HoodedWildKard
HoodedWildKard
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@WitchKing said:
So, bhvr announced that they are going to change perks again (probably same thing that happened in patch 6.1.0). Alongside with this news they specifically said about eruption changes. And don't take me wrong, i hate the fact that this is so OP right now and has almost no counterplay but... what about survivors perks? Prove Thyself is OP too, and it isn't the only one that needs a change. I hope that bhvr won't do with eruption and any other perk the same thing that they did to Thana or Ruin
So... what would do about some of the most problematic perks?
Personally I would made Eruption block the gens instead of giving incapacitated status with maybe a bigger cooldown and Prove Thyself to give you, let's say, 10% speedboost to repairing when you work with at least one teammate (numbers can be adjusted ofcourse).
Im all for an eruption nerf. Definitely shorten the incapacitation, remove the scream notification.
Prove is another one that definitely needs a nerf and doesn't get mentioned much for some reason. Most killer mains prefer to moan about DH.
Prove is far too strong for gen rushing. 15 percent speed boost is a lot for repair speed. And having it stack per survivor for each survivor is absolutely nuts. It's asking for coordinated swfs to get stupid high repair speeds. 4 survs on a gen each with 45% increased repair speed? Utter filth.
And it's just as effective at level one as it is at 3. Only the BP bonus changes. Which is a joke. Personally i reckon it should give the user a 15% boost if used when another surv(s) is on a gen and that's it, shouldn't affect the other survs. Or 5% boost for each surv working the gen together. So a team of 4 survs on one gen gets a 20% total boost.
Every super sweaty swf I see as killer popping gens super quick always has a prove or two in the perk builds. And no one really benefits from a short game.
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The orb disappearing as you set a guards path is a huge buff for knight. I've had much more fun with him. Both playing him and against him. Being able to reliably trigger guard hunts is great.
The guards are more dangerous, when that chase is active a good knight can corral you using the guard and move to cut you off. It's reliable and lethal anti loop. And if surv hesitates away from knight the guard hits them first and you can get that sweet insta down.
Plus it's great at revealing survs hiding near gens if you aren't running nowhere to hide. Absolutely lethal if a surv is hiding and you get an aura read. Because they can't simply avoid the patrol since they can't tell where it'll be.
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Ahh that situation sucks. You aren't realistically winning conventionally. Being honest? I'd probably either hide too and hope the other survivor gets caught out first to give me a chance at hatch. Or go to the killer and offer them a gift on the offchance they'll release me. Depends how stubborn I'm feeling.
In all probability killer will probably hook you if you try to make nice. But you never know. As killer I have spared survs in the same situation and gone off to hunt down the hider. If I'm the killer in that situation I prefer to punish the hider who refuses to engage with the game rather than the player who I know is still trying to do gens. And I always have a soft spot for a surv who takes the knee and offers me an item.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330679#Comment_3330679
There is no way to play badly enough to avoid Dead Hard unless you commit to never killing anyone and stomping people who just bought the game.
Wasn't saying you can avoid it. It's used at almost all levels. OP just dislikes it because high mmr players are good with it. And he is at high mmr. Because he is good with killer. Just as good at killer with the powers and perks as the survivors are.
If you play good, you play good opponents. Players who play to win are always going to use the most effective tools. And DH is probably the best survivor perk, but it's more necessary than OP. survs need an exhaustion perk to do well in chases and DH is often the choice. It has drawbacks, can be countered and isn't a guarenteed thing. Goodnplayers land it a lot but not every time unless they are cheating.
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@Johnagon_Infinity said:
I'll preface the whole thing by saying I have about 6.5k hours in the game. Most of those hours have been on killer, most of those hours have been on the Hillbilly. I play on NA West servers at nighttime, which is referred to as the "demon hours" or "juicer-hours".
For those unfamiliar, it's when all the sweaty SWFs, God-tier solo-queue survivors and literal comp teams get on to destroy late-night killers. I have a few problems with Dead Hard. Firstly, I will address: yes, Dead Hard was nerfed for bad/average players. The people who used E for distance promptly dropped this perk and picked up something that was easier to get value out of. But for those who always used DH for the ability to dodge attacks, this perk HASN'T changed.
Some of the issues I have with the perk are: the passive deterrence it grants, the fact it's now the obvious choice for an exhaustion perk again, the immense value one-usage of Dead Hard can grant, and the fact it is ping-reliant. When I know a player has Dead Hard, I now have to play around it when it comes to pallets/windows. This means this survivor now gets even more time before I can lunge at them when they are looping structures. The standard lunge-distance is effectively shortened against anyone who is using DH. This is a passive deterrence that the existence of DH has on the game.
