HexSlugged
HexSlugged
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its not darth vader or an anime character suggestion so im on board.
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I dont think june 25th is a month ago mate.
ive never played the event, never will.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097221#Comment_4097221
I'm just saying that game currently isn't as miserable as people say. i do play nice as killer, but going against Ghoul, Wesker and Blight with most meta set up, tunneling… I don't blame anyone. i understand the frustration on both sides. it's boring to go against 4 sprint bursts, yes… so is going against killers like Knight, ghoul or First
every single killer in the game is boring to someone and so is every single perk.
this isnt at you specifically but boring is a meaningless buzzword in dbd.
if we take away every part of the game that people find boring the only thing left is the main menu.
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my issue is that the game isnt over when 5 gens are done. thats still a situation that can be won or at least a hook secured. i would say if a change was to be made its when gens are done and the gat was opened.
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@Elan said:
You think game is miserable for killer, let me tell you how game looked 4-5 years back.
→ Instaheals (you hit someone, they poped styptic agent and were fully healed), you downed someone and before cooldown ended they poped syringe on them and back to full health
→ Infinites (not only way bigged maps, more pallets, way safer loops connected to each other but also windows you had to vault three times to catch someone or run bamboozle)
→ Way bigger maps (fe. fractured cowshed wa min 4x bigger, had big O of connected loops on map edge, Thompson house looked like Laybirinth)
→ Dead hard for free distance making every single (12 total) chase insanely long
→ DS worked for 60s when reparing, healing, everything
And so on…
Please, don't tell me killer is frustrating, because you didn't play in era where killers truly were frustrating
ok so that doesnt mean that someone cant find a different era frustrating. invalidating someones opinion because there was a time where it was worse doesnt make much sense
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honestly she would feel alot better if you didnt lose momentum after TP. if your moving forward and are holding w and you tp you have to accelerate forward. this means that when you tp you are not moving while the surv is so you instantly have to catch up which is hard if there are pallets every 10 feet.
I miss alot of tags due to the fact that many TPs the surv gets to move outside of hit range before i get the option to press m1
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killer instinct is not on every killer and is on less than half of killers. its how the powers work. which by the way, killers are supposed to have powers and tools, there is no game if you want killers to have no hunting tools lol.
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@cammoking123 said:
Can we stop talking about survivors handholding when killers get their handheld just as much if not more? They put red mist, screaming, and killer instinct on Jason because they didn't think killer players would be good enough to use his power without handholding. They're nerfing elusive because god forbid a killer have to use his eyes instead of relying on the bright orange marks on the ground. Elusive is really exposing how many killer players use scratch marks as a crutch.
its exposing how a core game mechanic that the game was built and designed around is a crutch?
Then pallets are a crutch for you.
what a ridiculous thing to say. The forced tribalism is really old.
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i have not experienced any sound issues with them, not that i encounter either all that often
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if jason was the only killer that could cover end gates oppressively then there would probably be a good reason to address that but if im playing wraith, twins, hound master, trapper, singularity then your extremely unlikely to be getting the gates opened.
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i would say if there wasnt exhaustion every surv would be 2 blocks away by the time he could move after emerging lol
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@DeadManWalking said:
It’s such a cheap ‘tactic’ and guarantees a win at the start of the match, I actually can’t believe it’s still in the game in the big 2026 🤣
typically in pvp games and competitions in general you dont go easy on your opponents because they are playing poorly.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4097000#Comment_4097000
i find im good enough on survivor to give the killer a challenge with out needing broken perks
a perk doesnt have to be broken to like or dislike it.
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I do yes. Just because i dont like going against something that makes my job harder doesnt mean i dont understand that it needs to exist because i need a challenge and opponents need a challenge so im also using things they dont like either so its all good
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096729#Comment_4096729
If there's one thing i think should be an absolute in this game is that people should base their opinions on their own experiences. I hate how much CCs and clip farming videos sway people. If you're not really seeing this perk, and you're not using it yourself, then why are you worried about? I play a lot and I base my views on what I experience, and unless I see a consistent problem and not a one-off incident, I don't go off about it. This is another reason nothing ever changes—nothing is allowed any time to settle.
Imagine if Lucky Break came out now. The response would be crazy. "Why do they get rewarded for being hit" "how is the killer supposed to do their objective if the survivor can zoom away with their speed boost and disappear?" The killer isn't really advancing their objective getting a hit with LB if the survivor escapes. I just run to a teammate and get healed so I can do it again. Works even better in SWF.
