H2H
H2H
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Comments
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@WolfyWood said:
Survivors should have the ability to blacklist three killers.
Killers should have the ability to blacklist SWF
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I think they’ll eventually give survivors the basekit Unbreakable without coupling it to the finisher mori
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Myers is completely busted in Lights Out. It’s funny but absurdly unfair.
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One idea I’ve thought about for anti-tunneling is instead of having each survivor with their own hook state count, the survivor team could have a pool of 20 hook tickets. Hooking a specific survivor for the first time consumes 3 tickets, the second time consumes 2, then after that they consume 1. But no one dies on hook until all the tickets are gone.
This way, tunneling one survivor relentlessly is going require the killer to chase, hook, and down them something like 17 times before the tickets run out, which is more than enough time for the rest of the team to do gens. The most efficient way for the killer to drain tickets is to spread out hooks.
I’m sure there are holes and edge cases, and we’d need to do something to give killers some breathing room to actually go for more chases, but I think the basic idea could work.
I’m also on board to have hooked survivors just teleport around if the killer’s too close like Pyramid Head’s cages. Seems sensible.
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It’s very frustrating that a system ostensibly designed to stop hardcore 3gen camping by killers (which is a boring and bad way to play killer) can so easily just become a massive get-out-of-jail-free card for survivors who cause the 3gen, and then those same survivors will blame killers for it is doubly frustrating. What exactly are killers allowed to do? At what point do survivors have to accept responsibility for their own mistakes? Or should the game simply continue to offer them a nice easy escape for every possible scenario they face, even those of their own making?
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The idea that it’s “working as intended” on Trickster or Deathslinger is absurd. Zero chance someone at BHVR consciously thought, “Yes, it should lose stacks on individual knife hits.”
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@RhysVMT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643333#Comment_3643333
"Use the incredibly niche and almost detrimental perk JUST IN CASE I bring my press space bar on a locker to find out where you are perk"
You don't run UW
I now have a dead perk slot
Killers are amazing
Oh, if it’s not a big enough deal to be worth giving up a perk slot then I guess it’s not actually a big problem.
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@pseudechis said:
The killers are camping hexes now... the shame.
God forbid a killer wants to preserve a hex to get maximum value out of it. Especially when predictable survivors keep returning to cleanse it and make themselves easy to find and catch as a result.
I personally prefer it when killers wander aimlessly and hope to run into a survivor by random chance then actively patrol known areas of the map where they might be frequently and predictably found.
"Granted they do chases, hook survivors and kick gens, but the moment a survivor steps or touches the trap placed in front of the hex, they run back full speed. I wonder if the dev’s could add a range distance from placing traps around hex’s. In anycase, how do y’all feel about it?" This is my fav bit... sure the killer is still playing the game as usual but we need to make sure they have no option to play in the way I don't like.
The comedy on these forums never ceases to delight.
This is my fav bit... sure the killer is still playing the game as usual but we need to make sure they have no option to play in the way I don't like.
Another great idea for BHVR to implement as part of their ongoing basekit survivor buff feature series
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@EEP said:
They should bring back the ability to sabotage traps, but only temporarily like hooks. Perma sabotage is in no way needed. Something should also be added like this for the other killers that can place traps.
Survivors disabling killer powers feels very bad. Disarming traps is fine since the killer can come reset it. But taking a trap away in a manner where the killer can’t do anything about it isn’t something they should bring back.
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I’d be happier playing survivor, that’s for sure.
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I would hate to see lootboxes come into this game (but then again I was also against battle passes but here we are).
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whoa whoa whoa I was assured by survivor mains this would never happen????
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“This perk is uncountable and is so overused and overpowered it must be killswitched!”
”Use Calm Spirit”
”No”
survivors are amazing
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sure, ban killers for slugging, why not, it would fit with the last couple years of BHVR’s design philosophy
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No, and anyone who says it is is a crybaby.
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I dodge if I think it’s a SWF (similar or themed names, identical outfits, multiple TTVs, that kind of thing), or if it’s someone who’s been a jerk in the past.
However, I don’t think anyone needs a justification for dodging. Dodge if you want, don’t let someone else’s made-up rules dictate how you play. When is dodging justified? Whenever anyone wants to do it for any reason.
