LockerLurk
LockerLurk
About
- Username
- LockerLurk
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ThatRyanB said:
While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!
There's a couple of addons for Ghostface that I feel promote excessive slugging and camping - Lasting Perfume and Chewed Pen. They allow longer reveal time for people on hook and people slugged, respectively. Most of his addons are fine, but these two need changing and a few others could be updated I feel like, or given more appropriate effects to help him gain info and play better especially after Marking.
Perhaps one that buffs his speed while in Night Shroud or acts as aura similar to Myers' Mirror shard addons would be appropriate? Or perhaps another Mark time lengthening addon, or another addon for movement while actively stalking. Even an addon to help block windows or break pallets if the Survivor is Marked could be nice. The way these addons currently are don't help him any and do not benefit the way the game is going. Please consider looking at them.
I could also see partly basekitting Drop-Leg Knife Sheath, or giving a little Haste while in Night Shroud like in 2v8, then making Drop-Leg do something else. Ghostface could either way benefit from some more mobility, he currently struggles to patrol generators on larger maps.
-
glances at title
I see what you did there. :)
-
I bet anything that the Franklin's, Clown, and Knight changes do not make it to live.
I bet Fog Vials and the TWD Survivor perks get serious changes before live - some perk buffed, one possibly nerfed, and Fog Vials made more fair and balanced as the fog stacking was indeed problematic on the PTB.
Many of these changes probably ain't making it.
Edit: Oh look, I was right. According to the AMA, looks like the Knight and some Clown changes might be getting reverted or fixed, and the Fog Vials are absolutely getting some nerfs. No word on the TWD perks. I also doubt based on the feedback given, the Devs are going to gut Franklin's the way they planned. Time will tell. I'll add a second edit if it turns out I was right about that, too.
-
I partially agree. Consolidate the good addons, and remove the ones that are clutter. Same for items, slim them down. Nobody is using Cleaning Rag and Worn Out Toolboxes, all they do is clutter the bloodweb. I agree with @SoGo that about seven to eight different addons are probably fine, but we really don't need tons of addons like Toolboxes, Flashlights, and Medkits have. Just consolidate into the most used ones, basekit some and retire others. I'd be fine if something like Clean Rag or the Scrap of Instructions were basekitted on toolboxes for example.
@Lixadonna said:
No thanks.
Found the one Survivor player who uses a brown flashlight with a brown bulb and brown grip addon.
-
I agree with Scott here, you need to be running well balanced builds that cover for your Killer's weaknesses but enhance their strengths. For example I put aura, chase, and two gen control on Ghostface but only one gen control and mostly aura on Dredge. On Nemesis I run more info and gen pop. On Onryo it's nearly all info, and on Pig it's nearly all chase and info. It depends on the Killer.
You are not going to win 100% of your games nor should you be trying to. Stay in the comfort zone and take Ls where the Survivors are too good, stop forcing wins.
-
Again, Killers can do this mentally or do an analog version of this with a sticky note anyway. I don't see the issue with this.
-
We need these changes in Phase 2, and the inevitable Killer buffs for lower tiers who no longer can rely on old unfun tactics that will inevitably come with the changes in Phase 2. I'm on tenterhooks!
-
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967832#Comment_3967832
I personally think huntress feels pretty good to play like this.
I actually think it's the perfect middleground:
You can simply tap rightclick one time and aim/flick during the windup to instantly throw the hatchet perfectly, at the same time it doesn't take ages. Of course killers with a windup need a specific timing at palettes, around objects or corners, but in general it doesn't make them clunky instantly in my opinion.
I'm sorry but I really do not like Killers with windups. Period.
I'm totally aware I'm in the minority that doesn't find Huntress all that fun to play.
-
@theMasafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968485#Comment_3968485
Bro wrote a whole book lol. But I agree with the majority of things here. I really like the idea of Carnival having it's own map and the fact that you mentioned that not every map needs shack. I still don't know why Eyrie of Crows has the killer shack after the nerf and new variation. Also, the sound in Forsaken Boneyard and Ormond really suck.
I had a whole book's worth of stuff to say about maps lol.
But yes. Not every map needs to:- Be outdoors
- Be bright
- Have a shack
- Have a set number of pallets or vaults
- Have a gimmick
-
@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968301#Comment_3968301
Even as killer theyre terrible bc you can forget seeing scratchmarks and auras (make the realm dark again i beg you. Same goes for making eyrie dark. Light maps dont belong in DEAD by DAYLIGHT
I agree, just darken the Coldwind maps. Ormond can stay bright, that's fine, the snow doesn't impact tracking. Coldwind does. Toba does. It's the same problem old Borgo had.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967826#Comment_3967826
Well, the mechanic isn't there to impact "camping".
It's anti FACE camping.
Maybe, if you're actually worried about "not camping", there are at least 2 survivors doing gens that you could leave the hook and actually go chase and this wouldn't be a concern at all.
You have totally misread me my friend. My point is that sometimes, because hooks can be on differrent floors, the Killer may not even know they're in the facecamp meter range. There are cases a Killer may need to be near a hook with a Survivor on it, which is why the AFC grace period before it kicks in exists.
My argument was never about the anticamp being bad because it's just for face camping and IDK where you seem to have pulled that from my statements. I also don't camp, so I don't see why you're attacking me like I do. My Killer Main can't even properly camp hooks…
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967822#Comment_3967822
we'd have less of them since every killer would be buffed to a tier since more killers are viable at a higher level you have less reason to use blight and nurse and just pick a killer you like
I do not want to play at the sweaty high level, that gets old fast. I also do not want my Dredge, Ghostface, and Nemesis reworked just because they aren't FOR people who want to win super hard and play a Dash Killer. I want them to stay where they are, with the same kits they have, getting fair balanced buffs and tweaks that keep them the same but make them better. I do not want any of these Killers, or anyone else in my roster, reworked into different Killers, because that would kill MY enjoyment of the game. The reason I play THESE killers and not the stronger dash Killers is because I like these ones the way they are. I don't like those stronger Killers.
I can't be alone in this. There is nothing wrong with some Killers being different, weaker, or playing older kits. Killers like Pig, Trapper, and Doctor don't need power reworks - they need to be made more balanced so they can win, with enough skill and time and effort, at any level of play.
If the problem is viability the solution is not a power rework. It's giving them something their kit might lack, such as a slight mobility or more info or something.
-
@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968489#Comment_3968489
then they should get rid of Sacrificial Ward also tho map come up more when playing a map offering,it not fair for the killer is why I said map offerings % should be higher for killers more then survivors give Sacrificial Ward to only survivors because like you sad there one killer and 4 survivors.
right now both offering are useless or get rid of map offering altogether and let everyone pick a map have it on roulette like mario kart or smash for it if they did it in smash.
