GonnaBlameTheMovies
GonnaBlameTheMovies
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@Glaive said:
Very odd change, no one asked for this and no one wants this.
I wanted basekit Mori. Just not like this.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797570#Comment_3797570
I can only assume that BHVR looked at the results of the last Light's Out, and have made some tweaks to try and balance the game out. There are dynamics in the match other than gen progress. But only BHVR has that data, so I can only speculate.
They did do that, the problem is I think they may have slightly overbuffed in the other direction.
"Please play our Mode, Survivors. Look, you can be superpowered now!"
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@[Deleted User] said:
People run aura perks all the time, just not a bunch of them all together. If you're suggesting that the only reason you don't see 2+ aura reading perks every match is due to Distortion, my answer is that game sense and the willingness to return to hook when people are playing immersed trumps knowing exactly where people are after a hook/gen kick/whatever.
This is it. Gamesense is the secret fifth perk.
It's also why "tunnelling is whenever a Killer returns to the hook" is a nonsense argument. The game DIRECTLY NOTIFIES YOU ON UNHOOKS, it's a game feature not a cheese tactic. You are MEANT to be able to do this.
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@humanbeing1704 said:
Unless it’s like an extra 15 thousand I’m just not gonna use Moris
Yeah I'm honestly not going to bother and just going to run Rancor like I always do… That way I can maybe get two Moris. Sigh… :(
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797444#Comment_3797444
The game is assymetric. Some things in the game are correlated, others not so much.
That just makes no sense. Why weaken the Killer's goal of buying time by protecting gens to kill Survivors, but buff the Survivor's goal of doing them faster?
In a 1v4, the 1 HAS TO be stronger than the 4. Period, end of. This makes the 1 weaker than the 4.
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Let me have fun Mori parties with Ebony. Let me use them to make getting Killer adepts easier. Let me use them for Ghostface photobombs.
Leave Ebony and Green alone.
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BHVR overbuffed Survivors here. The candelabras are fine as is the AFC.
Survs didn't NEED 60 seconds of Endurance, the ability to remove info from the Killer, and 20% repair speed buffs. At all.
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Let me do my photobomb parties with Survivors as Ghostface again, BHVR. I want Ebonies back.
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That would be the problem and I knew it from the start.
Candelabras need to be breakable when set on the ground like lanterns. They should not hide any amount of info from the Killer.
And the 20% repair buff was not needed.
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So, now we see what happens when everyone insists they all just wanna chase, "chase me chase me chase me" versus "please stop hiding and let me chase you". Only chase. Nothing else.
Now people are complaining there will be only chase, because you can't hide and because doing gens in five minutes then leaving is gonna be super boring, despite the fact everyone thought doing gens was boring anyway?
What do you people want? Genuinely what does this community want anymore?
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@tjt85 said:
Wow, that's a lot of changes to take on board. Not sure all of them can be tested by the player base to give enough feedback for just one PTB…
It's good to see lots of underused perks getting much needed buffs, though. Lots of changes are good and some I have no strong feeling for but there a few I have some thoughts on:
I've got to say, I absolutely hate the finisher mori change.
I have a tradition of usually letting the final survivor go, so being forced to 4K if I ever want to see a mori again kinda stinks. I like to use the green and pink mori as hook counters, so this will probably mean earlier exits for the weaker survivors in my games, too. I'll also miss the fun of mori photo bombs, moris in front of hooked Survivors and making a pile of moried Survivors.
I'm also not too keen on the Lucky Star nerf. It was the best Survivor aura reading perk in the game and it will have a lot less utility now (I will probably replace it with Still Sight in my builds).
Distortion will be a dead perk. I don't personally use this perk, but I feel sorry for those that do. It's useless now and another nail in the coffin for the stealth play style.
Leverage seems like it could be a juicy perk for high mobility back to the hook tunneling Killers, so not a big fan of this change either.
I'm kinda mad about the loss of green and Ebony Mori multi-Moris. Let me Mori who I want to Mori, I don't like having to choose if I wanna give hatch or get the cool animation.
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Stop touching generator control without doing anything to generator progression.
Stop touching generator control without doing anything to generator progression.
STOP TOUCHING GENERATOR CONTROL WITHOUT DOING ANYTHING TO GENERATOR PROGRESSION.
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I guess the candelabras aren't the issue and this just proves we really cannot buff generator repair any more. Remove the 20%. It was never needed. The rest is fine.
