Laluzi
Laluzi
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- Laluzi
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I like Hag the way she is. She's one of the rare killers who doesn't play exactly like the standard formula with a slightly different gimmick and I'd be sad to lose that.
Not that I'd oppose faster setting time, but making her a 115 would be pretty oppressive given her level of map control. I only find problems playing her against full SWF, because then they start calling out and dismantling your traps and you can't make plays.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756602#Comment_3756602
Appreciate the response, but doesn't this just assume the best case scenario for the survivor where they're alert and near a defensive tile?
What about survivors out in the open on an isolated generator with no nearby pallets/windows, like on farm map?
What about survivors behind walls doing a generator (wraith can hide the uncloak), like on pretty much every other map?
What about survivors who are forced to waste a nearby pallet while doing a gen, and then are defenseless for the remaining 90 seconds at their current location?
What about a Wraith player that hits-and-runs, and never chases, therefore never having a need to anti-loop?When I think about it, the majority of the scenarios aren't as favorable.
Wraith moves 6m/s cloaked, is completely invisible outside of a 20m range, and emits growling noises only within around ~10m range, I think? So even if you're completely alert to his presence at the earliest time that you can be, you've got about ~3 seconds to react. Meaning if you don't have a pallet or window within 12m of your location at all times, aren't you just screwed into giving a free hit thanks to the new uncloak speed?
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I've got a personal hunch that this killer is underrated due to the fact that he's, in a regular chase, a basic M1 killer. But in reality, I don't think he actually ever needs to chase anyone. Just catches you off guard, gets a free hit, leaves, rinse and repeat until your teams resources are sapped and those free hits turn into free downs.
The playstyle you described is the one Wraith excels at, yes. He's bad at chases but good at getting the first hit, which meant Wraith really suffered when CoH was meta, had a big strength spike when medkits got nerfed, and then receded again when Sloppy got nerfed, because that was his preferred way of stopping heals. This predictably makes him better against solos, who have trouble healing (SWFs can call out his location and negate his main advantage anyway.) But the risk of hit and run is if they complete a heal while you're pressuring someone else, you haven't accomplished anything. Which is sustainable in a 3v1, but not a 4v1.
I mean, if the survivor's not alert when they know they're up against a stealth killer, that's their own fault and a misplay. I can still discern Wraith coming if he has silent bell and he's approaching from around a jungle gym or indoor map. Not half as far as I'd be able to discern a killer with a TR up, but I can still get a leg on to my preplanned exit strategy for that gen. I'd want to use a window before a pallet if one's available - Wraith is weaker against windows on the whole, and while you can waste a bit of time with him playing chicken on a pallet when he wants to uncloak, he can chew through them fast by forcing pallet drops, especially if he's running certain addons.
But on the other hand, a good window can stall Wraith out because while he's cloaked, he doesn't initiate chase and the vault will never be blocked, so he has to give up the first hit and chase normally or go away and find someone else.
If there's no resources around the gen or it's out in the open a la Coldwind or Ormond or Haddonfield, yes, I'm screwed. I'd be screwed against most teleport, mobility, or stealth killers in that situation, though; it's not much different from Xeno crawling out of a tunnel behind me or Billy crossmapping in where I hear his TR three seconds before he's in my face. Wraith's big advantage over everyone else is countering holding W - whether you see him coming or not, you need to take him to a tile. Maps where you don't have resources to hold him off are imo more indicative of a flaw in map design than the killer himself (ex Haddonfield that's one giant deadzone, the Game where once you use pallets the map has no permanent resources, Midwich where holding W is all you have on top of some weak loops.)
I don't think Wraith is as weak as he gets written off as, I think a good deal of that is a holdover impression from a few years ago, but I boggle at the idea of giving him a nerf.
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@Beaburd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756583#Comment_3756583
I'm not going to dispute this claim, but can you name his weaknesses?
If nothing else, for the benefit of the original poster.
He's an M1 killer with no anti-loop. If he cloaks to catch up, you can run to a pallet or window and always have time to reset because his uncloak gives the survivor both a cue and a head start.
He's fast and he can get close (though only to a point, even if LoS blocks his shimmer he's very loud), but his macro game was seriously hurt with the nerf to Sloppy Butcher - he has a much harder time keeping everyone injured than he did before, and while he can get the first hit easy if he gets the drop on you, his only leg up in chase is that he counters holding W.
