ImWinston
ImWinston
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- ImWinston
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@CompetitifDBD said:
If those killrate stats are true, needing tutorials for all killers could not be more obvious enough. Lich, Sadako, Cenobite, Dredge, Pig and Freddy should not be having a 64%+ killrate, they're on the weaker side in terms of balance and only seem good because their powers are hard to understand for casuals.
- I disagree about Cenobite in SoloQ: all it takes is one careless player on the box or in any case one "weak link", and the whole team suffers a lot.
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- I follow a lot of Asian streamers. In general, killer does much less tunneling than European and American servers, and (this is really generalizing) I've noticed that Asian killers are generally worse than those in other parts of the world. Additionally, survivors tend to play "altruistic" much less, so you'll rarely see hook exchanges or a chain of hooks due to altruism. You'll rarely find two survivors healing each other... because many are self-sufficient, so you can never pressure two survivors at once. Give priority to generators, open the exit gates, and escape. In large numbers, this really makes a difference. DBD is exactly the same, it's the way you play that changes
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- From what I've seen, using them during a chase is practically useless (unless the killer is completely new to the game). Their only use is to hide auras, or with a ranged killer (Hunters, Deathslinger, Trickster). Nothing will ever replace medkits and toolboxes. (My opinion)
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- I think it's an intentional mechanic... as a survivor, you can really anticipate your "entry into the locker", for example if you suspect the killer has BBQ
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- They could start by adding Trapper Bot (there's already a Trapper Bot in the tutorial), which can be used on any map in the game. Maybe it would be useful for training, not so much with the killer, but to get familiar with maps (especially the newly released ones). I know it's not much, but at least it would be a step forward in "helping" survivors.
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- Stupid people are everywhere, inside and outside of DBD, regardless of whether you're a killer or a survivor. This is a well-known fact in the world of PvP gaming. I recommend disabling chat if these episodes are really bothersome... and, of course, reporting any truly unpleasant behavior.
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- This is just my feeling, but from what I understand, the "new" Trickster improves where he was already good (a survivor in an area with low walls will be literally doomed, even more so than before) and worsens where he was already weak (if the survivor is in an area with high walls, Trickster will have even more difficulty, since a lot of precision with the knives is now required). As someone already said, we'll have to wait for PTB to make a real judgment.
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- During the streaming they clearly said "it will be more fun for the survivor too to face trickster" to me it seems like the same countermove as always.
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- I imagine the "old-school" description text was also loved by Devs... they never would have done it otherwise. But now, after 10 years, and after about 300 perks, it's starting to feel too bloated with words and unnecessary reading. We're here on the forum, so I imagine we're (more or less) hardcore players... but imagine a new player having to read the descriptions of hundreds of perks; it must be truly overwhelming. I think it's a good change and one that new players will greatly appreciate.
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- I think they're planning a perk that can break pallets from a distance (like the New Vecna perk that kicks generators from a distance, for example). So with this perk and Spirit Fury it would create a very strong combo (I imagine). I don't know, but I have this feeling.
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- In your opinion, is it more important to rework Trickster (and therefore more skins and related earnings) or make an improvement to SoloQ? I think the answer is pretty simple. I'm sure he and Adriana were conceived as great sources of income, but since both were problematic (for different reasons), they need to fix that and try to make them competitive again. Their aesthetic screams "money."
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- I'm in for a rough ride... I hate Trickster, and obviously everyone will want to try him. Along with Twins, he's the least fun killer for me to deal with.😓
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- The sound of Ada's shoes. I had a pair of leather shoes that made EXACTLY that sound when it rained. I could recognize Ada's footsteps with my eyes closed.🤣
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057368#Comment_4057368
Greed? Buddy, I dont think you understand that companies want and have to make money. And obviously, where do they make more money? When they create a new Sable-Skin or a Skin for the three Haddie-Mains out there?
@Topic:
I also dont understand it. Characters who dont look good are not popular and they will not get many skins, since they are not popular. Creating a Sable-Skin and a Haddie-Skin takes probably the same amount of time, workforce and money, just one of them is more profitable.
I mean, there was even a weird Haddie-Movement some time ago which resulted in her getting 3 or 4 Outfits in a row. And guess what - nobody plays Haddie anyway, since if the base is bad (and Haddie is really not pretty), no skin will really save that.
Funnily enough the same people who complain about Sable, Feng or MIkaela getting skins dont say a word about Dwight having way more skins than all of the unpopular characters…
And honestly, I hope the people will play the old woman Survivor they voted on in the Grimoire. Because if the community voted on her and then nobody plays her, the Devs will think twice if they want to make Survivors again which are not attractive.
