Halloulle
Halloulle
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Leon - smh they're always the cutest baby-dorks or actually cracked ... and often end up sacrificing themselves to make sure everyone else gets out. I'd have them put on Iron Will by default tho 😂😅
Dwight - I'm out of the 50 hour baby pool, so the dwights I encounter are usually cracked and/or trolls * insert kek waddle * Either works for me.
Last slot... I'd say Ada... but while often pretty cracked they're often also very serious (except if they swf with a Leon and play out that dynamic - which is pretty hilarious, tbh). So, my third teamie gonna be...
Ace. Cause Aces are cool 9/10 times. 😎
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477368#Comment_3477368
I totally disagree! Yes, unfun situations should be looked at and adjiusted if possible, but if you queue for a game, you have to be willing to play it to the / your end, regardless of which "unfun" tactic the other side brings or uses!
Dcing or giving up on first down or hook is NEVER justified (the only exception: facing a hacker/cheater)! It's just a giant FU to the killer AND the other survivors. The ultimate a'hole move.
And this "crybaby attitude" is exactly what a mandatory trial rejoin and attempt escape restrictions are targeting.
Or can you name me one situation where killing yourself on the hook is justified, when there are still all survs alive and able to unhook you, without you having any perk to increase your chances? I don't see one (apart from hackers / cheaters, and even then I wouldn't DC/give up, bc thats what they want).
the premise of the "you have to play it out" thing is that all mechanics and synergies are healthy for the game. And that premise simply doesn't reflect reality.
As I hinted at; slugging for the sake of slugging would be one of those things where opting to not play the match is legitimate, imo. The usual culprit in my experience being a Nurse who's bored of normal game play, slaps on Lethal, Knockout and two aura reading perks of her choice - nth, nurses and darkness revealed - being very common and then just going for a slugging spree for the sake of slugging. There's also a blight and a spirit version of this.
Plus; the 'you signed up for the match so you have to play it' also comes, imo, with a flaw and a hypocritical argument - at least as far as the killer is concerned. The flaw is called lobby dodging. Survs don't get a chance to "screen" lobbies for red flags to the extent a killer does - and then decide if they even want to enter the match. Treating leaving a lobby the same as DCing would solve that. - The somewhat hypocritical argument is that by saying DCing is the ultimate ahole move you also imply that a player bears some responsibility when it comes to how enjoyable the match can be for everyone else. That would have to apply to everyone then - also to other players bringing a build/employing a strategy that is an A+ ahole move in and of itself (e.g. the kind of slugging outlined above). Either everyone is responsible for the other four participants' match experience being positive - or no one is.
A tough match is alright - but being forced to go "heck I love being a punching bag" isn't.
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@Luv2NotHateDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456233#Comment_3456233
Except that those "Infinites" are only because there's a door that can be broken to effectively cut off the loop and force them to leave the tile.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473487#Comment_3473487
This is situational, and is no different than a killer running NOED. Also, if its a solo person with hope than then are going to die
Dead Dawg: The other infinite. Not the one upstairs. Sure, you gotta hit the fast vault downstairs and have pretty optimal pathing to get a whole lap in but if you do you can actually lose chase.
And not all infinites come with a breakable door. - Sure, some come with a mind game where a killer can gamble on a surv just running the lap and just going the other way. - But from a certain point on survs do have some understanding of checkpoints; either because they deliberately practise that kinda stuff with tuts and 1v1s and all that jazz or because they've played enough to develop an instinct for where to stop and check. While it's usually a near infinite (you get two laps in, then the killer usually has enough bloodlust to get you sometime during the third) with made for this you can sometimes manage to lose chase.
Personally, I've seen enough of MFT for this and think it needs changes. It's fun, no doubt. But after having played with it equipped as well it does feel somewhat broken. It does need some kind of additional downside. Get haste in chase but hindered/action speed penalty out of chase, have it in chase but have broken status for x time.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476704#Comment_3476704
Yep, attempting escape would also have to be restricted in a way:
Attempting escape from a hook would only be possible when at least on of the following conditions is met:
- Less than 4 survivors remaining
- No other survivor can rescue you (all others downed, hooked, killed or afk)
- You have an unhook perk ready (active deliverance or slippery meat)
With this, early rage quitting is only possible by DC, a dc'ed survivor will be replaced by a bot, and the dc'ing player will have to wait longer before getting in a new trial, since the game just started. But they can always proceed with the match.
