DrDucky
DrDucky
About
- Username
- DrDucky
- Joined
- Visits
- 597
- Last Active
Comments
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562594#Comment_3562594
And tracking perks are very good on?
The stronger killers. Because they have enough lethality to end chases quickly. Therefore their problem is more eto find survivors and getting in chases fast.
On weaker killers, info is heavily outclassed by slowdown- and chase related perks.
Demo, dredge etc any killer with some mobility really, it can also be nice to just immediately find a guy you want who is on deathhook etc.
-
@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561691#Comment_3561691
Just a little reminder that this perk is not as good as some people claim it would be.
Its defo not too strong but it is in the top if not the best tracking perk.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561247#Comment_3561247
Since the guy can still be rescued, and the guy could have pre-cleansed, yeah, seems fine to me. Half the time the final chase person is injured anyways, so this doesn't get them downed significantly faster to have the injured person be exposed, especially if we decide the Haste is too much for basekit NOED, a concession I am willing to make. This could be a fair point though if you were to make the argument people would instead, or increase the rate at which they stay injured going into endgame instead, backfiring on the intended results. That would be a horrible failing of the entire goal of the change.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561250#Comment_3561250
While I don't disagree with this notion, a huge chunk of the playerbase are under the M-17/PEGI-18 suggestions provided. I know I played the Halo trilogy, Mortal Kombat, and OG Doom when I was a kid, and certainly was under 18 when that happened. That is a fair sub-argument to determine whether we balance around the presence of 'illegal' kids or not.
Even then, if you were to scan the forums for Killer player complaints, the common factor is 'I lose because my games go too fast', so this is an attempt to help people whose games actually are 'going too fast' without impacting the norm. The logic of ruin another person's day can be also compared to bringing a meta Killer loadout on Blight/Nurse, or a giga-toolbox in a SWF, yet we aren't deleting those from the game. I would tune those down as well, but for now, I think comeback mechanics (that don't affect normal matches) are a good attempt.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561319#Comment_3561319
I can understand the counterargument (Free hooks can be free kills), but in most circumstances I'd say it was a 'healthy' kill. If the person intentionally 6-8 hooked, then got a basekit NOED kill, they had a free 7-9th hook. They could have placed their hooks more efficiently like 3/3/0-2/0 and gotten 2 kills and likely ended the game much sooner. Giving that person a free kill, I don't find offensive. On the other hand, the person who only has 2 hooks on 1 person, given their 'free hook' on that same person, would be an unenjoyable 'free kill', especially if the team saw the 4th Surv getting tunneled, and they pumped the gens in response, expecting them to die and disable the totem. That would be a fair thing to worry about.
So with those 2 above cases, I think at that point we would want to consider the frequency of the 6-8 hook free kill vs the 2 hook free kill, and if the 1 kill is enough of an MMR adjustment to matter in the long run.
From my matches (as Killer), I end up in the 6-8 hook scenario running into endgame more often. From my soloq matches, I end up in a tunneled kill + 2 spread/tunneled hooks circumstance more often heading into endgame, so the basekit NOED wouldn't even spawn. But, this would need more info with other people to determine the accuracy.
As far as the MMR, the free kill would slow the MMR loss, but not prevent it. (Assuming Kills positive) +5-5-5-5 (1K3E) is still net -10, so the Killer still lost the match MMR wise, and goes down in MMR. Compared to -5-5-5-5 (4E) being net -20, so if it were truly a fully free kill, it would half the rate of MMR loss. Since both still cause a loss in MMR, I don't quite think this would cause an 'increase' in MMR. No to be fair, if they camped the skilled person (in relation to the Killer), it could shift the numbers to something like +20-5-5-5, (1K3E) which is net +5, so the free facecamp gave the Killer 1 kill, and an MMR win. My counter to that specific circumstance is that assuming that player would be that much more skilled than the Killer, they would know the mechanics of basekit NOED to be able to utilize the remaining resources (pallets and windows) to extend chase long enough to allow for the team to cleanse it. As such, the odds of the Killer catching them significantly drop, so that only say ~20% of the time does the Killer catch them. With those odds, the effective value of the MMR win drops to +4-5-5-5 (adjusted 20% 1K3E) at net -11, so an MMR loss. In this particular example, it remains an MMR loss as long as it the skill differential is enough to cause the Killer to catch them any amount less than 75% of the time.
I feel like in that respect should we not just introduce less complex and potentially controversial ways of rewarding killers for hooking multiple survivors? You wrote a lot and I think I get the basic idea, but whilst your intent is good and if this was to in theory happen and MMR did align this way then yes it would be better. But as I read this I just realised it can be boiled down to a much simpler: "why dont we just rewarding hooking multiple survivors more and change mmr to better reflect this?".
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560487#Comment_3560487
Yeah then killers complain that the hooks shouldn't break/permanently break when sacrificing lol
Saboing is already niche as it is, no need to make it worse
Exactly, its a mechanic which if too prevalent is just poor design since at the core a killer deserves a hook if they manage to down someone.
-
@hmeekins said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560490#Comment_3560490
I get your point but honestly, I think permanent add-ons would increase build variety. There will definitely be people that only run meta addons with meta perks but at the same time, there are lots of unique builds that really only work if used with addons. I mean look at any YouTuber playing a new build on a killer, a lot of the time the add-ons they run aren't necessarily the best add-ons for the killer but rather add-ons that enable that unique build/playstyle to work. With the current system, why would I want to run a unique build if it requires me to constantly invest in the add-ons that actually make it work when I could just run the standard meta build for the killer and be just as successful?
