Avatar

HoodedWildKard

HoodedWildKard

About

Username
HoodedWildKard
Joined
Visits
2,404
Last Active

Comments

  • @MechWarrior3 said:

    All of these tips are being NOTED. Thank you so much! I am going to experiment and try out different builds with her.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064131#Comment_4064131

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064121#Comment_4064121

    Have fun with it and good luck 😁

  • She can be tough to play if people dont cleanse. Getting better at good old M1 is always helpful, mindgaming at loops etc. You can run helpful perks in chase like brutal strength, bamboozle, spirit fury etc to help catch people out. Thana is always good on plague for passive slowdown that is basically always active.

    My top tip is never underestimate the power of undetectable/oblivious. It is very strong if you have everyone perma injured. My personal favourite perk for this is trail of torment. Gives you undetectable almost on command so you can wait you have everybody coughing and spluttering, then blindside them on gens for insta downs. It also pairs well with genkick regression perks. It's a tactic I use a lot on killers like ghoul, legion, slinger anyone who can put injuries on survs easily but can struggle to land the down. Other handy perks include hysteria (since ppl are injured a lot), whatever hex plaything is called nowadays, aliem instinct, heck even insidious can work well if you've chased someone off a gen

  • May not be a licenced killer. The community poll chapter would be pretty appropriate for the anniversary. The theme seems like it could be a very significant addition to the narrative, since it seems to be a religious,angel themed chapter it could be looking at the entity taking on or dealing with a rival god of some kind.

    But jason would be absolutely huge for the gamr too. I'm not too fussed personally but it's always the first thing people ask for. Either way I'm looking forward to it.

  • I'd like a 3rd zombie, just to make them a more consistent issue for survs.

    Had a blast with him on 2v8 with the 4 zombies. Rest of his stuff feels pretty balanced. The tentacle whip/contamination mechanic is well implemented. A skilled nemi can land some filthy hits with it, likewise a skilled surv can dodge it.

  • @KillerKiryu47 said:

    Tired of sweaty and toxic players. Tired of getting irritated and frustrated with myself, the game and other players. Tired of feeling like I wasted an evening when I sign off unsatisfied. Tired of regretting even giving gaming a second chance sometimes. I'm honestly just drained and over it all. Hope you can all somehow keep enjoying this cycle because I think I'll be dropping the game at last. Actually, maybe even online games as a whole. Ironic, seeing as the tenth anniversary is starting soon too. Congrats, and, maybe, even thanks, Dead By Daylight. I'm finally considering waking up.

    If you want a game with a nice community I can recommend palia. It's a cozy mmo I picked up a few months ago and it's a really good wind down game when I'm not in the mood for something hectic like dbd or pubg.

    Basically imagine an mmo without the dungeon crawls and combat. You hunt animals, fish, catch bugs, gather resources to cook and craft, make friends with the villagers and develop a housing plot.

    The community is one of the most friendly and welcoming I've ever seen in an online game. It has enough challenges to make it interesting and an active community but nothing so stressful as pvp games.

  • Idk, not even sure if this trick still works, but someone posted a picture of a ticket saying fix incoming so maybe they realised it's not a particularly fair interaction to have in the game.

  • It's a fun animation and removing it wouldn't help because people would still point out the locker.

  • Cant say much of this sounds good for the game. Opting out of playing swfs would absolutely kill queue times for pretty much everyone. Swfs would literally never find a game. And killers would be waiting very long times to find a totally solo q game. And lets be honest playing soloq absolutely sucks. Trying to pigeonhole the entire survivor player base into soloq would just straight up kill the game in a month or two. opting out of skill based matchmaking is an odd choice. Tbh I'm not convinced the mmr is particularly solid anyway.

    Best option would be a casual versus ranked playlist split.

    Removing posthook endurance during endgame is also super unfair. Tbf been discussing this on a thread recently that was complaining about borrowed time during the endgame. There's no reason whatsoever to give killers free kills during endgame like that. Not every endgame unhook situation is a 4 man swf bullying a killer. The other anti hook camp stuff is so similar to how it already works it doesn't really do much.

    In all fairness a cap on gen speeds might help a bit. With the insane amount of perks floating around people can combo out and finish gens stupidly quickly.

  • @JustRight said:

    Agreed. Now that you mentioned it, I'm starting a new run on Bioshock Remastered

    Going for those big brass balls? 🤣

    Dang i should really do another replay

  • @SandMan212 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063499#Comment_4063499

    okay, but theres still more to boil down here. I can already point out just why this is worse even so. old BT would give you roughly 30 meters worth of distance where you can't get hit and that goes quite far. Currently it can go to almost 40 meters of invincibility and speed. thats just a 5 second boost.

    Thats the problem though, if your only goal as survivor is to reach the exit gate, ALL you have to do in endgame is two things.

    Be in a swf and go to the door thats opening.

    Either get there or go down.

