HolyDarky
HolyDarky
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I don't really understand why players claim that this combination is too strong. Yesterday I had a few survivors matches and two killers used that combination. The first one was against a Pig (WA, Franklins, Pain, and Pop) which only got one kill. She could have gotten more kills if she had GE, Corrupt, Bamboozel, or NWO instead of this combination. The second match was against a Myers and he got three kills but not due to this combination - it was on Haddonfield and we had SoloQ issues that coast us the match. However, I saw him randomly looking for survivors which means he got no/little value from the combination. In both cases I had a Toolbox and once the Toolbox was empty, I realized WA and picked up the toolbox and walked to the edge of the map and droped it there. Year, it wasted some time but in the end these killers had no value from these two perks which is a great trade. If the killer hits me with Franklins during a chase, I would relize Franklins and would pick up the item later to deny the WA.
In general, survivors will use their toolbox at the first generator which means you will get no value from Franklins and if you are a little bit aware of what is happening, you will notice the WA → pick up the item and be a bit careful/look around when you're oblivious and no other teammate is in a chase. If you use a medkit, you can drop it at the start of the match and come later back when you need it → no Franklins or WA value. I've already saw some survivor that did this. If you have a Flashlight, Flashbang or Firecracker you must be a little bit more careful. However, if you lose your item, you can sit on generators to pressure the killer on this way (the killer can only have two genperks) or if you really want to rescue, palett-saves are still possible. You can also use OoO to get value from the killers own perk or run Distortion to prevent the aurareading and when you notice the Perk due to Distortion, just pick up the item.
Overall, you can counter this combination on so many ways.
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@ProudRinMain said:
Hello! Is it possible that Spirit will get this skin in the near future on the main game? Sadako will have one of her mobile skins on the main game tomorrow.
I really hope i see this skin for Spirit as i really like it! It’s so delicate and have always loved her kimono skins.
I really like the Spirit cosmetics in the maingame but the ones in the mobile version look beautiful too. DBDM also just released the Marionette Skin for Spirit which looks so good. I really hope the developers get these cosmetics for the main game. I'm also very happy they got the Onryo Skin for the main game because this skin looks amazing.
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@NotJared said:
There's (infamously) an extreme amount of toxicity in Dead by Daylight, and I think being able to deduce which other players who are not playing in a playstyle that you enjoy serves as a tool for unkind players to make the game unfun for others.
A couple patches ago, Offerings were presented both on the pre-match screen and in the pause screen in a random order.
I think this obfuscation was great, as it allowed players to play however they wished without fear of getting tunneled or griefed by other players for the choices they make.
Since the Offering order has been restored to match 1:1 with the players that brought the Offering, this gives players precise information on who is modifying the match in a way that they do not enjoy, providing these players with the precise information to deduce who they would like to tunnel out of the game, or which teammate to grief out of the game.
Ever since the Masquerade has begun, this has been particularly rampant - for merely bringing a map offering to play on a map that I enjoy during the event or otherwise not bringing a Screech Cobbler offering on a character that I don't have one on, I have been incessantly tunneled, and in many matches I have teammates who go out of their way to reveal me to the killer, body block me, or stand next to me on hook as they watch me die, shaking their heads.
I know this behavior is intentionally aligned with the Offerings, as often they will either say so in endgame chat, or if they are streaming they will check who brought what and then proceed to grief/tunnel me (or whoever the perpetrator is).
I think it would create a better overall experience for all players to minimize access to tools that can be used for griefing (the tool in this particular question being 1:1 Offering matchups). Please consider re-randomizing Offerings.
and in many matches I have teammates who go out of their way to reveal
me to the killer, body block me, or stand next to me on hook as they
watch me die, shaking their heads.I'm so sorry to hear that. In case you don't know it, you can report these players because this is working with the killer together which is against the rules
GRIEFING: INTENTIONAL GAMEPLAY ABUSE
Working with the opposite team to gain an advantage or grief teammates
Ever since the Masquerade has begun, this has been particularly rampant -
for merely bringing a map offering to play on a map that I enjoy during
the eventnicely put when the enjoyable map is always the one that gives you the most advantage. Tunnling is part of the game and has nothing to do with griefring. If the killer wants to tunnel a survivor then they can do this - according to the rules it's okay. If the reason for the tunnel is the map offering then the survivor has only theirself to blame. If the killer cannot see which survivor brought the map offering then the killer will tunnel or slug a random survivor. In my opinion, the devs should either rework or remove (thus difficult due to all these stupid achivements) from the game because they make the game much more unhealthy and they are also part of the toxicity. Just because something is in the game does not mean it is good for the game or community.
I cannot understand the cake part because the problem on the survivorside is that the cake shares the same spawnplace like the three eventitems (which only look fancy but nothing special besides that), which is really sad.
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@LordGlint said:
I was just curious if ppl's offerings might change how you play against them. Even if it's not necessarily farming points if they use event offerings but... do you find yourself going harder on someone if they use a map/hatch offering vs if they use a BP offering?
If the otherside uses a map offering, I play way more sweaty since I assume they want to do the same when they send me to a specific map. Bigger distances between hooks let me also play more sweaty for the same reason. Hatch offering no because I think that player has an archive or something. Otherwise, I play normal and adapt to the survivors in the way that when they play chill I do the same. If someone don't bring a cake I also play normal because I assume this player has no cake since the cakeslot is also used for the eventitems which is sad.
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As a spirit main, I’m a bit annoyed that Iron Will is gonna remove sound
entirely but I feel like killers are blowing it a bit out of
proportion. It is counterable. We have perks that force exhaustion
towards survivors. I’m a bit upset that it’ll be harder to find people
in phase but at the same time I know I can take steps to counter it.The problem with 100% Iron Will is deeper than you might think. First, we had a similar statement during the MFT meta that killers can just run an exhaustion Perk to counter it. But beeing forced to run an exhaustion Perk just to mainly counter one Perk feels unfair, especially when Iron Will rewards the survivor for beeing injured for free by making them quiter than a healthy survivor. Second, the survivor has nothing to do for it, the perk has no timelimit or something similar. The survivor can even still run Dead Hard and Background Player (sidenote: Back then when Iron was 100% we had injured survivors that rescued another survivor thanks to Iron Will) as an exhaustion Perk because you have the control when the exhaustion should happen unlike with SB, Lithe, BL, or Overcome. Iron Will is also a great chase Perk because once there is no line of sight the killer has no idea where the survivor is while the survivor has still the advantage of killer's red stain, sounds, and in some cases size. Some killers like Pyramid Head, Artist, and especially Spirit rely on the sound information to use their power correctly but in general the sound enables every killer to do mindgames which are healthy for the game and to improve their own gamesense. Lastly, sounds are part of the game (every interaction, every killer, and every survivor makes sounds) and there should be no Perk that can completly remove an element from the game for free.
So year, at the end of your post you say that "this game is extremly unbalanced and not fun to play at times" but at the same time it is fine when one Perk can remove a big gameplay element for free that helps killers to improve.
That also being said, I know plenty of survivor mains are irritated
about the hook respawns. Stop it. Hooks need to respawn after a death to
prevent deadzones. It’s extremely annoying when a survivor runs into a
deadzone, knowing you can’t hook them, resulting in a slug, only to
complain about being slugged. I do feel like the timer should be 120
seconds instead of 60, 60 seems too short for that. Personally, I’d
rather be hooked and move on to my next game than get slugged for
several minutes.Year agree. I had it when survivors run into a deadzone and waste my time with this. So I am very happy about this change. However, I can understand the argument that 60seconds might be too short and I would be fine with 120seconds as long as these stupid situation where one survivor wastes four minutes of my time for nothing does no longer happen. Maybe it is possible that hooks need 120sec to respawn but once there is only one survivor left, every hook respawns immediately.
