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Gandor

Gandor

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  • @Severing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372330#Comment_3372330

    You had plenty of options before the killer caught up to you though, windows, pallets, hiding, running early and forcing 20+ seconds of pure W holding before the proper chase even starts, etc.

    When the killer is within lunge range there is nothing you can do besides trying to disorient them, that is true, but that is because that is also when they are supposed to hit you. And even if you do try said tactics, killers will often not fall for them and you will be hit anyway. So, is keeping this already unreliable option from becoming impossible at worst and weaker at best really worth maintaining the current FOV restriction which is severely discomforting for some and nauseating for others?

    Personally, all people that I have met who used Shadowborn used it for comfort, not for the advantage and I doubt that having a Killer FOV slider that goes up to 102 (Current maximum with Shadowborn) would change much.

    Then again, BHVR has not added a slider for 6 years and I doubt this will change now.

    Sure. Like dodging Oni's ability all about distance and has nothing to do with (mid-chase) hiding.

  • Sounds very reasonable. Just one thing though - there are perks that fulfill their niche and they should be taken as such. Like thana is generally garbage-level perk. But still it's good on killers like plague and legion (exclusively these 2). This will make the pickrate for these 2 perks bad even if the perk is decent (not OP) on their target killer

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372273#Comment_3372273

    So 90% of killers should put up with disorientation and motion sickness because of a handful of killers that are too strong?

    I would gladly see those killers nerfed in exchange for better FoV.

    u know fully well that this thing would not stand. The backlash would be huge - "we nerfed 6 best killers in exchange for making base FOV larger". The complaints would be endless

    Anyway - that's not even the point. I am not talking about strength per say. I am talking about reduced options for survivors.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372319#Comment_3372319

    It typically costs money to change your name on console. At least it did when I played consoles years ago. I couldn't tell you now.

    oh ok. Thx

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372278#Comment_3372278

    I believe the problem is that they are a console player, and anonymous mode is a PC only feature

    still. The easiest solution is just to remove TTV from name. It does not make any sense to have it in name considering the proposed "solution" by OP was to hide it together with their name. Or am I missing something?

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372273#Comment_3372273

    I am a blight main, my knowledge on blight far surprises 99% of people in this game easily especially on blight. If I know you are wiggling/spinning, all I have to do is time properly. Oni is the exact same as well. Regardless of how well you spin or wiggle if I react correct with my hitbox near yours I will hit you no matter what. Your statement is based on gameplay of a challenger smurf in gold mmr XD. Ayrun is god tier survivor walking over killer's who trip over their own shoes.

    Sure. Like that P100 Oni.... Which (and I can be wrong this time - might be other P100 killer) was comp player that won many tournies. Total beginner...

  • I don't think it's necessary. STBFL already has counterplay - it's obsession. And sure this favors SWF on comms more (because they can call out STBFL), but it this can be countered even as solo player. All that is needed is to send obsession to bodyblock hooks (even if killer will be able to hook regardless) or take hits in any other way.

    The perk is very strong, but it needs a lot of work to have it working. I think it's fine the way it is (hook camping included)

  • @Seraphor said:

    It is absolutely dumb that you can "hide" either in front or right next to the killer, within 1 m, simply because you're out of their FoV. Literally standing on their toes, and completely invisible.

    360's are equally stupid. You're gaining an advantage by playing a slight of hand trick and vanishing from view, without the use of any obstacles or LoS blockers. It works purely because it disorienting for the killer, making killer gameplay feel even worse.

    Many things about DBD's early design are stupid and have been rightfully removed, like hook facecamping, being able to immediately down a survivor when unhooked, and instant flashlight blinds. This is yet another thing that should be shown the bin.

    And the thing is, these things don't generally work against the best killers, they work against less experienced killers. They're also used predominantly by SWF and not solos. Removing these would get yet another thing that levels the playing field between SWF and solo.

    Is it technically a buff to killer? Of course. Marginally, but it is a buff, because it makes avoiding killers attacks slightly harder for the most skilled survivors. But in light of rebalancing the game, with SWF and solo being brought closer together through solo survivor buffs, it's a buff that needs to happen just as much as those solo survivor buffs need to happen.

    87 degrees is ridiculously specific and smaller than any other first person game. Being able to choose between say, 90, 95 and 100 would be more than enough, and still wouldn't be a significant info gain. Killers wouldn't be able to see things they shouldn't, but they wouldn't be disoriented or motion-sick simply by playing the game normally.