Oh yeh I totally agree. If I could have infinite addons as a selfish thing for myself I would love that. I would run all sorts of builds which required iris etc. The problem is this is just not how people play, in an ideal world you are right and it would be the best thing from a design perspective. To prove this just look at night light stats and the most ran perks, unsurprisingly the most used perks are the strongest and you can use perks as much as you want (so we can know that people are doing the same with addons and will continue to do so if they had infinite). So whilst you are correct if people did actually try unique builds, the sad reality is the youtubers are doing it for content and the average player just wants to run the best stuff to increase their chances of winning.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560462#Comment_3560462
The first aspect of genrush means 'skill dif git gud' I agree with, this is meant to help weaker Killers (read players) without impacting more effective Killer's (read player's) matches.
The counterplay is Plot Twist - I mean if you want to say the counterplay to Corrupt is Plot Twist+No Mither instead of realizing how counter-productive that is, then sure, we can say it counters everything. The thing with Plot Twist is you have to pick yourself up eventually, and on the ground you provide no value to your team.
Lockdown Killers guarding the totem - I don't think you've read the post. The basekit NOED totem remains lit, but inactive if anyone is in the dying state, on hook, and fully snuffs itself out if someone dies. How do you propose a Killer snowballs 4 slugs/hooks in endgame from only a single exposed down that they weren't capable of doing previously? Also you can still soak a hook on someone to force the aura reveal portion for an easy search if you don't want to pre-cleanse. Now if you are saying hook the Survivor on the NOED totem, that's fair, I would recommend swapping totem spots in that case ala Pyramid Head Cages being camped get swapped spots. Maybe only swap the totem location for basekit NOED, and allow it to Pentimento styled replace an already broken totem. Another alternative would be basekit NOED must spawn in 2 totems, and either being cleansed (or 4 pre-cleansed) destroys the totem.
Neither side should be punished for pursuing their objective - At what point is the opposition pursuing their objective 'punishing' players for pursuing theirs? Anti-tunnel does this exact thing, but we consider it healthy for the game because it achieves the goal of promoting spreading the pressure instead of focus firing. This basekit NOED does a similar concept, where spreading pressure is rewarded more so than focus fire.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560483#Comment_3560483
As long as matchmaking is based on kills and not hooks, and this gives free hooks and not kills (plural being the important factor here), then I would have to disagree. More hooks softens the blow of a loss for a weaker player, which makes them play more, which makes them learn more. If matchmaking made more sense with it being hook (action) based, or even a different better system, then I would most certainly agree. Sadly we live in a world of Kill/Escape based matchmaking, so my suggestion is centered around BHVR's logic in that regard. Similarly BHVR balances around 60% kill rates, so i try to keep my suggestions to stray not too far from that realm.
Ok thats fair I get the point, some kind of comeback mechanic a bit like a devour hope in a way based on how well you did could be cool. The only issue with that logic is giving free hooks can lead to kills (say your free hook happens to be to a guy on death hook). This would then lead to increases in MMR and free kills which said player did not deserve.
-
@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/393700/the-lowest-player-count-in-three-year
Perhaps this is due to larger and higher-quality projects, such as ac mirage
well, or because they recently released almost the most problematic killer in recent years-an alien
At first, when they came out, they accidentally turned him into a killer without punishment for poor use of the ability-which made playing against him simply unbearable.
Besides, an alien is not an alien...have you ever felt that you played for/against a legendary monster when he was in your matches? I personally feel more like a wayward cat
Then they nerf him up after one week, which greatly disappointed the players
And we made 1 more bug, which made it unbearable to play for a very long time, which could also scare a lot of people away.
The exploit of lockers and the fact that they broke climbing through windows for a long time for female characters for whom most of the player base, which became unbearable because before that they reinforced the windows.
and the very fact of the existence of AFC and a bad rework of sm could well force some killers to leave the game
There are just a million reasons, but don't be afraid. I think in a month online will be good again
I am amazed you point to alien being a problematic killer when we had skull merchant like 3 months ago.
-
@hmeekins said:
Keep in mind this is all my personal opinion and don't expect anyone to agree
I think it would be cool if the way add-ons worked were different. I wish addons were not these single-use items that you have to keep replenishing, instead, they could be permanent unlockables at certain prestige levels so that you could have the option of choosing how you would like to upgrade a killer power/survivor item. Hear me out (going to primarily refer to killer but the same logic could apply to survivors as well.)
I know the idea of having a permanent addon sounds like it could be op on certain killers like Infinite tier three Myers however if a killer really wants to use an addon every game they easily can already. They just have to spend the blood points they earned from a match to level the killer again in order to get another one which is more annoying than it is a barrier to prevent you from using a strong addon every match. If an addon is gamebreakingly broken then it shouldn't be in the game in that state anyways. Personally, I find treating addons as consumables kind of deters me from using them at all because I don't want to get used to playing a killer a certain way with an addon and then having to continue to resupply that addon or having to readjust how I play without it which is sad because they are ways of creating completely different playstyles that you would otherwise be unable to do effectively.
Potential ways it could be implemented is adjusting how many add-ons you can have in your kit depending on their rarity. A grey addon can get paired with any rarity, yellows can be paired with any rarity but iridescent, greens/purples can only be paired with yellows and greys and iri can only be paired with greys. This way you'd still have to pick how you would like to use addons in your build rather than everyone running the two strongest addons all the time. There would still definitely be balancing issues that would have to be addressed such as 4 brand-new parts being brought every game.
i feel like the blood web could be removed entirely because the incentive to keep playing would still exist through people wanting to level their characters to unlock new add-ons. This would be an extreme change and would completely understand why it wouldn’t be implemented.
