Avatar

JoeChill261

JoeChill261

About

Username
JoeChill261
Joined
Visits
0
Last Active
—

Comments

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337423#Comment_3337423

    did you know that players from africa also have to play on the european servers?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337482#Comment_3337482

    this is ingame and not in the lobby that everyone is talking about.

    It would make no difference. Game boots your connection for being over a certain threshold for too long. If the Killer is not going to be booted from a match in game, then their lobby ping wont make difference.

    You can also self throttle your connection, and players who intentionally take advantage of their ping would just decrease how much throttle in lobby and turn it back up in game.

    You want to fix the issue around VPN usage, then devs need to implement better security. VPNs are primarily used in this game to stop from being DDoS'd, because your individual IP is visible to everyone in the match. Its a huge security issue, that even Fog Whispers have spoken out about, risking their contracts, yet Behavior has done nothing to rectify it.

  • @Nirgendwohin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337242#Comment_3337242

    this is your personal ping indicator. it definitely doesn't show the ping from the killer at the moment. before switching to dedecated server, it displayed your ping to the killer because the killer was the host.

    after the recent scott jund video about counter DH on pallets, i wonder if the developer even knows what it feels like when a killer has a high ping. scott mentioned that it's rare for someone to have a ping over 100, unless he uses a vpn service. killers have to play on European servers, which geographically cannot have a ping below 180ms. which is just ridiculous painfull for everyone.

    playing against people with low ping feels completely different than when someone has a ping higher than 200.

    Bruh, Its already in the game.

    Red Knife above survivors HUD = Killer ping bad

    Red Diamond / Yellow Diamond = Your Ping / Packets bad

    Red Bar at end of individual Survivor name = Individual Survivor Ping bad

  • Survivor queues are going to be stupid long next patch.

  • @Roaroftime said:

    There is no win or lose for killer just a score of 1-4, the kill rate should be 2 kills per round on average for a healthy and fair game for both sides, but right now it's too high.

    lol a win for Killer has been defined as a 3k or 4k by the devs, and that is how the mmr works. The game is already hemorrhaging Killer mains again since the HUD update, and you are out here saying its too high as is. You wont have killers to play against if the devs don't get off their asses. We are right back where we were when survivor queues were longer then the average match.

    90% of the killer roster is not currently viable. Hit and Run playstyle is all but completely removed from the game. 6 second heals completely negate any pressure from a 4 stack being injured. Average locker reload (not including standing right by one when needing a reload), takes longer then a brown medkit heal. Hooking players takes half a gen worth time in this meta at minimum, and new HUD makes slugging less viable at the same time, diminishing pressure via downing players. Maps suck ass, and continue to be reworked into sucking more ass. Killers still remained bugged for several patches.

    Devs have until the next Chapter release to flip it around, or its going to be back-to-back flops on releases. If next Chapter flops, the games population will dip hard until the Anniversary Chapter release.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363443/what-is-your-ideal-survival-ratio

    Honestly, I dont really know. BHVR has dug themselves into a hole with MMR being based on Kills instead of Hooks. Since Hooks can be much easier to balance for than Kills. I feel like the ideal scenario for Killers should be getting 6 Hooks for a tie, 8+ Hooks for a win, with a 50+% winrate.

    A 50% kill rate average, would kill the game. It completely destroys the entire power dynamic in an asymmetrical game. VHS, tried it and it is partially responsible for their dwindling player base and super long queue times, if you can even find a lobby.

    Hooks mean nothing if all survivors escape. Its extremely hard to balance a game overall feel, with a Killer role, who wins games by not Killing the other role. If you tell me I double hooked survivors and they escape, that I won that match as a Killer, thats a straight lie to my face, and there is no tricking or making me believe that I won that match. All you are doing at that point is giving Killer cognitive dissonance, and slowly bleeding players who choose to play Killer, eventually killing the game.

    Even right now, playing weaker killers who have kill rates under 58%ish feels bad. All m1 killers feel weak to play, and weak to play against, and you are telling me you want to lower their kill rate even more? Especially after survivors just got a buff that will drop kill rates 3-5% or more depending on the killer and mmr distribution. Imagine playing a weaker Sadako.

