GonnaBlameTheMovies
GonnaBlameTheMovies
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@For_The_People said:
I’ve heard about the infamous survivor rule book that everyone talks about but I have noticed a few things in endgame chat exchanges between killers and survivors (which to be fair, has surprisingly rarely ever been toxic from my own experience).
I’ve noticed this on many occasions but only posting because yesterday I saw quite a few in quick succession and it stood out.
In soloQ, had a few killers who slugged and bled out and the endgame exchange between some of the survivors and killers: (these are across different games)
1: some killers said they didn’t like that survivors had flashlight in lobby so they were gonna tunnel and slug
2: killer said they didn’t like 3 toolboxes (none had bnp) so they did it to counter genrush
3: they saw a few players with the same character so presumed it was a swf so they played ‘sweaty’ (not my words)
4. Someone did a sabo in the game so they decided to slug everyone
5. Someone used blasting so they wanted revenge on the team
6. Someone hit them with two pallets so it was revenge
7. Someone self-unhooked so they consider it unfair and so tunneled them
8. One said they needed it for a challenge
9. One killer stated they disliked that there was a map offering
10. One said they saw medkits and didn’t want people to heal up so slugging was easier
11. One said they didn’t like someone using dead hard so went after them after that
12. Several said they felt survivors were being gen-rushed (in some matches this was at 4 gens)
It was like a roll call of things killers don’t like and I’ve seen it echoed at times in the forums. I’m not someone that wants to create drama so please do not consider this a killer bashing post.
I just find it very similar to the concept of a ‘survivor rulebook’. The fact that killers can tunnel and slug as a means of ‘punishment’ and remove agency from others in their toolkit is a little dismaying.My point is not to discredit killers or their motivations or the rights or wrongs of any play style or the above - but it seems there are two rule books. What exactly is considered inoffensive play for killers?
- Tactical reasoning, didn't wanna have to run Lightborne or Franklin's. Not sweaty, not toxic, not a "rule for Survivors". Youcan run these, but you risk slugging if the Killer is playing serious.
- Tactical reasoning, the Killer doesn't know if you plan to genrush or sabo because Toolboxes, especially green and event ones, are currently overbuffed. Not sweaty, not toxic, not a "rule". You can do this, but just know if the Killer then feels they have no pressure they might slug or tunnel someone.
- Tactical reasoning, seeing multiples of the same character in the same cosmetic is often a cue for a SWF (you must play harder against SWFs because they could be very coordinated, you can't take the risk they are not because letting your guard down against coordinated Survs is a loss), and is very hard to keep track of as Killer in the head of the moment even on the HUD sometimes. Not sweaty, toxic, or a "rule". If the Killer can't tell between you two, how are you going to blame them for slugging the same person who looks just like you? They can't tell.
- Tactical reasoning, the only reliable counter to sabotage, which BHVR overbuffed and nobody wanted, is slugging. Sorry, but that's also not toxic, sweaty, or a "rule". If your team won't give the Killer any chance at hooking, they have to slug to get pressure - because they sure aren't getting any from hooks. You won't let them.
- Blast Mine is annoying, fam. It might be fun for you but it's really obnoxious to deal with, and unfortunately bullys exist so some Killers are sensitized to that. Is it right to slug for it? No. But there is a reason there, and that reasoning is not wanting to deal with past pain. Blast Mine is only fun for Survivor side. It's petty and obnoxious on Killer side. That's toxic to slug over, but not a "rule" - if you don't want a pissed off Killer maybe don't insist on squadding up and all running perks like this. If you want to run it, fine, but accept that some Killers will find it really obnoxious and might be petty right back.
- Killers who get this mad about pallets are probably babies, forgive them, they literally don't know any better. They'll learn. Do you get mad when a toddler throws a tantrum? This isn't a rule, this is just a player being a crybaby over nothing.
