Green_Sliche
Green_Sliche
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@[Deleted User] said:
Honestly I'm kinda split on the idea of a 4.4 m/s Blight, as I think it'd be interesting to see, but every time I see the suggestion it's almost always followed by something like "also, make Blight's power go on cooldown when he breaks a pallet". Like alright, we're just trying to nuke the killer from orbit at that point.
It's typical mindset of survivor players who want it easy for themselves. Killer can actually do something without being punished 24 / 7 for every wrong step? That's bad. Apparently killers should always suffer for any minor misplay or else they are overpowered. When someone suggests to actually try to play such killer and learn how it works - no, this won't do. Nobody wants to dedicate any effort to understanding how things work on the other side.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052620#Comment_4052620
No, we sill have a shared language and discussion will happen despite people's egos.
Two people pushing two different ideas without providing any point or debate ground is no longer a discussion.
As for topic itself - I found myself less motivated to play as killer due to how often I'm bound to certain perks and playstyle. Current game pace balance makes my games feel more like a chore if I wish to have any chance for a ''fair'' match. In comparison to my survivor games ( I'm still an average survivor player ), I feel less stress or tension even if killer decides to tunnel or camp me out of the game. In fact, I don't even feel upset when this happens because I realize it's either a killer being annoyed by their previous match or they are down to 2 or 1 gen and all of us are still in the game. Not to mention but as survivor, I can equip low synergy perks and still have fun where as a killer I need to have perks like Deadlock or I'll end up losing 2 or more gens before the first hook. Talk about the freedom of the choice.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051624#Comment_4051624
A common sense we all share do not exist.
what we can share is the applications of reason and logic cause they have clear rules. Common sense do not.If basic common sense is not shared, then entire discussion is meaningless. People can go and stroke their ego elsewhere.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051237#Comment_4051237
reasonable to you or reasonable to BHVR?
To common sense, provided we can all share one.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051235#Comment_4051235
Not bad idea if you inted it like this but I still think having more chains spawning after getting hit with the main one and than chains not breaking so fast (like they would need to be in contact with some object for 2-3 seconds before they break) .
I think the biggest flaw in ponheads chans is that they break instantly when they get into contact with some object or character model like other survivor or even pinhead breaking them by himself (especialy the same bs like trapper stepping into his traps), thats what makes his chains hit super bad because even if you hit your shot that isnt easy to hit it can be sll in vein because chains break instsntly or most of them and for survivor to break one chain tskrs just one second.
Autoaim with chains would be more QoL change for console players anf sometimes I think the autochain hit could hit from angle that would be bad because it would be close to some corner and chains would break (sometimes if you look on some pinhead mains they adjust from which side their chain is hitting because of the chains spawning).
I think the entire easy break situation is how devs ensure that chains don't become too overwhelming to survivors. Kinda what they tend to do with things when they unsure what values to put so they go the safe way instead.
As for QoL - I think it would make sense and fit well if a chained survivor can't drop pallets or vault. Upon getting hit by killer by M1, chains would just break. Maybe take few extra milliseconds to break free from the chains on top of that.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050585#Comment_4050585
So you want just a select group to be listend too??
I would like every opinion be considered so long as it remains reasonable enough.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050923#Comment_4050923
Auto chain hit wont help much because (maybe console players) the true downside of pinheads chains is how easy they break through contack with environent and other survivors or even with contack with killers character model so you must have good position of your gate way (the thing the chains spawn from) or your chains can spawn badly and break instantly which isnt rare thing especialy on maps like midwitch.
Auto-chain would be a ''buff' to this wonky power because Pin Head would not lose his time aiming the chain itself and would instead continue to move towards the target while the chain would do it's job and make survivor try to dodge it or get slowed down.
The idea here is to allow his M2 give him some real value and maybe some anti-loop potential since right now he has none.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050923#Comment_4050923
Nah I don't want it to be another vecna or ghoul hitting chain shots should require some skill and be rewarding when you do.
Well it's a chain that can only slow down and is easily broken with obstacles. You can't really do much about it. It's rather weak power for M2.
