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Katzengott

Katzengott

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Katzengott
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  • One advice i can give: Don't play DBD when you're already depressed. From there it won't get any better.

    When it comes to toxicity, they just use the tools the devs gave them. They even made better tbag animations for example, what do you expect? Toxic survs used to be glorified in the past, and they still are to an extend. Many of them are "wholesome" now, unless the killer starts to play in a "unfun" way. But the most toxicity comes with the endgame chat, better turn that off as quick as possible. The rare GGs you'll see there aren't really worth it.

  • Why investing so many time in bots? Is there a goal to implement them one day into the real trials, so they can fill the gaps for DCd survs? And what about survs killing themselfes on hooks? Should be only possible with certain perks, also get rid of hook grabs. If you really wanna help solos... Also tell me one reason killers should play nice when more and more gen defense is taken away from them. Action - reaction.

  • I don't think meta perks or builds are the problem as good players will always find new ones. The problem with MMR is, more players feel they NEED to use them. I called this advantages over skill (meta perks, map offerings etc.), a problem what DBD has for years. Ofc there will be always a meta, even without MMR. But you won't see it as frequently. DBD is the only "party game" i know what has MMR (or ranks before). And as long each MMR is used within the same foundation (general game balance), it will be never be balanced.

  • The outcome and dmg is def bigger than the old DH, it's like Sprint Burst when you need it.

    But for me it's just too ping and killer depended. Also i don't like excaution perks in general, survs don't really need it.

    Just ask yourself what's more impressive/skillfull: A good surv with or without DH.

  • Why do you expect to win as a solo vs. a good blight or nurse, the 2 best killers in the game? Shouldn't this be rare to win against?

  • Just imagine each surv in your team takes the killer on a 2-3 gen chase, that's 2-3 hooks for the killer at best until the game is over.

    On the other side, you NEED gen defense as killer if you don't play against completly potatoes.

    Also it's not just about MMR, it also depends WHEN you're playing in your region. Queue times are still prioritized.

  • Solo Q will NEVER be on SWFs level. A good SWFs (esp. on comms) will always do better than 4 good solos.

  • Why do ppl care so much about random ppls opinions? Most of the time endgame chat is just crying, no matter how and with what build you played. The only reason to look at it is to see a rare GG or you're enjoying the salt. If you need validation, don't play DBD. Best advice is to just deactivate endgame chat for yourself. And not going into any TTVs stream shortly after the match.

    As killer i treat all survs the same as i know most TTVs aren't even live at the moment and most TTVs are very small aswell, that's why they put the TTVs in their names. I will start to tunnel the weak link when i have too, or when they start to act toxic anyway. I give a sh** about names.Tbf, on my OLED the names are so small, i don't even look for them. I only see Meg, Nea etc... or just call them number 1, 2, 3, 4 to keep track how often i've hooked them.

  • Remember, all survs have the same hitboxes. And they never changed how they work, even when they released a projectile killer. When i play her i always aim for their butts, that's how it works. Or as a content creator said it years ago: "Sometimes it feels like THAT SHOULDNT HIT, and sometimes it feels like THAT SHOULD HIT". It goes for both sides. Also a good huntress is supposed to get quick downs, it's all she has. Don't expect hitboxes to be changed for just one killer.

  • I'm at that point again, were i need to expect DH on every surv again. In each chase, even they didn't showed it before.

    Another problem might be, that auto DH still excists.

  • The more you play and the more you look into numbers, the less scarier it gets. Maybe you can say this about having fun aswell.

    For me there're only a few scary things left. When Devour Hope reveals and maybe Plague with Penti/Plaything builds on indoor maps. Also i'd say DBD was always more about jumpscares. This also goes away now as survs can see on the HUD who is getting chased.

  • Did it on multiple survs. Didn't looked for Vigil, but i doubt they ALL run it. Not in my meta lobbys.

    I also made 2 clips. But it's just too complicated to post them here.

  • Even worse when survs not only do that, but also spectate to watch the other survs suffer or to blame the killer in endgame chat.