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Skull Merchant because nobody wants to play against her. Nurse because blacking out and looking at the ground every time I need to move much less hit someone is excruciating. Deathslinger because I am hot garbage at aiming and his hitboxes and power are much less forgiving than the other ranged killers, whom I can get away with.
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Wraith - Nothing wrong with the killer, but 90% of the time it's going to be a proxy camping hard tunneler with NOED.
Trickster - I don't hate his power or anything, but again, I always wince when I see him because Tricksters always play kinda scummy and proxy hooks, then unload knives into the unhooker and eat through basekit BT. Plus he's surprisingly nasty in narrow-corridor indoor maps because he always brings bouncy knives.
Skull Merchant - The ultimate "uggghhhh, not this one." Everything about this killer was a mistake, my teammates DC or kill themselves on hook, and the people who still play her have more often than not earned the reputation. I've had maybe one fun Skull Merchant match that I can remember.
If we're talking about killers whose mechanics I don't like, Skull Merchant again, but then make that Knight and Legion. I dislike mending simulator and not having any way to hide when my teammates get hit, and Thana Legion is a nuisance, and with Knight and Skull Merchant I find gen defense the least fun form of play. Big timewaster games with brainless antiloop when the killer can be bothered to commit to chasing you.
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@VomitMommy said:
Main issue are spawns. Totem spawns are just terrible, the people who designed it had to be terrible at hide and seek growing up...
Totems next to generators, fully in open visible from half of the map etc.
This. This is 90% of the problem right here. If you get a map like Midwich or Swamp or the Game or Lery's, you'll get hex value because your bones have Sneak 100 and even survivors who know all the spots will have to go on a scavenger hunt to find them. If you get a map like Ormond or MacMillan or Autohaven, your bones are gone before the camera's finished rotating because they're sitting across from gens when they're not out in the open sunbathing.
Predominant map design used to be totems spawned in lol obvious places, then they started getting sneakier for a while, and now they're back to lol obvious spots on the latest maps and reworks. Which is unfortunate. I'm hoping Midwich's rework doesn't ruin this, because RPD's rework changed several of its totem spots to be less sneaky.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756438#Comment_3756438
Skully doesn't really see it but there is not many options…
Basically you care only about 1/2. You can easily track that in chase, but it can throw you of of survivor got randomly detected outside of chase.
That's definitely way more difficult for Sadako, where you need to care about range too, so you often can't be sure if it hit or not. (I hope it's range based again, don't play her much)
Showing stacks to her would definitely help her get condemned survivors more reliably, also because you would know what survivor to commit on to lock stacks...
Actually, with Sadako - unless this changed in a recent patch, I've found she can tell when she put a Condemned stack on a survivor because their name will flash white. Which is something that happens whenever a survivor's status changes (any killer power applied/lost, health stage change.) I haven't played her in her current incarnation, but that always used to be a tracking tool on whether my teleports had a survivor nearby.
(It is range based again, but the range seems longer than it was in her OG version.)
Though to the OP, I think in Sadako's case, the obfuscation is intentional and there to prevent focusing/tunneling a survivor on high stacks. Whether or not that's necessary, or should be a thing, I don't really have an opinion. Might have made more sense back when a survivor holding a tape passively gained Condemned, might just have been because they were initially super timid about her Condemned mechanic and on release it was near-worthless. But then again, we had some pretty nasty condemn playstyles back then, too.
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Love it! Shattered Hope was already a bad perk when boons were the meta - now I can't imagine why anyone would ever bring it. This changes it from being a pure perk counter that's worthless if survivors don't bring a niche perk into something that synergizes quite nicely with hex builds.
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@The_Krapper said:
I'm gonna say this but people will probably disagree with me, I don't believe anyone here is intentionally wanting to do any harm to anyone as far as what happens in the game even if they are seeming like they want you to have a miserable time.
The problem comes down to the standard gameplay itself being very stale I mean if you're in a decent squad then rushing gens is gonna get boring just like playing Blight or nurse every game and sweating as killer will get boring, gens are 90 seconds a piece in one place holding a button, eventually people want to do more and try to experiment ideas with perk builds to see if they can come up with unkillable combos, killers will do the same except combos to end the game as fast as possible with nurse or Blight, I know for a fact people hated me when I was attempting the fastest 4k on nurse for a while, but as far as intentionally wanting someone to be affected no I don't think anyone here wants to harm anyone.