- Killers can't tell if the self-unhook is a 4% or you have Deliverance. Also, if the Killer cannot find anyone else, and they hear that unhook notification, where else do you expect them to go? That's right, where the game tells them to go - right back to the hook. It's not tunnelling if the Killer is looking for someone and can't find anyone so they check the hook again. Not sweaty, not toxic, not a "rule". It's just part of the game… but slugging over it is dumb.
- The Killer needed to get 4 kills for a challenge. That's BHVR's fault for designing it. Not sweaty, toxic, or a rule. Why even list this one?
- Certain maps are more Survivor sided than others, and that Killer could have gone against that type of play all day. You don't know. If the Killer can't do much in a certain map they have to default to basic Killer play - which includes tactically slugging and maybe tunnelling if they have no pressure. Not sweaty, not toxic, not a "rule". If you bring map offerings you know to be Survivor-favored you cannot blame the Killer for going "guess I have to play sweaty now, because they seem to be sweating." Do you play nice when the Killer brings a map favoring them? Pretty sure you play the same as usual and assume they're sweating, so why is it different when Survivors do it to Killers?
- That Killer, if not an injury pressure Killer, probably wasn't confident. Being unconfident isn't a crime, toxic, or sweaty, and it's certainly not a "rule" to not bring medkits. It could be they also had a challenge to keep Survivors injured or injure people, or they may have an injury-heavy playstyle. It's also because syringes are a free instant heal; they don't know what you have as addons necessarily, so it's understandable maybe they didn't want you to use a syringe. I still think it's stupid to slug over it though.
- The one saying this at four gens is not too bright, but for everyone else this is tactical reasoning - if you have no pressure, and gens are going quickly, and you have no kills (very easy to have happen on some Killers especially M1s) then you need someone out fast. That can lead to a slug or to tunnelling someone out. That's kind of just part of the game. It's not toxic, sweaty, or a "rule" that you can't do gens fast, but if you do them really fast you need to expect the Killer can and will step their game up.
There is no Killer rulebook for Survivors, not in the way Survivors have one for Killers, because Survivors do not control the round. Killers do. Survivors are the ones "setting boundaries and rules" because they're the ones that can be removed from the game. The Killer can't. Nobody who plays Killer actually believes any of these, it's all just people being dumb or tactics for a given situation to counter what Survivors are doing. Perceiving any of this as a real punishment instead of the explanations or dumb takes these Killers gave is a huge flaw, and does more harm than good.
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@Predated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792805#Comment_3792805
Nah, those make Myers what he is, the issue is tombstone piece being very easy to trigger and it removes someone from the match.
I feel like if tombstone piece could be reworked as follows:
You gain the ability to kill people who have no stalk remaining(even in t2). That way, only those who have been fully drained get the stab instead of people who havent even been spotted.Delete the tombstone items and make him able to Mori the Obsession basekit, or able to build up to a basekit Mori somehow.
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@Doxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798536#Comment_3798536
I'm a Michael. And if you can't get at three kills with the occasional two with a SWF.... I now understand why they like this mode. Yes you can reveal ghostface however as far as the environment and seeing and hearing it's not possible until you're already marked and let's not forget you can't see that far. So you have no idea what direction they could possibly be until they're on you in which case looping's not going to help. Thankfully I'm done with the Time so I can at least put this behind me. If I'm lucky which I'm not going to hold my breath, maybe they'll be a blood point bonus for Killers for once in this mode. Since I've only seen it for a short amount of time late late at night I'm not going to hold my breath. It's just sad because I love the concept of this. It really embodies the jump scare that makes this game fun. But when you're a one hit down it's not that fun or when they're camping. I just hate that Killers can ruin it.
If the mode bothers you this much, just don't play it.
Problem solved. Let the people who do like this mode enjoy it. No need to cry that Killers are too strong when Survivors have a free built in yellow toolbox basekit, and nobody has any perks.
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@Sow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798944#Comment_3798944
I wasn't there during the prior Lights out. Although I have heard people were not happy with it haha.