    As long you see them pings in the menü, they're still there, if you didn't know.

  • I still run Kindred as i'm so used to it. Aura Perks on survs just feel so... save. But the combination of seeing who's getting chased, who is doing gens and now seeing even the gen progress is huge for solos. In most of my games everyone is sticking to gens, besides the person who is getting chased.

  • You need to purchase the Charity Case DLC. I only did it for the Huntress mask back than, just played with her mask 2 days ago.

  • Hopefully they'll give us THE OPTION with an auto-spend-BPs-button. If it's optional per bloodweb, no one can complain as ppl could still grind normaly if they want to.

    But they already made the bloodweb faster in the past, and i'm curious they'll do just the exact same thing again.

  • Didn't expect that amount of feedback when i started the thread, really appriciate it.

    How i see it you can never be 100% sure if you're playing with or against SWFs, even when it felt like it. That's the main reason for the idea and it should have been implemented BEFORE any buffs, nerfs or giving basekit things for whatever side. Without making a difference between solos and SWFs ingame, it will never be balanced - just a bit closer. Don't forget that the most survs buffs, esp. the basekit things will always benefit SWFs more than solos. Only the HUD changes were a buff for solos alone so far.

    If i'm correct BHVR already collected stats about SWFs, not sure if that was only PC. But i guess the game can track it, even with crossplay on consoles, as survs need to invite other players. So all BHVR would need to do is to create an icon. An icon to rule them all so to speak. It's all about giving informations and balance arround it. Or pretend there isn't a difference and keep it as it is.

  • @Peanits I think this is the first time i see a Dev talking about it, so tx for your detailed thoughts on the topic.

    To be honest, i'm playing on console, so i don't need to care about endgame chat anyway. But from what i heard and saw in all that years, most endgame chats are full of sore winners or losers anyway, many times spiced up with salt (nothing wrong about salt tho), entitlement and toxicity. And they all could avoid that by just dissabling the endgame chat (it's still an option on PC, right?)... but they don't. Now why is that? Because ppl like drama, blame others over themselves or they wanna just say GG. And with more given information (no emotions, just facts) FOR ALL PLAYERS, i believe it would lead to a better understandment of both sides, at least in general. Also many killers, even solo players would be suprised how often it was not a SWFs. Which can really give a better feeling after a match, for both sides.

    And besides, you can give solos as much info and "buffs" you want (don't forget that SWFs will benefit from basekit perks even more as the game doesn't make a difference who's playing with friends or solo), it will never trump players who are able to matchmake together (even better for them when they're on the same skill level), knowing eachothers perks, playstyles and beeing able to do efficient, specific callouts during the game. Eruption is the current best example, as SWFs can just callout when they're close to getting downed so the others can let go from the gen, efficiently. And than you have Pain Res, which is way to easy to counter, at least for survs with a brain.

    Imo the biggest improvement you can do for solos is to finally add bots when a DC happend. This alone, paired with removing the ability for survs killing themselves on the hook (without certain perks) would be the biggest buff for solo players.

  • Pain Res was way to easy to counter even before the HUD update. Just let go from the gen when you see the hook animation starts.

    As for Eruption the HUD update sure helps a bit, esp. when paired with the perk BOND. But SWFs on comms will be always more accurate calling it out when they're actually close to getting downed. As a solo you could waste more time not doing the gen if the chased surv is a good looper.

  • DBD still doesn't make a difference if you're playing solo or with friends. That's why i don't really like the wording "solo buffs".

    A good SWFs will always do better than good solos. And if you give survs free meta perks, guess who will provit the most?

  • Wouldn't be suprised if that audio bug happens to all female survs with skirt + sandals cosmetics, need to test that.

  • I don't see a new FULL chapter, mainly because there isn't really another popular, potential killer in the franchise.

    What i CAN see is more skins and maybe a paragraph with a new surv, hopefully comming with a new map.

  • Did the meta really changed? Cuz when it comes to meta, i still just see gen defence vs. gen speed up and tunnel defence.

    And i blame MMR for that as it just counts objectives vs. objectives (kills vs. escapes).

