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JustAnotherNewbie

JustAnotherNewbie

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JustAnotherNewbie
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  • @UnavailableName said:

    • Toba's Landing - heavily survivor sided
    • Shattered Square - survivor sided
    • Garden of Joy - heavily survivor sided
    • MFT - completely busted
    • Smash hit buff
    • BNP buff

    And the devs dare to tell the community that they care about balance & killer players ?

    I have not gotten Toba Landing enough times to have an opinion on it and when I do I just get lost as a survivor.


    I dunno why people keep reiterating this point. Borgo was survivor sided when it came out because it had a bug that produced way too many pallets. If you haven't been living under a rock all this time you should have realized by now that survivors are visible from miles away in this map because the tiles have very low walls. So it's a great map for ranged killers. GF and Myers I assume also have an easy time stalking but they're also visible cause of the low walls probably. Perhaps the only thing impeding them is the map size I would assume. I'm not gonna spend energy to argue for the boring M1 killers that are not even half the roster anymore.


    You mention Garden of Joy, but 6 months ago you'd have also listed Eyrie of Crows besides it, but you don't anymore cause it got reworked. I'm sure in the future Garden of Joy will also get addressed.


    Smash hit still requires you to get stuns for it to work and if the pallets are depleted when you get chased you actually get 0 value out of it. Also many killers respect pallet a lot of the times and those who would rather get hit by them either bring enduring and spirit fury or are trying to eat them up fast so they have dead zones later. I personally would have preferred it to get buffed in a different way that addressed its biggest weakest (which makes it resource reliant).


    MFT and BNP will be judged better in the future. I feel it's too early to tell. MFT rewards good loopers and there should be perks that are good in the hands of good players and not perks that are only good if your teammates are also good.

  • Anyone playing M1 killers has probably no concept of fun. They probably also enjoy watching paint dry. (ok and some of them love the licensed characters)


    Also camping atm has gotten weaker, I got into a DBD clone this week (identity v) and killers face-camp even at 5 gens. And 90% of the time you go down immediately after 2 seconds of getting rescued. And you die a lot faster too, so gen-rushing isn't that big of a counter. DBD in comparison is very anti facecamping. You're just getting frustrated because you play solo survivor, but I would too. I've seen my teammates fumble for extremely easy rescues.

  • I cannot take people who play only M1 killers religiously seriously, sorry.


    Cannot relate to people who find the most boring killers fun.

  • I think Jack of all Trades might be the best one if you have a more team based approach (even if solo), as long as you bring perks that give you value everygame instead of extremely niche ones that can be useless.


    The only specialist I have fun playing is a full blind build. Flashbang, Blastmine and Residual Manifest and it's rather hard to get to work anyway because you need quite a bit of time to start it up and if you get chased first and die first you won't get to use it at all. Plus, to be useful to the team you need to be at the right place at the right time, which can be difficult in solo.


    The other specialist build I like is an items build. I just bring Ace in the Hole, Appraisal and from now on Nic's perk that has a chance to give you an item.

  • I think people have a point saying that if you're going for the 4k (win) it's going to be stressful regardless. And this is true for any game where you make winning a big deal, especially games that have ranked. Trying to climb the ranked ladder in games is usually quite stressful and frustrating and not fun, unless you find it fun to refine your playstyle and win at whetever cost. Some people would rather not deal with that stuff and have an achievable rank they try to get to, since usually it also awards rewards and that's what they're mostly after.


    Just scour reddit for the countless posts in League of Legends subreddits where people write about their rank anxiety or frustration with the tryhard part of the game etc. Try-harding can tire you out, whether the game is DBD, Chess, Basketball, Mario Party etc. It's not the game's fault, it's your perception. You have to change your way of thinking or play something else. If you've played this game without breaks for a year or more it's bound to get old. It's inevitable.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495202#Comment_3495202

    Shack only has 1 window, and while there are a lot of pallets it's more difficult to get a stun, and you get punished with a hit if you drop them wrong.

    Geisha is pretty Nurse-like, yeah, but there are a couple of stealth-based Hunters in the game. Photographer and Dream Witch both have mechanics that let them get the drop on Survivors, and Ripper has a passively building cloak that makes him faster and harder to see.

    Also fun fact DH for distance was only added like 4 seasons ago I think? It got immediately nerfed like a week after it dropped too.

