Eelanos
Eelanos
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- Eelanos
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That would actually be amazing. Considering next patch brings survivors down to a single health state, constantly bleeding and moaning so they're easy to track, I think not being able to make gens regress is a good trade off.
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I give killers two weeks enjoying the chaos that the healing nerf will grant before the survivors figure out genrushing without healing is the way to go and the killer side starts complaining that matches are unfun, unbalanced and uninteractive.
I've been playing exclusively killer since the patch notes released and I've yet to lose a match as Freddy. This is going to be hilarious once the patch releases.
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@Pulsar said:
Since July, I've had a 91% kill rate.
I'd really like some of these challenging Survivors. As it stands, the game is extremely boring right now as Killer for me. I've been forced to seek out comp teams to find a consistent challenge.
Regardless, just because I'm good at Killer doesn't mean Killer needs nerfs and Survivors need buffs. Likewise, just because you're bad at Killer doesn't mean Survivors need nerfs and Killers need buffs. According to the last stats we got, Killers are doing just fine. There's a 39% escape rate at the HIGHEST MMR, where the game should be the most Survivor-sided.
My kill rate isn't nearly as high, particularly because I can't use headphones and a lot of sound cues are just lost to me, but it is really unusual for me to not get at least a 2k.
This is what frustrates me about the hyperbolic "THERE IS LITERALLY ONE KILLER AND ONE BUILD VIABLE IN THIS GAME, AND EVEN THEN I NEED TO SLUG, CAMP AND TUNNEL EVERY GAME". Like, I can count with one hand how many times per week I've felt like I was the one at a massive disadvantage and I'd still have fingers to spare. Yeah, those matches suck, but by no means are the rule that's supposed to lead balancing.
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@Beatricks said:
Okay, now how about someone do this after him WITHOUT the preferential matchmaking?
Don't get me wrong, I'm in absolute awe at the raw skill displayed at clubbing baby seals with barely 4-500 hours that run into walls because they don't look ahead of themselves and don't work on gens because they are too busy being the next JRM/Ayrun/etc and can't even run in a straight line to efficiently chain strong loops and abuse infinites, etc.
Why do I feel like playing Pig on Red Forest against Hens333 and his squad would yield vastly different results?
Nothing personal against Otz by the way, he is a really cool guy and a pillar of the community we should all aspire to be, but this should not be used to gleam some sort of significant insight. The only thing it actually shows is that SBMM doesn't work and the tippity top MMR killers are regularly fed baby survivors who have absolutely zero business in being the same lobby as them.
If you think Wraith is a perfectly viable Killer show me a single tournament where he 4k-ed, I'll be waiting.
Do not extrapolate a single group of competitive level players with cherry picked conditions to prove your point to the everyday match you can play on DBD. The point is that matchmaking works the way it works, and yet people scream on the daily that if they so much as play with one less than optimal perk or without unsavory tactics their win rate will plummet to 0%.
If the matchmaking paired you against the sweatiests of the sweatiests players one match, chances are you're gonna have a way more lax match at least the two next ones.
I honestly do not believe you play with competitive level players every single match you play, but if that were to be the case, then yes, not tunneling will probably net you a substantially lower amount of 4k, if that's what you want to prove 🤷♂️
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A) Alien
C) Original Chapter
E) FNAF
H) Resident Evil
I) Silent Hill
J) Dead Space
K) Amnesia
O) The Evil Within
Any of these I'd be okay with, but God, I'd kill for it to be Alien.
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Dear billionaires, how many millions did poor people give to you?
Just curious, some people say that billionaires shouldn't give money to poor people because poor people aren't going to give you a million, which is a statement that I tend to agree with. But I wanted to ask around a bit, how many millions from poor people have you gotten in your time as a billionaire? Or if you're a poor person, how often do you let the billionaires get a free million?
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No, but in all honesty, hatches and kills are a terrible comparison. A hatch counts as a draw to the survivor while still allowing a 3k win to the killer. A survivor killing themselves is still a defeat for the killer and now it's also a defeat for the sacrificed survivor. I don't think they hold the same weight.
Plus, a killer in endgame will never feel stuck in a losing game. They can easily scare away survivors to quickly finish a match. Survivors, on the other hand, when it's a hatch game and it literally spawns in front of the killer, that's their hope to do anything productive gone unless you have a map with a couple walls between the gates.
We can't ask to be the power role and also get mercy kills. What the killer loses for a mercy hatch is negligible compared to what a survivor loses by sacrificing themselves, and when a survivor is the only one left it feels more hopeless than when a killer sees a bunch of people at the gate that they can just smack to shoo them away.
Having said that: I don't like giving mercy hatches. Not my fault the game is terribly designed. And so far I've tried to give 3 free kills to killers but none of them took my offer.
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@Chocolate_Cosmos said:
Tunneling has no cons? I am sorry, but if you played Killer for some time now don't tell me you ever got punished for it. How many times the rest of the team prevent you from finishing the tunneld Survivor (by many means) or you wasted like 4+ gens on killing them? (Endurance effects, body blocks, hell even DS sometimes can do something a bit).
Who did the 4+ gens while the rest of the team was trying to prevent you tunneling out another survivor? Because it's highly unlikely you didn't get 2 downs and 1 hook in ~6 minutes.
