Avatar

LapisInfernalis

LapisInfernalis

About

Username
LapisInfernalis
Joined
Visits
5,139
Last Active

Comments

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405936#Comment_3405936

    idk, if panicked, people are doing weird thing. Beside. If You suggest that hacks use deadhard automatically, then swinging next to a person should not activate hack.

    I really cannot imagine how can You tell who is hacker and who is not based on dead hard perk.

    Like I said. I am not sure I can tell you how it works. I know Otzdarva made a video on this. So maybe check him out.

    I can tell you that what they use is not perfect and you can trick it by doing what I mentioned. They can't control it.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403087#Comment_3403087

    How You distinguish cheaters from normal people via dead hard?

    I don't think I can discuss this here properly without violating the rules, but let's just say you can swing next to them but not at them. A normal person would not DH....

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402084#Comment_3402084

    This is just wrong argument. Healthy survivor you are watching from distance does not provide orb. But u can stalk whoever u want no matter if healthy or not. This is just not comparable.

    Anyway - it's time to remove both tombstones and buff the killer properly. It always comes to the same debate. This killer can't be buffed or changed, because he has those 2 addons (especially tombstone piece)

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402088#Comment_3402088

    The addons existing are exactly why you can't just buff Myers. Even Blight's strongest addons don't allow him to kill a survivor from healthy who has never been hit or hooked.

    Also Myers can still stalk your teammates then kill you with TS, so saying "don't be seen" isn't that helpful of advice either.


    Well then we have a problem: AFAIK the license holders only agreed to the deal because the TS exists.

    Myers always has been a killer who punishes the whole team for a single mistake and I like it. The real problem is that many do not know how to position oneself and how to not let him stalk you. I remember matches where survivors kept him out of Tier 2 for 2 or even 3 gens! Nowadays Survivors just tbag in his face or try stupid stuff.

    Blight has the problem that he is an S Tier killer. He does not need AlcRing, C33 etc... Myers has the slowest early game of all killers, even slower than Trapper or Hag, and Undetectable is still hard countered by Spine Chill (seriously fix this, devs). TS is one of the few addons that might compete with high MMR survivors. Even perma EWIII is not that good because people stop wasting time with healing.

    @bigboss192x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402084#Comment_3402084

    I would be for 99% on Oni so that argument sucks. But regardless like another user stated it doesn't even track to begin with. You new around here or what

    I play this game for 4.5 years and almost have 6k hrs and play both sides. I also was a Myers Main in my early days. Thank you.


    I agree that TS Piece needs a nerf. I stated myself in a proposed rework of Myers a while ago, that it should

    a) either only be possible on death hook, but removing the extra stalk needed

    or

    b) that only one survivor can be mori'd and after that you can't get to EWIII anymore.

    I don't think they can change Judith's TS though because of Evil Incarnate. Maybe they could make it that you can't use the fast stalking addons with it, because double pink is not the real problem...

  • @MikeyBoi said:

    Having 600hrs isint enough time to pin point on what’s really making you have a rough solo queue experience. I can tell you right now that the majority of survivors (85%)especially in high MMR against a smart killer usually don’t do so well because they don’t know how to run jungle gyms, string tiles together properly or run perks that help them waste the killers time effectively in a timely manor. It’s all about split pressure on gens and knowing what you have to work with when the killer starts patrolling and unfortunately most survivors don’t know how to do gens nor loop effectively against a good killer, LIKE NOTHING GETS DONE BUT TIME WASTED IN THE KILLERS FAVOR… simply.

    You could also say that about survivors who always sat on their 2nd Chance Perks, Insta Heals and Infinites back in the day.

  • @averagemikaelamain said:

    Hey so I'm just a filthy casual player with only 600-ish hours in the game but I wanted to post my two cents and ask other people. I mostly play survivor and this year has been really rough for solos.

    I'm not great,but I used to be able to at least escape half of my games on a good day,but nowadays I barely see my team make it to the endgame. After playing on the new patch yesterday literally every match but one ended at 5-4 generators. This feels rough...

    Is this a universal experience or am i just doing something wrong/getting really unlucky? My build is We'll Make It,Lithe,Lightweight,Bond + a medkit or a toolbox for reference.

    600hrs is not bad.