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The 20% repair buff was unnecessary. I think Candelabras may also be slightly too strong. Otherwise, fine.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796716#Comment_3796716
These were your actual words:
" I don't think that is bad. The people who still care about the core horror feel of the game will stay, while everyone just interested in wins will leave and go play something else."
Sorry but I'm not going to stop playing the game, I'm going to keep playing it and keep advocating for Bhvr to balance the game a little better. "Us vs. Them" shaming is just a ploy to manipulate someone you disagree with into shutting up.
My actual words, that you and the other person misrepresented and spun HARD. Please stop lying for upvotes.
I'm thinking I am also done with you now as well. Please don't respond to me again.
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WHERE does it say Survivors get a 10% Haste boost… anywhere in the new Lights Out rules? I don't see that anywhere. Did I miss something or are we arguing hypotheticals again?
Done arguing with you, Devil_hit, you're obviously just looking for ways to make the game impossible for everyone but the toppest of tier Killers. Enjoy only playing Nurse and Blight forever or mobility Killers forever if your suggested, ridiculous, overkill changes come to live. Which they won't, because the developers are sane.
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the Devs won't remove it for one simple reason: What if you ready uo and then suddenly have an emergency or important phone call?
Do you want more AFKing and DCing? Because removing the lobby would create more AFKing and DCing.
Nobody. Owes you. A round. The people insisting we need to be locked in with others for utterly no reason because they don't like the idea of people not wishing to play with them are hella entitled. Nobody owes you a round.
If you want lobbies gone, to lock you in, or anything other than what we have with lobbies right now? You're entitled. Because you think people owe you a round.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796416#Comment_3796416
The tribalism in this topic will continue as long as people continue to suggest the killer is entitled to lobby shop for an advantage while the survivors are expected to be completely blind in a lobby and deal with whatever they get.
But you're part of the problem here. You're one of the people adding to it when it's not necessary in the topic at all..
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I also want to make one more comment here before I leave this disaster zone of a thread asking for unreasonably strong buffs from a MODE to come to live.
Did we all forget that the AFC also pauses if Survivors are anywhere in range of a hooked Survivor? That means bad actors can sandbag their teams this way. If you double the AFC enough, that means the Survivor on hook functionally never gets to benefit, because according to the game, the Killer is not only always camping but the Survivors are always in range to save, so the meter pauses. That would just be like we had before when there WAS no anticamp.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796806#Comment_3796806
99% of killer are going have trouble chasing a survivor with 10% haste. like i said, the bonus is not there for you to ignore it and tunnel anyway. your meant to respect it and go for other players. this is large reason why normal mode anti-tunnel/anti-proxy camp don't work as well. you can actively ignore it and just do action anyway which is why these strategy are so effective. Now you'll see when said mechanics actively work properly.
They feasibly cannot give Survivors 10% more haste, where did that even come from? I didn't see that anywhere in any information for this mode and Endurance by definition is not Haste. Being hit like this wouldn't give you more haste than you normally get, period. You are asking for unfair buffs that would be a problem for almost the entire roster and thus, would actually kill the game because nobody can play anything but Blight and Nurse.
Sorry, Charlie. Survivors aren't intended by the game's design to be able to forever loop OR be totally safe after just getting off the hook. Survivors are meant to eventually go down and die. Sometimes they go down again not long after getting off hook even if the Killer doesn't camp or tunnel ANYONE, it just happens. Killers are meant to hook Survivors AND deserve to be allowed to have feasible time and range to do things before being punished for camping when they aren't camping and are on their way out to chase more. Just like Survivors deserve the ACTUAL solution to tunnelling being something like… I dunno, better antitunnel perks, better tools, or the devs giving Killers more ways to win than just slaughtering everyone all of which are healthier for the game.
This ain't coming to live because of your exact first sentence: 99% of Killers CANNOT handle Survs going the same speed as them, it just would not be fair.
Your Survivor Main bias is heavily showing in this thread, as is a weirdly vehement hatred of Killers for some reason. Why do you hate Killer players so much, you want things from a mode that would definitely be unbalanced and detrimental to game health to include?
Why on earth do you want to make Killer so, so, so so so impossibly hard that they now can't hook, can't do anything even if chasing without Survs getting a free unhook AND a minute of endurance with it, can't slug, can't camp, can't tunnel, can't do anything, and thus have no way to pressure? Because that is, exactly, and directly, what all of your posts here have been asking. Every single one.I had no idea the entitlement of some players was this bad.