    I specifically mentioned limited FOV helps against Blight and Oni - but it sure helps also against spirit, nurse and wesker (just not as much). Are you arguing those are weaker killers? Because it is clearly easier to "hide" from killer that zooms better then from killer that is regular slow M1 killer. So the exact opposite is true - it nerfs strongest killers the most

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372115#Comment_3372115

    You mean those small holes that don't secure downs because Slinger is not true ranged... again?

    No, he IS weaker, 100%. Lower range to use his power, needs to get a close hit to down someone, has travel time like the others, etc.

    And of course, the focusing on instascope because if I am complaining about current nerfed Slinger, it must mean that I want instascope back. Surely I can't want a Killer buffed without bringing back what the playerbase complained about, surely?

    "Current slinger is much better."

    Don't talk up a weak Killer please, it's spreading misinformation. Everything I said still stands, you just brought up the fact that his shot can go through holes and get those INSANE shots (if the Survivor isn't paying attention) that only allow for injures and don't get downs (which is what truly matters).

    And it sounds reasonable because you don't see anything that could make him actually dangerous, that's all. "I can accept these changes because they won't actually buff him at all."

    Which is pretty much proof of what the community sees as "balanced"... and most likely why the devs don't listen to the forums. :)

    Those holes can be hits a lots of times. Best example for this one is his own map - saloon. He can shoot thru carriages and convert that into hit. He can do the same at short-wall gyms. Heck I saw some insane slingers that can convert the hits even in long-wall gyms and their miniature holes. Last time Otz (someone who does not play DS that much) showed how he can do the same at LT wall. Lots of rocks can do the same.

    So again - in the end you are selling him short. And one more thing - even current DS is not weak by any definition of the word. Even by Otz - the killer is in the middle of B-tier. Making him the perfect average killer. So overall complaints about the killer sounds funny compared to say Freddy or Trapper.

    So I will say it again - he can get buffs, but they should be in a way to make him feel better to play (and maybe even make him easier to learn). Not necessarily to make him stronger.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372100#Comment_3372100

    Are you really going to make me say it again? Fine:

    In MMR terms, a victory for the killer is 3 kills in one match. 60% killrate means 240 survivors killed in 100 games (400 survivors total) or 2.4 survivors per trial, meaning killers wins and gain MMR in 40% of their matches.

    As you said, in the case of the survivors each individual have it's own match against the killer. So, 40% escapes means 40% wins and MMR gaining for the survivors, as even if just 1 of them escapes that one won against the killer.

    So, 60% killrate means 40% winrate for killers, 40% winrate for survivors. And unless they change the way the game works and start treating the 4 survivors as a team (it would be fun to see the saltiness generated by someone losing MMR because of the other survivors getting killed) it is the fairest it can mathematically be. Accept it already.

    And again - considering YOUR take on it that I don't agree with (again - killer playing 4 games in 1 trial - something devs said when explaining MMR).

    Even in your case I will repeat it once again. Killer looses 40% of games (because 2 kills is NOT loosing the game). Survivors loose 60% of games. Reread your own response and tell me it ain't so. And again - loosing more for one side is according to you fair? Why? Why should one side loose more and consider it fair?

  • @SaltiestChip said:

    I'm sorry but as a newer to the game player and a killer main, I'm probably going to tunnel a little because I want to learn how to chase better. If I run into someone who is way better than me, I'm going to try to learn from you or catch you off guard. It's like a little victory I get to enjoy for learning and doing better. Doesn't mean I don't break chase to try to defend gens when I'm close to one.

    To be honest the "tunneling" complaint always just comes across as you got caught out after getting off hook and your upset that you got caught out of your dead hard/borrowed time/off the record window of opportunity to get hit. Even if the killer did wait out these perks you people would still being complaining about people trying to get certain people out of the game.

    I have 2 options when I chase you:

    1: Commit to the chase if I think I can get a down and risk other survivors completing gens.

    2: Ignore you because you'll be mad if I chase you again.

    What do you want from us? This all leads down the same road of killers getting more and more hate mail from our fans like you when we are just trying to play the damn game. if you get killed first, congrats, you now get to get into another game faster than all the rest of the survivors in the game. Tunneling isn't broken, tunneling isn't unfair, your just upset you lost.

    Every single player be it on survivor side or on killer side has to deal with some form of toxicity. I'm not gonna play the whataboutism game because at this point we've all hear the reasons from both sides.