I don't like putting it like this because I always try not to offend anyone, but you have to be very, very bad to not be able to go through ~5/6 health states in 6 minutes. I mean, the people are literally throwing themselves to you. You don't even have to chase them.
And I know what I'm talking about precisely because one of my most frustrating games as killer was against a premade with every single stun you can imagine and a full set of flashlights trying their best to save their team mate from me. As frustrating as it was, they ended up losing because it was virtually impossible for a single survivor to go through all the gens in the time I managed to down all other survivors.
They managed to do roughly 1 gen and 3/4ths by the time I killed the "tunneled" survivor and hooked the other two.
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Honestly, if the Skull Merchant can stand perfectly still for an hour until her tracker beeps and not be considered taking the game hostage, I don't see how survivors hiding to prevent the killer making them lose should be considered taking the game hostage. Either both are bad or none are. They're all trying not to lose.
This is why I keep repeating this game lacks anti-stalemate mechanics. The hatch and the crows were supposed to be said mechanics, but they clearly do nothing to avoid these situations. The game really needs to come up with a mechanic where the rules of the game change if it stands on a stalemate for too long.
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I play the game during the night and I wish I could turn the screams a bit down. I'm 🤏 this close to have the police come to my house because every couple of nights people can hear 20 second screams throughout the night, and my only options are either equipping Calm Spirit or turning the volume down to the point I can't hear the terror radius without Spine Chill.
It really is a mess.
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She has now basekit Hope and the one add-on everyone was like "wow, how is this a brown, this should be an iri!!". How is this a nerf.
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@Ray_Penber said:
I know gaming in general can be stressful, but playing killer in this game to me seems far more stressful than playing survivor. Did the devs purposely design it this way? I'd be curious to know the chances of a person playing killer developing white hair faster than someone who always plays survivor. Just a thought I had so I figured I start a discussion. I wanted to get a survivors perspective.
Yes, but by the inherent nature of playing solo.
It's one of the reasons I play killer less often than survivor, because all attention is on me. My mistakes feel twice as big because everyone's paying attention to what I'm doing at all times, and people teabagging at my mistakes only makes it feel worse.
When someone's in a chase while I'm a survivor, I can sigh with relief and focus a bit more on the one task I'm doing rather than the whole match. When I'm killer, however, I have no one to fall back on, so it's definitely more stressful.
It's not balance related, though. I can see already some people playing martyr here in the forums. But even winning more than 70% of my killer matches, I still pause for a second before starting a killer match.
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@Devilishly_Rowdy said:
Firstly survivors complain about camping and tunneling and get basekit perks for it. Then about slugging and make the devs consider a basekit Unbreakable. Then gen regression (which the killer earns by downing and hooking survivors), and a lot of good gen regression perks get nerfed. Now the new complaints are about 3 genning. What do you want the killer to do lol? Not use any strategy what so ever and mindless chase random survivors for hooks and lose? The excuse is "30 min games aren't fun" but guess what, you aren't entitled to 10 min matches, or the killer making the match more fun and easy for you. And the worst part is, the 3 gen rage quits will be rewarded by some killer nerfs, again.
P.S Yes it's an "us vs. them" post. Anything else you notice other than that Sherlock?
How should I put this...
Imagine you're playing Monopoly and one rule is "You can choose not to move in your turn, creating a traffic blockage. Other players are forced to move back as many moves as they have remaining the moment they land on the tile you created the blockage."
Now imagine you buy the three to five spots closest to the start of the board and then decide to clog the board right at the beginning. If you place yourself correctly, players will keep moving between the same couple of spots and constantly give money to you. Depending on where exactly you clog the board, the game can go on forever because they'd keep getting money back, say, from the start of the board spot, and then losing it to you.
Under rules like this, with no exceptions like "You can only do it three times in a row", like when you get a couple double sixes in a row, you could just leave the board and tell the others to continue playing under the assumption that you'll continue clogging the board there until any of them wins somehow or they all go bankrupt against you.
If you play this, I can guarantee you people will either stop playing ("rage quit") or apply house rules (the so called "survivor rulebook").
This is the problem with this game. It doesn't have a backup plan for when things get into a stalemate. There's no way to supercharge a generator on the other side of the map, for example. There's no "If there's only 3 gens remaining on the map for more than 2 minutes, kicking a gen will progressively make the survivors' repair speed faster". There's no "The game is stuck and we have to force some movement out of the players".
3 gens can get so bad that the only option for survivors is just giving up, and there's no surrender button. Worst of all, if the community just agreed to not d/c and just hide around the map whenever there's a 3 gen, you'd be right here complaining about how survivors should reveal their position if they don't touch gens for several minutes, or how it should be a bannable offense because it's holding the game hostage.
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Because every time I use a high rarity item, the killer either has Franklin's or camps/tunnels me to death. So lately I either bring nothing or bring browns to bait Franklin's.
Doesn't help that I'm still P3'ing survivors so usually I have to run whatever I have in my inventory.
Also, I think items are very boring. The most interesting items are maps and keys, and they're mega rare and also kinda bad, and then the flashlight that I still haven't quite got the hang of.