I agree. Get rid of both map offerings AND sacrificial ward entirely, since you will not need one if the other is useless.
Again, if you are mad about this, blame people who stacked four Eyrie offerings to force Onryos and Pigs to play at a massive handicap, and blame Huntresses and Onis that were bringing Coldwind and Ormond offerings to force big wide open maps so they could hit easily. They were the ones who got these offerings nerfed.
-
@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967821#Comment_3967821
Yea you were referring to your own imaginary argument instead of what I stated, verbatim.
Imaginary what?
Brother my responses were in plain English, everyone reading them could see I was speaking about a different topic that your solution could cause a problem with.@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966061#Comment_3966061
I have been saying over and over that forcing players to play in a specific way is not healthy for the game. If someone doesn’t want to play against a certain killer or on a certain map, they will not play. Even if you force them to stay in the match, the team would be better off without them or with a bot.
I’ve had people get saved who wanted to go next that start throwing every pallet in the game and being annoying and sandbagging. Just let people leave. At least the useless bot is a a little less useless than a teammate who doesn’t want to be in the trial. Just let people D/C so I have a better chance at a good game than keeping the thrower hostage.
This is very true. At the end of the day, no matter what you do, if someone gets in a round with Plague and they hate Plague they will find a way to quit. If someone feels unfairly singled out, they're going to find a way to quit. If a Killer feels the round isn't worth it, they may quit; if the Survivor feels like they don't have a chance to play, they may quit.
The solution we have is a help to make it LESS likely people who don't quit will get bad teammates or opponents, the the thing is ragequitting will always exist, against the rules or not it's ALWAYS going to exist. The solution isn't to ban ragequitters, it's DC penalties. That's enough punishment for understandably crashing out sometimes when the game is frustrating, and making you think or take a time out if you have to. THAT is what solves ragequits and continued play when people are mad - forced breaks. -
@NekoGamerX said:
the % should be higher I mean not it the same maps over and over again.
mostly the macmillan estate and autohaven wreckers really boring now.
The solution with those realms isn't to buff map offerings, it's to reduce how many MacMillan's and Autohaven maps there are. Like does anyone even really enjoy being put on Azarov's or Ironworks? At all? Are those ANYONE'S favorite maps?
As for map offerings returning or being buffed, short answer? NO. Long answer, noooooooooooooooooooooooooooo. Why? Because they were used to tilt the game in one side's favor too much, and in a game where one side outnumbers the other four to one, it was super unfair especially to Killer side. Map design is already not always balanced, why bring back the means to make it MORE unbalanced?
If the worry is Scratched Mirror got nuked, or Stealth Killers are weaker now? Well then, buff Stealth Killers and rework Scratched Mirror. Don't re-add a proven broken item that people were demonstrably using to tilt the game too much in their favor just because they could, that's unbalanced and unfair.
If y'all wanted map offerings not to be useless, y'all shouldn't have been using them to force the game to be on your side by all means possible. Min-maxing kills games.
-
Maps that still badly need looking at:
- ALL MacMillan's Estate maps should have had their second iteration be the one that was seen on live, not their first iteration. The original iterations aren't great, especially Groaning Storehouse and Suffocation Pit. That Main in Suffo is a war crime, and Storehouse is too large with too many resources. I'd also like to see Shelter Woods get a quick pass through just because some of the resources are a little weak while that main can be too strong. The rest are balanced to slightly Survivor-sided.
- Gas Heaven and Wrecker's Yard. Gas Heaven is too large and too Survivor-sided, while Wrecker's Yard frankly doesn't have a whole lot going for it. Many of the tiles in the Auto Haven maps also feel like they are missing the plot with too many strong tiles and not enough fillers, or sometimes too many fillers and not enough strong tiles. Not a priority realm to balance save for the two maps listed.
- All Coldwind Maps. These maps are currently Killer-Sided since the lack of resources makes them abysmal for Survivors, especially Rotten Fields. Frankly, can we please just delete Rotten Fields from the game? I promise you nobody will miss it. It's an absolute barren wasteland of NOTHING that you can't do anything in either side most of the time except Hold W. All of these maps also are too bright, making it very hard for Killers to track scratch marks in. You basically have to track blood trails and pray. Adjust the brightness of this Realm and give a FEW more resources, maybe some junk tiles, and it's fine.
- Disturbed Ward: Weirdly shaped and too big with too many resources. Somewhat Survivor-Sided for that reason. Adjust the size down - I suggest making two new realms out of it a little larger each than Crotus Prenn is - The Asylum and the Carnival. Cut out the Carnival from Crotus Prenn entirely and reduce resources to balance it, then Expand the Carnival into its own creepy spooky Evil Circus map in the same realm as Crotus Prenn. And readjust the sizing so neither map has such a wonky shape.
- Haddonfield: This entire map has been a problem child from day one. Currently, it's heavily Killer-Sided. I think the tiles themselves are fine, specifically all the houses. But the size needs to go up a bit, and those bush tiles should be extended into their own tile. Space out the houses and replace with a playground tile set or some bush maze tiles. House of Pain and the Myers House should be the only strong tiles. You will never be able to fix that street, so just remove the tiles there and focus on either side. Make it a "resource guarding" map the way Shrine of Wrath or Azarov's Resting Place are.
- Backwater Swamp: The whole realm is a wet fart. Whole realm has to be darker, what is this nonsense we have now? It looks awful. Pale Rose is probably too big for what it should be, and the elevation is kinda bad. Grim Pantry is Survivor-sided, that double window on its main is again, a war crime. Weaken the Main like you did to the Haddonfield buildings and bring the number of filler tiles down. Shrink the size of both maps slightly. Stop making all the hooks and generators and the Hatch spawn in the corner, WHAT is this spawn logic?
- Red Forest: Generally OK, but definitely needs less filler tiles. This is less obnoxious on Temple of Purgation than it is on Mother's Dwelling. Both need a slight reduction in fillers. The amount of collision blockers feels kinda bad, but it's tolerable.
- Badham: Still too Survivor-Sided and really deserves a rework. Just remove some breakable walls in some buildings and weaken the dropoffs in those buildings. Rework the Main. Change those things and the map will be fine. NEVER BRING THE OTHER VARIANTS BESIDES WHAT WE CURRENTLY HAVE BACK TO THE GAME AGAIN. I'd argue you could merge Badham and Haddonfield into a new Realm called Dark Streets, maybe whenever we get another urban map again. Such a realm could have a lot of potential! You could put a theoretical All-Kill, Scream, or other such urban map there, instead of having three different realms for them.
