Krazzik
Krazzik
About
- Username
- Krazzik
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
There's already a decent amount of universal perks, and some of them are pretty decent. However, they want people to have an incentive to buy new characters and unlock their perks so that's where the focus is always going to be.
If they ever add a new mechanic or type of perk and they want an accessable counter to it, they may add a new one, like what they did with Shattered Hope (which sucks at countering boons but whatever)
-
Giving Killer Instinct after a survivor cures themselves is a little much, pretty much means you NEED to get healed before using the spray.
-
While I'm not sure, I would assume not, as those cosmetics are advertised as being exclusive to their respective DLCs.
-
Yeah it's the big thing that puts me off ever playing online console games. Charging more just to be able to play online is disgusting.
-
@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589769#Comment_3589769
My understanding was they were only using the killswitch on things that impacted a significantly large enough percentage of matches. There was that one patch where the Twins were actually bugged unplayable (sometimes on swap to or from Victor it would lock the camera in the ground), and they didn't killswitch it when they should have. Similarly with Pinhead in another patch (I think Survivors couldn't play and were perma incapped?), and when Merciless Storm was regressing ~80% of a gen on a failed check where they weren't killswitched.
If what you allege is true I would like a link to that claim (only bannable things are killswitched). The picture (of Mandy's post) in the OP clearly states 'hugtech' is a bug exploit (technically just a bug, but its intentional usage means the player is exploiting it), and with the game rules they list exploiting bugs for a competitive advantage or gaining what isn't normally possible to be against the game rules (see exact text in my prior post).
The devs are very inconsistant regarding the kill switch. The Twins and Merciless Storm should totally have been kill-switched during those times you mentioned, but weren't. The 'ruling' still stands though, you could run Merciless Storm on every killer during that time and you wouldn't be banned for exploting because it wasn't kill switched (even though you would have been exploiting). Even if according the rules, Hug-teching is an exploit, it's not a report-worthy one since he isn't kill-switched.
-
@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589737#Comment_3589737
That highly depends on the killer you're playing.
Trickster? There's almost no room to dodge knives and the walls make it harder to tell where he's coming from. After his buff next patch the map will easily be a free win for him 99% of the time.
Hillbilly? You can barely go 5 meters without bumping into a wall. There's so many corners that the only time you'll be hitting people with your chainsaw is at point-blank range. And there's loads of incredibly safe pallets to make doing this very difficult.
Overall, it's a super polarising map. And a map that entirely invalidates certain killers whilst empowering others is bad for the game.
That's more an issue with Hillbilly, indoor maps in general are really bad for him, Huntress too and Nurse (though it's still Nurse so not really an issue for her). Yes I should have specified I guess but for like 90% of the killers is killer-sided.
-
@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589388#Comment_3589388
The people on his skill level typically are a pre made with full meta all around. That is the main issue and as scott has said that side of DBD is the most boring. I am sure he would be fine if he faced 4 players around his skill level who are just playing to chill. Where he would get fed up is facing people of his skill level in a premade with 4 med kits and map offerings. That is the key difference.
But those ARE the teams on his skill level. Scott along with many of the other big content creators are among the best players you'll find outside of tournament play, and for people to have a chance against him they'll need to be bringing the best stuff.
Matchmaking can't detect that you're bringing a 'chill build', or that you're 'memeing around', it can only see that players like Scott have a hugely high kill rate and thus it needs to find survivors with as high an escape rate as possible to be able to compete fairly, and survivors like that are generally going to be SWFs with busted perks, items and map offerings.
You can certainly argue that DBD at the highest level is unfun. You can certainly complain that playing as efficiently as possible is miserable for the other side, and I would agree with both those points, but then you should be putting pressure on BHVR to change that, not throwing mid-MMR players to the wolves so that streamers can relax.
-
I mean I'm obviously in favour of them fixing killer-specific bugs on this map, a few killers have been released since it got removed so it makes sense there'll be a few bugs, and yeah those need to be fixed.
Even with a bug like that though, Wesker would still have a FAR better time on Hawkins than like half the other maps in the game, seems odd to specifically complain about it when Garden of Joy and Badham exist.
-
It completely shuts down any attempt to be stealthy unless you're running one specific perk. There's is zero basekit way to deal with it. If you aren't running CS you literally have an entire part of the survivor 'kit' completely nullified.