And then there's medkits and toolboxes, which are... eeeeh...? Just heal and repair faster. For items that are supposed to take the same place as killer powers, they're kinda awful. I mean, useful, yeah, but they follow the pattern of "Everything survivors have, be it perks or items, have to result on faster healing or faster repairing. The end."
Like, imagine how cool it would be if you could carry a portable totem to place around the map to boon.
Ah, but I digress. Yeah, I just don't have that many items, and when I do use the good ones, they feel wasted.
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@cannonballB said:
So survivors hate camping and tunnelling. OK. Now survivors hate 3genning. How is it killers are supposed to kill?
These are the very best ways for a killer to get 3/4K.
They are the best ways, and there's no one saying otherwise. But everything that disrupts the normal flow of gameplay is just frustrating.
So, the concept of the game is, a killer is on the loose and the survivors have to avoid him while completing objectives. Each time they get hooked, they have it a bit harder to complete their objective.
The problem with these strategies is that they interfere with what the game is supposed to be played like, kinda like how people made a fuss about Knight not fulfilling the fantasy it was supposed to be fulfilling.
- Camping hooks is a fast way to lose a player. The killer won't move or chase others, they'll just remain there until the sacrifice is complete. You cannot complete all the gens in the time the killer is doing nothing, so it feels like you just queued for a tie-or-lose match. The worst feeling goes to the camped player, who could have been caught in the first minute of the match only to leave with less than 2k Bloodpoints for standing hopelessly on a hook for a minute.
- Tunneling is a less effective and somewhat more fair version of camping. The killer may go and interact with other players, but will drop chase immediately to put them back on hook once rescued. The problem with this one is, again, the one getting tunneled isn't given time to recover, and so they have to do whatever they can with whatever health and perks they have. While chasing is one of the more enjoyed aspects of the game, getting tunneled can dramatically reduce your Bloodpoints gain by not being able to touch a single objective the whole game. Variety is the spice of life, after all.
- Slugging is harder but it's the one that feels the most like straight up cheating. If successful, you can speedrun several hook states one go. Keep in mind that you don't need to slug everyone at the same time to apply pressure. One person bleeding out and another one on chase means 3 people off generators at minimum. If you successfully slug 2, you've successfully brought the game to a halt. The killer doesn't have to hook people to win, which feels like a betrayal of what the game is supposed to be about. The worst part is ending the game in a slug, where the only thing survivors can do is crawl to some hidden spot to bleed out to death in hopes the killer doesn't hook them, which makes survivors feel hopeless and frustrated and makes killers angry at survivors for doing... well, the only thing they could feasibly do in that situation instead of just giving up.
- 3-gen camping is what I consider a design flaw, but people cling to it claiming it's a strategy and therefore the devs have embraced it as such. You should not, at any point, make the optimal strategy be standing still and shoo survivors away until they give up. It betrays the principle of chases, it betrays the principle of hooking and it fails in delivering the fantasy that you're facing a killer when they're really not that willing to go and kill you. No one, and I mean, no one signed up for this in the game, whichever side they're playing. It's straight up tedious to face and it makes the line of what "holding the game hostage" means really blurry.
What the game should play like is: the killer downs someone, hooks them if there's no survivors around to perform a save, then go off to down someone else if they can't find any survivors in the immediate vicinity to perform a rescue. After kicking a gen, the killer leaves to find someone else as long as there's no survivors around the generator ready to continue repairing it.
No one is asking killers to throw by disregarding information they already have, like ignoring survivors gathering around a hook or a generator, or getting ready to perform a flashlight save in plain sight, and at least I don't think the blame is on the killers when a situation where slugging or camping happens due to natural gameplay. What people hate is that the game does little to prevent doing this without any reason to trigger this kind of gameplay.
Camping bubbas don't camp because they're forced to, they camp because they know it's an easy 2k.
Tunneling killers don't drop chases because they're forced to by the survivors, they tunnel because the game puts every single warning on the rescued survivor, from the hook rescue sound and visual warnings to the scratch marks, blood pools and grunts of pain of the rescued survivor. The game is making it easier for you to find the weaker target instead of encouraging you to find someone else.
People that 3-gen aren't generally at fault for doing what they do, but the game reinforces this gameplay by not giving an alternative way to progress the game at a stalemate and by releasing killers specifically tailor-made to camp gens.
The game is just terribly designed, in such a way that the best strategy is the one that people enjoy the least and betrays its own rules the most.
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@AnchorTea said:
I play Merchant and I keep getting players that give up 4/3 gens in.
Just gonna say this: her three-gen strat isn't as powerful as you think. If there's 2 survivors left than yeah it's nearly impossible. Any more survivors than that can have one loop/distract her. If she comes back to proxy gens, she technically isnt making progress by downing survivors.
Long story short, it's a skill issue. Not a design one.
That's the issue with this strategy. That if they refuse to chase anyone, you can stay at a stalemate until the game force-kicks you out. And no one wants to play a game of gen tippy-tappy for an hour. Even if her winrate was literally 0% no one would want to play against her regardless.
You can call it a skill issue all you want, but no one logs in to this game to spend the next hour sweating like this is an e-sports. Why do you think people would rather d/c and go through the penalty rather than doing that.
As much as you guys think everyone's here to pr0 gamer stratz and ridicule the other side, people just play because the core of the game is fun. What the Skull Merchant brings to the table isn't.