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746308#Comment_3746308
Or they wanted to play a strong killer without having to learn them the hard way. Most combined it with mother daughter ring and the number of spirits I saw dropped with the rings nerf, so I don't it was just challenges.
Year, you're right that can also be the case. I really hope the developers will rework this Addon. It's so stupid und unhealthy.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746086#Comment_3746086
"fair to have to use an Add On". Yeah, poor Spirit, using one of her best Add Ons.
And no, the Perk will not be Meta. On almost all Survivors you have 1 Exhaustion-Perk. And those are the strongest Perks Survivors can have. Iron Will will be interesting for those who dont use Exhaustion-Perks, and this is really a minority.
@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746096#Comment_3746096
Most spirits I see run cherry blossom already, so it will change nothing.
Cherry Blossom creates a skill issue because these players don't learn how to use and understand sounds in the game and how to react to counterplays on the survivorside. Similar to Stridor Spirit users. I think these Spirit players you saw with this Addon wanted to do a daily or archive - they were not Spiritplayers. The normal Spiritplayers don't run this Addon. In my opinion, this Addon needs a rework not only because it creates a skillissue but also it removes a big counterplay on the survivorside.
Also it is not okay when a killer is forced to run one particular Addon because one Perk removes a big part of gameplayelement. That's just unhealthy.
Not every survivor build needs an exhaustion perk. However, survivors can run an exhaustion perk alongside Iron Will since DH and BGP exist and you can control when you want to use them unlike SB, Lithe or Balance Landing. So the downside is not really a downside. It the same lowkey argument like players did to pretend MFT was healthy.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745936#Comment_3745936
I think it easily can be 12 meters and it will be super strong only on Midwich and maybe Hawkins anyway. Not sure how this perk is bad on Midwich, because Midwich is heaven for Dredge due to amount of lockers.
I also don't understand why they buffed the duration because a long while ago they asked on Twitter how players would buff this perk and many players said that the Perk needs a bigger range.
I didn't know about it, it's funny. But i'm not surprised :D
Jokes aside, maybe when you afraid of a Flashlight or Palletsave that you can open a locker to check for another survivor or when you play hit'n'run. Otherwise, Idk.
Aura perks barely used in chase, maybe only on some specific killers, looking for saver teammates is still not in chase, it's strange devs take anyway.
I don't know why I said Midwich, probably because my last matches were on this map. Midwich is the best map for this Perk.
I really hope other players will give the same/a similar feedback to this Perk during the PTB-Feedback so the developers can buff it in the right direction or otherwise the Perk will be useless for the next two years again.
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True. I highly doubt it that the developers will make the locker placement better so instead of increasing the duration of the perk, they should increase the range of the Perk by like two or three meters. The Perk is very unreliable due to the bad locker spawns on many maps. But even with a good locker spawn, they are sometimes a meter or so too far away from a Generator to get value from the Perk. It's sad. The perk can be even bad on indoormaps like The Game or Midwich. So even with the longer duration, the perk is still outclassed by other Aurareadingperks like BBQ or NWTH because they are more reliable and give more infos that you can control.
I also don't understand why they buffed the duration because a long while ago they asked on Twitter how players would buff this perk and many players said that the Perk needs a bigger range. So why did they not listen to them? Maybe they are afraid of a UW2.0?
In my opinion they should increase the range and keep the duration but can add a bigger requirement so you don't open a locker at the start of the game and have a built-in LP (e.g. can be used once you hook a survivor). I'm also okay with only buffing the range and not the duration. But only buffing the duration won't make the Perk good.
even if i don't get this devs note about "more aggressive using in
chase", because only Huntress and Trickster has opportunity to use this
perk like that),They already take into account the upcomming high pickrate of Iron Will. Jokes aside, maybe when you afraid of a Flashlight or Palletsave that you can open a locker to check for another survivor or when you play hit'n'run. Otherwise, Idk.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745114#Comment_3745114
Then why is OTR so bad? Killers have no problem at all tunneling a Survivor with OTR. If removal of grunts of pain would be that strong, they would not have such an easy time tunneling.
What now happens is the same what always happens - Forums throw a tantrum and in a few weeks, nobody cares. Complaints about Sabotage are already gone, because it does nothing. Iron Will will be weaker than pre 6.1.0… We will now see a few weeks of complaints and after a week after it hit live, nobody will talk about it anymore.
@ImWinston said:
- I'm sorry to inform you... but a decent killer ignores both Distortion and Iron will 100%. Don't you believe it? Try using Off the record and go against a decent killer who wants to tunnel a survivor... good luck🤣
I'm really surprised how some players really make the statement "100% Iron Will is fine because killers can still tunnel". It's like saying Nurse is weak because she is slower than running survivors.
The point is not tunnling the point is that 100% Iron Will removes a big part of the gameplay, gamesense, and experience. A killer who hears an injured survivor shows good attention to the game. Tracking a survivor behind a tall loop or wall (you don't see anything behind a wall, you only hear the sounds) is also a big part of the game and the better you track a survivor the better experience and gamesense you have (for example hearing an injured survivor nearby and checking the area for the survivor). Some killers also rely on that tracking sound like Pyramidhead, Artist, and especially in general Spirit. 100% Iron Will removes this part because injured survivor with this perk are quieter than healthy survivors and this for free which is akward.
Next, 100% Iron Will is also a strong chase perk because you can use checkpoints to you advantage to know where the killer is but the killer has no clue where you are. The killer can't do any mindgames they have to guess or check where the survivor is. If the killer risks a mindgame, the chance is there that the survivor leaves and the killer will notice this later due to the missing soundinfo. During a chase survivor also have more information because many killers make loud breathing or other sounds that enables you track them (since you make no loud grunts of pain you can hear them more clearly). And again, this for free (you don't need an exhaustion perk and beeing injured is not a big deal since at some point you get injured anyway and survivors are confident beeing injured like against Legion or Plague and back then we saw it with MFT but in this case you get rewarded for beeing injured like, again, old MFT).
You can not compare OTR with IW because these perks have different use: one is an antitunnelperk and the other one is a stealth perk for free (can't use exhaustion perk is not a big drawback because not every build needs an exhaustion perk). Also OTR is a really strongand powerful perk.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745306#Comment_3745306
Just to add here, iron will doesn't affect:
- Scratch marks, blood pools, and footsteps (like you said)
- Coughing, puking, screaming, or other sounds from killer power interactions
- AI or other tracking (zombies, guards, drones/claw traps)
- Auras
- Vault and locker audio
- Gen, totem, or other interactable noise (not in chase, but still relevant)
You don't see scratch marks behind a wall, rock, or loop. Not every killer can make the survivor coughing , puking, or screaming and not every killer has a AI or other tracking tool and these killers that have this cannot waste the time and power somewhere just to check if the survivors is nearby. Also sounds are part of the game and there shouldbe no perk that removes this element.
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745279#Comment_3745279
That's the bug. Originally didn't do that.