CE needs to not block EVERYTHING. thast my only issue. block auras fine. block scratch marks fine. block blood fine. not all of them.
I can agree with this. I don't really think the aura part matters though. There are few aura perks that work in chase. I'm All Ears and Predator I guess? And again, those could get changes that make them more viable. Maybe Predator also causes a scream and give a noise notification. It could use a buff, but something should cause said buff.
if this was used by a 4 stack who is capable of staying alive in chase more than 10 seconds, i would rather just DC and im against DCing
But, again, what's the difference between this and four other 4man coordinated perks. Four SBers are an auto loss for me unless i get nasty. I hate it, I complain about it, but it is what it is.
maybe its egotistical but i have played the game off and on for 10 years and i "think" i am pretty good at have even headed opinions(except when im being bodied by a survivor team in game lol) and while you are not wrong in that personal experience(in some ways) is a better way to form an opinion i think thats not necessarily required with someone at my level of game knowledge (not that it means i am 100% right or right at all)
there are easily 50 perks we could both name that are useless in game and we have never even used them. Now we dont have to have used them to know they are useless. we know they are useless intuitively because we didnt boot the game up for the first time and we understand what numbers equal to more or less.
This is how i feel with CE.
I think i understand the game and chase enough to recognize issues with it even if i dont have alot of experience personally.
that being said to be clear my mind can always be changed but with my experience and my game knowledge i just dont see this perk not being old dead hard problematic(worse actually, old dead hard wasnt THAAAAAAAAT bad tho it did need a nerf) if adopted large scale with people who understand the fundamentals of the game.
I also like to form opinions and argue for things even if it doesnt directly impact me. I do care about other people experiences.
for example, i have no issue with tunneling and camping. killers have every right to do it. but i also understand thats not a fun experience for the person its being done to and ive had it done to me. SO i do not try to tunnel or camp unless i believe its the smartest move in the moment but i dont want people to be miserable so if they arent playing dirty but my main build on killers can get very nasty if i need it to (the third seal, ruin, thrill and undying tho i will make changes but my builds really rely around the third seal, i truly believe its a completely slept on perk and can be one of the strongest perks in the game excluding comms.
I know that slugging a person when it isnt needed isnt fun. its valid, but not fun and i have empathy so i wont seek to remove someone fun intentionally.
same as with perks. even if idc about the perk or it doesnt affect me directly ill still form an opinion and argue for or against it if i have sufficient info to do so.
the difference is (imo) between a coordinated team and this stack on ateam is literally how powerful this can be with competent loopers. the swf parts irrelevant so far in my calculations, its simply what can a confident looper do with this perk on especially if added with a comms team that knows what they are doing.
With swf teams if they arent the overly altruistic type(which while insanely annoying is also easiest to beat) taking the tools they all have already and add in the ability to get out of chase "free" so easily with no cool down and no real limitations when it comes to how loops themselves are set up with TL walls and other square tiles, buildings, or indoor maps.
Does ce matter at a half height loop? not at all. on lerys or some of the mains or auto haven type tiles, i see CE as being insanely 1 sided when used by people who can already loop well. If the perk remained as is and did not become meta then not that big of a deal to me. if this perk as it is became meta and multiple people used it per match like they do other perks im quite scared for the future of my chases because for better or for worse i have spend 1— years understanding chase to work a certain way and here comes a perk that completely upends that. if i could turn chase music down so that i can really focus on environmental sounds i genuinely would be more likely to be ok with the perk existing because i can and have killed people over hearing footsteps. but man its really hard to catch it at times when your hearing pots and pans smashed together in your eardrum at max volume.
as another aside, just wanted to say i enjoy talking with you. ive read many of your posts and you have never been spiteful or rude as much of the community has been (i have been a bit snarky at times myself tho i dont approve of myself doing that) and even though we have different perspectives i find this to be a good quality conversation and i do appreciate your perspective.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096625#Comment_4096625
They buffed him, his T3 after rework lasted 45s but people complained so they buffed it back to 60s
45 still seems long. what was the complaint with that? it lines up with/is longer than other exposed status generatinb perks AND you get other goodies with the power
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096698#Comment_4096698
The thing is I don't care about this perk at all. I didn't care about Fast Track either but I still argued against the nerf because I think this community has a pattern of getting caught up in a tornado of echo chambers and hyperbolic parasocial panicking. We doom and gloom about every little new thing while also saying the meta is stale. The meta isn't going to be changed by nerfing literally anything that comes along. Even fog vials, which were mid on release but still had the potential to change things, we're nuked because of whining. People always say they want change but they clearly don't because they won't allow it to even occur.
