GeneralV
GeneralV
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I still think we need a proper sequel to the Scorching Summer BBQ event from 2018.
I know there was one in 2023, but I've read some generally negative feedback regarding that one. So I think summer events should be given another chance.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831944#Comment_3831944
I saw a David run Weaving Spiders, go to the basement at the start of the match, get downed in 30 seconds, get hooked, saved, then try the invocation again. He got about 15 seconds in before the killer hooked him again, he was saved (again), then was downed about 10 seconds later… with 4 gens remaining. This match ended in a 4K. The killer was Plague. The David said he thought maybe WS could help but won’t ever run it again.
The David is right to never use it again. I don't think I've ever seen this perk being useful.
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Meg
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I would gladly take the kill if they offered it, but I really dislike farming, so I don't do it.
Even as survivor; if the killer is just farming I'll do the gens and leave. I don't trust it.
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It is alright for the last one to escape, a 3k is already a win.
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Yeah, not sure why it hasn't been removed yet.
I blame Blight's release for causing players to look at unintended bugs and exploits and call them "techs". Oni, Blight, Chucky, Wesker, Wolf form Dracula… fixing their exploits is always justified.
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@Aven_Fallen said:
This would not really solve anything. People play the game to actually play the game, not to be left on the ground for minutes. That they get a few BPs does not really fix anything.
There will be a solution for extensive slugging eventually. Hens wrote in a recent tweet that Survivors should pick themselves up after 2 minutes, which is a fair solution IMO. No Killer needs to slug for 2 minutes to create pressure or to wait out a DS (Imagine respecting DS in 2024 anyway, lol). 2+ minutes of slugging are usually done for griefing or to waste everyones time for a small ego boost by slugging for the 4K.
This.
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I would replace Knight with Wesker, to be honest.
Knight has already been changed a lot, unnecessarily so in my opinion, and based on my recent experience with him I think he is in a good spot. His power is more tactical than before, and I think that is a good thing.
Wesker I still think is overtuned, even after the nerfs. Though he is already set for a change in the next patch, which I guess will be the removal of killer instinct from his kit. That would be a good change if it happened, but we still have to wait and see.
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BNPs are fine as they are, they've already been nerfed.
And Weaving Spiders is essentially a killer perk.
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That is an insane 3 gen
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Honestly, I have no idea how much the event impacted the queue times for the normal mode.
I want nothing to do with normal DBD while Haunted by Daylight is around, this event is way too much fun!
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I don't think he is a high tier killer, even after his changes, but he is very fun to play!
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831387#Comment_3831387
skull merchant was murdered because it was survivors' fault, it's an objective fact.
2.0 haste/injury version was boring, but there was NOTHING about her that warranted insta DC every game. I could understand if she was like old Legion where she just hit you once and then moonwalked for 20 seconds for guaranteed down, but she was merely a worse and slightly more annoying clown.
people refused to play still because they couldnt let go.
>and Solo Que is not balanced it’s the worst role in the game
SWF isnt balanced either, it's the best role in the game, so? Almost as if BHVR made a compromise here because they cant balance purely for great and terrible teams.
2.0 haste/injury version was boring, but there was NOTHING about her that warranted insta DC every game.
This.
It is something I've been saying for a while now. The "hate campaign" against Skull Merchant was allowed to go too far after her rework, and it shouldn't have.
Maybe she wasn't the most interactive killer, but there was nothing she could do that warranted a DC, as you've said.
Forcing a survivor to leave the loop? So does Artist. Getting haste after using power? So does Knight. Getting hits on most tiles? So does Xeno.
And granted, I don't think Artist and Xeno are good designs. But it is absolutely unnecessary to DC against them every game, and it was the same for Skull Merchant.
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3831210#Comment_3831210
Fredster definitely needs more love :)
I agree!
