Lochnload_exe
Lochnload_exe
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3187774#Comment_3187774
I'm somewhat confused.
To me, regressing a gen and directing slowing it are effectively the same thing. The survs need to hold M1 longer.
I'd argue Thana is very interactive because it encourages the killer to go out and spread out injuries, meaning they go out and chase multiple survivors, with the chase being the fun part of the game.
I personally don't see them being the same thing. A plague or legion injuring everyone is the point of their power. A survivor that barely sees the killer now has to do gens and hold m1 for longer; while a killer that is actively walking around, taking into account gen progress, and kicking them is far more interactive because it is a back and forth interaction. Survivor runs away, survivor stops the regression, killer kicks and guards, etc. It is an actual fight.
Sure, the survivor might spend the overall time holding m1, but it might not feel that way. A gen just taking longer while nothing else is going on is boring, no one likes just holding m1 for 120 seconds. However if you are doing a gen at normal speed and you actually get to interact with the killer, it is atleast a more interesting generator.
Thana isn't very interactive because the only killers that get value off of it are killers that entire purpose are keeping you injured very easily, not necessarily letting survivors avoid it. Current thana is a different issue and it is just awful.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3188039#Comment_3188039
I think that would be fine.
yeah doesn't have to be very long so your infection starts growing fast again, but just to stop INSTANT tunneling. After that window, its between you and God at that point, should've sprayed.
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I think this would be really fun and I always thought there should be more ways to show your commitment to a killer/survivor. Something like a tracker based around their power usage and once you reach a set number, you get a special weapon; or based around using their perks you get a special body piece. These don't even have to look unique, just different reskins like the bloody or legacy. Even a golden weapon by doing something a lot would be great.
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I havent ever been ddosed and I didn't even know it was an issue, that is probably why it isn't being talked about.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187972#Comment_3187972
Do you mean paused if immediately chased in the 20s after the unhook, or in general even in non-tunneling? Because I don’t think the latter should apply. If people ignored their Infection and didn’t cleanse it, that’s on them.
I think genuinely there should be a window, possibly not twenty seconds, after being unhooked where your infection doesn't charge. If a chase starts during that window, it is paused. If a chase doesn't start within that window, infection begins again.
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@skylerbound said:
Had two Weskers in a row tunnel me out of the game after chasing me to the point I got fully infected and slowed down each time.
why is this allowed?
While it is definitely problematic, Wesker is built with becoming infected midchase in mind. Personally, I think after becoming unhooked your infection timer should be paused for 20 seconds and if you get into a chase, this timer is paused as well.
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@gatsby said:
Wesker, Artist, Blight and Pyramid Head.
All these Killers rely on their power more than an M1 anyway. All you'd have to do is remove any movement speed penalty while charging/setting up their power so they don't lose momentum and they'd be very similar power levels in chase.
I feel like if a Killer has a really strong power (especially a power that has a high skill ceiling) their kit should incentivize always using it over brute forcing 115 with bloodlust.
Hot take: with the direction the game is going (especially with them not reducing map size any time soon) there isn't many instances that I think killers should be 110 ever. Nurse is an obvious exception, but Blight's existence throws everything out of wack imo. IDK why Spirit is 110 when blight has a far more versatile and readily available movement ability.
IMO 115 killers just feel far better than other killers. Why should I play trickster that is 110 and hard to use, when I could use pyramid or nemesis who literally have the same strength of a powerful chase ability but are ALSO 115?
Personally, with exceptions to like Nurse and (POSSIBLY) Huntress, no other killers really feel they need to be 110. The powers just need to be slightly adjusted if anything to account for it, but a killer being 115 instantly means they can at least rely on being a m1 killer when map RNG is awful.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3187296#Comment_3187296
passive unconditional slowdown/acceleration is unhealthy for the game and I couldn't agree with you more.
I am way more of a fan for interactive regression and slowdown based on kicking or getting downs. It rewards the killer for playing good by dropping chases and pressuring while not making the game too boring for survivor because gens aren't technically ever taking longer if the killer isn't playing the best
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@Hex_Maidenless said:
My take on it is that both the killer and survivor side are here to "entertain" the entitiy. That's the goal of the scoring system if you look at it; survivors that play super cautious and don't engage with the killer or other survivors score less even if they survive. Killers that just camp a kill while ignoring gens score less because it's boring to the entity (and to us, but that's for a different forum).
The Entity is, in my opinion, a very messed up evil being that is more or less treating us all like we're toys in the sandbox.
