Emeal
Emeal
About
- Username
- Emeal
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407669#Comment_3407669
I think bhvr should put more preassure to pain ad suffering delivered to survivors since Entity is suppoused to feed on emotions. Being killed brings no emptions. Main goal for killer should be chaseing survivors, hitting them and hooking. Sacrifice should be only the last resort when survivrs are starting to loose hope.
And how would that look in game?
-
I would not call that fun, I think what you have here is you take comfort in strong broken perks.
And taking fun and comfort strong broken perks should NEVER be considered above balance.
-
just because you are a murderer or getting murdered does not mean you should be a rude bean in chat
-
A Killer wanting to Kill you is part of the game, You are playing the game even if you do get tunneled.
But I agree, there isnt much the team can do to save a person who is being tunneled, bHVR you should improve that part of the game.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406630#Comment_3406630
Yes but you can use them on any medkit
I'm saying there's no difference between the rarities, as it stands why even bring a purple medkit when it has the same stats as brown medkit?
it matters as much as the price difference. What were you expecting?
-
@utm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406654#Comment_3406654
I don't see how having a timer on these changes would be survivor sided... Gen speed changes would be both slower and faster for a limited time.
This would not be a buff to swf. You wouldn't let your teammate die because they didn't do gens? You just wouldn't play with them lol. It would be a buff to solo queue because weaker survivors wouldn't drag the team down as much, which is exaggerated in solo queue.
What I'm asking for is a nerf to tunneling. I know many killers like playing that way, but if other playstyles get buffed, things will change.
Again, please feel free to offer up your own (well thought out) solutions. Constructive criticism is appreciated.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406737#Comment_3406737
It's not so complicated. It's just gen speed changes, which are easy to implement. There are a lot of other solutions to address tunnelling that are more complicated. I would like to hear other simpler ideas though!
I would be interested in hearing more about how the proposed idea here breaks illusion. It's a passive change. I envision it as something like a stress / pressure mechanic. For me, I find that tunneling breaks illusion more than anything in the game. The meta shouldn't be one that feels like griefing.
It's not so complicated. It's just gen speed changes, which are easy to implement.
Not complicated to implement, complicated to explain to a new player and justify to them too. I cannot see bHVR wanting to implement something outside of Perks that isn't simple and basic rules. bHVR is super heavy on that philosophy.
For me, I find that tunneling breaks illusion more than anything in the game.
I don't believe you have ever seen a Slasher Movie in your life now. Its literally what they would do.
-
So you want these Perks to counter the Killers Perk choice? Seems rather like not thinking about the Killer here.
Best thing you could do is make the Perks keep the healing at 50% but still lose from 75% to 50% if they had gotten to 50% via that Perk.
That would be a good change.
-
You mean TF2 the most hackable game ever? Yeah, bHVR would "lose nothing" from doing that.
Besides that I don't think bHVR wants us to play their game all the time, they are interested in making a marketable game, but log off if you want to log off man. Should DbD also have a battle royale servers too? Are bHVR even interested in starting that long difficult development method`? How long would it take?
It would be crazy if we could just play a different game, right?
-
You mean now that those perks have been shadowbuffed people want to try them out? yeah ofc.
-
I think this is pretty bad and complicated, "Oh the generator is suddenly slower cause the Killer hooked someone without a Perk."
You suggestion would be a great perk, maybe but as a general effect of the game. It breaks the illusion if it isnt a Perk.
-
I see it far too often that people unhook in the worst way possible
Its because all hooks are safe atm cause the basekit BT makes it almost impossible to fail an unsafe unhook.
Idk what bHVR is thinking on this, Are they trying to outfase unsafe unhooks? Talk to me bHVR pls
Because to me Safe/unsafe unhooks should be treated as seriously as tunneling is treated currently, which means perk that activate on unhook should not do that like some perks does for tunneling. I dont even know if bHVR thinks that tunneling is the result of an unsafe unhook, to me this is evidence they treat them differently. I think basekit BT is good vs camping, but it encourages unsafe hooks alot.