    With Gardener you'll want to pre-sabo as many chairs near the Hunter as possible, as they can't see the Aura of sabotaged chairs while carrying a Survivor, and that gets quite disorientating to find a chair if they've all been sabotaged. She does work best with other Rescue-type characters as she can force a Hunter to drop a Survivor which will open up an opportunity for a character like Forward or Cowboy to rescue from their grasp.

    You'll want to avoid rescuing unless while not playing a rescue-based character unless absolutely necessary, and against certain Hunters all you can really do is buy time. Which is fine considering that Ciphers go faster than Gens in DBD (there's a point in the match where they'll speed up).

    And yeah NOED (called Detention in IDV) is really strong and pretty much always used. The flip side is that Survivors can essentially 4 stack Adrenaline (called Borrowed Time in IDV which is quite confusing lmao) easily.

    I'd suggest watching a couple of beginner guides, especially one about the Persona Web as having the right build for your character is very important. There's a lot of weird mechanics and interactions which can make it a bit hard to learn everything, but if you stick with it you'll generally have a fun time with all of the crazy abilities. It can be frustrating sometimes because camping/tunneling are basically required to do well as a Hunter, but the Survivors have a lot more tools to directly hinder the Hunter unlike in DBD.

    Also you should be very aware that Gacha mechanics are pretty heavily pushed in the game. There's nothing really p2w you can get out of them but there are limited time cosmetics that can only be obtained through random chance. Try not to fall for the FOMO tactics otherwise it'll get really expensive quickly. It's a shame but with Netease you can't really expect anything else.

    It's a fun game though, and something I like to play when I'm sick of DBD and need something fresh. Would recommend unless you're prone to developing a gambling addiction.

    To be honest the gacha part of it is extremely expensive and most of the S costumes aren't even my thing thankfully. Don't think it's worth spending money on this game via gacha. It's too expensive for guaranteed drops, took out my calculator just yesterday and I think to open 60 essences you need something like 5k to 6k Echos. That's a little less than 100 bucks, lmao. No way I'm spending that just to guarantee a good item. Would rather rely on luck and maybe saving up game currency you can get in game.

    Tbh Dream Witch looks really good as a design but when I've watched gameplay she seems incredibly boring (reminds me a bit of Twins) and it looks way more fun to control Victor imo. I still don't grasp Photographer although I see him very commonly in my games. I just know you lose progress if you haven't completed your gen by the time mirror world is gone and if you get chaired you end up in the dying state. Idk how he manages to take your picture etc. or how you're supposed to counter him, like do you go into the videos? I tried it once and everything was grey so I went back out lol.


    I've been watching some guides but I think I'll learn more things as I go along. Ofc when I have questions I need answering asap I do check it out through the wiki or videos.


    BTW, which server are you on? Can I add you? And how long have you been playing?

  • For RE

    Leon -> Dante/Vergil/Nero from Devil May Cry

    Jill -> Lady from Devil May Cry

    Ada -> Trish from Devil May Cry (although I would like Lady a lot more for Ada, but personality wise I think Trish fits better)

    Rebecca -> Nico


    For Silent Hill

    I'd love a Maria (SH2) legendary for Cheryl and she's a lot more prominent than Lisa imo, as well as Henrey from SH4.


    If they did some more anime collaborations, like Chainsaw Man since it does have horror elements

    I'd go for Makima for Nea for obvious reasons. If not Makima then Himeno for Nea.

    Power for Meg or Kate, but I think it'd be great on Yui ,as well as on Mikaela. Bomb Girl would be great for Yun Ji. I don't know who would make a great Denji though. Maybe Jake again.


    For Aki the obvious choice is Jake.


    Kishibe for Vittorio would also be a good choice.


    Hellsing

    Deathslinger - Alucard

    Integra - Zarina, maybe Haddie (although Zarina fits Integra's build better)

    Seras - Haddie


    What I dislike about Horror anime is that most of it takes place in high school, making for very boring costumes imo.


    I don't mention any horror video games because I would prefer those to be added as chapters rather than legendaries.

  • @ReverseVelocity said:

    Ah, IDV. Yeah, the core gameplay feels a bit similar to DBD but it's quite different in a lot of ways. Camping is pretty much essential since chair stages are 30 seconds each, but certain Survivors have really good tools to stun the Hunter/save really effectively. There's also old BT (applies to both people) as an unlockable trait in the Persona Web.