Also, the entity feeds off of powerful emotions, whether that is anger, fear, etc. A survivor that isn't suffering a lot isn't a good meal, and a killer that isn't feeling murderous isn't a good meal either. It is why the entity has tortured some of the killers to make them more likely to kill for it.
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@psionic said:
https://forum.deadbydaylight.com/en/discussion/comment/3187292#Comment_3187292
He's a charming guy though 😛
agreed, he was my favorite RE villain and my dream license. Already got him p12
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@GrimReaperJr1232 said:
Thanatophobia has had an interesting history.
It's been buffed numerous times, going from 15% max to 16% and then 20%. No one used it and it's easy to see why.
Thanatophobia is a perk that requires injuring people. At most, you're keeping 1-2 survivors injured at a time. So, that was around 8% to 10% slowdown, which while okay, was fiercely outclassed by other perks. It was a niche perk that never saw uses outside of two killers (Plague/Legion) despite repeated buffs.
Then came 6.1.0. Gen speeds were upped to 90 seconds base and for reasons, I still can't understand, Thana was buffed from 20% to 22%
Little hot take: Thana was overrated. It really was. Yeah, it was common during the week of that patch, but I think that's more because people didn't realize there were much better combinations out there. But that's on general killers.
Legion/Plague? It was... pretty insufferable. They can keep around 3-4 survivors injured at a time, which on Legion especially, was gross. In comparison, Gift of Pain only does 16% on a single person if they heal AFTER getting hooked on 1/4 specific hooks on a map.
And so, one of the biggest panic nerfs since Old Freddy happened. Thana was... it's bad now. Not niche like before, flat out bad.
Thana became 2% per stack until all 4 are injured, in which you gain 14% extra for a 20% slowdown (although the wiki says 22% still, much to my bewilderment).
I believe this was the wrong direction to go. It's effectively a step backwards. Now it's again a perk no one can use, only now, it's too situational for even Legion/Plague. You only need a single medkit, boon, or person who just knows how to evade the killer, and you're essentially down a perk. 6% slowdown is less than release Gift of Pain, which was a non-factor because it did so little. It's absurd. I don't believe a perk should be like this.
Thana was too much on Legion/Plague, but did too little for other killers for much of its time in the game. I propose flipping the idea around.
Currently, you need to injure everyone for a massive payoff that's practically infeasible. I believe it should have an initial larger number with diminishing returns, effectively increasing is lowest potential but reducing the maximum potential so it doesn't get out of hand on Legion/Plague.
For this, I chose 16% as the maximum. It's the same as Gift of Pain which isn't much of an issue.
Now, I had to find the right numbers. In the end, I chose this.
Whenever a survivor is injured, all survivors get a 4% debuff + 3% for every injured survivor to a maximum of 16%. The numbers would go 7%, 10%, 13%, and then 16%.
With most killers being able to keep 2-ish people injured at a time, 10% with 90-sec gens is reasonable, IMHO. 16% is still a nerf from its previous state, keeping it from getting too out of hand on Legion/Plague.
Sidenote: Can Thana PLEASE effect bless speeds?! It's like the biggest issue I have with it, even after it got nuked.
Imo, I think perks that make things take longer are just badly designed, same with perks that speed up the progress
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@psionic said:
https://us.v-cdn.net/6030815/uploads/B9OKHPTB24CC/5ce44fd611eb7dbe301914f5f25a2a81.png
Post apreciation to the best characters ever made by BHVR.
One thing I'm really proud of the devs is how creative they are. The characters lore, the visual design, the sound and most important, a fun power. These two girls have everything to me.
Hope to see one day they being the main charaters of a succesful horror movie.
They are very interesting characters but personally, I only enjoy ONE eugenicist, Wesker
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3187289#Comment_3187289
You are the only one left
False.
Sigma dwight gamer, still more interesting than a hyperfocus user.
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You are the only one left lol it is literally the right play. Hide and get hatch, don't keep carrying out a lost match.
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@OrangeBear said:
https://forum.deadbydaylight.com/en/discussion/comment/3186984#Comment_3186984
Okay, so you have a different opinion. No need to be disrespectful to others don't share the same one.
It isn't even insidious, it is quite literally basic business strategies. They need money as they aren't very big, some skins can only be bought with money. They are now far more popular and don't rely on skin money as much, we can now give people the option to get them for free (but can still be bought with money of course). Makes sense and I'm at least happy it happened at all. They could've been like other games and locked EVERYTHING behind paywalls.
