Avatar

LeFennecFox

LeFennecFox

About

Username
LeFennecFox
Joined
Visits
0
Last Active
—

Comments

  • Hard to tell if it's intentional very odd to disable only plague's power. They changed her difficulty from very hard to hard on top of this unmentioned change.

  • The scary killer perk noed that maybe gets an extra kill if survivors are too pressed for time to cleanse it. Unless someone is hooked/slugged on top of the totem itself it's not that insane of a perk. NOED against 4 solo queue I can agree can be huge if they misplay, but there is tons of counterplay to the perk. I don't see how a "bad killer" is somehow outplaying "high mmr" survivors in m1 chase using only this perk. You should be reaching endgame with very few stages and then simply cleanse the totem, wait for an injury before popping last gen, and tracking perks to see if they have a mysterious 4th perk.

    This is pretending high mmr exists which it doesn't almost everyone besides the bottom end of the playerbase is at the soft cap.

  • Game 1: survivors make a massive misplay and killer punishes the survivors with good macro

    Game 2: survivors make a massive misplay and killer punishes the survivors with good macro

    Maybe one day people will learn how to play the game instead of relying on bhvr to remove any killer punishment for bad plays. The biggest problem with this game is the refusal to improve and instead blaming the other side. When I get ran for long enough that a gen pops I don't think "op survivors with no empathy gen rushing!". I think, "I should have dropped chase sooner or not chased here". Not much comeback potential when the instinct for players is to give up instantly when the killer exerts any pressure at all.

  • If it goes live with the changed cooldown it's a dead perk for sure. It needed nerfed 100% and this is the right direction just the wrong numbers.

  • @MaddieMage said:

    I agree with all this except the fact that they kept all the adrenaline nerfs. That took a perk that you had to survive the entire match and make it to endgame to use, and made it almost pointless to want to run.

    I agreed with it not working against Freddy’s power. I also agreed that getting the full heal and speed off hook was too strong. (Personally I felt like they should keep one of the two: Make it not heal off hook but give the endurance or make it heal but no endurance off hook) However the 5 second endurance to 3 seconds was not even asked for or needed.

    A perk that you can only use in the last minutes of the game should have strength to it, and they took that from a too strong perk to a “meh why bother?” perk.

    Adrenaline just did too much even if the condition was the game reaching endgame (a balanced match of dbd should be reaching endgame). When survivors would just afk 3 stack on a gen and pop it in your face for a health state + 5s sb the endgame was just over for you. All that pressure you applied ends up meaning little because they made the play of monkeying the gen in front of the killer. Just another problem with stacking multiple of the same perk.

  • @Marioneo said:

    Aight then give the same duration add-on boosts with no downsides to Oni, Trickster, legion, singularity you'll change your tune real quick

    Oni's instadown power with map mobility is 100% comparable to a ranged attack on a 115% killer 🤔

  • "Balanced" is an interesting take considering it removed stealth killers main purpose of being stealthy. The extra vault speed was just the cherry on top.

  • I don't think we need ambiguity for killer actions especially when survivors need to react quickly mid chase

  • The entire benefit of WoO is that you can see the rng of the map without manually checking. A bad player runs at yellow aura a good player sees a very strong window setup while walking to a gen and already have a plan on how to use it.

  • This map is not very friendly to colorblind people

  • Instead of complaining about buckle up or background player you complain about something you can avoid? This game would be so much better if we focused on the actual problematic things.

  • @Deathstroke said:

    Okay let me explain the match which teached me 8 regression is too many

    Demogorgon first played normally and chased bur camped me to second stage. Then he tunneled one of us out not me surpricingly he just wanted Jill death. He got her with the aura reading iri add on. But my teammatea unfortunately 3 genned us earlier one of those gen had regressed from 60% progress to 0%.

    Now one other gen had been fixed to 50% but demogorgon regressed it with pop. Then he started to just camp the 3 gens

    I focused on single gen my teammate helped but focused on the other gen after demo kept coming back to it. Other teammate started the middle gen then. But she went down as demo knew which chase to pick. My gen was regressed pain res and the other with pop.

    Demo also kep putting portals on gens so we had tom remove those so he would not get surprice attacks. He kept coming to my gen kicking it again and eventually he downed someone again as they didn't heal and once we tried to actually heal he found us with the aura add on.