Still I don't see the issue with a boost to gen repairing. I find the majority of Killers complaining about gen-rushing simply were conditioned by lower mmr/skilled survivors. They were used to an easy 3-4k win. Then all of a sudden BAM! They meet a Survivor competent enough to give them a run for their money. Now they complain because they chased a 'single' Survivor for a 5 minutes and got gen-rushed.
I've never been gen rushed in my entire Killer career. If you don't tunnel/face-proxy camp hook/etc… and apply pressure where it needs to be by playing smart. There is no reason why you can't win against more competent players. edit Mind you I don't play Killer very often nowadays so maybe one day I'll get gen rushed lol.
If I can consistently get back to back 3-4k wins with Skull Merchant(M1-only). Then players have no excuse. Why SM? Cause "Fire Moon CEO" plus mori equals badass. I mean I legit just played a match to for the sake of this. Ash got hatch cause it's Ash lol. Part way through they just gave up and let me mori them. They had 2 gens left. I mori'd Bill in front of Ash while he was still on hook hehe.
POST-EDIT I'm not saying Killers should get 3-4k in higher tier lobbies(this was probably around mid mmr). Although there is no reason why a Killer can't average a 2-3k in higher mmr matches. Unless you are being reckless and chasing too much. You should be able to get at least 2k. Especially if you don't spread hooks out like me.
Perks below but I'll name them for those unfamiliar:
Beast of Prey, Distressing, Sloppy Butcher, Deerstalker. (Sloppy Butcher is meant to add pressure but sometimes I don't run it)
https://us.v-cdn.net/6030815/uploads/MJOO8NRLWNG0/20240914212936-1.jpg
https://us.v-cdn.net/6030815/uploads/NTNR2E9WSFZK/20240914214118-1.jpg
Respectfully, you're playing Skurchent in Lights Out. A Killer with easy basekit tracking, mobility, stealth… gosh, everything. I'm not sure you get to say the genrush buff is okay, you're playing the 3Gen and info queen. Of course it doesn't matter to you and you've "never been genrushed in your entire Killer career". You're playing as the Skull Merchant. If people can't do the gens to start with, then they just give up because you are the Skull Merchant.
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@Dreamnomad said:
What is the source of your information?
The actual Dev update for September? Pretty sure it's on this very site somewhere. It's also all over Reddit and Steam. I'm not sure how you would have missed it.
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@Langweilig said:
The mori changes are extremely lame if they are like you say. I would like when you slugged everyone you can mori all
No, that is way too powerful and abusable. Moris should never ever work that way because that encourages slugging.
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This mode is kinda less fun than the first iteration. And it's because none of the issues of last time were fixed while you added one big new one - now SWFs can just abuse the free 20% basekit speed super easily and finish rounds in five seconds which feels terrible as Killer. Endurance and the AFC are actually just fine and I have no issues with them. They're just easily played around and ignored period.
Survivors get a massive beacon from the Candelabras, so you're better off not using them at all. They do nothing but tell Killer where you are and it's just a liability to use them at all, plus once they are gone they are gone with no guarantee of more except luck, so they're not even that useful and a smart Killer will always just scrap them - leaving you as blind as before in the first iteration. Also you can play around them being broken at all by just dropping them, which means this meant to be limited resource isn't even that limited and the intended way to use them is a liability.
Fix tracking in this mode. Buff it for Killer like you did for Survivor. Scrap the ability for Candelabras, which are fine enough, to blind the Killer to gen auras - period, it's not needed and it does absolutely nothing if the Killer has ears. It's about as helpful as Blast Mine without any of the actual fun of Blast Mine. Instead, make it so Candelabras highlight OTHER things like vaults or pallets, and make them breakable when they fall on the floor or are put down/dropped, there's NO reason they need to be unbreakable on the ground but breakable on gens, that makes no logical sense. And just entirely get rid of the absolutely dumb unnecessary 20% speed buff to repairs you gave Survivors for no reason; being genrushed while you can't find anyone and fumble in the dark is absolutely zero fun and this change was entirely not needed.
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This is ultimately why just upping the current tools we have against slugging, tunnelling, and camping won't do anything in base game. That's a bad kneejerk outcry opinion I see far too often.