    The micro increases in efficiency that Killers got during the meta shakeup killer buff, were completely wiped out by the HUD update, that increased survivors efficiency more then that of killers from their buff. Those micro seconds saved on killers actions mean absolutely nothing now, in terms of time management compared to the HUD update even for SWFs. Time it would take for a SWF to communicate what the HUD communicates is several times larger time saving then a single instance of the killers time savings, and all that communication would be repeated dozens of times over a match by different survivors. Even comp teams get a substantial buff in time efficiency for communicating call outs and clearing coms by the HUD.

    The entire reason for the HUD update to buff solo queue to be closer inline with SWFs was done so it is easier to balance killers, which means buffing the weaker ones, and you all out here talking about nerfing their kill rates even further.

  • @Riski said:

    I wouldn't mind a 60% survival rate. My average session is about 3 games so if I escape one of those I'll feel good and generally with killer I feel good as long as I feel like any loss was my fault or in my control. I believe the kill rate was higher than this since the last time it was shared so maybe some nerfs are needed for the stronger killer options, I believe this would generally be more impactful than buffs to weaker survivor options. The HUD change does help so maybe better to see if it settles before saying too much.

    Even a 50% survival rate would not work in this game. There is a reason why the Devs aim for a 60% kill rate. It is an asymmetrical 1v4, that relies on Killers feeling powerful and survivors working together to overcome the Killers power advantage. All m1 killers feel weak to play, and feel weak to face. You play an m1 killer and survivors know its going to be an easier match, and will play accordingly, taking more risks and memeing around. Play a Nurse or Blight, and hardly any survivor will take risks or meme around, because recovering against a Nurse or Blight is much harder then an m1 killer.

    You were probably not around the when survivor queue times were longer then actual matches. Take a look at VHS, a game that lets survivors kill the Killers. The power struggle is not there and is a huge problem with how the game feels and plays out. DBD is approaching that level of dissonance in regards to what it feels like to play against M1 killers. When an equally skilled set of survivors and m1 killer face off, the entire match boils down to the minimum time to optimally run a tile set to secure a health state. Thats literally all it boils down to, for m1 killers at equal skill level, and you know who wins? Survivors, because maps design gives survivors more then enough tiles to run killers to complete gens. M1 killers success is 99% due to survivors making micro mistakes. If survivors do not make mistakes, which when you get enough hours, they don't make many mistakes, M1 killers will not win, despite how well they play.

    This is compounded by map design. Certain maps, and map variations, on M1 killers is an automatic loss for M1 killers, unless a survivor makes a huge mistake early, and the other survivors are overly altruistic and the killer leverages it.

    Next kill rates posting will most likely see a 3-5% drop in kill rates for all the weaker killers, probably more for the top 5% of mmr, where it is already less viable to run M1 killers.

  • @GentlemanFridge said:

    Hating on developers is cool, i guess.

    A lot of reasons to hate these devs.

  • @Marik1987 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334321#Comment_3334321

    Good part: The Killer-Passes should follow next midchapter. At least I hope so.

    My sweet summer child.

  • @Piruluk said:

    I mean he played Demo of all things, one of the worst killer in the game, so of course he lost very badly.

    Demo is so weak, I really hate that killer so much, so boring, so weak. Of course even OTZ will lose with demo playing nicely

    90% of the killer roster is weak. Thats why this update should have been held off on until the devs did individual killer passes.

  • @ironblade said:

    this buff made solo q even closer to SWF right now. I think these devs are absolute geniuses. Now we can see if killers can get buffs too after solo q isn't completely separated from each other.

    Geniuses, lolololololololololololololololololololololol

  • @RisingTron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333093#Comment_3333093

    how does swf benefit from this when they can literally use their words

    it clears coms, and gives more up to date info, both are huge buffs. Clearing coms is the #1 issue in any competitive multiplayer game.

  • Watch "niceGens" on Streamable.


  • @sizzlingmario4 said:

    Idk why everyone is so upset about this. Giving solo players more information was a necessary step to balance the game. There was too much of a gap between solo and SWF and it meant it was more difficult to balance killers and everything else around that.

    Will the extra information have an impact and is it a buff to solo survivors? Absolutely. And in some regards it’s even a buff to partial SWFs of 2 or 3 players because they have info on their solo queue teammates now too. But it isn’t giving you anything a 4-stack SWF didn’t already have.

    Killers can always be buffed again if necessary (or at the very least some of the weaker ones which need it regardless) especially when Eruption gets nerfed which we know is happening.

