Avatar

Frogsplosion

Frogsplosion

About

Username
Frogsplosion
Joined
Visits
252
Last Active

Comments

  • Ormond needs to be like 35% smaller and the main building needs to be defanged so survivors can't abuse boil over builds and other nonsense

    Garden of Joy needs the gamma turned up about 25% and needs to be a bit less cluttered, could also use like a 20% size reduction and a less abusive main building

    Badham on the other hand is a friggin nightmare. I don't know if you can really fix this map, it's such an awful cluster, it's too dark, insanely difficult to navigate, insanely easy to get lost or forget things, this entire realm could get scrapped and the game would be better for it.

  • @Milo said:

    How would that work with Plaything? What would be first?

    Otherwise seems okay. Generalizing the penalty to 10% would makes sense to me. Also, i know the time for this part "For the first 90 seconds only the cursed survivor is able to cleanse the hex totem." you took it from Plaything, but I think 60 seconds would be enough.

    I was actually tempted to make it longer since the entire idea was to force a survivor to stop doing a generator temporarily to go find the hex totem, but I figured that might make it a little too oppressive.

    The interaction with plaything could potentially be a problem since it does I imagine hide the aura of the hex totem, although you could just explicitly make it so the two do not work together and that would probably solve the problem.

  • Yeah I'm basically just coming back for the masquerade to stockpile cakes and after that I'll probably be done until another major shakeup. The meta is stale and boring, it's genrush 24/7 and matches are completely binary and decided in the first 90 seconds, either you lose half the gens in the first chase and it's basically GG or you get a down and a DC/suicide on hook and it's basically GG.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450362#Comment_3450362

    if you seriously can't believe the fact pop helps people to not go for tunnel/camp and still have fun in the game, at that point you are believing the things you just want to believe.

    So, as someone who primarily plays killer, I don't know that the pop buff is going to change much. The fundamental problem is that reducing current gen progression by 30% simply isn't anywhere near as valuable as reducing the overall progression by 25%.

    I'm sure people will try it out but realistically I don't think a 5% increase is going to really set the world on fire and suddenly make everyone drop deadlock or corrupt intervention.

    Also the idea that it helps discourage tunneling and camping I'm not convinced of either, because especially with the camp defense changes coming it feels like you'd just go kick the nearest active gen and start proxy camping the hook because getting a trade is far more valuable in terms of time gained than the pop proc.

  • " ...Nurse exist + blights addons exist...you have to take those 2 killer in mind when changing / adding stuff to the game ALWAYS."

    or you could just nerf them, which BHVR for whatever reason won't do.

    Look, I love playing nurse, her power is insanely fun. I still can't ever take a nurse match seriously because of how absurdly overpowered it is and more importantly how often you can do it. If she had a short blink for walls/windows and pallets on like a 15 second cooldown and a long blink for map traversal on like a 60 second cooldown I think that would dramatically reduce her oppressiveness without fundamentally changing what she is.

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449274#Comment_3449274

    Bro really said using the FOV increase is abuse if you don’t need it for motion sickness.

    GODDDD FORBIDDDDD killers get a QOL change. 😂

    This whole forum is laughably survivor biased.

  • @UndeddJester said:

    Higher FOV means easier to hit flashlight saves? Seems fair to me 🙃

    Yet another reason killers have 3 perk slots and Lightborn

  • Ideally maps should have no less than 10 and no more than 18 pallets, and they shouldn't have more than one or maybe two god pallets if the pallet count is low. God Windows just flat out shouldn't exist.

  • @MikaelaWantsYourBoon said:

    This is kinda imposible. I mean if they look kill-rates Nurse has the lowest. Can you imagine 100 seconds gen time against good Nurse?

    This requires deeper thought on examination, I mean let's be realistic generator speeds have nothing to do with nurse having a low kill rate and that should be fairly obvious to anyone who has played her.

  • We need an FOV slider that goes up to 110 and I don't give a crap how many survivors cry about it.