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@UnicornMedal said:
Honestly they only need to tweak a few things, but I'm expecting that they'll change him in a way that will make him incredibly unfun to play after the sales die down and we won't see him too often again.
Isn't that too obvious already?
Expect nerfs like longer CD on power ( one way or another ), nerfs on addons or making him massively addon-dependent or range nerf. Stuff like this will make him more ''manageable'' but extremely unpleasant to play as so he joins the forgotten killer group once the sales are done and sufficient money has been gathered.
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@BongoBoys said:
Pinhead would be in a much better spot if his chains just didn't break on environment
Or you know, make chain auto-aim at survivor and do it's job. There's no real reason why chain requires so much precision from a killer and gives so little when successful.
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049426#Comment_4049426
To start, I just want to make it clear that I'm not trying to argue whether or not anti slug/tunnel should exist here. BHVR already thinks it should or else they wouldn't have tested these changes out twice in PTBs and would not have spent an entire year saying they were working on it. With this in mind, I'm not going to argue whether or not slugging is a viable strategy. I'm not saying you can't use it tactically, I'm saying it's bad for the health of the game (and the developers seem to agree).
I'm going to reiterate that there are 5 real people that queue into each match. Denying one person the ability to do anything but lay on the ground because "oh they're occupying the killer's time" or whatever someone may want to say is toxic at the end of the day. I really don't think it's a matter of "should we allow killers to do this?" and is more of a "how do we stop killers from doing this without giving the survivors other unexpected advantages?"
Slugged survivor can recover up to 95% of the progress on their own where hooked survivor ( excluding few perks ) can't do anything on their own.
A slugged survivor also can't do anything on their own unless they have a perk to finish picking themselves up so I'm not really sure what you're trying to get at with this.
Game does not reward killer for not hooking survivor
Is it not easier to camp a survivor when they are on the ground vs hooked in the current state of the game? That's the benefit of leaving them there. Requesting that the game does something to make these two states equivalent (i.e. adding an anticamp timer to slugs) is more than reasonable.
First of all DBD is a competitive multiplayer game where one side has a clear goal of eliminating members of another one. Simply speaking killer has to make sure survivors play as little as possible because there's no other way to ''make them'' not do their objective - repair gens. It so happens that getting rid of survivors as soon as possible ensures victory for killer, which also means less playtime for them. Slugging does prevent survivor from progressing the objective, so does hooking. Thing is if we talk about efficiency of actions and their contribution to the end goal then tunneling ( when successful ) is probably the most effective way for a killer to progress towards the goal, just like spreading around and doing gens is for survivors. Apparently neither side likes when the opponent one performs effectively since in both cases the side who's objective isn't done yet is more likely to lose the match and have less play time.
As for slugged survivor - slugged survivor can crawl towards their team mate or hide. Being slugged doesn't mean the game is over for them yet.
As for slugging vs hooking when camping - camping a slugged survivor takes way too much time to be even remotely effective. Almost nobody would do that since at best it can guarantee 1k and very low amount of BPs when it's better to hook survivor ( when possible ) and scout around or do proxy - camping if there's a triangle of gens left. It's extremely unlikely for a survivor to be camped or slugged so aggressively in every match but if that is an issue, there are perks that allow survivor play around and make game for such killer much harder.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049149#Comment_4049149
That is objectively false, they just recently made a point of canceling the anti-tunnel changes and the arguments BHVR used against it on consideration was the exact same ones that high skill players had used in videos discussing the subject.
It's because of overwhelming negative feedback that made devs put the mechanic to the shelf. Such thing usually happen when something very big is introduced but isn't objectively fair. Most of the time they just push things out and wait for people's reaction on large scale, rather than from small group or regular players.
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4049279#Comment_4049279
This isn't normal gameplay. Killers should not be rewarded for not hooking survivors. Answer this: why is the survivor in a worse position slugged than on hook? These two states should be equivalent (anticamp, endurance on unhook/pickup from anticamp).
As it is now, the game rewards killers for not finishing their objective (hooking the survivor) by not having a camp timer on the slugged survivor.