    How about giving us killer mains a break. We are trying to win, earn blood points, and have fun too. If you wanna flame the face camping bubba in the basement go right ahead, but leave the rest of us out of it. I'm so tired of getting hate messages because all this community seems to breed is entitled survivors who call me slurs in end game chat or over steam because they didn't win and get to say "GG EZ SHITE KILLER" in the end game chat.

    if it upsets you that deeply to lose as survivor, then play killer and enjoy the hellscape that we have to deal with from you people on a day to day basis.

    The complaint about tunneling should really not go to killer players. As you said - you are just trying to win and I fully get it. It's the most optimal way to victory.

    But sure there's a lot to complain about here - just not to you as a killer. It's developers who should care about their game and listen to their community. From survivor's POW when you are tunneling you are immediately abusing 2 things at once - 1 less health state making the chase half as long (and no, perks like OTR don't work, because survivors can VERY easily be hit before they can start to loop in any way) and you accelerate removing someone from game giving you much more time to do all the other chases.

    So in the end you are abusing shortcomings of this game (which you have full right to do). Of course survivors will not like it and blame you for it (but the blame should go to developers - for making it the best tactics possible). And even though tunneling is more interactive then being facecamped by Bubba - it's still not very enjoyable by most people - so again it makes sense people will complain.

  • @AMOGUS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371976#Comment_3371976

    Uh, why not let him do that? Slinger needs to get a direct hit to down, you need to be within a certain meter range to even get shot, and as soon as you see it's a Slinger and you hear his TR radius, you know what's happening.

    Stop being scared of decent perk combos.

    And as for the "similar range powers", as I said before, Slinger isn't true ranged. It's not just bad because "HE DIDNT USE TO HAVE THIS', it feels bad because it shows on loops and how you have to ADS behind a corner and slow down in the process to get shots at places like shack or jungle gyms, which leads to not being able to get angles because Survivors turn the corner quickly easily and consistently. He has to do the same thing as Huntress and Trickster now, including account for shot travel time, except he has limited range so he can't shoot people when they're shift+w-ing easily.

    He's literally a worse Huntress at this point. No lullaby but so what? His TR is so massive that Survivors can run so far before Slinger can get a down, or a shot, with his power. Huntress deserves the lullaby, Slinger does not.

    His reload isn't the issue with him, at all, it's him being a paid Killer while having the same or less chase potential as Huntress+Trickster but with less strengths than those two. But if you want to do BHVR-style changes that don't address his issues and just make people upset, sure go ahead.

    Slinger has shots that no huntress could ever dream of. Like sure. Huntress is tough (especially with her across the map shots), but slinger can find shots in places that huntress would not even consider.

    Saying that ds is just worse huntress is just pure unfair and wrong. It's just that slinger is harder to learn (try to look at all the tiny holes in the map and go for those cool shots - slingers can do insane stuff if you put in the time).

    Instascope was pure BS. There was no counter to it (only macro play and dying in map corners). Current slinger is much better. But it's still true, that he could get some tweaks to make him feel better. Most of the stuff @BlueHorkew mentioned goes in this direction and it sounds reasonable.

  • And he again conveniently ignored giving survivors option who to play against.

    Because it's good when killer is in advantage (like seeing items in lobby), but there needs to be a change when survivors have advantage (4x as many offerings to pick map).

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371882#Comment_3371882

    Are you saying experienced players using this perk is a problem in itself?

    The problem is the perk. Period.

    And calling you inflexible because you evidently don't want to switch targets is insulting you? Do you think I should not call out people when they try to defend not wanting to outplay the issue?

    You've dismissed everything I've said by just calling me bad at the game. Yeah, that's insulting me. "Call out", yeah right.

    If all 4 Survivors are pre-dropping pallets and refusing to play them, they will lose on the majority of maps. They will run out of pallets to use and die as a result.

    They won't run out, not before they get all the generators done, especially not on these new maps that have pallets on strong loops everywhere that are nearly impossible to play around with most killers. Any time they touch up a map at all they add more pallets to it. And they have plenty of other resources on top of the pallets too, Boons, items, Dead Hard, etc. etc. which just compounds the problem. And even when you do exhaust pallets, WoO tell survivors where the pallets aren't anymore, too, which makes it a lot easier for them to avoid the deadzones they created and stick to strong tiles. Which is the whole reason I want its range reduced, so that they can't make make the most optimal decision at all times because of the huge amount of information it gives them.

    "Just chase survivors." I can't when they're chaining every single pallet and loop together in a perfect run. "Just pressure them off gens." How, if I can't chase them? There is no pressure. You cut off one chase to check gens and the guy you ditched goes and hops on a gen themselves. Then you're back to square one with nothing accomplished. The only way this could work is to camp a 3-gen and break all the pallets around it, and even that won't work most of the time, and it sure won't be enjoyable even if it does.