    I almost have 10 times that amount and I also have some problems right now because I need time to adjust to the changes. It was the same a year ago with the big meta shake-up when my build which served me faithfully for 3 years didn't do it anymore. I guess it will change in a few weeks when people have found new ways to deal with it. I already have seen survivors with We'll make it or Resilience & Prove Thyself or Inner Healing and Overzealous. Some rediscovered Iron Will, and some don't care at all. DH has vanished and SB and Lithe are more common I guess. And Adrenaline.

    I also have to admit that I only played at late evenings so far in a swf with a newish player after the update which greatly affects the match's outcome.

    But I will manage. And you too.

  • @Archael said:

    I would make dead hard being activated automatically upon hit if its ready.

    Button activation have some rights like requiring skill. But skill can be mitigated by ping... And even if You use it correctly game will tell You "nope".

    Also, button activation requires killer to wait it out, while automatical activation would make it anti-tunnel second chance perk. It should only have a window to use it, like time or action gated. Also, could activate also as unhooker.

    You really want to make auto-DH basekit?

    Sry but no. I like a good way to distinguish cheaters from normal people.

  • I have a counter-suggestion:

    Please make finally all survivors having the same volume when injured. I as Jeff Main am at a huge disadvantage compared to someone who plays Ace.

    This was the only reason why I used IW in the first place....

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401915#Comment_3401915

    You say it's a QoL, but it's still a buff and as long as Myers has the tombstone addons, I don't think he needs any kind of buff. Same thing for Ghostface, if Ghostface didn't have to control/manage their own 99 and could just press a but to 100% anyone he currently had revealed, that would be a huge buff to Ghostface as there is no longer a risk of popping it too early.

    Myers basekit is weak and outdated. Very addon reliant. And normal Myers players don't use TS. To say that he doesn't deserve a tiny buff because of 2 addons is ridiculous. Blight also got many QoL updates and still has his broken 4 addons and is a lot stronger than Myers too.

    A basic tip against any Myers: don't let him see you. Don't tbag or similar. And hop in lockers once he hits EWIII.

  • @bigboss192x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372214/myers-should-have-a-button-for-activating-t3

    If you can't 99, that's a skill issue. I think whats far more necessary is Tricksters active ability shouldn't go away if you don't use it but I digress

    Then why can Oni chose when to use it? Oni could also refuse to absorb the last orb and the power only fills up to 98% or so by itself. Clearly a skill issue if they can't do it.

    @Iron_Cutlass said:

    I personally think it does not make sense in 2023 for Myers to not have the ability to activate Evil Within Tier 3 using an [ABILITY BUTTON 2].

    During the Mori/End-Game PTB, Survivors could use [ABILITY BUTTON 2] to recover from the dying state at the exact moment they wanted to. I do not see this as being any different; Myers should work the same way.

    It would be huge Quality of Life to add it, it would save a lot of new players frustrating and allow me to focus on looping instead of directing my attention to the bottom left of the screen (where nothing is happening) and/or risk using Evil Within Tier 3 when I do not want to.

    I have been wanting this since the Oni's release. They even had an audio file for Myers stalking you in EWI when he was close to the tier up back in 2016. They could add that for the EWIII is ready sound cue.

  • Because they looked at an Excel sheet and Engravings were used "too often" and performed "too well". For blight, there would be 5-6 addons which are often used which perform well, so no addon stood out too much and therefore there are no nerfs.

  • There are different ways how the killer can tell where you are. In addition to all the posts above I can tell you this:

    There are perks which show in certain situations where you are for a few seconds. If you stay or especially if you go into a locker the killer will find you. For example

    • Lethal Pursuer reveals all survivors in the beginning for 11s.
    • BBQ & Chili reveals all survivors who are further away than 40m from the hooked person for 4s
    • Nowhere To Hide reveals all survivors in a 24m radius around a gen for 5s if you kick it
    • and many more

    There are also perks and Killer Powers which reveal your relative location like Infectious Fright or the Doctor's shock. And some killers can get "Killer Instinct" which is like a heartbeat that works like a radar. And there is also the Crows. If they are scared, they fly away and the killer can spot them, which also let them know where you are.