Having Dead Hard will indefinitely grant you maybe an extra half second or so around EVERY pallet or window. This effect is exaggerated if the survivor is using resilience or doesn't have an item (watching an item disappear when a survivor commits to a vault is how you can be certain to swing at a survivor and avoid their DH.)
If a survivor is looping a pallet, they are able to, rather easily, time their DH effectively enough to where you either hit their DH, and they get to run off to the next tile. Or if you don't swing, they get to pallet stun you. In these situations, survivors can be exceptionally greedy with little repercussions. They can choose to pretend to drop the pallet, and you respect it, now they get even more distance for perhaps another loop. Or they do a spin, run right at you, but you wait it out, and then they do it once more, but this time they actually use their DH. Either way, this enables the survivor to get an extra couple loops out of a strong pallet.
It is also now the obvious choice perk all over again. DbD has tons of perks where the option is "I can bring this off meta, kind of niche perk that could be super handy, or I could bring the safe perk that always gets value." Because Dead Hard is the best exhaustion in the game, the other exhaustion perks don't matter. Kind of like how Deadlock is a fine slowdown all on its own, but doesn't compare to eruption/brine combo.
When I go up against the God-squad Seal Team SWF who I know is here to ruin my night, do gens in 5 minutes and leave, you bet your ass 3 out of 4 -- if not all 4 -- of those survivors going to be bringing Dead Hard. I don't mean guys with 1.5k hours, I mean literal 3-6k hour survivor-mains who are deadly with Dead Hard. Those guys will very likely get value at least once -- if not multiple times -- every game.
As a killer, there are few things more miserable than when EVERY survivor in a match is running DH. I will pull off some crazy-bump logic on Blight that took my hundreds of hours to master. I'll line up everything beautifully and the survivor presses E and it doesn't matter that I landed a frame-perfect hit on them. Or if I managed to land a sick chainsaw curve on a survivor, they'll just tank it and keep running while I sit there fatigued.
Another issue is that some killers Dead Hard will work nearly all the time on, because their attacks are predictable. Plague's red vomit, Trickster's knives, Huntresses' hatchets, Blight's rushes, Nurses blinks, Oni's kanabo, etc. This is honestly one of the biggest issues with the game I can think of right now. As a killer, the meta of the game encourages you to whiff attacks on survivors. As Blight, I have to rush past them the first time, to bait out their DH. As Oni, I have to glide off of them, stop, turn around and slam, as plague I have to fake a puke. The list goes on. Dead Hard encourages killers to not use their power. If you're thinking about Legion/Slinger, okay. There are two killers in this game -- 3 if you include Pinhead with Original Pain -- who can completely ignore Dead Hard. That's 3 killers out of 30.
And now let's get into the biggest issue: dead hard is now even stronger than before when activated. Old Dead Hard got consistent value. New Dead Hard gets less consistent value, but when activated is FAR more useful than any other exhaustion perk in the game. One usage of Dead Hard easily outweighs whatever 3 Lithes, Sprint Bursts or Balanced landings might buy you. The killer is now forced to sit through a weapon-hit animation, slowed down movement, while the survivor gets an maneuverable boost of speed in ANY direction they'd like, not just one straight line like old DH.
If I could pick any one perk on the survivor-side I'd like to see get re-worked, I would pick Dead Hard again. I hate Hyperfocus /stakeout as much as the next killer-main. And those do need to be addressed, but DH is still the best exhaustion perk in the game. I'd definitely take an eruption nerf in trade for a DH nerf.
Ping is also an issue with Dead Hard. If you have high ping, or the killer has high ping, your perk is now useless. That's not a good design and it rewards those who have low ping -- something the game already does naturally with vaults. The argument that "Well, I suck with it anyway. I can never get it to activate." is not useful to the conversation. I'm bad at Nurse, she still got nerfed.
What's my solution? No more third health stage. DbD has come a long way in the last 6 years and the community has gotten good enough where having a third health-stage on command is too much. It's not viable, it doesn't need to be in the game. People have had 6 years to master this game, they have THOUSANDS of hours invested in it. If you set a new level of mastery for them, they will reach it eventually. Ex. Nurse.
