Langweilig
Langweilig
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@NODD3RS said:
1.2 seconds would be so terrible to go against, she is fine as she is now but needs buffs in other areas of her kit
Once upon a time it was a Sadako with 1.5s invisibility and everyone still considered her weak.
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I hope they keep that bug and turn it into a feature, but I would prefer getting a nerfed version of manual scamper back with like 1,6-1,7s. Nerfing slice and dice would be welcomed, because it isn’t very interactive, just please don’t increase the cooldown and don’t nerf it in a way, that the scamper “buff” would be made useless.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821354#Comment_3821354
It feels bad if the survivor guesses right, or if you try and fail to fake them out at a safer tile, because she has no other chase power. That doesn't mean the power is fun to play against. It very much isn't. Yet another poor killer design.
The flicker is pretty weak tho and fun is very subjective. Something is not poorly designed, just because you don’t like it. I like her whole design and how they made her, I would only prefer getting back her first version with the QOL and buffs from the reworks back. I found that version a lot more fun even tho it was weaker in some aspects.
I very much advise you to play her for a while until you reach good looping survivors and then tell me how easy to use it is. I’m pretty sure your opinion will change if you do so.
My survivors always know, where I am even through walls and while invisible, because she has a directional lullaby, that gives away my position and gives basically wall hacks. The invisibility doesn’t work 90% of the time and there is a reason why most people ignore that part of her power completly and think it is very weak.
For now I simply agree to disagree.
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Looks interesting, but I think it will still be difficult enough to hit survivors
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821320#Comment_3821320
TIL. I always assumed that was for flavor, not synced up. If it syncs up why is everyone here convinced it is hard to get value out of at loops? It should be trivial then.
Please play her for a few matches until you reach good looping survivors and then come back again and say it is too easy to get value from it, because it is not easy or free.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821306#Comment_3821306
Passive abilities should not provide a lot of value if you want skill expression on both sides. This is exactly why everyone hates Skull Merchant. Huntress aims, charges, and throws hatchets. Onryo is just automatically invisible sometimes and doesn't even know when it's happening.
Spirit's phase is similar and I have similar complaints. She is 110%, though, and the phasing effect is weaker, so it's less annoying in practice.
Some other killer powers can force 50/50s, but they nearly always require perception and some mechanical skill to operate, require some level of prediction on the killer's part, and have cooldowns if they're unsuccessful. This is not that. Unless the survivor is already on a safe tile, you can just change direction a couple times for a high likelihood at an easy hit, even at low loops. The only cooldown would be that you'd have to demanifest again if after manifesting you don't end up getting a quick hit, but it requires no prediction, no inputs other than WASD, etc. to get value.
There is no difference in it being passive or actively, you still have to time and use it precisely, otherwise you will gain nothing by using it. Skull merchant on the other hand just drops the drown (old version) and gets value while Sadako has to position herself, wait to become invisible and act accordingly, so it is not what say. It also isn’t just turn left and right and hope that something happens, this is extremely predictable for survivors and very inefficient.
Only so you know, your arms disappear and appear, this is how you know when you become invisible, so it isn’t like you say random, you know when you are becoming visible or invisible.
Some other killer powers can force 50/50s, but they nearly always require perception and some mechanical skill to operate, require some level of prediction on the killer's part
Ah and this isn’t the case with her? You don’t have to time anything? You don’t have to first run one direction and then run the opposite way to make the survivors run to you? Survivors can’t predict, what you are doing? - I answer this one, they can, because it is very obvious what she is trying to do. Survivors don’t have extra time to react while you can’t attack, which doesn’t give them additional time to act? You don’t have to understand how the ability works to get use out of it? -Yes, you do.
Unless the survivor is already on a safe tile, you can just change direction a couple times for a high likelihood at an easy hit, even at low loops. The only cooldown would be that you'd have to demanifest again
This is how this game works and will always work. All killer powers work this way. The killer plays it right and the survivor does not, they get the hit. If they messed up, they try again, but the survivors gain time. You are supposed to go down eventually and criticizing this power, which requires a lot more input from the killer side to work over any other killer power is….
but it requires no prediction, no inputs other than WASD, etc. to get value.