People need to remember this is a video game and people will go outside the normal for fun just to continue playing a game they might like or the only game they might have friends on, if you're carrying personal feelings into a video game then that's the problem.
I appreciate the difference between a player that plays aggressively because comp is their idea of fun, because those players are doing nothing wrong whatsoever, but it's impossible to deny that there are players who are trying to upset other players - and that for some people, that is their idea of fun, so fun can't be a catch-all. Wanting the other player to be affected the entire point of stuff like killers bleeding out 4 survivors instead of hooking them, or SWFs who 99 the last gens and then bully the killer until they run out of resources, or stuff like Boil Over never hook builds, or players trapping someone in a corner and going afk. There's definitely been times I got upset at a player who was just playing for the 4k (and had to remind myself of that), but via BM or certain trolling playstyles I can quite confidently say that I've gotten upset at other players who were trying to upset me. The blame isn't completely on me for getting tilted if I have a Steve following me around spamming fast vaults and dropping pallets in my face.
To answer the OP, I think in-game cruelty does raise the stakes of a trial, but not in a way I feel good about. It's just adrenaline and kind of a sick feeling that I have to beat them or else I'm letting them get away with it. I much prefer playing chill. Win or lose, I usually either have to walk away from the game for a bit or play a killer farming match to cleanse the pallette. Too much of this kind of nastiness usually has me set down DBD for a few months.
Though I'm fresh off the opposite kind of game - a match that played out normally, I got caught at an exit gate on death hook as one of two survs remaining, and instead of running I decided I'd go down barding. Killer listened to my song and opened the gate for me, I took them to a hook to hook me, they said 'no' and brought me back to the gate. Which removed all stakes from the match, but now I'm in a good mood reminded that other players are chill too.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755647#Comment_3755647
Just use of some logic. Time wise it was nothing compare to pallet breaking.
Remote hooking in reality saved like 5-6 seconds per hook? That is far from broken in my opinion.
Remote pallet breaking is actually effect most killers simply can't get. It basically makes every corner loop a guaranteed hit.
Remote hooking is probably closest to Agitation.
It saved 5-6 seconds per hook on a normal case, but it saved the killer considerably more time than that if it threw the survivor onto another floor or the basement - it would readily put survivors on hooks the killer could not actually reach, Agitation or no, and ones that wasted considerably more time (and risk) for survivors to unhook. Like, if you throw someone on a different floor, that's not a problem on The Game, but on Midwich, Forgotten Ruins, or RPD, suddenly you've added a good 20 seconds onto reaching them.
It also made basement more accessible from every part of the map because the killer only had to walk towards shack or main building and then pop the remote hook at the last second. Which on its own isn't a problem, unless it's a killer who can effectively camp basement… or you've got a map like Badham or Temple of Purgation and your basement is in the main building.
I've watched being able to pull someone near preschool and yeet them two stories down into the basement singlehandedly win games. I was inclined to take Tryks at her word here - "um, that's kind of not fair, doncha think?"
I ran Agi/Iron Grasp when I was trying to do that Tome 1 'sacrifice everyone in the basement' challenge and I think you're drastically overstating their ability to get survivors in the basement from most of the map. That's true on outdoor maps with a perfectly central basement, which is like… Rotten Fields and nothing else.
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As survivor, if I escape or at least 2 survivors get out. Or if I got a tough tome challenge done.
As killer, 3k+ or, if was playing by my no-kill event rules, 8 hooks before 1 gen left. Or tome challenges, again, because there's some particularly stupid ones (Scourge of the Purge, I'm looking at you.)
Though feeling "hey, that was a really fun match" is a kind of win of its own, regardless of outcome. Or meme games. I love the occasional meme game.
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@MalekithHatesSnow said:
Male: Gabriel I don't get what they're trying to do with him his cosmetics are bloody hideous and he has no personality i don't even have a stereotype for people who main him he's like the male version of haddie just bland and boring
Woman: Haddie all her cool cosmetics are ruined by having a dumb backpack on and she's just not that interesting I also don't see the point of her, investigation? Isn't that Zarina's role?
Zarina's an investigative reporter, Haddie's a paranormal investigator. Very different types of investigation. Think journalist vs survivor action hero.
Can't deny the backpack curse, though.