    After this, even if you get picked, your teammates can make the hook much harder to secure far away. And even if they dont succeed, RNG dictates how unfortunate you might be. Some situations you might still get hooked far enough to where it isnt super secure. But purely by just running to the door, it can lead to situations where the killer has a much harder time to get you out. And this isnt accounting for BT. If you (the survivor) get unhooked relatively 50 meters away from the gate, against most killers you almost always will escape if your teammates are remotely smart. The only exception is S tier killers.

    Before hand, you would have to force the killer into a super uncomfortable situation to get this potential value and it was skill expressive. Now, you just have to be kinda lucky. Since most maps arent that big. So as long as youre in some general area near a door, you have a lot more potential to get out than you used to.

    A part of me is a killer main who finds this to be a problem and another part of me finds it really funny from a survivor perspective. believe me, i love BT as survivor right now. I still dont think 15 seconds is fine for the "crunch time" part of the game where killer is supposed to have a edge.

    You kind of missed the point of what I said earlier. Going after the person who was hooked isn't the right move now that BT is basekit. You get the people who are trying to unhook them. The unhooked person isn't a viable target until after they are unhooked. Add the bt and they require 2 hits to down after the unhook is complete. The rescuer on the other hand is more vulnerable. You can get a wound on them before or when they unhook, then you only need to get one hit and you've secured another hook

    Rinse repeat and you'll get at least 1 kill.

  • @IlliterateGenocide said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063318#Comment_4063318

    legit no idea why ur getting downvoted, but a map for a chapter with such areas is a must. i would be okay with a infintie map but maybe they might do like silent hill. bioshock 1-2 map and killer and infinite survivor

    Lol yeah I'd noticed that, I'm assuming there's one particular person who actively dislikes bioshock but doesn't want to get involved in a conversation 🤣

    And yh it would be a fresh idea for a map. I'm less enthusiastic about bioshock infinite angle. Would still be cool but it was less horror centric and not really as popular or as good as the original bioshock set in rapture. That said booker dewitt and elizabeth would certainly make good survivors

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063194#Comment_4063194

    • 2 healthy survivors approach the hook.
    • You tag the first one as they attempt to unhook and they run toward the gate (safe).
    • The second survivor gets the unhook while you're locked inside the wipe animation, but you tag them shortly after as they run toward the gate covered by the unhooked survivor who will be invincible for the entire time it takes for all three to cross the finish line (safe).

    This sequence is only hard to accomplish if you're drunk. It was the same (virtually riskless) free escape scenario when it was 10 seconds of god mode off hook, the extra 5 seconds just compounded the pre-existing level of nonsense at this stage of the match.

    The idea of just not letting the game get to the end only really applies to the higher tier killers because it's average for the lower tier killers to suffer a 2 - 3 gen loss for the time it takes to find, chase and down a single person. As such, it seems pretty lopsided and entitled to believe that you simply just deserve a mechanically assisted, stress-free endgame rescue regardless of which killer you're facing.

    You're skimming a lot of detail here. This only works if the hook happens to be close to a gate. And if you go for the hook closest to a gate for an endgame hook then more fool you.

    Most times I've dealt with this situation, the first unhook baiter takes the hit, loses part of their speed boost the unhook animation. (It's often good to wait for a fraction of a second. Because they'll often cancel the animation and you can mind game them. Most killers in this situation are stressed out and just swing to eagerly) then 90% of the time they are too far from a gate to get away and have to run away from the hook to avoid being downed. Putting you between them and the other 2 survs.

    A lot of people in this thread making it sound like killers always get constantly slapped in the endgame. But this simply isn't true. Nowadays I very very rarely lose a hook standoff in endgame. If you've been playing right then there should be vey few pallets remaining making the chase much easier and you have the opportunity to herd a survivor away from the gates. When I'm down to 1 gen even I actively avoid hooking near gates.

    This is all assuming you are playing a bulk standard m1 killer with no ranged attack, antiloop or traversal. Most killers have myriad of ways to mess with endgame unhook attempts. There's plenty of counterplay available in these situations. Asking for free kills by mechanically weaking survivors in endgame is not the way to go about getting better as a killer.

  • Oh man I didn't even think before but the map for the chapter would be amazing, the dark, decrepit, leaking underwater city of rapture would be an amazing environment to play in. Fort frolic, arcadia, poseidon point, the heaphaestus forges. So many good environments to pick from.

  • Interesting idea, i think stuff like electro shock and incinerate might be a little much but perhaps there could be gene tonics that provide boosts hidden around the map. Similar to how the tonics worked during 2v8. Maybe they could even have a chance of reacting badly with the survivor who uses them with a random chance to provide a debuff or make the survivor scream on use.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063268#Comment_4063268

    All its coming from how good you play but getting downs is the key in getting preasure and strong perks in play like pop, pain res, grim embrace, deadmans switch, noway out etc., slugs are preasure too but if you want to win you have to either slug all of them or get someone killed before they reach gates because dying from being sluged takes minutes and slugs can pe picked and its very risky play going for multiple slugs plus 4 survivors alive in 1-2 gen situation is super hard to cut compare to 3-2 survivors in on 1-2 gens.

