now you click on an Old DBD video, you immediately feel saudade (translated from Portuguese, "saudade" refers to an emotional state of melancholic or profoundly nostalgic longing for a beloved yet absent something or someone), but when you go play DBD your favorite map isn't there anymore.
And I want to change that.
There are many ways to bring the old maps back, some easier than others. I haven't thought of a definitive solution yet, but I did think of some options: perhaps BHVR can add a "classic mode", since we've recently saw their ideas for alternate game modes. It could go as far as to add old powers / perks and add-ons, but that is just a suggestion.
Or perhaps a "classic pack". We know for a fact the game supports people playing on the same map with different lighting, as modders literally did that. They could add the option for us to choose between old and new maps, just making it clear you might put yourself in a disadvantage by doing so. I certainly wouldn't mind.
Or just say "screw it" and add them into the regular rotation. That also works, I suppose.
As long as we don't take away anything that people enjoy, I see no harm in giving us the game we loved back.
We just need to find a way of doing so.
I do not want old cowshed back please.
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@Sunbreaker7 said:
What part of the word "actually" do people fail to understand?
Example.
- Trapper runs at a survivor and has to make the effort to chase them down. Yes, he can place traps, but that is part of the early game strategy to think ahead for future. So it is still great effort to down survivors.
- Blight can just press a button when he feels like it and run you down so fast you can't make it to a pallet or window. That is still a chase but that is why I used the word "actually" chase someone down. Because blight doesn't actually has to "chase" anyone, he can just run into them with his power and get a hit or down. Does not really need much effort, now does it?
The word "actually" can have so much meaning. Your example above says: blight chases but does not "actually" chase. Like how are we suppose to know in your head what "actually" means and what the point of your post even is for? You talked about chase then proceeded to call out killers with powers that are only meant for chase like nurse, blight and wesker as if they don't have to chase? They are strong killers but their powers are literally only meant to chase survivors.
Yet trapper who is a weak killer with 0 chase power without any pre laid traps, you say he does even though you could have a trap in some grass that a guy just does not notice and steps into and you pick him out of it for free with 0 chase even happening, like what?
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617790#Comment_3617790
Played against bots and it’s helpful cause it gets me better at killer
Bots can be both good or bad. The main issue with bots is they have literal wall hacks lol. I mainly use them if I want to just practice a mechanical skill killer like blight or wesker.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617794#Comment_3617794
When you abandon chase what happens? The survivor you stopped chasing hops on a gen, and then you spend time not chasing someone and locating a different survivor to chase, who now does the same thing. You actually waste MORE time by abandoning chase against efficient teams. Against inefficient teams its probably the most OP strat you can employ but in this situation we are talking about efficient teams.
Part of the 101 skill of killer is knowing when to ditch a chase. Sometimes the survivor is not in a good area in terms of gen pressure or the setups are simply too strong. You as a killer against any kind of team need to actually look at the situation and make that call, since even against a mediocre survivor with a busted setup, your chases will take like 2 mins which is game loosing. As a very basic and obvious example at the start of a match if you have corrupt, it is better to take a chase around the unblocked gens rather than around the blocked ones.
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@moulesfrites said:
I saw recent statistics about survivors and killers. According to survivors, weak killers are considered fun to play against. Lmao. That just shows that survivors want their matches as easy as possible.
I feel this is just not a correct conclusion, Wesker is up there along with Oni etc. Both are strong killers regarded as pretty fun according to those stats. Yet a killer like clown is widely disliked.
Conclusions like this are not healthy since it just encourages more negativity where it is not needed.
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@Arsyn said:
Hello everyone:
I am writing this to demonstrate how the Xenomorph tunnels spawn during the event. It's a mess. I hope BHVR can notice these things next time, as it affects the killer's performance in the game. There was a large area on the map where no tunnel spawned. This has happened to me many times throughout the event.
Three tunnels almost in the same place.
Similar issue to gen spawns atm, I think killer objects in general on some maps are having some major spawning issues. Which is very bad for a killer like this since its a key aspect of his power being able to tunnel around the map and these spawns literally remove that.
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@RadiantSurvivor said:
Hi, I will be brief:
apart for the notorious problem of anti-camp not working if:
- a survivor is within range in another floor
- killer has no terror radius
there is a new worse one, happening more frequently in the last days.