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@Zeidoktor said:
I'm understanding it less as "has to be combined with other Perks be a problem" and more "has to be combined with other Perks not to be a problem"
So, like self-care without botany.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3364763#Comment_3364763
It's not just griefing from survivors. If the killer perceives the rescuer as a less optimal target, then they will go after the unhooked survivor. This perk was undermining everything that BT, OTR, DS, etc. is trying to do. Encourage the killer to avoid the unhooked survivor.
You know what a much better alternative would be?
- When you unhook another survivor, you gain a 8% increase to repair speeds for 60 seconds.
Bingo, you now make the unhooker the target instead of the unhooked. You combine this sort of perk, with something like Sprint Burst, to make you a difficult to catch target. If you get chased, you save your friends, if you don't get chased, you smash gens.
Save friends, smash gens.
"You know what a much better alternative would be?
- When you unhook another survivor, you gain a 8% increase to repair speeds for 60 seconds."
Ah, there we go. That's always the solution. Either more gen speed or the eleventh health state.
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Yes, they had to change it because people forgot Guardian removes any traces from the rescued survivor, and the only two thought processes people around here have after being rescued are "I need to immediately reengage in a chase with the killer" and "I'm just going to stand still under hook to get healed even if it is to my team's detriment".
No one in this entire community knows how to run behind cover or, God forbid, hide on a locker for 5 seconds to avoid the killer tunneling them out even after every trace of their existence has been removed and they've been given a speed boost to make it easier for them to run away.
Background Player + Guardian was a really cool combo that made tunneling off the hook harder and made rescuing people safer. The only thing this combo needed was a small push. Some sort of "You see each other's aura until the rescued player gets fully healed" and maybe some tiny healing speed boost like +10%, or perhaps a quick&quiet effect for the duration.
But no, people in this community absolutely despise stealth play, so the perk had to get changed.
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@Nazzzak said:
Tbh they're kind of just reading the room. With that whole Daddy Myers, Daddy Wesker, the outrage when they altered Pyramid Head's behind, all the shirtless survivors (but in particular Vittorio), this community just laps it up. It was the girls turn sooner or later.
The problem is the degree in which they leaned into it.
It's not the same making a proper killer and giving them a sexy outfit than making a sexy woman with a sexy strut animation, a sexy mori animation (The whole sliding her hand is very clearly meant to be enticing), and a mask that looks like she's some sort of pop diva, with references to her being related to manga and stuff... like, it feels like they were leaning really hard into the visual appeal and mashed together every single thing that would make her sell visually, and then, and only then, they thought about her power and gameplay, kinda like an afterthought.
Fanservice isn't inherently bad, but this is not the way to go about it. The quality of the killer got a very obvious hit for the sake of making her as sellable as possible.
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I think they did an amazing job rejoining both extremes of the community back together in their hate towards this chapter.
Not a great job in the engagement department, though. I genuinely don't want to play right now after being gate camped by a Skull Merchant. It's really frustrating knowing that the best move is not to play.
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I honest to God don't want to play as or against the new killer, and not particularly because of her strenght as a killer, but entirely because she sticks out like a sore thumb in this game, and her power is peak bad game design. Unfun to play as, unfun to play against.
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@Devilishly_Rowdy said:
Eruption : Rewards the killer for playing GOOD and getting downs. Survivors are incapacitated for 25 seconds. Uncounterable by solo players.
Dead Hard : Rewards survivors for playing BAD by providing them a second chance. Extends chases by 1-2 minutes or more. Uncounterable when used near pallets.
Yet dead hard stays untouched while Eruption gets nerfed. Make it make sense instead of typing "uS vs. tHeM" please.
If you're playing bad, you're not getting 2 minutes out of a dead hard.
Plus, solo/casual is a vast majority of the playerbase, meaning Eruption gets easy value in 80% of the matches (easy as in, you don't really have to do anything you wouldn't normally do and you'd still get value), while by the same rule, Dead Hard gets several hours of content for a "Dead Hard FAIL compilation" video with fart sounds and echoed "E" sound effects edited on top of it for those same 80% of matches. It's half a second of invincibility, and the slightest amount of lag can easily mess up the timing.
Focus on what's important: Don't get angry at new eruption not letting you rolfstomp solo players, get angry at new eruption not helping you catch up to premade groups' capabilities.
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Considering I spent my last 3 matches yesterday slugged for the 4k and my only 3 matches today also slugged for the 4k, yeah, I'm kinda not having fun right now.
Losing is one thing, but being forced to stay in a lost game bleeding to death so the killer can go hunt another player genuinely angers me.
People keep asking why players disconnect, but it's really no wonder people disconnect as often in this game when the optimal strategy is supressing the enemy so they can't do anything.
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I mainly use Freddy because I like the stupid claw glove thing. The blood puddle thing is terrible, but I guess teleporting to gens is nice? Dream pallets are fun to use.
I also play Myers and bing-bong man (Wraith) because they're easy to use.
I used to play Sadako but between the stupid jumpscare on the waiting screen and feeling like I'm not using the TVs effectively (That, and I still don't understand the weird quasi-invisibility she has) I can't be bothered now.
Idk, m1s are easy to use. I tried Nemesis long ago and I felt using the tentacle was more frustrating than useful to me.