    The abilities system gives each Survivor more of a specialized role, which is cool. Survivors who are good at kiting/rescuing will usually have some sort of Cipher repair debuff, while Survivors who specialize in repairing will usually have some kind of chase debuff.

    Overall the abilities IDV have are a lot more crazy than the ones in DBD. It's a more fast paced game overall and you kinda have to play ruthlessly against a good team/hunter otherwise you stand no chance. Each side has crazy powerful tools to use against the other and the end result is surprisingly somewhat close to balanced.

    As for the currencies I'll give you a quick explaination:

    Echoes - The main premium currency, can only be bought. Some cosmetics are Echoes exclusive

    Inspiration - Can be bought with Echoes, or rarely found on the Logic Path. Used to buy Gacha pulls

    Fragments - Awarded when getting duplicate items from Gacha pulls, can be used to buy some cosmetics

    Clues - The main currency you get from playing the game, can be used to buy Characters, some Cosmetics and Gacha pulls but generally take a while to earn

    For Survivor I mainly play Professor, Forward and Cowboy. For Hunter I mainly play Breaking Wheel, Percy and Bonbon. They're all really fun characters but quite hard.

    It seems to have retained a lot of old DBD mechanics and evolved alongside them from my experience so far. If I don't remember wrong shack also has 2 windows and the maps have huge amounts of pallets (although getting from a tile to another sometimes is not as easy since the maps are huge). It feels like the embranced the concept of broken mechanics and kept adding broken survivors/hunters on top of it, so somehow it balanced out. Although I only have the experience of 4 days.


    Geisha feels like Nurse but much easier. DH for distance still exists in this game as well. I think the only type of killers missing are stealth killers. Rescuing unless you are that type seems rather difficult for the most part and only seems to buy some time, sabo-ing seems useless as a solo (I played Gardener and I think I've only had one successful sabo so far) and wiggling impossible like 99.9% of the time, since if you're dropped and carried again you make no progress whatsoever. Just some of my thoughts. I feel like with DBD I can be a jack of all trades if I decide so, but not so much on IDV and am very limited by the character. Also NOED cannot be de-activated sooner than 2 mins, so that makes it a lot stronger.

  • That's a cute swimsuit.

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495150#Comment_3495150

    It might be a bad habit, but that's not a reason to nerf it. There's literally no reason I can think of to nerf a perk that's at 5% usage, when you consider meta perks are around 20% usage. 5% usage is a great place for a perk to be.

    I didn't argue that it should be nerfed cause it creates bad habits, Prove does/did the same thing. I'm just glad to see that part of it go. But it should have been compensated adequately. I don't understand why they did not address it seriously, instead they treated it more as an afterthought.


    Maybe also address some other useless perks like Calm Spirit and Pharamcy (there are probably a couple more but I cannot recall them now)

  • For some reason she reminds me of Princess Diana (maybe the hair?), idk why it makes no sense. But I'll call it the Princess Diana skin from now on...

  • @Uxoxe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495138#Comment_3495138

    It has a 5% usage, pre-nerf. It didn't need a nerf in the first place.

    I remember using it when I first started playing (I started playing last August). It can be very useful for a newbie survivor, but I think it makes them too scared to do anything for the most part and can be a bit of a bad habit.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495086#Comment_3495086

    sure but there is a difference between a perk hard-countering killer power and helping against killer power.

    You could simply give it a cooldown and it would fix it. Just make it strong against stealth killers or something.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495085#Comment_3495085

    Nah, you have to think that playing Killer in general takes the most skill in the world. DBD is not a game where much skill is required, but if you play Killer, no other game can compete. You also have to have 180 IQ AND be a supermodel to play Killer.

    Jokes aside, you are absolutely correct. I would argue that Nurse is not that difficult to learn, but Singularity is a good comparison. Singularity is strong, but way harder to learn than Wesker, who is probably even stronger.

    @Topic:

    Great, this is how it was and should be. There was nothing more frustrating than getting slammed into the same Pallet you just dropped on the other side. Or getting set back through a Window you already fully vaulted. With around 30 Ping obviously.

    Wesker still gets the infection, but at least not massive value anymore.

    My ape brain simply understands:

    -trying to hit survivors after the blink = hard as a no experience Nurse

    -hitting survivors with Uroboros = much easier as a no experience Wesker


    I'm sure people who play casually also think that way, but for some reason killers here have to convince people why their killer actually isn't strong and why having to play M1 killers using legit strategies means they're actually super weak, and when they play with those strategies it's actually survivors' fault they did because they were being toxic. Or something to that effect.