- If people on X (old Twitter) read this comment of yours, you'd be in trouble. No one should insult Haddie.🤣🤣🤣 Haddie's situation clearly demonstrates that those who "scream" the most on social media usually get heard sooner or later.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057370#Comment_4057370
I mean Taurie has only been in the game for little over a year and it’s not a common thing for newer characters to get much right after release.
…Orela
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- Kate p100 here. I really don't like Kate's cosmetics very much. I think Devs are doing a lot for her, but nothing exciting. For example, I see a lot of players using Taurie (definitely more than Haddie, Jonah, Orela and others), but they've made very few skins for her and no Rift.
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@ONSAN said:
*For those who plan to leave a comment in a month's time: To make the most of the "Shoulder The Burden" perk, survivors' "waiting to be rescued" plays an important role. To improve the accuracy of "waiting to be rescued," use "Empathy." *Please be aware that some rescuers may be careless, so please be especially careful and courteous when rescuing. *Stealth is also important. It's pointless if you're discovered first. This is also an opportunity to learn "stealth." *Even if you use "Shoulder The Burden," if you yourself are executed early, you will instantly become a burden to survivors. *Please fully understand this point. *This applies if the game you are playing has the concept of "waiting to be rescued."
*Please continue enjoying the game
- Exactly. Anyone who uses Shoulder the Burden must also know how to play stealth. This is what I do: I leave my full medkit in front of hook (so the saved player immediately has a healing item), I save, and I DISAPPEAR from the map for the next 30 seconds. NEVER heal the saved player under the hook; it's literally a death sentence. Your goal in the game is not to become the new tunneled player. I'll tell you exactly my build: Shoulder the Burden + kindred + DS + DH (these last two perks are useful if I become the new target for tunneling).
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- I invite anyone who thinks my request is "crazy" or "ruins the game" to play "Shoulder the Burden" CONSTANTLY and come back to comment here after a month. You'll just tell me "you were right."🤣 I'm only asking for a quality-of-life improvement, not a buff. We all complain about DCs and we complain about selfish SoloQ teammates, you should all be happy about a request that improves a PURELY altruistic perk. In the meantime, I recommend having "Shoulder the Burden" in combo with "Kindred"; Kindred will help you plan your desperate rush to use "Shoulder the Burden"🤣
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- Guys, I'm glad you're using this post to discuss so many topics... but I'm asking for a very simple blue icon at the bottom, like so many other perks already have. There's no need to rank the strongest killer or talk about DBD 2016. "Shoulder the burden" is already one of the most "challenging" perks in the game, but Devs are making this perk even harder for SoloQ. I'm not asking for a buff, just a quality of life improvement.
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@Ryuhi said:
I think the bigger question with those types of perks is "Why can't people play with the assumption something could be in play, and adapt to whether or not it is." Its the foundation of so many elements of the game for both sides, and especially in their interactions between each other, but it seems to be a mindset that vanishes whenever faced with an unknown about teammates for a lot of people.
The game used to be designed around knowing pretty much nothing about your teammates besides their health state, you didn't even know what survivor they were or what they were doing outside of visual confirmation, and people managed just fine. The HUD updates over time have given a tremendous amount of information that can be used to deduce even more than it tells, but it feels like we need to have everyone's loadout and cooldown timers visible next to their portrait before people stop asking for more. And that might sound hyperbolic but honestly, it could go even further.
When you have a game balanced by chaotic averages, where strengths and weaknesses can vary wildly depending on circumstance in the game around them, having too much information is like seeing a puzzle's solution while attempting it. Those unknowns are what create emergent gameplay, making it so there isn't a set solution to every situation but rather a series of viable ones that each player adapts to given what they know and what they estimate. The reason the game feels so "solved" now is because people have been able to put efficiency over those types of considerations, so changes that boost efficiency for either side, directly or indirectly, only serve to make the game more stale.
I get people want all of the benefits of SWF without having to participate in it, but parity between the two isn't supposed to just be one side pulling the other up to its level. Like with the variance in killer tiers, they should be normalized to have their strengths and weaknesses addressed evenly rather than pulling either one up or down directly. If perks like WoO weren't yellow paint in perk form, people might actually have 4 slots instead of just 3, and perks like Kindred or Empathy that bridge the gap substantially might actually get more use in being able to do so. I still stand by my claim that the abandon feature did major damage to the viability of perks like unbreakable and deliverance simply by actively discouraging their best case usage scenarios, while people instead focus on "How could I know they were in play before hitting abandon" instead of actually playing the match out and finding out.
