DrDucky
DrDucky
About
- Username
- DrDucky
- Joined
- Visits
- 597
- Last Active
Comments
-
@sickdeathfiend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568017#Comment_3568017
Is this a troll post I can' tell? Players physically attack killers with pallets and Decisive strike......................... Hello?
I mean with a weapon in hand, my point is getting stabbed randomly whilst carrying someone and dropping them with 0 counter play is not fun.
-
@CountOfTheFog said:
Wow. I run lightborn every match but lately I've seen a Survivor or two DC instantly when they realize they can't blind me. Just had a group of 4 all DC 🤣
Pro tip: If 4 Survivors are in a lobby with 4 flashlights, the killer WILL be running lightborn. Especially when you're all Feng Min in the exact same outfit.
Except me because I love people trying to flashlight me and not doing anything useful.
-
@gmaster420DuD said:
How bout more items?
Again, this would either add too much strength or utility. Having 2 medkits with the right addons could get you 4 self heals at the max which is pretty close to pre nerf medkits, or you could bring a medkit and a bnp toolbox or bring 2 bnps with 2 commodious toolbox's. If you are unaware many argue commodious toolbox's with bnps is too much, now imagine if you could have 8 of these maximum instead of 4. It would simply be too strong. Items are fundamentally balanced around only 1 being brought in per person and even then people argue they are too much, so imagine 2 of them.
-
@gmaster420DuD said:
I feel the killers are more faster than the survivors the survivors should at least have one more perk.
An extra perk is essentially 4 more perks for the entire survivor team. This would completely break survivor since the amount of utility you could gain would be insane.
-
@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570632#Comment_3570632
So they should stop fixing survivor bugs because you feel emotional about playing Killer?
True and real lmao
-
@Header said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571128#Comment_3571128
I mean it should trigger twice in total (once per unhook), meaning to eat both ds you would have to hard Tunnel the survivor
Oh sorry I thought you meant twice after 1 unhook. Nah that's totally fine, I think especially at its current state it could easily trigger with both unhooks.
-
@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571205#Comment_3571205
Refer to my last comment… Not sure what your point is here. The devs obviously know the hug tech is there, and is used all the time. It’s kind of obvious what I’m getting at, and that your comparison doesn’t make sense.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571193#Comment_3571193
No, for longer tiles (not filler pallets), leave as soon as they start setting up for it. Try to put another tile or obstacle in between you.
I guess if you have a connected tile, then sure you can do that and it is the correct play. I was thinking of having no connected tile, and the blight will just hug tech like they were anyway and follow you and hit you. But I see the point, if there is a connected loop then you can attempt this.
-
@HugTechLover said:
Stop trying to “react” to it. It’s very easy to identify when they are setting up for it. Leave the loop.
I’m willing to bet the hug tech isn’t going anywhere, and can be considered basekit at this point.
You cant just leave the loop since he is on you in 5 seconds. I thought the main counter is to try and look at which way he is hug teching then you yourself move accordingly?
-
@Peanits said:
On Shattered Square: To clarify, this is not a guaranteed number, but the absolute maximum. The short version is the game tries to place pallets a certain distance away from each other. If the minimum number of pallets have been reached and there's no more pallet spawn locations available far enough away from another pallet, it will stop spawning pallets prematurely. Or in other words, once the deadzones are filled, it will stop spawning pallets. You are not guaranteed to have 18 pallets spawn- in fact it would be very unlikely to happen.
For The Skull Merchant, Low Profile mode was causing an issue which allowed her to stay Undetectable indefinitely (the cooldown was shorter than the duration of the Undetectable effect). This new version offers a different way to use her drones, letting you set up a static 'scan wall' of sorts rather than a rotating beam.
I think part of this should also be tile safety. Since you can have in some cases much fewer pallets, but how safe is each pallet? Which in most cases will make fewer but safer pallets a much stronger setup than more but unsafer pallets.
-
@sizzlingmario4 said:
Nah if anything, tracking killer-specific objects is just as outdated as Lightburn was and should go. Just change the addon to totems only.
Yeh, its like how slippery meat used to effect your bear trap escape chances. This was back when trapper was one of like 3 killers in the game and it was ultimately a mechanic they tried and found it not to go well with how the game has evolved.
-
@Anthony15 said:
Xenomorph is one of the most boring killers to play as and against. I hate the fact that you don't work for your power and the power is so basic that it literally takes no skill.
Xenomorph's power should have something with the face huggers and have the ability to climb over walls and pallets. The tail should be their main weapon not as a range weapon unless it has a cooldown. The face huggers should be at gens and hooks so the survivors are forced to deal with them unless with a flame turrets. Keep the tunnel system but remove the whole crawler mode idea, it's so lazy and boring. Please have Xenomorph more screen accurate
Xeno is fine, if you use the turrets correctly you can limit his power a decent bit.
