Gandor
Gandor
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- Gandor
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At least speed up the animation when selecting more then 1 node (to at least speed of autocomplete). This is minor thing, but it would help quite some
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@aarongai said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420142#Comment_3420142
That's a bad comparison.
Survivors getting downed because they failed to drop a pallet in time is normal gameplay.
Killers missing their swing because a survivor exploits their turning speed to forcibly cancel the killer's attack is not normal.
It's more then perfect example. Survivor dropped pallet in time, but because there's a ping, killer at the same time hit survivor - both actions coming true the server for loose-loose on survivor side and win-win on killer side just because of higher ping.
While spinning is just survivor dodging killer's hit (and no, survivor can't run quicker then his 100% movement speed even when rotating)
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1, this should go to bug section instead of feedback :)
2, Ormond similarly to swamp maps have some very weird hatch spawns. One of the thing that surprised me and maybe it was your case too - it can actually spawn in main building on stairs, or anywhere at the edge of the map (and one of those corners is especially bulky making it possible you didn't hear it if you didn't move directly to that edge). Maybe this was the case?
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419347#Comment_3419347
If the nerf wasn't that significant, let's unnerf her then since it didn't make much of a difference.
Spirit's pick rate is only 2.5-3%. She used to be one of the most picked killers with around 5% pick rate. It's a significant drop. https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022#latest
You're absolutely insane if you think a 15 second power cooldown isn't long. I think this is actually the longest primary power cooldown in the game.
"Spirit's power has like zero cooldown while Blight has a balanced cooldown as long as he's not playing the broken addons "Adrenaline Vial" or "Alchemist's Ring"."
I actually lost brain cells reading this. Spirit's cooldown is 15 seconds. Blight's cooldown is 10 seconds for all charges.
Dude, whatever you consume, stop it...
15s cooldown ONLY IF you use your whole power. Most of the time you don't NEED to use whole power. U just use a few seconds of it = the cooldown is much shorter. Also she is #3 strongest killer. If she needs buffs... Well. I don't know what to tell you. It's almost the same as asking for nurse or blight buff. Or Artist (she even has low pick rate so that would work in this regards too). It's just pure insane
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@HardhatKrugerer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419097#Comment_3419097
Sure, my dear. I have no doubt that you believe that you have actual survivors against you. Yet your knowledge about this game displays otherwise. Only really bad player or begginer can consider Tombstone Myers as easy win or being unable to defeat. But continue. Show how little you know about this game.
Don't believe me. Watch dev streams. MMR has low soft cap. We get all the same survivors.
Also again. If u consider tombstone piece games hard, you have yet to learn the game, because you are doing something very wrong. Winning with 130% (PWYF doesn't even loose stacks if played correctly) speed with quick 3v1 and then 2v1 is "hard" only for people that can't play without clutches.
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@HardhatKrugerer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419093#Comment_3419093
At your level of survivor or kliller its surely devastating. But I´m talking about actual level of gameplay where gens are flying and killers are obliterated by survivors in a moment. Where survivors have actual knowledge about the game. You are well known as very low skilled player so if you´ll want I can teach you how to play against Tombstone Myers. Its not free win at all. But as I mentioned. At your level of gameplay and where you belong its surely devastating. But at your level of gameplay is even Pig or Freddy have huge killstreak.
:D :D :D yes. Like as if there was no soft cap to MMR. I will tell you the secret. I am getting the same survivors you are getting. Also the same survivors lilith omen, otzdarva and supaalf are getting ;)
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@HardhatKrugerer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419067#Comment_3419067
Just because you´re unable to counter it its not a problem of addon. As I mentioned before. Learn how to play against it and you will have much bigger succes. From my already 5k hours was 2K with Myers. I know exactly what I can afford against him which means that I´m ALWAYS expecting Tombstone and in a moment when he is near by me and its obvious that I would get hit... I´m jumping into the locker. Instakilling has a prize. If you´re bad enough then even Vanity mirror will be op for you.