  • I might actually like borgo if it weren't so dark and visually muddy that I can't see any survivor crouching in dark clothing without glasses

  • badham is an automatic afk from me as a killer, it's absolutely miserable to play on and hard to see anything as well.

  • Map design is abysmal almost across the board. The only maps I really like are father campbells, coal tower and dead dawg, the rest are either too dark, too visually muddy, too cluttered or just too friggin big, and even those three maps could stand some tweaking. out of all the other maps the only ones I find even remotely fun to play on are Ormond, Lerys and RPD because for the most part I can actually see what's going on unlike garbage maps like red forest, backwater swamp, azarovs, springwood or midwich.

  • @Chewy102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446237#Comment_3446237

    It's the way you worded the OP. Brings up questions.

    1, not knowing how Freddy works. This can be understandable to a degree if you never owned Freddy nor bothered to learn anything about him, but it causes doubt as one of the most basic things to Freddy is that he can have either dream snares or dream pallets. It's hard to believe someone who claims to have played DbD for a good while and doesn't know that Freddy has dream pallets.

    2, complaining about instant downs and instant kills. Tombstone Shape is rare. Really rare as the Shape is a weaker Killer. Condemned Onryo is also an uncommon Killer to go against as she's a weak Killer to start with and the addons needed for a Condemned playstyle aren't easy to maintain. How the hell is a Killer main who rarely if ever played Survivor running into such uncommon Killer builds? Then you're saying that you got "double tapped" by Ghostface. That's not possible unless you have a poor connection and/or failed to notice him or him exposing you. All of this brings questions.

    3, this combos with part of #2 in you likely having bad connection issues. If you can't notice multiple cases of getting exposed before getting hit and you can't tell how close a Killer is to get grabbed, enough to make note of them anyway, then odds are you're connection is really bad.

    4, this confirms a lack of skill and you being new to Survivor and/or likely confirms your poor connections. Sprint Burst should be a free ride to nearest loop/pallet. Unless that is you failed to run before the Killer was already on top of you and/or you're pathing and map knowledge is poor. But if you're this new to Survivor, I gotta ask again how you are running into so many Tombstone or Condemned Killers. Those certainly exist in low MMR but they are MUCH more rare from those being paid Killers, needing rare addons new players can't afford a supply of, and being weaker Killers not many people play to start with outside of just liking their lore or going for gimmicks.

    There's conflicts in how you worded your OP. And that leads to people questioning it or your claims. First time I read the OP I though it was bullcrap. Still do somewhat as it goes against the DbD I know of from personal gameplay, countless videos online, and reading who knows how many posts here or on reddit.

    Sorry if Im wrong. But it isn't that uncommon for complaint posts like this to be from someone ranting and upset over 1-2 bad games or just having "fun" in starting a bit of drama/trolling.

    1. I don't play freddy at all, I think I've played him twice maybe. I have knight, billy, slinger, plague, pyramid head, hag, nurse, sadako and maybe a few others at P1, nemesis, pinhead and bubba at p3.
    2. Still managed to play against both tombstone myers and condemn sadako once each, most of my games were against ghostface or pyramid head.
    3. I rarely have connection issues in other games so IDK what to tell you

    Stop overanalyzing every little thing someone says.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446242#Comment_3446242

    Killers can still come back from 2-3 gens. unless the survivor has been running you on windows only and hasn't used any pallets. But after your first chase, the other ones will be easier probably.

    Survivors can't come back from a 3v1 at 5-4 gens.

    You CAN come back if you were already playing correctly, if all 3 of you were on a different gen at start and one player drops you should still be able to finish at least two of those and then start trading chases with whoever has the killer while finishing 2 more, even in soloq while it's rare I did manage to pull this off a couple times.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446065#Comment_3446065

    I think people are creating a false narrative to push some sort of anti-survivor agenda. Idk. I’m not high MMR so I’m typically matched with other survivors who are average and I’m just not seeing this massive amount of game throwing. In the solo queue games I play I see survivors actually try. They don’t last long in chase but they do give it their all. And the trend is that they wait to be saved on hook, they don’t just give up. I’ve been keeping my eyes peeled for these game throwing survivors that OP and others complain about but it’s just not there in my basic-ass survivor games. So where are these players?

