GonnaBlameTheMovies
GonnaBlameTheMovies
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801640#Comment_3801640
The last kill rate update had a 52% kill rate at high MMR against 4-man squads in games with no DC. They're not hitting 50/50 in any bracket and are not even trying, as they've stated they're shooting for 60/40 now.
They absolutely can buff solo queue and even survivor in general without making it a bad experience to play killer. There is kill rate headroom, for one, and bringing solo queue as close as possible to SWF is important for ensuring everyone has a good experience, even if it ultimately necessitates balance changes to survivor/killer overall.
Some examples of things that would help solo queue without doing much for SWF:
- More buff icons. Perks like Solidarity and Deliverance should show icons on the HUD so you know at a glance they're in play.
- Allow survivors to see their teammates' perks in the lobby and on the pause screen.
- More emotes beyond beckon and point to allow for more precise communication.
- Base kit Kindred.
52% is still within the threshold of error for a 50/50 balance rate.
Please try again, because that isn't how stats work.
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I love the lobby music for basically every event, especially Bone Chill and Masquerade. I also like the Castlevania version. I like Iron Maiden a lot, so I liked that they used Fear of the Dark as well for that collaboration. It was cool!
In terms of lobby music, I actually like Sable's weird vibey music, Cheryl's theme, and the Resident Evil music for lobby music. On Killer side I like Ghostface's eerie thrumming paranoid lobby music, Spirit's flutes, Oni's battle-like theme, Deathslinger's theme, Nurse's and Huntress', and Hillbilly's strange twangy distorted guitars. I also lowkey sort of like Xenomorph's very alien-sounding warbly theme.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799840#Comment_3799840
See thats the truth of it, yet people still don't like that. Where does it leave us?
I can tell you exactly why people don't believe in "Killer is fine and strong enough if you have fun" anymore.
It's because of tierlists. It's deadass beause of the stupid friggin' comp tierlists that come from fighting games - something DBD decidedly IS NOT - that people INSIST mean anything because the big names made them popular.
Tierlisting Killers has always been a scourge on the game's community, because it falsely implies some Killers can never be good while others can never be bad. The truth is, everyone has different potential on different Killers. And that's OK. It really comes down to how well you can use that kit. I have seen comp Nurses smoked by groups like Team Eternal, and comp Ghostfaces destroy groups like Team Eternal. And Comp DBD is dead anyway so who really cares? Play who makes you happy and you do well with. Skill is the factor, RNG and perks are the factor. Strength of Killer power functionally means NOTHING for the vast majority of people who all play pubs.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799231#Comment_3799231
Right, and we are not ignoring any part of her kill rates. I believe kill rates to be useful. But I also believe kill rates aren’t just aren’t flat numbers. They are nuanced, as evidenced by Nurse’s kill rate contradicting with her lethality. No one would suggest this killer is weak in skilled hands
This is why I don't really believe that seeing Doctor or Ghostie's low Kill rates means anything either. Both do just fine in reality and are decently balanced, needing few changes.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800538#Comment_3800538
Keep in mind, that's not JUST people checking corners. You're also looking at people who play ranged killers that have to go fetch you and might reload before doing so, or... while they are incredibly rare... twins players. Get a down with Victor and your gonna be walking to go fetch.
When taking just the attack cooldown+ maybe a vault to the other side and multiply that by 3, I can already see THAT being 15 seconds, lol.
This.
Sometimes I lose a Survivor in the grass or corn. If you run dark cosmetics, it's more likely for me to do this. Sometimes Survivors run the same cosmetics on the same Survivor, I can't tell if I just downed Feng 1 or Feng 2 and I may even have both downed. I am not focusing on the HUD mid round, I am focused on the round. Pretty sure that is true of all Killers in the thick of the moment.
I am not always playing Ghostface, I can't always just pop Shroud to get the Reveal to find downed Survs I lost. Sometimes I'm Pinhead and I accidentally lose an Ash in Red Forest and he bleeds out. Sometimes I'm Sadako and I lose a Nic who crawled off to the corner on purpose to make hooking really hard for me. Sometimes I am Dredge and I forget where I put the Dwight, sometimes I'm Legion and the Bill in the Christmas Sweater gets lost in the grass on MacMillan's and I can't find them while trying to Frenzy this Renato so they get left to bleed. It takes a very long time to find ANYONE downed like this if you aren't able to just get free info on the down or just running Deerstalker. In fact I'd love a basekit aura reveal on people left downed too long to avoid this, so I can just find them and hook them.