:D I played a lot as it and against it. Tombstone piece especially is almost free win. Take slowdowns and PWYF and you need to be vastly inferior to your survivors to loose. Don't take infinite or tombstones and you need to be way better to win
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Yes. We are at it again. Meyers needs buffs. But he also has to loose his instakill addons (especialy piece)
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I like your first idea. Camping from distance gives way better possibility to actually miss. So it would reduce the problem significantly. Now the question is about fair distance - deathslinger's iri addon comes to mind - making the distance same sounds readonable (and 4 hatchets is not bad too)
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Merging it with DH would make it (bad) survivor perk. So it's better to leave it as it is - a killer perk survivor can take. Same as self care.
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Best thing BHVR could do is admit their mistake and delete the killer. It does more harm then good
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@[Deleted User] said:
I still use CoB and Eruption on Wraith because he’s one of the few killers who can use the info of both perks. Overcharge is really really bad though. Like F tier. You’ll catch me with Beast of Prey before Overcharge
overcharge is good in low mmr. If it forces missed skillchecks, it's very strong. But yes - for experienced players it's F-tier
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They can't fix that. The amount of unfair hits that killer will be robbed of - it would nerf killers too much xD
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As stated before - the perks are garbage-tier now. They don't need any more nerfs (I would argue small buff would be welcome - e.g. CoB should be 150% instead of 125%). The problem is in killers that were mentioned - specifically skull merchant. Which was stated a lot of times already
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Hook placement (especially saloon, but a lot of maps at this point) is the only fix that I want. And talking specifically about saboteur perk - fix it so that description actually is true (make it 2.5s sabotage instead of 3s). Then it's all good
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I disagree. Twins are plenty strong as is. What the killer needs the most is fix all the little bugs and lower all the cooldowns - swapping between them, after hit swaps, possibility to recall "alive" victor, but maybe make higher CD after victor gets kicked (but at the same time nerf them in some way to make it net neutral change strength-wise).
I think nothing else needs to be done about them.
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Best think to do about this killer is just scrap him. I know I won't play survivor right after new rift unlocks (because someone thought it would actually be good idea to force everyone to endure this fail of a killer for some masochistic reason).
She is killer that is best played against by standing under hook. You can be bored for 40 minutes straight as she camps gens, or you can get 2-3 normal games in the same time.
Just accept it at this point. The killer is mess. Delete her out of existance. Maybe some people will even return to game
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I can imagine onryo. But that absolutely does not work w skull merchant. Before the patch she was super boring weak killer. Now she is super boring killer
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BNP is about the same as killer bringing some of the strong addons. You can't nerf one without the other. And truth be told - many survivor "BNP's" got already nerfed quite a bit (styptic and syringe are both quite a bit worse then before patch)
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5s stun. Just no.
I mean i like new mechanics. I am sad to see lightburning go away (yes, applied to wraith too), but 5s stun is waaaaay too punishing. Even 2s would hurt (but that would still be interesting - btw that's what should have actually happen with wraith when successfully burned - 1s or 2s stun after 2s of burning instead of 4s stun)
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I more often then not use this time for last second points (close hatch, break pallet, ...). I don't want to loose that.
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Yes, but that's not even think I was really thinking about. FoV techs are another example, that's possible but still not a main reason.
Hiding behind corner of a wall or inside crevice of some walls or between 2 lockers that touch wall and so on. Those are the prime examples that are super important to juke stronger killers and will be lost with wider FoV of killers.
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It is big deal and lots of strong killers do bring it. People that don't "need it" for any head issues still take it.
And I am not talking about hiding from killer to not get chased. I am talking about chance to momentarily loose killer mid-chase to avoid hit.
For same reason - allow survivors stretch res so they can see you over walls to negate any mind games. It would certainly feel better and it's the same "not a big deal"...
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FoV slider IS A BIG DEAL. A lot of things survivor do depend on killer not seeing them. This would need some considerable buffs on survivor side - especially because this works the best against strongest killers (blight, nurse, oni, ...). Keep FoV the way it is and don't remove survivor's agency any more.
Alternatively add FoV, but don't let it go beyond current max value without perk
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@lifeisstrange said:
some killers who are 115 should not be 115 imo, it makes no sense, and these are killer who usually has abilities to let them tele to a or move real fast to survivors which would be as follow:
blight=rush
Billy=chain saw sprint
Wraith=fast moving while cloaked
Sadako =teleport via tv + that green add on that makes her move 50% faster
Freddy=- Can teleport
Mend Simulator=frenzy
These killers literally has powers that are mobile to let them close distance on survivors fast yet they are 115 which the funny thing is legion use to be 110 from what I see in their history changes and was change to 115 for idk what stupid reason. Weak killers like trapper it makes sense to have them 115 or any killer that do not have some sort of mobility power . Also honestly after trickster I realize that bvhr dont even do 110 killers no more, always 115 which is so annoying.