-
@Header said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567569#Comment_3567569
as if anyone is going to slug someone for a minute just to avoid a 3 second stun
Not if you are eating a ds twice in a row, thats a 6 second stun AND you had to chase and down the guy 2 separate times. unbreakable ds would come back.
-
@RatKnight said:
Attaching a clip from a game today. This happens constantly.
The anti face camping system is a massive, and horrendous failure. It has done nothing but make people more toxic. In multiple games, I have watched players hook someone, and then move just outside the range, and wait.
The system as it is might as well be a joke. The fact that you not only set a range, but also told everyone what that range was has made any hope for this system being useful go out the window. The restrictions on carried, and slugged survivors pausing the unhook timer has made this even worse. Killers will now kill someone trying to unhook, and then slug them there.... then if they crawl away, carry them back and drop them by the hook while they continue slugging.
In my opinion, you either need to implement an adaptive system that increases the range of killer detection based on their behavior, or you need to implement a different system entirely and strip out what you are doing right now. If you truly want to stop camping and tunneling, they shouldn't be encouraged by making them the win condition.
Please see the clip attached. This is NOT an isolated incident, and is just 1 example of daily matches that happen like this.
Clip was too big, link:
https://www.youtube.com/watch?v=jWxplrhfCuM
Edit:
My biggest suggestion: The higher the bar goes, the higher the chance you can unhook yourself in first stage.
Ie: 30% bar full, 10% chance to unhook.... 50% bar full, 25% chance, 75% bar full, 50% chance, etc.
The range should also vary based on if it is in a basement, or if the killer is a ranged killer or not. Huntress, for example can hit someone with a hatchet immediately off hook.
Barring any of these changes, slugged and/or carried survivors should not stop the bar from climbing. This is open to rampant abuse, as seen here.
How did the anti face camp system make things worse? Also you being slugged in a corner next to a guy on hook at 4 gens guarantees a win for the killer anyway if he wants it.
-
@GolbezGarlandGabrant said:
Too many times people say M1 killers are unplayable but I wonder are people not relying on powers? Off the top of my head I can only think Pig, Onryo and Dredge fit this definition.
A killer who only has a basic attack to do damage and has to do basic mindgames and fundamentals of chase (spirit for instance can only m1 to damage but her power lets her bypass the typical mindgames of killer and so she is not an m1 killer).
-
@Chocolate_Cosmos said:
Seems like it got forgotten pretty quickly. Last Boon was introduced with Sadako chapter, that was 1 year, 7 months and 15 days ago btw.
I think because of the huge storm that coh kicked up because of how insane it was they are probably nervous because they might accidentally create another one. It would be nice to see some boons for sure though, as a killer even the current boons I see one in every 20 games.
-
@artblizzard said:
Guys, I could be wrong, but it seems that Wesker has no cooldown or punishment in his power since in my games I made him make mistakes and even made him use his power in the wrong way and even so he still managed to hit me, I honestly don't I like him in the game because the character already has the techs, the contamination, and now it seems that his cooldown is almost non-existent, in my opinion his recovery should be greater and more punishing when he makes a mistake but that's not exactly what happens
He has plentiful cooldowns, you yourself admit you dont know the game that well. That is literally a you problem, wesker is one of the more simple to understand killers in the game (he charges you with 2 lunges). Just try playing him for even a few matches before you comment on a killer and a game you know not that much about.
-
@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568146#Comment_3568146
Serious? why didn't you use lightborn against locker safe instead of asking the devs to nerf it?
Nobody asked for the locker flashy saves to be removed but that aside why do we need an "anti snowball" feature when there plentiful perks and items to bring to deal with it anyway? Some examples would be nice.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568060#Comment_3568060
A bit off topic but jesus the pallet numbers on borgo, eyrie and so on are kind of insane...
Keep in mind this was from a year ago, pre a lot of map reworks.
-
@Vampwire said:
Currently, moris and hexes are kind of useless in normal gameplay. Hexes have been replaced in not only utility, but concept too by Scourge Hooks. Playing the role of a potentially powerful perk thats dictated by the risk of rng.
Moris themselves are mostly used for trolling or tunneling, since they remove the ability to save the survivor on their final hook. Leaving them in an awkward spot where they aren’t at all “overpowered”, but still somewhat problematic for the game’s health.
What I propose are very simple tweaks.
Hexes: Hexes only become visible once they activate. So for example, when Hex: Ruin regresses a generator, a totem will then light up. And as for other perks, such as Devour Hope, they light after receiving a token.
