Evan_
Evan_
About
- Username
- Evan_
- Joined
- Visits
- 2,949
- Last Active
Comments
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564496#Comment_3564496
Mft is long term haste. Killer ones are typically short term and come with a catch.
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564496#Comment_3564496
In all fairness those all have timers or extreme limiters. RB needs a hit and only lasts an effective 7.3 seconds. PWYF requires you to spend at least 36 seconds to build stacks quickly and loses tokens on swing. Coup requires a gen to pop and will use a token even if you didnt use the extra distance +caps at 5 so unless you are trying to use them you'll lose value. Machine learning also requires gens to pop, and furtive chase requires a hook on a specific survivor+duartion. A notable trend is that all of them have limiting activation conditions and either go away after getting value or go away after a set duration. This is in contrast to MFT, which requires you to simply be injured. While certainly a clear activation condition I would not say its a limiting one. MFT also is permanent and does not go away after getting value. I feel all haste perks should follow the former criteria, which MFT does not.
Discussing specific perk balance is cool. I only object against closing the discussion by saying "haste = bad because loops are designed with a specific speed difference in mind".
Otherwise my main objection is that MFT is two perks in one - a chase perk and an Endurance perk. That's about the two strongest effects on the survivor side. It's killer equivalent would be a gen-regression perk that also provides aura read.
-
@DrKetchup said:
You know, every killer power and every loop length in the game is calculated based on the survivor speed of 4.0m/s
Surely nothing will go wrong if we change that variable, right? Right?? 🤣
So how do you explain the existence of killer haste perks? Rapid Brutality, PWYF, Coup, Machine Learning, Furtive Chase. Do you also think all of these should be reworked out of principle?
Don't be mistaken - I think MFT is busted for a few reasons, but I like the general idea of speed-variance through haste and hindrance effects being in play on either side.
-
@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564470#Comment_3564470
Why would it be punishing for SWF? they get to win a lot more than solos. Which means they probably also have an easier time getting pips.
Source?
Anecdotal evidence doesn't count.
-
I wonder what kind of other pvp games you play. There are multiple genres where the match doesn't end for every player at the same time. Team based shooters, battle royales, strategy games etc. Maybe you should look up what sort of title you are getting into before buying to not feel cheated.
-
@VortexVentamy said:
Now, I understand this mechanic is still fresh and new so take my words with minor implications as I would not want it to be too strong but not too weak either.
To start off, I believe that there is a clear flaw with this mechanic and that it is forcing killers to stay barely outside the range to the point where when the survivor can unhook themselves, they've already gone down a hook state! To counter this, I would suggest that the self-unhook meter exponentially increases if killer distance does not change. So if the killer is purposefully camping at a distance, not really moving, the survivor would still be able to unhook themselves without hitting stage 2.
Additionally, to really assist with the anti-camp measure, I think survivors should get a little bit more of a buff when coming off hook. Perhaps an increased haste affect, such as an additional 5%, only through the self-unhook meter option. This way survivors that do unhook themselves actually have a better chance of getting away from the camping killer.
I am sure there are tons of other ideas, but I think these two are possibly the best. Now, before I am called a survivor main, I do play killer mostly and do think that this mechanic still could be better. But please, let me know what you guys think!
Edit: I would also say increased time for endurance and haste on self unhook (with this mechanic)
According to the patch-notes, AFC-unhook provides 15 seconds of Endurance instead of 10.
-
According to my Survivor - Killer Dictionary, 'boring' means 'not being able to fully take advantage of every loop like one would against a powerless m1 killer'. Example: "don't go to shack, this trapper made it boring!"
-
Alice.
I like Milla Jovovich.
-
@Crowman said:
Lockers are the worst thing to be able to teleport to imo.
Gen teleports (Sadako/Freddy) are much better just because you are guaranteed to be near the thing you need to defend. Then you have nurse whose teleport allows them to ignore 99% of the map. Or hag who can set up the zone to defend and can guarantee herself good places to teleport to.
Lockers are map dependent. Swamp maps don't have many locker spawns vs Midwich where lockers are basically everywhere.
You forgot Cube teleport: you can teleport to wherever the survivor wants you to. :]
-
Better bp and grade progress.
It's also easier to track your bait when they're hung at a fixed spot instead of being able to crawl around.