I hate doing this, I think most Killers do. We really do just wanna hook you because it's more valuable to get the hook points than not. If you can pick up and hook, you are better off picking up and hooking. If you need the pressure though, you are better off downing people for a little bit then coming back once there are no threats, as that's a form of pressure. That's all it is, just a pressure tactic, and I am sick of people assuming it's always toxic just because they need to sit on the floor for a few measly seconds.
9 times in ten, a slugging isn't toxic. And trust me, when it IS toxic? You know.
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While it is true that a coordinated enough Survivor team will beat most every Killer, super coordinated 4 mans are pretty rare and their survival rate is only nearly approaching 50% when they are already at high MMR. In every other MMR, they have similar survival rates - between 40-43% - as everyone else. SoloQ Survival rates are lower at close to 38-40% across all MMRs. These ranges sound unfair but are actually within statistical range and probability, they're fine. Every Killer is between 58-65% Kill rate with a few outliers being lower or higher than that. In other words, the game is in fact balanced at 60/40 and is just fine right now. This actually comes out to about a 50/50 shot at a win or loss for an individual Surv versus an individual Killer, for all Killers. Or rather, there is about a 50% chance you yourself will be one of the Survivors that escapes a Killer regardless of how anyone else does. It is expected that you will win only 40% of the time; if you're above that as Survivor you're a pretty damn good Survivor!
The game is slightly Killer sided. It is most assuredly not "too terrible for Killers". That said however… yes, dealing with a coordinated group is very very hard and does indeed put the round closer to 50/50 balance like many people want. At high MMR, survival in a 4 man SWF rises to 48%. That is still lower than Killers, but that implies that Killers are at a bit more of an even playing field - in other words a near 50/50 shot of a win or loss depending. In other words, coordinated skilled SWF > Killer > Less coordinated SWF > SoloQ, and this is how the game is intentionally designed:
- The Killer is always stronger than an individual Survivor in a 1v1 setting,
- Teamwork is the most powerful thing in the game and coordination is every single Killer's weakness as a result - not even Nurse can beat good enough coordination,
- Info is king because it shaves off time,
- Killers by necessity are balanced to be able to kill most of the Survivors at least 60% of the time, to keep them aconsistent challenge FOR coordinated teams.
- Therefore, the game is necessarily slightly Killer-sided, unless you have very strong coordination, in which case the game becomes a near perfectly balanced 50/50 where the skill of each side is more of a determining factor, alongside the Killer versed and the map RNG.
- Because of this, you must approach the game from both sides with a casual mindset - because otherwise Killer is too easy and Survivor is too hard.
This is, again, intended. This is what the Devs intend for the game. Lose the sweaty comp mindset and realize… it's more fun to be casual than tryhard.
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No perks. Just basekit Kindred for Survivor and some kind of basekit Generator hold for Killer.
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I actually really like the mode in small bursts, it genuinely is scary to me! I love being jumpscared in this game, and I like feeling like a scary monster in the dark - it's why I play a lot of stealth Killers, for the jumpscare factor. That I can do it with other Killers too in this mode is super fun to me, it really does bring the horror back to DBD. I do think it's a good, valid mode that deserves to stay in DBD as an "every so often for like one week" thing, just for the people who do enjoy it.
The only thing is, I think a lot of people don't want that, they want a chase experience. That's ultimately why it's not a popular mode. But for the people it IS for, it would be really sad to see it go, since it flips the script and makes normally strong Killers weak but weak Killers strong, plus it's challenging to play with a lack of info. It's also much less sweaty than the regular mode, because there are no perks or addons so no meta. It's perhaps one of the purest tests of raw skill reflection in DBD and I do like it for that - in fact I would 100% lobby for a mode that is perkless and addonless even without the darkness. And because Lights Out is so basic, it can be iterated on.