Killer slugs a survivor under the hook and can facecamp.
Could be a failed hook save, can be the killer bringing poruposefully a survivor under the hook (both happened to me) but at that moment the game is over for 2 survivors.
It appears that an inert and harmless survivor counts as a survivor that can walk and save - for the anticamp.
Below screenshot of one case:
https://us.v-cdn.net/6030815/uploads/E0VE5P0YIVEH/1.jpg
https://us.v-cdn.net/6030815/uploads/US2V9H7YY8PG/2.jpg
https://us.v-cdn.net/6030815/uploads/GG94JVLXN29K/3.jpg
As you can see the anticamp meter didn't move a bit while I died on hook.
When I said the above in the DbD Discord channel I was basically bullied and insulted by the toxic community of this game (there is no moderator on discord?), so I am expecting the same here.
Nevertheless I believe there should be some awareness of the above in case the developers feel like doing something about it.
Thank you,
Literally skill issue, they made it pause with a slugged guy since people on the PTB were just using unbreakable under the hook to get a free save in this situation.
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@PyramidFootLicker said:
From the jump I've used this perk as a solo survivor mainly to gain information that helps me assist my team, and in the past I have said the perk was good with responses from people saying it's too niche or can be burned fast or that the perk is not really all that useful.
Well now that ultimate weapon is a thing and friends till the end and basically all the aura reading perks work well with one another and tracking perks are being stacked on one another people want this perk nerfed? Because the way I see it survivors are just reacting to the obnoxious amount of aura reading in the game, and since solo survivors are lagging behind and the game is balanced around SWF communication now either more needs to come in to close the gap between solo and SWF or just let people have at least something to use as solo players.
I think the main issue I have with the perk is my aura builds just do not work. This 1 single perk literally can shut down half of my perks and addons.
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@Leatherbilly said:
Introduction
Hello everyone. I'm here to address the fundamental problems of DBD's current design. The primary issue is not and has never been camping, and this misdiagnosis of the problem has been a significant red herring for a long time. I plan to address why the balance is so bad, what the Killer meta's response has been, and how to improve things.
In this post, I have created titles that explain the argument each paragraph makes. I invite you to read them all, but if you ever find a paragraph whose title seems so obvious as to be axiomatic, feel free to skip it.
Dead By Imbalance
All Killers Aren't Created Equally
The first fundamental problem is the disparity between killers. I won't spend much time on this, as it is axiomatic that Nurse, Blight and the like are leagues superior to Freddy, Trapper and the like. Far more important is the why underlying this imbalance. For a Killer to be viable, they must combine short chases with either mobility for map pressure/defense or stall. Many killers simply lack the toolkits to do this and thus lack any agency in chase.
Lack of Agency in Chases
If a Survivor is running towards Crotus Prenn main, that represents over a thirty second chase for a killer whose power doesn't shut off safe pallets or the main building window loops. Instead, such killers are required to run Bamboozle full time as a band-aid fix, as many windows just lack mindgames without it altogether. Specifically, many killers completely lack agency in chase and cannot control anything about the flow. If survivors run to Crotus main, you just have to eat the time penalty and likely lose two to three generators in the process.
Another example is the flashlight: if a survivor is going for a save and you're Nurse, Blight, Deathslinger or the like, it will take no investment nor commitment to chase to punish the flashlighter. Now imagine you're a Myers: what can you really do? The answer is unfortunately not much, because to injure them you have to fully commit to a chase and let your slug escape. It's just another problem that only low tiers really need to deal with.
Fundamentally, these killers are predictable, and they have to slowly walk up to you to pose any real threat, which means they have to invest significant time, sometimes dozens of seconds, to actually injure someone.
Disparate Objective Times
All of this wastes precious time that killers do not have, because all five generators can be done in under six minutes. If your Killer cannot secure a hit, catch up and secure another hit in under thirty seconds, you're relying on survivor misplays to succeed.
Additionally, poorly designed mechanics such as toolboxes are still in the game. Generators are essentially a Killer's health state, and simply by equipping an item, Killer now has less time to play the game. Their "health states" just start immediately reduced and there's nothing they can do about it. It's akin to the original Moris in DBD which used to ignore hook states and kill you on your first down.