    You can do something about this though. Against auras Jeff's perk Distortion helps a lot. You are not only hidden from the killer if he uses aura revealing perks like the above mentioned, but you also notice when it happens (which can tell you the perks they use). Crows and screaming based perks can be countered by Calm Spirit from Jake, but I don't recommend it, as it is very niche and only handycapps you in the long run. It is better to get found sometimes, so you can improve.

    There is nothing that helps against Killer Instinct though, so it is recommended to learn which killers use this and when.

  • I think leaving PR as a Scourge Hook while restricting its use to once per survivor is a bit too hard. SH are RNG based and often hard to get to if they are on one side of the map (I literally had it that 3 hooks were on one side of Haddonfield behind the houses and only one on the street).

    So they should either buff the numbers or remove the SH part.

  • @gtVel said:

    You are removing two of the most functionally enjoyable and balanced addons for a killer by nerfing engravings in the way you are.

    Engravings trade utility, for lethality. And a sharp increase in skill requirement per engraving added.

    It is INCREDIBLY easy to counter as well, purely just by predropping and breaking for distance nonstop.

    It's taken me roughly 4500 hours with double engravings ALONE to tell you, they do NOT need to be nerfed. Despite having all this time and experience, I can tell you, billy is STILL weak with them. It's why I enjoy billy, it's a challenge to win with a mechanically high skill ceiling character that's at a disadvantage. I regularily play with no slowdown, or occasionally just agitation and shadowborn and only queue lery's because I LOVE the unfair challenge. The overheat changes make no difference either, because overheat is only an issue against players BETTER than you, (until you reach extremely high skill levels). I understand overheat and it's impact VERY well, and it only becomes an issue if you're not aware of how to manage it, and it's a very basic skill to learn.

    If you make those changes and nerf engravings, you neuter this killer to a place of irrelevance, and no overheat changes fix that. There is a cult following of double engraving players that has been bleeded out slowly by every billy change that's been made, ESPECIALLY over the past few years. I'd fairly confidently say i'm one of, if not the MOST experienced billy player, and I'm genuinely considering quitting this killer over the changes. And it doesn't stem from a place of bias for wanting a strong killer, I don't care about winning in the first place. It's purely from enjoyment of developing a mechanical movement skill because it's an incredibly unique, incredibly difficult, and incredibly satisfying skill. The high sensitivity inherently makes billy a high skill muscle memory challenge by design, similar to aiming, and removing the skill ceiling and potential range is just antithetical to what actually makes billy punishing! Remember, the faster you're moving, the more challenging that initial turn sensitivity is. That fast movement speed is EVERYTHING that matters, and inherently balances itself with the wind up/cooldown times of the chainsaw on TOP of the mechanical complexity.

    That doesn't even get into the VERY intimate and frequently changing knowledge you have to develop about timings, every potential angle of exit of a loop, and which one is most likely by the skill assessment you've built of the player you're chasing, literal update-to-update environment hitbox changes, and other weird idiosyncrasies billy's chainsaw has. Overheat being added to the game was just salt in the wound.

    Billy is HARD. That is FINE. There needs to be something like this in the game, because no other killer comes close. He's already on a knife's edge of being unusable and I say that with again, 4500 hours. Let's talk about making him better in a healthy way to serve his strengths in fun, or at least leaving him as is until he can be addressed in a healthier manner.

    Please Behavior, reach out to me and talk. I don't want to see what makes me passionate about this game fully die.

    I'd rather like to play against a double engraving Billy than a Blight with C33, Alc Ring, Crow, Rat or Adre Vial or a Spirit with MD Ring and Amulett (I don't mind Tombstones).

    A Billy with Engravings is always fun to verse and I always appreciate the people who still play him for more than daylies.

  • @poigeaos said:

    Michael Myers is overpowered. 

    tiers-up is very easy.no technique needed.

    Stalking from the beginning of the game.

    1  Requires a few seconds of stun when become Evil III Like a oni(daemon)

    2 Palette stun, light stun should be able to deactivation Evil III, like Plague, THE LEGION, The Wraith

    3 can't become Evil III If survivor had Michael in the center of the screen(like gostface)

    4 one shot mement is hyper overpowered.remove this add-on.