I still don't have all the killers, though. I want to use a couple others, but shard are earned preeetty slowly.
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@ProfessorDunwich said:
Losing a hard won hook and just not being able to see is a miserable experience. Is there a Killer who likes being blinded at pallets?
I'll wait for heavy flashlight users who say they are "easy to dodge."
Losing a hard won escape just because the killer has perks that literally tell them which gate survivors are opening and then prevent them from doing so, or even make you insta-downable all throughout the end game is a miserable experience, but alas, that's the way the game goes.
Don't get me wrong, I absolutely hate flashlights with all my heart, and it's the reason I rarely unequip Lightborn. But at least you have a perk to counter this little inconvenience and you don't require a 4-man e-sports team to coordinate a flashlight evasion, unlike, I don't know, getting stared to death on hook.
This game has terrible game design decisions for every side of the player base.
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I don't think they should make Distortion let you hide from Killer Instinct, but I do think it would be nice to have a perk that does. If you bring Distortion + Calm Spirit + this other new perk you're gonna do things at a very slow pace anyways, so might as well make you undetectable to all sources.
After all, killers tend to hate perks that allows survivors to repair or heal faster, so a hiding build is kinda beneficial to both sides?
And Calm Spirit already entirely counters Doctor's power, so it's not like there has been no precedent. Worst case scenario, they can give it a negative effect like Calm Spirit, as in, if the perk triggers, you become undetectable by killer instinct for the duration of the original effect that would trigger Killer Instinct, and for that duration and +10 extra seconds reduces your gen repair noises but also your repair speed by, like, I don't know, a little bit. 5%? 10%? Balancing can be done around it.
I think it would be nice to be able to choose whether you want to deal with a longer game or with detection powers, each with its own trade offs.
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I run it almost every match because I can't be bothered to play footsies with survivors. I just pretend I don't have it until they risk it all for a rescue and end up giving me a double hook.
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"Collective Stealth - The same as Power of Two except its activation condition is just inverted and it provides a different effect."
I can understand the other two previous comparisons, but "Collective stealth is the same as this other perk except it activates differently and provides a different effect" is the definition of "It's a different perk altogether". The only similarity is that it requires proximity to work.
It makes just about as much sense as saying: "Self care is the same as Circle of Healing, except the speed is lower, it doesn't require you booning a totem, the killer can't disable it, you can use it at any time, anywhere, and it doesn't apply to allies". So... you can heal with both? Then both perks are the same as a medkit?
I do agree they probably should make more magic-like perks like Potential Energy, and other deception perks like pebble and... well, deception. Most perks are some flavour of "Do gens faster" or "Heal faster" and it gets kinda boring.
Ever since Dredge released I've been wishing for a perk that allows me to teleport between lockers (With some balancing, of course. Proper cooldowns and maybe an activation time like Head On), or the ability to crouch next to a wall, hold your breath and become temporarily invisible.
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"But why is the attention to "no fun gameplay" so high on survivor side?"
Because it's the side with 40% win rate.
If you're gonna make people lose more than half of their matches, might as well let them have fun even in defeat.
Killers get powers that can bend reality and survivors get broken keys that they lose on death.
Things like Blast Mine are more funny meme perks to complete missions than actual perks to help you win. And while killers get to fly around the map teleporting from locker to locker or ricocheting throwing knives off walls, survivors get a pebble.
So yeah, when the side that's more likely to lose queues only to spend 2 minutes hooked, slugged, camped or incapacitated, you have to think of something to make them not quit.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347362#Comment_3347362
I don't know why Shape is so popular. He is simple and weak killer without stupid addons that to be fair are quite offten played. Maybe people love sneaky one shoting killer hmm. (+ He is iconic).
He's a soloq stomper, and contrary to popular belief, 90% of matches are usually against uncoordinated soloq players.
Free serotonin with little to no effort required about 90% of the time. The Eruption of killers.
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You're getting nurses? Lucky you. I had a streak of infinite Myers and I had to take a break before going insane.
How do infinite Myers have fun. Either the match is over in 2 minutes, people d/c or you face a SWF that absolutely wrecks you.
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@axonn360 said:
I honestly wasn't expecting to see the such negative reception the new killer is getting. From what I can gather a lot of it has to do with a perceived bad design, peoples expectations being way too high, and supposedly bad gameplay. Has any other killer received this type of attention in the past? I'm fairly new to the DBD community so a lot of this discourse is new to me.
How was this unexpected for anyone. This woman is just barely cooler than Trapper, which only gets a pass because how clunky he looks makes him more endearing than threatening. The new killer doesn't, because the design is screaming "I'm so cool" but we're not feeling it.
Legion isn't particularly terrifying, but we got used to them. Seeing them run at light speed at you with their knifes up does make you want to run away.
Kpop bait doesn't feel particularly terrifying either, but the psychotic voice over and the murder eyes are carrying his look and theme.
The new killer feels kinda bland design wise in every aspect. It's just "woman with mask". The mori isn't particularly impressive either. It's just... It's worse than Clown because at least he comes across as a sarcastic design.
For a killer to fit, you either look like nightmare fuel or campy enough that getting murdered by them feels like a punishment for not taking them seriously. And she is neither. She's just generic action horror baddie from that one movie that you watched once and immediately forgot how it was called.