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This entire argument is silly and the OP of this clickbaity thread is wrong because the whole argument that these changes are coming and needed are negated by one little fact from the start: That these changes are ONLY a whacky buff meant for a single mode. Just like every other wacky change from every other mode. Did any of the other mode or modifier changes come permanently to live? No? Then why would these?
In live, we don't have 2v8 cages or teleporting hooks. We don't have the massive boosts and buffs we got in Masquerade either side and we don't, thank Entity, have remote hooking in live either. In the future during Blood Moon, we likely won't have permanent Blood Zones in the regular game - only the event queue - and we don't have an item that makes the Killer huge and the Survivors small in pubs either like in MLO. We also probably won't have any of the Bone Chill or Haunted by Daylight things outside of the event queues aside from bonus points, and I think everyone reasonably knows this. Literally not one singular gameplay twist from any event or modifier has ever, ever come to Live in any capacity or any way and probably never will because by nature, they're meant to be wacky unbalanced unique changes to make the special modes special.
So why do people think it's gonna be different with Lights Out? We are not ever going to have 60 second endurance, 20% repair buff, and a doubled AFC in the main game. Ever. Because those are not balanced for the main game… they are, however, for the originally Killer-sided 2v8, you know why?
Because Survivors need them in Lights Out, but NOT in the regular game mode.This is because there's already a plethora of perks, items, and addons (weak or not it really doesn't matter as long as they exist for use) in the main mode to fix the issues these address. That and many of those things, particularly the perks, are about to be massively shaken up soon on both sides; modifiers have a history of getting wacky and their changes basically never go anywhere but the modes period. The only way these changes coming live could ever be even REMOTELY fair to the vast majority of Killers, who are simply trying to play the game as intended, is if we also brought something like Remote Hooking or an equivalent change that benefits them to Live, at which point the base game wouldn't even be the base game anymore, but a bloated mess of conditionals and frankly, unnecessary cruft gimmick mechanics. Is that really, REALLY what we want?
The simple fact is that messing around with the original formula in the pursuit of "perfect" is the mortal enemy of the "good" that is already in the base game, and people who just want a pure experience without shenanigans would leave if it happened - the very people who basically pay BHVR's bills and make this game exist. Some people, in fact I'd wager most people, JUST want to play basic DBD with maybe a little occasional modifier every now and then as a twist to the routine. Between that and the glitchiness these modes sometimes add, no wacky modifier changes, however fun or helpful, can therefore ever feasibly come live; even something like basekit softer sounds for everyone on both sides would be much too unbalanced to bring live with perks on top of it all, as we can already see with the audio bugs alone. Let's not even pretend it wouldn't be broken as all hell to bring ANYTHING from a modifier to the base game, because it so obviously would and so obviously is.
Now let's please all stop huffing copium and asking for ridiculous, obviously unbalanced and even somewhat unfun things used ONLY IN MODIFIERS that make sense ONLY IN MODIFIERS to even the score, to be put into live. It's as dumb to ask for these to be in the base game as it was for Killers who wanted remote hooks to become part of the base game. Put on the perks and wait for BHVR to do an actual solution because these changes are never, ever coming to live. It's just not happening. Let it go.
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The only one that makes any sense and can actually be reasonably implemented to keep the game fun for all five people playing, is also the simplest.
Option one. Remove the ability to do it without Deliverance or Slippery Meat, period.
There are far too many overly petty reasons people do, like simply not liking the Killer or just being downed first, to keep self unhooks. Far more petty reasons than good reasons.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796193#Comment_3796193
Honestly it makes so much sense that BM'ing killers are so common if this is the lense they see the game through.
This is in fact the lens the game conditions KIllers to see the game through. I know because I used to be a very sweaty Killer-only Main and I saw the game this way. I'm reformed and much less sweaty now able to take things in stride after more experience, but yes… this is how a lot of people see the game - a-hole Survs who came to bully them and ruin their good time, even if they started with all the good will in the world.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795832#Comment_3795832
perhaps this is why there is an uptick in its usage. A bunch of maps got reworked people are using it to learn the new structures maybe.
I'm willing to give the benefit of the doubt and say this is why. Guess it's time to run Hysteria more as Killer if it becomes popular enough again.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796718#Comment_3796718
If you think Macmillan and Autohaven are survivor sided especially after all of the tile updates idk what to tell you. Probably some of the most balanced realms at the moment.
I see plenty of killers burning offerings to go there as well.