Fundamentally, the Killer needs to get 9 hook states to win. If a game only lasts six minutes, you need 1.5 hooks per minute. Assuming you are using a 115% M1 killer, this means every sixty seconds you need to get three hits, plus the time to transport a survivor to hook and the time to patrol and find another survivor. That means you have spent less than 20 seconds per hit or you're losing chase.
Perks Make the Gap Wider
On top of all of this and likely having to run Bamboozle full time as a concession to map design, survivors get a free, massive gap opener with Exhaustion perks. Think of how long it takes to catch up to a Survivor who just used Sprint Burst: maybe 10, 15 seconds? Remember that this means once you catch up, you need to get a hit in 5 seconds to keep pace, and once you do, they will hold W key again with their speed boost as your attack cools down.
The kicker? Since every single Survivor is running these exhaustion perks, every single chase will start with you wasting 10 seconds to catch up, and remember, you need to secure at minimum 9 hooks to win as Killer. That means you are spending a minute and a half every game just catching up to a perk being activated, and again, you only have six minutes to start with. There is, again, no agency for the killer in this situation.
Add onto this perks that annihilate your momentum (Deliverance, Dead Hard, MFT, Unbreakabill, etc.) and all that progress you had is gone. When you're on such razor thin margins as needing a hit in under 20 seconds, you cannot afford to also deal with these perks.
Map Design
Map design exasperates the issue by having unavoidable god loops that are guaranteed to just waste your time. Multiple windows next to each other are a safe zone if you didn't bring Bamboozle, and loops such as the main building of most maps tend to have safe, unavoidable pallets. In the most egregious of cases, these safe loops also involve a window, such as Garden of Joy.
The issue is, again, if you only have 6 minutes to get 9 hooks, even if a god loop only wastes thirty seconds, you've lost almost 10% of your total game time to something that was completely unavoidable and outside of your control.
So on top of losing 25% of your perk slots to map design by needing Bamboozle, even with Bamboozle you're losing a big chunk of time automatically.
The Killer Meta
What is the Killer's response to all this? The answer is not and has never been camping. The optimal meta for Killer is and has always been TUNNELING. Kill a Survivor as quickly as possible, and they lose 25% of their repair efficiency. This is one half of the problem of why Killers tunnel: we simply don't have time to get 12 hooks.
BHVR Incentivizes Tunneling
The second half of the problem is that there is zero reason to ever switch targets once someone has been hooked once. Here's the math on Killer decision making:
If I hook a Survivor, they're now a third of the way dead. Once they're unhooked, it takes two hits to down them again due to the Endurance state. Then, they're 2/3rds dead. If I chase the savior, it will take two hits to down them because they're healthy. Then, they're 1/3rd dead.
It's plain to see what the optimal play is: once someone is hooked, target them relentlessly until they die, because being hooked has absolutely no penalty until it's the third time. Until a Survivor dies, you get nothing for hooking them, and their repair efficiency is still 100% once the Survivor is unhooked.
Put more succinctly, I can choose to get a kill after 9 hooks or after 3 hooks depending on who I target: which one do you think I'm going to pick?
The Solution
Firstly, know that this change would have to come with nerfs to Nurse and Blight at the very least, and potentially other top tier killers. However, the solution is evident: introduce a reward for hooking new survivors as an incentive to switch targets. We don't currently have time to switch targets, so give us time for hooking someone new.
It can be as simple and inelegant as a baseline painres effect for each survivor the first time they're hooked in a Trial. But until there is an incentive, the gameplay loop of DBD will forever be the same: find someone, tunnel them out, rinse repeat.
it's a boring, tedious and frustrating meta, and it has destroyed the enjoyment of both sides. These changes would diversity the Killer meta as well as remove some of the most toxic and frustrating moments of DBD.
TL;DR
Nerf Nurse/Blight, then add a baseline stall mechanic to reward the killer for switching targets
I think you put too much value in bamboozle, the perk is decent but the counter to god windows is to also recognise that said setup is too strong and simply just leave that survivor.
Also your argument for tunnelling is not 100% correct. Tunnelling a guy out is great if you can do it, but hard targeting someone at the start can backfire in a huge way if they are good. Since when you are chasing one guy, you are pressuring 0 other survivors and that leaves 3 people unchecked doing gens.