The additions for Survivor are extremely nice to have to make it feel a little more fair. I do think the repair speed was slightly overbuffed but otherwise? This is fine. This mode is fine. It feels fine. I think the naysayers just don't like it because it takes away a lot of the variety, but is it really such a bad thing to have a dedicated horror or spooky mode in a horror game? I don't think so. For that reason alone, even with the naysayers, I cannot see BHVR 100% scrapping this idea - rather they will keep iterating on it and doing new things with it to make it more unique each time and just only have it for a week or so here or there. It will never be a multi week full month or extended affair like 2v8 or Chaos Shuffle ever, but that's fine. Not every single mode has to be for everyone and not every mode needs to be such a banger it is reused a ton. It's okay to have some "minor modes" that aren't as frequently used, and just pop up for funsies from time to time.
The only thing I don't like is that the special rewards in it are 100% tied to the mode, and if you don't do the mode you can't get them. I don't think the tomes should ever fully be tied to the modes, let people do them outside of the modes. Do that and you would have very few quibbles I think. And as for Lights Out? I have fun in it. I want it to come back, I really do. I always do. But I don't think it's popular, and don't think it ever will be. That's fine. Just bring it back as a treat every so often for those who do enjoy it.
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I'm pretty sure BHVR wants to balance it more towards teamwork (SWF) vs. Killer than SoloQ. I know that's hard to accept. But they just can't really balance for SoloQ without buffing SWF to the point it's very unfun as Killer.
At this point, I would give up on SoloQ entirely. Find some friends, maybe here or on Discord or Reddit or something, and start SWFing up. It's more fun in voice chat on Discord anyway.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800812#Comment_3800812
DBD is a casual game for casual players wanting a horror versus experience. It should 100% think of casuals and people who don't play competitively. Why do you want this game to be comp? It's not balanced enough to ever be comp.
100% this, but it's a reality many can't or won't accept. DbD is deeply unbalanced on a genetic level, and compared to actual comp games, the skill ceiling is really low, with very limited room for mechanical skill expression.
It's a casual game for casual players with no defined win/balancing criteria where the only real determinants of success are RNG, time in game, and how willing you are to lean on boring, sweaty tactics and builds (or to render the game boring by trying to make it competitive).
If people are looking for a game that allows them to pit their skills against others in any meaningful way, DbD isn't just in the wrong neighborhood, it's in the wrong state.
DbD's biggest player problem is that too many people take it seriously.
Oh my Fog someone else actually sane, thank you.
This game is more fun when you do not take it seriously.
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I don't want to test anything and I have zero excitement for this horrible, horrible PTB. I don't know anyone who IS excited for it.
They are needlessly buffing perks to be more genrushing perks we don't need. They gutted Memento Moris. They gutted Skull Merchant.
This is just a massive Killer nerf patch/PTB with almost nothing genuinely fun or interesting for Survivors, either. None of the perk changes except Quick Gambit have any sort of interesting testing capability to me.
They need to cancel this whole patch, just test the perk updates, and go back to the drawing board.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801049#Comment_3801049
IIRC it was an interview Mathieu Cote did a few months back. He said they were surprised by how fast most players went back to regular mode after trying Lights Out the first time
This is because the Devs believe the game is a fun intense horror chase experience but the community has decided it's a comp sweat fest.The Devs and anyone who likes to play casually is correct, but the community definitely believes they are more correct than the vast majority who play casually including the Devs. It's 100% an entitlement thing, because the community as a whole has an entitlement issue AND a sportsmanship issue. A bad one.
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Close the endgame chat, you're welcome.
That said yeah, rounds definitely end a little too fast. I think they maybe overbuffed Survivor repair speed.
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No, Yoshirama, people are saying that people shouldn't need to rely on perks to do well at a game.
That's true of both sides. You should not need Windows to loop. If you do need it you are crutching, new, or autopiloting when you could be using that slot for something else more useful.
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I have fun with it both sides but it just isn't for everyone. And a lot of people really don't enjoy it. I'm fine with it as an occasional treat but it shouldn't be as common a recurring mode as Chaos Shuffle is.
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@GeneralV said:
Hopefully this change will be reconsidered because this isn't looking good.
Well then, PTB Killers - you all know what you need to do.