Now i havnt used it as a survivor yet, so im open to having my mind changed whether through using it or engaging with it as a killer, but it sure seems scary and the encounter i do know i had with it was not fun.
You're basing this on a single experience? Maybe it should be a bit more than that. If I was going to rail for against a perk, I'd test it thoroughly in customs or on pubs. It's one reason I'm not very passionate about this (Fast Track i at least played with and against a lot). CE is so far a non-entity and will be even more so after the nerf. We're arguing about a perk that's already doomed.
But again, what your describing is already in the game. If I hit someone with Lucky Break and they disappear around a corner, my chase is over. They're rewarded for me landing a hit. I am that Lucky Break user, and I escape about 90% of my first chases before the killer realizes I'm running it and smarten up. There's another point too. If this perk became common killers would get used to spotting it and adjust quickly. We have this same issue recently with the Black Banquet. Everyone knee-jerked about how bad it was immediatly and didn't wait to figure out how to work around the survivor effects.
I don't think 4.4 on ranged killers should change but yeah, it doesn't feel great in the moment a lot of the time. My problem is the SBers. Huntress does at least have the ability to get crazy crossmap shots with skilled players. I main Henry and if they pre run with SB to the other side of the map when I don't have undergate available I just can't even be bothered to slowly float after them. I'm not trying to complain about my A tier killer who I do fine with stats-wise but I get the idea of the micro not feeling good even if the macro results are solid.
it is not soley based on my experience no, hence why ive stated i am open to have my mind changed instead of a set conclusion but with my own experience and watching videos of people as survivor using it and killers dealing with it mixed with my pretty good knowledge of the game and how chases function that it sure doesnt seem like a healthy addition to the game.
I dont need to play gainst it 50 times to collect data points to form an opinion. this is the only perk minus old dead hard that i have ever directly called to be nerfed.
I do not hold a position that annoying=bad/nerf needed
but i do hold the opinion currently that this perk is not annoying, its just good in a very bad way.
lucky break at least requires you to take a damage state therefore even if you lose them in chase you did progress your objective and the time wasnt completely wasted. CE doesnt need you to be hit and you can get away with the killer gaining nothing towards his objective.
i dont have a problem with most any of the perks people complain about. Im no doom and gloomer. I get frustrated about some aspects of the killer experience like more and more pallets but it is what it is and i still win most of my killer games so i can be annoyed all i like but its fine.
This is the only perk that everything i know about this game and how chases function is absolutely horrible for the chase experience from directly experiencing it and perks like that locker notification that isnt real that causes no scratchmarks as well can be annoying but thats far more limited than what CE can provide.
CE needs to not block EVERYTHING. thast my only issue. block auras fine. block scratch marks fine. block blood fine. not all of them. footsteps especially when you can just remove those to are not sufficient as a tracking tool and if this was used by a 4 stack who is capable of staying alive in chase more than 10 seconds, i would rather just DC and im against DCing.
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@TheSableSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096703#Comment_4096703
I strongly disagree about Lithe being a bigger issue.
As a Ghostface main, I can't tell you how many times I've snuck up on someone, fully stalked them, then right as I'm about to get the down they SB to main building or killer shack.
That turns an instant down into a long chase. I've lost countless games just because 1-2 survivors have SB. And if all 4 survivors have it?? Basically unwinnable, unless they're trash at looping.
And now that Vigil is meta, SB is even stronger AND more common.
ok well if your a GF main then i totally see why you dislike sb.
I used to main gf but these days when the entire game is speed hacks he has a hard time
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i dont use it on my survivor, i use lith sometimes but otherwise i dont use exhaustion.
I dont think sb(and im a killer main) is really that big of a deal. granted ive played against sb since the beginning of the game so its just something thats a natural expected part of the gameplay loop these days and its not a huge deal to deal with. if all 4 survs run it its annoying but i think there are better perks to address. Lithe is far more annoying to me as sb people do it before your even in chase, lithe users do it the second you actually start the chase and then cancel the chase out. typically sb people dont truly wait for you to fully commit, they want to maximise their distance so they run early and if they are far enough away you just ignore them and they wasted it.