@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755203#Comment_3755203
Accidentally A Warcrime
iirc an accident during war isn't considered to be the same as committing a war crime since ######### happens during war sometimes and that it needs to be intentionally done first before it becomes one.
I mean, I speak facetiously but I do understand that, and I've never been a part of his hate squad. I find imperfect heroes fun anyway. My point is that he's clearly wracked with guilt over it and it's the inciting incident for him to leave, but his lore focuses heavily on uninteresting specialized-technical parts instead of exploring the interesting, emotionally connective parts and it makes him difficult to get a grasp on.
There was a period where whoever was in charge of writing the character lore got way too caught up in the weeds and we got some lore blurbs that were nigh on difficult to read as a result. Skull Merchant is the worst offender, but I consider Jonah another, and Thalita and Renato too. (I see a lot of Gabriel hate because who even is he as a character, but personally I think his lore is very well written as a horror piece; it escalates well and focuses on exactly what it needs to.)
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Pharmacy and Calm Spirit were both nerfed in 6.1 when they were already pretty bad perks and they need to lose that.
Other than that, hit the most notoriously useless perks - Predator, Beast of Prey, This Is Not Happening, Bloodhound, Premonition, Overwhelming Presence. And toss Shattered Hope in there - it wasn't good to begin with and it's completely useless if survivors don't bring boon perks, and boons are pretty niche after CoH nerf.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755259#Comment_3755259
says plague who moves at 4.4 m/s when holding her power.
I mean… yeah? She slows down while holding her power and around loops, I frequently have to put it away because having it up is doing me more harm than good. Different killers slow down to different speeds (Deathslinger slows much more than Trickster or Nemesis), but it's a consistent design philosophy.
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Just had this happen today. I was at 80% on my second hook and very nearly died because a Meg started hiding near the hook while being too timid to actually commit to unhooking me. Luckily the killer drove her off and I was able to bounce at the last second, but I think this would be an excellent solo queue buff in both removing accidental sandbags and providing a bit of basekit info re: the killer is camping.
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All ranged and semi-ranged killers do this. It's a vital design component to prevent the ranged killer from being able to hold their power ready-to-use and chase normally at the same time; that would put survivors in a lose-lose where they have to prepare to dodge the projectile that can be launched at any moment, and start moving erratically, but they also need to gain distance because the killer is gaining on them, so they have to move in a straight line. Zoning is too easy in those conditions. This is also why killers have sound cues when they charge up their ranged attack; it's a cue for survivors to switch from running to juking.
More transparency in the power explanation is good, though.
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Wait, it was the party chests that were causing me to get stunned? I legitimately thought that was some kind of super secret survivor power. It saved someone I was carrying to a hook on two occasions, and also convinced me some megastealth survivor Head On'd me as I was passing by a locker. Yeah, bad card, needs to give something for the killer.
I loved the party totems, but I thought it was annoying that there was less benefit if the killer was running hexes - Plaything would often turn this card into nothing at all. And it was very irritating to have them go off when you were on a hook and not have the opportunity to get in on the bloodpoints.
I disagree that BP offerings for everyone should be changed to only share BP with other players who use them, because you make those offerings worthless and less fun/nice in the offseason. Instead, I think a solution would be so that you can only benefit from event cards/bloodpoints if you bring a cake. Boom. Not bringing cake in the event mode now means you might get 30% outsped and other players are walking out with 90k score from party items when you only have 20k. See how many people bring moris and escape cakes now. And if you don't have cakes or want to use another offering, you play in the normal game mode and there's no penalty. Simple.
I like your changes to remote hooks - the vertical access is huge, killers could gain so many seconds by throwing the survivor into a bad location like basement or Forgotten Ruins dungeon. But preventing them from being used instantly and allowing more opportunity for saves is also vital.
There were a lot of tombstone Myers players in my survivor games. Some people just want to watch the world burn. Though I think that's less a problem with the event mode and more that they just obviously need to be looked at (Piece should have been dead years ago, Judith's is balanced but interminably boring.)
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I think this could be fixed by increasing the number of slots dedicated to anniversary items in survivor bloodwebs compared to killer bloodwebs. Add maybe a flat +2 dedicated slots and see how that works out. Or guarantee one of each item in every web - they did that once, back when P3-50 was the max and most players had level 50 webs.
