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GlamourousLeviathan

GlamourousLeviathan

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GlamourousLeviathan
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  • I only watch 3 streamers, True3Talent, Negoose, and RedGamingGears. I recommend them, they are pretty sweet and wholesome people.

  • Hiding and not doing anything for a really long time is considered taking the game hostage and it is a ban able offense. If the devs implemented a system that can track if a survivor doesn't touch a gen for 10 minutes so that the killer can surrender, this same system should be able to instantly ban the survivors.

  • Worst than ever before. Only worth playing the event modes as they are not as terrible. Other than that, enjoy your vacation and don't bother thinking about coming back in the next 3 years, it probably won't get better until then.

  • There are so many broken survivor perks in 1v4 that is no longer fun. 2v8 all the way.

  • I saw this bug on Billy too by the way. It seems that every killer can get stuck while picking up a survivor.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889914#Comment_3889914

    yeah it just a problematic combo. He would be fine with just about any other killer pairing. Oni the strongest killer in game when in his ability so it definitely need to be handle carefully.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889901#Comment_3889901

    A nightfall bubba would scare the 💩 out of me.

    Actually, Nurse and Twins with instadowns (survivors being injured the whole match) is way more scary.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889899#Comment_3889899

    That's my fear as well. There's a few killers I really don't care for, because I don't play them and they're annoying to go against as survivor. Oni is one of them, so he's not a priority addition to this mode for me at all. They'd have to not give him any blood orb add-ons base, and extend the blood orb stall to getting uncaged (like when you get off hook and it doesn't spawn them for a while).

    And idk, maybe that's one instance where 2 killers should be banned from playing with each other, Legion and Oni. If you design a killer around being really strong, like S+ tier, when he's in his power, and his power is fueled by survivors being injured, I think a killer whose ability is to mass injure shouldn't be able to be used in conjunction. That's a totally fair limit on killer power, in this instance.

    I don't think Oni would be problematic. I can think of only two possible problematic combos: Plague/Legion and Twins massive slug mayhem, and Pinhead with Artist constantly harassing whoever goes for the box.

    Other than that I don't see any other killer's being extremely oppressive.

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/439383/guesses-for-who-the-next-added-killers-in-2v8-will-be

    doctor and clown should fit fine. i don't wanna see a permanent ability oni all match because of legion. I'm not against adding him but he would definitely need changes.

    hoping for dredge, doc, artist myself

    I feel like Oni having a permanent ability all game because of Legion and Plague wouldn't be worse than Nurse with those two. Since they keep survivors injured all game anyways, having an instadown could be kinda redundant. And as for his antiloop aspect, Nurse is far more threatening, not the mention the havoc the Twins could cause in a full permanent injured team.

    Dredge could be very interesting and scary. Just imagine bumping into a Bubba in the middle of nightfall.

  • @ShanoaLegendaryPlz said:

    Based on how popular legion was this time, id say the next 3 are skull merchant, trickster and doctor

    I don't see Skull Merchant being added until she received her next rework. She is in a very poor state where she is so weak that no one wants to play her. She was never very popular, and now that she is almost a M1 killer with no power I don't see her being the poster girl for the next 2v8 iteration

  • @MoZo said:

    all depends on if they want to do another licensed iteration of 2v8. But killers that I think are very likely to be added due to their power being simple for 2v8 and would only need minor buffs would be oni, trickster, clown, pyramid head, chucky, Dracula ,bubba, artist, singu and unknown. Killers like onryo, plague, xeno and pig would be difficult to implement since their killer objects that spawn on the map would have to compete with the guaranteed 20 chests that spawn on every map. But for the next iteration id guess they will add unknown, oni and either singu or clown.

    Singularity does spawn stuff around the map, just like Nemesis and Wesker and BHVR managed to make both vaccines and sprays work together, so I think they would be able to do the same with EMPs, Flamethrowers, TVs, Jigsaw Boxes, Cleaning Fountains, and other killer structures.

    But I agree that the killers that you mentioned would be kinda simple, although Unknown and Singularity would need more hallucinations and bipods, just like Hag and Skull Merchant would need more traps and drones respectively.

    Knight, Twins, and Dredge would also be kinda of simple but effective additions, since they don't usually spawn stuff around the map and they could have some really nice synergies with other killer's.