    You should watch old clips from this game. You would be surprised how many pallets just disappeared silently without anyone ever saying anything. Like one prime example - you spoke about Gideon and it's 25 pallets (and no windows + tiny size btw), but forgot that there used to be up to 34 pallets (or at minimum 32).

    The only map with pallet count increase recently that I noticed is shelter woods - but they swapped those very few pretty good gym pallets for more filler/rock pallets. Otherwise practically all the maps are slowly loosing pallets

  • Killer plays 4 matches in 1 trial. 60% killrate equals 60% winrate.

    In your argument it's still unfair. Survivors loose 60% while killer just 40% (btw this is bad math approximation, because combination numbers + interdependences, but so be it).

    One way or another, 60% kr is just not fair

  • I believe u that there are such people. I just don't hear about them. And don't take me wrong - I think they have some cool people in the program - like Spookyloops. But still. Those people that are a bit more known - all play just killer. And there will always be some inherent bias toward "your side".

    Like in example saying it's fair in multiplayer game for one side to have 60% wins and other 40% making it THE goal.

  • Yes. Gens are flying like crazy. Especially against skull merchant or knight guarding his 3gen. The only thing we need is the ability to break those 3gens quicker and then we can finally have our 30-60mins game....

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371901#Comment_3371901

    Good maps should have some dead zone in it so that survivors feel pressured for wasting defensive resources.

    Not every map needs to be The Game nor should they be.

    Sure. But each map should have something to loop on. Shelter had 1 shack with guaranteed basement. Like what will be next? 10x10m area with 7 gens and 8 hooks "so you still have things to loop on"?

    Cmon. The map was absolutely attrocious. And it still favors killers, because most of the gyms were replaced by filler pallets

    (but sure, the infinite should go if it really is infinite)

  • Doesn't sound bad.

    I would be a little afraid of jaw smasher and the condition of not stacking. This one is very important

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371696#Comment_3371696

    What you don't realize is that because Body blocking exists - it leads to more tunneling.

    Most of the things survivors really love make killers really angry. This leads to more tunneling.

    You are most likely a huge contributing cuase to making the killer feel like they need to tunnel every game.

    You are joking right? Most killers I see tunneling do so asap - preferably at 5 gens. And continue to do so even in 3v1. And of course slug for 4k.

    Being able to defend from tunneling will always lower tunneling. Your statement makes about as much sense as killers tunneling *less* because patch 6.1 nerfed DS. I fail to see any logic in it.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/368009/remove-hook-blocking-unfair

    Let's just call bodyblocking cheap and end the sentence there.

    Is it fun when Plague pins you against the wall and vomits on you until you are broken and then instantly downs you? No.

    Is it fun when survivors body block and make hits irrelevant? No.

    Overall the game would feel a lot more fun if there were no bodyblocking.

    Getting yourself bodyblocked by killer - especially by one with some kind of instakill is your fault and it serves you right for getting downed. WP by killer if it happens.

    Bodyblocking for someone is one of very few things survivor can do to save tunneled person. Remove it and the game will be even more stale and feel much worse.

    And I mean - remove bodyblocks, flash saves and sabo saves & the days for the game are numbered. These plays provide most dopamine rushes. Why even play the game where you get constantly camped + tunneled and all you can do is watch it from gen holding m1? Who would consider that fun? Why even bother at that point?

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371433#Comment_3371433

    You keep calling it "tech" but most of that junk is just really stupid and shouldn't be a part of the game.

    then let's agree to disagree. I find precisely these things a way to express your skill instead of the game being just reflex-check. For exactly the same reason, I am sad to see Billy's ability to go over some obstacles gone.

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371422#Comment_3371422

    You say that, but content creators of that era proves you wrong with their chase footage by having actual fun chases.

    And of course kill rate skyrocketed! Any departure from 0% (unless survivors play bad) is going to hit the inflated ego of the most favored group badly!

    But I get it, nurse-blight OP cry-cry

    Can't other killers being relevant smh

    I guess back to tunneling, face camping and 3 gens!

    Until then.

    sure it's fun when you are winning with monitor turned off. But that's not balanced state. There had to come corrections and it all started with 6.2 and still continues.

  • But that was already part of it? There were many more rocks and trees before the patch. So visibility-wise - I think it got a little better for killer (because you can better see 3 gens that will spawn outside of main or shack)

  • And yet I see so many killers doing more then fine on the map. M1 killers too. The main and shack are the only truly safe things on the map. Even loops that were part of the map before rework got much worse (there are barely any now). I have no idea why you complain about it.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371436#Comment_3371436

    Thats why i said, that its a completely valid tactic, as long as killers get to see which survivors play in a SWF team.