    Tombstone Piece

    Judith's Tombstone

    It is an add-on that should be deleted, but if you propose a nurf, something like the following

    Increases the amount of Evil required to reach Evil Within III for the first time by +200 %. too easy.Need at least +400 and not only first time.

    this add-on need decreases the duration of Evil III by 50 seconds.(Recommend using Lock of Hair.Disable J. Myers Memorial)

    5 never-end Evil III overpowered.

    Fragrant Tuft of Hair

    need deactivation Evil III by stun as described above.

    Increases the amount of Evil required to reach Evil Within III for the first time by +200 %. too easy.Need at least +400 and not only first time.

    become Evil III, spawn a Hex Totem if a Dull Totem exists. End Evil III when the Hex Totem is destroyed.

    If no Dull Totem exist, Evil III ends in 60 seconds

    He needs buffs, not nerfs.

    He is the slowest M1 killer until he looked at a survivor for 5s who is right in front of him, but his stalking speed decreases with range. And it happens often that at least one gen gets done before he moves at normal speed. You think stalking is too ez? Well it is easy if you let him look at you. Just break line of sight.

  • either they need to expand the PTB to cother platforms than steam, so everyone can test a new chapter, or they should make it possible to try an original killer (or survivor) 3 times to test them. I don't think they would let you test licensed chapters. Splinters would also clutter your bloodweb if you don't own a lot of killers, which isn't great. So I would say that for licensed Killers you could maybe spend 5k shards for testing once (and that you can only test them once).

  • Happened for me and my friend too.

    It was very difficult to go against them bugged like this.

    @KYLEisaGOD75 said:

    I just had a match where he was invisible after nightfall ended. All except for the red stain. Really hard to lead chase against something you can't see.

    There was a time where different killers became randomly invisible. I once faced a Mirror Myers who had this bug. That was a very scary match.

  • @TrinityBabe said:

    Tested in custom matches:

    Out of 10 matches

    DS was the obsession 6 times

    OoO was the obsession 4 times

    It is indeed a 50/50 split, you're just really unlucky.

    EDIT: Person A ran DS and no other perks, person B ran OoO and no other perks. Killer also had no perks that would interfere with obsession.

    Thx.

    I'd don't know maybe I was more frustrated with the fact that they shadow nerfed the perk.

    It's a nice perk. I personally call it anti-Distortion. But if you are not the Obsession and the killer has no aura reading you are running around with 3 perks. DS always works.

    They should just make the downtime longer (60s) for non-Obsessions and it would be fine.

  • I only looked at the end screen for those 10 matches because I tried to figure out what was different. I know that this is not how RNG works.


    But why do I even try... nobody uses this perk...and nobody cares...

  • @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349884#Comment_3349884

    All those patch notes mean is that the perk wasn't applying the increased chance as it was supposed to do. That does not mean it decreased the chance.

    My point still is that something happened when they changed it. And it's not how it should be. True, before the midchapter anyone with Object was obsession in 99% of times unless someone else was using it or any other Obsession perk other than DS was used. I would be completely fine if chances were 50/50 if someone else uses DS, but it isn't. The last ten matches where someone had DS I was not the obsession. This is wrong.

    I would also completely fine with it if the perk would not become USELESS if you are not the obsession and the killer does not use ANY aura reading.

  • @Crowman said:

    Both Object and DS increase your odds of being selected as the obsession by 100%. It was a 50/50 on whether you would be selected or Jane.

    There's no bug. You are just unlucky.

    @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346653#Comment_3346653

    Classic case of Mandela effect. DS always increased the chances, decreasing them wasn't even a thing until FtP got added to the game with Zarina.

    I just found it.

    In the Midchapter patchnotes it said this:

    Object of Obsession now properly increases the chances of players becoming the Obsession at the start of a match.

    It was after that that I was never the obsession when someone else used DS. It should be 50/50, but it clearly isn't.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346653#Comment_3346653

    Both the wiki and in-game description list on DS stating "increases chance of obsession".

    I do remember a talk about changing ds to make it decrease the chance, but that seems to have never happen as the wiki does not list that change at all.

    I was almost NEVER the obsession when I used it. It was always my friend who never used it and she was 90% of time the only one without DS.

    @Alionis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346653#Comment_3346653

    Classic case of Mandela effect. DS always increased the chances, decreasing them wasn't even a thing until FtP got added to the game with Zarina.

