Krazzik
Krazzik
About
- Username
- Krazzik
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
The difference in power between the higher tier and lower tier killers indeed makes it much harder to balance 'killers' vs 'survivors' as a whole. I mean you can look at Trapper, Wraith, Legion, Freddy, and you can see that there are common ways they struggle to get kills. Even the statistics may show them not doing all that well, but if you try and buff them globally, that means buffing Nurse, Blight, Spirit, Artist, killers that most can agree really -don't- need buffs. Heck look at the 6.1 global killer buffs, and how as I said, they did help out killers who just didn't need them. If all killers were as strong as Blight, there wouldn't have even been a suggestion for killer buffs. Likewise if all killers were Trapper-tier, well, no one would be playing Killer :p
This also goes back into what I said in the other thread, killers that are considered weaker are more likely to tunnel/camp/3-gen, because people think that weak killers -need- to do those things in order to have a chance against good survivors. This is -especially- true if they have a bad start. A Nurse who has a long first chase and loses two or even three gens may not worry too much, because her sheer power makes snowballs a lot more likely, and so she may continue to play 'normally'. A Freddy who loses two or three gens in the first chase is much more likely to think "Screw it, I -need- to tunnel/camp if I'm gonna get any kills in this game" because his weak killer power makes it much harder to put pressure on survivors who are already in a strong position.
This of course doesn't mean there aren't tunneling Nurses, nor does it mean that weaker killers don't try to spread out hooks, this is just generally-speaking.
Basically as long as there is such a gulf in power between the top tier killers and the bottom tier killers, I think global buffs aren't really a good idea. Now I understand that reworking every individual weaker killer to try and make them stronger is waaaaay more work then just blanket buffs. And I would rather get blanket buffs rather than nothing, but we really do need to see more changes aimed at closing the gap between the Nurses and the Trappers, just like we need to close the gap between SWFs and Solo queue if we're ever gonna get decent balance.
-
Compared to Swamp Monster Hag, Snowman Dredge and Scarecrow Kate they are pretty low effort it's true, I guess Lunar New Year just isn't an event they wanna put that much effort into? Like Anniversary, Halloween and Christmas seem to be their main things. I'd of course love better free skins for this event but I'm just happy the envelopes will be back.
Also Haddie is not, infact, a baddie.
-
@Nirgendwohin said:
as fog whisperer the time is 0
Did they switch that back on? I know that for a weekend ages ago they did that because hackers were particularly bad and holding them hostage but it literally only lasted a weekend and then they got DC penalties again.
-
I hate seeing DH every game.
-
She has some of the strongest in-built slowdown out of any killer so you'd need to nerf her traps a little if you wanted to meaningfully buff her Ambush. And her Ambush -does- need to be buffed, as it stands it's only realy useable at smaller loops, and most survivors will just leave the loop when they see Pig crouching.
-
I'm all for hating on Feng but it's the one time of year that it makes sense for her to get more skins.
-
Part of playing this game is that you're agreeing to play against any killer, survivor, perk, item, addon, whatever. I understand everyone has stuff they hate playing against but you gotta deal with it.
Heck this is even weirder to say if you're playing as survivor since you have an easy way out of the game early without even getting a penalty, killers don't have that.
-
@GoodBoyKaru said:
Vittorio getting 2 release purples, actual green rarity cosmetics, recolours that do things, and now an event skin and most likely a tome + rift soon due to his lore relevance.
Meanwhile, Haddie Kaur:
To be fair Haddie is incredibly unpopular and Vittorio is at least -slightly- popular with certain people so it's no suprise.
-
I mean if people believe there's an OP perk that's commonly used and they hate it, they're gonna use strong stuff to try and deal with it. Wouldn't say they're part of the problem.
-
They did pretty well a few months back, hackers were pretty much non-existant until recently where they're coming back. They don't seem to be able to hold games hostage anymore, but they can still up their movement speed and gen speeds.
-
Some games do get pretty crazy. I've had games where I'm finding and downing survivors quickly, but the gens still fly because the survivors focus on gens and unhook efficiently. It's a big reason why people don't bother with chase perks, because against good survivors you just don't create enough pressure solely from hooks. When survs prioritise gens, even without genrush builds, you NEED gen slowdown.