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you can change the color of scratch marks to a shade thats a bit brighter. there used to be a perk that made the more visible i think but it was reworked long ago
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laughs in krasue lobby
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096683#Comment_4096683
if the game had been designed to work off footstep tracking alone then sure, its annoying but fine. but this game was not designed for that and its the most powerful effect in the game at the most important time in the game minus maybe noed and end game.
This is the problem. The options on how to appraoch gameplay are too limited and, as much as people complain about that, any hint at change is met with resistance. If perks like this actually got popular it would be great for the game, because the proper response isn't nerfing them so the loop remains stale. It would be new killer perks that negate its effects, or a change in popularity of some perks, like Stridor. We are never getting any changes in the gameplay loop if we cry about every perk that changes it.
right now the game isnt even at 1 per game yet and if it did i think your opinion would change bvut i could be wrong
One wouldn't be an issue. It's no different than having BBQ against someone with Distortion. They get to avoid being chased, thus shifting the burden to the other three. I'd just ignore that one CE person the way I ignore pre-running SBers. If it were four people running it then sure, it'd be an issue, because lots of perks are this way. Four people running shadowstep does make the effect basically map wide, and it makes everyone untrackable. Sure you can snuff it, just like you can end Elsuive with a hit, but they can just relight the totems endlessly. Four SBs and Vigil is indeed game-ruining for me maining a 4.4 with a short-range ranged attack. A whole team running Self-Preservation and Babysitter would be hellish for anyone who finds their next target at the hook. That's just the game. Whole teams of coordinated or synergized perks are a nightmare.
i am in agreement that changes are good. im not agaisnt changing the game, it is stale and suprising that after 10 years there isnt more than just do gens in the game. and lots of perks shake up game flow to some extent, im just not convinced this perk is the answer for that and it doesnt help that besides you, every person against CE getting nerfed wont actually argue why it shouldnt be nerfed. you actually have a position to take even if i view it differently.
i want game changes made that are fun, and while ce is fun for survivors its not fun for killers at a level where its beyond the senseof 'i dont like flip flob because it makes it harder for me to engage in X scenario" but its not frustrating to play against or as consistently powerful as i believe CE is when used properly.
im terrible at writing, i meant to say that if it go to the point where there were multiple users of the perk in a match it would be annoying like when there are 4 sb users in a game but a single sb user is whatever.
Now i havnt used it as a survivor yet, so im open to having my mind changed whether through using it or engaging with it as a killer, but it sure seems scary and the encounter i do know i had with it was not fun. i would have rather ran a tile with 4 pallets to have to chew through before i could get to him. if only because i feel that i am still able to fight towards a down. getting disoriented and confused in a chase repeatedly is just something for me that drastically ruins my enjoyment.
and i think a big crux of my cocnern comes in as if it was CE as a vacuum, sure whatever. there are so many other chase and speed bosts and stuff that can go with it that again on decvent players, chases become a slog and not something thats just about how long you take to down them but on whether you just wasted 60 seconds for nothing.
as an aside i bought the baby yaga skin(insanely cool) for huntress and played her for the first time in like 3 years (and ive never played her more than like 15x in 10 years) is how insanely slow moving she feels. she feels slower than hag and some matches on hag im like ######### is this speed(but i presume hag feels faster because shes smaller) but playing huntress i actually felt slower than survivors and there were some points i wa just watching the ground move and trying to determine if i was running at the same speed as a survivor.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096671#Comment_4096671
There are already perks like this. I've had people run SB, Vigil, Ghost Notes, and Lightfooted. They're basically untrackable all game, not even situationally. I've had full stealth teams running multiple Shadow Steps, Distortion, Iron Will, Lucky Break, etc. I get like two hooks in those matches if the map is dark. The problem I see is two things: killers feel entitled to the typical gameplay loop of chasing a survivor around some walls until they eventually get a down, and everyone is so used to not having to think or use their eyes that these perks mess them up immediately. It's the same for me as killer. I always run some kind of aura. If that gets shut down I'm in trouble—because it's a crutch I've leaned on so long. Nurse's Calling wins me matches as my main. Recently I've been using FttE because it circumvents aura blockers. I sometimes use Infectious Fright for the same reason. I'm at least aware that the problem is me.
It's also just a fact that perks win matches in the right situations. They do it for me in both roles. I also run a chase-ending stealth build myself as survivor. I go many, many matches with zero hooks and can attribute a huge chunk of my successes to my perks. But I wouldn't even bother with this perk. I like what I have better.
your not wrong but those require multiple perks stacked on each other to get the effect, other than lightfooted, CE has it all wrapped up in one.
