JustAnotherNewbie
JustAnotherNewbie
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666456#Comment_3666456
It may not be game changing or fantastic against the “high tier” killers like Nurse, but it can still be useful to waste their time with a well executed flashlight save.
Boil Over was never S-tier, it was just a frustrating perk due to poor hook spawns on certain maps. It is also countered by Iron Grasp or Agitation (except if the killer fell from a high place while carrying, I don’t remember if those perks helped in that situation). It’s also countered by slugging. Some people just wanted to complain because they didn’t want to change up their build with something to counter it.
This is a team based game with the option to play selfishly or you can consider it a solo game with the option to play in coordination with your team. Everyone is going to look at it differently. Not all perks need to scale for solo and teamwork. I do agree that there should be some more “selfish” perks for solo oriented players, but devs don’t have unlimited time to come up with them.
I do think they should at least come out with 2 perks a year that helps solo, but I understand it’s difficult to do when you have to worry about Swf abusing them. It’s the nature of the game it won’t change in the near future.
I also hope that they’ll be a bit more adventurous and come out with more one time use powerful perks for survivor that disable after using them, such as Deliverance and DS. Something like marking two lockers and being able to teleport between them once throughout the match, even if in chase.
I think it's a silly argument to claim this game is team based with how little communication and co-ordination is allowed in DBD for non-SWF survivors. They only added the icons next to the survivors face like last year. BHVR is very resistant on giving solo survivors any kind of tools to co-ordinate etc. Otherwise you would have all sorts of features around it. You don't even have to add mandatory voicechat to it. I just think they're scared of it, so they keep solo survivors handicapped.
I don't even think the killrates would be affected all that much either if they implemented certain co-ordination features.
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@Yharwick said:
Why do people lose their minds over Franklin's?
Items are nice but they're not a necessity but people get themselves killed over trying to get them back. Bloodweb is cheap these days just get a new one.
I think you're really missing the point of this thread. The point isnt't to complain about this strategy (that i've only witnessed like 2-3 times since the start). It's to complain about the type of players who play Bird Lady.
Certain players have certain stereotypes attached to them depending on the killer they play. Usually Nurses and Blights are considered the most un-chill players there are, and Nurses like they're trying to prove something. Ghostfaces are considered goofy players cause a lot of them are friendly etc.
I like Bird Lady as a character, just not the players behind her. That's all I'm saying. And asking for there to be nicer/friendlier Bird Ladies. (like Spirit, a lot of Spirit players also turn out to be friendly). It's just a silly thread.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666274#Comment_3666274
Everyone was using MfT because it was a busted perk that rewarded getting hit (failing in a chase).
The point is good perk ≠ busted perk/popular perk. It’s fine for some perks to require a modicum of skill to use.
Do you think this perk is good against good and high tier killers, or only killers that are low level?
Because then Boil Over is S tier since it works so well against newbie killers.
The idea of a perk being good for survivors is that it is self-reliant and scales with skill against a skilled killer too. I think that's what a lot of people want especially if they're playing solo.
Because in a team setting other perks become a lot more reliable and strong due to co-ordination (like Deliverance, sabo strategies, Power Struggle). It's also why a perk like WoO is so popular for a lot of survivors (and I would assume a lot of solo survivors). Cause you don't have to rely on your teammates to get value out of it. And it's as useful as you are good at looping.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666219#Comment_3666219
One of the tiers for the new archives for survivor has blinds as a requirement. Stage 2 I think?
Sure, it's not an uncommon challenge. i am just saying that the killer's thought process is, not claiming it's a good or fun thing to play against. I've encountered this specific playstyle very rarely. But Franklin's in general is a lot more common, which still makes it hard.
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Because then you'd have to change perks like Deliverance, Slippery Meat and the luck offerings? Idk.
I personally just BM someone if they are killing themselves on hook and don't bother to rescue them. Does it irritate me? Yes, but the game is pretty much a clown fiesta.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666185#Comment_3666185
No, you won’t see it often in matches because the majority of survivor players are bad at the game and can’t even properly use flashlights.
Just because it doesn’t do all the work for you doesn’t mean it’s bad.
I don't understand this argument to be honest. In every game the majority of player base is considered "bad", especially the higher up you go. What makes DBD survivors uniquely bad compared to other players in different games?
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666201#Comment_3666201
im assuming the message is don’t bring in items?
No, the message is they hate flashlights, but bringing Lightborn isn't enough, they want to make survivors suffer as well.