It's high time to accept it: some amount of camping, slugging, tunnelling, and genrushing is part of the game. Intentionally. THEY ARE IN FACT TACTICS. We all need to realize this and accept it so we can heal as a community.
I'm sick of legitimate tactics being labeled as toxic because oh no, someone doesn't get to play as much of a game where you can be eliminated as someone else. That's the point. It's not called Survive by Daylight.
The only change needed to make these tactics feel less bad, is to make every single Survivor capable of gaining BP at the same rate as Killer. Permanent 400% boost on Survivor side, just don't advertise it. period. Every match. Then it would still be worth it if you got removed too fast.
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ALL tomes should be completable outside of their modes. Period.
Why force people to play your mode by dangling a tome in front of them? It reeks of desperation. "Please guys try it at least, you have to if you don't want the FOMO of these cool items tee hee".
It's a slap in the face after BHVR said they wanted no more FOMO. I guess that was a lie.
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Bad unwanted change. Nobody asked for this.
Cypress basekit, retire Cypress, and LEAVE THE OTHER TWO MORIS ALONE. I don;t want to have to slug for a 4k or bring specific perks or a specific Killer to EVER get the chance to Mori. Let me have my freedom and flexibility back.
It's a nerf to Killers in a massive Killer nerf patch, bad for Survivors because it promotes horrid gameplay from Killers, and just a terrible change when we get BP poured on us constantly from every concievable angle. NOBODY. WANTS. THIS.
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100% all they need to do is make Cypress basekit and remove it, then keep the BP gain on Green and Iri PLUS being able to Mori. That's it. That's literally all they have to do.
WHY they aren't, I have no earthly idea.
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I am really sick and tired of generator control constantly getting the nerf stick but Survivors just get more and more and more genrushing tools to play with. This is NOT how you make gens more interesting for Survivors. It's how you make the game so tedious for Killer nobody will eventually want to play Killer.
This isn't how you balance for Killer buffs. This is how you kill a game.
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I really think it's just time to accept that a certain amount of tunnelling, camping, and slugging as well as genrush and blinding/stunning is part of the inherent design of the game. They will NEVER be rid of it all because that would mean they are rid of the game.
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@Droneinthrwind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796735#Comment_3796735
So nothing will change?
They can also just DC in the loading screen, close the game and restart, etc.
You will never remove lobby dodging OR shopping if someone wants to do it enough. And I think many Survivors would take umbrage with being FORCED to play with Survivors they do not like, being unable to coordinate builds, and having zero means of communication with solos.For the health of the game it is better if the lobby stays.
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No. The point of the dark Fog is you can't do that.
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@Sow said:
Generally speaking if the survival rate is around 40% on average. I think Lights Out has done a good job at keeping closer to that survival rate. The 20% repair boost to gens seems fair. If you take into account Killers technically have abilities. They get to keep their M2 but in exchange for no perks we get a boost to repairs. It's an eye for an eye ya feel meh. We don't get 'Window of Opportunity' but you get Dracula wolf-form and Doc spamming HAHAHAHAHA! AHHHH! lol.
I've gone through the whole Rift and I don't see a single challenge that says 'get four sacrifices in a single trial'. Pretty much all Killer challenges are straight forward and simple and I find it humorous that Killers feel they require a 3-4k average to feel they've won. I get there is no official win condition but I think the reason people care so much about SWF-Gen rushing is because it ruins their "win-condition".
What do you want? Do you as you play Killer believe you are entitled to get a 3-4k every other trial? This is why I find Killer mains to be pampered. How long for insta-blind flashlights(probably well deserved though lmao) or Dead Hard to be nerfed, hmm? In comparison to how long did it take to get an anti-face camping hook mechanic that rarely works cause Killers just proxy-camp now. I just see Killers getting a bit more love on average. Survivors are like the first born. They still get love but also receive more severe punishments. Then Killers are the youngest child that gets a talking to and then after get to have ice cream.