It's not a bug. The game makes the difference between breathing and grunts of pain. If you are healthy you make breathing sounds, if you are injured you make grunts of pain. If you have 100% Iron Will then you grunts of pain are gone but you won't make breathing sounds because you are injured and you can also make grunts of pain when injured.
TL;TR: every sound is part of the game and necessary for better experience and gamesense. Removing a big soundpart is a big mistake as it punishs killers for no reasons but some more than others. A survivor should not be rewarded for free for beeing injured in terms of stealth and chase.
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@Shadeslayer said:
What perks do killers have that would make survivors go "oh #########, they have that"? The only perks that I can think off is probably haunted grounds and maybe spirit fury. Noed is also a surprise perk but it's a bit too tryhard.
For survivors on the other hand, the new bardic inspiration perk is actually really fun to run on both sides. Managed to juke the wesker dash to make him vault the window? Play the guitar > killer looks at you > both of you stop and nod. Not too sure what other survivor perks there are that does this thoI really like the combination of Hubris and Enduring on killers like Spirit or Dredge, especially in the event mode with the event pallets. It's really funny to surprise survivors with this combination. Starstruck and Awakening Awareness is also a funny combination.
Year, I don't like NOED because the surprise of this perk has a bad taste. It's not so funny like other instadown perks.
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Year, agree. In my opinion these variations are so unnecessary and will only confusing some players like new ones or season ones. It would be so much better when they spend their time in reworking and balancing the current maps instead of creating new variations. There is also no reason in creating new variations because we have so many maps, we can't complain about no variety.
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This is a huge mistake. 100% Iron Will was and is too strong. The audio of an injured survivor plays a huge part in the game, especially in chase, and by removing it you remove a big part of gameplay and gamesense. It also counters Spirit very well and one perk should never counter a big part of a killer. It is also stupid that survivors get reward for beeing injured (like back then with old MFT).
If the developers want to buff Iron Will then remove the exhaustion part and then everything is fine. 75% is good enough since it gives you room to confuse the killer but has a little bit of risk. 100% is just free for nothing. Year you still have the exhaustion part but not every survivor build needs an exhaustion perk and not many killers run anti exhaustion perks or even addons. As a result, this drawback is basically non existence.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744681#Comment_3744681
I don't think people realize how impactful this change can be in the current survivor meta. The current meta is already hold W until completely zoned. With Iron Will, you remove any audio input the killer had to tell that a survivor was even still at the tile.
I think these players know exactly how impactful this change is which is why they defend it and call it a good change that is not that strong/unhealthy. T
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@board24jason123 said:
I feel like it takes absolutely too long to prestige characters for example it takes too long to prestige survivors and it is easy to do it for killer because killer gains way more blood points than survivor plus I think the devs should have a quicker way for prestige to work even faster because it takes too long knowing people have jobs and other things to do it is absolutely insane.
They already reduce the BP grind in the game to make it better for everyone, especially beginners. However, grind is part of the game because this is what players keep playing the game (besides other things like fun or friends). Players also love to grind for something they find really cool like making their main character P100.
The only changes we need are faster level up options like a good start would be to reduce the time between a Bloodweb level because this takes so long. Giving the autobloodweb priorities would also be really cool. An option to mute the Bloodweb would also be really cool cause the sound is annoying.
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@Spirit_IsTheBest said:
https://us.v-cdn.net/6030815/uploads/3NHKMR208LMO/image.png
The moment he downs you it's game over if he decides to face-camp you, why I'm I guaranteed to die all because he can stand still and insta-down anyone for free who decides to save, it should not be that free for him, nobody can do anything unless if they are willing to trade hook, sometimes even both of us go down due to his chainsaw. He needs some form of change, his power doesn't need nerfs, just his ability to camp to the point it's no longer impossible to save without getting insta-downed.
(This was in endgame, I get that killers guard for the kill during that period, but it shouldn't be a guaranteed death, we should have some form of chance of unhooking).
In my opinion Bubba as well as Hillbilly need a build-in Antifacecamp-mechanic like Artist, Singularity, and Dredge already have. These killers cannot use their power near the hook and when they use their power and move forward to the hook, the power stops and they get stunned if they come in within a certain radius or something like this.
From the survivor and killer pov an endgame hook can be still interesting because the save is much more difficult and it feels cool as the survivor when you play together to save your teammate. However, Bubba and Billy take this away because it is impossible to get a save without a trade.
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I think the pallet breaking ability is fine. It is helpful but the strongest killer don't really use this power because they don't mind pallets (they can either break them quickly or outplay them) too much. But it is more helpful for the weaker ones like Sadako or Ghost Face. I still hope that the developers will make a balanced perk that has this effect because it can be very helpful for the weaker killers.
I'm happy that the developers removed the stupid exchain Bloodlust for Exposed. That was very unfair und stupid that a killer waited until BL triggest to instadown you.
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This is a good idea. I really like this feature and it would be so cool if this could become a perk.
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Bloodhound: The second effect would be yo strong Legion and Plague because many survivors stay injured against these killers to deny their power. With this perk it would be like old Thana where they have to heal and give the killers constantly their power.
Unnerving Presence: The second effect is too strong especially against newer players and on Doctor. Two floor maps like the game, DnD map, or Midwich would also become really problematic.
Other suggestions look fine and I don't see any problematic situation. cool ideas that would make these perks nuch better and playable!
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@Soundwave_11 said:
I'm not sure if anyone else has noticed, but since the update, playing Survivor has been horrible. I keep getting killers who tunnel and proxy camp the hook. While yes, it does sorta waste their time proxy camping, I feel like it kinda ruins the experience…
Does anyone else feel the same, or this just a me thing I've noticed?
For context, if it helps, I have 1000+ hours.
I could ask the same question but for survivors but the point is: There will always be some players that play more seriously because it's their way to play the game. Same with players that play more chill or use creative builds. Some players play to win, some play for fun and chill, and some others for archives. There is no rule or direction how to play as a killer or how to play as a survivor. Of cause many players might like the chill players more than the efficient ones. It is also possible that one side played more seriously due to the look of the otherside or that they used a strong offering or something. From Player A's POV Player B asked for a serious match but Player B don't understand it why Player A played the way they played. It is the interpretation of the otherside's behaviour. You know? I understand the argument from other users that say some players play more serious due to the recent nerf and they try to compromise these nerfs with a more efficient playstyle. However, it can also be the case that you just had bad luck with your opponents. On some days I have very pleased matches with good and friendly players but on the other days my matches are unpleasent and not funny even though I play the same game at the same time on the same server.
In the end we have to accept that players can play how they want and to some degree we have to accept this. Of cause, just because something is usable, allowed, or exists in the game doesn't mean it is healthy for the game. But this is a different story.
Also camping and tunnling might not be the beloved strategies on the survivor side but they are not toxic or something like this. If the killer does that they do it because they see it as the best way to win the game. Sometimes it is the right decision but sometimes it is a mistake. In my opinion; "toxically" is an unnecessary bm from the other side like t-bag at the exitgate or hitting a survivor on hook multiple times for no reasons or humble over a downed survivor or nasty endgamechat messages. Something like this.
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738425#Comment_3738425
Precisely.
Anti-FACE-Camp.
Bubba was face camping the surv in the basement and it wasn't enough.
Also what you said about the projectile killers.