Slugged survivor can not repair gens and requires help from other survivor ( excluding certain perks ) for complete recovery. Killer can tactically slug a survivor since it's a form of pressure that killer can apply on entire survivor team. Camping and tunneling are also form of oppression that killer can do, the difference is in potential efficiency of the action done.
There are cases where slugging is not wise too, but they are less often because they require more specific situations, perks and coordination between survivors.
Game does not reward killer for not hooking survivor. Hooking or slugging are choices that killer can make depending on the state of many other things in the game. Do not forget that slugged survivor can bleed out if left on the ground for too long. Survivor can be slugged more times than being hooked. Slugged survivor can recover up to 95% of the progress on their own where hooked survivor ( excluding few perks ) can't do anything on their own.
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@maybesarahhh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048746#Comment_4048746
I think the argument is less that it isn't a viable strategy (because it is) and more about not holding another player hostage. It's extremely oppressive for the other player who has to just lay there and wait to bleed out. You're punished for DCing if you don't want to participate in that, even though it is incredibly boring.
It's a multiplayer game, it's supposed to be playable for everyone, not just one side. I understand why you want to tunnel/slug to win, but it simply isn't fair to the other side who doesn't have a way to counter that built into their base kit. This argument is especially strong for slugging, as there are some protections around hook (anticamp and basekit BT). Yes, the killer is still on the survivor and they will have to strategically run in their chase to avoid death, but they still have a chance to participate in normal gameplay (running from the killer). Unfortunately, if a survivor is slugged and the killer is camping them, there's pretty much nothing they can do unless they have a certain perk equipped or their entire team comes to help (which is extremely unlikely unless the survivor has a full SWF). Camping a slugged survivor takes away their ability to participate in normal gameplay or do anything at all. This is just problematic from a QOL point of view. All 5 players who queue into a match should be able to participate in normal gameplay activities, not just 1 killer, not just the 4 survivors.
If a killer is camping a survivor, then the camped survivor is still participating in the game by keeping killer occupied. Sure it's not as ''fun'' as making killer take a pallet in the face but it still serves the purpose - give space to the remaining survivor so they can repair gens.
It's a competitive game where one side must escape and another one kill, by all means physically possible. People should understand that there is no rule that forces anyone go ''easy'' or ''hard'' on other player, hence there is no point complaining that someone got less opportunity to play in the way they wanted than another.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048761#Comment_4048761
If you dont think BHVR does balancing right, then maybe you should convince them what the right way are?
They refuse to listen to far more skilled people than me, what odds do I have here?
I can express my opinion at best, which is the introduction of Equalizer system that adjusts game pace based on how sides are performing and provide some form of aid if one side is clearly struggling. It can be adjusted gen repair speeds, better luck in item rarity from chests, slower on-hook timer for survivors and so on. There are plenty of options to work with.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048746#Comment_4048746
As far as I know, they have no found a solution yet.
Solution exists and is called ''Balancing''. When devs punish killer for ''tunneling'' and ''slugging'' they offer almost no alternative in return. It's obvious that getting 12 hooks on average is more time demanding task than repairing 5 gens and opening a door, as well the killer task can't be delegated to anyone else where survivor tasks can be either done by two ( one keeps killer busy, another repairs gens ) or more.
It's understandable that every player in the match wants to have fun and theoretically all can get a ''share'' of it, but when one side has to put more effort consistently than the other, it's no surprise someone will eventually get ''robbed'' of their pleasure, one way or another.
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@SWFruinGames said:
Is it ghostface? Artist? Im tired of rubber banding nurse, tiny pixels blocking the creation of a patrol path of the knight, xeno tail bug.
Please tell me a killer who is least or not affected by bugs.
Trapper.
You literally have no power thus it can't bug out on you.
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For killer players, there is custom lobby with bots to practice.
Survivors should have custom lobby with killer bots with customize-able difficulty added. There's literally no reason why killer bots haven't been introduced for people to practice against so far.
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Wallhackers are having the time of their life.
During events like 2v8 blatant cheaters don't even hide anymore.
Let's not forget super high skill loopers who can outrun killers at Blood lust 3 because they are too good for this game.
