Krazzik
Krazzik
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- Krazzik
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- In an objective scale, rate your current satisfaction with killer through 1-5. Why would you rank your experience the way you did? What in particular is subtracting from your enjoyment of the killing experience?
Probably 4 out of 5. I will say I don't -love- the state of killer thesedays but with how the game actually functions I can't see them doing much to make it better for killers without completely overhauling the game. Killer is as strong as it's ever been really and it's likely only gonna get weaker from here so I can't really rate it low.
The main thing I'd like to see is more reward for playing fairly and spreading out hooks. I don't want to tunnel and I don't in many of my games but it does -feel- like you're screwing yourself over.
- How do you feel about the recent string of killers? Do you think there's an inherent issue with their designs? What might be a problem that is setting back killers from being objectively good?
To be fair I don't dislike Knight but he does feel underwhelming and this new killer looks that way too. I don't think it's a case of running out of ideas because these killers still have unique designs, the issue is the people working at BHVR just aren't that good at turning these unique ideas into actually fun game content. Perhaps the limitations of the game engine and the spaghetti code are limiting how much they can actually do.
The new gal though has such a... plain default skin. I don't know who thought she looked good.
- What determines a good killer in your eyes? How did you come to enjoy your current main? What is enticing to you about their play style?
The most important thing for me is, are they fun to play? I'm not -huuugely- fussed with how strong they are statistically and I happily play 'weaker' killers so long as they're enjoyable to play. That said they should still be strong enough. Some killers have fun kits but due to just how weak they are, that detracts from how much fun they -could- be.
I don't really have a main and I play a lot of the killers, but there are certainly killers I do NOT play almost ever. Generally killers like Oni, Billy or Blight who have a high barrier to entry and I haven't really clicked with their kits.
- How do you feel about map sizes? Do you think this resolves the issue of killer having less pressure due to having fewer sq. meters to travel?
I think there's a limit on how big maps should be, though there's only a couple of maps currently I would deem 'too big'. I do think smaller maps would help many of the slower killers but the problem is they would -also- help the highly mobile killers too so it's a tricky one.
- Do you think that a killer with high-skill expression deserves to have a high success rate at mastery in a trade-off for being hard to learn?
To a degree. If a killer is really easy to play and is really strong and a killer is really hard to play and isn't that good, it does discourage people from ever playing the harder killer because why bother? That being said, just because a killer is hard to learn and hard to master, doesn't mean they deserve to be OP, like Nurse for example. Regardless of what many say, Nurse -is- hard to get really good with, but that doesn't mean she should be as absurdly-good as she is once you reach that level with her.
Similar to how Widowmaker was in Overwatch. It took a lot of time and skill to get to the point where you could consistantly and reliably head-shot people, but once you did you were the strongest character in the game and could just stomp.
- With the introduction of the new survivors, do you think that other survivors should get lines at a later date?
I personally don't think original survivors should ever have voice lines. It'd just feel... weird if suddenly Claudette or Meg or Dwight started talking, y'know? New survivors, sure, go ahead, we don't -know- them yet so it's not too bad.
- Do you feel that the tome is successful enough in delivering lore? How do you feel about the stories told? Do you care for them at all?
I'm... sorta interested in DBD's lore, though only really the overarching lore with regards to the Entity and it's cult. I'm not really interested in survivor backstories at all but killer backstories can be nifty to learn about if it's one of the ones I play.
As far as how good the tome is in delivering it. Eh, with this sorta game it's really the best they've got. DBD isn't a game where you can really put much lore in the actual matches so the Tome is all they've got and it does a decent job at it.
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It's just an awful design for a perk regardless. If someone is running Sprint Burst you're just gonna camp em the second time you hook them or you tunnel em if they get saved.
We don't need perks that encourage tunnelling more, do we?
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Hag. It's a complete coin-flip whether the survivors know how to play against her or not and that goes for my teammates too. If they do then Hag is easily bullied and not a threat, if they don't it's an easy 4k for her.
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Even the rare quality flowers and wreaths are pretty bad, envelopes too. Once you've been playing for a certain time you can use cakes/pudding/BNPS nearly every single game.
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That's what most games' PTBs are, it's mainly to hype up the patch and make sure the game doesn't completely break down, that's it.