I'm aware this would be a huge overhaul to one of the core mechanics of the game and would probably never happen but it's just a thought that I wanted to share.
I think one of the main reasons why is to encourage variety. Imagine for instance that a killer's best addon is a purple and lets assume its not op or anything like that its simply just better than their other addons. The issue is every person playing said killer would just run that purple addon every time. Now with the current system especially earlier on you are forced to run differing addons or no addons simply because you do not have any left. This alone encourages a lot of build variety. I don't even think your idea is bad I myself have sometimes wished I had infinite of a certain addon. But from a game design perspective its actually quite smart they decided to have addons limited in this way for this reason and probably a few others.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560477#Comment_3560477
I do get that they are separated. Do u understand that the map size is calculated as addition of bottom size and top size? Where bottom is ~4000 square meters and top 3000 square meters? And you have 7 hooks on each floor, but theoretical reach is ~11000 square meters compared to those 4000/3000 square meters....
What I am saying here is, that sabotages should not be guaranteed. But we have opposite problem - sabotages are now guaranteed to fail no matter what. They are pure bait to even try to sabotage with current state of game (provided you don't get one of the old maps where sabotages still work - for now). This does take into account killer making a mistake and wrongly predicting where survivor is going to sabotage hook - because even successful sabotage means nothing if killer has still enough time to go for next hook.
Also it can't be skill issue if there's no way how to get it right. Your "skill issue" is the same as killer's "skill issue" to play around old (total instead of current) boil over when going to old RPD library upper floor. There's mathematical certainty to wiggle out (old boil over) / get to hook (current new maps) no matter what you do
Saboing is meant to be niche, if you have an area where a hook is already gone from a sacrifice or its a map corner etc then you can do a sabo play every so often. But I beg lets not buff saboing so its actually a viable consistent thing, I just want to hook my survivors please.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559082#Comment_3559082
As I mentioned in the other reply, you would wait until the final gen or 2 to start cleansing in order to hard counter it, so Penti wouldn't get enough mileage. Also if the Killer is turbo tunneling, you wouldn't want to waste time from the onset.
Also I didn't recommend a conditionless basekit NOED, I recommended a heavily restricted NOED to help ease weaker Killers or outmatched due to autofill Killers feel like they had a greater chance. It intentionally is only meant to rewards Killers who did bad, because it is only meant to give a couple extra hooks and minor slowdown for the Killers that need it. Skilled Killers don't need such a feature, so I had the limitations based around something most Killers wouldn't even get to use. Basically the only way this would give a free kill is when the Killer intentionally 8 hooked without a kill, and at that point, they could have placed those 8 hooks like 3/3/2/0 instead of intentionally 'playing nice' by going for 2/2/2/2. The Killer getting a free kill, could have easily won long before should they have taken their 2 free kills long before endgame, and forced the 2 Survivors to finish the remaining gens.
I feel like a mechanic which just rewards bad killers in anyway is not healthy. It discourages learning that people get from loosing a match, since this can allow a bad player to get extra hooks kills whatever which they fundamentally did not deserve.
-
@mizark3 said:
Ok the title is more of an attention grabber, and to check who actually will read the body here, so let me list the pre-req first before I've lost your attention. Basekit NOED when there are no dead Survivors going into endgame. I'll get into the nitty gritty details below.
I've off-handedly mentioned this in other threads on various topics, but I've finally decided to make it a thread on its own. Many people complain about the gens going to fast, so they feel like they have to tunnel someone out, or gen speeds need to be adjusted solo or coop, or their wife left them because they've spent too much time in the game, so nerf Survivor. Ok maybe not that last one, but still, complaints about the Killer experience / game speed are plenty common. So I tried to think of something that would help Killers that TRULY need the help, but not needlessly hurt the Survivor experience at the same time. So I figured, maybe basekitting NOED would help.
Now for a basekit NOED to not just be utter bull schenanigans, it would need to hurt genrushers, but not impact normal matches. So with that, what do we need? Well first, all Survivors would probably need to be alive. Also, to not simply give the Killer a free win, we likely would need to have some disabling circumstances. A Killer shouldn't be able to bring 4 other endgame perks and get NOED for a free 5th perk. So basekit NOED would be active in endgame only while there are 4 standing Survivors. If 1 Survivor is downed/on hook/dead, the basekit version will not be active, and death will disable the totem altogether like Ruin. The totem would still be active, but the perk effects would not be.
Now assuming someone says something along the lines of "I'm just a normal Survivor player, I shouldn't be punished for a Killer being bad at the game", then I agree, you can cleanse all 5 totems if you fear a basekit NOED. Hopefully this will give the Killer more time to actually hunt down the Survivors and feel like they had a fighting chance. If Survivors 'HAVE' to pre-cleanse all the totems, that takes 70s on the totems, and lets underestimate 20s to search and walk over to reach all 5. That gives the weaker Killers who need extra time essentially a 6th gen. But even if the Survivors see the Killer is turbo tunneling the Meg out of the game, they can bypass the totems and purposely only pump gens instead. This way, spreading the pressure (the desired gameplay) encourages cleansing totems to waste essentially an extra gen's worth of time.
Now what if the Killer decided to also bring the perk NOED? Well we have a few paths to take here. One is to have it function like an Undying, and both totems work as a full power perk NOED. Another path is have the perk and basekit function independently and stack. The final path is the perk overrides the basekit and is always a single perk going into endgame. (There could also be in-betweens for these that others might come up with.)
Just to lay out the rules again, here is just basekit NOED's rules.