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@Pumpkinbros said:
https://us.v-cdn.net/6030815/uploads/WTNVYIKRMD3P/image.png
these types of tweets have been spammed all across dbds Twitter, this is just plain stupid. it's not like iridescent skins are a new thing, the only new thing about it is that it'll be for all skins and not just some, I've bought a lot of skins with the iridescent shard currency as an option, and yknow what? I ignored it and still went in and paid for it
I full-heartedly supported this game with my own money. That's what matters to me, and I got a skin out of it. When you made that purchase you did it for the convenience, it's there you can get it, might as well have it now right? bhvr can give out infinite blood points that currency means almost nothing to them, but asking for auric cells as compensation, yeah.. that literally loses money and it's crazy to assume that a company is just gonna compensate everyone just because they put everything on discount. I think my point has been made, I heavily disagree with this argument people are pushing
Cheers!
Yeah it really feels like people being entitled. It also brings up the question of why you really bought it. Personally I buy skins because they look nice, and make my brain chemicals more happy. I'm not gonna be mad they can now do the same for people that cant spend money. If you really just bought the skins because they felt like some status symbol then L I guess lmao
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@DEMONANCE said:
number #1 or #2 most used survivor perks according to some stats
at least one or two dead hards in every lobby same with a lot of streamer lobbies.
this perk is slowly becoming as frustrating to deal with as old dh, and getting robbed out of hits when using powers that don't allow you to wait it out like wesker's bound , trickster's knives or when survivors force a lunge by going to a pallet feels awful.
if we want to improve the killer experience second chance perks and items/addons should not exist outside of dealing with camping/tunneling.
if dead hard is back to being a very popular perk it should be further nerfed imo it's not as bad as its pre nerf version but it isn't exactly balanced.
part of it is cheaters, which isn't even a dead hard problem at this point. Other than that, every time I've hit a dead hard, it has literally just been a me problem and then it doesn't happen again the rest of the match.
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@Shroompy said:
Ive also noticed this, and something else
It almost seems like certain surfaces extend his dash, this is most noticeable on hills but other things like the chairs on Lery's also allow this. I haven't found a consistent way to do it though, meaning this might be as precise as sky/space billy to pull off
I've also had this happen, and it is next on my list to test. It would make his mobility even more viable if it can be done consistently off certain things.
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@danielmaster87 said:
The camera turn at the end is new to me, how it lets you change where you slam or throw them, but for the most part it looked like a normal rush where you turned your camera while moving straight.
That is what I'm feeling too, I feel that the most useful part of this is simply positioning your extension (or throw) to a better direction of your liking. Calling it a curve is probably too generous.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/3185477#Comment_3185477
You continue in the direction Wesekr's looking; its more like a +1 bound in order to let you adjust and try throw them into something in a potential straight run.
I know, I was simply saying that in response to him not knowing you could turn the camera.
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@IlliterateGenocide said:
i didn't even know u could turn at all during bound
I start turning my camera almost immediately after releasing my bound. That could also have something to do with it. Hopefully some testing tomorrow can help figure some more out.
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@SweetTerror said:
Not to say that every killer is playing super sweaty, but lately when I load up the game it always has blood point incentives for survivor. We're talking 100% blood point incentive. With that kind of incentive and BBQ being nerfed, I definitely don't want to be playing killer. But maybe I should because every single match is just tunnel after tunnel after tunnel.
I'm a casual DBD player at best, but SBMM puts me into matches that I clearly don't belong in. Can we please have the bots already, because this #########'s getting old.
The incentive won't stop me from playing Wesker, I'm shooting for p12 by the end of this weekend.
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@Raccoon said:
What do you think of the current state of Generators/Repair Times?
I think this is honestly a great take. Gen times aren't too fast like people are saying, and they aren't too slow like people are saying. The problem is there is WAY too much variance. How can the game be balanced around 80-90 second gens when it is very possible for gens to take 40 seconds less or more? Imo, I think gens should almost ALWAYS stay around 80-90 seconds, there shouldn't be anything to speed or slow them down. Now talking about gen regression perks (NOT SLOWDOWN PERKS LIKE THANA), that is a different story, and that is how I think the game should be balanced around. A killer should be rewarded for taking the time to pressure gens, not just making stuff take longer. It should be a back and forth.
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While it is a small window that they can hit the survivor, Wesker can still definitely bodyblock the pallet. The survivor can either
1) stay in front of the pallet and get hit or
2) get out of the range that he would hit them, but now Wesker is blocking the pallet.