I can agree with blight.
But not with: Billy (hardest killer in game already), wraith (he is mid M1 only killer - he can't hit you when cloaked), sadako (almost pure M1 killer - her only help is a little mindgame when manifesting), Freddy - one of the weakest killers in game already, legion - needs to M1 after using ability.
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@Cynwale said:
Who the hell complain about toolboxes?
Sabo squads never escapes and Gen rushers cannot make any mistake else they waste 4 minutes and a 4 man escape.
Read this forum. BNP's and "genrush" (perk+addons) are being complained about constantly. I admit that sabo toolboxes are not being targeted atm
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414224#Comment_3414224
With the first point I just don't know what you're talking about. With the rest, no exhaustion perks are not at all a necessity except against the strongest killers/loadouts which themselves are a necessity when against exhaustion, meanwhile exhaustion is complete bs against basic killers and we've just gotten to a ridiculous point of power creep
That first part means - without exhaustion it's very easy to create (small in size, large enough to get hit consistently) dead zone. It's not really even time consuming. Exhaustion perks are in a game so that this is not super easy. Remove them and you need to rebalance, or you are guaranteed wins on killer side once people learn what to do (and this DOES apply to all the killers).
It's that simple. Same as guarding 3-gen with knight/skull merchant with old CoB+OC+Eruption. That's why those perks needed to be nerfed. Creating surefire thing that does not need involvement to win the game is and always will be bad.
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412607#Comment_3412607
I would agree if there wasn't the variable of survivor's skill level being such an unpredictable match between games.
At a competitive level, according to a recent series of games organized by Oz for comparaisons between top tier players...
you can see that without addons, the survivors are heavily favored no matter what.
so when people make the bold claim that "good killers play without addons just fine" I roll my eyes because that just means they are playing against bad survivors 100% if they are successful.
The game just isn't designed to favor killers in the first place.
Sure. Every match in dbd is competitive one against 4man that scrims together specifically against said killer.
It's not like pub matches mostly consists of soloQ (I have my doubts about this one with the amount of anti-soloQ changes, but we don't have new stats) players and rarely of 4man. Making it absolute requirement to always play alch ring c33 blight on mac millan "to have a chance at win"...
On the other hand I have most of my games with spirit that has nothing more then yellow addons (most of the time brown) win strong majority of my matches. And I don't feel like miracle child.
Also considering good win rate on other weaker killers - I just don't get the sentiment of "I roll my eyes because that just means they are playing against bad survivors 100% if they are successful.". There's a fairly achievable soft MMR cap in game, so I am probably getting same survivors as lilith omen or supaalf (even if I am vastly inferior).
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If survivor can loop you for 2+mins and you are still on that chase, then you deserve to loose that game. That one is HUGE misplay on killer's side.
Suppose opposite is true. "Why should a killer win just because he can use his power and down every survivor within 20s? Buff gen progression perks/items to compensate." What would you respond to that? Maybe "git gut"?
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414201#Comment_3414201
Being forced to drop chase all because of a perk with basically 0 prerequisites is not ok
Being forced to die, because killer guards area of map and destroyed 3 pallets is also no fun.
Most exhaustion perks are designed to allow survivor to get to some better spot when used. You asking to remove this would need some compensation in form of repairing pallets and I sure as hell do not wish to even think how one could balance it for both sides.
Exhaustion perks are requirement at this point. You can't possibly win games as a 4-man team without them against certain killers in higher skill bracket
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@bm33 said:
I think add tokens for rummaging incase all chests have been opened and have it remove the speed/efficiency penalty for self heals would make pharmacy a useful perk.
Maybe just removing medkit penalty would be enough on it's own. Keep in mind you could have brought your own medkit to the trial.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413869#Comment_3413869
I honestly havn't ran selfcare in such a long time i probably couldn't give a proper answer for lack of use and build synergy. On the surface compared, Pharmacy is just the better choice (especially with Built To Last). Unlike Selfcare it's versatile, it provides access to both a self heal and a better teammate heal. Unlike Inner Strength, it's usage can be increased through offering's or perk's that affect item consumption and isn't limited to a single area like CoH. The only major downside is Franklin's, Overwhelming Presence (highly unlikly to see) or item drop add-on's.