    Ofc we had meta builds before MMR, but not that frequently, at least in my memory.

  • Could be me that i've been wrong for all this years.

    Didn't find any evidence at all. I was so sure about it, my bad.

    @AmpersandUnderscore @Alionis @Raccoon @Phasmamain

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320060#Comment_3320060

    Players like you are probably the reason the wiki admins insist on testing things in-game instead, if all you provide them with is a "trust me, bro, I'm experienced".

    I have nearly 4k hours in the game myself and what you said just sounded wrong. I've never noticed bleeding to death take anything other than 4 minutes, whether you move around or stay still. Since you claim that moving around halves the time to 2 minutes, that should be a very noticeable thing, especially since the EGC timer has the same timings and is something we get to see relatively often.

    I just went in-game to try this out for myself and even used Tenacity so I could immediately move around while recovering. It still took 4 minutes to the second for me to bleed out.

    So in conclusion, there is no reason for you to be surprised that no one shares your observation, it's just not a thing. A lot of playtime does not mean you know everything.

    Using Tenacity negates my point as you still recover.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319631#Comment_3319631

    I provided a link to my rebuttal.

    Are you going to provide some kind of evidence that this is the case, or are we going with round 3 of you just stating it as true?

    Your link was just the general info about Health States. Under 5) Dying States it just says it takes 4 minutes to bleed out.

    Which is correct in theory. But as soon as you keep crawling around, the timer goes quicker. And i'm suprised this isn't mentioned there. Try it out yourself or believe what you believe. I have too many hours in DBD and had enough exp with slugging, trust me.

  • 1) and 2) would be a good start, don't really care about the rest.

    Get rid of MMR on top of that. All it does is to enforce kills vs. escapes, meta vs. meta.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319481#Comment_3319481

    It takes 240 seconds (4 minutes) to bleed out when you're in the dying state/slugged. There is currently no game mechanic, perk, or player input that changes this number in any way.

    https://deadbydaylight.fandom.com/wiki/Health_States

    The timer goes quicker by half if you don't hold to recover. If you don't recover at all it's just 2 minutes.

  • And, did you let go from the gen to counter Pain Res?

  • Just run We'll make it + Kindred in solo Q and most survs will appriciate it.

  • Not really vs. anti-loop killers. Tho you can still call hold W and predropping pallets "looping"... as long as you don't go down. :D

  • 2 weeks without MMR and a big survey for all players after that. :)

  • Just use loadouts. They work for cosmetics and charms aswell. Only for you ofc.

  • @TAG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318803#Comment_3318803

    That doesn't solve the slug for 4k at all because the whole point is that the gens are not yet done.

    Easiest solution is to give a downed Survivor the option to let themself instantly die after being slugged for a combined total of all three hook states (two minutes).

    You know it already takes 2 minutes slugged on the floor until you bleed out.

    The timer just extends to 4 mins when you hold to recover.

  • Solution is simple: Basekit Unbreakable is only active after all gens are done. On top of that they should finally get rid of hatch.

    Because sometimes killers need some slugging pressure during the game. Take that away and they'll tend to camp and tunnel even more.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318102#Comment_3318102

    This is so wrong.

    The Survivors dont have that much control about a 3-Gen. If the Killer decides to pick a 3-Gen from the start (which is sometimes really easy to defend, e.g. Dead Dawg Saloon or Haddonfield), there is nothing the Survivors can do. Sure, you can say that they can 99 Gens outside of the 3-Gen, but this does not change the fact that you cannot repair the 3-Gens the Killer decides to protect.

    So, if the killer is only defending his 3gen all game just run away from it after getting injured.

    All he/she gonna get is 4 survs still alive and a 3 gen, wow. From this point, it's just a matter of time.

  • Every 3gen is made possible by the survs. Every, single, time.

  • I'm just suprised Reassurance is still that underated... Good.

  • Playing since 2017, not sure about my hours only as killer but...

    For the ~1000 survs i let go by hatch or even through the gates, i got maybe 30 survs who offered themselves intentionally.