It is still definitely useful and stops them from being able to just stand in your hitbox and jump back over
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Wesker, incredibly intelligent and strong, and also its Wesker.
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@Chocolate_Cosmos said:
Trapper and Hag, the real full-time set up killers. You can argue that some other killers can be set up as well to some degree, but I am talking about Killers who work full time on set up power, which is only these two. Why stop there? It would be refreshing to see new killer with main playstyle being set up.
My quess is... People find these killers boring? I mean Hag is the second least player Killer but Trapper is fairly popular I would say (but he is also begginer killer and base game killer so new players might boost his pickrate too). Thoughts?
IMO setup and trap killers (especially trapper and hag) lead to some unhealthy and boring things like camping being the only viable (and non viable) way to play them. No one likes dying even CLOSE to the basement and then losing because the trap killer has a basement build and decided to make it impossible to save while the rest of your team has to sit and slam gens then leave.
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@ThiccBudhha said:
Pinhead is still bad... Like, what? I do not care if someone puts him at A tier. People do that for Sadako as well, and they are also wrong. Speaking of which, we sat on her for quite a few months and they never got around to buffing her. Wesker was already buffed. Hate to say it, but chapter sales probably influence their balance decisions more than "time."
Pinhead is not bad, he is an extremely powerful macro killer that can pressure passively, and if you actively play him to keep chain hunt going as long as possible (ie. interrupting and keeping tabs on survivors) you can do extremely well and it leads to matches that are extremely rough in the early game for survivors.
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@Kirahie said:
I'd agree to give him some time but I also think he will struggle at high levels as is.
But yeah let's give him two weeks at least and hope they don't sadako him for 6+ months
Atleast unlike Sadako, he still does in fact have a chase tool and a map mobility option that doesn't get cancelled for 100 seconds. Also it is ######### Wesker, way cooler than wet ghost lady.
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@GravelordNito99 said:
Thanks for making the hitbox on Wesker's bound bigger. It feels better now. However, I don't yet feel we've reached the sweet spot. Here are some suggestions for additional Wesker tweaks:
1 - I feel as though a 35cm survivor hitbox will be the sweet spot.
2 - Wesker still needs some help to perform at higher mmr levels. My suggestions for this would be to decrease the time to charge his power, and lower the amount of time it takes for him to recharge tokens of his power.
3 - You should also consider adding a 3rd bound token.
4 - Wesker still sometimes simply bumps into vaults when survivors are vaulting them. He should be either hitting the survivor or vailting after them.
5 - Increasing the speed of his second bound would allow for more fun plays.
6 - Reduce the time it takes for him to recover after vaulting a pallet or window, so his power feels less clunky.
7 - Also, he still does not have any brutality scoring events. This means he still gets almost no brutality points in a match. His power grants 3 scoring events, and all 3 of these are deviousness. Just make one of them brutality instead and the issue is solved.
8 - The new Hud effect is really bad. I'm not sure why you added this. It just makes it hard to see when using his power. Makes me feel a little motion sick.
9 - Wesker still throws survivors at things such as the edge of pallets or a rock, and the survivor will slip through/around the object instead of splatting, meaning he doesn't get damage when he clearly should do.
30 cm is definitely the perfect spot. Me personally, I didn't think 20 cm was as bad as people said. Just like with every projectile in this game, I just got used to how it works. 30 cm definitely feels fine, let's have some form of skill lmao. I don't think he needs anything else. Obviously fix the bugs and iron out some problems but he works fine for me.
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@Iron_Cutlass said:
WHAT IS THE POINT IN THIS POST?
The whole point in the post is to focus on different points and provide my perspective. Since I know the community is very divided in opinions, and a lot of people like to feed into an "Us VS Them" mentality, this post is going to avoid that entirely, Im not here to belittle or attack a single side, I am here to look perk and arguments brought up for and against the perk (based on what Ive seen online).
That being said, I play both sides, and I dont consider myself to be a main to either side since I avidly play both sides. With a very neutral perspective, I will look at both sides. I know someone will think my opinion is bias, and in a sense, while I do have a neutral perspective, not having some level of bias is completely unavoidable. Anyone who plays this game will have some opinion that differs and there is no "right opinion". Keep this in mind going forward.
WHAT IS HYPERFOCUS?
After hitting a great Skill Check while repairing or healing, this perk gains 1 token, up to 6 tokens. Each token increases the chance of a Skill Check trigger by 4%, the Skill Check cursor speed by 4% and the bonus progression for great Skill Checks by 30% of its base value.
HOW IS IT POTENTIALLY PROBLEMATIC?