    My God you people are delusional...

  • @Ayodam said:

    I’ve played solo queue and yet to see any one quit at 4-5 gens. I think I’ve seen one person DC in like 15 games of solo queue over the last two days and that was with two gens left. I didn’t see anyone give up on hook in those games. I just don’t believe people are DCing and unhook failing as much as people here claim.

    I mean you can say it but the vast majority of my losses were exactly because of these two things.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377907/im-a-killer-main-but-i-just-got-done-playing-a-ton-of-survivor-impressions

    I think they should make games worth playing through to the end.

    I'm sorry, but when a teammates gets tunneled out at 4-5 gens, that game is unwinnable in 99% of cases and to top it all off, you'll get 11K BP.

    I don't disagree about playing the game out, but none of the people rage quitting are doing it because of tunneling, almost every time they either DC almost immediately upon game start or the second they drop for the first time, they dont even wait for a second hook.

  • sure we'll make it play la cucaracha...

  • I think they have their place but I definitely want to see less stackable synergies and more stand alone perks that don't interact well with others, especially in the case of survivors when all survivors can run an identical setup.

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440631#Comment_3440631

    Every single game I've played this week has had a minimum of two flashlights. Had one game where the team had 3 beamers and two people running flashbangs. If not for Lightborn that match would have been borderline unplayable. The only good thing that came of gen regression getting nerfed to near useless was it freed up space for me to run Lightborn all the time on every killer I play.

    I mean I completely agree with you and I do the same thing I never go into a match without lightborn because there's almost always at least one flashbang, I just don't like the fact that there is something so strong out there that a hard counter is required to exist, and that it's so common that it's practically required to run that hard counter to have a fun game.

  • @ReikoMori said:

    It have been trying to be more chase focused lately, but honestly it doesn't really feel worth it a lot of the time.

    Maps are too big and the tile chains are too strong for the killers I like to play, but hey the people say that chase is the fun part and the chase. I get most of my hits from people not understanding that Lightborn is perk that exists and that at no point will they be getting a blind these days.

    The mere fact that lightborn even exists should be reason enough for blinds to be nerfed so they aren't just basically stuns, I really don't think it's healthy to have to dedicate an entire perk slot to an absolute hard counter just to ensure that you won't get random bad luck when someone throws a bang or a flash save at you

  • The reality is the only way this current situation is going to actually change in any significant way is if the survivors get a second critical objective they must complete before opening the gates, or if the generator repair process is split into multiple parts that require different skillsets to finish.

    The whole reason the game is so binary is because there's only really one thing for survivors to do in order to win the game, and the only tools I have for increasing their chances of winning the game all involved making it so the killer doesn't get to play the game.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440321#Comment_3440321

    Most killers here would say a 20 second gen is a unwinnable situation

    Yet like you said.

    2k on Leon, 6k on Claud, 8k on Yui

    The 20 second gen didn't matter in the slightest. You can snowball out of control at any time

    You can also get your snowball melted at any time...

  • I swear it's like survivors just want to be loaded into an empty map with no killer just to do generators and leave.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440300#Comment_3440300

    Except the game is designed for the killer to apply pressure on survivors by presence and threat of taking a health state. That pressure forces survivors to choose between avoiding damage and their objective.

    The only way survivors can 'pressure' the killer is by being near the downed survivor for a save by ignoring gens. They're temporarily ignoring their objective to interfere with a pickup/hook, often with the cost of taking damage.

    There's literally no way for survivors to 'chase' the killer away from a hook that they're camping, or force the killer to switch targets from tunneling. The killer can, by mere presence, make survivors stop doing their objective.

    Unless you're actually arguing that survivors should be able to damage the killer...

    No. The game is designed for Killers to kill survivors and survivors to do generators.