:)
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@For_The_People said:
https://us.v-cdn.net/6030815/uploads/H6CW8IGUBOP0/img-2276.png
Myers is probably thematically the closest thing to what DBD represents and gives the most heart in mouth moments.
A category are killers I personally enjoy facing the most and rhough with mixed results, I find their powers the most balanced and conducive to close and fun matches. B are killers that I can enjoy the matches tho vomit lady generally negates my play style, its not overly oppressive when in a team.
C are those killers I don’t really have a positive or negative opinion against.
D killers I generally don’t like playing against
No: I just don’t like playing against these killers - generally tedious or overly sweaty. Also I just don’t like Weskers chase music and the fact that he ‘feels’ sweaty.
… tbh I don’t and have never had a personal issue with skull merchant that much it’s just that most teammates in soloq always gave up against her so they weren’t great experiences.
Spirit and especially Trickster I actively dislike and most of the toxicity I’ve faced in the game has been overwhelmingly displayed by these killers. Most (but of course not all!) of the players I’ve faced with these two killers tend to be sweatier than a rugby sock. 🧦💦
I'm happy to see Freddy in A-Tier, my friend!
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@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829880#Comment_3829880
This gets mildly annoying, doesn't it?
Yes, yes it does.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830599#Comment_3830599
This is coming from someone who thinks current Freddy is competitive viable, if I remember correctly. So I'll very much take this with a grain of salt.
But when did I say that?
What I've said is that you can still win trials with Freddy, which yes you can do. His kill rates are proof of that.
However, I've never said he was "competitive viable" because I don't think comp DBD should be even considered when talking about balance.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830995#Comment_3830995
It can be fun, if you are lucky and play the killer that kinda counters this, or if their tactics are a bit lacking and you can still get a upper hand, but in general these SWFs goal is most of the time to have fun on the back of the killer and they don't care if they all die in the process.
I once played Amandas Letter Pig against four Distortion and Urban Evading Blendettes on Dead Dogs — the game was KINDA fun, because it was a big cat and mouse game and I sometimes saw the glimbs of a Blendette while crouching and I thus could slowly, slowly whittle them down, but with any other killer this would have been a miserable experience. They later claimed in the post game chat that they usually try to make killers DC with this tactic, while just hanging out and talking.
BTW, this solidified my stance on Pig needing Wallhacks while crouched as base kit :D Just be bold and brave once, BHVR, and try it out! Would make her the coolest and most fun stealth killer by a long shot.
I once played Amandas Letter Pig against four Distortion and Urban Evading Blendettes on Dead Dogs — the game was KINDA fun, because it was a big cat and mouse game and I sometimes saw the glimbs of a Blendette while crouching and I thus could slowly, slowly whittle them down, but with any other killer this would have been a miserable experience. They later claimed in the post game chat that they usually try to make killers DC with this tactic, while just hanging out and talking.
Oh, I had something very similar during the first Lights Out!
No perks involved of course, but it was the same idea of hiding all game, barely even doing the gens. Not sure if they were a full group or not, I don't usually check these things, but the tactics were the same.
However, I used to main Claudette. And this doesn't work against someone who knows how to hide like that. I wish I could have seen their faces when I sent my guards to the bushes.
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@Akumakaji said:
The thing is that soloQ suffers, because of how strong and efficient SWFs can be. There are still neigh infinites in the game, and if a group is dedicated and efficient enough, one long chase along these lines will hand them the win on a silver plater, especially if even one early flashlight/flashbang save robs the killer of all their momentum.
Most often with SWFs their best looper tries to get the killers attention early, either by running straight at the killer and flashing their beamer (easy to spot) or by sneaking/slow walking straight through the middle of the map, looking around and acting surprised when they run into the killer (tough to spot). Best counter is to just ignore this players, as getting caught up early in a pointless and unwinnable chase around mainbuilding or shack is indeed a skill issue.