- Excuse me, but with this in mind, why do killers see each other's auras in 2vs8 mode? In theory, they can work just fine without this feature, but since they have to work as a team, they (rightly) have this option. I'm not asking for anything "crazy" or strange compared to other perks (for example, "Prove Thyself"), just to announce it somehow.
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@Valuetown said:
We should be expecting perk loadout displays in lobby by 2029, only a couple more years to wait!!
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056935#Comment_4056935
OP is talking about information before the match. E.g. if a Survivor gets tunneled and instead of the person with Shoulder the Burden being able to unhook them, it is another Survivor, which helps the tunneled Survivor less. Just another Perk which is just better in SWF and way worse in SoloQ.
@Topic:
I fully agree. I think it has to be implemented that Survivors see the Perks of other Survivors in the Loading Screen. And it is a QoL-Feature which 100% needs to come and it should have come years ago, there is 0 reason why SWFs should be able to know their Perks, but Solos cannot have this information.
And I also think that there need to be more ingame notifications of certain Perks. E.g. they show that a Survivor has We Will Make It, which is great. But I dont see why it should not be seen that a Survivor has Resurgence, which would be crucial against a Killer who is running anything with Hemorrhage, since not healing instantly means that the 70% progress are gone in around 3 seconds.
- I would also be satisfied with the simple blue icon in the bottom right that is used for "Will Make It" or "Prove Thyself"... if I, an unaware player, see that within an 18m radius there is a player with "Shoulder the Burden", I stop and do not save... simple and fast and without complications (my opinion)
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@terumisan said:
if you don't notice you losing a hook state or a hook atate moving i think yiou need glasses
- I'm speaking BEFORE making the save, not after.🤣🤣🤣
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@ShanoaLegendaryPlz said:
Deliverance also becomes an empty slot in your build if you get hooked first. And shoulder the burden gives a tunnel target 2nd chances
- yes, I understand what you mean, but you can get your hook even on the second or third hook of your teammates (if you never met the killer in the meantime)... "Shoulder the Burden" is waaaay more decisive and really uses the "momentum" . And even if you can't use "deliverance", you can still use the normal flow of the game and wait for your teammates to come and save you.
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@ShanoaLegendaryPlz said:
Its kind of in the same spot as deliverance, having to compete for an unhook before you get hooked yourself. If they were to show perks in the starting lobby to teammates, itd cause lobby dodging when people don't see meta builds etc. So perhaps these perks that only 1 person can do like invocations, deliverance, shoulder the burden etc can be shown above the person bringing it to the other survivors. But not their whole build.
To go with that, they could also add in message bubble callout buttons, like "going for unhook (shoulder the burden)" or just "going for unhook" next to eachother in a message wheel. The special perk ones showing up only when the perk is equipped.
- "Deliverance" theoretically gives you more second chances (more hooks from your teammates), "Shoulder the Burden" is crucial to use at the right time... otherwise it literally becomes an empty slot in your build (and the game becomes much more difficult if one of your teammates dies)
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- When you consistently play as a killer, you'll encounter teams of survivors going completely in the opposite direction... survivors who literally took over the game maybe half an hour ago. We remember the difficulties more easily, but we rarely focus on the "easy" things.
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- Pallets class😎... besides being fun (I love walking with Urban Evasion and acting the fool with my teammates), it helps me to make generators in "unsafe" places, since I can recreate pallets
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- Believe me, after a 1-week break from DBD, when I come back I feel really rusty🤣after a 1-year break, do you expect to always win? Play consistently, train and you'll see that good results will come.
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@saym said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056034#Comment_4056034
Why does BHVR try to adjust the game balance by making the MMR chaotic?
In a normal game, you would first make the MMR stricter and then adjust the game balance accordingly.
- The problem wasn't really the balance, but rather the killers complained about always having challenging matches and wanting more "manageable" survivors, because playing was stressful... so today we're in this (purposely) chaotic MMR, with more "skilled" players alongside "less skilled" players. I've noticed it myself, sometimes I play SWF with three very skilled friends but all without discord, the games go well even without communication, sure sometimes we die but often we escape. If four players are "skilled" and really know what to do, there's no need to communicate... the true "power" of the survivors is being able to "decide" their teammates and MMR
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@Rickprado said:
Toolboxes are becoming more and more of an issue recently, specially after the Eleven and Dustin gen perks that came out last chapter. Survivors are building full "gen rush builds" (4 gen perks) and trying to stay away/stealth from the killer so they can smash gen while another person is looping.
I had a match recently in The Game against 4 toolboxes. I lost 3 different gens under 50 seconds (no corrupt) and then i lost the 4th one more 40 seconds after. I had to resort to hard tunneling and slugging to have a chance in the match because i wouldn't have if i played normally. Its funny because they were VERY BAD at looping - with all due respect - not even looking behind but they finished 4 gens faster than many very good teams i go against.