-
@Tsukihi said:
With the implementation of the Anti-Face Camp system, the killer's actions are restricted and the gameplay experience is greatly reduced. Could you please add more measures to help killers play the game comfortably?
I'm a nasty killer who hard-tunnels, and that involves proxy-camping too. I'm even biased enough to agree with the general notion of your post.
But anti-facecamp is fine. It only nerfs an ineffective and boring playstyle. You can keep doing what you always did just by keeping a slight distance from the hook. If you don't have a feel for how much is 16m, play some Cigar Box Clown or survivor with Kindred. That's the exact range of these powers.
-
Kills themselves don't contribute too much to much - you also need a lot of hooks. If too many die without being hooked three times, you won't get double pips. Bleed out everyone with 0 hooks and you may even depip at 4k.
You could look up the exact math for badges on the wiki - the above is only a very simplified version.
-
@GolbezGarlandGabrant said:
Not sure what people want out of survivors.
Holding M1 on gens too much is genrushing.
Any other sort of reaction that isn't on gens like sabo'ing, flashlights, Head On, FTP/Buckle, etc., then it's "bullying" the killer.
It's almost like killers just want effortless games void of any resistance or interaction from survivors.
Damn, you got us!
For long I keep telling that I appreciate anything a survivor does besides a gen. But many of my fellow killers look at me in a funny way when I say that.
Otherwise I try to fulfill both requirements in op's question by playing Clown. :P
-
I had the same issue.
Turns out the site doesn't like the way my browser saves account details. Manually entering my email and password did the trick.
-
Wait, are you saying you met multiple Singularity players in a single day?
Sounds very far fetched to me. How many Singularity players are we talking about exactly?
-
It's not meant to substitute unhooking, nor it's meant to prevent proxy-camping or tunneling.
As it's name indicates, it's meant to prevent face-camping. If you aren't face-camped and it doesn't work, it works well!
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560102#Comment_3560102
i almost knew that would happen as soon i read the ptb notes. that is unfortunate game for you as survivor. those type of camping situations is suppose to be what system was meant to solve.
You mean it supposed to make basement a safe place with no other function than providing a guaranteed chest location?
-
I proxy-camp a bit more respectfully now - like doing a semi-circle instead of crossing the hook directly when I expect a survivor from another direction. No issues so far. Though I'll need to get a feel for how many times I'm allowed to cross the area.
-
I'd say Dredge. Classic m1 killer, good map-mobility, fun but not overly oppressive anti-loop, he does global magic that survivors hate, yet he's not a top tier killer.
Though I wouldn't use the word 'strong killer' as you did. I regard Dredge as a baseline. Strong killers are stronger than him, weak killers are weaker. It would be cool if the extreme cases were closer to the baseline, but I don't feel a need for pinpoint balance.
-
Of course there is a choice! Camping or slugging!
-
They can't make another Clown. He's one of a kind.
-
Hard disagree.
Gens are boring. On either side. Bringing a perk that only affect gens is a wasted slot from fun perspective. I love every perk that's a viable alternative of a gen-perk.
Chase is fun! Bring more perks that affect chase, and keep buffing them! It's a good direction! MFT, Coup, Rapid Brutality... it's happening! Sure, we can (and should) argue balance details, but the concept is good.
It's the dawning of speed meta I'm tellin' ya! Embrace it brothers!
(don't you dare bringing up Nurse and Blight. Make those guys face 6 survivors instead of 4 or something so we can forget about them)
-
Distortion doesn't hide scratchmarks anymore.
Yeah, I know. It's a niche perk and not particularly strong, it just works too well against the specific niche build I like to use.
-
@buckk0097 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557184#Comment_3557184
if sloppy isnt there then healing to reset is almost always worth it and the problem of healing goes away. i hope you can see my issue with it. but yeh that discussion you mentioned is way too big for my head to handle
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557181#Comment_3557181
would you be kind enough not to put experienced killers ideas into not so experienced fresh wraith and spirit mains. the time it takes them to learn that kind of keeps the balance of things
Somebody who reads this forum, reddit or such will become expert in theory in no time anyways. It's also a double-edged sword: inexperienced survivors will also learn advanced techniques and how to play around them.
I indeed have some second thoughts talking about advanced tricks and tactics (not in this case - this one is intermediate at best), but I remind myself that only a tiny fraction of dbd players actually read instead of watching flashy videos, so they get my unfiltered opinion out of respect.