Screaming in general isn't an issue, it's just this perk that gives the killer easy access to a big, lingering AoE scream that they don't have to 'earn' in anyway. It's unhealthy for the game and I would say also makes most other form of 'info perks' for killer redundant.
-
The fix will come the same time as cross-progression (read:never)
-
To be fair Wesker is a very strong killer already, he doesn't need to have his camping ability buffed.
-
I just played a 40 minute game as 3-gen merchant and no lie, one of the bots went afk. Got the crows notification and everything. I guess they do learn from real survivors.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589419#Comment_3589419
But that's the whole point, he is not steamrolling them, they still get chases he tries to 12 hook them, steamrolling would be playing nurse and 4 man slugging everyone or something ridiculous... They would not have less of a chance if he plays sweatier, if he did tunnel, proxy camp and what not. But that's not his point, his point is that he likes to play nice so everyone can play the game, so this change kind of hinders him from doing so if he wants to still win, which he accepts by continuing to play nice instead of changing his playstyle.
Otz continuesly plays nice and sometimes even loses the streak over doing so, sure maybe others don't but many players and streamers don't want to just sweat every game because it is neither fun to watch nor fun to play.
At least the survivors got chased, they still could have outplayed him or at least learned something out of it, but if they don't get chased at all because they just get proxy camped at 5 gens and so on there is not even that chase despite you thinking t is worthless because they are going to lose anyway, which I don't agree with... Sure if they were much worse, but as far as I know he only wanted them slightly worse, so they can still do it, just because you are slightly worse does not mean you will go down in like 10 seconds in chase, only if you are complete garbage.
The last part kind of goes back to the problem that there are not enough full 4 mens to supply killer players of that level, as they are quite rare, especially on that level of play.
If the killer can reliably 12-hook then that shows bad matchmaking. A close game of DBD with people of similar skill doesn't last long enough for a killer to win 12 chases. If Scott is getting 12-hooks or close to that in many of his games then he's not going against people of his skill level, he's going against survivors who are worse than him and who don't have a real chance of' winning' that game. That's the issue.
If Scott genuinely doesn't care about winning or losing, he can continue to play chill and friendly, and he'll lose more often and drop in MMR until he reaches a place where he can maintain a 50% winrate while doing so. It shouldn't be an issue for him if he doesn't care about losses, surely. The problem is most streamers (and most players in general) see a 50% winrate as a bad thing, and a sign of a bad matchmaker. (This all ignores that in DBD I think it's balanced around a 60% kill rate rather than 50%)
Also, regarding survivors still getting chases, all of this relies on the killer always being 'nice'. If all killers were like how Scott claims he is, and always go for 12-hooks so the game can last longer and everyone gets BP, then I can see why such a system wouldn't be -too- bad, but most killers don't play like that. In a system where the killer is always meant to be higher MMR than the survivors, most killers will still just camp and tunnel and it would just mean that there's less chance of a survivor being a good enough looper to punish that.
-
It's the same uproar many streamers had when MMR was first introduced and it's such a bad take. Scott's video is just him complaining that he's going against people closer to his skill level and actually has to try instead of steamrolling much worse players like usual.
Yes, I'm sure you're able to have a more chill stream when you're constantly matched against worse players, but how do you think it feels for those teams of survivors who have no real chance of winning due to poor matchmaking? Oh, you're going easy on them and 12-hooking before getting your 3k/4k? Well most killers in that situation don't do that, especially streamers doing streaks. It also still doesn't change the fact that the survivors still had no real chance in chase anyhow.
The fact is that the best killers should be going against the best survivors; killer players like Scott and Otz should be constantly playing against organised 4-mans with the best items and perks because they're the kind of players that can actually play against them.
-
@ays12151 said:
Deja Vu doesn't need this 6% speed bonus. Three Gens Aura Reading itself is very strong effect. I would just remove 6% speed bonus.
Resilence - 9% repair speed & 9% faster vaults - very strong - I would remove one of these two effects or decrease value from 9% to 6/7% both.
Prove Thyself - fair
6% is very little and it only works on highlighted gens, which you aren't always going to be able to repair anyhow. If the perk was ONLY for seeing three gens it'd be pretty trash for everyone except new players.