    They just implemented the HUD, the gen progress, takes the HUD buff and buffs it even further. M1 killers are now not an option in top 5% mmr. You were already at a disadvantage as an m1 killer, now its literally not viable.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333045#Comment_3333045

    I think you're focusing too much on balance here and not Quality of Life which is what this is intended for, and where the biggest gains are going to come from. It's why I've said from the start not to focus on balance when discussing this feature, as information alone doesn't change the killer experience.

    Solo survivor was unarguably the group that was in dire need of attention in respect to qol in the game.

    Balance is inherently part of QoL, you push it to much one side and QoL of the other side is now, non existent. Like, right now choosing to play 90% of the killer roster is going to suck ass. Which makes playing Killer suck ass. Survivor queue times are going up already.;

  • @Bot_Salvo88 said:

    It's not "devs are x sided", it's a simple quality of life to bridge the gap between solo survivors and SWF groups. It's more than a welcomed change, in my opinion. At least I know if a teammate is on a 0% gen or on a 70% gen. You can have all of this info in swf, I don't see why can't you have it in solo.

    The buff would be fine, if they corresponded it with buffs for the weaker killers, but it did not. Nurse and Blight are going to be all that anyone sees now, like this literally kills off 90% for the roster, it puts Huntress, who was already slipping tiers, down to B tier at most now. Reloads just became even more inefficient.

    Nurse, Blight, Wesker, Spirit, Artist are now the only viable killers at top 5% mmr, and you will be forced to run slowdown on all but Nurse and Blight. Then there is Nurses new chase music, which completely removes her ability to hear sounds other then the chase music.

    Devs should have held off on the gen progress percentage until they had some buffs for the weaker killers. But nah, that would be logical.

  • Hooking players takes too much time. Take Huntress and Trickster, I down a player, then I have to hook them, then reload (unless Im running 7 hatchets but even dumping all bp into Huntress you run out faster then you acquire). By the time I do that another gen pops. Slugging, is the only way I can create enough pressure, and even then its risky because, once I get 2 down and go for a hook, the other is usually picked up. Kicking gens is pointless on Huntress / Trickster because of their reload mechanic, they have to snowball fast and any inefficiency in downing players is compounded by the built in inefficiency in reloading and map design.

    New HUD makes it even worse for slugging because recover percent is shown to other players. Map design since Silent Hill sucks ass, and locker placement is abysmal, that a single reload means, any pressure you have created is going to be negated by the time you finally reload on most maps. Ive enjoy playing Huntress, but she is becoming less viable as this game continues get worse.

    They nerfed other regression perks into useless, so you either run a gen kick build or a full chase / aura build. Full chase / aura build means, any bit of inefficiency in your downing survivors and the match is over. Trying to regain ground in a bad early game at that point, means slugging, tunneling, and situationally camping. Well all three of those are countered by HUD, Reassurance, baskit BT, OTR. Playing solo, I've literally have been given 3 different Reassurance 30 second timers by 3 different survivors on my first hook state, an extra 90 seconds, on top of my 60 seconds for first hook state. Like the #########? Thats 150 seconds or 2 min and half minutes for first hook state. Then it happened again on my second hook state after being tunneled by the killer of the hook, but it was too late for that killer as it was now EGC. Reassurance, means a survivor can be on the hook for 5 minutes before they die, thats 5 gens worth of time, against even an uncoordinated team.

    Chasing is by far the most fun aspect of the game, for both sides. in fact, Ive stopped using most gen kicking perks, because I hate having to stop chases and kick gens. But the matches do not permit chasing with how fast gens pop without some form of gen regression, and all non gen kick regression besides Pain Reissuance, has been nerfed into the ground. So as a killer without gen regression, you either snowball and end match in under 5 minutes, or you get ran over by gens popping an matches end in 5 minutes, or you somehow get a lobby of clueless survivors that play Blendette all running Distortion, and then you have 30 minute game of nothing happening.

    Map design, post Silent Hill Chapter, is just ass. The aesthetic is on point, but by god, they play abysmally, have the worst collision in any modern game I have ever seen. Throwing hatchets or using any killer with a ranged ability that can collide, has you hitting random ass air pockets in the open and just eating your cooldown or hatchet. When that happens, you are out there in the middle of that map, just holding your dick in your hand, waiting for your cooldown to recharge or you have to then go reload, which takes 30 seconds on the new maps, and all pressure you have created is gone, simply because the devs released a map in a rushed state, and that one instance causes you to lose the match. Then there are the hook spawns, even without survivors running a single Oak offering, you can be ######### sideways, with zero hooks being broken or sabo'd because they just don't spawn.. New Eyrie can have 1/4th of the map without a single hook spawn.