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It's really hard to use, borderline impossible in solo queue, but yes it has the potential of being incredibly strong is used right. Even in SWF though it's tricky to use so that's probably why you rarely see it.
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Distorition is already a strong perk and Killer Instinct is not designed around being counterable. They purposefully add Killer Instinct to stuff so that there is no way for survivors to avoid it.
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There's not much they can really do though, is there? They can try and buff the killer a bit before release but besides that they're not gonna completely scrap and redo an entire chapter, they've gotta just push on with it and then focus on the next one.
Hopefully they've learnt some lessons on what not to do for future releases but what realistically are you expecting them to do? Say "Sorry that people don't like this chapter, oh well?"
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It's pretty bad. Gens rarely get done in your face and even if they do, blocking a couple of nearby windows isn't gonna do much in the grand scheme of things.
Perks that require you to be losing gens -need- to have a strong effect to be worth it and this really doesn't. Maybe if it blocked ALL vault locations map-wide for 30 seconds after a gen is popped it would be worth bringing but I dunno.
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Dwights and Neas are the survivors I've seen the most often at p100, with a couple of Fengs and Claudettes too.
I'm not really working on getting anyone to p100, I've just been focusing on unlocking bloody cosmetics and charms on most people.
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It's certainly better than it was, but there can still be hook deadzones if one person is hooked/dead.
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@StibbityStabbity said:
It might mean that the discrepancy between the required killer to survivor ratio technically requires more survivors, but is in fact very minor. In that scenario, it means your region is actually doing REALLY WELL in the killer to survivor ratio.
In that case the incentive shouldn't be 100%, it can go as low as 25% if they only need a few extra killers etc.
I've had multiple times where the incentive is 100% and I'm still left waiting for a while. Not a major wait or anything but you'd assume 100% incentive means insta-queues.
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I've always struggled to hear Wraith's snarling even with headphones on but you can see his shimmer easy enough or even when you see him unloaking. Just have an escape plan while you're on a gen and the moment to hear the bing-bong or you see him start to uncloak just run.
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Old Iron Will was indeed busted and needed a nerf but the double nerf was a bit much. Either the 75% -or- the anti-synergy with exhaustion would have been enough.
It is still decent now though, especially vs Spirit.
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Hit a survivor and then just chase them without downing them till you get it.
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If my team played well and I feel like the last person deserves the hatch then I'll give up on hook as quickly as possible to give them more of a chance. If not then I'm gonna maximise my BP, sorry.
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So then tombstone has no counterplay?
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@BarnesFlam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341133#Comment_3341133
I fail to see how cosmetics being available to buy 2 or 3 weeks per year is more lucrative compared to be available the entire year. But I guess I lack the multi-year marketing class study to comprehend that. 🙃
Correct. Having anything only available for a limited time drastically increases people's desire to get it. There are likely some skins in the store that barely anyone buys with Auric Cells, even though they're always there. Sadly FOMO makes a -big- difference.
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341151#Comment_3341151
If people didn't feel forced to buy it, it would not be lucrative and they would change it back
As a community we need to do something
Boycotts almost never work, just look at Hogwart's Legacy.
Even if every single person who frequents these forums refused to spend any more money on the game it would barely make a dent because the vast majority of the playerbase don't use the forums.
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So anyone with a gas mask is Psycho Mantis?
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Windows isn't overpowered but if 'shaking up the meta' is something BHVR wanna do then it -will- need nerfs simply because it's so popular. Same with Self-Care, it was far from a strong perk at 50% but they nerfed it anyhow because it was popular.
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I've been playing Dredge more recently and he's really fun. He's a bit more addon-dependant though I think is the thing, his basekit is a bit underwhelming but with Malthinker's Skull and Haddie's Calender he's pretty solid. He's a bit harder to play then many other killers too which is probably why he isn't seen much.
Got some sick skins too.
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Does seem ridiculous they complain about tunnelling yet they brought all that. What's a killer supposed to do against that?
Spoiler: The answer is just lose. Baby Killer.
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Alchemist Ring, C33 and Adrenaline Vial I thiiink are the only ones that need to be changed, maybe slightly nerfing Blighted Crow.
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Can we just nerf all killers because I don't have a monitor? Thanks.