  • No, you see new Onryo is trash. This forum told me so.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495069#Comment_3495069

    original spine chill with no LOS was extremely strong for countering stealth. it had no cooldown and it even gave 6% vaulting speed. current spine chill might be too weak.

    They should just rework the perk honestly. Or just make it be a counter to stealth killers only (as in you only get an indication for a killer that has no terror radius or something) for players who are too afraid of them and would rather waste a perk slot for that. But currently I am not sure it's that effective against stealth killers.


    I highly doubt most players would rather swap Adrenaline, MfT, WoO, some exhaustion perk, Inner Healing, Distortion etc. for a perk that is noob friendly against a very small set of killers.

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494206#Comment_3494206

    the fact you think wesker is skilless is laughable, you've clearly never played him.

    Everyone claims Wesker is popular because he's both strong and easy to play (on console). Just cause he's a bit more complicated than M1 killers doesn't make him that hard. The mechanical skill part of his ability lies on his collision exploits and 95% of the Wesker players don't play that way and still have great access to his strengths. He's nowhere near as difficult to pick up as Nurse or Blight or Singularity. He is pretty intuitive and very rewarding to play and win with.

  • I like Nea's recolor and the new Artist and Haddie skins. Wish there were more original free ones but not that bothered honestly. When and if I complete it I'll get the pass probably.

  • @Seraphor said:

    Spine Chill still hard counters stealth killers. Particularly the stalky ones.

    A lot of perks hard counter certain killers or strategies. Slug heavy playstyle is countered by Unbreakable etc. Hexes are countered by totem perks, but how often do you get use out of those? 1 out of 10 games?


    Plus, the strong thing about old Spine Chill was the safety distance it provided, so now even if it counts stealth killers, is it useful enough to give you time to move to a safe tile/pallet? That's the question I think.

  • This perk got murdered without any compensation. There's no reason to use it anymore.


    On one hand I am happy it's out cause I hated having teammates running it and hiding all match and doing gens at a snail's pace cause they wouldn't take one tiny risk (it incentivized a very selfish type of play), at least for the one's who had no hearing issues etc.


    But The perk was killed and left on the road to rot, when it should have been reworked, it shows no care on the side of BHVR for this perk at all, as it was intended for a while as a bandaid.

  • Whatever helps you cope better, I can't take that away from you.

  • Yes, I hope in a couple of months they release Nicolas Cage the killer. So I can have instant queues as survivor for a month or so no matter the time.

  • @LobbyDodgerLeonidas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492300#Comment_3492300

    You support console-only queues? I am actually shocked, finally a based viewpoint

    Matchmaking is a bigger problem than PC players honestly (not referring to cheaters).

  • Boons seem a lot more viable when you can co-ordinate than when you cannot. SO if you're a SWF they are usable, if not, not as much. COH nerf had a lot more impact on solos.

  • I'm actually waiting for this build to become the next meta thing to see the arguments when it turns out it's not as bad as people have been claiming it is and why it isn't strong after all. It's simply not as prevalent atm, but once people catch on to it we'll see. Sure SWF might not care about it, like always.

  • @Depressedlegion said:

    Why are the survivor mains complaining? You cleanse the totem, and it's gone. Also, it actively stops killers from trying to camp because they want the stacks. It's definitely better then MFT for sure. Couldn't find a killer perk that survivors are complaining about, and I play both sides so people call me a biased killer main.

    Because you're not supposed to bring DH on its own. If you bring it on its own ofc it's easy to cleanse. If you bring a dedicate hex build it isn't easy to locate, it's luck based.

  • Gender bent version of each survivor or killer would actually be cool, like that Trickster art you posted earlier.

  • It never crossed my mind but I would love Juliet as a survivor, would be funny if she could kick Nemeis' zombies ass as it's lore accurate anyway.


    I think it'd be cool if both she and Nick had lines with each other. In one of the console versions, I think the US ones , she even had an Ash costume.

  • @o7o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488781#Comment_3488781

    Usually it would impact your performance, survivor definitely, but killers can abuse it I guess. Really might be something that has to do with hit validation. Being extremely laggy should make you whiff your shots, etc, but on DBD it doesn't even matter because you can just stretch your arm out like Reed Richards and are guaranteed a hit on a survivor.