  • I used to hate Suffocation Pit because of the middle section, but it got reworked and it is ok now. Other than that I guess I dislike Rotten Fields, as it is just boring in design and gens usually fly more than usual because they are so easy to find there.

  • As someone who played in rank 1 back in the day, I say that there was more variation of skill level in the same day, now I still see this variation but throughout the week.

    Let me explain, before in same day I would get high level, mid level, and low level survivors one after the other. Nowadays, I still get those variations, but they are based on the week days, in a sense that I only get sweaty players on Sundays, and on Mondays and Tuesdays I get mid level survivors for example. I am not sure if this is merely a coincidence, but it seems really consistent.

    Also, beyond that I would also like to know that potato survivors have nearly disappeared after the MMR implementation. Sometimes I do see some weak ones, but I very rarely see the ones that are clueless about the game.

  • @CautionaryMary said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887294#Comment_3887294

    Just don't play nice? I don't know, lol. I've seen ad-hominem about survivors giving killers some survivor rulebook but I don't really care about how a killer plays, as I know general workarounds for it.

    You can play however you want to play, you want to run full regression - go ahead. You want to run full aura reading, go ahead. You want to do a nice little combo between the two, go ahead. You want to do a sneaky niche stealth build, for sure, go ahead.

    However the same needs to be said for survivor instead of complaining about second chance perks or whatever flavor of the month it is for the other side.

    If a killer wants to try to slug me with Knock Out, I immediately start crawling and not stay in the same place, so the killer doesn't sit on my body and babysit me all game.

    I notice Knock Out on another survivor? Don't get mad when I outplay you by going into a locker injured to prevent my teammates from being blind.

    I said "play nice" to quote the person I was responding to. I also agree that there is no "playing nice". People should play however they want. If I were to rage against survivors who play in ways I find uninteresting (like 50% of the survivor player base do), I would spend half of my day typing mean comments in the steam page of SWFs lol.

  • The changes on both phases are basically all survivor sided WTH

  • @piplup55 said:

    there is no unincentive without punishing the killer side, because it's punishing unfun strategies for survivors.

    i agree that "fair" strategies need some buffs for killers, but i also believe that bhvr can't implement them before they implement everything in operation health. once that's done then they can add things for killers to make matches more dynamic and give them a fair opportunity at a 4k. either making killers stronger one by one or adding more things like the anti-hiding and survivor spawn logic (which are actual changes to combat killer current complaints).

    Cool! Let's make killer even more unplayable for 9 months while the devs decide whether they should fix the core game problems or release another Sable skin.

  • @OnryosTapeRentals said:

    keep nerfing tunnel/camp because we haven't been doing that every update

    Continued intervention is only necessary because no matter how many carrots BHVR dangles or sticks BHVR pokes with, killers keep refusing to play nice. And, to an extent, I get it. Tunnelling, slugging etc. take little effort for the reward they net you. But that's exactly why they need to go. The easiest strategy to do should not get you consistent wins. That should come from skill and effort instead.

    The thing forcing BHVR's hand here are the killers who refuse to improve and instead rely on getting one survivor out ASAP and winning the entire game through that action alone. It was cheesy in 2016, has been cheesy for 8 years, and now it's time to do away with it.

    And for the record, camping and tunneling aren't necessary to win. A good chunk of us do just fine without it and always have. It's an easy and cheap way to win, sure. But with a little practice you absolutely do not need to do it.

    Maybe killers keep refusing to play nice because it is the only viable way to play the game? Maybe they should look at why these strategies exist before simply nerfing them like they have been doing every patch?

    Tunneling exists because there is a clear incentive structure in the game for tunneling. 4 survivors do gens way quicker than 3 and so on. Therefore, the obvious thing for a killer to do is to get rid of a survivor as quick as possible to get slowdown. Before with old slowdown perks it wasn't as necessary, but now you either tunnel or you lose.

    Slugging is more of a recent event, and it is mainly because of how miserable hooking has become. First, whenever you are picking a survivor, you are subject to pallet saves, flashbangs, flashlights, and sabotage. Also, you are wasting time walking to a hook. Now survivors also can unhook other survivors really quickly or do a trade if the other is close to death, not to mention that in the endgame they can always get a free save since BHVR removed hook grabs. Not only that, but survivors have gotten really insane unhooking perks, like OTR (which gives you god mode after unhooked) DS (lesser god mode after unhook) and Resurgence (free heal after unhook). Before you could justify hooking since the best killer perks (Pop Goes the Weasel and Pain Resonance) activated on hook, but since they have been thrashed, they are not really worth it the downsides of hooking.