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@TigerSnake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347104#Comment_3347104
Blood Rush literally turns Sprint Burst into old Dead Hard, but better. It’s gonna punish people who don’t tunnel and do nothing for people who actually want to tunnel.
Once per match.
On your death hook.
After getting healed.
Sacrificing an entire health state for it.
Let's not pretend you can just reset Sprint Burst every 20 seconds forever, from the start of the match, with no trade off whatsoever.
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[ Yes a full potential survivors can stomp most killers to the ground. But you are never playing against the full potential. Stop acting like you face a comp squad every game. ]
Killer: *Slugs the last survivor for 8 games in a row, spinning, nodding or teabagging up to the last tick of the timer before hooking them*
Killer: *Ranks up, faces their first SWF of the night, gets into a 5-gen chase, gets teabagged at the gates*
Killer, running straight to the forums: "Reasons why Windows Of Opportunity is the single most overpowered perk in the history of ever, survivors lead chases, I am not in control, survivors are so toxic, killer is underpowered"
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Personally, I don't have an issue with not winning but with feeling that I don't have a chance. Don't get me wrong, I want to win, but as frustrating as losing is, I can easily move on to the next match.
My problem is those times I get face camped, tunneled or slugged to death. My blood boils when I start a game with Bond and Open Handed only to see every single player hiding in a different corner while I'm on my death hook looping the killer for dear life and not a single generator has popped yet.
I was so excited for the auto-pick up update they were planning to release, because I absolutely hate seeing the killer leave me on the floor for minutes while they go on an adventure to slug everyone. I once got slugged to almost death by a Ghost Face right in the end game and he teabagged me all the way to the last tick of my timer before picking me up and hooking me, only to say at the end game chat "gg sorry for slugging X D"
That is what's really frustrating to me. One thing is losing, but another thing entirely is being supressed and unable to play the game, with my only option being disconnecting from the game, losing all my points and getting locked out of queue.
It's hardly a wonder first minute d/cs are so frequent in this game.
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CoH + Shadowstep single handedly carried me once against a Nurse's Calling.
Dark Theory may not be that good, but I have a tiiiiny bit more of respect for it since it literally made the building on Dead Dawg Saloon an infinite of sorts. Don't ask me how, but I could not loop around it until I set it up, then the killer literally couldn't catch up to me. I don't know what happened there, but it was really funny.
What I can't seem to make work is Exponential. Even when I'm getting slugged, it has netted me no value whatsoever. Either I'm on the other side of the map and I can't reach it before everyone dies, or I get slugged near it but the killer instantly breaks it.
Soul Guard, out of all things, has netted me more value than Exponential.
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@MrPeanutbutter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338034#Comment_3338034
Not true at all. I’ve had tons of matches as both killer and survivor where the wiggle mechanic came into to play pretty significantly. Teammates working together to body block, killer taking a risk trying to get to a scourge hook or basement, sabo squads, hook dead zones after someone gets sacrificed. Wiggle mechanic is a big element of the game in my experience
None of those would disappear if the process was automated. You hitting a Great Skill Check, at least in the current iteration of the wiggle system, would not make those easier or harder.
With the previous iteration at least there was an excuse that you could potentially break free 1 second faster, but as it is right now I don't see a point for it to not be automatic. Nothing interacts with the wiggle skill checks, and you hitting Greats isn't increasing your chances of survival. Wiggling is just a glorified countdown.
To make it easier to understand: If you used a hack to automatically hit Great Skill Checks on gens and heals, people would get angry at you, but if you used one to automatically hit wiggling skill checks, no one would bat an eye.
If the skill checks are so meaningless, then might as well let the wiggling happen automatically and not have this game's equivalent of the Mass Effect's "meaningful choices" that end on the same dialogue tree.
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Kill rate is such a simple but odd way of looking at who wins in this game. As a killer, killing 3 people makes sense as a goal, but as a survivor it feels like it doesn't matter if 3 of your team mates escape if you're the only one who dies unless you died to save someone else.
Survivors' POV messes the whole balancing, because it doesn't matter 3 people died, as long as I am out I feel like I won. Rather than a 4 vs 1 it feels like a 4 (1, 1, 1, 1) vs 1.
It doesn't matter to me that my team mates all escaped if I got tunneled out the first minute of the game. I count that as a loss, as I generally won't stand around long enough to see the end game regardless of the result.
This is also the reason I almost never give hatch when I'm playing killer. When I'm the 3rd to die only for the last survivor to throw a party with the killer to get a pity hatch, it kinda feels disrespectful to everyone else's efforts to win throughout the match.
This is why I don't like to see this as a competitive game and I'd rather see it as a party game. As long as I'm getting a lot of BP and I'm not getting "Strategically supressed", I'm okay with anything.
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@lemonsway said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336505#Comment_3336505
That's when the Knight himself isn't there to hit you... But he can still be there facecamping so you're risking a two hits and another facecamp this time on you vs simply letting someone die... What a good game design... what a thrilling gameplay loop.