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I think Claudette qualifies as a killer too. Since they usually are the cause their team dies. You would think you're playing vs 2 killers instead of one.
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I think a way to balance for it would be, if you're solo survivor you get to know who you're up against and bring the right loadout. So even if a team has 2 solos and 1 SWF of 2 people, then the SWF has to rely on their combined strength meaning the lose out of the killer info and solo's can come better prepared so they can be less of a liability.
The problem then would be, how do you discourage people from leaving the lobby if they're up against a killer they don't like.
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I sometimes like running full blind builds (Blastmine, Residual Manifest, Flashbang) which obviously easily gets countered by Lightborn. It's just a fun playstyle for obvious reasons, so i can understand why someone would play full aura Huntress (to get those cross map downs), but it's also just as easily countered. Idk if it should be as easily countered or not, but I am just saying that a lot of playstyles that focus on a very specific thing can get completely shut down by one or two perks.
And good Huntresses with aura's are pretty disgusting.
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@Huge_Bush said:
I can’t stand her because of all the screeching and cawing she does. Doesn’t help that she shuts down loops easily as well. I’d rather face a face camping bubba.
I'm just mad no one plays her lore accurate. I feel like she should be one of the more friendly killers, but most people play her in the most mean way possible.
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@HeroLives said:
Why bird lady bring franklins when bird lady can counter loop with bird? Seems like waste of bird lady perk slot.
It's a strategy actually. Ok not a strategy but a playstyle. It's known that some killers bring franklin's, knock the items (usually flashlights) off the survivors and then DC so the survivors lose the items. It's something of a playstyle akin to basement Bubba.
It's about sending a message not playing optimally.
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Isn't basement super strong for strong camping killers like Trapper and Huntress (to name a few). You will also loop on top of basement most of the time as it spawns in shack or in the main building, the strongest looping structures of the map usually.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666143#Comment_3666143
I mean content creators are doing that because they want to get views? If this perk was good, you would see it on public matches pretty often but i am hardly seeing it.
So i disagree with you. Content creators are doing that for anything new to exploit. This does not mean this perk is good.
The last fun bug was the reverse vault flashlight bug a year ago or so. I'd love to see that become a perk
It's the same argument for the Buck + FTP which is overpowered in a SWF, but as solo you need to invest a lot of resources to get it to work (and not die immediately after). So I would not be surprised if this could be a strong strategy but only for like 1%-5% of loopers, meaning it's useless for the rest of survivors.
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It's the deliverance curse obviously. Everytime you bring a perk to do a specific strategy, you will get chased first.
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@Huge_Bush said:
But it’s a weak and useless perk! Didn’t you know, survivors never get anything good!
I mean, it will more likely be patched out. So not really.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665503#Comment_3665503
Yea, it does feel like the killers are rather stale when it comes to them having fun and unique powers. I think it has to do with the limitations of the current engine the game runs on.
I think the devs are too scared to try anything new.
I sometimes play the chinese DBD game and the killers there are much more unique imo. So I am not sure about the limitations thing. I think they're just scared, which is sad.
I would love it if they brought a killer from there as a DLC or something and maybe a survivor too. But survivors are harder to translate to DBD as they are much more unique than the survivors here. (I just want my girly Sculptor in DBD 😭)
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@TheArbiter said:
I imagine it will only be on 1st hook stage, which if so will mean it is a pretty bad perk overall
That's so bad. I hope the make it for both hooks. Then it might actually have some relevance. Atm it's just a much worse Deliverance.
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I have so many favorite female survivors. Ada, Cheryl, Nea, Mikaela and Haddie. As far as killers go I really like Artist, though Spirit has some sick skins.
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Feng has way more skins.
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It feels lonely most of the time. Also games where the killer is running oppressive perks and your team (including you) is running like headless chickens kind of sour the experience. Also you need time off. Playing a lot of hours can have a negative effect on your mood and this game is very RNG based, so quite a few things are out of your control.
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I have Chemical trap on some of my survivor builds but I always run it with Any Means Necessary. It can be a little underwhelming cause you actually have to bait them into chasing you or maybe use it close to someone getting chased hoping it'll help them.
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The Dredge has a cool look to him. His gameplay leans a bit towards boring though. I feel like most killers in DBD are sort of boring excluding Huntress, Wesker, Blight, maybe even Nurse and a couple of more. I wish they did more experimental killers.
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This is a case of someone playing old meta. Nowhere to Hide, LP, BBQ and whatever other aura reading perk you play is last year meta.