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4042990#Comment_4042990
I think the stress is not worthy.
This game is already not worthy playing unless there's something decent on the rift.
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@LazyClown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039884#Comment_4039884
The major reason these systems (the ones now) were put in place was for negative minds of the DBD community, ones who choose not to learn the game.
This represented restructure (bringing back MUCH NEED ELEMENTS) of the game would bring good players back to the game, veterans of this game are getting tossed to the side while the new player still isn't having a great time at all.
This was a failure plain and simple, I hope they stop listening to this community and content creators and actually make GOOD changes for the GOOD of the game, not because ONE person had a bad time, because that ONE person will always have a BAD time. It's dbd logic, cannot change that.
They still reject the basic concept of equalizer where when side is struggling in the game, the overall pace of things should be adjusted accordingly.
People tunnel and camp as killers not because it's ''fun'' or ''easy'' but because often times it becomes a mandatory action if killer wants to win. Same is with survivors who rush gens and hug obstacles or pallets. No amount of nerfing or handholding will solve this problem unless this problem is properly addressed.
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Learn to play as both sides and you will see how things are truly in the current situation. Only then you will realize why killers still try to tunnel and camp and why survivors try to chain loop, always stay near pallets and do gen rush asap.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036008#Comment_4036008
What makes you say blinding needs to be reworked?
A flashlight blind is avoidable 99% of the time, I personally wouldn't say that 1% requires either a rework to the mechanic or permanent passive immunity to blinds via a perk.
There are plenty of cases where it is unavoidable unless killer does switch the target, which in turn may not always be an option.
The blinding mechanic is a huge thing as it denies killer an ability to hook the survivor while also grants a survivor an extra health state. Considering how much it may take for certain killers to get a down ( the pallet density situation made things even worse ) being forced to chase someone else because it's impossible to pick a downed survivor up without getting blinded can be a game deciding factor.
It has much bigger impact when there are fewer gens left to do / defend since at that moment killer has to ramp up on hooks and if that doesn't happen then often it's a game over. For killers who have high mobility and can get to survivors quickly that may not be much of the problem but for M1 killer it can be straight up devastating.
As for blinding being reworked - I feel it's not fairly balanced at moment, hence why a perk like Lightborn exists.
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@FearlessHunter said:
Played 4 games after taking a month break, either me or another survivor gets tunneled out at 5 gens, proceeds to take another break.
Good thing those anti tunnel changes didn't go through though right? :)
Play few more games then.
Somewhere out there there's a person who came back from the break and their first 5 matches consisted of 4 man escapes, bully squads or 0ks. It goes both ways.
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A single well-timed flashlight save can decide the entire game.
Lightborn in it's current form is a band-aid solution to the problem that can't be solved without reworking the entire ''blinding'' mechanic.
It also occupies the entire perk slot so if survivors don't use flashlights at all then it's one less slot for killer. Unlike killer, survivors can adapt and change their playstyle while killer can't do anything once the match has started and no one does use a flashlight in the game.
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@Another_LegionMain said:
anyone checked if it works on PC?
It does.
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@Thrax said:
Just something to do during a longer wait, really it's fair to reverse it as the idea I expressed became a thing
Don't bother with steam forums. Moderation there is so bad it's pointless to post anything valuable without getting banned for no reason.
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@Memesis said:
Harder to detect them in 2v8, too many players and too much chaos. Also, it's probably more gratifying to cheat 2 killers instead of just one.
Ironically people who cheat in 2v8 do so more blatantly than in 1v4 so it's much easier to see who is legit player and who is not.
Additionally some even don't bother hiding that they cheat by teleporting right in front of other players or becoming immune to hits. The entire situation is a joke, makes me wonder what's the deal with the ''anti-cheat'' system and how come it can't detect stuff like jumping as one of ''illegal'' actions.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027450#Comment_4027450
I did dabble in competitive DBD, not sure if there's any surviving footage, but I was there lol.
I mean, if you only liked a character because they were strong, or problematic, that's on you. I enjoyed playing OG Legion, I wasn't upset when he got changed. I was upset he was dumpstered for 3 years, but I understood that he was massively problematic and needed to get changed drastically.