- The Game: This has always been another problem child map nobody really has any fun on. There's nothing for Survivors to use up top, and downstairs is too strong for Survivors. Meanwhile Killer can guard one half of the map depending on who they are if many of the generators Spawn in that area. Very cool map packed with Easter Eggs for SAW, yes, but really feels bad to play on. Especially for Killer, since there's approximately 9 billion pallets every square inch and no vaults. Reduce the number of pallets on both floors to about half of what we have now, and add some vaults topside. You could even have some generators change things and create vaults where ones did not previously exist. Whole map needs a redo.
- Ormond: My big issue is that one map is too Survivor Sided while the other is slightly too Killer sided. Ormond Resort probably needs a reduction in fillers and reduction in size a little, and some slight changes to weaken the main. Maybe just don't spawn some breakable doors. Ormand Lake Mine deadass doesn't need that entire lowest section you can drop into, and could probably get a slight increase in size if you removed it. The snow also tends to muffle footsteps, making it too hard to track in - adjust the sound levels.
- Hawkins: This map is mostly okay, my issue is that maybe some of those dropoffs are a bit too strong and there may not be enough resources for Survivors to use. The map is also extremely confusing to navigate similarly to the Treatment Theatre. Change that and the map is OK.
- RCPD, both Wings: My ONLY issue with this map is that the extended loop in Main is much too strong and too easy to chain with the Welcome Leon room, the Safe Room, or the rooms adjacent to it. That desk AND the stairs both deadass don't need to both spawn pallets, it's already huge and hard for some Killers to keep up on. I promise you that loop is strong enough if you only had ONE of those pallets spawn at a time. Or, you could add a dropoff from that upper balcony next to the statues to break the loop into being less strong, and keep both pallets. The rest of the map is okay.
- Forsaken Boneyards: Another issue realm, one is still Survivor-Sided while the other is Killer-Sided. This isn't balance, BHVR. Eyrie of Crows STILL has too many resources, often ones that are strong loops or lead into other strong loops. It needs more filler pallets and less of the kind of loops we see between the mausoleums. Why does that pallet on the little plaza even exist? Why can you chain from Main into a few semi-strong fillers into a tile into shack? That feels like too much. Dead Sands has the opposite problem - no real tiles, not enough resources. It feels like Rotten Fields. It really needs more for Survivors to use, there's nothing here. That feels really bad especially if the Killer tunnels. And BOTH maps have the awful issue of muffling footsteps, making it hard to track Survivors and sometimes Killers in - adjust the sound levels.
- Garden of Joy: Garden. Of. Joy. This map has been THE most Survivor-Sided map since its inception. The whole map is just awful, it has the same problems Haddonfield has but in reverse. That Main is TOO STRONG and those dropoffs need addressing. Having it easily chain into strong tiles either side is a war crime. The other side isn't much better, chaining shack into strong tile into strong loop. Then you add a bunch of fillers as resources to extend it. I'm gonna say it - remove the Shack entirely, and space out the tiles on that one side with a dead zone and some fillers in between, not every map NEEDS to have a Killer Shack. As for the Main, add more dropoffs and weaken some of the vaults, there's too many exit points for Survivor and too many loops the Killer can waste time on. Plus it has two strong pallets in it. Maybe weaken those somehow, the house shouldn't be a guaranteed safety zone. Then remove one of the maze tiles on that side and put fillers there. There, fixed, balanced, even. Also, rework the lighting to match the other two Withered Isle maps - it should be dark like Fazbear's and Greenville. Looks cooler, is cooler, do it.
- Forgotten Ruins: Killer-sided for some Killers, Survivor-Sided otherwise. Has the same issue as The Game - the underground is too Survivor sided but the topside is too Killer-Sided. Weaken some vaults in the dungeons and add some resources or a maze tile topside.
- Toba Landing and Nostromo Wreckage: Let's be honest here, these two do not need their own map offerings. Make the Spaceship Door send you to one of these two maps, not one for one and another for another. Nostromo Wreckage is currently too big with too few resources. It SHOULD have been an indoor map with a small outside, but since BHVR won't do that here's a better solution: split it into two - an outdoors map, and an indoor map - and then expand both. We have NEVER seen a realm give you either an outdoors OR indoors map, that would be new and interesting. I am not sure why BHVR is so damn averse to making more indoors maps when we haven't had one in ages, it's like they're afraid after the disaster RPD was at launch. As for Toba Landing, it's STILL too red and hides scratch marks too well, plus that Main probably needs a slight look at. It's quite a strong structure. I am also not sure why on earth they put two shacks on Toba Landing, it seems pointless. Map is otherwise fine.
- Fazbear's Pizza: Should. Have. Been. An. Indoor. Map. The FNAF games are indoors games. They have always occurred indoors. it's baffling you didn't make this map also occur mostly indoors with a small outdoors. You could have blended multiple games' locations into one bigger reality-bending indoors map - the FNAF 1 security room, the FNAF 2 big open area, the FNAF 3 Fazbear's Frights room, the Sister Location galleries. You could then have added the party room, the arcade, and the kitchen as areas. It could have been another Lery's, which is still IMHO peak indoor map design. Instead you chickened out, played it safe, and gave us another "cool main in a barren field" map like Greenville that you have no real reason to go explore in because it's strong and there's nothing for anyone there after its one generator is finished. Please stop designing every map like this or like Rotten Fields, it gets old, give us something new. Give us more interesting Indoor maps at least! Not every damn map has to be outdoors!
- New Walking Dead Map: OK, if any map deserved better, it's this one. It shouldn't be in Withered Isles to start with, it should be in Lery's Memorial - and it should be a fully indoors map. WHAT is this "cool Main in a barren field" design philosophy that BHVR can't seem to shake? The coloring doesn't even match Withered Isles! Please, for the love of everything, just make it a more open but fully indoors Lery's Memorial with a Walking Dead coat of paint, it would fit there so so so much better.
Realms that need more maps or need to be combined:
- Crotus Prenn: Has only two maps, splitting Disturbed Ward into The Asylum and The Carnival would give you a third, making a nicely balanced realm.
- Haddonfield and Springwood: After nixing the other NOES maps, now Badham has just one map and Haddonfield has only had one map ever. I say either bring that "The Facility" map idea back as another callback to Halloween (the second one in this case), or merge the one Badham map with this realm to create a new Realm called The Dark Streets or The Urban Jungle. Then you can add say, an All-Kill city map or things like maps for urban Killers like Ghostface or Skull Merchant without repurposing other maps. How cool would it be to have a fully urban realm made up of classic horror locations like Badham and Haddonfield?