    And if you think about it, slugging is extremely unnatural and inefficient, since survivors take twice as long to die on the ground than to die on hook, so you are probably doing more than 3 chases per survivor before killing them. Just look at 2v8's old editions, where even though survivors didn't have basekit Unbreakable, killers hardly ever slugged since hooking was quicker, you didn't have to deal with sabo and flashbangs and survivors didn't gain OTR and DS. Just make hooking less of a painful chore or give killers some benefit in doing so.

    Finally for camping, it doesn't need a change whatsoever. If you are dying to a camping killer, it is 100% a skill issue. If the killer camps from the get go, just rush gens, and if the killer didn't camp at the start, and decided to do so because you decided to ignore the hooked survivor and do gens, you can always trade or help each other with bodyblocks.

    These strategies don't need nerfs because they are already weak as they are. What killers need are buffs to discourage them from those playstyles.

  • @StalkingYou said:

    first of all, YES the anti-slug surrender option is fine and cool. not gonna talk about that.

    the roadmap has another segment in phase two which talks about "anti tunneling and anti camping"

    and I wonder, when will the devs get the message that killers are doing these things because the whole "play nice go for multiple people" idea has been probably the most bullshit thing in the history of this game?

    killer literally does not have the ability to do that against any competent team because KEEPING THE GAME A 1V4 MAKES THE GENS FLY. has nothing to do with skill, despite what many community members will tell you.

    also yeah, keep nerfing tunnel/camp because we haven't been doing that every update. survivors get new meta perks to use against it nearly every chapter along with basekit features to counter it, guess it is still not enough.

    we've nerfed nearly every slowdown perk the killer has and the expectation is for them to play even NICER.

    its also only seen as a problem when the killers go for their objective quickly, not the survivors of course. where's my "anti-genrush"? oh wait "genrush" is fine because that's just the survivors doing their objective right, but when the killer does the same without bending their back over to make the match "fun" for everyone else then they're an evil toxic tunneler and deserve to be punished with EVEN MORE.

    I see nothing on this roadmap hinting at buffs for play styles that are "healthy" such as spreading hooks around and going for multiple chases. If that's the way they want people to play the game then BUFF THOSE STRATEGIES, stop NERFING the other strats that people use because the first one is terrible.

    killers try to play nice, every gen slowdown which allowed this to an extent is nerfed. killers tunnel/slug because the "playing nice" strategy sucks, we introduce 70 things which impede them from doing that. killers dont wanna even hook anymore because it enables like 20 different survivor meta perks? yeah, lets nerf that too. if you want us to behave in a certain way then maybe start giving the carrot instead of relentless beatings with the stick.

    Survivors complain about killers being viable, not about boring strategies. Hence why when there is no tunneling, camping, slugging they complain about gen defence. When there is no gen defence they complain about killer's chase power. And when the power doesn't provide anything chase wise and makes the killer a M1 they complain about map loops.

  • Let's look at the killers that game out in the last 2 years:

    Skull Merchant: Was considered weak on release and needed to be buffed. Then survivors started complaining about her and she ended up getting reworked twice, and now she is unplayable. She was bug free.

    Singularity: Was a really frustrating killer to play, so much so that he needed to be buffed twice. Now it is in a fine state. Didn't have any notorious bug on release.

    Xenomorph: Was also very frustrating when released, and needed to be buffed. Wasn't buggy as well.

    Chucky: Was fine on release, but survivors started complaining about him, which caused him to receive multiple nerfs in succession making him basically useless nowadays. Did have some bugs through his lifespan.

    Unknown: Didn't have any notorious bug fixes or balance adjustments. Was pretty much a perfect release.

    Vecna: Was really weak on PTB and was heavily buffed when coming into live. Then got nerfed but it is still a solid killer. Didn't have any notorious bug.

    Dracula: Got released in a good state, although having his wolf form be completely useless. The wolf was buffed but it is still worthless. The general kit got nerfed, but he is still a solid killer. Also, no notorious bugs.