-
If it means a user can use their expensive hardware to get a more smooth experience, its fine with me.
But the question of a competitive advantage could easily be a thing, in a game where you only need a faint whiff of the Killer's red stain to save your life or loop for more seconds it seems strange to argue it cannot help or does not help.
Its funny how stretched resolution was a huge discussion for a year, but FPS, nah mate its impossible and "if it bothers you that much you can simply turn crossplay off" lmao If it can give an advantage in FirstPersonShooters then there easily also is an advantage here too.
I know people want to keep their fps, but at least be more honest and open about the Question of Advantage.
-
You can use addons to make them better.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406428#Comment_3406428
I'm asking for the different tiers of medkits to mean something, otherwise they have no reason to exist and therefore are a waste of BP to purchase beyond the common brown ones.
By your logic, medkits shouldn't exist at all because Botany Knowledge exists.
They do mean something, Meaning something to you is different tho
-
I don't see why the Game needs a 6th extra tiny Generator,
If the Killer is not prepared for a Genrush then they are unexperienced in that MMR, so then they will get a lower MMR.
There are also perks that can help against those tactics, you can also patrol gens more now that Healing has generally taken a hit.
-
I see no reason as to why Items in a category have to "mean" more than direct simple increases, You have addons for that. You can literally create your own personal improved med kit, but here you are asking for more speed and more power in each different one.
Keep in mind every super effect you apply, Can be doubled by four. So its at least obvious to me why they cant be that strong.
If you want to use Iron Will, We're Gonna Live Forever or Bite the Bullet use those Perks. Power comes at a cost. Why do we need to make those perks less by adding their effect to med kits? Why do Medkits need like mini-perks effects anyway? Ofc the reason must be so you can avoid using your Perk Slots on them, obviously.
bHVR has just closed the hellish gates of Healing Medkits, and here you are asking them for just opening them up a little bit again.
All I can say currently is No Thanks to those ideas, if anything bHVR could add more interesting med kit addons, but their power should not overshadow viable perks. That would be an mistake to do.
-
@Adagio_InDminor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405708#Comment_3405708
Well then nothing I could say would change your mind, and that's fine. Again, thanks for your input here, appreciated. I just disagree, I think using other exhaustion perks endlessly but this one, just this one, is so game breaking that you can only use it twice doesn't seem valid to me. If you play the game, and earn say... 4 uses instead of 2 that is way less than before this change, but more than we have now which satisfies me.
It's all good though, thanks man.
Well ofc it would satisfy you if you got more and more value out of one perk slot.
but bHVR has shown us, that's not how they roll anymore.
-
What would make you smile then @liamdicaprio ???
-
@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405701#Comment_3405701
New Pain Res is beyond inconsistent. Sure 25% total regression sounds good on paper, but what happens if you activate it when no gen has more than 5%? You just used 25% of your tokens for next to no gain. No thanks. I'll pass.
No Way Out isn't gen defense. It's a good perk but that's just... flat out not what it does.
Corrupt is still good but it isn't and never has been enough gen defense on its own.
Surge/Jolt has always been just kind of alright. The fact that it's now one of the best with only minor qol buffs is honestly pretty telling as to the overall state of gen defense.
Thana with its whole 2% slowdown per survivor unless you get all 4? Really? That is borderline useless on anyone not named Legion or Plague and it's a bit questionable on them.
Discordance is an info perk, not a gen defense perk.
Discordance is an info perk, not a gen defense perk.
My guy, It tells you what Gen they are working on. This is what Gen defence is. like Come on now.
@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405712#Comment_3405712
I find it funny you say that but one of your suggestions was Deadlock that actually does do all the work for you.
I just want regression to be strong enough that killers don't feel like they need to tunnel and camp to win. Those kind of games aren't fun for anyone.
I just want regression to be strong enough that killers don't feel like they need to tunnel and camp to win. Those kind of games aren't fun for anyone.