It does. You simply do not know about it, I tried to explain it above, but I don’t think I will change your mind.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821207#Comment_3821207
It requires the bare minimum of effort to get value from. Even if you never mind game at loops, it will take survivors time to realize that, and in the meantime they might assume you are and give up distance when they don't know where you are. All you need to do is change direction in loops while demanifested / shortly after manifesting and you will sometimes get free hits. The passive effect does all of the heavy lifting here.
Meanwhile, on the survivor side, there is no real counter. If she happens to go invisible while changing direction you are likely to give up a lot of distance, and it's it's pretty likely to happen before long, as she can keep changing direction until she happens to get close.
The passive effect does all of the heavy lifting here.
It is the ability, why shouldn’t it do its job? What do you call huntress hatchets then they also do all the heavy lifting. What do you call spirits phase then, it does also do the heavy lifting. What all those abilities have in common is you have to play them right and outplay them right as survivor, where sadako’s ability is not any different to those abilities, except it is a lot weaker.
You write “you get sometimes hits” yourself, which shows it is far from what you say.
Meanwhile, on the survivor side, there is no real counter. If she happens to go invisible while changing direction you are likely to give up a lot of distance, and it's it's pretty likely to happen before long, as she can keep changing direction until she happens to get close.
That you are able to try a lot of times until it works, is how literally any killer power works, so this is no argument.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821193#Comment_3821193
Using it at loops is easy; you manifest after gaining distance from the passive while demanifested. She is at 100% speed for 1.5 seconds while manifesting, so she will give up basically none of the distance the passive gains her. A survivor can't reliably play around the invisibility in a loop by anything other than predropping a safe pallet or camping a safe vault, but these are limited, and because of her passive stealth and teleport Sadako usually gets to pick the tile on which the chase starts. So, it is likely to give some very easy hits over the course of the match.
I never called this ability too strong. It has nothing to do with balance. It is just irritating in that it requires little effort to get value out of while being difficult to counter on many tiles. "Nobody complained" (read: there was no outcry) originally because there were many larger problems with her.
Have you ever played her and used the invisibility?
She is at 100% speed for 1.5 seconds while manifesting
This gives survivors enough time to reach a window or pallet since she can’t body block.
A survivor can't reliably play around the invisibility in a loop by anything other than predropping a safe pallet or camping a safe vault
They can loop just fine, I really doubt you have played her much. This ability is only a mindgame ability and that can be won by either side. Even when Sadako won the mindgame, survivors still often have enough time to reach something, which should not be the case. It is not an optimal play to pre drop pallets against her. You should either camp the pallet until she manifests or loop around it when the loop isn’t super long (which is rarely the case anymore). When pallets are dropped, you can abuse her demanifest mode and perma vault the pallet since she can’t attack you until she is manifest, which vastes a lot of time (this can be done to wraith too).
It is just irritating in that it requires little effort to get value out of while being difficult to counter on many tiles.
It does not, please show me gameplay, how you make it work so easily, because it isn’t especially with the bug, which makes it very bad. 0.7s is almost nothing and isn’t enough to mindgame survivors, because they have way too much time to react and see you coming from a mile away if they aren’t new to the game.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821196#Comment_3821196
Yes but it doesn’t really passively give you value. The invisibility period is very short and she cannot hit while Demanifested so if you want to catch a survivor off guard with it then you have to time it accordingly.
I agree, I tried to explain that to the guy above too
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3821165#Comment_3821165
Right? I’m kind of confused about the whole “it’s passive” thing. I’ve never heard anyone say that before, even back when the invisibility duration was 1 second.
It is passive when you are demanifasted. It happens without you doing something.
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@OnryosTapeRentals said:
So another update dropped today with no mention of the bug that’s been affecting The Onryō’s invisibility duration for the past 10 months. That brings the total number of patches that the Onryō has been bugged for to 29.
Completely absurd that in 29 patches spread across 10 months, the issue hasn’t even been acknowledged, let alone fixed.