Again in a SWF i can see you getting away from this easily but in SoloQ? You'll need two people, one to risk taking a hit and one to make the rescue. And at the most optimal scenario for killer, you get a hit via guard and you double tap the rescuer anyway.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336506#Comment_3336506
IF the Knight himself isn't there to 2 hit you sure...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336507#Comment_3336507
But i haven't been playing much for the past 3 months, i'm simply bothered by what i get to see happen in this game from the little i play and from what i see when others play... Why did we get a killer with even bigger facecamping ability than Bubba!? Why did we get a killer that is even more boring to play against!?
Did we spent the entire good developement ideas on Wesker? And all that was left for Knight was well let's give him a 2 man facecamp...
"That's when the Knight himself isn't there to hit you... But he can still be there facecamping so you're risking a two hits and another facecamp this time on you vs simply letting someone die... What a good game design... what a thrilling gameplay loop."
... Isn't this just normal facecamping at this point? It sounds like your issue is facecamping in general.
If the ghost facecamps, you just grab the survivor as usual and it vanishes.
If the knight facecamps with a ghost, you pretend to rescue, the ghost vanishes and now it's just playing the pretend game until either the knight grabs you or you successfully trade, as it's the case against any other killer.
If the knight uses his power again while you're playing pretend, you just unhook while he's using his power and now it's just a normal chase.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338034#Comment_3338034
From the sound of your rambling and the date of you account here being created I guess you haven't played DBD before 2022 and with the old spamming wiggle system.
If yes, you should be GRATEFUL for the change to a skillcheck based system.
It IS already a semi automated progress.
For the most part, you're right. I have the game since some time after its release, but I didn't manage to play more than a handful of games as a survivor and as a killer before ultimately having to uninstall it due to my PC being terrible and barely giving me 20 FPS. I know how the old system was, but aside being extremely awkward (and loud depending on your keyboard) to use, I didn't get enough games to find any other issues with it. I only came back aroundddd-uh... May 2022?
But that's neither here nor there. I'm just saying, the skill check minigame makes you think you're doing more than what you're actually doing. It feels fairly pointless, to the point that I feel they should just make the progress bar fill passively. It's not like hitting the skill checks is either engaging nor rewarding enough to justify not having it be an automatically filling progress bar.
Have you seen that article talking about how sprinting with the horse in Dragon Age Inquisition didn't really speed you up but it just moved the camera and added some speed lines to make you think you were going faster? That's kinda my issue with the wiggle system. If my input is pretty much meaningless, just automate the whole thing.
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I'm having a slight bump in my win rate because I needed to do 4 gens in a single match with Dark Sense and the new hud with Bond + Prove + Open Handed made it easier for me to adapt to what my team mates are doing, but I'm not really seeing too big of an increase in how well randoms play.
Although I do see people more often appreciating the effort I'm putting, as if I was a leader of sorts. The matches that I'm able to take the reins of the team before they get themselves killed in the first minute of the match tend to go much better than any match before the update.
So what I'm thinking is that, as long as there's one survivor that knows what to do with the information given and no more than two survivors running around like headless chickens, things are definitely getting more intense for killer.
Although I wouldn't worry too much. They've closed the gap between solo and SWF significantly, meaning balancing survivor is going to be much easier now that the disparity between them isn't as big as +15% in win rate.
The idea is that now playing killer should have roughly the same difficulty when facing solos vs facing SWF, and not getting extremely fed thanks to solos and absolutely wrecked by SWF. This is still the first step, though, so inevitably this will be the patch killers will notice the difference the most. If win rates get too beefed up on the survivor side, I can see them slowly chipping away at survivor win rates on the upcoming patches.
Keep in mind, though, that what you're feeling now is what survivors felt back in 6.1.0 (I think that was the patch number?). No one likes feeling such a huge downgrade, but it eventually evens out and it's ultimately for the better.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337572#Comment_3337572
You seem to think that wiggling off should be the norm/if the killer doesn't go to the closest hook you're guaranteed to escape. How would such a system work when another survivor body-blocks? Or two/three?
If the idea is "if one or more survivors gets in your way you lose a hook" I don't think such a system would even remotely last as swf can easily do this and so can solo with new hud updates.
@Sonzaishinai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337572#Comment_3337572
The point of the wiggle system is that the killer can't walk around with you forever soft locking your game.
Second point is that you won't get hooked in the basement every single time.
It does what it needs to do, you should not be able to wiggle off unless multiple survivors help you or sabos is used
My point is that wiggling does so little that there's no point for it to be a skill check mechanic. The only situations wiggling does do anything at all, especially with the current system, is if the killer is backpacking you or, funnily enough, to not use it in hopes you get hatch.
Skill checks on gens prevent explosions, which in turn prevents the killer from getting vital information. Same with healing skill checks. Plus, getting a Great Skill Check slightly accelerates the process. Perks and add-ons interact with these skill checks by making them bigger, smaller, more or less frequent...
Skill checks on second hook prevents you from prematurely dying.
Wiggling really doesn't do anything but slightly pushing the killer to the right or the left. In 10000 matches you can hit all your skill checks perfectly and at most you can get one killer stuck on a door maybe once and perhaps that can grant you an escape. There's a slight chance that one killer in those 10000 matches may greed or backpack you and the wiggle system may come in handy.
Out of the perks that affect wiggling, none affect the skill check size (that I know of, at least). All seem to affect the time wiggling or the push the killer feels.