    Knowing your macro is a thing too but all depends on type of killer you play and map like some killers are weak but can with increadiable game sence have good preasure (like sadako in hands of someone like onepumpwillie, she is still super bad on open maps because of tv spawn locations and distance) but even these killers can get shut down by some maps, hit and run is nowdays kinda half dead strategy but I dont denny good macro has huge potencial its kinda very good thing having clue where who is and where to find those you need for kill when they are on dead hook etc.

    Demo is kinda meh killer like he works in pub games but every time I watch some good survivor teams to go against demo he gets cooked alive even with meta builds (even trickster doesnt get so cooked like demo), his mobility sucks and has easy counter only thing he has good is his shread but that can be countered by round loops too. For the fact even games that looked doomed can be wined sure but mostly its win because survivors left their guard down or throw or think when I missed 3 hatchets in open against them in my firts huntress match after not palying her for like month or two that they can do dump stuff and than I hit shots they dont even think I can and win is done but these wins come from your opponents doing dumb stuf while you don screw up your plays not against teams that dont do mistakes and pull like perfect save in endgame without any option for you to get trade or down, these game are kinda done before you even see it.

    Not in my experience. I've gone up against some very coordinated teams and beaten them. Tbh a lot of it comes down to how good the killer is as well as the survivors.

  • @zonkednb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063124#Comment_4063124

    Really fun read dude. I especially liked the Sable RPD story. I've come across something similar as well. I think it was someone dead-weighting their team by hiding for hatch the moment the game started on Midwich, Feng iirc. They were even tapping an occasional gen just to avoid crows. A Quentin led me to them multiple times, pointing out each locker, each cornermap etc. It was possible they were playing for a hatch escape due to rift pass/archive, but it's kinda rude to drop that on your team's lap. You can just wait for a strong end game and look for it after everyone else has escaped.

    (Tbh, objectives like this promote bad teamplay)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063230#Comment_4063230

    I think there is a kind of respect to be given. In the Demo example, you proved to this team you could have had the 4k, but elected not to because the only player left was the one that was polite. I tend to be much kinder to players that don't BM if I'm in a match with serial baggers. The contrast makes me like them more.

    Yeah same. So many killers will simply stick the boot in for a 4k when they're obviously going to win. I don't generally feel the need to do that unless survs are being particularly obnoxious

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063232#Comment_4063232

    Thing is people forget most good regression perks that do realy something are bind to getting hook stage for activation like pop, pain res and fast chases can be hard if survivor you chasing is aware and plays good even with chase build he can hold you off long enough for his team to jump on gens and do some solid progress and with chase build you need like few seconds chases because if you wont have them super fast the survviors will get all gens in like 5 minutes and its gg.

    A killer who you play makes the biggest part in your options because stronger killers have more possibilities than weaker ones and can turn loosing game into win way more than weaker killers like having 2-3 hooks on 2 gens left with blight isnt world ending scenario as with demogorgan or ghostface like the outcome of these two is mostly sealed at that point uless survivors make huge mistake.

    Not so. Again it depends how well you play, sometimes it's not about being good in chase but how good your tactical overview is. If I realise a survivor is good against me in chase then I know I shouldn't over commit on chases with them. That's how you end up in a 2 gens left with only 2-3 hooks situation. As a killer knowing when to drop chase and focus on someone else/pressure a partially completed gen is a very important skill.

    And even if you do reach that situation, the game is still winnable. I've brought back games like that, ironically with the killers you quoted, demo and ghostface. Demo is my main, and if played right is incredibly good at turning almost any positioning into an effective 3 gen with it's traversal. The last 1/2 gens are always an opportunity to take back control of the game. And even if you lose them, the game isn't over until the gates are open and the survs are gone. Heck i remember one game where i had someone hooked in endgame, they got unhooked ran for gate and the survs were stupid enough to heal in gate, i went undetectable and pulled a surprise shred from the gate entrance dowing the injured player mid heal, picked them up and ended up turning a potential 0k into a 3k because they misplayed so hard afterwards.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063212#Comment_4063212

    It always does if they know how to do gens there isnt much to get you preasure if they know how to loop and dont go down in 20 seconds you have hard time and tunnel is necessary evil for preasure.

    Depends how you play. Running decent regression makes the diffence by allowing you to apply pressure to their gen progress. And ending chases quick is really just a matter of using the right killer/builds. Me I favour undetectable builds combo'd with aura reads. Makes for some very quick downs. I find when I'm running good builds I don't often need to tunnel.

  • As killer I often release survivors who play well and respectfully or i can see are bad/new players. It's generally a fun interaction and helps add good vibes to the game.