- Backwater Swamp: Badly needs more maps as it has just two. How about bringing back any of the previously scrapped map ideas for this realm, such as The Mound? How about a deeply murky muddy forested map for this realm? How about a creepy otherworldly bog with much too big carnivorous plants and creepy reeds and a big wicker man like object or a big old tree you can loop inside of for a Main or something? Something cool!
- Lery's Memorial: Put the new Walking Dead map here, and make that map fully indoors but more open space than the Treatment Theatre. Call it The Institute.
- Red Forest: Could use another map as there are only two. What if we had a cool underground caverns map and it had a small outdoors section that is forested, connecting it to the Red Forest? Maybe with a new Killer this could be their lair. It'd give us another "big indoors small outdoors" map which we don't have very many of.
- Springwood: As stated, blend this with Haddonfield and some new maps into a new Realm called The Dark Streets or The Urban Jungle.
- The Game: I don't know how, but I'd like to see this realm become The Indoors Realm. Rename the realm to The Game and the map to Gideon Meat Plant, and then add maybe some more sci-fi type places to the realm. IDK, something, having it be its own thing feels kinda lonely when plenty of other licensed maps are being folded into realms that exist already. Maybe give it more SAW inspired maps?
- Yamaoka Estate: Needs another map. Maybe add a Fatal Frame inspired creepy old house map to explore, there's a good map idea for an indoors map. How about an old Aokigahara inspired creepy Yokai Forest? You could do that. What about a Japanese seashore vacation house? How about a mass burial grounds for the Yamaoka family, with Tori Gates and spooky gravestones to hide behind and little shrines like that elevated one in this map?
- Ormond: Needs another Map. How about the abandoned halls of the school that the Legion dropped out of? Solid indoor map. How about a cold frozen over lake at the height of a harsh blizzard with a crashed plane deep in the Canadian Mountains? Solid outdoors map idea. We already have "Ormond Lake" as a concept, show us the actual beautiful, crystal clear Canadian lake with mountains in the background! C'mon BHVR, you're a Canadian company… show us your country's natural beauty in map form, I know you're capable…
- Hawkins National Laboratory: Probably could be merged with the Lery's Realm into a new Realm. Call it The Institute and have it be Hawkins National Lab, Treatment Theatre, and The Walking Dead Map. Bam. If you don't do that, what about adding The Upside Down, like the actual Upside Down, as a map? Could be really cool!
- Grave of Glenvale: Dead Dawg could stand several more maps, why is it all alone? :( You could do a creepy abandoned gold mine. You could do a large scale canyon map. You could do a nighttime desert map. All of these would be really cool, but you haven't done them yet. This realm needs more maps!
- Silent Hill: If you do another Silent Hill chapter or release, this realm needs more maps, and frankly it deserves to be its own realm. How about Alchemilla Hospital? How about the Hotel from SH2? How about the streets of Silent Hill itself? How about the carnival grounds?
- Raccoon City: Fine as it is I think but if another map were added, why not add a creepy Las Plagas village or something? Or put the Walking Dead map here because it's "the zombie horror realm".
- Forsaken Boneyard: STILL needs another map or two. Why not create a cool underground catacombs map, kinda based off Ossuaries and the Paris Catacombs? That would be a terrifying map to run around in! It baffles me you haven't done some kind of catacomb-maze map yet, like what are you waiting for, it's ripe for horror and this is the Scary Graveyard Realm.
- Decimated Borgo: Could use one more map, probably in a future chapter. I would like to see perhaps a King's throne room or something. Make a genuine castle map. I bet people would love to see that.
- Dvarka Deepwood: Could use another map. I feel like something involving cosmic horror in a future chapter could go here. Like, if you did a Rl'yeh or Carcosa or other cosmic horror inspired type weird trippy map. Put it here, perfection.
-
@TimberGoingDown said:
Dracula. I know he's powerful and everything, but I just struggle with him so hard, which is weird. I've never really struggled that hard with a killer I was determined to learn, but I hit a wall with Dracula.
Bubba. His power is so punishing if you mess up.
This is why I prefer majority M1 Killers or short range M2 Killers to anyone with a super strong mobility M2. If you have a power that is really strong, the tradeoff is if you miss, that was your shot - they get distance, you better try again.
Meanwhile if I'm Ghostface or Dredge or Onryo or Wraith, I just finish using my power, chase, pop out and hit them.
-
I Main primarily M1 Killers with a handful of short-range (hit over loop only that is) M2s. My three most played are Dredge, Ghostface, and Nemesis, with others making up the "away team" so to speak. Current Roster includes Dracula, Springtrap (learning), Onryo, Myers, Pinhead, and Pig with a handful of rarely chosen others. I play on PC but use a controller for comfort reasons at 80% sensitivity, for reference.
I'd rather gargle glass than play another single round as:
- Nurse: Her fatigue mechanic and fact she's so timing-heavy really bothers me. Plus once you figure out her one trick to get instant wins every time, games become the most boring 4k streakfest ever. Literally, it's "Press X to Kill Everyone" and it's just… there's no challenge or point in it. I despise playing as Nurse, it feels like fighting through molasses to just dominate with no issue.
- Artist: I'm sorry but she's boring. REALLY boring. The birds are nice but I don't like having to know a 20,000 page guide on every tile and where to place every single bird if I want results. She's just a basic M1 with a kinda lackluster M2 that has to hit multiple times and also gets countered by lockers. Plus everything she does, Huntress, Springtrap, and several other ranged Killers do scads better. I am genuinely miserable as her.
- Twins: Boring, boring, boring. Slug simulator and nothing else. Chucky is better, cooler Victor in every way. Character is glitchy; it's a 50/50 crapshoot on if I'll actually get to use Victor today. Hard Pass.
- Knight: AI never works properly. AI is glitchy. Character is bugged. Character doesn't have much going for him besides slapping a Companion down and hoping. Otherwise a basic M1 that doesn't do much that's special; Houndmaster does much of what he does way better. Generally not fun for me. If I hit my power button, I want the power to just work. Knight doesn't. I feel forced into having to camp hooks and I HATE that, I hate Knight, you could not pay me enough money to actually play him.
The following Killers annoy me, but are tolerable if I'm in the right mood:
- Huntress: Used to play her and don't anymore. I grew to really dislike her windup timing, it feels like it takes 3-10 business days for me to actually get my power ready. She moves too slowly to play the M1 Game I like, and I don't like having to stop and reload.