You can always play with more skilled players, just outside official MM. FaceIt and other gaming platforms do offer such experience.
As for overtunned or problematic killers - that's rather subjective view. Thing is the ''treatment'' that devs do often leaves the killer in the D ( Dumpster ) or even below tier. For players who enjoyed the particular killer or even bought a rather expensive skin too, that's a massive turn-off, for some enough to leave the game for a rather long period of time.
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@Pulsar said:
It's boring. There's almost no reward for improving.
I have to play twenty matches on average until I'm challenged, unless I'm running some kind of meme build or purposefully handicapping myself.
The best strategies (tunneling, proxying and situational slugging) are all the same as they were when I started playing eight years ago. Eight years of a single meta is horrifically boring, not even getting into a balance discussion. The game actively punishes you for trying to avoid those strategies and continuously rewards you for using them, despite the fact that nobody likes to play against them.
To summarize, Killer is boring because the lowest skill strategies, which have been meta for almost a decade, are encouraged whilst high skill expression is continuously penalized. Couple that with general burnout and a lack of challenge, and you get a very bored and disappointed Killer main.
For players like you who ''lack'' challenge, there's already a DBD League or alike stuff where I'm sure you will find yourself entertained or end up entertaining someone else.
The way I see it, many people may uninstall the game because of match quality inconsistency and drastic balance changes / reworks that devs tend to do. Simply speaking it's no fun when one game you get 4k with no gens being done and the other game you have 4e with barely any hooks made. As for the other reason - when a killer gets ''gutted'' one way or another, some people lose motivation to play because they no longer consider dedicating their time learning / improving a certain character since at any point their experience or knowledge can become invalidated due to mechanics being either removed or altered into less effective form.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026467#Comment_4026467
But then you create a condition where an 8k is much more possible to achieve than an 8e. Keeping it a wildcard, where 4k/4e is most likely, is the best for the mode.
4k and 4e is an average for high mobility killer combo only. Replace any killer who is slower and you get 2k 6e average instead.
Not to mention if you don't eliminate someone asap, chances of getting kills goes down significantly.
Lets not forget about instant healing with medics and speedrunners with escapists who make chasing people even more harder. Survivors can also repair pallets. Killers don't have such reliable powers, as well as gen regression, other than a gen kick.
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Any killer that has no means of mobility in 2v8 is straight up garbage.
PH has no mobility skills. You can guess where does he go to.
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@stikyard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016341#Comment_4016341
Interesting, the high MMR actually makes sense. Still less then 50%. SO even at the highest MMR 4 man SWF still slightly favors Killer?
God forbit 4 man swf make any mistakes, don't play on full voice coms or just play chill, right?
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@Rudjohns said:
I'm struggling to play survivor
It's a classic SoloQ survivor experience. Out of 10 games, I manage to escape 2 or 3 times tops. Then there are games where I go too altruistic and get ''rewarded'' accordingly.
And of course games where my team mates are either allergic to gens or can't last 10 seconds in a chase. Sometimes both.
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@ProfessorAutodidact said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010628#Comment_4010628
I don't see any Survivors using doors in my games, they rarely even use the cameras.
Competent survivors do use doors 24/7, especially when someone is being chased. Doors are great way to jump from one generator to another, allowing survivors complete them significantly faster since they have the same map traversal as Springtrap himself. Only beginners and lower skilled survivors are afraid to use doors and stay away from them.
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One of the buffs he needs is make survivors travel to a random location when they use door instead of letting them choose where they want to. It makes no sense that survivors can use doors the way they desire, that's way too much of map traversal that they gain against him.
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Apparently some people forget that there are millions of reasons why daily play is not a thing for everyone.
Lack of extra ways of getting XP / Progress is the problem of this system.
Introduction of additional ways of getting XP / Progress could solve this issue. Right now people are pretty much soft-capped once they have the available quests done. Those quests that award 25 fragments per completion but demand insane amount of play and action often aren't enough to fill the bar. At moment the most reliable way is to participate in event as it serves as an extra source of fragments. That's not enough for many.
