Krazzik
Krazzik
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@maybelawliet said:
I get that it's a legendary skin and all but $20 for a skin cosmetic? She costs more than the dlc itself. I could unlock so many characters with $20 and get new perks and possibly buy cosmetics for other characters. I love Silent Hill 2, along with Maria. I'll still buy the skin even though it will make me go broke. I just don't get it.
Also the fact you're still going to buy it only encourages this pricing.
Companies don't price things 'fairly', they price them so that they're juuuust within the range that someone is willing to pay. People complain that it's more than they wanna spend, but they reluctantly spend anyway and the company gets more money.
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They charge more for cosmetics so that they can charge much less for actual gameplay features. DLC in this game is really cheap, especially with how often they go on sale.
I'd much rather have it this way than have cheaper cosmetics and more expensive DLC. TCM has it that way and it got massive backlash for it.
For original characters there are also plenty of good, lower rarity skins that don't even cost that many shards, or you can save for the REALLY good ones with shards and not even pay real money. I've spent nothing on skins and have Mr Puddles Clown and Krampus Trapper just through shards (though mr puddles is ONLY through shards anyhow)
Or you can buy the rift pass once and forever collect a bunch of skins every chapter so long as you play enough. I've bought it once and gotten dozens of skins, and many of them are actually really good.
Yes, if you want the good skins for licenced characters, you either fork over heaps of cash or you're out of luck. It's the main reason I rarely play licenced survivors actually, but it's not a big deal. If people didn't buy them at that price, they'd lower it, but plenty of people still do.
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I'd move Zarina and maybe Rebecca up a tier, actually Zarina is surprisingly common for me. I'd also move Haddie up and just remove the bottom tier becasuse we all joke about poor Haddie but she's no rarer than Jane or Elodie.
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I miss the smiley snowmen, not a fan of the new weird snowmen.
Overall the the event is alright, its the players not interacting with it and just rushing gens/tunneling survivors that's the issue, as always.
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I said it in the other thread but it's mainly due to a lack of competition. There's no need to make big, innovative, risky changes to the game when they can just leave it as it is. Every other asym game that comes out dies or remains very small, so there's nowhere else for their playerbase to go.
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It's good and bad. It's awesome that all the older original characters will now be 4500 shards and 250 cells, makes it easier to actually grind for characters for free, which is great for new players.
Also for players who eventually want all the characters, it's no different having bundles of DLCs rather than individual ones. And if you -do- only want one or two, you can either save shards for em or just get em cheap with cells.
However, it does take away choice for people that want some characters but not others. If you want like half a bundle's characters and really don't care about the others, it kinda sucks.
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To be fair I would say this AMA has had slightly more concrete answers than most video game AMAs. There were quite a few firm 'No's which is quite rare for this sort of thing. Overall though, it was still fairly pointless because it's clear they can't talk about most things and anything they CAN talk about are things they already have announced or could just announce in a developer update.
The reason why the game has stagnated though is simply that there isn't any competition. Every single asym game that comes out ends up dying, or at best remaining very small. Even TCM, which had massive amounts of hype, isn't doing that well and will likely close down in the next couple years. With no other games to worry about, BHVR can afford to not make any innovative changes because that's 'safe'. People will continue to play DBD even with all of it's problems because where else are they gonna go?
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@Kunuto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598255#Comment_3598255
Handicap??? I follow this set of rules, and still it feels like it's the survivors that are handicapped. It is so easy to be a killer in this game, it's ridiculous. Which makes it even more funny when killers whine about how terrible those pesky survivors are.
Good for you I guess. Many killer players don't have constant easy games though, they have games against good survivors who can loop well and focus heavily on doing gens as quickly as possible. Against teams like that you need to use all the tools at your disposal, and that includes the 'meaner' ones.
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@appleas said:
Because the meta recently was to not heal and slam gens using resilience with Adrenaline popping at the end. Thana is to incentivize healing
Makes sense but even then I wouldn't say it's that great. It only takes a single survivor to actually decide to heal and it's a garbage perk. Medkits aren't -that- rare and Inner Healing still sees some play.
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I mean their existence makes it harder to balance killers relative to survivors as a whole, but overall they bring a vast number of players who we'd lose if SWFing wasn't an option.
As for the balancing issues, it's a far better idea to try and raise solo queue up closer to SWFs, than to punish people for playing with friends. There is only so much BHVR can do, however, and even with more tools, solos will never be as strong as SWFs, not even close. It will forever be an issue when it comes to balancing, but it will just have to continue to be so.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607842#Comment_3607842
If you get lucky, Huntress' Lullaby is actually pretty good.