For these killers the range should be extended.If Bubba was directly facecamping the survivor and the bar did not fill up, then maybe another survivor was around because the mechanic stops when a survivor is nearby/within the range. It could also be that the hooked survivor did not used the mechanic to unhook theirself. If Bubba was facecaming and no other survivor was nearby and the barwas not filling up then maybe this was a bug. It's difficult to say without seeing what actually happened in the match because it could be anything.
No, just increasing the range for these killers would be an easy but not a good solution.
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The feature is an Anti-FACE-Camp feature. If the bar didn't fill up the killer was out of range of the system. The system itself works as intended.
The actual issueis rather that some killers like bubba, Trickster, or Huntress miss a built-in Anti-Camp-feature like Singularity, Artist, or Dredge have (the killer can't use their power near the hook or gets punished for using it).
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I agree with Seraphor the only toolbox that needs a nerf is the Commodious Toolboxes and their event versions. These toolboxes combined with extra charges or speed are really painful since you save so much time on a generator for free. They also need to undo the sabo buff to all toolboxes because sabo is so free and easy since the their buff. I disagree with making every Toolbox have the same amount of charges because otherwise they like Medkits and it makes no difference which rarity you use and this is sad. I also dislike the idea of making Sabo- and Repairtoolboxes only because sometimes it's helpful to save some charges from you Repairtoolbox to do a big sabo play.
I also think some Toolbox Add-Ons could get a nerf or rework: BNP is still a really strong Add-On and should get a different effect like the regression of a generator with BNP is slower (70% instead of 100%). The Wire Spool Add-On should be reduce from 12 to 10 charges. Instructions Add-On is so useless and should maybe increase the skill check chance to 10% or 20% when using a toolbox. Clean Rag and Socket Swives could get a 5% nerf. If we want to make them more different maybe the Socket Swive could get a new effect like "if you using a toolbox while working with another survivor, this survivor gets a speedbonus of 10% for the time you use your toolbox" or something like this. All the sabo Add-Ons are fine if they undo the sabo buff.Some regression Perks can get a buff to be more viable while still beeing healthy. However, buffing them too much could result in every killer runs four slowdown perks and this is not so great.
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I personally love the reason for the PainRes nerf more "want to make this Perk less of a clear choice for all builds". The nerf didn't change anything in terms of perk choices. If they want more perk diversity in killer builds they just can't only nerf the good ones and leave the average, bad, and risky ones as they are since otherwise the nerfed ones are still the best choice (players still run Pop, Pain, GE, and Corrupted). However, nerfing the best perks and then hoping for a change is the easiest way.
I understand what you say. Some nerfs on one side were absolutely fine since they were not healthy for the game like old Eruption. However, it always depends on if it's not healthy or if you just want a change when the metagame gets stuck and stagnates and in my opinion the developers wanted the second one. I can understand that facing full slowdown - basically the same build again and again - every match is not good and the meta is stucked but just to nerf these things won't bring a change. I think the developers went the easy way by nerfing the perks without giving us alternatives to use different builds. Thus, they can't say that since otherwise they would expose theirself but giving a bad reason is also not good. I really hope the developers will buff or rework other perks to make them more viable. Some perks just need a little tweak (reducing or increasing one number) to be good. It's not that difficult.
There is also the problem that the developers didn't ask themself why many killers run full slowdown: With the recent nerf to all the strong perks, playing weaker killers became much more difficult and harder because they are rely on this extra power as their mainpower is rather weak. The stronger killer,s on the other hand, don't mind these nerfs very much. They still perform very great. The result is that many (or at least some players) will stop playing these weaker killers and start to play the stronger ones which means that survivors will still face the same full slowdownbuild but will see more often Nurse, Blight, Spirit, and Wesker. I don't think this is healthy. Sure the developers give weaker killers some good QoL changes, tweaks, and buffs but many of them feel a little bit of a makeshift repair (e.g. Bubba has still some issues, Demogorgons Portals are still weak, Pigs Dash is only a little bit better). And in return they nerf some of the stronger killers like Blight and Wesker which is very good (no complains about this). It is also questionable if it's a good idea to nerf the perks that these killers need first and then buffing them a few months later (Freddy, Trapper, Sadako, Ghost Face, Legion and some more still feel rather weak).
I complain about community's hypocrisy (what is understandable, because
survivors are majority), that extremes should always be banned/nerfed
on one side, but they can safely exist on the other for long years.I think I understand this correctly, if not please correct me: This is a general issue on both sides because many players play one side and missing the other experience to understand why some things are the way they are. I played for along time competitive Pokémon and I as well as the opponent played the same game with the same Pokémon and the same experience since it makes no difference when you switch the side: It will change nothing. However, this is not the case for DbD. Playing killer and playing survivor is a huge difference in terms of experiences and feelings. I really wish we could get a modifier that would force us to make the experience of the otherside to understand them a bit better. (I read a lot of posts from you, I know you know that but I want to say it for players that might not know it)
I think hooking a survivor is a good requirement to active a killer perk because it rewards the killer for doing good. There are also not many options besides that since killers don't have the time to go out of their way. If the requirement for hooking is missing or would be take too much time (e.g. blessing a hook for 10sec to turn it into a PainRes or hook a survivor within 30sec after hitting them to activate Pop) then slugging would be much more common since you can win games this way. In addition, if you don't find this requirement good then what is the alternative? Survivors also have perks that reward them for doing what they should do anyway: Generators (Blastmind, Wiretrap, Flashbang) or unhooking/healing (We'll Make it, Botany). Of cause there are perks on both sides that don't have a (high) requirement like Corruption or LP. However, this is more of an exchange for a better early game since this is the weakest point of every killer. Survivors, for example, have WoO that gives them more self-confidence or Bound. Sometimes it is good when a perk has no requirement when it's affact has a healthy effect on the game. However, (in my opinion) there are still perks, items and Add-Ons that are neither healthy, good for the metagame or do something else positive that should be reworked like NOED, Knock Out, Syringe, strong Toolboxes, Distortion or instadown Add-Ons but this is a different story.
Too make it short: even when the requirement is that what you do anyway doesn't mean it is always bad or easy. It can be healthy for the game to not push the otherside in an unhealthy, unfun or something like this direction. There is also the psychological aspect for grind that the hook rewarded you with pressure and then the perk activates and then finding and kicking a gen with good progress feels good for many players.
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Compared to other gen regression Perks like PainRes it is rather weak. You have to spend the time to find and kick a generator with quite good progression and then need to down a survivor in time before the survivors can finish the generator. It is a quite high risk with average reward perk. In addition, Eruption takes two regression events which means you can only use it four times on one generator unlike many other regression Perks. The aura reading is quite good and can be very helpful.
if you want to use it, I would recommend killers that can get quick downs, have the time to kick a generatorn and take advantage of the aura reading like Nurse, Wesker, Blight, or Artist.
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@VomitMommy said:
Wasn't this door supposed to be blocked?
They tested in an older PTB but removed it after that because the feedback was quite negative about missing the point of nerfing the mainbuilding by adding this useless breakable wall. so they left it as it was with the note that they will give GoJ another look in the near future.
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It could be a good and healthy tracking perk, especially for killers like Pyramid Head, Artist, or Unknown, but the long cooldown and big trigger range ruin this perk. It would be a simple and good fix to reduce the cooldown to like 20 - 25sec and the range to 16 or 24 meters. 48meters is way too much and sometimes survivors that you don't chase trigger the perk and it becomes useless.