I have some ideas on possible rework ideas, but I know they'd not be a compelling alternative to how strong Dead Hard already is, and it would just anger those reading, so I'll leave them out of this post. I've heard a common complaint that feels necessary with new STBFL in the game, and if it would make the transition easier, I'd be all for a nerf on STBFL. Dead Hard is a problem for the meta of the game, and it has been a problem since its release. If you'd like to post your ideas for a rework, I'd gladly read them. If you want to share your opinions, I'd gladly read those , too.
Killer main dislikes dead hard. Pretty standard. If you're in the highest mmr then like you do. The survs you're against will utilise the best builds to their full effectiveness. Doesn't mean the rest of the player base has to lose the perk. That's the curse of high mmr. I could understand if you were constantly getting dunked on all the time but if that was the case your mmr would drop and you'd get easier games. With your skills you'll be pushing the survs extremely hard and making them fight for their lives.
And annoying as it might be, if you are maintaining your mmr and getting iri 1 each month? You're not losing many games because of it.
I split roughly equally between killer/surv and I don't really have an issue with DH. Sure it irritates me when I'm playing killer and get a swf who all can hit it consistently. Then I just counter play it and usually still do well in the game. It takes skill to use and if you have any latency? Then you need luck as well.
Based on what you said would I be right in thinking you're a blight main? Because if so this argument flips on it's head a little bit. You've spent hours perfecting blights slam plays. As a surv it is insanely frustrating playing against a good blight who nails good lethal rush plays because they're so hard to avoid and distance means nothing to a good blight. DH is a good way to counter it. Because it's a predictable hit. It's literally the only exhaustion perk that can counter a blight.
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@Rootlo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329894#Comment_3329894
I can count on one hand how many times ive been affected by eruption. I get cheesed by dead hard multiple times every match as killer.
Your hand must have a lot of fingers on it then lol. In all seriousness, yes, dead hard sees a LOT of use. But it doesn't give as much of an advantage as eruption. And it doesn't mean it's broken.
And it's kind of necessary for survs to run some kind of exhaustion perk because they need to be able to extend chases. You won't find many, if any survivors who don't run either: DH, lithe, balanced landing, sprint burst or maybe head on at a stretch.
Do I run dead hard pretty much every match? Yes. Does it help me every match? No. It's easy to bait out and hard to time. Eruption on the other hand, easy to trigger and serious value. unless it's an extremely well coordinated swf then it's almost impossible to avoid the incapacitation without just not doing the gen which essentially leads to the same result.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329876#Comment_3329876
Knight's guards dont move at higher speed, their speed is the same as before the patch.
They already have an extremely hard time getting into someone, so having them to go around pallets instead of phasing through them makes things even worse...
But there is a buff. It's easier tonambush survs with them now as the orb isn't visible 100% of the time anymore. Tried him today after the rework and used the miniona very effectively bybsending orb intonahack from one side, bodyblocking the opposite doow as knight so my minion hit them and I followed up for the down lol.
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@FellowKillerMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329894#Comment_3329894
I've experienced both and Dead Hard generates a very similar feeling to what eruption creates. Except eruption doesn't force me to chase and mind game someone for that additional 30 seconds.
I play killer and surv roughly equally. As killer I find deadhard annoying but easy to counter once I'm aware of it. Few things more satisfying than seeing a survivor dab after they run at you then laying them out flat. Sure a really good surv can force you into a no win situation on a pallet but that isn't easy. It requires good timing and reactions, hell even a bit of latency can prevent it from working. One slip up and you're on the floor bleeding out. I run DH a lot and miss probably over 50% of my triggers.
Eruption on the other hand? Yikes. As surv it makes me want to DC. The initial blowup is bad enough, but the incapacitation is way too long and forces much more regression that can't be stopped. I've run it as killer a couple times and those games were an absolute cakewalk. It ruins solo q games because without VC it's usually impossible to tell when the chase target will go down.
And tbh eruption technically costs the survivor more than 30 secs when you add up the progress lost to the explosion, and the double whammy of progress both halted and lost by the gen regressing while surv is incapacitated.
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@GrimReaperJr1232 said:
I've been playing DBD for a few years now. I got in on PS+ but never played it until after Oni came out. Bubba was my first main. Old Bubba. It went as well as you might think. I've seen DS when you can do a gen for 60 secs with immunity, classic DS-UB/Small PP build, Surge/Jolt couldn't hit gens already regressing, original Rundying, Freddy being stupidly strong and braindead---I've been around for a while.
But over these years, the community has continued to wear me out more as time goes on.
Terrible Experiences
I have been told to unalive myself, specifically by burning myself alive because I simply played a killer the person disliked. Nothing more, just playing someone they disliked. I have an opinion they don't like? I'm now a "c----sucking f---" Joining this are various messages filled with calling me slurs, alongside other insults both typical of DBD (tunneller, camper, etc) and downright childish (trash).