Basekit NOED: When no Survivors are dead going into endgame, basekit NOED spawns. While a Survivor is in the dying state or on hook, the totem is lit, but inactive. If basekit NOED was active, then a Survivor dies by any means, then the totem disables like Ruin.
This would make solo Q even more miserable. Also as the first post said, pentimento would break this. Your logic of "just do all the bones" falters massively because people could legit just slap penti on so if you got a team who somehow could find all the bones in time then you can unleash another wave of totems which have to be cleansed. Also I agree with the idea of a conditionless basekit no ed is unhealthy for the game because it literally only rewards killers who did bad and a good killer who got even just a kill or two will have ZERO benefit from the perk.
-
@iymo said:
I have played this game for over 3000 hours, and currently, I am dissatisfied with the balance patches from the Dead by Daylight team. A game is supposed to offer a simpler sense of accomplishment compared to the real world. However, recent updates have imposed an unfair balance system, heavily favoring the survivors. Killers are now forced to kill all survivors and hook each survivor more than 9 times for a killer rank reward. On the other hand, survivors can rank up with just a few rescues and a couple of generators, even without escaping. As a player who enjoys both roles, I find this frustrating. Survivors can feel monotonous, and killers find it overly challenging, often being treated as fools for attempting it. I have great affection for this game, but until these issues are addressed, I have decided not to play it for the time being. I have already uninstalled the game due to the stress it has caused me, and I will refrain from playing it.
Unreasonable Perk System
Killers can be broadly categorized into generator regression, tracking, and anti-survivor perks. Some killers have inherently meaningless perks, while killers only have 4 perks to compete with. Survivors, on the other hand, have a total of 16 perks to use (as there are 4 survivors each having 4 perks), creating a counterproductive structure against the powerful perks of the four killer characters.
Unreasonable Game Structure for Killers (Hooks, Add-ons)
Currently, the repair speed of generators is too fast, and the killers are strongest when there are few or no generators left to repair. This is because survivor movement is limited. However, recent patches have addressed hook-related issues and nerfed powerful killer add-ons. On the contrary, survivors have been given significant buffs through unusual hook placements and powerful survivor perks (e.g., Jill Valentine's technique, Ada Wong's technique, and Gabriel Solis's technique).
Excessive Cheating by Users
Survivor perks are also powerful, but many Chinese users, among others, use cheat engines. Alternative solutions need to be provided. Cheats include pre-knowing the killer's perk or killer type, teleportation cheats, subtly increasing movement speed cheats. There are also cheats that reveal survivors' positions to killer users and subtly increase their movement speed. While efforts are being made by the game developers, urgent and thorough resolution of this issue is needed.
Diversification of Survivors and Increase in Item Quantity
Although the emphasis has been on killers, there are also issues with survivors. There are over 30 survivors in Dead by Daylight, but there is currently no need to level up all of them. On the other hand, killers have diverse abilities, providing a reason to level them up. There is no reason for survivors to increase their prestige levels. Moreover, the variety of items is too limited, and the few items available are all too powerful. The types of items need to be increased, and the efficiency of items and survivor perks should be exaggerated and halved.
Matchmaking System
Since the introduction of MMR, the balance issues have not been adequately resolved. If balancing patches are difficult, at least revamp the MMR matchmaking system! If there are multiple losses, adjust the balance or provide rewards unconditionally. I don't understand why we should play the game while feeling stressed.
Conclusion
From the beginning, this game has an asymmetrical structure. Naturally, killers should be overwhelmingly strong, but that is not the case at all. Survivors should have a lower escape rate to be considered normal. Isn't this game's genre horror? There is no thrill at all. Survivors find it boring, and killers find it stressful. Moreover, the rank evaluation system is too harsh on killers. It's bizarre that survivors can rank up even if they don't escape.
Just as an fyi the cheating problem will never go away in any game.
-
@Boons123 said:
Killer against five survivors
Barring some circumstances, it would make it neigh impossible for killer to win.
-
@buckk0097 said:
i tried running boon COH. what happens i have to go in the boon range crouch and spin/dance and hope someone comes to heal me and that we wont get intterupted. ( cometims totems are hard to find too, especially one that isnt easy for killer to destroy)
i tried running medkits but without the insta heal syrenge. there is no point one heal at max unless i dedicate my build. and IT SUCKS WHEN I GET INTERUPTED by fast mobility killer or WRAITH.... then medkit is useless
i tried running selfcare and botany knowledge. so far the best way to heal consistently in a match but i sacrifice 2 perks for it
Makes it easy to get tunneled off hook since getting a heal fast enough before killer finds you with ultimate weapon or just fast mobility ( WRAITH..) is almost impossibly slow.
This perk make some killer viable and some impossible strong to play against in soloq ( spirit...)
Your thoughts ?
I am surprised you think sloppy is a big offender here. You have perks like knockout or third seal which far more demonstrate this problem then sloppy.
-
@Vyne456 said:
We had a good event with the last sale week for the chapter. But it would be nice if BHVR would give us all of the cosmetics for free since it’s out of the store for almost 3 years or so. All of us would be happy if they would give it to us since how long it has been like they did with Meg’s death garden mask.
They legally cannot do this I don't think.
-
@Baal420 said:
Play the role of the killer is quite stressful, especially when you consider that within the first 50 seconds of the match, survivors can easily complete 2 generators, or at the very least, they are likely to finish one generator while having another an advanced. This is exacerbated by the fact that most maps are so bigger that efficient map control becomes nearly impossible. It's truly disheartening to observe how BHVR (Behaviour Interactive) significantly favors the survivor gameplay. Approximately 80% of survivors coordinate through external communication programs in pre-made groups, rendering the killer's role somewhat of a mockery. Playing as the killer becomes excessively stressful, and it's disappointing to see how they undermine the gaming experience for killers.