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@DBDVulture said:
Step one: we need a highly skilled killer & survivor player on the dev team.
Step two : the devs need to be willing to nerf the best things in the game such as SWF Nurse and Blight.
Step three : DBD needs innovative ideas to reforge the current meta so that tunneling gens/survivors is not how every game plays out.
You can't nerf SWF though. The main strength of SWF is they can use Discord/etc to communicate, which BHVR has no control over. Giving gen speed debuffs to people playing in a group is also a bad idea because it punishes people who play in a SWF and don't use communication, not to mention it dissuades SWFs from playing in general, which is a large portion of the playerbase.
All they can do is try and buff Solo queue to a closer level to SWF (there will always be a big gap though), and buff certain killers accordingly.
Nurse does need another nerf though, as does Blight addons.
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Survivors who are running a map offering are more likely to also be a DCer for a couple of reasons:
They may have had a bunch of bad games and so are running a map offering to try and force a better game for themselves on a survivor-sided map. If they then go down quickly they DC because they believe it's just another bad game and they're already tilted.
Or they have a particular build/play in mind and if the killer isn't falling for it they ragequit.
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Well yeah it's a bug fix patch, of course there's not gonna be balance changes in it.
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If they've already invested way too much time in chasing you, it feels like a complete waste if they just give up and go after someone else. They know you're gonna heal up and have your Dead Hard back if they leave you so many killers will just keep going for the down.
After they've downed you they know they've wasted too much time to be able to play the game 'nicely' so they camp. If two or three gens are done by the time they get their first hook, they can't just spread hooks any longer, they -need- to play scummy if they're gonna have a chance to win. Also you've shown you're a really good looper and they know they probably wont be able to win another chase against you so they can just camp you so they don't need to.
Honestly it baffles me when survivors are winning and are somehow shocked when the killer changes tactics and starts camping or tunnelling. Like of course they're gonna do that because they're not doing well playing 'normally'.
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@Blueberry said:
And Ormond as well...oh man help me.
They are going to have some insane survivor queue times if they actually increase the odds of being sent to some of those maps for an event. I feel like this is going to backfire.
I voted for Ormond only because all the rest of the options in that batch were boring. Also Ormond isn't that bad for killers to be fair, I don't understand all the hate for it.
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It sounds like using the addon previously caused an issue with the Spirit player's audio, and they fixed it.
This shouldn't effect the audio of the survivors since that's the entire point of the addon.
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Well they can't really 'remove' tunneling and camping from the game. Like you're always gonna be able to stand next to the hook or just keep going after the same survivor again and again. I can't see BHVR ever changing the game so much that those two things can't be done.
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BBQ wasn't an effective way of stopping tunneling since you could still tunnel and get your 4 stacks.
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To be fair if you're regularly taking the killer on a 2-3 gen chase then you're not in the correct MMR. That's not something that should be happening very often and you should be going against more skilled killers. As said before if all the survivors could do that then the killer would never be able to get anything done.
That said if you're solo queuing it's not a shock that different survivors have different strengths. I've got heaps of hours in the game and if I had to guess I'd say I'm a mid-MMR survivor and yet I can't loop at all. I've never been able to learn how to I just hold W and hope for the best. I do however proritise gens well and try to make sure I'm always doing something productive for the team, which is something surprisingly rare among survivors it seems :p
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@Zokenay said:
He can actually see bloodpools and hear survivors
Yeah that one is obnoxious to deal with, Pallets should at least no count for blocking his ability to put a guard.
If he could consistently damage survivors with the guards alone he would be too strong
The orb disappears after 10m (making longer patrols basically guarantee hunts if you know how to land them) i doubt many people pay attention to his icons tbh, and if they couldnt see the patrol range it would make him more oppressive than he can already be on chase.
If his guard didnt disappear he would get free hits every time he placed a guard on the hook without him needing to be there.
Allowing them to get the banner is largely on your end, dont get outsmarted.
And he's quite an unique killer, if you only care about how viable a killer is and not much how the killer plays then not much we can do about that.
"If he could consistently damage survivors with the guards alone he would be too strong"
Would he? I mean Huntress can consistantly damage people with hatchets and they can be rapid fired unlike guards. I understand that she requires aim and needs to reload but there's already a bunch more restrictions on setting up a guard as it is.