Having a guy on hook does not mean 100% gen efficiency by any means. If you look at what happens when you hook a guy and leave you have: 1 guy on the hook who cannot do gens, another survivor coming to save who is not doing gens and finally the guy who you decide to chase who is not doing gens. In that moment you cut their gen time by 75% just from hooking one guy so saying that they keep 100% of their gen efficiency when you get 1 hook is simply just not true.
Some of your points are valid, but you are looking at some aspects incorrectly.
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@Spare_Them_Mori_Me said:
Id be fine with this interaction not happening if the tunneling meta went to the toilet. Until then, this needs to stay.
The problem is this combo has no counterplay. You literally cannot hit either target and 10 seconds is more than enough time to get to safety. It is simply too strong and I would prefer old DS as an anti tunnel method.
In fact even if you are not tunnelling this combo helps you so much, since denying a hook just like that is too powerful.
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@Mandy said:
It's interesting that someone with 4k hours doesn't have this knowledge, it shows me that it's things that are learnt through other means other than just playing the game and giving me some definite food for thought in how we (bhvr we I mean) can do more to help not just newer players but inexperienced players as well.
I think part of it is some of this knowledge comes from looking outside of the game or having someone who knows. I do not think its necessarily a flaw of the game itself.
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615112#Comment_3615112
This is some of the best advice I have ever seen for novices going into the intermediate skill level.
This answer would be perfect copied and pasted to the beginner advice and tips thread.
Thank you, its definitely not something even advanced players always know, so I do try to help where I can from time to time (:
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615115#Comment_3615115
Right, so, if the survivor shift+w and uses no pallet, no window and just runs directly to a corner of the map, it takes the killer 54 seconds to hook them. Now factor in "going from pallet to pallet" and you just predrop 2 god pallets, and now the killer has spent 84 seconds. A third, and now they spend 99 seconds. So again. If the person is going "from pallet to pallet" how are you not finishing 3/5 of your objective during that time and then body blocking where relevant?
Since when are your chases taking 99 seconds and you have not abandoned that particular chase?
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615160#Comment_3615160
But not EVERYONE hates Skull Merchant. Many people genuinely enjoy her, and many other survivors at the very least have other killers they hate even more than SM.
Removing killers just because they're really unpopular is not a good idea. Because then people would just be even more vocal about hating the killers they don't like to try and get them deleted.
How can the funny 3 gen drone no skill killer not be hated? I get maybe 2 people like her but I am not convinced that ere are "Many" people who enjoy her.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615111#Comment_3615111
It’s the MMR cause before the event I was winning every game I only lost twice when Chucky came out. But then all of the sudden I’m facing god tier survivors then I get screwed over by map RNG
Maybe you just need to warm up a bit more. I myself have gone against literal comp survivors and even if I do not win I still down a couple of people. The game is literally designed so you will down people.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615109#Comment_3615109
No, Carlson can not reach 100 wins in a row, nor will ever be there a human in history to accomplish that. Even the strongest engine is not able to 100:0. Unless we let Calsen play vs bad players, then of course he would. But not against other strong players.
I mean he basically was undefeated up until that scandal where some kid beat him and they thought for sure he cheated. Unless we are talking top of the top in every single one of his matches then he will win most of his games.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614587#Comment_3614587
While it's certainly a popular opinion you can't just say it's a majority held opinion without actually polling a decent amount of the playerbase.
Also they're obviously never going to outright remove a killer as that sets a terrible precedent, people can complain about any killer enough and eventually they'd get removed.
Also SM has and has always had a higher pick rate than a bunch of other killers in the game. Should we just delete less-picked killers because they're clearly not very popular either?
If a killer is so hated that people complained that much about it, then the removal is deserved and its a good precedent to set, since by its very definition everyone would be happy that their complaints got a horribly designed killer removed.
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@Datdouwdouw03 said:
Hello everyone,
I'm taking the liberty of writing here with a few ideas (not necessarily good or bad, just participating).
I will detail step by step. I have a killer point of view but a little more survivor.