You're missing the point there though.
What is the goal of all those measures? Certainly not to force people to play a match that is defeating the point of playing a game: to have fun - or to at least have a shot at fun.
There's a plethora of reasons why people have no shot at having fun in a match and thus opt to not play the match at all. There's a difference between sticking a tough match out and being a punching bag for the sake of being a punching bag. Some of those reasons are petty - the famous "bruh! Killer has Lightborn but I want to just tail people all match and fl save - ima dc now" being one of them - others are not petty but fall into the "not good for game health" category. The facecamping situation being one of them, tunneling being another (and it being mechanically possible to a staggeringly effective degree on some killers especially), and some killer mechanics / the nature of some perks/add-ons being another one. But there are too many killers and too many perks/add-ons to make any blanket statements. Some will be impossible to balance (e.g. if a perk is totally fine on most killers but broken on one or two). Which makes it incredibly difficult to separate "petty" from "legitimate". - Just forcing people to play out everything is certainly not actually gonna fix anything though.
We see BHVR trying to address some of the common, pretty agreed-upon situations. E.g. facecamping. Slugging is also up there but apparently difficult to solve; the line between slugging as a legitimate tactic to counter certain builds/being the right play in certain situations and it being unhealthy for the game is pretty thin.
TL;DR: If you want to force people to play out a match you first have to eliminate pretty much all situations in which it is legitimate to throw in the towel and end the match right then and there. (ps: I'm all for a "forfeit" button on both sides - but that's a different can of worms.)
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/382675/bots-so-no-more-dc-penalty
We can remove CD penalties when there's some kind of mandatory trial rejoin. So even if you DC, you can only continue with your previous game, but not queue for a new one until the former game is over. And even if there's no penalty anymore, you still lose all BP and Pips if you do not reconnect in time.
With this, a player having an accidental DC (e.g. a crash) can still try to continue with their match, and rage quitters still have their "waiting punishment". With early rage quitters having to wait longer than rage quitters at the end of a match.
Def. a creative approach --- though the question remains: people who DC as the ASAP way out of the match would make sure to die on hook ASAP - be that by taking chances or by playing so recklessly they get "tunneled" out of the game within a minute.
I am aware there are plenty petty reasons to dc - but there are also legitimate reasons in so far as there is absolutely no point in sticking around. These need addressing. or more like: they need to actually be identified and made tangible. Which is pretty hard, I imagine.
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Recently experienced more of the killer side of that; window hits, regular hits - doesn't really matter. The times I hit a survivor just to find them quite a ways away from where I hit them is astounding (afaik usually you hit the surv in the position you see them but they are on the ground in their last location; and I got some teleporting survs there. feel honestly bad for the peeps. On their end it was a clean vault - but servers decided to do them dirty)
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while there are maps that are surv sided by default and some killers don't care about that due to, e.g., high mobility - the opposite can't be said for killers. there are very few maps that are, by default, killer sided. tbh, I think only dead dawg is always killer sided (assuming that both survs and killer know how to main building and houses).
Indoor maps are often favourable to killer die to survs having a harder time locating gens and paths aren't as straightforward, e.g. to unhook. there's a lot if time lost - which by default benefits killers. and while stealth killers and killers with terror radius builds thrive on the multistorey maps - a Billy, oni, Huntress etc. gonna struggle as soon as survs don't run down the straight hallway.
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depends on hookstages, for me. I usually go for 12 hooks, so if I have everyone on death hook but only get around to killing two, that's still more of a win. If I got 4-7 hookstages and then kill two it's a draw in my book. Less hookstages and I still get 2k somehow it's still a loss.