Things get spicey, though, if the whole team is dedicating its whole build to a one trick and play accordingly, this is when things turn really ugly and unfun. 4 DH, 4 UB, 4 Head On and the killer will spend most of the game doing nothing but being laughed at by the whole team. Most of the time they don't even touch gens and do their utmost to make the killers experience as miserable as possible, at other times one or two will do gens in the background and only join in once they 99% the last three gens. Some others have brutal builds that slam out 5 gens in 4 minutes and where the killer has no real chance to even get the foot on the ground - while dedication to the game should come with some rewards, this are the games that just feel unfair and unwinnable and eventually you killer might take their pent up frustration to the next round of soloQ that cross their path.
I think of two way of how this could be remedied, without hurting soloQ or punishing players for playing together, with the first one being super easy to implement, and the second probably takes a new game enginge, for all we know ^^":
- Don't allow multiple instances of the same perk in premade groups. Done. Simple as that. No more 4DH in one game, no more brutal 4 Head On ring around the rosy bullying, while everyone can still find their own way of being useful. In my regular duo and tripple SWF we all play vastly differently and hardly ever have the same concept in mind. Yeah, some perks double up, but its no big deal and we could easily coordinate that away. It would help immensely, though, if we could see the others builds for this. As a bonus, this easily makes soloQ a little stronger by not implementing their own builds, so four soloQ players getting matched could all have the same strong perks.
- Give the game a game director AI like so many hord style shooters have and let it act as sort of a comeback mechanic. Survivors are doing too good? The Entity eats a couple of pallets. The surivors are getting tabled? Some pallets could respawn, the survivor on hook could teleport away from the camping killer and into a more favorable spot or a hurt survivor huddling in a dark corner could spot a mysterious medkit just a couple of feet away. The game is designed in a way snowballing is encouraged and while comebacks are sometimes possible, its pretty rare, so this would lead to more fun and interesting games that are on the edge, instead of just letting the winning side stomp the other hard. I understand the sentiment of "why should I get punished for playing well" or even more likely "why should THEY be rewarded for playing bad?", but in the end everyone would profit from a game director.
Things get spicey, though, if the whole team is dedicating its whole build to a one trick and play accordingly, this is when things turn really ugly and unfun. 4 DH, 4 UB, 4 Head On and the killer will spend most of the game doing nothing but being laughed at by the whole team. Most of the time they don't even touch gens and do their utmost to make the killers experience as miserable as possible
I loved to play against those groups as Old Freddy.
It was very hard to mess with a killer that you cannot see and cannot bodyblock.
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We need spiders.
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@JimbusCrimbus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830526#Comment_3830526
And they aren't to blame when they choose to take advantage of bad survivor plays. All your implying is they should choose something else and trying to shift the blame.
This is why the base kit unbreakable thing people keep asking for is such a god awful idea. Because survivors who get slugged, 99% of the time, are in that situation because THEY SCREWED UP. Rewarding them for it with a base kit second chance is asinine. The objectively correct solution would be a toggle for a faster bleedout, or a give up option. But even then, this could be abused, and you'd need to adjust the hatch mechanic to prevent this.
And they aren't to blame when they choose to take advantage of bad survivor plays. All your implying is they should choose something else and trying to shift the blame.
Uhhhh… no?!?
Sometimes I've chosen to slug as a killer, it happens. But ultimately, it is the killer's choice.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830656#Comment_3830656
I would have loved to see more than just 3 killers come to this next version of 2v8 honestly. I am still happy with what is coming and thankful to play it again but only 3 killers :(
Yeah, same.
And three killers that, unfortunately, I do not play.
Gotta go back to Wraith, it seems.
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Hot take: 2v8 should have been delayed until either way more original or licensed killers were made available.
2v8 is different from the other modifiers. It is more popular and it has an impact in queue times. It shouldn't be as restrictive as the first iteration was.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830593#Comment_3830593
boils down to personal preference rather than objective issue, yes
True that.