    Eventually he got another down and again pain res, pop and grim embrace. My gen cosntantly went from 70% to down 20-40%. Other 2 gen got regressed completely. Eventually demo got one of us out and still continued camping the 3 gen in 2vs1.

    I got my gen to 70% and he kicked it once again probably 8th time. Then chased me for minute and left as he knew the other gen was also 70% now. He went there and got the other survivor down. I had no hatch luck and he killed me too finding me with the aura add onn. The demo was P100 so he knew what tactics to use I give that he had good game sense but meh chase skills. The match lasted almost 40 minutes.

    Teammates 3 genning themselves in 2024 is somehow the killers fault? This entire story sounds like the killer played better than the survs and won.

  • How are you supposed to get killer adepts without slugging for 4k? Are there not very strong survivor options to deal with slugging?

  • Flashbangs are fine it's just background player removing any risk that survivors had to take before to get in range to save survivors. You can't bait a 200% 5s SB survivor unless they're not the smartest. Everyone might be missing another important thing as well having a higher FOV increases the angles you can be blinded from which has always been a thing with stretched res/shadowborn beforehand.

  • 3 gen stalemates that last 60 minutes are not a thing anymore. COB received a 41% nerf to total regression, OC received a 61% nerf to total regression, and eruption no longer incapacitates survivors on top of the 8 kick limit. You have to actually get hooks to apply any worthwhile regression which means taking chases.

  • Thana just needs frontloaded with a slight max nerf so it's useful on more than 2 killers. 4% 6% 3% 2% seems like a good balance while reducing it's max potential.

  • I think I've had the anti 3 gen stalemate mechanic activate maybe on 3 gens since it was added. As long as you're actually taking chases to apply worthwhile regression you're not going to reach the limit very often which is a good thing.

  • @Starrseed said:

    And that problem not only exists on the survivor side.

    Why do I need to own a good headset to be able to.play spirit good?

    I can't wear headphones for an extended time be it in ear or over ear and I lose a bunch of important info.wile hunting

    That's basically the only thing stopping spirit from being a 176% m1 killer with full control of mobility

  • There are many strong anti slugging perks that exist I think it's a fine mechanic. Very silly when people complain about slugging when they manage to somehow get 4 man slugged against m1 killers.

  • @Seraphor said:

    Backfilling is what happens when someone dodges a lobby. The system pulls in the next viable player in the queue, bypassing any matchmaking parameters to focus on the quickest turnaround. This obviously leads to terrible match ups, particularly as it tends to be the killer dodging the lobbies they don't like the look of.

    Ultimately the problem here is lobby dodging, but backfilling is DBD's response to lobby dodging, and it's not good enough.

    For this reason, I will not dodge lobbies as killer… except for when it's obvious that I've been backfilled.

    How can you tell? The nanosecond you load into the lobby, you can see that not only have all survivors already loaded in before you, but they've readied up already. When you see this, either your opponents are vastly more skilled than you, or vastly underskilled. Neither of which will be a good time.

    And I have to say, I get backfilled far too often these days. It's probably more often than not. It means MMR does not get a chance to work. Even if it did work, no one would know, because backfilling is the dominant method of lobby formation. It means I end up dodging more lobbies than not, wasting my time, their time, and lobby dodging is something I really wish I didn't have to do.

    Please Behaviour; apply usual matchmaking parameters to backfilled players. The lobby queue is already more than fast enough. They fill in less than 3 minutes. It will not hurt to wait another 3 minutes if a killer dodges. It's far better than settling for a missmatched killer for a 90 second queue. The time saved does not match the result. You're saving ~90 seconds to load into a one-sided game, that ultimately wastes 10-20 minutes instead.

    Matchmaking doesn't work at all though. Soft cap is way too low and hard to drop below + queue times will always be #1.

  • It sounds like a good idea and all, but that adds many more layers to game balancing when they can barely keep up as is

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411208/please-make-a-ranked-mode-with-tight-matchmaking

    Last time they made the MMR stricter several months back the better players did indeed get matched with each other way more often. And guess what they discovered? That the sweats going up against the sweats repeatedly became less and less fun. The more stressful it became the worse it got, and wait times did increase as well.

    The backlash from this made them lessen the MMR back to about where the soft cap was prior.

    At the same time decent killers get put against bad players and it's just not even remotely fun/challenging. I would rather have consistently challenging matches where I know what I'm getting into.