Hyperfocus modifies the great Skill Check bonus for generator repairs allowing for 30+ seconds to be cut from generator repair times when paired with Stakeout's great Skill Check bonus. Toolboxes can further make this combo stronger since it increases the chance of triggering a Skill Check.
"HYPERFOCUS ISNT PROBLEMATIC"
"You need to be good at hitting skill checks to gain the benefits of Hyperfocus."
- Hyperfocus can be paired with Stakeout to remove a lot of the risk and skill needed for the perk to have it's usage. Rewarding skill is fine, but other factors always need to be in consideration. And there is no reason to not run Stakeout when Hyperfocus directly benefits from the extra progression anyways.
"You have to waste 15 seconds perk Stakeout token, so you waste an entire minute not doing generators. It isn't practical to get all tokens."
- Stakeout gains tokens whenever you are within the killer's terror radius while not in chase. I think people forget that you still gain tokens passively for a variety of reasons, so you aren't necessarily wasting your time. But at least there is still a setup required at least.
- Just to name some activities... If you are healing a teammate within the terror radius, you will still gain tokens passively. Even cleansing Hex totems or other activities still grant tokens as long as you aren't in chase. And even in chase, sometimes the game makes you leave chase so you gain more progress for Stakeout tokens.
"Whatever Hyperfocus can accomplish, the same can be done with other items and perks."
- Just because something else can do it does not make it anymore acceptable, it only leaves more room for issues, especially when considering how this effect can be stacked with said items and perks mentioned. "Just because ____ can do it means I can do it" is always a poor argument anyways.
"You have to put all your cards on the table for something like this to work."
- Hyperfocused and Stakeout are two perks, you aren't putting everything on the line to get that increased generator progress. Furthermore, even if you do bring a dedicated build for generators, the return versus the investment is not balanced, especially when the investment/entry to be able to do this is lower than before thanks to decreased item prices and cheaper bloodwebs. It's really not that hard to get a strong toolbox nowadays.
"HYPERFOCUS IS PROBLEMATIC"
"Hyperfocus requires no setup to get the reward."
- You still need to build up stacks of Stakeout to get the most out of the perk so there isn't "no setup required" to get the benefits of it. But just because it requires a setup, it most be noted that you aren't entirely useless, but again, at least some setup is required.
"This can be abused by Survive With Friends to make the game incredibly unfair."
- Any argument in regards to how strong something is with SWF always has to consider the fact that SoloQ exists. If you want the game to be balanced around SWF, you need to have SoloQ up to the level of SWF that way it doesn't harm SoloQ directly. Game balance is not as cut and dry as "strong with SWF = nerf" because that would objectively be a horrible idea considering the current state of the game.
IS HYPERFOCUS ACTUALLY PROBLEMATIC?
Yes, but not to the extent everyone thinks. The numbers just need to be toned down slightly, and the effect needs to not work with toolboxes for it to be in a balanced state. I dont want to see the perk completely useless, but I dont want it to be in a state I consider to be unbalanced.
I really feel as if a lot of people went out of their way to try and make this perk seem stronger than it really it. A lot of people also went out of their way to really downplay the strength of the perk itself. And I dont think there will be a conclusion with this that everyone will be happy with as a result, but Im fine with that, since I did my best to look beyond bias as much as possible to provide a conclusion that at least I am happy with.
Please keep things civil if you make a response.
I always find it funny that people say "you need to dedicate a whole build to it" when in reality as survivor you don't need ANY perks to play normally, especially now with basekit BT. Hell most of my builds are just 3 perks for whatever and then Off the Record
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@Pulsar said:
I've been playing him too much.
Here's my build:
Dissolution: Force people into bad scenario's. Vault the pallet and die or don't and die. I've been getting a lot of good use out of it, but some matches it doesn't do anything.
STBFL: Until his power is fixed, I think it's best used for zoning. Rely on his M1 but force them to respect his M2.
PR: It makes gens regress and you don't have to kick them. It's good.
Bamboozle: Faster window vaults almost always guarantees a hit, due to speed and the Entity Block.
Add-Ons: Jewel Beetle and Lion Medallion. His Throw is so much better than the Slam it isn't even funny. You want to be throwing people into walls as often as possible, if you choose to use his power.
I tried using his throwing build a lot and while I definitely saw the value in a lot of cases. Me personally I just absolutely fell in love with the unicorn medallion, turns him into a demo with two dashes and makes things like shack so much easier to play. I also use a build very close to yours, but I prefer overcharge. Just lets me contest tough matches more while downs are not easy.