    2 most recent fun interactions I've had were one as surv against a ghoul. They had me double hooked and found me hiding in a bush injured. We looked at each other and i offered my map, got a little nod, they spared me and the game carried on. Later on, 3 players dead, they took me to hatch. Always nice.

    Other one was a demo killer game. Against a full 4 stack team with 3 flashlights. I had to work hard but had the beating of them and had 2 dead and the other 2 double hooked at 2 gens remaining. Their best chase runner was a sable using the ciri skin. She led me on a couple of impressive chases, and was the only member of the team to not bm me. There were 2 hidden offerings so my money was on a hatch offering for shack. I hooked geralt and immediately portaled to shack, lo and behold as soon as he floated up to the entity in the sky the hatch spawned right under me. I slapped the hatch shut and could hear the ciri near me. I downed her and noticed she had a key in her hand, so instead giving her the mori, I picked her up, let her wiggle out, stood back and gave her the nod so she could open hatch with her key.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063194#Comment_4063194

    There’s no risk play, bro. It’s literally a guaranteed escape. If they do it right, one survivor fakes the unhook and forces you to hit them; then they cancel, and another survivor gets the unhook—there’s nothing you can do.

    As I said, even if you try to switch targets, they can use their BT (Borrowed Time) to body-block you, and you can’t hit the unhooker. The only way you can still get a kill is if you hook the survivor very far from the gates, which is almost impossible because the majority of maps have one gate on each side. Unless you’re playing a killer with high mobility like Blight, Kaneki, etc., it’s basically impossible to get another down before the survivors escape.

    You're leaning into exaggeration here. It is not a "guarenteed" out, I've effectively counterplayed against these situations a bunch of times. Even with 3 survs going for the save, timing has to be perfect and the killer has to mess up their hits to leave the situation with no down.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063194#Comment_4063194

    Tbh this mostly happens to me when I dont tunnel but go for the ones I saw and mostly newer ones and than they close gens super fast and start play super safe and predrop and yeah thats it if I dont get tunnel fast and go for another one its gg, the tunnel is only way to get draw at that point but hard to explain to survivor only players or 1 week killer players that play once a week the killer like ghoul and call it easy.

    I mean tunneling isn't really the conversation here but yeah, playing "fair" will often just give survs chance to crank out gens really quick

  • @Daniel_Silva04 said:

    What were the devs thinking giving survivors 15 seconds of Endurance during the endgame? It’s basically a free escape. 15 seconds of running at 4.4 m/s with invulnerability... I’ve already lost so many games to this unfair situation. A survivor can literally cross half the map with a speed boost and protection, and there’s nothing you can do. Even if you switch targets, they just use it to bodyblock you. The endgame was already survivor-sided, and this just makes it even more difficult and unfair for killers.

    If as killer you can't turn an unhook attempt into a trade during endgame then something is wrong. They already remove the facecamping prevention to allow killers to secure an endgame kill. There's absolutely no reason to remove the post unhook endurance as well.

    I get that losing the only kill of a game to a coordinated swf bully squad in endgame is frustrating. I've been on the receiving end of it myself. But even with full squads it's still a risky play and can easily backfire. For every killer game where I've had a 0k in an endgame standoff, there are 3 or 4 games where I've secured 2 or more kills off of botched attempts to unhook someone during endgame.

    And on the bright side if this is a regular occurrence for you then it will be dropping your mmr to face surv teams you can cope with better.

  • @ShanoaLegendaryPlz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063074#Comment_4063074

    Ironically im actually enjoying playing and prestiging krasue now that she is rare lol. Ive nicknamed her "Fishy" because the floating head feels like your a flying fish chasing people lol

    It does make a killer more fun when people don't see it often. They often struggle with the counterplay and tend to be a bit kess toxic since it's a novelty lol

  • @Xray said:

    Since the beginning DBD has been known for their licenses of iconic characters from movies, games, ect and they have brought in alot of attention from those fanbases. Starting in 2023 it feels like they have gone into overdrive with licenses, in the span of a few months we got DND Tomb Raider and Castlevania and that trend has continuted to this day. I get why they do this as signing these deals bring in more players and that brings in more money, but is that really sustainable? In recent times a good majority of the original chapters were not that well received with Doomed Course bringing in a buggy killer, Sinister Grace starting with overbuffing the killer and then nerfing that said killer until she is barely seen anymore. The licensed content is going to keep coming as most likely the chapter after this upcoming All Kill part 2 chapter is most likely going to be licensed and since its ten years of DBD it has to be big or else all hype will die off which brings me to my next point can original chapters bring in enough hype to the game compared to the big licenses anymore? At what point will the profits come to crawl with the og chapters and the license fees become too much for BHVR? Thats my big worry is that the all the IP's being added is going to came back to bite BHVR and and the chance to experiment with og content will be a thing of the past.

    It's a bit of a balance really. licensed chapters are going to be better at bringing new players to the game in a way that original chapters won't.