Genuinely not in my experience… ever.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796719#Comment_3796719
Yeah, I can't imagine a mode full of busted old mechanics being a success. I mean, just how busted are we talking? Are we bringing back old exhaustion as well? What about hooks permanently breaking?
Let's not forget old Bubba, the best camper ever created. And there won't be any anti-facecamp or built-in Borrowed Time, so Bubba will be back to his old glory.
We all probably had at least one old and busted thing we enjoyed back in the day, but that doesn't mean those things should return in any form.
I liked to hide behind and near hooks as Ghostface in Shroud then pop out to go boo when the Survivor got unhooked. Not to tunnel someone off the hook, just to scare them for funsies and then let them go. But I am still very glad the AFC exists, despite the fact I can't do this anymore.
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@Marc_go_solo said:
I'd be happy with locking people into a lobby and keeping them there. Especially now the Prestige is no longer shown, there is no real reason for it. Killers and Survivors should be able to change their load-outs in the lobby, but that's it.
There are probably a couple of problems with this: 1. A swf which may make a mistake in setting up and having someone launch themself into a lobby alone, and 2. People who wanted to dodge may just kill themselves anyway.
If somebody needed to leave for a genuine reason, they can. However, if it was for lobby dodging, then they should be sent to the original title screen and go through all the loading before getting into lobbies again. More an annoyance and time-consuming than any punishment, but this is what people had to deal with when people would dodge anyway.
Basically, if people want to, they still will regardless. Just make sure the wait is imposed more on those who do, than those who are doing the right thing and waiting.
If you lock people into Lobbies they will just DC more or stand in the corner/under hook and throw.
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@Rick1998 said:
this is specially noticeable on indoor maps. Sometimes hatch or an injured survivor is right in front of me but there will be no sounds if there are any walls in between.
Confirmed issue on Eyrie, MacMillan's, Midwich, Lerys, and Hawkins as far as I know. I ran a round on Eyrie the other day and even with an equalizer I could barely hear any Survivor or gen noises until I was right on top of them. Then another round in Lerys I was playing Ghostface and it was like the Survivors couldn't hear my cloak noises or footsteps at all - that's not uncommon with Ghostie already but this glitch renders him basically invisible in Shroud unless he's right there.
Prior to this on MacMillan's, I was Survivor against a Myers. I straight up could not hear his breathing without an equalizer app, I thought my headphones were broken.
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@JonahofArk said:
I play spirit quite often. In some matches, her chase music would completely swallow footsteps and injured noises. Just my two sense. With the iron will buff, it's EXTREMELY frustrating to play her, or just playing killer cause sound is primarily how some people track survivors. Does anyone run an EQ? I'm curious to hear someone's results?
To deal with this bug I did in fact download an EQ program called fxSound. The difference in game audio while running it versus not running it is night and day. Something with the game audio's equalizing is messed up.
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795410#Comment_3795410
Oh, we absolutely empathize with the frustration! I also want to make sure we don't miss anything. We appreciate all of the reports. Unfortunately, the 5 minutes to reproduce isn't always just 5 minutes, especially the volume of bugs submitted without game logs attached.
We have more bug fixes coming very soon BUT we also know that it isn't fun to hear without an ETA or timeframe of when. I know it is common to say "we appreciate your patience", but seriously, we do.
Jocelyn, while we have you, I have a suspicion on where the bug may be coming from - the Lights Out 2.0 code. It's known you guys put modifier code active into patches before flipping the switch on those servers come mode time, and 2v8 also came with a bundle of glitches as I recall such as overly fast generators or gens not being counted right on the HUD. It's been known that Lights Out 2.0 will feature a sound-muffling Fog element. Could it be possible some of that code accidentally got into the code for the main game, or that the audio is pulling from that code incorrectly despite it being "off" and not in the game "technically" right now?
If this code is this problematic it may just be best to scrap the muffled sound from Lights Out entirely. Last time it didn't have that much, and it didn't really affect the game at all or make the mode any more offensive.
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@Skillfulstone said:
I mean, BHVR is likely killing Distortion because people complained that too many people were tired of getting jumped 5 seconds into the game and being unable to hide near gens.
Sorry to say this but, if Distortion gets the Ultimate Weapon treatment, hiding will be a thing of the past. Too many people whined about Survivors hiding so they are likely making it harder.
They seem to be trying to move the game in a chase direction, since everyone on all the surveys said they prefer chasing not hiding. Hence, why keep Distortion the way it is?