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@CotJocky said:
I've been off work for a few days and the variety is very slim. Out of about 100 matches, I'd say 75 of them have been Wesker. I know he's new, but between RPD being on frequent rotation, the game is getting very, very stale and boring for me personally. SO tired of seeing Wesker and RPD over and over.
My matches vs wesker are already dwindling sadly, sucks to see because I find him to be a genuine fun killer to face. Super interactive and enjoyable to play and face. I've already started to face nurses and some blights again and it is a dread compared to the wesker matches.
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@Davenport916 said:
Love wesker in this game, he's so f****** cool! Love some of the situations he can force on good survivors at the LT walls and god pallets, especially in places like the game to make them react to you instead of the other way around like always. I Just wish there were other ways to infect survivors. Mainly survivor on survivor interactions like doing gens or healing. Also fix the bugged grab that infects them but not injure them.
Wesker can still get gen rushed if he doesn't take control of the game and get the 3 gen strats going. Pretty balanced killer in my opinion otherwise and satisfying when you outplay people with the bounds.
What are you running? I can't let go of my classic aura reading build from dredge and blight.
Both aura reading add ons
Lethal pursuer
Bbq
Sloppy butcher
Awakened awareness (was darkness revealed still testing)
For me I've been running bamboozle, dissolution (or blood favor), overcharge, and then one more for memes such as an aura reading or just lightborn because haha sunglasses. I've also been using devour because his mori is my absolute favorite in the game, or rancor.
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I've only been playng wesker this past week, finally got him p9, and I have to say I agree. The unicorn medallion is so effective and it helps with so many loops, and it also lets you play wesker like a more aggressive demo since in loops I find myself not needing the wait for 2 tokens as much. Overall, the longer first dash lets you do so many new things and I find myself not being able to take it off.
Wesker is really reminding me of pinhead on release, where people were hyped, tried him for a day and called them bad, then never touched them again. Wesker has such fun chases with so many uses for his power. Working on a guide for him as well.
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@BuffWesker_Seriously said:
Remember what happened with Ghostface, or even with some of the past killers after Ghostface
Wait for BHVR to make any last minute changes to the killer, wait for even a day or two.
This isn't a post to force you not to buy him, this is just a slight warning/advice post. Spend your money wisely, don't get riped off
I already bought him and his skin, he doesn't need a buff, he is literally wesker. Get ratio'd
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@MommyHunktress said:
what build, killer, playstyle or counterplay do you guys hate? regardless of logic or others opinions?
I hate multitudes of killers in certain scenarios so i wont say that
I hate bamboozle, I like looping and not every map has back to back windows you can just keep using
I hate hit and run builds, i like chase and they never commit
I also hate boring counterplay like dropping a crap ton of pallets or just guess, like some counterplay in this game is just really counter intuitive
Also running perks to combat metas is VERY annoying
I don't know how unpopular it is, but I definitely think that perks that just make stuff take longer are the worst addition to the game and they always lead to objectively boring matches. Thana should just be reworked entirely, they completely misunderstood why it has been complained about recently. Pentimento is the same way. I even feel this way with the 10 extra seconds on gens. I wish they made basekit regression via kicking more, making things take longer just lead to more boring matches where the actual outcome might not change. I'd rather get beaten by a killer that was showing off their skill by spreading pressure and regressing gens compared to a killer that had an extra 5 minutes of time to tunnel or facecamp.
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@FatallyIconic said:
Fashion for female survivors is a lot easier to create more variety for because it's more "socially acceptable"
Take a look at female cosmetics compared to male ones. We have bright coloured hair of all different unnatural shades, A variety of dresses, tops and pants that are different shapes, cuts and sizes. Short shorts, skirts, crop tops etc.
Male survivors? All their cosmetics are too conventional. Tank tops, jeans, suits, cargo pants, track-suits. Mostly dark-coloured or subtle shades. Mostly natural hair colours apart from 2 or 3 instances of rift re-colours. BHVR refuses to give us a male survivor with actual more alternative fashion or risque style. Male fashion cosmetics are boring. And they wonder why their cosmetics don't sell well.
Give us a male survivor with brightly coloured hair, more risque and theatrical clothing such as more Avante-garde or fashion-forward outfits, and more "non-traditional" male styles such as crop-tops, and Short-shorts. It may seem like I'm alluding to "oh give us more sexy male outfits". This is not the case. For example,Trickster's style is great - Bright coloured hair, more "out there" fashion, but his cosmetics aren't going to sell and are wasted because you play him in 1st person. Killer cosmetics in general are less value for money due to this reason.
overall I feel like Trickster is a perfect example of what kind of male survivor a lot of players would love to be added, and it would give more representation to men. I thought maybe BHVR would give Jeff some more alternative hair colours, and more experimental fashion choices, but as we know he is rarely ever thought.