    In addition taking away health states does not actually add pressure, only downs and hooks do that. A down survivor can't do generators, an injured one absolutely can, not to mention no matter what Killers cannot spread pressure effectively because of the 4v1, there will always be a generator that is being untouched, there will always be a generator going off, committing to a normal 45 second Chase usually results in multiple generators going off against efficient teams, and this is before we consider time lost from flashlight saves and stuns and wiggle outs with boil over and sabotage etc etc.

    Just because I hit someone does not mean that prompts them to completely abandon a generator, so if I hit one person and then abandon the chase to go hit another person and then the first person is already back on the generator did I really actually make up anytime doing that?

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440304#Comment_3440304

    Oh, I'm fine with flashlight nerfs, but how many times are you getting stunned in a match before you figure out that you can dodge pallets?

    At this point I dodge more pallets then I actually get hit by, despite the 3-ft long hitbox it has. No generally my problem is people spamming flashbang and flashlight and blast mine and head on and boil over and sabotage to basically remove any gameplay the killer has and make a game hilariously unfun.

  • And people are defending this in other threads and it just makes my head spin, does it need to be more obvious how broken gen rushing can get?

  • @Firellius said:

    Survivor gameplay consists of doing gens, performing altruistic actions, and doing chases.

    Camping removes all three from the person being camped, and two-thirds from the other survivors, while also completely stopping killer gameplay.

    Tunnelling removes two-thirds from all survivors, as three are left only doing gens, and one is left only doing chases.

    In short, both methods completely annihilate the core concepts of the game.

    If we're going to talk about removing gameplay let's talk about how many stuns and blinds completely neuter the killer over and over throughout the entirety of a match. Realistically this is a game of cat and mouse where the gang of mice mercilessly beat on the cat till it gives up.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440072#Comment_3440072

    Tunneling implies tunnel-visioning on one single objective. Survivors have one objective, ergo, they literally can't tunnel gens.

    Eruption, CoB, Overcharge, PR, DMS plus all of the basekit Killer buffs WERE the carrot. Killers decided they wanted to keep tunneling and camping because it was easy; so we're trying the stick now.

    Yeah that logic doesn't track at all, both killers and survivors have one single objective so that argument doesn't really work in your favor there.

  • At this point I'm starting to wonder why I bother even playing the game as a killer, because it seems like the opposite side is only ever interested in punishing me for playing the game.

  • @Annso_x said:

    Genuinely can't tell if this a meme post or not 💀 If you're gonna remove everything survivors can do that slightly inconvenience the killer because it "removes killer gameplay" they're just gonna do gens and leave (and never come back bc the game would be very boring).

    In my experience they're already just doing generators and leaving. How the only time I actually get three to four kills is when they screw around and do nothing but use those perks, and then I have light born and they do nothing and I kill them.


    I feel like neither side of this is winning with this particular dichotomy, Killers don't like being stun locked for half the game and survivors apparently don't want to Chase and just want to win the game, so at the moment neither of them are particularly interested in interacting.


    Really the only way to change that is to make the interactions less binary and less absolute.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438442#Comment_3438442

    Might as well remove insta downs from perks and killer add/ons if we remove flashlight saves. It's not fair to eat two health states with one attack.

    It's almost like that was actually in the list that I wrote...

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/376839/list-of-problematic-dbd-issues

    No FOV or Gamma Slider

    Fov, sure ok. Highest setting should be default.

    Gamma, no. Shadow clarity isn't something this game should have as a setting.

    No visual impairment accessibility options besides colorblindness

    What do you mean by that.

    No hearing impairment accessibility options for killers

    A larger ask (more parts than just TR), but I don't doubt it's under consideration.

    Map design is horrendously imbalanced and far too random, maps are too large and cluttered, too dark and visually noisy or muddy. God windows and god pallets need to go away, maps should have a hard cap of no less than 10 and no more than 18 pallets, ideally it shouldn't be randomized at all.