The idea behind this is to give them a grace period, and to ensure you get at least *a little bit* of value. Hopefully they will come back into play with a change like this. It’s already been shown to be possible with Face the Darkness as well.
Moris: These are suppose to be cool flashy kills. As I stated they unfortunately aren’t used in very fun ways. They still feel very satisfying regardless. For me, Devour moris are the most satisfying of all. You must work to earn them. I think this design philosophy would make them feel better for everyone.
My suggestion is to make them an incentive to spread hook stages. After about 6-8 hook stages (I can’t decide exactly how many would be best, but somewhere around that range) all survivors can be mori’d. Then, offerings would lower the number needed by a small amount.
This won’t stop people from tunneling to get it of course. But I imagine if the killer tunnels enough survivors to get the required hooks, the game is already over.
I’m thinking of going over some survivor mechanics if I decide to do this again. With a focus on maps and keys, maybe even boons.
Very good idea on the hexes, I think this would be a super nice change and completely remove the issue of survivors spawning on them etc.
The mori idea I also like quite a bit, as if you do tunnel someone out then the power spike of a mori actually becomes less effective (if you tunneled out two guys to get the 6 hook requirement, then the mori is kinda useless since moring the last two will not be that impactful). So this mori change can actually mean that you could have played super fair single hooking everyone up to 6 but actually still have a very good chance of winning. Cool idea I do wish something like that could be basekit but I know that it could lead to issues which I am not thinking of.
-
@JoaoVanBlizzard said:
One idea I thought of was the ability for two survivors in the "dying" state if they meet to be able to heal and just be injured.
I tried to simulate this in the games I played by observing snow ball situations, and it appears to be very situational, as it depends on whether the killer wants to leave the survs on the ground or have another surv in the"dying" state nearby, in certain situations perks like"unbreakable " would still be more useful, but it would be an additional option against killers who want to end the match right from the beginning, leaving the survs on the ground without hooking
Just use unbreakable brother.
-
@sickdeathfiend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567570#Comment_3567570
flashlights and fireworks/flashbangs already exist so...
You are not physically attacking the killer though. It is way different having some nerd in glasses click a light in your face vs carrying a survivor and just getting randomly stabbed with a stake and dropping your prey.
-
@[Deleted User] said:
Lightborn, Hillbilly teachable.
I have it on most of the time anyway because blinds from any source suck, but it invalidates four survivor items at once so it’s worth the slot if you just see them in the lobby.
This is good for a new player, but if we are talking about those with experience you actually want them to try and waste time blinding you. The OP himself said that it took them forever to do gens, and this was the reason.
-
@GannTM said:
Call me bias but Spirit lol.
It would not be a fav killer post without the Gann himself xD
-
@AhoyWolf said:
It simply should heal you once the Broken Status Effect is removed, not have a fixed 20 second countdown that weirdly works with Vigil and the Broken Status Effect itself with different durations.
Its pretty minor and renewal does see a little bit of play. I would say this is a fine change, some might even run it with deliverance.
-
@ays12151 said:
Cannibal has a lot of useless or unhealthy addons. I want to share with my suggestions to change these addons.
I am Bubba Main since 2019, so I got some experience with specific addons.
Long Guide Bar - this addon is very unhealthy for the game, because it gives ability to facecamp someone when revving the Chainsaw and triggering Tantrum is very hard with Long Guide Bar & The Grease. In normal gameplay these addons are just useless. It's very hard to trigger a Tantrum, because of long rev.
https://us.v-cdn.net/6030815/uploads/8BP058D5W6BD/image.png
My suggestion to rework this addon and add completely new effect.
Increases Chainsaw Revving movement speed by 3.5%.
The Grease - the same problem as Long Guide Bar
https://us.v-cdn.net/6030815/uploads/KP448C5LH6H9/image.png
My suggestion to change this addon
Decreases time required to charge a Chainsaw by 12%.
Shop Lubricant - it's almost impossible to get a value from this addon. It's hard to trigger effect and if we trigger effect, it's just 20 seconds.
https://us.v-cdn.net/6030815/uploads/Y5JFMJ7V1L9F/image.png
My suggestion to rework this addon.
Decreases Chainsaw cooldown when Breaking a Pallet by 20%.
Depth Gauge Rake - very interesting addon, but two very heavy penalties just kill this addon.
https://us.v-cdn.net/6030815/uploads/GFSYRX7J67MS/image.png
My suggestion to change this addon is just remove Chainsaw Sweep movement speed penalty.
Carburetor Tuning Guide - the same as Depth Gauge Rake - remove movement speed penalty.