@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010061#Comment_4010061
Please don't call me insulting names on the forum. Thank you very much.
I am here to have a productive discussion as much as anyone else.The free track is free and you are not forced to buy anything. You could choose to buy it at the end of its life cycle and make an informed choice if you want those paid track cosmetics or not. I buy it because I know I am likely to complete it. How is that really weird and elitist? It isn't.
What you buy is clearly stated, its a play track, it means its purpose is to reward you for playing the game.
The paid track is extra cosmetics which you can buy depending on how much you played.I think you kinda just want to confuse what deal BHVR offers here, the narrative that you say that you paid for the track somehow entitles you to cosmetics you have not played and earned yet is false, but I can see why you make that argument.
It sucks to have bought a paid track and then realize you cant finish it, somewhat losing money on what COULD have been gained. Ofc the wise decision is to hold your money until you know what you can reasonably get. But BHVR does also like to put enticing cosmetics ready on Level 1, encouraging you to buy in. I don't think we can persuade BHVR to not do that.
This is why I ask so what amount of game time should be enough to finish the Rift?
But rarely gives a serious amount, because I imagine they don't accept the deal of the Battlepass, having not understood what you accepted or maybe you don't care and see it as a bit of a protest against the Battlepass System.Either way is fine, but its a different discussion and BHVR is probably open to dialing back the grind.
You shouldn't feel wrong if more people have means of completing the rift if it stops demanding less time to do so. Whenever someone unlocks everything or nothing has no impact on your experience at all. If you feel it's unfair, that's mostly your own subjective opinion and feelings. Perhaps if you do broaden your perspective and imagine for a second that there could be other more important things to do in life than spend time to do the routine 2 - 3 games everyday just for daily rewards, your opinion on this subject could change, unless you are one of those people who are too stubborn to think outside the box.
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@Raimue said:
For immediate reference:
Default Killer Vault Speed
- 1.7 seconds: This is the standard time for a killer to vault a window or pallet.
Base Stun Duration
- 2 seconds: This is the default stun duration for a Killer when a Survivor drops a pallet on them.
So let's discuss why now, in today's update, the Krasue's head form (which is supposedly the form you do chases in due to her kit and how it makes sense with how her kit works) is now worse than base killer stats.
The Krasue
- Increased the initial number of Glowing Fungus to 5 (was 4) and decreased the maximum number to 6 (was 8).
- Decreased the time during which Intestinal Whip ignores obstructions to 0.35 seconds (was 0.6).
- Increased the Head Form pallet vault time to 2 seconds (was 1.7) and the Head Form window vault time to 1.8 seconds (was 1.7).
- Increased the Head Form pallet stun time to 2.5 seconds (was 2).
Behavior… I understand when people have immediate issues with characters. This happens with every pvp game with unique characters. I understand, also, the methodology behind releasing overtuned characters and slowly reducing their power to make them more fair. The key word here is slowly. Your answer to people day 1 having issues with a killer instead of learning how to play smarter against the killer; where the answer is to pre drop pallets, to stop swarming hooks and focus generators to give the killer less kills, to not bundle up together, etc; is to make her functionally worse in her mode that is supposed to be her entire gimmick? So now as Krasue, players will have to be punished just for playing the game? Not removing the auto aim on her regurgitate, not increasing the window between her headlong flight and having to vault to what it was in the PTB where you had to fully complete the animation and wait a second, none of that, but to make her numbers higher than every other killer's base number?
This is not how you fix a killer.Because it's easier to satisfy people by making something harder to use than actually expecting them to learn how to deal with things. Way too much handholding led to this state of things in the game.
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She will likely get the ''cure on hook'' treatment at best. From what I've seen and experienced, she generally is oppressive only when tunneling infected survivors off the hook. So long as survivors stay healthy and spread well, she is quite manageable and often map dependent. Some addons will probably get some ''tweaks'' but in general she is not as ''oppressive'' as some people say.
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Inb4 getting sniped by a 4 man squad with top tier perks and items with map offering where this killer can't perform at best.