    Houndmaster: Came out very weak and very buggy. She got buffed multiple times and now in a balance perspective she is okay, if a bit still underwhelming. Not the worst in the balancing aspect. As for the bugs, she had a lot of them and still has some after multiple bugfix patches. Also kinda janky.

    In summary, the only killer releases that were handled very poorly when talking about bugs were Chucky and Houndmaster. Ok a balancing perspective, most killers have achieved a fine state in their lifetime, although some of them have been gutted by the survivor player base.

    I would say the release schedule is fine as it is, as we haven't been getting bad and buggy content very frequently. When we do, it seems more like an outlier than anything.

  • They already implementing anti-tunnel and anti-camping and it didn't change the killers playstyle, it just made them substantially weaker. BHVR keeps banging their heads against a wall by simply nerfing killers, instead of trying to tackle the reason as to why they do what they do.

    Madness is trying the same thing over and over and expecting a different outcome.

  • The devs were just testing bots these days, it shouldn't be classified as a nerf. As of today, the bots have been removed.

    And I don't know what you saying about chase being weaker in this mode. The maps in 2v8 are far more dense with pallets and basically never run out, especially with the Scout class being able to revive them. Also, survivor classes are all far better than the killer ones. Killer classes basically don't do anything, while survior classes merge 6 or 5 strong survivor perks together. Just look at Scout, which combines Iron Will, mega buffed Any Means Necessary, Urban Evasion, Fixated, shared Scene Partner, and Alert.

  • They made mends faster, so the slowdown you get from it is basically nothing. If he hits you multiple times in a single frenzy, you should wait until you are not in his TR to mend, otherwise he may come back to you so that he can use you as a pivot to continue his frenzy streak and possibly get an instadown. Also, just like in 1v4, working far away from other survivors does help, as well as holding W whenever you hear his TR.

    He was nerfed in this mode so that he can only down survivors on the 9th hit, which puts him in a similar spot as in 1v4 where he can injure survivors very easily but can't actually down them. In that sense, he is more of a support character, one that exists to help Nurses and Spirits.

  • I would change two things about Nemesis:

    1° Increase the number of the zombies depending on the map. While two zombies is fine on smaller maps like Midwich or The Game, they basically do nothing on bigger maps like Mother's Dwelling. Not to speak of the bigger maps of 2v8.

    2° Remove the sprint boost survivors get when they get contaminated. Nemesis already has to deal with 3 life stages, while having a ranged ability that is worse than Pyramid's. He already gets the attack cooldown whenever he contaminates survivors, giving them a speed boost feels unnecessary and makes his playstyle be slower than the meta allows him to.

    If those changes were implemented, I would say he would be fine.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884359#Comment_3884359

    some killers are just not good fits for 2v8 mode. I think it’s a very foolish goal to try to incorporate the whole killer roster into 2v8 mode

    The main fun of 2v8 is the synergy between killers. Some underwhelming killers of 1v4 would have an interesting support role in 2v8 (Legion is an example). There are a lot of pairs you could make if every killer was in the mode, especially those that can provide utility to the team. If BHVR only adds killers with simple power designs, such as Huntress or Clown, the mode would be very boring.

    Particularly, I can't wait for my favorites such as Doctor, Hag, Twins, Sadako, Freddy, Unknown, Singularity, Plague, Dredge, and Knight to be added, and I would be very disappointed if they were left out.

  • @AbsolutGrndZer0 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884360#Comment_3884360

    Neither of those perks can be used on Second Stage… there is no way other than the Anti-Facecamp mechanic to save yourself on second hook.

    First stage*

    For some reason I said second stage.

  • The queues are just as bad as before. The bots made 0 difference. They should just turn them off as no one likes them.

  • Wouldn't it make more sense to make the last survivor killable once all other survivors are on hook? In case of Deliverance or Wicked in game, just don't allow the killer to mori while the users of these perks are on first stage.

  • If people are hating on Legion, I can't wait to see the outrage once Plague and Twins arrive in 2v8 and become best friends.

  • @Mr_K said:

    If you are trying to tentacle whip a survivor in the open, stop it, hit them instead. Only whip when they are locked in animation or have limited movement.

    That is obvious and it is part of the problem. Since you are only using your power when survivors are locked in animations, it is much more painful to get a health state since they pretty much always won't be infected when you start chase with them.

    @biggybiggybiggens said:

    Yep he needs some buffs for sure. Having to hit Survivors 3 times in 1v4 is already hard enough, but in 2v8……….. Forget about it.