So, if wiggle skill checks are going to have such a little effect, then automate the process. Make Boil Over automatically apply more progress when the killer drops from a certain height and also the bigger push. Make Break Out speed up the process. Just don't make the process manual because it feels like the game is giving you hope that what you're doing is meaningful but in reality it's just a timed process.
You're not going to hit a couple of Great skill checks in a row and suddenly push the killer so hard that will make them turn and stop them for half a second. The effects of wiggling rely almost entirely on the killer's and your team mates' choices. None of the skill checks you hit do anything meaningful enough to have it be a skill check minigame instead of an automated process with a "Press Space to stop struggling" option.
As it is, it would be the same as if second hook skill checks just gave you points and missed skill checks didn't accelerate the process. At that point, might as well just not have the entire mechanic and just passively get points anyway, because what you do isn't really doing anything regardless.
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The wiggle system in general is such a waste of a mechanic.
There's hooks everywhere, so there's never enough distance to wiggle away. Generally I have enough time to carry survivors from corner to center of the map before they free themselves.
Hooks are literally everywhere, and scourge hooks aren't really spread out enough for the wiggle system to have any effect.
The times I've tried Boil Over it has done mostly nothing for me, with the only rare exceptions being a killer greeding a scourge hook after dropping off from a short height or some very specific places with no hooks nearby. Heck, I've gotten more value out of Flip-Flop the few instances I've gotten sluggled than any situation with Boil Over.
If it wasn't because it gives a small, almost laughable amount of points and the fact that prevents the incredibly odd backpacking killer from just running around with you on their shoulder, I really wouldn't try to wiggle at all. The system in its current state is so meaningless I think they should just get rid of it and automate the entire process.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/363618/eruption-not-need-a-nerf-just-do-a-portal
or you can just use Empathy, Fogwise, Hyperfocus and you will always know where the killer is and when the eruption will work + get the generator repaired in 65 seconds
or Wake Up! to reduce 30% eruption effect
Wake up? You mean Vigil? Either way, I don't think any of the two interact with the Incapacitated status effect.
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@junicorn said:
I really don’t understand how this game can go from memeing in snowmen and having fun with the killer, to getting beaten to death on the hook, slugged as last person alive until bleeding out on the ground, instantly removed from the match because of ultra-rare addons like tombstone or offerings like mori. It seems like camping and tunneling that one survivor for a mori is more important than actually playing the game and letting everyone enjoy it. Why is Behavior allowing this type of toxic behavior? Instead of preventing it, they are making it easier for people. A killer that can send «guards» to camp the hooks for them, seriously? These changes are ruining the whole community and experience. The more toxic players there are, the less wholesome and nice players. Is that really what we want?
I agree people are kind of getting particularly toxic recently, but as much as I hate getting mori'd and tombstoned, those are not toxic in and of themselves. Annoying, yes, but not toxic.
Plus, the Knight's guards vanish as soon as you touch the person on hook. They really aren't that great of a camping tool.
@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/360541/what-s-happening-to-dbd
Why are do you think a role called KILLER is supposed to be nice to you?
Regardless of how right the OP is, just because you're playing as a serial killer doesn't mean you have to behave as one. It's still a game.
Besides, slugging the last person to death while you teabag their body is toxic, but isn't exactly the most "killer"-like behaviour. People sometimes are just a**holes and that's about it.
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Let's give it the DS treatment. When hit, see all windows and pallets for 3 seconds and then disable it for the rest of the match. Maybe even give the killer a 3 second Haste after vaulting a highlighted window or dropping a pallet. That'll keep it balanced.
Let's be honest here, the reason this perk is so widely used is because all other survivor perks suck anyways and pallets and windows are going to be always universally useful, so might as well make looping more reliable than having perks disable as soon as you touch the ground.
Just look at DS and Blast Mine. There's so many requirements and exceptions to their activation that it's not worth having.
Reassurance was meant to prevent camping and it literally requires both the killer to camp and you to lick the survivor's feet to apply it.
Perks don't do what they're supposed to do, so the best option is to just equip Windows and try not to die for as long as possible.
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"If it wasn't for survivors being altruistic, I would've gotten 1K every time AT MOST"
Am I not understanding this? Doesn't this mean you got draws and wins most of the time?
Also, didn't doctor not get bloodlust if he spammed the shock ability? That could be why you had issues catching up. Plus, if you shock them when they're near windows or pallets you kinda leave survivors completely defenseless.
I'm just confused because I often run lightborn Freddy and getting at least 2k isn't that difficult.
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Calm Spirit. It's just hilarious seeing people who rely on screaming perks or powers not notice me literally next to them.
I'm talking to you, Doctor players. It's surreal how my survivor can be literally throwing up a lung next to their ear and they wouldn't notice because my character doesn't scream with their power.
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Those look much cooler than whatever that atrocious Yun Jin cosmetic that we got was.
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Soloq is cannon fodder for killers. Every one SWF I get, I get at least 4 soloq matches immediately after that usually end either in a 4k or a 3+hatch.
It's why I get frustrated with forum people. Killer is precisely the role I play when I get frustrated and I wanna get a couple easy wins. And if I suspect the survivor team is a SWF I just dodge the lobby and entirely skip the d/c penalty, something I don't have the luxury to do when I play survivor.