-
Alternative take: Sloppy destroys a team of solos that use CoH.
Once I find the boon, I know they'll head there when injured. If I go there to interrupt, medkits get wasted and I can chase injured survivors.
-
I got acquainted with a cute small streamer I let go after some funny shenanigans in a trial. We sometimes team up. She's partially responsible for me getting close to being a 99% killer player instead of 100.
-
Coup de Grace
It feels so great to slalom around obstacles during the extended lunge. And after the buff you don't even need to be super mindful about stacks to gain value.
It also feels great that the gen-completion sound doesn't remind me of my time running out anymore. It just indicates that my lethality grew.
-
@Caiman said:
It's a button that does literally nothing, just like the "Did You Have Fun?" prompt. Either make it do something or remove it. Preferably make it do something, maybe then people would feel motivated to be at least slightly nicer to other players.
The 'Did You Have Fun' prompt definitely works. It reminds me that I had fun, even if the trial didn't end how I wanted it to.
I always give it a 5.
-
@Pepsidot said:
I think it's strange to have Made For This far up the list, but not have Alien Instinct or Coup De Grace anywhere near it. They give the killer hits they otherwise wouldn't have got and can be a complete surprise at first. Even when you realize a killer has it, it's still very difficult to adjust your looping to those perks.
I believe you mean Rapid Brutality and Coup. The thing about those perks is that they don't give aura reading or gen-regression - RB even comes with a notable and permanent downside.
MFT is also an Endurance perk besides being a chase perk. It's two meta perks in one.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555447#Comment_3555447
I seriously don't even wanna hear what he has to say about Shattered Hope.
He says that because Boons aren't run anymore since Circle of Healing's nerf that it's a completely worthless perk when no one brings Boons (which is now often) so it has little to no reason to exist, and he suggests buffing it to be usable on Dull Totems for one-time aura reads but not synergize with Pentimento.
Then it's nice to hear that only a single completely worthless perk remains in dbd.
It would be really problematic if we managed to find some more.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555365#Comment_3555365
Why?
I mean it's fair to disagree with him but what made you say that
To be frank, watching the entire thing would have taken more effort than I wanted to dedicate, not to mention reflecting on even just the bits I have heard.
So let me only pick my favorite: Rapid Brutality, the perk that barely sees play besides a few low-tier m1 killers like Doctor or Clown -BUT- it may going to be a problem in the future. If it gets buffed. Or if a high-tier m1 killer releases. M-kay. Let's envision hypothetical problems, and complain preemptively! How much more far-sighted that is than complaining about problems we currently have! Let's also nerf No Mither in case suddenly Twins become hip and meta!
It makes me feel OTZ realized that he's popular enough that whatever he says will bring views and revenue, so he just talks whatever. I seriously don't even want to hear what he has to say about Shattered Hope. I'd rather like to remember him as the wise fellow who I got to know when I was a baby-killer.
-
It confirms my theory that sooner or later everyone loses their minds if they stick to dbd long enough.
-
@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555002#Comment_3555002
So 0,1sec is as far as you would go?
With 0,2sec faster you would scream that its way too OP? Im a bit confused from your comment
Nope, 0.2 sec is what would make me scream "damn you ###### Entity for further messing with the timings of my main after making him unable to look down, allowing to accidentally swap bottles mid-throw and removing the indicator-mist from the icons". If it's really necessary, I hope a compromise of 0.15 sec could be made - that's the reload speed buff Deathslinger got. :]
If the point is buffing Clown, I prefer any other idea I have heard including
- one extra bottle
- faster reload
- allowing bottle-swap during animations
- unicycle out of chase for map mobility
- virtually anything else one can come up with
-
Nope. The slow activation time makes using yellows interesting, because you need to predict the survivor movements, and even your reaction to those. Experienced Clowns incorporated the timing into their plays - it makes sure they get the boost and not the survivors.
I could live with 2.4 seconds, I'd be grumpy with anything faster.
Maybe faster yellow activation could be an addon.
-
@DaddyMyers_Mori said:
I am lazy person, so I just show them I am able to hook them, force them wiggle out and just watch second monitor while they search for it.
I had two games where survivor actually finished gens instead (2 and 3 gens left). It seemed quite funny to me, I guess they wanted left for dead achievement...
Same. I never understood the 'no wiggle if you want hatch' killers. The Entity gave the survivors legs so they can find it for themselves.