    I know. Old old DS increased it, then at some point when they changed the timing of the skillcheck they made it so it decreases the chance (so killers could not just slugg you) and then (with the midchapter i think) they changed it again. Because this is when I noticed I get ######### up by others using DS. And no, it's not a 50/50, it's more than that, because I use Object constantly and every time someone has DS they are the obsession from the beginning and most times I only have 3 perks.

  • @Crowman said:

    Both Object and DS increase your odds of being selected as the obsession by 100%. It was a 50/50 on whether you would be selected or Jane.

    There's no bug. You are just unlucky.

    I used DS for ages until the meta shake-up and I am 99.99% certain the words were "DECREASES the chance of being the killer's obsession" until very recently. I didn't find anything about that in the patch notes either. I remember that DS did not make you the obsession because killers started to slug obsessions because they knew that way they had DS.

    This is why I'm confused.

  • @Blueberry said:

    Just kind of a side note on your math comparing Eruption to PR. You made it seem way better than PR by ignoring some additional factors, those being all the time and pressure wasted going to every single gen to kick them, which is extremely significant as that is a TON of extra wasted time you left out in the calculations. Also the risk factor involved as you may kick a gen that gets completed before you even get value out of it. Not saying you did this intentionally, just something forgotten. So while still probably better, not nearly as better as your calculations made it seem.

    As far as changing it just change the Incapacitated to gen blocking. Nothing else is needing. The problem with the perk is Incapacitated being unhealthy and preventing the survivor from playing the game which is fixed by blocking the gen instead. The issue is not it’s power level.

    I did the calculations purely from the survivor side. I tried to do it for killer but that is a lot more difficult.

    I really hope they just switch the incapacitated status to a blocked Gen. It is also better because afaik

    PR does not trigger on a blocked Gen.

    @TWS001 said:

    I could see them making it so that it can only be used once on each gen like Merciless Storm and Tinkerer, and reducing the incapacitation to 15 seconds or so.

    It's a pain as a solo survivor but if they do nerf it and possibly the perks associated with it, will they also change the strongest survivor perks to balance things and what will the new meta be then? It could be an even worse one than we have now, but I guess that's a future discussion!

    That would be a too hard nerf.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363291/skill-checks-when-leaving-gens

    To stop the skill check when leaving gens, don't sprint off the gen, just go off it like normal.

    it happens in both circumstances. Otzdarva made a video on this, although him claiming that these type of skillchecks only appear at around 7% is hillarious. It happens a lot more often, and it frustrates me every single time.

    Want to heal a teammate? Sure, boom, now the killer will come while we heal!

  • @RainehDaze said:

    There are four Survivors in a game.

    Four Survivors could potentially ban up to 12 Killers total.

    Aside from the absurdity of one side dictating what the other one is even allowed to play (seriously, imagine you gave Killers three perk bans--think how that would go), co-ordinated blocking would mean some lobbies could lock off nearly half the roster and build to be even more immune to the rest.

    Exactly.

  • @Warlord1981NL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329221#Comment_3329221

    swf = bully squad because all that ever happens is gen rushing and it is extremely boring

    Did you actually read what you wrote? You are generalizating all survivors who just play together to automatically be the toxic ######### who are definitely a minority. I have over 5.7k hrs and play both sides, so YES, the REAL bully squads are a small minority.

    Saying all swf are bully squads is just not only unfair but it also results in a devil's spiral. People who are actually playing very fairly may come to the conclusion that it makes no sense to be fair if all say you are not. It's like saying all killers camp and tunnel. If you say it often enough it will become reality one day.

    And saying that "all they do is gen rush, and that's boring" to justify the "bully squad" statement is just unjustified. What else should survivors do in your opinion than doing gens (which is their objective)? Chests? Totems? Dancing? Running to you and being potato so you can get ez hooks?

    Do you actually know what bully squads are? They make every second of your match the living hell. They want to trigger you and make you mad. They Tbag at every opportunity, they are highly coordinated, often double flashy safe, did the doublelocker head on/blind tech when it was still possible, they Sabo in your face and everything else you can and can't imagine. Sometimes they are very good players on top of that, but more often they are not (they just watched too many of those bully videos on YouTube).