- Demogorgon: Used to play a lot, don't anymore. Too slow to set up portals, and the Shred. Hits. Everything. Literally everything in existence. It feels like I'm being 🐓blocked. When he performs he really performs, otherwise he's nothing special. :(
- Deathslinger: Slow. Annoying one shot and if you miss you have to reload mechanic. Chain issues. You can hit through some things you shouldn't be able to, but not through some things you should be able to. Just frustrating.
- Trickster: Feels slow even if he's actually not. Annoying reload mechanic. Have to hit a billion times to get anywhere. People just hide. Feels cheesy when you do hit. His ankles are broken around most tiles even with his M2. Just not fun for me.
- Oni: Used to enjoy him until the update to his turn and dash happened. Now he feels intolerably clunky and I hate it. :(
- Blight: Makes the game too easy, and I find that really boring. I'm not playing my power, I'm playing my perks. Gets really old, really fast.
- Wesker: Too slippery. Too glitchy. Too frustrating. I feel like I'm fighting the controller every step of the way. I feel like I'm playing with wet spaghetti that keeps slipping through my hands. People think I'm sweaty and they play like it. I do not find Wesker enjoyable in any way. Throwing people is fun, if I can manage to even grab them. I would rather play with actual wet spaghetti.
- Xenomorph: I really wanted to like this Killer. In theory it has everything I enjoy - short range M2, stealth, mobility, and plays a little like Nemesis. Should be fun right? Sorry but no - the tail has Deathslinger's gun's collision issues, and being hit with turrets to lose my power and become another basic M1 Killer that can't even mindgame because it's too tall feels BAD. I'm pretty sure Ghostface has a faster power cooldown than Xeno does if it's unable to get to its tunnels or is mid chase or something. Again, when I hit a button, I just want my power to work, not have a weird windup. Makes me sad every day that I don't enjoy Xenomorph.
- Houndmaster: I don't mind her. I just can't stand the Snug Bugs. AI companions for Killers were a crapshoot and I really hope the Devs do not make more of them. They can't seem to make AI companions work right, unless they're like… Nemesis zombies or something.
I have some amount of fun with, can tolerate, or enjoy everyone else. Trapper's a weird case because he's my throw "Joke Pick", I only play him to play "Stay Outta The Void/My Shack/The Main" Trapper.
-
I find pretty much every single dash or high mobility Killer boring to face.
I dislike Wesker. I dislike Ghoul. I dislike Nurse. NONE of them are really that fun to face, all are badly designed Killers, and one of them is glitchy to boot. I will make two exceptions and it's for Billy and Blight. Blight is genuinely fine and needs no further tweaks anymore now, and poor old Billy has suffered enough through being made a D tier for years. Leave them both alone, fix the real problem Killers, stop nerfing low tiers like Clown and Knight for no reason, and stop making MORE Dash Killers. It's time for Killer Mains to learn to use what we have and to stop trying to push for 4k winstreaks - those days are OVER friends.
My big issue with Ghoul in particular is that getting hit by the QTE Kagune Mark feels awful because it halts literally all of your momentum. Literally ALL of it for 10 billion years, it feels like. It slows the game and just doesn't feel good. I'm fine with his mobility, I'm fine with him being good in chase, it's fine. My issue is 100% solely with how bad being Kagune Marked feels.
-
I don't think it's meant for Killers to see this info, but if Survivors can have trainers for flashlight timings and both sides are allowed to use Reshade, and Killers are allowed to use reticle programs for ranged Killers, I think this as a program should be fine.
Good Killers count hook stages and DS timers through various analog methods, like tallies and flat markers on their desks, all the time anyway. Making it digital doesn't break anything, it just makes Killer less frustrating for some and helps train others who are still learning this skill.
-
The anti go next seems to be working as intended, my matches both sides are better quality and as intended, when the other side stays in the game and is better than me, I lose.
The thing is you're never gonna get rid of ragequitting entirely. The best we can do IS DC penalties. Going any further means punishing people for things they can't control, like losing internet access or their battery dying at a bad moment or something.
-
Yep I'm doubling down on this: aside from minor tweaks needed, Killer as a whole is in an OK state. Not perfect not bad, OK.
The only issues with Killer either side these days are the same as always: quick gens when Survivors get their crap together, some Killers needing tweaks or buffs, and some map issues. I'd also count the queue times being slow.
-
@Marc_go_solo said:
Regarding the changes, the most intriguing isn't to do with the characters or perks: It's noted on the 9.1.0 update, killers and survivors (including outfits) are now classed as "Unlocked" rather than "Owned".
Is there something happening regarding one or more licenses which may result in them going?
Picture taken from DStrike video.
https://us.v-cdn.net/6030815/uploads/O5YX5YV1SGJA/screenshot-20250721-172642-youtube.jpg
Or they're just changing the wording because "Owned" sounds weird. Sometimes a cigar is just a cigar.
-
Absolutely not, Huntress' windup time feels like molasses. ANY Killer with a windup timer feels clunky and unfun. They adjusted it on Xeno, now Xeno' tail feels awful. Windup timers suck.
Springtrap doesn't need any more balancing and he certainly doesn't need nerfs. If anything he could be lightly buffed.
-
Badham certainly needs balancing as it's not a very fun map for Killer in general, especially M1s, but deleted? Nah.
-
@ElodieSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967818#Comment_3967818
I am not advocating for faster generators I am saying survivors already have to do generators fast or else face the consequence, as killer mains have it really easy right now with just getting 2 survivors out, then slug for the 4k. It's almost braindead easy, especially against an altruism group. Killers are basically handed easy wins most of the time.
If generators go any slower, it would kill the game for survivors as we've seen in the past.
I say this very respectfully: that greatly depends on the Killer you choose, friend. It also depends on how hard you choose to play. It has nothing to do with "Killer Mains having it easy", if anything some have it even harder right now due to healing being stronger.
I highly suggest thinking about how your words might sound before posting, Us versus Them isn't tolerated here. Not saying you're doing it, just saying - be more aware of how something may sound, because your post here seems to suggest that Killer is the "easy role" when that isn't always the case.
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966906#Comment_3966906
That would be interesting 🤔
I won’t say yes or no to that because I don’t have an opinion, but out of curiosity. Why would the killer need to see that?
Because it's hard to tell if you're "camping" or not sometimes. Killers that want to camp would not be able to use this info, while Killers that don't want to will use it to gauge if they're too close.