    Easiest for instance comparison I can give:

    Wesker: Cam dash at you TWICE from VERY long "range" with M2 so you get infected AND DAMAGED.

    Survivor: Gets a speed boost, but Wesker puts you down right in front of him so you get much less distance.

    Nemesis: Hits you with M2 tentacle from a much shorter "range" to infect you but NOT DAMAGE YOU?

    Survivors: STILL GETS A SPEED BOOST while NOT BEING DAMAGED AND gets much more distance vs Wesker

    …

    BHVR Logic…..

    …

    .

    Even with the 3 seconds of Hindered in 2v8 it's bad and Zombies have NEVER compensated for that 3rd hit in most scenarios… They should be removed or more of them added.. Hell, add another Zombie for each Survivor that's dead, THAT'D BE AWESOME!!!

    Wesker doesn't dash twice, he dashes thrice in this mode. I always though Wesker was a mid killer in regular mode, but BHVR went over the top with his buffs in 2v8, while giving Nemesis basically nothing.

  • @Nazzzak said:

    I'm seeing a high number of Nemesis using shadow class in 2v8 and I don't understand why because you can hear his thundering footsteps a mile away. Everyone knows he's coming.

    Nemesis doesn't have many options. Brute is redundant since he mainly mainly breaks pallets with his tentacle, Enforcer doesn't work well on him since he doesn't have mobility and generally doesn't switch targets very often, and Fearmonger is just bad in general. At least Shadow can give him some value if survivors don't pay attention.

    @dbd900bach said:

    While I'm not exactly arguing with your point on Nemesis, mentioning Huntress as one of the worst killers in 2v8 really throws every point into question.

    In every iteration she has been considered one of the best killers in this mode because the pressure she alone can exhibit is unmatched as well as downing survivors extremely quickly in 2v8's more chaotic environment.

    I completely disagree. In 2v8 Huntress suffered even more from the problems she faces in 1v4. She is very slow, which really hurts on big map sizes. Beyond that, her map of utility and map pressure are basically none, which means that she needs a macro partner like Wraith or Legion to function. Finally, her chase is goodish, but it doesn't really compensate her other weaknesses, since other chase focused killers like Nurse or Spirit are much better than her at that and doesn't suffer near as much from being a macro potato.

    You may argue that Deathslinger is just as bad as her, but on this mode he has a really neat interaction where he can reel a survivor and then have them instadowned if the other killer helps. This is mainly useful if the killers are together on a com, but it is still something Huntress doesn't have.

  • @Yggleif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878998#Comment_3878998

    I'm a Hag/Twins main, believe me I'm the last person that wants BHVR to stop releasing the same killer over and over because original killers are awesome but that's my point. Freddy is literally just Clown and SM all over again, it's not really niche to be a killer where their power is slow the survivor down we already have that. It's kinda weird to me that we have a killer that supposedly brings survivors to a completely different world but that world is largely just cosmetic and just means Freddy can start doing his clown impression.

    SM didn't use to have slowdown. Her old kit was about map control unlike any other killer before, and as such, she was reworked because survivors found her boring. Freddy also didn't use to have slowdown, he was also reworked because he was both deemed weak and boring.

    Also, Hag and Twins are the second and third killer I play the most, so we both know how much fun survivor players think they are. I have been in the game since Legion released, and believe me when I say that the only killers that never got an uproar being called boring are Nemesis, Demogorgon, Billy, and Xenomorph.

    Have you noticed how lately almost every killer has a projectile ability? Freddy got a projectile, Vecna, and Dracula also have projectiles. Even a freaking dog became a projectile. BHVR is just too scared to make something different, because whenever they do it, people complain. SM and Knight are prime examples. Fun should not be a metric to decide whether to rework a character.

  • @Aven_Fallen said:

    SWFs have weaknesses. And the weakness are the individual players. 99% of SWFs are not on that level you want to claim they are. You will not lose a game because the Survivors are playing in an SWF. You will lose a game if the Survivors are better than you - and then you would have probably lost against the same Survivors if they were all SoloQ.

    You will not have 4 players who play perfectly in every match, even when they are in an SWF. And SWF does not suddenly make bad players good.