  • @SoGo said:

    I really think that it would be better to just nerf his add-ons to Nurse level instead of nerfing and changing his base kit.

    STOP BUFFING HIS ADD-ONS. PLEASE BHVR.

    True blight's basekit is actually pretty bad meanwhile his addons can make him auto pilot easy

  • @Rawrbot5k said:

    Can we get a player avoid list? I'm tired of seeing the same people dc'ing/hook unaliving every time they get downed or put on first hook. I don't know about anyone else but it's really unfun seeing this happen over and over.

    Remove 4% and make dc penalties more serious please bhvr. These players should simply stop playing the game if they're just going to make the experience miserable for others.

  • Addons should introduce new ways to play the killer instead of being pick x because it makes the killer playable or pick y because it's makes them very strong

  • Stop ruining peoples games by playing with an unstable connection and they'll stop punishing you 🙂

  • @Rastabooze said:

    The last 10x someone tried a pallet safe the killer got stunned but there was no safe.

    Instead the killer swung, got stunned and walked away hooking the surv.

    Why is no automatic pallet safe when the killer gets stunned carrying a surv?

    This is very true they should add a buffer like flashlight saves so pallet saves require 0 effort

  • Most of these are just hitting the sides of the window/objects you need to go wider so it hits the survivor first

  • I think it would be more enjoyable to get tunneled out immediately than work through a 25% gen repair debuff

  • If it is introduced I doubt it will be as fleshed out as it needs to be to function

  • Background player is a very healthy perk! Simply don't let the survivor die in the open or on a pallet (something they can control very easily) and then locate the survivor on a super fast killer because if it's m1 killer they just bait you away into power struggle play :D

  • Last 2 survivors should get killer instinct if they don't cleanse a hex/work on gens for x% over x seconds. This would punish the survivor hiding for hatch while the person actually interacting with the game is protected.

  • It seems like they refuse to touch his tombstone addons which is why he's where he is. This could be a licensing thing though making it hard to change them.

  • @weareweebs said:

    No until slugging all 4 survivors and hooking only a single survivor for entire game is bannable. If you haven't noticed already, but almost every rule in this game goes against survivors whilst killers are able to do anything they want without punishment, even though it's clear unsportsmanship or playing against how the game was intended. Tunelling and slugging is a mechanic that isn't punishable, so attempting to unhook yourself shouldn't be as well by that logic. I also want a proper match too without killers making it unplayable. If this is punishable but the other things haven't be addressed, say goodbye to a large chunk of survivors mains playing this game. And I don't want to stay in a match where other players aren't doing generators whilst I'm taking chase for over 2 minutes.

    Only solution is to decrease the time to do generators by each sacrificed player, whether it's by 5 or 10 seconds. Survivors get punished enough.

    Is it not possible for 4% & slugging to bleed out to both be bad features of the game?

  • 4% just shouldn't exist at all as a mechanic. Quite a few perks/offerings that are wasted on gambling.

  • @Blueberry said:

    How many games with what percentage win rate would you have to see to think that person is definitely in high mmr by now? Obviously all speculatory as we don't know so definitely subjective.

    For example, like 80% win rate after 100 matches. So what win rate after what sample size to dismay any doubt.

    It doesn't matter if you're competent at video games and play for a bit you WILL reach the soft cap and it's almost impossible to get under it. A large portion of the playerbase is "high mmr" so it means very little and that magic number is sacrificed for queue times.

  • How would this even work? It would have to be implemented for survivor only unless you're suggesting killers just never find a game if they do well and survivors don't endorse them.

  • Just give basekit old crow and remove all speed addons tbh I just want enough speed to play tiles with bump logic

  • @Shroompy said:

    Im sorry but if you cant hit some one whos right in front of you with any of these killers its a skill issue

    Crouch tech is basically a 360, a last resort.

    A 360 doesn't make your killer power magically not work

  • @tjt85 said:

    3 gen is dead as a strat in my opinion. I used to rely on it a fair bit for many of my wins as Killer.

    Holding a gen is only really viable for the strong 3 gen Killers that the new system was brought in to combat (e.g. Skull Merchant, Singu, Knight), which is kind of ironic. Demo is a better 3 gen Killer than most though, I'll give you that.

    But yeah, just burn through all his regression events by running away early and you're good. I think even Solo Q should be able to break most 3 gen situations these days.