-
@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967639#Comment_3967639
Would be really nice for m1 killers to get like small + indoor maps to somewhat avg maps but never large ones, and same goes for m2 to get large and outdoors and rarely indoors or small
That would really reward players honestly
I'd be for trying this out, certain maps being out of the rotation for certain Killers.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967335#Comment_3967335
it actually is the answer since 1 the only reason why survivors actually lose is they do something that isn't a gen and also get stronger over time due to perks/qol buffs + killer nerfs
2 the people who main those stronger killers will either play them anyway or swap killers to something stronger just like people do now and survivors will get more killer variety
No it really isn't the answer.
We don't need more Blights, Nurses, and Ghouls. They're not fun to play against.
-
@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967253#Comment_3967253
Chasing someone around the hook and stopping chase once the Surv leaves the hook area in favor to sit a meter outside the radius, is camping, it doesn't matter how many times you people try to talk about whataboutisms, it's camping and should be deterred/penalized. It's literally a core issue with the game rn, that and tunneling/slugging. Also it's not getting someone off hook for free, it's still taking a hook stage from that Surv.
This isn't 2016, doing gens is not countering camping unless you're in a SWF, SoloQ is not coordinated enough for that because BHVR refuses to balance the two very different Surv roles, so things need to change. Otherwise it's really trivial to even be on a discussion about SoloQ Survs Dcing because it seems like most of you aren't really interested in solving it, just interested in tacking on more obscure DC penalty requirements which will lead to nothing but inflated wait times and more SWFs to face.
I'd welcome someone actually trying to discuss what can be done, not low brow replies about literally nothing… meanwhile here I go facing the 300th lethal pursuer blight this week that hooks someone 10 seconds into the match and then just camps hook to slug anyone that gets close or the 150th Billy who just revs his chainsaw directly outside the radius, waiting. Maps are tiny, gens are cramped, gen times have been increased, there are a plethora of perks to halt gens and slow them down even more. If someone is being camped at 5 gens before a 3rd of a single gen is completed in SoloQ, the match is cooked and that's quite often what is happening, which lead to people "going next".
I'll say this, it's been great rn with the DC penalty being removed :)
But none of that was what I was referring to. I was referring to when a Survivor purposefully leads a Killer past a hook.
If you had read my whole post instead of skimming, you'd know that.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967290#Comment_3967290
It's not a traditional stunlock, but it still feels unfair like one, and again.
I feel you want to engage in a disingenuous argument where you move goalposts and try to find some "gotcha" when I have already supplied examples of these situations and made exceptions, as you asked, for when it feels bad despite not being a true stunlock.
I haven't moved the goal post once. You started out saying chain blinds was a stunlock. Not that it feels like but was. Then when pressed for examples you said its not like a traditional stunlock and it feels bad.
Again, a stunlock is when you prevent another player from moving on their own. Blinding a killer while in animation from head-on does not re-stun or extend the current stun timer. Also this example isn't chain blinding which was the point of this thread.
You can say all you want that chain blinding doesn't feel good. We are all allowed our opinions on how the game makes us feel. But don't be conflating being blinded with being stun. You are fully capable of stopping the blinds by looking up, down, or away. In no way are you forced to continually be blind.
I've laid all my points out and you're still looking to argue, so I am no longer interested.
Have a lovely rest of your day. :)
-
@ElodieSimp said:
Generators need to be done faster, it's the only priority for survivors. When the killer is able to get 2 people out of the game, it's a win for the killer now as slugging for the 4k is the norm. You can't win with 2 survivors left, only thing to do is focus gens as fast as you can.
Survivors have enough things to speed up generators if they try, and "just use more gen control" on Killer shouldn't be the answer. They certainly don't need to go faster; if anything they need to be brought to heel and made even by making all generator speed, slower or faster, cap at a certain percent faster. + or - 25% seems fair.
-
@Crowman said:
16m is already pretty big and BHVR has said the intent was to combat facecamping which is where the killer is standing right next to the hook.
The area doesn't need to be bigger. Survivors just need to stop expecting the game to hand them free unhooks.
Truefax, how many zipcodes away is it acceptable for the Killer to be before it's no longer camping? About 16 meters. THAT'S the zipcode, So Sayeth BHVR. We have a fair area the Killer can't sit in, we don't need to make it larger. Some Killers even have anti-range camp features, like Dredge and Artist. Just give Killers like Springtrap and Huntress those if you must instead of widening the range of the AFC, because, as demonstrated by @LordGlint , the game doesn't realize that different floors the Killer can't possibly guard (that aren't the Basement) cannot be a hook camp because the Killer can't get down there fast enough.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967276#Comment_3967276
Why's Dredge allowed but not Freddy? Makes no sense.
If I remember correctly, my dear friend, Freddy was excluded from the first Lights Out because the Dream World effect would clash with the modifier's darkness.
I do recall that I thought this would be fixed for the second Lights Out.
But Dredge's also clashes, so it doesn't make sense to have double darkness. It actually makes the darkness worse.
-
@Thusly_Boned said:
If people are leaving the match prematurely, I prefer the scenario where:
- They're at least replaced by a bot
- They're being punished for it
And the old, tired line of "fIx tHe GAmE and peOple won'T gO Next" is a total cop out. The game will never be perfect or balanced, and letting people decide for themselves when something is "unacceptable" will mean some people will always find a reason to quit. There will always be reasons for those looking for them.
My stance is and will remain this: if a person finds that the game's flaws make it miserable enough for them them that they don't want to play, that's totally valid. But the solution is to not play. Screwing over everyone else so they can make that choice on a match to match basis is not acceptable, and should be punished.
Thusly_Boned! Long time no see friend, your username always makes me smile. :)
I agree with you here, if the game is frustrating you that badly, you should just not play for a while. It's not okay to ruin the game for four people because YOU are not having fun. It's like taking your ball and going home because you lost the soccer match.I get it. This game can be frustrating. We have all gotten frustrated enough to ragequit, I won't say I never have over absolutely dumb things like having just had it with the Sabo SWFs bringing my Pig to Eyrie tonight or the Killer deciding that it's Laurie Tunnelling Season again. I've done it, you've probably done it, it happens - the occasional DC is completely normal and understandable, everyone crashes out sometimes. But you don't get to repeatedly do that just because the game becomes mildly inconvenient, and if it's happening a lot it's time to turn the game off for a bit. At the very least a timeout is needed, it has to be punished.
I'm gonna be candid here with everyone and reveal a secret that I'm certain is gonna get people mad at me or at least get me downvoted to Hades: this whole time, I was secretly one of these people who was tempted to DC or self-suicide on hook A LOT especially when I was getting really, really rough games. I'm notorious in my gaming group for having a perfectionist streak that comes out as having a short fuse, and In my weak moments, I admittedly have DCed many times a session before. It's a serious flaw I'm learning to work through over time, and I am sorry if my doing this has ever ruined anyone's games here. I know it isn't acceptable behavior and I am ashamed of my weakness in this regard. It's something I'm currently working on fixing in myself actually.But I've also always been an advocate for stricter punishments for this because I know me doing this isn't fair, and admittedly is immature and SHOULD be punished. I deserve to be punished for ruining games if I do this. I'm sure it's similar for others who do it too, because I really should, and do, know better.