    How do you beat them? By not getting triggered. That is what they want. I managed it multiple times to "play dumb" but got 3k in the end because they became overconfident. Nothing was more funny than them trying a CJ tech which resulted in 3 downs in total. They were truly mad in chat because they "lost again a noob". It was hilarious.

    So yeah, THAT is a bully squad, and not just those normal everyday player who just want to play with their friends without bad intentions.

  • @Erenior said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329221#Comment_3329221

    yeah i know not every swf is a bully team, but swf in general is way more organized because of third party voice tools then any soloQ.

    and if bhvr buffs soloQ to get closer to swf then it should only be logical that it works the other way around and bring killers (which are always solo, lol) also closer to swf by balancing the mmr as soon as groups join the lobby.

    hopefully i descired it better.

    I thought that was obvious.

  • Swf=/= bully squad.

    How should the game know if the 4man is just a chill group of friends or a group of bullies?

  • I was playing as Sadako. Some blinds at the pallet worked, some didn't.

  • It also seems to affect recovery time too. At least the bar is red.

  • Boil Over makes the new wiggle super insane. Try it out.

    And EoC was NOT the only map which "gave survivors a chance". Ormond is another strong map for survivors for example.

    Everyone hates insidious Bubba (except insidious Bubba) but I have a secret tip for you it's so great, you have to try: STAY AWAY FROM BASEMENT.

    Sure the Devs should do something about insta-down killers camping the hook not gonna lie.

  • Yes pls. The amount of times I finished the match with 179/180s or similar is insane.

  • I just see the comment right in front of me: "you killer mains just want us to group up so you get ez kills"

    I play more survivor nowadays since killer is more stressful then ever, but I know exactly how you feel. I also do not like to tunnel or camp, but I always do what I must to have a chance. I don't even think that tunneling or camping is something bad if it is done due to necessity (3 gens pop after one chase).

    The problem is that people will complain when survivors are working together with PT too. Because that would probably happen if working solo gets a debuff.

    The whole thing is not easily solved.


    One question though: What killer are you usually playing? I have decent matches with Onryō or Wesker across the board.

  • Long queues: The LNY event started basically with the update. Maybe you are in an odd region or have crossplay disabled that it takes 15min. I had no problems yesterday. Sure they were longer on survivor than usual but that is not surprising.

    New killers are "op": excuse me? Are we playing the same game? Knight is mediocre at best, Wesker is strong but fun (not op), Dredge is strong in the right hands (not op) and Sadako is meh (without her strongest addons and full condemned playstyle). Which killers are you thinking of and why?

    Wiggle skillchecks: I use them since they were available and I never had significant problems with them. Sure there was the odd DS glitch but else? Are you by any chance on console?

    Leon: never expect licensed characters to get ANY cosmetics.

  • @Ghoste said:

    Distortion has joined Kindred as a quintessential solo perk for me. There's so much value in knowing what perks the Killer has - or more importantly what they don't have. So even if the Killer has no aura reading, you still gain value. Love this perk.

    Side note: it should be mentioned that running Distortion puts more pressure on your team, since the Killer will find and chase them more. If you're a strong runner, it might be smart to avoid Distortion and take aggro instead.

    I like it to say it this way:

    You are a strong runner: use Object

    You are more the careful person: use Distortion.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325564#Comment_3325564

    Yeah, but on a lot of maps there IS more cover, people would just rather block the aura reading than take the risk of wasting time by proactively leaving or trying to squeeze in a locker.

    That's true. And hiding in a locker always bears the risk of getting found anyway.

  • @RainehDaze said:

    I think people are just trying to deal with Nowhere to Hide... rather than, like, moving further away.

    NTH has a big radius of 24m. This is a distance you often can't cover fast enough without running or getting seen. Especially if your only cover in the area is some trees or some tires. Distortion is also worth gold for more elusive, hard to detect perks (Floods of Rage, Darkness Revealed) or add-ons as well like Myers' Mirror Shard or Compound 21, not to mention strong addons like Wraith's aura reading.

    It is the stealth counterpart to Object of Obsession, which gives you the same information, but does not hide you.

  • @TheMruczek said:

    Dark sunglasses for Wesker. It is so much fun just scaring survivors as Mastermind since he is so silent

    I used a complete build with it. Ninja Wesker.

    Dark Devotion, Tinkerer, Plaything and Monitor & Abuse with the glasses and that addon which makes them get more passive infection.