Yeah, but it's lit up at the start and you gotta charge it up, at that point you may as well bring Devour which is MUCH stronger.
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@Zokenay said:
Ok lets see:
Ruin: borderline useless.
Devour: Can be good, but also can be cleansed before it even does anything.
Noed: This thing almost never lasts once people know its in play.
Pentimento/Plaything: Good players will either not cleanse Plaything, or immediately deal with Pentimento cause they know where it is.
Crowd Control: Lol
Two Can Play: Mostly a meme of a perk.
Blood Favor: Mostly good on certain killers and likely wont last long due to how early its revealed.
Undying: Essentially takes an extra perk slot to make sure another perk lasts more than a min.
Third Seal: I hardly see anyone use this, and it only really affects Solo Q.
Face the Darkness: Extremely niche to builds and killers.
Thrill of the Hunt: Worse Undying and hardly worth using over it.
Anyway, most of them are either niche or a joke, on top of being incredibly risky, aka not worth.
You forgot Retribution and Haunted Grounds.
EDIT: And Huntress' Lullaby.
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I wouldn't say 'literally no one' but yes they're pretty unpopular.
The problem has always been the RNG nature of them, you can have a game where your Devour is in a nasty place and never gets found, or you can have your Devour AND Undying cleansed in the first minute.
Players generally prefer reliability and regular hex perks are just too unreliable. Some of them are also just way too weak for being so RNG, mainly Huntress' Lullaby, Ruin, Third Seal, and maybe Thrill, but even the genuinely strong ones can't do anything when they're cleansed. You also basically HAVE to bring Undying which means now half your build is being used for a single perk, and it's -still- very RNG even with Undying.
The better ones are the unusual ones like Plaything, Pentimento and NoED, mainly because they CAN'T just be cleansed really quickly.
Overall I don't really know what they could do, maybe just don't light them up until a minute has passed or something.
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It certainly needed a hefty nerf, I don't think anyone can say it was a fair and healthy perk beforehand. That said it was hit a bit too hard, similar to Ruin, and now it'll join the dozens and dozens of perks almost no one uses.
Maybe I'm wrong though and people will experiment with it more with Endurance perks and Styptics.
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It's pretty annoying and I wouldn't mind it being tuned down slightly. That said you can run Distortion and you don't have to worry about being the obsession. Run Calm Spirit too and you don't even have to worry if you become of the new obsession, AND you counter UW too.
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I play on a pretty darn old PC and DBD is one of the few games I rarely have any issues with.
Over the past few days maybe I've had a little more lag or bad ping than usual but it's pretty minor.
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If they removed the killer aura part, that would be fine. Even with the survivor HUD it can still be hard to know for sure if anyone is going for the save.
You'll have one person on hook, one person being chased, and you're on a gen. The 4th person is also not doing anything according the the HUD, but it's still not clear if they're actually going for the save or not.
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605208#Comment_3605208
That is the point it doesnt help againts facamping either
But it does. If the killer is facecamping (as in, literally standing right in front of the hook and not leaving), the bar will fill and the survivor will be able to free themselves before going to next stage.
That's all the mechanic was designed to counter and it does that well.
I think you may be under the false impression that it was supposed to counter camping in general, which is incorrect.
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Hasn't it been like 2 days?
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Doesn't really seem to be a big issue, just don't switch characters after you ready up.
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It's one of the reasons why kicking gens is still pretty weak unless you're running perks for it. Even with a little instant regression added onto 'dry kicks', survivors can insta-tap gens and stop it.
The three perks I can think of that help deal with that are Ruin, Dragon's Grip and Overcharge, and they're all pretty weak at the moment. Overcharge is probably the best out of the three but if survivors can hit the skill check it's useless.
Something that's often suggested is what Propnight had I think. You gotta work on a gen for a couple seconds before it actually starts being repaired, and regression is halted.
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It's one of those perks where if the survivors aren't playing really altruistically, it doesn't really do much. Infectious Fright is a little better in my opinion.
If you wanna run a full-on slug build with Knock Out and Deerstalker though, it makes a nice addition. Heck throw Infectious in there too.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604112#Comment_3604112
99ing is used to prevent Blood Warden from activating if the killer is using it.
It's more done just so that the survivors aren't on a timer to save the hooked survivor.
Blood Warden is incredibly rare and 99ing wouldn't be the norm if it's only job was to counter an incredibly rare perk.
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I don't think it's fair to say the devs favour killers. They've done some nerfs and buffs to both sides.