Can you give any objective reasoning here rather than killer is stressful and discord is op?
-
@Farya said:
My thoughts are, that most people play what they think is either attractive to look at, or unique.
Nowadays there are still more male people playing I guess, and I can just imagine that more male people play female, than female people playing male characters.
On my side, I am female straight and I play Jeff because of attractiveness, or Jane because of uniqueness because she is the only Survivor being chubby, which sticks out to me, in a positive way of variety. (Which is in the eye of the beholder, of course - that's just my point of view).
Kate for example is a Surv which I don't like to look at on my screen, because she looks just plain and simple to me, like every girls face on Instagram :-P
Those are my Jane and Jeff. Haven't bought cosmetics for years, have to get a look on what's new ^^
https://us.v-cdn.net/6030815/uploads/HEDON86OWJTS/janejeff.jpg
But also Jane has other benefits putting her in a tier of her own in power.
-
@Vanishlord said:
I play mostly both sides but I don't go up against toxic killers that much. Today I went up against a toxic T-bagging Adam Francis. Now I'm a pig main. I'm a decent enough player but not a god at the game. This guy double flashlighted me not too bad I can let that go. But he T-bagged me. I tried camping him. I complain about camping but I think any killer who camps for this reason is well within their rights. He got freed the whole team T-bagged. I DC'd which I'm ashamed of but the match was miserable and toxic he followed me around flashlighting me if I tried chasing another survivor. Now I'm considering quitting or taking a break from the game I've never in any game encountered this level of toxicity. Anyone have any tips? Also I don't know how these people wake up say I'm going to ruin the game for other people. Sorry this is so lengthy.
Just be calm and completely ignore him. If he wants to click at you whilst you chase a productive survivor then that is a 2nd survivor not doing gens which is really good for you. If you just followed that principle and just ignore him that probably would have been a free win.
-
@fussy said:
Edit: okay, after conversation in the comments i don't think so
(I know it's a hot take, but i don't even think Hux will be op without this form of "counterplay". He is not bad killer in chase, but he has enough counterplays on his own to have a thing that denies his power completely. Pretty sure he would be just a strong A tier killer without EMPs.)
But still think this:
While I understand that this is too much for unexperienced players, and will never happen, I believe that EMP needs another very strong nerf. They are still unbelievably free and take nothing in return of denying killer's power completely. Recently i had a match where took 6 (SIX) EMPs and didn't waste a single second to print them.
So at least EMPs shouldn't be printed automatically. Make manual printing ~25-30 seconds with this change, maybe bring back 5 boxes and call it a day.
At VERY least, EMPs don't start printing automatically when previous EMP from this box is not used.
At VERY VERY least, EMP should only disable cameras. (Not my favourite variant and not sure it won't be stronger than previous one)
Make Hux great
againnow.Without EMPs you could just stick a pod on a survivor forever until they are hooked and that pod would spread to other survivors.
-
@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549288#Comment_3549288
It removes the unfun interactions with survivors:)
Nothing is more enjoyable than not having to encounter a frustrating mechanic.
If there was a perk that would prevent survivors from teabagging I'd run that too.
Just learn to counter flashlights and don't let teabags bother you?
-
@kisfenkin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546223#Comment_3546223
Why would they wait it out? Unless they are SWF they have absolutely no obligation to sit on the hook and max their boldness only to get killed anyway.
If the killer wants to tunnel you cannot stop them from doing it.
-
@[Deleted User] said:
Title: Absolutely not.
Unpopular opinion but I think WoO is a crutch. Of course nothing against anyone who uses it. This is just my own opinion.
I think where it helps even a pro 10k hour player is just the pure RNG of maps. Even the best of loopers cant know what some maps have so this perk can still be objectively super helpful.
-
@dytkai said:
As a survivor, I took "Windows of Opportunity", "Any Means Necessary", "Empathy" and a med kit.
The killer took "Ultimate Weapon" (sometime even with "distressing") and counters 3 of my perks.
I got blind for substantial period, got no where to hide. The funniest part is when the killer took "'Sloppy Butcher", my med kit is gone when I scream ( of coz followed by the killer reaching my position and end me).
All the killer has to do is just moving around (don't even have to check the locker to activate). And I could only run around like a rat.
I wonder what game balancing mean to the developer. Is sale of just 1 killer weight so much for your team?
Really disappointing about your team
Sounds like a rage post, you had an unlucky game just soak it up and move on.
-
@AmpersandUnderscore said:
The easier solution is to match the hook timer to gen speeds. So instead of 60 seconds per hook stage it becomes 90, and when BHVR inevitably changes gens again the hook stage goes up again with it.
That alone automatically makes camping (and also tunneling in some cases) less efficient.
Reducing the efficiency of the play style is all that needs to happen. Players who want to win will stop camping on their own if it stopped winning games for them.
People keep suggesting this as an idea. But it will straight up punish fair playing killers since you are giving EVERYONE basekit reassurance which is one of the best survivor perks in the game and they do not even have to go anywhere near the hook for it to work. Plus you just let people do gens for longer before getting the save (which punishes even the fairest of killers and kills their pressure).
-
@NerfedFreddy said:
No it encourages tunneling and efficient plays. If killer wants it they should memorize it. That's a part of effort and commitment and shouldn't be given for free
You could just take notes on a tally on a piece of paper and do EXACTLY the same thing. There is 0 reason for it not to exist.