    I used it on Lèry's multiple times and often survivors said later that it was really scary to sit on a Gen and then only hearing Wesker chuckle before getting yeeted across the room one moment later.

  • A) Unicorn Medallion for Wesker. I love the modified Bound range as it gives a different approach to many loops.

    B) Lion Medallion for Wesker. Yeeeeeet!

    C) Mirror Shard for Myers. This addon helps me a lot to mindgame or cut off the survivor in indoor maps. No one expects it. And if you pair it with Dead Rabbit, your TR is so small that people who use Distortion have a hard time regenerating tokens as long as you are outside of EWIII.

    D) Wooden Horse (I think) for Nurse. The one addon that basically removes the complete fatigue for missed blink attacks. For some meh Nurse like myself this one is pure gold. If I remember correctly it will be nerfed in the upcoming patch.

    E) Tombstone Piece for Myers. Yes, I like it, but rarely use it. Nothing feels better than to mori annoying survivors when they buttdance in your face.

  • Now the real question: do other PEGI 18 games content creators from this as well?

  • @Halloulle said:

    Distortion is your best friend. Especially againsst NTH --- I swear, killers who use it rely so heavily on it that even a barrel or some corn literally right next to the gen are enough to go unnoticed....

    That being said; I do agree that the whole "make it 3v1 asap" and other playstyles falling into the "maximum efficiency minimum fun for the other side" are getting somewhat out of hand. A game - assymetrical or not - should not be a zero-sum-game when it comes to the fun factor; where one side having fun automatically means the other is having a bad time. But that's kinda how it is in the majority of matches atm. ------- Just don't think that the decline of stealth gameplay has much to do with it.

    This is literally it. My friend uses Distortion constantly and she always says killers are dependent on their aura reading and are literally blind.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361882/killer-is-way-too-powerful-from-a-solo-queue-opinion

    the problem is that in solo queue you have no idea what other people are doing, their is no coordination at all. Unless one of the survivors is amazing at looping or the killer is a newbie. You will die 10/10 matches.

    This is already being addressed with the upcoming status Icons, its gonna be really funny after the next patch when the forum is flooded with complaints about solo queue matchmaking within the survivor team. Because the MMR is based on only escapes there are plenty of good players stuck with basement MMR ratings because of how bad their teammates are.

    i think what this game lacked from the beginning was a way to communicate with other survivors. Having a voice chat even if it is just proximity chat would have been critical to this game being able to bring new players in for the long term.

    Adding communication is not what the game needs, if you want that you can already get it by finding a SWF.

    There is a litany of issues that come with adding voice chat, first and foremost comes in the additional resources required to police it.

    Its effectiveness is restricted by several factors as well, Language barriers, having to mute certain players because of annoying things (static, crying babies, music, double audio from non muted tvs, etc.), players deciding to sandbag teammates who dont use the chat or mute them, and the fact that many people will just turn it off without ever using it due to bad experiences in other games.

    That's basically me. My playstyle often results in me dying while the rest escapes.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321643#Comment_3321643

    this is not an exploit, it's smart play if you suspect the player has Adrenaline. I've had it done to me when the killer correctly deduced that I was running Resilience and Adrenaline.

    It may be a smart play, but without Soul Guard you are helpless here. I tried different solutions to avoid the hit after being dropped (run directly away, try to get inside the killer model etc) but it doesn't work. You can't move fast enough. I think the problem is that you get staggered (like with DS) and therefore can't accelerate fast enough to get away. I think doing this dropping tech is the same like juggling survivors with old DS. A perk that can only be activated once gets shut down by some "big brain" tech or move. It's like DCing when you notice the killer has Bloodwarden and you are about to get hooked.

    This could be fixed by adding 0.5s endurance or by giving the killer a short cooldown for M1 after dropping someone.

    I prefer the endurance though. Affecting the whole game less.

  • @Little_Kitten said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322183#Comment_3322183

    For it not to benefit killers who play like [any negative term], it would have to:

    From where one of the two survivors loses at least 1 health segment, the other is no longer affected by the statut.

    This status becomes active again if the injured survivor subsequently regains the lost health segment(s).

    Yeah I forgot that scenario. My idea was only supposed to take effect when both are on their feet.

    But thanks for the reminder.