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Year this map sucks for killers. It is way too big and has too many strong and reliable loops where you (as the killer) thinks "bro can't chase here that's such a waste of time". Defending generators is also quite difficult. In general, I also hate it that there are five versions of the map. We don't need different versions of the map as we have already enough maps and it only makes harder for newer players to learn the game.
I also don't like it as a survivor because you walk sometimes 30sec over the map to get the unhook. Helping other teammates is also extremely difficult since the map is so big. However, overall the map is still one of the best survivor maps due to it's big size, strong and connected loops, and reliable as well as safe gen spawns.
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@Marioneo said:
Mage Hand Vecnas only decent power is getting nerfed Vecna will need compensation buffs to his other powers to not be a D Tier Killer with nobody playing him
Chests: Mimics automatically injure when triggered
Spell power cooldown: 26 seconds
Mage Hand: Vorpal sword basekit
FOTD: Skeletons are now at ground level
Fly: Now lasts 6 seconds
Sphere: Killer instinct now lingers when detected by 3 seconds
Even with the upcoming nerf, Mage Hand will still be good and Vecna is by no means a D Tier killer. At the moment he is around -A ~ B Tier. Depending on how good survivors can adapt to him every thing can change.
Chests: No. Getting injured by RNG feels awful and survivors would either avoid the chests or hate Vecna for that.
Cooldown: No for free way too much. I think making the green Pearl addon basekit would be fair as it rewards Vecna for hitting survivors and so using spells right.
FOTD: yes
Fly: I think 4.5 - 5 sec would be enough
Sphere: year
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@MudSpit83 said:
Whats the point of putting them back up if the survivor can slam it back down as soon as the animation is done? Lol just make it so his mage hand ability breaks pallets that are downed.
Having Vecna lift them back up just so the survivor can use them again is silly lol just have it where Vecna summons a giant fist that slams down on fallen pallets.
You can even make the giant fist really slow so that survivors have time to run away.
Then idea behind this is an exchange: You give the palett back for the survivors but will get a hit or a down when timed correctly. It's fair and makes it more interesting. You have to calculate if it's a good idea to put the palett back or not and to remove it immediately. I like the idea behind this.
Vorpal Sword breaks the pallet in 3 seconds. However while this is helpful against some strong paletts like shack or jungle gym to not lose distance or to zone the survivor out, it can be bad in some other situations where a lift up would be more helpful. Same goes for if Vecna could always break the palett with Mage Hand.
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I didn't test it but the same goes for Xenomorph because the game use the same spawn logic for her and Sadako. I wonder how the fountain spawns for Plague looks like.
This is just awful. On other maps the spawn logic can be very awful but it's so sad that the developers keep doing this. The developers must rework these spawns.
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@DredgeyEdgey said:
My idea to solve the gen problem is rather than some crazy idea of lots of regression
What if we just made ruin base kit at 50%speed this alows slow regression of gens without needing perks or waisting 1 of you 8 kicks on a gen that like 2 % it would take about 450s for a 99gen to fully regress. Probably longer. But it would make the game more fluid and finally allow a perk slot to be available
The problem I have is the same with basekit Corrupted Intervention: On weaker killer it is fine but on stronger killer it will be too oppressive. It's also map depented which means on some map it can be easy to find and on other maps it will be difficult to find. I also have no problem with the 8kick limit because I never reach it - only if I use Eruption but this is rather Eruption and not the limit which is why I hope they buff the perk. Next, basekit Ruin means Pentimento will get a huge buff and finding Pentimento in SoloQ can be really hurtful unlike in SWF. So the gap between them would become bigger. Same for searching for Ruin.
I agree generator speed or defending generators can be really difficult, especially for weaker killer, and I think a slightly basekit can be helpful but it is hard to find this little that is neither too strong on the strong killers and nor useless for the weaker killers.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735430#Comment_3735430
Yes, you did. But you didnt really do much beyond that. I literally never see it in my matches though. Its pointless to discuss my anecdotal experience now because youve brought the actual statistics into the argument. My original argument wasnt about statistics though. Its just about the nature of the game. Killers should, at the start of the match, have to find the first survivor on their own unless LP offers some type of drawback. We have a survivor perk that gives us 15% off all of our objectives (Gens) at the cost of one survivor becoming broken. Killers are rewarded for using LP on the other hand.
And if you wanna discuss statistics, fine. Can you really argue that its providing any actual benefit when the escape rate for survivors using it has declined repeatedly over the last year despite its usage increasing? Even if we factor all of the changes to killer and the game in general, its still not providing any benefit if its usage is increasing. This is opposed to Lethal Pursuer that has seen its usage only increase with its win rate remaining the same. So that means more killers are using it and the fact that the win rate remains constant should be a major red flag. Its too powerful. Its not healthy for the game. Its only perk-equivelant counter on the other hand is not providing any benefit as per your stats. Whats there to argue about that?The drawback is that it makes the early game more manageable but won't help you otherwise like Pop, BBQ, Pain or GE do. Also, like I mentioned before just because you know where the survivors are does not mean you win the match. The killer has still to down and hook you.
My theory is that some players use Distortion because they don't want any interaction with the killer because they are bad at chase and an easy target for the killer. However, at some point the killer will find them, and then they are an easy target because they are a quick down. It's an unhealthy situation because they avoid chases because they are bad at chase but they are bad at chase because they avoid chase experience. That's my explanation why Distortion has a high pick rate but not the same win rate. Now, it's difficult to say if Distortion creates this user behavior or the user had this behavior already and Distortion comes handy. It's similar to the egg-chicken-question. However, this doesn't change the fact that this perk counters LP and can be helpful like avoiding LP because you run Deliverance. There is also the fact that more players use one perk on the survivorside than players using on the killerside.
The statistic only tells us that LP has a high pickrate and reliable win rate but doesn't tell us if this perk was the (or at least one of the) reason for the win. It can still be a different perk, a survivor mistake, or just good killer skills that provided the win. The only way to find it out is to play (for example) 50 games with LP and 50 games without LP and track every match with the same killer and everything to check at the end if LP has a big impact on winning the game/LP makes it easier.
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@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735386#Comment_3735386
Perhaps at lower MMRs. I dunno. I just never see it. But I think #10 is way different than #4, right? Also I like how you failed to mention that even though distortion is #10, the escape rate while using it has declined steadily in the past year. So while it may be #10, its clearly not providing any advantage. Lets not use stats unfairly.
Source: https://nightlight.gg/perks/DistortionLow MMR is (from what I know) beginner MMR and I doubt the first thing new players do is to go to nightlightgg and track their matches. Rather average and experience players with a good amount of hours use nightlightgg or give the websitethe information. However, this does not change the fact that this is a more reliable source than "I don't see the perk so nobody uses this perk". From my experience I see this perk quite often.
You said that nobody use Distortion and I gave you a source that proofs that players use Distortion. And currently this is a more trustworthy source. Nothing more. You should have been more precise beforehand that you also want to know the escape rate of the perk. Thus, I doubt it that Distortion is the reason why players with this perk have a low espace rate. If we take away the random stuff (bad match, someone gave up ect) it's because the team played bad or the killer played better.
Just because Lethal pursuer has a high pickrate doesn't mean it's unhealthy but it's strong which is nobody denying. But a strong perk is not automatically unhealthy and the topic is about the point that LP is unhealthy.