The idea is still good, we could point them in the right direction.
-
@CorvusCorax86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553211#Comment_3553211
What's a softcap? I assume there is also a hardcap. Any other caps out there in DbD terminology?
Silly superstition. Some people believe that mmr only exists until you win 5 times.
-
-
AFAIK these days only RPD basement counts for any basement-related challenge.
-
@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552965#Comment_3552965
It is well known that a player who decides to tunnel will get more kills on average than someone who spreads hooks, so by definition of DBD's MMR (kill + mmr, escape - mmr), then deciding to tunnel artificially inflates MMR and deciding to spread hooks artificially deflates it, yes.
The point of this statement, is that EVERYBODY loses from tunneling. The survivors hate when the killer does it, and the killer who does it will eventually get placed to a much higher MMR than they belong to, leading to even more frustrating matches where they can't win EVEN with tunneling. A good example is this thread [Impossible to win at high MMR without tunneling] where someone thinks that they are "high MMR" and can't win any of their matches even with tunneling, and Peanits replied exactly what I'm telling you.
Tunneling gives you easy wins at first, but extremely frustrating matches in the long run. In particular, saying beginner players should tunnel against sweaty SWFs is totally counterproductive advice.
Right. I definitely don't advise using strong tools and tactics to rookie killers for this very reason.
On the other hand.. until so many rumors and superstitions surround Matchmaking, it doesn't matter much. Most players will reach for powerful tools like high-tier killers, meta perks and competitive strategies much earlier than they are ready for the teams that these choices will get them to face. As we can't link the above great comment to everyone, we might as well let them learn this the hard way.
Though I personally enjoy facing teams who can counter tunneling. I assume they also enjoy it - at least when it works. I'm sure they'd find less enjoyment in doing gens and leaving in a few minutes while I'm trying to spread hooks.
-
@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552623#Comment_3552623
First of all most casual killer players don't tunnel, and they would barely care if DS duration was reverted to 5 sec. As for the ones who do, they wouldn't be matched against sweats in the first place if they weren't tunneling.
You're forgetting that this game has MMR. You're saying that beginner killers will get frustrated when they lose against better players, and so they need tunneling to be able to stand a chance, but this is the completely wrong approach. If you face better players then you should lose, and that will likely happen 50% of the time, so be prepared for it and if you get frustrated by this then the solution is to work on your nerves. But instead, you're asking for the devs to give cheese strats that enable a beginner killer player to win against a 4-man experienced SWF? This is completely breaking the game, and you're not even fixing the issue, because yes you'll maybe win some games at first, but eventually it'll raise your MMR even more, without teaching you how to play the game, so you end up playing against even sweatier players, until ultimately you lose and we get back to point A.
So yes, beginner players getting their ass slapped by sweaty SWFs is an issue, but this is what happens in every multiplayer game, there's no magic solution to fix it. Tunneling not only is NOT the solution for this, but it only makes the problem worse, because it allows bad players to artificially inflate their MMR just because they decided to tunnel. So MMR is even more broken and unbalanced matches happen even more often.
Why would you say that tunneling "artificially inflates mmr"? By the same logic, spreading hooks artificially deflates mmr. Though I'd rather say both happens naturally, placing every player to the mmr-range based on their efficiency and the tactics they employ.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552656#Comment_3552656
Clown - I coulda swore this entire time I've been playing him it only took 1s. That's friggin' nutty. I even checked the wiki before posting, yet somehow I just completely missed that. The concept is still sound, I just totally spaced on the numbers. Reduce it to 1.5s from 2.5s and it'd be a simple QoL change.
GF - I'd agree against people who don't heal (how it would be better to not stalk), but my favorite build relies on Iri Cam as an on-demand Floods of Rage, so I currently Mark injured Survs as well as healthy. The best way to play Ghosty is always down the healthy marked Survs, because it bypasses all of the perks that accentuate chase based frustrations. I jokingly and pejoratively call Ghostfaces that chase more than stalk 'Chasefaces', and they always suck at the game, and only win matches due to soloq stupidity.
I also picked the Hindered numbers to be weaker than most base power forms of Hindered, and I also believe 10% still allows for fast vaults as opposed to 15% (Clown and Freddy and Artist's add-on, with Clown being Cloud +2s, and Freddy being puddle +3s). To keep things more normalized, it could use Wesker's 8% as the 'normal' middle number between 3% and 15%, although Hag has 9% on her Iri for some bizarre reason, so 10% wouldn't be too crazy either. (I just checked the math, and 7.5% would be perfect to lose 1 'hold W' second, or .6m of distance. So based on how much stronger they would want Ghosty to be, this range 7.5%-10% would likely all be fine.)