If you just play in accordance to your challenges you'll have way more fun. Stop worrying about 3-4k's/gen-rushing/flashlights… as Killer and just enjoy the trials. If you get one or two sacrifice that's a win in my book. Hence I don't see the issue with coordinated survivors having a higher ratio of escapes on average. It's a video game, we all just gotta turn off that ego and remember we all just wanna have some fun. 😎 Plus, I don't know about you but as a Killer I feel it's my responsibility to make the chases/trial in general fun for Survivors. Although I understand not everyone feels that way.
And how would you feel if I flipped this on Survivor side?
Because that is what Killers were saying last Lights Out. Was it fair then? No. Is it fair in the other direction? No.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798797#Comment_3798797
to me, it just seems like a mode that tests anti-camp and anti-tunnel changes. the 20% repair bonus is well over-kill. the 70 second gens is too much.
Literally ALL of these changes gifted to Survivors are too much. In literally no way should Endurance be 60 seconds off the hook, anticamp be 32 meters (nearly THE ENTIRE MAP AROUND EVERY SINGLE HOOK, and some Killers can't even make it out of that range in time, are they serious?), and gens be 20% faster.
One or two of these changes would have been plenty. And Candelabras being able to snuff Killer info basekit? That's just an absolute kick in the nards for every Killer. Killers don't get to take away stuff Survivors have basekit like this, anywhere, ever. Why can Survivors do this? Why are we hard punishing Killers for losing gens at all when that is part of the game?
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Huntress sacrifices speed and mobility for a pretty damn strong ranged attack. She's meant to be THE Ranged Killer, particularly for long distance shots. That does not vibe with everyone.
I suck at her. I rarely play her. I find her interminably frustrating. I find her incredibly slow and dull, and hate the windup. But all this doesn't make her a bad Killer. It just makes her neither for me, nor you. Not every single Killer is for everyone, and that's 100% OK. You really don't need to be amazing at every single Killer to do well or have fun. I am also trash at Wesker, Artist, and Singularity, so I don't play them. But I am a pretty damn good Ghostface, Sadako, Dredge, and Myers, and even an OK Pinhead.
You may be happier on someone with less range but more mobility, or without a ranged power at all. I play Ghostface and Myers not because they are strong picks, but because they are fun picks. It could be, you should be going for fun instead of just wanting to win.
And if you do just wanna win, there's always Nurse or Blight, or even Spirit.
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797962#Comment_3797962
Correct! Your health state would not matter.
And the Devs didn't see this as problematic… why?
We really do not need instantly recharging Lithe twice in a chase just because someone got off the hook recently. There's too many times where sometimes the only person a Killer can find has JUST gotten off hook through no fault of their own, and not for lack of trying.
And this is the LEAST problematic buff this update. When are you and the other Devs going to STOP kicking all strong Killer perks in the metaphorical nards, and start giving Killers a means to control matches that now fly super fast? When are we going to see a reduction to perks, items, and tools Survivors ONLY use to genrush?
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I would happily accept only a couple chapters a year if it meant better health passes, updates, and more time to create hype for good new chapters.
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@tyantlmumagjiaonuha said:
The most shocking thing is that the perk that accelerates gen speed by 5% after seeing the aura of other survivors during a chase was not excluded during development and remained in the PTB. This is really bad after making even dead man switch useless.
Devs? This.
I and other Killer players, even hybrids who play both sides like me, are simply fed up with seeing more and more and more generator progression perks be handed to Survivor side with ZERO downside or effort, and yet you continue to gut, slaughter, DESTROY every possible means of generator control Killer side has. I mean, EVERY single possible means.
First it was the big gen perk debuff after the much needed (but still not enough) generator kick buff. Then you unfairly gave toolboxes, already the most powerful item, an unnecessary and unneeded sabo buff not even Survivor Mains asked for when you SHOULD have rebalanced the repair speeds on all of them. Then you gave us one little bone in buffing Oppression but did NOTHING for other weaker gen control that is healthy for the game, and now you're gutting the already gutted Dead Man's Switch AGAIN while also having buffed or given Survivors:- Charge reduction perks like Weaving Spiders and Specialist
- Anti 3-gen change (which was needed)
- And now Quick Gambit getting this absolutely laughable range boost it doesn't. Need? At ALL?