I know for a fact that for me, the knowledge I cannot self-end on hook anymore means I simply don't even try to do it because it's out of my control, while having longer DC penalties if I DO crash out means I have time to sit, breathe, and calm down instead of hitting Ready and getting progressively angrier. It's personally helped me have a much healthier relationship with the game and read when maybe it's time for me to get off the game for the day. If that's what it takes to improve match quality so be it, but I can say it's helped me a lot. I hope maybe, it's helping others too.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967272#Comment_3967272
i'd argue the opposite the reason why everyone is flocking towards to a and s tiers is because the others aren't viable against good survivors and no one really likes losing. so in order to have more killer viability i'd rather we buff killers to that lvl 1 so they don't get power creeped into irrelevancy lile right now and 2 dragging every killer down to trash tier doesn't really make the game more fun it just makes playing survivor even easier and killers in general have to sweat even harder every match to get decent results
Well the answer isn't to buff everyone to A tier any more than it is to nerf the strong ones to C tier. The former isn't fair to Survivor players, and the latter isn't fair to people who Main those stronger Killers.
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967289#Comment_3967289
You can keep going, but my points stand.
- Killers present a disproportional amount of emotional arguments about the game, despite the reach or severity of said arguments.
- It is up to the individual player to determine when something in a game is too much for them to handle, especially as adults.
- DBD utilizes a host of features to prevent negative communication, including the ability to shut down communication and to privatize one's identity entirely.
And finally
- Nothing will ever be enough to satiate the wounded egos of said players.
You do realize I am not at all arguing about a quick teabag at a pallet, right? Nobody is harmed by that. I am STRICTLY talking about in game taunting that then spirals into things like stalking, slurs, and actual suggestion that the player it's aimed at end their life. You know, things any sane human would see as unacceptable beyond the pale behavior. I have been arguing the negative effects of that this whole time and you are still doubling down on the idea that somehow, demonstrable abuse isn't "real abuse" because… why? Nobody gets physically hurt? You do know that abuse isn't just physical right?
At this point I am forced to assume you yourself are either an abuser, or an abuser sympathizer. I have provided evidence and you STILL don't care. In fact you keep doubling down insisting it's "Killer mains being emotional over ego".
Dude. Dude. Look at what you're saying here, you're literally defending people stalking others, spewing hate speech, and driving others to suicide over how they played in a video game. You do understand you're defending some absolutely awful stuff here, right? Is it somehow worse when Killers do it to Survivors than if Survivors do it to Killers? It would seem so judging by how you keep doubling down on this idea that harassment is "just a silly bit of gamer banter" that "only wounds egos".Killers are played by human beings. All Killer players are not narcissistic ego robots just because you have had bad experiences with a few, any more than all Survivor players are little gremlins who want to hurt others. And NO players in ANY game ever deserve to be harassed simply for playing a video game, I don't care what tactics they use or how hard they win or lose.
This is a truly disturbing position you're take about human beings. TRULY disturbing and troubling. If you said this about anyone else or any other group, you'd be rightfully shunned for it, but because it's the antagonist role in a video game somehow it's okay? Are you hearing yourself right now?
Your points do not stand, because they're abhorrent points that defend harassment online, the effects of which I have demonstrated with evidence multiple times over. Your first point paints all Killer players as emotionally immature and therefore acceptable targets, your second fails to understand the basic limit between what is "too far" in general - forget what it means for a given person, some things are always TOO FAR - and your third doesn't take into account how the harassment can occur outside of the game, in a place where BHVR can do nothing about it. And your fourth is just another particularly callous Us versus Them trying in vain to gin up sympathy for your argument by strawmanning Killer players as a whole as "egotistical narcissists" who just wanna hurt "poor widdle Survivor Mains" all the time instead of human beings playing a friggin' video game to have a good time.
You can't be convinced and aren't arguing in good faith. I'm glad you have the privilege in life to never have to have experienced hatred online over your gender, race, ability, or anything else. I'm happy you're so privileged you have never had a mental illness, disability, or any other sort of thing you can't control occur in your life. That isn't most people.
I'm leaving this argument before I actually get angry, because everything you're saying is so incredibly gross in how it defends actual online harassment, it's starting to raise my blood pressure.
Absolutely shame on you.
-
@Defnotmeghead said:
Mechanically just:
Whenever someone gets unhooked from a scourge hook, the unhooked survivor will recieve a healthstate. The unhooking survivor will lose a healthstate(or get deepwounded), be broken for 120 seconds and have their aura revealed for 60 seconds while the killer will be undetectable for 60 seconds(mainly to avoid Object of Obsession being a hard counter).
This will consume the scourge hook and it will disappear.As for logic, the consumption of a scourge hook should happen before Jagged Compass turns a hook into a scourge hook. Incredibly strong power, incredibly strong downside. Doesnt encourage tunnelling but does heavily encourage spreading out hooks. Probably would need some number tweaks, especially with killers like Nurse and Blight in mind. Probably needs a minimum distance away from the scourge hook to trigger. Probably needs a minimum distance for the survivor aura to show up (again, Nurse). But could make scourge builds so much more interesting than just seeing pain res all the time
So you want Shoulder the Burden but more punishing?
-
Felt specific but I would like to see some survey questions about Killer specific frustrations on the next one.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967226#Comment_3967226
I did read it but you failed to provide a situation where flashlight blinds stun the killer twice. Instead you give that it feels like a stunlock. Feels like a stunlock is subjective. It doesn't feel like a stunlock to me, so which one of us is right? That's why our definition needs to be objective, in which we both agree.
If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation.
If that second action was a pallet or head-on then this conversation wouldn't even occur. But it's about being blind a second time. If you want me to agree getting chain blind is a stunlock, then provide the example where the act of being blind a second time prevents you from moving.
I… I did though.
I literally did. Like I LITERALLY mentioned it right here, and I quote:
"And being able to chainblind, though not a problem, is similar for the reason that it doesn't feel good for the Killer to get blinded repeatedly especially when they cannot act to stop it, such as while in the stun animation."
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966868#Comment_3966868
If you are stunned, and then get stunned again, it's a stunlock because you are locked into a stun animation. If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation. This is the literal definition of a stunlock.