The meta now is to play other locating perks like Spies from the Shadows, Ultimate Weapon, Whispers, Infectious Fright. Or other perks that reveal the aura of objects(ex. gens) survivors interact with (Discordance etc.) Or other screaming perks.
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Hm...I still to this day think that a game which requires teamplay should allow you some form of communication. Even after so long, we still can't see other survivor perks, which means you have no idea someone has deli, adrenaline, head on etc. The game itself handicaps solo survivors. Solo survivors will still be weak even then, but it might be slightly less clown fiesta.
I would even be up for perks being limited to once per survivor like in comp. Like maybe that should be the separate and "serious" mode.
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Pig mains right now.
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I thought Sloppy Butcher removed healing from the game, you're telling me it doesn't?
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@IamFran said:
More than generators speed (repairing them is already boring) is the lack of a secondary and mandatory objetive for survivors (without considering the opening of the gates).
Some people have mentioned several times that a good secondary objetive would be finding a piece of generator in the map before starting to repair them and without that piece the survivor repairs that generator at 75% speed or so. I like the idea.
Currently killers rely too much on gen regression/protection perks and the meta builds have at least two of them making the suitable killer builds a bit boring if you don't want to lose 80% of the matches, so the idea of the pieces would slow the game a bit, making the gen regression/protection perks a bit less mandatory and making the survivor do one more thing other than just hold M1 and press space.
What is stopping the killer from running gen regression/slowdown in the second scenario? Good will? You didn't mention any nerf to those perks so I am gonna assume you mean killers will "choose" to play less competitvely.
But if you were around last year when a bunch of survivor perks got axed (and DH was first rewarded) and gens required an additional 10s to complete each, you'd expect killers would loosen up now that survivors in general had gotten nerfed. Instead we got one of the strongest killer metas as far as gen slowdown/regression is concerned with old Eruption.
So I a not sure your argument works, especially after having seen a similar scenario go live in the past. Imagine that the meta was so strong, that survivors got basekit BT, because tunneling came back on table with the DS nerf and regardless of all the buffs and nerfs that happened to perks and on a basekit level to both killer and survivor, killers still chose to play in a tryhard manner. (I am not saying the shouldn't when they have the tools, I am simply saying that this should always be the standard when judging a situation).
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@Aven_Fallen said:
Some original Survivor with a somewhat sad Lore and lots of backpack-cosmetics.
Why you throwing shade at backpacks?😂
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@IlliterateGenocide said:
Watched seed of Chucky with my little sister when it was on Netflix over ten years ago, terrified us both for years
Actually my sisters (who are older) were watching it back then, I was just hanging out and I remember them laughing at it (I think it was Chucky 3) and I was terrified meanwhile.
I had a large doll that was given to me and whenever I'd play with her, I'd pretend she died in surgery and had to pass the news to her parents.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572921#Comment_3572921
Not really... it matter more about how they use the BNP's and which Gens they get done (like the order of Gens)
IDK at this point... I feel like Gamesense matters more then mechanical skill
Again if they don't have much experience in chase then of course they won't last long (like me)
No you're not but on one hand playing Survivor is more on gamesense and Killer it's more on mechanical skill... IDK though this is just my opinion
Isn't choosing gens to do first require knowledge mostly of the map itself and possible gen spawns as well as recognizing possible 3-gen situation? How does that knowledge help me prevent a 3-gen when the killer can also assess the situation on the same level and is not some random newbie. Will knowing how to do gens win me the game against such a killer?
Can a killer who is good mechanically win without game sense? Aren't we going back to my point that being both mechanically skilled and having game sense make up what people call "skill"?
For survivors I understand there are less ways these days to express their skills, but isn't hitting clutch flashlights as well as flashbangs count as skillful, cause you also need game sense and a lot of knowledge of the map to do those things successfully. Or the survivor mind gaming the killer shows skill, cause it's about making a lot of small decisions in the span of a few seconds? I'm not against survivors having more mechanical prerequisites (although I'd claim that playing survivor on keyboard is more mechanically demanding as opposed to a controllerbut allows you more possibilities) but I think BHVR doesn't wanna give survivors such tools either because they want survivor gameplay to be highly accessible or to avoid having survivors who can solo carry games but outperforming everyone.
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@DemonDaddy said:
20min minimum if Im winning as killer, 5 full minutes of chase for each surivor to be fair. At that point gens shouldve been done or failed altruism has let someone bleedout. If nobody abandoned teammates to die then I will just give them the gens.