    Last time was just 2 days ago. I was playing Bubba, 1 DCd early and i felt bad for the 2 last survs. Ended up with us opening the gates in a line which was really cute. And they let themselfes killed by the Entity as they wouldn't leave me. It's really rare, but when it happens, it can be really heart-warming. Depends ofc. If i already lost as killer i just want them to leave as quick as possible, as just 1 pitty kill won't give you anything anyway and could be missunderstood as another way to "ensure dominance" or mocking the killer.

  • PH might be the best killer just for tunneling.

    Loved Corrupt before, but now what do you do? Just injuring everyone?

    If you get a quick down, even if it takes 1 min - BÄM, 1 perk gone.

  • Well, i heard they're making a new Bioshock game. So maybe, just... maybe. :)

  • I'm not seeing it as we aleady have 2 dashing killers, Pig and Wesker.

    Also Little Sisters as survs won't happen, as they're clearly under 18.

  • Happened to me last night as killer. Hit a Clod 6 times and the game ended.

    I was suprised i didn't got a penalty, as it showed me DCd in the endgame screen.

  • Problem is MMR, in any multiplayer game. It just leads to use the strongest #########.

    And with all the RNG DBD has, it's even more just advantages over skill.

  • Remember guys, working with the killer and things like sandbagging on purpose are bannable.

    If anything they're helping the killer and will die too. Also there's nothing wrong with opening chests and cleansing dull totems when you don't bring any items and/or you have Inner Healing, please keep that in mind.

    Could the upcoming survivor HUD lead to toxicity ?

    Maybe by +1%, sure. But it also gives a better understanding who actually helped the team.

    I think voice comms for everybody (even optional) would def lead to much more toxicity, so i'm fine with the HUD changes.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311820#Comment_3311820

    I do. Previously Eruption was an issue because there was nothing you can do except not do gens at all. Which is dumb, obviously. Unless you knew for a fact a gen was never touched that game, you pretty much blundered into it.

    With the new HUD telling you someone is now in chase, you now have to make a judgement call. "Do I stay on it a bit longer, or do I get off of it?"

    And there are people that are like "Well, that's not fair because you can't know for sure!".

    Because they demand counterplay that literally works 100% of the time. And they don't seem to understand that in a 4v1 having the power to completely negate and shut down an action from the 1 by the 4 is horribly bad game design.

    And still SWFs are able to counter Eruption almost every time and more efficient. But the subtle help for solos was actually smart.

    Overall, killers will still prioritize Eruption. Because with Pain Res, the counter for ALL survs is just too easy.

  • DBD - the only multiplayer game i know that punishes you really bad for winning.

    And tbf, i think SBMM is never a good thing, in any multiplayer game. It's like a fun sponge.

    But specific in DBD, with all the RNG and beeing a 4v1, we shouldn't have any RANKS or MMR.

    Just give new players a "noob protection" for the first 100hs and everything is fine.

    -> Fast queue times for both sides at any time and more potatoes (= more fun) for everyone.

  • @BenOfMilam said:

    You actually spelled out why tunneling early is one of the WORST strategies a killer can use.

    Tunneling a survivor from the word "go" is what will get you the scenario of survivors being maximally efficient on gens. You chase one guy, hook him, hover around the hook so you can chase him as soon as he's unhooked, repeat until he's dead.

    Problem is, only one survivor needs to come for unhook. Leaving the other two free to do gens. So instead of pushing people off gens and buying time, hardcore tunneling makes the other two or three survivors free to slam gens with impunity.

    Sure, you got one guy out. But the cost was four gens.

    Spread pressure and keep people off gens. You can win with 12 hooks and 0 slowdown, it's just a matter of using the right strategies and the right killers.

    You def can get 12 hooks with no gen defense and no tunneling... if you're playing vs. potatoes.

  • The new chaser icon on the HUD will def help solos with Eruption, if you mean that...

  • As Huntress main i was always jealous about JOLT or Sloppy on Nurse, didn't make sense.

    So, good change. But now you'll see full gen slow down Nurses ALOT.

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