I would add a little bit faster recharge, because when Breaking a Pallet we lose all Chainsaw Tokens.
https://us.v-cdn.net/6030815/uploads/X0GQWBYQUKZW/image.png
What you think?
Do all of these changes but also nerf chilies and add part of their effects to his base kit since he is so reliant on them right now.
-
@Grigerbest said:
I see a lot of people saying: "This event is for fun only, stop caring about wins". I want to ask them couple questions:
In what world (game), participation in the event is making you lose a match? This is first for me.
I don't know a single online game, where there is a choice between "Participate in event and lose, or forget about event and win".
Are you fine with depiping match after match because you just want to use event tools and have some fun with? I'm not.
So if I like the event and I like to participate in this event - means that I just completely ignoring the victories and keep getting depips match after a match.
"I'm just gonna bring 2 ghosts from the void. Oh sh, I just lost 2 gens because of that, well no problem, I'm sure these ghosts will help me down them quicker... Ghosts sponds at the corners of the map for the entire match"
"Oh now they disrespect me by clicking and t-bagging, I guess I'm gonna ignore this event and sweat as much as I can"
I don't think this is what you call a: "Event for fun".
This event was not well thought through enough, let's get that right. The idea is great, but it was implemented without care.
This event is just non-existing for killers. If you try - it may cost you a match. Ask you again: Are you fine with depiping all the time, because of this event?
Why on Earth are survivors allowed to do gens, when the killer is in the other realm creating ghosts? The gens should be blocked by the Entity, while killers is in the void.
Killers are not doing their objective while they are in the void, Survivors are. They only need 1 survivor to create a ghosts, while others are doing objective.
Now we have this situation: A bunch of teleporting around survivors (they can teleport through portals around the map), with bnps sitting on gens much more than before (because they want energy) participating in the event (creating ghosts), and a poor killer player who just want to participate in this event, but they just simply have no time to do so, so they have to sweat even more.
This event is not fun, if it makes me lose a game.
The events should completely stop the main objective and make EVERYONE participate in it, without any negative outcomes.
The event is absolutely survivor sided, but just dont interact with it until you are winning. Also blocking all gens when the killer is in there is a terrible idea, you could just sit there and hold the game hostage...
-
@tubalcane said:
This is a tedious bug in the game. They should fall where they land and stay for a second or two. Why do they suddenly jump two paces over after being put in the dying state and I have to spin all around looking for them. Bad enough there is always an exit for a survivor when they make horrible choices, but killers have yet another survivor benefit issue to deal with.
Thanks!
Its net code. It is basically like saying "just remove bad ping from the game", its something they cannot fix most likely.
-
@witchofthewoods said:
It might just be me, but I’ve wished to be able to fight back against the killer. I think it’d be fun to give the survivors a perk that’s an actual weapon and doesn’t just stun the killer.
“Widdle Me This”: A perk that gives the survivor a wooden stake after repairing a generator that they can use to inflict bleeding on the killer.
It would have a one time use like Deliverance, but could be used to get killers to drop survivors they’re carrying. Or get away if they find you on a generator. All the killer would have to do is mend themselves (takes 5 seconds) or else it’ll drastically slow them down.
It would be a way to reward survivors for working on generators and add a bit more pressure for killers. Anyone have thoughts about it?
I think adding ways to physically attack the killer is not a healthy thing. Plus I do not want to just be randomly stabbed in the back when I am carrying a guy to then lose my rightfully earned hook.
-
@Header said:
As a killer main who plays a lot of blight, I think just making ds trigger twice would be more effective
That is a bit overkill since unbreakable ds is still a thing.
-
@PAntWill said:
Another DBD event where the survivors have to gen rush and killers incentivised to tunnel. Hard.
So disappointed in this event as instead people getting into the spirit it’s just camp and tunnel and gen rush - because of BHVR’s direction of the game.
so far I’ve had many killers where they’ve not used the portals for their actual purpose but just because you can use it to camp.
survivors are just gen rushing because this is essentially the only way to get anything.
in conclusion - this event now sucks - sweaty gameplay encouraged by toxic no fun devs.
fun is not sweating for the kill or the escape. Fun is the experience and it ain’t this.
it would have been a sick event too
How is this event encouraging any kind of tunnelling etc?
-
@pizzavessel15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566346#Comment_3566346
its the average survivor. literally just said he wants her weak
True lol. Literally she went from D tier to like a high B I have no idea why this is bad.
-
@vypra said:
unnecessary changes and disappointed how Devs made her powerful. She was already okay to play and now y’all ruined to play against her
"disappointed how devs made her powerful".