It's probably due to different experiance's, but the limitation of chests has never been that much of a issue, not even after the mid-chapter so far, but other's say different. It's mainly why i see the perk in a spot where it's avalibility could be better, instead of giving something more drastic. If it was a unique medkit to the perk itself which was consumed on use and gave a fast heal on whoever it was used, sort of like a insta-heal, then yeah. But i don't think making the perk make self-healing faster after there was just a change to address self-healing is the right approach. It's more like improving something but it'll fall apart later regardless.
The farming medkit's thing surprised me seeing it pop up, i didn't mean to make it sound like it was a point of complaint, just surprised it showed up when it wasn't mentioned previously.
If you are willing to use 2 perk slots, then I would suggest you try out self care with botany. It provides faster self heal and faster altruistic heal, but is unlimited and can't be stopped by perks/addons (compared to medkits). Considering 2 perk slots, there really is absolutely no reason to take pharmacy.
Also to address your point about buffing self healing. That's not the point. The idea is to leave pharmacy in a state, where at least in some niche - it works better then self care. Due to the considerable indirect nerf it got (and self care not being affected at all) - I argue there is no reason to ever bring pharmacy over self care, because you are universally (considering builds and gameplay instead of super lucky toss of RNG) always better off with unlimited heal version compared to limited heal - which doesn't sound right.
So overall if pharmacy stayed as good efficiency-wise as before last patch, then that would already be a good step (but personally I think the perk should get a little better buff, because it already was one of the weaker heal perks - just don't make it huge buff, the idea is not to make it meta perk. Only to make it viable choise)
One other thing. "On the surface compared, Pharmacy is just the better choice" . Can you please provide a real gameplay example? I can think of only a very weird situation where this would be true (killer hooked you on a hill where there is also unopened chest - survivor just unhooked you, but he refuses to heal you - making your travel time very short so u heal a few seconds faster then with unlimited self care considering single perk use). This is not something that comes pften enough to make the choise really better then self care.
In fact the only tangible benefit i see is, that people scoff at self care users more then on chest looters (pharmacy users), so taking pharmacy saves you a little from other players ridicule? Maybe this is the only true reason to take this slow heal over self care?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413586#Comment_3413586
I actually use Pharmacy alot when i play, i've found it more reliable and time saving than any of the other healing perk's outside of CoH or tracking finding another survivor. Empathic Connection or Aftercare also help with it with Built To Last making you an excellent healing station. Even by itself it can alter the flow of the game, similar to Hex: Devour hope only getting 1 insta-down before it get's broken, enough of a change in a match to alter the outcome.
There's plenty of way's to use Pharmacy, i'm not arguing against it being active at all time's, but i don't like the idea of needing a toolbox but are locked to just medkits from chests. It's also not a quick heal, or in actual term's a quick self-heal, Inner Stength is a quick self-heal perk, it's better than Pharmacy as it's always avalible when you need it. If you want the best of both world's run both, pocket self-heal and medkit for later. Making it so Pharmacy affect's efficiency or healing speed just sounds like trying to get old healing perk's back that were changed because they were problematic in the past or contributed to the reason self-healing on medkits got changed in this recent mid-chapter. I can't see Pharmacy ever being meta but it would suck if it did as there would be more of a contest over chest's during a match.
As for Farming medkit's, i don't know where that came from. I don't think Pharamcy has ever once been complained about for providing a free medkit to a survivor if they escape the match.
I don't know if we understood each other. But let's say it this way. When is current pharmacy better then current self care (and self-care is bad enough that some people consider it "best killer perk in game")? And I mean like specific niche (not just lucky situation) for which you would rather play pharmacy over self care. If you went thru my previous response - pharmacy is at best on average same speed as self care, but is limited to number of UNOPENED chests in a game (default 3, sometimes 4, can be more or less with offerings) - and forces you to carry an item (that can be franklined away). So again - why are you using it if it's just plain worse?