I dont agree that not liking this perk is from entitlement because thats not the case(for me).
The most unfun points in the game for me are when i am not actively playing it such as entering chase tracking somedown to start a chase or hooking or making or defending plays. I absolutely hate spending 30 seconds chasing someone and not ever getting to spot them and on loops that have multiple ways out, a 1 second hesitation or wrong look and theres 5 plus seconds of catch up time and growing till you get on their trail.
This is a perk that i feel breaks the mechanics of how chases should work. and i do not have time to have all my tracking tools, be engaged in chase, all of a sudeen the trail stops, i hear nothing, see nothing and there are multiple pathways and LOS the person can be behind and do that over and over allow while they already have the benefit of pallets everywhere vaults and everything else.
i dont care if the guy whos using it is a guy who runs into a rock in chase because they arent using it well. its the people who are already dangerous in chase that can use this perk to an insane degree in a game that is going quicker and quicker.
because its getting nerfed this wont happen but what if this perk got to be windows or ds popular. do you think that would be even remotely fun to deal with?
it would mean that every chase ends up bypassing the very mechanics designed to make the game playable.
if the game had been designed to work off footstep tracking alone then sure, its annoying but fine. but this game was not designed for that and its the most powerful effect in the game at the most important time in the game minus maybe noed and end game.
chases are already frustrating for both roles, this is in no way possibly fun for a killer to deal with.
other perks can be fun to deal with or at least just a "yep there goes the sb"
i can go shut off a boon though, its counterable(and rare and not mapwide)
i cant shut off your elusive unless i have no TR.
the perk wasnt supposed to be used by the person being chased, it was for someone else following the killer or a more memey intention.
i genuinly think it doesnt seem problematic because its rare.
1 person on a team with SB isnt annoying. 4 people with sb and vigil is.
right now the game isnt even at 1 per game yet and if it did i think your opinion would change bvut i could be wrong
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096605#Comment_4096605
There are people that dont play nearly as much as I do that deserve to have enough cakes to last the rest of the year too. Why are the cakes being balanced around the players that already play a LOT?
because 1 million bp will 27 matches worth of cake which by the time you finish 27 matches will have paid you back like 10 mill bp or soemthing if everyone else is using them to.
There is no cake shortage.
they also started by giving everyone 10 mill so that is like roughly 500 cakes that everyone got if they spent the bp. my math is certainly off but the idea holds true
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@kawaiibats said:
Unfortunately I do feel that if you gave him every trap at the start, almost every player would set up all of the traps on basement or just one strong spot. He would then become pretty strong against uncoordinated teams who won't let someone die and it'd just be the most frustrating gameplay. He does need something preventing him from placing many, many traps in one area like the 3 gen immediately.
Obviously trapper is an incomplete killer because he loses the first half of the match to grabbing and setting those traps up. But I would want to be careful he isn't encouraged to sit in one spot starting from second zero.
I do like the idea of the traps spawning armed in useful places like windows/pallets though just as a start of course
you already can do that, its an addon but thats not the playstyle most trappers use though its super fun way to do so. basement trapper does require a bunch of luck, you kind of need to run bloody coil and the honisg stone one or imo its fairly trite to get past a trapped shack.
the few times ive done a bsement match, i feel the sweat on my brow as im fighting the time to get my traps up before anticamp kicks in and or survs bullrush through and i cant get set up.
I like moving around though so i dont play basement or single area trapper even to my detriment.
trapper definitely isnt strong enough in general to have to spend the first 2 minutes unable to do anything at all while survs get unpressured gen time. and if you pressure at the start you are as pure m1 as it gets(which you can win still but good luck) so something really needs to be done for his early game even if it was just 4 traps he started with. or traps being focused more at the center and not on a corner of the map that will take 10 seconds to walk to.
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what skin is hunk for?
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@cogsturning said:
I've seen it twice on non-adepts and one adept hunter. It affected nothing. I could still hear and see them. It's too situational. You have to have an LoS breaker and if you hide, you have to get lucky. It's like Lucky Break in that way, which is what I'll be sticking with.