-
@ElionTron10 said:
If you hit while having bloodlust and miss you have to lose a stack and also never give 4,6 m/s killer bloodlust 3 instead give them an automatic hit to make it easier and funnier for everyone. Bloodlust 3 is basically a free hit and dosent need skill only slow killers like Spirit should have bloodlust 3 but not everyone
You could just remove BL 3 or even 2 tbh, no need for this: "if the killer moves at such and such speed then they get BL 20 otherwise they get BL 1".
-
@Chocolate_Cosmos said:
+7% Permanent Haste for the rest of the whole end game while not effected by Exhausted or anything really is too strong.
It makes any M1 Killers technicaly -45% slower to catch up and any 110% Killers almost as fast as them.
You can stack it with other hastes and you can pair it with any Exhaustion perk as well.
I think it should be max 5% and while not exhausted.
Its end game perk yes, it might not get value every game yes, but when it works its almost free escape.
Hope itself is fine, its the stacking that makes it op with say made for this. Both perks tbh with their haste stacking potential are actually huge design limiters, like imagine if there was another super easy haste effect like made for this? It would be impossible to add.
-
@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548794#Comment_3548794
Honestly this wouldn't hurt anyone in current dbd. No one would complain about this.
I always have to run corrupt when I have to pick up traps and set them up. I also think him stepping into his own traps shouldn't stop him, as basekit. It is a brown add on is it really that big of a deal?
This would be fine normally, but his abillity to camp would just be super feels bad. Its why they call his purple the basement sack.
-
@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546551#Comment_3546551
it's not, I'd love to see what patch notes you've read.
The devs themselves have literally confirmed it man on this forum.
-
@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546551#Comment_3546551
Only for certain people, it should of been in the Beta tab for everyone....
um no?
-
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546567#Comment_3546567
Okay? What killer can't lose to good teams? If the survivors are better than you they should win and vice versa. With addons prenerf wraith would make basically any loop a hard 50 50 and he still can do that with those addons to a large amount of tiles, as he is now he's in a very healthy place. Wraith has the tools in his power to win any match you play as him.
His chase power is not as strong as the A tier and S tier killers, you really think he is only a little bit behind blight? The idea is as a blight, nurse or spirit you can win against these good teams on bad maps, wraith like other B tiers cannot.
-
@GolbezGarlandGabrant said:
Map offering to remove a map will severely limit available maps with the map repetition rule in effect. Savvy people will just play 4 different map offerings to just force the RNG more favorably. At minimum, that's 5 realms they know they won't get.
It is still far better than guaranteeing their map.
-
@Steakdabait said:
He was too strong. Wraith is very underrated imo and is top 5 or near top strongest killers
He is a little underrated but he can still lose against good teams or bad maps like any other B tier or below killer. The nerf was not needed at all and that version of wraith was so much fun.
-
@CountOfTheFog said:
Thirty-nine minutes. For 39 minutes, I watched as killer after killer and Survivor after Survivor dodged the lobby I was in. Prestige should be hidden until end game. This is ridiculous.
Read the patch notes, currently it actually is.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545366#Comment_3545366
I do that 90% of the time when i play trapper as he is now, i do not camp but if i do see other survivors near im not moving away.
Give the killer some time to move from the hook before going near.
As a trapper especially with basement bag you want to lockdown a basement. It is just objectively the smartest thing to do since you can proxy camp to a disgusting degree whilst 100% denying a save.
-
@TWiXT said:
I think the point of having it active During Chase is that it gives other survivors less warning if the chased survivor runs into/nearby them.
Examples:
Chasing a healthy survivor who leads you to another that is currently healing themselves. You break chase and down the injured survivor quickly because they had no TR warning.
Chasing a survivor near a gen that's almost complete and has 1 or 2 survivors on it. Break chase and possibly grab one of them off the gen/chase them off and down any that were repairing the gen while injured.
So in essence, it's really all about catching Other survivors off guard while chasing one, and taking advantage of the sudden panic.
Of course, none of this matters if you're playing a very large or loud killer, or on maps that are wide open, wherein survivors can see you coming from a mile away, and it definitely doesn't work at all if the other survivors have Empathy, Bond, Aftercare, etc, equipped because they'll see their teammate being chased their way TR or not, and its absolutely defeated by SWF survivors on comms.
Then there's Dark Devotion: you smack the obsession, lose your TR, break chase, and catch survivors elsewhere off guard much easier, simpler, and they don't have to be in the running path of the one you were chasing... in other words, DD does what Furtive Chase is intended to do, only much better.
Sigh, Furtive Chase's one of those perks where the intentions of it "sounded good on paper", but in practice, it's just... worthless.
You forget that even at its max this perk never completely hides your TR, so it is even worse than you think.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545366#Comment_3545366
This.
The proper solution to trapper is to identify the biggest problems he has, and they aren't around "collecting his power". But the fact that he requires so much setup time, his traps are often in bad places (RNG) and the fact that his power is useless during a chase and that RNG can dictate survivors getting out of traps super quick. On the flip side, he is miserable to go against because he can lock down areas so that he can 3 gen like crazy or make basement impossible to escape. So to fix trapper, i would do at least some of the following:
- Trapper now always starts with 2 traps, and can hold 3, rework all bag addons (even purple) to use a new mechanic listed below
- Trap setting speed is increased to 1.5 seconds (from 2.5 seconds) to make it faster to set up in a chase.