Killer is boring when you have to play whack a mole to find Survivors rather than chase. It's just deadass not any fun to have to hunt down someone, anyone to play with while all the others pop gens super efficiently, all of them also hiding instead of engaging. it is frustrating and unfun to load into a round just for Survivors to not play the game with you. It's also frustrating and unfun as Survivor when the others on your team would rather hide than help you in any way, just so they can get hatch. Nobody has fun when people just load in to not engage.
Listen, I enjoy stealth games. I'm a Ghostface and Stealth Killer Main, and my Survivor playstyle is a stealth-altruism blend. I enjoy the process of trying to hide and sneak around to see what I can get away with. like Distortion a lot and use it to help my team out by either conveying info or using it to get things done while they distract the Killer and I go for saves, find boons, push gens, etc. I like to play support. Even I though, as much of a rat as I can be in game and as good at hiding as I am, can see Distortion really does counter too many things too well and certainly does need nerfing or a rework. It needs to change, guys.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796377#Comment_3796377
i don't use pop on any killer that isn't just super sonic speed like Blight or Xenomorph. time sink to kick gens is too high for most killers.
And this is a pretty good example of why hooks should have been the metric for how a match goes over kills. The idea that getting a bunch of hooks, regardless of not killing, meaning you lose makes no sense. So I do agree with that, somewhat.
It does make sense. as strange as it sounds, the current version of dbd uses tunnel as skill-metric to how well you play killer. There should be more rewards for spreading hooks but there isn't which is why we have so much tunneling and not enough chase-me survivor fun. BVHR is working on anti-tunnel and anti-proxy camp mechanics and hopefully working on some spread-hook incentives for killer which they have some… in the form of perks like pain res, grim embrace, gift of pain, hex:plaything etc. The unfortunate part is that i wish didn't to equip killer perks to gain said benefit.
I wish Killers got some form of minor slowdown whenever a Survivor was hooked basekit. That would both incentivize hooking and punish needless slugging.
As for holding gens down, I do not favor kicking much, I prefer to lock them down midgame. I personally for the Killers I like to play use the combo of Surge and Thrilling Tremors if not sweating too hard, or Grim Embrace and Thrilling Tremors if I want to push very hard. These are both non-meta options that are decent enough, allow more chases, and don't really work if you tunnel slug and camp from the word go. I might run Pain Res on some KiIlers but it is generally my only gen perk if so, and on others I will only run Grim.
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@GeneralV said:
Do we have an ETA for the return of Lights Out? And, more importantly, will Freddy be playable this time?
This Saturday, friend! :D I have no word on if Freddy will be playable, I sure hope they managed to make it work.
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@TragicSolitude said:
If bringing back old perks like original Dead Hard, original DS, and original Mettle of Man, the only old thing I can think of that would make killers willing to play that mode would be no-hook moris returning. At which point, survivors would get little to no use out of their perks.
You know what? You're right. It's only fair if one side gets broken crap, the other side should too. We can have the old busted stuff back when Killers get old 3gen meta perks, No-hook Moris, old hugtech Blight, and original Nurse with no nerfs back.
Obviously that would all be ridiculous and nobody would play, because broken things are still broken no matter how "fun" one side or the other finds them, and broken things that badly affect gameplay shouldn't be in the game.
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@ReverseVelocity said:
A big chunk of map offerings I see are just Azarov's Keys/Phalanx Bones from people who are bored of getting bad maps.
Both those mapsets are more Survivor sided and are used to blatantly give Survivor side more of an advantage; I don't see anyone other than SWFs tend to use them. Never seen a Killer use one…
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796565#Comment_3796565
I don’t know why you say killer mains, most players play both sides and many of us like the game because it’s horror themed and supposed to feel tense when playing survivor.
I just enjoy playing the game and don’t need to escape to have fun. Some of my favourite matches are against jumpscare builds as it truly feels like a horror game again.I'm not going to bother with them after my first response, they just seem to be saying a load of hot air trying to spin my words into things I didn't say. They 100% just want to bait an argument and the mature thing, which people like you and I do, is ignore them. :)
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796503#Comment_3796503
So in an online pvp game, only one side should care about wins and the other side should just be okay with losing in the name of "Horror"? Hate to break it you but dbd hasn't been a horror game in a long time. Sometimes I feel like a lot Killer mains want the challenge of a pve game, but the ego gratification of knowing they beat a real person at the same time. This is probably the most hilarious permutation of this sentiment I have seen though. "All the survivors should stop playing unless they don't care about winning in an online pvp game."