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I've been playing *a lot* of killer the past days and fared pretty well with a "chase, hook, chase again - never overcommit, don't bother to kick gens for pressure"- playstyle (playing Nemo with the brown zombie speed addon, Lethal, Bbq, fear monger & Jolt. Sometimes removed BBQ and Jolt and put in Spies and Iron Grasp - for them horsey people that periodically seem to appear in hordes). In other words: the quicker you find survs and the quicker you can end chases the better you fare. Whenever I didn't 3/4K was when I overcommitted to someone or had a little too much fun playing the ducking game with a surv around a difficult to M2 structure. (And Lerys-- just don't get the layout, always get lost/stuck)
On surv side I also noticed a lot of aura reading: Lethal, Floods, BBQ, Bitter Murmur, NTH and Gearhead (was so surprised to not see it more often after it got changed - now its almost common) all being rather popular. Killers more often refuse to run strong structures if they don't have the upper hand. You beeline to stack or main - they beeline to a different survivor. (I do the same as killer; only once I built enough pressure and can afford to waste an additional 20-30 seconds on shack/main I commit there.)
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tbf, there are plenty instances where the difference between a player who has an issue with something and a player who doesn't have an issue with the very same thing, is their difference in skill.
A Nurse player complaining about how blink distances are too hard to gauge, a Huntress player complaining about M2ing survs being way too hard, wraiths getting outplayed around windows and pallets (the ones you can block to get a pretty safe hit), spirits who find locating survs in phase too hard etc pp is and will always be a skill issue; these players have just not yet mastered the skillset of a killer.
That being said, there's often a difference between what's theoretically possible and what's reasonable to be expected. E.g., a blight who knows all bumps on all maps who throws a "skill issue" at another player who does not know all those things (be that another blight player who complains about bumps or a survivor who gets double trapped) -- question is though: should that level of game knowledge be the baseline?
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Her bypassing a good chunk of standard mechanics and basically playing according to her own rules is both curse and blessing. Blessing because it's a fresh breeze - curse because it also means that a good chunk of perfectly reasonable tiles/perks on other killers are kinda broken on her.
basically, any perk and any map needs get a "nurse pass" just to make sure it's alright when going against her. (Blight probs needs his own pass too but that's a different story)
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tho, if you have a three gen situation you still want to slap the bnp you got on the crucial gen - not on an irrelevant gen (as far as the three gen location is concerned), just to carry potential energy around.
Just for the sake of knowing it would still be nice to test during ptb.
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@HugTheHag said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470343#Comment_3470343
I meant more that highest mmr would bounce between Blight and Nurse and Wesker a lot, and it might make these killer's queues longer while they're waiting for a lobby of only people who have not gone against that killer immediately before. And probably of the survivors too, because if you're solo you need 3 other survivors who also haven't had Nurse before, for example.
We're not in the super-small-top-MMR-player-pool though, ever since they further lowered the cap.
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@HugTheHag said:
Maps are one thing, but killers would probably mess mmr even further than it is already, unfortunately.
I have pretty much instant surv Qs (tho, I suppose that's more due to how uninticing it is to play surv during the event....) and I wouldn't mind waiting 10-20 seconds longer, if it means I don't get the same killer several times in a row
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He is one of those killers, where, upon unhook I automatically start counting and wonder if I even get to 3 before I'm in chase again * insert kek face emoji *
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Agreed, that only the initial path gets a visual is confusing and creating frustration where none should be. The mechanic is pretty clear at this point but so, so, so often visuals don't align with what's actually happening. That being said though, I don't know if it's as easily fixable as I imagine (just put blue wherever the actual path collides with sth).
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Imo, the perks regarding gen progress atm are in an alright spot -- though there should be limits to how much repair speed you can stack that way.
As for toolboxes, I think the toolboxes themselves are fine. But I think add-ons could use some imagination. The speed add-ons should probably all be bumped one rarity level, with BNP getting a full rework (to e.g. once installed prevent the gen from regressing past the point where it got installed).