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@Orionbash said:
I get that this perk was originally added during a period of DBD when gen rushing was at an all time high, killers werent overperforming, and loop adjustments were being made to balance some of the really crazy loops on certain maps. However, we are 3 years out from that period and the game is incredibly different now. Most loops have been rendered useless by overpowered anti-loop killer mechanics, gen speeds are slower than ever, healing is almost pointless unless another survivor has a med kit or it wastes too much time. Why has this perk not been reworked?
Mostly used on fast or ranged killers, it gives the killer knowledge of every survivors location at the start of a match unless they are running distortion. Distortion is a bad counter to this because killers have so many aura reading perks and add-ons now that no survivor should run distortion, ever, because it will eat up your stacks. Fast. On killers like Blight or Nurse, they are gonna get to their first survivor within seconds of the match starting. With most loops rendered useless, survivors dont even have time to start their first generator without someone being downed. Then youve got ranged killers like Huntress that can get their first down before survivors have even had a chance to look for a generator. Thats crazy.
Doesnt it also defeats the purpose of the game? The killer should be spawning in and have to find survivors on their own. Its literally part of the killer experience and just giving it to them is kinda…dumb. Id be OK with the perk as is in terms of aura reading if it came at some type of cost, but right now its just a free 100% aura read at the start of the match. With no downside. In fact, it even buffs other perks and aura-reading add ons! I think this perk deserves a second glance and its time for a rework of some type.Xernoton already made very good points and I agree with this.
Lethal Pursuer is a healthy perk for the metagame. The start of the match is the weakest moment for every killer and this perks helps with it like Corrupt. In addition, just because the killer knows where you are, doesn't mean they can hook you. When you hear the terrorradius, you can still go to a safe loop to give the killer not an easy down. If you're in a chase, this means the other survivor are able to work on a generator and it's up to you how long these survivors can work on a generator.
Distortion is a bad counter to this because killers have so many aura
reading perks and add-ons now that no survivor should run distortion,
ever, because it will eat up your stacks. Fast.This doesn't change the fact that it still counters Lethal Pursuer. If the killer runs a full aura build, they deserve it that one perk runs out of token faster than it gets them back (4perks vs. 1perk out of 16perks should be fine?)
Doesnt it also defeats the purpose of the game? The killer should be
spawning in and have to find survivors on their own. Its literally part
of the killer experience and just giving it to them is kinda…dumb.After using, LP the killer has to do this. The player also uses a perkslot for an early help which should be fine. So it's not dumb it's an exchange.
@Orionbash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735347#Comment_3735347
Literally nobody runs distortion.
According to nightlight.gg Distortion is in 10th place of most used survivor perks. I think this statistic is more trustworthy than a feeling or what is your source?
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I'm always surprised when players complain about aura reading as this is the most healthy element in the game and brings a risk to the killer as they have no slowdown and one misstake can coast them the game. I feel like players don't like aura reading because they don't want to be found as they are rather weak in chase (no offense). I rather play against a full aura build killer than a full slowdown killer because sitting on generators is rather boring. Chases are fun and you can learn a lot when you take chases - they are also part of the game. Also just because the killer knows where you are, does not mean they can hook - it's just an information but the hook needs the players skill. Lastly, most killers run full slowdown so full aura reading builds are not very common and if we kill aura reading builds, slowdown will be the only viable playstyle and this would be unhealthy for the game overall but also boring when you face the same build over and over again.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734100#Comment_3734100
Maybe this is a hot take, but for that first couple of weeks when the miss cooldown movement speed was 2m/s (which was also relevant for destroying turrets with the tail), the turrets really didn’t feel impactful enough on the survivor side since a destroyed turret didn't give you as much distance and you didn’t have as much time to get somewhere safer. Having to lose a significant amount of distance tail attacking the turrets makes them do something even if the killer destroys them which made Xeno feel a lot more fair imo. Before that it often felt like a destroyed turret was just a survivor timewaste and wasn’t even worth setting up, which felt terrible because they are the main counterplay item and they weren’t reliable at all. You can pretty consistently avoid losing your power if your reaction time is fast enough (unless there are multiple turrets in 1 location which rarely happens), and I think that’s fine, I don’t think Xeno should lose their power more often. I don’t get knocked out of crawler mode very often and I don’t usually use the addons that help with that either. But the slower movement speed after tail attacking a turret basically made the turrets more effective without actually increasing the frequency that they successfully remove crawler mode, which I think was a good thing.
I agree with improving the control station spawn logic though, sometimes you get one that is just much further away from a gen than the rest and it’s annoying especially since it’s not something you can control.
They nerfed the movement speed to 1.2 because missing the tail attack had no drawback for the killer and avoiding it felt not good rewarded for the survivors. Also when the player hit an obstructed there was no punishement due to the good movementspeed. That was the reason why they nerfed the movementspeed. The turrets always count as a missed attack because the game code makes no difference between them and an missed attack/hitting an obstructed and I'm pretty sure they did this because that was much easier than adding a new sucessful-hit-element to the game.
I play Xenomorph alot and I don't get knocked out of crawler mode not often but this does not change the fact that this current situation does not feel good that you get the feeling of punishment for using M2 to remove the turrets. If the turrets really feel useless when Xenomorph's Tail Attack counts as a succesful hit, then there should be a change that both sides can be happy with.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734478#Comment_3734478
Sorry but I can't agree with you about Flight of the Damned and Dispell Sphere. Especially the former is very effective when used correctly. That's why I also think Flight of the Damned doesn't need to be buffed. If they do ever make that ability not crouchable, then I hope they also reduce the hitbox size of the skeletons a bit to make sure survivors can still dodge in between, even at close range.
The nerf Mage Hand will be receiving is not huge at all though. It's just a small nerf that will allow for a little more counterplay on the survivors side and that's it. How is that a huge nerf?
Pretty sure he won't have the same fate as Singularity. Surely most people who enjoy him now will still enjoy him after the small nerf to Mage Hand, I know I will still enjoy him like crazy.
I agree with @VomitMommy Flight of the Damned is pathetic due to the crouching counter.
Some players say you should use it as a zoning tool to make distance when the survivor crouches but this feels so bad and unsatisfying. It doesn't require any skill like by aiming to the point where the survivor will run or where they dodge. The spawn and fly time is also slow and gives survivors enough time to react, especially since the spell has a sound warning. All this makes the magic item useless as there is no reason to see the skeletons to avoid their hitboxes when you just can crouch counter them. The spell has a huge cooldown of 38 seconds and has this simple counter. A guaranteed hit is only when a survivor is in a animation but this is also rather pathetic. I also don't like it from the survivor pov.
Either they remove the crouching aspect or reduce the cooldown by a lot.
Dispelling Sphere is okay. The issue with this spell is disabling magic items is not really necessary because they are not what they supposed to be. The magic item for the Flight of the Damned is rather useless as you can counter them easily, magic item for Fly and Dispelling Sphere is semi okay. Only the magic item for Mage Hand is good. Vecna's Eye and Hand cannot be blocked which is also sad. The Sphere is mostly good for Informationen or when paired with the iri Sword addon. I don't to suggest to buff the magic item but by removing the crouch counter for FotD the magic item would become much better and as a result also the Dispelling Sphere.
Fly is fine but could get a slightly buff.
Mage Hand: nerfing the range seems random. Nerfing the lift up time okay but then they should also slightly nerf the magic item. It will still be a good spell but after the nerf it will be a huge risk high reward spell.