@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830593#Comment_3830593
Oni is genuinely fun to face its fun games with a moment of unfun that you allow to sour the whole match because thats all he can do once he gets his power unless he wants to throw. And since you don't ask a survivor to not repair gens don't ask a killer to not kill.
I also think I played way too many games against him, tbh. I used to really enjoy playing against Oni in the past, but not anymore.
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Thanks for mentioning me, my friend!
Well then, my fellow Freddy enjoyer, I usually go with something along the lines of:
BBQ / Pain Res / STBFL / Lethal Pursuer
Freddy is not as versatile as he used to be, but there are still some interesting options available. Ya can replace STBFL with Bamboozle, or the old reliable Pop, or even Devour Hope because you can always be far away from the hook to get your stacks.
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It really isn't.
It hasn't been for a really long time.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830547#Comment_3830547
Whats wrong with infectious fright oni slugging, its basically all hes got
Genuinely unfun games.
@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830555#Comment_3830555
not really, you just need game sense to realize when you can leave TR before he downs the survivor or hide in locker to prevent infectious trigger.
generally, people really need to start utilizing lockers as a stalling / stealth tool against slugging killers - great way to waste extra time and break that momentum.
but most people dont like bothering because it's easier to shut the brain off and autopilot the game on whatever basic skills they've learnt so far. it doesn't cut it though, those skill really devalued over years.
Well, I really disliked going against those builds. But it doesn't happen often anymore, in my experience.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830547#Comment_3830547
I think generally it's survivor's fault for enabling slugging situations in the first place. It just depends on how big that margin of error is which usually depends on how big killer's effective range of immediate attack is.
The only fair exception is knockout / third seal builds that eliminate the main risk from slugging - survivor's ability to quickly reset the downed teammate because they cant find them in the first place.
Other than that, it just boils down to how much you have to respect the killer. Infectious fright Oni is something you have to respect much more than average slugging chucky or whatever flavour of the month casual killer is.
I think Infectious Fright Oni just boiled down to a miserable experience most of the time.
Thankfully I never see it anymore. Most Onis I play against just go with slowdown or, sometimes, aura reading.
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830526#Comment_3830526
it's up to survivors not to give killer extra opportunities to capitalize on.
if killer forces slug situations, then it's way riskier for them and easier to combat.
I think it depends on several aspects of the match.
The map, which killer it is, the perks they have, the survivors, and the list goes on. Some killers will force slug situations simply because they chose to do so (bad memories of Infectious Fright and Oni / Nurse).
But yes, there are situations where the survivors caused the slugging to happen.
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Remember when Trapper mains would use Hangman's Trick to help deal with trap sabotage?
Good times.
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Sometimes that is true, but at the end it is up to the killer to choose what to do.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830477#Comment_3830477
They're going to tell urban legends about you. "The one who did gens"
FOR ANYBODY WHO SAY survivors don't do gens in the 1v4 go play the 2v8.
I have always been the team's gen jockey. I prefer that and hide and seek over being chased all the time.
I know some survivors out there don't really like fixing generators. But if they aren't repaired, then nobody leaves.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830413#Comment_3830413
omggggg You that player🤣
Sitting at top main buildings ( Disturbed Ward & Thompson House) giving permanent wall hack. How can u live with yourself. All them poor trappers
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830421#Comment_3830421
Definitely the strongest class team wise. We probably shouldn't be too shocked though...
escapists have omega SB, Old MFT, and Windows. Of course everyone pick that class
To be honest, I mostly picked Guide.
Someone needs to do gens.
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There is no way to know your MMR though.
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@Aven_Fallen said:
I mean, he is not gone, so…?
I guess the real Leon Kennedy was the friends we made along the way.
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Me and a good friend of mine played the Huntress + Wraith combo almost exclusively during the first 2v8, and it was indeed very effective.