Because yeah, the lack of cake on survivor is a problem. They earn fewer points by design and their webs have 4x as many possible anniversary items, where killers only get the coveted bloodpoint boosters.
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I would be fine with the remote hooks coming back if there were two changes to them.
One, you couldn't use them immediately on pickup and they had maybe a 6 second delay, so killers don't get as much time saved and save plays (power struggle, pallet stun, DS) are more viable. Though you can still argue that the instahooks pretty much negate sabotage entirely.
Two, they can't yeet a survivor to a different floor. Throwing someone into Badham basement, Eyrie second floor, or Forgotten Ruins dungeon with 0 time investment or risk got very insane and the value it could give by seeming accident was extreme.
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Probably Feng, just out of cash cow grumpiness and the way she sounds like a squeaky toy. I like her lore, but you can only watch her hog cosmetic releases for so long.
Lorewise I think Jonah's the biggest miss for me, if only because the part of his story where he Accidentally A Warcrime is really frickin' interesting and that got, like, no attention compared to his obsession with numbers, which is not something I can engage with at all. They really could have worked the guilt-stricken driven-to-madness angle leading him into the fog and they just… didn't? It's lightly implied but not worked with? Dunno. Like Skull Merchant, I struggle to connect who he's meant to be as a person.
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I wouldn't say this is common, but I do see it - had one such game yesterday. If the killer is pretty weak? Sure, I'll take the opportunity to farm some points and maybe walk out of the trial with a new item (since I usually don't bring items into matches.) And I figure it's a semi-nice thing to do on the same level that absolutely crushing some baby survivors and taking a minute to hit the brakes and let them recover before going in for the kill is vaguely polite.
Also, yeah, it's a great time to get archives done that would otherwise be throwing - white glyphs, 'cleanse 12 bones', the works.
Though doing bones at that point is sometimes just a safety measure a la "this killer isn't good, NOED?"
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@ratcoffee said:
How are people ending with so many cakes? I had like 400 by the end and I feel like I played way more than I wanted to or was reasonable
The main thing is that different people have way different amount of free time on their hands (if you're a student/unemployed, you can hammer DBD much harder than anyone else), but also, were you playing survivor or killer? Survivor gets a fraction as many bloodpoints from their average game and also has significantly fewer cakes in their bloodwebs. Like, I had 3x as many cakes on killer as survivor and I think I played 60% killer 40% survivor.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754887#Comment_3754887
Tunneling is not what grants you winstreak though, it's good as long as it works, but it will fall off quickly the better survivors get thanks to sheer amount of counter perks which coincidentally also helps against camping, and also extreme gen efficiency that will finish a match within 4 minutes if killer is mediocre
Kinda have to disagree, I really can't think of any situation where forcing the 3v1 ASAP isn't the most efficient play the killer can make. It's the dominant strat to counter genrush and it's also the dominant strat to win… basically anything else? When tunneling fails, it's usually because you pursued the wrong survivor (and if all of them would have been bad choices, then that team would have won anyway, you're just outmatched.)
Like, tunneling can be made harder with DS and OTR, but DS and OTR aren't helping them that much unless they've got good loops to run to, and if you weren't tunneling then you'd be chasing a healthy (or freshly injured) survivor through those instead.
Unless what you're saying is that doing nothing but tunneling will catapult you to high MMR and eventually give you survivors that are too good for you to deal with, in which case yeah. But high skill killer tunneling against high skill survivors is still lethal and it's only when both players are at the very top level of the game where this nears parity.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754829#Comment_3754829
Do you feel that this:
Person A: This happens to me a lot
Person B: No, it doesn't. Even though I'm not you and have no understanding of what happens to you I'm going to say that doesn't happen to you even though I have no proof that it doesn't.
represents gaslighting.
If you don't think that's gaslighting I'm more than happy to use another term. This is pretty ironic, though, considering we would be arguing about a definition of a word in a thread where the OP's argument rests on saying there's only one interpretation of a word (well, that and incomplete, faulty data) and multiple people have stated different definitions that meet the overall criteria of 'Killer attempts to remove one survivor from a game before any other survivor'.
If anything, it should help illustrate how flawed the OP's argument is .
My complaint about the gaslighting claim is that B is not what actually happened here. From what I can understand, Pulsar said "Killers tunneled in a sample of 6 out of 7 survivor games", the games were asked to be looked at and provided, and the general consensus is that actual tunneling - execution or even intent to remove a survivor from the game - did not happen in any of those games. Hence the "no, it doesn't", because now it looks like the term tunneling is being applied incorrectly.