    Doesn't matter how good or interesting an original chapter is, it won't pull in any new players, because if someone hasn't played dbd, then a new killer/survivor they've never heard of won't make them start. Original chapter will only get more money from the current playerbase IF they're good. And lets be honest the recent original chapters are pretty bad. I barely see any krasues or houndmasters being played.

    Tbh it's kind of the same with repeat licenced chapters. So in a way dbd needs to keep adding new IPs to attract new players. Only issue is (and i haven't seen stats so can't say this for sure) I'd imagine dbd has a new player retention problem. The game is immensley punishing for new players, and not many people are willing to put up with that.

    Dbd really need to work on improving the player experience as opposed to just slapping more and more new content in tohe game.

  • @IlliterateGenocide said:

    one of my biggest wishes and then a big sister legendary skin for maybe spirit since they are so fast. or for skull merchant since they basically look the same

    That is a good shout with spirit. Their stances are so similar now you mention it.

  • I can see a third chapter working. Give us a lady dimetrescu killer.

    Hell she could work as a legendary skin for knight. She has 3 daughters, he has 3 guards. Would work pretty well.

  • Man i remember back when you didn't need those offerings to self unhook. Everyone could try it on the first hook and it was basically a soft way to try and DC.

    And the warning system is absolutely cooked. Had a game against billy with a friend in swf where she received a warning for dying quickly. Despite the fact she died on first hook because 2 other survs were hooked and i was in chase.

  • The main issue is how good a survivor is at chase.

    Getting good with killer isn't too hard. But survivor is very different. I know a LOT about the game, i deep dive the wiki and learn all about how new perks and killer mechanics work. My tactical play is good. But running chase as surv is probably one of the most difficult skills to get good at that I've ever seen in a game. I'm still not particularly good at it with well over 1k hours. Whereas when I play against good survivor teams they know how to optimise every movement in chase. Safe pallet loops feel impossible to get hits on, versus when I play surv and no pallet loops are safe because I'm incapable of looping effectively.

  • Feel like dwight and claudette would be likely to get together, both quite shy/awkward and good natured.

    And i could definitely see jane romero and zarina kassir getting together, proper lesbian power couple 🤣

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061894#Comment_4061894

    This brings up a lot of challenges in dividing the playerbase. What do we consider a chill player and what do we consider a sweaty one? And what would work for who? If I use the forum as my only gage of the community, I see endless complaints about what one side has and the other doesn't. It's a lot of people who want stuff for free. They want easy wins with minimal effort. That's not what I'd call a competitive mindset. But would these people just go into casual and try to stomp because they never wanted a challenge to being with?

    The prizes are an issue too. If the prizes are a motivator, they'd have to be very regularly added. Personally, I play events just enough to unlock the stuff and then I'm out. I'm sure many are like that. Something like an additional track on The Rift could maybe work, but I've been done with the current Rift for awhile, so people who play a lot would quickly complete these external motivators. I think we might also be overestimating the effort BHVR would even put into this. They won't even make anything more than a badge for P100ing.

    I'll never really be on board with blanket nerfs for SWF. I played 15 matches in a party today. We had one single 4 out (excluding two killer DCs). Almost all the matches were losses. Limitations would mean almost no wins for casual parties like ours, so the average SWF wouldn't play this mode, and I don't think there's enough psycho squads to really sustain it. Also, if youre playing competitively, you shouldn't want your opponenets kneecapped immediately, unless killers can't bring antigen perks or something similar, to balance it. If anything, ranked should be the free-for-all mode. Limitations make more sense in casual.

    The survey is a nice idea in theory (honestly I wish you could flag people for BMing as is) but I think people will spam dislikes when they lose or get mad. That's just people.

    It's by no means a perfect suggestion. Never will be, especially in an asymmetric game. But I'm sure it would be an improvement on the current situation where everybody is just lumped in the same playlist.

    We also need to think about why people have such toxic attitudes. Dbd is a vicious cycle, killers stomp survivors, survivors bm and bully killers whenever they get the chance.

    Perhaps having a casual playlist where players tend more towards being friendly may help that attitude and decrease the general toxicity associated with the game. Note i say decrease not eliminate. Every multiplayer pvp game will always have toxic, corrosive little trolls who get their kicks by making other players as miserable as possible. Some people will absolutely do their best to abuse a casual playlist for easy wins. But how is that different from how players are currently anyway? People make smurf accounts, lose matches to deliberately tank their mmr. The main questions is will it be an improvement over the current status quo? And I'm convinced it would be.

    As for ranked prizes? That could be low effort but still desirable. Most games use that system will release a cosmetic or weapon skin as the season prize. For dbd could just be different colour versions of a custom skin for one surv and killer per season, with different colours signifying the rank achieved. Is a season lasts 2/3 months like a rift they are much more low effort intensity than rift rewards.