"Just ignore it"
Sound simple, doesn't it? Sorry, but I find it hard to overlook there are people out there telling me to end my life simply because they're mad at a video game. It's not simply one person who acts like this either. If it was, it'd just be an easy report and I hope I can forget about it.
"Turn off messages"
I did. By then the damage had been done, but I did do it.... but then I started getting friend requests from the likes of "trashtunneller." I'm on console btw, where name changes aren't free. People are actually paying money to do this.
Disable friend requests too? What's the point then? Why not just play a single-player game? I like talking to people. I want to make friends with them! I met some of my friends through dbd. It's just sad, because I played CoD back in the day and even that wasn't this bad, at least in my personal experiences.
Lack of Empathy and entitlement
It's ridiculous how this community can treat each other at times. Let's say my experience was a series of unfortunate encounters with a vocal minority, shall we? Every day, I listen to people complain and complain and complain. It's insane.
It's the same thing. Killers tunnel. Survs gen rush. X killer/add-on/perk/item is OP. Oh, you disagree with me? Sorry, you're an idiotic X main that your opinion is irrelevant. Do you main one side? Your opinion is irrelevant, no matter what basis you may have because you don't play the other side.
It's constant bickering, attempting to marginalize each other, and seemingly having complete disdain simply for having thoughts/opinions on what's ultimately a piece of software.
Purpose?
Why am I even writing this? I don't know. I'm just... tired of it all. I like this game. I really do. Despite its issues, I like it. Despite what I've said, there are many in the community that I do like! I've spoken to content creators that are genuinely wholesome people! For every wholesome interaction, I get 5 messages telling me my mother should've aborted me.
Maybe I just want to vent somehow? I don't know. I'm mentally exhausted just thinking about it.
Sorry to hear you've had a rough time of it OP. The community does seem to be fairly salty unfortunately. I'm happy to say I have more positive experiences than bad with people I talk to on dbd. I'm console too xbox so I'm spared from talking to the majority of the fanbase after a game.
I certainly do get my share of salty messages, that's just a sign you're playing effectively to be honest. Helps I also often play friendly as killer and let 1 or 2 survs escape each match and often get thanked and make friends put of it.
But that isn't everyone's style and there's nothing wrong with playing to win. Some players can't handle a loss and feel the need to spew bile as a knee jerk reaction. Inhope you can find a way to enjoy thebgame without being affected by the salty goblins.
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Mmmm rancor is weird. I've used it a couple times to help me get moris for a daily ritual. And I like to run it now and agains for shits and giggles. But as survivor I can understand why it's hella frustrating. Because you can theoretically get mori'd on first down with it. And both times I've done that to an xbox player (one devour hope, one rancor) I've recieved a VERY salty message after.
You do get plenty of advance warning (if killers aura keeps mysteriously being revealed when gens pop, beware) so it shouldn't be a surprise and if I notice it I play super stealthy when we're down to 1 gen. I personally don't mind it too much. I've hardly ever died to it because it doesn't see much use.
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I'd be interested to see if OP plays survivor and has to deal with eruption from the other side. Because they certainly sound like a killer main. One who likes to run eruption and win lots of games.
Eruption is difficult enough for SWFs to counter and is downright crippling for solo q teams. Who have no way to tell if the chased surv is about to go down or not. It'd maybe be more tolerable if it didn't stack with CoB. That combo is straight filthy and basically lets a killer for a gen from 90% regression down to less that 50 by simply kicking a gen and downing a surv.
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@BabyCameron10 said:
The things I would do to play one more game on that map. The atmosphere was great and the map wasn’t excessively large. Yes, It was difficult to escape on that map as survivor but the map’s eerie vibes and uniqueness were worth it.
I hope one day I could play on that map once more.
https://us.v-cdn.net/6030815/uploads/G4MYWDY7EX1A/8006e331-a76f-4769-afd2-e09f26946bb4.png
Truly a beautiful chapter overall :’)
God i wish I could try it out. Only started in august so I never got a chance. Managed to snag physical copy of the nightmare edition for xbox so i have demo, steve and nancy. Makes me sad I can't try hawkins or buy outfits for my faves.
Everyone keeps telling me hawkins was a fun map and apparently very balanced.
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@ReverseVelocity said:
No, it's a bug.