That's different than if there had been no vods and everyone just assumed tunneling didn't happen because "that's not what happens in my games."
I don't agree with every single thing that's being said in this thread… but if I said the killer slugged me in every game, and then I showed some games where the killer left me on the floor for eight seconds to kick a gen before they hooked me, you shouldn't trust my claim any further because my definition of slugging is clearly wrong. Or if 'wrong' is too subjective, then watered down to a point where it's meaningless and certainly no longer denoting unfun or unfair gameplay.
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@Dast said:
All I see in this thread is killers trying to justify their tunneling using one single streamer's experience as anecdotal evidence.
Big yawn. You all tunnel quite often. Do all the mental gymnastics you want, it's a thing, and everyone knows it.
Source: I can go find a killer main streamer who tunnels 100% of their matches in 8 seconds on Twitch. Oops, there goes your stats.
My dude. Not only have I avoided tunneling long before the game punished you for it, for no other reason than it made me feel bad, I did not intentionally kill any survivors during the entire event, unless nobody brought a cake. I'll throw my games at the twitch of a bunny Feng's ears and I've given up adepts at 3k just because the last survivor was cute. There is no non-insane definition by which anyone could call me a sweat.
I still think two hooks in a row is not a meaningful definition of tunneling. In fact, in loads of the aforementioned 8-hook games, I would have ""tunneled"" a survivor by either random chance or because they were the only survivor left who wasn't on death hook.
Would you like to actually contest the definition of tunneling, or are you just going to swing at strawmen?
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Somebody put a mark of negation on this guy and put them next in line for a nerf, because they're way too powerful.
(also: nice)
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I'll count later because I'm setting up for a 4th of july gathering, but I'd est 1200 on killer and 300 on survivor. Plague had the most with 555 (I always try to get a straight number on her, it's just a Thing at this point.) I did get at least a few cakes on every character.
I'll see how close my guesses were later today. Gonna miss this event, though. 200k bloodpoint games and party totems and Larger Than Normal Quantities of Memeing Survivors, I barely knew ye.
Edit: 1910 on killer, 631 on survivor. Few more than I thought.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754264#Comment_3754264
I actually like it, not the graphic though, but the layout. It makes the boundary has meaningful game play. Unlike other maps, saying the map is large but there is a huge number of tiles are map boundary that give no game play.
Currently only Auto heaven has a few loops at boundary that's not completely useless like Haddon.
I'm not a huge fan because yeah, it gives the boundary of the map actual gameplay instead of being giant deadzones - I think the fallen logs are quite good in that regard. But I don't like gens and killer-specific items spawning there because not only does it make access annoying, it increases the 'real' size of the map that the killer has to patrol, because survivors now have a reason to be in a zone that they would only ever be hiding in in any other map. It's rough on killers without mobility.
Also, finding hatch on that map is a nightmare.
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For the most part I'm ambivalent. I like the new ones fine, but there are a few where I preferred the old portrait and it really lost something in transition (Myers and Dwight are the biggest offenders off the top of my head.) Also don't like Artist's new portrait much.
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I run vault speed Myers, though most Myers I face in my survivor games are tombstone and I can tell the survivors I vs as him are expecting it until the first T3 hit disproves it.
Luckily it's pretty easy to tell he has Judith's because he won't go for hits and stalks way too long, but Piece can be harder to spot, especially if he snuck up on a pair of survivors on a gen before you and not enough time elapsed to notice 'hey, this is taking too long.' I'd rather play it safe until I know for sure.
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I didn't get to play as much as I wanted to, but I got cakes on everyone, a good chunk of cakes on my preferred everyones, and P1ed or P2ed all the new characters I just came back to and bought (Sable, Chucky, Vecna, Aestri, Alan.) Didn't get Unknown yet, not enough shards.) I'm content, though I'm going to miss 200k-point matches something fierce.
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@I_CAME said:
Them saying they are working on something for excessive slugging is the most exciting.
The thing that concerns me about this one is that they're talking about it being so complicated, which has me worried they're going to try to fix it a la the finisher mori system and basekit unbreakable and all that other completely unnecessary tectonic shifting when you could fix this problem in ten minutes by just letting survivors optionally replace themselves with bots when everyone is downed/hooked or it's a 2-man game. Doesn't change the strength of slugging, for 4k or otherwise, but prevents killers from holding survivors hostage, which will make them stop doing it because there's no fun in griefing a bot.