Slug massively for the 4k every round so this change does not go live. Do not use a single Mori item. Make the Devs regret this horrible idea of a change so they have to revert it, change it to what we actually all want, or leave it alone and never try it again.
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It's not for everyone. If it's not for you then don't play it.
The only issues I have with the mode as it is now, and yes it is more balanced, are:
- No BP offerings
- Some Killer break the mode too much while others don't have any power in it at all
- They slightly overbuffed gen repair basekit (fine idea, 20% is just a bit too much IMHO)
- The tomes can ONLY be done in the mode (which I do not agree with)
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@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800773#Comment_3800773
no problem, I appreciate you going through each point one by one - just to clarify tho, I wasn’t talking about nor highlighting any of these as toxic, sweaty or otherwise. I was merely noting the conversations and points killers themselves mentioned for the purposes that there are many things different killers (which are often the opinions on the forums in many threads and posts) don’t like.
In regards to whether these equate to a rule book or not, again, there is no technical definition. There are things that I personally feel are analogous in respect to people having expectations of or things they see as ideal and not, which may then invoke a reaction or response or approach be it in the game as a strategy or an action against a person or group or stating it in a forum or post. Any list drawn from either side can always have someone provide ‘mitigating circumstances’ as you have and honestly that is not even the purpose of the post. It’s more about how people perceive things and can then plan ‘tactical’ responses as you put it. But currently this is only for one side. There are deductions and perceptions happening as lots of players don’t like different things and may be the reason why they target someone or a group (as many killers themselves have mentioned in the points I made AND in the forums - have a look at how many examples of people saying “well someone bringing distortion can expect full tunnelling and slugging!” And I’m not saying this is right or wrong or toxic. I have my opinions but that debate is going to be subjective. I’m highlighting the matter of agency.
I’ll also note that these were not in a swf and not ‘me’ who had issues - I just reflected the conversations I saw in EGC. It was also to highlight that when a killer doesn’t like something they can inflict punitive actions (by their own admission as I mentioned - regardless of whether they be considered ‘punishment’ by you or I or others - this was their own intimation. Punishment here is: I didn’t like x so I’ll do such and such to that person or group. But the technical meaning isn’t so important. As I also mentioned, oft times these were at the expense of throwing a match by ignoring all other components to exact said response. Whereas there is no (barring a high level of skill and/or perks/coordination) similar concept of a survivor ‘punishing’ a killer or ‘tactical‘ planning for things they don’t like, especially in soloq unless very skilled or co-ordinated.
And to be clear, I don’t mean to say I want survivors to be able to punish killers - I’m not an apologist or manifesto promoter for bad survivor behaviour saying killers can so survivors should. I’m just saying the agency and ability to do so should be removed as much as possible on both sides and then address (or try to) the factors that annoy both sides as much as possible (in terms of mechanics, so for example, add counter play to flashbang saves as killers find that rightly unfair, and remove map offerings etc).
Killers and survivors can make a case for all their actions and deny the validity of others’ experience all we want but I personally feel it is important to strive for a positive outcome for the health of the game.
Finally I just want to add that it is not my style to enter into debates or one-upmanship (and certainly not saying that is what you are trying to do!), so I’ll end with that I respect all opinions and thoughts on this topic. I just felt it important to clarify as I may not have (and maybe even now!) articulated my intention and purpose very well in my original post.
Thank you 🍰✨
Fair enough, I wasn't trying to attack. I was trying to point out why a Killer might do or think to do certain things. It's important I think for people to understand how both sides play, otherwise you don't get the whole picture.
That's why I don't think anything in the game is toxic aside from cruelty in the endgame chat, doxxing, obvious griefing, or taking ingame grief out of the game. Tunnelling, camping, slugging, genrushing, blinds, stuns, none of that is toxic.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801092#Comment_3801092
It works for once or twice and thats enough for 2 people to break a key gen :P
… If they are coordinated. Not every Survivor group is. :)
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801217#Comment_3801217
I just wanted to note that PTB changes are not set in stone and are actively monitored for feedback and gameplay before things go Live.
We are giving feedback, and I can tell you this feedback will not change from the PTB. The Devs need to be listening from the word go on this because otherwise, this PTB will flop.