It isn't even about representation to me anymore, different survivors just need new outfits. I audibly sigh every time I see the new cosmetics and it is Feng again, or Meg, or Nea. Just try to do literally anything else lol. I can only imagine the poor art department being asked to start working on the next Feng cosmetic right after they just got done with 18 of them.
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It is great sound design for a great killer, I'm all for more effort and loved put into killers. Toning it down or removing things just take away from killers and the devs' hard work
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@ArchAbhor said:
So I'm wondering if anyone else has ran into this. At the start of the match he goes right to the box. He's so efficient at finding the person doing the box or when it spawns in going to it that the whole match is a chain hunt. At the start there are vids to how people find it with lethal. Only thing is that he wasn't running it and went right to it.
Finding the person doing the box makes sense. A lot of people don't know how to time doing the box with the chains hitting them. So they could be giving him a warning.
Where I call bs is when it just spawns in. Its usually after he downs someone who has the box and it spawns in as he's hooking them. Now there's an argument to be made that if he's running bbq he can figure out the general direction. However I was watching his movements with kindred and every time he went right to it. Even if only 1 person would have been seen with bbq.
He's crossplay so I cant report him with the current report system bhvr has in play. I'm about 99% sure hes on epic or windows and using some cheats. I've ran into it quite a few times. If a mod or a dev sees this could you give us some insight on how to report non steam users?
As the number 1 pinhead player and advocator, you can definitely find the box without needing lethal or other aura perks. It takes practice but it can be super consistent and easy to do almost all the time. Things like BBQ make it even easier. Just having game knowledge and knowing "ok so 2 survivors are over there, 1 is on a hook by me, and another is over at that gen, so that means the box is at the spot no one is" is pretty easy to do. It isn't cheats and it is actually the best way to play him. Keeping a constant chain hunt is how you make him insanely powerful, and it can lead to him having one of the best early games.
The Ultimate Pinhead Guide By Lochnload The number 1 pinhead enjoyer Intro Ever since his release, I have been a strong enjoyer and main of pinhead. He is my favorite killer to have been released so far, and he makes me feel the same love like I had for my first love, pre rework freddy. His po...here is my guide and it has a link to Otzdarva's video involving a breakdown. Now I will say, he does say Lethal makes it easier, however that doesn't mean it can't be done without lethal.
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@Basement_Bubba420 said:
I think he's slinging more than death y'know.
As a pinhead main, not remembering chatterer is insane, he is and will always be the first confirmed gay character in dbd
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@Chocolate_Cosmos said:
Where would you put her on a tierlist based on your fun? Also if she uses good add-ons (range and recharge blink) does it effect your rating as well?
Very fun, they usually lead to fun chases as it is all about mindgames and are unique to each player, and they usually don't need to tunnel or camp to win.
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It is extremely close between executioner and artist. Personally I think Pyramid Head still has a better anti-loop, as it down or injure at ANY loop, while Artist is more of a zone and 50/50 killer that could still not get downs on some loops. She is definitely the better killer overall imo, but Pyramid Head has a crazy good anti-loop.
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@NemmyMan3000 said:
You guys will get in a hissy fit about legion and say he/she is boring but dont get bored of Nurse or Blight or Huntress!?
I just had 2 surv DC and rob their teammates. Like why!? Its ONE killer that needed this buff. I dont understand how he/she is the killer that everyone should immediately say is boring and just DC over as soon as you get hit by a frenzy. However, Huntress boring broken hitbox hatchets, Nurse defeats every aspect of looping, and Blight just gets the upper hand for catching you before you can even have space to breath.
Why not accept the meta of killer change instead of playing against the same top 3 killers forever?
why is it always the "well you complain about the same killers all the time, this new one should be fun!" like legion's kit isn't extremely boring. I'm happy they were buffed and it is great, but that doesn't mean mending is suddenly not a boring function of the game.
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@SensualPotato said:
Yep. What the title says. If you need 3 or more slowdown perks to passively win you games, you're not good at Killer. And that's fine! It's fine to want more chill games and not have to get flustered and stressed out because gen speeds are too fast. But don't act like you're amazing at Killer by BM'ing and being a jerk in chat afterwards when you're clearly relying on multiple crutches to do even partially decent. It's like camping a corner of a doorway in a competitive multiplayer FPS and thinking you're somehow a god at the game.