And yeah we'll continue to see endless Jasons because he's a massive money-making ptw. With how things went with Ghoul I wouldn't be surprised if it was a year until worthwhile nerfs happened. I just don't know what's going to happen until that. The queues are massive and I can't be the only one who doesn't want to play survivor anymore, nor do I want to wait in line to play killer. He's throwing the whole game out of whack.
now combine it with lightfooted and what tracking do you have access to? ive only knowingly encountered it once (knowingly) and because this person was a good looper i was able to immediately tell it was in play and i will not ever claim to be high mmr, im not but i am a good killer with a pretty good kill rate on preferred killers and it can be absolutel;y nasty. do i think its dangerous or problematic on your average soloq dwight? no. on dbd addicted sables and aces and stuff, yes they are busted. and again if there wasnt extremely loud chase music you have to listen past for the footsteps that arent very precise, have to be very close to you(like depending on the loop you wont hear footsteps if they are on the opposite side of a loop tile) and if they slap on light footed, then you lose everythign except for very faint breathing sounds if your lucky and thats not acceptable for a tracking tool.
the game ceases to function if you remove scratch marks and while having perks that remove them in situations is fine(stealth survivor here) this specific use case is not ok and its not what the perk was designed to do clearly.
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@kawaiibats said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096598#Comment_4096598
I'm not entirely sure what you mean by this. My implementation would not let the tunneled player offer any extra protection to the other players, though an old version of behaviours might have given long invincibility for instance.
i guess im unsure how your system can account for tunneling as needed. for example if i am down 3 gens i really gotta start getting the ball rolling so i dont like the impact of being penalised because i have to tunnel.
I dont think tunneling should be penalised per se though i do recomend it has use cases which are very unfun.
In my perspective tunneling isnt really anywhere near as frequent that people claim at lwast in my servers.
if im accused of tunneling its always inadvertent. i move on map and you run in front of me, if im not already in chase or have a strategic need to go somewhere else, i will take the chase.
i feel the current system for handling slugging is fine though im not against it being changed, i just dislike if a change will penalise me for doing an action that im not doing maliciously like others might be doing.
and if i played a normal game i dont want to chase a guy who already takes 2 loops around the map in a straight line to catch up to now take 3 loops when i need to get this person out.
that being said i originally ready your message while working so i hadnt fully caught what you were saying.
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@sethseth12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095497#Comment_4095497
So maybe allow for a faster gen efficiency with two survivors everytime something like this comes up and I wish we could buff the survivors I rue the fact that they're so busted because blight exists in the game that we can't give them anything hashtag nerf the s tiers
the reason survs spawn together and not apart without an offering is to slow gen efficiency. gens are already pretty fast to finish with 2 people on it(though not as efficient overall as 2 people doing 2 different gens) and this isnt an issue that requires gens being quicker or an issue that needs to be addressed at all. survs should typically being split up to do gens, thats what is efficient, not multiple people on gens unless you have no idea where the next available gen is.
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ive won most of my games against jason. if your team mates didnt all just sit and crouch when hes in his power and wast 20 seconds walking up to a gen to not get spotted and then work on the gen so you could be spotted and thus just given up 20 seconds that accomplished nothing but lost you gen time and the team actually all hopped on gens when hes in hios power, he is absolutely fine.
he is op when survivors refuse to take a risk and get on a gen and be ready to run.
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the issue is is that theres not really a good consistent way for dbd to actually track your skill. it has to go off of kills and escapes which can happen due to skill, none o it or a mixture.
there are escapes as surv where we only escaped because of what i did. and games where my actions had nothing to do with us escaping.
Ive won games as killers because of skill and ive won games because of an idiotic play that just handed the win in my lap.
this is before all the gacha combination of perks that do things that influence things that are or are not in your control.
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@Aven_Fallen said:
Who would have thought - a Perk which was called "problematic" or "OP" before it even went live is suddenly not even used. We never had this before. Completely new experience that people overestimate a Perk by that margin.
BHVR shouild note down the names of people who always think that a Perk is overtuned to just make sure to NOT listen to those anymore.
a perk you have to buy that the only people who will know it exists or its value are people who are major dbd fans and keep up with everything. It may very well not end up popular especially since they are preventing the perk from doing what it wasnt designed to do (be a chase perk) but every other perk thats popular and meta didnt start out that way.
sprint burst didnt used to be 90% of games. ds wasnt at least one every game. windows.
resurgence ect. they take time to be aquired, popularised and most importantly a large enough group of players who know how to use the perk effectively unlike back in the day when SB users or dh users would just dash into a wall and now that very rarely happens because people learned how to be effective with the perks.