    Map balance aside, RNG keeps people on their toes and trials from being so samey. Good for average retention.

    3 Genning (both on killers for being able to hold very close generators with bad random spawns and on survivors for being unwilling to risk doing them if they are even remotely close together, both cases wildly extending game time)

    Seems they are looking into that.

    Perks that exist to be absolute hard counters (lightborn is kind of a necessary evil at the moment but it and perks like it aren't good design)

    Agreed.

    The Hatch (encourages slugging by killers and ratting by survivors)

    Wonder if making Killed Survivors responsible for enabling The Hatch to open would act as a vice for players to work together, as well as being a lesson on how people can be presumptuous or spiteful.

    Netcode (would rollback work here?)

    As always backend programming work is no doubt in development. At the same time though there is a hard roadblock of physics and 3rd party hardware.

    SWF being able to pick multiple copies of the same perk (broken combos, horribly imbalanced games)

    I see that as more of an issue with the Perk design itself.

    Gen rushing (TOOLBOXES IN GENERAL, Prove Thyself, Deja Vu, Built to Last, Hyperfocus, Scavenger, Stakeout, generators get done far too quickly, removes killer gameplay)

    Yep. Mori's got consistently axed in effectiveness because it removed Survivors from gameplay too quickly. Not sure why that isn't understood here.

    Flat Movement speed buffs of any kind (enormously elongates chases, often makes them unwinnable)

    I'm not against short duration-based haste effects, but I am against passive haste effects with no duration.

    Adrenaline (may as well delete the endgame collapse)Adrenaline (may as well delete the endgame collapse)

    I look at it like NOED. No use prior EGC, and acts as opportunity cost. Though it probably should lose the 150% haste if it triggers while Exhausted.

    No Mither/Iron Will (if Spirit didn't exist I would remove the audio perk stuff immediately, makes hiding really OP especially with how dark/cluttered certain maps are)

    Depending on how the audio accessibility is implemented, might be more important.

    Aura reading in loops (makes looping too strong, unwinnable for killer)

    That's an excuse for more Undetectable/Blindness effects from addons/Perks being introduced. Information warfare is a thing.

    Map Offerings (on a bad day 90% of all maps are survivor sided, on a good day maybe 70%)

    Given the map repeat prevention being introduced, I'm inclined to agree.

    Flashlight (shouldn't drop survivor, blind is too strong, effectively a stun, removes killer gameplay)

    Flashbang (same, removes killer gameplay)

    Blast Mine (lightborn doesn't remove the stun, blind is too strong and removes killer gameplay)

    Agree to some extent, would be better if it acted as a Hinder/Boil Over effect. Photosensitivity is also a thing, and you could do a lot more than just a white screen.

    Head On (AoE is way too big, abusable in SWF, removes killer gameplay)

    Disagree on removing Killer gameplay. It's a neutral. Uncertain on AoE. Working together should be a benefit.

    Hook Sabotage (creates dead zones, removes killer gameplay)

    Disagree, Killer can drop a Survivor and chase the Sabo-Survivor who also wasn't on a Gen.

    Boil Over (creates dead zones, removes killer gameplay)

    Agree with dead-zones.

    Increased Hook Distance offerings (creates dead zones, removes killer gameplay)

    Agree.

    Increased Mist Thickness offerings (decreases visual clarity unnecessarily)

    It would be nice if Mist levels impacted Scratch Marks and The Stain in an equal manner.

    Reassurance (once camping is dealt with this will just unfairly extend hook times)

    Disagree. Then it means more opportunity to get more than one survivor on Hook as well, which is even worse for Survivors.

    Camping (boring, removes survivor gameplay, forced to run dedicated perks to counter)

    Agree outside of EGC.

    Tunneling (unfair to one survivor, forced to run dedicated perks to counter)

    Agree if it's not coincidental.

    Slugging (often encouraged by the game's mechanics because of the hatch and hook deadzones/boil over)

    Agreed when excessive, either through malice or necessity.