Same goes for all of these Survivors who can't play a single match without their Circle of Healing, Dead Hard, and Brand New Parts.
TL;DR - Play however you want, but don't be a jerkoff when you know you're relying heavily on meta perks to even manage to do well. Don't BM the Killer in an exit gate, and don't shake your head and slap a Survivor on hook when your perks are literally passively winning you games.
objectively not true, it would be like saying you are bad at survivor for using BT or DS. They are perks that help counter specific parts of the game usually out of your full control. Now of course killer can stop gens without gen perks but within certain situations they can not, same goes for survivor and their second chance perks.
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I think the better choice was leaving it up to people, even if something is still shown. Felix was shown to have a wife and kid and people still assumed he wasn't fully straight.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2936893#Comment_2936893
I agree with you, except for...
Honestly the changes are usually great, look at new Legion
New Legion was a horrible mistake. The developers made Legions power easier to put survivors into a mending state. Basically changing Legion into the old-Legion that made the game miserable for survivor-players and caused the developers to nerf him so he couldn't turn the game into a 30 minute snooze-fest.
Legion has always been a snooze-fest, but when he's able to put survivors into the mending state continually, it's exponentially worse.
As someone who played the game back with release legion, the problem with legion wasn't being able to get everyone needing to mend. It was the fact that they could keep hitting you until you died without you being able to do anything, or how abusable their chase was like with looking down or walking backward so survivors couldn't mend (since it was based on being in chase, not running), or how missing a hit never ended their frenzy, so facing them meant nothing you can do. While they may be boring because you have to mend a lot, they are way way better than release or even before patch legion.
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This post went soft almost immediately. I'm glad to see the new norm is people realizing the game isn't actually that survivor sided, the meta is just stale.
The main complaint for BHVR I have right now is just that they take forever to do anything. Honestly the changes are usually great, look at new Legion or look at the hatch changes and mori changes. They are all good, but they take SO LONG to actually get done. BHVR isnt even a small indie game anymore and yet things that should've been priorities years ago are only now getting addressed. Even with map reworks that was meant to not only graphically update them but also make them more balanced, they just can't seem to do that lol.
Does BHVR not have playtesters? Like legitimately. McLean on a stream reviewing the fake patch notes by Scott was not even aware that CoH gave extra healing speed, he just thought it allowed all people to heal themselves at normal speeds, and he admitted that it was broken. How can so many things take THIS LONG to release and then still have huge oversights? What is the point of the PTB if things almost never change? It took years to give trapper ONE extra trap. It took years to make ghostface have 15 extra seconds of exposed.
They said themselves here on the forums that it took months to make the new HUD and that they weren't gonna be changing it because of that, but then after huge backlash about how the hud, they suddenly made the new one faster than a lot of months.
Please BHVR, just do patches with actual substance. The patch that changed trapper, hatches, spirit, deathslinger, etc was a phenomenal patch and personally, I don't know why it doesn't happen more because the game MOST CERTAINLY needs patches that size more often.
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It is honestly a shame. It is like BHVR can make male survivors all distinct with different body shapes, ages, etc, but when it comes to female survivors they absolutely can not make them different (ethnicity not included). Jane is like the only exception in all regards. Jane is the oldest if I'm not mistaken, but still being about only 30, and she has a unique body shape. Every other female survivor has to be skinny young girl boss with funny quirk.
I get that those are the type that sell well, and they are a business after all. Still extremely lame that every time a new female survivor is about to come out, I can't help but sigh as Jeff or other actually unique survivors are forgotten
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I don't have high hopes either. It takes them extremely long periods of time for most changes and even when they promise things that have been needing for literal years, we are lucky if it comes in the next couple of years
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@deckyr said:
i just tried to get adept sadako and got lobby after lobby of survivors bringing the strongest possible perks, playing as hard as they possibly could, and being nasty in the chat afterwards.
so i switched, equipped a bunch of strong perks including devour hope, stomped the hell out of the lobby i was in, and noone said anything to me
i don't feel good before doing that, and i don't feel good after doing it. i'm just not having fun no matter which way around i play. playing casually is impossible, and playing sweaty isn't fun it's just miserable even when i win.
i just really want something to be done about the strong perks on both sides. remove all the second health state perks from survivors, remove all the instadown perks from killers, and let's just play the video game normally again, yeah?
turn off chat and play how you want.