Respect and funny, that you counted all patches. I hope they will finally fix it or at least tell us they are working on it.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820736#Comment_3820736
Ah, this is a bug that I would consider a feature. Seems a strange thing to want to buff in the first place, as it is hard to play against while being fully passive to use.
It’s not hard to play against. Unlike spirit you can’t just pop up and attack instantly. To get value have to time it precisely and mainfest (which takes long)before they reach a pallet or window. You also can’t just go to them and become instantly manifested while invisible, because your invisibility stops as son as you press the button to mainfest, which gives the survivors enough time.
l don’t understand, why you would call this ability too strong, when we have so many stronger powers than this could ever be. Funny enough in her first version you could get 1.5s of it and NOBODY complained. It didn’t even get nerfed for balancing reasons, only because of the pick rate. Now it is 0,7-0,8s, which is terrible.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820755#Comment_3820755
I personally think a revert would be a large nerf. Trickster was heavily nerfed by the map reworks, when BHVR decided to add way more line of sight blockers to the maps. He needs to be 4.6 speed, to deal with the heavily increased number of loops where he literally can’t use his knives.
And Trickster needs to have lots of main events, because it’s the only time he has any basekit 2v1, 3v1, or 4v1 ability. If Trickster isn’t in main event, then it’s extremely easy for other survivors to heavily extend chase times by bodyblocking Trickster.
Current Trickster is objectively better at higher MMR than pre-rework Trickster. He can currently better at winning games.
I’m pretty sure, they will reduce the main event to 24knives or a bit lower if he gets reverted, so it would be more available. 8 is far too low and 30 too high.
A thing I want them to try at least is 4.5m/s speed, it would be a nice middle ground and maybe we get more killers with different speeds, which I find interesting.
While the reworked maps have a lot more clutter, they also became a lot weaker and smaller, which overall makes them easier to deal with for him than it was in the past.
6 knives to injure and the old throwing system was stronger and more useful than what we have now in my opinion. 4.6ms makes his m2 is often less worthy than a m1, which kinda defeats the purpose of his ability and 4.4ms encourages to use his power, which l enjoy more to play around.I’m pretty sure if they revert him he will get some more changes, that help him out.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820750#Comment_3820750
They might not DC on purpose. It's not uncommon for dedicated servers to drop people, plus most everyone has internet connection issues at least randomly if not regularly.
I had at least one teammate become a bot while I was playing killer in 2v8 (that sucked, the bot was awful and did not participate in team play whatsoever, but I didn't realize it was a bot at the time and was super confused why my killer teammate walked away when I came over to help him). And I went against killer bots a few times while playing survivor in 2v8.
Interesting, I have only played 2vs8 in a kwf. It made no sense for me to wait 10mins just to play a match without a friend.
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@Coffeecrashing said:
So far, it appears the Reddit comments are in the following groups..
- People that want Trickster to stay 4.6
- People that want the Trickster rework to be reverted, because they think this would be a nerf, and they want Trickster to be nerfed
- People that want Trickster to be reverted because they think “it’s what Trickster players want”
- People that want Trickster to be reverted because they actually think the killer was more fun to play as, before the rework.
- People that want Trickster to be reverted, because they want their favorite (not Trickster) killer’s changes to be reverted too.
Groups 1 and 2 are by far the most popular responses. This is interesting because it shows the majority of people actually think Trickster would be nerfed if the rework was reverted.
Do you think a revert would be a nerf? You made it sound otherwise.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820647#Comment_3820647
They had bots in 2vs8. If a killer was DCing, he was being replaced by a bot.
Well that makes sense, but who would DC after waiting 10mins for a match XD
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Seeing the aura of pools of blood through walls with 1s delay would be a nice effect for it on top of the current one and healthy survivors should also leave pools of blood in chase.
Incoporating the current effect into hemorrhage would be interesting.
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I want killer bots for custom games!!
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@GeneralV said:
I think they are exclusive to 2v8, but I could be mistaken.
Why would they need killer bots there. It would be completly counter productive when the q is already 10mins.