-
Sex added to DBD.
-
I think most players want a game health chapter but BHVR really doesn't want to 'waste' time when they could be making money off of a DLC instead.
-
@pizzaduffyhp90 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319144#Comment_3319144
Yes but, you could get your prestige's faster and when new content drops you can get the bp to throw in those characters to get the perks for the other killers.
Which is exactly why BHVR don't want to do this.
-
How often does this happen?
Getting Demo as killer in the first place is crazy rare, and then to get one focused on playing a basement build? Almost non-existant
-
They intentionally keep trash in the bloodweb as filler. If they let you just trade it back in for BP it'd be pointless.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318881#Comment_3318881
Maybe? But that would also imply a higher MMR killer player whose power and decision-making will come into play to mitigate some of that. It's hard to say. The map certainly feels bad on a lot of killers, but I also stomp a lot of games as killer on that map. I wouldn't be surprised by any kill rate number.
That's why it'd be hard for BHVR to change it. If they simply removed pallets or made many of the stronger pallets weaker, kill rates would obviously increase and at least at certain MMR levels, that's probably not something they want.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318889#Comment_3318889
"you'd need the incentive to be as good or better than removing someone from the game early"
Not at all. Most killers don't want to tunnel, it's not fun gameplay. It just needs to be enough of a benefit that "not tunnelling" isn't a lost cause.
I already don't tunnel, because I tend to run things like Make Your Choice.
Either way, even if these incentives aren't massive, it will decrease the amount of tunnelling on average. There's no harm in implementing them. It doesn't need to completely remove tunnelling to be worth adding to the game.
If a survivor only gets tunnelled out 1 in every 6 games instead of 1 in every 4 games, it's an improvement.
If you already don't tunnel then you're not really the kind of killer any proposed changes are aimed at.
Sure, adding more incentives may help somewhat, but if a killer feels like they need to tunnel to win, they're still gonna do it, and perks like Make Your Choice already existing and not being very popular prove the incentive needs to be pretty damn strong to make much difference.
-
You can't 'fix' tunnelling with how hooks and hook states work right now.
If you buff recently-unhooked survivors more, either through perks or basekit buffs, they'll just use it aggressively to bodyblock and harass the killer.
If you 'incentivise' killers to not tunnel, you'd need the incentive to be as good or better than removing someone from the game early, which it never will be, so people will just ignore the incentive. No, old BBQ did not do a great job at this because you could tunnel someone out, -then- just hook everyone else.
DS could be buffed back up to 5 seconds, since it's pretty weak at the moment, but other than that I don't think anything more can be done. 10 seconds of endurance and 10% haste is already enough to give the tunnelled survivor a chance to get to a loop. If they can't use that loop well, that's not the killer's fault.
-
I'd argue if anything it'd be harder for killer at higher MMR where good loopers can squeeze as much value from every pallet as they can. Simply running from pallet to pallet and pre-dropping them, while certainly stronger on The Game than most maps, still isn't that effective.
-
We can't really get rid of the hatch or survivors would DC/suicide even MORE than they do now. Without the chance of escape even during a stomp, even more people would just give up the moment the killer starts doing well.
-
@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318817#Comment_3318817
And why did it NEED to be fixed? Why was the distance to extend the chase a bad thing? They let the perk run as was for years. So why did they nerf it after so long?
They nerfed it because the pick rate was too high, that's it. The patch where they changed loads of perks was solely to shake up the meta.
-
@Slowpeach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318850#Comment_3318850
While I agree with this it only applies at the higher levels of play.
Lower skilled players do not loop effectively which means the game covers up their weaknesses in their skills better because running to a 100% safe pallet and dropping it is a lot easier then looping the killer efficiently or even leading the killer to an area where you have the advantage is a skill many survivors don’t have unless it is an extremely obvious advantage and those maps are notoriously survivor sided.
The map should still be changed. It’s just boring to play on it on both sides because of the immense amount of pallets and lack of gameplay options for both sides.
You don't have access to kill rates on that map at lower MMR though, so you have no idea if it does indeed have those issues.
-
The shirt also just isn't very interesting, Jeff's is a million times better.
-
It's more killer-sided, Otz said.