Wow friend that sure is a whole lot of words you put into my mouth that I didn't say. Try rephrasing that and then discussing this with me again, perhaps with 95% less Us vs. Them? We really do not need that here. :)
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796503#Comment_3796503
I don't see how people playing are ruining the game for others? It could mean they may just switch to playing the other role for a while until something changes. I play both sides and don't play to win. I just generally play the side I find fun. Ideally, I can switch back and forth.
And I think that's the healthiest way! But my point was more that people who play salty play more nasty, and people playing nasty ruin the game for others. They DC, bully, BM, etc. It's not fun for anyone. For everyone's sake they need to go play something else.
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@hermitkermit said:
I agree. Map offerings feel very outdated, and the game is too big with so many perks, killers, and different kinds of maps that we don't need offerings anymore. I feel people only use them to grief or take advantage on either side. But yeah, an update would be appreciated. I like the idea others have said about the map offerings being used to lower the chances of getting sent there. That would be handy with ghostie on eyrie lol
I feel this crap so viscerally. I just the other day was testing early morning some audio stuff so I could deal with the audio bug we have right now. I was playing Ghostface for comfort reasons, not really trying. What did I get?
- SWF sending me to Eyrie so the Bill could taunt me all round (they failed because they got too altruistic at the end as usual, and I had already weakened the Main Building loop at the start before they could abuse it). Didn't get to stalk much, no fun.
- Another SWF whose Ada sent me to Coldwind Farms while SHE was dressed in the trenchcoat skin, hoping to loop and flashlight me from random angles (I got bored of the obvious "loop and blind compilation TikToker" gameplay and just waited for them to do the gens and leave while I watched Youtube because I'm not here to be peoples' dance monkey). Again never got any stalks off, they were too alert and the map too bright, there's no real tiles on these maps anymore so there's not even fun mindgames, so no fun.
- Flashlight SWF with Ichorous Loam who didn't realize it didn't guarantee GoJ anymore. We got Greenville. They were really really bad and all ended up on the ground in five seconds because they desperately needed to blind me at the double pallets. Unfortunately I know how to game the Double Pallets. Got no stalks and no fun ambush stuff, next to no stealth mindgaming, no looping me at all, no fun.
- I finally got fed up and brought a Sac Ward to the next round so I wouldn't get YET ANOTHER BRIGHT BIG OUTDOOR MAP, and they brought GUESS WHAT an Ormond offering. We ended up getting Lerys instead, finally a fun round! I ended up destroying the obvious SoloQ team and felt bad about it, but at least I made friends with a Trevor who gave me my Rancor Mori at the end when he found out I had it. I wasn't trying to fake being friendly or anything and I didn't really want the Mori but he insisted.
I felt so bad about seeming to be fake friendly on that last one, I decided to get off the game for the day. I think I'll really just wait until Lights Out 2.0 to play Killer again, thanks.
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@ShanoaLegendaryPlz said:
Yea im not really into going against a mirror myers in their prefered indoor map either just nipping everybody till someone goes down.
The same could be said if I'm Myers not playing a mirror build and the Survivor SWF decides they absolutely NEED to loop me all round on Ormond with their chase builds, all so they can teabag in the exit gate. Map offerings are bad for everyone.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796428#Comment_3796428
Wolf won't be fine, and certainly not viable. He can't catch survivors in that form.
I'm sorry but judging by some of your other takes, you're more competitive. Most people are not. Most of us are casuals. Your statement just doesn't hold water for that reason… also because, Drac was never truly viable at comp level. But he certainly is at the pubs level where more people play.
I do believe your opinion is moot here.
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It sounds like EU needs to collectively change its culture then in the game, that really will be the only solution.
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@UndeddJester said:
I find the secret to enjoying DBD for myself is to not focus on winning and losing, and instead just try to make a goofy build work and try and play for hooks/try to get other players out.
I don't find crushing my opponent(s) with meta perks fun... it's like, I'm running meta, of course I win in that scenario. I try instead to make a game of it, and use quirky little combos and just see how well I can do.
The thought processes that help me are: -
- MMR is a pointless thing to try and climb, you can't see it, and your reward for climbing it is it makes your games sweatier.
- Playing suboptimal builds turns every game into a boot camp where you know you're limiting and improving yourself. If you lose, it doesn't matter, cause you're the one handicapping yourself.