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They fixed this big
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Corrective action is a good perk 😂. Best joke ever.
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It shouldn’t have the 3s you have to wait for it to activate. Without that it would be a cool perk.
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They could reduce the aura range by a bit, but it doesn’t deserve a big nerf.
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Lightborn makes flashlights useless, which is super annoying and frustrating when you bring an already niche flashlight build.
Franklins is by far my most hated perk next to paint res. Dropping your item and then consuming it makes items completly useless if they weren’t consumed already and you can’t even pick it up in time since you stay on hook or in chase until there are no charges left.
Pain res: I hate it so much. Gen 99%, BOOM. Gen 99% again, BOOM. Gen 99%agaaaiin, BOOOOOM. Gen 95% killers comes and chases you away.
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@NickMilian said:
It's kinda disheartening to see all these things getting worked on when you have weaker killers like Sadako, who's demanifested invisiblity duration has been bugged for 10 months now with no ETA on a fix.
It gives me hope for her. Maybe we even get her old version with some other changes back, which was more fun to me.
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I agree with the 24knives part and disagree with the movement speed, but it would be interesting if they try 4.5m/s for the first time as a middle ground.
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@GeneralV said:
No more 4.6 m/s Trickster is all I needed to hear.
This gives me hope for freddy and sadako. I hope they do this for them too. They already said they want to do this more in the future if everything goes well. This is a great thing if they continue.
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What they plan to do is great. It gives me hope for Sadako to get her first version back while keeping all the good stuff. I probably would have mained him if they didn’t rework him.
It is a great sign for the games future when the devs acknowledge when they did mistakes and are willing to revert them also for other stuff in the game.
The only thing they should probably not completely revert is main event to 30knives. It should be something like 24knives.
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@sizzlingmario4 said:
There's been a recent trend of new chest-related perks being added into the game which kinda puts some attention on chests in general.
I have felt for a while that chests are a bit lacking and that while chests are meant to have a certain degree of randomness to them, they often aren't really worth the time spent on them. While some of this has to do with certain useless items (looking at you, Broken Key - this item should get an overhaul), it also is the case that a lot of items found in chests end up not helping in the long run/are better suited for being brought into a match compared to the time spent getting them from a chest or looking for a chest on the map. Depending on the rarity, pulling a toolbox with no addons from a chest may not even save you more time in repairs than what you spent opening the chest.
In addition, a lot of chest-related perks aren't really that good since there aren't many chests on the map and there's no guarantee that survivors will ever interact with them anyway. Hoarder for example is a contender for one of the worst killer perks right now as it can often go an entire match without a single activation (and the info it does provide is subpar). Some other perks are constrained by the limited number of chests on the map, being limited to very few activations - this is especially true for perks like Specialist and Moment of Glory, and it becomes even worse if multiple survivors try to use these perks. We have Ace in the Hole, Appraisal, Hardened, Moment of Glory, Pharmacy, Plunderer's Instinct, Specialist, Dominance, Hoarder, Human Greed - and the vast majority of these perks are either weak, too situational, too difficult to use, or some combination thereof, and they don't really see much play. While some of these perks have their own individual problems and could use changes, I think part of the issue is also the core mechanic of chests being underwhelming.
I have 2 main goals here:
- Make chests slightly more appealing in general and make it feel like the time spent on them is worth it more often, while maintaining chests' nature of randomness and uncertainty.
- Increase the value of some chest-related perks for both survivor and killer. To do this I believe requires some changes to chests in general as well as some more specific perk changes.
To that end, I would suggest the following:
- Reduce the time to open or rummage a chest from 10 seconds to 7 seconds. This makes chests a little more efficient and makes the time spent on them worth it more often.
- Increase the default number of chests on the map from 3 to 6. This makes chests more common and easier to find, and gives much-needed additional opportunities to use chest-related perks on both sides.
And, the following related perks could use an adjustment:
- Ace in the Hole - Increase the chance of a 2nd addon appearing from 10/25/50% to 80/90/100% (guaranteeing 2 addons will appear at tier 3, making the perk more impactful overall), and both addons can now be up to Very Rare rarity (was Very Rare for the 1st addon and Uncommon for the 2nd addon).