    Saying that most SWF's aren't on that level is basically saying that it is fine if your enemy has a nuke, but doesn't know how to use it, while you have only assault rifles. They have every advantage against you, but don't concern yourself with it, they are stupid anyways.

    If SWF isn't a problem, then might as well make the aura of every survivor show to each other at every moment, as well as generators, chests, exit gates, and totems whenever someone touches them. Also, show the killer's aura to all survivors whenever a survivor is looking at them. That's basically what comms allow in a nutshell, which takes away all agency from the killer.

  • Before the buff, I used to play him quite frequently. Now that he has been buffed, I am enjoying him even more. Stop trying make fun, which is something subjective, generalized. Some characters are supposed to be niche, and that's fine, every multiplayer game has those, otherwise BHVR will just keep releasing Huntress and Pyramid Head clones.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874856#Comment_3874856

    Unless you are in basement, this does not really apply. Body blocking works if you are trying to prevent a survivor from running to a specific direction, but since maps are packed with loops in all directions, survivors can go a multitude of ways to find a safe spot.

    You have 10 seconds and at least one of the nearby loops is already used up from the last time you went down.

    Ten seconds is a lot of time to get to a loop. There is only really rare instances where it takes more than that to run to safety, and it is usually on specific situations like the corners of the swamp maps. If you don't manage to get to a loop with a pallet or at least a window, it is your fault and you should get punished, and if your teammates created a deadzone, then it is also your teams fault and the survivors should get punish. There is so much the game can do to hold the survivor's hand.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874804#Comment_3874804

    You know killers are faster and can bodyblock you, right?

    Unless you are in basement, this does not really apply. Body blocking works if you are trying to prevent a survivor from running to a specific direction, but since maps are packed with loops in all directions, survivors can go a multitude of ways to find a safe spot.

    Survivor bodyblocking a last hook survivor generally works because the killer is focused on one destination, and therefore needs to get from point A to point B. A killer bodyblocking a survivor off the hook works as long as they don't change the destination, so instead of a A to B scenario, it is a A to B, or C, or D, or E.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874022#Comment_3874022

    Also, whenever they get unhooked, they don't know what to do, since they are used to expecting god mode from OTR and DS, and they forget to use their basekit BT, which is quite strong.

    Unless the killer can count to ten, of course. Granted, judging by some of the killer advocates on this forum, that might be a surprisingly limited number of killers.

    The base kit BT is only useless if you afk after getting unhooked, as it gives you more than enough time to get to a hook. The purpose of this feature is not to make the game play itself for you, like how DS and OTR does, but to give you a breather after getting unhooked, which means you have to have a brain to get value from it.

  • Whenever they release a modifier, I pretty much only play it until they remove it. The queues have been pretty normal for me and the games have been pretty fun. Temporary modes are definitely more enjoyable than the base game.

  • @NarkoTri1er said:

    1. Chaos Shuffle is meant to be a challenge modifier that makes you rely more on your macro knowledge than actual perks (with items/addons not yet randomized + map offerings still being possible to burn, this is not the case)
    2. Why are we turning this into yet another us vs. them stuff? This clearly says you play one role 90%+ of the time and completely ignore sweatiness of other side.

    Both sides are equally sweaty, once you truly start playing both roles at ~50/50 ratio, you will understand.

    The thing is that survivors are overly reliant on their perks because BHVR has pampered that much. In every event mode, you can see that the moment they take WOO away, they start to get lost around the map, which makes chases much easier. Also, whenever they get unhooked, they don't know what to do, since they are used to expecting god mode from OTR and DS, and they forget to use their basekit BT, which is quite strong.

    Killer perks on the other side are all thrash nowadays, so on a normal game, you are already kinda used to play with basically no build whatsoever. To be honest, this makes Chaos Shuffle kinda neat, because whenever I get value out of a killer perk, I go like "oh, that's cool". This mode has been feeding me Alien Instinct basically every game and when it works I kinda appreciate it.

  • I hope this is the call for BHVR to start making these stats public. Not necessarily MMR, since it is a not very intuitive statistic, but the escape rate, the kill rate on each killer, and the number of games you had should be public, since every other online game does that.

    I also think that BHVR will be implementing a real rank system in the future. Some people want to compete and that's it.

  • I just hope they remove the chains breaking with the environment, as it makes him so frustrating by making his power, which is already one of the hardest to hit, get basically no value.