This is why, BHVR. This is why people, even after you did all this stuff to help boost Killers basekit and made so many much needed changes to help Killers be viable that weren't before, even AFTER you told people you don't pick sides, even AFTER Killer is now in the best spot ever and balanced with Survivor side FINALLY after seven. Long. Years. of being a laughing stock if you're anyone either than Nurse or Blight, THIS is why people say you don't care about Killers. This is why people say you favor Survivors. THIS sort of thing is why people to this DAY insist this game is Survivor sided.
Because not a single thing you have done here proves any of that wrong.
Rebuff the gen perks, nerf some of the far far far FAR too many gen progression tools, give Killers even stronger gen regression BASEKIT, rework toolbox repair speeds at least, or take this perk and rework it entirely to do SOMETHING, ANYTHING ELSE. Because that's the only way this will continue to be acceptable. Survivors do no need more genrushing tools all while you continue, insistently, to nerf EVERY SCRAP of control over gens and any chance even a decent Killer has of controlling gens if they are not Nurse or Blight tier, or even A tier, into the ground. We're over it, BHVR. It's not cute. Enough games.
We will not go back as Killer players to being the Survivors' dance monkeys.
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@Doxie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798136#Comment_3798136
You can't see them .. light out ...so basically you're an easy mark. It's just dumb
These Killers aren't the strongest normally. Let them have one friggin' mode where they get to be strong for once. At least it's not yet another sweaty Nurse.
I promise you as a Ghostface Main, you can still reveal me in Lights Out. I'm not immune to it. I also promise that they aren't THAT hard to see or hear. Pay attention to the environment.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798013#Comment_3798013
Ive never really been interested in the times for some reason. But some events are nice. I can't wait to try 2v8. I couldn't try it last time. I get mixed feelings on survivor lol. I don't care if I win but I try more for the sake of the other players. I think when I'm able to play again I'm just going to start playing for emblems like I use too. I always enjoyed it
I really mostly play events and modes these days, with occasional regular matches to keep myself sharp or mitigate MMR if it's too low or high for my liking. Too low? I just win more. Too high? I vibe and let myself lose more. EZ.
It really sucks I have to play this way, but the Devs decided that MMR is God and thus, you gotta game it to keep the game at a nice comfort zone.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798134#Comment_3798134
If anything a mori makes adept harder because the hatch opens immediately after the third mori and since you brought a mori you can't have brought a hatch offering.
I do agree, though, it feels pointless to bring this live like this. They should have reworked the moris so they let you get additional "kill by your own hands". Yellow lets you kill the second-last survivor, green lets you kill all but the first, and pink lets you kill all survivors with your own hands (with the requirement of them reaching 2nd hook stage)
Well, the Mori with Adepts works fine if you slug for a 4k. Problem is that really feels boring to do as Killer, and isn't much fun as Survivor.
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It was in the first iteration, too.
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In Lights Out?
Maybe because you can't track with a lot of other KIllers and also jumpscaring with these Killers in the mode is fun.
If it's in the main game, maybe you need to become more alert? They're not hard to handle. You can loop them, my guy…
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Moris were fine and didn't need to be touched, they gutted the only good reason to bring a Memento Mori - multiple kills in a match by your own hands, and easier adepts.
This is pointless, stupid, and was an unneeded change. I don't want it live. Nobody wants this live.
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Not healthy. Make them ban a certain map from play.
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Yes. And they need to be as common as medkits and toolboxes. You have a lot of toolboxes and medkits? You get more maps and keys so you can't easily stockpile a whole bunch of overpowered items.
Same with Killer addons tbh.
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@ratcoffee said:
There's still Devour Hole
I guess Rancor is forever gonna be on my build. Good thing I like Rancor.
Just won't use the basekit Mori, I don't give two turds about a 4k.