As survivor, as short as I can possibly make it.
How is it possible to have 5 full mins of chase for every survivor when probably by minute 10 most pallets/all are destroyed. Doesn't that mean the survivors who are caught after that will be an easier down?
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@Venusa said:
In my opinion the sweet spot is 15min~ max. DBD matches are only fun in short doses. If I wanted 30min+ matches I would go play a MOBA game.🤠
I don't even play LoL anymore for that reason.
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@Aven_Fallen said:
I would guess that they got downed there by the Killer? They probably DCed long ago, but the game did not really realize that they DCed and so the character stays in the game like this.
They didn't even get replaced by a bot though, it's like they were stuck there.
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@RaSavage42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572576#Comment_3572576
So... mechanical skill is more important them gamesense???
This is just too much... thanks for the insight
Are you really gonna call a team who brought 4 BNPs and speedran the game skillful?
What is skillful play to you?
Is a survivor who can do gens but lasts only 10 seconds in a chase skillful? How can you evaluate their skill expression when the only time you interact with them they fumble?
I also said that when people refer to skill they mean a combination of both mechanical skill and game sense, it's also why we say Blight and Nurse have a high skill floor and skill ceiling, cause they require mechanical skill to play well. And killers like Trapper are considered not as difficult in comparison when it comes to mechanical skill. Am I saying something revolutionary here or is it only revolutionary for DBD's standards?
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@RaSavage42 said:
Tunneling and Camping... being considered not skillful... is like saying doing Gens and being in chase isn't skillful
Knowing when is a lot more skillful then just doing it... like just fixing Gens isn't the same as spreading out the Gens
Or saving BNP for the later Gens VS. using it on the first Gen... Or Pre-dropping pallets VS. Greeding pallets
Or leaving the area when you the heartbeat or staying around to see if the Killer does come
There's a lot to say... but saying Camping and Tunneling isn't skillful is just ridiculous
I mean is doing gens really skillful? Unless you're up against impossible skillcheck doctor I don't think it is mechanically difficult. It's also why killers dislike stealthy survivors who bring 4 toolboxes cause you cannot gauge their skill-level but they still win by bypassing the interaction with killer.
Having game knowledge on what gens to prioritize etc. is a different thing, but that doesn't necessarily translate to mechanical skill. That's what people mean when they talk about skill, mechanical skill coupled with game sense.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572258#Comment_3572258
I think it's very relevant to note that the statement "tunneling and proxycamping is a must" comes with the caveat "if you desperately want to win but are not very good at the game"
I mean, I don't know anyone who doesn't wanna win? The difference I see in the degree and the way they want to win. Some want the best possible chance so they play Blight/Nurse, others just want to win with other killers. It feels really silly to say that and similarly when killers say it to solo survivors when we bring up valid points about the game's design.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572129#Comment_3572129
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572136#Comment_3572136
lot of people here are so close to the point it's actually sitting in their lap
If the point you're trying to make is "average killers are just bad and need to crutch camping/tunneling" then it's not much of a point because people are already telling you that yes, you can win by not tunneling/camping/slugging/3-genning but you'd have to be a lot better than your opponent to get away with that.
Realistically you can't ask for killers to be better/more skillful cause the average is always the majority. Same goes for survivor. People keep saying "omg survivors are so bad no wonder they're losing", while ignoring that the average (solo) survivor lacks a lot of the tools to deal with a lot of those strategies and blaming it on their skill instead of the game's design.
It's also kind of inevitable, the longer people play a game, the better they'll get and they'll optimize it more. You cannot recreate the playerbase as it was 3-4 years ago. The meta was different, the perks were stronger/weaker, items were stronger/weaker etc. And if you were to bring all that back, you would still not be able to force people to play in the way you want cause attitudes have changed.
Just two days ago I had a Mirror Scratched Myers on RPD who was camping just outside the range of the anti-camping mechanic. He was not proxy-camping he was primarily camping. He was staying at a distance waiting for someone to go for the save to get free hits in or hook trades and rarely tried to apply pressure elsewhere when someone was on the hook. As you can see the game's design simply did nothing for cases such as these because this build on Myers also allows the killer to know when someone is coming for the rescue, you cannot sneak in. Now I was the last one alive and we had a little last chase, idk if he was trying less or just not good at it, but he did not catch me until the entity killed me which would explain why he would rather play in that way than have to chase survivors when he's not particularly good. If he was confident in his chasing skills he might not have to resort to such playstyle, but it's also to be expected. Like average survivors aren't good at every single skill survivors need, killers are the same they cannot be good at everything on average. Don't tell me survivors who just pump out gens are doing anything skillful and a team could bring toolboxes and play stealthy, or have just one person get chased and pump out gens.