I enjoy Vecna a lot and think he is a good killer but I see it like VomitMommy and think he will be rarely used like Singularity. Players don't like killers that have a high risk high reward, unsatisfying feeling orare hard to master with still some flaws and currently Vecna is all of it in some ways.
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Yes, I agree it would make Whispers a little bit better. Currently, Whispers is a beginner perk and beginners get confused when the perk tells them someone is there but maybe not on the same floor as they.
I also think they could reduce the meter of the killer location from 32 to 28 which would be a nice buff but not too strong in my opinion. I was also thinking about that Whispers gets louder the closer you are to a survivor but I guess this could be too strong (any maybe annyoing from the Killer POV)? (of cause then not with a 28meter range).
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@PoorlyPython9 said:
Okay so I've p100'd Xeno and very rarely play any other killer, but I feel the absolute NEED to run both Emergency Helmet and Lamberts Star Map. Without BOTH of those addons, you cannot m1 the turrets and have to go through the full missed attack cooldown. The turrets spawn constantly also. With a good team who are putting them out as they spawn, you'll be taken out of your power constantly.
If you find a survivor and there's a turret nearby, you can't just hit the survivor, you HAVE to destroy the turret first or be taken out of power. Even if you choose to tank the turret, chances are you'll be staggered so much you won't get the hit anyway.
The tail - even on max FOV 103, it takes up a huge portion of the screen, making it hard to see. It's super hard to play with The Clone skin too because it has an even chunkier tail than the rest. Xeno is the only killer whose body you can see in the centre of the screen, and it sucks.
Oh and the bug that was 'fixed' - survivors have I-frames when putting down turrets, probably 70% of the time. You'll hit them, it misses, you go on a 3 day cooldown and are taken out of power.
I know this may be ignored, but I truly hope it isn't. Xeno's a great killer but there are many frustrating things about her kit. No other killer has to prioritize survivor-placed items over chasing people.
In my opinion the turret counterplay is fine because Xenomorph has one of the threatening M2 in the game and that for free. She can outplay so many loops and it's very hard to react. So turrets are the real counterplay for it and it is fair that Xenomorph has to priorities the turret if she cannot down the survivor as a trait for losing the crawler mode.
However, I agree that Xenomorph has some issues. Currently the M2 on turrets counts as a missed attack which results in the awful slowdown and that feels not right. The attack should count as a successful hit. The cooldown for M2 should also be 2.7 seconds like nearly every other M2 attack. This would make the counterplay much more fairer and Xenomorph less Add-On depending.
Xenomorph also needs an Add-Ons pass because many of them feel rather useless, and one or two could become basekit, but this is a different story. The Controlstrations should also spawn more reliable near the generators but this is also a different story and also effects Onryo too.
I really hope the developers will look at Xenomorph again because this is such a huge license but feels so clumsy.
Year, the Clone Skin sucks really hard due to it's thick tail but this is something the cosmetic team doesn't really care because there are so many other weapons with a similar issue. Nevertheless many killers can chose a different weapon Xenomorph Clone not :/
@Alen_Starkly said:
I don't think you are supposed to M1 the turrets. You can use your tail to destroy them (from a distance). M1 only if you are already out of the crawler mode.
@Hex_Ignored said:
you're not supposed to m1 turrets, you have a ranged attack for that. Also, turrets are necessary as xenomorph chases would be unbearable if there was no way to disable the tail.
It's better to M1 the turrets because the cooldown is shorter and smoother. Hitting a turret with M2 counts as a missed attack and feels so awful. You should only M2 them if there is no other choice.
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@SkeletalElite said:
I thought this perk had some potential as a chase perk to potentially use mid chase when the killer is trying mind games on a tall loop but the activation time is just WAY too long, VERY few players spend long enough mind gaming to allow this perk to activate. Even outside of chase the long activation makes it very unfun to use.
Should probably activate in no longer than 3 seconds, maybe even 2.
Another buff that maybe wouldn't be the worst is to not consider repairing gens or healing so you can see where the killer is if you are repairing a nearby gen, mainly would be useful on indoor maps.
No, Still Sight does not need these buffs. If you wanna see the aura of the killer on a tall loop either use a key witht the addon or the perk Troubleshooter. If you buff Still Sight in this way, many loops would become too powerful because the perk would allow no mindgame. Mindgames are very important and healthy for the game because they force a fair 50/50 and good knowledge. You would remove all of this with a brainless perk.
Another buff that maybe wouldn't be the worst is to not consider
repairing gens or healing so you can see where the killer is if you are
repairing a nearby gen, mainly would be useful on indoor maps.no, this type of free info would be unhealthy for the game. Year, indoor maps might be difficult for survivors but this perk is not the solution for it. It's like Shattered Hope to counter boons.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733468#Comment_3733468
the perk is like insidious for killer. it would need 2 second activation+lingering effect of 6-8 seconds to be used. Maybe this is an idea that they buffed insidious to be 2 second of activation+6 second of lingering undetectable while survivor gets this 6 second lingering wall-hack version.
I agree with @VomitMommy . There is a huge difference between Untedectable and information. Also even with your suggestions, Insidious would be still a bad perk because other perks such as Monitor&Abused, Trail of Torment, or Unforseen are much better perks to sneak up on survivors. Still Sight, on the other hand, would be too strong.
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I agree with the other users that your system does not work because four survivors will choose a survivor sided map while the killer want a map that is good for their killer. So in reality 75% vs 25% is not fair. However, your system has potencial and could work with some good tweaks.
In my opinion, the best way would be if map offering would decrease the chance for the realm. It would be a simple and fast fix.
@Emeal said:
People often go afk until the game starts, you system requires them to stay and vote. This will not go over smoothly.
My solution would be to increase the rarity of map offerings to Ultra Rare to significantly reduce the rate at which they are gained and then just wait for people's store of Map Offerings to run dry. Boom! Now choosing where to go is a lot rarer.
It will take months until long-time players ran out of map offerings because many of them have so many P100. For example I could send the killer ~400 times to a survivorsided map or the survivors more than 500 times to a map that is good for my killer. In this time, they will get new map offerings which is fairly easy since it became a lot easier to gain BP and levelup.
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I'm happy they got rid off this awful red colors and I like the darker theme. However, it is a little bit too dark so it's create a new issue of missing accessibility in my opinion.
I really wish the developers would implement filters or the option to make the game either brighter or darker so the game has more accessibility. So many games have this option and it feels much better for the eyes.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732585#Comment_3732585
Yeah well given the recent plague changes where they claimed BOTH not losing your power to any stun was a bug and losing your power to every stun was a bug you can never really be sure.
huh? Did they undone the Plague nerf that she loses her power when stunted by Head On, Blastmind, DS ect.?
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Year, these changes and buffs made sabo really strong and powerful. Now, survivors can use toolboxes for repairing and quick sabo or to create situations where the killer cannot hook a survivor. PreUpdate 8.0.0 sabo was completly fine and good. It required skill and good gamesense from the user to get a sabo and free escape for the other survivor. Now, everyone can use sabo without any skill. In addition, survivors can make it more easier for them by using a Putrid Oak. The result will be that killers will slug more which will be awful for both sides, survivors and killers. Then survivors feel like they have to use Unbreakable which results in either you use the same perks as everyone else or you have a big problem. This won't be funny.
I really hope the developers will undo these buffs because these buffs are way too much. It is okay if one playstyle is rather uncommon and requiers some skill because if you good at it, it gives you a good feeling. If they want that survivors use toolboxes less for repairing, they should rework the strong repairtoolboxes and Add-Ons, which are anyway too strong but this is a different story.