Personally, I would like tollboxes for utility; an add-on, that while repairing a gen with the toolbox and using charges you work on the gen "ingognito"; you aura is hidden and perks like Discordance are not triggered. Given that toolboxes don't last forever you want to use a toolbox with that add-on strategically. Another one would be that installing the add-on in a generator traps it and a killer who kicks it has the blindness effect for X time. Or an add-on, that once installed gives survivors working on a gen when it is completed a mini-solidarity where their scratchmarks are hidden for a few seconds. Stuff along those lines.
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"using discord" is too broad, imo.
There are both extremes and everything in between: people who are in vc and have the game effectively muted because they're chatting away with their friends, not even paying attention to their screen half the time on the one hand, and hyper-focused and perfectly coordinated squads calling out every movement and every resource on the other hand.
Overall, I think comms that are actually used for match-related things are an advantage - but usually not a very big one / to the point where it's unfair.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467468#Comment_3467468
You were clearly talking about comp DBD in a condescending way. The implication is that people shouldn’t try to win and just “chill.”
Condescending? Clearly condescending at that? You sure you didn't mix up posts? Where did I give you the impression I was being condescending?
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467243#Comment_3467243
If you’re a chill pub player, then why do you care about winning? What you and people like you are actually saying is that you want to be able to kick back and beat people who are better than you. The game taking a time investment to be able to win is a good thing. You shouldn’t be able to beat people wbo are better at the game.
huh? Where did I say I care about winning?
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@pseudechis said:
I don't think the exhaustion perks need nerfs but maybe exhaustion itself should have a greater impact.
You are slower when it comes to tasks, repairing, healing, cleansing when exhausted.
Exhaustion perks remain situational and powerful but come with objective progression cost of exhaustion.
Exhaustion exists purely to stop players chaining a balanced into a sprint burst into a lithe, for a bajillion points of uber speed. Maybe its time it did more.
if it does more the timer has to run out as a flat number without being halted by e.g. Fearmonger or sprinting. Which kinda defeats the point of what it's designed to do.
Differently put: if equipping e.g. Sprintburst means you essentially have basekit Dying Light that's not gonna work out. Between an ehaustion perk and Fearmonger you can easily be exhausted for nearly the entire match.
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Most of the time I despise comp. I don't like the mindset. I don't like the pace. I don't like the comms. I don't like the over-optimisation. --- But I sometimes do like watching some of the cracked comp players play killer. What Knightlight does with Wesker, Hens with Slinger, Zaka (?) with Nurse and some players I don't know the names of but that had me be really impressed at the stuff they manage to do with the killer mechanics wise.
Unfortunately, I know some people who are really into the comp stuff (esp. Eternal... who would've guessed...). On survivor side at that. - Have you ever played with comp people as a chill pub player? Everyone involved in that match is miserable 😂
What I do give the comp players though - at least the ones I know - is that they are pretty cracked.
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tbh, I do think it's being closely monitored. There are certain combinations with the perk that get broken in some situations (e.g. during endgame with Hope against a 110 killer / 115 killer that doesn't have mobility aides).
Maybe they'll change something about the endurance in the long run - maybe they change something about haste stacking. Maybe they want to collect more data on more combinations and interactions with more killers. --- And maybe it's better to help the killers who really struggle than nerfing the perk.
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It is balanced since the aura change to it.
But. It still has that bad aftertaste because when it does kick in and is of any value it does very much feel like like a punch to the gut to be on the receiving end. It has the ability to negate whatever good and skilled stuff you did all match long; if you happen to get hit by NOED and the totem is right next to your hook that's that. It's incredibly frustrating. --- Add to that, that it's not exactly earned and it feels not just like a punch in the gut but also like a massive middle finger.
So yeah, while balanced it's a perk that inherently has a bunch of negative (and imo unhealthy) potential bundled into it. And to be perfectly honest, I don't know if it's alright on the whole or unhealthy.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467100#Comment_3467100
Another nerf? I don't think you can nerf Dead Hard any more than this, it's already barely useful. Even before, swinging into a single Dead Hard wasn't exactly game-losing, and that is now literally all that is going to happen because it only activates twice and you're gonna be looking out for it the second time.
I really don't think the Dead Hard combo is a problem. It's frankly the most fair and balanced combo MfT has right now.