-
It's a difficult thing to fix. No one likes 'slugging for the 4k' because as mentioned here it's incredibly boring for the slug, and it's usually already a lost game for the survivors in general. How often does the 4th survivor pick up the slug, they repair the gens and escape? Virtually never I'd assume.
BHVR is clearly trying to think of ways to fix this issue but it's a difficult issue to fix. The most obvious fix, basekit UB had it's own glaring issues and so it's unlikely that'll be added or it'll have to be changed considerably to iron out the exploits with it.
Plus, sometimes there are valid reasons to slug for the 4k. There are a few archives that require the killer get a 4k, the upcoming killer adept changes mean it'll require a 4k, and if the killer wants to maximise their chance to pip/double pip, they'll need a 4k. It's not always the killer just needlessly being sweaty or ruining the survivors day, it's only mostly that 😏
-
What did Myers do wrong? :(
-
I mean some killers you can't really loop so I guess survivors learnt to just hold W against them and realised it works against all killers, on certain maps at least.
-
It's bad enough that they changed a bunch of permanent outfits into limited time outfits, but some of the outfits weren't even christmas skins or even winter-themed skins. The PJs being removed is just baffling, as are a select few other skins like that Twins skin. Zero at all to do with christmas/winter/festivities, just removed because BHVR arbitrarily thought to remove it.
-
The Nurse one isn't too bad if you just play as a friendly Nurse and whack a gen a few times. Survivors will eventually let you get it.
Same with the Huntress one, much easier to get in farming matches, that's whare I got nearly all I mine.
-
Prove isn't as big of a time save as people think but it's still a good perk, and it's still pretty consistent. Plus sure, if two survivors start near the same gen they could split up, but that does also waste time for one of them to travel across the map and find another gen to start, instead of just doing the one they're right next to.
Also most people run Prove because it gives you a bunch more BP. Maximising Objective points, especially now with the cap raised to 10k, can be pretty hard without it, but Prove Thyself helpls hugely.
-
Toolboxes aren't that bad, outside of multiple BNPs which doesn't happen -that- much.
Medkits are usually stronger and 4 medkits usually means a painful game for killer (except Plague 😈)
-
Sadly if certain rumours are true, it's unlikely they'll -ever- change Bubba.
-
Even if survivors play 'nice', there's nothing stopping a killer from tunnelling.
-
Iron Will was too strong before but it really didn't need the double nerf. I'd be perfectly fine with it being back to 100% but just don't make it work when you're exhausted, actually makes you think about bringing an exhaustion perk.
-
@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316406#Comment_3316406
I just wish the ratio of "actually good BP offerings" to "here's something that might barely pay for itself if the game goes well in this category" was a bit more reasonable.
True, the envelopes and single-category offerings are significantly weaker and almost pointless.
-
They've made some good changes that makes the grind a -lot- better than it was. That's not to say it's not still bad for a new player, but I can't see them ever making it any shorter than it is now.
BP accumulation is... decent now, and at least a new player can prestige some key characters early and not get stuck with barely any perk variety for quite so long. Between the 100% BP incentive bonus, BPS, flans, cakes, puddings, bloodhunts/bloodfests/bloodparties/bloodsleepovers and the occasional BP code (some of which actually give meaningful amounts of BP 😲) it's pretty good.
-
It also depends how much teaming you actually did.
Teaming is generally when the survivor works with the killer by ratting out teammates' locations and sometimes even bodyblocking them and sabotaging gen progress. This is clearly against the rules as it ruins the games for the other survivors.
Simply letting someone go at the end of the match just because they're your friend 'could' be considered teaming but since there's no victim, it's very unlikely it'd be punished at all.
Though even if you did the much more serious type of teaming, if it was a couple of times months ago, then you're not gonna get banned -now- even if somehow BHVR got ahold of evidence of it.
-
I mean if you're actually worried that you'll get a ban over letting a couple of your friends go months ago, I think you're good. Not only did it happen too long ago for them to do anything about it now, if it's like two isolated incidents, they're even LESS likely to do anything, they tend to focus on repeat offending.
-
Calm Spirit. Why they added a penalty for using it I don't know. They could completely remove the downsides and it'd -still- be a bad perk.