    Yeah but why is it that way? That's what I don't get,

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488781#Comment_3488781

    If one’s bad ping affected one as killer they wouldn’t be able to hit/down/hook survivors. If one’s bad ping affected one as survivor 3 other players suffer.

    That's true for all team games. But gettig hits that don't connect visually because of killer ping should not be happening to survivors, if anything the opposite should be happening. A hit being 100% guarantee missing due to latency. Just cause you see on thing doesn't mean that's what's happening on the server.


    When I'm lagging in other games like LoL, my lag doesn't make others lag or make me hit my hit, the opposite, it usually makes me miss and puts me in a bad position.

  • @[Deleted User] said:

    I'm on PC. Controller for survivor and m+kb for killer. I have the game on PS5 too but I never play it on console. The game is too dark on default settings. You can play 90% of the killer roster just fine on controller. Aim killers and flick killers are going to be rough though. I tried Nurse on controller and felt lost.

    So M1 killers basically and a few others work on controller? I don't like M1 killers at all, no wonder I found it a clunky mess. Cannot imagine playing Pinhead on controller.

  • I thought the problem was the hit validation having some weird priorities or something? Not sure I understand the technicalities of it, but can't that be addressed in some way?


    At leats in LoL if you have bad ping the only one who is affected by it visibly is you by lagging and freezing etc, The enemies can massacre you meanwhile. Can't the same thing exist for DBD where one's ping affects only their performance and no one else's?

  • @mikewelk said:

    It's fully comp now. You'll get killers that slug at five gens, you'll get killers that camp (luckily the anti-camping feature is coming soon), you'll get killers that tunnel relentlessly at five gens while the only helpful perk against that got nerfed to the ground (decisive strike), etc.

    When you play killer, you'll usually get gen-rushed and have to witness a dance competition at the exit gates after trying to play fair.

    Also, matchmaking is absolutely terrible, it's the worst system I've ever witnessed and I've played loads of multiplayer games. Solo queue games are disastrous and the only thing that keeps me playing is just one game with survivors that know what they are doing every so often.

    The only other matchmaking that can rival DBD's is probably niche fighting games. Where not only do you have to wait 10+ minutes (in SC6 I had to wait over 30 mins) and still get matched with someone who has played the game for a couple of years.

  • @Xendritch said:

    I feel like the game has to be at least 70-75% console.

    Being someone that plays killer on controller on PC though I don't think it's that bad it just locks you out of very specific killers but not the ones you'd think. The aim based killers are actually fine for me and I used to main Deathslinger before they nerfed tf out of him.

    The killers that need quick precise flicks like Blight, Oni, Executioner, Hillbilly are the real ones I feel I'm unable to lock their full potential but the others work just fine.

    I remember finding Huntress, Nurse and Artist very clunky to play. On keyboard it feels a lot smoother and faster, and same with gen skillchecks. There's some delay when I hit my skillchecks on my controller as opposed to my keyboard which is more responsive.

  • @Ayodam said:

    Not sure what the official stats are but I think I once saw like 70-80% console, 20-30% PC. I know it’s the 19th most played game on Xbox and was the 15th most downloaded game on PS two years ago. I don’t think it’s in the top 20 on PlayStation anymore though.

    That would actually make a lot of sense if the representation was the same on the forums too. I was just wondering, that's all. But that is a huge playerbase. I expected something closer to 50%-60%.

  • @Rizzo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488762#Comment_3488762

    They posted the wrong link, that one is the link of the draft.

    I am not the OP btw. But yeah, it is the wrong link anyway.

  • Your problem with Hit and Run is the fact that it takes forever to heal now and usually those killers bring Sloppy Butcher as well.


    If anything you need good positioning and good awareness. If you don't get hit the first time you probably can make them commit somewhat (and anyone who's playing stealthy will probably attempt a grab at a gen or something which is worse), most of the time they don't play perfect either.


    I personally always try to find out who the killer is as soon as spawn in the map to avoid stealthy plays, so I just move to the center of the map and try to find any sign of the killer. Also SB helps a lot against the first hit, you also need to be aware of your surroundings to know where to head in case they show up.