  • I'm a huge fan of most of these. With the survivor the only thing that didn't follow my vote was the name. Grace fit so well, not a huge fan of aurora, but my friends kid is called aurora so might just be that I'm biased to seeing it as a young person's name. I'm just super glad she got the good outfit and didn't end up with those goofy looking glasses or headbands.

    As for the killer also happy. Definitely glad they got the staff as the hammer/flail didn't feel particularly angelic in theme for me. Again name wasn't what i would've picked but I'm super eager to see this new chapter

  • Lol it's just the mindset of toxic win at all costs players. When they do lose it can't possibly be their fault, always someone else to blame.

    I saw a great example of this with a streamer recently. Had a ttv survivor in one of my 2v8 killer games. I was playing with a rando spirit, who was, I'm not going to lie, pretty bad, at one point they had got 4 hooks to my 12, and one of those was my down that i let her pick up. The ttv and their swf were an enthusiastic flashlight squad. Spent most of the game bullying the spirit. When i saw spirit lose a down to a flash I'd wander over and help, chase of the flashies, and help pincer for easy downs. We got a 7k and streamer was first to die.

    Now when I see a ttv i usually jump im their stream after a game to offer ggs, and chat about how the game went. Even after very intense games I find the response is usually positive or at least a strained politeness. But damn this streamer was MAD. They cussed me out a lot and talked loads of smack about the spirit. Apparently I was reported for "tag teaming" since according to this streamer, in 2v8 teaming 2 killers up against a survivor in chase is worse than tunneling and against the rules. Which kinda confused me since the shadow class i was using, is explicitly intended to lurk near the other killer and help secure downs.

    I got on with my day, but that's the mentaility of an awful lot of players

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060984#Comment_4060984

    I mean just letting them hang out a bit, not long enough to pick themselves up. I rarely leave people on the ground for any period of time in 1v4, I like to insta pick if survivors will allow me. but in 2v8 I feel caging isn't priority #1 if I have a check list.

    as I type this, a joke just popped in my head that I'm denying the survivors a chance to Bystander Effect themselves and let the team go 2nd stage

    Tbf in 2v8 there's usually at least 2 people lurking with flashlights at any given time to try and get the save 🤣

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4061283#Comment_4061283

    The thing I always wonder when this comes up is, what would they be like? If the ranked mode looked like regular 1v4, what would the casual one look like, because it would have to be drastically different to appropriately split the playerbase into chills and sweats. I'd assume it would look like 2v8, with pre-built classes and remote hooking and whatnot, and I wonder how that would go, because I consider myself causal but a game that mostly plays itself is really unappealing to me. I'd be left not really want to play either mode. So as much as I like it as an abstract idea, I do wonder how the application would go.

    To be honest in my head, ranked would have it's own specific balancing changes. Similar to the rules imposed for a lot of dbd tournament. I.e. limitations on perks, characters maps.base mechanical changes to fine tune the experience to the high mmr crowd. Extra limitations for swfs depending on how many people they are playing with. Like a 4 man swf would have more limitations than a 2 man swf. There's so much that could be done to cater for those wanting to play the game at the highest possible level. And tbh if you dropped exclusive prizes for attaining certain ranks that would be enough to pull competitive players in, badges, charms, banners, even full on exclusive skins for survs or killers each season themed on achieved rank would be enough to pull in competitive players. The 2v8 class based system is an interesting idea though, would certainly make it easier to balance the experience. Just think it might put people off since they can't make their own perk builds.

    Likewise casual could be rebalanced for a more relaxed, even handed experience. Like the variable gen speed system they have in 2v8 currently. Or something even more funky, one idea I've come up with is a quick survey at the end of casual matches asking how opposing players ranged between casual/ aggressive, or were they fun to play against, was their behaviour friendly, neutral or toxic? And as these surveys are answered and build up they can affect matchmaking so that toxic tryhards get matched up with more of the same. Bit of a pipe dream I know, since the current matchmaking can barely take wins/losses into account, but still, a nice thought.

  • Ghoul's just basically like legion but worse. Soon as chase starts you end up with a basically unavoidable deep wound, then they use their power to keep closing distance and forcing pressure in chase.

    And you end up with a similar issue. A killer that's an absolute seal club for survivors who can't loop effectively. Ghoul just does more funky stuff so has more potential at higher mmr than the one trick legion.

  • This is why we should have a casual and a ranked playlist. The game is crying out for it. I find the same as OP. Everybody tryhards at the game because everybody else does.

    I play killer pretty well and am mediocre at best as survivor. In my killer games i could easily get 4ks in most games, but I'm restricted to playing killers I'm good with and using meta perk builds. Unless I'm running at least 2 slowdown perks gens fly and the game is a struggle. I'm not particularly fussed about winning, but it would also be nice to kick back, play a low tier killer with an experimental or niche build and not be guarenteed to get a sub 10 minute game that's a 0k and constant BMing.