    Since solos usually arent as coordinated.

    I think we don't understand each other.

    I will play the same (and at least in my MMR - other solo people will sometimes join me) in regards to bodyblocking and no matter if I play solo or SWF. My playstyle will be exactly the same. Meaning - if I am in the lobby and depending on what you wrote - you will swear I am part of SWF - even when I am playing 100% solo never seeing those people I play with before...

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371348#Comment_3371348

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371248#Comment_3371248

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371253#Comment_3371253

    All valid points IF killers could see what survivors are playing in a SWF.

    But since killers have to take a wild guess, they can´t prepare for it.

    Devs removed the killers ability to body block the hook years ago. Same should happen for survivors. Especially since there are still offerings that increase the distance of hooks and the RNG can make some hooks unreachable on certain maps. Survivors complain that killers slug, but what are they supposed to do, when they can´t reach the hook and survivors body block with DH?

    This is not a SWF thing. I will bodyblock hook even if playing solo. Even if the gate is already open. And when I know that the person will get out because of it (and carried survivor played good - earning my respect) even if it means I will be downed and not getting out of the match.

  • @AFKbyDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370901#Comment_3370901

    The fact of the matter is that when you use a perk like Shadowborn, there are objectively better perks in the game for your overall competitiveness. People often run these perks for the very purpose of how unenjoyable lower FOVs can be, especially when playing higher mobility killers, thus furthering my point. Of course, there are going to be marginal advantages, as I mention in my post. However, I do not believe they are to the extent that you could call an update to FOV more than a quality of life improvement.

    Also, if being "spun" is an issue for you, would you not consider that to be a rather odd issue to have? You only served to prove my point that if someone pressing WASD and spinning in a circle is enough to disorient you, that only reinforces my point of low FOV making it harder to orient yourself within your play space.

    Also, trying to compare a third-person FOV increase to a first-person one is an entirely different ball game and does not translate well to first person.

    No. The perk actually disables or makes harder certain things. Spins are just 1 of things (and they are not done only to beginner killers - watch Ayrun for example), but you also have FOV tech, window tech, hiding behind obstacles (one of few counters to Oni) and so on. The effect is by far not marginal. And I know some blight players - the reason they take the perk is not "to feel good".

  • @ReikoMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370930#Comment_3370930

    The fog whisperer program is balanced considering the vast majority play both sides.

    The issue is that survivors are non-unique and thus don't require that much direct attention. Survivor problems are usually related to a universal system.

    Yes. Sure. Like Otz - 2-3 games at the beginning as a survivor and then whole stream as a killer. This clearly results in "balanced" ideas. Like not even mentioning huge rise of tunneling in 6.1 patch due to how DS got nerfed into uselessness...

    And this is just one prominent example. Same thing can be said about most fog whisperers - technically they play both sides, but I don't even know one fog whisperer that plays more survivor then killer.

  • @Spectralfx said:

    Want to discourage killer from tunneling?

    Easy, nerf Dead Hard and increase gen times.

    Then killer gets time too chase and hook.

    That easy.

    And get 6.1 effect. Killers (at that time camping/) tunneling even more and killrate skyrocket thru the roof. It's been tried. It doesn't work

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370615#Comment_3370615

    You are missing the point. Survivors already have good and useful that perks aren't total garbage that nobody use because they want to just use the "cool meta perks". This was in response to your "Do we really want to have just 10 perks used on each side and the rest should be total garbage?".

    The rest you said is irrelevant for this specific discussion.

    Again not true. There are niche situations/killers that don't have working perk. Like exactly the example - you want to get rid of a chance that you get skull merchant religiously guarding his 3gen - so you take what perk? By design it should be potential energy - but the perk is so bad, that it will actually not help you at all against it. Not really, because regression perks are far stronger then those 20% you could get after charging the perk for eternity.

    So again - no survivors have only a few good perks. Then they have some perks that do provide something in some niche, but are not even that good. And then there are perks like buckle up, no mither, technician and so on. So yes. There are just 10 cool perks, 20 SWF-usable perks, 10 niche perks and a lot of garbage...

  • @Spectralfx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370552#Comment_3370552

    Honestly,

    That's so untrue... as survivor all you need to do is rush gens and pre-drop pallets... simple stuff. I played a lot of it lately and it's a joke!

    As killer you need to anticipate all the bs anti-chase perks each individual survivors may have at the time, what items they carry and all the other crap they can do like with Brand new part and what not.