    3 gens are still a thing, but the regression that is meta is tied to getting hooks. You need to actually do stuff in the match besides kicking a gen or you lose.

  • @SirXenomorph said:

    This whole discussion is pointless really. I mean when you already take lightborn with you are clearly the one who is not able to learn how to play against it without lightborn. Sry. Throwing a flashbang is not that easy.

    And do you want it so the survivors have just more things taken away only cause YOU have problems with survivors who flash you? Like all the other killers do which are refuse to learn to acutally prevent it on their own? I mean really think about practise to outplay it and as soon as you have no issue with that whatsoever you will see how much of a non really problem it is you now complain about.

    See I get it when you have trouble with it now, but look what it is on the survivor side we have so little things we can do as soon as you as a killer pick up a survivor, also it is not like that happen in every single game sry. I would say it is not even 50% that people take the grenade with. And most of the times almost 100% when a survivor manage to flash you with it it sure is a higher ranked survivor, which is not the majority of players, and yet you want to have a change only cause you have trouble with it? Especially when you already take a perk with for it? Sure it is a wasted slot for your perks, but is your only answer to it to want it to be changed so you have it even easier? Or do you maybe can consider to train to play against it to overcome your weakness there so you can take out lightborn? I know it can be frustrating, but when you actually try to train it it will be much more rewarding than have the DEVS again change something only cause you did not even think of overcome this weakness on your own.

    Seriously would more killer think about actually train and learn instead of cry and complain, because they face more and more the high ranked survivors which destroy them the game would be much more chill. But because most killers in high rank are there not because there are acutally good but they are bad and got points to high rank for free (When got 4K through dirty playstyle or because survivors killed themselves because of toxic behaviour) Sry to say it like that but yea many killers in high ranked did not really earned that rank, they got it as a gift, while you as a survivor only can reach that through actual skill, because you need to escape out of the gate to raise your rank as a survivor which is pretty tough and only the really good survivors will do that more often to reach high rank, so when you face them, because you maybe reached a higher rank you will naturally have no chance since the way you came there and they got there is a whole different story. (That is not especially you here, but all killers who cry about this hardcore survivors)

    There is nothing "high ranked" about a background player save. Flashlight/flashbang saves were made baby mode with the removal of locker saves as well. There is nothing to train or learn if they have background player you're just hoping for them to mess up. You shouldn't have to make builds around denying a lose lose situation because someone across the map gets there with 5s 200% SB.

  • Wesker is not that strong of a killer in reality

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697594#Comment_3697594

    This I would partially disagree with. I can understand the argument that his payoff isn't quite as high as it could be for such a high skill killer, but he is not weak in my opinion, and soma photo is arguably a little too strong, taking away too much counterplay on the survivor side. Or at least the addon would need a nerf if Singu ever got a basekit buff.

    I'm referring to his strength against highly coordinated players he's 100% viable in your average match

  • @Commander_Nefarious said:

    worst map in the game

    long walls, long fences, long hedges, extremely long main building its insane!

    this game gives me white hairs

    Probably my most hated map so many safe fillers that chain into shack and other buildings

  • Daily system is very outdated and needs an overhaul

  • @ilmiglioree said:

    self-care 45 seconds,

    Boon totem: 20 seconds look for the totem, 15 seconds turn on the totem, 35 seconds wait for the companion who notices you (maybe) and comes to you, 10 seconds of healing. 80 seconds ... bond: look for a survivor to heal you for 20 seconds, heal 15 seconds = 35 seconds... in reality, every time I turned on the totem no one came to heal me and I never used it again... It need a buff, which you can heal yourself at least 40% (self-healing is 35%) or you can see the aura of the nearest Survivor for to meet at the end of the aura of the totem and for understand if anyone Is coming for me or not.

    Yes you invest a lot of time for 8s heals with a teammate an infinite amount of times. That's how a boon should work not a selfish perk you use for yourself. If you really spend that much time just run shadows + botany for faster than medkit heals in basement which is more consistent than a boon.

  • why does it keep double posting an empty comment

  • after the rework she can now queue a m1 attack out of blink which makes it seem instant

  • Map is too big and narrow at the same time if survivors are injured anywhere near the bottom of the map they can't really do much to get past and reach gens. There is also pretty insane 3-4 gen spawns one where 2 gens were maybe 3m apart.

1 … 6 7 8 9 10 … 25