    As survivor i just get constantly clapped. I'm not particularly good at running chase and can't loop to save my life. Getting good at running chase is phenomenally hard. My swf friends are the same sort of level. In fact most of them are worse at chase. When we swf we usually end up getting hatch games with the occasional 2-0k due to our co ordination or cing up against a baby killer who doesn't opt, or fails at tunneling. Honestly it puts me off playing survivor, it just ends up feeling like I'm banging my head against a brick wall. And despite my atrocious escape percentage, i still get matched against super sweat killers with 3k hours plus.

    Splitting the playlist between an honest to god ranked playlist with all sorts of shiny prizes to tempt the sweats and actual effective mmr with a casual playlist would help.

    Note: i say help, not fix. I'm well aware some players would just aim to seal club on casual. It's unavoidable, but there would be more decent games than there are currently, with everyone going full throttle because to not do so invites constant unpleasant losses.

  • @cammoking123 said:

    I don't get how people can enjoy Knight. You're basically outsourcing your job to AI.

    Idk i find him fun to play. Rather than relying on the guards to always hit survs it's more about using them tactically.

    It's super satisfying to use a guard to herd a surv in one direction, head wide to cut them off and pincer them. Especially if they panic, double back, get hit by the guard then you follow up for the insta down.

    You can use them to hands free guard hooks, gens or just cut off paths of escape. Knight's a very tactical killer and his guards have a LOT of uses, very satisfying to play when you get good plays with him.

  • @Mr_K said:

    If you need it for accessibility, there are plenty of ways to put a dot on you screen.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060979#Comment_4060979

    A crosshair for Huntress would not take the arc into account. It would result in axes hitting the ground before the survivor.

    Nurse doesn't require an indicator and if you are planning on learning her it's best that you don't use the addon that provides one.

    It would be easy enough show huntress's hatchet arc. They could just implement something like you see when throwing a grenade in pubg. When you wind up a throw it shows you the arc and end point of the throw with a line and dot at the end of it.

  • @Venusa said:

    “He hit me through the pallet.”
    “He hit me when he wasn’t near me.”
    “His ping was over 600.”

    You described exactly what 600 ping looks like… and then titled it “Is This Ghostface Cheating?”

    At 600 ping, he doesn’t need cheats, the server is already playing in a different timeline. 😂

    It can be a sign of lag switching. Usually when a player does this it skyrockets their ping.

    Problem is it's difficult to differentiate between a genuinley bad connection and someone using a lag switch. One sign can be that it all seems to be working in the players favour. Usually when i have bad connection as killer I can't hit a damn thing.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060983#Comment_4060983

    The problem with a ranked/casual queue is that alot of the people who want it would have no intention of using it properly. What they really think will happen is their difficult opponents will go to competitive and they get easier games in casual. I think they'll still be surprised when even casual opponents steamroll them on occasion (because skill still matters) and the accusations of people being in 'the wrong queue' will start. The only way it could work in any real capacity is if there was an automated system, but in that case they may as well just fix and tighten matchmaking since you'll pretty much get the same result.

    Both camps aren't happy at the moment. You only need to look at the forums to see that.

    I know it's human nature but competitive scene on dbd always confuses me. Like the game is designed to be balanced in the killers favour. Competitive dbd tournaments always need to add specific rules to balance the game. They have to impose so many changes and limitations to gear the game towards a fair tournament play. And lets be honest, dbd is never going to end up with a competitive esports community.

    I don't see why the base game can't be balanced to provide a decent experience at low mmrs and then a ranked play list can impose whatever limitations to allow players a balanced experience for high level games. I.e. limiting perks/certain perk combos, limiting items etc. Heck they could even change the base mechanics of a ranked playlist to provide decent balance for that.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4060983#Comment_4060983

    The problem with a ranked/casual queue is that alot of the people who want it would have no intention of using it properly. What they really think will happen is their difficult opponents will go to competitive and they get easier games in casual. I think they'll still be surprised when even casual opponents steamroll them on occasion (because skill still matters) and the accusations of people being in 'the wrong queue' will start. The only way it could work in any real capacity is if there was an automated system, but in that case they may as well just fix and tighten matchmaking since you'll pretty much get the same result.

    I'm not so naive to believe that a ranked/casual playlist split will fix everything. Of course you will still get seal clubbers using casual for easy wins. But a lot of the more hardcore players will gravitate towards a ranked playlist. Particularly if the rewards are good. Ranked emblems, killer and survivor skins that can onl earned through ranked progression each season.

    It would certainly be better than what we have now. Atm my survivor games are generally 80% hatch games and my killer games, although I do well, are usually sweat fests. I generally have to either play killers I'm really good with and use meta perk builds, or tunnel my heart out to secure a slightly decent game with low tier killers and/or substandard perk builds.

    A casual playlist would give me somewhere to experiment with new perk builds/killers and actually have time to see of they work. As I said, i know it won't be perfect but it will be a push in the right direction.

  • Tbh the pressure from 4 zombies is the best way for killers to get a decent game in 2v8. Otherwise gens fly super fast and you end up scrabbling for endgame hooks.