Playing low tiers feels like queueing for an public humiliation as people get gens done before you could ever get the first hit.
Hope BHVR addresses toolboxes quickly, because i will be the next Blight main of my server if things keep going this way.
***Hope BHVR addresses toolboxes quickly, because i will be the next Blight main of my server if things keep going this way.
- If we've come to this conclusion, it's precisely because when you face S-tier killers (but also some A-tier ones), your only hope of victory is to speed up generators as much as possible. More Nurse mains and Blight mains there are, more players will focus on gen-rush builds and toolboxes. I've done the experiment myself (I've been a DBD player since 2020). Basically, I only need two perks in my build, DH and DS; I always dedicate the other two to "fun" perks. Since I've given up "fun" perks for gen-rush-focused perks, I've actually been able to escape more often. Will I always use gen-rush perks? No, because I prefer my "fun" perks, but objectively, meta killers that everyone uses very often require something to speed up the generators, especially in SoloQ.
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- As for YouTube videos, survivar gameplay videos always show defeats, of course they also show good matches and improbable escapes, but they are not afraid to show their defeats. Killer videos very rarely show defeats, only victories.
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- In the past, Devs tried to adjust the MMR, effectively taking four survivors with the same skill and one killer with the same skill. It caused a complete mess, with all the killers complaining about having difficult matches, so a month later the developers reverted to the current mechanics. I'm convinced that the current MMR PURPOSEFULLY takes more skilled players and mixes them with less skilled ones... so in a way, it can """help""" the killers have an easier match. I'm sure if you search online, you'll find something related to this period I'm talking about
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055807#Comment_4055807
I agree, There was a few that I got from Prime that were pretty stinkin cute. Sadly, all the outfits these days make you stick out like a sore thumb. I may have thousands of hrs in the game, but I cant not for the life of me run very long LOL.
- Can you imagine a collection of "urban and discreet style" skins? Like normal clothing items, colors like white, black, beige, gray... Parisian urban fashion style. I think it would sell like hotcakes. Today, the most basic skin has horns, wings, neon lights, and fireworks.
- Edit: Taurie's new skin (which I think is very well made) literally gives me the shivers... it looks like Hunk from the Umbrella Corporation🤣
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055794#Comment_4055794
Dont get me wrong, the badges and stuff are nice. But like they used to do prime outfits too lol. I haven't seen those in a while. But I might have missed em, But yeah seems like they used to do things that would give players an outfit or something, and they just straight up stopped doing it.
- Yes, you're right, skins used to be the norm. I have a lot of skins (which I almost never use), so it doesn't really matter to me what they give, but I imagine that for the majority of players, skins are the most sought-after gift.
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- I'm also a bit bored with 2vs8, for different reasons. I just play the challenges and then go back to "normal" mode.
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- What drives me crazy is that usually the banners have a "realistic" style, while the badges (in many cases) have a "cartoon" style, so for my aesthetic sense they never match 100%. 🤣I would like the possibility of having only the banner (in general I find them really nice), without the missing badge hole
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- If I could offer any survivors any advice, it's best to forgo the "flashlight" class and choose something else. Blinding with the flashlight in this mode is incredibly difficult (much more so than in 1v4), both due to timing and because killers often work in pairs and defend each other. Then there is literally too much aura reading, maybe you are hiding to make a flashlight save, a generator is terminated and voilà, your aura is revealed to the killer. You'll definitely be rewarded for dedicating your time to the generators. (my opinion)
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- I'm in a strange situation; on the one hand, I really appreciate the new skins, which are very original and detailed, but on the other hand, they don't fit my style, which is simpler and more "urban." So, even though I own a lot of "extravagant" skins, I always use the simpler ones, like the Iron Maiden t-shirts.
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@Shinkiro said:
Surprised you got any Vittorio/Geralt's tbh, there is 3 of us!
-😜Vittorio main … currently P80
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With which killer are you the most successful? —> nobody, maybe Pyramid Head
And do you enjoy playing him? —> Pyramid Head & Deathslinger
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- The survivor bots are terrible, but are you really having trouble catching them? The thing they should change IMMEDIATELY is their "I'll hide and crouch, the killer will never see me" mentality.🤣 I've never encountered a nurse bot, but I have encountered a legion bot (when legion was present in 2vs8) and it was a real nightmare.