Nobody wants this version of a Mori. It promotes slugging for the 4k. It buffs slugging and nerfs a fun aspect of the game most people on both sides enjoy and love. It removes tactics from the game. Please please please just make Cypress basekit, retire it, and then add BPs to green and Iri Moris alongside letting them mori multiple people per round. Don't make all Moris ONLY give BP, let us Mori as many people as we want. It would be a massive crying shame to waste all the effort the devs have worked on for the Mori animations this way, turning Moris into yet another sweat mechanic.
This will be the same exact feedback I and everyone else will continue to give the Devs as this PTB goes on. It's not going to change or go away.
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@Peanits said:
Mori offerings no longer grant the ability to mori Survivors in the middle of a match, but Perks like Devour Hope or Rancor do still allow you to kill additional Survivors.
Then you and the devs need to reconsider this choice. Heavily. Most people do not, DO NOT want Moris to work this way. At all.
Nobody asked for or wants this change. It will ruin the game for a lot of people, and make others quit. Leave Green and Iri Moris alone. The community has given you all enough feedback. This change will encourage slugging and DISCOURAGE Moris.
Please reconsider. This will have the biggest backlash since the Twins PTB. You have GOT to reconsider removing things people find fun.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800936#Comment_3800936
I use it as a timewaster and where I want to killer to be manipulating them from the gen I want to finish so a critical gen can be finished.
Example using Blast mine, Illusion and Red Herring I can bait the killer to the area I want him to be at. Blast caps it and it works against stealth killers.That sort of build is how you get three-gen situations, friend. I would never run these perks that way.
I also regret to inform you that this Stealth Killer Main is wise to that idea, and just runs perks that kick or block gens for me instead. No Blast Mine for you. :) -
@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800938#Comment_3800938
Bots give more challenge then me wasting minutes of gameplay and my offerings
There is zero challenge as Killer in a bot. You know a Bot will always run loops the same exact predictable ways, you can game their AI and they will never do anything if they even catch a whiff of your Terror Radius.
It is flat-out entitlement of the highest degree to want a system to kick out players just because YOU don't like the fact they're new, bad by your definition, or you just don't like their vibe. Would you be okay if the entire lobby kicked you for doing something like, oh I dunno, a challenge involving bones, but they thought you were sandbagging or not helping, so they kicked you? Meaning you got no points OR challenge progress? -
Please just take times like these to go sit in a corner and let them embarrass themselves. Don't engage. Your MMR will lower from the loss and your next rounds will be better.
That said, yes, if the round is a misery it's better to allow the Killer to be able to open doors and eat the L. If you're stuck with people who want to troll, nobody wants to be there. Why not let the Killer always be able to open the door?
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Make it a 3k with the Killer's perks, max. No need for it to be 4k.
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I'm having some fun in it but I agree this mode really needs to be left as a rare treat or occasional thing, and not last much longer than a week. It's clearly not everyone's cup of tea and I don't think people should feel forced to play modes they aren't into just to get cosmetic stuff.
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Windows IMHO promotes really bad habits in regards to looping, makes you predictable, and gives too much info for its uptime. It's critical for new Survivors but it really is too much for experienced ones; they don't really need it, they just use it to autopilot themselves to loops and avoid any possible mistakes in dead zones. Mistakes half the Killer roster need Survivors to make to get downs. It actively can hinder people with info overload, and it makes certain maps even more miserable for both sides, different ones for each.
Make it only active in chase or give it a cooldown and the perk will be fine, balanced, healthy, and perfect in its intended niche.
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800962#Comment_3800962
I'm doing everything I can for this crappy Finisher Mori to never see the light of day.
We're all doing our part or trying, brother…
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This whole change will break so so so many things:
- Mors Ambitio Dailies
- Kill With Your Own Hands challenges
- The Mori Achievements, especially Blood in Your Mouth which won't be obtainable by majority of the cast now without the gamble of Devour Hope
- The fun of Mori Photobombs
- People who like to collect Moris
- Making Tombstone Myers way more common and infinitely more obnoxious
- No more sparing someone for hatch last minute
- no more using Moris to deal with threats that could arise, like pallet saves or fast generator speeds
Nice, sanitized, and safe for Survivors, but now forces Killers to 4k slug if they want that sweet sweet Mori animation and removes counterplay and fun from the game.