-
BHVR please, he can't do the weskin
-
@[Deleted User] said:
Sometimes if I've been unhooked and I see the killer coming I'll run near them in hope they will try to swipe at me. Giving time for the person who unhooked me to run off. I don't care if the killer tunnels me for it (you won't see me complain) but it's the same as I don't care when I'm killer and someone does it to me. They are protecting their teammate. Why so mad about it?
I'm not mad at them doing it, often it makes sense to use your endurance to tank a hit. My issue is when they do that, and then act all surprised-pikachu-face when I keep chasing them instead of the unhooker.
I mean after taking a hit with BT you've left the killer choosing between either a (usually) healthy survivor, or an injured survivor in deep wounds who has no endurance, can't use Dead Hard, and already has at least one hook state. A killer would have to be incredibly-generous to -not- tunnel at that point.
Plus punishing a killer who was trying not to tunnel isn't really a nice thing to do to be fair.
-
It's clear you have a rather different view of the game than others. I don't mean that in a bad way at all by the way, but surprisingly-few killers pay any attention to the macro game. The vast, vast majority of killer players only focus on finding survivors quickly and ending chases quickly, which Knight is not very good at. Heck I mainly play killer that way.
I can understand he may be better when focusing more on a macro mindset, though I would still say he falls quite a bit behind someone like Artist who has complete map pressure and information from her power alone.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314944#Comment_3314944
Or, which would be a more realistic take - the issue lies on OPs end. This is the case most of the time.
No it's obviously the evil survivor players ruining everything as always.
-
It's precisely the reason they can't buff anti-tunnel in this game.
-
I think they either need to let survivors see what perks each other are using, or at LEAST show a lot more perks when they're relevant.
If someone has Deliverance and it's active and they're on first hook, it should appear next to their hook icon for all other survivors. Otherwise someone across the map is gonna leave their gen, head across the map only for the person to use Deli and now they've wasted valuable time they coulda been on a gen.
Same thing if someone is slugged and they have Unbreakable. It should show up for all other survivors so they know they don't have to go get them.
Could even show Adrenaline when only one gen remains.
Like I said it'd be better if they just flat out showed all survivor perks but if they insist on not doing that, there's still a lot they can do.
-
The idea is that you shouldn't get revealed very often. Which is very hard to do to be fair, I've never been good as Ghostie and with how janky the revealing mechanic is, it only makes it harder. Seriously you can be revealed by someone on the other side of the map sometimes, but when I'm survivor and staring directly at him, nothing happens :(
And yes when I'm playing Ghostie I'll try and be sneaky and stalk people but after I get revealed the third or fourth time I just play normal m1 killer for the remainder of the match. He's not very fun and it sucks.
-
No one likes the BP cap. They just have one so that you can't Prestige 3 new characters the day they're released. Not entirely sure -why- that's the case, you'd still need to play a bunch to save the BP required for the next DLC release but here were are.
I guess it's just one of those things to encourage players to play a more regularly instead of playing a lot for a few days and then leaving the game for weeks.
-
It's really not enough. Long patrols just don't work because the survivor will just hold W away from you and you lose way too much distance. The minor haste buff doesn't address that well enough and you're still better off just dropping a guard in a loop to force the survivor to the next one.
-
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314899#Comment_3314899
Your first paragraph I agree with. Strategically, and if you pick the weakest link as opposed to picking the strongest, it is 100% the most optimal way to maximize your chances. I understand that and don't care about being tunneled when I get tunneled.
My curiosity was why is it so incredibly common with Knight as opposed to other Killers. For example, Bubba's kit is good at camping but only a minority of the Bubbas I versus camp. Virtually every Knight 3 gens and/or tunnels and camps which is why I was asking if people have seen a variety of playstyles or if nearly every Knight does that and, if so, why? Your second paragraph holds part of the answer, in my opinion, but I see very little divergence in playstyles with Knight.
In your opinion, do you think the new buffs will change that?
The new buffs for Knight will do little, they make longer patrols more viable but it'll usually still be better just to instantly drop a guard at a loop to force the survivor to leave it.
Regardless it will also do little to change the common perception that Knight is weak. Most people think Knight is a very weak killer, and whether that's true or not doesn't really matter. People believe that he's weak and people believe that you need to camp/tunnel/3-gen as a weak killer.
Bubba is not really considered weak, so I guess that might be why people are more likely to play 'properly' on him.