-
As has been said it's hard to 'balance' gen times because there's such a colossal gulf between SWFs who focus heavily on doing gens, and solo players who are doing archives, chilling, memeing, not very good, etc.
Gens are technically slower now than they've ever been. We got 10 seconds added onto them a while back, had BNP's nerfed to shave off 5 seconds of boost from them, and had the most popular gen-speed perk, Prove Thyself, nerfed.
Even with all of this, however, if a team of survivors actually prioritise gens and do them efficiently, even without toolboxes and gen-speed perks, they can complete them pretty damn fast, regardless of how fast killers are getting hooks, and that is an issue. You can't really solve it though without making gens take even longer for disorganised, random solo squads, and in many solo games gens can take an age as it is.
-
Because if you wait until there's only 1 or 2 gens left before you start tunnelling, you're not gonna get nearly as much value from it. 1 Survivor out at 4 or 5 gens left is HUGE, 1 survivor out with 1 gen left isn't that big of a deal.
If you wait until the game is nearly over to start tunneling you're giving the survivors a chance to deal with being one man down, which defeats the point of tunneling.
This whole "tunnelling is fine if you're losing but not when the game just started" mindset is bizarre, it's much better to just argue against tunnelling as a whole because it's miserable to play against, which is true.
-
Ada, Nancy, Mikaela, Thalita, Meg, Kate, and Nea are the survivors I see the most, the only male survivors I see a lot is Dwight and sometimes Nic, This game's a real clam bake.
-
My killer games have been the same as always. My (very few) solo survivor games have actually been much easier recently.
-
I've never seen Bubba all that much, thankfully. He's never really been particularly popular ever since I started playing around All-Kill.
-
It does go to show how strong certain killers in the game are that we've kinda just accepted them being that strong, but when the devs release a killer of comparable strength, people call them out for being OP. It's similar to perks, if the devs ever release new perks that actual compete with the top level of existing perks, people widely complain.
-
Meg by a landslide. David used to be close with old Dead Hard and WGLF upping BP gain which is -really- good for new players but now his perks are garbage for new players.
Adren and Sprint Burst are not only both really good but not terribly-difficult to get use out of, so even newer players can use them, unlike some other strong perks. Quick and Quiet also isn't bad either, just not great.
Claudette has Empathy and Botany Knowledge which are both decent, but Self Care will likely be used badly by newer players so I can't suggest it.
The others mostly have like one decent perk but the sheer strength of Meg's perks just make her by far the best free survivor for a new player to prestige. Heck, even if you threw in all the DLC survivors I'd still probably say Meg's the best to prestige first.
-
@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586561#Comment_3586561
I agree. The point is to get new people to pay the game and spend money on it. Now when you start playing a game and are essentially losing most games to tunneling, proxy camping, or potato teammates you're not going to invest or even refund.
Anti camp was supposed to promote patrolling of gens. All it did was encourage a clear line of proxy camping and easier tunneling.
Now they want to shrink some of the larger boards but they need to get the tunneling under control first.
With that being sad most killers are giving up way to easy anymore. I have had more killers quit lately because they can't camp or just outplayed. Yeah, survivors can be a pain and there are some SWF's out there that are toxic but they aren't all like that. I have noticed an increase in spamming flashlights but if you weren't camping all the time you would know how to evade them.
Killers are going into a game thinking every team in an SWF but that isn't true and most survivor is thinking they are a camper or toxic killer. That attitude needs to change and the DEVs need to change some core mechanics before buffing or nerfing anything else.
I mean it's generally considered okay for survivors to give up if they're not having fun, why can't killers?
-
The difference in strength of different killers. It's impossible to balance killers against survivors when you have Trapper and Myers in the same role as Nurse and Blight. The difference in strength between solo queue and SWF is also a concern for similar reasons.
Tunnelling is also smething I believe should be dealt with but you'd need to buff the killer role significantly if you ever wanted to outright remove tunnelling from the game.
-
A survivor being afk isn't your fault. If you capitalise on that and go after the survivors actually playing the game first and leave the afker till last, that's not against the rules in any way whatsoever.
-
A lot of the time when I say 'gg' after winning as killer, I'll have one or two survivors complain about me saying it, or "imagine saying gg after playing like that". Just comes across as sore losers really.