Though I gotta admit I was very rusty with Wraith. I don't play him that much, but since there is basically zero chance of Freddy ever being available in 2v8, and Knight will probably take a while to show up, I had to choose someone else.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829717#Comment_3829717
I get the intention, but it wouldn't do anything. Something having very strong counterplay has never given survivor perks the leeway they need to be strong enough. Basekit Shattered Hope would result in a 25% increase to heal speed on CoH, then a lot of complaints, and then it would get reverted within the month and that's it. There's a problem with perception focusing on the pay-off, but not the investment, so any buff to boons, even if they could only be set up five times, would immediately be complained about until nerf.
One thing I think could be good for the game is something I believe VHS did, which was a spawned in, contested objective, and I think that could be useful for breaking '2 survivors left' stalemates. For example, 120 seconds after the second survivor is executed, a glyph spawns somewhere on the map. If the killer takes the glyph, he gets killer instinct on the survivors for 20 seconds. If a survivor takes the glyph, the hatch spawns immediately.
Then they would complain, but this time an actual counterplay would be there. It would be up to them to actually use the counterplay, and if they didn't then that is on the players, not the perks.
@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829717#Comment_3829717
Agreed then boons can be strong again
This.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830210#Comment_3830210
I do. I stated my points oon her multiple times. I thought, og Sadako was fine in terms of core gameplay. She was unhealthy because the only consistenly strong playstyle on her was very unpleasant to play against.
Sadako 2.0 was a spam fest. Survivors could not escape condemned and Sadako could not interrupt tapes, which deleted any form of strategic gameplay. She got notably stronger, but lost the uniqueness that her strategic gameplay provided. She was the reason I started writing in the forums to begin with.
Sadako 3.0 is the result of long begging and discussing from not only me, but multiple Sadako mains here on the forums. Is ti exactly what we wanted? No. There is still a lot of room for improvement. I never said, that she is exactly what I want her to be. However, Im grateful that she got changed to resemble the killer I loved playing so much.
Im fine with now taking all kinds of … just because I wanted my killer back. Id be curious, what would happen if @GeneralV would get his wish and old Freddy returned. Would he get the same feedback because Freddy might feel undertuned? Hed be as grateful as I was and still am. Thats for sure.
For your sake. My suggestions to making Sadako better:
- Tape insertion time to the old 2 seconds.
- Passive condemned should make a comback but with a slower build up than the original
- Make Sadakos original starting cooldown lower.
- No limit to stacks being saved when a survivor gets hooked.
- Bloody fingernails partially basekit —> addon nerfed accordingly
- Ring drawing changed.
- Lots of useless addons like rickety pinwheel changed.
- Gideon meatplant reworked!
I think she is servicable right now but still needs improvements. I defend her because I dont want to lose what I fought so hard for to achieve.
Edit:
another solution, that @UndeddJester and I discussed could be:
- when tp, all active tvs give 0.5 stacks and the one Sadako tps to gives 1 stack
- Passive condemned should make a comback but with a slower build up than the original
- Make Sadakos original starting cooldown lower.
- Tape insertion time to the old 2 seconds.
- Bloody fingernails partially basekit —> addon nerfed accordingly
- Lots of useless addons like rickety pinwheel changed.
- Gideon meatplant reworked!
Id be curious, what would happen if @GeneralV would get his wish and old Freddy returned. Would he get the same feedback because Freddy might feel undertuned? Hed be as grateful as I was and still am. Thats for sure.
It would be a surprise, now that we know he is not coming back.
But I don't think people would mistakenly dismiss him as a weak killer this time. I think people eventually understood the power of having 50% slowdown at base-kit and almost unlimited aura-reading, but by the time they did so it was already too late. The community would come up with creative ways to play him, I'm sure.
And yes, I'd very, very grateful and happy. Unfortunately, it seems this idea will always be… well, an idea. I only hope his upcoming rework is somehow good.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3830025#Comment_3830025
I sadly didn't screencap the Tanuki found scene, because I was a bit awestruck at the moment, but the little rascal will forever be etched into my mind as the guardian spirit of friendship. Good luck finding the little one ^_^
Thanks friend, maybe I will send myself to Yamaoka tonight to see if I can find it.