- On Killer: No more that 1 meta gen block/slowdown perk, and no more than 2 off meta gen slowdown perks. No sacrificing until hook 6, prefer no camping or excessive tunneling unless necessary. Always play the hatch gamble. If you lose the game/a 4k with this ruleset, it doesn't matter.
- On Survivor: No meta exhaustion perks, no Commodius Toolboxes, and no iridescent add-ons. Preferably avoid off meta exhaustion perks and Off the Record. If you lose, it doesn't matter.
- Change your objective based on how the game is going. 1 player tunneled, another SoH, no hope of escape at 4 gens? I give my teammate hatch... but I want 2 gens powered before I die... keep playing and crank a gen, or try to loop the killer for a different gen to be completed. A Duo uses dying under pallet and power struggle/flip flop with a buddy covering the pick up? Take on the challenge of getting these 2 players hooked. Screw the gens, engage with this new challenge. Or just "I got my perk combo to work once, the rest of the game doesn't matter". This means you always have something to play for.
- If you're tilted, take a break, or at least play the other side. Tilt makes you play worse, no matter who you are.
- Always follow the tenet: it isn't over till it's over.
- Teabaggers/humpers are dorks. Literally just ignore them. They only have as much power over you as you give them.
The advantage of this mindset is if you do get hit with repeated bad games, you normally play without meta perks, so you have lots of room to turn it up several levels if you need to, and you have the MMR to match. You're not being placed in a higher MMR than your actual skill level because you're not running the strongest perks all the time...
I've had streaks where I've lost badly 10 games in a row, got annoyed, had a tea break then thrown on a meta build and suddenly I am causing other players way more problems. Just a couple of games of meta pulls me back to normality again and I can go back to my fun little builds.
I do feel like the community has kinda become obsessed with winning, and doesn't really try to make games fun, either for their opponents or themselves.
I feel like this is deadass just how the devs intend people to play the game?
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796473#Comment_3796473
Oh I agree with that. They are constantly balancing the game. They could even change the numbers they want to achieve, based on what they think is best suited for the game. Alongside the 60/40 Peanuts has also started they balance that way to support the horror theme of the game. In that sense I think they've done what they want to achieve. But in doing so, playing survivor has possibly started to feel more like a chore to some people. Rather than a good time.
I think that just means the game is no longer for those Survivor players. That happens, sometimes a game changes and it's not for you anymore. I don't think that is bad. The people who still care about the core horror feel of the game will stay, while everyone just interested in wins will leave and go play something else. That can really only be healthy for the game if people who don't enjoy it stop playing and ruining it for others, right?
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796478#Comment_3796478
I'm struggling to understand your argument for WoO being an autopilot perk then? You can play as killer, not mindgame, get bloodlust and get the down without a braincell needed.
Your talking from a Ghostface pov and I Bubba. Our experiences will be vastly different.
But if we are talking about sides having braindead crutches, let's remember the others.
tl;dr because you never seem to fully read my posts; if you did you would understand my point clearly:
- Bloodlust is a catchup mechanic that helps some Killers have QoL regardless of the player's skill, and is not a crutch as a result. In fact it can be used tactically - remember, Survivors are intended to eventually be downed.
- WoO is a perk you use if you're weak at map knowledge that can be used to outsized effects on experienced players it's not meant to do anything for, and does not even help you learn how to mindgame well, thus it can be a crutch for players who cannot loop without it.
- Even some good Killers sometimes need Bloodlust to catch good Survivors. No good Survivor NEEDS WoO to know how to loop, they use it for information - too much information for free, which isn't the perk's intent.
- Two things can be true at the same time. Water can be both wet and solid. A pet can be both friendly to some and standoffish to others. WoO can be both a crutch for weak players while also a much stronger than intended perk in the right hands.
Long version:
Bloodlust is only braindead if you suboptimally chase someone, and if you do that three gens pop in one chase. If you are doing this you are committing, and if you're committing, you are desperate. Pure and simple as. Nobody who plays seriously as Killer is ever going to force Bloodlust III because it's not optimal or good to commit to a chase that long.Of course our views differ based on Killer main. Bubba doesn't need Bloodlust, he has a chainsaw sweep. But most other Killers just do not have this, or a way around Bloodlust; they may have to sometimes Bloodlust. Therefore, you cannot call it a crutch, because it's necessary for those Killers. Meanwhile, WoO is a perk you put on because you don't know how to loop well yet. The definition of a crutch - you need it to play better. No Killer really needs Bloodlust to play better, they need it to prevent infinites if they play a Killer that lacks range or mobility. By definition a catchup mechanic, not a crutch.