- Moment of Glory - Reduce the time required to heal from 80/70/60 seconds to 55/50/45 seconds. (Note: while adding more chests makes this perk better, the 60 second heal time is still a little bit too steep especially compared to other perks.)
- Pharmacy - Add additional effect: While using a medkit you obtained with Pharmacy, gain a temporary 50% increase to heal speed. Additionally, the 80% increased chest unlocking speed is now always active (was only while injured). (These changes combined with the decreased chest opening time lower the combined time to open the chest and self-heal from about 30 seconds to 20 seconds.)
- Hoarder - No longer has a limited range (was 32/48/64 meters) and when a Survivor finishes opening or rummaging a chest their aura is shown to the Killer for 8/10/12 seconds.
- Human Greed - While there are more chests on the map to reveal auras, it's now also easier for survivors to open those chests to counter the perk since the default chest opening time is reduced. Therefore, the chest-unlocking speed bonus given to Survivors when re-opening a closed chest is probably not necessary anymore and could be removed.
I really really want a chest update/upgrade.
I think the best thing they could do is make ace in the hole basekit, which allows you to finally get addons on items out of chests and you can keep addons if you escape. Those two things would make chests a lot more worthy and are so easy to do.
Reducing the time to open chests to 7s is also welcomed even tho I don’t have a problem with the 10s.
Having 6 chests would be so great, but they have to fix the spawns of killer belongings for that.
Another thing that needs changes are items and with changes I mean buffs. Medkits are too weak and there is no real difference between all variants. Toolboxes could get some more charges (not commodious). Maps should probably work without charges. Keys also need buffs. Flashlights should be buffed in a way so you can blind the killer without relying on them being stuck in an animation.
We need new items that aren’t variants of the current ones. I really hope we can get the smoke bomb from haunted by daylight as normal item from chests. Having chest specific items, that you can only get by opening them would be cool too.
The basement should have 2-3 chests with purple items. Even having a vault in the basement, which requires you to find a key like on nostromo with the keycard to open it would be so cool.
Buffing the chest related perks is good, but I don’t think you should fix the mechanic of chests by perks. This is not a good way in my opinion.
Luck should work with chests and increase the rarity of items and addons from chests.
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I stopped playing him after the collision changes. It is just frustrating to get stuck on everything, especially when you know how it was before.
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The random undetectable is still super annoying
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@Seraphor said:
Just make illusionary doctors move please.
Agree that’s all I want. It would be cool if illusions of survivors spawn that make the follow emote and then run to the killer and I want illusion doctors that just run around and chase people even illusion doctors that chase illusion survivors would be so cool.
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I hope they bring back old Freddy like he worked,give him the generator teleport, which would then automatically pull survivors near by into the dream world and I want the dream pallets to be somehow part of his kit.
I expect them to either make him too strong on the ptb and panic nerf him, so he needs another rework or he will be good. What I can’t imagine is whether or not they will give him a new power or a mix between his old and current version. On the other hand I have not that much hope in behavior when it comes to reworks since I did not like any of the map rework and on the killer reworks it was a 50:50
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That’s a cool and very creative bug
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As console player I do hardly disagree. Killer is extremely easy while survivor is mostly frustrating. The part I agree with you is that you have a huge advantage as pc player on both sides.
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Nah that isn’t possible, I got 4ked by her and the undetectable is still incredibly annoying and super random.
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@Gardhome said:
Shadowborn (Rework): Make survivors field of view darker by 40/50/60% (Game can became very dark for survivors on some maps, so make game even darker for them would be great adventage for killer)
Bloodhound (Buff): Keep current effect. Reduce time for killer to gain bloodlust by 5 second from 15/25/35 to 10/20/30 second
Territorial Imperative (Buff): Kepp current effect. Make survivor permanent oblivious in basement. This effect lingers for 10/15/20 second(s) after leaving basement.
Beast of Prey (Rework): After hitting an obsession survivor they became permanent oblivious untill put into dying state.