-
@Spare_Them_Mori_Me said:
Uhh.. Trapper IS overpowered? People just dont know how to use him properly. :)
I still commit my sins today. I believe Blight is mid tier at best. Especially vs comp. Im an outlier apparently and continue to draw ire.
Thats fine though. Just waiting to be proven wrong.
I also think the face camping mechanic shouldnt apply to Bubba.
Oh dear
-
@GensByDaylight said:
Over a year and 2.5k hours in DBD ago, I barely understood how the game worked.
I thought trapper was ridicuolously overpowered, and thought Nurse was weak AF, as I couldn't win a single Nurse game, but won almost every trapper game against baby survivors.
I didn't know the lunge existed until about 20~ hours in, it was revolutionizing to discover it.
I actually thought facecamping was how the game is meant to be played and almost quit!
I also went AFK infront of generators, which worked extremely well...
DBD felt like such a different game when I first started playing.
What did you do when you first started playing?
I had no idea scratch marks were the orange marks on the ground so literally played my first 100 hours of killer without even knowing they existed. (I knew they did by tooltips etc but I was always confused where u saw them lol)
-
@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565601#Comment_3565601
A chase is eventually supposed to be lost as survivor. And I don't think 25 seconds between hits is "losing chase".
If you hit blood lust 2 or 3, you are losing that chase. Not literally obviously but you have messed up a lot if you do.
-
@UndeddJester said:
Bloodlust gets touted a lot as a band aid fix to map design, and as a byproduct is an unfair effect that helps less skilled Killers catch more skilled survivors. While this was the reason for it's introduction to the game, I feel the follow up assessment of it being unfair as a mechanic is not really accurate when you really think about it... and I want to explore a few points to hopefully convince you that blood lust is actually a much healthier, and a more intelligent mechanic than you think.
Let's recap what does Blood Lust does, and why I hope to explain why it's actually pretty good for game design.
Blood Lust
When in chase for 15/25/35 seconds the killers speed increases by 0.2/0.4/0.6 m/s.
Blood lust build up is reset back to 0 when the killer: -
- Lands a basic attack on a survivor.
- Breaks a pallet.
- Uses their killer power.
So how can this be healthy?
Well the first point I want to bring attention to before we get into it, is that speed is one of the most important strengths of the killer. I want to remind everyone that this is a 1vs4 game.
The speed of the killer relative to a single survivor is in direct competition with the fact that there are 4 survivors; realistiically the killer can only expect to pressure 1, maybe 2 survivors at the same time. This means the killer should almost always be winning the 1vs1 in an equally skilled matchup. This is what an asym is, one stronger player vs. multiple weaker players.
This means you as a survivor need to remember... you are EXPECTED to lose the chase at some point. The question is not "can I juice the killer for 5 gens?", it's "how long can I last before I go down?".
Breaking Pallets
Pallets are a huge strength for survivors, and your main defence against killers by making a tile directly stronger for you vs. weaker for the kille. A "God" pallet is named as such because it makes you basically uncatchable, even with blood lust. By throwing it, you force the killer to break it to now be able to catch you.
The fact blood lust is reset when breaking pallets, means that the longer you can go without throwing it, the more punishing it is to the Killer.... but here's the thing... some killers... don't care about God pallets.... and I'm sure you know who I'm referring to, which feeds into my next point....
Lost on Killer Power
Speed isn't the killers only tool. Their killer power is also a strength that empowers the killer to catch survivors, and this is where the effects of bloodlust start to get clever from a design point of view. When using a Killer power, the effects of bloodlust are immediately lost, regardless of whether that power actually helped the killer or not.
This effect is probably the most important argument for the health of bloodlust. You almost never see bloodlust on Nurse, Blight, Wesker, Spirit, Huntress, Trickster, Deathslinger, Pinhead, Oni, Hillbilly, Plague, Clown, Artist, Xeno, Knight, etc... These are killers that can use their powers in chase, and that is what they SHOULD be doing. If they are using bloodlust, it is actively costing them more time to build it up that it would to use their killer power.
So who do we see with Bloodlust often? Trapper, Shape, Pig, Wraith, Ghost Face.... all killers that lack any kind of inherent anti loop...
This is why Blood Lust, in my opinion, is actually a good mechanic for the game. It makes it so that killers who don't have a good anti loop/chase option still have something to bridge the gap between them and the killers that can use anti loop in their kit.
The inevitable comparison to MFT
Why do Killers complain about MFT so much if we have blood lust?
This is a fundamental design difference between Killer and Survivor. Haste is a less important stat on Killer than survivor, because the Killer being faster than the survivor is a core strength that is in direct competition with the fact there are 4 survivors.