    Playing survivor is very chill because the killer can only be at one place (usually) but as killer, it's very stressful due to how biaised the game is towards survivor winning if they make no major mistakes.

    Add to that the fact that ANY strategy from the killer's part is considered "faux pas" because you know... can't tunnel, can't camp hook, can't 3 gen (killer has no agency in that one as survivors pick the gen they push or not?) Etc.

    What a lot of survivor veteran fail to realize is that playing killer actually requires far more skills.

    Hang in there newbie... I feel for OP

    I see. You don't really play survivor. When you run survivor 3x after 1k hrs on killer, sure survivor is easy. For a second. But after a few games it will start. Survivor loosing streaks are much more common then killer's loosing streaks. If for no other reason, then because 61% killrate

  • Also there's way more killer mains for some reason between fog whisperers. To do this right (presuming it's fog whisperer's that would give feedback), they would have to balance their fog whisperer program first

  • @AFKbyDaylight said:

    I, like many others, have been enjoying Dead by Daylight for many years. However, one glaring issue that I always thought would be resolved is the extremely low default field of view that has always brought me a certain level of discomfort.

    When deciding on design choices as a developer myself, I try to weigh the pros and cons that a feature like this would bring to the table. In the past, I have heard the idea that the more narrow field of vision the killer experiences is more of a stylized decision geared towards the idea that the killer is supposed to have this sort of "tunnel vision" effect. Meaning, it hones in on the killer being this bloodthirsty beast focused on the horror-esque idea of nothing but catching its prey.

    However, I ask the question of whether this is worth the potential user quality of life or if the potential competitive advantages are enough to draw BHVR away from increasing it. Simply giving the user an editable option to change this beyond the very inconvenient choice of switching out the perks you enjoy running for things like Shadowborn or Monitor and Abuse.

    Low FOV in many games has been known to give people headaches and nausea beyond the simple factor that playing on the default vision can give this overall restrictive feeling of not being oriented to the current virtual world around you. This is why the majority of PC games that are released to the public provide the option as a slider inside your graphical menu. In fact, it is almost hard to name a well-established PC-developed title that has not provided this option by default.

    Also, the fact remains that the competitive advantages of increased FOV have been weighed for years already, considering many people with this issue have resorted to swapping perks for Shadowborn. It has shown time and time again that it does not provide a significant advantage, and it is a realistic goal for the developers to implement, considering the current implementation of such perks in its current form is not creating game-breaking design flaws such as clipping or a distorted first-person perspective. Or even in Dead by Daylight's case, a significant advantage upon playing tiles with survivors.

    Overall, I feel that in this specific case, the user experience very much outweighs any potential benefits that a more restrictive FOV offers. In fact, I believe the current iteration is something people have more so "gotten used to" rather than enjoyed.

    Hmm. Interesting. Why is it then blights and oni's that use the perk the most? If I have conditions like this then I don't want to pick killer with highest mobility (aka those that can be spun easiest)?

    Admit it. You don't want to be spun or otherwise outplayed.

    I can do the same - the game feels really bad when part of my monitor has black areas as survivor. Allow me to change my FOV. I promise it's not meant for me to look above loops to dodge killers better....

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370553#Comment_3370553

    Keep the range as it is until you throw two pallets. Then give it a 60 second cooldown where you see no auras.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370531#Comment_3370531

    When tournament level players bring windows so they can attempt to punish when a killer tunnels - this reveals there is a problem with the perk in that it can be far more effective than DS.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370516#Comment_3370516

    There was an argument years ago on the developer discord. It went something like this:

    "IF I am skilled enough to loop the killer forever then I should be allowed to loop the killer forever".

    The resulting mechanic from this conversation gave us Bloodlust - and not what we see today in game. You could break a pallet and keep bloodlust with the old "super Bloodlust".

    If you balance the game around allowing a survivor to loop for an extra minute then you would also need to have perks that regularly extend the length of multiple generators by 1 minute.

    61% killrate. No. U don't need to nerf survs even more

  • @martinj97 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370830#Comment_3370830

    Thanks to your persuasive anecdote, I''m sure Behaviour can dispense with their data collection efforts.

    The idea is to get soloQ and full comms group a bit closer together - so more things like hud are needed. Because right now playing soloQ is still pure pain (and I don't want to scrim and play like my life depended on it, because I don't have the time and frankly it's very much not fun to me).

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370567#Comment_3370567

    Someone argued to me that voicecomms are not as advantageous as many think because not all 4man SWF shares all the info they can because not all of them are tryhards that communicates like a SWAT team. So, there you go.