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Personally I'd rather we not be able to see it, this community has shown it would only use the info to abuse and belittle others.
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It's certainly the worst map when it comes to "looks like they just dumped a bunch of garbage on the ground and called it a loop".
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336686#Comment_3336686
Not trying to be a jerk but if don't do gens and hid for the full game or if a killer traps someone in a corner, it's not indefinite either the game ends after such a time. So where does the line between hostage and annoyance begin?
You -do- have a point here. I've been bodyblocked by a Trickster at 5 gens and had to wait until the rest of my team did all the gens and opened the gate, which absolutely sucked. I did report him as BHVR does deem this report-worthy but technically there -is- an end-point, it isn't indefinite so long as even one other survivor is available to do gens.
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I wouldn't call Darkness Revealed 'extremely consistent'. The perk is incredibly map dependant. You might get Midwich and every single time you use a locker you get multiple survivor auras, or you might get multiple other maps where most uses don't get you any auras.
I run the perk on my Huntress all the time and while it can be incredibly strong, it can also be pretty crap too.
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@Rydog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332831#Comment_3332831
Agreed, that ought to count as an escape.
It's weird because if the killer DCs it -does- count as an escape for achive challenges that simply require any kind of escape.
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Wonder if it affects Pig's jigsaw boxes.
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Contrary to what many survivors say, most killers aren't running 3 or 4 slowdown perks every game and aura-reading is pretty prevalent and strong. Distortion is the most flexible way of countering it and with it being so darn easy to recharge tokens, it's no shock it's as popular as it is.
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For starters his Rare addons mainly being adding status effects to his guards, well, those addons suck becasuse you barely ever get hits with them.
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60% seems best, keeps killers more fearsome but still gives survivors a reasonable chance.
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I quite like going against Twins, it's a shame you just never see 'em.
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Well it is a killer sided map :)
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335842#Comment_3335842
-"Iron Grasp is in a good spot"
It's terrible actually. It only gets used in meme builds or maybe if you are in low MMR. What does it grant you? Most of the time you get nothing you would not already be able to do - hook a survivor.
If you want to hit people while carrying survivors there are already three better choices : AGI/STBFL as well as Mad Grit which is much weaker but better than IG.
Let's go back in time to 2016 and remember pre-nerf Iron Grasp. The old level 1 of the IG perk is stronger than the current version of level 3 of IG.
The old Iron Grasp was so strong that it made people not want to wiggle against it. It is roughly equal to Boil Over. So either we can restore the old IG or we can nerf Boil Over.
The reason Iron Grasp isn't commonly used is because the things it counters are either rarely used, or aren't that strong. If for some weird reason tomorrow Breakout became meta and survivors start body-blocking the hook way more often than they do now, then Iron Grasp would become much more used.
I say it's in a good spot because it counters certain things well, it's simply that those things aren't currently meta. It's still an important perk.
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Is it dying? I didn't realise.
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Iron Grasp is already a decent perk. I mean it pretty much means that survivors will almost never wiggle out, even with other survivors bodyblocking for them.
It's a good perk for newer killers especially but I mean it has it's place in backpack builds. If Boil Over ever became meta and the wiggle effect was extra obnoxious than Iron Grasp would also see more usage.
This is all ignoring the fact that Boil Over is not a very good perk outside of people abusing safe spots on certain maps.
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There's not -that- much BHVR can really do. There's always gonna be people who DC or kill themselves on hook because of certain killers/maps/perks/addons/they went down too fast. Likewise there's always gonna be people who are douches to other players after the game.
They could increase DC penalties, which I think they should do, but that won't stop many cases. They could also take abusive comments in endgame chat more seriously, though that wouldn't have done anything in this case either.
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Twins don't even need a massive rework, they already have a solid foundation as a killer. They only need to actually fix their bugs and make them less slow and clunky to play.
A good addition to their kit I've seen suggested is to let Victor and Charlotte swap places after Victor downs someone. This will let them hook right after a down and make anti-slugging perks less punishing on them. As it stands right now you -need- to slug to an extent unless Charlotte happens to be right next to the down, which is usually not the case, and that makes perks like We're Gonna Live Forever, Boon: Exponential and Flip Flop/Power Struggle absurdly overpowered against them, which isn't really fair.