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If anything, people are under-reacting to it, given what it says about the truly dreadful state of BHVR's design process and philosophy, or their ability to simply read feedback.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639400#Comment_3639400
No, you can still kick it. I just did it again as Myers on Lery's 30 minutes ago. They are only there for a few seconds and then you can kick again.
But you can't kick it while the spikes are up?
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Wait, do these spikes keep you from kicking it before the 8 kicks are used up?
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Damn. Good luck, hopefully you can get some tech support from BHVR.
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I was getting this (in multiple games) with my 7900 XTX. I limited my fps in Adrenalin to 110, and it stopped completely. My card wasn’t overheating so I suspect it’s some driver issue.
It used to also happen if I had a video going on my other monitor but that stopped a few months ago so maybe AMD fixed that in a driver update.
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Weird that the only other main menu options are the ones where you can spend money, on the rift pass or on cosmetics. Much more important than “playing the game.”
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Every UX designer I’ve ever worked with always talks about reducing clicks and reducing the friction between a user and what the user wants to do. This change seems completely backwards.
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lmao hell yeah, zero viable killers here we come!
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It’s a little tiring watching BHVR make the same mistakes over and over and over and over and over and over and over
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some crafty Onryō players discovered that they could intentionally teleport to the wrong TVs first in order to spread more than one stack of Condemned to Survivors near/heading towards a powered one. Clever!
They see players using a power in a smart, unanticipated way, call it “clever,” and then immediately nerf it out of existence.
Incredible. Screw trying to do anything smart or novel or unexpected, you are not allowed to play in any way except the narrowly defined preapproved manner!
Unbelievable.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626557#Comment_3626557
Im glad you agree that 3 survivors alive with 5 Gens standing should have 50% chance for 2 escape.
That isn’t what I said, and if you’re going to be disingenuous about it then I’m not going to continue this conversation.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626491#Comment_3626491
Why didnt you quote that line together with my last one?
Should 3 survivors have fair chance to get 2 escape with a teammate die at 5 Gen?
Yes! As I said, the game isn’t over yet.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3626142#Comment_3626142
Depends
An injured survivors will sometimes leave Gen when hearing TR getting close. A last hook survivor will leave the moment they hear TR. An injured on last hook survivor will not dare to touch Gen
4 survivors are suppose to scatter around Gens. Why do you think the moment you start a chase, 2 of them instantly spawn at the most progressed Gen?
Its late game, pallet is less, chase will be short ; Medkits are depleted ,healing will take longer ; one time perks are used , they will be weaker in chase; Toolboxs are gone, Gen will take longer to do. You say like all survivors are as fresh as the beginning. Remember the longer the match, the weaker survivors are.
Unless after 4 Gens, all 4 are healthy and no one on death hook, pallets are still many because they run so well, not even using Medkit yet…at that point, why killers think they should have a chance to win after getting beaten that hard?
Should 3 survivors think they should win after a teammate died at 4-5 Gens?
Unless after 4 Gens, all 4 are healthy and no one on death hook, pallets are still many because they run so well, not even using Medkit yet…at that point, why killers think they should have a chance to win after getting beaten that hard?
Because the game isn’t over yet! What kind of question is that?
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You have so perfectly proven my point it’s kind of incredible.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625753#Comment_3625753
Because they've been stacking 4 crutch regression perks and boosted themselves to high MMR. Now they're unable to instill pressure without absurd slowdown builds.
I really dislike this logic. Apparently the only “real” high MMR killers play with bad/no perks because of this arbitrary “crutch” definition.
Would it be fair to talk about how many survivors have “boosted themselves to high MMR” with “4 crutch second chance perks”? I never see that brought up, but the inverse is so common in so many threads. “These killers are in an MMR they shouldn’t be in because [crutch perks/camping/tunneling/slugging/3-genning/playing nurse/playing blight/anything else survivors don’t like].” It’s condescending and insulting.
What perks are killers allowed to use and not be boosted?
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@Emoba said:
Yeah, they said it would only affect killers who 3-gen from the get-go but that was a big fat lie.
They probably didn’t intentionally lie. It’s more likely that they’re just extremely bad at the game and don’t understand it at all.
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They could have implemented something that’d only affect the very last gen, but why do that when they can make killer gameplay feel terrible across the board!