- Disarming a trap now takes 8 seconds (from 3.5 seconds). (Rework coil addons, basically they become basekit)
- Remove the RNG escape time, right now its 1.8 seconds, with a 16.67% chance but guaranteed at 6 attempts. So that means that on average, it'll take 3-4 attempts to free yourself. Just normalize it, so its a single 8 second bar to make yourself escape
- Keep the bonus for rescuing another survivor so it takes 1.5 seconds still (encourages survivors to stick together)
- Trapper gets a secondary ability that allows him to spend 3 seconds on a trap he has placed to "bury it/disguise it" effectively making it, nearly invisible to the survivor. However, once buried, the trap is no longer able to be picked up, survivors can still disarm it if they see it, and once it has been disarmed or activated, it is no longer buried, but can be picked up again. This deals with some maps just not having grass, or indoor maps like the game.
- Rework the iri addons so that one of them ties into this "bury/setup" playstyle.
- If a trap is placed within 16 meters of another trap, the previous trap is disarmed (to fix basement camping and 3-gens), might need to lower to like 12 meters
- Can't place traps within 16 meters of a hook, and any traps around a hooked survivor are automatically disarmed to prevent hook camping.
- Normalize trap RNG placement such that a single trap spawns next to every single generator, so that the trapper no longer has to go out of his way to collect traps.
- Unset/disarmed traps can now be picked up while moving, but set ones must still go through the animation.
- Fix the hitbox of traps so that survivors can't vault over them, or any weird shenanigans like that. Either the hitbox, or make it so if you place it RIGHT next to a window survivors will get trapped by it when they vault to make placement a bit easier.
So, in summary. Traps become stronger in a chase, traps are nerfed for basement/3-genning/area denial RNG is normalized so trapper can reliably grab traps around the map, and survivors can know exactly how long it takes to escape a trap. To fix maps that just have no good trap spots, trapper can "hide" a trap by basically making it invisible, at the cost of not being able to move it (so if survivors see you do it for example, the trap becomes useless/weak). Make it faster for the trapper to pickup traps that are at those gens by allowing him to pick up disarmed traps while moving. Traps have to be spaced out more, so no more 3-genning or basement camping with them. And you can't place them near hooked survivors to prevent camping.
Fine idea, I would say we should keep an eye on that no traps next to each other thing to make sure we don't limit his anti loop potential too much. But overall I do like all those changes, can work for low and high level players.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545239#Comment_3545239
No matter what you suggest or how many stats you think the devs have, the survivor who wants to leave the match will find a way.No one is suggesting there is a way to make players never leave a game.
The simple question to start: why do players hook suicide? If they want out of the game, why not just disconnect? That would be a lot quicker.
Well, hook suiciding doesn't have a DC penalty and players can still keep their blood points (though the latter is likely not much of a factor).
Clearly the DC penalty is something people want to avoid.
Thus if attempting escape on hook early in the game was impossible, players are back to the choice of if they want to eat the DC penalty.
Which maybe they do, that's fine, at least in that case there's still a bot in the game.
And what is early in the game? 5 minutes in? 10 minutes? 1 hour? It is too variable to be reliably added in, and if someone does not want to play they will just simply attempt after the early game attempt block is over.
-
@DBD78 said:
They refuse to listen to the players that is all. They should give Trapper the purple bag as basekit, and then people who wants to play pick up Trapper can do so by using the green bag addon so that option of playing old Trapper still exist. The haste thing is a good change and also survivors should have to mend if they escape a bear trap so that addon should also be basekit.
Trapper will still be the worst killer in the game after next patch. Poor poster boy!
The issue is with giving him basement bag every match is in higher levels he can very easily lockdown the basement or certain hooks. Even with this new unhook camp thing he could do this.
-
@ArronSwarm said:
Hello, Good Afternoon BHVR,
I saw on Twitter today the post about the Anti- Face camping Mechanic coming into the game in the near future. I have some concerns about it, I see after all the gens are done its not active anymore, I love that. I think the Mechanic shouldn't be active past 0-2 gens left, at that point means the killer is losing. The way the game is played "competitively" nowadays both sides play to win. Not every player plays or mains a S tier killers that includes myself. I don't think this " Anti-Camping Mechanic" should be in the game period, but since it's coming into the game having it shut off at 0-2 gens left should be a thing to give the killer a chance to bring the game back. Survivors still have anti-camping perks that they can use doing the matches. Hopefully you guys will see this and reconsider making the camping mechanic shut off at 0 gens, to make it either shut off at 1 to 2 gens left.
Thank you, for reading,
ArronSwarm
I think its a bit pointless to have it shut off at 1-2 gens since camping especially from first at that stage in a match will make you lose anyway.
-
@GroßusSchmiedus said:
Worst thing is there are a few perks in the game that actually would become much better with a few numbers changes, like Oppression, I'm All Ears, Thrilling Tremors, Gearhead, Grim Embrace.
100% agree. Most of these cooldown perks have quite "oppressive" cooldowns huh?
-
@ARTRA said:
My bet.
Bhvr 1: Damm we forgot the mid-patch.
Bhvr 2: Just buff whatever to have a bigger patch notes instead of 2 parragraps.
Bhvr 1: 1 second here, 1 token there and 0,5% to slinger addons.
Bhvr 2: Nailed it.
Might actually be true lol
-
@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/SVY3A8J52V6X/image.png
Spoiler: Blight has most of them.
Compound 21 is fine, the rat by itself is also fine. Tombstone is actually fine as well since it required play with your food and a lot of setup beforehand. Combined with the fact that you probably want to run tuft of hair to. Also survivor can just locker up because the amount of time you spend stalking will probably be a giveaway.
-
@HamsterEnjoyer said:
There was so many other options that could've been taken.
-Drones radius cant come within 5 meters of a gen (Remove drone minimum spacing and and give another drone as compensation to make her more spider like)
-Moving Drones that steer around areas (Forgot the complexities of it but someone gave a great idea for it)
Instead the best way for you guys was to give her a boring, dumbed down, uninteractive power on both ends?