  • Dramaturgy is really good, as it kinda functions like old Dead Hard where you can use it to gain distance in a loop and extend it.

    Finesse on the other hand is very overrated. Most of the times, a normal fast vault would already make you avoid the killer. Resilience makes that even faster for every vault while injured. Finesse gives you a substancial speed boost, but only every 30 seconds, if you are healthy. The point is, most of the time where you are using Finesse to vault, a normal fast vault would be enough.

  • As a Gen Z myself, my dream chapter would be a FromSoftware collaboration having Orphan of Kos and Midra as killers and Patches as a survivor.

    On a second note, as someone who grew up with creepypastas, Slenderman would also be awesome.

  • @Aceislife said:

    What exactly are survivors supposed to do over 40 seconds of no gens? Why would a killer not run a perk like this if they want to win? Say 1 person would be getting chased for the 40 seconds, if the other 3 would be available to do gens, that's 1,333… worth of gen progression lost for the survivors (best case scenario) and there's not a lot survivors can do to prevent this.

    I was using Grim Embrace a little while ago mainly to help proc Dead Man's Switch. I soon realized it was not that worth it to include in my main build, since the fact that you have to hook all survivors once makes the perk somewhat unreliable. To help activate DMS, the 10 seconds of gen blocking whenever you hook a survivor is nice, but it doesn't do much, with Pain Resonance being much better in that regard.

    Also, when the perk finally gets 4 stacks, it is measly 40 seconds. If you are not the obsession, just hide, or go for the save on the hooked teammate.

    I swear, before this post, I could swear this perk remained active for 60 seconds, not 40. This makes this perk even more worse in my mind lol

  • Nowhere to hide has counterplay. If the killer finds you when you are hiding near a gen, you should know that they have it, in which case, you simply don't hide near a gen anymore and simply hold W whenever you see them approaching.

  • Freddy is an interesting case. He was really bad when he released, then he got reworked and became one of the best killers, then BHVR nerfed him into the ground. Now he is going for another rework which might make him good. He is a killer with ups and downs, which is more than a lot of killers that are only downs, like Trickster or Myers.

    The killer perks were not very good, but they can make some fun builds work. As for Quentin's perks, they are all solid, although powercrept with the insane stuff survivor has nowadays.

    As for the map, what can I say? It is atrocious and has always been atrocious.

  • I like using WoO when I just want to turn my brain off and pre drop pallets and do some gens. The type of game that you just want to hear a podcast and not worry about doing anything complex.

  • Survivors have a really strange tendency to quit as soon as they get outplayed, even though the game is heavily on their side. I lost count of the times where I down a survivor twice in a row, and they immediately quit even though there are only 2 gens left. They are in advantage, but since they see the game as an 1v1 it doesn't really matter.

  • I generally take this time to get my glyph challenges. I found very considerate the Kate that wanted to teabag me but ended up letting me get all my green glyphs.

  • @StalkingYou said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868061#Comment_3868061

    because when the killer goes for their objective as quickly as possible its toxic and unfair but when survivors split up on gens and make it extremely difficult to do anything depending on the killer/map/skill of the survivors then its perfectly fine hope this helps

    in all seriousness the agenda of survivor mains like the one you are responding to is to make tunneling feel like an emotional attack and frame it like its "preventing survivors from playing" (which is only the case if you dont know how to loop) and then try to convince players that the absurd gen efficiency is perfectly fine. basically, if you say that efficiency on one side is bad because it "prevents people from playing" you can avoid talking about the efficiency aspect of it, because in the efficiency aspect they are wrong (tunneling efficiency vs spreading hooks efficiency, tunneling wins every time because spreading hooks is a terrible strategy but they dont wanna say that lol) of course they do the opposite when it comes to survivor efficiency though

    To be fair, survivors have an 1v1 perspective on the game, since they are scored individually and dying means they can't play that match anymore. The thing is that when looking into a 4v1 viewing, you dying as a survivor doesn't exactly mean that your team is going to lose, or is going to be prevented from playing the game. A single survivor represents only 25% of the team, and their death shouldn't be as important in the great scheme of a match, which they should be fine with, since they signed for this assymetrical horror game. You can't punish me the killer who plays on a 4v1 view because of a survivor who thinks the game is a 1v1.