That is commendable but we cannot balance the game based on a feeling of not wanting to kill that much.
Yeah, camping and tunneling isnt fun, I am myself working on some suggestions for bHVR to make those things a bit more fun, but until then its the game right now. We cannot have strong regression like that.
-
CoH was too strong as a single Perk, its a lot better now. Why should I agree with you the changes should be reverted?
-
@FFirebrandd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405650#Comment_3405650
Dead Man's Switch only really works for killers with high mobility or range.
Deadlock is on a licensed killer and has not appeared in the Shrine even once, making it not an option for a lot of players.
Grim Embrace has never been good.
The options you've put forward are not good options.
Im sorry if you wanted perks to do all the work for you. But these are the options now.
-
@Adagio_InDminor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405680#Comment_3405680
So you're only argument against my change proposal is "DH was out of control" when I'm attempting to control it from both sides of the game while still making it viable and not a tunnel magnet? I mean okay, thanks for the input I guess. I'll just have to agree to disagree.
Yeah, and its unnecessary too since new DH is fine. Its up to you to convince me why I would want your idea.
bHVR's idea is way better, only two tries.
-
So you are okay with waiting longer for another killer? Like 4 survivors could likely wait out 4 different Killers?
It could easily be bad if this would push obnoxious high rank players down into the other ranks because they faced a Blight and Nurse and have now waited +10min.
What bHVR should do is make some changes to existing Killers that makes them compete with popular Killers.
-
No, Dead Hard has been out of control for too long, these suggestions would only have merit if DH usage rate fell to 0% which isnt gonna happen. There is absolutely no reason to tempt fate with DH anymore and I think bHVR is tired of having to manage it.
-
@borisbratva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405066#Comment_3405066
Not really, since they can follow up an attack and down you. But let's say in the rare case they you dead hard, manage to break chase and lose the killer, then recover your exhaust. It would be awesome to be able to use it next time in chase, this is rewarding for the survivor. You get the scenario?
The scenario is too esoteric to be realistically pulled off consistently to merit the change.
-
Since they don't have the "dead hard" the "healing" is worse, they will repair without looking back.
I mean, if only you had a perk that could stop that kind of strategy dead.
Oh they are still here.
-
While you are free to think however you like, DH was still consistently the most used perk and very powerful. Sometimes having a third health state, 6 times in a match is too much value out of the perk. It does not matter if it was skillful or not, that amount of value from 1 perk is just game breaking. The Perk is now under control as it only allows 2 third health states on command.
If you still think a single perk should give you this much value, then take it up with bHVR lol
I want perks that are comparable and I think bHVR agrees.
-
Dont worry, you will derank sooner or later if you cant keep up with survivors changing strategies. Then you will face Survivors more geared towards how you do. A lot of Gen perks was also nerfed which is nice.
-
Well I agree that bHVR has done things to keep things the same, but they have also done minor things in the other way that are nice.
I do agree they need to add more substantial things to the game. Like:
- Glass Windows, that survivors can open, but cause bleeding and noise notification.
- lockable doors that take longer to break down, lock it with the green key.
Stuff like this would elevate the game so much.
-
Of all the Killers with a long cooldown to their Power, Spirit isnt one who is lacking that speed imo.
-
This would give survivors a better chance early game.
- What about all the pallets you have in the beginning? Isnt that enough for you?
-
I doubt adding more range would entice the Community about Doctor, I would remove the Reduction the Detonation delay of Shock Therapy by -0.3 seconds from the discipline addons and give it to Docs base kit. That would improve Doctor easily overall and stop dependence on addons that make their power function better.
To me its a problem of addon necessity, Trickster, Deathslinger and Doctor all have the issue that they are much better to play with Throw State Movement speed, Reload Time Reduction and Reduction of the Detonation delay. Those addons are too good and they should be removed and some part of the power I mentioned should be added to these Killer's base kits so they can compete with Wesker.
-
It would be better to tell bHVR what perk is having issues with being better at lower levels so they can fix that instead of changing a whole system for the off-chance a perk might be like that.