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Oh, I like hearing that they're discussing giving props doing something. I feel like an incentive to be nice has a lot of potential to improve community health (though I think it should be that people can't give props to anyone they queued up with, otherwise SWFs can abuse this for free rewards.)
I highly doubt they'd buff DC Merchant because her kill rates are extremely high, even if we all know the reason for that is wildly inaccurate and doesn't reflect her strength. Though I feel like at this point, anything less than completely removing her zoning/gen protection power and reworking her into an entirely different type of killer wouldn't fix the issue, which is that her reputation has been completely tanked between old-incarnation PTSD and near nobody wanting to play her except the types of players who want to milk the fact that everyone hates her, which further cements Skull Merchant matches as being bad, which makes more people DC or hook suicide, which further cements Skull Merchant matches being bad, et cetera... it's more than just tweaking her power at this point, the entire idea of her has been burned and salted in a way no other killer has ever been before, even Nurse.
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They're pointless and don't add anything to the game, but I don't really consider them much problem after the update that made it so P3ing a character unlocks their perks at tier 3 for everyone else. Like, it's a huge grind for new players… but the sheer amount of perks available, most of them never being worth running, is already a huge grind to chew through. You're doomed either way. There's just way too many characters (all of them either earned at a glacial pace through ingame currency or with massive compounded DLC costs) to keep up with, and that's a problem that gets worse every year.
I don't think they'll be removed, but I certainly wouldn't hold vigil for them if they were.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754256#Comment_3754256
I would give everything for Swamp rework. I just want this map to be at least graphically updated
It's the only realm I don't like getting on either role. Spawns are in the assbackwards corners of the map for no reason (miserable for Plague and survivors vs Pig, or in games with hex totems), dead zones galore in the middle of the map, it generates the most confusing structures in dock and bottom of grim pantry and running them is blind guesswork. And I have poor eyesight and the ubquitous murky greyness really doesn't help me there. I'm pretty much pure sound tracking on this map, it's so hard to see anything. Never mind that there's nothing visually appealing about it.
I do like the flock of crows that reacts when someone enters the main building, though; I think that's a cool feature for a bit of map info.
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I would be a lot more excited if they didn't consider what they did to Haddonfield a success. As it is, I'm rather scared. The balance on new maps and map updates lately has been a lot of Ls.
I do want to see Badham and Swamp reworked, though, so… fingers crossed? With a bit of pleading not to make them even worse thrown in?
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@SoGo said:
I have a Plague build:
Corrupt - Infectious - Distressing - Tinkerer
Add-ons: Inscensed Ointment - Heamatite Seal
The idea is to make survivors scream as often as possible.
Lmao. I see you're also a disciple of the AAAAAAAA build. For the event I've been running Face The Darkness, Ultimate Weapon, Infectious Fright, and Make Your Choice, Iron Maiden, or Deathbound depending on the killer. I don't recommend it, because there's so much screaming it's difficult to tell what any of it means, but it is funny.
I will have to remember the Hematite Seal though, for bonus AAAAAA.
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I'm hoping he gets a proper rework. His kit is largely a lot of underwhelming things other killers do better and we've had a lot of teleport killers since he got his first rework, so that doesn't give him the identity it once did. I'd like more hazards in the dream world and a harder time getting out of it.
To start, I think it'd be amazing if he could use pallets and snares at the same time. I like the original idea of him being completely invisible to awake survivors and actively putting them to sleep, instead of sleep happening passively and being basically a non-threat, but I'm not sure how to implement this competitively and while dodging the miseries of the past - survivors always having enough time to get somewhere safe/being able to escape sleep mid-chase, Freddy's mechanics making every game a slog. The Dream World having horrible slowdown and permanent aura read should never come back, but then he'd need something else to make manually putting survivors to sleep actually valuable. (Though, maybe he could have sleep traps for more macro control? Or it could additionally be applied if he teleports to a gen a survivor is next to, similar to Sadako giving condemned?)
I wish the Dream World had things like Chucky's footsteps and fake sounds that made it scarier and more unpredictable to be in. Cosmetic changes to universal assets like blood dripping out of lockers and limbs hanging out of the mouth of chests would be sweet too.