Easy. As a prerequisite for activating upon being unhooked you must have taken a protection hit / safely unhooked someone / healed someone for a full health state * insert kek-face emoji *
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I don't mind the game-start-loading stuff too much - but I do agree to the spacebar thing. I'd much prefer to start the game, get sth do drink and be in the main menu and not at the press spacebar point. --- First world problems, aye.
But what does feel bad is when you get tunneled out of a match and spend more time in locked animations and loading screens than you spend actually playing the game.
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Now, while "giving hatch" is certainly a gift and something the killer player decides to do, it's really not the only, or even standard way for someone to get hatch.
That being said, I generally like the idea that players can make a "gg"-gesture *during the match* that also translates to some BP.
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His power is a tradeoff. For being able to prevent a surv from using structures that would allow them to gain distance from the killer, he has to sacrifice some of his own speed.
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As surv I hate being in that position. - I usually go find myself a gen and just do it until the killer shows up and grabs me --- or, if it's kinda early on and there's still resources left and stuff I try to get a good chase. However, if I observed the other remaining teamie didn't do anything useful the entire match up until then. - Boy o boy, I'll do everything in my power to prevent them from getting a shot at hatch. It's petty spite, sure, but some things you seriously tick me off.
On the killer side I usually try pretty hard to avoid a situation like that cause I hate that kind of hide and seek level. I do like spies though, so it's usually not that big of a problem; it helps a bunch even with them sneaky Distortion players. Though, I also really don't insist on a 4k - what's the point? - and if a surv offers themselves the other can go find hatch while I break whatever is left on the map.
long story short: there are situations where, if I know the context, I don't think ill of hiding people - even situations where I do it myself. But the vast majority of times I really hate it (especially as killer - but as killer I usually also lack context).
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The big issue I usually have with tunneling from a moral/attitude/ethics point of view is that it pretty much always gets justified with the "I have to"-argument (which in turn is usually prompty followed by a "and if I weren't practically forced to I wouldn't") ---- so whenever a situation occurs where you don't "have to" and are still going for tunneling the weak link it kinda makes the argument that leads to justifying tunneling void. While not everyone subscribes to that argument it is the dominant one in meta discourse, e.g. on the forums so it shouldn't be surprising that it's assumed to apply to a tunneling killer for often than not.
From a pub-gameplay perspective my problem is that I view this game as a fun thing where five participants are supposed to have fun. That person you made "the logical choice" with certainly didn't have a semblance of fun in that match. Personally, I think everyone has some responsibility to make a match fun - others beg to differ. Either way, the person getting removed early in such a way being pissed is the expected result - if you go for that play you kinda have to just own it and suck it up when someone gives you sh* for it.
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... I give you that some survivors don't think ahead and don't realise that unhooking someone midchase (safe for hook trades or getting someone just before they drop second/die) is usually having the same result as it had back then - just ten or so seconds later.
However, removing basekit BT would not only not change that - it would also re-invite all the elements of the unhooking situation that were deemed unhealthy for the game.
A perk being as ubiquitous on surv as BT back then usually has one of three reasons: it's neccessary to even play the game, it's OP, it's just too much QoL to pass up. The first two are problematic, the last one usually isn't. An example of the first was old BT, an example of the second was dash-DH, an example of the third is WoO. If it's the first it needs to be implemented in core mechanics (i.e. made basekit to some degree), if it's the second it needs sufficient nerfs (which DH eventually got) and if it's the last it can usually just stay the way it is.
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"(should the killer get a 4% chance to teleport you to a hook when a gen gets done?)"
ngl, that had me laugh. It's a bit off though. It should be: upon completion of a gen the killer can lunge (punch air), each time having a 4% chance to have the entity teleport him to the just completed gen. He has three attempts to do so in a span of 45 seconds. If he succeeds he gains 2% haste for 10 seconds, if he fails he's hindered by 2% 10 seconds.
Now on a more serious note: the 4% does serve a purpose; to give players the illusion of agency while effectively being timed out for a prolonged time. As for the 4% as a way out of a match; that can come from two places. Pettiness is one, being at the receiving end of unhealthy elements in the game is the other. One of those elements is being addressed soon: camping killers. Once the legitimate reasons to 4% are removed from the game we can replace the 4% with something else to keep a player engaged (idk, hit great skillchecks to slow down the timer). But that's kinda the last point in the journey.