Survivor has gotten a lot added as basekit over the last year or two as well. Basekit BT with 10% Haste, which was later buffed from 5 to 10 seconds. The Survivor HUD which gives really good information on what your teammates are doing (or not doing 😔). They recently got the Anti-facecamp mechanic added and are set to soon get an anti-3gen of some sort.
Yes, Ultimate Weapon is a problematic perk and I personally think it needs to be nerfed but you can't use that perk as reason for them favouring killer.
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For some reason the forums made me post an empty message after my last one so... hi :)
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I don't recall anyone saying Dredge was really good, he's usually considered mid-tier at best.
@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606365#Comment_3606365
Isn't his teleport is coded to prioritize the locked locker and therefore locking only one used to conserve counterplay?
That's at least what I remember when he was released.
Also this. If you lock both, the Dredge can break out of one and then hit the other, wheras if you lock only one, then after the Dredge breaks out of it you can still lock the other and get use out of it next time.
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It's tough because the game needs to place 7 generators in each map, and besides swamp they can't place them on the map's edges. Some maps are rather small and it's difficult to NOT have at least two gens be pretty close to each other. You could make maps bigger but... well, I think that would make certain weak killers even weaker so I don't suggest that.
Don't really know how to fix this as it's not as simple as 'move the gens further apart', on certain maps there just isn't space to do that. Maybe change up how tiles spawn in so even if two gens are close to each other, they're not fast to get between? I dunno.
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I'm an avid Distortion enjoyer but I do think it recharges too easily. Being in the killer's terror radius isn't that tough, especially on smaller or multi-level maps, and unlike Stake Out it also charges while you're in chase as well.
What this essentially means is that you almost never run out of stacks, even if the killer is running multiple aura-reading perks, and that kinda defeats the purpose of even having stacks. In 90% of my games with Distortion, it's basically just perma-immunity to aura reading.
Outside of a small handful of killer addons and maybe one or two perks that can give constant aura-reading in certain situations, a killer simply can't burn through Distortion stacks faster than they recharge.
This is of course partially evened out by having plenty of games where Distortion does absolutely nothing, but I still think they need to slow down the recharge so it doesn't just make aura reading useless for killer.
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Eh, considering you get the little 'glow' of their name when their condemned increases, I think that's enough. Tracking how much condemned each survivor has is part of playing Onryo. You already know exactly when someone's condemned is gonna increase; you teleport and they don't have a tape, it'll go up, you hit them when they had a tape, it'll go up.
Also oof didn't see it was a necro, would have definitely made more sense to add it to old Sadako, when it was much harder to track Condemned and it was more in the survivor's hands.
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@sheendazzling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605008#Comment_3605008
I fixed my title. I want this perk to show the aura of lockers when I'm not inside one. When I'm exiting, it should stop showing the lockers aura for 10 seconds so it doesn't hide the survivors and generators auras.
That makes more sense. Though being able to see all the lockers on the map when the perk isn't on cooldown might be too strong. Could make it a certain range maybe and that'd be cool. Would also make it more unique since I don't think any other survivor perks let you see lockers?
Might overload the perk though. While I don't think it's very strong, and still wouldn't be with that effect added, it'd just do too many things.
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I've not bought the Alien DLC but from the description of the perk, it shouldn't be showing the aura of lockers ever. If it -is- showing locker auras it must be a bug.
It doesn't sound like a very good perk to be fair. At best it might be alright in a Quick and Quiet/Head On type build, so you can still use 'em while injured, but your blood and scratch marks will still lead to the locker. If you use the perk on it's own, and you enter a locker in chase, the killer is probably still gonna find you. If you aren't in chase, who cares about being quiet and having no blood?
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Killer is definitely more stressful, since it's only you against four other people. Four other people who are united against trying to beat -you-. Even worse if they're a SWF, all in comms and trading information about your position and actions.
That isn't to say playing survivor and winding up against a really good killer isn't stressful, but you at least get some down time on gens, unless you're immediatly tunneled I guess.
As killer you're in every single chase and if you are trying to win then you're always aware of the ticking clock that are the gens, and that if you take too long in even one chase, you're chance of 'winning' is likely gone.
Personally though I can't really bring myself to sweat all that much, since when I used to do that, I'd get much more angry and frustrated when I lost. I found that I enjoy the game much more when I'm at least slightly more chill in most games. (That isn't to say I don't still get mad on occasion, but, well, this is DBD).
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If I'm running Plaything and Penti and need another Hex to go with it I usually go with Third Seal, though to be fair I'd probably be better off running almost any other Hex.