Is it? I figured it was an intended change. I quite like it tbh. Always bugged me that the minions would just phase through a goddamn pallet/vault. And feels like they have a higher move speed now to compensate. And having them double back means knight can pincer more effectively
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I hated the old wiggle system. Idk what it's like for the PC master race but on console (xbox at least) the old wiggle system requires you to wiggle and spin the thumbstick constantly.
I'm much happier doing a qte with my bumper button that giving myself ######### carpal tunnel or an RSI but trying to flap my thumb on the stick.
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I'm on xbox too. I usually gg unless player was toxic. But I do have a tendency to not gg killers who slug excessively, or facecamp/tunnel very early in the game. They are legitimate tactics, technically. But unecessary and especially with early tunneling and facecamping really ######### one player in particular and just prevents them from playing, earning a bit of bp and and forces a depip.
If it's a dirty build? Ehhhh that doesn't sound like a fun build to play against. Tbh I'm surprised 2 people got out against a hard regression plague build like that. I'd still GG that. Long as she wasn't toxic and smacking people on hook.
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Yh a bad run on survivor sucks absolute ass. I had some good games this morning but since 5pm all I got was hard tunneling, slugging, facecamping killers with a couple of overtly toxic ones smacking hook and one who even slugged me then bodyblocked the last surv for a solid minute before hooking her and coming back for me just before I bled out.
Maybe it's the new rift bringing back all the salty killer mains.
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Not the way I thought this post was gonna go. There is literally nothing wrong with boons. Sure they are easy to find and snuff but unless killer is running shattered hope (literally no killer ever) then you can just reset them.
Yes hexes are harder to find. But once they're gone, then it's permanent and killer basically loses that perk for the entire match.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329808#Comment_3329808
That's ok for me but there are arguments why it should still stay in some form to punish dc/afk:ing players.
If only the report system actually worked since we have a specific way to report afk players. It's as if they don't actually act on those reports.
If they actually did then they could remove depips and just ban afk farming players who ruin games.
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That bug is still a thing? I thought that got fixed. Mad that it's still an issue. But at the end of the day BHVR doesn't care about buffing dirt poor killers like twins when they can just focus on getting the next chapter out in time and making moar money. 😒
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Wow super high mmr sounds awful. Glad I don't play at quite that level. And that suggestion is a bit extreme. It'd be impossible to balance.
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Baselit Unbreakable yes. Mori change no. I hatehatehatehate the proposed mori changes. If I'm gonna mori someone I wanna do it on my own terms and not have to sweat a 4k for it.
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@bunnyfengenthusiast said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329699#Comment_3329699
Franklin's doesn't counter 4 man boilover+breakdown+body blocking+putrid oak+exponential, and OP is completely justified in bleeding these guys to death.
In the peaceful words of the Virgin Mary, F around and find out.
@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329699#Comment_3329699
that's such a weird thing to say. what is franklin's gonna do against any of their builds?
plus it's not like survivors are bringing stacked medkits and toolboxes with map offerings every game which makes a match very difficult.
Gonna be brutally honest I didn't look at the survs builds properly. I just saw there was no: windows, lithe or DH and figured the builds couldn't be that bad. My mistake, that team deserved to be bled out. I also have an irrational hatred of franklins.
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I don't think killers should complain about a survivor's build if said killer is running Franklin's.
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I don't care about 4ks anymore. If you try and sweat 4ks it's pretty easy if you run broken perks and play dirty by tunneling out weak players and facecamping good ones and eventually your mmr will put you up against nothing but sweaty 4 stack swfs.
Literally the only time I go for 4ks now are when I'm going for an adept or if the surv team is particularly toxic. Aside from that I actively avoid them and pick one or two survivors each game to spare. Just get everyone on 2 hooks and then kill 2. Let the other 2 do gens and farm a little.
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@RainehDaze said:
Also, yes, a dozen people are going to say CoB+Eruption, or CoB+Eruption+Nowhere to Hide. There, that's out of the way, no need to repeat it. :p
I'd say... Windows of Opportunity + Dead Hard? It always seems to lead to 'hey, drop every chase or go on a tour of all the map's pallets unless there's already a deadzone to either side' (especially when it's garden of joy or something). Kind of hard to catch people out when they know exactly where all the map resources are.
Pain Resonance and dead man's switch.
For survs probably dead hard adrenaline.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328877#Comment_3328877
Scratchmarks are pretty minor for tracking. I'm pretty certain most killers would say their hearing is #1 or #2 for tracking.
I have an excellent hearing (I've worked for years in the field of psychoacoustics) and I often know a survivor is close just because I've heard their breath.