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3464095#Comment_3464095
It depends on your definition of "properly". Completing the generators is ONE objective. The game is scoring you on multiple objectives. If you complete gens and do not: heal, unhook, give chase, escape chases, provide distractions, provide protecion hits, torch save, pallet save, cleans totems, and many more, then you are not playing the game "properly", and you will earn pips or lose pips accordingly. I play survivor, and even when the killer is afk, I know that I need to touch on all elements of the game to make sure that I do not de-pip.
The thing with that is though that those decisions are out of the survivors' hands in most cases. Someone gets tunneled? You can either make the correct play (which is slamming gens and will result in a depip) or make the play that gets you a pip (which is taking pointless protection hits and waste time healing - which will result in a 3/4k, and with some luck in a black pip, rarely more). You get tunneled without even being able to heal up? Depip - except maybe if by some miracle you run the killer for 5 gens and smh manage to escape. Someone gets unlucky and downed by an insta-down killer and gets camped? Guaranteed depip for everyone involved in the match. Killer is afk without auto-M1-macro? Depip. Teamie DCs early on which pretty much always turns into the killer stomping (if they don't decide to play nice)? Depip.
Genuine genrush, where survs bring stuff to do the gens as fast as mechanically possible is pretty much the only occasion where the survs control whether or not they depip. --- And them absolutely stomping because MMR f*ed up is the only case in which survs playing nice and give the killer some hits / downs / hooks and going easy on the last two gens is what I consider being a good sport. But out of all the scenarios, that can lead to a depip, this is the rarest one, in my experience.
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@leegawin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463790#Comment_3463790
Yes I get that there are certain tasks to do, but this is too much.
If a game ended fast only because of gen rush alone, there should be no deductions at all, unless all survivors are on 2nd stage on hook and not a single gen was done, that i'll accept.
Welcome to the "can we pls just remove de-pips already"-club. Personally, I haven't met more than maybe a handful of people who honestly think de-pips actually serve a purpose (outside of punishing DCs) --- but somehow de-pips are still a thing. It's been brought up time and time again on a near weekly basis for over a year now. Yet here we are.
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and judging by the sheer amount of people I get from the Middle East and northern Africa regions it's not as if there's a lack of people....
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what you refer to is a "pip". They are linked to the emblem system. There are different emblem categories and different emblem grades. In order to keep a pip or gain a pip you need to reach a certain emblem threshold. Often, when you finish a match in which you basically just did gens and then escaped you lose a pip because you only get the iri emblem for survival and a bronze or silver emblem for gen repairs - and no points whatsoefver in the other categories.
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463707#Comment_3463707
By reusing pods, do you mean using them as a web(placing them on high grounds/near objectives)? If so, then yes, it’s common sense to do so, but often times they are disabled from EMPs and you can’t cover the entire map with them as they need to see the entire survivor model to scan them.
For the guaranteed hit, it’s not so guaranteed. Pallets still slow him down and windows are still a solid counter to him even with the 5% haste. The interconnected tiles would still be difficult to outplay with his power if the survivor plays them smart. What this buff is going to achieve is make him able to get those close hits when the survivor holds W to a tile after teleporting or tightly loops a tile and you fall short of them just by an inch.
And there is no skill developed needed to see how little you can use his power on maps like Lery’s or the new map.
You want to zone survivors with him and keep them in the parts of the map where you do have pods. - Not saying it's easy or always possible - but if you go for "even the most disatvantageous tile for killer must guarantee him a hit upon successful power use" that means it's pretty broken on all other occasions. Add to that pallets getting depleted rather quickly since you may not get hit but you also don't get the distance you would usually get from a stun and windows being not omnipresent on all maps/all areas of the map and the whole "but there's pallets and windows" isn't a particularly convincing argument, in my view.