My dream (heh) change would be voicelines, though. I'd play even current Freddy if he had his personality.
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Oh, that's so cute. Friendship ended with D20 badge, pixel crow is my new best friend
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754070#Comment_3754070
The actual vaccine animation is about five seconds, iirc, and there's an addon that can bump that up by another five.
This'd need to be tested, but I feel like it'd be kind of hard to stand still for five seconds in a chase to use this that way. The actual syringe only requires about one second or so, right? Enough time for the prompt to show up.
Ah, that changes things then. I'm not familiar with the animation (I wasn't around when it got added) and I thought it was more like 3. 5 would be pretty difficult to use in a chase unless you had a stealth build, and then you could be using Bite the Bullet anyway.
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More feedback never hurts, but I imagine if they already have an update planned for Freddy, they have a design they're going forward with and want to test. Ballparking ideas seems more suited for Myers, who's on the radar but probably doesn't have a clear direction yet.
Though I will say this. Freddy's licenseholders are notoriously difficult and I know we have the remake instead of the OG… but if any killer in this game needs voicelines, any of them, it's him. Please. Somehow.
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What does any of this have to do with being 18+, though?
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@Coffeecrashing said:
I hope Freddy loses the ability to spam 99% teleports every few seconds, because that is by far the most annoying thing for survivors that he does.
I mean… can you really fault him? The fake teleport spooking survivors off gens and potentially into his approach is like, one of the only things Freddy has going for him. Man's kit is so watered down.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754046#Comment_3754046
Your point being? I'm saying people are either bringing OTR or DS, doesn't matter whichever. It's still a waste to bring both just to "not" get tunneled
Ah. Going a little further back in the discussion, I think I misunderstood your position. I thought you were claiming that you need to run 2 perks because the game is busted, and not that you shouldn't run two perks. My bad.
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Really excited to hear about the Freddy update! His isn't even strictly a power issue, though it's also that. Like… there are killers that are weak but fun to play. Freddy has nothing. His kit is so empty and everything he has, someone else does better. Here's hoping he's getting more than number buffs. Him being able to use both snares and pallets at once would be fun, but I'm also hoping for new things that would make the dream world more of a threat than it currently is.
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Devout is incredibly annoying when it crops up on archive challenges. You get bronze just by hooking everyone once, but the requirements to get more than silver are extremely exacting and punish you if survivors don't unhook each other every stage, if you win too quickly, and the less said about hatch, the better.
I don't see why they couldn't simplify it to 0 kills = no emblem, 1 kill = bronze, 2 kills = silver, 3 kills = gold, and 4 kills = iri.
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Strong agree. Hell, you could make BPS purples - I'll see them miles more often than I do now. Though there's also sac wards to consider, which are made inordinately scarce by map bloat.
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You know, I never thought about the medkit nerf making Pharmacy completely worthless? Granted, I haven't thought about Pharmacy much since 6.1 nerfed it for no reason at all, but you're right, this perk is pits now.
As for the rework - very interesting. I love the thematic tightness on show and I'm intrigued by the syringe effect, but I think there needs to be limits on how many syringes you can get. Raising it to the number of chests in the match is a little insane when these things can potentially be used mid-chase - with more difficulty than the OG near-instant pop you could pull off, but still viable in strong enough tiles or mid-chase stealth builds. How long is the vaccine animation again?
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The eternal problem with a casual mode is that you can't stop people from going into casual mode and sweating. It's basically an honor system and an open door.
And even when you don't have people coming in to troll, different players have different ideas of casual that are hard to regulate. Some think casual games are farming; others think they're playing casual so long as they're not using meta perks. I might get mad at the killer for not playing casual because I died at 4 gens when they think they were being casual because they didn't tunnel and bring quad gen regression. Or I might get mad at the survivors for going full bully squad and swarming me every time I tried to pick someone up, but they think they were being casual because they weren't slamming gens and just having fun, bro. It's a tough thing to filter.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754056#Comment_3754056
That whole explanation doesn't make any sense as a source as we've had near instant killer queue times for the entire event up till this very end. If that was actually a reason we would've seen long killer queues way before now.
Last day panic is a thing, and my killer queues have drifted between 1 and 5 minutes for most of this event (barring evenings, where they're faster), so I wouldn't exactly say they've been fast up until now.