How many other Killers do you play, BTW? I play nine, all of which need Bloodlust in some way except for arguably Pinhead, Nemesis and Demogorgon. I would like to know for context, as this would explain a lot of things about some of your other opinions of Killer side. If you always play Killers that don't care about pallets, mindgames, or can easily end chase fast, of course you might think Killers are overpowered in chase as a whole.
The difference here is, I think about half of all Killers are hard to chase against, while some are balanced to chase against. You seem to believe that all Killers are of equal strength and thus all OP in chase.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796482#Comment_3796482
Candelabras can be destroyed if a survivor places them on a generator. But Candelabras can’t be destroyed if a survivor places them on the ground next to a generator.
That is an oversight and should be addressed. I know they get dropped if you down Survs.
Candelabras for their power should be more fragile.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796445#Comment_3796445
The worst part about the Candelabras is they have zero counter play, because survivors can safely place them on the ground next to a generator, and wait for the generator to be 99% before placing the Candelabra on a generator.
I think they may have overbuffed Survivor side just a touch too much this time around. I guess we will have to wait and see. The nice thing though is, apparently they have charges and can be destroyed. If the item is limited and can be removed tactically for good, that is fine. I do want them to be rarer in chests though if they will be this powerful.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796423#Comment_3796423
By that logic, can we remove bloodlust? As it serves the same purpose and was a bandaid to infinites. Now that maps are smaller, brighter and scratchmarks have been made more visible, I see no need in the mechanic.
As usual you completely ignored and avoided the core of my point.
Bloodlust is not equivalent. It's a catchup mechanic for Killers with no chase power so chases do not go on for an eternity. It 100% is still needed as long as maps like GoJ exist.
The only Killers Bloodlust should be removed from, and even that's a bad idea, is Killers that really do not need to mindgame around tiles played correctly.
Please, play more Killer and play enough Killer before you reach these conclusions. Not loop-cancelling or strong ones, either. Play enough basic M1 Killer before you make these biased claims.
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@[Deleted User] said:
I already played him this way (when the situation is perfect for it anyway). The shapeshift cooldown in particular is a huuuuuuge change. At least hellfire's windup should be audible again.
I do believe this is the intended playstyle yes.
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@Droneinthrwind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796203#Comment_3796203
As a survivor why can't I shop around and dodge every nurse with lethal and midwitch offering and tryhard blights with 600 game win streaks? I don't owe them the game and frustration either.
And isn't it the problem tho? See it more on killer side were they are just terrified of loosing a match. "I will get bullied because this lobby have 3 flashlights, I'll get gen rushed because this lobby have 4 toolboxes". At this point why are you even playing a pvp game if you can't take an L like a big boy? You can't and won't win them all. And getting frustrated because your 30 win streak ends. Lord all mighty, you only winning 95% of your games, will you survive? At this point you might as well play a pve game like helldivers on an easy mode, you will win every game. But is it really fun? Have absolutely no challenge?
I myself "win"(3k at least) 80% to 90% of my killer games. But it's infinitely more satisfying to win against a good squad of survivors than to slaughter baby Meg squad. Will you still be playing dbd if all you got as killer would be baby megs who don't understand basic things of dbd? You'd be bored out of your mind 5 games in. Just play 5 games againts the bots, tell me if you have fun fitfh game in winning at 4 gens every time.
I just think it would be a lot fairer if game would star instantly and all the shopping would dissappear from dbd. And as I said, time save would be massive. Playing 2-3 extra games Ina day would be good for bhvr too. I know lobby wait exist mostly to sell skins, but we would see more skins if we would be able to play more games.
Because Survivor side is not designed to have that information. Blame the Devs, not the Killers. Oh, and you CAN escape - it's called ending yourself on hook which a lot of Survivors do anyway. The problem really does sort itself out.
I don't think anyone actually wins 80 to 90% of the time unless they clearly, stomp babies every match and run the strongest meta things. Even then it's very hard. Are you Superman? Because the average Killers I see and read stats on, both from aggregate sites and stuff like Nightlight, sees them winning more or less between 60-70% of the time. Certainly not every round. I myself win about 68% of my matches, are you claiming you are better than most of the community?
Also I am sorry, but I really don't want to be in the same lobby as a troll with a slur in their name. As either role. Let me dodge bigots.