Lérys ... not sure if I agree but it doesn't matter: there are maps that are especially good and maps that are especially bad for certain killers. Personally, I would prefer a more level playing field --- but I get the impression it's very much by design that you can get a map where you're at a huge advantage with a certain killer -- or at a huge disatvantage.
If both players play optimally in chase, bloodlust or depletion of resources in the chase area should ultimately end the chase (note; after a first such optimal chase subsequent chases should be a lot quicker due to a lack of resources). It should not be a rock-paper-scissors game where, one side is stuck with paper and the other with scissors.
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@JustAShadow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463690#Comment_3463690
It is easy to land when the survivor is already infected. Don't forget that he still needs to waste time to infect the survivor which can be troublesome on maps with a lot of LOS blockers and the infection can still be removed with EMPs, so teleporting should almost always result in a hit to compensate for the time wasted on setups.
that kinda assumes you'll never re-use pods and always have to start from scratch with every hit. Idk how you play the killer or how the singus you went against utilised their power but at least as far as I've experienced that's not how things work. is there set up time - sure. Is it so long it justifies a guaranteed hit from there on? No.
(And as far ad LOS and aiming is concerned that seems like sth you have to develop map knowledge for and develop skill with the power. Similar to it taking quite a lot to be a good hug teching blight or getting wesker techs)
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@Redrum411 said:
can the match just end when all 4 people are slugged and dying? let the killer auto mori the last man down and match is over.
had a match where we all got slugged and killer didnt hook anyone untill everyone bleed out it was unnecessary and unfun.
problem with that one though: the most efficient way to win then would be to just never hook anyone --- which is made easy and efficient thanks to perks like knockout.
Mass slugging for kills (and imo any kind of prolonged / strategic slugging) is unhealthy for the game and the mechanics should simply not allow it to be viable in any form. Either survs need the ability to pick themselves up and/or the more survs are slugged the more the remaining get buffed to be able to pick them up under all circumstances (even if endless T3 Myers is for whatever reason camping slugs).
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@whickedchainsaw said:
If not then why are survivors so obsessed with doing generators? 1-2 hooks and gg 3 or 4 man escaped.. no fun no chase just boring pressing repair button and press a button a few times to hit skillchecks thats it. they have toggle repair they dont even have to hold the repair button. how can you not get bored?
"how can you not get bored" --- well, I suppose that's where the killer chasing squads come from who make it their mission that the killer doesn't get to pick up anyone without them getting saved right away. A lot of people call these people bullies.
On a more serious note: I can't tell if you're actually serious? What do you expect survivors to do? (assuming that you agree that people only do stuff in game that in some shape or form benefits them and/or is fun to them)
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Adren has a strong effect, sure. - But in which world have survivors who managed to get all gens powered while effectively running only three perks not earned a strong effect? To be of use the instant heal and sprint have to go in tandem. Otherwise the perk has lost most of its utility/value.
Then again, if you want to remove Adren from the meta and make it go away entirely, then yes, those are good suggestions. Question: Do we actually want that? (cause I guarantee you; it won't make survivor builds more diverse.)
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"most of us agree" - I don't think a lot of people are agreeing to that tho.
It's oversued, sure. But it has little competition and provides a mix of utility and QoL that is in no way busted. It's vital QoL if not playing as a full swf cause it warns you of deadzones that have been created during previous chases. It's QoL for newbs cause they don't know window/pallet spawns. It's QoL for people in swf and with experience cause they don't have to 100% focus on every aspect of the game and can just chat with their friends while playing without being screwed the second the killer shows up. - It's utility because it gives you valuable infor on where you should or shouldn't go - provided you can make use of that info.
If there's an issue with WoO it's not an issue with WoO but with map design. Near infinites / extraordinary strong tiles/loops won't go away with WoO nerfed, it's just that the gap between experienced and inexperienced players as well as swf and solo/duos will widen even more.
---- Personally I run it in SoloQ to know if and if so where the others have created deadzones and I run it in swf so that I can have a chat with friends while playing.
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kek. I wasn't aware "sth" was such an unusual shorthand for "something" 😂 Changed it to the long form.