I'm not thinking about a text, like I've seen mentioned in a reply.
Maybe some shimmer on the side of the screen, something subtle.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328881#Comment_3328881
I'm not trying to be obtuse here ... but, could you explain why it may be "bad" for killers and "good" for survivors? (I'm paraphrasing)
It's entirely possible you don't think the feature is "good" for survivors either, and in that case it doesn't need any further explanation.
I agree hearing is an incredible mechanic for catching survs. I do it all the time.
It is hard to make it fair though if a visual element is added. I'm all for a way to help deaf or hard pf hearing players. But it's hard to do that without simply handing an extra mechanic to players with perfect hearing who want to sweat snd give themselves an extra advantage. And unfortunately there isn't really a way to stop that.
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@Nikatara69 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329315#Comment_3329315
And im not judging anyone but worried my way, I have some struglle to express myself and I sick of tired to be missunderstood by people.
Would I be right in thinking that English isn't your first language? It might explain why you dont mean offense but people are taking offense.
Native speakers will understand colloquialisms, hidden meansings and slang that won't be understood by people who have english as a learned language
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@Nikatara69 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329293#Comment_3329293
Yes, I'm been honest, I just feel that when people playing toxic towards people in game, so they are probably lonely and angry or im wrong?
Often yes. But highlighting and reminding them of that isn't a way to make them feel better. Just show respect and if they engage more maybe help them along with a bit of game advice and friendliness. If they don't then at least you gave them a gg.
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Are you telling me you didn't mean it as an insult? Because that comes across as mad patronising and an attempt to trigger someone. Especially if they lost. (Idk you didn't mention) like it's a roundabout way of saying they're so bad at the game you pity them.
If triggering isn't your intention and you want to show good will to a bad killer i just tend to stick with "gg and gl with your next game"
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@misschibigoddess said:
is that reportable or not? killer face camping as leatherface and none stop hitting me on
hook the second I am on it until I am fully dead, being toxic and hateful. at start of match snipe.
They hiding their name so how can ya report them outside of the dbd report system.
It's not reportable. Granted it's extreme disrespect and bm from the type of player who lives to make other players lives miserable and somehow extracts enjoyment from that.
Best just to move onto the next game and hope the killer is a little friendlier/respectful. And also try not to perpetuate it by teabagging or torch clicking killers you do get the better of. Air's nice and fresh up on the moral high ground.
Friendly killers do exist. I tend to lean that way. If survs bm I just do my best to kill them. Sometimes i miiight succumb to temptation and nod/hit a surv on hook if they have been particularly obnoxious. But usually I just keep it clinical and do my level best slap them on a hook. But if my survs just play the game and don't show any BM I'll usually let one or two go at the end of the match once it's clear I would've won.
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@solarjin1 said:
thanks for sharing your experience.
I was a hardcore survivor main who only push for gen defense nerfs into one day i decided to play killer. I wanna to show them just how easy it was to 4k. Just like 90% of the killer mains u start off winning for a while into your reach these gen efficient players who also can loop crazy. Suddenly u realize that both sides are right in their own ways.
At low levels (which is most survivors) killers are simply overwhelming strong due to lack of gen efficiency, not being able to loop, and a lack of knowledge on the proper way to counter the killer. At mid level they are better loopers but still fall due to killer tactics and lack of coordination against those tactics (tunnel, camping, forcing the 3 gen). Only After getting to the good survivors u realize "i can't win without regression"!!! they are simply to efficient. 5 gens popping after 2 to 3 hooks every game. 70% of the killers are weak and need overpowering gen regression perks to even stand a chance at the top but do this justify the majority of survivors at the bottom suffering?? sadly yes
I'm glad solo q is getting push to swf level because that the only way killers will ever get the buffs they want. Only once solo q become a credible threat can killers get meaningful buffs. We know the devs not gonna fix all these maps and killers but they can introduce mechanics to help. Every killer should have map mobility and some type of anti loop. Allow killers to be able to teleport to certain spots of the map regardless of their power for a price of some sort. Allow killers to call upon the entity to block pallets for a price of some sort. These prices could restrict your powers or anything. idk just brainstorming here but every killer need mobility to pressure the map and anti loop so 2 gens won't pop in 1 chase.
I agree with your read on it. I reckon a good way help balance it is a rolling handicap based on whoever is winning.
The more hooks a killer has, the faster gen speeds go, the more gens finished the slower gens go.