  • I'm the the complete opposite. I hate SB because everything looks so strange and it makes me miss more hits.

  • I have another idea:

    If only 2 Survivors are left and they don't touch gens for... 60s for at least 10s, they scream and reveal their position.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317987#Comment_3317987

    Actually your idea would make for a nice killer perk or maybe something we tie in to the "fire up perk". Add 1% movement speed to the fire up perk OR add a new killer perk that slows all survivors by 1% for the rest of the game for each generator completed (no - it's not a hex and there's no way to remove it).

    I think I had this idea for a Fire Up buff some time ago and posted it in one of my "make bad perks better posts".

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317195#Comment_3317195

    Most people agree that the killer experience has been 1 step forward and 2 steps back for the majority of the last six years. Survivors are mathematically 4/5ths of any one particular game and as such get too much say in the shaping of game development.

    There was a killer strike at the end of the first year of DBD. At that point in time matches were 15 minute queues. It's a miracle the game survived considering VHS had literally the same problem in their first week and died.

    A perfect example of power disparity is the Trapper. His traps lost about 30% of their trigger radius but can no longer be permanently be destroyed by sabotage. Lanes were made wider so it was no longer possible to place a trap in a lane and make that trap unavoidable. Grass was literally nerfed so traps were easier to see. Fewer than half the maps even have regular thick grass patches making Trapper terrible on those realms. Beartraps can no longer be placed under hooks (which were unidirectional once upon a time meaning you had to disarm the trap before a rescue was possible and while this was a fair change for the game it made the killer much weaker. It bothered me immensely however that Hag traps which almost guarantee a free hit are allowed under hooks and bear traps are now "illegal".

    If Trapper were stronger than Blight then it might make sense that the Trapper had to gather his traps across the map. Should Blight need to wander around and pick up 6 vials so he can do 6 bounces? It's a completely unnecessary design element that might have made sense in 2016 when every map had thick grass and traps could take 20+ attempts to escape as a function of RNG. By the way that was something else that got nerfed as now you are guaranteed to escape a trap on the sixth attempt. You can find old videos where people failed on the 24th attempt right before they got hit or grabbed. And while the RNG nerf makes sense for the game in terms of fair play - why does the trapper not start with about 5 traps in hand and require 3 to be picked up?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317129#Comment_3317129

    Freddy snares should be reverted to their pre nerf state - but take away the ability to place snares through obstacles. If that's not enough when all the gens are done make him be 120% movement because he can't teleport anymore.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316421#Comment_3316421

    Survivor queue rates were also a function of SWF and repeated wins with the MMR system. Good SWF teams won most of their matches and went "up" in the ladder. So they had to wait longer and longer to play someone on their level. That was fair to the players but unfortunate to those teams.

    Now it is possible to have 1600 MMR and face a 2200 MMR SWF team if you are the highest MMR killer in the queue. That is unlikely to happen but it does happen. It's not fair when it happens either.

    That would be a nice idea. Maybe like this: every time a Gen gets completed you get 1% stackable movement speed. So in many cases that would be at least 2-3% for most of the game.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316452#Comment_3316452

    Freddy has a teleport and so does Ring girl. Being able to teleport is a massive advantage compared to say : huntress who has limited movement. On the very large maps you notice it most. Both Freddy and Ring can have a 3 gen setup almost anywhere because they can teleport.

    It's a huge advantage that other killers just don't have and forces a very close three gen. Freddy might be a bad example for you to pick because he has "ok" anti-loop. Trapper has nothing if a survivor vaults a downed pallet; If he stops to set a trap the survivor leaves the loop. Freddy can just put a snare down as he is moving around the loop.

    I was just saying that your idea would leave killers behind who belong to your "strong killers tier" because they can teleport no matter how bad the rest of their kit is.

    Yes Sadako CAN teleport quite freely as long as TVs are on and Freddy has 7 TP points at the start and 0 in the end. Yes TPs help with 3gens but traps or Doctor's shock also does. Hag can also TP, but she is also another thing in herself, since her mobility is reactive without Mint Rag.

    My point is, that Sadako and sfredsy would both need buffs (Sadako more than Freddy) because their chase is so weak. At least give these killers an addon rework so their addons are better.

1 … 22 23 24 25 26 … 64