    I dunno how strong hit and run is atm when played right, so I'm just going to say that there should be some diversity in game play. Not all killers should play the same. Find survivors chase survivor for 40+ sec - down survivor - hook - look for someone else, rise and repeat, because that's what you're essentially asking for. To homogenize killer gameplay. I don't think variety is bad as long as you and your team have reliable tools to play against it and does not require bullshit counters such as being in a SWF to do.

    Also Spinechill gamers were the most spineless teammates I have ever gotten, nect to Urban Evasion ones. They won't continue working on a generator until their perk stops lighting up and waste a lot of precious time hiding and waiting for the killer to leave, they take no risks whatsoever and they also can't loop to save their lives. If they were at least gen jockies I could be like ok, at least they do gens, but even when it comes to gens they are extremely inefficient. I'm glad to see this perk go in its current form. What is not ok is giving it nothing as compensation, it'll be trash after the changes.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488757#Comment_3488757

    I've seen their other thread and this is almost nothing but basekit buffs for killers with significant nerfs for survivors.

    Yeah, I read their posts.

  • @Ivanynakov said:

    I can not open URL :(

    It got moved, that's why you can't open it anymore.

  • @Kaitsja said:

    ITT: How to make survivors stop playing the game altogether.

    Killers don't have a lack of time. Even averaging 30 second chases, start to finish, 7 seconds to hook a survivor, that still leaves a good 15 seconds to push survivors off a gen and that's assuming you have no regression perks.

    I mean it would be nice of them to mention which killers they are trying to biff, but let's not forget that those are also basekit buffs for Nurses and Blights, which is insane.


    And everytime people wanna buff killers they always mean M1 killers, but forget all the in between ones who may not have much trouble of have other ways to slow down the game through their power.

  • No way, I think I played like 10 or so games yesterday. Maybe a tiny bit more and I think I only survived like 3, although some of them felt very winnable but teammates were playing goofy but on purpose. Had a game vs Huntress were people started falling down within a minute because they kept swarming Huntress and unhooking in front of her. They thought it was a farming game or something... I dunno if we would have survived in the end cause Huntress was pretty decent and she had aura reading but people were not trying to win, more like trying to farm and hope Huntress was in on it or something.

  • Ok...but what's to stop killers from running regression/slowdown perks on top of all the buffs? You didn't address the killer perks but only addressed survivor perks/toolboxes despite having buffed killer on a basekit level.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487887#Comment_3487887

    In my 800+ hours I’ve seen one locker save. I just can’t imagine they were common at all.

    I don't think I ever saw even an attempt of setting up a locker save, let alone someone succeeding in it outside of youtube that is.

  • @Carth said:

    Devour is pretty bad vs competent survivors unless you go all in or dedicate at least 50% of your build to devour(devour + undying at minimum).

    Good survivors know totem spawns and there are many awful totem spawns on all the realms. It's just too much RNG and basically only serves to make "funny lol montage" clips of killing survivors or catching them as they are just about to break the totem in 1 out of every 10 games

    It could be nerfed and it would just join the pile with basically every other hex perk outside of plaything + pentimento. Most hexs are high risk/low reward at this point.

    People are not saying to run Devour Hope on its own, it usually means dedicating your perkslots to hex perks. I've seen Pentimento+Plaything a lot more often lately than say 6 months ago. It's a playstyle. And after the unhooks it's harder for survivors to tell which hex is Plaything and which not, so they're forced to cleanse everything and more often than not it will get a second life if you bring Undying as well.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487843#Comment_3487843

    On EU servers?

    I mean, sure. Not everyone plays like this. I´ve also seen teammates drop a pallet in my face after i tanked a hit for them.

    I also play in EU and I very rarely see it. It also doesn't make any sense why they do it. It has no benefit whatsoever for them or their teammate the majority of the time (exception being their teammate being on death hook) and I play solo.

  • @AssortedSorting said:

    The Torment Trails he places don’t feel impactful to place, as oftentimes they’ll dissipate before you can chase a Survivor into them, and any slowdown they add through a Survivor crouching through them is rarely seen by you. Their only purpose is to apply Torment. Kind of bland.

    It’s cool that Survivors can crouch over them to avoid Torment and Killer Instinct, but it means that it’s just something else that is variably effective that is already time-limited.

    Punishment of the Damned ignores walls (Line of sight blockers) and can be held while still moving, so counterplay assumes that the Survivor is always in the open and running away, by giving them enough warning of where the attack will land and taking time to travel over the point at a distance. Making distant hits more reliable only when the Survivor is anim-locked, as has been mentioned already.