-
How do you propose the network self-diagnoses itself that it isnt working?
-
I second, @Pinheadftw 's comments
I can also recommend this video for showcasing his power, and please note the following.
https://youtu.be/YBZxBBkU3nw?t=85- Long range Patrols for more effective Guards
- Information Perks
- Using Guards to do stuff while you carry a downed to a hook.
- Use Guards as distractions for Survivors you don't hunt as well as to secure kills while in a chase.
Let us know how this works for you @Wrest23
-
We need to move away from this mentality of, "The Devs only listen when they add things I like"
The Developers have been listening the whole time.
-
To me Trickster has the following issues:
- The throwing mode movement speed addons are too good that I use them all the time, idd like to see half made basekit and then addons changed. Basicly having addons that are too good is bad because they become the only choice.
- main event needs to be changed, maybe by addons could apply changes, like shotgun mode or something.
- main event is always available when you don't need it and never available when you do.
- I do agree trickster should be 115%, but the amount of knives required for healthstates needs to be changed then.
-
I like this idea alot, You could easily use these to sprinkle in some problems for Survivors.
What if, breaking through a window, opens it up for players, but the Survivor takes damage breaking through the window?
-
I dont think abusive players need to ability to throw slurs at each other while playing.
-
@Gandor said:
As @Emeal hinted. Wesker is very well made killer. He is not super strong even. Just very cool. On the other gand you have twins - very strong killer in current state, but too clunky to be enjoyed by everyone. Or say Artist - super strong killer (top 5 in game) that almost nobody plays for her boring gameplay.
Meaning it's not about balance and tweaking things would not help (only make well made killers miserable to play). You actually need to address pain points of other killers without just outright buffing them until they are played enough (because that would create just OP boring killers). But fixing pain points of killers is hard thing and needs to be tackled individually.
But fixing pain points of killers is hard thing and needs to be tackled individually.
Pain Points is a good way of describing it, Like I have all the DLCs for dbd, but I don't play them all regularly. I think bHVR needs to add these questions to the Surveys asap;
- Do you have bought X DLC?
- Why have you not played X Killer lately?
- Can you explain your issue in approaching X Killer as a player?
Having a niche Killer is fine, but its a problem when there now are Killers that actually just appeals to most Killers.
Here is a list of my pain points with Killers I don't play very regularly.
Trapper: bad catchup, Power never seems relevant to my games = m1 killer.
Hillbill: Power is too mechanically complicated to enjoy, bumps into every little thing.
Nurse: very complicated power to use effectively, unpleasant to invest time to develop skill.
Shape: very old and outdated power
Hag: very slow and only defensive gameplay.
Doctor: very complicated to get value in loops
Freddy: Power is boring and very m1 killer
Pig: very hard to use lunge at loop, bad stealth and hard to see trap value.
Clown: not very strong, bottle switch too complicated in a pinch.
Ghostface: very hard to hide and get value with power
Oni: M1 killer until you get power which is hard to use.
Deathslinger: Power very hard to use and get value.
PH: Omg I hate his clunky power it feel so slow and I never get value.
Blight: Ping pong killer hard to learn, unpleasant to invest time to develop skill.
Twins: I could fall asleep while switching character.
Trickster: main event is bad and rarely gives me value.
Pinhead: Nailman is very hard to learn, unpleasant to invest time to develop skill.
Artist: Hard to hit with birds, hold w gameplay.
Dredge: idk why I dont play more Dredge, looping is hard.
-
The problem is that Wesker is a super fun killer, he talks back at survivors, hes also strong and easy to play and master, which basically makes him the best Killer in the game. All of the other Killers cannot compete. There is very little reason to play other killers as they are not nearly as fun to play.
bHVR would have to add a lot of work to other Killers to make them compete and I don't think bHVR can pull that off anytime soon.
-
Well I already have 58 pages of Charms
so why not 38 pages of hooks too.