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I agree hex perks need to be better. But this suggestion isn't it. It'd be actively detrimental. If killers could lock out CoH by never bringing a hex perk. Then you'd never see a hex perk again in public play.
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@Aven_Fallen said:
Regarding Eruption:
The new HUD does not help to counter it at all. Unless you say that the counter is to let go of a Gen once a Survivor is injured and while they are being chased (or even when a chase starts in case it is an Instadown-Killer). Because this is not a counter, since potentially you will spend more time doing nothing to avoid the effect which forces you to do nothing. Furthermore, the Survivor in chase can have the best chase of their life or use any ressource available, which will only be bad, because this does not matter if nobody is doing Gens.
Obviously you can say the counter to Eruption would be to let go of a Gen once a Survivor is chased and that Survivor needs to let themselves downed immediatly. But we all know that this would be super-stupid.
Also, regarding SWFs and Solos... Hens wrote this on Twitter:
"It's funny how the best comp teams have trouble playing around eruption with comms and people talk like it's so insanely easy."
So... Even with the HUD-information, Eruption is problematic and just unhealthy. And clearly not a knee jerk-Reaction, they should have nerfed it months ago or even not let it get past playtesting.
Regarding Pain Resonance/DMS:
BHVR already wanted to get rid of this combo, but they brought it back because there was an even worse Combo with Merciless Storm and Pain Resonance (when the Gen hits Merciless Storm and Pain Res hit it, the Merciless Storm-Skill Checks continued). So they wanted to get rid of it anyway.
Furthermore, it was already counterable before. First of all, you have a split second to let go when you see the Survivor getting hooked. But even if you dont do that, even before you saw that the Survivor was being carried because their Aura disappeared AND their Bleed Out-timer was paused (the latter is even seen when Blindness is in play).
And from my experience, more than enough Survivors still dont know to let go of a Gen early enough to avoid Dead Mans Switch.
Word. Had a game yesterday where a killer was tunning pr and dms. I was working a vital gen had it on like 80% saw killer picked up a surv and came off the gen. A feng was working it too, i was crouch spamming, shaking my head beckoning her off the gen. Then it exploded and got blocked. And she just looked at me like "oh"
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Yh much as I'd like to see it, so I can get a sense of the difference between solo q and swf. There are so many people who would just use it as justification for abusing people.
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They haven't confirmed #########. They've mentioned that they're looking at it. Not that they will definitely do something.
I definitely agree that eruption needs a nerf though. They need to remove/reduce the incapacitated and/or get rid of the noise notification. If pain resonance doesn't give a notification I don't see why eruption should.
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DH is fine. It takes a lot of skill to use. The timing is extremely tight, so much so that the slightest latency will mess it up. And it can be used near pallets to force a drop but again the timing for that is so tight.
When used in any other situation it's so easy to bait out if killer is aware of it. And survs often try and force it to make the timing easier, which is a very obvious play when they run straight at killer. It's not the auto 3rd health state most complainants claim it to be. Unless someone is using a script.
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I'm working on jeff and demo.
Jeff for being a bad ass but wholesome metalhead. Demo because good pupper.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328925#Comment_3328925
You know what's really unfair? Nerfing a C-tier killer because they make you unhappy sometimes.
It's not nerfing a C tier killer though. You're acting as if I've suggested this a basekit change that blocks KI, rather than a choosable perk which simply gives information. A perk which is neat and probably won't see any usage at higher mmr.
Weak as legion is to meta players, they tend to dominate low level games.
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Mm i mean killers alreadybhave scratchmarks to help follow survs. There isn't really a way to give them footsteps thay would simulate being able to hear them.
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Always liked the idea of the indoraptor being used as a killer.
Always loved the jurassic park films, while they aren't dedicated horror films the certainly had some great tense horror moments, particularly in the first one. That bit with the severed arm was brilliant.
I think the indoraptor hits that sweet spot of natural predator and test tube grown killer that would make for a cool dbd killer.
Reckon a stealth/tracking focused killer with stealth/lunge mechanics would fit it nicely. Crouch mechanic to grant undetectable and a big speed decrease, while crouched the ability to stop and sniff to trigger killer instinct within a certain range. Sniffing should make noise for balance and atmosphere. Imagine cranking a gen and hearing the sounds of a raptor sniffing, barely loud enough to hear over the gen turning over but not quite loud enough to be totally sure. The pounce could be either a one hit down or inflict deep wound. Should be strong as it wouldn't be triggerable mid chase like demo's shred.
And the kill it gets on the hunter in the cage is certainly an excellent one to base the mori on.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328662#Comment_3328662
You're basically just asking to nerf legion. Who is a bad killer.