The amount of problems I can list with this rework is already immense and depressing! Injured survivors truly have absolutely nothing to fear in drone areas now whereas before in chase youd get UD and always know their exact location + get a small speed boost, you can now run into a SM trapped zone worry free as you'll just get deep wound lol, Removed ALL tracking so using them smartly in chase to get reads is completely gone (Seriously why would you buff the scanner knowing she can't even use it anymore? So she can pull it up for aesthetic?), Removed manually reactivating drones because thats just far too OP somehow meaning survivors now have your power ENTIRELY in their hands and lets be real SM drones are insanely easy to avoid triggering as a surv so this just makes drones that shut off completely useless even more so because why would a survivor need to deactivate one thats shut down manually? It serves zero function AT ALL and will only hurt you in the long run while leaving SM with no power so now her drones are high risk extremely low reward, her drones only function at flat barren loops since the beams are crucial to her power walls pretty much entirely nullify her meaning she will be less than useless on indoor maps and on maps that have a lot of trees or such she'll be even more garbage, I can seriously keep going if anyone wants me to I'm just so frustrated. Third main of mine in a row that BHVR just nerfs to the ground for God knows what reason and atp I don't have anyone else in the killer side whos enjoyable or fun for me to play oh but lets leave Blight up he's perfectly fine the way he is right BHVR?
If she is gutted, good riddance. If she was to be removed I doubt many would miss her. She is the only killer I ever DC against as I simply know that if she does the 3 gen thing, me and my 2 other solo Q team mates are not going to be breaking it and I dont have an hour to kill. Simple as that.
-
@ProHillbillyMain said:
I don't get it, even a skull merchant got rework faster than anything being done to Blight.. Yes skull merchant is broken but Blight has been broken killer for years overshadowed by Nurse.
I think it comes down to, basically anyone would rather face an alch ring blight then a 3 gen merchant. The game is over so so much faster and it is vastly more fun to face.
-
@Rapteriurz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544065#Comment_3544065
Sure there are some ways to look into. It's called "ingame stats that we don't see but are recorded server side". Every dev with proper tools can basically look into that match by time stamps and see what everyone was doing.
There are so many factors not tracked by stats. Was a save preparing to happen or was the guy left on hook, was the killer camping or proxying, was the person trying to leap off the hook with the luck they brought? You cant track intent its not possible and lets say they punished you for attempting on hook, people if they want to leave the match will just run into the killer then let go on second stage. No matter what you suggest or how many stats you think the devs have, the survivor who wants to leave the match will find a way.
-
@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532916#Comment_3532916
Yes, I am. Lockers are not exclusive to Huntress or Trickster gameplay alone. I check lockers frequently in my games, even more so with incentive, no matter the killer. The first effect is great alone like Infectious and synergizes well with other good information and aura perks like Whispers, Darkness Revealed, and the likes.
Blindness is impactful on games. The 30 Seconds of blindness is just that, information denial. It counters a meta perk like WOO, on-the-go which that option alone killers all around should be rejoicing about. It also synergizes well with multiple blindness perks and add-ons which can be a nightmare for survs to handle because it prevent them from having the information they want to have, mainly in chase but that doesn't limit its uses outside chase like locating a downed surv in the immediate area. That's why I say arguably could be separated. It is indeed a good multitool perk across the board and makes characters who do more directly utilize lockers even better.
What kind of survivors are you going against where you can viably be checking lockers?
-
@CarbonaraCharlie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526206#Comment_3526206
Protecting someone from an Aura reading perk is fine. It’s just an issue if the perk is strong enough to 100% protect a survivor from Auras for the entire game. I really like running Lethal Pursuer and other Aura perks alongside it and it seems that distortion survivors just never run out of tokens.
I don’t care if it is the changes I suggested or something else, I just want to be able to find distortion survivors once or twice a game.
I had some additional thoughts since my first reply, I think we could make distortion instead only lose a token when your aura would be read but no longer hide your aura or your scratch marks (seriously compound 21 is actually a downside now thanks to the prevalence of this perk). We can then replace the hide aura effect with a new one and even give more tokens. This way your aura perks are not useless but equally distortion keeps its very nifty effect of telling you what aura reading the killer has.
-
@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529479#Comment_3529479
The whole "just don't buy it" doesnt work either tbh. Voting with your wallet alone is meaningless bc of the whales out there. Today gaming space has shown that companies doesnt have to care if they don't get a few dollars from a few hundred ppl as long as they have whales to feed them the $$$. Look at Gachas, look at Apex, OW2 or Valorant. All these games ppl complain about and don't spend money on but do these companies care to change? No bc they do not have to since they know there is some whale out there who has WAY to money that willing to spend it on overpriced BS.
A lot of ppl on here are missing the point why ppl are mad about the bundle. They removed an opinion to get the characters at a discount without telling any of us they were going to. They just decided we just charge more for the bundle and throw a ######### skin in there to justify it(and yes both the nick cage and Ripley skins in their bundles are bad, at least imo). At the end of the day will our complaining do anything? No, most likely it won't but I will continue to act on my right to complain about a product that a greedy company is trying to sale me. That is my and your right as consumers.
I mean thats what everyone has to do, whales included. If everyone did that the devs would kiss everyone's feet.
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529035#Comment_3529035
Again, if you feel like you're being ripped off and just put up with it - like I don't see why you should?
Letting companies walk all over you is never something you should do
Then dont buy it, that is literally the only thing that will work. Complaining wont do anything