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Play killer then.
If killer is such an easy and fun role to play, why you deny yourself the pleasure of playing as one?
We all know nothing will change. Survivor role is still easy and the only problem in solo Q are your very own selfish and troll team mates, not the killer you may be facing.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/456314/so-they-can-keep-doing-that-for-longer
Being mad about tunneling at 5 gens is understandable, especially if the mf is playing Blight. Inexcusable
God forbid some tries a bit too much to win a match.
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@sinkra said:
Time for a survivor boycott.
All I see here is devs coming to their senses and survivors trying to throw another tantrum. Classic.
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I fear we are going to get another killer who looks great visually but is miserable to play as.
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@AmpersandUnderscore said:
Reading the notes, you'd have to eliminate the "last player hooked" specifically, and before 6 hooks.
So even if this triggers, you can insta down the condemned survivor, hook someone else, then come back and mori to bypass the penalty. This is entirely within the killers control.
Only a person who doesn't even play Sadako would say something as ridiculous as this.
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@[Deleted User] said:
I don't think this will be an issue at all. They could double survivors repair speed and a killer would still have an advantage in a 3v1. Unless the repair boost is extreme, a 3v1 is still an almost impossible to lose scenario. Like, genuinely ask yourselves, how often do survivors even complete a single gen in a 3v1?
In games where there's only 1 gen left?
Depending on which gens were completed first, survivors can have fair chances of completing all gens at 3v1 when certain conditions are meant. 1v3 isn't auto-win or auto-lose scenario in DBD.
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@Memesis said:
They're killing cheap tactics that guarantee a cheap win. We all know underperforming killers and perks will be rebalanced if necessary. These are healthy changes to make the game more fun. No, not having fun because you can't abuse the cheap tactic counts.
Rushing a gen while survivor is being chased or looping on strong tiles are also cheap tactics but they aren't getting nerfed because what else should survivors be doing, right? For some reason eliminating a survivor out of the game asap when needed is bad and killer should shoot it's own foot in order to extend the game so survivors stay in the game for as long as possible. Meanwhile there's no incentive or reason for survivor players to not do gens asap and escape. Logic has left the chat as it seems.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990287#Comment_3990287
If you're actually spreading pressure, then the answer to
What pray tell will competent survivors be doing while killer is trying to figure out which one of them is weakest and is worth focusing their attention to?
Is being chased and not on gens.
The big thing you're missing here is that this happens right now. It's just simply RNG if you get a "good" survivor first, and a map with decent resources, and a host of other factors the game actively randomizes in the match.
You're really hard focused on this whole "weakest link" thing, when the actual question is what are you giving the survivors to do besides gens?
Because the answer for at least 2-3 of them is "nothing" when you tunnel the first person you see. Then likely screaming "gen rush" when the others are doing the default action of gens.
If this kind of system actually breaks through and gets people like you to even try spreading pressure you'll actually see a pretty big impact on gen speeds, since survivors who are hooked, recovering, doing side objectives (killer power, hexes, etc), hiding, or being chased are automatically not doing gens.
All you have to do is not leave them completely alone. And with this new system, you get buffed and rewarded for doing that.
All I see in your post is that killer should be a circus dog and run around looking for a new target every time.
You still refuse to address the fact that survivors who are competent and are not being chased will be simply doing gens uncontested. For some reason you also don't take the power difference that killers in entire killer roster do have.
You use the argument of spreading pressure but I doubt you even understand what it is to spread pressure by the killer in the first place. In your view every killer can find, initiate and most certainly win any chase in every situation. You refuse to realize that what devs are currently doing is taking more and more ways that the said pressure on survivors could had been applied.
If you still refuse to see this - there's nothing I can say that will help you broaden your vision. You can continue staying in some sort of denial or delusion if that makes you feel right or better.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990292#Comment_3990292
I expect fair, not friendly.
You sadly expect too much. Especially in a game where eliminating your opponent asap is pretty much the main goal for one side.
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@Royval said:
make body blocking a conspicuous action 👏
A dream that will never come true given how ''complex'' it would be to code into the game.