@Entinaty said:
Just wondering if there was any complaints on sabotage speed before where the developers felt that this buff needed to happen over other things they could have been working on?
In their developer update for this month the developer explained that survivors only use toolboxes for repairing and they buffed sabo so survivors would play more sabotoolboxes, even though nobody was complaing about sabo. I guess they did it without thinking too much about it. It's the same like when they buffed Billy's turnrate-window from 0.75sec to 1.0sec they did it without thinking how strong this actually is or the bugfix for Plague that she also loses her power when she gets stunds by Head On, Blast Mind, or DS. Nobody was asking for this and we were happy without knowing it was a bug for five years. Then they changed it without thinking too much about what this actually means.
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After playing a lot as and against Vecna, Magic Hand is in a fair spot right now.
Survivors have the chance to get the magic item that gives them a 7% haste for 3sec which checks magic hand fairly well. If the developers nerf magic hand again the spell becomes useless again and then there is no reason to use this magi item. It's similar to Xenomorph: You have an item to counter it and that helps you. It is a different counterplay .
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@Sandt1985 said:
@Peanits Is this a bug or intentional?
Not Peanits but from what I can say it's intentional. At the end (in misc) of todays patch notes they say that Chucky was able to scamper vault windows and this was not intended. They wanted to remove the scamper thing completely.
The funny part: In the announcement of the PTB and Chucky changes they said "Chucky can only Scamper while performing Slice and Dice" but only talking about the issue with the Scamper under palett and then do M1 for free hit. So due to this and the fact in the PTB Window Scamper was there many players thought (myself included) they only remove the Scamper Palett. So in my opinion this is was very misleading and ad communication on BHVR's part.
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I was very happy about the announcment that they will remove the palett scamper (very cheesy and bad ability for easy hits and a bad lose-lose-situation for survivors) and give him a shorter cooldown in return. However, I didn't notice they also remove the Window Scamper. Nobody was ever complaining about the fast vaults on this killer - it was fine and neither too strong or unhealthy. This is a really bad chance and I hope they will undo this because this is not fair and nerfs Chucky too much.
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It feels so cheesy and bad that you can counter this ability by just crouching. The magic item for the Flight of the Damned makes no sense with this because why should you waste the magic item slot to see the Flight of the Damned to see where the hitboxes are to avoid them when you just can listen to the sound and then crouch - it's so easy. Then Vecna has a pathetic 38second cooldown.
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@Yharwick said:
Does anyone know if we're getting a stream tomorrow leading up to chapter release? Really interested to see a roadmap for both June and what's up to be changed in the next few months.
As far as I know there will be no stream for the DnD chapter. The developers didn't announce anything and a surprise stream is very unlikely. They also told us everything about the chapter in their anniversary stream. However, in their anniversary stream they announce they will do a stream for the upcoming 2v8 mode.
I think it is very likely to see a June roadmap tomorrow since they always do this. A roadmap for the second half of 2024 is a different thing: I guess they will release something like this but rather as a anniversary gift or with the next Midchapter or with the upcoming stream for the 2v8 mode.
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In my opinion this is the best solution because map offerings are needed to do these stupid achievements but many players abuse them for unfair, unhealthy, and different thimgs that hurt the playerbase more than it helps. It's not funny to play on a map that one player wants.
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730921#Comment_3730921
Same. I think map offerings as a problem are vastly overblown. I've had too many cases where I've either decided against an offering, or been met with a sacrificial ward, but still ended up on the same map anyway, and/or played on a favoured map and lost/non-favoured map and won. That it really doesn't bother me in the slightest outside of freak instances of full boil over-sabo squads on Badham.
It's more of a psychological issue, and could be helped by making map offerings hidden. Additionally keep adding variations to realms so that no offering only includes one single map.
If map offerings were hidden, it would create a new psychological issues 1) when you see a hidden offering you will immediately think it will be a map offering because the other hidden ones are not very common (two on survivor side and soon one on killerside). 2) If the match is on a good map for one side and you know there was a hidden offering, it will do the same like right now but a little bit later. 3) when you see the map offering on the endgame screeen, it will do a different negative effect on you.
In the end your suggestion will remove the current situation but won't make it better in the end.
@ReverseVelocity said:
I would rather they make the maps good instead.
That, or at the very least, put an equal amount of biased maps in a realm or something. So you can't completely guarantee you'll get a good map. Greenville being added to the Withered Isle made the Ichorous Loam offering less good for Survivors just by existing.
There's too many achievements etc that require you to go to a specific map for them to axe map offerings as a whole, imo, and it would only treat a symptom of the underlying problem, which is bad map design.
I want good and balanced maps for both sides too but in reality this will be impossible or will take years when we look how slowly the developers are (no offense). It is easy to create non strong survivor maps but difficult to create maps that are not strong specific killers (e.g. Nurse, Blight, Artist, and Billy are good on maps like Azaroth but Ghostface is strong on Midwich and Lerries thus Nurse works good on Midwich ect.)
However, we can also get both good map design (the developers do a good job because the latest maps are fair and balanced for both sides) and a solution for completing achievements and what not.
Using the offering for Withereld is still good either you get GoJ and even not, Grenville is still a fair map. You basically lose nothing.
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/415763/change-how-map-offerings-function
There are 2 easy solutions, put your own map offering or use the offering that ignores any map offerings.
I don't think fight fire with fire is a good solution, especially when you don't know if the other side brings a map offerings. Sacrifice Wards are limited. I have a P100 Artist with 128 but only because I've never used one of them. I also have killers and survivors with 4 - 10 of them. What should I do when I don't have one? Stop playing this character? The math does not work to use them every match especially when they are lost even though there was no map offerings. Also many players just want BP which is why they rather want BP offering.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730925#Comment_3730925
i think it is more that map offering from survivor = SWF. It comes from SWF using badham, doing gens in 5-6 minutes and suddenly you just hate every single badham offering.
It's not a SWF or survivor only thing, killers also use map offerings for their advantage. It is not just badham. Erie, GoJ or The Game are also strong survivor /boring killer maps. There are also the comp fakes that send you to Autohaven or Azaroth because these maps are reliable and have good spots for survivors too.
Also on survivorside, sometimes survivors send you to a strong killer map like Midwich because this survivor wants to do an archive like "stay for 120 sec in killer terrorradius" and when I play survivor I hate it because why do we have a difficult map as SoloQ just because one of the teammates want it? It's not fair. Map offering users exist on both sides and can affect any player.
@GolbezGarlandGabrant said:
Are map offerings really affecting your matches or your mindset considering kill rate is right around where the devs want.
It's not about the winning, loosing, or killrate is about how the match feels and it feels bad when one side sends you a map of their advantage. In addition, when a survivor brings a map offering I often get the Otz law (50% of the time) that the map offering users dcs or hook suicide. In addition to that: I had a Chaos Shuffle match in which one survivor used a Ormond offering and the other one a RPD one. RDP won and the Ormond player decided to give up immediately (came to me and did hook suicide). Map offerings also hurt SoloQ even though SoloQ brought the map offering.
Year, for my killrate it is good because I get the 3k or 4k due to this. Results this in a funny match for me? No. For the other three survivors? I don't think so. However, this is most of the time SoloQ which is not good. Swfs don't have this issue because they agree on one map.