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- I'd simply put "kindred" (without killer aura vision) basekit. SoloQ would benefit HUGELY from this, and SWF wouldn't change anything at all, since they already have this kind of information. With this simple change, half of Soloq's problems would be solved. As a solution it could be implemented immediately and without huge programming efforts (since kindred already exists). Plus the current kindred could remain unchanged as a perk (even if now it would have less value) ... since it would still show you the killer's aura
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- Legion and Plague are not suitable killers for 2v8. Let's not repeat the same things over and over again; we've already talked about this dozens of times. The problem isn't Legion, the problem is Legion + any other killer (except poor Billy because he's an instadown).
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- It's normal that he doesn't have the same hype as the first few days, but I faced him often yesterday... I'd say in about ten games, 3-4 times. For me, he's a really fun killer to face. His "fame" is definitely better than Houndmaster and Krasue (thankfully, it literally disappeared after the nerf). Some people complain about not always winning with him... guys, he was released a week ago, maybe it's normal not to have mastered him 100%... others make the comparison with Nurse or Blight for constancy , killers who have 10 and 6 years of training, strategies, perks combo, video tutorial ecc ecc🤣🤣🤣 give everyone time "to process" this killer.
- Edit: My advice to killers is... don't be predictable with him and try to "study" the survivor in front of you. If he makes "obvious" moves... for example, runs straight towards the pallet, well, you'll have your power easily. But if the survivor is always feinting and misleading, be patient with your power and try to be unpredictable yourself. If you see that the survivor is really good, LET HIM GO... find the weak link in the team and that way you'll quickly have your power at its maximum.
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- I'm a 99% convert to opening them at 100%, period. 🤣I admit my old sins! 🤣 The only thing I'm waiting for now is for the killer to hang any survivors on the ground on the hook, then I open the gate to 100% and go for the save.
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- Since DBD is a game and not a job, everyone chooses their own strategies and training to improve. Personally, I would recommend everyone (killers and survivors) to play for fun and without high expectations. A relaxed, fun, and at the same time "focused" attitude will certainly make you improve automatically.
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- I asked the same question here on the forum a few days ago. There's no specific reason, Devs simply buffed these maps. The thing that drives me crazy is the heavy nerf to the map offerings because they're "not fun"... but Devs can let you play literally 4 maps in rotation.
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- I'm asking honestly, but what do you use the fog vials for? Wouldn't that be a brown med kit or a brown toolbox? I'm telling you honestly, you can see perfectly well through the fog, so unless there's a wall, a rock, or something else nearby, or a perk like Quick & Quiet and hiding in a locker... they're completely useless.
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@Nazzzak said:
I don't think they'll be tightening it. Last time they tried even just a slight tightening they got backlash from content creators. Happy to be proven wrong but I doubt it. My guess is they might just change how MMR is gained and removed. Maybe base it on hooks and team contributions? Who knows
- you're right, I forgot... Literally video after video of content creators complaining about the new MMR being too "accurate"🤣
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054436#Comment_4054436
Thing is the clocks are his only real power of dealing damage with his power (m2 or mobility exit animation) and he needs two hits on the same survivor to start them and as you said his attacks are easy to avoid (like phead he must hit where will survvior be in 0,6 seconds Idk about and down will be stats from wiki to make bigger picture, keep in mind survvior makes distance of 4 m/s in 1 second).
Vine Attack - Area Of Effect:
- Area of Effect delay: 0.6 seconds
- Area of Effect linger time: 0.3 seconds
- Area of Effect radius: 1.46 metres
- Area of Effect height: 5 metres
- Anti-camp range = 8 metres
- Anti-camp Area of Effect delay: 6 seconds
So from this if i get it right the hitbox of his vine attack (m2) is 1,46 meters wide (the circles widness from which vines come from) and 0,6 second from 4m/s is (60%) 2,4 meters so in that time survivor can doge hitbox by 1 meter, its close call but he wont be damaged.
Pyramidhead is I think more hard to hit because his punishment (m2 attack) travels slow and has 0,5 meters wide hitbox which can be doged quite easily even in narrow corridors or parts of the loops.
Thing about clocks is that if they nerf it too much than he wont be that good and will be more like uknown aka harmless where when he gets clock and misses more he wont get anything from his power just two pointles m2 hits that started it and I fear this because I dont want to have another uknown situation on cool killer.
Put downvotes here if you dislike facts held by basic math Idc.
- No, maybe you didn't read that right. I'm saying to leave everything as is, just speed up the "clock process" for survivors, so his "guaranteed m2" timer isn't affected at all. Also, unlike any other killer, New Vecna is the only one who pauses his m2 timer while hooking someone... so he can make his hook with complete peace of mind, without fear of wasting a single second of time. Let's just say it's clear that this is a licensed killer.🤣