If a survivor gets haste, they are directly reducing the difference in strength between the Killer and Survivor for the 1vs1. However this game isn't 1vs1, it's 1vs4. The 1vs1 is where the killer should be at their strongest... directly buffing the survivors stats for the 1vs1 is having a much bigger effect on the killer than giving a haste buff to killer has against the survivor.
This is why Blood Lust is healthy for the game... and MFT isn't. MFT directly hits the killers that have to rely on Blood Lust to remain effective, while also finding, that vs. the Nurses, Blights, Weskers, etc... it basically doesn't do jack.
Conclusion/TLDR
Blood Lust is not a skill crutch... In an ideal world, all killers would have comparable strength... but in reality they just don't, and likely never will. No matter how much you buff Trapper, he will never match Nurse.
Think about it... can you really call a Pig or Shape that hit BL2 to down you in 40 seconds, less skilled than a Nurse or a Blight who hit then downed you in 15 seconds? Not really... The m1 killers are named as such because they DON'T have a power that allows them to catch up to survivors/down them quickly outside of m1.
Blood lust helps keep those killers relevant.
I feel like just increasing speed because you are actively losing a chase is fundamentally flawed. These killers you mentioned are all weak and need some buffs. Your point is valid, but it does not mean that there are so many better designed ways of doing it than bloodlust.
-
@Disco said:
Please consider letting the killer gain bloodlust when they don't have direct sight of the survivor they are chasing. I just had a game as Deathslinger on the hospital map and after a certain point I just couldn't catch up to survivors because I never could catch sight of them to start a chase and gain bloodlust and ofcourse it was made worse because I could almost never use my power on that map because there were so many rooms and line of sight blockers. I think that killer and map combination has to be one of the worst in the game right up there with Myers on Eeyrie of crows.
Buffing blood lust is always too risky. Reason being is the more you do it, the more you reward bad killers potentially.
-
@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565168#Comment_3565168
Any pushback against their arguments gets completely ignored because, like they said, there's more survivor players here. So any time people disagree with them, they just blame it on the idiot survivors who will like any post. Despite the fact that some of the most incoherent threads made by killer players, who insult survivors players and whine that BHVR doesn't care about them and that they are being mistreated, will garner double-digit upvotes.
They didn't get the response they wanted, so the thread has now served it's purpose as it confirmed what they originally thought, that this forum is survivor sided. See? It's got nothing to do with the fact that it was a stupid thread, that instead of offering constructive feedback, chose to insult survivors who don't like getting tunneled by suggesting that they just suck at the game.
Yeh your probably right.
-
@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565168#Comment_3565168
My reasoning is right in the post you quoted. But I would not expect someone arguing in bad faith to take note.
Bro just clarify what you said in the original post, no one understands what you mean lmao. Your trying to side step again.
-
@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565060#Comment_3565060
Cognitive dissonance. Many more Survivor mains here, not even close tbh. They will likely upvote a pro-Survivor argument if it meets their preconceived notions, no matter how rudimentary, baseless, or thoughtless the argument may be. Given the fact this is an asymmetrical game, the issue is compounded.
Just like how one could go to see their favorite sports team. Every successful play is because their team is good. Every misstep is the refs fault or bogus rules.
Anyway, this thread has proven my point for these forums. Most posts here can be distilled to the following.
Survivor struggles = poor balancing
Killer struggles = skill issue
You are now sidestepping your original post and just whining about the forum. Just clarify what you actually meant in your post because everyone including myself is confused.
-
@Guida_02 said:
Now machine learning it applies with the first kick you can apply it to multiple gens at once but when one of the compromised gens with machine learning gets repaired every other gen that is compromised by machine learning will get the perk removed from them and the killer needs to reapply the perk again plus increase the duration to 45 s (from 30)
Machine learning is underused, with this buff I might actually use it. Cool idea, I agree.
-
@Versalord said:
https://us.v-cdn.net/6030815/uploads/JWZBE1O33YQA/nintendoswitchfreddykruegerdbdwallpaper.jpg
Context: I have been a Freddy Main since I started playing Dead By Daylight this year just before the 7th Anniversary. I bought The Nightmare On Elm Street DLC along with Dead By Daylight on my Nintendo Switch, and have "Mained" Freddy Krueger aka The Nightmare since I started playing.
Freddy Krueger is an ICONIC 80's Horror Icon (despite DBD having the 2010 Remake Freddy Kreuger) and to have him be this weak is an embarrassment. I feel that Freddy deserved so much more and I have a way I think Freddy could become a better Killer in Dead By Daylight.
The Idea: Make Dream Pallets and Red Paint Brush Basekit, boost the Hinderage from Dream Snares, and rework Red Paint Brush, Garden Rake, Prototype Claws, and Paint Thinner.