Third Seal isn't -bad-, but it's usually not that good either. Blindness in general doesn't really do much against SWFs and only really does well against solos, who aren't as big of a threat anyhow.
Also like any other regular hex, if you don't also run it with Undying, it's likely gonna get cleansed quickly and thus rendered useless, and Third Seal is most definitely NOT good enough to warrant running Undying to protect it.
As a filler hex to group with other hexes it's okay, but even then you'd get more consistant value from Blood Favour, Devour Hope, Crowd Control or probably even Ruin to be honest. Or run Haunted Ground, Retribution or Thrill to help support your other hexes.
Honestly it's coupled with Huntress' Lullaby as just pretty damn bad.
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I mean the Stranger Things perks being 'free' was nice, but none of them were game changing.
Inner Healing was the only notable survivor perk and it's hardly meta in any way. Survivors also get access to some amazingly-strong perks through free characters. Adren, Sprint Burst, even Bond are solid perks that survivors get easy access to.
Killers do have it rougher since they don't have as many good perks to unlock from free killers, so rely more on universal perks, and Jolt is a rough loss for m1 killers. There aren't really any good slowdown perks that new players get access to, and Jolt is a really good one, but I still don't think it's gonna suddenly make newer killer unplayable. Especially because at low MMR, where new players will be, it's heavily killer-sided already.
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@Iron_Cutlass said:
I know what you are thinking "another Killer main complaining about Distortion because their Aura Reading is nullified", but honestly, I dont mind it when playing as Killer.
My main issue with Distortion has to do with Survivor gameplay.
Distortion is not necessarily an issue by itself, but it enables a selfish playstyle from the Survivor's end in which they basically throw the entire team under the bus for their own Survivor, I personally see it as being similar to Left Behind and Sole Survivor.
Since the Killer is not seeing the Survivor's Aura from Distortion, they often dont get chased. I find in matches that dont have Distortion, it leads to situations in which Killers are more likely to tunnel since they cannot find other Survivors, sometimes it isnt even intentional tunneling either, it just kind of happens due to awful hook spread caused by the perk.
Often I see Survivors who use Distortion just hiding for most of the game, they never take chase, rarely go for Safe Unhooks, and often never take protection hits or help protect their teammates who are being tunneled.
Overall, I just really hate being forced to deal with it, my SoloQ matches are rough enough, I dont need it being made worse by a single perk.
So yea... is Distortion OP like people say?
No, far from it, it's actively throwing the team under the bus. Id argue it's a bad perk that should be changed to encourage a more active and supportive role on the team like old WGLF.
The game is advertised such that you CAN be selfish, you CAN only lookout for yourself, and that that is a totally legit way to play as survivor.
If you wanna run Sole Survivor, Distortion, Calm Spirit, Self-Care you can. You can even play for hatch and leave other survivors on hook and it isn't against the rules.
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@CompleatBeet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603960#Comment_3603960
The problem with Hag is that she can be harassed very easily if Survivors are constantly destroying her traps as she's reliant on them to get downs because she's a 110 Killer. Playing Hag against a coordinated SWF is a nightmare.
It's the reason why I don't agree with her being a top-of-A-tier-killer. She's tough to really put on a tier list because the difference between playing against survivors who knows how to play against her, and survivors who don't is HUGE.
Yes, that's the case for all killers, but especially Hag. If a Hag goes against 4 survivors who don't know how to play against her, it's an easy 4k almost every time, she's just THAT overwhelming.
However, having even -one- survivor who is actively harassing her, setting off her traps in a safe way etc, can massively neuter her, and if multiple survivors are doing that, it's -really- hard for Hag to really do much.
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I think it's just because the item is brightly coloured.
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She's awful in chase so the only time you wanna chase someone is when they're fully condemned and you can kill them. Until then yeah you're just gonna spam teleport and look for easy hits where you can.
Not very fun to go against but they'd need to buff her chase, otherwise nerfing her mori makes her garbage again.
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Survivor-sided but not as bad as some other maps. The main issue is main building, and that loop using the greenhouse(?) window.
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Hooking speed wouldn't really help killers much. To be fair, with hook-grabs removed, unhooking speed isn't that good either.
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I mean the killers at the extreme ends of the power spectrum need balance changes.
Nurse needs some fundemental changes to her power, while Blight might get away with only addon changes. The A-tier killers are generally fine and are really what they should aim all killers to be power-wise.
All the bottom tier killers need some significant buffs: Trapper, Freddy, Myers (Though he'd need Tombstone Piece heavily nerfed as well).
Pig needs some big buffs to her Ambush, though would likely need some minor nerfs to her traps as well.