When you play against them literally just stay away from other survivors. I only get frenzied when I'm the initial target. Otherwise I know to just leave when I see the mending pop up. Frenzy lasts ten seconds. Count down from ten with each frenzy so you know how much distance you need to make. If you see mending within the terror radius you can just leave and they won't catch you in ten seconds. You don't need a perk to neuter legion and crutch on when you can just use game sense.
@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328662#Comment_3328662
Okay, Legion can be countered by respecting his TR, PH by not stepping in trails etc, etc.
Let's go over Neme and Wesker. Can you stop them from getting information? No. But what you do control is when the KI procs and if the information is even worth using. If you're across the map on Dwelling at shack with... idk, 30 pallets nearby, idc if I know where you are because I can't touch you.
Knowing when KI shines on you just comes with general killer/matchup knowledge. With experience, you should know when it is/isn't shining on you.
The perk would hardly neuter legion. I doubt it'd see use at high mmr which is where legion struggles at anyway. I don't see many high level survivors using it. But it'd certainly be a handy tool for newer players, particularly those who don't play killer, to figure out when KI triggers are.
Lord knows a lot of newer players need it, because if players don't play killer, and don't happen to sit down and research how they work they have literally no way to tell. Not like I'm proposing a hard counter that blocks it entirely. It's a perk that would help build that experience to learn how to counter play a mechanic. Like windows.
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@GrimReaperJr1232 said:
You don't.
Killer Instinct as a mechanic was created for the explicit purpose of giving killers a means of tracking with their power that cannot be countered.
What you can do is avoid it's trigger conditions (be outside a Legion's TR, crouch near Victor, etc)
@LordSturm said:
Yeah, like the guy above me said, all killer instinct has a way of countering it built in.
Not as such, I don't see how you can counter nemesis/wesker unless you just want to make yourself more vulnerable. Legion is janky, you definitely can't avoid it because it's when your teammates get hit and you really have no control over that and staying out of TR isn't really feasible unless you know exactly where killer is. Even then it'd still be difficult.
And I'm not saying KI should be blocked. My favourite solution is to let the surv know that KI is on them so they know whether to shift W or not.
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Usually straight off the hook but if a killer is always opting to go after the same survivor when they spot more than one then that qualifies imo.
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Yh that fact that it's a hex is crippling. It's very obvious too so survivors hunt it down asap when theybrealise you have it. I only regularly run it on my deathslinger meme hex build because i run it with haunted ground, retribution and devour hope. So there's a lot of hexes to get through.
The haunted ground usually pops first and gives me a nice little aura read and exposed rampage where I often down 2 players 🤣
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I am legitimately not sure if OP is deliberately trolling or just hit the hallucinogens a bit hard today.
Solo q was HOT garbage before. And even with this buff still sn't amazing now. I have noticed very little difference in my killer games today.
It's a tiny bit easier to gen rush in solo q now as you know when someone is in chase but that is really the only benefit. Aside from that you know who to cuss out for not doing gens and that's about it.
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I'm just passed 500. And I only started in august 😅
I've hit dbd hard, it's a brilliant, very unique game. I love the aesthetic and the lore.
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@Zokenay said:
Its actually hilarious that Feng got 3 skins in a single month.
An event Skin, a Prime Skin (a recolor) and now a Rift Skin.
Im freaking dying.
Here I was thinking you'd unlocked 3 sets of prestige cosmetics 🤣
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@captain_murphy said:
The lack of extra wiggle progress is fine
Taking that away isn't fine, in my opinion, hence why I'm wondering why it was nerfed.
the main issue is that killers don't seem to be being moved around much at all,
That's a secondary issue, and almost a non-issue altogether. Killers swaying left and right has almost zero effect on any killer.
It can cause issues on doorways but I only see that happen with boil over. On standard checks it's pretty easy to cancel out the shake with movement as it's pretty rhythmic.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327332#Comment_3327332
... it didn't need the buff it got in the first place? They took out an unnecessary tiny buff that mostly served to make judging times annoying.
Agree to disagree I guess. As killer I had zero issue with the beta wiggle checks. A little uncertainty is a good thing in this game tbh. It was kind of cool to have slightly variable wiggle times rather than being able to time your watch by them.
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I'd imagine they're waiting to see if the survival numbers will change and by how much. I like the change but it isn't a huge thing. Just lets solo q be a little more efficient and I dpubt it will affect the numbers too much. And it certainly doesn't warrant buffing killers.