This would take the least amount of time to develop and give Freddy enough to get by.
Here are the changes I would make to this idea:
Dream Tokens: Increase the amount of Tokens from 5 (Dream Snares)/ 7 (Dream Pallets) to 13. There can be no more than 5 Dream Snares placed and no more than 7 Dream Pallets placed at any given time and placing another Dream Snare or Dream Pallet will replace the first Dream Snare or Dream Pallet that was placed.
Red Paint Brush Added To Basekit: Survivors no longer can wake up by Missing Skill Checks and all Survivors start the Trial in The Dream World.
Garden Rake Basekit: Dream Pallets can now be placed along with Dream Snares, but Survivor's Aura is not shown when Survivors drop Dream Pallets.
Dream Snares: Increased Hinderage from Dream Snares from 15% to 20%
Red Paint Brush (Rework): Survivors can only see their personal Alarm Clock from within 24 Meters
Garden Rake (Rework): Decrease the time it takes for Survivors to passively fall asleep by 5 seconds (55 Seconds)
Prototype Claws (Rework): Decrease the time it takes for Survivors to passively fall asleep by 10 seconds (50 Seconds)
Paint Thinner (Rework): Decrease the time it takes for Survivors to passively fall asleep by 20 Seconds (40 Seconds)
If this was implemented, I feel this would slightly or greatly increase Freddy Kreuger's Abilities and make The Nightmare a more fun Killer to play as and against!
P.S. I'm willing to take suggestions and constructive criticism from anyone who thinks I should change the idea.
Thanks for reading,
Sincerely,
Versalord
I think your ideas are on the right track. Quite honestly though most of his addons need some love as they are all pretty much useless except paint brush. The issue is I look at all these changes and the pallet addons are at least decent now and the base kit paint brush is nice, but Freddy is still probably not going to be a good killer. Dream pallets still suck even if used alongside snares and the extra hindered on snares probably wont do too much.
I think poor Freddy just needs another rework since even if he returned to his former glory with enough buffs, he is fundamentally quite a boring killer (all you do is snare up the ground which has very little interaction on both sides). Again I like your changes in the sense that they are in the right direction. I think if you kept Freddy as is he would need more addons reworked and more done to him in general for him to be a good killer, but my opinion is just rework the power.
-
@Devil_hit11 said:
-action speed for gens become too strong if it stacked beyond 25%. if I were to rework dying light to be somewhat fair perk, I would rework to grant -15% repair bonus to all survivors for 2 minutes that is paused when a survivor is on the hook. this would make the perk a slightly different version of corrupt intervention.
Cool idea, there are many other things or conditions you could add as well. Maybe it starts at 5% but refreshes and gains another + 5% or whichever number per unique survivor hooked? Or you could buff the 15% to 20% since 15% would probably make it worse than corrupt.
-
@xEa said:
The reason i made this topic is because of the big amount of posts in this forum where people complain about incompetence of teammates or that playing killer is almost impossible to win.
As you can read in the titel, i think that DBD is one of the most difficult games that i have ever played. Even some games that are considered e-sports titels dont have such a hard time to master. League of Legends, Heroes of the Storm or CS GO are not that much harder (if even) to get good in.
On the other hand, this game is ballanced for a casual level but also tries to be fine for the top players, more or less.
I think, and i would be more then happy if someone corrects or even proves me wrong, that this is the main problem with Dead by Daylight. The amount of stuff you have to learn (maps, killers, addons, tiles ect ect) that you even surpass beginner level is at this point a lot, even close to LoL or Dota level.
Any thoughts?
Depends entirely on the killer you play. For survivors, it can be quite different depending on if you play alone or in a swf.
-
@SimpleTora said:
Stuff that people refuse to hear/accept.
Survivor UI changes was pointless, most of the time it doesn't even do anything and the issue was never survivor or solo Q being a problem it was just players being bad and refusing to learn and instead relied on highly unfair perk combos to win.
There are only 3 problematic killers currently in the game Nurse and Blight for obvious reasons and Hag (shocking to most of you i'm sure) but her ability to trap an area and teleport immediately locks her from basically any buffs. The good thing about Trapper is that his traps had to be collected so he couldn't just immediately set up a web and sit in it, hag can do so and while NOW she is fine (mostly) she is pretty much stuck where she is and any meaningful buffs will push her over the edge (I didn't include Twins since they're not too strong or too weak they're just boring which is subjective as some people may find Twins fun)
Killer-only players have insanely fragile minds and Survivor-only players are huge babies. Killers constantly complain about survivors being too strong or that they don't get matched properly yet will camp(old) and tunnel and play as unfun as possible to ensure a 4k which will just get them better players instead of taking the 0k-1k and using that as a learning experience then they go vs good survivors or a swf and say they were treated unfairly. Survivors have basically everything handed to them in game and still complain when the game isn't easy but when the game is easy they get mad that it wasn't fun quite literally nothing appeases survivors, nothing will satisfy their ego. If you're playing killer ignore the salt and move on to the next game nothing you say will stick if you try to reason/explain yourself.