The part about farming - I was not complaining about it. I was saying farming green medkits was 2nd use case why pharmacy might be better then self care (you are stacking up on quick medkits for other games). But that is also no longer true - because now it makes no sense to try to farm those (because medkits got all nerfed into brown medkit).
So taking this into consideration. Why do you take pharmacy when you can take self care? I sincerely don't understand.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413189#Comment_3413189
You see someone using No Mither, do you go for it?
Some challenges, make you do really stupid things. You would be able to guess it from his build and know he is going to be useless most of the time.
I can imagine lot of players would dodge that lobby.
I would be completely fine just to get it as info on loading screen, so I know what to expect from them.
Of course it would be optimal to have it in lobby, just so you can be sure there are not multiple inner-healing etc. but that would be also more work for devs.
it would be way easier to implement it for loading screen.
you can do the same thing survivors already do to lessen risk of franklin's or lightborn. Just last-second swap. If this was not enough, a simple button of "don't show any changes to my perks from this point" would work even better.
I don't agree with showing both sides their perks (because a lot of perks work only if people don't know about them), but it would be nice if soloQ got a bit closer to SWF. But let's be real - they can't get too close, because in soloQ you will just never know if you can trust your teammates to do correct play or if they will do something selfish (aka stupid). This is something even in-game comms (which I absolutely don't want in the game) would not solve.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412846#Comment_3412846
There should be a way to approach it, besides waiting until crows show up. If the game is having long term latency problems, then the hitbox needs to be made much more narrow until the latency issues are fixed.
Ah. So taking the same solution to exactly the same problem - let's make huntress hatchets/wesker's bound/all M1 hits/etc smaller, because pokos hits exist.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413404#Comment_3413404
The reason why it's so unpopular is because it's so difficult to coordinate it in solo q. So this is on topic. You can't buff the perk so that it becomes easily usable in every game, without giving it a huge nerf beforehand. There's too many lockers in the game, and it's unreasonable to expect killers to avoid going near any lockers when they chase someone.
Frankly I rarely see it used in SWF too.
The only exceptions are a, tourneys because of limit of 1 perk per survivor b, "bully squads" (aka ppl that will probably throw the game just to play too altruistically for their own enjoyment).
Meaning if you make it usable in soloQ, it would be used more, but it will totally not get even close to usage of sprint burst or lithe. It would just become better blast mine (something fun that has questionable value when actually trying to win compared to alternatives).
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While I agree that killer should get hooked EVERY time in cases OP said (without any help from perks or other survivors), it's also true that some maps (especially saloon, but there are also other maps that break supposed minimal hook distance) have hooks WAY too close together - making it impossible to pull of sabotage plays even if played perfectly.
Like in saloon - if survivor does not get down next to any hook, killer picks up and decides to go to one of several hooks in his vicinity and picks hook that the other survivor is sabotaging - that other survivor sabotages it in such a sneaky way, that killer actually comes under said hook - killer then even injures sabotaging survivor - I think in this case killer should not be able to carry his survivor to another hook. But this is consistently possible in saloon (meaning survivor needs to be downed away from hooks AND his teammates need to sabotage 2 hooks that killer picked (or 1 hook and take multiple hits) to actually help wiggle him free).
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413572#Comment_3413572
Sure, even with Noed most optimal way was only search for totems, but not cleanse them.
Simply so you could get rid of it asap of needed.
I don't think there will be any valid side objective soon. Reason is quite simple. It would make difference between SWF and soloQ even bigger.
You can see it on Pinhead.
I can agree with this fully. I am just not sure that your premise of nonexistence of side-objectives (because of widened gap) would be something, that would stop BHVR. But I otherwise agree with you
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/372416/pharmacy-emergency
The perk wasn't meant to provide a quick heal, just a guarantee that you can heal yourself. It originally just provided a medkit on the first search of a chest then it de-activated for the rest of the match, which was rather weak for a perk, it got re-balanced to alway's provide a medkit when searching a chest, but with the condition you had to be injured, which is fair as it make's sure you have some control from what item pool your drawing from when using a chest.
It honestly doesn't need a change that affects healing speed as its rather solid as is. If it were to have a change,
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401565#Comment_3401565
This would be the change it should have or making it actually work with Appraisal, since Pharmacy up's the interaction time on chests by 80% the time loss would be negated (the 80% interaction speed should work when healthy though), outside of that something similar to counterforce where while injured you see the furthest or closest chest aura while injured.