-
@Mondhirsch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582875#Comment_3582875
With Chucky there are a total of 34 different Killers in the game. It really shouldn't be a problem to skip 4 Killers out of 34 Killers in Matchmaking. And if this is a problem maybe Devs should change something about the Strength or unfun aspects of certain Killers to decrease/increase their popularity.
While yes I completely agree with buffing weaker killers and tweaking clunky killers, no matter what BHVR do there will always be a handful of much more popular killers and a handful of much less popular killers.
You shouldn't punish people for wanting to play something that happens to be popular. And people would get noticeably-longer queue times if they want to play popular killers, for very little pay-off of slightly more interested survivors.
Plus, no matter what survivors say, more Hags, Tricksters and Twins would only be complained about.
-
It's a pretty crazy combo and shouldn't exist in it's current state. However, I don't see it that often and it does require someone following the chase and not doing gens so it's not THAT bad in that respect.
Feels absolutely awful as killer to have a long-chase pretty much negated though, and after it happens, there's not really anything you can do because both survivors now have endurance.
Should just make FTP not proc stuff like that, same as with MFT. I understand people hate tunneling and this combo -does- help against tunnelling but it also works just as effectively against the killer regardless of who they're chasing.
-
Ed. Because then you can say you 'know Ed'.
-
@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581200#Comment_3581200
I stand by my opinion. He's fun as ######### to play,he's miserable to verse. It's not good design. Sorry for just being able to tell? Lmfao
I mean that sums up like half the killers in the roster according to these forums :p
-
Heavily depends. Is there another survivor nearby? How much distance did the survivor you were chasing get? How good in chase are they? Do you have any perks that would still give you more value in continuing the chase?
If a survivor is really good in chase it can usually be a good choice to change target anyhow.
-
I don't think this is a p100 thing, I think this is a 'only plays one side' thing. Anyone who's played a decent amount of killer would never act this way because they'd know how bad it feels for the other side. There just happens to be a lot of overlap between 'only plays one side' and p100s.
-
If survivors are actually doing gens then it doesn't matter if you get quick chases and hooks, multiple gens will still get done pretty quickly.
-
I think both need to be nerfed, but people saying UW is fine because Calm Spirit exists, that's not a great arguement. Calm Spirit is literally the ONLY thing in the entire game that counters Utimate Weapon. There are no other perks and not even anyway of playing around the perk. If the killer opens a locker and just walks down the centre of the map, you WILL get found unless you're running Calm Spirit.
Aura-reading has two perks that counter it AND you can hide in a locker or crouch behind an uncompleted gen to play around it, basekit. Screaming has no such counterplay. And normally that's fine, most perks that make survivors scream are harder to trigger or have a smaller area of effect. UW however affects a large area and that area persists and moves with the killer for 30 seconds.
Having the sole counter in the entire game to such a strong effect being a single perk, and if you don't fill one of your 4 perk slots with it 24/7 you risk being unable to do anything against a really strong perk, that's just not fair.
If they want to have strong screaming perks like this, they need to add more anti-screaming perks and/or something basekit you can do to avoid it.
-
@Dwight_Fairfield said:
That looks like Michael's knife. Why would Chucky be looking at other killer's knives?
If Chucky had to choose one of those knives to use, of course he'd use Michael's.
-
There's a chair at the bottom of the image which points toward Chucky (he's smol)
-
I always liked the map even back then. It's got some strong loops for survivors but pretty much all the pallets out in the corridors are terrible and can be played around easily by killers.
Also the drop-down hole allows for some fun memey plays.
-
@KolbyKolbyKolby said:
You get them all except I think the survivor shirts?
The shirts were from codes released around the time MYM came out so I'm guessing they're completely unrelated. I've got the shirts but never bought the game.
-
Maybe the solution to tunnelling shouldn't just be DS existing, maybe they could actually do something about it :3
-
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576369#Comment_3576369
PvP games are literally centered around the idea of one side versus the other...
The issue is that most threads aren't just critisising balance, they're outright hurling abuse and demonising the actual players themselves. They make it personal by insulting 'survivors players' or 'killer mains' as this thread itself shows.
People can't simply talk about the perk, or the recent changes to it, they have to evoke 'whiny killers players who can't play well so they demand nerfs', and this same sentiment is just as prevalent against survivors too.