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99ing can kill and is overdone. Sure it's useful in many situations but it isn't by default the 'right play' like a lot of people think it is.
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I'm guessing 'tweaks' just means small updates. Like not a big rework or anything. Likely some changes to addons and maybe a minor numbers tweak to parts of their power at best.
Don't expect much basically.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603179#Comment_3603179
Not really, the penalty adds up ridiculously quick. And why are you assuming I'm DCing from "many ,many" games? Are you in the match with me? No. Are you in my lobbies? No. Don't put words in my mouth
The penalty doesn't add up ridiculously-quick though. Your first DC is a 1 minute ban, then 5 minutes, then I think 15 minutes, then 30, then 1 hour etc I don't know the exact timings because I've only ever gotten upto 30 minutes a couple times, maybe 1 hour once.
Also, for every 24 hours or so you don't DC, it gets reduced, so even if you do get it pretty high, just a week of no DCs will basically reset it to 0.
My point is you need to be DCing a lot and DCing regularly in order for the penalty to even get close to 24 hours. They purposefully do it this way so if you get a random one or two DCs, you're basically not punished. Which is fair.
Assuming there isn't some weird glitch that gave someone who never DCs a 24 ban for their first DC, which unless I see other people bring it up, I'm gonna assume isn't the case, then it's wholly the DCers fault.
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I mean you've got Adam if you want to play as a black guy with a bunch of cosmetics, though they could certainly add another.
I feel like you'd have better luck just asking for more black characters rather than saying a licenced character should have been original.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603093#Comment_3603093
"it'S yOur FaUlt!" fIX yoUr inTerNet!"
Some people don't have the luxury my dude...
To get a 24 hour ban it requires a LOT of DCs, I mean you've gotta be DCing from many, many games in the course of like a day or two.
If you're DCing THAT much, and continue to play, knowing you're likely to keep DCing, then yes, that is your fault.
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They already nerfed them by a couple seconds, they're perfectly fair. There's fair counterplay to them because the killer can see if they consume the medkit and can just wait a few seconds and hit them.
I'm sure there might be some very rare times when it could put a killer into a lose-lose situation but the very few times I even see styptics in my games, the survivors make it painfully obvious and they don't really have a plan against me just waiting it out.
Also with the nerfs, the space of time between a styptic and a syringe is so wide that it's just not an issue.
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It's tricky. Yes, survivors focusing on doing gens as fast as possible is really no different than a killer focusing on getting kills as fast as possible. I suppose the reason why many more people complain about the killer tunnelling is that when a killer tunnels, it removes much more agency from the other player.
The person being tunneled doesn't really feel like they got to play the game properly, as they were just constantly in chases back-to-back without even being able to recover between them. Especially if the person isn't very good in chase, they'll get killed super fast without having any fun and without getting any BP, and be right back in the lobby.
When survivors 'tunnel' gens, the killer still has all their agency. They can still start chases and down survivors and get hooks. They can still 'play the game', even if the game is much shorter. They'll still end up with some BP and maybe even got to have a good chase or two.
I understand that 'tunneling gens' is still very annoying for killers and when decent survivors actually focus on doing gens, there isn't much the killer can do to slow them down much, even with gen perks. Games go too fast at a certain level and that's a big issue that then causes people to feel like they have play in these efficent-but-unfun ways.
Still, when killers tunnel it removes much more player agency and I think that's the thing.
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602284#Comment_3602284
Funny how u call it a skill issue when you have to rely on a bug to get the upper hand.
A CJ tech is incredibly easy to counter though. Like once the killer can see that the survivors are trying for a CJ tech, it's one of the easiest things to shut down and counter. You literally just wait a second and then hit the survivor.
There are killers that have 'techs' that are much harder to deal with for survivors so I don't know why you're making it out like it's only an 'issue; for one-side.
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People who use basekit-BT to bodyblock for the unhooker cannot complain about tunneling. They do, but they're clowns for doing that.
Literally the entire point of basekit BT is to help fight against tunnelling by giving survivors a better chance at getting away from the killer so they can get healed and do gens. If you choose to use that to protect a (usually) healthy survivor, don't complain when the killer decides to just go after you, which is the smart play because now you don't have BT, can't use OTR or DH, and are injured, as oppossed to the (usually) healthy unhooker.
I understand why survivors do it, because many killers decide to play nice and STILL go after the unhooker even after eating the BT anyhow. I just don't understand why they would then complain about tunnelling when they WANTED the killer to hit them.
Also, this behaviour is the biggest reason why BHVR won't ever add anything else basekit to fight against tunnelling, players can't be trusted not to abuse it.