    The new Eyrie rework is so bad, most players that are not playing 8 hours a day, will not play it enough to realize just how bad the devs ######### up on its rework, and that is not even touching on the piss poor optimization on that map. My pc is pretty beefy, built way over spec, and Eyrie still out here eating resources like crazy. Collision is worse, then any of the other maps in the game, and says something when Garden of Joy, Borgo, and old Eyrie have horrible collision.

    Cheaters, are back at it, again as with every Event. Auto Dead Hards, Speed Hacks, and Every Perk Hacks are back in full force. Just yesterday, over 8 hours, I ran into 5 confirmed cheaters, with footage, 2 auto DH, and 3 speed hackers. Epic Accounts was the single dumbest thing DBD has ever done. Epic, is extremely easy to cheat on, then add on the infinite free accounts you could make when Epic was running the promo for free DBD base games, and cheaters will almost never run out of accounts to use. When players in any game need an account to cheat or exploit on, they buy an Epic version of the game, because it is much harder to track the players activity, no steam like API for users to track other users, Epic likes to ban only the name of the account, not the actual access to the purchased game, and Epic is very lax on security. In games like Ark: Survival Evolved with mulit-regional support and certain regions such as China, were cheating is culturally excepted, mega-tribes keep all their cheaters on Chinese tribe owned servers, all running Epic accounts, and call them in when they need a server dropped, spin-botter, or any other cheat. This is not even touching out private cheats which EAC will never detect.

    DBD also has a major security issue regarding players IP. DBD is extremely lucky, it has not seen a mass influx of DDoS or doxing. Its bad enough streamers have to run a vpn in this game just so they don't get SWAT'd. Over the course of the Winter Event, I was DDoS'd 3 times, and I don't even stream, was just playin 8+ hours a day and getting some salty survivors paying for a basic botnet DDoS service, nothing fancy like render range DDoS or region based, just a simple IP targeted DDoS.

    The game is fun, but there are so many problems, that keep getting swept under the rug for years that need addressing all while they keep pushing more $15 cosmetics out the door, and not playtesting or fixing PTR issues before going live for 3-6 months.

  • it wastes too much time as a killer with no slow down

  • @hiken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328694#Comment_3328694

    the one that ignores DBD?.

    then the other comment i just dont discuss with dumbo arguments, wait, was that an argument?... aura reading perks on nurse are dumb, and some nurse maisn with thousand of hours suggested that change aswell... but im not gonna discuss this with someone so biased.

    Good luck finding survivors without aura reading with the new Nurse Music. You can not hear breathing, foot steps, or sounds of pains on the loudest survivors now. Audio is basically useless now on Nurse. You lose one mindgame or you get aim dressing one time, and bye Felicia, that survivors never to be seen again.

    Nerfing aura perks would have some footing but what they did to Nurses ability to actually hear sounds is ######### disgusting. This is not how you balance killer. With that said, aura perks in the current meta do not need nerfs, especially if you are running a full aura build, and have zero slowdown, thats high risk high reward, and completely negated by Distortion. When I run full aura Huntress, 1 in 10 games will have a full team running Distortion (usually at least one player has it almost every match), and it requires sweat because now I have no useable perks and one of my addons is wasted.

  • @Blueberry said:

    Really wondering what they’re going to do with all the stealth killers now. They were already some of the weaker killers in the game and now this hud change hits them a lot harder than the rest the roster. At this point they need really significant buffs.

    They will leave them for 6 months to a year and focus on releasing more RPD skins, Feng skins, and nerfing Eruption for a 5th time. Then they might toss an addon rework out of pity, or they might just send them to hang out with Freddy. If the new Nurse Chase Music is indicative of what these devs have in mind for balancing a killer, just unplug the servers, because this aint it chief.

    These devs are becoming a joke again. We need another community stream so we can meme on them hard enough to get actual balance in the game.

    Balancing perks and ######### is expected, but to nerf a killers ability to hear sounds as a means to balance a killer because bad survivors exists, is just a disgrace, and these devs mothers should be disappointed in them.

  • @TheWheelOfCheese said:

    They learned nothing from the Ghostface debacle, did they?

    Sigh.