-
@mizark3 said:
Overnerfed, but I don't care. Nothing of value was lost, and now people won't have a (fake) reason for their losses and might actually have to realize they lost because they need to improve. Who am I kidding, the whiners aren't that self-aware.
BHVR is on a strange butcher spree when it comes to nerfs, particularly to med-kits and the likes. In regards to whoever on the team is responsible for the latest batch of nerfs, I'm curious how they would annihilate Blight and Nurse. I just hope they don't put their sights on Oni/Plague/Artist/Wesker (let alone any weak Killer). Blight and Nurse deserve similar level of med-kit/MfT nerfs, but Oni/Plague only need minor alterations if anything. (3 gen Plague is super annoying, as is Haste Plague. Those could be fixed by cleansing while uninfected to get a limited item to cleanse everything in 3m of its usage [to clean a gen and all people close enough], and PWYF removing a stack on infection puking.)
The medkit nerf was ages ago and widely asked for. Most people agreed that medkits were busted before.
-
I mean Trickster did need a buff since he's a fairly weak killer and also a very unpopular killer to play. Which is weird since his skins seem to sell well but then people just don't actually play him, he's easily in the bottom 5 killers I see as survivor.
He's also really unfun to play against for most survivors. Even though he's inconsistant and overall not that good, when he -is- in a good chase location, there's not much survivors can actually do against him. It basically comes down to, are you near a high-wall loop/building? Yes - He's bad, No - You're going down really fast.
My main concern with these changes though, besides the fact I'll end up going against more Tricksters which isn't great, is that it's a LOT of big buffs coming at the same time. The movement speed buff is already huge and add to that the much more fequent Main Event AND no recoil or windup time for his knives? It's a lot.
-
@Aven_Fallen said:
I expected them to destroy Made For This instead of making reasonable changes to it. But they exceeded my expectations, the Perk is now completely useless.
Sorta jumping to conclusions aren't you? You will be able to run it with OTR or DH which are both strong perks in their own right, not to mention MFT has a way to give Deep Wounds as well.
It's likely gonna still be a decent perk, just not an auto-include in every build now.
-
Stop coming to save me, I have deli, just never save anyone it's okay.
-
@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572376#Comment_3572376
Mental Gymnastics: The act of trying to justify actions or validate opinions not supported by any facts. A means of dealing with cognitive dissonance.
okay
-
I mean most people don't like tunnelling being a thing, killers included, so I'm sure many people would be open to the idea of BHVR making tunnelling impossible, but they would need to give killers something big to make up for it.
1) They could drastically slow down gens, adding 20+ seconds to them to give killers the time needed to actually chase and hook different people with 4 survivors in the game for longer. However, survivors don't like spending ages on gens so I'm not sure this would be a popular fix.
2) They could give some hefty buffs to killers' chase ability so they can end chases much quicker and make it much, much harder for even good survivors to last that long in chase. However, I doubt many good survivors would like this either as chases are one of the funner aspects for them and drastically reducing their length wouldn't feel good.
3) Basically the same as 2, they could reduce the number of pallets on maps, the size of maps and make more windows less safe so killers can end chases quicker but this has the same downsdes as 2.
It's clear most survivors don't want tunnelling in the game and I can see why, it feels awful to be on the receiving end. However, I don't think they'd be all too happy about the balance changes that would need to be done to make up for removing it.
-
If you're up-to-date on drivers and your installation of the game is fine, it may just be that your PC can't handle the game as well anymore. I had such a problem where after a certain small patch, my graphics card would drop and the game crashed every now and again and I had to get another graphics card to keep playing. Sucks but that may be your issue.
-
@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572185#Comment_3572185
Its not even close to the same, nice try with the gas lighting though.
How are they not the same? They're both the most efficient way of playing the way in almost any situation and also incredibly unfun for the other side. Like I don't understand why one is fine and just 'playing the game' and the other one isn't.
Also, don't use the term gaslighting in such a way, it waters down a very serious term.
-
@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572246#Comment_3572246
Calm Spirit doesn't make them dead silent when they're on the ground it only suppresses the scream from being downed, so you can tell its Plot Twist when you get there
I mean at that point you've already wasted time running across the map and they're probably about to pick themselves up anyway.