    Nurse (blinking is too strong, especially as often as nurse can do it)

    Agreed. I Think that she should only have one blink before a recharge.

    Blight (too much freedom of movement in general, addons are busted)

    Impartial. Could address mobility spam through longer serum cooldown?

    Spirit (basically necessitates Iron Will/No Mither)

    Still don't think she should have audio while Phase-walking. Makes her a hardware dependent Killer. Use Killer instinct if you want the Player to be able to tell where a Survivor is while Phasing.

    Hook Grabs (I think they should exist in some form but at the moment they basically just serve as a camping tool, I'd like it to be more of a last ditch effort to keep hold of the game while behind)

    Agree. Though less of a last-ditch effort once whatever anti-camp measures are introduced, but more of a "well, you had the tools to prevent this grab, I got lucky".

    Instadown addons (really boring and usually OP)

    Depends on the implementation. But haven't seen a good one yet.

    Tombstone Myers (dear lord why does this exist)

    At this point the meme and surprise factor for new players is what keeps it around. Perhaps the license holders as well. Still don't think you should be able to Mori a Survivor that hasn't been drained of Evil.

    Condemn Sadako (ditto, drags the game out)

    Agree if it's just slugs for days.

    The problem with chasing the Sabo survivor is it just doesn't make sense right now, so I got into a 45 second Chase just so I can get into another 45 second Chase and probably lose two or even three generators because of it?


    Also gamma sliders are not suggestions, every game has one in this one should be no different regardless of the theming.


    And no the FOV sliders highest setting should be 110, period.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437774#Comment_3437774

    If that's true, why did you mention the survivor community, mention the blowback against the 10 second gen increase (of which 50 additional seconds over 5 gens is more significant than 12 seconds less over 2 gens) and refer to me as hypocritical? Without assuming the first two points your entire point in the post is non-sensical.

    Did you not consider for a second that maybe I wasn't referring to you specifically but the community as a whole? Maybe I need to work on my syntax or something because when I don't have a specific target I tend to keep things pretty general.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437572#Comment_3437572

    Wow, my very own @Pulsar moment when I get accused of being a survivor main. I'm honored. This is like a coming of age moment.

    That would be hypocritical only if I (a) considered myself as part of the survivor community instead of actually being someone who plays both sides and (b) had actually complained about the 10 seconds which I definitely didn't.

    It's understandable you have no idea of my posting history as you have less than 100 posts but rather than doing a low brow 'hurr hurr survivor main' us v them post a logical argument would be more constructive.

    For example, the 12 seconds is spread between 2 gens. If Scavenger is going to be so OP and just crush Killers why is BTL not played more? Are you seriously trying to say that an average of six seconds saved on two gens by one survivor is going to be overwhelming in comparison to BTL?

    Except I never once referred to you as a survivor main, try checking your ego at the door.

  • @UndeddJester said:

    I suppose one option might be to allow changing FOV, but only render survivors/auras that are within the default view range in front of the killer?

    Might look a little goofy... maybe a decent shader effect to fade the survivor out at the edge as if the Entity is masking their presence might be cool...

    That way it solves the motion sick issue, without forcing Killers like me to play on a higher FOV for the obvious advantage it brings? (I really hate that lenses view of the world... it doesn't make me sick to my knowledge, it just looks so weird and distracting I never change it).

    that would cause so much confusion

  • Yeah as long as genrushing is a thing lobbies with 2+ toolboxes deserve to be ding dong ditched, so no.

  • one step forward, two steps back lol.

  • @TheSubstitute said:

    I disagree that Scavenger is OP. If it were then BTL would be used far more commonly than it is now. Scavenger will save 12 seconds overall over two gens in comparison to using BTL on a Commodious with double charge add-ons but comes with the chance that you might not get 6 great skill checks, it's hard countered by Franklin's, and isn't as on demand as BTL.

    It's a good perk but it's not OP at all. The new Deja Vu might turn out to be better with the auras and repair speed bonus now sticking around indefinitely.