Nobody wants this.
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Just remove the crucial ones, and get rid of the ones that would make the loop stronger. They are not enticing gameplay elements. They do nothing except slow the Killer down for no reason when Killers badly need LESS slowdown mechanics. They are not fun.
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@YuffieGreatestWaifu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800401#Comment_3800401
So, you rather have an very easy game for the killer than a actual game for everyone?
I'd rather we all have a game period even if it's a game Survs lose than no game at all for some people because they got forcibly kicked from lobbies for the crime of being too new. So yes. I would much rather an easy game for Killer than no game at all for some people. That isn't fair or remotely comparable.
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I don't think perks that mostly exist just to frustrate the other side are good or healthy for the game. Blast Mine should give the Killer at least some minor hint after being hit by it once - say they can see the little bomb on the gen and choose not to kick it - and then I am fine with it.
Chem Trap's rework is fine and healthy. Don't touch it.
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I think this would be a healthy enough change, Killers and Survivors should vault the same speed. If anything Killers should have a slightly faster vault speed. Not much, like 5% faster, but it shouldn't be yet another tool to waste Killer time - time Killers are slowly less and less able to have when BHVR is adding more generator perks and speed buffs for Survivors.
Survivors should be weakest in an individual 1v1 and stronger together. Chase should be dangerous. -
I agree double stunning should not be possible and DS probably should not work out of lockers, but it's a bit of a non-issue isn't it? Like just work around it or eat the stun and tunnel? It's only 4 seconds.
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@ChaosWam said:
Meanwhile I'm having the time of my life placing candelabras behind rocks for the killers to fall for, shooting blindly into the dark toward any gen sounds as Slinger, and playing T1 only Myers and Wolf only Dracula.
I'm also enjoying it both sides mostly though I do think maybe the gen buff was a little overkill. Reduce it to about 10% buff, and then it's fine. The rest of the changes are just fine and add to the mode, but it's really frustrating for any Killer that isn't a tracker when they hear bing bing bing as three gens go off and they still can't find anyone because it's four Blendettes ratting around the map.
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I really hope BHVR actually like, just ends the round if more than one bot is in the round. LIke just end it, give everyone accrued points and a pip as an apology, and let us all go next. Nobody should have to play against or with bots because a few people threw a fit.
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I would run this a lot, actually, it would also have very good synergy with Grim Embrace. Healthy perk idea. :)
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Because it's exceedingly rare to be slugged for any reason that isn't tactical, and because most players are not toxic on purpose to be toxic. Slugging as an issue is way way way overblown.
So's camping and tunnelling, TBH. But I do not think the community is mature enough to have that discussion.
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@AssortedSorting said:
whatcha think about this idea?
https://forums.bhvr.com/dead-by-daylight/discussion/426899/blood-hunt-the-mori-gamble
Unfortunately I think that would promote tunnelling, why would a Killer make it harder for themselves? They literally would just have to down the Survivor a fourth time. Nobody would use this, ever, unless they planned to tunnel. It's a cool idea, and thematic, but it would not do much for the Killer and would give Survivor a decent buff for nothing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800079#Comment_3800079
Does anyone care that much about the mori animation who wasn't already going to slug for the 4k?
I think this is fine. I don't care at all about moris except insofar as not thinking any offering should give a huge advantage. The proposed changes accomplish this, so I'm fine with them.
I don't slug for 4ks or slug at all if I can help it. I don't tunnel for Moris. Most Killers according to Dev stats actually don't slug much, or tunnel as much as people think they do.
This is not fine for the vast majority of people and I want Moris to stay as they are, with the exception that Cypress is now basekit and all Memento Moris can give you BP per Mori. It really isn't fair to take this away from people who want it.
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Yeah this has existed for a while. It went away when BHVR changed EAC, but came back after the swap to UE5 again and the free weekend.
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I feel like they must have worded it wrong and they MEAN to say they want to make the Cypress basekit (because this update renders it obsolete), then have everything else be the same but also give points because a free Mori would make just Mori-ing for nothing obsolete. It says rework but I think they mean "new fucntionality".