corrupt, pop and other similar killer perks didnt use to be in 80% of builds either. people had to discover them organically or through content creators showcasing the perk and then they had to actually buy or get lucky with the shrines for the perks.
the argument point that its not super popular right after release when most players wouldnt own the perk or be aware it exists and gain how potent that power can be if used properly is just not a good one even if the perk was never nerfed and didnt become powerful.
but i have encountered one match where it was used by someone who knew how to use it well and it was incredibly unfun.
people who arent great at using it sure thats not that big of a deal but there are enough people who are very good at the game that this is horrible to go against
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@TheGoon224 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096607#Comment_4096607
the road it took me to the third worst killer in the game and goddamn do I enjoy playing her.
could you explain how to use her drones properly? o have used her a few times but not spent much time practicing her and i have watched videos of her matches but im not really understanding what value drones are actually providing. I find the little radar hard to understand or whats causing it to pop up because i dont recall her power saying why her radar shows people sometimes and not always and i couldnt tell if my drones were accomplishing anything when using her
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only 1 perk rewards you in chase?
you really gonna stick with that story?
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@Rokku_Rorru said:
Myers was deffo overkill the buffs they gave him, he doesnt need to be able to break pallets with his dash, or at least reduce the duration Tier 3 is active, it's way too strong.
Spirit at least holds her own vs Dracula.. Pyramid head on the other hand is so clunky to use.
Jason like Myers is overtuned rn.im actually quite suorised they let his t3 last for so long. honestly i would have expected its duration to be like half of what it is.
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i have to hard disagree as a hex perk only user.
Hexes can be game winning and incredibly oppressive as they should be. they should be often more dangerous than standard perks that cant be disabled.
but hexes can be disabled and often are very quicly at the start of the match and thrill is the only perk that can keep them up a bit (unless you forgo a perk for undying and then with thrill leaves you with 2 hexes and thus 2 perks.)
even with thrill you can wipe out hexes quite fast and just because some killers can defend hexes easier than others doesnt mean all killers can do so and you making hexes objectively worse and harder to defend when hexes spawn next to survivor spawns and in the open and most killers cant patrol hexes and gens and chase at the same time you are just damaging a playstyle that there are perk builds that completely decimate hexes.
I refuse to accept my playstyle being nerfed because you dont like how a specific killer is able to protect a completely removable and inconsistent value playstyle.
and while i understand your compensating for the changes and i dont think they are all bad, i dont think the base cleaning of hexes should be increased, it should be hex focused. they can be oppressive without thrill and thrill makes it harder to clean at the expense of another perk which i think is good.
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i mean, i get the furstration when your used to having more in previous years, but you still get pleeeeenty of cakes and so many people are arguing that they dont have 1k cakes stored on each character and i dont see that as a valid argument point personally.
I suspect behavior doesnt want half the playerbase to have cakes to last all the way to and then past the next years event which while i dont see as important i can see why that might be a business decision.
but theres still plenty of cakes.
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i know everyone has preferences but i really really dont want any more anime haircuts and goofiness in dbd.
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if you use tunneling to body block or protect an unhooker you have no argument against being tunneled in my opinion.
there are already multiple perks that help the unhooked to help you get away but if we are offering a solution to tunneling because people use the tunneling offensively than no solution is needed as it ceases to be the more problematic form of tunneling the second you use your protection as a weapon and not a defense.
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the begging for under hook heals or in the middle of the utah flatlands when killer isnt in chase and had left the hook 10 seconds ago is absolutely mind boggling. or refusing to heal when you are in an actually safe location.
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@GentlemanFridge said:
I mean, I dunno what the counterplay to CE is, other than hoping you don't get an indoor map.
its obviously to accurately detect and directionally locate footsteps precicely all while loud ass music is blaring in your ears and they pair it with light footed so you cant even hear the foot steps.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096572#Comment_4096572
Like I don't get the last sentence are you expecting that survivor perks should make it fun for you to play as the killer? They are meant to be something that helps survivors not something that makes killer have more fun against them. Like what survivor perk makes killer have more fun playing against it seriously?
i dont find playing against survivors with spint burst, ds, urban evasion or whatever unfun even if they makr aspects of the game more difficult for me. more difficult does not necessarily equal unfun.
cross examination feels horrible to play against just as in getting slugged is unfun or other types of game interactions.