-
Nah, Myers walking up behind you and dropping T3 is the most god awful gameplay there in this game.
Myers dont need extra help being awful.
-
@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400224#Comment_3400224
When did I ever say that..? My argument is that it has the same stun time as Head On on paper, but in reality it doesn't because its animation is included. I admit I should have checked how long it lasts before writing 5/6 seconds as I did in the OP, because it's definitely longer than I was thinking, but you're just willingly misinterpreting what I'm saying at this point - I'm asking for the breaking free animation time to be added to the stun time. That's probably less than a full second, so the survivor would have less or as much time to react as when Head On is used. And I doubt Head On grants free escapes.
That's not a fair comparison, that's why I said Plaything and not Pentimento. DS's usefulness depends on your rival's actions - something that you can't predict before starting a game. It's more akin to Unbreakable or Mad Grit. Pentimento, like Undying or Blood Rush, gives you a backup plan if the core strategy of your loadout gets countered. An anti-tunnel perk could always be useful as long as tunneling exists; an anti-hex-cleasing perk is only useful if you're bringing hexes.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400233#Comment_3400233
Oh DS can be useful in specific situations, but completely useless against killers who can cover that range in no time. I think just adding those few 0. seconds I mentioned here wouldn't change the perk's power in other situations and just make it worth it even against those killers. Again, I apologize for those 5/6 seconds I wrote in the OP because I didn't realize it's a huge change from 3 at first. I basically just want the perk's stun to be the same as Head On's, not just on paper though.
Me wanting Sole Survivor to become more useful doesn't mean I don't want the same for other characters; all of the rarely used, really weak perks should be changed. But since I wanted to suggest that change to DS too I decided to put them both on the same post since they belong to the same character. I love Piggy and Ghostie and their perks need a buff too for sure (I like I'm All Ears a lot on some killers though I won't lie)
I see, so basically you expect DS as a tunneling perk to fix tunneling once if used correctly. But that's not how this game or any perk works. That's also why the pentimento comparison works, even tho you butter it up to sound like something else. Alone its very bad and that's pretty normal for a lot of perks.
-
Showing who is SWF isnt a problem, except only if Killers will start blaming that for their loss.
Even tho with the SoloQ HUD changes maybe made SoloQ more competitive to SWFs. Maybe? Hopefully, Tell me bhvr. pls pls
-
@tuttoinunavolta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399484#Comment_3399484
I understand, but simply having DS without something to complement it such as a flashbangs or firecrackers is pretty much useless unless you're in a very specific scenario. Usually perks that are at their best when combo'ed with others (DMS with Pain Res, Plaything with Pentimento) are still kinda usable if on their own, and even then they need less conditions than the DS/stun item combo (you need to have a firecracker/flashbang at hand to increase the stun).
Plus everything that stacks on DS's time stun also stacks on Head On's time stun for example, and Head On (which can be activated more freely and isn't an anti-tunnel perk) allows for more freedom and time to react since its stun time doesn't include an animation like DS. A 3 seconds time stun per se would be fine in my opinion, the problem is that the DS user is also "stunned" during some of that time, so it's not actually 3 seconds.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399479#Comment_3399479
That's something I haven't considered, it's definitely a more niche situation but considering the perk has other functions that makes sense. Maybe then the aura-blocking part of the perk could use a buff? The generator speed thing is still so niche that Distortion/Wake Up remains a more palatable pick than Sole Survivor, so buffing that a bit could help increase the perk's low usage rate
What exactly are you expecting out of DS? A free escape?
also, its exactly like Pentimento when Survivors don't cleanse totems. wow WORTHLESS. if THAT is fine, then DS also is.
-
If you feel Lightborn and Iron Graps is so mandatory, maybe you need to improve your tactics to dealing with those thing ingame.
But I will agree with you maybe bHVR should do something in general about flashlight and hooking situations to even the score between high level play and not high level play.
-
How do you know nothing is being done about those? Have you followed up on every single one to make sure they get banned?
-
you can click the arrow button to disable chat