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Just checking, are we gonna impose any hard limits on the number of times a survivor can be healed or nah?
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This update is a real clown car stuffed full of bad decisions.
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It does seem to last a little too long IMO. I could see giving it a minor nerf.
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Nurse doesn't need any more nerfs. Survivors have gotten every big nerf for nurse they've ever demanded, and they always just demand more. Nurse is fine.
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Yeah, I think buffing the stun duration to at least 4 and maybe 5 seconds is justified.
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I always laugh when someone plot twists to dodge a hit.
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I don’t really have an issue with it either. I mean, it takes two perks, requires a second person to be in a dangerously close position to a chase to even pull it off, and now you have two people injured instead of one. Seems like a fair trade.
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IMO hex perks should be reworked to always have some weaker version of its effects when cleansed, so it doesn’t feel like a waste if (when) they get cleansed 20 seconds into the match.
For example, if Devour Hope is cleansed, it simply requires an additional 3/4 tokens for each effect. Ruin goes back to 200% automatic regression, but if cleansed then generators no longer automatically regress but kicking them causes them to regress at 150% speed.
Maybe not those numbers or exact effects, but they should do something because right now they feel like “extreme risk, zero reward.”
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Massive failure. It just resulted in massively survivor-sided maps.
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It’s extremely funny that the entire concept of hex perks is that they’re so powerful they must be cleansable, when most of them are completely terrible even if not cleansed.
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People who want voice comms can find it already. Please don’t force everyone else to wallow in a screaming, slur-filled cesspool.
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hell yeah let’s just keep punishing killers for doing literally anything
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Xeno is miserable to play because the tail attack is a complete crapshoot as to whether it’s going to hit the survivor or not.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614904#Comment_3614904
You could also say the same about Killers playing perfectly
They NEVER get out mindgamed, they never lose Survivors. They never allow the 3-gen to break. Etc etc
I guess ultimately I just see those scenarios as more in survivors’ control by default. But I could certainly be wrong! And I could see it swinging the other way, especially for very strong killers like nurse and blight.
But also it’s a totally unrealistic hypothetical because no one ever plays perfectly 😄. A fun thought experiment but nothing more than that.
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IMO it comes down to game design.
The vast majority of the killer cast is basically completely reliant on survivors making mistakes in order to get hits. Only very few, like nurse and maybe blight, can really proactively attack survivors. Everyone else has to wait for survivors to loop something badly, fall for a mindgame, run into a deadzone, etc. This is mitigated somewhat by bloodlust and the fact that killers are faster than survivors, but IMO in a scenario where survivors are playing perfectly, it will not be enough. Combine that with there being only 1 killer and 4 survivors, and the killers simply cannot be in enough places at once to apply enough pressure.
If survivors are playing perfectly, they never fall for mindgames. They always play loops completely perfectly at 100% efficiency and waste exactly as much of the killer's time as they can. They never drop a pallet too early or too late. They never run into a deadzone. They never accidentally bring the killer to a gen being repaired. They always leave a generator when they have to when a killer is coming and also never leave a generator too early out of too much caution. They never 3-gen themselves. They never waste time cleansing dull totems, opening chests, goofing around with event items. They never trigger any traps. They (almost) never get hit by any killer powers except when it's a literal guessing game.
In those scenarios, most of the killer cast can simply never do anything to catch up to survivors fast enough, even when they're also playing perfectly. The gens will be done very quickly, and anyone being chased will have have wasted the maximum amount of the killer's time. For most of the killers, it's just a sheer numbers game: 3 survivors cranking out gens as quickly as possible while 1 has the most perfect chase they can. Even if they drop chase with the 1 survivor who's looping them around the map, that survivor will instantly start repairing and another survivor instantly takes up the same perfect chase.
Do I think this scenario is likely to happen in real world game conditions? Absolutely not. Even comp teams don't play perfectly, though I think the fact that comp teams, playing under highly restricted conditions, can still force the killer into only 1k scenarios a lot of the time is getting close to what I'm talking about. But in the "everyone plays perfectly" hypothetical, survivors win and it's not even close.
I could be wrong about this, for sure. That's just my perception of it, but I'm just some ding dong on the internet. :P