Killer power:
- Demogorgon: The demogorgon's ability to launch itself forward should be reviewed, as this killer can launch its power in 0.1 seconds without charging, and during gameplay this becomes difficult as it quickly gains the upper hand.
- The deathslinger: The deathslinger reloads far too quickly, so when I'm in a game with this killer, I reload very quickly and can chain together several shots with add-ons, and this becomes complicated for the survivors. I know this has been covered, but it's just my opinion.
- The blight: Let's not talk about this character who is the fear of every survivor, and yet he's hard to play ... but the possibility of being able to rush and turn at 90 degrees is really constraining.
- Sadako: I know an update is planned, but players who only play with teleports and mori, I find this game mode really lame. IShe doesn't even hunt anymore, which is a shame.
- Mastermind: The zones should be reviewed when this killer runs straight at someone. In fact, when you run and cross a window (and you've already crossed the window), he manages to catch you, even though you're at the bottom (if you fall) or 1 meter away.
- Chuky: His rush is far too long and should be shortened. As a killer,I've always won thanks to this power and I don't give survivors a chance.
Survivor perks:
- Laurie Strode: Decisive strike: This perk is really useless, the three seconds don't allow survivors to escape.
- Feng Min: Alkert : The seconds should be increased to 10 or 8, as I find the time far too short ...
- Detective David Tapp: Stake Out : We'd have to increase the % to 2 to see if that would change anything, as this perk is non-existent and nobody plays it.
- Jeff : Distortion: Can you increase the tokens to a maximum of 4 or 5? There are far too many aura skills and it's sometimes impossible to increase tokens because there are too many perk combos that instantly delete tokens (Chili, Dredge aura perk, Knight aura perk, Nemesis aura perk etc.).
Killer perks:
- The Doctor: Overcharge: This perk should be given a cooldown. Indeed, the killer can destroy the generator without having a cooldown of a few seconds. And when this perk is mixed with other generator skills, it becomes horrible to manage.
- The clown: Pop Goes the Weasel : The perk is at 45 seconds, can we increase it to 50 seconds because, when this skill is used with "eruption", Scourge hook: Flood of rage and call of brine , the generator goes back to 0. There are a lot of players who use this combo and it pays off enormously.
- The xenomorph: Ultimate Weapon: This perk is really fun to play, but I find it extremely strong when I play it. The seconds should be increased from 30 to 40 or 45. I often trigger this skill against survivors and find it too powerful when combined with other skills.
- The knight: Nowhere to hide: For me, this perk should be active around the generator but not around the killer, it's really a skill that for me is in the current meta. It's far too powerful, since killers can use it all the time, continuously, with no recovery time, and I find it a really effective advantage when combined with other skills.
- Dredge: Darkness Revealed: This is a very good perk, but when it comes to seeing around every locker on the map, it seems a little too easy. I think a "perimeter" should be defined around the locker where the killer opens the locker. For example: I open a locker, I can see the survivors around the perimeter of the open locker.
Ideas for new Survivor perks :
- A perk that lets you pick up bits of broken pallets so you can build one in a specific place. But only one per game.
- A perk to create a trap (to trap a locker, for example) that the killer could catch and blind him for a few seconds.
Ideas for offerings:
- The offering system is already in the list of your new updates, but I'd still like to give an opinion, even if it won't please everyone.
- There are three types of putrid oak (yellow, green and purple). Would it be possible to have the same for survivors? To balance things out? What about other offerings?
- Will there be an offering to ward off the exit doors? Indeed, I've noticed that the doors are sometimes stuck together, preventing the last survivor from doing anything to get out. It's a bit of a security system for the killer.
- Will there be pink offerings?
Ideas for survivor items:
- I've just upgraded my character to level 100, but the problem is that I have a lot of healing kits. Would it be possible to set up a "service" that could exchange a set number of items for one of a higher rank? Example: I have 10 brown care kits, and I can exchange them for a yellow care kit? 10 yellow for 1 green etc. ..
Ideas for improving the map:
- I find that trees, hills and breakable doors aren't really used on the map. Why can't trees be used? With a perk? Trap breakable doors? Put something on a tree by a survivor? etc.
Of course, there's more of a survivor aspect, as mentioned above, but these are just ideas.
I wish you all a happy new year :)
Darkness revealed does not need a nerf, its already a very map dependant perk.