    BTL requires you to waste time, scavenger doesn't. Also I believe I remember the entire survivor community collectively frothing at the mouth when gen speeds were increased by 10 seconds, so saying "12 seconds saved no big deal" is hilariously hypocritical.

  • @Archael said:

    Baskit old deadhard... Sounds balanced.

    Not to mention that game is not designed for 360 either. Just because this is hard and dont work everytime is not an argument at any means. 360 is legalized mechanic abuse, and killer fov abuse.

    FOV sliders are not a suggestion BHVR

  • Thicker and SHORTER preferably, because I can barely see anything on maps like backwater swamp and the new red forest.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437043#Comment_3437043

    Yeah it would be really great if they added something to totems.

    Like, a killer perk that could incentivize the survivors to break the totem instead of doing gens.

    Or maybe a survivor perk that allows them to interact with a totem to provide a short range buff.

    That sounds pretty cool. It would really be neat if there were perks like that to encourage survivors to do totems.

    You misunderstand, I mean survivors need to have more than one objective that they are required to complete to win the game / power the exit gates or whatever, specifically because slamming gens makes the game incredibly binary, either your team brings genrush and ends the game in 5 minutes or less or your team is full of potatoes who never do gens and you get 3k-4k

  • @appleas said:

    Generators felt faster even with the increased timers post 6.1.0 because it became harder for one Survivor to run the Killer for 5 gens. Survivors had more time to mess around doing totems or opening chests and could still escape relatively easily. The first few weeks of 6.1.0 had Survivors going down in chases quickly which led a good bunch of the playerbase to realize that they couldn’t mess around and be inefficient on gens anymore.

    Rather than gen rushing, Survivors just learnt to be more efficient on gens over time. Add in your gen rush perks + toolboxes for some cases and Killers have the common scenario of losing 2-3 gens after the first chase.

    Toolboxes and gen rush perks alone weren’t the sole reason for gens flying by quickly, Survivors just stopped giving themselves side quests.

    pretty clear survivors desperately need a second critical victory objective besides just slamming gens.

  • @BlackRabies said:

    I'm also getting really disappointed with this game I'm really not enjoying it. Survivors always been the chill easy going side while killer has always been stressful.

    Survivors have been getting a lot of QoL updates which gives them indirect buffs from accessibility improvements or changes that forces the killer to play a bit more nice with the base BT, anti face camp coming soon and maybe a base unbreakable.

    Killers get what? A slight buff to kicking stuff basekit and slight M1 cool down. Most gen regress perks been nerfed to uselessness letting gens fly fast you really can't play to have fun you have to play scummy and every game is a stress test.

    Killers can't even get a dam FoV slider as an accessibility improvement for players with motion sickness and survivors get the visual heart thing so they can pay less attention. Ringu girl gets nerfed indirectly really hard from that.

    Swear it feels like BVHR being biased and hypocrites sometimes.

    The lack of FOV and Gamma sliders as well as accessibility for vision impaired killers is an insult, there's no acceptable excuse for it.

  • @Maperson said:

    Well, i guess it would be fair to give all killers the ability to close the distance way faster then?

    I was going to say why don't we just delete all m1 killers

  • Survivor is clearly winning if you only look at the highest skill levels, given that most tournies are decided by hooks or a point system and not kills which should be rather telling. Basically only nurse and blight can compete with how overpowered high level SWFs are, the problem is this doesn't translate to low ranks at all, like not even in the same ballpark so the typical competitive trickle down balance simply doesn't work well here.

    The reality is the vast majority of killers simply cannot keep up with genrushing, potent synergy builds like flipflop/boil over/unbreakable on maps with dead zone corners, flashlight/flashbang/blast mine/head on spam builds etc. but solo survivors at low level do not employ these broken strats with anywhere near the same efficiency as high level teams.

  • @DavidHypnos said:

    No. He is probably the most powerful killer in the game. He definitely doesn’t need any buff. I won’t go so far as to say he needs a nerf, but definitely no buff.

    O_o

1 2 3 4