Personally I think a better design would be a better buff for downing marks, but the only good ability currently is the Iri Cam, and that is just too strong to basekit. Some more complicated buffs would be a Gift of Pain styled penalty (for a marked down) with maybe Hemorrhage only (no Mangled) and only half the speed penalty only for repairs. Similarly I think your concept is more complicated than the intention of this thread, simple(r) actionable buffs. Tying the hindered to the KI duration allows for a worthless add-on to be usable as a side buff.
Off with the fingies from my yellows! Entire Clown-generations base their mindgames on that timing!
+1 bottles is a sound and realistic buff that still won't catapult Mr Chase to the higher tiers.
For added QoL, I'd suggest free bottle-switch, without having to wait out a timer and animations.
-
@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552392#Comment_3552392
There is not many players that actually do this in game. I hope you actually do this but it's just interesting to read the forums were you'd believe every match was against a super oppressive SWF group and that killers don't tunnel on purpose.
But then there is the reality.
Every match for the past few weeks has been ultra sweaty, hard tunneling, killers. It's like people have never gotten a 4k before and are just super desperate for one.
I understand it when there are tome challenges up and you see Clown after Clown going for the 4k to get the outfit, but right now there is nothing that makes it a need.
Saw another person type it after a match, and I've adopted it as well. No more "ggs" it is now "hey, congrats on your first 4k."
I wonder if you heard about Matchmaking. The "reality" you mention is the tiny slice of all the trials you personally experience around your mmr. If your gen-efficiency and chase skill warranted you to face 8-hooks before kills killers, you'd meed them. But those killers largely face survivors who accidentally let the others go to second stage, and they complete a gen every 2-3 minutes.
-
Sounds like a worn off thumbstick.
-
You should play killer!
The entire role is centered around killing survivors who don't do gens. Or at least not quickly enough.
-
@kin said:
https://forums.bhvr.com/dead-by-daylight/discussion/392753/can-i-disable-auto-aim
Yes, you can... perhaps.At least in the GameUserSettings.ini file (C:\Users \*your username/\AppData\Local\DeadByDaylight\Saved\Config\WindowsClient) there is an item called Aim Assist, you can disable aim assist by changing the value true to false, but this is not accurate.
But if I'm not mistaken, the file path is different for egs, but I don't remember it, but I think you can easily find out
As an avid 4-speed perks Clown player, I swear it works. The difference is unmistakable when you do 180° turns during Coup lunges with +20% Haste. If I oversteer without autoaim, I hit the wall.
I have to admit that I turned it back on after a few weeks. I had to realize I miss more due to my lack of precision than autoaim.
-
I fear of crushing the morale of a team who doesn't deserve my full efficiency, but I fear more of losing to a team who does.
Sadly by the time you can tell which one it is, it's too late. Either someone dies or I lost 4 gens.
Better safe than sorry I must say!
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552018#Comment_3552018
If you think this game need a knock out sluggin meta I don't know what to say, maybe community will finally kill this game for good after all, I see it getting worse and worse despite devs efforts
Even if I thought that, the meta does not form over random players thinking it should be this way or the other.
It follows changes. Nerf one approach enough and people will try other approaches. It's only natural.
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551559#Comment_3551559
Has nothing to do with anti facecamp tho, it's just knock out vs solo Q... it's not new
guess what will happen if many players start abusing knock out
It's an approach that hard-counters anti-facecamp, basekit BT, Dead Hard, OTR, Deliverance, Reassuarance.. and probably a couple others perks I can't think of right now.
Also what will happen? Will survivors drop a few chase and gen-perks, and No Mither meta finally arrives? Sounds fun.
-
We use slashing the air for these situations.
When they don't comply, I rather account it to mistrust than misunderstanding.
-
@Rudjohns said:
That means 2 survivors are not on gens
If you are chasing one then the other one is trailing behind
Would you prefer a coordinated gen rush instead?
(not saying the perk combo is "fair" or "healthy", it's just an honest question)
The two are not mutually exclusive. When they coordinate, your target will go down next to someone's gen.