    And before you say anything, I agree with you in this one 🤣

    Sure. It's true. I play in swf where there's no comms. And I play in team where there's a lot of shared info. And I used to scrim for some short time with tournament players. HUD helps a lot in 1st group and soloQ. Barely in 2nd group and is active hindrance in 3rd group.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370125#Comment_3370125

    Nah, it just helps. But ofc if 4 people all take its gonna be stronger.. like come on ok.

    The problem is, that it takes way too long for it to be prepared AND at the same time does too little when you are actually able to use it. Think about it - you are in 3gen situation with 1 other gen killer is actively ignoring (or 4 other gens killer is ignoring - this is something that already happens). So you charge up this perk. You come to gen and use it. Killer comes back and applies CoB and OC on it. The gen regresses way more before you can charge it up again + it's not far enough for you to actually force it to complete. Effectively voiding practically everything this perk is designed to do. If this perk was 1/4th of it's current speed, had same nasty conditions of loosing all the tokens, but had no limit - then this perk would actually be viable in it's niche - meaning killer can camp his 3gen for 10 minutes, but then comes a survivor that was out from game for 10 minutes and instantly completes problematic gen. Then this perk would actually have (very niche) use, because it could effectively break 3gens if killer just decides he does not want to chase ever (and 10 minutes is usually long enough time for whole game to complete).

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370554#Comment_3370554

    Deja Vu shows you the 3 most close by gens, Situational Awareness allows you to show other survivors what gen you are repairing so you have more chance of getting more people in it without using voice comms. Pair it with PT and like you know already 2 survivor would do the gen in 46 seconds and reduce the effectiveness of any regression made to that gen.

    But nobody does that because again, everyone wants to be the cool kid in the fog and loop killers with a flashlight, not be the stealthy support.

    Again. "Nobody" (sure you will find someone unreasonable everywhere - but most ppl just don't care) is complaining about survivors that fix all the gens but 3 middle ones - forcing killer into 3gen play. That one is fully OK and should not be nerfed.

    The thing that everyone is complaining about is killer forgoing any chases and 3-4 other gens and just focusing his 3-4gen. In this case - where survivors DO complain your perks do nothing - the way I already said (so again - dejavu technically gives 5% speed bonus for limited time). The only "cool" perk for this one is that PT that is actually being complained about by killers, because it makes gen pop in 46s instead of 52s....

  • @Veroles @malatruse and wolfii_865 try updating the game. New patch just came out

  • @YuisBootLicker and @SirRoundSound try to update the game. Maybe that's the issue. New patch just came out

  • On the other hand. I don't see much reason to hide hook states from killer. It's not like killer does not have the information already. It's just right now he needs to remember stuff instead of it being directly displayed.

    Debuffs are different though. Killer does not know if survivor got rid of it yet or not - so it's not the same thing.

  • @Adjatha said:

    The answer is: no.

    Because it would be a buff to all killers.

    Do all survivors benefit from all the extra, free info perks they've been given? Yes, absolutely. Survivor buffs are all the rage these days.

    Killer buffs are right out.

    I am still waiting for someone to explain to me how HUD indicator helps me in 4man SWF more then information given to me by my buddies.

    Keep in mind - other survivors give you full information while HUD gives you data (AKA clutter you need to actively filter out and so you are not watching for other important parts of the game). So no - having HUD does not lessen even a single word I will get from my friends and in 4man SWF it could be outright hidden - providing a very negligible benefit by not overloading me with "garbage" redundant information.

  • @malatruse said:

    I am having a similar issue, I get as far as the loading screen, the progress bar fills all the way, then I get "disconnected from host" and sent to the end game screen where it shows me as the one DCing. This happened to me 3 times in a row just now as Trapper. I am also playing on Steam via PC.

    Same thing as survivor. Never even saw the map. All I can say is that now I am sitting on 5min DC penalty even if I didn't see the map 3x in a row.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370481#Comment_3370481

    Is OP really complaining about having the chance to use a perk and the killer having the counter to it?

    Also, they didn't just asked for the perk to be buffed, they asked to rework it so it is not longer countered by Hemorrhage or for any debuff to be removed for free on hook. And I say they, because there is other people that agreed with that last part.

    And sorry, but survivors already have a pretty good selection of perks that nobody uses because all they want is having the "cool kids builds" and loop the killer for 5 gens straight. The perfect example of this is the sheer amount of SoloQ players complaining about 3gens, but perks like Situational Awareness and Deja Vu are at 0.75% and 0.94% usage, respectively.