The perk wasn't meant to provide a quick heal, just a guarantee that you can heal yourself.
The perk is limited to number of chests. It's slow, because it requires you find an unused chest - not even right away (only after you are injured - so there will "always" be travel time included), open said chests and then heal for 24s.
What is the benefit of bringing pharmacy over self care? Because as of right now, I see exactly and precisely nothing.
Also I absolutely disagree with your premise - the perk was designed to give you 1 quick heal + way to farm speedy medkits.
As of right now - the heal is slow (if killer leaves you mid chase directly on the chest - which is super unrealistic, it would still take 5,6s (to open chest) + ~1s (to pick it up) + 24s (to actually heal) = NEVER less then ~31s. It's not unrealistic to presume you need on average 15s travel time - at which point you get to self-care time.
As for farming - green medkits are practically identical to brown medkits - which are unlimited if you ever spend your BP's. So farming is now hard-nerfed.
So WHY would anyone EVER take pharmacy?
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408603#Comment_3408603
Tombstone piece in not a red addon
"And I don't mean specifically rarity. I mean OP stuff"
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412877#Comment_3412877
Noone is using pentimento without other hex.
If you see hex Plaything, then there is high chance of Pentimento.
You have slightly higher chance to find pentimento then NOED. And plaything is not the only perk that indicates pentimento (even if it's the most common one). Now this patch there's more incentives to play inner healing (maybe combined with overzelous) which tips the balance even more in favor to pentimento vs NOED (even if the difference is not a big one).
But the point stands - you don't mitigate any risk for doing totems in current state of game. You just swap one risk for another one. There's a spot where you could guess it's worth it to try to cleanse bones (you went thru map and after u were hooked once saw at least 3 dull totems - so it's likely no pentimento) - but even better then this is to mentally just note there position so you can cleanse them quickly if/when NOED appears in endgame (maybe even before it's triggered). Overall it's just detrimental on it's own to do bones as it takes time and most likely solves nothing.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412560#Comment_3412560
NOED used to make totems valid side objective...
But now there's pentimento in game. You just don't risk doing totems for no reason. It could be catastrophic...
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412845#Comment_3412845
I did and escaped lol, I'm so gud at this game.
And no, the Killers are weak, the maps are terrible and the survivors perks are way too efficient.
A new player don't have the best perks nor 100000 iridescent addons, even after playing 100 hours, it's either have incredible skill or play Nurse.
@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412853#Comment_3412853
I only escaped 1 time, and just because my teammate had a David Looper King that was giving the Killer an immense feeling of weakness.
I don't even saw the Killer, I think it was a Knight or something similar.
ok. So getting super hard carried against killer that can't finish 1 chase is "i'm so gud at this game". I think it does not make sense to continue with this debate
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@BlightedDolphin said:
Pinhead gives another objective to complete and he’s one of the most complained about killers.
People will complain no matter how you handle this.
Pinhead? Really? Did you see skull merchant? Ok suppose we forget about that one. Did you see knight? Ok suppose we ignore those 2. Did you see nurse and blight?
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412845#Comment_3412845
I did and escaped lol, I'm so gud at this game.
And no, the Killers are weak, the maps are terrible and the survivors perks are way too efficient.
A new player don't have the best perks nor 100000 iridescent addons, even after playing 100 hours, it's either have incredible skill or play Nurse.
I have exactly the opposite experience. And I have waaaay more the 100hrs on killers alone (being survivor main).
Now show me the stats - out of 10 soloQ games in a row with no mither and no other perk - how many did u escape? I would guess it would be around 1/10 if you are lucky.
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412737#Comment_3412737
Try playing Pig with no addons and no gen regression perks, you'll see.
"try playing soloQ with just no mither then"
What does that have to do with anything? I don't like pig. I do play weaker killers, but not pig. But I can play clown from time to time and even if he's much weaker - it's still very much possible to win. What absolutely makes no sense is saying that killer can't win anything when picking weak killer AND handicapping myself - and demand for devs to change things so that it's suddenly possible.
Maybe do not handicap yourself if you want to win so much?
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Understandable. The game is unplayable for new survivors, so there are barely any. So the only choise is then to take killer - but said killer does not have any survivors on his skill level - so he gets the only available survivor. Those that have much more experience.