DBD is a casual game not an Esport. I know the hardcore DBD players (not you casuals you guys are awesome) HATE to hear this but it is, the sooner you accept that the sooner you'll be actually happy playing a game you hate yet refuse to stop playing. There is no victory or defeat screen there is nothing to gain except bloodpoints. Other than MMR (which is hidden and barely even matters) there is absolutely nothing in this game to separate you (a sweat) from them (casuals) to show you are better. These are things that are included in competitive games and DBD lacks them. If you get 4 kills or 4 people out but I did my archive or whatever else I planned to do when I queued up you didn't win as far as me and the game are concerned you just finished the match that's all
UW is fine, MFT is not. I'm not gonna elaborate on this because of how many threads there are on these two perks.
There are more I have but I am honestly typing this while being tired so I won't bother and i'll just see what happens with this when I wake up.
P.S: IF this blows up for w/e reason try not to get rude/hateful these are OPINIONS
Who said hag needed any buffs? And how can you expect killers to take a 1-0k instead of a 4k?
-
@carl1982 said:
I feel like since surviors has so many second chance perks, it's necessary to use noed in this game.
No ed is a perk which even good killers can make great use out of to tide over a close endgame. But it is a perk which if you are starting out is not a good idea to rely on and feel like you "need" to use.
-
@Krazzik said:
Over 3000 hours in this game and still have games where I barely get 1 hook in the endgame. Seriously just gives me the worst feeling I've ever had in video games.
Doesn't matter what map I'm on or what perks I bring or what killer I play, I still have games where I just can't do anything against the survivors, and it feels like I've just wasted all these hours and have nothing to show for it.
Probably just a bad day. I have had games against comp teams and even if I have not won I still manage several hooks. For me even if I get my ass beat I manage at least say 3 hooks even if its just survivors playing stupid because im losing. My advice would be practice against some bots or take a break and return then practice to get back into the swing.
-
@MrsGhostface said:
I started playing again after taking a few month break. I’ve been playing both sides and it’s crazy how common the slugging got the 4k is still. Happens almost every single game when 2 survivors are left. I’ve done it a few times on killer I’ll admit in sweaty matches and I’ve concluded it’s not worth the extra time. In my experience, it’s no fun to be slugged on the floor for 3-4 minutes at least, and it’s not fun to look for a hiding survivors for that long either. Unless you have a 4k challenge of some sorts, set your ego aside and let the gamble happen. It’s just a game and some people don’t have all day to play. The time wasted doing this adds up fast.
I personally think a remedy to this issue would be giving the slugged survivors the option to die if they’re slugged for a certain amount of time.
If you down a guy and the other survivor is right there and visible then it is more than worth it for the extra BP.
-
@BigChapAlien21 said:
I see this argument all the time, especially with anti-loop Killers, and it very often feels like it's the lowest hanging fruit possible for someone to have a real reason on why they want something changed, regardless of if it needs any actual change at all.
Obviously there are times where it's a fair point due to a lack of interaction for both sides, such as the recently addressed facecamping. But, for the most part, the subjective nature of what makes something fun, unfun or boring makes the whole "this is boring" feel like a non-argument at best and a personal skill issue being deflected on the game design at worst.
DBD is a game with a TON of content. Not every piece of that content is going to cater to your personal list of what's fun, and that doesn't mean said content needs to be adjusted just so it does. It's better to focus balance discussions towards legitimate problems over what's "boring."
Fun is if you have options, not fun is if there are basically 1 or no options.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562519#Comment_3562519
To quote the taco girl 'por que no las dos' or however you said it, idk, I don't speak Spanish (Why not both, in other words). Ideally I'd hope for both, and this is a baby-step that utilizes existing mechanics to work towards that end. I've come up with more complicated mechanics to reward split pressure, like a Devour Hope styled speed boost post-hook disabled on power use, that way it helps the Killers without mobility, but doesn't overly buff Killers with mobility. I've also recommended other things, but in general, they were much more complicated than a lesser version of an existing perk like this suggestion for a lesser basekit NOED.
I feel like a reward for just hooking a guy like a mini pop basekit or something is also completely fine, non complex and benefits all killers pretty much equally.