    Also, when seeing tunneling, camping, and slugging, the first is the least boring to face, since you're just getting chased back to back, instead of being left on a hook or on the ground for ages.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868371#Comment_3868371

    I'm talking generally. Of course you're not going to perfectly capture that scenario every time, but in general those are the main actions of the survivor team.

    You'll also have times where two people are hooked, someone is slugged (especially right now) and requires more healing, someone is doing a challenge, someone is lurking for a flashlight save, etc.

    The thing you're both missing is why is a 3v1 so hopeless right now? It's because the amount of pressure when you can't dedicate someone to gens is too much.

    Adding repair speed when someone can only spot touch a generator is meaningless. Or the amount of repair speed would have to be absurdly high, and most people who claim repair speed is a fix are looking to slap 5% on it and call it a day like that does anything.

    You're in agreement with me that you need someone who can just sit on a gen, but the main problem in a 3v1 is that you're going to have to jump off to fill another, more critical, role even when you get to touch a gen. The guy getting chased isn't going to unhook mid chase so the third can sit on a gen, they have to go for rescue.

    And in the world where the killer is doing… I have no idea what you think they're doing, but let's assume camping... Then the rescuer becomes the chase target and the third likely has to get off of gens. Or maybe you have one on hook and one slugged with the third hiding for hatch, but gen speed doesn't matter there either.

    The problem is that rescuing is not a lengthy task. Most of the time, you are going to rescue the survivor before the killer either finds the other survivor, or even finishes the chase. In which case there will be 2 people to work on gens, and if the killer downs the other survivor before that, they should get rewarded. The same thing can be said about in a scenario where 2 survivors are hooked at the same time, the killer should get rewarded for outplaying them. The purpose of this idea is not to handhold survivors hands and completely get rid of the incentive to a kill a survivor, but simply to give them a chance to make a comeback after a rough start.

    And let's say the killer is camping, well, just rush gens. There is 2 free survivors with +30% gen speed boost, which makes gens take 63 seconds as a solo, considering they are starting it from scratch. The time survivors have on each stage of a hook is much longer than that, and it should give you enough time to repair two gens and then hook trade or go for the exit gates. This makes camping even less optimal.

    In the current state, a 3v1 is hopeless in a 4 or 5 gen scenario, but it is definitely possible to make a comeback when there are 2 or 3 gens left, which should be 90% of the cases, since the first dead survivor should be extremely incompetent to die earlier than that, in which case, the killer should definitely have some benefit.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868192#Comment_3868192

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868342#Comment_3868342

    They haven't done it because it solves nothing.

    Survivors only advantage is numbers because they have an action economy. Generally in a 4v1, once the killer has built pressure (hook) there will be one survivor on hook, one going for rescue/recovery, one in chase, and one on gens.

    The reason tunneling is so powerful is because when one survivor is out of the game, the survivor team can only do 3 of those 4 roles... And being chased, rescue/recovery, and being on hook are mandatory. Which means no one is on gens.

    Unless you take it to absolutely absurd levels of gen speed repair (like 100% extra gen repair speed is nowhere near enough) there's no overcoming that there's literally no one sitting on gens in a 3v1. The level of gen repair speed buff that would be required, especially with the current state of chase, would cause people to burn the forums to the ground. So basically that will never happen.

    As survivor, the only actions that substantially consume time is doing gens or getting chased. Going for a rescue and healing should be around 20% of your time as survivor, and considering that only one survivor can be chased at a certain time, that means that most of the time the other 2 survivors are free to work o gens.

    On your logic, you assume that the killer will always have a hooked survivor in a 3v1 scenario, which also comes with the thought that by the time someone rescues the hooked survivor, another one goes down, which shouldn't really happen against mildly competent survivors. As long the map hasn't turned into a huge deadzone, the average chase time of a killer is 40 seconds (which is a very optimistic number if you are considering high survivor quality).

    If you have experience as killer on a high level, you should know that having one survivor down still doesn't mean you can take on any chase. You still have to evaluate if the survivor is in a good position and if they aren't too far away, otherwise you will waste enough time for the last 2 gens to get done.

    Which brings to next point that generally the first survivor is supposed to die when there are 2 or 1 gen left, and if the killer is very good, on the last 3 gens. By that point, even with one down, survivors should be able to push the last gens with our current gen speed. With a +30% increase, it would actually encourage the killer to avoid getting rid of the first survivor, if the base gen speed with 4 survivors becomes -30%.

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