    Not really getting what you mean by counterplay being in the open. The point of his ability from what I understood was anti-loop, so yeah ofc it's bad in an open area, that's why you don't use it there. Because you're supposed to use it at pallets an windows. Kind of like Huntress hatchets.


    The thing that would make it feel better is if they added add-ons that delayed the warning that appears to survivors or making an Iri that removes it all together. Since atm his add-ons are bad.


    His power can also hit multiple survivors so it cannot be body blocked in cramped spaces.

  • @Kedasa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486908#Comment_3486908

    Stupid idea to make them lose collision. You say they can't use it as weapon? It won't last long until the first survs use that lose of collision to flashlightsafe and palletsafe a downed mate, because they dont have to fear getting hit. And to make it impossible to tunnel someone out would be way to much, because the gens go way to fast.

    The best way to go against tunneling is slowing down the game. For example by making Hex Totems invisible. So Survivor have to cleanse every totem until they find it. Would be much fairer for Killer with the 90% crap totem spawns. The game lasts longer, because Survs need to find the totem -> Gens arent powered as fast -> Killer isn't forced to tunnel to slow the game down.

    When did you start playing again? Cause people who were around playing against CoB + Eruption (or full slowdown build) will prove you otherwise. If that were true you wouldn't get killers like Blight and Nurse running those bullshit slowdown builds because by their design they can answer survivors of any level. But those killers still brought slowdown although they did not need slowdown and regression since they can cover so much distance.


    People camped/tunneled and 3-genned just as much as now. And it was obnoxious. When the game passes the 15 minute mark there are few resources left if any. And people still defended that meta and told you "Just let the gen go when you think your teammate is gonna go down".


    This game is not in its infancy. If people care about wins in any way they're gonna employ the easiest most skill-less way to win. I am aware there are people who wanna win in different ways but those people are a smaller percentage and they their playstyle is referred to as off-meta for a reason.


    The killers and survivors playing now are not of the same skill level as they were back in 2016-18 even if people like to claim survivors/killers are bad and have no skill. On average the skill of a playerbase goes up over the years and certain metas emerge.


    If survivors get better then killers have to employ better strategy, see tunneling/proxy-camping etc. Playing for 8-12 hooks can only be possible if you're outmatched. Same with a survivor running a killer for 5 gens. Maybe it was possible in the past because survivors didn't know the most efficient way to play and neither did killers. Survivor loops were also stronger etc.

  • @InvadeGames said:

    face camping is incredibly rare and its weird that the community is obsessed with something that almost never happens. ive played thousands of games of survivor probably and less than 1 percent has face camping. Im not playing in a different world than everyone else. Sure bubbas camp more than other killers but they also arent a killer you face all that often.

    Everything gets exaggerated an incredible amount here, camping, tunneling, gen rushing doesnt happen even remotely to the degree everyone claims it does and I think the devs know this.

    Exact same thing can be said about locker saves, but I don't see anyone on the killer side being "it was stupid to remove them, it happened 1/100 games" And I also never saw them as survivor prior to their removal.

  • While I like a lot of them, I feel some look kind of similar to other skins other survivors have. In game I'd like to see 2, I also like 5 but I feel it's similar to her other witch skin and it doesn't look medieval at all. If anything medieval witches probably looked a lot closer to what Charlotte wears...


    I like 10 and 12. 11 has potential with that cute mushroom hat but feels like something is missing. (I think it could afford to rely on the mushroom hat or mix in the concepts of 11 with 4 and keep the mashroom hat instead).

    20 is also cute although the color scheme reminds me somewhat of a pre-existing Mikaela skin (Spring Ensembles).

    The bee one has a nice idea but could be worked on a bit more. I also like 25 a lot, probably the one I think would fit her most in game.


    9 is an amazing concept but it doesn't feel like Mikaela at all and seems to fit a different game all together.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3487095#Comment_3487095

    Thx to inbuild BT, the unhooked survivor usually stands in the way and tries to body block. Now you either waste a hit and get slowed down or you wait it out and get called a tunneler.

    Where do you find those survivors? I play survivor 99% of the time and even when I'm on death hook unhooking someone and they should be bodyblocking for me they almost never do.


    I can only imagine them body blocking if they're new and don't know any better, or if they're playing extremely altruistically in a SWF.

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