But man, kinda sucks. I kinda wished there was something obvious I was missing - like how people get extra sweaty / mean when grade reset is about to happen or the rift is about to close and they gotta get those pips/challenges. I guess the past days were just a fluke then :( sadge. Back to other games it is then.
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@Göch said:
The biggest problem of all is showing the surv prestige before the game starts. Its so obvious to me, i play my p100 and 2-3 killers leave every time. I play low pretige chars and unless a random has high prestige usually not a single killer will leave. They hid the surv grade because of that and then implement this new prestige system which is 10 times worse. I really hope they adress this as soon as possible, i hate the fact that i spent like 100million BP on a surv just to not play them because killers see that BIG RED P100 WARNING SIGN over my head.
lucky you it's just 2-3 ^^
Haven't played consistently but at this point the people I play with when I do all have P100 chars --- and my o my, after going "oh, our killer has left us again" or "why is the timer at 50 again? Did another one dodge?" many times they eventually change to lower prestige chars and either don't switch back at all, or last second (which frequently has the killer DC while loading into the match).
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On -presumably- killer players justifying their lobby dodging based on the assumptions they make about the fairness of the match that would have happened if they hadn't dodged: always seems very hypocritical to me. Survivors don't get to go "mhhhm, I think I want to play against this P-whatever KILLER with purple/iri add-ons and XXXXk hours" either. You didn't sign up for MDR Cherry Blossom Spirit with Haunted, Devour and whatnot who brags about havin 2k+ hours on Spirit alone? - well, better suck it up cause it's happening if you want to or not.
So either everyone gets to get the same amount of info; access to prestige, profiles & type of items/add-ons. Or no one gets to have that.
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The point being? Is being so jaded that you just assume optiomised builds with best add-ons, tunneling, camping, slugging and generally sweating to the point where it seems like your life depends on it and you get un-alived if you lose another gen required now? I observed that my experience from a couple days ago vs today is vastly different and was wondering if there's a reasonable explanation for it.
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fair / balanced is hard to gauge. But I think gens are more fair now than they were around this time last year and anytime in between then and now.
I still think the "spaghetti gens" have to go: the maximum and minimum times it takes to complete a gen have to be even closer together than they are now.
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Idk if its just loudest but also most noticeable. It's incredibly easy to locate Leon and Rebecca based in their sounds.
While also pretty loud, Jeff, Ash and Bill are somewhat lower pitched so the echo location doesn't work as well. As for Jane... I find she has a pretty massive falloff. So while very close she's very loud but as soon as you're just a little away she gets much more quiet.
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Think it's too early to tell - but my first instinct is to put it in the same category as Resilience -- and I actually assume the people who can make the most use of either perk will actually run both of them together. Which are those people? - People who are already good; who don't need a health state to get to a safe place and then do the actual state. People who're fine with one health state cause they usually don't give free hits. The extra vaulting plus the minimal extra speed turns some loops effectively into infinites (Dead Dawg Main e.g.)
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Overall I like the changes to healing, tbh.
Though, I do think two things could need some attention; for one, Sloppy needs close monitoring. There's plenty of M2 injures where sloppy doesn't apply - but there's also plenty Mangled/Hemmorhage add-ons to help with that. Maybe how Mangled / Hemorrhage works needs fine tuning somewhee down the road. And second, there should be a more noticeable difference between a brown and a purple medkit. There is rarely ever a scenario where it makes sense to choose a medkit to heal others over a perk to heal others. They are still most valuable as a personal item - just that now you really wanna have them brown medkits cause they have the best ROI; same value, smallest cost. The yellow, green and purple med kits need, imo, some nice other stuff to make it worth healing other people with it. Idk, that healing someone from mending state is much faster, or healing someone off the ground, that grunts of pain are reduced / silenced or whatever else have you that doesn't change the speed of the basic heal but is still valuable in a significant number of contexts.
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I love both Desperate and Leader --- not for the hit tanking (that's still finnicky and then often invites tunneling the just unhooked; often it's better to just do a trade) but because it throws many killers off their timing - and usually gets you an unhook even through save the best or if unhooking timings were slightly off, which would usually have meant you get grabbed.