Devs should make changes so that the game is appealing also to newer players. Otherwise it will bleed out players and slowly die (I am not saying, it's dying right now).
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@Cynwale said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409704#Comment_3409704
Everything about the problem is in your build, just look at your Killer, then your perks, then your addons.
Look at what you have, and then see how much altruism they gave you.
Then, it's enough to know you only win because of meta, end of the argument.
My addons? Should I have taken MDR+amulet? I think I took one of the weakest addons in game. Same about map offering - I didn't choose Gideon (some ppl still consider it survivor sided - so this is for them).
Also this whole thread is about killer being way too hard and basically unplayable - that doesn't look to be true if such a stomp is possible with ######### addons...
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412135#Comment_3412135
Imagine having 3 situations.
- Balanced game when each sides believe in possible win till the end.
- Killer destroys all Survivors. Survivors already lost after 5mins of game but both Killer and Survivors need to play 10 more minutes, cause killer deserved it.
- Survivors destroy the Killer. Both Killer and Survivors have to play another 5-10 min cause they deserved it.
First version (balanced game) is obviosly most fun for both sides. So imagine tuning down other 2 options SLIGHTLY closer to the balanced game. Remember that speed increase/decrease should be set to fair percentage which will be discovered after several tests.
Well that's the thing. It's like in other games "autoscaling" where environment changes according to your level. Some people like it. I absolutely hate every game that has this. If I lost - I lost. I don't want something to artificially change it. Same thing if I won. The only thing that should be done is cut down time where there's no hope for one side - which quite frankly for killer is like almost never.
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@Nos37 said:
Yes. Hooking someone and then hooking someone else means you're not tunneling.
Entitled survivors... "The killer didn't hook each survivor once and stick their nose in the corner of the map for 40 seconds after each hook... They're TunNEliNg!!!"
U r technically right. But just technically. The point of everything is - if you go after freshly unhooked person without giving him any chance to recover - you are abusing the situation. If survivors are unhooked in reverse order in which they were hooked - then in your
example DS would absolutely not be active - even if most vulnerable person just got unhooked without any real protection.
But to be fair - at least it would take care of most focused hardcore tunnelers that will just not hook anybody else but their single dedicated target.
@Nos37 said:
- Decisive Strike now activates when hooked instead of unhooked.
- Decisive Strike's timer will pause while hooked or in the dying state.
- Decisive Strike now deactivates when the killer hooks another survivor or the survivor performs a consipcuous action.
- Decisive Strike now stuns the killer for 1 second, plus 1 additional second for each generator remaining.
By activating when hoooked, it's now possible for the perk to deactivate if the killer hooks someone else before the perk user has been unhooked. This means Decisive Strike should no longer punish the killer if they aren't actually tunneling 1 person repeatedly.
The timer pausing prevents the perk from being wasted while on the hook, and prevents the killer from slugging and waiting it out.
The 6 second stun duration should heavily deter/punish tunneling early on, yet a 1 second stun shoud not be a simple "free" escape at the end of the match.
I have to also apologize for saying you outright want to nerf DS - I overlooked one important part - having minimum of 2s instead of
1s. For some reason I just didn't notice. Still at 1 gen 1s head start does not give u enough time to do literally anything. The only thing it provides is for your teammate to bodyblock incoming hit and that's it (so 100% useless for soloQ) - and even that would be hard sometimes as "aim dressing" sometimes targets someone or something and ignores game change (allowing to hit unhooked survivor that is 2m away when there's other survivor between killer and said unhooked in 1m distance).
@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412030#Comment_3412030
The devs need to code it better then.
The point is that you should get a 6 second head start if tunneled at 5 gens, but only a 1 second head start at the end of the match. That time needs to start when you're able to move, not when you're dropped.
I get your point. It means DS is useable at the start of the game (5-3 gens) but useless later on (2-1). I think that would be OK if u had DS both times. Not just once
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Sounds bad.
For 1 gen vs 4 survs - it promotes slugging/bleeding out and 3-genning. Boring. Let survivors win instead. They earned it if they did all gens.
For 4 gens 2 survs - it's just unfair to killer. At that point give up or suicide are better options (or showing aura after some time). The match is lost anyway and killer deserves to win that one.