Unrelenting (Buff): increased the Attack cool-down reduction of missed attacks to 30/40/50 %. Make the Attack cool-down reduction of Obstructed Hits (hitting object) to 20/25/30 %.
I like the Shadowborn suggestion, but I can’t say whether or not the numbers are too high.
Bloodhound: I don’t like the fact that you are rewarded and become stronger by playing bad. Therefore I’m against it and also not a fan of bloodlust.
Unrelenting/Territorial imperativ: I don’t think they would become much better.
Beast of prey: Good.
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@Aceislife said:
I have the opposite experience, since the last update killers seem to reach my back from further away than before.
I feel the same way
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- I wish for a Sadako/Onryo revert to make her more like her first version
- Pig buffs more trapp focused and reduced terror radius to 24m
- Doctor buffs to his illusions, so they move and do stuff
- Ghost face buffs
- Clown hindered nerf
- Freddy rework like @GeneralV suggested
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@Jigsawbg said:
1-why there is killer like nurse in the game that break all mechanics?why she is not reworked?
2-why chucky have so broken power with 0 cd?
3-why there isnt mechanic to prevent facing 13 times from 15 games blight? Ban 1 killer for example
4- why tunneling is still in the game?why this is not reworked in such way that either survivors win or the killer?
5- why i cant see my solo Q teammates perks like in mobile version,if you dont know what to do in this game -copy/paste mobile game, their skins too
6-why every gen regression perk is killed except pop and pain?
6-why survivors items, addons and offering are still not reworked,75% from all of them are total trash
7- why there is killer who have power like pyramid head but he have 2 more powers?
8-Freddy,Myers,Onryo buffs when?
9-some killers addons reworks when?
10- skin with animation like mobile version when? Like the Nea one?
11-what was the point with the mori rework?1 guy to be slugged to dead so the last one to be found and before bleeding he get morried ?
12-why there isnt bleed buton ?
If i was working for bhvr i would make the game 10 times better
- Nurse is cool she just needs some nerfs.
- Because people complained about scamper and the cooldown, which I disagree with with
- Would be nice, but unlikely to happen
- Behavior does not know what to do here and they don’t want to risk back flash to it
- Agree we should see teammates perks in the pause menu
- Agree
- On some killers it’s good on others it’s too much, but I’m not a fan of straight up copying already existing powers
- Agree, I hope sadako gets more like her first version with passive and local condemned, Freddy should also gets his first version back and Myers needs some buffs
- Agree
- Don’t know what you mean
- Agree
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Chucky is not difficult to use on console, maybe you have less stuff you can do, but he is so easy. I’m playing on ps5.
Ever since they removed scamper he has been very boring to play and I don’t understand people who say slice and dice is less of a free hit than scamper. It’s the exact opposite you could play around scamper while slice and dice is always a free hit if you don’t mess up. We have so many abilities that are stronger than scamper was and that give more free hits than it did. I really don’t understand people here.
I would have been fine with nerfing the numbers of scamper (for example to 1.6s), but straight up removing it was…. Scamper was the only reason besides the hight why I played him. I never liked slice and dice, because it is just charge free hit repeat, with scamper on the other hand survivors could still loop just fine and you could get free hits when people camped pallets which is fair.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817877#Comment_3817877
Honestly if reverting the buff is what fixes it I’m down for it because the current 0.7 seconds is useless.
Yeah it is kinda funny that “nerfing” her would be a buff 😂
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I kind wish they would revert the buff so we have the old values again and then they should revert the nerf to reikos watch (+50%), so we can get 1.5s again
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The purple toolboxes should have more charges. 16 charges is not enough they should have 20-24.
Grey and yellow toolboxes should get removed, because they are super bad and we don’t need 5 versions.Medkits should get their nerfs reverted. There is no difference between all rarity’s, that warrants having 5 versions.
Keys and maps should get buffs. - Too bad. Maps should work always without charges and keys need bigger changes.