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This mode is just not meant to have any amount of visibility.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797314#Comment_3797314
It's normal now. But it wasn't not long ago. I could have my friends join and they have a good time. Killers would give them hatch knowing they are beginners. That never happens anymore.
Unfortunately mmr has made this game far sweatier than it used to be and so best is to watch survivor main content creators and learn how to run tiles. Also you would have much more fun finding friends on dbd discord but just know the community is pretty fickle and gives a glimpse into what dbd would be like with voice chat.
Playing custom games with friends will help also.
Also try playing killer to see how other surivors play and you will learn fast if your using an m1 killer.
I've seen survivors with 300 hrs cook.
Well when I play Killer I still give hatch. And I do still see Killers give hatch. It's not as common but I do see it.
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@ShanoaLegendaryPlz said:
Well one example nowadays is either they are abusing the franklin weave bug where survivors dont know if they are being revealed for the rest of the round as the debuff never turns off, u got the new spamming skillchecm doctor that prevents anyone from unhooking, theres still the typical tunneling skullmerchant or wesker, theres people still tunneling for moris which to be honest most people would rather die on hook than give them satisfaction, and many other things like mirror myers making a round take 50 minutes in the saw map or the new nemisis tunneling machine. Everyone has their reasons to give up and go to the next round and the reasons just keep piling up. If they removed the 2nd n 3rd attempt to pull yourself off (since it mostly only works on first try) then people would have to wait the hook state, and then skillchecks for 2nd stage only slow down the timer by about a full 5 seconds, missing them keeps the regular timer. Then people would be forced to tough it out, sit there and distract the killer, or disconnect to atleast have a bot possibly so something
That isn't a bug. That's a feature. The perks are supposed to work that way.
Whether that's good or bad is a different story, but it's 100% not a bug.
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@SkeletonDance said:
memento mori were also gutted, such a huge nerf for mori users 😨
Good thing I just run Rancor on Ghostface instead of use Moris… Sigh. :(
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The change to basekit Moris does NOT make Memento Moris obsolete, I have no idea what the Devs were smoking with that one.
Leave Memento Moris alone. Make them give BP AND let them keep their effects. WHO was complaining about Memento Moris of all friggin' things?
What reason do I ever have to run one of these anymore?
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I haven't gotten on to try yet but it pains me to hear that apparently, my Main is still cheesy in this mode and matches are either SWF genrush or Killer stomps. :(
Why on earth just not bring back REGULAR Lights Out for those who want it, and no BP incentive? None? Why?
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797864#Comment_3797864
Why address it before the PTB? The point of the PTB is to try things out, it has no impact on the live game
Because some of these changes are so obviously bad they should have been killed on the redesign room floor.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797859#Comment_3797859
I'd rather the game not be balanced around taking specific perks, because then all that means is that you see the same dozen or so perks every game.
I'd rather have a world where tunneling and camping is a thing of the past from a basekit perspective, and killers get some basekit mechanics to actually defend gens. Then you'd see a larger variety of builds.
The point of me saying what I did was to point out how ridiculous it is to ask for THIS change, which can unfairly give literal progress and benefit for FAILING to do something enough times, but not also allow the same for similar changes also decried as hand-holding. Either we all get it, or nobody gets it.
I too believe nobody should get it, and there should instead be basekit things to allow breathing room for Killers but also freedom from sheer amount of tunnel-camp for Survivors. But BHVR doesn't seem to think that way.
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They need to address it even before the PTB. They can't let some of these changes go live.
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Here's a deal: We can have this change go live if we bring back and unnerf ALL the generator control Perks, while also buffing less strong generator control perks.
If one side gets super strong gen stuff, the other should also get it. It's otherwise unbalanced and not OK.
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I feel like we'll just see the same info Killers again. I hope this means I can play Ghostface and Myers and do some fun jumpscares and Survivors don't just genrush me all round…
And call me nuts but can't you just kick the gen at the start to remove the 5% like before? Now the only way to find the gens is if you use a candelabra, which can be broken or lost in the dark.