    BHVR, when people say "they don't play their game," it's because of this kind of stuff. Anyone who got in a chase as nurse for more than five seconds knows it's awful, so the only logical conclusion is that you never actually tested this yourselves in the game.

    It's miserable.

    Nurses new chase music literally has me contemplating if I even want to buy this rift, next chapter, or just be done with DBD. They intentionally made it so loud and jarring to lower the skill ceiling of her baekit, as nerf. It is a lazy dogshit way to balance a killers power, and a slap in the face to the players of this community. I may not like some of the perks being needlessly being nerfed, but limiting a core function of the game because they can't be ######### to balance a killer properly, and making her just annoying to play is unacceptable.

    Imagine the outrage this community would have if they made generator noises so loud for survivors that it completely drowned out the killer heartbeat. Having to resort to muting the actual game to be able to play a killer because the chase music is so needlessly loud and jarring is a ######### move.

  • @Dreamnomad said:

    When I play killer, I work under the assumption that survivors have near perfect information regardless. So from my perspective, little has changed when I play killer. I love the change when playing as a survivor though since I almost always play solo queue. It's not like it really changes what I do most of the time. It's just nice knowing if other survivors are actively working gens or just dorking around. But strategically, little has changed in how I play. If I'm not being chased by killer - work gens. If I'm being chased by killer, then my goal is to buy the maximum amount of time for my team.

    Thats not where the punishment for killer happens. Its the small inefficiencies in survivors gameplay that smoothed over Behaviors trash balancing. Take Huntress and Trickster, the time to reload is the same as before, but those couple of seconds saved by the HUD, now punish reloading more then ever. So running increased hatchet and knives addons are more important now, then ever. On maps like new Haddonfield where you average reload, unless standing directly by a locker, takes 30 seconds, those survivors are already healed and on the other side of the map, if you find yourself out of hatchets / knives.

    Even in SWFs with coms, the HUD is a direct buff, as it clears coms, and provides an exact timing of actions. When I play survivor, its always solo, and I sit around an 80% escape rate. After the buff, I literally have to try to throw a match or get other players who are trying to throw a match to actually not escape. First day of patch I had 14 solo escape streak on new Eyrie, of which 12 were 4 escape, 1 was 3 escape, and 1 was me escaping solo. My 15th match on Eyrie that day, was only lost because I had two teammates intentionally throwing. Personally I would like a toggle, so I can remove the extra HUD elements as it clutters my vision, especially when holding certain angles on gens vs stealth killers.

  • The chase music is ######### unacceptable. Its so obnoxiously loud it literally drones out any survivor sounds. It is a low effort attempt at balancing her power, and the devs should be ashamed.

  • Its actually unacceptable, and the devs trying to balance her power by literally annoying players who play the character with her chase music is a ######### ######### move.

  • Nerfing the nurse was fine, but giving her the at obnoxious overly loud chase music makes her literally unplayable unless you mute the game. Who thought that was a good addition, or way to balance her power?

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329896#Comment_3329896

    Mind leaving some explanation to go with your linkdrop?

    I hope it's not something as incredibly stupid as "this person plays muted therefore nobody ACTUALLY needs hearing even if they're not a strong Nurse main playing this one match".

    Nurses music is so loud you can't hear anything else in game. Its easier to play with the game muted and just have music on then listen to the jarring new Chase Music. They made her so annoying to play now just with the new Chase Music, it wasd done as a nerf

  • Watch "mutedNurse" on Streamable.


  • @Mr_K said:

    Killers are not allowed to hear. But, I can see a visual vignette as the chase music starts.

    lol not Nurses anymore. I literally mute my game when I play Nurse now. The ######### were the devs thinking with that music.

  • Im now playing Nurss with my game muted. Great design.

  • I literally can not hear other noises when playing her now. Its ass, and the devs are braindead for making it that way

  • Yep, and other player DC's have a chance to add to your personal DC penalty stack.

    DC's are and Disconnect from Host bugs are super common with this patch.

    Players who die on hook can get a DC penalty minutes later, after having died and left the game.

    Zero acknowledgement by the devs.

  • For reference on collision differences between maps from Silent Hill chapter and before, here are some clips from today.

    Watch "HuntressCollisionGood" on Streamable.
    Watch "HuntressMidwichSmall" on Streamable.


  • @H2H said:

    BHVR hasn’t made a good map in literally years.