It's a problem with the game's design that doesn't incentivize interaction or reward it. It's just you see camping and tunneling more, but I see 3-genning a lot which is even worse cause you have long as hell games (yesterday I played against Knight for 30+ mins, two separate games ) and apparently the way to counter that strategy is again coordination but when you're solo good luck with that and telling people we have to start from this gen, or double up this gen and no one even talks about it anymore cause eruption has gotten nerfed, but if you bring 3-gen control perks you can still have such long games.
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To be honest Hens is a pretty good player. I think we'd have to see an average killer to reach a conclusion.
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@brokedownpalace said:
It's such a poorly designed perk it blows my mind. I've seen people say that even if you use Calm Spirit the bubble still pops up even though the survivor doesn't scream. Never tested it myself though, haven't played Xenomorph yet.
I don't think it does anymore. Perhaps at some point it did cause of a bug, but I tried like a week or two ago in a custom bot match and nothing popped up.
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@GannTM said:
I must be a god at killer then because I don’t get flashlight saved often. Maybe once every 10 killer games.
The beamer's are the strongest item ever and they have no counterplay /s.
I run Background Player and 9/10 times they are looking at the other side or a wall, else they have Lightborn on lol.
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You would think Flashlights are the most lethal item out there. When I run Flashlight and Background Player I rarely get a save (I'm not good at Flashlight saves) cause most of the time the killer is just looking at a wall and the survivor doesn't even bother to position into an open space.
The only goated save I've managed was through the cracks of shack.
I also got an upset killer earlier. He got his first down and I sabo'd his hook. He downed me and Meg Flashlight saved me and DC'd. That's like the first time I've seen such ragequit.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570430#Comment_3570430
Why , oh why, do we always have to go down this road? We all know both sides make stupid demands for nerfs.
And usually it gets pointed out or maybe it doesn't gain traction cause it gets moved into feedback and suggestions.
This one is still in general discussion so it attracts more viewers and posters I would assume.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570243#Comment_3570243
I'm honestly kind of over it. I feel like they could make it so survivors have to be injured and on death hook before any perks could activate and even then there would be complaints about said perks. In fact, that was pretty much the requirement of Blood Rush and I remember the absolute uproar over that perk before it was even released.
Something something Dead Hard, people are still angry it's not 100 ft in the ground yet.
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@AmpersandUnderscore said:
Survivor perk: *does literally anything*
Killers: this is outrageous and requires a nerf immediately.
Waiting until killers start complaining about Clairvoyance/ Left Behind, because it takes out the RNG of hatch (they already complain about hatch).
I have never seen use out of Breakdown as a survivor, must be one of those perks that is useful 1/20 or more games...
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This map has the same problem as RPD, spawning 2 gens in the middle of the streets and making it hard to break 3-gen against any killer who knows his stuff (RPD has that RNG that spawns 2 gens in the main hall). I am not entirely sure but I believe I might have seen a rare set up where there are like 3 gens on the street.
Any killer who knows this map somewhat or cares to exploit this RNG, I think can do pretty well. I have had killers who are chasing me and as soon as I go inside the main building they just drop the chase. I am not sure you can do anything in such situations.
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Obviously Myers, don't tell me you don't get spooked hearing him tier up and having no idea where he is at and then hearing him get into tier 3.
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@UndeddJester said:
Balancing Landing makes them God Tier!
I wish it still gave you reduce stagger as it once did, or at least it made you silent when you fell from a height (even when exhausted). I think other exhaustion perks are more reliable.
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So you can mess your chase when you have Lithe equipped and neutralize its effect, duh!
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I have a crazy idea, they should make it that booning a totem gives specific extra buffs to the perk. Like making it silent when it first gets booned, making it silent in general, making it not glow for killer, increase its radius, increase its strength. So for this kind of buff to totems we trade the unlimited nature of boons and only make them viable for 5 blessings.
Now whether those are random or you can see what effect each totem will give your boon is up for debate, but I think knowing will give some tactical choice (as opposed to RNG). Like do you choose the totem that doesn't let its presence known when it gets booned, or one that is hard to hear, or one that cannot be seen etc.?