At the least shouldn't Candelabras not remove Killer aura read period, and be breakable if set down? They're powerful and should be more fragile as a drawback. Oh, and you should not get multiples from chests, they should be rare if you can, come on now.
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@zimer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796463#Comment_3796463
every killer uses at least a wallhack perk
seeing the killer come to you like a heat-detecting homing missile is a reenactment of the worst written horror movies that exist right now
Nobody tell this guy what this game's entire theme and concept was based around…
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@zimer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797103#Comment_3797103
what you're talking about is meta-gamer gameplay, where by meta I mean sweaty, tryhard, 100% focused to do PVP and rank up
the concern I am mentioning is about the immersed-gamer gameplay, which as a casual gamer I tend to enjoy the most, playing relaxed, hiding behind a tree when the killer comes, having a quick laugh when he walks past me, just like in a real-life situation
tunneling and camping are already ruining the experience since forever and is difficult to control and implement solutions by the devs, so can''t really banter about that
but wallhacks destroy the gameplay for both stealth killers and stealth survivors, yet they can be easily removed
But.. stealth means Undetectable. Undetectable NEGATES wallhacking.
Also, you mean aura perks. Not wallhacks. Wallhacks are exploits you can only do through cheat programs or if you're an actual bot. Aura reading is a perk and power/addon/item thing, and 100% intended in the game. Please learn the difference, you will be much happier. :)
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796459#Comment_3796459
I will most likely quit playing survivor with that change they are making, and i will go full aura read on my killers until the community begs to have distortion restored :)
Once again, sorry Charlie - but they will not revert the Distortion changes. No one perk should counter all of an entire perk set for one whole side of the game, that is laughably unthinkably unfair. The nerf is warranted.
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@rydiafan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797184#Comment_3797184
Do you mean each gen, so it can trigger at most 7 times? It can't be the first one single time a survivor touches a gen in the match, because the patch notes specifically call out triggering multiple times across the match.
I just want to point out that every single aura reading perk Survivors have is negated by every Stealth Killer in the game. Ghostface is the best at countering perks like these because he has it on demand, but Sadako, Wraith, and to an extent Myers Pig and Chucky also can.
If this means more people choose stealth Killers, who most people find fun to play as and against (Wraith and Chucky not withstanding), then so be it. Maybe it will reduce the number of sweaty Blights and Nurses I see and it may even stealth buff the Stealth Killers because one aura read = one less gen rushing or chase perk that these Killers already can struggle to handle.
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I feel like it doesn't matter how much you change the Kill rates or not, or nerf a Killer or not - if people do not enjoy playing against that Killer? They can and will still give up on hook or DC. Like, even if all the Killers had a 40% or lower kill rate, people would still give up just because they hate [insert Killer here].
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I do not like the idea of there never being any sort of consequence for missing a skill check, rather there being a benefit for being bad at skill chekcs… so now, gens can fly because you aren't good at skill checks, but these perks are still locked behind paywalls…
Yet another way to buff the strongest players but cut out the weakest ones. This isn't how you do perk variety. At the very least this rework should NOT work with any other perk that affects great skill checks, that's way too much.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797570#Comment_3797570
While i agree with your general premise that it is too much, i disagree with the idea that the 1 has to be stronger than the 4. The 1 should be equal to the 4, in the sense that, in a 1v1 situation, the killer should have the advantage because the 1 should be stronger than 1 of the 4.
This is an assym game. The 1 is supposed to be strong enough to handle the four, whether that is equal or stronger.
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Mori change in this form is not necessary and promotes a bad unfun playstyle. Plus nerfs the fun of bringing a Mori at all.
I would rather we have one guaranteed Mori a game basekit, and every Mori offering allows one more. Plus the BP bonus. It better be a lot of friggin' BP or some massive Emblem points if this is how they're doing it.
They better PTB this or the launch of this change patch is gonna be bad.
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Everyone on every survey said they wanted more chase for faster paced matches. This is the result.
We made our bed. Now we have to lie in it.