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Like my profile picture shows, I loved this perk and I would love a return to it permanent mangled and hemorrhage, but it would instantly become meta again. It should probably only return with healing buffs.
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I think breakable walls are good, but could have been improved. They worked a bit as pallets at strong windows and once the breakable walls are broken tge windows become weaker, which was fine, but letting those bad windows spawn without breakable walls is pretty bad.
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@IAmGilgamesh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817393#Comment_3817393
Didn't they just removed the 2 breakable walls from the bathroom area in Midwich?
Idk. The only maps that I really have a problem with breakable walls are forsaken boneyard and grave of glenvale.
They also removed them from the window class rooms, but breakable walls were an important balance factor there. Now those room are pretty bad.
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What I have to say in this discussion (after some of the stuff said here) is we need more new features that improve the game and add new things to it basekit for both sides. We haven’t got any new features since a long long time. The only things we get is perks and killers, no new features. Dbd needs new features and all this “survivors should never get anything new” is so stupid. I really hope the devs will try to add new things/mechanics to the game, which are desperately needed. This abhorrence/hate against anything new in this community is so annoying. No wonder this game can’t improve and doesn’t get any new features, when this community isn’t open for anything.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3817310#Comment_3817310
How exactly are any of the suggestions I've listed thus far capable of being abused to bully the killer?
Every single option here still leaves the survivor unable to do anything capable of "bullying" the killer. They can't sabo, they can't pallet stun, they can't blind, they can't body block… they even have incentives to crawl out from under a pallet to try and complete key objectives. Every more productive option I've listed like totems and gens are conspicuous actions, which disables Decisive Strike so can't bully that way either, and between the slow crawling and big penalties to even start progressing objectives, let alone the attached slowdown, you're always better to recover and/or get picked up…
i don't care about such thing as "bullying" killer at all, i'm talking about overall making another basekit change that exclusively suits one side without looking at what the source of problem is.
Suicide on Hook is already rampant… Why would you prefer/provide another option for more survivors to quit the game, rather than introduce mechanisms to allow the game to keep going?
it is, but for completely different reasons.
Why not address both issues rather than discount one problem by masking it with another? Make hooking more appealing AND allow slugged players to still have agency but heavily hindered seems like a better state of health overall, does it not?
if we want to address both issues, we should first look at the very source of problem. Make hooking more appealing, wait to see how intense slugging becomes after and then, if problem with slugging still isn't fixed, advance to addressing it.
Currently you've just stated it's unhealthy, and said hooks need to be punished less. As described above, there is nothing listed here that is at all preferable for a survivor being slugged, they are significantly less efficient in every single way… and slugging players is still a perfectly valid method of slowing down the survivor team significantly with this suggestion.
gen repair, even at lower speed, is a big no, as well as gate opening while being slugged, totem cleansing too.
If you want to say slugged players shouldn't have agency and it's a problem for the game that survivors have additional actions they can take while slugged but at a heavily hindered rate, you'll need to explain what exactly it is that makes it unhealthy.
the very mindset of average survivor player is what would make it unhealthy, i've already seen quite a lot people getting mad at others for pointing out problems with slugging and it's relations with hooking. One dude posted it on twitter and mass of people kept commenting stuff like
"shouldn't bigger challenge be more fun"
"skill issue"
"we deserve to have something against toxic killers" etc.
People have been extremely spoiled and they don't want any solution that will benefit health of the game for both sides, they just want that side they play gets benefits.
Why did you mention me ? I didn’t even talk to you and you quote stuff I didn’t even say!
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816480#Comment_3816480
Thanks! 'preciate it! 😁
7. Definitely, we need that, but I wouldn’t make it require 95%. I suggested something similar too. It would also finally help with slugging for the 4K.
Well, to remove the 95% requirement, there would need to be a much bleedout penalty; you don't really want a situation where taking the 50% crawl speed is pretty much always the best choice, it would need to come with a greater risk vs. reward.... but sure that could work fine too 😁
When you only have it available at 95% you can almost never use it. I think bleeding out faster and being louder are fair trades for crawling a bit faster. Maybe it should not be available at 0% but like 30% or so?