The issue is that 2nd blind does not lock you in animation or does not extend the duration of the initial stun animation. While your definition is true, it does not match the situation of being chain blind.
If a survivor can constantly blind a killer and that killer cannot move until it stops, that would be stun locking. You cannot point to a situation where that is true in DBD.
I actually can point to a case where a Killer cannot move from a blind until an animation stops. It's when the Killer gets stunned somehow - say with Head On or a pallet or even from dropping the Survivor when blinded while carrying - and then another Survivor blinds them successfully because they sat there and pointed their flashlight at them as they were in the animation and waited. The Killer is locked into an animation, they can't avoid that blind. It's not a traditional stunlock, but it still feels unfair like one, and again. If you had read my posts before, you would realize I have said it's not a true stunlock despite feeling just as bad.
I feel you want to engage in a disingenuous argument where you move goalposts and try to find some "gotcha" when I have already supplied examples of these situations and made exceptions, as you asked, for when it feels bad despite not being a true stunlock. I think the discussion has run its course here.
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967210#Comment_3967210
Those links are about the effects on children. Like I said before, we're adults with personal autonomy and the likelihood of it creating anything new is low. It might exacerbate issues, but that's not something that is anyone else's responsibility. You have multiple ways of opting out of these situations without even leaving the game. There's no voice chat and you can prevent players from communicating with you over text. There's even an anonymous mode. So again, I fail to see how it's abuse or what could be done that isn't already being done.
At some point we have to come back down to Earth and remember that bagging at the gates and smack talk in endgame chat is what spawned this conversation. Equating that to extremely abusive behavior, which is being implied if we're pulling real world physical harm to one's self or others into the equation, is more than a little wild. In my opinion.
Oh, would you like the effects on adults?
Here you go. It's a video about how people of color experience a lot more harassment in gaming online. These are adult people experiencing this.
Here's a video on how one in ten female adult gamers feel suicidal over online abuse in video games.
Here's a study by ADL about how 80% of adult gamers have experienced some form of online harassment in gaming, and the effects of it.
Here's an article showing some interesting facts about the kinds of minority gamers targeted in online games by this kind of harassment.
And oh look - here's a PubMed article that comes from actual psychologists discussing the effects of hateful and abusive online harassment in gaming, and why that's an issue.
Again, I could uncover MORE articles, videos, and research on how harassment in online gaming is a form of abuse and often includes hate speech too. Still convinced it's just a problem for children?
-
@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949048#Comment_3949048
You keep bringing up pre-running as if you're making a point. Again, what else are survivors supposed to do?
Until you have an actual point about the audio cue, we're done with this discussion. You can't keep falling back on pre-running as a counterpoint when literally every killer has to deal with it.
Arguably because Stealth Killers are sneaky, if the player is good enough, they're the best Killers at dealing with prerunning because they can catch a Survivor off guard before they know the Killer is there and they need to prerun.
-
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947589#Comment_3947589
Ambient sounds comopletely going away is also not enough of an indicator? Like I am genuinly baffled at this, do people expect sneak attacks to be announced? Dont get me wrong an indicator is needed for counterplay, but seeing as you have 1: door flashing if you have LoS of the door, 2: door opening sound, 3: springtraps foosteps that take effort to not be able to hear them and 4: map wide ambient noice going quiet when he uses his tp, what else does he need? A big red neon sign showing the door he will come out of? Like no wonder bhvr only does dash killers now, people are too used to stealth killers being a joke and it seems they like it that way.
It's funny. People are legitimately complaining that Stealth Killers are too hard to hear and see coming now and thus are "OP", when before it was "Stealth Killers are super weak and bad at their gimmick because they always have a tell you can hear/see before they attack you, if you pay attention." People will outright in one breath call Stealth Killers "weak" and "a joke" but then in the same breath say they're too hard to see and hear coming, so I guess maybe they're not weak and a joke after all because the stealth part of their kit seems to be working, right?
I guess not many Survivors pay attention anymore. I still do, always, every time I know it's a Stealth Killer. I haven't been sneak attacked by a Stealth Killer since I was 200 hours. -
… But he does make a noise. It's the sound of the door opening. He also unless playing as Glitchtrap has loud clanking footsteps. I'm not sure how that's not enough of a notification given Demogorgon has the same tells and does the same thing and yet it's not considered an issue.
If it's really that hard to hear, just make the sound a bit louder perhaps.
-
@darklord_1 said:
i was watching a streamer playing DbD (Hens333) he did a gen rush build, and omg the gens are FLLLLLYING!!!!
i'm playing surv solo, and i noticed my team running perks like (hyperfocus, Detective's Hunch, Built to Last) i was seeing these 3 perks almost every game i played.
Frankly if this starts to be a massive issue and overused, it's going to sooner or later lead to nerfing those perks and that really isn't fun for Survivor. But if the perks are causing rounds to go too fast, it's what they'll need to do unfortunately. There's not much else the Devs can change.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966320#Comment_3966320
Honestly, my friend, I think the first Lights Out was the best modifier so far.
This is a very unpopular opinion, I know, but I enjoyed a return to hide and seek and the occasional jumpscares.
The second Lights Out I really disliked, because the candelabras basically defeated the whole point of the modifier, imho.
I liked both Lights Out versions as both sides, I love that hide and seek aspect and want to see Lights Out a ton more than another Chaos Shuffle because the Devs don't know what else to do.
Bring Lights Out back, at the caveat that my beloved Dredge shouldn't be in it. It alters the environment too much the same way Freddy does. Why's Dredge allowed but not Freddy? Makes no sense.
-
@Virtualguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967217#Comment_3967217
Here's where I have an issue though. I think the current S teir should be removed from the game in their current state and A teirs are still a bit too strong. So many killers have been powercrept in this game and I don't think it's particularly healthy to just say we should buff the c#ap out of 90% of killers to make them all as strong as top tier killers.
I'd agree we currently have too many strong Killers and probably should reign in A and S tiers a bit. It's not very healthy to have Killers that feel overwhelmingly strong to play against; something has to give here.
-
@terumisan said:
i'm fine with there being some m1 killers w/o mobility but for example pig they destroyed her traps to make her more chase oriented so all that tells me is we deserve dash killers
But some people don't want to play dash Killers. Don't they deserve M1 Killers that feel good to play as too?
-
I don't care about my official stats on anything so I don't use this feature.
-
Per the Devs in the PTB forums discussions, the quicker vault speed on Last Stand isn't intended. You CAN however bring Resilience or Finesse with it and get the fast vault speed anyway, which I feel is maybe a bit of an oversight and should be checked.