    For real, Midwich was the last good map that we have gotten and it is night and day difference on how it plays and how much better collision is on those maps.

    Honestly, Devs need to have another community stream, so we can ######### on them and they might actually fix the maps like they did for flashlights.

  • @Nirgendwohin said:

    I don't see the problem with the first video and with the second video it's a general problem with the axes.

    I agree that the map is not so great at first glance. However, it is still too early to make a final decision.

    First clip is like the worst possible variation of Fractured Cowshed broken. Only possible variation stronger would be the hill running into the door for the shack, rather then perpendicular to it like it is.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362331/enough-with-challenges-that-you-intentionally-have-to-throw-a-game-to-complete

    Uh, got this one first try. Send the guard to head them off (run IAE if you're struggling) and then flank in.

    Actually having a blast with Knight after the changes.

    Its not hard to do, its just that is a bad playstyle that forces you to take a L to complete.

  • @FMG15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327663#Comment_3327663

    Sometimes doubles are not possible or a huge risk (they might outrun the guard and stun you with a pallet or vault a window and you get no hit because you are trying to let the guards hit them first). I don't see many chances to double in most situations.

    If you are not running Blood Favor (or iri addon) and speed addons as a Knight, you are missing out. As long as the guard targets the survivor it a guaranteed down.

  • @Gibberish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361882/killer-is-way-too-powerful-from-a-solo-queue-opinion

    After over 3800 hours, and as someone who primarily plays solo queue, I can firmly say that Killer is not too powerful.

    The majority of Killers are far too weak, in fact.

    For real. The new HUD buff is already decreasing weak killers kill rates. Behavior needs to get on buffing the weak killers in the roster, or all survivors are going to see is Nurse and Blight.

    It is good that they are finally buffing solo queue to near SWF levels, but they needed to buff the weak killers simultaneously. Behavior can''t wait 6 months to a year to get around to buffing the weak killers. If they don't get on top of it before the next chapter, they will see a dip in overall playerbase and decrease in the next chapter sales. If next chapters killer is weak, its going to be a flop, like the Knight.

    Huntress and Trickster took a substantial L with this patch. The time to reload and locker locations on a good portion of the maps, take far too long and the additional inefficiency of survivors before this patch is gone. It takes longer to reach a locker then it does for solo queue survivors to coordinate a heal, unless you are right next to a locker when you run out, which is unlikely. Anything less then 7 hatchet on Huntress, just feels bad now.

  • @FMG15 said:

    If you play always for double hits you are essentially throwing. Your goal with the knight is to zone them with your guard and get a hit on them. Played knight two times today on Ormond for both tome challenges and the tactic worked splendid.

    You zone and double at same time. If you are just zoning, its a wasted potential.

  • New Eyrie is a literal buff for survivors. It is only bad survivors who can not loop that are hurt by the changes. Players that came to the game since the Hold W meta are suffering, but those around before, and those that learned to loop, its a straight buff to survivors.

  • Its both too much info and just the right amount.

    Its too much info, with how the game was designed and currently plays. They need to rework the game around this much info being readily available to players . The Devs have never balanced this game for SWF, and buffing solo to levels of SWF in regards to communication, throws the balance of the game off.

    The devs did not handle this very well.

  • They will eventually have too, but its going to be 6 months to a year to even see small changes. They made a mistake releasing this buff for survivors without simultaneously buffing the weaker killers. You will slowly see only B tier and higher killers being played regularly until they buff the weaker ones. C tier and lower are going to have a 3-5% drop in kill rate just by solos having more free information.

  • @turfking said:

    Yeah and the Victor isn't fixed the twins are not fixed by the way the same BS happens where you get stuck you can't lift your head up and then they hit you with a pallet and you can't go anywhere for the rest of the game so you got to quit and lose your points and take a chance getting suspended for a while the twins need to be fixed it's ridiculous

    Yep, actually stunned a Twins killer in EGC on the new Eyrie today, and they couldn't move after it.

    Watch "VictorsMomSmall" on Streamable.


  • It finally happened, 15 matches in I finally lost my first survivor solo queue match on the new Eyrie, and it was only due to other survivors not touching a gen nd hiding the entire match.

    I want to see some win-rates posted in a month for the map. Its going to be even more survivor favored for the majority of the killer roster. I honestly don't know what the Devs thought process was on releasing this cluster ######### of a mess after having 6 years of feedback on maps, and having released Garden of Joy to mass complaints. This is not the right direction.