We'll see during PTB. If it's not exactly what everyone here is saying - that it's free Mori on last dude (an event that would give BP) but the Moris now let you do additional AND give BP bonuses for each Mori, then this will be the best and healthiest Mori update ever. If it isn't we must continue to speak out loudly until it IS that way and hope the Devs listen.
Thousands upon thousands of Ghostface Mains, photobombing Survivors, and lovers of this mechanic in the Fog are counting on us to make the Mori be a fun, expected treat and not a rarity.
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@Langweilig said:
Why do you act like this is something new?
They do this all the time with perks on a regularly basis. Did you forget MFT, UW, Adre, Ruin, DH, STBFL,….
All those perks got nerfed too harsh and deserved better.
I agree with everything except MFT.
That perk can rot in the ground and should never ever come back into the meta. Just delete it from the game.
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Medkits do not need a buff nor were they overnerfed. Having them as they were eliminated an entire Killer playstyle, hit and run. We shouldn't be encouraging lack of playstyle variety.
Leave medkits alone and take a good long look at toolboxes, especially event and commodious boxes. The higher tier ones and the green/event ones in particular need looking at. If anything Sabo was overbuffed on some and isn't needed at all on others.
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@Sow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800246#Comment_3800246
This! Even for Survivors it can be pretty challenging but I think it's more that this mode is not everyone's cup of tea. I can vouch that I am not the biggest fan of this mode; Despite enjoying the theme of it. Although I don't think it means the mode is bad.
Lights Out sorta reminds me of Ruthless mode in PoE for those who know. It's a bit more hardcore but it leans towards those who want to add extra difficulty as Survivor. Maybe those Killers who want to meme around and get into that Myers cosplay, ya know.
If anything I feel Lights Out is the closest DBD has gotten to 'Movie-isk' level of horror. Survivors are tripping over things(running into everything) just like the movies. The Killer has no terror radius and just appears out of nowhere… like the movies. Everything feels dark and shrouded like the… Although not everyone wants the movie experience cause we don't get the same "plot-armour" level.
I definitely still enjoy the mode, liked it both sides the first time. I just think that the 20% wasn't really needed, just like halve it. Or give Killers a bit more info because some Killers have none and they functionally can't really play this mode.
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@abyssplayz said:
https://forums.bhvr.com/dead-by-daylight/discussion/425840/everytime-is-the-same-story
they rely solely on non gamers. the second someone is good at something there's a huge problem. 90% of the time i used dh prenurf it was based solely on chance. i was always out in the open nd it was common perk to expect waiting it out took patience and knowledge of ur opponents playstyle and people lacked it. imagine if the og faze clan hopped on huntress they'd have her nerfed worse than pig
References or I 100% don't believe you, dawg.
Who even is faze clan? Some comp esports team? Nobody was talking about that. Who actually cares about comp rulesets in DBD anymore? Comp DBD died just this past summer.
DBD is a casual game for casual players wanting a horror versus experience. It should 100% think of casuals and people who don't play competitively. Why do you want this game to be comp? It's not balanced enough to ever be comp.
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You don't nave to play it once you're done with the tome.
I hate that the tomes are tied to the modes. Let people earn things if they don't wanna play the mode, why is that an issue?
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He needs to be sped up, his cooldowns on stuff like chains and teleport reduced, and at this point make Impaling and Iri Box basekit.
There is no need to hamper him this much, he's fine.
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@HerInfernalMajesty said:
Yes! Seriously! I really hope the iri mori stays as is with the bp bonus added.
I can see that we will technically see more Moris even if we can only do one per match since many Killers don’t often run them as offerings.
But the problem is we could have MORE Moris by just. Being. Able. To run. Iri. Or Green. Too.
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@brewingtea said:
Killers: Survivors are saying things in endgame chat!
Survivors: This game is miserable to play.
These complaints are given equal weight by many.
Let's flip that, friend. Personally what I see way way way more often is:
Killers: I just feel that XYZ thing on Survivor side is a little unbalanced, or ZYX on Q Killer could be changed to make them a little better and more balanced.
Survivors: HELP HELP I'M BEING TUNNELLED AND SLUGGED! (they had no hooks but were chased a lot, and they got left on the ground for a few seconds while the Killer went to shoo off their friend hovering with a flashlight)
Let's not pretend both sides don't say some pretty dumb over the top things.