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096556#Comment_4096556
What exactly about the perk is so overpowered? I use it and I can say it only works on bad killers, the people who rely on the bright orange marks on the ground instead of using their eyes.
ah use your eyes is always usefull when an entire map can be walls and los breakers and even with scratch marks can take an entire loop around a map to make enough distance to even see a survivor your tracking with scratchmarks or blood trails.
and these are perks that most of the dbd playerbase doesnt even know exists to be frank and has to be purchased.
i dont tend to look at surv perks much but i did go against cross examination in a match once and it was obvious in play without checking their perks first and no, it was not even remotely fun to play against.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096414#Comment_4096414
Why would you need to investigate when you (meaning the dev team as a whole) said the spawn rate was intentional?
Though I do understand not wanting to say X. I personally like to call it the social platform formerly known as Twitter. 😂
i think shes saying that they were under the assumption(i guess) that last year didnt give as many cakes as people hare saying they got
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@kawaiibats said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096460#Comment_4096460
Right, and I agree with you that's what happening. But my question is this: how do we stop incentivizing survivors to abandon their teammates?
I think the hatch system is a serious issue because the killer "needs" to use that third survivor as bait/dead meat just waiting there for as much as a few minutes.
At bare minimum you gotta let the person on the ground who has no hope of the exiting the trial alive to turn into a bot. This would save 999/1000 matches allowing players to get into games while a bot lies down for them.
Unfortunately that is against the spirit of the game, but they're going to die regardless. Let them die, and then if BHVR seriously think the hatch duel between survivor/killer is fun, start that event immediately.
i dont disagree either that hatch is an issue but i have no idea how to adress that. I understand the solution its implemented for but it has caused other emergent behavior which can definitely be lame because of it
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@kawaiibats said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096257#Comment_4096257
I want to note, in 90% of games, this is not quite right. "Abandoning your teammate" would only happen if the other survivor were trying to save you. Generally, once generators can't be completed, many players play for hatch on their own. (I'm sure you knew most of that though)
i do know that but it is a team game so the intention would be to attempt to assist your team mate and so if they decide to play solo when there is still a team in game they are in fact abandoning you even if they arent hitting a button that says abandon.
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these are all things that have been suggested repeatedly for many years. behavior is aware of these suggestions and for reasons that tend not to be shared with us, is not going to happen.
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@QwQw said:
I'd be fine with a skinwalker, but if they add one I want it to actually be accurate to native legend and not some generic, spooky, tall man the internet has turned them into.
I'm also not Native American however, and I don't know if they would take kindly to a creature that is so feared and evil it's name is not even to be spoken being turned into a playable character in a video game.
i mean they dont really get to control what mythical creatures other people decide to implement in their games. there is also already skinwalkers present in other major and small games.
also, native americans are not all 1 identity group and belief systems. skinwalkers were not universally believed in by tribes. the skinwalker is primarily anavajo belief not a blackfoot tribe belief.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095453#Comment_4095453
My guess is there's either a base MMR that can't be dropped below or it takes hundreds of matches. I wouldn't expect changes that quickly. There are only four brackets. You likely stay in one for awhile. The amount of MMR you lose also depends on your opponents' MMR.
I'm just proposing that the penalties don't seem to mitigate it meaningfully, at least in my experience.
if that's the case then the penalities don't need to go away, they need to change. But I personally think it's the way the game feels that's the issue.
I believe this game's biggest attitude issue is the lack of killers feeling rewarded for anything but sacrifces. If The Entity wanted blood instead of death and it was gained through unique hooks, I think this game would do a 180 in player sentiment. As it is now, you can have an 8 hook game, but without kills you're rewarded with "the entity hungers", a 0k on your stats, and tbagging at the gates. If killers could still feel accomplished by filling a blood meter or something instead, they wouldn't feel the "need" to tunnel or 4man slug, and then those could also be addressed mechanically too.
but there are a lot more players like you and I that would still at least try with a bot on the team
I disagree with that. I'm one of the very few people who won't even use the abandon feature. Almost everyone else does the moment it pops up. If DCs were as free as abandons I think the game would cease to function.
I think the driving factor for everyone is different. For me, it's unfortunately numbers. For many, it's winning. Fun is pretty abstract and I can't say I have much of it. Maybe in SWF or in customs. That's probably the only fun I have, and it's essentially external to the game itself.
why do you play if you dont have much fun?
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hm sounds like there needs to be an instant mori on the last survivor so that your slug can end quicker over an abandon feature when there is still a chance for your last team mate to save you. I think thats a better idea than abandoning your team mate.