  • @ad19970 said:

    New maps and map reworks have been rather bad in the past. The new map that came with Knight for example was yet another crappy map if you ask me.

    But with this map rework, the devs actually did a really good job in my opinion. Too early to say how balanced the map is in my opinion, but it's definitely a lot more balanced than the old Eyrie of Crows map. Especially because of it's size reduction and shape change.

    If collision is worse, that's a shame. I really wish the collision would improve on maps, but BHVR doesn't seem to be able to do so.

    I mean, im 13 solo escapes in a row on Eyrie right now. Its heavily survivor sided. Haven't lost a single survivor match on it.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326244#Comment_3326244

    So their original complaint was that hit boxes are inaccurate to models, and your counter argument is to agree that hit boxes don't match up to the models?

    I notice you forgot to mention that hatchets, in particular, have a spherical hit box when connecting with survivors, but have a much smaller 'rectangular' hitbox for avoiding terrain. So you can thread the needle on edges of walls and certain rocks, then hit someone nearly a meter away from their avatar position.

    Understanding 'why' the hitbox is janky doesn't make it feel any more fair being in the receiving end of a hatchet that hits you from around a corner on your screen. That's kinda the point.

    Player model hitbox, asset hitbox, and projectile hitbox are different things. Player model is vertical and the same size regardless of the survivor. Otherwise the devs would have to code individual hitboxes for every survivor, and smaller survivors would have a competitive advantage. When complaining about collision, it is the asset hitbox not matching a static assets visual.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326193#Comment_3326193

    Idk how anybody can be upset by a survivor throwing God pallet at the very start of a match.

    Because that throw did not make that chain of tiles any weaker. That God Pallet on that variation could be removed, and it would still be a broken strong chain of tiles. You can run that like Cowshed with zero pallet drops.

  • @antag0nisticw0mble said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326059#Comment_3326059

    Oh lord another killer main complaining and throwing insults how mature. Please try being on the receiving end of being 2 steps around a corner and still getting hit before you complain.

    That is latency and the fact that your survivors hitbox is vertical, and matches where your following foot is when running.

  • @Krazzik said:

    It's not only smaller but they've introduced some new, weaker loops and pallet placements. I've been enjoying it so far as killer.

    Weaker loops my ass.

    Watch "BrainDeadDevs" on Streamable.

    This is honestly the worst new map / rework they have released. They had the knowledge of how broken Garden of Joy is and they keep releasing this dogshit.

    At this point they are either willfully ignorant of players complaints or they are mentally deficient.

  • @drsoontm said:

    If the map is smaller, it's already a huge improvement.

    It is smaller, but loops are so packed together and other trash assets in the way, its stronger for good survivors.

  • @antag0nisticw0mble said:

    Oh no heaven forbid huntress hatches and tricksters knives not have their ridiculous hitboxes and actually collide with objects as they should.

    Bruh, you have zero clue on what you are talking about if you think that is accurate take on what the problem is with collision on the new maps.

  • @Gandor said:

    Yes. Lockers are really bad on the map. But huntress complaining about this map? I would fully understand dredge. But huntress? C'mon. The map has just 1 drawback for you and it's those lockers. Perfect 3gen you can defend from virtually everywhere worth being. Like really? Huntress complains about this map?

    Being forced to 3gen or automatically lose a match, is not good design. I don't like to 3 gen on ranged killers, its boring.

    The only good thing for Huntress on new Haddonfield is how open the middle is, but guess what? None of the priority generators are in the middle, nor are survivors taking chase there. Survivors run to a building as soon as they hear the hatchet wind up and 110 kilers will waste minutes entertaining a single chase in the buildings. So you are left with holding main building 3 gen, only able use your power as survivors flee your terror radius, for 40 minutes as you play kick a gen simulator.

    It is a bad map design, with bad collision, just like all of their maps released since Silent Hill. As a killer main, Id honestly take back old Haddonfield over the new Haddonfield every day of the week. At least old Haddonfield had more mind-gameable tiles, and it actually felt like a neighborhood street, rather then a giant square with houses separated by the widest street ever.

    And their new Eyrie fix already has hook spawn problems. Maps in this game have taken a significant downgrade in how they play after 6 years of consistent feedback, but the devs keep releasing badly designed maps. Aesthetically they look great, but they play like ass.

‹ 1 2