    Most 2v8 killer games you're generally hoping for potato survivors who drop super fast in chase and ignore gens.

    Zombies give enough pressure and passive slowdown to allow you to enjoy the game and not sweat every chase.

  • Hm not hugely. Really only helps if you're running a mori token. And by the time you have a surv available to mori, chances are it's the move that takes control of the game and losing an extra 3-5 seconds on a cool mori wouldn't make much difference.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058719#Comment_4058719

    slugging, too. slugged survivors give no gen boost or work any gens while you kick/break/enjoy the atmosphere. I slug in the 2v8 way more than 1v4

    It's less effective in 2v8 since people effectively have basekit unbreakble. So a survivor self reviving usually wastes less time for the team than another survivor uncaging them

  • @NeverSolus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058726#Comment_4058726

    I don't disagree with your first point, and I often do the same in regards of letting people go in landslides. But the fact of the matter is that we're making a choice to let those people go. Game balance cannot be weighted upon player choices. That would not be game balance, that would simply be a community preference. Balance of a game has to exist first and foremost outside of player choices before factoring them.

    The game not being balanced or incentivized in a particular fashion is not something that can be easily dismissed. It may, by example, be considered in some circles a rude play to take a pawn with a knight on turn three of Chess but that does not make the move illegal, it just makes the move discouraged. There's a difference between game balance and social expectations of a given game and we'd be playing the fool to not acknowledge them.

    You're absolutely right in that DbD is not balanced for a competitive experience, but unfortunately it is a competitive experience. There are defined losers and defined winners. You can 'lose' a match, and when you do so your opposition 'wins' that match. I'd love to see a world in which letting people go is more and more common, but hoping for others to adopt that mentality is just that, a hope. There's no meaningful incentive to do so, and the very game genre itself exists in counter-intuitive opposition to the act.

    Perhaps this could be alleviated by blurring the lines on what it means to win, or lose, a bit further and creating a gradient? I'm not personally fond of the idea but it is tennable. The recent survey did spend no small amount of time focused on what people consider a win or a loss after-all. If the results of those surveys are taken to the direction we discuss, perhaps we'll see more and more meaningful incentives given to Killers to not aim for a 4K with consistency. It would be nice knowing that letting a survivor go at the end of a match would see meaningful reward, and not just be a gamble of whether I'll be tea-bagged at the gates.

    The game will never really be balanced is the issue. By its nature as an asymmetric game it won't be balanced. The difference in game balance between low and high mmr makes it totally impossible to create a power balance that is fair and fun for both roles at all mmr levels. This is why i think the ranked/casual playlist split is the best way to make the game enjoyable for the most people.

  • Thi bis why we should have a competitive ranked playlist separate from a casual one. Despite all the tournaments etc dbd is not designed to be a balanced competitive experience.

    Majority of dbd games are a landslide one way or the other. Not fun games. Heck when I play killer I'm honestly bored of 4ks. I have much more fun playing hardball until I have control of the game. Then i usually take it back a notch and let at least 1 survivor go. Because I know in my mind that I had the win secured, I beat the team. So why bother chasing the 4k after that? I let one or two go and lose a few bp but they get a better game. And gain way more BP than I gave up. If more people tried to make the game a little more pleasant for others, the gsme would be much better

  • Much as I dislike tunneling as a tactic, it is necessary in some situations. And in 2v8 it's basically something you're forced to do to secure enough pressure to not get gen rushed for a 1 or 2k.

    Plus it's much easier to counter in 2v8. With the sheer number of survivors it's easier to protect unbooked survs so they get away clean and with larger swathes of the map becoming safe once gens are done then double hooked survs have plenty of safe space to find heals. Plus the purified tonics allow you to remove a hook state. And it is rather difficult for killers to target individual survs unless they are playing with a very distinctive skin.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058322#Comment_4058322

    Maybe you could make it so you can remotely destroy traps (as killer ofc), and then recover them from lockers.

    Dunno if it helps keep the vibe.

    That seems more in keeping with it i think

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/464448/thoughts-on-forced-penance

    It's mainly because so few people actually bodyblock. (Outside of Krasue)

    Yh come to think of it I haven't played against a bodyblock/sabo squad in ages. I miss people playing like that. They were so easy to counterplay. And satisfying to stomp.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058322#Comment_4058322

    I know it’s weird cause your like mental projection his traps into your bag/inventory from a distance

    But remember it is a video game not everything needs to be realistic and plus this is the entity’s realm anything is possible

    The reason I wouldn’t give him ALL his traps is cause it would just be unfun to go against, imagine him just trapping every loop in chase it would be so braindead

    Yeah I'm not fussed about realism in game. I just feel like it'd spoil trappers vibe. And yh but it would have counterplay. While he sets up a trap, surv uses the time to get distance and find another loop.

1 … 16 17 18 19 20 … 58