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What a wholesome story! Those are rare around here.
And I hope to play against this Meg because I still haven't found this damn tanuki.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829965#Comment_3829965
It's definitely true, Freddy has more going for him at any given point in the match, but it's important to rate a killer on their strengths as much as their weaknesses and Trapper really can snowball a losing game that Freddy would struggle much harder to win.
Ultimately I wouldn't object to putting Freddy above Trapper, I kinda just threw them together based on the order they were listed on the tier maker. They're pretty close.
Yes, they are both pretty close, unfortunately.
Freddy shouldn't be this low.
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I don't think there will be a PTB tomorrow.
Seems a bit early for that.
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@jesterkind said:
https://us.v-cdn.net/6030815/uploads/OUXBE3M88OV9/image.png
I like doing these thought exercises, they're pretty fun. A couple explanations and caveats/asterisks here…
I'm not ranking Vecna or Dracula because I simply don't have enough experience as or against them, I took a fairly lengthy break over those two killers' release windows.
Generally, the criteria is including all of their addons and perk variety as part of what dictates their position; the more versatile, the better. The only exception is that I'm exempting Tombstone Piece because it's so fundamentally broken it catapults Myers up to like, A tier, and that's just misleading.
The S tiers haven't changed in years, but the gap between them and the A tiers has shrunk, as well as the A tier getting some pretty serious shakeups over the past few years. Billy is now fourth best in the game, only below Spirit because he's fundamentally more fair than her + the two above her, but Huntress has dropped down from A to B because of map design putting more crap to block her hatchets everywhere. Bubba, too, has risen to be kind of a sleeper threat, he's way better than some people give him credit for. Nemesis has been A tier material since release and he's only been buffed since then, so he's definitely not going anywhere.
I also want to highlight that, when I do these tier lists, I usually make a note to include an F tier that is almost always blank, because F implies the killer really is irredeemably bad, and throughout the time I've been playing the game that has happened maybe twice. Right now, there is an F tier killer, because she was executed. Usually this spot is blank because all killers can get work done, it's just a matter of how hard it is and how specific their builds have to be in order to do it.
A few killer specific caveats:
Singularity and Pinhead are rated based on the assumption that you can perform them to their highest potential, but that is really hard. The average player is gonna struggle to juggle manual Chain Hunts or the fifty different things Singularity needs to keep in mind at one time, so their mileage is going to vary.
While Billy does get the Most Improved medal, I think a strong argument could be made for Pig getting second best. The numerous buffs she's received over the past however long have really solidified her, she's genuinely pretty decent now.
Finally, Trapper and Freddy are pretty much in the same spot. Trapper has higher snowball capacity, Freddy is more consistent, otherwise they're about the same strength level. Shift them around relative to one another at your leisure, depends what you value.
For the most part I agree with the your list here, though I think Freddy will always be slightly better than Trapper simply because of the teleport.
The mobility you get with Dream Projection gives him an advantage Trapper just doesn't have.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828741#Comment_3828741
Huh? Since when is that a requirement? We can sweat in any mode we want.
We can, of course.
But I believe we shouldn't.
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I had a feeling that was the case.
The DBD community really needs to understand that content creators aren't always right.
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Wishing him the best of luck in the new position!
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Nice reference there, my fellow 2018 player.
I would love to see Hex: Ruin return to the meta, and especially with the hex skill checks. It was easily my favorite perk in the game. Killers using Ruin to slow the game down (just a little bit) and BBQ in every game was peak killer meta, imho.
And while we are at it, wouldn't the BP bonus for BBQ & Chili be a good idea to reinstate?
Yes.
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Shattered Hope.
It would be kinda pointless now, but I think having its effect basekit would allow for future Boon perks / changes to be better and more in-line with what those perks should be.