    So don't throw a strawman to me, I said what I said: Another post of survivors wanting to be able to counter things for free, because is what it is.

    Might be because DejaVu and situational awareness do exactly 0 about 3gens that are complained about? (sorry, DejaVu gives limited-time 5% speed boost on repair speed).

  • @Canas said:

    DbD has the most unforgiving new player experience of any game I've played, it's extremely toxic and unfun. Matchmaking is pretty much nonexistent since you will keep getting sweatlords who will fully exploit their busted role to its full extent. In general it seems like there are far less beginner survivors than there are beginner killers despite the fact that 4 times as many people play survivor.

    The experience won't change no matter how many hours you have, may it be 40 or 2000. With every new killer release you'll be back to learning something new while the survivor gameplay remains unchanged since every single survivor character is basically just a reskin. While the killer might be struggling with learning a new power or interaction the survivors still can make use of skills which they've honed over thousands of hours.

    The veteran experience boils down to two things: you either play a high tier killer or you get genrushed and looped to hell. Survivors are far stronger than the killer if everyone's on an equal footing since you have to rely on survivor mistakes to get hits and downs. If everyone's equally efficient you'll have a very hard time managing your time as a killer.

    Survivor is the role that needs to know more (you play killer, you learn this killer. You play survivor? Learn how to counter each and every killer you will encounter) and so is especially a lot weaker on beginners.

    The game is so unfriendly on beginners, that you either have to play with friends that know the game, or you just have to play killer. There's no in-between, because otherwise you are looking at very long streak of looses or maaaaaybe hatch "wins". This and patch 6.1 is the reason why there are so very few beginner survivors.

    Also devs adopted policy to listen to killer mains more and more - the result? I just played cowshed which is supposed to be one of strongest survivor maps in a game. Playing against legion - one of more managable killers - I got immediately into deadzone, because 1/4th of the map contained ONLY 1x LT and 0 pallets and in far corner shack (so it didn't matter I prerun him with 30m distance). This is the map that is supposed to be broken OP for survivors mind you... There are also maps like midwitch where god forbid devs will touch it in any way to actually balance the stuff.

    So get used to playing against 4man squads more and more, because there will not be any other survivors considering the direction where devs went.

    ------------------

    To @SaltiestChip . Unfurtunatelly - that's the nature of humans. You will encounter it in every multiplayer game. Killer is a bit harder on toxicity, as you are alone against 4 people (4 people play together against you). You can try to play survivor - which is a bit better toxicity-wise, but you will soon encounter the loosing streak I spoke about above. So the only advice I can give you - find yourself another people interested in the game - preferably at least 1 veteran player that can help you and play together with them. That way you will get a good game from time to time making up for the bad taste from the majority of them.

  • now you sound 100% unreasonable. Make killer 90% base speed. There's bloodlust and mind games. Good killer can get hit every now and again even with this speed so there is counter play. Problem solved

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339564#Comment_3339564

    Windows facilitates the ability of one survivor to drop 4-6 pallets in a chase. That's not right. After about two pallets the killer should get a hit.

    Sure. And killer must be forced to swap target if he does not get that survivor in 1 minute. Oops. There's thing like tunneling and sometimes 1 survivor should be able to use ALL map resources and even this being the case the game is not fair for him...

  • @Gamedozer7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370135#Comment_3370135

    So killers should only play those 3 killers with the best stuff just incase because remember you can't change your killer once you've qd up

    So survivors should always play 4man squad with comms, because you can't change that during match if it's 1/3rd of best killers....

  • @TigerSnake said:

    You can still get away with wasting a crap ton of his time by predropping the countless number of pallets Gideon has to offer.

    No you can't. The pallets are not that close together and legion can create deadzones insanely quickly this way + any legion worth their salt would disable their power so that they partly bodyblock you from next pallet (and you can't go back - the map has only pallets) - meaning the "chases" will be very short no matter what.

    Someone will be very miserable again, but try it yourself and then talk. There's like close to 0 counterplay against this one.

    @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370154#Comment_3370154

    Getting punished for playing good because the other side have something that nullifies all your work? Crazy... you should play killer.

    The problem isn't, that you can't stun him. Removing single thing from survivors is fine. Overall bamboozle does this against windows. There's a problem if you can remove everything. That starts to become something like DH that can be used again (like reset bleeding+exhausted statuses) if survivor vaults a window or use a pallet. Now this is close to what legion can do right now (and yes - there's still some counterplay. "bait it out before he can throw pallet or vault window or kill him with exposed while healthy").

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